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Raging Goblins Steal Magic Sword Page

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Novernber/Decembef 2000
Where does one go from a world of insanity?
Somewhere on the other side of despair.
—T. S. Eliot

The Family Reunion* H:a

We are all bom mad Some remain so.

-Samuel Beckett
Waiting for Godot

Editorial 4 London Calling


fry Andy Coffins
An investigation into a series of grisly murders takes a
Letters 6 supernatural turn for the worse, A new Dark*Matter
adventure adaptable for D&tD campaigns.

Deep Freeze 1
fry Cameron Widen fry JDWiker
It's been buried under the ice for millennia, waiting to be Entering the goblins lair is easy. Getting out alive is the
found. A D&tD adventure for and-level PCs but adaptable tricky part. A D&tD adventure for 3rd-level PCs but
for levels 1-12. adaptable for levels 1-7,

Iriandel 30 Alterations 82
fry Tim Leati fry Atfrans
The secret to ending a unicorn s curse lies in the tomb of When a science experiment goes awry, who will be left to
a barbarian king, A D&tD adventure for ^thdevel PCs but clean up the mess? A D&tD adventure for 1st -level PCs but
adaptable for levels 1-9. adaptable for levels 2-9*
Dungeons To Die For
JEvery Dungeon Needs Personality
by Christopher Perkins

Some of the most memorable adventures written for the D&tD They encountered some former denizens who had been turned
game have revolved around dungeons, I'm reminded not just of into zombies. To make the zombies tougher, outfitted them with I

“old classics” like Tomb of Horrors and The Temp/e of Elemental wooden masks adorned with glyphs of warding that triggered
1
Evil but DUNGEON Magazine classics like “Ex Libels' (Issue #29) whenever a living creature approached within 5 feet. Upon
and "The Mud Sorcerer's Tomb” (Issue #37) and new classics learning the true nature of the runes, the PCs had ro quickly
like The Sunless Citadel and Forge of Fury. Those of us whove change their tactics. The occasion afforded Herumann (an
been playing the game for years have learned to admire the intrepid gnome rogue played magnificently by Stan!) the chance
most carefully crafted dungeons as deadly works of art. tomake clever use of his prestidigitation ability, as he magically
Creating a legendary dungeon isn’t easy; the new Dungeon removed the wooden mask from one zombie's head, thus neu-
Master's Guide dedicates entire chapters to this pursuit. For tralizing the threat of the glyph ,

my Wednesday night campaign IVe drawn inspiration from 3 Make the ordinary extraordinary. Sometimes a statue is

dozens of Dungeon adventures as well as the twisted imagin- just a statue, but providing a bit of description can add char-
ings of designers like Bruce R. Cordell, Sean Reynolds, Rich acter to mundane things like statues, doors, floors, walls, torch
Baker, and Monte Cook. Here are three quick, useful tips that holders, and treasure chests. Also look for occasions to tinker
fve gleaned from my "research/' with towns and landscapes. For one Wednesday night session,
3 Use recurring images and Make your dungeon
motifs. I created a city of gigantic, hollowed-out mushroom “towers”
more than a randomized conglomeration of corridors and cham- Not long after their arrival, the PCs were pitted against a vam-
bers by reflecting the personal tastes (or disturbing nightmares) piric creature named Sajka Molostroi. After defeating Sajka in
of the dungeon's "architect/' Early in my Wednesday campaign, her fungal spire, the PCs found a small crystal paperweight
the party explored the tomb of Scalira Kallaster, the former carved with the likeness of a bat. The item, though nonmagi cal,
leader of an assassins' guild. Scalira loved cats and surrounded was interesting enough to catch Herumann's eye and made a
herself with assassins who were catlike predators. The preva- fine souvenir of the battle.
lence of cat frescoes, statues, waterspouts, mosaics, and orna- f promise that these simple tricks will make your dungeons
ments in her tomb added to the dungeon's “personality” and more intriguing (if not inviting), both to your players and to
gave the PCs greater insight into Scalira’s character. (Granted, magazine editors who could use a few cool adventures {hint
little could prepare them for Scalira 's mummy or the screaming, hint). And let us know what other tricks you've used to make
mummified cat that crawled out of her chest cavity!) your dungeons distinctive.

3 Challenge the players as well as their characters. Look for


ways to make the players flex their creativity and use abilities
that their characters might typically ignore. I'm reminded of the
night my Wednesday group explored an abandoned monastery.

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VI jM Volume Jfllf. No. 5 Issue #83

Wizards of the Coast, Inc. mm IflqpHJtytiM' authors Philip fllhans Ansly Collins Tito Leati Cameron Widen JDWikei
artisis TraversOow Ml Gamble Msirich MarcSasso Ron Spencer Aaron Williams Ashley Wood Craig Zipse hod Diesel nine HarcSasso
menu Christopher Perkins cDuunu Peter Whitley production MnuieHi JolinDunn ran mum Mi Maas tiwumitw Pierce Watte

mum mm
advkihgdui
mm Bob Helming mimi/ciimbiissisiiuii Qawnellefener

Stacie A. Rorito mmtbim Eric Haddock Matthew Sernett mmim


Alice Chung

Chris Thomasson
Make
Wendy

m-Miti
imp urn
Christopher Perkins
Johnny Wilson

SuMptiun Queries: l-Bl-SSi-ffiD dungtflii@pcspuiiifi.coni M bnb@wi2ards.cam www.wizards.com


Miinm Queries: HMHB1 duugeun@wiifliduciii its: H03-BSS-BMI stahmajr@forliel.alt.itel v

4 novem6e'rfdecerh6er 2ooo
4 1
Dungeon Magazioe (ISSN# 0890-7102) is published

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"Letters, " Dungeon Magazine, 1801 Lind Avenue S.W., Renton, t* v No part of this magazine may be reproduced
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if 1
*7 io ns 0 f Wizards of the Coast, Inc., its employees, or
Why Dungeon Rocks! fighters is only available through the 1 t! j Its editorial staff, who are not liable for opinions
Reading the letters sent in by readers of local duke or baron, or at the very least, J r expressed herein. Most product names are trade-
Dungeon Magazine, it seems that moti- it requires his sponsorship to be admitted ^ ^ marks owned by the companies that publish those
vating players with the right adventure to the local fighter's academy. (Actually, products. Use of the name of any product without
hook for a specific adventure is a chal- a noble could probably help a PC get into ^mention of trademark status should not be con-
lenge for many DMs, Linking adventures many types of training situations.) If your 1

strued as a challenge to such status.


together and fitting them into a cam- PCs form an association with the local Wizards or the Coast: Dungeons Dragons;
paign can also be a bit difficult I have authority figure, it is reasonable that she D&rD; Forgotten Reaims; Dragonlance: Planesgape;
struggled with these problems, and fve might ask the PCs to investigate the com- Ravenloft; Birthright; Mystara; Grey hawk; Dark
come up with a few solutions that might plaints or Troubles of a small town or vil- 1

Sun; Spelljammer; Al-Qadim; Council of Wyrms;


help others. lage that is under her protection. Smart Masque of the Red Death; Monstrous Manual;
I
First, don't wait until presenting the characters, regardless of alignment, usu- Monstrous Compendium; ENCYCLOPEDtA magica;
current adventure to come up with a ally realize that it is never a bad idea to Alternity; Star* Drive; Dark -Mat ter; Alien
way to hook your players. Lay some sort earn the good graces of people in power Compendium; Fifth Age; Dungeon Master; Player's
of foundation for motivating the charac- or to have their gratitude or respect. Option; Dragon; Dungeon; Polyhedron; Living City;

ters when you first create the campaign. Another way to be prepared for Living Greyhawk; Gen Con; and RPGA are trade -
A requirement for some sort of mentor- tempting PCs into future adventures is to marks of Wizards of the Coast, Inc,

PCs to advance in
ing or training for the actively participate in the creation of a SUBSCRIPTIONS: Please contact Publishers
their one example. If a
chosen classes is characters background history. Flesh out Creative Systems at Dungeon ® pcspubtink.com or

character must study with a mentor at an a player’s concept of his character’s cali 1-800-395-7760, in the United Kingdom, contact

academy or with a college between background with details from your cam- kay.palmer@tnsofres.com or call +44-18-58-41-4733,
i
adventures, this provides readily avail- paign that can later be used to lure them ADVERTISING: Contact our Advertising Sales
ableNPCs who can give PCs reasons to into adventures. The mysterious disap- Director, Bob Henning, at (425) 204-7262. All ads
go off on adventures. An arch-wizard, pearance of a relative, the theft of a fam- are subject to approval by Wizards of the Coast,
high cleric, or bard could have plenty of ily heirloom, or the destruction of their I Inc., which reserves the right to reject any ad for,

good reasons to want an artifact or item home town are just a few examples of the any reason, Advertisers and/or agencies of
from a tomb, castle ruins, or lost temple. more mundane and common character advertisers agree not to hold Wizards of the Coast

Even a PC without ethics or morals usu- hooks, but the possibilities are endless. liable for any loss or expense from alleged wrong-
ally realizes the benefit of “sucking up" to These particular examples might not doing that may arise out of the publication of such

someone with power or authority. serve all campaigns, but a DM who takes advertisements.
Besides, there is nothing to stop a DM the time to consider how the culture, Northeastern Advertising Representatives: Sig
from having these NPCs offer financial laws, and common practices of his world J or Scott Buehmayr, Buchmayr Associates, 137
rewards in exchange for services ren- might be used as an aid in motivating PCs Rowayton Avenue, Rowayton, CT 06853, (203)
dered by the PCs. If you feel such isway ahead of the game. 855-8834.
requests are heavy-handed and manipu- Wi t h regard to linking ad ven tu res
lative, you can always use the lowly together and making them fit my own Printed in the U.S.A.
peers or fellow students of the PCs to world, I decided to try something differ-
come up with some wild scheme or hear ent in my latest campaign. Instead of cre- Distribution Nationally and Internationally
some strange rumor to present adven- ating my maps and then
world and its Curtis Circulation Company
ture hooks. searching my 60+ issues of Dungeon 730 River Road
you add the requirement of spon-
If Magazine for scenarios that would fit, I New Milford, NJ 07646
sorship to these trainingfacilities, you took my magazines and used them as the Tel: 201-634-7400 Fax: 201-634-7499
can provide your beginning PCs with basis to create my campaign world.
reasons to perform some impressive Admittedly, this took quite a bit of time,
deed for a person of influence in the but found the effort worthwhile for sev-
I

jial* m - *
campaign. Perhaps military training for eral reasons. The most obvious benefit is
* ’ *
ji 4 i-

** 5*00
< v cm 6e r/dece m6e r 2ooo
that fitting any published adventure into my campaign takes a lot Our designers took chances when creating the new “took” for
less effort now, I still change and adjust many details to fit my the magazine. So far—and to no one's surprise— rhe feedback has
style and taste in a fantasy game, but most of these changes are been mixed f personally believe that trying to please every
l

not things that are directly revealed to the PCs during the course reader is a recipe for failure; however, we will continue to hone
if 7f
of the adventure anyway, so it has no impact on a gaming ses- the new bok to make each issue more user friendly and more
sion. It was also necessary to combine and consolidate some of appealing the newsstand buyer
the adventure cities and towns to limit the size of my world, but
most of the general information such as geography, NPCs* crea- "Race” Ranks High
tures, and so forth can be used just as they are presented. 1 am a huge fan of Dungeon Magazine. Not only do I enjoy the
The other advantage of designing my campaign this way is modules but I like being able to use a single module to create an
that I don't have to run my game in lock-step or linear style entire campaign. In Issue #81, you provided me with just such an
that involves the manipulation and heavy-handed guidance of opportunity with Kent Errman’s “A Race Against Time/' which
players. I still create my own adventures, but now my players has recurring good guys and bad guys as well as people in

have numerous options when choosing where ro go and what between. Here's a working town with a future that depends on
is in their hands rather than being dictated
to do. Their destiny the actions of the PCs. All in all, “A Race Against Time" ranks
by the adventure have ready for them. I up there with some of my other favorite Dungeon Magazine
Another bonus for making Dungeon Magazine the foundation adventures like “Forgotten Man'" (Issue #75) and "Jigsaw”
of my campaign is that it helps find ways to move players from (Issue # 60 liked this module so much that I'm going to con-
, I

one adventure to another. With all the adventures threaded vert it and use it to introduce my 3rd Edition campaign. Thanks
together to create my campaign world, it's a snap to provide for the quality!
links and clues in one adventure that lead to another. And, oh Joe Averbach
yeah,
1.
I almost forgot— the adventures are pretty decent, too. Sandusky, OH
Kat Cox
Huntington Beach* CA Here are the new DBtD statistics for the major NPCs m “A Race
2.
star lit web@aoLcom Against Time ” This should make converting the module easier

3.
# Bruiser Holloway, Male Human FtrgrCR 5; Medium
Humanoid (5 ft, 10 In. tall); HD gdio+ig; hp 49; Inlt +t (Dex); Spd
4.
he dungeon magazine was such
ojld 30 ff; AC n (+t Dex); Atk +8 melee (idS-i-3/criT 19-20,
longs word), +6 ranged (no weapon); AL LE; SV Fort +7, Ref +2,
ft WONDERFUL PUBLICATION. THE

T 5.

TRANSF0RMAT10NIS REALLY ft PHY.


Will +1; Str

Skills:

+5, Ride +5,


Power
Climb
i6„ Dex 13, Con 16, Int n, Wts it, Cha 14

Swim
4*5, Escape Artist +2, Handle Animal +5, Jump
+6, Feats; Dodge, Mobility,
Attack, Quick Draw, Ride-By Arrack,
Mounted Combat,

Why Dungeon Sucks! Possessions: Longs word, dagger.


I abhor Issue #82. Some reasons Follow: # Gecko, Male Human Rog6: CR 6; Medium Humanoid (5 ft,

The cover is ugly and poorly done. Nearly every other 4 in. talft HD 6d6+i2; hp 32; fnit +8 (Dex, Improved Initiative): Spd
cover of Dungeon Magazine for over the past two years has been 30 ft; AC 18 (+4 bracers of armor, +4 Dex); Atk +8 melee
far better lhan this one. (id6+i/crit 19-20, short sword with Weapon Finesse feat), +8
Just about every color painting in the magazine is really ranged (rd^-n/crtr 19-20* masterwork dagger); SA sneak attack
ugly and poor work. The black-and-white pictures in the pre- +3d6; SQ evasion, uncanny dodge (Dex bonus to AC, can’t be
vious issues of Dungeon Magazine were much better, flanked); AL LE; SV Fort +4, Ref +9, Will +2; Str 12, Dex 18, Con 14,

It is much more difficult, and tiring on the eyes, to read Int 15, Wis 10, Cha 13.
text with the marbled or other graphic-laden background. Skills: Appraise +5, Balance +7, Bluff +7, Climb +4, Disable
The font is ugly and hard to read. Previously, Dungeon Device +9, Disguise +7, Escape Artist +10, Gather Information
Magazine had THE most pleasant font to read of any periodi- +7, Hide +io. Intimidate +4, Jump +4, Listen +3, Move Silently
cal (gaming or otherwise) that I have ever seen. +to,Open Lock +7, Pick Pocket +8, Search +5, Sense Motive
Such a range of colors in sidebars made my head ache +3*Spot +3, Swim +4, Tumble +10* Use Magic Device +4, Use
after just reading through the magazine for 10 minutes. Rope +7, Fears: Expertise, Improved Initiative, Improved Trip,
In short, 1 dread the next issue, I regret having a subscrip- Weapon Finesse (short sword).
tion that will not expire until Fall 2002. I will look through the Possessions: +4 bracers of armor short sword, four mas-
,

next issue or two to see whether the magazine has returned terwork daggers (balanced for throwing).
to its previous format, but if they have not, each issue will go # Evelyn, Female Human Sor^ CR 4; Medium Humanoid
straight from the mailbox to my shelf, and 1 will let my sub- (5 ft.
4 in. tall); HD 4d4+4 hp 13; fnit +2 (Dex); Spd 30 ft; AC
scription expire when it ends. I’m sure the magazine staff had 12 (+2 Dex); Atk +t melee (id4-i/crit 19-20, dagger), +4 ranged
good intentions and tried to make the magazine better, but (no weapon); AL N; SV Fort +2, Ref +3, Will +8 (includes Iron
sometimes “more” is not better, and the issue have before me ! Will feat); Str 9, Dex 15, Con 12, fnt 17, Wis 15, Cha 11*
is gaudy example of more not being better.
a Skills: Concentration +9, Knowledge (arcana) +10, Listen +5,
The old Dungeon Magazine was such a wonderful publica- Scry +6, Spellcraft +to, Spot +4, Feats Brew Potion, Iron Will,
tion. The transformation is realty a pity, Scribe Scroll.
Jean-Philippe Suter Spells (6/7/4 P er day* chosen from the following list); o—
Randolph, NJ daze, detect magic, Rare, ghost sound, mage hand, read magic;

ifnovem 6er7dcce m6e 1 ;hx>


\$t~ charm person expeditious
, retreat, s/eep; znd- invisibility. in quality. I like it. I applaud if. I want it. I also like pen-and-inks,
Possessions: Dagger, potion of invisibility, 3 scrolls of ven- however. The one on page 20 of Issue #37 is an example of a
triloquism, 3 scrolls of dairaudienceZcfairvoyance. fine, simple, expressive pen-and-ink drawing. In the same issue,

the stone face pictures from page 56 to 68 are also well done,
Deconstructing Issue #8 2 expressive, and match well graphically.
G'day Chris! I write to critique some of the changes to Dungeon An all -col or Dungeon Magazine is a great graphical achieve-
Magazine, Who am I? IVe been a D&tD game fan for over 13 ment, but is it worth it? Many of the maps can be reduced to
years-my first treasured issue is Issue #7, and Ive been hooked black-and-white or grayscale with no loss of detail/attractive-
ever since. Today, I still read each issue I receive cover-to- ness. Would it cost as much? Would it be more attractive? I

cover and plan to continue my subscription for the foreseeable believe the answers are respectively no and yes.
future, ft's my favorite magazine, and I await each issue with I understand youVe received a lot of applause for your
anticipation. You might not want to take a step back-
graphical innovations.
Notwithstanding, I want you to know my concerns. In this age ward, suggest striking a balance that makes your great maga-
S

of exceptional computer graphics capabilities, it is tempting to zine an even more readable and attractive periodical.
let the technology run for technology's sake. In the case of the I love Nodwick, by the way. Kudos to Aaron Williams. I also
recent graphic upgrades to Dungeon Magazine , this comes at a applaud the "back to the dungeon" focus of the 3rd Edition, fm
cost to readability and attractiveness. an old DM from the late 70's and can't stand to lose a party
To be specific, first consider the print: Please compare page blocks away from the action simply because they want to role-
32 of Issue #82 to, say, page 22 in Issue #44. There’s no argu- play an encounter with some pointless NPC.
ment that the graphics are electrifying In this months' issue, but Tom Glardon
frankly, my eyes are overwhelmed and I find it difficult to sit Prattville, AL
back and leisurely read that page. Certainly I cannot scan it for
specific facts if I'm playing the module. The mottled red/black Thanks for the insightful criticism, Tom, We hope that the graph-
background, white letters, and blotchy background to the white ical presentation continues to improve with every issue ,

page are disconcerting. Finally, while I fully respect copyrights,


Isometimes photocopy pages when use them in dungeons to I
Fewer Pix, More Maps
mark them up and make notes as we play. This format is diffi- Well, I'm sure you'll be expecting mail regarding the new look of
cult to photocopy. Dungeon Magazine, so here's one of many.
Now look again at page 22, Issue £44. Certainly no prize win- I'm quite pleased about the additional pages, and combined
ner for graphics, but I can read it. I can quickly scan the page with a fairly small-sized font, the length of Dungeon Magazine is

for the wild dogs' statistics or the looters. It is a pleasant read. pretty good.
To me, I'd rather not pay to make a magazine less attractive. However, there are some serious problems with the new for-
Note, this page is just an example. I find the whole publication mat. The worst things are the hideously ugly black strips along
difficult to leisurely read. the top and bottom of pages. What's up with that? The previous
issues had thename of the adventure along the top. This was
much nearer and far more useful. Please bring the headers back!
OU'VEMAPI DUTSTAHDIHG ADWUtCES The same goes with the bottom of the page.

Y WITH THE ARTWORK INISSUE #82 ... I'm also not too impressed with an entire page dedicated to a
picture at the beginning of each adventure. The old style had a
LUKE IT. 1 APPLAUD JT.1WAHT1I. smaller picture and an entire column of text. This new style
seems to waste space. Maybe if the quality of art were a tad bet-
Now comments on the maps. Tremendous advances. Look at ter, I might accept that use of space, but as it stands now, I pre-
page 33 in issue #82. Compare the Osterhaus to Hoibin House fer fewer pictures and more text and maps.
on page 32 of Issue #7. Tremendous detail and easy to read. A Finally, the use of color seems, well, excessive. Maybe it's

caution, though minor: Look at the map on page 89 of Issue £82. just me, but color seems to be splashed all over the place and
A one-room cottage with mounds of detail and complex colors. makes the magazine a lot uglier. Please try to use color to high-
Awful lot of detail for one room. Are the bells and whistles really light important areas, and draw the DM's eyes to necessary por-
worth that much? To some degree I cry a profound “Yes!" but tions of text. Color should not be used for the sake of color, nor
please look at it case -by -case. should it be used to make the magazine “pretty". It should always
You've made outstanding advances with the artwork in Issue be used to make the DM 5 life easier.
£82, When you compare the hunchback Plygar on page 91 to
some of the old pen -and -inks, you can see the monumental leaps continued on ^age 1 16

IT Subscription Queries

Please send subscription questions and change of address notices to Dungeon Magazine Subscriptions,
VT

P.O. Box 46gio6, Escondido, CA gao^G-giod. Phone: 1-800-^5-7760. Email: Dungeon@pcspublink.com.

fo novem6er/decem6er looo
DEEP FREEZE

1 2 novem6er/ffeceni6er 2otwj
DEEP FREEZE

Freeze
Method To the Madness
by Cameron Widen
artwork by Marc Sasso, cartography by Diesel

"Deep Freeze " is a D&tD adventure for four znd-ieve! characters.


Since it emphasizes roleplaying and puzzle-solving rather than combat ;

the adventure is suitable for any mix of races and classes


and can be easily adapted for characters of levels r-8,
as noted in the “Scaling the Adventure" sidebar.
The adventure takes place in the Theocracy of the Pale, in the northeastern
portion of the Flanaess. With only a few modifications, however, this scenario
can be adapted for several other campaign worlds; the Forgotten Realms,
Mystara, and Ravenloft settings are all appropriate for this module.
Carefully read this adventure before attempting to run it.
A firm grasp on the personalities and traits of the main NPCs is essential.
Without a good working knowledge of the scenario, it will be difficult
to deliver the subtle clues critical to the PCs success.

Adventure Summary In the midst of the Raker Mountains, far beneath the ice of
The PCs meet a man whose Father and brother have disap- a vast glacier, lie the frozen ruins of an ancient city. Buried
peared while delivering supplies to an asylum in the mountains beneath hundreds of feet of solid ice, this last remnant of an
north of the city of Wintershiven. The man wishes to hire the eons-old civilization has squatted untouched since the time of
PCs to find his family. Upon reaching the asylum, however, the its habitation. Untouched, however, does not mean uninhab-
PCs are told by the asylum s director that the two men never ited, for something yet dwells under the ice.

arrived. Forced to stay at the asylum for the night because of Thousands of years before the network of kingdoms and
inclement weather, the PCs learn that the director is hiding empires that cover the land were anything more than groups
something. Clues in and around the asylum point to the jagged of petty tribes, a considerable portion of the Flanaess belonged
mountains, wherein the director has made a sinister discovery* to a grand and powerful race of grotesque, tentacled crea-
When the PCs explore the mountains, they discover a vast gla- tures known as the faranth. Whether they emigrated here from
cier from which protrudes a titanic black tower. Descending another plane or crash landed on Oerth in a spelljamrning ship
the interior of the tower, the PCs find a city frozen within the is unknown. Their empire stretched across the entire northern
ice,where the inmates of the asylum (and the men the PCs continent and south as far as the Nyr Dyv, an area which at
were sent to find) are being forced to melt the glacier and free that time consisted mostly of hot, steamy swamp land. Their
the horrible creatures trapped within. After a battle with the cities were wondrous to behold, filled with gargantuan ziggu-

creature that set these events into motion, the PCs are able to rats and curiously shaped towers. Great roads of black basalt
free the enslaved inmates and prevent the escape of the evil ran for hundreds of miles connecting the cities, and the sky-
creatures from ages past. ships of the faranth emperors roamed the heavens.
This adventure includes special rules for traversing glaciers After thousands of years of enlightened rule, however,
and introduces a new monster; the faranth. calamity struck. A great star fell from the sky and landed in
the sea. Huge clouds of vapor and dust filled the sky, throw-
Adventure Background ing a dark pall across the landscape. The sun was hidden for
North of the city of Wintershiven, deep among the imposing three turns of the year, and no light reached the land. When
peaks of the Raker Mountains, lies the Raker Asylum for the the world grew cold and the great mountains of ice began their
Mad. Strategically placed in a pleasant valley remarkable for crawl across the land, even the tremendous powers and wis-
its idyllic calm (except when that calm is shattered by the dom of the faranth were as naught compared to the imper-
occasional winter storm), the asylum rests in the midst of a sonal and unstoppable forces of nature. With no crops to feed
mountain range of titanic snowcapped peaks and great fields the people and their resources nearly depleted from trying to
of heather and stunted evergreens. This peaceful setting, how- stave off the encroaching ice, the empire of the faranth disin-
ever, belies the true horror that lies not far from the asylum tegrated into anarchy and chaos. The once proud civilization
proper, hidden in the mountains. decayed into roving bands and tribes, each one stealing what

Dunoon 13
DEEP FREEZE

Scaling the Adventure 4fh~level PCs: Include an encounter You might also assume that the
This adventure is designed for a party of with td4 additional faranth as the PCs try inmates have succeeded in thawing the
four 2nd-fevel PCs. It places greater to leave the Frozen City. At least one of faranth Imperial Palace, awakening the
emphasis on role playing than combat, the faranth should have some sorcerer sleeping Emperor of the faranth and its
which makes it relatively easy to modify or rogue class levels. minions, as well as several gargoyles that
for parties of higher or lower level. 5th- to 6rh-levef PCs: Include addi- serve as palace guards. The Emperor is a
ist-level PCs: Run the adventure as tional encounters with the freed faranth high-level sorcerer and cleric who wants
written, particularly if there are more as well as encounters in the valley or only to rebuild the Faranth Empire and
than four PCs in the party. Be advised atop the glacier. For instance, the PCs turn all lesser creatures into thralls. Once
that the PCs might have a harder time might need to fight thetr way past a freed, it sets about thawing and rebuilding
defeating the faranth in area it of the remorhaz to reach the Black Tower the city, sending most powerful
its thralls
Frozen City. PCs failed
If the to find the 7th- to tath-level PCs: Feel free to abroad to assess possible threats to the
potions of cure fight wounds in the asy- includemore encounters with the sinister Earanth Empire.
lum, consider placing a potion or two in faranth.To add some variety, consider This adventure includes little treasure.
the Frozen City for the PCs to find, adding some overland encounters (a pack Feel free to add treasure to the adven-
3rd -level PCs: Run the adventure as of gnolls, a pair of ogre rangers and their ture to satisfy greedier parties. Although
written, particularly if there are fewer dire bear companions, or a hill giant and the faranth do nor collect gold and other
than four PCs in the adventuring party. If his wing-clipped manticore pet) or intro- mundane treasures, locked away in the
the PCs are having too easy a time, con- duce some new creatures to the Frozen frozen reaches of their city are magic
sider staging an encounter with one or City. Perhaps the city has become home items of terrific power that defy simple
more additional faranth as the PCs leave to a frost worm. Characters might stum- identification, not to mention airships
the Frozen City, or consider making the ble across the frost worm s tunnels in the powered by magic. Feel free To develop
singular faranth a 2nd -level sorcerer. northern section of the city. these treasures as you see fit.

it could from the others. War and deprivation were the rule as The calm of the nave washes over you like cool water, dis-
the bands were forced into ever smaller areas by the growing solving your worries and cares. Here in the temple, you feel
mountains of ice. a return of the peace so sorely lacking these last few days
Not all were subject to the famines and wars
of the faranth on the road. These solemn thoughts evaporate when a side
brought on by the disintegration of their empire. A member of door bursts open and an unshaven, disheveled man staggers
the ruling class of the faranth, a powerful sorcerer- priest, through. By his appearance and aroma, it is clear that the
went into hiding with his followers. Hoping to stave off the man has spent at good deal of time and money at the tavern
total decay of his civilization, this creature created a powerful this evening. He is obviously inebriated, swaying on his feet
magical item: the Slave Stone. Any who touched it became like a blade of marsh grass in a strong wind.
immutably loyal to the sorcerer- priest and the faranth state. His eyebrows gather on his forehead like dueling caterpil-
While the Slave Stone saved a small pocket of the faranth lars ashe peers at you. "Jusht the people wash lookin fer, I
,!

society from anarchy, nothing could stop the physical destruc- he mutters under his breath. With a sour-smelling gurgle, the
tion of their empire. last emperor developed a ritual that
The man collapses in 3 heap before you.
would send populace into a magical hibernation, thus
his entire

sleeping away the eons while the great mountains of ice strode The man is Wohin, a stonemason from a small town to the
across the landscape. The faranth found a secluded, closed south. Just over a week ago, he received a missive from Ns
valley wherein they constructed a huge and beautiful city and aging mother in Wintershiven that his father had gone missing
filled itwith all of the lore and art of their race. When the last while delivering a wagonload of supplies from the church to
stones were set and the final preparations made, the sorcerer- the insane asylum in the mountains north of the city. What s
priest called down the power of his nameless god and Invoked more, his brother, who went
man in the hope of
after the old
his magic. finding him, has not yet returned either.
Having just concluded
Now, thousands of years later, all knowledge of the faranth another futile argument with the haughty Prelate of the tem-
has faded, and their works have been scraped from the face ple, Wohin has decided he must speak with the PCs.
of the earth. Deep under the glacier at the center of the Raker When the PCs manage to rouse the drunk stonemason, read
Mountains, however, the last city of the faranth has sat for or paraphrase the following:
untold millennia, cold and silent beneath Its crust of ice. At the
bottom of a deep crevasse where a few buildings have The man slowly opens his eyes and looks around with a tired,
recently melted free of the ice, life and movement have once confused expression. Mumbling something unintelligible, he
again returned to the city. tries to stumble to his feet, only to come crashing down
again, landing painfully on Ns behind.
Beginnmg the Adventure When you wrestle him out of the temple and into the cool
The adventure begins with the PCs arriving in Wintershiven. night air. the man seems to regain enough of his composure
The following text assumes that the PCs are visiting the local to speak. His speech is slurred and his breath reeks of harsh
temple, either to pay their respects or to receive healing. It spirits, but his words are understandable enough.
should be modified as circumstances dictate:

14 novem6er/decem6er 2ooo
DEEP FREEZE

"Wohin's the name. I say, you fellers could really do me a Creature (EL o): Wohin is 32 years old with blue eyes and a
good turn. If you folks wouldn't mind helping out a working few gray hairs. He has the weathered face and hands of a man
man like myself, that is who has worked all his life. The numbers in parentheses reflect
Wohin's statistics when he is inebriated.
ff PCs seem inclined
the to help, a relieved smile crosses f Wohin, Male Human Expa (Mason): CR 1; Medium-Size
Wohin's face. He leads them to The Home of the Blinding Light, Humanoid (5 ft. 7 in. tall); HD 2d6+7 (includes Toughness Feat);

a comfortable inn* and orders them a round of barknut coffee hp 15; fnit +0; Spd 30 ft.; AC +4 meiee (id4+3/crit
10 (9); Atk
and proceeds to telf them his story. Read or paraphrase the 19-20, dagger), +1 ranged (+o); AL LG; SVFort +2, Ref +0 (-i),
following: Will +3 (+2); Str 16, Dex 10 (8), Con Int 11, Wis 10 (8), Cha it.

Skills: Handle Animal +5, Listen +5 (+4),


Appraise +5,
Wohin slowly sips his coffee, "Well, 111 tell you right off I’m Profession (mason) +8 (+7), Ride +5 (+4), Spot +5 (+4), Swim
afraid I can't offer much way of payment, but from
in the +6. Feats: Skill Focus-Profession (mason), Toughness.
what fve heard of you hero types, you're good and honest Possessions dagger, pouch containing 4 gp. Wohin also has
folk who strive to bring justice to the land.” a set of mason's tools, a bedroll, and a mule at his mother's
"My father and brother have disappeared. My father, house where he is staying.
Jacob, went missing while running a wagonload of supplies
up to the insane asylum in the Raker Mountains northeast of Journey To the Asylum
town. My brother, Lari on, who wasn't even old enough to The Raker Asylum for the Mad lies two days ride north of the
shave yet, thought the old man had probably gotten snowed city of Wintershiven. The countryside through which the PCs
in and went up there to help him get home. Now he's gone, travel consists of pleasant hills dotted here and there by squat,
too. I hate to guess what might have happened to them. Do dome-shaped halflinghomes and the occasional human farm-
you think you can help me?” stead. A cold, heavy downpour greets the PCs the morning they
begin their journey and continues for the duration of their trip.

Wohin is desperate to find clues to his father s and brother's The journey passes uneventfully, although recom- it is

whereabouts. When he arrived in Wintershiven, his mother mended that the DM play up on whatever fears or concerns
was frantic, as her husband had already been missing for more the PCs might have while en route to the asylum. For instance,
than a week and a half, and her son for five days. Even so, she if the PCs have come to suspect that Wohin's father was kid-

would not allow Wohin to go after them, fearing that he would napped or murdered by humanoids while traveling to the asy-
meet the same fate. Now, another week later, Wohin has nearly lum, describe in detail how the trees by the road are very dark
given up on ever seeing his brother or father alive again. The and dose together, and create several false alarms throughout
PCs represent his last hope. the night to keep the characters on their loes.
Privately, Wohin suspects that his kin have been taken cap-
tive or killed by humanoids while en route to the asylum. The Raker Asylum for the Mad
only reason he holds any hope of their being alive is because The Raker Asylum for the Mad was one of the most humane,
a few of the humanoid tribes around Wintershiven have been sophisticated, and livable asylums in the Flanaess. Under the
known to take prisoners and demand ransoms for their release. kindly care of Dr. Jonathan Asworth, the inmates of the asy-
He has not received any ransom demands or suspicious mes- lum were treated with a level of compassion and respect not
sages of any kind, but he doesn't want to wait until the bandits often found in homes for the insane. Lately, however, things
get around to demanding money before he acts. have taken 3 turn for the worse.
If asked why he
didn't go to the city guards about this, Several weeks ago. Dr. Asworth was awakened in the mid-
Wohin replies, "I did! But apparently, they have much more dle of the night by a disturbance in the common room of the
important things to deal with than a missing old man and his asylum. When he investigated the commotion, the doctor dis-
unemployed son, especially with the Theocrafs visit to covered Hubert, a huge but usually gentle resident of the asy-
Wintershiven went to the temple, too, where my
in four days. I lum, tangled with the remains of a creature he had never seen
father gets his supplies. They refused to help! The priests sug- before. The monster was gelatinous in texture and somewhat
gested that let the guards deal with it. Twenty years of haul-
I similar in appearance to a great black toad, but with a ring of
ing that stuff up there, and they won't even send somebody to appalling black tentacles stretching from its neck instead of a
see what happened!” head. After much careful questioning. Dr. Asworth was able to
Wohin has some meager savings, and he is willing to pay determine that Hubert had spied the creature in the sewer
rhePCs for their help in this matter. He can offer them a lump below while he was attending to a calf of nature and had pan-
sum of 200 gp, plus a promise of always having a place to stay icked, wrenching the grating from the floor and using it to beat
and food to eat when they are in Wintershiven, but little else. the creature to death. The frightened Hubert also insisted that
If the PCs demand more, he says that he can sell his mason's there was another such monster still beneath the asylum. With
tools foranother 10 gp, but that's the best he can do. the help of Shaver, his assistant, Dr. Asworth searched the
Wohin advises the PCs to dress warmly, as it gets chilly in area around the asylum and found two strange, slimy trails
the mountains. He allows them to spend one day buying sup- leading into the sewer and another leading away. Returning to
plies and provisions for their travels, but if they tarry any the asylum, the doctor set Shaver 10 work repairing the dam-
longer than that, he approaches them again and reminds them age while he removed the body for examination.
that every hour they delay represents another hour his father After a week of dissections, tests, and research, Dr.
and brother must remain lost or captive in the cold, unforgiv- Asworth concluded that the creature originated from the nearby
ing mountains. mountains. Against his better judgment but unable to resist his

Dungeon 5
DEEPFREEZE

however, he asked Shaver to accom-


pany him back to the glacier, A few days
later, the director and his assistant
began bringing inmates over the moun-
tains and beneath the ice.

By the rime the PCs arrive at the asy-


lum, only five inmates still reside there.
The rest have been taken to the glacier,
bound by the Slave Stone’s magic, and
forced to thaw the ice and free the
ancient city of the faranth.
Late on the second day after setting
out, the PCs reach the asylum. Although
the valley affords the asylum some shel-
ter, the PCs are caught in the first bad
storm of the winter season. If any PCs
are not outfitted properly for the cold,
they must make a successful Fortitude
saving throw each hour (DC 15, +1 per
previous check) or sustain id6 points of
subdual damage. A character who makes
a successful Wilderness Lore skill check
(DC tg) receives a +2 bonus to this sav-
ing throw and can apply this bonus to
other characters as well. A PC who sus-
tainsany subdual damage from cold or
exposure suffers from hypothermia and
is treated as fatigued.
FiSYLunri PCs who are fatigued cannot run or
charge and suffer an effective penalty
of -2 to Strength and Dexterity. A
fatigued PC becomes exhausted (see
below) by doing something else that
would normally cause fatigue. After 8
hours of complete rest, fatigued PCs are
no longer fatigued.
Exhausted PCs move at half normal
speed and suffer an effective penalty of
-6 to Strength and Dexterity. After 1

hour of complete rest, an exhausted PC


becomes fatigued (see above).

scientific curiosity. Dr. Asworth followed the monsters slimy Meeting Dr. Asworth
trail through the mountains. There he spied an immense obsid- Read or paraphrase the Following to the players when they
ian tower jutting from the center of a glacier. He followed the reach the Raker Asylum for the Mad:
scant trail until it reached the edifice, climbed to a balcony that
jutted from the side of the tower, and descended the ramp on A blistering, cold wind tears at your clothes. Through the
the inside, finally reaching the bottom of the vast structure just curtains of blowing snow, lying the vale ahead among the
in

as night was falling. Lighting a torch. Dr. Asworth began to sharp mountain peaks, stands an ugly, angular stone struc-
make his way deeper into the frozen city. Thinking that he ture. Although it seems to lie only a few minutes away, dis-
spied some movement among the flickering shadows to his left, tances in the mountains can be deceiving. After another
he headed in As soon as he reached the spot
that direction. miserable half-hour in the freezing wind, you pass a wrought
where he thought he had seen it, however, he saw a shadow iron sign that reads "Raker Asylum For The Mad” and man-
move again, farther back among the buildings. Still unaware age to gain the doorstep of the building.
that he was being deliberately led deeper into the city, he The asylum is an intimidating stone structure that almost
eventually found himself in the hall of the great temple, stand- seems to be part of the mountain itself. It hulks like a gray
ing before a huge piece of dull black stone. Mesmerized, he monstrosity in the middle of this barren landscape, throwing
reached out and touched it, sealing his fate. back the blows dealt it by the wind with grim
resilience. The
When Dr. Asworth returned To the asylum. Shaver thought only light visible comes from on the south face of
a portico
that the director's behavior seemed odd. Dr. Asworth brushed the structure, A lantern hangs to the right of the door, which
it off, saying he was just tired from the journey. The next day, is fixed with a large, heavy iron knocker.

16 november/decern 6er 2ooo


DEEP FREEZE

If the PCs decide that they want to explore the compound Dr. Asworths behavior is being influenced by some form of
before they enter the asylum, the DM should remind them that enchantment.
the temperature outside is well below freezing. When they are Dr. Asworth has been charmed by the Slave Stone in the
ready to proceed, read the following; city beneath the glacier, solidifying his loyalty to the faranth

above all else. He has returned to the asylum one last time to
With fingers so numb
you are scarcely able to grasp the
that collect the last five inmates and bring them to the faranth city
ring, you work the knocker and step back. You are greeted so That they can be put to work as well By sheer luck, the PCs
at the door by a young man of about 30 years dressed in a were able to catch him before they left.
dean white smock. He looks surprised but invites you in. PCs attempting to learn the whereabouts of the stonema-
Shaking hands all around, he introduces himself as Doctor son and his son through intimidation find that Dr. Asworth
Jonathan Asworth and bids you to remove your coats, “You possesses formidable resolve. If the PCs make a successful
look frozen half to death/' he says, shaking his head and Intimidate skill check (DC 22), Dr, Asworth spins a tale about
making "fsk tsk" noises to himself, "Have you dined? have I how, during the stonemason's last visit, Pym escaped from her
a fresh pot of soup on the hearth.” straightjacket and attacked him. Asworth claims that the stone-
mason was so horrified by the attack that he refused to be
When the PCs have settled in and begun their meal, the consoled and left the asylum right away. When the son arrived
doctor inquires as to their business at the asylum, answering a few days later, he learned of the unfortunate encounter and
any questions they have. PCs ask about The missing
If the set out to find his father. Dr. Asworth tells the PCs that he
stonemason and Asworth tells them that neither
his son. Dr, fears bothmen might have fallen prey to humanoids or yeti
man arrived and that he has no due as To their current where- coming down from the mountains. A successful Sense Motive
abouts. He expresses dismay at their disappearance, as he was skill check (DC 20) reveals that Dr, Asworth’s story is untrue.
on good terms with the elder mason, PCs can attempt a Sense If a detect thoughts spell is cast on Asworth, the PCs gain
Motive skill check (DC 20) to realize that Dr. Asworth knows nothing more than an impression of confusion and chaos, with
more than he's telling. If the PCs accuse him of lying to them, a sensation of urgency. While under the effect of the Slave
he looks insulted and asks them to leave at once. Any PC who Stone, Dr. Asworth's true thoughts are nearly impossible To
rolls 25 or higher on the Sense Motive skill check realizes that ascertain.

Motivations
Dr. Jonathan Asworth Dr, Asworth is primarily concerned with allaying the PCs' sus-
Male Human, gth-Jevel Expert picions and getting back to the task at hand, namely trans-
Strength 10 Fortitude Save +1 porting the remaining residents to the work site beneath the
Dexterity 9 Reflex Save +0 glacier. He does whatever he deems necessary to keep the
*
Constitution n Will Save +5 knowledge of The hidden city from the adventurers, short of a
Intelligence '7 Alignment LG physical confrontation, as he doesn’t want the existence of the
Wisdom 8 Speed 30 ft. frozen city to be known at large until the faranth are ready to
Charisma '5 Size 5 ft. 6 in rise up and reclaim their place as masters of the known world.
He still feels a great deal of responsibility to the people under
Armor Class 9 Melee Attack: +3 his care but, if faced with a decision between the Two. he casts
Hit Points '9 Ranged Attack: +2 his lot with the faranth.

* Will save includes the +2 bonus for the Iron Will feat. Strategy
IF Dr. Asworth has any reason to suspect that the PCs are on
Alchemy +13, Diplomacy +9, Heal +9, Knowledge
Skills; 10 him or have discovered the existence of The faranth city, he
(biology) +12, Knowledge (chemistry) +12, Listen +5 (includes does his utmost to convince them otherwise. If hard pressed,
Alertness feat). Profession (doctor) +10, Ride +5, Search +10, he flees to the glacier to warn the remaining faranth about the
Spot +6 (includes Alertness Feat). Feats: Alertness, Iron Will, possibility of interference in his plans. Before leaving, though,
Skill Focus-Profession (doctor). Dr, Asworth does what he can To make it difficult for the PCs
Possessions: Scrubs, leather gloves, notepad, lead pencil, to follow (for example, stealing their boots and discarding them
keys to all doors in the asylum. several miles from the asylum). The doctor would prefer not
to rake this course of action, as he doesn't want to lead the PCs
Roleplaying to the city.
Dr. Asworth has been charmed by The Slave Stone of the It the PCs do something as foolish as entering an isolation
Faranth. Nevertheless, he retains his intelligence and charm. chamber all at the same time with Dr. Asworth in the vicinity,
Be careful not to portray Dr. Asworth as the clichfcd "mad he tries to Trap them but does not risk his own well-being to
doctor." He is young, friendly, and well groomed. He can speak set up such a situation. He might also lace their food or drink
intelligentlyand sustain a conversation. If caught in a lie, he with the sleeping drug in the laboratory if that course of action
glosses it over with a joke and claims to be tired from the long seems viable. If captured by the PCs, the doctor reveals noth-
3th-

days of work. ing. He is

can make him betray


so fanatically
his
loyal that not
new masters.
even the threat of death
tath A
jF\
Dungeon 17
DEEP FREEZE

When the meal is finished, the doctor invites the PCs to A more careful examination of the floor reveals large, circu-
spend the night in the custodians' rooms before they leave in lar rings of ice where barrels once sat but were later removed.
the morning, telling them that the asylum has been without If the PCs decide to explore the blocks of ice at the back of
custodians for months since there are so few inmates. The PCs the pantry, they discover several jars filled with a strange,
are provided with clean blankets from the storeroom and hot foul-smelling fluid and assorted bizarre organs packed away
stones from the kitchen hearth to warm their feet. among the ice- blocks. Most of these are unidentifiable, but
Development: If the PCs wish to explore the asylum during there are two items of note: a grotesque, black tentacle with
the night, theymeet no opposition provided they are not dis- red-lipped suckers, and strange roe or finger with a large claw
covered, If they create a disturbance or behave suspiciously, and cut areas where seems webbing was removed. All of the
it

the doctor asks them to leave- an unpleasant proposition, con- body parts have been preserved by the fluid and the cold.
well
sidering the weather If they persist to the point where they These are some specimens Dr. Asworth felt needed further
become dangerous, Dr. Asworth leaves the asylum and flees to study when he dissected the faranth that was killed in the com-
the city beneath the glacier to warn the workers there of the mon room of the asylum. Careful study of the jar containing
PCs* interference. the toe reveals grains of fine black sand in the creases of the
Dr. Asworths departure might present the PCs with a skin and at the bottom of the jar.
problem, as there are still five inmates left in the asylum. What
the PCs decide to do with them, depend on
if anything, will 3. Shaver’s Room.
their alignments and how urgently they feel they need to catch
Asworth. The simplesr and perhaps best solution would be to This room appears to be a bedchamber for a member of the
take the inmates along with them. This solution could provide asylum staff. A neatly made bed, night table, and wardrobe
fodder for roleplaying encounters, but feel free to discourage comprise the furnishings, and an unadorned rug completes
it if NPCs would entail a substantial increase in book-
the extra the decor.
keeping and bog down game play. Consider awarding bonus
experience point to PCs who come up with clever solutions to room belonged to Shaver, Dr. Asworths assistant, up
This
this quandary that are appropriate to their alignments. until week and a half ago when Shaver went to work thaw-
a
ing the ice beneath the glacier. PCs who explore this room and
Asylum Encounters make a successful Search skill check (DC 15} find a barely stale
All doors in the asylum are made of thick oak with iron hinges. bread crust wedged between the bed and the wall, if they steep
They can be locked, and Dr. Asworth carries the only set of in this room, they discover to their dismay that the bed is rid-

keys. Rooms are typically illuminated by oil lanterns hanging den with bedbugs. These facts should lead PCs to conclude that
from the ceiling rafters. Dr. Asworth's claim of having worked alone for months Is untrue.
9 Iron-reinforced Oak Doors: 2 in. thick; Hardness 5; hp
20; Break DC 18. 4. Empty Bedchamber, This room is identical to area 3 except
that there is nothing of interest here. Use the same boxed text
t. Kitchen and Dining Room. when describing the room.

This room-a combination kitchen and dining room- appears 5. Laboratory.


neat and clean. A large pot of soup bubbles above the hot
coals of the hearth in the northwest wall, and clean dishes Waist- high work benches covered with bizarre medical and
are stacked on the counters, A table with four chairs domi- scientific equipment protrude from the left- and right-hand
nates the center of the room. walls of this room, A sturdy wooden table covered with ugly
dark stains stands in the middle of the chamber, while a book-
If the PCs investigate the washbasins, they discover small shelf lined with leather-bound tomes and a reading stand
holes in the bottoms connected to pipes that lead to a network decorate the far wall.
of sewer pipes built beneath the asylum. At 2 inches in diame-
ter, however, the pipes are too small to invite exploration. The equipment on the work benches consists of scalpels,
pins, saws, beakers, candles, scales,
and related apparatus. The
2. Pantry, whole collection might fetch as much as 250 gp from the right
buyer, but transporting the contents of the lab would require
Stout, frost-rimedwooden shelves line the walls of this cold a great deal of work, as theequipment is bulky and fragile.
stone room. A small window high in the east wall lets in a bit- The bookshelf contains various scientific works, with jour-
ing draft, while a few large blocks of ice in the far corner nals on anatomy, chemistry, biology, botany, and the like.
serve to further emphasize the chill. The room appears large There are thirty such books, each of which would fetch id 6 x
enough to contain an ample amount of provisions, but the 10 gp from someone with an interest in science. The books are
shelves are nearly bare. bulky, weighing 10-15 eac h.
Investigating the table turns up traces of gelatinous black
A quick inventory of the room shows two wheels of cheese, blood that none of the PCs has encountered before.
a rind of bacon, a sack of onions, and a large ham. A cursory The most important due that the PCs can find requires a
investigation of the shelves reveals frost-free patches on the successful Search skill check (DC 12): a fragment of the notes
wood in various shapes and sizes where the food supplies of Dr, Asworth took during his dissection of the faranth, which
the asylum have been removed to the city beneath the glacier. can be found in a crumpled ball under the bookshelves. These

H novem6er/decem6er 2o<
DEEP FREEZE

notes are presented in Handout #1. The notes, in conjunction flytrap plant, a set of tin soldiers, and other curiosities. The
with the doctor s journal in area 6, should lead the PCs to the shelves also contain the crushed remains of the farantHs flute,

next stage of their investigation. which it was carrying when it was killed by Hubert. The broad
Treasure: An unlabeled bottle on the bench (one of many) pan flute has intricate filigree work on the pipes and strangely
contains a powerful sleeping drug; the imbiber must make a suc- designed mouthpieces.
cessful Fortitude check (DC 16) or fall unconscious for 2d8 Examination of the boots beneath the coathook reveals
hours. Three other bottles contain potions of cure fight wounds. small quantities of black sand stuck in the seams of the leather.
Only Dr. As worth and Shaver know the contents of the bottles.
A careful search of the work benches turns up a magnifying 7. Common Room. This room is where most of the inmates of
glass hidden underneath some scrolls of anatomical drawings. the asylum live. There are currently only five residents here,
as the rest have been taken to the ruined city beneath the gla-
6. Dr. Asworth's Bedchamber. cier to work.

The far wall of this comfortable bedchamber contains a fire- This 50-foot-square room is spacious, dark, and filled with
place flanked by wooden shelves. An overstuffed chair sits the odor of unwashed bodies. You are standing on a platform
in front of the hearth. A bed rests against the wall to your that rises about 5 feet above the floor and is surrounded by
left with a small chest at its foot. To your right stands a an iron railing. A walkway runs from the platform along the
wardrobe and a coathook with a heavy cloak hung upon it north and west walls. You can see five doors set into the far
and muddy fur-lined boots beneath. wail and a small canvas tent in the corner opposite. A set of
stairs leads from the platform to the floor below.
The wardrobe contains nothing but a light jacket and sev- In the center of the room there is a large fire pit in which
eral smocks, all of the same style as worn by Dr. Asworth. smolders a red heap of ashes. Five figures sit on bedrolls
The chest at the foot of the bed contains the doctor's cloth- around the fire pit, huddled under blankets. All are wearing
ing. Buried about halfway down are the remains of his journal plain uniforms, and one is wearing a straight jacket as well.
along with a small pot of ink and a quill pen. The doctor ripped
out all of the pages of the book and burnt them so that no evi- The platform on which the PCs stand is constructed of
dence of the city beneath the ice remained. However, buried stone. It rises straight up from the floor, forming a ledge. There
among the ashes of the fire, one scrap of paper remains; find- is no space to craw! beneath. The railing is composed of metal
ing it requires a successful Search check (DCSee Players 15). poles connected by heavy chain.
Handout #2 for details. The burnt journal fragment is dated If the PCs decide to explore this room, they must contend
three weeks prior to the PCs arrival at the asylum. with the remaining residents. Depending on how the PCs con-
On the shelves against the south wall the PCs can find such duct themselves, this might mean as little as speaking to the
oddments as a small painting of a pretty young woman, a inmates in a conciliatory tone or as much as defending them-
human skull, a hunk of glassy black obsidian, a potted venus selves from attack. Of course, good-aligned PCs should not

Dungeon i
()
DEEP FREEZE

harm or allow others to harm the inmates if they can avoid it. Creatures (EL 2 for Pym): The five people seated around
The inmates can be a valuable source of clues and information the fire are Harl, Darco, Gibs, Therese, and Pym. Statistics and
if the PCs communicate with them properly. (See Creatures roleplaying tips for each can be found below.
below for more information on the inmates.) f Harl, Male Human Comi: CR V2; Medium-Size Humanoid
Searching the bedrolls reveals dozens of strange artifacts, (6 ft. 2 in. tall); HD id4; hp 4; Init +2 (Dex); Spd 30 ft.; AC 12
from bits of string and pretty rocks to caches of hidden food (+2 Dex); Atk +0 melee (1CI3 subdual, fist);AL CN; SV Fort -ho,
and (hidden carefully in Pym’s bedroll) a human jawbone. Ref +2, Will +2 (includes Iron Will feat); Str 11, Dex 15, Con 10,
The canvas tent is an outhouse of sorts. The tent conceals Int 8, Wis ti, Cha 9.
nothing more than a metal grating in the floor, about 2 feet Skills: Jump +4, Spot +4. Feats: Endurance, Iron Will.
square. A careful examination of the canvas and the wooden Harl is a middle-aged man who firmly believes that he is a
framework shows clean patches and some fresh pieces of lum- powerful emperor, and that everything he sees and experi-
ber, recent repairs from the brawl that ensued when the ences is a dream that he is having while asleep in his Imperial

faranth came up from the sewer pipe below. The grating also bedchamber. Occasionally he attempts to “prove” to someone
looks like it has been wrenched from the floor recently and that everything is just a dream, ramming his head into a wall
then hammered back into place. or stabbing somebody with a sharp object. Be careful not to

nnvcm6cr/rlccem6cr 2ooo
DEEP FREEZE

overplay Harf; he doesn’t run around ranting that he's an straight jacket. If asked, she claims that the reason she is in the
emperor. He just speaks and carries himself like a born aristo- asylum is that she feels compelled to set things on fire. This is

crat. Hart doesn't know where the other inmates have disap- true, but not the whole story.
peared to, knows
that Dr. Asworth and Shaver usually
but he Pym is violent and crafty, desiring nothing but to do harm
take them from the common room and that they
five at a time to people. If the PCs are not careful around Pym, she finds a
are neither seen nor heard from again. way to undo her straight jacket (requiring a successful Escape
f Darco, Male Human Coma: CR t: Medium-Size Humanoid Artist skill check against DC 20) and secures a weapon with
(5 ft. 10 in. tall); HD 2d4~6; hp 2: Inir +0; Spd 30 ft.; AC 10: Atk which to murder someone. Pym is surprisingly strong and
+0 melee (id3~i subdual fist): AL N; SV Fort -t (includes Great quite agile, but she hides these facts from the PCs until it is

Fortitude feat), Ref +0, Will +0: Str 8, Dex 10, Con 5, Int 12, time to strike. She possesses the Improved Unarmed Strike
Wis ii t Cha 8. feat, which means that armed opponents do not get attacks of
Climb +4. Listen +6, Search +5, Spot +6. Feats:
Skills: opportunity when she attacks them unarmed. The other four
Alertness, Great Fortitude. Darco's Listen and Spot scores inmates know the truth about Pyms condition and might tell

include the +2 bonus for the Alertness feat the PCs if asked in an appropriate manner; this requires a suc-
Darco is He is 40
the newest resident of the Raker Asylum. cessful Diplomacy or Gather Information skill check (DC 20).
years old but looks much
overpowering and irra-
older. His
tional fear of open spaces meant that he could no longer leave 8 , Supplies Closet This area is used for storing blankets, extra
his home, and this caused him to lose his job as a militiaman. resident uniforms, cleaning supplies, and the like.

He fell to drinking, and his health deteriorated rapidly. When


he was kicked out of his home, he took up residence in the 9, Isolation Rooms. These small padded cells are used to iso-
crawlspace beneath a nearby shop. Darco's madness manifests late who pose a threat to their fellow residents. The
inmates
itself when he is made to go outside. Otherwise, he is gen-
only walls are covered with a heavy quilted material, and the floor
erally uncommunicative and surly. has a small drain built into it. The stout iron-reinforced oak
f Gibs, Male Halfling Rog2: CR 2; Small Humanoid (2 ft. 6 door is locked and set with a small barred window. Dr. Asworth
in. tall); HD 2d6+4; hp 14; Init +3 (Dex); Spd 20 ft; AC 14 (+1 carries the only set of keys that will unlock the doors,
size, +3 Dex); Atk -1 melee (183-2 subdual, fist); SA sneak
attack +id6; SQ evasion; AL NG; SV Fort +2, Ref +6, Will -1; Str 10, The Sewers, Beneath the asylum lies a rudimentary sewer
7, Dex 17, Con 14, Int 12, Wis 9, Cha 13, system. It is comprised of a single main tunnel, about 6 feet in
Skills: Bluff +5, Gather Information +4, Hide +8, Innuendo height,and several small pipes leading from the lab, kitchen,
+2, Listen +3, Move Silently +8. Open Locks +7, Pick Pockets and isolation rooms. A larger pipe, about 2 feet in diameter,
+8, Rope Use +6, Search +5, Spot +4. leads from stream to the west of the asylum and carries
a
Gibs is a halfling cutpurse who would no doubt have made water to flush out the main pipe, which leads all the way to the
a wonderful career for himself stealing from others were if it creek that comes down out of the mountains to the north.
not for the vivid hallucinations he gets whenever he becomes Any PC brave enough to climb down into the sewers must
excited. As long as the situation remains relaxed, Gibs has no make a successful Fortitude save (DC 12) or be overcome with
problems whatsoever. However, if he becomes stressed, Gibs nausea, suffering a -2 penalty on all attack rolls, saving throws,
begins seeing hungry, fanged mouths everywhere: on the and skill checks. The nausea passes id 6 minutes after the PC
floors, on walls, on other people, and even on himself. These leaves the sewers, PCs examining the sewer floor detect several
hallucinations, of course, cause him to panic and begin reeenr sets of tracks in two sets of human
the muck. There are
screaming uncontrollably. Gibs has no Idea where Dr. Asworth footprints, left behind by Dr. Asworth and Shaver when they
has been taking the other inmates, but he has noticed that the went down to make sure there were no more creatures, as well
doctor has also removed most of the heavy winter blankets as two strange Only one set
slithering tracks entering the sewer.
from the storage closet. leads back out.The creek that the sewer pipe flows into is cov-
f Therese, Female Human Comi: CR o; Medium-Size Human- ered with a thin rind of ice. The bank of the stream, where it
old (5 ft. 6 in. tall); HD id4+i; hp 4; Init +0; Spd 30 ft.; AC 10; has been disturbed by the footsteps leading into and out of the
Atk none (see below); AL N; SV Fort +1, Ref +o, Will +0; Str g, sewer pipe, shows evidence of large quantities of black sand
Dex io, Con Wis 10, Cha 10.
12, Int 9, mixed in with the usual gravel and topsoil. The creek flows
Skills: None. Feats: None. through the valley from the mountains to the north,
Therese is middle-aged and catatonic. If she Is pulled to her
feet, she stands on her own power but does nothing but stare ii» Woodshed This is a small wooden lean-to set against the wall
silently. She can be led around but initiates no actions what- of the building. There are a few chopped pieces of wood and
soever, even in self-defense. some sticks of kindling laying around, but almost no cut wood
fPym, Female Human War$: CR 2; Medium-Size Human- stockpiled; this is because the wood has all been carried down
oid (5 ft. 3 in. tall); HD 3d8 (includes Toughness feat); hp 20: to the faranth city to sustain the fires that melt the ice.
Init +6 (Dex, Improved Initiative); Spd 30 ft.; AC 12 (+2 Dex); If anyone examines the dirt floor of the structure, they dis-

Atk +5 melee (idj+a, claw); AL CE; SV Fort +3, Ref +1, Will +1; cover the metal remnants of a wagon, such as metal cartwheel
Str 15, Dex 15, Con 9, Int 17, Wis 7, Cha 14. rims and axles, as well as a large hammer and a prybar. These
Skills: Climb +8, Escape Artist +8, Jump +8, Ride +8, Swim +8. were here when the stonemason's wagon was scavenged
left

Feats: Improved Initiative, Improved Unarmed Strike, Toughness, for wood. The mule used to pull the wagon, as well as the
its

Pym is an attractive young woman in her early twenties mason's son's horse, were used to transport the wood and
with large blue eyes and long lashes. She is dressed in a supplies down to the glacier and remain in the faranth city.

Dungeon 2
DEEP FREEZE

m Across the Ice


At some point during their exploration of the asylum or their
Handout **1 conversations with Dr. Asworth, the PCs should conclude that
something is not right. Their investigation should lead them to

ftoadfike. Despftefthis, l havenft been able the glacier among the peaks north of the asylum and the
ancient city beneath.
to determine the exatft nihire ofthe
creihire's respiralory system. Perhaps J The wisest course for the PCs would be to wait
ing before attempting any exploration outside the asylum
until morn-
itself.
some form of absorption viafthe epidermis? Navigating their way over the mountains and down the cliff

face leading to the glacier is a tricky proposition at best, and


(later) My preliminary examination trying to do it in the dark with blowing snow to further

suggests thiV the c reiki re is quite unlike obscure their vision would make matters even more difficult.

When the PCs decide to head for the glacier and have made
anything found in nilure. for the
their preparations, read or paraphrase the following:
strange pipes found Wfthftlie remainsfthe
Workmanship shoWs a great deal of Breathing a thankful sigh of relief, you open the door to find
sophiiticition, far in advance of an^fthing sunshine, the blizzard of the night before having blown Itself

Ihave seen (although am admittedly no I


out. Shielding your eyes from the sun, you begin wading
through the knee-deep snow north of the asylum.
expert on musical instruments).
By mid-afternoon, you are high in the mountains behind
the asylum, having passed the source of the creek that runs
Scrapings from underftlieftoenalls showed near the asylum: a gushing fountain that springs from a rent
smalTtraces of black sand, much [ikefthat in the slope and Then cascades down the mountainside in a
found i nftli e it reamfthil runs th roughthe beautiful waterfall. It is not long before you crest the ridge
* valley. Which has its source deeper in'the and gain a view of the valley beyond.
A titanic bowl among the mountain peaks, the valley is no
less than breathtaking. A vast sheet of ice riddled with cracks
of unknown depth covers the entire valley floor.
To your surprise, the entire central portion of the glacier
Found in area 5 of the asylum.
is obscured by a thick pall of steam. As you watch, it seems
to undulate gently in the wind, almost like an amorphous liv-
Found in area 6 of The asylum. ing creature,

PCs who make a successful Spot skill check (DC 25) see a
Handout #2 visible, winding trail leading from the top of the cliff down to
the tee 500 feet below. A series of ropes tied to small bushes

October 1g and outcroppings follows the trail for most of its length. PCs
The dissection proceeds apace. Perhaps who don't spot the trail immediately can search for it; this
requires a successful Search check (DC 25).
skill
moil itartfing amongftTie discove ries i sthe
PCs using the trail can descend the cliff without
incident.
iCtthatthere might ye PCs who don't use the trait must make three difficult Climb skill
avers checks (DC 15). First, however, each PC must make a success-
ful Will saving throw (DC 11). Those who fail are overcome with

dizziness and vertigo because of the sheer distance to the ice


below and suffer a -a penalty to their Ctimb checks. A new Wilt
save can be attempted before each new Climb check; once a
i Whhout'the^
PC makes the save, no further saving throws are required. The
ven moreso, l
PCs cannot take 20 on the Climb checks.
ftftftwccttrinake ft desirefto come A failed Climb check means that the PC has lost his or her
here? this is fartoo crucial a discovery grip and started an uncontrollable slide down the rocky slope,
fto l&t ft pass by, ndtwfthitandinghhe danger falling id6 x 10 feet per round and taking id3 points of dam-
ft might poset ofthe safety ofthe asylum and age per 10 feet. Sliding PCs must make a successful Reflex

fthe residents herein. Therefore, I pfanfto saving throw (DC rg) the following round to halt their descent,

mount an expedftionfto find otft or they continue sliding and taking damage (until they make the
for certain.
saving throw or reach the bottom). Of course, any extraordi-
Iam surefth^ifthe danger Will be mini mat as
nary measures taken by the PCs beforehand to safeguard
long as remember my mittens, ha, ha, ha.
I
against this sort of mishap should be taken into account.
Shaver can look afterfthings here While I'm
Trap (EL The glacier is riddled with crevasses. All tracks
2):

made by Asworth and his wards have been obliterated by


Dr.

:U the fresh snow and high winds that race across the ice.

22 novciTiber/deceiiiher 2wx>
DEEP FREEZE

If the PCs spread themselves out across the ice, have each and hair, covering everything with an icy glaze. The mist
character in the lead make three Search skill checks (DC 15); if freezes into the snow, forming a rock-hard and razor-sharp
the PCs move across the ice in single file, only the lead PC crust on the top.
makes the Search checks. Each success reveals a hidden cre- An immense shape slowly materializes out of the mists: A
vasse that, once detected, can be easily circumvented. A failed titanic tower protrudes from the ice like a mountain unto
roll means the lead PC has fallen into a hidden crevasse. You itself!Built from house-sized blocks of obsidian, it reaches
might allow the PC to make a Reflex saving throw (DC 20) to hundreds of feet above the ice Into the night sky, terminat-
grab the lip of the crevasse and avoid the fall; otherwise, the ing in a curiously wrought minaret. You spot a balcony, per-
PC disappears into the snow as though swallowed by some hid- haps 20 feet above the level of the ice, backed by a doorway
den beast, falling id0 x 10 feet before becoming wedged so tall as to be lost in the mist. Leading to it is a shallow ramp
between the walls of the crevasse. Exercise all of your malign of ice blocks covered with a prodigious amount of black
creativity in determining the results of this mishap short of sand. The ramp seems of recent construction.
killing the PCs; for instance, a PC might find herself head-down
with her arms securely wedged at her sides. This should not be This tower was built by the faranth millennia ago as a watch
a lethal encounter— just a difficult one that forces the players tower so that they might survey all roads leading into and out
to exercise their brains. Careful planning and forethought might of their valley. It now serves a different purpose: It is a way
avoid this trouble entirely, subject to the DM s T

malevolence. Into the city beneath the ice.


The glacier is treated as a CR 2 encounter. PCs who avoid
falling into the crevasses should receive commensurate expe- Frozen City of the Faranth
1'
rience points for the "encounter. Trying to free its comrades from their hibernation has been an
Creature (EL 3): If the PCs are aching for a fight, you might exercise in frustration for the remaining faranth. Its first plan
want to stage an encounter with an ice mephit. At a distance of using the new laborers to manually remove the ice was for
greater than 10 feet, the mephit resembles nothing more than naught, as there were no tools adequate to the task. The crea-
an icy outcropping, its wings folded about in Spotting the ice ture has since turned its efforts toward melting rhe ice with

mephit requires a successful Spot skill check opposed by the fire and has met with somewhat more success in this venture.
mephit’s Hide skill check. The faranth knows that it will not need to use rhese con-
# Ice Mephit (1): CR Small Outsider (Atr, Cold) (3 ft. tall);
3; temptible humans much even as the PCs are arriv-
longer, for
HD 3dS; hp 13; Init +7 (Dex, Improved Initiative); Spd 30 ft., fly ing on site, the bloated monstrosity is mere hours away from

50 ft, (perfect); AC 18 (+1 size, +3 Dex, +4 natural); Atk +4A4 freeing more of its kind. Whether or not it gets the chance to
melee (id3/id3* claws; each claw deals an additional 2 points of do so depends on the actions of the PCs.
cold damage); SA breath weapon, spell-like abilities, summon The city is lit only by the flickering fight of the fires in the
mephit; SQ cold subtype, fast healing 2, damage reduction south end, where the faranth has concentrated its efforts,
5/+1; ALNE; SV Fort +3, Ref +6, Will +3; Str 10, Dex 17, Con knowing that the Imperial palace lies in that direction. This is

io, Int 12, Wis u, Cha 15, also where the majority of the NPCs are found, as well as the
Skills: Stuff +6, Hide +12, Listen +6, Move Silently +9, Spot faranthitself, unless they have been forewarned of the PCs

+6. Feat: Improved Initiative. impending arrival by Dr. Asworth, If this is the case, they arm
SA-Brearh Weapon (Su): Cone of ice shards, 10 feet; dam- themselves with the curious curved spears and take up defen-
age id<4, Reflex save (DC 12) for half. Living creatures that sive positions areas marked with an X on
fail in the map. The
their saving throws suffer a -3 morale penalty to AC and a -2 faranth is a master of tactics and attempts to attack the PCs
morale penalty to attack rolls for 3 rounds due to frostbite. from several directions simultaneously.
SA -Spell-like Abilities (Sp): 1/ hour- magic missile (as Sor3); Most of the steam that is created by the melting of the ice
i/day— chill metal (as Sor6). eventually escapes out the tower and contributes to the billow-
SA -Summon Mephit (SpkQnee per day, the ice mephit can ing cloud of mist that the PCs observed from the edge of the
attempt to summon another ice mephit (as per the summon glacier. Only those buildings closest to the tower are free from
monster spell) with a 25% chance of success. ice. The remainder are solidly filled with ice, as even the most
SQ—Cold Subtype f£xj:Cold immunity; double damage cursory examination will reveal; these are not dealt with in this
from fire except on a successful save. adventure. The floors of the cavern not cobbled by flagstones
SQ-Fasr Healing (Ex): If it is touching ice or if the ambient are covered with a carpet of fine black sand.
temperature is freezing or below, rhe ice mephit heals 2 hit The city itself is a wonder of architecture, awe-inspiring
points of damage per round. and horrifying The buildings are massive almost
to behold.
beyond conception and exhibit a knowledge of physics and
Reaching the Black Tower engineering far beyond that of even the most advanced cul-
It takes the PCs until nightfall to reach the vast curtain of mist tures of humankind. The art is likewise of an extremely
they observed from the top of the cliff. When they do so, read advanced variety and can be found throughout the city. Even
or paraphrase the following: the smallest and most Insignificant structure is covered in
intricately-wrought bas reliefs and hieroglyphics. These are
As you near the veil of mist that rises from the heart of the beautiful works of art but extremely repellent in subject mat-
glacier, the sun slides behind the mountains. The shadow of ter, depicting various blasphemous rites and noxious cere-
the peaks crawls across the ice toward you. The air grows monies. The DM is encouraged to foster a feeling of
instantly colder. The temperature below freezing, and
is well insignificance and inferiority PCs as they explore this
in the
the moisture in the air quickly condenses on your clorhmg last remnant of an obviously much more advanced civilization.

Dunflpoi
DEEP FREEZE

City Encounters Treasure; At the bottom of one pool rests a finely carved
PCs who enter the Black Tower find the interior hollow save golden armband crafted by the faranth. It could fetch up to
for a spiraling ramp that descends into darkness. The PCs must 250 gp at a jeweler s shop.

descend hundreds of feet to reach its base, which opens up


into the vast cavern containing the remnants of the city. 3, Hanging Gardens,

1. Black Tower, The interior is divided into several rooms, the walls of each
lined with metal scaffolding. From the scaffolding hang thou-
You have no trouble entering the Black Tower, the inside of sands of pots and vessels, dead vegetation trailing limply

which is hollow and empty save for a ao-foot-wide spiraling from each one. At the center of each of the visible rooms
ramp that descends into darkness. Tendrils of steam rise are water gardens, once featuring fountains and waterfalls
from the depths. but now choked with dead plant life.

PCs with the ability to fly or climb can explore the top of The scaffolding is made of some sort of prefer naturally
the rower, but there is nothing to see but the occasional open hard metal, more than a match for any tool the PCs might
window ihrough which the steam exits. Because the walls are apply toit. The collection of dead vegetation is vast in scope,

made of smooth, wet obsidian, climbing them is difficult with- comprised of fens of thousands of different species of flow-
out a spider dimb or similar spell. (See the Climb skill check ers, ferns, mosses, trees, and vines. In all this variety, how-
description in the Player’s Handbook for modifiers.) If the PCs ever, the PCs (even druids or rangers) are unable to find a
descend the ramp, read or paraphrase the following: single familiar plant.

The ramp finally terminates at a solid stone floor. Set into the 4, Eating Area.
stone wall ahead is a cyclopean doorway, beyond which lies

a colossal stone city constructed of the same monstrous The interior of this building forms one cavernous room. The
blocks of dark stone as the tower. walls and ceiling lie huddled in darkness, beyond the reach of
Walking slowly out of the tower, you find yourselves in a your light. The floor of the building is lined with rows of
vast square or plaza. Four roads, constructed of flagstones stone tables. Propped around these tables are curious chairs
each the size of a small cottage, radiate from the tower. A or stools, each a concave disk about three feet across and
thin layer of black sand grinds under your boots, barely supported by a thin spindle of stone. Rising up in the middle
audible above the chatter of a stream to the west. The mist of the room is a i2-foof-tall obsidian sculpture of a demonic
that dings near the roof of this cavern glows with a lurid red humanoid, its body composed of screaming, fanged heads.
light, the reflection of a huge fire burning to the south.

The kitchens were contained in another building and the

food conveyed to this location by the faranths slaves. The


2, Baths, hideous sculpture depicts some forgotten demon. Any good-
aligned PC who touches the sculpture defiles it, causing the
This dilapidated building is mostly free of ice.The shattered fanged heads to writhe in silent agony. An instant
two of later,

remnants of tile mosaics that originally covered the walls lie the heads erupt from the statue and transform into shrieking
in drifts about the floor. The deep, square pits set in the floor vargouilles that attack anyone in the building. The statue does
indicate that rhis building was perhaps a bath house. These not radiate magic.
pits are now filled with noxious, murky water. Your light Creatures (EL 3): Two vargouilles are summoned the first
reflects on the ripples of the water, creating bizarre and time a good-aligned creature touches the statue. This occurs
unsettling patterns on the walls. From somewhere in the dim, once, after which the statue can be touched normally. The
unlighted reaches of the building, a furtive splashing reaches vargouilles use their shriek ability on the first round.
your ears. # Vargouilles fehCRz; Small Outsider (Evil) (2-ft. wing-
span); HD id8+i; hp 8, 6; Init -h (Dex); Spd Fly 30 ft. (average);
These were once the baths of the Faranth, continually sup- AC 12 {+1 size, +1 Dex); Atk +3 melee (idq and poison, bite); SA
plied with warm water from an ingenious set of pipes that led shriek, poison, kiss; AL NE: SV Fort +3. Ref +3, Will +3; Str 10.

up from the bowels of the earth. Drained before the mass Dex 13, Con Wis 12, Cha 8.
12, Int 5,

hibernation, they have now filled with near-freezing runoff Skills: Listen +4, Spot +3. Feat: Weapon Finesse (bite).

from the Any PC courageous enough to take a dtp in


glacier. SA-Shriek (Su): Instead of biting, a vargouille can open its
these frigid waters must make a successful Fortitude saving distended mouth and emit a terrible shriek. Those within 60
throw or be overcome with hypothermia, with effects identi- feet (except other vargouilles) who both hear the shriek and
cal to those described in the “Raker Asylum For the Mad" sec- can dearly see the creature must make a successful Fortitude
tion. Any PC who searches the pools and makes a successful saving throw (DC 12) or be paralyzed with fear until the mon-
Search check (DC 15) finds the Treasure. ster attacks them, flies out of range, or leaves their sight. If the
PCs who explore the back of the building come upon a save succeeds, the opponent cannot be affected again by that
colony of small, white, eyelesslizards. These creatures were vargouille s shriek for one day,
also recently freedfrom hibernation and have taken up resi- SA-Poison (Ex): Anyone bitten by a vargouille must make a
dence here. They are harmless and flee through a crack in the successful Fortitude saving throw (DC 12) or be unable to heal

wall if approached. the bite damage naturally or magically. A neutralize poison or

!4 november/december 2ooo
DEEP FREEZE

heal spell removes the effect, while a delay poison spell allows succeed at a Fortitude saving throw (DC ig) or begin to trans-
magical healing. form, as described in the Monster Manual. The transformation
$A— Kiss (Su): A vargouille can kiss a paralyzed target with is interrupted by sunlight (or a daylight spell), but reversing it

a successful melee touch attack. The affected opponent must requires a cure disease spell.

Dungeon 25
3
;

DEEP FREEZE

5. Living Quarters. This plaza was originally a landing spot for the massive
faranth airships. The metal rings in the ground were for teth-
This relatively small building, a mere 150 feet square or so, ering the airships when they were not in use.
appears to have seen some recent use. The gravel and black The two hulks in the southeast are destroyed airships. It is

sand has been swept from the doorway on the west wall, and difficult to determine whar they originally looked like, as their
scratch marks on the hard floor attest to the recent removal wooden structures did not survive the millennia with the same
of the furniture. Within, all is dark. resilience as the stone buildings. Evidence of huge gas bags still

remains, however, as do many curious metal fittings and


The original purpose of this building is impossible to deter’ examples of obscene scrollwork.
mine. Investigation reveals seventeen bedrolls along the north’ Near the two airship hulks, PCs can find what appears to
ern wall and a small campfire pit constructed nearby. Scraps be the remains of a third airship. Nearly all traces of wood
of food lie scattered about, but there are no vermin. have been stripped from it, however, leaving only the gas bag,
This building has been commandeered by the doctor and rigging, and metal components. The wood has been taken to
the inmates as a sleeping place for the humans
work while they the work site to the south.
on thawing the ice. A search of the bedding shows the same Creatures (EL a); As soon PCs move to investigate
as the
sort of mementoes as were found in the bedding in the asy- one of the hulks, they notice movement in the southwestern
lum, such as buttons, small animal teeth, and the like. There is corner of the square. A mule-drawn cart, accompanied by five
a pair of bedrolls set off from the rest, both of which are heavily dressed people, enters the plaza and begins moving
neatly laid out and clean. These are the doctor s and Shaver's toward the hulks in the southeast. This group of inmates have
bedrolls. There is nothing of value here. come to retrieve more wood for the fires to rhe south.
# Mule (1): CR Large Animal (5 ft. tall, 6 ft. long); HD
i;

6. Shipyard. 3d8+g; hp 17; Init +1 (Dex); Spd 30 ft.; AC 13 (-1 size, +1 Dex,
+3 natural); Atk +4 melee (id4+3/?d4+3, hooves); Face 5 ft. x
The buildings give way to an immense plaza, wherein the dim, 10 ft.; AL N; SV Fort +6, Ref +4, Will +1: Str 16, Dex 13, Con 17,
reflected light of the fire to the south illuminates several Int 2, Wis ii, Cha 6,

large hulks in rhe southeastern part of the plaza. They are Skills: Listen +7, Spot +7.

not moving, but they lack the geometric symmetry of the f Inmates, Male and Female Human Cottii {5}: CR V2;
other buildings in the city. The plaza Is cobbled with more Medium Humanoid (5-6 ft. tall); HD ^4-1; hp 3 each; Init +0;
colossal flagstones, and several curious metal rings, each Spd 30 ft.; AC 10; Atk +0 melee (id3 subdual, fist); AL CN; SV
about two feet across, protrude From the floor of the square. Fort +i (includes Great Fortitude feat), Ref +o. Will -i; Str 10,
Dex iG, Con g, Int 9, Wis 8, Cha 8.

26 noveni6er/dc€em6er 2oo«
DEEP FREEZE

Skills: Listen +3 (includes Alertness feat), Search +4, Spot This is one of many plants that provided heat and energy
+3 (includes Alertness feat). Feats: Alertness, Great Fortitude. for the city’s homes and factories. The machinery is now dor-
Tactics: The inmates will not notice the PCs unless they mant, awaiting the return of the faranrh. The exact principles
approach the area where they are collecting wood. If they involved in the plant's operation are so advanced compared to
notice the PCs, the inmates do nothing but silently wait for the technology of the Flanaess as to be beyond the compre-
their approach. PCs appear dangerous or make threat-
If the hension of most characters, even those with engineering skills
ening gestures or comments, the inmates flee and try to return and experience.
to the work site. the PCs expore this building, allow them to make a Search
If

The inmates know little about why they have been brought skillcheck (DC 15), On a successful roll, they discover a valu-
here. They are aware only that they must collect more wood able due. Hidden beneath a complex lattice of tubing and wires
for the big fire
in the south, so that “our Friends can get out." are a strange pair of body prints on the floor. They look like
They know nothing more regarding their task. If asked who black slimy stains in the shape of large, bulbous lizards or
brought them here and who is making them work at the fire, toads.They are about 10 feet long and 5 feet wide.
they say that Dr. Asworth is In charge of the operation. The two faranth that came to the asylum 3 weeks ago were
Feel free to invent colorful personalities for these NPCs and caught here when the faranth sorcerer-priest invoked his
roleplay them to the hilt T generally making attempts at interro- power and brought the great sleep upon his people. Struck
gation difficult for the PCs. down where they stood, these faranth slept away the eons
underneath the tubing and machinery of the energy plant, only
7. Airship Hangar. to awaken when the thawing of the ice freed them from their

imprisonment.
This building even by the standards of the rest of this
is tail

immense The metal double doors are on such a scale as


city. to. Temple.
to defeat estimation, bur you think that they might be as high
as £00 feet. The prospect of opening such doors would be This building is immense. The path to the doors is flanked on
laughable, but you notice that the left one is open just enough either side by vast shrines, each supporting a massive statue.
for you to squeeze through. The carvings are easily too feet tall and represent some sort
of shapeless creature or entity. Carved in black obsidian,
The building interior is solidly packed with ice, a small melted they strike a primitive chord in your minds, giving you feel-
corridor affording just enough room to pass inside. The light ings of superstitious awe and eldritch horror.
of the PCs’ torch or lantern reflects weirdly off the walls of The outer walls of the building are formed by columns
this tunnel, moment they can glimpse through the ice
and for a carved in grotesque shapes, supporting a roof composed of
to see what lays beyond. Deep within the building, cloaked in a solid piece of stone at least 300 feet across. Through the
shadow, are huge wooden structures suspended from the ceil- gaps between the columns, you can see that the interior of
ing below great bloated bags of some sort of fabric or leather. the building is empty but for an ornate dais in the center of
The structures resemble vast ships, their prows carved in the the floor, atop which rests a great, angular black stone.
likeness of unwholesome creatures. Their alien limbs seem to
twitch and writhe in the torchlight. If the PCs enter the temple, they discover that the entire
There here of practical value to the PCs other than
is little floor is composed of a vast tile mosaic, breathtaking in its
further evidence of the vast powers of this lost civilization at complexity. If anyone takes the time to give it a thorough
its peak. any of the PCs entertain thoughts of excavating one
If examination, they come to realize that, if viewed in the proper
of the airships for theirown use, they should be reminded that sequence, if forms a story. Read or paraphrase the following:
not only are the airships locked behind hundreds of yards of
solid ice but that they doubtlessly are powered and navigated Your light does not illuminate a wide enough radius to
by a type of magic alien to them. encompass the entire mosaic, but what you can see chits you
in a way the mere cold cannot. Loathsome murals depict
8. Stream, A stream flows from the north end of
15 -foot -wide unspeakable creatures engaged in vile ceremonies.
the ice-free section of the city to the south end. It is fed by
melting glacial ice and, as such, is extremely cold. Unless the It takes 2 hours to decipher the mosaic. IF this is done, the
PCs devise an ingenious method of bridging the stream, they DM should paraphrase the history of the faranth as revealed
will have to wade across it Doing so requires a Fortitude sav- in the "Adventure Background"
ing throw to avoid the effects of hypothermia, as detailed in The mosaics immediately surrounding the dais are worked
the "Raker Asylum For the Mad" section. into four distinct panels. The first panel depicts lines of faranth
slaves in shackles being led up to the Slave Stone. The second

g. Machinery Plant. shows one of the glutinous horrors touching the Stone with an
outstretched tentacle. The third shows the shackles being
The interior of
this building is free of ice. Through the door- removed and cast away, while the fourth depicts the noisome
way, you glimpse enormous metal cylinders standing in creature dancing vilely while playing a song on its pipes.
ranks, with an intricate webbing of pipes forming a complex The Slave Stone sits atop the dais: a jagged piece of black
spiderweb. Graceful metal catwalks stretch from wall to walk Any PC approaching within 20
obsidian standing 20 feet high.
A strange, harsh smell fills the building, and a rumbling so low feetmust make a successful Will saving Throw or be drawn
as to be nearly inaudible reaches your ears from within. toward the stone. See "The Slave Stone” sidebar for details.

Dundee*] 27
DEER FREEZE

(DC 17) are compelled to approach the Only weapons made of metal or stone
The Slave Stone Stone and touch it. harm it; wooden weapons shatter and
The Slave Stone is a minor artifact cre- If a PC touches the stone, he or she break if used against the Stone.
ated by the sorcerer-priest of the becomes the focus of a modified charm Charmed creatures are instantly
faranth to exert control over its subjects monster spell. This spell functions in a aware of attacks against the Slave Stone
when the rest of the faranth civilization manner similar to the arcane spell except and move as quickly as possible to
was falling into decay. Faced with the that the duration is permanent and no defend the Stone from harm. The sur-
prospect of losing everything to chaos, it saving throw is allowed. viving faranth, plus any others that have
imbued a vast piece of obsidian with Once a PC has been enslaved by the been freed from the ice, also arrive as
tremendous powers of mind control. Stone, he or she feels compelled to do quickly as possible to protect the Stone.
The Stone is 20 feet high and rough everything possible to aid the faranth. When reduced to o hit points, the
in shape, resembling nothing so much as This PC does not feel enmity toward his Slave Stone shatters, sending needle-
a great obsidian arrowhead jutting from or her companions, but, if forced to sharp shards in all directions. Any PC
the ground. Strange colors seem to swirl choose between them and the faranth, within 30must make a successful
feet
across its surface, and anyone looking he or she sides with the latter. Reflex saving throw (DC 14) or suffer
too closely glimpses the hint of some- The only way to free enthralled com- 2d4 points of damage.
thing shining deep inside. panions from the Slave Stone’s power is Once the Slave Stone is destroyed, all
Anyone approaching within 20 feet of to shatter it. The Slave Stone has a charmed creatures are set free with
the Slave Stone is the target of a sugges- Hardness of 8 and 80 hit points. It is clear memories of the time they were
tion spell. PCs failing a Will saving throw impervious to fire, cold, and electricity. enslaved.

11. Work Site. The difficulty in this encounter lies in eliminating the threat
without harming any of the inmates, the two missing stone-
A huge row of bonfires burns against a wall of ice, hissing masons, or Shaver. Good-aligned PCs need to come up with a
and sputtering like a pit of snakes. Surrounding the fires is a plan to do away with the menace without harming the humans.
group of people who are scampering madly to throw more Creatures (EL4, +1 for the faranth, +2 for Dr. Asworth): The
sticks and pieces of lumber onto the fire. They are a motley number of inmates present depends on whether the PCs
group, but four individuals catch your eye. One is a huge, encountered the five inmates at area 6. If they subdued the
muscle-bound man easily 7 feet tall, wearing an inmates uni- inmates there, reduce the number of inmates here accordingly.
form. Another wears a smock similar to that of the doctor at If Dr. Asworth fled the asylum and eluded the PCs, he is

the Asylum. The last two men wear plain peasant clothes also present. Once he becomes aware of the PCs, he orders
rather than uniforms and look remarkably alike, though one Shaver and the inmates to attack, allowing him to flee the area
appears to be twice the age of the other. Their crazed and hide elsewhere in the city.
cavorting brings to mind illustrations of dancing demons. The faranth is intelligent and avoids combat, ordering the
As you watch, a huge sheet of ice flakes off from the wall humans with waves of its tentacles to surround and protect it.
and shatters on the floor, making the ground tremble. The Only at the last resort does it put itself in harm’s way. Use the
rift in the ice reveals a wall of black stone, its surface bro- statistics for the faranth on the adjacent page.

ken by the edge of a blocked doorway. The figures before the fInmates, Male and Female Human Comi (14 or 9): CR V2;
fire pull back and part, and through their midst crawls a Medium Humanoid (5-6 ft. tall); HD id^-i; hp 3 each; Init +0;
creature resembling a toad the size of an ox, with black, slip- Spd 30 ft.; AC 10; Atk -4 melee (id8/crit X3, shortspear) or +0
pery skin. In place of a head, however, it has a ring of black melee (id3 subdual, fist); AL CN; SV Fort +1 (includes Great
tentacles with scarlet suckers. It writhes its tentacles in a Fortitude feat), Ref +0, Will -1; Str 10, Dex 10, Con 9, Int 9, Wis
series of horrifying undulations, and the humans recoil. 8, Cha 8.

With a series of sickening lurches, the creature drags its Skills: Listen +3 (includes Alertness feat), Search +4, Spot
grotesque bulk to the newly revealed doorway. Waving its +3 (includes Alertness feat). Feats: Alertness, Great Fortitude.
tentacles excitedly, it examines the mosaics there. Leaning f Hubert, Male Human Corr^: CR 2; Medium Humanoid (7
back on its haunches, the beast draws forth a set of pipes ft. tall); HD 3d4+i2 (includes Toughness feats); hp 20; Init +0;
and emits a series of ear-piercing whistles. The workers Spd 30 ft.; AC 10; Atk -1 melee (id8+3/crit X3, shortspear) or
immediately sprint forward and begin stacking wood around +3 melee (id3+3 subdual, fist); AL NG; SV Fort +3, Ref +1, Will
the doorway while the monster withdraws once again into the +0; Str 18, Dex 10, Con 15, Int 8, Wis 8, Cha 10.
shadows. Skills: Climb +5, Listen +3, Spot +3. Feats: Combat Reflexes,
Toughness (x2).

Inmates from the asylum are busy tending to the fires. The f Shaver, Male Human Com2: CR 1; Medium Humanoid (6
four men described boxed text are Hubert, a huge but
in the ft. 1 in. tall); HD 2d4; hp 6; Init +1 (Dex); Spd 30 ft.; AC 11 (+1
gentle inmate of the Asylum; Shaver the custodian; and the Dex); Atk -2 melee (id8+i/crit X3, shortspear) or +2 melee (id3
two missing stonemasons whom the PCs have come to Find. subdual, fist); AL LN; SV Fort +0, Ref +1, Will +0; Str 12, Dex
The doorway into the Imperial Palace has just been uncov- 13, Con 10, Int 11, Wis 11, Cha 10.

ered. The faranth and its thralls are distracted and will not Skills: Heal +4, Listen +5 (includes Alertness feat), Search
notice the PCs until they approach within 30 feet or do some- +5, Spot +4 (includes Alertness feat), Use Rope +3. Feats:
thing overt. Alertness, Skill Focus-Heal.

28 novem6er/decem6er 2ooo
DEEP FREEZE

^
Jacob fjt Larion Mason, Male Human Expa: CR i; Medium the PCs as they attempt to leave the city. One or more of the
Humanoid (5 ft. 7 in. tall); HD 2d6; hp 4, 7; fnit -1 (Dex); Spd 30 freed faranth might have a class or two (for example, a 2nd-
ft.; AC 9 (-1 Dex); Atk -3 melee 0d 8 / crit X3, shortspear) or +1 level faranth sorcerer or ist-level Faranth rogue).
melee (^3 subdual, fist); AL LG; SV Fort +0, Ref -i, Will +2; Str
io, Dex 9, Con 10, Int 10, Wls g, Cha 11. Concluding the Adventure
Skills: Craft (stonemasonry) +7 (includes Skill Focus feat), Once the threat of the faranth has been dealt with, the PCs
Diplomacy +4, Listen +4, Profession (stonemason) +5, Spot have a chance to rest before considering the task of return-
+5, Swim +4, Wilderness Lore +4. Feats: Endurance, Skill ing ail of the inmates to the asylum. Shaver and the Masons
Focus— Craft (stonemasonry). assist in this task, and with their help and experience, the
Tactics: When
so ordered by Dr. Asworth or the faranth, inmates are all returned without incident. Dr. Asworth, once
the human
arm themselves with strange curved spears
thralls having regained control over himself, is grateful to the PCs
wielded in ancient times by the faranth. Subdued PCs are taken and offers them what assistance he can. He also gives them
to the Slave Stone in area to, charmed and put to work clear- the healing potions from his Jaboratory to aid them in their
ing the ice. The human thralfs are not proficient with the travels. If the PCs rescued the missing stonemasons, their
Faranthan spears and suffer a -4 penalty to their attack rolls. return to Wintershiven spells a happy reunion for Wohin and
The faranth can attack once with each of its forelegs and his family. The PCs will have gained the family’s eternal grati-
once with its tentacles. If it successfully hits a PC with its ten- tude and have at their disposal a team of talented stonemasons
tacles, It attempts to throw the PC into one of the bonfires. An should they decide to build a keep at some point later in their
opposed grapple check is required for the faranth to succeed. careers. If they decide to present this tale to the Prelate of the
PCs thrown in the fire take id6 points of damage per round Temple, they are met with the same reaction as Wohin:
until the flames are doused. haughty disbelief and overt disdain. What the PCs decide to do
If the PCs are having too easy a time, assume
Development: about this is the matter of another adventure.
that the inmateshave freed more faranth trapped in the ice.
These creatures might be lurking nearby or encountered by continued on ^>age 80

1 Faranth
Large Aberration

Hit Dice: 4d8+8 (25 hp)


I niuiuivc: +4 (Improved Initiative)
Movement: 20 ft., climb 20 ft., swim to ft.

AC: 14 (-1 size, +5 natural)


Attacks: Tentacles +6 melee, 2 Claws +4 melee
Damage; Claw id6+3
Face/Reach: ft. by 10 ft./
5 5 ft.

£ fecial Attacks Grab


£ lives: Fort +3, Ref +1, Will +8
Abilities: Str ]6, Dex to, Con 15,
Int 20, Wis 15, Cha 10
Climb +6, Craft (any) +12, Hide +5,
Knowledge (engineering) +12,
Knowledge (any) +9, Listen +9,
Move Silently +4, Search +8. Sense
Motive +5, Spot +9, a soft leather bag full of entrails. In place of a head, the faranth
Alertness, Improved Initiative, Iron Will, has a ring of black, 6-foot-long tentacles lined with scarlet
Multiattack, Power Attack, suckers. A faranth senses its surroundings by means of some
unfathomable extra-sensory perception.
Climule/Teiram: Any Faranth communicate by playing notes on curiously
Organization: Solitary, pair, or company (5-8) wrought pan flutes and silent gestures with their tentacles.
Challenge Rating: 2
Treasure: None Combat
Alignment: Usually lawful evil Because of their heightened intelligence, faranth can read the
Advancement Range: 5-10 HD (Large); 11-18 HD (Huge) flow of a battle and anticipate an opponent s actions. This
equates to having the Improved Initiative feat.
The faranth are a race of grotesque creatures that once held Grab (Ex): When a faranth makes a successful melee attack
dominion over most of the world but now reside in suspended with its tentacles, make a grappling check. If the faranth suc-
animation beneath the ice of the Raker Mountains. cessfully grapples its opponent, it may choose to deal id4+3
A faranth has slimy black skin and resembles a giant, lumpy points of subdual damage or dash the poor victim against the
toad. It gives the impression of being soft and gelatinous, like ground for 2d6+3 points of damage.

2 l>
IRIANDEL

3o aovem6cr/decem6er 2ooo
IRIANDEL

Iriandel
Helping the Hornless
by Tito Leati

artwork by Ron Spencer, cartography by Diesel

1Iriandel” is a $rd-Edition DDfD adventure


designed for four PCs of 4th-levelt and the PCs should
earn enough experience points (XP) to gain at least one level
possibly two The adventure can be modified for characters
.

of levels 2~g as noted in the "Scaling the Adventure" sidebar.


The party should include a character who can turn undead.
A ranger with several ranks in the Wilderness Lore skill
would be helpful but is not required. The PCs
should possess one or more magic weapons.

Adventure Synopsis can provide directions to the mayor's cottage.) Once past the
To escape the rain, traveling PCs seek shelter in the remote gate, the heroes see a small village of fifty families, mostly
half ling settlement of Pebbleton. There they meet the mayor, woodcutters, living small cottages. A handful
in of ratn-
Jimi Jimepro, who tells them an interesting story about a drenched shepherds watch the PCs quizzically while
baffling
horse he found white gathering wood in the nearby forest. Jimi they herd their sheep and goats into small bams.
also introduces the PCs to a bard named Ruallin, who has Shortly after knocking on the door of the mayor's cottage,
heard tales that the horse is actually a cursed unicorn named the PCs are greeted by a halfling with silver hair and a neatly
Iriandel (ee-RYE-en-dell). To free the unicorn from its curse trimmed beard. See “Meeting Jimi and Treetrot" below.
and mortal form, the PCs must locate the burial place of the
its
W Pebbleton (Fortified Hamlet): Conventional; AL LG; too-
legendary barbarian lord Tamaich and retrieve the unicorn's Assets
gp limit; 500 gp; Population 320 (79% halfling, q%
missing horn, which, according to legend, was transformed Into human, 3% 2%
5% gnome, elf, half-ore, 1% half-elf, 1%
a magic spear and buried with Tamaich's earthly remains. dwarf).
Touching the spear to the horse should end the curse and Authority Figure. Jimi Jimepro (mayor), halfling male Com3.
restore Handel's true form and immortality. Important Characters: Cailee Merriweather (priestess of
The adventure moves from Pebbleton to the surrounding Yondalla), female halfling Clr5; Demini Whistlefoot (Captain of
wilderness as the PCs search for the barbarian king's ancient the Guard), male halfling War3; Ruallin, female half-elf Brd4*
barrow. Along the way they encounter a tribe of ores and Others: Sergeants of the guard, Wara (x6); Guards, Wan
ogres led by a ha If- ogre cleric named Yventhu* Depending on (X30); Exp2 (X5); Expi (>05); Rog2 (X4); Rog (x6); Clra {X4);
1

how events unfold, Yventhu might help or hinder the PCs in Comi (X246).
their quest. Notes: Pebbleton's main industries are woodcutting,
forestry, farming, and shepherding. The village is enclosed by
Beginning the Adventure a iQ-foot-high wooden palisade with a pair of sturdy, barred
While traveling across country in late autumn, the PCs are wooden doors to the west and east.
caught in a rainstorm. The visibility is low, and the PCs quickly ® Sturdy Wooden Door, Barred: 2 in. thick; Hardness 5; hp
become soggy and cold. Suddenly they notice a drenched 40; Break DC 23.
wooden palisade and a gate. The PCs are stopped by a pair of
sentinels standing atop the wall. The guards are halfJings armed Meeting Jimi and Treetrot
with shortbows. If the PCs ask for shelter, the sentinels let The halfling mayor, Jimi Jimepro, welcomes the PCs to
them in only after inspecting their belongings, “We must guard Pebbleton and to Ns modest home. If the PCs ask him about the
against marauding creatures of evil ” they say if questioned apprehensive behavior of his guards, he shrugs his shoulders
about their cautious disposition. "Ores are never far away this and says that ores and other monsters sometimes descend
time of the year,you know/' from the nearby hills to steal livestock. He apologizes if the
If PCs seem friendly, the guards allow them inside. The
the guards treated the heroes rudely.
guards suggest that the PCs see the mayor at once, since it’s The PCs have caught Jimi in the middle of a meal, and he
customary for the mayor to greet all newcomers, (The guards invites them ro join him or warm their feet by the fire. The rain

Dungeon
IR1ANDEI

Scaling the Adventure For example, change the wights in area 8th- to gth-level PCs: This adventure
Although this adventure is designed for 14 to shadows and confine the wraith to was nor written to challenge PCs of this
4fh-Jevel PCs, the module can be modi- area 16 so that it can't chase fleeing PCs. level. You might want to replace the

fied for 2nd- to gth-level PCs by adjust- 5th- to 6th-level PCs: PCs of these adventure with ogres or
ogrillons in the
ing the strength and number of foes. The levels will still find the adventure quite add a few more traps fo Tamaich's bar-
“Encounter Level Table" at the end of challenging. Consider adding a few extra row (glyphs of warding, for example).

the adventure lists the encounter levels (minor) creatures to the EL and El 2 * you increase the challenge of the
If

for all of the encounters. Use this as a encounters and toughening a few of the adveniure, you must also Increase the
baseline for modifying the adventure in traps. For instance, the 30-foGHdeep pit amount of treasure to preserve the
ihe manner suggested below: in area 4 could be lined with spikes, or challenge-to-treasure ratio. This adven-
2nd- to 3rd-level PCs: The DM can the dancing blades trap in area 9 might ture has approximately 32,400 gp worth
run the adventure as written, but PCs include a few more swords. of treasure (discounting Turiews spear).
will find it very challenging. A party that /th-level PCs: PCs of this level will To determine the right amount of treas-
doesn't know when to flee will probably find the adventure, as written, quite easy. ure for higher- and lower-level parries,
suffer some fatalities. Leave the iraps as Look for ways to make the EL 1 to EL 4 multiply 8,100 by the party's starting
they are, but adjust hostile encounters encounters tougher. For instance, the level. Thus, when modifying the adven-
with an EL of 6 or higher to make them four Small earth ele mentals in area 5 (an ture for a party starting at 2nd-level,
easier (by reducing the number and/or EL 4 encounter) could be replaced with make sure that the adventure has about
strength of the opponents or by impos- four Medium-size elemenfals (making it an 16,200 gp (8,100 x 2) worth of treasure
ing certain limitations on the creatures). EL 7 encounter). (coins, goods, and items).

ends shortly after the PCs arrive in Pebbleton. As the sky If the PCs cast a speak with animals spell on Treetrot, they
begins to clear, Jimi invites them to accompany him to his sta- learn that if has normal animal intelligence. However, the horse
ble. There the PCs notice a targe, gray-maned horse with a is bright and can respond to simple questions put to it by nod-
white spot on its forehead. Upon seeing the heroes, the horse ding or shaking Any PC who approaches the horse
its head.
jumps wildly inside its stall. Jimi introduces the stallion as and makes a successful Animal Empathy skill check (DC 12) gets
Treetrot. If the heroes take an interest in Treetrot or ask Jimi the sense that Treetrot is unusual in some indeterminate way.
why he wanted them to see the horse, the mayor tells them the The horse’s eyes hold a certain wisdom, and its friendly
unusual story of how he found the horse: demeanor seems uncharacteristic for such a spirited breed.

There are no marks or brands on the horse to suggest where


“I found Treetrot woods almost a year ago. It
in the nearby it might have come from, and Treetrot does not radiate magic
was a cloudy day, and was gathering some bundles of twigs I if a detect magic spell is cast.

to put on my cart. The weather was getting worse, but I Once the PCs have seen Treetrot and heard Jimi's tale, the
decided to finish the job anyway. A hailstorm broke out just halfling mayor invites them to the common hall, where he
was stowed. jumped over the driver's
after the last bundle I hopes to find the half-elf bard, Ruallin.

bench and hurried back, my pony straining under the weight


of the full load, RuallWa Tale
“The hailstones were large and painful. I pushed the cart The cottages and barns of Pebbleton have been built around a
at top speed, cursing my imprudence. Suddenly, lightning common hall dug from the tightly packed soil of an earthen
struck a nearby tree, splitting it to the roots. My pony was mound and propped up by large wooden logs. The PCs have
terrified and bolted into the woods. A wheel on the cart no trouble securing lodging, and they are welcome to warm
broke, and I was thrown to the ground. My pony broke free themselves by the fire. (Halfling stablehands offer to take the
and ran away, I tried to pursue, but it was futile. Soon was I PCs' mounts to the nearby stables.) The halflings who run the
completely lost in the storm. As I stumbled blindly through common hall do not charge the PCs for food or lodging,
the woods, searching for the trail, I noticed a horse standing although donations to the local temple of Yondalla are always
calmly in the hail. The animal started to trot away slowly, but appreciated.
I was able to follow it easily and, to my relief, it brought me The common hall of Pebbleton is warm and comfortable.
home.
straight 1 named my mysterious savior Treetrot and The following description can be read to the players:

welcomed him in Pebbleton.


"The horse has been our guest ever since. Treetrot’s too Jimi leads you into a spacious room lit by a central hearth
big for me to ride, but he helps pull heavy loads. He's an old and many lanterns. Here the distant thunder and bleating
horse, but very strong and friendly. sheep are banished by thick, earthen walls. The fireplace
"Wild horses are rare in these parts, and ever since that gives off a slightly sharp but pleasant smell of peat, mixed
hailstorm IVe wondered where the horse came from. Two with the aroma of freshly baked bread and spicy stew.
weeks ago, met a person who has a charming opinion about
I Halflingshave gathered in the hall and sit around tables laden
Treetrot, She’s a half-elf and seems to know a lot of tales. I with dry fruit, buns, and cheese. Some of them wait eagerly
told her Treetrot’s story, and she wanted to see the horse in a queue before a smoking kettle, a tray of cookies, and a

immediately. If you'd like, I can introduce her to you." tun of ale.

32 n o veni 6e r/dece m6e r 2ooo


W1AMDEL

In the far comer of the room stands a low stage. There a "Turiew was given his mount and weapon with a warning
comely, red-haired, half-dven girl plays a melody on her to return in three days. He said goodbye to Deleflin and went
flute, trying to tune up with two local drummers. Suddenly to confront his nemesis,
the baffling musicians lose their patience and go into a wild, “The duel occurred at dawn. Turiew’s steady mount was
rolling frenzy. The crescendo ends with a loud clash of brass not frightened by the half-ore’s presence and charged
cymbals, welcomed by a brief applause from the audience. Tamaich. After a brief fight on horseback, both riders fell to
The girl sighs deeply and looks elsewhere, eventually becom- the ground. Combat continued until the exhausted Turiew
ing aware of your presence. She smiles and jumps down pierced Tamaich’s chest with a fatal thrust. The half-ore died,
from the stage to meet you. but not before striking a final blow with his poisoned knife.
Thus both chieftains lay on the ground, facing death. The
The girl is Ruallin, a bard who entertains guests with songs Sya-Negan immediately attacked their enemies, and a great
and tales. Ruallin can play the flute well, but her preferred battle ensued. The outnumbered lorai, though brave, were
instrument is her voice. overcome and slaughtered by the barbarians. Turiew’s spear
If the PCs inquire about Treetrot, Ruallin shares a local remained on the battlefield and was captured by the victors.
elven tale: His horse fled toward the southern woods.
“The Sya-Negan burned the corpses of their enemies and
"About three centuries ago, when this land was covered by buried their own. Through the cold winter, they covered the
a much larger forest and inhabited by a tribe of wild elves, core of their fortified camp with earth and stones, raising an
the nearby plains were home to a clan of semi-nomadic rid- enormous barrow over their chieftain's mortal remains and
ers called the lorai. Even though the two peoples were not treasures. This lengthy work was finished by the following
friends, elves and humans co-existed peacefully. The leader spring, when the barbarians finally left the land.
of the lorai, Turiew, was handsome and strong. The elves had “Deleflin was sunk in despair, Her beloved Turiew was
no single ruler, but they revered the guardian of their for- dead, and Handel's spirit was torn from its body. The three-
est-a unicorn named Iriandel. day limit to reunite spear and horse had elapsed. Some

“One early summer day, Turiew was hunting in the woods. courageous elves who had attempted to recover the spear
There he met Deleflin, a beautiful lady of the elven tribe. She from the watchful Sya-Negan were slain. Deleflin’s prayers
was riding the noble Iriandel, which immediately bolted out of to the elven gods went unheard, and the divine gift turned
Turiews sight However, that brief encounter was enough into a curse. Nothing would restore Handel's true form for
for the human and the elf to fall in love. at least three hundred years. Finally bent by guilt and sor-
"For three months, the two lovers saw each other only row, Deleflin left the world for the place where elves are
from afar, for their races were Forbidden to mingle. The syl- immortal.”
van elves distrusted the proud lorai, and Turiew's duty was
to marry a woman of his people. Iriandel was worried about Ruallin thinks that Treetrot might be Iriandel transformed.
Deleflin's feelings and somewhat jealous of her human She believes that bringing together Treetrot and Turiews
beloved, but he soon began to look at their deep and unusual spear could make the unicorn whole again.
affection with sympathy. Ruallin s tale is true. The PCs can conclude that Turiew *s
"With autumn came a horde of barbarians, the Sya- spear has been buried with Tamaich. Heroes of good alignment
Negan. They were cruel humans whose blood had been might want to find the tomb of the ha If- ore chieftain to free
mixed with that of ores and ogres. The Sya-Negan rode Treetrot of its curse and restore Iriandel to his former self.
horses and giant wolves. Their leader, Tamaich, was a pow- The opportunity To plunder Tamaich’s hoard should motivate
erful sorcerer and warrior. He wanted to drive out the lorai, PCs who care less about elven folk tales and more about
pillage their supplies, and spend the winter in their territory. ancient treasures.
“Even though they were outnumbered, Turiew and his If the PCs declare their intention to end the curse of
men prepared for battle. Tamaich challenged Turiew to a Iriandel, they receive Jmrii's best wishes and a week's worth of
chieftains' duel to decide which people should leave the land. provisions. The mayor does not allow the PCs to take Treetrot
Turiew agreed to the duel despite rumors that Tamaich was with them, however, for he loathes the idea of parting with his
invulnerable tomundane weapons and that no horse could beloved horse. He is also concerned that ores (or worse) might
approach him without taking fright. In the meantime, the injure the horse.
elves had decided not to assist the lorai, knowing that they Jimi can give the PCs a description of the village sur-
would be safe in their forest and that the Sya-Negan would roundings as shown in the area map. The mayor describes the
leave them be. Deleflin and Inandel, however, decided to help Brown Grounds as a large strip of peat-bogs running along the
Turiew. The elven lady, who was a priestess, asked her gods southern edge of the Poven Hills, The villagers do not know of
to give Turiew a suitable weapon and a fearless horse. the zone marked as the Knuckles, however, as the northern
Deleflin was granted the power to transform her unicorn peat-bogs remain mostly unexplored by them.
friend: she took away Inlanders horn and turned it into a Creature (EL o): Ruallin the bard is friendly and does her
magic, silver-tipped spear. In the same instant, the unicorn best to avoid conflict. If who is hos-
confronted by someone
transformed into a strong, gray-maned horse. However, the tile, she uses her charm person and expeditious retreat spells
chaotic elven gods established a dangerous condition: If to best effect,
spear and horse remained separated for more than three f Ruallin, Female Half-elf Brd^: CR — ; Medium-Size
days, they would remain so for three centuries. Humanoid (5 ft, in. tall): HD 4d6; hp 13; Init 4*3 (Dex); Spd 30
4
ft.; AC 14 (+3 Dex, +t ring of deflection) or 15 (same as above,

Dungeon 3
IRIANDEL

with Dodge feat); Afk +3 melee (id4/crit 19-20, dagger) or +6 by making a successful Wilderness Lore skill check (DC 30),
ranged (184, sling); 3 Q bardie music, bardic knowledge (see PH which increases the chance of encountering the elves by 15%
for derails); AL NG; SV Fort +1, Ref +4, Will +4; Str 10, Dex 16, per hour. Conversely, PCs who blow hunting horns or shout in

Con 10, Int 14, Wis 13, Cha 17. Eiven to draw the elves' attention increase the chance of an
Skills: Balance +7, Concentration +4, Escape Artist +7, encounter by another 25% per hour.
Gather Information +9, Listen +5, Perform +io, Pick Pocket +7, Once The elves are aware of the party's presence, have
Tumble +8, Use Magical Device +7. Fears: Dodge, Mobility. each PC make a Spot skill check (DC 24). A successful roll indi-
Spells (casts 3/3/1 per day, chosen from the following list cates that the character has spotted an elf (one of several, in
of known spells): 0 -daze, detect magic, ghost sound mage [ fact) hiding in the forest. Read or paraphrase the following
hand, prestidigitation, read magic; 1st- charm person, expedi- once the elves reveal their presence:
tious retreat, mage armor, silent image: 2nd- enthrall, glitter-
dust sound burst Lean shadows among the trees take the shape of several
Possessions: +/ ring of deflection, dagger, sling with 20 bul- hooded archers. One of them steps out from hiding and
lets, silver medallion set with a white pearl (worth 120 gp), 28 slowly waves his gloved hand: a preemptory halt and a peti-

gp in pouch. tion of peace in a single gesture. He greets your group in


Common, speaking slowly and carefully. In the shadow cast
Searching for the Barrow by his hood you glimpse the green sparkle of eiven eyes.
The PCs learn that Tamaieh's tomb is located somewhere north
of Pebbleton, but nobody in Pebbleton has actually seen the elf introduces himself as Quelnef, but he does not drop
The
enormous barrow described in Ruallin’s tale, so its precise his hood or come within arm’s reach. He prefers speaking Elf
location remains unknown. The halflings often cross the grassy to Common. If one or more PCs offer an eiven greeting, he
plains to harvest clods of peat at the border of the Brown responds in kind, and any Diplomacy skill checks made by the
Grounds. They have never gone too far into that ore-infested PCs receive a +2 circumstance bonus.
territory, though. Quelnef behaves suspiciously toward non-elven PCs,
If the PCs look for the barrow in the Brown Grounds with- although any non-elven PC who makes a successful Diplomacy
out any due as to its whereabouts, they must comb the region skill check (DC 23) can allay his suspicions. If the PCs recount

systematically. Two encounters that might direct the PCs to Ruallin's rale, he confirms everything. Quelnef adds sadly that,

Tamaieh's tomb and speed up their search are described in the centuries after the disappearance of Iriandel, his tribe
below. Any PC who wishes to gather more information about has shrunk like the forest itself. The northern woods were par-
the region from the residents of Pebbleton can make a Gather tially destroyed by the Sya-Negan, who knew that their leader
Information skill check. What the PC learns depends on the roll: had been killed by eiven magic. Quite predictably, Quelnef
On a roll of 10 or better, the PC learns about the wood blames Deleflin for involving his people in human affairs. The

elves that dwell in the forest south of Pebbleton. See “Deleflin’s wood elves dream of the return of Iriandel but think that
still

Folk” below for more information. this will not happen “until the time is right” They will not leave

^ On a roll of 15 or better, the PC learns about the strange their forest to help the PCs. These wood elves are obviously a
glyph carved into an oak tree east of Pebbleton. Rumor has it reclusive bunch still embittered toward foreign troublemakers.
that the glyph is magical. See “Iriandefs Mark” below for Quelnef says only that the tomb of Tamaich lies somewhere
details. in the northern plains "where the soil is brown by peat-bogs,"

The northern plain is dotted by sparse trees and patches of and that the barrow is so large that “any shortsighted human
undergrowth. Toward the mountains, the green grass gives or dwarf mole can find it walking straight north from here,"
way brown peat-bogs. The landscape is always shrouded by
to (Quelnef does not apologize for his racial bias. His low regard
a thin layer of fog.It takes one day to reach the peat-bogs for non-elves is shared by most of his peers.)
from Pebbleton on foot. Tamaich’s tomb lies amid the Knuckles, Quelnefs directions areuseful, but only if his words are
a region of the Brown Grounds so named by the humanoids taken PCs head north and stay on course-
literally. If the
living nearby. requiring a successful Intuit Direction skill check (DC 15) each
You should determine exactly how long it takes for the day-they find Tamaich’s tomb after four days of travel.
heroes to find the barrow, depending on their actions and on Creatures (EL 9): Quelnef is the leader of this eiven hunt-
factors such as the availability of spells or aerial scouts. With ing party. He is protected by three wolf companions who
no clues, it should take not less than twelve days. You should remain hidden in the bushes until called.
discount one day out of every four if the PCs ride horses or f Quelnef, Male Elf Drd3/Ftra: CR 5; Medium-Size
ponies. (The mud from recent rain makes off-road mounted Humanoid (5 ft. 6 in. tall); HD 3d8 (Drd) plus 2dio (Ftr); hp 33;
travel not much faster than walking.) Init +2 (Dex); Spd 30 ft.; AC 17 (+2 Dex, +3 natural armor
[from barkskin spell], +2 armor) or 18 (same as above, with
Deleffm’a Folk Dodge feat); Atk +5 melee (id6+i/crit ig-20, short sword) or
PCs searching for Tamaich’s barrow might try to contact the +6 ranged (id6/crit X3, shorfbow); SQ nature sense, woodland
wood elves who dwell in the forest south of Pebbleton. stride, trackless step; AL CN; SV Fort +6, Ref +3, Will +5; Str
Halfling have seen small groups of elusive,
lumberjacks 13, Dex 15, Con 10, Int 13, Wis 15, Cha 14.
green-clad elves on occasion, though only from a distance. Skills'. Animal Empathy +5, Climb +4, Concentration +3,

PCs traveling through the woods have a 10% chance per hour Craft (bowmaking) +4, Diplomacy +5, Handle Animal +5, Heal
of stumbling upon an eiven hunting party. A PC with the +5, Hide +13 (includes +10 competence bonus afforded by
Track feat can attempt to locate and follow the elves' tracks cloak of elvenkind), Intuit Direction +5, Knowledge (nature) +4,

14 'rii
l

IRIANDEL

Swim +4, Wilderness Lore +5. Feats:


Dodge, Expertise, Improved Disarm,
Mobility.
SQ-Nature Sense (Ex): Quelnef can
identify animals and plants with perfect
accuracy. He knows whether water is
Yventhu's
safe to drink or dangerous.
Tamaich's
40^ *
Lair
SQ- Woodland Stride (Ex): Quelnef
can move through natural thorns, briars,
Tomb -

The
overgrown areas, and similar terrain at
his normal speed without taking damage Knuckles
or other impairment.
SQ-Track/ess Step (Ex): Quelnef
leaves no trail in natural surroundings The
and cannot be tracked.
Spells (4/3/2): 0 -cure minor Brown
wounds, guidance, know direction, Grounds
resistance: 1st- cure light wounds, entan-
gle, obscuring mist; 2nd -barkskin, warp
wood
Possessions: Leather armor, cloak of
elvenkind (+10 competence bonus to
Hide skill checks), shortbow, six master-
work arrows, twelve normal arrows,
short sword.
^ Quelnef’s Wolves (3): CR 1;
Plains
Medium-Size Animal (4 ft. long); HD 0 10
2d8+4; hp 13 each; Init +2 (Dex); Spd 50
ft.; AC 14 (+2 Dex, +2 natural); Atk +3
-I
melee (id6+i, bite); SQ scent; AL N; SV miles
Fort +5, Ref +5, Will +1; Str 13, Dex 15,
Con 15, Int 2, Wis 12, Cha 6.
Pebbleton
Skills: Hide +3, Listen +6, Move
Silently +4, Spot +4. Feat: Weapon
Finesse (bite).

SQ-Scent (Ex): Wolves can detect


opponents within 30 feet by sense of
smell. If the opponent is upwind, the
range increases to 60 feet; if downwind,
it drops to 15 feet.

f Wood Elf Hunters, Male and


Female Elf Rgri (8): CR 1; Medium-Size
Humanoid (5 ft. 4 in. tall); HD idio; hp 8 each;
Init +2 (Dex); Possessions: Leather armor, shortbow, six masterwork
AC Dex, +2 armor); Atk +2 melee (id6/crit X3, handaxe)
14 (+2 arrows, twenty normal arrows, two handaxes.
or +3 ranged (id6/crit X3, shortbow); SA fight with two
weapons; SQ favored enemy (goblinoids); AL CN; SV Fort +2, (Handel's Mark
Ref +2, Will ho Str 12, Dex 14, Con 10, Int 11, Wis 10, Cha 11.
-
; The two halfling musicians who play in the hall of Pebbleton
Skills: Climb +3, Craft (bowmaking)
Hide +5, Intuit +t, remember something that could be connected to Ruallin’s tale.
Direction +1, Listen +2, Move Silently +5, Search +1, Spot +1, Three months ago they were walking near the village, seeking
Swim +2, Wilderness Lore +1. Feats: Point Blank Shot, Track artistic inspiration. They stopped by an old oak and started hit-
(bonus feat). ting the trunk rhythmically with their walking sticks to play
SA- Fight with Two Weapons (Ex): These rangers can fight “something out of nature itself.” After a while they noticed an
with two weapons as if they had the Ambidexterity and Two- odd mark etched on the bark of the tree, “a beautiful glyph
Weapon Fighting feats. When fighting with two handaxes, the akin to elven runes, no more than two inches in diameter.” The
rangers suffer a -2 penalty to each attack roll. two halflings do not recall the glyph’s exact location and,
SQ-Favored Enemy (Ex): The wood elves gain a +1 bonus strangely, have never been able to find the mark again. “It
to Bluff, Listen, Sense Motive, Spot, and Wilderness Lore skill looks like you can’t find it intentionally, but only when seeking
checks when using these skills against goblinoids (including the inspiration," they say with a giggle. “The oak grows east of the
Sya-Negan). They also get a +1 bonus todamage rolls against village for sure, and not more than five miles away.”
goblinoids, but only against targets within 30 feet.

Dungeon 35
: :

iftlANDEL

Random Encounters mail, +2 shield); Atk +2 melee (id8+2/crir nate. The half-ogre offers to guide the
Several of the following encounters are X3, battleaxe); or +0 ranged (id6/crif X3, PCs Yventhus lair, as his master
to

with creatures allied to Yventhu the shorfbow); SQ darkvision 60 ft*, light "knows a lot of things about his domains
half-ogre adept. None of these crea- sensitivity; AL CE; SV Fort +2, Ref +o, and might sell useful information." The
tures knows the precise location of the Will -1; Str 15, Dex 10, Con 11, Int 9, Wis half-ogre's offer is sincere, as any PC
barrow, only that it lies in the desolate, 8, Cha 8. who makes a successful Sense Motive
hilly region known as The Knuckles. PCs Feat: Alertness. skill check (DC 20) can determine.
who capture an ore, ogrillon, or ogre SQ—Light Sensitivity (Ex): As above. f Fadyhuk, Male Half-ogre Adpi: CR
and make a successful Intimidate skill Possessions: Scale mail, large wooden 3;Medium-Size Humanoid (7 ft. tall); HD
check (DC io + the target's HD) learn the shield, battleaxe, shortbow with 12 2d8+6 (half-ogre) plus id6+3 (Adp); hp
following pieces of information: arrows, sack of 2d20 sp and 2820 cp, 23; Init -2 (Dex); Spd 30 ft.; AC 16 (-2
+* The low hills around Tamaichs tomb flask containing three applications of Dex, +2 +4 chain shirt, +2
natural,

are haunted by ghosts* (Somewhat true*) huge spider venom (Injury DC 13; make a shield); Atk +6 melee (1812+5/011 X3,

Yventhu has forbidden everyone successful save or take 184


Fortitude greataxe) or +0 ranged (id8+6/crit X3,
to delve too far into The Knuckles, a points of temporary Strength damage; +/ longspear); SQ darkvision 60 ft.; AL
place belonging to the dead* The prohib- make a second save after 1 minute or CN; SV Fort +8 (includes Great Fortitude
ited area is described as “a place where Take an additional id 8 points of tempo- feat), Ref -2, Will +5 (includes Iron Will
the sounds of an ancient battle can be rary Strength damage). feat); Str 20, Dex 7, Con 17, Int 9, Wis 12,

heard at night," (True,) These ores hunt in the peat -bogs* If Cha 8*

If the PCs are not already heading the ores have time to prepare, each one Skiffs: Concentration +4, Spelicraft
straight for their destination, the DM coats three of his arrows with venom* +1, Wilderness Lore +2. Feats. Iron Will,

should at least halve the time still Dipping an arrow in poison is a partial Great Fortitude.
required to reach Tamaichs tomb when move -equivalent action. Spells (3/2): o - detect poison, guid-
the heroes decide to limit their explo- The ore hunters speak Ore and Giant ance resistance,
, ist— cause fearr doom.
rations to the Knuckles* well and Common poorly. They can lead Domain Spell (Chaos, Evil): vst— pro-
the heroes to the half-ogre adept tection From good. Fadyhuk casts Chaos
Roil idia Encounter Yventhu if captured and questioned. If and Evil spells as if and level.

i-2 Ore thieves (EL 3} they deplete their poisoned arrows with- Possessions: Chain shirt, large wooden
3-4 Ore hunters (EL 3) out killing or incapacitating any PCs, shield, greataxe, +/ longspear.
5-6 Ogres (EL 4) they withdraw. The ores also flee if the
7-8 Ogrillons (EL 5) PCs show combat superiority or cast a ^ Wolves (6): hp 13 each; see "Deleflin's
9-10 Wolves (EL 4) deadly area effect spell such as fireball Folk” for complete statistics.
11-12 Boars (EL 5) These beasts are descendants of the
J Ogres (2); CR 2; Large Giant (10 ft. giant canine mounts once ridden by the
# Ore Thieves (6): CR Y2; Medium-Size tall); HD 4d8+8; hp 26 each; Init -1 (Dex); Sya-Negan. They are voracious hunters
Humanoid (6 ft, tall); HD id8; hp 4 each; Spd 30 ft.; AC 16 (-1 size, -1 Dex, +5 nat- and fight until half their numbers are
Init +0; Spd 30 ft,; AC 12 (+2 leather ural, +3 hide armor); Atk +8 melee slain, at which point they retreat.
armor); Atk +2 melee (id 8 Went 19-20, (286+7, huge greatclub); or +i ranged
tongsword); or +0 ranged (188+2, javelin); (286+7, huge longspear); Reach io ft. (15 # Boars (3): CR 2; Medium-Size Animal
SQ darkvision 60 ft,, light sensitivity; AL ft. with longspear); AL CE; SV Fort +6, (4 HD 388+9; hp 22 each; init +0;
ft* tall);

CE; SV Fort +2, Ref +0, Will -t; Str 15, Ref +0, Will +1; Str 21, Dex 8, Con 15, Int Spd 40 AC 16 (+6 natural); Atk +4
ft,;

Dex io, Con n, Int g, Wis 8, Cha 8. 6, Wis io, Cha 7. melee (idS+3, bite): SA ferocity; SQ scent;
Feat; Alertness. Skiffs: Climb +5, Listen +3, Spot +3. AL N; SV Fort +6, Ref +3, Will +2; Sir 15,

SQ- Light Sensitivity (Ex): Ores suf- Feat: Weapon Focus (greatclub)* Dex to, Con 17, Int 2, Wis 13, Cha 4.
fer a -i penalty to attack rolls in bright Possessions: Hide armor, huge great- Skiffs Listen +8, Spot +5.
sunlight or within the radius of a daylight club, huge longspear, huge sack contain- SA— Ferocity (Ex): A boar continues
spell. ing *50 gPt 250 sp, and 400 cp. to fight without penalty even while dis-

Possessions Leather armor, long- These ogres are an independent pair abled or dying; see 'Injury and Death” in

sword, two javelins, sack of 2820 sp* who barely tolerate Yventhu s authority* Chapter Combat in the PH.
8:

These ores are heading south to steal They speak Giant and Ore and attack SQ-Scent (Ex): A boar can detect
livestock from the pastures surrounding PCs on sight. opponents within 30 feet by sense of
Pebbleton. The PCs find their camp dur- smell. If the opponent is upwind, the

ing the day and have normal chances of ^ Ogrillons (4}; hp 13 each; consult range increases to 60 feet; if downwind,
surprising the two sentinels on watch. "Yvenfhu’s Lair” for complete statistics* itdrops to 15 feet.
The ores flee as soon as they become These ogrillons serve Yventhu and These boars, tamed by Yventhu, have
aware of the PCs. They speak Ore only. are eager to fight, but they are held back tarnished silver spikes fitted over their
by their leader-a half-ogre who tries to tusks; these are purely ornamental and
^ Ore Hunters (6): CR V2; Medium- parlay with the PCs. The leader speaks worth 25 gp each. The boars have been
Size Humanoid (6 ft. tall); HD id8; hp 6 Common, Giant, and Ore and introduces trained to attack any interlopers in the
each; Init *0; Spd 30 ft.; AC 16 (+4 scale himself as Fadyhuk, Yventhu s subordi- Brown Grounds.

36 novem6er/decem6er 2ooo
LR1ANDEL
I

The PCs can inspect the sparse woods east of Pebbleton Tamaich’s tomb. Yventhu’s most loyal minions (ogres and ogril-
looking for the oak tree and its mysterious glyph. After six lons) have orders to lead powerful-looking strangers to his
hours of searching, the PCs find the old oak. Finding the 2- presence.
inch-tall glyph requires a successful Search skill check (DC The PCs have one random encounter during the first day
28), although PCs can take 20 on this roll and assist one spent in PCs have a
the peat bogs. Each day thereafter, the
another. The glyph is similar to an arcane mark and radiates 50% chance of encountering something. (See the “Random
Universal magic. A successful dispel magic cast upon the glyph Encounters” sidebar.) Each encounter occurs only once; if the
permanently removes it; the dispel check is id20 +1 per caster same encounter is indicated a second time, roll again or
level against DC 15. choose another.
Once the PCs find the glyph, an unusual creature shows up The heroes should have at least one random encounter with
and commends the PCs: evil humanoids. This is necessary to justify the behavior of

Yventhu’s minions at the end of the adventure (as detailed in

“You observe well, good-hearted!” says a voice from above. “Back To Pebbleton”).
Looking up, you see an owl hopping among the tallest

branches of the great oak, watching you with an almost Yventhu’s Lair
imperceptible look of amusement. “I am Tashek,” he says The heroes might stumble upon Yventhu’s lair, or they might
haughtily. “Why have you come seeking Iriandel’s mark?” be led there by one of the roving bands of ores and ogrillons
prowling the Brown Grounds. If the PCs come in peace,
The talking bird is Tashek, a wise owl. If the heroes tell him Yventhu might speak with them and share information. If the
about Ruallin s tale, Tashek is somewhat annoyed: "No mention PCs come looking for a fight, they find the half-ogre well pre-
is made of me!” he says. “No wingless bard can be trusted, pared to defend himself. The rock quarry is also home to a
then?” The talking owl, like the unicorn, is immortal. Once an company of ogrillons (the offspring of matings between ores
acquaintance of Deleflin, he tried three centuries ago to dis- and ogres). These ogrillons live off the tributes of subordinate
suade her from helping Turiew. Tashek often complains about humanoid bands.
Deleflin s foolishness. The following description can be read or paraphrased when
After the Sya-Negan defeated the lorai, Tashek migrated the PCs reach Yventhu’s lair:

far away and has returned only recently. If the PCs ask the owl
about Tamaich’s tomb, he can guide them directly there since You stand before a rocky canyon that once was a great
he remembers the precise location of the Sya-Negan camp. If quarry. Sheered stone walls are visible under a growing
Tashek joins the heroes, he flies over them in the light hours layer of dirt and vegetation.
and spends the night perched on the nearest tree. The bird can The mouth of a large cave opens high on the rock wall at
be an excellent scout and knows the history of the region. He the north end of the valley. An uneven path of wooden steps
is claustrophobic, however, and avoids subterranean places. and stone ramps leads up a steep slope to a natural stone
As Tashek guides the PCs in an almost straight line, it takes just platform set before the dark entrance. The skulls of hundreds
four days to reach Tamaich’s tomb with the owl’s assistance. of humanoids and beasts rest on the steps like primitive
If asked about the origin of the glyph, the owl reveals that ornaments.
Iriandel would often sleep beneath the tree’s great boughs. The
unicorn allegedly made the glyph with the touch of its horn. At least five ogrillons are on watch at all times: Two ogril-
Creature (EL o): You can use Tashek whether the heroes lons stand on either side of the cave entrance, while three oth-
find Iriandel’s mark or not. Tashek appears whenever the PCs ers patrol the quarry. Another seven ogrillons are sleeping in
accomplish some goal for the cause of good. For example, the cave and remain there until summoned by Yventhu.
Tashek might show up if a PC cleverly stops an ensuing fight Any ore, ogrillon, or ogre captured by the PCs does his
between the party and the wood elves. The owl never appears best to alert the ogrillon guards as soon the PCs approach the
in an enclosed or subterranean place. quarry. When the ogrillon guards spot the PCs, Yventhu
9 Tashek, Talking Owl: CR — ; Tiny Animal; HD id8; hp 4; emerges from his cave and stands in the entrance, watching as
Init +3 (Dex); Spd 10 ft., fly 40 ft. (average); AC 17 (+2 size, +3 the PCs approach.
Dex, +2 natural); Atk +5 melee (184-2, claws); Face 2V2 ft. x If the heroes announce their desire to see Yventhu, they
2} /2 ft.; Reach o ft.; AL LG; SV Fort +2, Ref +5, Will +2; Str 6, are escorted up the stairs to the mouth of the cave by the
Dex Con
10, Int 12, Wis 18, Cha 6.
17, three ogrillons patrolling the quarry. The half-ogre adept
Knowledge (geography) +6, Knowledge (history) +8,
Skills: emerges from his cave, guarded by the two ogrillons standing
Knowledge (local) +6, Listen +6, Sense Motive +7, Spot +6. at the cave entrance. (An ogrillon that does nothing but guard
Feat: Weapon Finesse (claws). cannot attack but provides a +2 circumstance bonus to
Yventhu’s AC.)
The Brown Grounds Yventhu appears as a venerable half-ogre with white hair,
Ores lairing in the Poven Hills are known to skulk about the a big nose, and deep wrinkles in the corners of his eyes. His
peat bogs north of Pebbleton. Some are true descendants of frail appearance is deceiving, however, for he is surprisingly

the Sya-Negan, but they retain almost no memory of their strong and agile. Before meeting the heroes, he casts bulls
past. Most of the humanoids that dwell in the Brown Grounds strength and entropic shield on himself. The seven ogrillons
answer half-ogre adept named Yventhu, who resides
to a inside the cave remain hidden from sight, ready to emerge and
north of theBrown Grounds in an abandoned quarry that was fight Yventhu’s enemies.
once used by the Sya-Negan to dig the stones needed to raise

Dungeon 37
IR1ANDEL

Yventhu is smart enough to recognize powerful opponents Creatures (EL see below): Ogrillons are cruel stupid crea-
and tries to deceive rather than fight such enemies* See tures who enjoy hurting creatures smaller than themselves.
Creatures below for details. Half-ogres have statistics similar to ogrillons: in addition to

combat breaks out In the quarry, Yventhu commands hts


If being a half -ogre, Yventhu is also a 4th-level adept (a more
ogrillons to kill the PCs and immediately retreats into the cave. primitive type of cleric).
He casts bane on the PCs (if the opportunity presents itself) Also detailed below are Wuhlap, the caged half-ore pris-
and resistance on himself. He casts obscuring mist at the back oner, and Yventhu's pet viper.
of the cave and retreats down the narrow tunnel leading from The EL of this encounter varies, depending on how events
his quarters to the outside. This passage is concealed behind a unfold. If the PCs fight Yventhu and his ogrillons, treat this as
wicker chair and some ox skins hanging from wooden frames an EL io encounter (very difficult)* If the PCs negotiate with
on the east wall. Should Yventhu escape, he gathers a force of Yventhu and leave in peace, treat this as an EL 6 encounter*
ores, ogrillons, and ogres and returns the next day to exact The viper in the cave Is treated as a separate EL encounter. 1

revenge. If he survives, the PCs meet him again at the conclu- & Ogrillons (12 total): CR 1; Medium-Size Humanoid (7 ft*
sion of the adventure. tall); HD 2d8+4; hp 13 each: init +0; Spd 20 ft*; AC 17 (+2 nat-

PCs who wish to scale the cliff face (rather than use the ural, +3 hide armor, +2 shield); Atk +6 melee (idio+4, great-

walkway that leads from the cave mouth to the quarry floor) club) or +1 ranged (id8+4/crit *3, iongspear); SQ darkvision
must make a successful Climb skill check (DC 15); a new roll is 60 ft.; AL CE; SV Fort +5, Ref +o, Will -1; Str 18, Dex 10, Con
required each time a PC must spend any portion of his move- 14, Int 7, Wis 9, Cha 8.

ment action climbing the wall. Skills: Climb +5, Listen +1* Spot +1. Feat: Weapon Focus
Inside the cave, PCs find the stinky sleeping quarters of (greatclub).
Yventhu and his ogrillon bodyguards. The beds and walls are Possessions: Hide armor, large wooden shield, greatclub,

covered with deer skins and ugly hunting trophies* Iongspear, sack containing 200 sp.

In the southwestern section of the cave are three Medium- ^ Yventhu, Male Half-ogre Adp4: CR 6; Medium-Size
size iron cages, one containing a half-ore prisoner. (See Humanoid (7 HD zd8+4 (half-ogre) plus 4d£k8 (Adp);
ft. tail);

Creatures below*) The other two are empty* hp 40; Init +0; Spd 30 ft: AC 19 (+1 Dex, +2 natural, +4 chain
Treasure: Piled in the south corner of the cave are various shirt, +2 shield); Atk +7 melee (idio+4, greatclub) or +3 ranged

tributes from nearby humanoid tribes: dry meat and fruit, (id8+4/crif X3, Iongspear); SQ darkvision 60 ft*; AL CE; SV
three moldy wheels of cheese, a dozen woo] rugs, hundreds of Fort +6, Ref +2, Will +6; Str 18, Dex 12, Con 15, Int to, Wis 14,
carved animal bones, a wooden chest containing 270 silver Cha 8.

ingots (worth 10 gp each), and an old iron key that Yventhu Spells (3/3/1): 0- guidance, detect magic resistance, 1st—f

might use to bribe the PCs (as detailed under Creatures bane, entropic shield, obscuring mist, 2nd -bulls strength.
below). A 3-foot-tall clay vase contains a live viper and 450 Domain Spells (Chaos, Evil); isf — protection from good,
gp. The snake darts out to bite anyone who disturbs its rest. 2nd- shatter. He casts Chaos and Evil spells as if 5th level.

wooden Ogrillon Shamans


steps rocky Quarters Quarters
ramps

to
outside

tributes

Yventhu's Lair
One square - 10 feet

38 novem6er/decem6er 2ooo
IR1ANDEL
1

Possessions: Chain shirt, greafclub, longspear, nonmagical Skills: Balance +5, Climb +4, Disable Device +5, Hide +5,
iron amulet, wand of identify (77 charges), stone knife, large Intimidate +2, Listen +5 (includes Alertness feat), Move Silently
sack containing 220 gp, gold bracer (worth 70 gp), iron keys +5, Open Lock +5, Pick Pocket +5, Search +i. Spot +5 (includes
to the cages in his cave. Alertness feat), Tumble +5. Feats: Alertness, Ambidexterity.
When running Yventhu, keep the following in mind: Wuhlap is a teenager who has never known his parents and
Yventhu does not care Too much about his minions but has been brutally raised by the ha If- ogre adepts. He hates
feigns concern when informed of the death of any ores, ogril- Yventhu and will do anything to escape him. Wuhlap was near

ions, and ogres in his territory. At first, he demands compen- the barrow during one warm summer night, but he has not been
sation for every such creature killed by the PCs in the Brown frightened too much by the haunting. He remembers only the
Grounds. Yventhu says that he is not going to help the heroes faint noises of a distant battle coming from nowhere, almost like

at all if they do not pay a suitable amount (1 gp per creature a dream. Wuhlap eagerly joins the party to rob the barrow.
slain). the PCs laugh at the proposal, Yventhu gets angry but
If
P Viper
(1): CR 1; Medium-size Animal (4 ft. long); HD zd 8 ;

quickly composes himself and drops the matter hp +3 (Dex); Spd 20 ft,, climb 20 ft., swim 20 ft.; AC 16
6; Init
If the PCs tell him about Iriandefs story, Yventhu (+3 Dex, +3 natural); Atk +4 melee (id4-i, bite); SA poison; SQ
promptly says that Turiew's spear was not buried with Tamaich scent: AL N; SV Fort +3, Ref +6, Will +1; Str 8. Dex 17, Con 11,
but hidden in the Poven Hills, in a place known only to him. He Int if Wis 12, Cha 2.

offers to deliver the spear for 1,000 gp, half of which must be Skills: Climb +11, Hide +12, Listen +9, Spot +9. feat: Weapon
handed over immediately. The PCs might well laugh at this sec- Finesse (bite).

ond proposal, Moreover, clever questions about the spear


too. SA -Poison (Ex): Any PC bitten by the snake must make a
(such as when
was created) can easily reveal Y vent h us
it successful Fortitude saving throw (DC it) or take id6 points of
ignorance: he does not even know what a unicorn looks like. temporary Constitution damage. One minute later, the PC must
Again, Yventhu barely controls his rage before a refusal but make a second saving throw (DC 11) or take another id6 points
does not miss the opportunity to acknowledge the PCs' guile. of temporary Constitution damage.
*
If the PCs ask about the barrow, Yventhu offers an iron SD-Scent The snake can detect opponents within 30
(Ex):
key. The adept says that he took it "from the last custodian of feet by sense of If the opponent is upwind, the range
smell.
the tomb, killed by elves a long time ago ” He sells the key for increases to 60 feet; if downwind, range drops to 15 feet.
100 gp or the equivalent in provisions or magic. The iron key
is,in fact, a useless plaything stolen from a slain adventurer. The Knuckles
Yventhu growls in disgust if the PCs decline this offer. PCs traveling to Tamaich's tomb on foot or horseback spend
As a last resort, especially if the heroes seem ready to the last day of travel passing through a rough, hilly region
attack, Yventhu offers the PCs a guide to the barrow. He com- known as the Knuckles, There the heroes have two encounters
mands two ogrillons to bring forth Wuhlap, the half-ore pris- with the ghostly presences that haunt the land around the bar-
oner in Yventhu s cave, Wuhlap has been sentenced to death row. The encounters can happen in whatever order you wish.
for discovering the precise Tomb in the
location of the The intensity of the haunting around the barrow varies
Knuckles, He tried to persuade a group of ores to accompany according to the alignment of whoever traverses the area. Evil
him on a grave- robbing expedition and was reported to beings such as ores and ogres trigger much weaker reactions
Yventhu. Wuhlap has been tortured and is starving but shows than good-aligned creatures.
his best grin when presented to the PCs. Yventhus last pro-

posal is the least dishonest, as Wuhlap actually knows how to Battle By Firelight
reach the barrow and can take the PCs there in just one day. This encounter occurs at night. The heroes hear distant noises
Moreover, the half-ore is not evil, and saving him from his and cries coming from all directions, loud enough to disturb
horrible fate earns the PCs the half-ore’s friendship. The adept sleep. After an hour, the noises fade into an eerie silence. If

sells Wuhlap to the heroes for 50 gp. the PCs have a campfire, it mysteriously grows in intensity.

f Wuhlap, Male Half-ore Rog3: CR 3; Medium-Size Suddenly, a ghostly red image appears in the middle of the
Humanoid (6 ft, 3 in. tall); HD 3d6; hp \z (currently 7); Init +2 fire. The DM should read or paraphrase the following:
(Dex); Spd 30 ft.; AC 12 (+2 Dex); Atk +3 melee (id3+i subdual,
unarmed strike); SA sneak attack +ad6; SD evasion, uncanny The fire grows bigger-almost 2 meters talf-and its crackling
dodge; SQ darkvision 60 ft,; AL N; SV Fort +1, Ref +5, Will +1; becomes a roar. The enlarged flame casts long shadows ail
Str 13, Dex 15, Con n, Int 7, Wis 10, Cha 9. around the camp, where strange luminescent shapes begin to
SA —Sneak Attack (Ex): Anytime Wuhlap’s target is denied a form. They dash here and there, like restless warriors Fight-
Dexterity bonus to AC (whether he actually has a Dexterity ing each other. The roar breaks info a multitude of cries,
bonus or not), or when Wuhlap flanks a target, his attacks deal snarls, and howls. You hear the neighing of horses, the blare
an extra 2d6 points of damage. See Chapter 3: Classes in the of trumpets, and the frantic roll of drums. The dash of a
PH for details. thousand warriors echoes in the night.
SD-Evasion (Ex): If exposed to any effect that normally
allows a Reflex saving throw for half damage, Wuhlap takes no Each PC must make a successful Will saving throw (DC 13)
damage with a successful saving throw. or be affected as by a cause fear spell. Creatures with 6 or
SD— Uncanny Dodge (Ex): Wuhlap retains his Dexterity more Hit Dice are immune. Whoever fails the saving throw
bonus to AC even if caught fiat-footed or struck by an invisi- runs away from the camp in a random direction, dropping
ble attacker. (See Chapter 3; Classes in the PH.) anything in hand. The duration of the fear effect is id4 rounds,
(Roll randomly for each affected PC or creature.) Tashek, the

Dunoon
IRiANDEL

wise owl, is immune to this magic If the bird is with the party, In the still water of the pond you see the reflection of many

his soothing words grant the heroes a +2 morale bonus to their mounted warriors. Their shields bear the coat-of-arms of a
saving throws. blue horse running over a cloud. Hie warriors stand immo-
Any PC fleeing the camp has a i-in-6 chance per round of bile and look at you with lifeless eyes. Darkness falls upon the

being attacked by one of four dire bats that hunt in this region, warriors as they raise their right arms. You see that every
as described under Creatures below. right hand has been chopped off.
Creatures (EL 0 ): The dire bats are not discriminating about
what they However, they do not attack PCs within 30 feet
eat. This vision lasts for just a few seconds. The phantoms are
of a large The bats prefer to attack PCs in the dark. In
fire. not dangerous and actually give the PCs a due about one of
total darkness, the dire bats benefit from nine-tenths conceal- the perils inside the barrow; see area 8 below.
ment (40% miss chance on all attacks). The bats, who rely on
their blindsight to hunt prey, are not hindered by the dark Tstnaich’s Barrow
unless ihey are deafened (by a silence spell, for instance). The following description assumes that the PCs arrive at

^ Dire Bats (4): CR 2; Large Animal (15-ft. wingspan); HD Tamaich's barrow toward the end of a cold and misty morning.
4d8+i2; hp 30 each; inif +6 (Dex); Spd 20 ft., fly 40 ft. (good); Modify the boxed text accordingly if the PCs arrive at some
AC 20 +6 Dex, +5 natural); Ark +5 meiee (id8+4, bite);
(-1 size, other time:
Face 10 ft. x 5 ft; SQ blindsight; AL N; SV Fort +7, Ref +6, Will
+6; Str 17, Dex 22, Con 17, Int 2, Wis 14, Cha 6. The dark bulk of a hillock emerges slowly from the mist,
Skills: Listen +12, Move Silently +12, Spot +12. (Dire bats revealing a mound as large as any of the surrounding
receive a +4 racial bonus to Spot and Listen checks, but these hillocks. Weeds and heather grow upon its slopes, dotted
bonuses are lost if its blindsight is negated.) here and there by shrubs and brambles. A circle of standing
$Q- Blindsight (Ex): A dire bat can locate objects and crea- stones marks the perimeter of what must be the tomb of the
tures within 120 feet. A silence spell negates this and forces the half-ore barbarian-king, Tamaich.
bat ro rely on its weak vision, which has a maximum range of
10 feet. The barrow is 70 feet tall and has a diameter of more than
too yards. Sixty standing stones circle its base. Some of them
Phantoms of the lorai have toppled, while others have sunken into the soft ground.
This encounter occurs in the early morning or near sunset. One has been charred and cracked by lightning. Any PC who
The PCs pass close to a small pond sunken among the moors. inspects the stones notices that they are thick slabs of solid
As one PC (chosen at random) passes by the pond and glances granite. The stones were dragged from a distant quarry (see
1

into the water, read or paraphrase the following: “Yventhu’s Lair' above) with ropes.
If the PCs inspect the perimeter of the barrow carefully,
they find the upper corner of a massive stone lintel almost
completely hidden by dirt and vegetation on the west side. The
PCs must dig their way down to free the stone door
beneath. This requires 30 man-hours of excavation. If

the PCs brought shovels or similar implements, the


digging time is halved.
Once the PCs have cleared the entrance,
they find a stone slab 6 feet wide and 8 feet
tall set into a strong, dry-walled structure.
See area 1 below.
Creatures (EL varies): There is a i-m-6
chance of a random encounter each hour
the PCs spend outside Tamaich's barrow; if

an encounter is indicated, roll idi2 and con-


sult the "Random Encounter" table.

Encounters in the Tomb


Tamaichs tomb consists of two levels. The
upper level was built over the camp itself, lin-
ing earthen trenches with slabs of rock and
burying them under a gigantic mound of peaty
soil. The lower level was carved from the rock by

the Sya-Negan following the death of their chief-


tain. The whole complex has been sealed shut for

three hundred years.


The ceilings of rooms inside the tomb are mostly
cone-shaped. They are built with many converging lay-
ers of flat stones. Ceilings in the rooms are 20 feet high.
The 8-foot-wide corridors have flat ceilings about 10 feet

4o n ovem6er/decem6er 2ooo
high. The walls and floors of the upper
level are lined with stone blocks. In the
lower level, rooms and corridors are Weight of ioo lbs. or more
Area 3
hewn from natural rock.
crosses over the center of
the trapped stone slab.
Trap
Level One
Diagram
i.Stone Door, The stone door is stuck
but not trapped. PCs must either force
open the door, cast a knock spell on it,
or move through it with the aid of a
passwaii or similar spell.

The corridor beyond the door is dark 2


and damp. The smell of rotting plants The stab tilts forward on its axis,
foe far end swinging upward to
and wet soil permeates the earthen tun-
strike the unstable ceiling above.
nel. The air inside is musty and stifling,

but not harmful.


^ Stone Door: 4 in. thick; Hardness
8; hp 60; Break DC 28.

2, Ditch Corridor* This corridor was


once the unfinished inner ditch of the
Sya-Negan camp. It circles almost the
The weak ceiling collapses when
entire upper level of the tomb. It is oth- struck, causing rubble ro fall into

erwise unremarkable. the pit atop the character.

3, Trapped Ramp. This ramp slopes gen-


tly upward to a dead end room. It is
rigged with a deadly mechanical Trap,
detailed below. A diagram of the trap is

also provided.
Trap (EL 3): The ramp floor is made
of three 20-foot-long slabs of stone. The
uppermost stab (marked on the map) Hie stone slab breaks and Tumbles
conceals a 20-foot-deep pit. The slab has into the pit with foe character
and the rubble.
two pivots embedded in the walls that
allow it to tilt. When the weight beyond
the rotation axis exceeds The weight
before if by more than 100 pounds, the
stab tilts. The upper part of the slab goes
down into the pit and the lower part
goes up toward the ceiling. PCs standing
on the trap fall into the pit unless they
make a successful Reflex saving throw (DC 20) to jump to You should determine how many PCs are on the tilt-stone
safety. Falling damage is 2d 6 points. when the trap is activated. If the party advances in very tight

The ceiling above the trapped area is unstable. When the marching order, up to three heroes can Fall into the pin
trap is activated, the ceiling stones are struck by the raised Conversely, a Small PC scouting ahead, like a halfling or
edge of the floor slab. A section of floor slab and ceiling col- gnome, is not likely to trigger the tilt-stone. The trap can be
lapses into the pit, inflicting an additional 3d6 points of dam- detected by normal or magical means. It can be neutralized by
age to anyone in the pit. A (DC
successful Reflex saving throw placing enough ballast on the lower half of the tilt-stone. The
20) halves the damage; PCs with evasion suffer no damage if ballast on the tower half of the tilt-stone must exceed the
the saving throw succeeds. weight on the upper half by more than 100 pounds.
Any PC who fails the second Reflex saving throw is buried PCs who jump to safety find themselves in the dead-end
by the falling rocks and must make a successful Strength room at the top of the ramp. These PCs have no choice other
check (DC 22) to extricate herself. The PC can take 20 on this than to come back. A successful Climb skill check (DC 10) or
roll and receive aid from other PCs, (See the Aid Another rule Jump skill check (see skill description) is required to cross the
in Chapter 8: Combat in the PH) The stoning is likely to shat- open pit without falling in.

ter unsecured fragile objects like potion bottles or fong wooden Climbing out of the pit requires a successful Climb skill

shafts; such items suffer 3d6 points of damage. check (DC 25).
The tilting floor stab breaks in two pieces when it hits the V* 20-fooT-deep Pit with Falling Rocks: CR 3; 2d6 (fall) plus

ceiling; one half falls back on the ramp and the other drops into 3d6 (falling debris) points of damage; initial Reflex saving throw
the pit. (See above for damage.) (DC 20) negates all damage; secondary Reflex save (DC 20)
IRIANDEL

Tamaich's Tomb

lightning struck
stone

halves damage from falling rocks; Search (DC 20); Disable rusty weapons and armor pieces* Nothing of value can be
Device (DC 25), found in the pit-graves; however, one of the graves is actually
a Trap, detailed below*
4. Corridor of Graves. Forty-one round slabs line the middle The corridor comes to a dead end* The passage to area 10
of this 8-foot-wide ditch funnel. Each stone is 2 feet in diame- has been walled up with rocks. Removing the rocks requires
ter with a rough, abstract-looking glyph engraved on its sur- 48 man-hours of work; PCs can bypass the barrier with a
face. The round slabs cover the plain pit-graves of forty-one passwall or similar spell.
elite Sya-Negan warriors, and the glyphs are monograms of Trap (EL 2); One pit-grave (marked on the map) bears no
Their family names. Under each stone lies a 3-foot-deep cav- glyph. A 30-foot-feet deep pit has been dug under it. Applying
ity containing fhe bones of a man-sized humanoid and various more than 100 pounds of weight within 3 feet of the marker

42 no v em 6e r/decem6er 2ooo
1R1ANDEL

causes a 10-foot-square section of floor around the marker to releases the elemental from stasis, at which point they emerge
collapse* Falling PCs suffer 3d© points of damage. The pit walls from the wall They can pass through rock, stone,
and attack.

are smooth and slippery and require a successful Climb skill and earth as easily as a human walking over land and are not
check (DC 25) to scale. inhibited by the Trap. The elemental fight until destroyed and

Y* 30-foof-deep Pit: CR 2; 3d6 points of damage; Reflex can pass through solid stone and rock to reach their prey.
saving throw (DC 20) negates; Search (DC 20); Disable Device These earth elemental helped the Sya-Negan construct the
(DC 25). barrow and were finally left here to fight off intruders.
^ Small Earth Elemental (4): CR 1; Small Elemental (4 ft.

5. Ramp. This ramp looks exactly like the one in area 3, but it tall); HD 2d8+a; hp 11 each; Inir -i (Dex); Spd 20 ft.;AC 17 (+1
is not trapped. size, -1 Dex, +7 natural); Atk +5 melee (idb+3, slam); SA earth
mastery, push; SQ elemental; AL N; $V Fort +4, Ref -1, Will +0;

0.Bones and Stones. This room has been shaped with wall of Str 17, Dex 8, Con 13, Inr 4, Wis it, Cha 11.
stone spells. When the PCs peer inside, read or paraphrase the Skills: Listen +5, Spot +5, Feat: Power Attack.
following: SA-Earth Mastery (Ex): An earth elemental gains a +1
attack and damage bonus if both it and its foe touch the
The walls of this oval chamber are made of smooth, seamless ground. If an opponent is airborne or waterborne, the elemen-
rock. Four crudely sculpted frescoes protrude from the tal suffers a -4 penalty to attack and damage.
walls. They are spaced 10 feet apart in a semicircle along the SA-Push (Ex): An earth elemental can start a bull rush
far wall. Each fresco depicts a 4-fooT-Tafi, vaguely humanoid maneuver without provoking an attack of opportunity. The
shape. combat modifiers listed under Earth Mastery above also apply
The bones of countless beasts lie along the curved east- to the elemental’s opposed Strength checks.
ern edge of the cave floor. You see the skulls of hundreds of SQ-E/emenfai: Elementals are immune to poison, steep,

wolves, bears, hedgehogs, horses, and boars m g-foor-rall paralysis, and stunning. They are not subject to critical hits*
piles. Something gleams inside one of the hedgehog skulls. Treasure: Stuffed into one hedgehog skull is an ornamental
Sya-Negan necklace. The necklace is little more than a leather
Hidden inside two of the hedgehog skulls is the Treasure, cord strung with nine human finger bones. However, set into
Touching either skull triggers a Trap, while Triggering the trap or the ends of the finger bones are nine loo-gp gems. The neck-
touching a fresco releases the Creatures. The hedgehog skulls lace, made from the bones of slain lorai women, was placed
radiate moderate Transmutation magic when a detect magic spell here to lure grave robbers into the Trap.
is cast. The frescoes radiate strong Transmutation magic. The second hedgehog skull contains a tarnished silver pen-
Trap (EL 2): As soon someone touches one of the hedge-
as dant adorned with the lorai crest (a blue horse jumping over a
hog skulls, it glows momentarily with amber light. This triggers cloud). Also placed here to lure intruders into the room, the
a transmute rock to mud spell on the ceiling of the room, caus- pendant is non magic a and worth 10 gp.
I

ing it PCs in the room must make a successful


to collapse.

Reflex saving throw (DC 20) to avoid the crushing mass of 7 Shadow
. Sentries. The sole feature in this circular room is a
mud and soil. PCs who fail their Reflex save are caught by the life-size statue of an ogrillon modeled m dull brown ceramic. As
cave-in, take 2d 6 points of damage, and are stunned for id4 soon as light from a torch, lantern, candle, magic weapon, or
rounds. PCs buried beneath the debris begin to suffocate; such spell illuminates the statue, read or paraphrase the following:
PCs can hold their breath for 2 rounds per point of
Constitution, after which time each buried PC must make a Light penetrates a circular chamber ahead and reveals a 7-
Constitution check (DC 10) to continue holding her breath. The foot-tall statue of an ogrillon standing in the middle of the
saving throw must be repeated each round, with the DC floor. The statue is made of smooth, brown ceramic, but its

increasing by -h for each previous success. Once a PC is no surface gleams unnaturally in the fight, enhancing its malev-
longer stunned, she can dig through the fallen earth and mud olent features. The shadows in the room look strange and
at a rate of 5 feet per round. frightening.
The fallen earth and mud almost reaches the Top of the
ramp area 5 bur does not block the tunnel to area 7. The
in The ogrillon statue is the focus of a magical Trap activated
earth ele mentals (see Creatures below) are unaffected by the by light. It radiates moderate Illusion magic when a detect
cave-in and can easily pass through the earthen mass to magic spell is cast. The statue is also hollow and contains the
charge PCs. Creature. PCs who move or damage the statue cause the crea-
This magical trap cannot be disabled, although casting a ture within to awaken. Once awakened, the creature liquifies
successful dispel magic on a skull allows it to be touched and The statue, extricates itself, and attacks, all in the first round.
handled without triggering the transmute rock to mud spell. Trap (EL PCs enter the room with one or more
2): If the
The dispel check is id2o +1 per caster level (maximum +10) light sources, the shadows in the room seem to animate. The

against a DC of 24. statue creates three illusory shadows plus one additional illu-

Y* Collapsing Ceiling: CR 2; 2d6 points of damage plus stun sory shadow for each light source brought into the room
and suffocation; Reflex saving throw (DC 20) negates; Search (including dim sources such as glowing weapons or candles).
(DC 28); Disable Device (not applicable). The illusory shadows can reach any PC in the room but
Creatures (EL 4): The sculpted frescoes are, in fact, four cannot pursue PCs beyond the chamber. They attack like
small earth elemental half embedded in the walls and held in undead shadows, temporarily draining Strength from their vic-
stasis. Touching one of them or triggering the ceiling trap tims. After20 rounds, the illusions vanish, and all drained

Dungeon 43
.

1RIANDEL

Strength points are restored instantly. Any PC reduced to o SA-Ground Manipulation (Su): At will, the mouther can
Strength in the interim falls helpless on the ground. The illu- cause stone and earth within 5 feet of it to become a morass
sory shadows are immune to mind-influencing effects, poison, akin to quicksand as a standard action. Softening earth, sand,
sleep, paralysis, stunning, and disease. They are not subject to or the like takes round, while stone takes 2 rounds. Anyone
1

critical hits, subdual damage, ability damage, energy drain, or other than the mouther in that area must take a move equiva-

death from massive damage. These illusions can be harmed lent action to avoid becoming mired (treat as being pinned).
only by +1 or better magic weapons, with a 50% chance to SQ-Amorphous (Ex): The mouther is not subject to critical
ignore any damage from a corporeal source. They ignore hits. It has no clear front or back, so it cannot be flanked.

armor when attacking and always move silently.


A successful dispel magic cast upon the room or the statue 8. Chamber of Trophies. Many weapons and items once
causes the illusory shadows to vanish. The dispel check is id20 belonging to the lorai are stored in this room. Read or para-
+1 per caster level (maximum +10) against DC 23. phrase the following:
V* Illusory Shadows (3 or more): CR — Medium-size
;

Illusion [Shadow]; HD 3di2; hp 20 each; Init +2 (Dex); Spd 30 Swords, axes, helmets, and shields lay about the perimeter of
ft.; AC 12 (+ 2 Dex); Atk +1 melee (id6 points of temporary the room. All items look badly damaged by moisture and time.
Strength); SQ illusion, incorporeal; AL nil; SV Fort +1, Ref +3, A dozen lances lean in good order against the circling wall.
Will -; Str -, Dex 14, Con Int -, Wis Cha — The ragged remains of a blue standard and a rusty steel
Creature (EL 5): The ceramic statue contains a gibbering gauntlet hang from the rotting shaft of each lance.
mouther in hibernation. If the statue is disturbed, the mouther
awakens. It liquifies the statues ceramic shell, causing it to melt Each gauntlet contains the mummified hand of an lorai stan-
away. In same round,
the mouther gibbers, spits, and bites.
the dard-bearer. The hands were cut from the bodies and ani-
(1): CR 5; Medium-size Aberration (4
Gibbering Mouther mated by Tamaichs adepts. If a PC recalls the vision in the
ft. diameter); HD 4d8+4; hp 19; Init +5 (Dex, Improved pond (see "Phantoms of the lorai") and warns his or her com-
Initiative); Spd 10 ft., swim 20 ft.; AC 19 (+1 Dex, +8 natural); panions, the animated hands cannot surprise the party.
Atk +4 melee (1 [x6], bites); SA gibbering, spittle, improved Hidden behind a rusted shield bearing the familiar symbol
grab, blood drain, engulf, ground manipulation; SQ amorphous; of the lorai (a blue horse leaping over a cloud) is the Treasure.
AL N; SV Fort +2, Ref +2, Will +4; Str 10, Dex 13, Con 12, Int Creatures (EL The crawling hands are treated as Tiny
2):

4, Wis 13, Cha 13. zombies and attack as soon as someone approaches one of the
Skills: Listen +8, Spot +12. Feats: Improved Initiative, rusty gauntlets. The hands crawl out of their gauntlets and
Weapon Finesse (bites). either jump at the PCs or crawl down the wall like horrible spi-
SA— Gibbering (Su): Once
mouther begins gib- freed, the ders. If the PCs flee the room, the severed hands pursue them,
bering as a free action. All creatures within 60 feet must suc- but not outside the barrow or into area 9.
ceed at a Will saving throw (DC 13) or be affected as though These crawling hands move more quickly than ordinary
by a confusion spell for id2 rounds. This sonic compulsion zombies and can take a standard action each round.
effect follows the rules for a spread (as described in "Aiming ^ Crawling Hands [Zombies] (12): CR 1/6; Tiny Undead (8
a Spell" in Chapter 10: Magic in the PH). in. long); HD V2di2+3 (includes Toughness feat); hp 6 each;
SA- Spittle (Ex): In the first round of combat, and every 2 Init -1 (Dex); Spd 20 ft.; AC 11 (+2 size, -1 Dex); Atk +1 melee
rounds thereafter, the mouther looses a stream of spittle. This (id3“i, rake); Face 2V2 ft. x 2V2 ft. ; Reach 0 ft.; SA strangle;
ignites on contact with the air, creating a blinding flash of light. SQ undead; AL N; SV Fort +0, Ref -i, Will +2; Str 9, Dex 8,
All sighted creatures within 60 feet must succeed at a Con — . Int Wis 10, Cha 3.
Fortitude saving throw (DC 13) or be blinded for id3 rounds. Feat: Toughness.
SA-Improved Grab (Ex): The gibbering mouther must hit SA-Strangle (Ex): If a crawling hand manages to grapple its
with a bite attack to grab its prey. victim (see Tactics below), it clutches its victim by the throat
SA-Blood Drain (Ex): On a second successful grapple and automatically deals id3 points of damage each round until
check after grabbing, that mouth attaches to the opponent. It turned or destroyed, or until the victim breaks the grapple.
automatically deals bite damage and drains blood, dealing 1 SQ-Undead: The hands are immune to mind-influencing
point of temporary Constitution damage each round. A mouth effects, poison, sleep, paralysis, stunning, and disease. They
can be ripped off (dealing point of damage) with a success-
1 are not subject to critical hits, subdual damage,
ability damage,
ful Strength check (DC 12) or severed by a normal attack that energy drain, or death from massive damage.
deals at least 2 points of damage (AC 18). A severed mouth Tactics: A crawling hand tries to grapple the nearest PC,
continues to bite and drain blood for id4 rounds after such an allowing the PC an attack of opportunity. If the attack of
attack. A creature whose Constitution is reduced to o is opportunity deals damage, the grapple the attack of fails. If

absorbed by the mouther, which gains hit point and adds 1 opportunity misses or does not occur (because the PC is car-
another mouth and pair of eyes to its body. rying a ranged weapon), the hand tries to grab the PC; this
SA-Engu/f (Ex): The mouther can try to engulf a Medium- requires a successful touch attack. The PC’s armor is not
size or smaller opponent grabbed by three or more mouths. counted toward her AC for purposes of this attack. If the hand
The opponent must succeed at a Reflex saving throw (DC 14) grabs its prey, it tries to grapple the PC. The crawling hand and
or fall and be engulfed. On the next round, the mouther makes the PC must make opposed grapple checks. The hand is treated
12 bite +4 attack bonus). An engulfed crea-
attacks (each with a as Medium-size for purposes of the grapple. If it succeeds in
ture cannot attack the mouther from within. The previously grappling the PC, it deals id3 points of damage. It then begins
attached mouths are now free to attack others. strangling the character (as detailed above).

44 novem6er/decem6er 2ooo
IftlANDEL

Treasure: Partially hidden under a shield in the western The swords remain animate for 4 minutes. When the spell

part of the chamber is a rotten wooden casket. Inside are eight expires, the blades drop to the floor and the glass beads in the

silver tores worth 20 gp each and two potions of dork vision. skulls shatter, destroying the trap. The trap can be disabled
Laying on the floor behind the casket, looking in much better only by a dispel magic spell cast upon the entire room. The dis-
shape than the other weapons in the room, is a +/ javelin. pel check is id20 +1 per caster level against DC 23.

Y* Dancing Blades: The following table provides the hard-


9, Hall of the Chieftain. ness ratings and hit points for blades of various sizes:

You have reached what might once have been the heart of Blade Size Hardness HP
the Sya-Negan camp— the hall where Tamaich and his bar- Tiny (dagger) 10 1

barians feasted three centuries ago. This great room was Small (short sword) 10 2
once a large wooden building. Much of the wood has rotted Medium-size (longsword) 10 5
away, and pillars of stone carved with skeletal imagery sup- Large (greats word) 10 10

port the layered tiles that cover the ceiling, A rocky throne
stands atop a pedestal at the far end of the room. Two long Treasure: Hidden In a secret compartment beneath
stone tables run along the entire room, surrounded by gran- Tamaich s throne are six glazed clay bottles sealed with wax and
ite stools. Metal bottles and knives rest atop the stone tables covered with Ore runes that correctly identify each bottle’s
among broken pottery. A rectangular fire pit occupies the contents: a potion of bull’s strength, a potion of lesser restora-
space between the two tables. tion, a potion of neutralize poison, and a potion of spider climb
A dozen clay statues depicting Sya-Negan warriors sit on
the stools in various positions. A rusty longsword rests 10* Way Down* The stone door leading to this room is similar to
beside each stool. The statues are headless, but someone has the one in area 1. The door is stuck and must be forced open.
placed real ore skulls on their clay shoulders. A dim red light

flickers inside the eye sockets of each skull. The room is bare except for a circular stone plug in the mid-
dle of the floor. The stone plug is 6 feet in diameter, and its

Twelve stools and six statues are positioned around each upper surface is carved into the shape of a female ore's

fable. The twelve clay statues are inanimate and break easily leering face.
(Hardness 2 hp 5). A pit-grave similar to those in area 4 is dug
,

under each occupied stool. The cavity below contains the old The eastern passage has been walled up with dry stones;
bones of a Sya-Negan captain. Only the captains* skulls and see area 4 for details.
longs words have been left out. The stone plug, which has a magic mouth spell cast on it,

The red flicker in the skulls’ eye sockets is normal light radiates faint Illusion magic when scrutinized by a detect magic
reflected by small glass beads set inside the skulls. The skulls spell. (The spell doesn’t trigger until the lid is removed; see
are part of the room’s elaborate Trap. below,) Lifting or slidingaway the lid requires a successful
The throne is carved from granite but has been chiselled Strength check (DC 24). PCs can take 20 and use the "Aid
with a woodlike texture. Sliding the throne to one side requires Another” rule described in Chapter 8: Combat in the PH. Up
a successful Strength check (DC 23) and reveals a secret com- to six PCs can attempt to slide or lift the plug at once. The ltd
partment in the dais that contains the room’s Treasure. covers a 5 -foot- wide vertical shaft.

Trap (EL The beads embedded in the eye sockets of each


5): Once the PCs remove the lid and look down, read or para-
skull radiate Abjuration magic when a detect magic spell is cast. phrase the following:
The beads project invisible rays that can be seen only with see
invisibility or similar spells. The rays form a web or lattice that A stone shaft plunges into darkness. As you peer down, the
fills of the room starting 3 feet above
a 10 -foot- high section horrible voice of a woman issues from the face carved into

the floor. (Thus, PCs can crawl along the floor or spider climb the stone plug. It utters just one word: "Tamaich!” A moment
across the ceiling without passing through the invisible detec- later a chilling moan from below answers the call, echoing up
tion web.) the shaft.
Anyone crossing the room without paying heed to the rays
is certain to pass through the lattice. When this happens, all One round after the moan, a magical gust of wind rises
twelve longswords room float in the air and attack all
in the from the shaft, automatically extinguishing torches and can-
living creatures in the room (similar to the animate object dles. The gust is accompanied by four spectral phantoms that

spell). Any blades carried by PCs in the area of effect are also emerge from the darkness below. These phantoms manifest as
animated by the spell. (Only swords are affected.) The ani- the transparent, animated skeletons of stain Sya-Negan bar-
mated blades do not travel beyond the confines of the room. barians. Although harmless, they look particularly frightening.
Any PC with a sword in hand must make a successful Each PC must make a successful Will saving throw (DC it) or
Strength check (DC 12) each round to hold on to the weapon. be affected by a cause fear spell. Creatures with 6 or more
However, the PC can try to break the blade by smashing it Hit Dice are immune. Whoever fails the saving throw drops

against something hard (like a nearby pillar), A PC trying to any item in hand and flees for id^ rounds. PCs who flee

attack with an animated blade suffers a -4 penalty to all attack through area 9 might trigger the trap there (if it*s still active).
rolls. If the Strength check fails or the PC willingly releases the The phantoms of the dead Sya-Negan barbarians persist for 4
weapon to perform another action, the blade leaps into the air rounds, then vanish. They cannot be dispelled or turned, as
and begins attacking the nearest living creature. they are neither magical nor undead.

Dungeon 45
IftlANDR

Note that the magic mouth on the stone plug is not perma- was denied peace in the afterlife, it returned as a wraith. The
nent and can be triggered once only. Likewise, the Sya-Negan first thing he did was turn his screaming wives into wights
phantoms manifest only once. under his command.
Creatures (EL 6): The undead consorts are under the con-
Level Two trol of the wraith In area16. They only vaguely resemble their

11. Way Up, The shaft from area 10 opens over a conical cham- mortal selves. The consorts confront intruders in area 12,

ber 30 feet high and 20 feet wide at the base. The walls slope screaming madly as they rend the PCs with their wicked claws.
inward and are thus difficult to climb; PCs trying to find pur- They desire to be released from unlife and fight until
chase on the ceiling without the aid of a spider climb or simi- destroyed. If turned, the wights retreat to area 16,

lar spell must make a successful Climb skill check (DC 25) or # Wights (3): CR 3; Medium-size Undead; HD
4di2; hp 25
fall There is no stairway or any other means to facilitate the each; Init +1 (Dex); Spd 30 ft.; AC 15 (+3 Dex, +4 natural); Atk
descent. The room is empty. +3 melee (id4+i and energy drain, slam); SA energy drain, cre-
ate spawn; SQ undead; AL LE; SV Fort +i f Ref +2, Will +5; Str
12, Nexus, 12, Dex 12, Con Int n, Wis 13, Cha 15.

Skills: Climb +5, Hide +8, Listen +8, Move Silently +16,
A and unnatural mist fills the 30-foot-wide chamber
thin Search +7, Spot +8. Feat: Blind- Fight.
ahead. Through the misty veil you can see a large granite pil- SA— Energy Drain (Su): Living creatures hit by a wight suf-
lar sculpted to resemble four entwined skeletal serpents, fer i negative level. A successful Fortitude saving throw (DC
each one facing one of four passages leading away from the 14)is needed to remove the negative level,

chamber. The pillar supports a 20-foot-high riled ceiling. SA-Create Spawn (Su): Any humanoid slain by a wight
Carved into the southwest wall is a g-foot-tal! bas-relief becomes a wight in id4 rounds. Spawn are under the com-
representing a powerful-looking warrior in a solemn and mand of the wight that created them and remain enslaved until
rigid pose. The warriors features look orcish. death. They do not possess any of the abilities they had in life.

SQ-Undead: The wights are immune to mind-influencing


The 9-foot-tall bas-relief in the southwest corner of this effects, poison, sleep, paralysis, stunning, and disease. They
room represents Tamaich. marks the focus of the
This effigy are not subject to critical hits, subdual damage, ability damage,
haunting inside and outside the barrow. The bas-relief is not energy drain, or death from massive damage.
magical, however, and its defacing or destruction has no Treasure #1: PCs searching the beds of Tamaich's consorts
effect whatsoever. When the PCs come within 10 feet of the find twelve pieces of jewelry, worth a total of 1,200 gp.
bas-relief, they encounter a phantom of Tamaich: Treasure #2; Many mundane items rest along the western
wall: foodstuffs, clothing, furs, tools, and pottery. All perish-
You hear measured impact of two heavy boots on the
the able things are rotten and useless, but some items are still

rocky floor and the clinking of metal armor. The imposing valuable: a silver comb (worth 15 gp), a matching silver mirror
figure of an ancient warlord steps out from the darkness of (worth 25 gp), and palm box made of mother-of-pearl (worth
the western passage, surrounded in the dim light of a spec- 150 gp). In the southeast corner stands a silver bowl for mix-
tral halo. The figure wears furs a breastplate, and an open-
t ing wine and water. The carvings of many beasts adorn its
faced helmet shaped like a dragon's claw clenching the outer surface. The bowl is worth 500 gp and weighs 50 lbs.
wearer’s head. You cannot make out any of his features
besides the chilling gleam of two ghostly eyes. The warlord 15.Treasure Vault, Access from area 12 is blocked by a stone
stops and raises both hands menacingly. He whispers myste- door similar to the one in area 1. The door is rigged with a Trap.
rious words and makes spellcasting gestures. This room contains a heap of mundane items that once
belonged To Tamaich. Among many
spoiled things, the PCs can
The phantom warlord was created using a programmed findTreasure #1. An alcove on the east wall contains a mildew-
image spell and lasts 12 rounds. Although it appears threaten- encrusted wooden chest. The iron hinges of the chest are
ing, it cannot harm the PCs and vanishes if struck or touched. blocked by rust, and the PCs must tear away the lid to open it.

The illusion of Tamaich was intended To alert the denizens Inside is Treasure #2.
of area 14 and make the PCs deplete their most powerful mag- Trap (EL 3): A glass bottle containing poisonous liquid hangs
ical attacks. Once the illusion is dispelled, the wights in area 14 on the south side of the door, suspended by thin metal bars. If
rush to this chamber to attack the PCs, the door is forced open or destroyed, the frail bottle falls to
the ground and breaks, releasing horrible fumes that immedi-
13* Unfinished Tunnel, The excavation here was abandoned ately fill the entire room and the corridor to area 12. All living
after a small cave-in. The end of this corridor is roughly hewn creatures in make an initial Fortitude
the area of effect must
and littered with debris. saving throw (DC 18) or take point of permanent Constitution 1

damage; a second saving throw (same DC) is required minute \

14. Crypt of the Consorts, Three stone beds lay in a row atop a later, with failure indicating an additional 3d6 points of tempo-
stone bier in the northern section of this ao-foot-high chamber. rary Constitution damage.
Lying atop the slab are some mangy furs and shredded bits of CR 3; Fortitude saving throw negates
Poison Gas Bottle:
clothing. Searching the furs reveals Treasure #1, PCs searching (inhaled DC permanent Con; secondary 3d6 tempo-
18; initial \

the rest of theroom find Treasure #2. rary Con); Search (DC 24); Disable Device (DC 25 outside area
Tamaichs three wives were buried alive and forced to 15, DC 30 inside area 15).
share the fate of their dead husband. When Tamaich's spirit

46 novem6er/decem6er 2oo<
l

IR1ANDEL

Treasure #1: PCs searching the con-


tents of the
value:
room find several
two golden stirrups from
items of
a rotten
Tamaich's Tomb
leather saddle (worth 25 gp each), a set Level Two
of gold studs from a ruined small shield
(total value 40 gp), a cup made with a
to
rare conch rimmed with silver and gold
level 1
(worth 120 gp), an engraved gold medal-
lion with six small sapphires (worth 700

gp), a large emerald set into a rusty iron


scepter {1,000 gp for the gem), and a
golden dagger sheath encrusted with
semi-precious stones (worth 270 gp)*
If the PCs approach the south wall

with a light source, they glimpse a sil-

very reflection cast by some shiny


object. There, partially wrapped in crum-
bling cloth, lies the object of the PCs*
quest: the spear once used by Lord
Turiew to slay Tamaich Refer to the
“Turlews Spear” sidebar for a descrip-
tion of this powerful weapon.

Since the Sya-Negan menaced a lot

of different lands in their time, this

treasure room could well contain some


other important item from your own
One square = 10 feet
campaign. Fed free to add other items to
the treasure hoard as you see fit.

Treasure #2: Inside the wooden chest are the following pursuing PCs anywhere inside the barrow* Being immaterial
items: a brown ceramic dish painted with highly stylized run- allows the wraith to pass through doors and walls. If his undead
ning ogres with stag antlers, an obsidian spearhead (worth jo wives are present, he uses them as a distraction while he
gp), a small ragged sack with 165 gp inside, a saddlebag con- maneuvers to flank prey.
taining 380 darkwood shield (a large, lightweight shield
sp, a A speak with dead spell cast on Tamaich's spirit enrages it

that imposes no armor check penalty; worth 257 gp) adorned (as per the rage effect of the emotion spell). It gains a +1
with an ogre skull motif, a +t fight mace of throwing with the morale bonus on Will saving throws and a -1 penalty to AC for
head shaped like a dragon fist, and a flask containing potion of the remainder of the encounter. While enraged, it is compelled
protection from elements (fire The chest also contains four to fight heedless of danger, and its turn resistance bonus
ceramic tablets inscribed with odd characters (understandable increases to +3.
only with read magic). Each tablet is an arcane scroll bearing # Wraith (1): CR 5; Medium-size Undead (Incorporeal); HD
a single spell: mage armor summon monster , dispel magic, //, 5di2; hp 32; Init +7 (Dex, Improved Initiative); Spd 30 ft*, fly
and dimension door. 60 ft. (good); AC tg (+3 Dex, +2 deflection); Atk +5 melee (td4
plus Constitution drain, incorporeal touch); SA Constitution
16* Tamaich's Crypt* drain, create spawn; SQ undead, incorporeal, turn resistance
+2, unnatural aura, daylight powerlessness; AL LE; SV Fort +1,

The skeletal remains of a once great warrior lay atop a Ref +4, Will +6; Str — Dex
, 16, Con — ,
Int 14, Wis 14, Cha 15.

sculpted stone slab between two large pillars near the middle Hide +u. Intimidate +io, Intuit Direction +6, Listen
Skiffs:

of this 20-foGt-high chamber* A longsword sheathed in a -H2,Search +10, Spot +12. feats: Alertness, Blind-Fight, Combat
rusty scabbard lies at the foot of the slab* Four rusty iron Reflexes, Improved Initiative.
braziers stand along the wesr wall. SA— Constitution Drain (Su): Living creatures hit by the
wraith attack must succeed at a Fortitude save (DC 14) or suf-
This tomb houses the mortal remains of Tamaich. The bones fer ?d6 points of permanent Constitution drain.
are shiny and well-preserved. The breastplate on the corpse is SA -Create Spawn (Su): Any humanoid slain by the wraith
marked by a large crack over the sternum. becomes a wight in id^ rounds. Spawn are under the com-
This tomb is inhabited by the restless spirit of Tamaich, mand of the wraith that created them and remain enslaved
described under Creature below. The breastplate worn by the until its death. They do not possess any of the abilities they had

skeleton and the longsword at the foot of the bier are detailed in life*

under Treasure. Touching the sword Triggers the Trap. SA-Unnaturaf Aura (Su): Both wild and domesticated ani-
Creature (EL 5): A wraith-the undead spirit of Tamaich mals can sense the unnatural presence of a wraith at a dis-
himself— lurks in the darkness of this crypt. Any of his con- tance of 30 feet. They will not willingly approach nearer than
sorts who were successfully turned can also be found here, that and panic if forced to do so; they remain panicked as long
Tamaich attacks anyone who dares violate his resting place, as they are within that range.

Dungeon 47
j
A
1
1R1ANDEL

Casting a successful dispel magic on the skeleton perma-


nently defeats the trap, rendering it inanimate. The dis-
pel check is id20 +1 per caster level against DC 23.
Y* Exploding Skeleton: CR
2d8 points of dam-
2;

age; Reflex saving throw (DC 15) halves damage.


This trap cannot be detected and disabled.
Treasure: The only treasure is Tamaich’s +,
longsword mean-looking black steel blade.
The warlord’s breastplate, once the source of
many of his powers, was disenchanted when it
was pierced by Turiew’s magic spear; see the
“Turiew’s Spear” sidebar for details.

Escaping the Tomb


Once the heroes have recovered Turiew’s
spear, they have acquired the necessary
item to restore Iriandel and conclude the
adventure successfully. Since the PCs can
reach area 15 without traversing area 16, PCs
might escape from the tomb with the most
important prize without actually fighting the
most dangerous foe. If the heroes try to
escape as soon as they have recovered the
spear, any remaining wights attack them in
area 11. The wights do not pursue PCs beyond
the lower level. If the PCs enter Tamaich’s crypt
and provoke the wraith, however, it follows them

anywhere in the barrow.


If the PCs destroy the wraith, the hauntings inside
and in the vicinity of the barrow end forever.

Back To Pebbleton
As the PCs make their way back to Pebbleton, don’t forget to
check for random encounters in the Brown Grounds. Make
sure to balance the following encounter by taking into account
SQ-Undead: The wraith is immune to mind-influencing any losses suffered by the party during the adventure. If the
effects, poison, sleep, paralysis, stunning, and disease. It is not PCs are weakened, consider reducing the strength or number
subject to critical hits, subdual damage, ability damage, energy of the antagonists (replacing ogrillons with ores, removing one
drain, or deathfrom massive damage. or both of the half-ogre adepts, and so forth).
SQ-Incorporeal The wraith can be harmed only by other When the PCs return, they find Pebbleton besieged by a
incorporeal creatures, +1 or better magic weapons, or magic, small army of humanoids and ogres from the Poven Hills. Read
with a 50% chance to ignore any damage from a corporeal or paraphrase the following at this time:
source. It can pass through solid objects at will, and its own
attacks pass through armor. It always moves silently. A low fog has silently crept over the land, casting an eerie
SQ-Turn Resistance (Ex): Treat the wraith as though it had gray shroud that hangs about 4 feet above the grass and
7 Hit Dice for purposes of turning, rebuking, commanding, or mud. As you near Pebbleton, you see that all is not well. The
bolstering. fortified walls are lined with archers firing arrows. You fol-
SQ-Daylight Powerlessness (Ex): Wraiths are powerless in low the flurry of arrows until they vanish into the mist,
natural sunlight (not merely a daylight spell) and flee
from it. whereupon you see several groups of creatures-orcs, ogril-
Trap (EL 2): Adepts loyal to body in water
Tamaich boiled his lons, and ogres. You can’t tell how many groups or how
to strip the flesh from the skeleton, and his bones were pol- many attackers, but it appears Pebbleton is surrounded.
ished, assembled, and enchanted as a bone golem. However, The northernmost group of attackers has moved back out
the complex ritual to animate the creature was not performed of arrow range. Several of them are watching as a 14-foot-
correctly. As soon as the PCs touch the sword, the construct ogre with staglike antlers hunches down to pull something
tall

rises from the stone slab as if to attack, shudders momentar- heavy out of the ground. You can hear deep grunts and low,
ily, and explodes, sending bone and metal shrapnel throughout grumbling voices.
the room. All corporeal creatures in the room (including the
wights from area 14, if present) take 2d8 points of damage or Pebbleton has been encircled by ores, ogrillons, and ogres.
half if their Reflex saving throw (DC 15) is successful. Leading this small army are the half-ogres Yventhu and
Creatures with evasion (PC rogues, for instance) suffer no Fadyhuk (if they are still alive) as well as a giant ogre named
damage if the Reflex saving throw succeeds. Mulgwar.

4K november/deceniher 2 000
IR1ANDEL

The ores, ogrillons, and ogres are divided info six groups. If Wuhlap the half-ore is still with the PCs, he savors any
These warbands have encircled the village, taking cover opportunity to get revenge against Yvenrhu and the ogrillons
behind trees, low hillocks, and crude barricades. The palisade for his imprisonment. Use Wuhlap to help turn the battle in the
around Pebbleton has been hit by a half dozen boulders thrown PCs' favor if things are going poorly.
by the giant ogre, but the wall has not been knocked down at Once combat is joined, the PCs have 10 rounds before the
any The Pebbleton garrison has so far managed to hold
point. other warbands realize that something is amiss. On the nth

the wooden bastions, occasionally exchanging arrow fire with round and every 3 rounds thereafter (rounds 14, 17, 20, and
the nearest enemies. 23), another warband arrives to help. Each warband is com-
All is not as bleak as it seems. The fog provides ample con- prised of one ogre, three ogrillons, and five ores (an EL 5
cealment for PCs who wish to sneak pasr or ambush the crea- encounter).
tures surrounding Pebbleton, and the warbands are far enough If things seem to be going poorly for the PCs, they receive
apart that they can’t reach each other quickly. The fog pro- help from the Pebbleton garrison; see “Help Is On the Way!”
vides one-half concealment {20% miss chance on all attacks). below. If, despite the help of the militia, the PCs are in danger
Small-sized creatures or larger creatures that crawl beneath of being defeated, the timely arrival of Quelnef and his wild
the shroud of fog are totally concealed (50% miss chance on elves (see “Deleflin's Folk”) might be enough to frighten off the
all attacks). The fog also grants PCs a +4 circumstance bonus evil marauders. The elves should be included only as a last

to their Hide skill checks, resort, if all seems lost.

At your discretion, the battle can be carefully balanced to


Mulgwar and Company include all the participants and played out with miniatures.
Due north of Pebbleton, the PCs spot the main group of If Mulgwar is slain or incapacitated, Yventhu* Fadyhuk, and
attackers: Mulgwar the giant ogre, the half-ogres Yventhu and any remaining ores and ogrillons flee at once.
Fadyhuk (if alive), four ogrillons, and five ores, (See Creatures Creatures (EL 7, 9 if Yventhu is present, to if both Yventhu
below for statistics.) Just out of range of the garrison's short- and Fadyhuk are present): The giant ogre looks like an over-
bows, Mulgwar is trying to pull an immense boulder from the grown member of his race. He wears crude leather pants and
ground. The ogrillons, eager to see the giant knock a hole in a furry hood topped by the enormous antlers of a prehistoric
the palisade, are digging around the rock to help the giant ogre stag. Mulgwar has taken several wounds from Pebbleton

while the ores look southward toward Pebbleton. If present, arrows. He has a particular dislike for archers and tries to
Yventhu and Fadyhuk are shouting orders and overseeing the crush any he sees with hurled rocks.
diggers. This group is isolated from the other groups encir- ^ Mulgwar the Giant Ogre: CR 5; Large Giant (14 ft, tall);

cling Pebbleton, and they are not expecting trouble from the HD 8d8*48; hp 80 (55 currently); Init -1 (Dex); Spd 40 ft,; AC
north. To rescue Pebbleton, the PCs must defeat the enemy 18 (-1 size, -1 Dex, +7 natural, +3 hide armor); Atk +12/+7 melee

leaders (Yventhu, Fadyhuk, and Mulgwar). IF the PCs attack the (2d6+6/2d6+6, huge greatclub) or +5 ranged (2d 6+6, huge
enemy, the archers guarding Pebbleton s north wall spot the rock); Reach 10 ft.; SA rock throwing; SQ rock catching; AL
fracas and immediately sound their horns. The archers man- CE; SV Fort +15, Ref +3, Wilt +4; Str 23* Dex 8, Con 19, Inr 6,

ning the walls begin shooting all the arrows they can to keep Wis 10, Cha 17,

the other enemy warbands occupied while the PCs face Skiffs; Climb +8, Jump +8, Spot +4. Fears: Cleave, Power
Yventhu, Fadyhuk, and Mulgwar s group. Attack, Weapon Focus (greatclub).

www.nodwick.coTn 6q Aaron Williams


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Dungeon 49
1

IR1ANDEL

Turiew’s Spear of damage. The spear contains Handels PCs might be tempted to keep such a
Turiew's spear is the horn of a unicorn spirit; it has an Intelligence of io ( a ftne weapon for themselves. Doing so
transformed into a weapon by divine Wisdom of 21 , a Charisma of 24, and it is could be construed as an evil act, as the
magic, ft is a unique item and is consid- chaotic good. When within ioo yards of only purpose of the "horn" is to rejoin
ered a major artifact. Its magic nature is Treetrot, the spear vibrates in the its “body”
evident at amere glance, and its powers wielders hands. The vibration becomes The spear is extremely resilient, pos-
are instantlyknown to any chaotic good stronger as the weapon nears the horse. sessing a Hardness of 30 and 15 hit
creature that holds the weapon. The spear and the horse share the same points. It is immune to acid, fire, light-
The weapon is a silver-tipped +j life force; if the weapon is destroyed ning, cold, corrosion, decay, and sonic
shortspear with a spiraling bone shaft (see below), Treetrot dies immediately. If attacks, it can be destroyed by a disinte-
that renders its wielder immune to poi- Treetrot dies first, the spear disinte- grate spell only if it fails a Fortitude sav-
son. The 6-foot-long milky white shaft is grates. ing throw (suffering no damage if the
light as wood but strong as steel If the In the hands of an evil creature, the save is successful), and it receives a +9
wielder of the spear scores a critical hit spear is cursed (although a remove inherent bonus to the roll.
in combat, the weapon disenchants any curse spell is not needed to rid one of Hurling Turiew’s spear into a sphere
magical armor worn by the target (no the weapon). Any damage that the spear of annihilation obliterates it instantly (no
saving throw}. If thrown or used in a would deal to the target is instead dealt save allowed).
charge, it deals an additional 3d6 points to its evil wielder.

SA—Rock Throwing (Ex): Mulgwar receives a +1 racial Creature (EL o): Demini Whistlefoot is the halfling Captain
bonus to attack rolls when throwing rocks and can hurl rocks of the Guard and Jimi Jimepro’s good friend. He and his sol-
(Small objects) up to 5 range increments. diers keep the ores and ogrillons distracted while the PCs take
SQ-Rock Catching (Ex); Mulgwar can catch Small, down the giant ogre, Mulgwar.
Medium-size, or Large rocks (or projectiles of similar shape). f Demini Whistlefoot, Male Halfling War3: CR — ; Small
Once per round, he can make a Reflex saving throw to catch Humanoid (3 ft. tall); HD 3dS; hp 16; Init +2 (Dex); Spd 20 ft.;

a hurled rock as a free action. The DC is 15 for a Small rock, AC +2 Dex, +3 studded leather armor) or 17 (same
16 (+t size,
20 for Medium-size, and 25 for Large. (If the projectile has a as above, +\ shield); Atk +4 melee (id6/crit 19-20, short sword)
magical bonus to attack, the DC increases by that amount.) The or +5 ranged (id6/crit X3, shortbow); SQ +2 morale bonus on
giant must be ready for and aware of the attack. saving throws against fear; AL LG; SV Fort +4, Ref +2, Will +2;
Possessions: Hide armor, huge greatdub, huge sack con- Str 11, Dex 14, Con 10, Int 11, Wis to , Cha 12.

taining 2,000 gp and several mundane items (bowl, spoon, Skills: Climb +6, Hide +6, Jump +6, Listen +2, Move Silently
comb, knucklebones, and a bag of salt). +4, Swim +4, Feats: Dodge, Weapon Focus (short sword).
Vventhu Male Half-ogre Adp^: CR 6; hp 40; see
T Possessions; Studded leather armor, small wooden shield,
“Yventhu’s Lair" for complete statistics. His spell selection has short sword, shortbow with 15 arrows.
changed from the last time the PCs encountered him:
Spells (3/3/1): o—guidance, cure minor wounds , resistance; Concluding the Adventure
1st— bane, command, doom; 2nd— spiritual weapon. If the PCs thwart the attack on Pebbleton, they are embraced
^ Fadyhuk, Male Half-ogre Adpi: CR 3; hp 23; see the as heroes by the locals. The PCs earn their enduring gratitude
"Random Encounters” sidebar for complete statistics. and can avail themselves of the town’s services for free. Once
Ogrillons (4): CR 1; hp 13 each; see "Yventhu’s Lair” for the community is safe, you have two options:
complete statistics, Assume that Treetrot is still in Pebbleton. Thus, Iriandel
Ores (5): CR V2; hp 6 each; see the "Random can be restored immediately. See below for details,
Encounters" sidebar for complete statistics. ^ Assume that Rualfrn was sent by Jimi to seek aid. Riding
Treetrot, she managed to slip through the bands of evil
Help Is On the Way! marauders and flee toward the nearest town. Of course, to
If the PCs seem overwhelmed, Pebbleton ’5 Captain of the restore Iriandel the PCs must find Ruallin and the horse. This
Guard, Demini Whistlefoot, leads group of hfs bravest
a should happen after more perils and adventures. This scenario
halfling and human warriors to aid them-a sergeant (War2; hp allows the PCs to reap the benefits of Turiew’s magic spear for
12) and ten soldiers (Wan; hp 7 each). Each wears studded a much longer time.
leather armor and carries a small wooden shield, short sword, If the PCs reunite spear and horse, read or paraphrase the
and shortbow with 15 arrows. Demini’s statistics are given following:
under Creature below.
Once Mulgwar is slain or incapacitated, all remaining As soon as Turiew’s spear touches Treetrot, a blinding flash
attackers flee northward into the Brown Grounds. Pebbleton of silvery light issues from the spears tip. Suddenly horse
has won a major victory, and the PCs are free to claim the and weapon cease to exist, and a majestic unicorn stands in
giant ogres valuables as their reward. PCs who need healing their place: Iriandel has been restored to his former self!
are taken to Cailee Merriweather, a halfling cleric of Yondalla.
In addition to her full complement of spells, she has six potions All witnessing NPCs gape at the wondrous transformation
of cure light wounds and welcome the result with great enthusiasm, Ruallin is espe-
cially pleased and asks the PCs to give her a thorough account

5 o novem6er/deeem6er 2wxi
s

LR1ANDEL

Encounter Level Chart of their adventure so that she might prepare a song to con-
Any encounter involving creatures or traps has an clude the tale of Deleflin and Turiew. Iriandel thanks the PCs,
Encounter Level (EL), An EL value gives the DM an idea of offers them his eternal friendship, and uses its spell-like heal-
how challenging the encounter is. If the encounter involves ing abilities to help the PCs if it can. The unicorn then leaves
one creature or trap, the EL is the same as the creature for his ancient home in the elven woods.
or traps Challenge Rating (CR). For encounters with multi- If the PCs choose to explore the woods south of Pebbleton,
ple creatures and/or traps, the EL can be much higher. they find that their relations with the wild elves are much less
If the EL is lower than the party level, the encounter is strained. Iriandel has told the elves of the PCs’ heroics, and
relatively easy. If the EL is equal to the party level, the they are more than happy to let the PCs traverse their woods
encounter is moderately challenging. If the EL is higher than unmolested.
the party level, the encounter is tough and potentially Creature (EL o): Iriandels horn is treated as a +3 magic
deadly to the PCs if they are unwise or unlucky. weapon, although its power fades if removed from the uni-
Summarized below are the ELs for all of the encounters corn.
in this adventure: ^ Iriandel (Unicom): CR Large Magical Beast (8 ft. long);
HD 4dio+2o; hp 42; Init +3 (Dex); Spd 60 ft.; AC 18 (-1 size, +3
Area Encounter Description Dex, +6 natural); Atk +11 melee (id8+8, horn), +3A3 melee
Quelnef, Half-elf Drd3/Ftr2 (id4+2/id4+2, hooves); SQ magic circle against evil, spell-like

3 Wolves abilities, immunities; AL CG; SV Fort +9, Ref +7, Will +6; Str
12 Wild Elves 20, Dex 17, Con 21, Int 10, Wis 21, Cha 24.
Animal Empathy +10, Listen +10, Move Silently +9,
Skills:

6 Ore Thieves Spot +10, Wilderness Lore +6 (+9 within the boundaries of
6 Ore Hunters Iriandels native forest). Feat: Alertness.
2 Ogres SQ-Magic Circle against Evil (Su): This ability continuously
Fadyhuk, Half-ogre Adpi duplicates the effects of the spell. Iriandel cannot suppress this
4 Ogrillons ability.

6 Wolves SQ-Spell-Like Abilities (Sp): Unicorns can detect evil at will

3 Boars as a free action. Once a day, a unicorn can use teleport with-
out error to move anywhere within its home. It cannot teleport
Yventhu, Half-ogre Adp4 6 or 10 beyond the forest boundaries nor back from outside.
12 Ogrillons A unicorn can use cure light wounds three times a day and
Wuhlap, Half-ore Rog3 cure moderate wounds once a day, as cast by a 5th-level
Viper druid, by touching a wounded creature with its horn. Once a
day, can use neutralize poison as cast by an 8th-level druid
it

4 Dire Bats with a touch of its horn.


SQ-lmmunities (Ex): Unicorns are immune to all poisons as
Pit with Falling Rocks Trap well as to charm and hold spells or abilities.
30-foot-deep Pit Trap
Collapsing Ceiling Trap Tito Leati is currently meandering about the libraries, muse-
4 Small Earth Elemental ums, and archives of Italy to earn his degree in Art History.
Illusory Shadows Trap He would like to thank his friend, Alberto Vita/i, for his invalu-
Gibbering Mouther able contributions to Iriandels story.
12 Crawling Hands

Dancing Blades Trap

3 Wights
Poison Gas Bottle Trap
Wraith
Exploding Skeleton Trap

Mulgwar, Giant Ogre


4 Ogrillons
5 Ores
with Yventhu
with Yventhu and Fadyhuk

These encounters are not keyed to a specific location


**
These are random encounters.

Dungeon 51
LONDON CALLING

52 novem6er/decem6er 2ooo
LONDON. CALLING

London Calling
Surviving the Age of Destruction
by Andy Collins
artwork by Ashley Wood, cartography by Craig Zipse & Travers Dow

“London Calling” is an AiTERNfTY adventure set in the Dark»Matter campaign


setting. It is designed for 4-6 heroes of relatively low levels (2-6). Heroes of
higher levels, or those with access to advanced equipment,
might have an easier time with this adventure.
The group of investigators should contain a mix of professions, though
Free Agents and Diplomats will probably be the most useful. The broad skills
of Investigate and Lore will come in handy during this adventure;
in fact, heroes without the Investigate-search specialty skill
might have trouble finding some important clues.

Adventure Summary To cover evidence of his theft, Viswanathan instructs the


As the title suggests, this adventure takes place in London, rakshasa to kill Singh and mess up the shop, creating the
England, The action begins in mid-December 200c appearance of a robbery gone wrong.
A diabolist named Tanji Viswanathan (originally from India, Once the dagger and bowl are acquired, Viswanathan can
bur a resident of London for several years) seeks to summon hunt down his victims. By the rime the heroes are brought in
a greater demon named Kali to Earth. To do so, he must com- (see below), two of the four victims- Myers and Grosvenor-
plete a ritual involving the slaying of four specific individuals have been ritually murdered, their hands severed and con-
whose identities were sent to him in a dream. sumed, and their hearts removed and burned in the bowl (with

These four individuals are Kendra Myers, a 20-year-oid Viswanathan’s heiifire ).

student; Michael Grosvenor, a 30-year-old library assistant; At about the same time the agents are contacted, another
Vivian Brunswick, a 40-year-old housewife and mother of one; indivIdual-London native Reginald Fa Is worth- begins his own
and James J. Sibley, a 50-year-old minister of the British an expert on occult lore, was once a
investigation. Falsworrh,
Parliament. Each individual was born at 12:01 a . m on
. the 22nd decorated inspector working for New Scotland Yard. Now,
of December, an important date in Hindi mythology. however, most see him as little more than a lunatic. He still
To perform the murderous ceremonies, Viswanathan keeps an eye on the local occult scene, though, and the mur-
requires a specificritual dagger and bowl. Using the divinatory der of Kendra Myers catches his attention. After some inves-
powers of Diabolism- rongue of rhe damned he determined tigating (and the killing of Michael Grosvenor), Falsworth
that both items were recently purchased by Paramijr Singh, a learns of Viswanathan '$ plan (as well as the probable identities
London-based dealer of antiques from Southeast Asia. Thus, of the victims). Because of his ostracism by law enforcement,
his first act is to gain entrance into Singh's antique shop Falsworth thinks that informing the authorities (or the potential
(located in Soho on Argyll Street), This he accomplishes with victims) is useless. Since he also believes that attacking the
the help of his shapechanging rakshasa servam/bodyguard. diabolist directly is impossible (due to the protection of the

^kjCCOfdingTo Indian calculsftions/lhe World vVittsoonerfterThe


fcufth age ofThe cosmo^. This age is catted Kali YlXga or
Kalii &ge The &ge of Destruction. :

“The Book of Demons


Vi&oria HyaYt & Joseph W. Charters

Dungeon 53
LONDON CALLING

rakshasa), he comes
what he believes is the only rational and
To Kendra Myers (deceased), mechanical engineering student,
logical — if grisly— conclusion:
He must kill one or more of the University of London; DOB 22 Dec 1981 [was Level 1 Tech Op]
potential victims before Viswanathan can sacrifice them. Michael Grosvenor (deceased), library assistant, British
The heroes likely first encounter with Falsworth will come Library; DOB 22 Dec 1971 [was Non-professional]
right before, during, or immediately after his attack on Vivian Vivian Brunswick, nurse, St. Thomas Hospital; DOB 22 Dec
Brunswick (Viswanathan's third target). Though the heroes 1961 [level 2 Tech Op]
might suspect him of the earlier murders, Falsworth is inno- James J. Sibley, Minister of Parliament; DOB 22 Dec 1951
cent of any wrongdoing (until he goes after the third or fourth [Level 8 Diplomat-Combat Spec]
targets, of course).

Scene 1: The Briefmg


Plot Structure Read or paraphrase the following text to the players:
"London Calling" is organized into two acts of three scenes
each. Act I centers around the heroes* briefing and Investiga- You’ve been summoned to an early-morning meeting with
tion of the murders, and ends as the heroes discover evidence your supervisor at the Institute. You’re guessing this will

of Fa Is worth's grisly plans. involve travel, since the message you got last night told you
In Scene i, The heroes gather at Their local Hoffmann To bring afew days of clothing and your passport* When you
Institute office for a briefing, then travel to London (probably roll 6:00 a.m* youYe still a bit groggy, but
into the office at
by plane, unless the Gamemaster’s campaign is based within a the grim expression on your boss's face dispels much of
train ride of London). There, they meet local Hoffmann oper- your exhaustion.
ative Kenneth landon, who gives them additional information. "Thank you all for coming on such short notice," your
In Scene 2, the heroes investigate the three murders: boss says. Unfortunately, since my message last night the
Singh's, at his antique shop; Myers’s, at her flat (apartment); situation has worsened. While ! had originally intended to
and Grosvenors, at the British Library* The heroes will meet send you out to investigate an unusual murder, I'm now
and Interact with Detective Inspector Ben Thomason of New sending you out to investigate Two unusual murders."
Scotland Yard (an ally of the Hoffmann Institute) during this He pauses to sip his coffee, then continues. “As much as
scene. The heroes' investigation might also take them to other I’d like to sit and chat, your plane leaves in ninety minutes*
London locations for research purposes. fve included all the relevant information in your briefing
In Scene 3, the heroes find evidence of Falsworth’s inves- packet, which is waiting for you at the receptionist s desk
tigation and his plans to murder Vivian Brunswick to stop Kali along with your plane tickets. I’m sure you II have plenty of
from arriving on Earth, time to review it on your flight to London,
The action heats up in Act as the heroes attempt To pro-
II, “After you (and at Heathrow, take a cab to the Hoffmann
tect Vivian Brunswick from assaults by Reginald Falsworth and office in London, There you’ll be greeted by Elaine Crichton,
1

Tanji Viswanathan. Scene involves the heroes attempt To


1 the agent in charge of our London operation. Elaines a vet-
prevent Falsworth from killing Vivian Brunswick. eran of the Institute and should be able to provide you with
In Scene 2, Viswanathan and his rakshasa arrive at Vivian both gear and guidance. Now, unless you have any burning
Brunswick's location to perform the ceremony. Depending on questions, you should be on your way. Ready to go?"
Fals worth’s success, Viswanathan might visit Brunswick at her
flat or a local hospital. The heroes must stop the ritual, prefer- The heroes’ supervisor answers any critical questions the
ably by defeating the diabolist. heroes have, but strongly encourages them to get moving—
The act (and the adventure) ends with a mop-up and their flight leaves in 90 minutes.
debriefing in Scene 3, Of course, if the heroes were unsuc- He also recommends that the heroes leave their firearms at
cessful in stopping the diabolist in Act Scene 2, their work II, home. Not only will they have difficulties getting them on the
might not yet be done ... plane, but if s illegal to carry them in England. If, in the course
of their investigation, they find it necessary to arm themselves,
the London office has the necessary equipment.
Act 1: The investigation Unless the Gamemaster wants to insert additional action
into the adventure, the heroes' flight to London is uneventful.
This act introduces the heroes to the adventure and provides The duration of the flight will depend on the location of the
the scenes of investigation for their work. A number of indi- Gamemaster’s campaign, but should give the heroes plenty of
viduals (both alive and dead) figure into this act, a list of which time to look over their briefing packet before they arrive.
appears here: (Remember that London is
5 hours ahead of Eastern Time.)
Elaine Crichton. Agent in Charge, Intelligence Division
(London office), Hoffmann Institute: DOB 21 October 1964 Briefing Packet
[Level8 Free Agent] The following is a summary of the pertinent facts contained in

Ben Thomason, Detective inspector, New Scotland Yard; the briefing packet. At the Gamemaster 's
you can discretion,
DOB 2 August 1971 [Level 7 Diplomat-Combat Spec] either read the information verbatim or divide it up between
Reginald Falsworth, private investigator (and former the heroes and let them share their findings. Most crime-
Inspector, Scotland Yard); DOB 22 Dec 1959 [Level 10 Free related information is gleaned from New Scotland Yard files,
Agent] while personal information on Singh is from the Hoffmann
Paramijt Singh (deceased), dealer of Southeast Asian archives.
antiques; DOB 16 July 1953 [was Level 7 Diplomat-Tech Op]

54 n o vem bt*r/deccm6er
LONDON CALLING

Victim #1: Kendra Myers already arranged for rooms— so you can get started bright
> Myers, ig, was an engineering student at the University and early tomorrow morning. you have any specific equip-
If

of London. ment requests, I can fry to handle those tonight and have the
J Slain at approximately 9 P.M, on Saturday, December 15 gear ready by morning.
in her flat on Bedford Way in Bloomsbury (a district of London "One more thing. We have an ally at New Scotland Yard-
near the University of London). someone who’s friendly to the Institute's cause. His name's
) Body found p.m. by classmate Jeremy Burnham,
at 9:40 Ben Thomason, and he's heading up the Yard's investigation
arriving to study for upcoming engineering tests. of the killings. Give him a cal! tomorrow morning-he's
J Neighbors interviewed reported hearing no unusual expecting to hear from you- and hell make sure you get the
noises or visitors around the time of death. help you need.
> Probable cause of death; massive bleeding caused by "I'd put you in touch with our local expert on cult activ-

amputation of hands and removal of heart from chest cavity, ity, as well, except that's not possible, Mr. Singh apparently

> Victim also had bruises on biceps, suggesting that she surprised a burglar last Friday night and was killed. don’t I

was gripped strongly by a powerful individual standing behind have any reason to connect his murder with the others-the
her. However, no defensive wounds or other signs of a strug- method of killing doesn’t match at all— but if you Yanks
gle were found. wanted to include it in your investigation, be my guest."
y Full autopsy report available from New Scotland Yard. Crichton then stands up and stretches, stifling a yawn,
“Sorry, didn't mean to talk your ears off. let's get you set-
Victim #2: Michael Grosvenor tled for the night, and track down a car for you, along with
I’ll

"
y Grosvenor, 29, was a library assistant working in the any gear you think you'll need
British Library,

y Slain between 9:45 p.m. and 10:30 P.M. on Monday, Crichton answers all questions to the best of her ability,

December 17 in a reading room at the British Library. although she reminds heroes that they really should turn in for

y Body Found at 8:20 A.M. on Tuesday the 18th by another the night if they have any hope of acclimating to local time.
library worker. The heroes hotel rooms are clean but unremarkable, and
y Probable cause of death; massive bleeding caused by barring any nightmares brought on by the grisly murders, they
amputation of hands and removal of heart from chest cavity, should sleep soundly. To simulate the effects of jetlag, you can
y Victim also had bruises on biceps, suggesting that he require each hero to make a Reso! ve-p/rys/ca/ resolve skill

was gripped strongly by a powerful individual standing behind check. An Ordinary or better success indicates that the hero
him. However, no defensive wounds or other signs of a strug- can operate normally in the morning; however, any Failure
gle were found. indicates that the hero suffers the ill effects of the time shift
y Partial bloodstained footprint found near body; print and has a +1 step penalty to all actions for the next 24 hours.
resembles that of a great ape, but the species is as yet uniden-
tified. Scene 2: Pursuing the Investigation
> Full autopsy report available from New Scotland Yard, The next morning the heroes can pick up their car-a
Mercedes sedan— as well as any Common or Controlled equip-
Once in London, the heroes can take a cab to the local ment they requested from Crichton, though anything with an
Hoffmann branch office, which occupies a single floor of an Availability Code of Military or Restricted will rake her another
unassuming office building in London's financial district. There, 24 hours (minimum) to secure.
they are greeted by Agent- In- Charge Elaine Crichton, a London The heroes should contact Inspector Ben
Detective
native who runs the small, four-person office. The friendly Thomason Thomason, a burly vet-
to start their investigation.
Crichton shows the heroes around the office-which includes eran policeman, is happy to give the heroes several hours of
a reception area, meeting room, file room, and supply depot- his time. Unless the heroes do something reckless to anger the

before showing them into her private office and getting down inspector, he cooperates in any reasonable manner. He
to business. answers any questions about the police investigations, shares
police and autopsy reports (see sidebar) on the two murders,
After showing you around the branch, Crichton ushers you and accompanies the heroes to either of the murder sites. (In
into her private office and closes the door. fact, he is obliged to be present if the heroes poke around
"Thanks again for coming over on such short notice," she either of the crime scenes.)
says. "We manpower to perform inves-
simply don't have the As the Yard's principal investigator of serial murders,
tigations of this nature. We'd normally pull some agents in Thomason can provide expertise in areas-such as Law,
from the Paris branch, but they're booked solid all month and Investigate, and Administration -that the heroes might be lack-
we needed help right away.” ing. (Assume skill scores of 16 in pertinent specialty skills.) Still,

She leans back in her chair and looks over your group. “I don’t let him do the heroes’ work for them: Require the play-
understand you've been given some information about this ers to perform the deductions necessary to move the plot
ease—the names, dates, and places involved? Well, as you along, using Thomason only when the players seem stumped.
can see, it seems that London has become home to some sort This scene includes investigations of all three murder sites.
of ritualistic serial killer or, more likely, a small group of like- It is up to the players to decide which order they wish to fol-
minded cultists. It’s a bit late to begin your investigations low (and it's certainly possible to go back and forth between
today, so I'd advise that you head to your hotel-we've them, though Thomason quickly grows frustrated should the
heroes waste too much of his time).

Dunjson 55
LONDON CALLING

Police Reports 3 Paramijt Singh, 48, was an antique dealer who operated
The coroner’s reports of the two victims read almost identical: a shop in Soho.
Cause of death was massive bleeding caused by amputation of 3 Time of death: approximately 8:45 p.m. on Friday,
their hands and removal of their hearts from chest cavities. December 14 at his shop. Body found at approximately 9:30
The instrument used was almost certainly a long, sharp knife A.M. on Monday the 17th by a customer.
or dagger used with some amount of skill. Traces of copper 3 Probable cause of death: massive bleeding from multiple
found in the wounds suggest that the blade was composed of slash wounds across the abdomen.
that metal. 3 Current hypothesis: The victim interrupted a robbery in
In addition, bruises on both victims’ biceps suggest that they progress (as suggested by toppled shelves and ransacked stor-
were gripped from behind by a very strong individual. age). It is yet unknown what (if anything) might have been taken
However, no defensive wounds or other signs of struggle by the assailants.
were found. 3 Analysis of the body found no defensive wounds or
In both cases, toxicology screens were negative (no foreign other signs of struggle.
substances in the bloodstream), and fluid and fiber analyses 3
Fiber analysis revealed several reddish-brown animal
yielded no additional clues. hairson the premises. Preliminary analysis indicates that they
Thomason can also supply a police report for Paramijt most likely belong to a primate, perhaps a baboon or orangutan.
Singh’s murder, which includes the following pertinent facts: 3 No signs of forced entry were found, suggesting that
either the assailant had a key or was known by the victim.

Handout #1: Sotheby's Catalog


17. A SINO-TIBETAN GILT BRONZE FIGURE decorated on the front with Tibetan characters and Chinese Furniture — Lot 29 8-Dec-200l | Sotheby's
OF VAJRADHARA AND CONSORT, late I8th/early Arcade: Along the Silk Road: Asian & Islamic New York, NY]
19th century, seated in dhyanasana on a double lotus ... Decorations & Chinese Furniture— Lot 23 8-Dec-2001 30. A TIBETAN ASTROLOGICAL THANKA,
Arcade: Along the Silk Road: Asian & Islamic [Sotheby’s New York, NV[ 19th century, a central styli/ed lotus flower with eight

Decorations & Chinese Furniture— Lot 17 8-Dec-2001 24. A TIBETAN LARGE REPOUSSE GILT COP- petals each containing a trigram, encircled by a ...

[Sotheby’s New York. NY| PER FIGURE OF VAISRAVANA. I7th/I8th century, Arcade: Along the Silk Road: Asian & Islamic
18. AN INDIAN METAL RITUAL V ESSEL, circa the guardian seated on a lotus throne, wearing boots, ... Decorations & Chinese Furniture— Lot 30 8-Dee-2001
18th century, brass bowl with Hindi inscriptions and Arcade: Along the Silk Road: Asian & Islamic [Sotheby’s New York, NV[
slender serpentine feet, approximately ... Arcade: Decorations & Chinese Furniture— Lot 24 8-Dec-200l 31. A MUGHAL STYLE COTTON HANGING,
Along the Silk Road: Asian & Islamic Decorations & [Sotheby’s New York, NY[ 1940, boldly decorated with a large poppy plant with

Chinese Furnitures— Lot 18 8-Dec-2001 |


Sotheby’s 25. A TIBETAN REPOUSSE GILT COPPER three large red blossoms and five buds, all with ...

New York, NY| GUARDIAN FIGURE, 18th century, standing and Arcade: Along the Silk Road: Asian & Islamic
19. TWO TERRACOTTA HEADS, Rajasthan, wearing full armor, boots, long billowing sashes and Decorations & Chinese Furniture— Lot 31 8-Dec-200l
circa 19th century, each with almond shaped eyes, tri- large ... Arcade: Along the Silk Road: Asian & Islamic [Sotheby’s New York, NV|
angular nose, plump cheeks and slightly smiling .„ Decorations & Chinese Furniture— Lot 25 8-Dee-200l 32. A TIBETAN PAINTED WOOD C ABINET.
Arcade: Along the Silk Road: Asian & Islamic [Sotheby’s New York, NYJ 19th century, the central door depicting the face of a

Decorations & C hinese Furniture— Lot 19 8-Dec-2001 26. A NEPALESE BRONZE RITUAL EWER, ferocious dharmapala with bulging eyes, open ...

[Sotheby’s New York, NV| circa 1 8th/ 1 9th century, the flaring body chased with Arcade: Along the Silk Road: Aslan & Islamic
20. A PORTRAIT OF A NOBLEMAN AND AN lappets, skulls and scrolling foliage, mounted ... Decorations & Chinese Furniture— Lot 32 8- Dec-2 001
ASCETIC, Deccan, Hyderabad, circa 1800, the noble- Arcade: Along the Silk Road: Asian & Islamic [Sotheby’s New York, NV[
man kneeling before the ascetic on a terrace, the ... Decorations & Chinese Furniture— Lot 26 8-Dec-2001 33. AN INDIAN COPPER DAGGER AND
Arcade: Along the Silk Road: Asian & Islamic |Sotheby’s New York, NY[ SHEATH, circa 18th century, the steel blade dama-
Decorations & Chinese Furniture— Lot 20 8-!>ec-2001 27. A TIBETAN IRON RITUAL SPEAR POINT, scened with Hindi characters and foliage, ... Arcade:
[Sotheby’s New York, NV| 17th/18th century, damascened with flames at the base Along the Silk Road: Asian & Islamic Decorations &
21. A MUGHAL STYLE DRAWING OF A of the faceted triangular blade, ... .Arcade: Along the Chinese Furniture — Lot 33 8-Dec-2001 |
Sotheby's
PRINCE, circa 18th century, standing and facing left, Silk Road: Asian & Islamic Decorations & Chinese New York, NY|
wearing a flaring jama and turban, a sword and ... Furniture — Lot 27 8-Dec-2001 |Sotheby’s New York, 34. A GANDHARAN STUCCO HEAD OF A
Arcade: Along the Silk Road: Asian & Islamic NY |
WOMAN, 4th/5th century, her face with benign
Decorations & Chinese Furniture — Lot 21 8-Dee-200l 28. A THAI SANDSTONE HEAD OF BUDDHA, expression, downcast eyes and slightly smiling mouth.

[Sotheby's New York. NY| Ayuthia sty le, with serene expression, triangular nose, ... Arcade: Along the Silk Road: Asian & Islamic
22. A TIBETAN THANKA OF PEIIAR, 19th cen- full lips, downcast eyes and arched ... Arcade: Along Decorations & Chinese Furniture— Lot 34 8-Dec-2001
tury, seated on a w hite lion and holding a capa and sara, the Silk Road: Asian & Islamic Decorations & Chinese [Sotheby’s New York, NY|
churl, khudga and danda. encircled by ... Arcade: Along Furniture — Lot 28 8-Dec-2001 [Sotheby’s New York, 35. A GANDHARAN GRAY SCHIST HEAD OF
the Silk Road: Asian & Islamic Decorations & Chinese NVJ BUDDHA, 3rd/4th century, his oval face with medita-

Furniture — Lot 22 8-Dec-200l [Sotheby’s New York, 29. A NEPALESE COPPER VOTIVE PLAQUE, tive expression, heavy-lidded almond shaped eyes ...

NY| late 1 9th century , rectangular centered by a hodhisattva Arcade: Along the Silk Road: Asian & Islamic
23. FIVE TIBETAN COPPER. BRASS AND SIL- inset with rock cry stal, standing on a lotus ... Arcade: Decorations & Chinese Furniture— Lot 35 8-Dec-2001
VER GAUS, !8th/19th century, each portable shrine Along the Silk Road: Asian & Islamic Decorations & | Sotheby ’s New York, NY|

56 novern6cr/deceni6er 2ooo
LONDON CALLING

Site i: Singh’s Antiques


Long-time Londoner Paramijt Singh dealt
in antiques from southeast Asia:
Tibet, Nepal, As explained
and so
above, Viswanathan needed a specific
forth.
India,
Singhs antiques
dagger and ceremonial bowl recently
purchased by Singh from a Sotheby's EH = 1 meter
auction in New York City. In fact, Singh
was a regular at such auctions (which is

easily confirmed by any hero with con-


tacts in such circles)*
desk shelves
Using his diabolic power of com-
mand, Viswanathan and his shape-
changed rakshasa gained entry into work
Singh's shop just after closing rime on
Friday night. After the rakshasa killed
bench
Singh with a single swipe of his claw, the
two ransacked the shop searching for
the needed items.
Viswanathan eventually found what
he needed in the shop's back room: the
shipment from Sotheby's had just
arrived, and Singh hadn't had rime to put
them out on display.
The shop is still cordoned off, though
Thomason can get the heroes in without
difficulty. As reported, the shop is lit-

tered with toppled shelves, scattered


artifacts, and bloodstains. A successful
lnvestigate- 5ea/r/j skill check notes the
following clues (one per degree of suc-
cess, or as appropriate if the heroes
search specific areas of the shop):
y There is only one entrance to the
shop, and there are no signs that the
lock was forced or picked.
y There are no bloody tracks in the shop, suggesting that Site 2: Kendra Myers’ Flat
the killer was careful to avoid the bloodstains on the floor. Kendra Myers lived in a typical student flat (apartment) near the
> Singh's cashbox is still concealed under the counter, University of London. Like the other crime scenes, public access
with over a hundred pounds locked within. Many clearly valu- to her flat
Is restricted, though Thomason's presence means the

able artifacts are present, such as silver engravings, gold jew- heroes don't have to worry about entering the site.
elry, and so forth* The small flat has only a living room (with fold-out bed) and
The back room (accessed through a small door behind the bathroom. No skill check is necessary to discern that Myers
counter) serves a dual purpose as Singh's office and storage died in the living room-rhe wood floor is soaked with a huge
room. This room is also ransacked, with papers and packing bloodstain, and a couple small splashes mar the walls and fur-
material strewn about (but no bloodstains). Again, an niture as well. As with the antique shop, an Investigat t- search
Investigate-searc/j skill check will turn up the following clues skillcheck notes the Following clues:
(one per degree of success, or as appropriate): yThere are no signs of forced entry through either the
y The overturned crate on the workbench was shipped on door or the single window in the living room. The bathroom
December nth from Sotheby's in New York City, Still packed window only opens a few inches, and there are no signs that
in the crate are a bronze vase engraved with skulls and leaves it has been tampered with,

and a triangular iron spear tip decorated with a flame motif. A > There is less blood spattered around than might be
successful Awareness -perception or Knowledge- deduce skill expected for such a gruesome kilting, suggesting that the vic-
check reveals that the crate appears overly large for only tim didn't struggle much,
those two items. y The edges of the bathroom sink are slightly charred, as
y A piece of paper found near Singh's desk appears to if they had been exposed to direct flame. There is also a small
have been tom from a Sotheby's catalog. (Photocopy Handout soot stain on the ceiling directly above the sink.
#1 and give it to your players at this time.)

y in the wastebasket is a British Air boarding pass in the Site 3: British Library Reading Room
name of Paramijt Singh from La Guardia to Heathrow (dated Twenty-nine-year-old Michael Grosvenor worked as a library
December g, 2001). assistant at the British Library. The killing occurred in one of

Dungeon 57
LONDON CALLING

burned there. Curiously, in the center of


The scorch mark is a round, unmarred
area about 8 inches across.

Other Investigations
It's possible that your heroes might decide
to pursue alternative investigations dur-
ing this scene. For instance, a hero might
decide to research information on local
cult activity, or Asian antiques, or pri-
1=1 meter mates. Use the following bits to help
improvise, requiring role playing or the
appropriate skill checks as necessary.
Cult Activities: London hasn't had any

shower sink. serious cult activities in well over a


decade. No one in Scotland Yard can
remember working on a case quite like

table this one. (Sadly, murders are far more


common in the ''Colonies" than in our
parent nation of Great Britain,) Heroes
seeking local experts who make a success-
ful Interaction- interview or Investigate—
research skill check turn up the name of
sofa Reginald Falsworth, a former Scotland
Yard inspector who specialized in cult and
occult activity. See Scene 3 for more
information on Falsworth,
Sotheby's Auction House: The local
Sotheby’s office can confirm that an
auction of antiques, including many
pieces from southeast Asia, took place
on December 8 in New York City, and
(with a successful Deception- bluff.
Interaction— charm, or similar skill check)
will reveal that Mr. Paramijt Singh pur-
chased four items: an Indian brass ritual

bowl, a Nepalese bronze ritual ewer, a


Tibetan iron spear point, and an Indian
copper dagger and sheath.
rhe library's reading rooms— a comfortable chamber with sev- Connections Between Victims: Thomason will confirm that
eral overstuffed chairs and a fireplace. As the death occurred no connections of any kind have been discovered between
after the library's closing Time, it is believed that Grosvenor Singh, Myers, and Grosvenor. Heroes who choose to spend
was relaxing before returning home when he was attacked. additional time looking for connections find only dead ends
Library officials won t let the heroes investigate the scene (and waste valuable time).
unless Detective Inspector Thomason (or another Yard repre- Primates: Both the hair sample and the bloody footprint
sentative) is with them. Like Kendra Myers' flat, the room is might lead heroes (particularly fans of 19th -century mystery
marred by an enormous bloodstain-in this case, soaking most stories) to believe that a great ape of some sort is involved in
of the large rug in the center of the room. As with the other the murders. Unfortunately, no amount of analysis can pinpoint
two sites, a successful Investigate- search skill check can reveal the species of animal responsible for the print and hair, since
the following facts (one per grade of success): they are from the apelike (but decidedly demonic) rakshasa.
y There is less blood spattered around than might be
expected for such a gruesome killing, suggesting that the vic- Scene Conclusion
tim didn't struggle much, By the time this scene wraps up, the heroes should deduce that
> There is a partial bloody footprint just inside the door to Mr, Singh purchased four items from a Sotheby's auction in

this room, just as reported. It looks too large to be human, and New York over a week ago, and that two of those items-
just
a successful Life Science-zoofogy skill check can tentatively a metal bowl and a copper dagger- have been stolen. If they’ve
identify it as belonging to a primate, though the exact species read the autopsy reports, they should link the dagger to the
can't be confirmed. traces of copper found in the victim's wounds. They have also

y Although the fireplaceempty of tinder or ashes (and


is probably linked the hair sample found in Singh's shop with the
indeed, hasn't been used in months due to a blocked chimney), apelike footprint at the British Library, providing a further
the hearth bears a scorch mark, as if something very hot had connection between the killings.

58 novem6er/decem6er 2oon
LONDON CALLING

Stiff, it's possible that the heroes might move on to the next Clearly, this scene will play out quite differently depending
scene without completing their investigations. Feel free to on when and where the heroes encounter Falsworth (and
return to this section should the heroes think it necessary to indeed, on their initial attitude toward him).
backtrack. Should the heroes intercept him before he leaves his flat,
they can have a calm and rational conversation with him about
Scene 3: Reginald Falsworth the recent murders. He is naturally suspicious of strangers
The unusual nature of the Myers and Grosvenor murders (especially groups of them poking around and asking ques-
should lead the heroes to suspect that these were rituals of tions), so apply a +z step penalty to any encounter skill checks
some sort. Agent Crichton will readily agree with this suppo- the heroes make. By seven o’clock or so, he suggests they
sition, noting that she thought the same thing. Unfortunately, move their conversation to the pub. (He doesn't intend to let
the local Institute expert on rituals and occult activity was Mr. the heroes prevent him from completing his task.)
Singh, who is now sadly beyond questioning. She will advise If encountered while drinking, he is arrogant and blustery,

the heroes to ask Thomason if he has any applicable sources demanding to know what business the heroes have interfering
of information. in his private affairs. However, he is much more talkative,

If Thomason is asked about this, he will allow for the possi- granting a -1 step bonus to encounter skill checks. Again, at
bility, though he'll freely admit that such a topic s outside his 3 around 7:30 he begs off, telling the heroes that he "needs to
area of expertise: meet someone."
Should the heroes manage to get Reg talking about what's
"Yeah, we used to have a chap who handled that kind of really going on, read or paraphrase the following boxed text:
thing. What was his name ... Richard? Randall? Emma down
in Personnel should be able to track him down. Left the force Reg sighs and stares off into space. “You really want to know
about six, maybe eight years ago. Odd chap, to be sure." what's going on, do you? Fine, then, I II tell you. As you've
probably gathered, the killings are connected-all three of
Emma, a 6oish woman in the Personnel Department, can them— but Myers and Grosvenor are the important ones.
indeed track down the person the heroes seek. The request Singh was just in the wrong place at the wrong time.
takes about 2 hours, though she'll put a
rush on the search (reducing The time
needed to 30 minutes) if one of the
heroes makes a successful Interaction-
charm skill check.
The name of the person in question is

Reginald Falsworth. Though she can't


release Fafsworth's she can the

Room
file, tell

heroes
tall,

address
age (46), appearance (170 cm
his

80 kg, black hair), and his last known


(a flat on Blandford Street, just
Reading
north of Hyde Park), She qualifies this
information with the fact that the file |=1 meter
hasn't been updated since 1994 when
Falsworth left the Yard. (Any investiga-
tion by the heroes into the local occult
scene also turns up Falsworth's name.) chair
Luckily for the heroes, Falsworth still

lives at the same address. He's put on a


bit of weight since
appears much more
unkempt than during his
his retirement, and
rumpled
police days, but
and

fireplace
po
hes still recognizable. Depending on
when the heroes track him down, he
hallway
might be

flat
y
making
in

Before 7
one of three
p.m.,

final
locations;
Falsworth
preparations for
is in his

his
A
grisly task.
y Between 7 and 7:30 he is in a
pub across the street downing some
"liquid courage." (Afterward, witnesses
willagree that Reg was drinking more
quickly and more heavily than normal.)
> At 7:30 p.m, he sets off to inter-
cept Vivian Brunswick on her way home
It! h v ,V,4

from St. Thomas Hospital*

Dunoon 59
LONDON CALLING
l

“You see Kendra Myers and Michael Grosvenor are sac-


t No amount of talking on the part of the heroes can dis-
rifices-part of a ritual being carried out by a servant of the suade Falsworth from his mission: He's convinced it's the only
dark god Kali. no doubt a powerful diabolist,
This servant, way to stop
logical the diabolist from completing the ritual and
seeks to complete a ceremony that will bring Kali here to summoning Kali to Earth. The heroes must restrain or subdue
Earth. don't think have to spell out what that would do to
I I Falsworth if they hope to prevent him from executing his plan.
the local property values " He pauses to sip his drink and If the PCs ask for information about Kali or rakshasas, Reg

then continues. shows them a page torn from a book he found in the British
"Forget about going to Scotland Yard-they didn't believe Library. He keeps the page folded in the right breast pocket of
my crackpot theories when I worked and they Ye
for them, his jacket. Show players Handout #3 at this time.

not likely to start any time soon. And don't even think about If you need game statistics for Reginald Falsworth, use the

taking out the diabolist. Assuming we could even find him, Good Law Enforcer template from Chapter 6: The Supporting
he's protected by a rakshasa-a shapechanging demon that Cast in the Alternity Gamemasrer Guide adding the skills of ,

."
would tear us in half as soon as look at us Knowledge- deduce 4, Investigate- research 3, and Lor e- occult 4.
His watery eyes suddenly grow clear and focused. “No,
the way I see it. fve only got one option. The diabolist needs Falsworth’s Flat
four sacrifices-specifjc ones-to complete the ritual, and I If the heroes have dawdled in their investigations, they might
know who the orher two targets are. Now, one of them is too arrive at Falsworth's flat after he has left. In that case, they'll
well-protected to reach, but the other one s just a regular have to break in if they wish to investigate. (He won't return
person. If I can eliminate her before the diabolist gets his until well after he kills Brunswick.) The six-apartment building
hands on her, I figure I’ve got a good chance of putting the has a front and back door (facing the street and an alleyway,
kibosh on the whole thing" respectively); picking either lock requires a complex
He snub-nosed ,38 pistol from his belt. "Thafs
pulls a Manipulation- loekpiek skill check (4 successes).
where Blue Bess here comes in. Hopefully can take her out I Once inside, the heroes can make their way To Falsworth's
in one shot, but if not, the second or third shot should do.” second floor flat (#23). This door has a higher quality lock on
it, requiring 6 successes (at a +1 step penalty) to open.
Inside, the tiny two- room apartment
is a mess. Dirty dishes are piled in the
sink, maps full of pins cover the walls,
and stacks of paper cover a table. No
4-.
bed is visible in the room, though several

Falsworths Fla A blankets form a nest


corner. Shelves are
in

full
one cluttered
of books and
papers wedged in at every angle.

]
= 1 meter needed
An lnvestlgate- 5earc/j
to find anything useful in the
skill check is

flat.

One clue is located per success or degree


of success, or as appropriate (if the
shower heroes search specific areas of the flat):

y One of the maps on the wall ts of


desk. London* and has pins in the following
locations: the British Library, near the

nest University of London, Soho* St,


Hospital, Page Street, and the Parliament
Thomas

Building. A path between the hospital


and Page Street (only a few blocks
away) has been drawn in red marker.
y A yellow sticky note near the
phone with "Brunswick Iv. bosp. @ 8 p,mm
hallway walks home."
y Falsworth's journal* the last few
days' worth of entries rn which are
reproduced as Handout #2.

j Act 11: Things Get r

Interesting
The action in this Act centers around the
heroes' attempts to thwart the plans of
Reg Falsworth and Tanji Viswanathan.

60 novem6er/decem6er 2ooo
LONDON CALLING

Handout #2: Falworth's Journal


Sunday 16.d2.01 weapon, the dates—they all juessed that was (oofelnj for /

11 a.M. Toon j student naMee/ Match. And the flter raM*>le/ a ‘61 and a ‘51 tlrth, and My
Kendra Myerr wurdered (art /’II tet the Tard doesn’t have hunch paid off with two naMes;
nij/>+. If didn't frnow fre+ter,
I anything on file for “rafr- Mrs. I/Tvlan Brunswick, DOB
I’d ray 1+ war
a ritual (wurd er- shasa.” 22.12.61, widowed Mother of
rands cut off, heart cut out. 5 p* m. Wo question, he’s one, (Ives on Paje Street and
Glad It Isn’t My job any More* Planning on trirtjlnj her here worfcs at St, ThoMas Hospital
to London. The Insanity.' My old across the river.
Monday 17*12.01 colleagues at the Tard would JaMes J. Sltley, Minister of
2 />.m. Lunch with Jerry at the not telleve this If / rutted ParllaMent, t>0B 22.12.51. A
pub* He's (oofclnj older than their noses In It. Wo, /’|| have MeMter of the House of /.ords,
ever— wonder loofe the If / to handle this Myself. lives ju st outside iondon.
raMe to hlM? conflrMed He 8 #>.M. /Ve floured out the But what jood does It do Me
that the yard was thinking connection tetween Myers and to fcnow who the next two
atout cult connections. Mav6e Grosvenor; date of birth! vfctlMs wilt be?
/’d tetter |oof( Into this. Myers was torn on 22.12.S1 6 h*M. I think /Ve just
and Grosvenor on 22.i2.7i, answered My
question. own
Tuesday 15.12.01 and toth at 12;01 a.M. Since can’t hope to stop the
/

9.*3 o a.M. Second tody discov- /Mhossltle to te coincidence. dratollst, and there’s no one
ered, this one a 29-year-old Wow to get My hands on (oea( else who / can convince of My
Utrary assistant naMed Michael tlrth records ... findings, /’ll have to stop the
Srosvenor. SaMe M.O.-MlnInj ritual by re Movlnj the targets.
hands, Missing heart, /Ve jot a Wednesday 19.12.01 /’It never jet close enoujh
tad feellnj atout this ... It’s 10 a.M. Astounding what a few to Slhley, so It loo/ts llfce Mrs.
starting to sound faMfllar. TlMe hounds sterling can jet you Brunswick has drawn the short
to do soMe research. these days. Thanfrs to the straw. /t’(| be a shaMe to leave
2 p. m. The yard doesn’t underpaid staff at the local her daujhter an orphan, but
frnow what they’ve jo+ with hoshl+als, I narrowed the (1st It’sbetter than lettinj a
this one. It’s jot the stink of down to several naMes. Eased deMon-jod loose In tondon ...
Kali a(| atout It, The style, the on the pattern so far, /

Handout #3: Kali and Rakshasas


Kali is an emanation or aspect of Devi, one blood Raktavira shed gave birth to a thou- who feed upon flesh and are also known as
of the Asuras, whose name means “black" sand giants as powerful as himself. She Asra-pas or blood drinkers. Her worship
She was often called “Kali Ma, meaning

finally overcame him by holding him up, includes orgiastic rites and human sacri-
the black mother. She has a dark complex- piercing him with her spear anti drinking fices, during which tile victims' bands are
ion; long, loose hair; a blood-smeared, all his blood (which is why she is often severed and eaten while their hearts are cut
tusked face; and three eyes. She has four shown with her tongue lolling out and out and burned in a consecrated brass
arms: one handling a sword; another hold- dripping w ith blood.) bowl.
ing the severed head of a giant; and with After I he fight, Kali danced a victory According to Indian calculations, the
the other two, she encourages worship pel’s. dance that shook the entire earth. Siva world will soon enter the fourth age of the
She is naked except for a belt made of begged her to stop, but Kali did not see cosmos. This age is called Kali Yuga or

rows or severed hands and a garland him and he was trampled underfoot. Kali's Age: the Age of Destruction. Most
around her neek made of human skulls and From that time on, the gods would texts place the start of this age as
of snakes. She is usually shown standing bribe or beg her to slay their foes. She December 22, 2001.
over her husband, Siva. gladly did this to satisfy her lust for blood.
Her first deed was her battle with Kali is waited upon by a great number [from Indian Mythology, A.L Trivedi, PkD,;
Raktavira. Unfortunately, each drop of of shape-shifting demons called Raksliasas, ©1988 Panjabi Publishing]

Scene i: Saving Vivian > Between 8 p.m. and 8:30


Brunswick walks home
P.M.,
After the discoveries of Act I, the heroes' most likely next step alopg the path drawn on the map
flat. During this
in Falsworth's
is to track down Vivian Brunswick, the target of both Falsworth time, Falsworth intercepts Brunswick and attempts to kill her.
and Tanji Viswanathan* After pulling her into an alley, Falsworth shoots Brunswick
> If the heroes reach St. Thomas Hospital (Brunswick's twice before fleeing the scene, inflicting 4 mortal points and 6
workplace) before 8 p,m., they can intercept her before she wound points. This leaves her barely alive (with 1 mortal point
leaves. and 3 wound points remaining).

Dungjson 6i
LOUDON CALLING

flat to carry out the evil deed. Unless the

The heroes have done something to draw


attention, he isn’t expecting resistance.
his

Brunswick Flat ing


Identifying himself as a polltaker
for the
Viswanathan requests
British government,
"just a
work-
Tanji

moment" of
Ms, Brunswick's time. As soon as she (or
= 1 meter anyone else) opens the door, he uses his

Diabolism- command spell to force the


unfortunate person to stand quietly while
kitchen he performs his grisly work.
Should Viswanathan encounter the
heroes or law enforcement, he will order
his rakshasa to attack anyone interfer-
ing, adding a blast of hefifire just to make
sure, (Remember that Viswanathan must
save at least FX energy point to use his
dining i

hellfire during the ceremony itself.) If he


room believes that Brunswick has been taken
elsewhere, he will retreat to a safe loca-
tion where he can use tongue of the
damned to divine her current locale.

Alternative Locations
It is possible that, due to the activities in
master bedroom the previous scene, this scene might take

bedroom place
flat.
somewhere other than Brunswick’s
For instance, if the heroes don't stop
Falsworth from attacking Brunswick, shell
most likely end up in St. Thomas Hospital
If they manage to convince her of the
danger, she might end up in a Hoffmann
safehouse. in any case, should Tanji
Viswanathan arrive at Brunswick s flat to

find her missing, he'll use his powers of


divination to determine where she is and
hurry there. Remember, he must carry
out the sacrifice at u:oo p.m. in order to

continue the ritual

> Assuming that the heroes prevent Falsworth from car- Tanji Viswanathan
rying out his plan, between 8:30 p.m. and 11 p.m, Brunswick Level 16 Free Agent
relaxes in her fiat, watching television with her 12-year-old STR 6 INT IO
daughter Veronica. {Vivian Brunswick's two-bedroom flat is DEX 10 WIL 12

detailed above*) CON Q PER _J3_


Should the heroes reach Brunswick before Falsworth
attacks, they have the difficult task of convincing her of the Durability: 9/9/ 5/ 5 Action Check: 13+/12/6/3
danger she faces* If this discussion goes poorly, or if Move: sprint 16, run io, walk 4 ^Actions: 2
Brunswick fears for her safety, she calls for help (summoning Reaction Score: Ordinary/z Last resorts: 3
hospital security or the police, depending on the location), and FX energy points: 5
wise heroes will retreat rather than force the issue.
Even if mundane methods prove unfeasible, it is likely that Perk: Second Sight
the heroes will have other ways of eliciting Brunswick's coop-
eration (from psionic or magical means to simply grabbing Attacks
11 / s/a d4w/d4+iw/d4m
he gladly supplies them with a few uniformed officers to guard Hellfire 13/6/3 d 4 +iw/d 6 +tw/d 4 m En/O
the woman. Unarmed 2* d4S/d4+ts/d4+2S Ll/O

Scene 2: Facing the Diabolist Defenses


At 10:30 P.M., Viswanathan and his rakshasa servant (in the -1 resistance modifier vs. melee attacks
form of a tall, heavily built British man) arrive at Brunswick's resistance modifier vs. ranged attacks

62 novem6er/decem6er 2ooo
LONDON CALLING

+f WfL resistance modifier vs, encounter skills mortals. The animal head is frequently that of an ape, tiger, or
Black warding: +2 to resistance modifiers vs. attack who see it.
wolf-essenrially, anything Thar strikes fear in those
Encounter: Unlike most other demons, the rakshasa makes
Skills its way to Earth by trickery. When careless diabolists attempt
Athletics [6l Modem Ranged Weapons [10]-pistol [it} Vehicle to summon demons, the rakshasa disguises itself as the
Op Stamina {^-endurance [to} Knowledge [\o]-ianguage
[10]; intended creature and appears in its place. Should the diabolist
(English) [13], language (Hindi) [13} Medical Science [joj-st/r- not realize his or her error before releasing the demon from
gery [it} Awareness hz]- perception [14} Lore [\z]- occult /ore the summoning circle, the rakshasa is free to roam Earth-once
[tyj; investigate [i2]-rese<?rc/) [rdj; Resolve [12]- mental [14} the would-be summoner has been dispatched,
Deception [1 Or bluff [14} trite [4]; Interaction [13] — charm [tg], A rakshasa is a serial killer It carefully and quietly stalks its

victim, learning the mortal’s habits, acquaintances, and most


FX Skills importantly, weaknesses. Then, when the rakshasa is ready to
Diabolism -binding [td], black warding [14} command [16} helh strike, it uses its mind reading ability to determine who the vic-
fire [13], summoning [18} tongue of the damned [14J. tim would trust most: a friend, a family member, a police offi-
cer, or such. Disguising itself as that person, the rakshasa
Rakshasa approaches and lures the victim into its lair. The victim who
Indian mythology fells the tale of the rakshasa, a demon that escapes after that is rare and lucky,
can take the form of arty man or woman, and use that form to A rakshasa is particularly difficult to dispatch, as reflected
lure unsuspecting victims to where it devours them.
its lair, by its resistance modifiers. When a rakshasa is slain, it melts
Description: Like all shapechanging demons, the true form into a puddle of reddish-orange goo, which “evaporates’
of the rakshasa is in question. Various legends describe it as within a few hours, even in a sealed container. Freezing slows
an animal-headed man or woman, which could be its true down the evaporation process so that it takes days, rather than
shape, or the shape with which it is most comfortable among hours, but is still not entirely effective.

Dur^eon 63
LONDON CALLING

Habitat/Society: A rakshasa is a solitary creature. It uses Achievement Point Awards


the possessions of its victims to fund the creation of a “safe Suggested rewards for heroes for the activities and potential
house,” a normal-looking place that it can lock from within. A outcomes of the adventure include the following:
rakshasa dwells in this place until its activities attract too much 3 1 achievement point for determining the occult nature of
attention, then moves on or changes its identity and returns to the killings during Act I;

the same dwelling. Because rakshasas are so careful about 3 1 achievement point for preventing Reg Falsworth from
covering their tracks, a single rakshasa might dwell in the same injuring Vivian Brunswick;
place for several centuries. 3 1 achievement point for preventing Tanji Viswanathan
from killing Brunswick;
Rakshasa Game Data 3 1 achievement point for capturing Viswanathan and/or
STR 12 (d6+8) INT 10 (d 4 + 7 ) destroying the rakshasa.
DEX 10 (d4+7.) WIL 12 (d 4 +Q) As a bonus, award 1 achievement point if the heroes man-
CON 12 (d6+8) PER 12 (<U+o) age to complete the adventure without drawing undue atten-
tion to their activities.

Durability: 16/16/8/8 Action Check: 13+/12/6/3


Move: run 12, walk 4 ^Actions: 2
Reaction Score: Ordinary/2 Last Resorts: 1 Adapting the Adventure for D&tD
FX energy points: 5 Psionic energy points: 12 With a bit of effort, “London Calling” can be turned into a
D&tD adventure for four gth-level PCs. Here is a short list

Attacks of recommended changes to get you started:


Bite 14/7/3 d4+iw/d6+2w/d4+im Ll/O 3 Replace the Hoffmann Institute with an appropriate
Claws (X2) 16/8/4 d4w/d4+2w/d6+2w Ll/O investigative organization or guild, like the King’s Watch.

3 Substitute London with a medieval city of your choice.


With a few minor changes, you can. still use the map of
Defenses London presented on the adjacent page: simply rename the
+4 resistance modifier vs. melee attacks city and alter the map tags.

+4 resistance modifier vs. ranged attacks 3 Replace Alternity skills and FX with comparable D&tD
Armor: 84+1 (LI), d4 (HI), d4+i (En) skills and spells. For example, Investigate- research can be
replaced with the Gather Information skill, Medical Science-
Skills surgery with the Heal skill, and Diabolism- tongue of the
Athletics [\2\-jump [14} Stamina [12 ]-endurance [14} Stealth damned with the Scry skill or the divination spell.

[\o]-shadow [14]; Awareness [\2\- intuition [tg]; Investigate [12]- 3 Replace modern ranged weapons with their primitive
rrack [15} Resolve [12] -physical [14]; Deception [\2\-b/uff [15I counterparts (light crossbows instead of pistols, and so on).
Interaction [\2]-charm [14]; ESP [\o\-mmd reading [16]. Note ^ Rakshasa: CR 9: Medium-size Outsider (Evil, Lawful);
that the rakshasa s mind reading score grants it the rank ben- HD 7d8+2i; hp 52; +2 (Dex); Spd 40 ft.; AC 21 (+2 Dex,
Init

efit of probe, +9 natural); Atk +8 melee (KJ4+1 [xz], claws), +3 melee (id6,
bite); SA detect thoughts^ spells; SQ alternate form, spell
FX Skills immunity, vulnerable to blessed crossbow bolts, damage
Arcane Magic (Diabolism ) -mask [18] trail [16] reduction 20/+3; SV Fort +8. Ref +7, Will +6; AL LE; Str 12,
Dex 14, Con 16, Int 13. Wi$ 13, Cha 17.

Scene 3: Aftermath Skills: Bluff +16*, Disguise +26*, Listen +12, Move
All the heroes really have to do to stop Viswanathan from Silently -hi, Perform (ballad, chant, drama, epic, plus any
completing his ritual is keep Brunswick alive past 11:00 p.m. If other Five) +12, Sense Motive +10, Spot +12.
this seems anticlimactic, consider having a vengeful Feats: Alertness, Dodge.
Viswanathan hunt down the heroes who thwarted his plans for f Tanji Viswanathan, Male Human Clrn (Kali): CR 11;

a knock-down, drag-out Final conflict. Medium-size Humanoid (5 ft. 6 HD


nd8; hp 47; Init
in. tall);

Should the heroes succeed, they are congratulated both by +0; Spd 30 ft.; AC 15 (+3 for magic vestment spell, +2 ring
Inspector Thomason and by their superiors at the Institute. Of of protection): Atk +10/+5 melee (id4+2/crit 17-20. +3 keen
course, depending on the events of Scene 2-and how much dagger SA spells; SQ rebuke undead; SV Fort +11, Ref +7,
);

attention and/or mess the heroes made in their fight with the Will +12; AL LE; Str 8, Dex 10, Con 10, Int 11, Wis 13, Cha 14.
diabolist and his rakshasa-Thomason’s thanks might be tem- Skills: Bluff +5, Concentration +5, Diplomacy +5,
pered with “but maybe it would be best for you to avoid visit- Disguise +5, Heal +9, Hide +4. Knowledge (religion) +4,
ing London again in the near future.” Scry +4, Spellcraft +4.
If the heroes fail to prevent Viswanathan from sacrificing Feats: Combat Casting. Endurance, Quicken Spell, Silent
Vivian Brunswick, the Gamemaster might need to create an Spell, Still Spell.
additional scene in which the heroes try to protect the dia- Spells (6/ 6/ 4/ 4/ 3/ 2/ 1 ).^ Select appropriate spells from
bolisms final target: Minister of Parliament James J. Sibley. In the PH. Tanji’s chosen domains are Evil and Trickery.
this case, Thomason and Scotland Yard definitely get involved Possessions: +3 keen edgier (copper-plated), +2 ring of
(and might prefer that “independent operators” such as the protection, + 4 robe of resistance (functions as cloak of
heroes stay away). resistance), brass ritual bowl.

64 novem6er/dccem6er 2ooo
LONDON CALLING

Lincoln's
Inn

Thames

Festival Hail

Jubilee
estnunste Gardens

Waterloo Station

fesfmmsrer. Bridgt

miSm
fiSSHP St. Thomas
Hospital

Dungeon 65
DEPTHS OF RAGE

66 novcm6er/dcccm6er 2<>oo
DEPTHS OF RAGE

Depths of Rage
Hail the Trembling Heroes!
by JD Wiker
artwork by Bob Klasnich, cartography by Todd Gamble

“Depths of Rage” is a DOtD adventure designed for four jthdevel PCs


but can be modified for stronger or weaker groups as noted in the
“Scaling the Adventure " sidebar The adventuring party should include
.

at hast one fighter one cleric, and one or more PCs with darkvision,
,

PCs who complete the module should earn enough XPs to reach gth ieveL
The cave complex of the Broken Skull goblins can be in
nearly any mountain range that includes forested slopes
and is reasonably far from the larger civilized areas .

Remember that the nearby village is only about 4-6 miles away
from the entrance to the caves which lies in an area ,

where it cannot easily be discovered.

Adventure Summary the villagers have agreed that if the adventurers are success-
The PCs find themselves in a remote village (whichever one fits ful, they are welcome to keep Valor and any other treasure
best in your campaign) where the best warriors have been lost they find in the goblins’ caves.
in an ambush by a tribe of savage goblins. The villagers ask the
PCs end the goblins' attacks on the village, in exchange for
to The Broken Skulls
any which could include a magic longsword, currently in
spoil, The Broken Skull goblins are barbarians. Each has a di2 Hit
the hands of the goblin war chief, Die, fast movement, and the ability to rage once per day (for
In the goblin caves, the PCs must navigate twisting pas- 5 rounds at a time). The more powerful Broken Skull goblins
sages to reach the war chiefs hall and reclaim the magic long- can rage more often and gain the ability of uncanny dodge.
sword, Valor. But as the party begins the trek back to rhe When the Broken Skull goblins rage, they each gain a +4 to
surface, an earthquake pounds the complex, rearranging the Strength and Constitution, a +2 morale bonus to their Will sav-
caverns. Their escape route cut off, the PCs must find a dif- ing throws, and a -2 penalty to AC. See Chapter
3 of the
ferent route back to daylight. Handbook (page 25) for more
Player's information on fast
movement and uncanny dodge.
Adventure Background The Broken Skull goblins are savages, even among goblins.
A ferocious tribe of goblins called the Broken Skufl-long ago Despite a few half-hearted stabs at maintaining livestock-
defeated by a mighty local hero-have resurfaced to attack mountain goats kept in pens, most!y-the Broken Skulls have
and pillage the settlements of a remote frontier land. Armed barely mastered no agriculture, and eat what-
fire, practice
with the famous magic sword of Angrull, the very hero who ever they can kill-including other goblins. Their language is a
vanquished them 150 years ago, rhe Broken Skulls' attacks guttural, primitive version of the goblin tongue, and only their
have already claimed the lives of two dozen local villagers, adept can read.
A few days ago, a scout discovered the goblins' lair in the The goblin barbarians paint themselves with crude patterns,
caves a few miles from the village. The bravest warriors from with their war chief, Skrok, bearing the most elaborate designs.
among the nearest hamlets and steadings assembled to attack Those closest to the war chief (cronies; they can’t truly be
rhe goblins in weeks ago they journeyed to
their den. Several called lieutenants) paint themselves less elaborately, having
the goblins' lair and have not been heard from since. Now the learned the painful lesson not to upstage Skrok,
villagers are desperate for someone to stop the goblins before The only member of the Broken Skulls who Skrok affords
they attack again. Luckily for the villagers, rhe adventurers any latitude is his primary advisor, Skizzle, a wizened old gob-
have just arrived. lin adept, Skizzle occupies a chamber near the front of the
The elders believe that if the adventurers can get the magic cave complex, accessible only by a narrow crevice in rhe rock.
sword, Valor, away from the goblin war chief, the attacks will Visitors are rarely welcome.
end. The war chief will no longer have his symbol of power, For purposes of random encounters-or use of goblin bar-
and rhe other goblins won't follow him. barians in other adventures-the base Broken Skull goblin is

The locals don't have much to offer the characters in the presented on the next page.
way of a reward aside from free meals and lodgings. However,

Dungeon fn
DEPTHS OF RAGE

Scaling the Adventure away Grekfs and Kusk's potions. Give probably complete the scenario with fewer
was designed
This adventure for four Murkko one wolverine companion (see rest and recuperation periods,
average ^th-ievel PCs, but the challenges area 16). Also, perhaps the villagers can 6th- to 7th-level PCs: This adventure
are such that four average ^th-level PCs offer the services of a cleric or furnish will still challenge the party, particularly if

would need time to rest and recuperate the PCs with some extra healing potions it includes fewer than four PCs. If they are
between encounters. The
periodically and scrolls. having too easy a time with the goblins,
number of goblins encountered in the 3rd-level PCs: Encounters higher consider giving the goblins some worgs or
cave complex can be modified for par- than EL 6 will probably result in party having carrion crawlers emerge from the
ries of varying level as follows: fatalities. You should consider giving the chasm (area 7) after the earthquake.
ist- to and-level PCs: Encounters of PCs greater access to healing potions or module contains roughly 30,000
This
EL 5 or higher are too tough For four scrolls (perhaps the village has a low- gp in You will need to adjust
treasure.
low-level PCs, Consider halving or level cleric) and reducing the number of the amount of treasure to match the
removing entirely the creatures encoun- goblins in areas 3, 5, and 14* party's starting level; use the following
tered in areas 3, 5, 8, 10, and 14. Make gth-levef PCs: This adventure will simple formula:
Skrok and Murkko ^th-level NPCs, make challenge gth-level PCs. Do not modify Total GP Value in Treasure = Party's
Grekt and Kusk 2nd-level NPCs, and take the adventure, but be aware that PCs will Average Level x 7,500 gp.

^ Goblin Bbn* (Barbarian): GR Small Humanoid (3 ft, tall);


1; Or Ceilings
Walls, Floors,
HD idi2; hp 6; Init +1 (Dex); Spd 40 ft.; AC 16 (+1 size, +1 Dex, The goblin caves are natural formations. The surfaces are all
+3 studded leather, +1 small wooden shield); Atk +0 melee rough stones from the size of pebbles to gargantuan slabs
(id6-i/crit X3, handaxe or id6-i/crit 19-20, short sword), +2 weighing hundreds of tons. The random movements of the
ranged (id6-i/crit X3, shortbow); SG rage i/day; AL CE; SV Fort earth over the centuries have left odd openings in the rocks.

+2, Ref +1, Will +0; Str 8, Dex 13, Con 11, Int 10, Wis 11, Cha 8. Some of These function as chambers or passageways. Others
Skills: Climb -h*, Jump -i\ Listen +6 (includes Alertness feat), are merely strangely -placed "shelves" or pockets in the rock
Move +3* (includes +4 racial bonus), Spot +2 (includes
Silently faces. The goblins use these to keep their most prized posses-
Alertness feat). Swim* +i, Wilderness lore +2. Feat: Alertness. sions-some of the treasures the adventurers find will be in the
Note: Skills marked with an asterisk include the -2 armor check cracks and crevices in the walls and floors.
penalty for wearing studded leather armor and carrying a small The ceilings in any given area are mostly uneven sections
wooden shield. of stone, cut by fissures and frequently no more than 5 feet
SQ-Rage: When raging, the goblin barbarians are +2 hp; high. The floors are also extremely uneven, changing elevation

AC 14; SV Fort +4, Will +2; Atk +2 melee (id6/crit X3, handaxe by as much as 2 feet for every 5 feet traveled. Water drips
or id6/crit 19-20, short sword); Str 12, Con 15. from cracks in the stone, running down the walls like rain.

Possessions: Studded leather armor, small wooden shield In many places, the floor is littered with loose, hand-sized
(usually covered in warpaint), handaxe (50% chance) or short- rocks. When the floor isn't rough, it’s muddy and dotted here
sword (50% chance), shortbow with 10 arrows, ad6 sp. and there with puddles several inches deep. Goblin footprints
are every where, making tracking the overall movements of the
The Earthquake goblins easier (-5 DC) but tracking specific goblins more diffi-

After the PCs have completed part of Their quest, there will be cult(+5 DC). For details, see the Track feat in Chapter 5 in the
a tremendous earth tremor that changes the caverns. The Players Handbook.
earthquake is completely unrelated to anything the characters Traveling quickly or without light is dangerous. See the
have done, but the characters themselves don't necessarily "Moving in the Caves" section for more details.

know that.

When the earthquake hits, the walls, floors, and ceilings of Tunnels &f Crevices
the caverncomplex shift. Some passages will be closed off, The passageways of the goblin caves are narrow, winding fis-
and new ones will open. The PCs can find their way out but sures in the rock. The goblins have performed only the most
wont be able to leave the way they came in. rudimentary stonework, moving just the larger stones, and
Descriptions of the effects of the quake are included in the only when it was absolutely necessary. The way these pas-
description of each encounter area, with the heading After the sages turn back upon themselves reduces visibility to $d6 feet
Quake. How the earthquake changes the ^environment itself is in any given tunnel, unless otherwise noted.
similarly noted in the "Cavern Features" section below. The widest passageways are tunnels roughly 5 feet wide.
Frequently, though, chambers are connected by narrow
Cavern Features crevices barely 2-3 feet wide. Fighting with Large weapons in

The caves occupied by the Broken Skull goblins lie roughly an these narrow crevices imposes a -2 circumstance penalty to
hour from the nearest human settlement, partway up a heav- attack rolls.
ily forested hill. The villagers, having already discovered it, can Passages often connect to each other or chambers at odd
give clear instructions on how to find it. Otherwise, locating heights; below the rest of the floor, near the ceiling, and so
the entrance requires a successful Spot skill check (DC 18). forth. The Broken Skulls take this in stride, but the PCs might
Inside the cave complex, certain environmental considera- occasionally feel vulnerable as they squeeze one at a time
tions will affect how the adventurers operate. Below are the through a crevice into a room filled with raging goblins.
most common cavern features and their effects on play.

68 novem6er/decem6er 2ooo
DEPTHS OF RAGE

PCs attempting to squeeze through a narrow fissure or Lighting Dt Ventilation


crevice must make a successful Escape Artist check (DC 20), The Broken Skull goblins possess darkvision and thus don’t
(Remember that untrained PCs can attempt this check.) Small have much use for torches. Most of their tunnels are pitch
characters receive a +10 bonus on the roll* If the check is suc- black. However, they occasionally use fires for cooking, and
cessful, the character squeezes through onto whichever side their various "camps" in the caverns will sometimes have two
she pleases. A failed check means that the PC still frees her- or three fires going at once.
self but suffers 184 points of subdual damage. One check is the caves
Fires in produce a small ventilation problem*
required to pass through a small opening, or one check for Smoke around the camp areas hangs about 5 feet in the air,
each 5 feet of distance traveled through a crevice. which no problem for the goblins bur might hinder the taller
is

adventurers. For the most part, the smoke drifts out through
Slopes Dt Steps the passageways into the chasm (area 7), or through tiny
The chambers of the goblin caves are not at the same ele- cracks the ceilings. Characters 6 feet
all in tall or taller who spend
vation; hence, many of the passageways are sloped. In some

uneven flooring creates natural "stair-steps ” but in


places, the
other areas, the floorIs sloped by up to
45 degrees. Random Encounters
PCs trying to move on slopes must attempt a Balance skill The Broken Skulls don't really expect to find intruders in
check (DC 14}, Failure indicates that the character slips and their caves, but
the adventurers are still in danger of
falls to the bottom of the slope, suffering id6 damage for each encountering goblins moving from place to place* For every
20 feet fallen. 10 minutes the party spends the cavern,
in roll a dio and
compare the result to The chart below. Add 2 to the roll if the
Chimneys adventurers are east of the chasm at the time*
In places, the tunnels form nearly vertical passages or chim-
neys, These require a successful Climb check (DC 20) to tra- P re -Tremor Encounters
verse unaided. Chimney heights are noted on the maps* 1-7 No Encounter
8 1 Goblin
Bridges id4 Goblins
9
In places where the tunnels don't quite
meet because of some to 184+1 Goblins
deep Broken Skulls have lashed together crude
fissure, the 11 id6+i Goblins
bridges of rope and planking. These constructions are sur- 12+ Grekt + id6 Goblins
prisingly sturdy-mostly due to the assistance of Skizzle, the
goblin adept-but the bridges are built for small creatures. Post-Tremor Encounters
They are small, with rudimentary handholds set very low, and 1-7 No Encounter
they sway and bounce dangerously when anything heavier 8 1 Goblin
than a goblin tries to cross.
9 184 Goblins
A PC who crawls across moves only 5 feet per
the bridge to id6 Goblins
round bur has no chance of falling, A PC walking across a 11 Murkko
bridge (using a standard move or double move) must make a t24 Carrion Crawler
successful Balance skill check (DC tg for Medium-size charac-
ters, DC 13 for Small characters) or fall If a PC tries to run Encounters with goblins are always with Broken Skull goblin
across the bridge, the DC increases by 5* A new skill check is barbarians, who resort to their standard tactic of raging, fol-
required for each round the PC remains on the bridge. PCs lowed by a full frontal assault.
cannot take 20 on these rolls. Grekt is one of Skrok’s cronies (see area 14), She tries to
If the Balance check Fails, the PC falls* Unless otherwise square off with the most capable-looking fighter among the
x 10 feet deep* PCs who take
specified, these fissures are td6 adventurers.
the rime to secure themselves with ropes can avoid taking Murkko, the half-ore ranger (see area 15), is working his
damage from the fall. way out of the caverns. If The adventurers do not immedi-
ately attack him, he proposes that they work together to get
Moving m the Caves out of the caverns. ever looks like he can get out with-
If it

For each minute that a character travels at up to half his out the adventurers’ help, he will rake the opportunity and
movement rate without being able to see, that character must leave them to their fate. Otherwise, once outside, Murkko
make a Wisdom check (DC 18) or take 1 point of subdual dam- quickly blends into the woods and departs, perhaps to face
age from colliding with unseen objects* Possessing the Blind- the adventurers again some other day.
Fight feat or having someone leading the blind character An encounter with the carrion crawler consists of the
reduces the DC PCs with darkvlslon-sueh as dwarves
by 4. creature attacking from concealment in a crevice, A suc-
and, of course, the goblins-need not make the check at all* cessful Spot check (opposed by the creature
skill s Hide skill
Running is more dangerous. For each round that a charac- check) alerts the PCs to the crawler's presence before they
ter runs, she must attempt a Wisdom check (DC 18) or suffer come within range of its tentacles. If the PCs inflict any dam-
id4 points of subdual damage. If the character running blind, age on the creature, Note
is it flees* that even if the PCs have
the DC increases by 10. As mentioned above, being led or hav- previously killed a carrion crawler, this encounter can hap-
ing the Blind-Fight feat reduces the DC by 4, pen again. Although the goblins know only about one carrion
crawler, there are others lower down in the chasm (area 7).

Dungeon m
DEPTHS OF RAGE

an hour breathing the smoke rakes id6 points of subdual dam- other is emerging from the passage to The corral (area 2), hav-
age but can otherwise pass Through unharmed. ing just fed the goats. He is carrying a short, thorny switch
that he uses to keep the goats at bay.
Goblin Tactics # Goblin Barbarians (2): hp 5 (/), 3 (5). The numbers given

The Broken Skulf goblins believe in personal glory as the path in parentheses indicate the goblins' hit points when raging.
to fortune* The bravest warriors become the war chiefs Each goblin carries a small wooden shield, short sword, short-
cronies and get a share of the haul goes raid- when the tribe bow, and 10 arrows.
ing Consequently, Broken Skulls rarely run away from battle. Tactics: If combat begins, the two goblins begin to howl
When goblins suspect the presence of intruders, they send loudly, activating their rage ability. Remember to roll for a ran-
one or two scouts ahead* If the scouts encounter trouble, the dom encounter 2 rounds afterward. (Any goblins that appear
sounds of their bbod-mad how!ing-or their failure to return- come from area 3: remember to subtract them from the num-
indicates to the others that they should prepare for battle* ber of goblins there*)
When a goblin barbarian knows that he is about to enter com- Treasure: When the fight is over, the PCs discover that nei-
bat, he howls a war cry, activating his rage ability. Then he ther goblin carries anything of particular value* Both are
charges into battle, fighting until he or his opponent is dead* wearing fur kilts and carry the odd copper coin.
To the interloper in the caves, it’s quite an eerie scene; the
caverns suddenly echo with a chorus of shrill howls, and a After the Quake:
moment later, brightly-painted, blood-mad goblins come at The cave mouth is littered with bits of rubble, in the distance,
them. Skrok and his cronies, Murkko the half-ore, and Skizzle the PCs can hear the sounds of the villagers, coming to see
the adept use different tactics, and how they fight will be noted who survived the tremor.
in the text along with their descriptions.
Two rounds after the start of an encounter with one or 2. Corral The goblins use this unremarkable, 10-foot-high cav-
more raging goblins, roll forrandom encounters, adding a +1 ern as a corral for livestock. As the PCs open the gate to the
modifier to the roll for every two raging goblins. passageway, the sixteen mountain goats in the corral (see
Creatures below) enter the tunnel from the other direction,
The Goblin Caverns intent on escaping. The corral itself contains nothing of any value.
There are two maps of the goblin caves: Map i shows the lay- A PC can use the thorn switch left by the goblins in area 1

out before the earthquake, while Map 2 shows how things have (or any similar prodding weapon) to divert the goats and thus
changed after the quake. avoid their “stampede.” Other PCs must attack the goats or
flee back up the tunnel until the goats have passed.
t. Cave Entrance* Anyone who stands their ground without a way to divert
the goats must attempt a Dexterity check (DC Any PC who
12).

The entrance to the goblins’ lair appears to be a fairly large fails the check suffers 2d6 points of subdual damage from
cavern mouth, perhaps 20 feet across and 6 feet high. The being bowled over and trodden upon by the animals.
area is obscured by the thick Forest growth. Creatures (EL 4): The mountain goats don’t attack, as such;
rather, they simply move en masse toward the exit, putting the
The cave mouth quickly opens into a wider cavern, the PCs in danger of being knocked over and trampled. Once the
back of which Is supported by four natural pillars of rock (as goats are outside, they flee into the wilderness.
shown on the map). As the PCs approach within sight of the # Mountain Goars (16): CR V4; Small Animal (3 ft. tall); HD
rocky pillars, read the following: 168+2; hp 6 each; Spd 40 ft.; AC 13
Init +1 (Dex); (+2 natural,
+1 Dex); A?k +1 melee (id6, horns); AL N; SV Fort +4, Ref +3,
Four natural pillars of rock support the back of this cavern, Will -1; Str io Dex 12, Con 15, Int 2, Wis 8, Cha 4.
T

which is 20 feet high. The pillars also surround an open area Skills: Listen +5, Spot +5*
with an uneven floor, A wildly painted goblin carrying a
bucket moves out of the shadows at the back of the cave and After the Quake:
disappears among some rocks to one side. Unless the PCs have previously released the goats, the corral
is full of panicked animats. Again, the frenzied goats don't
The Broken Skull goblins guard the entrance in a lackluster attack the PCs, but careless PCs might find themselves caught
manner, expecting that anyone enough to enter their
foolish in a stampede* Because the goats are much more frenzied, the
fair will encounter a sizeable force of sentries soon enough. Difficulty Class for the Dexterity check to avoid being bowled
The passage leading to the corral (area 2) has a crudely over and trampled increases to DC 15,
built gate across the opening. A successful Listen check (DC
10) at the gate detects the sound of goats, and if the PCs watt 3. Sentry Post A, Twelve goblins stand guard in this irregular,

here for more than a few minutes, the goats come up the pas- 10-foot-high cave and furiously attack any strangers who
sage and try to force their way through the gate. enter. If not surprised, the sentries use various ledges and out-
The passage leading to area 3 is a mere 2 feet high and croppings to their advantage, gaining one-quarter cover (+2
slopes downward 45-degree angle. A low moaning sound
at a cover bonus to AC, +1 cover bonus to Reflex saving throws)
comes from it as the wind passes through the cave mouth and plus higher ground (+1 circumstance bonus to melee attack
across the tunnel entrance* rolls). The goblins carry the Treasure.
Creatures (EL 2): Two goblins lurk in the back of this cav- Creatures (EL 8): Each goblin carries a small wooden shield,
ern. One is sitting on a large rock, re-stringing his bow* The handaxe, short sword, shortbow, and 10 arrows.

7 o no 1
‘cem6i :ooo
DEPTHS OF RAGE

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Dungeon 71
DEPTHS OF RAGE

5* Goblin Camp A, Twelve goblins loll

about this uneven, 30-Poot-high cavern,


cooking over low fires or scrapping with
one another
The four passages on the north and
west walls of this area are particularly
narrow, requiring successful Escape
Artist checks (as detailed in the 'Tunnels
£tf Crevices” section) to pass through.
Surviving goblins are quick to attack
PCs caught in the passages.
Creatures (EL 8): If any of the goblins
manage to survive an encounter long
enough for their barbarian rage To wear
off, they flee to area 4 or 6.
# Goblin Barbarians (ia): hp 6 (8)

each. The number given in parentheses


indicates the goblins' hit points when
raging.

After the Quake:


The cavern is completely collapsed. (PCs
in this cave when the earthquake begins

must leave immediately; those who


remain must make a successful Reflex
saving throw (DC 15) each round or suf-
fer sd6 points of damage. On the fifth
round, anyone srill inside the cavern is
crushed to death.)

^ Goblin Barbarians (12): hp 6 (8) each. The number given 6. Adept’s Lair.

in parentheses indicates the goblins' hit points when raging.


Treasure: Each goblin carries sd6 sp. (If the PCs pillage all of The narrow crevice opens onto a large cavern, 25 feet across
the goblins, assume that the total haul amounts to 112 sp,) One of and 35 feet deep, with a mostly even floor. Several low fires
the goblins (determined randomly) carries a 100-gp topaz gem, burn here and there, shedding just enough light to cast deep

while another carries a platinum hairpin worth 225 gp. shadows. The walls, ceiling, and floor are decorated with
hundreds of painted patterns- swirls, circles, squares, dots,
After the Quake: lines, and crude representations of skulls. Scattered here
The tunnel leading to area 1 is simply gone, the walls having and there throughout the cavern are bones, feathers, furs,
closed together during the earthquake. For each minute the bits of wood, and pieces of crockery.

PCs tarry in here, roll on the "Random Encounters” table,


This chamber is the lair of Skizzle, the adept of the Broken
4. Muddy Cave. This 10-foot-high cave receives plenty of traf- Skull goblins. Skizzle has lived here more or less his entire life,

fic, as evidenced by the countless footprints in the muddy having taken over the ownership of the cavern from the last

floor. Most of the between the tunnels to areas 3


traffic lies goblin adept. All of the exits from this room are narrow open-
and 5, with a lesser volume traveling to area 7. The passages ings, requiring Escape Artist checks (as detailed in the "Tunnels
leading to and from this cave are narrow, requiring an Escape &t Crevices" section) to traverse.
Artist check to pass through, (For details, refer to the 'Tunnels When the PCs enter, Skizzle (see Creature below) is sitting

Or Crevices” section.) on a small ledge above the entrance, waiting for a potion to
Treasure: Any PC searching the mud can attempt a Search simmer. He is taken off guard by the sudden appearance of
skill check (DC 15). A successful roll uncovers a silver piece, a non-goblins in his cave and elects to remain quiet until he
rusted dagger, an old human jawbone, and a mud-covered determines their intentions.
pouch holding five too-gp pearls (500 gp total). The crockery appears to contain blood but actually holds
raw batches of potions of bull's strength, not yet suitable for
After the Quake: use. Skizzle colors them a dark crimson because Skrok and his
The cavern is simply gone. Huge slabs of stone fill the cavern cronies like the Idea that it is made of blood. Someone with the
and nearby tunnels, completely blocking the way. (PCs in this Brew Potion feat could easily finish the process with 4 hours
cave when the earthquake begins must leave immediately: of work, without spending the costs for raw material or expe-
those who remain must make a successful Reflex saving throw rience. The potions must be smeared on each user’s muscles:
(DC 15)each round or suffer 2d6 points of damage. On the Skrok and his cronies paint it on. There is enough of the unre-

fifth round, anyone still inside the cavern is crushed to death.) fined potion here to make 4 applications.

72 novemf>er/decem6er 2 000
DEPTHS OF RAGE

Creature (EL 3); When the tribe needs an informed opinion to avoid making more potions and refuses to let Skizzle leave.
on something less concrete than disposing of prisoners or Now Skizzle has nothing to do but make potions and wait for
dividing treasure s
they turn to Skizzle. For example, when the gods to crush him.
Broken Skull goblins reach adulthood, they come to the
shaman s cave to receive the pattern they will paint on their After the Quake:
bodies from that point on. Skizzle usually just lets each goblin The earthquake completely smashes Skizzle’s cave, except for a
pick whichever pattern they like, then makes cryptic but narrow stretch along the ceiling— essenfi a ISy a horizontal ,

encouraging comments, like “Ah! A warrior's mark! You are crevice* If the PCs left the adept alive, by the time they return
destined for greatness f here, Skizzle— miraculously untouched by the dam age- has used
This prestige makes Skizzle the war chiefs top advisor-not this crevice to escape, running through areas 2 and 3 and on to
that Skrok particularly listens to the adept. Skrok s only inter- freedom*
est in Skizzle is his potions (particularly potions of buffs
strength), which he uses to maintain his leadership of the tribe. 7, Chasm*
Were the PCs to kill Skizzle, the goblins would eventually turn
on Skrok, and the attacks on the village would decrease radi- The tunnel widens into a great chasm. The ceiling is lost in

cally. This would take weeks, which wouldn't help the villagers. darkness, and rhe floor drops about 100 feet to a murky,
Skiz zle’s bat Familiar can be found with Skrok in area 14, The underground lake. Firelight glimmers here and there at various
adept uses his familiar to spy on the war chief and his cronies. levels, and rhe sound of Tittering goblin laughter echoes
^ Skizzle, Male Goblin Adp4: CR 3; Small Humanoid (3 ft. through rhe darkness. A simple rope -and- plank bridge crosses
tall}; HD 4d6-i (includes Toughness feat); hp 16; Init +0; Spd 30 the expanse.
ft*; AC 11 (+1 size): Atk +0 melee (^4-2/ crit 19-20, dagger); +2
ranged (no weapon); AL CN; SV Fort +0, Ref +1, Will +6; Str 7, The Broken Skulls treat the chasm as a huge open-air
Dex Con 8, Int n Wis 14, Cha 12.
10* t garbage disposal Into its depths they hurl bones, refuse, and
Skiffs: Alchemy +4, Concentration +1, Diplomacy +3, Listen anyone who displeases the war chief* They also think of it as
+4, Move Silently +4 (racial bonus), Spellcraft +2, Feats: the dividing line between the rough goblins and those who
Alertness (afforded by familiar), Brew Potion, Toughness, have yet to prove themselves; rhe stronger goblins live on the
Spells {3/3/1): o- detect magic, mending, read magic; ist— east side of the chasm, rhe weaker on rhe west.
bane cause fear divine favor; 2nd— inflict moderate wounds*
f t Spanning the chasm are three old rope-and-plank bridges
Possessions: Dagger, magnifying glass, potion of buffs suspended 100 feet above the surface of the lake. The rules for
strength, potion of cure fight wounds, potion of sanctuary t crossing the bridges are found in the "Bridges" section. Any
bone necklace, pouch containing 20 gp and 45 sp. PC who from the bridge splashes into the lake, taking zd3
falls

Tactics: If the PCs seem content to loot the place and be on points of subdual damage plus yd6 points of normal damage.
their way, Skizzle lets them go. Should they notice him or dis- A PC with the Swim or Tumble skill can attempt a skill check
turb his brewing potion, he initiates a conversation. Skizzle is (DC 25) to turn a fall into a dive, taking no damage. In either
a useful source of information* He has a vested interest in get- case, you should make Listen checks (DC 15} for the goblins in
ting out from under Skrok’s thumb (see below), and if the areas 8-9. (One roll per group will suffice*) If they hear the
adventurers are here to kill Skrok, Skizzle sees no reason to splash, they investigate -meaning they might spot other char-
interfere. him that they are here for the war chiefs
If they teif acters on the bridge and move to intercept.
sword, Skizzle them where to find Skrok (“beyond the
tells PCs in the water must attempt a Swim check (DC 10) with
chasm, in the deepest cavern”) and what kind of resistance to a -1 penalty for each 5 pounds of gear the character is carry-
expect (“Skrok uses my potions to increase his strength and ing. If a PC fails this check by
5 or more, the PC goes under,
the strength of his two cronies, Grekt and Kusk"). Skizzle does See the Swim skill description in the P/ayers Handbook (page
not know that Skrok’s friend, Murkko, is in the caves just now. 74) and the Drowning Rule in the Dungeon MASTER *s Guide
Skizzle trades two of his potions {buffs strength and cure (page 85) for derails.
fight wounds) to the PCs
exchange for Skrok’s death, but he
in Climbing the walls of the chasm, either down to the water
insists that the PCs leave something of value. “You can have it level or back up to the bridge, requires a successful Climb
back when you bring me proof that Skrok is dead." If the PCs check (DC 15)*
demur, Skizzle settles for anything he can use to escape the Development: After id6 characters have started across the
war chief. bridge, read or paraphrase the following:
If the adventurers simply try to take the potions or otherwise
attack him, Skizzle uses a potion of sanctuary to flee unhin- The bridge suddenly shivers, and a low grinding noise rever-
dered. Then he hurries to area *4, where he informs Skrok that berates throughout rhe chasm* From somewhere below comes
adventurers are on their way. a single loud splash, and the bridge begins to sway alarmingly*
Development: The advice Skrok has been ignoring lately is
that the caverns are not safe. Skizzle has noticed that the walls The initial foreshock presaging the earthquake has just
are slowly moving, that the ceilings change height, and that the occurred, shifting the chasm walls an inch or two and sending
occasional shaking the goblins Feel in the lower caverns is a large boulder crashing into the underground lake. Any PC on
increasing* Skizzle believes that the gods are about to drive the bridge at this time must attempt a Dexterity check to hang
the Broken Skulls our of their caves by dropping the mountain onto the swaying bridge (DC 17, or DC 20 if the PC continues
on their heads. Unfortunately, he has been unable to convince moving). The swaying settles down enough to carry on after 2
Skrok, Skrok sees Skizzle’s predictions as a way for the adept rounds, meaning any PC on the bridge must make two more

Dungeon 7.
DEPTHS OF RAGE

Dexterity checks to hang on. The loud splash from the falling Treasure: These goblins are wealthier than rhe goblins west
rock might catch the attention of the goblins in areas 8-9, as of the chasm; each carries 2d6 gp. (if the PCs collect all of the
noted above. coins, assume the goblins have 168 gp total.) One goblin (cho-
sen randomly) also carries a "pretty stick" painted with fiery
After the Quake: red symbols: a wand of burning hands (3rd- level caster) with
The chasm widens with the earthquake, Tearing loose the main 50 charges. The wand's command word is "Snarglefangle.”
bridge and the bridge between areas 8 and g leaving only The f

bridge at the far south end of the chasm, After the Quake:
The ceiling drops, creating a horizontal crevice 2-3 feet high.
8 Goblin
, Camp B, Nine goblins camp here, eating, sleeping, The PCs must crawl underneath to reach the north tunnel lead-
and scrapping on the edge of the chasm. ing to the chasm.
Creatures (EL 6): Each goblin carries a small wooden shield,
handaxe, shortbow, and io arrows apiece. 11, Midden Pit.

^ Goblin Barbarians (9): hp 7 (9) each. The number given


in parentheses indicates the goblins' hit points when raging. This 20-foot-high cavern reeks of rotting meat and worse.
Treasure: The goblins wear worthless bone jewelry and Rtckering firelight reveals a pair of goblins busily skinning a
carry ad6 sp apiece. (If the PCs collect all of the coins, assume dead goat Flies buzz around a pile of raw meat and swarm
the goblins have 63 sp total) near an alcove containing a small pit where the goblins are
tossing their refuse.
After the Quake:
The bridge to area g has been destroyed. However, the The Broken Skulls originally used this room as a sort of jail,

chasm's southernmost bridge (which is visible from this loca- keeping prisoners m the pit (which is described below in more
tion) remains intact. A section of the wall has broken away to detail). A few months ago, however, a carrion crawler wan-
the south, allowing easier access to another ledge. The PCs can dered up from rhe chasm, and the goblins managed to trap it

use the Jump skill (DC 20 ), Climb skill (DC 25), or otherwise in the Though Skrok wanted
pit. to kill it, Skizzle convinced him
work their way across here to reach the remaining bridge. that it could make a useful ally. (In reality, Skizzle Is hoping to
find some way to use it against the war chief.)

g. Goblin Camp C. Six goblins camp here, and if the goblins on Despite the grate the goblins placed over the pit, the car-
the other side of the chasm are in trouble, they begin rushing rion crawler can occasionally escape and wreak havoc. Skizzle
over the bridge to help. The goblins carry Treasure #1. has advised keeping it fed with scraps from the goblins' meals,
At the back of the goblins' cave is a tunnel that heads west which is why the goblins now use this room as an abattoir.
and ends in a small cul-de-sac. A successful Search check (DC After dealing with the goblins, the PCs might wish ro exam-
15) in the cul-de-sac turns up the Treasure #2, ine the pit. Read or paraphrase rhe following:
Creatures (EL 4): These goblins carry small wooden shields,
short swords, shortbows, and 10 arrows apiece, A crude wooden grate weighed down with large stones cov-
^ Goblin Barbarians (6): hp 7 (9) each. The number given ers the pit. From the darkness inside the pit wafts a horrible
in parentheses indicates the goblins' hit points when raging. stench accompanied by a soft, intermittent crackling noise
Treasure #1: The goblins wear worthless bone jewelry and interspersed with the occasional clatter.
carry sd6 sp apiece, (if the PCs collect all of the coins, assume
the goblins have 42 sp total.) The “pit” is actually part of a larger cavern situated below
Treasure #2: PCs find a silver ring wedged among the rocks this one. The carrion crawler (see Creatures below) notices
in the cul-de-sac. This ring, which radiates faint Necromancy when someone approaches the pit and moves forward to
magic when a detect magic spell is cast, can be used to cast cure If a PC remains at the edge of the pit for more than
attack. 1

minor wounds once per day. round, the carrion crawler thrusts its tentacles through the
wooden grate, trying to reach its victim. The adventurers can
After the Quake: easily avoid the beast by simply staying more than 2 feet away
The bridge to area 8 has been destroyed. The quake also opens from the pit, but if they attack it, it retreats to the depths of
a funnel leading to area 6. the cave as soon as it suffers any damage.
Lifting the wooden grate requires a successful Strength
10, Gobtm Camp D. This lo-foot-high cavern houses twenty- check (DC 22, 20 If the stones are removed first), PCs can help
four goblins: three squads of eight goblins each. Each squad each other lift the grate, as described under the Aid Another
focuses on a single interloper, trying to surround and flank the rule in the Players Handbook (page 135).
hapless fool. The western section of the chamber is only 2-3 Creatures (EL 2 for goblins, EL 4 for carrion crawler): The
feet high due to a prominent overhang. After their rage has two goblins respond to the presence of intruders as other
worn off, the goblins retreat to this area and fire arrows at Broken Skulls do: a raging attack. They carry small wooden
any intruders still in the room. shields, short swords, shortbows, and 10 arrows apiece. They
Creatures (EL 6 per squad): Each goblin carries a small carry no treasure.
wooden shield, short sword, shortbow, and 10 arrows, Goblin Barbarians (2): hp 8 (10), 4 (6). The numbers given
^ Goblin Barbarians squads of 8 goblins, 24 total): hp 7
(3 in parentheses indicate the goblins' hit points when raging.
(9) each. The number given in parentheses indicates the gob- Carrion Crawler (1): CR Large Aberration (g ft. tong);
4:
lins’ hit points when raging. HD 3d8+6; hp 23: Init +2 (Dex); Spd 30 ft., climb 15 ft.; AC 17

74 novem6er/rJeceni6er 2ooo
'

DEPTHS OF RAGE

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Dungeon 75
DEPTHS OF RAGE

(-1 size, +2 Dex, +6 natural); Ark +4 melee (paralysis, 8 tenta- Before the tremor, just inside the tunnel leading to area 14,
cles), -1 melee (1CI4+1, bite); Face 5 ft. x 10 ft.; SA paralysis; SQ the din of the goblins in the main hall can be heard by any PC
scent; AL N; SV Fort +3, Ref +3, Will +5; Ability scores Str 14, making a successful Listen skill check (DC 10).

Dex 15,Con 14, Int 1, Wis 15, Cha 6. Creatures (EL 5): These four goblin barbarians do not carry
Skills: Climb +10, Listen +6, Spot +6. Feat: Alertness. shields. Instead, they wield greataxes and carry shortbows (12

SA-Para/ysis (Ex): Those hit by the carrion crawler s ten- arrows each).
tacle attack must succeed at a Fortitude saving throw (DC 13) # Goblin Sentries, Bbn2 (4): CR 2; Small Humanoid (3 ft.

or be paralyzed for 2d6 minutes. tall); HD 2di2; hp 12 each; Init +1 (Dex); Spd 40 ft.; AC 16 (+1
SQ-Scent (Ex): The carrion crawler can detect opponents size, +1 Dex, +3 studded leather, +1 small shield), 14 (when rag-
within 30 feet by sense of smell. If the opponent is upwind, the ing); Atk +2 melee (id8/crit X3, small greataxe), +3 ranged
range increases to 60 feet; if downwind, it drops to 15 feet. (id6/crit X3, shortbow); SQ rage i/day (see below), uncanny
dodge (Dex bonus to AC); AL CE; SV Fort +3, Ref +1, Will +0;
After the Quake: Str 10, Dex 13, Con 11, Int 10, Wis it, Cha 9.
The alcove containing the wooden grate collapses, opening up Skills: Climb +1*, Intimidate +2, Jump +0*, Listen +6 (includes

the cavern beneath. Assuming the PCs haven’t killed it, the Alertness feat), Move Silently +3* (includes +4 racial bonus),
carrion crawler is freed by the earthquake and begins wan- Spot +2 (includes Alertness feat), Swim -ft*, Wilderness Lore +2.
dering the eastern caverns, feasting on carrion. marked with an asterisk include the
Feat: Alertness. Note: Skills
-1armor check penalty for wearing studded leather armor and
12. Prison. carrying a small wooden shield.
SQ-Rage (Ex): When raging, the goblins are +4 hp, AC 14,
The floor of this cavern is flat and
about 3 feet below the
sits Atk +4 melee (id8+2/crit X3, small greataxe); SV Fort +5, Will
floor of the tunnel. In the center of the cavern, an iron spike +2; Str 14, Con 15. Skills: Climb +5, Jump +4.
has been driven into the ground. Four 5-foot-long lengths of Treasure: Each sentry carries 2d6 gp and a pouch of three
chain radiate out from it, ending in unpleasant iron collars. 50-gp gems (nine gems worth 450 gp total). If the PCs loot all

The cave smells of filth, and there are no other exits. of the goblins, assume that they score a total of 28 gp in coins.

The tunnel leading to this room (from area 11) is narrow and After the Quake:
requires an Escape Artist check to squeeze through (as After the earthquake, this cave becomes a gathering place for
detailed in the "Tunnels Dt Crevices" section). survivors. Each time the PCs pass through this area, roll twice
Here the goblins keep their prisoners, although none are on the Random Encounter table, ignoring results higher than 10.
present now. Skrok has little use for hostages, and those he
takes do not stay chained to the spike long before they perish 14. Mam Hall.
in the main hall as entertainment or are fed to the carrion
crawler in area 11. Painted, howling goblins fill mammoth, 20-foot-high cave.
this

If the PCs are ever captured by the Broken Skulls, this is The floor consists of several and natural shelves, some
tiers
where the goblins imprison them. There are four collars in all- rising within 5 feet of the ceiling. Roughly 50 feet across the
extra prisoners face their fates immediately. Any equipment chamber, atop a jumble of jagged stones, stands a huge gob-
they might be carrying is taken to area 16. PCs chained to the lin painted in vivid red loops and swirls. Above his head he

stake cannot quite reach the walls of the chamber, though they waves a glowing longsword, and at his sides stand two gob-
can probably reach the g-foot-high ceiling. lins painted in equally barbaric designs. The entire assembly

Pulling the iron stake out of the stone floor requires a suc- seems worked up in savage frenzy, as though they will tear the
cessful Strength check (DC 23). Breaking a chain is DC 20, and cavern apart at any moment.
removing a collar is DC 23. Forcibly removing a collar deals
id4 points of subdual damage to the trapped PC. This cavern is where the Broken Skulls gather to hear the
Prison Chain and Collar: 2-inch-thick chain; Hardness 10; commands of their war chief, Skrok. Currently, informed by
hp 15; Break DC 20. Murkko that most of the human settlers are preparing to evac-
Searching this room turns up little of interest and nothing uate, Skrok is bracing his legions for one
sweeping assault last
of value. Anything that might have resale value has already to destroy every one of the humans.
last

been confiscated by Skrok. Unless the PCs have been fantastically loud in approaching
this area, the goblins have not yet heard their approach. As
After the Quake: soon as the PCs arrive, though, the goblins have a chance to
The earthquake opens up a crack in the north wall, forming a spot them. If the PCs do not approach stealthily, the goblins
narrow crevice that leads to the chasm (area 7). spot them immediately. If the PCs try to remain hidden, roll a

Spot check for Skrok, Grekt, Kusk, and Skizzle (if present)
13. Sentry Post B. In this 10-foot-high cave, four of Skrok’s opposed by the PCs’ Hide skill checks. Also make a single Spot
mightiest goblins enjoy a game (tossing pebbles at the eye check for the horde of goblins, with a +5 bonus to the roll for
sockets of a skull) while standing guard. the sheer number that are present.
When the PCs enter here, the sentries follow the standard Creatures (EL 6 per squad, EL 8 for Skrok and his cronies):
tactic of raging. This automatically alerts Murkko inarea 15 In addition to the "named" goblins and Skizzle’s bat familiar, this
and an additional id6+2 goblins from area 14, who arrive in 3 cave holds twenty-four goblin barbarians equipped with small
rounds. wooden shields, short swords, and shortbows (10 arrows each).

76 n()vem6er/rlecem6cr 2ooo
DEPTHS OF RAGE

Each squad of eight goblins is treated as an EL 6 encounter. SQ-Rage (Ex): When raging, Kusk is +6 hp; AC 12; Atk +6
Skrok and his cronies (excluding Skizzle and his bat familiar) melee (id6+2/crit 19-20, short sword); SV Fort +5, Will +3; Str
represent an EL 8 encounter by themselves. 17, Con 14.

& Goblin Barbarians (3 squads of 8 goblins* 24 total): hp 9 Possessions: Studded leather armor* potion of entropic
(11) each. The number given in parentheses indicates the gob- shield[ potion of aid, short sword, shortbow with 20 arrows,
lins' hit points when raging. pouch containing four gems worth 100 gp each.
^ Skrok, Male Humanoid (3 ft. 4
Goblin Bbns: CR 5: Small Kusk is one of Skrok s lieutenants only because he
f

is pop-
in. tall); HD 5812+5; hp 41: Init +1 (Dex); Spd 40 ft.; AC 17 (+t ular with the Broken Skulls, and the war chief hasn’t been able
size, +1 Dex* +4 chain shirt, +1 small wooden shield); Atk +8 to kilt him without endangering himself. Though lately Skrok
melee (id8+3/crir 19-20, +2 fongsword +6 ranged (id6/crit ), has been denying Kusk a share of the potions of huffs strength
xg, shortbow); $Q rage a/day (see below), uncanny dodge that Skizzle makes, Kusk has a bargain with the adept for
(Dex bonus to AC* cannot be flanked); AL CE; SV Fort +5, Ref potions of entropic shield and aid He uses these if forced into
+2, Will +1; Str 13* Dex 12* Con 12, Int 10* Wis 10* Cha 10. a confrontation with the war chief.
Skills: Climb +7, Intimidate +6, Listen +6, Spot +2, Swim +6* ^ Flappy (Skizzle's Bat Familiar): CR o; Diminutive Animal (t-

Wilderness Lore +4. Feats: Cleave, Power Attack. ft. wingspan); HD 4; hp 8; Init +2 (Dex); Spd 5 ft.* fly 40 ft.

SQ-Rage (Ex): When raging, Skrok is +10 hp; AC 15; Atk (good); AC 18 (+4 size, +2 Dex, +2 natural); Ark none; Face 1 ft.

+10 melee (tdS+g/cnt 19-20, +2 fongsword; SV Fort +7, Will x 1 ft.; Reach o ft,; SQ Blindsight; AL N; SV Fort +2, Ref +4* Will
+3; Str 17, Con 16. +2; Sir i, Dex 15, Con io, int 7, Wis 14, Cha 4.
Possessions: Chain shirt; small wooden shield; Valor (+2 Skills: Listen +9, Move Silently +4, Spot +9.
longs word): potion of bulls strength: dagger; shortbow with 15 SQ-Biindsight (Ex): The bat sees by emitting high-frequency
arrows; pouch containing the iron key to the coffer in area 16, sounds that allows it to locate objects and creatures within 120
go gp* and two gems worth 500 gp each. feet. A silence spell negates this and forces the bat to rely on
Skrok is only the latest of a series of goblins to seize con- its poor vision* which has a range of 10 feet.
trol of the Broken Skulls, but he is the first in several decades Tactics: Once the goblins notice the PCs, they fly into a
to actively wage war against the human villagers in the area. rage and charge into combat* howling with fury. The bulk of
He is largely motivated to this course of action by greed and the goblins attack Where possible, they try to
in a solid mass.
a certain amount of peer pressure. Skrok believes that Murkko flank who are unable to reach
and gang up on the PCs. Goblins
and Skizzle won’t respect him if he doesn’t keep attacking the foes clamber onto higher ground and take cover behind some
humans. Worse, he has seen Skizzle speaking privately with rocks (receiving a +1 bonus to melee attacks, a +2 cover bonus
Kusk and thinks that if he shows any weakness, the shaman will to AC, and a +1 cover bonus to Reflex saving throws), firing
support Kusk in a bid to seize control of the tribe. their bows. Skrok, Grekt, and Kusk each use their first full

^ Grekt, Female Goblin Bbng: CR 3; Small Humanoid (3 ft action to imbibe their potion of choice.
tall); HD 3di2; hp 24; Init +0; Spd 40 ft; AC 14 (+1 size* +2 Skrok and Grekt both paint themselves with potions of
leather armor, +1 small wooden shield); Atk +4 meiee (id6+i/crit bulls strength and begin wading toward the PCs. Meanwhile,
X3, handaxe)* +3 ranged (id6/crit xg, shortbow); $Q rage i/day, Kusk drinks a potion of entropic shield and finds a vantage
uncanny dodge (Dex bonus to AC); AL CE; SV Fort +3, Ref +*, point where he can fire arrows into the melee and reap the
Will +1; Str 13, Dex 10* Con 10, Int 9, Wis 11* Cha 9. benefits of one-quarter cover (see above). When he runs out
Skiffs: Climb +6*, Intimidate +3, Jump +5** Listen +5, of arrows, he takes a round to make a quick foray to the
Wilderness Lore +4, feats: Cleave, Power Attack. Note: Grekt s ground, picking up any loose arrows he can find (roll id6 to
Climb and Jump skills include the -1 armor check penalty for determine the number of arrows), then returns to his vantage
carrying a small wooden shield. point a round later.
SQ—Rage (Ex): When raging, Grekt is +6 hp; AC 12; Atk +6 If Skizzle is present, he stays out of combat and casts spells
melee (idG+g/crit xg, handaxe); SV Fort +5, Will +3; Str 17, defensively. He does nor waste spells on Skrok or the other
Con 14. goblins, helping them in no way. For the most part, Skizzfe's bat
Possessions: Leather armor, small wooden shield, handaxe, familiar dings to the ceiling and avoids combar If Skizzle is

shortbow with 10 arrows, potion of bulls strength pouch with ,


threatened, he uses the familiar to touch his foe with an inflict

30 gp and 75 sp, tarnished silver ring worth 15 gp. moderate wounds spell, hopefully gaining surprise as well as a
Grekt is Skrok’s crony and sometimes mate. She endeavors flanking bonus.
to be every bii as vicious as Kusk, knowing that when Skrok is Development: After the PCs have dealt with the goblins (or
gone. Kusk will make a move to seize control of the tribe. She Themselves been dealt with), read or paraphrase the following:
would prefer that she were the next leader of the Broken Skulls.

^ Kusk, Male Goblin Bbns: CR 3; Small Humanoid (3 ft tail); A loud groan rumbles through the cavern. Dust suddenly
HD 3di2; hp 25; Init Spd 40
+1 (Dex); ft; AC 14 (+1 size, +3 trickles down from the ceiling high above. Simultaneously,
studded leather armor); Afk +3 melee (idS/crif 19-20, short rocks and loose pieces of equipment on the cavern floor
sword), +4 ranged (idd/crit X3, shortbow); SQ rage i/day, begin to jiggle then dance. A stalactite suddenly plunges to
uncanny dodge (Dex bonus to AC); AL CE; SV Fort +3, Ref +2, the floor a few yards away. The floor itself tilts, first one
Will +2; Str ii, Dex 13, Con n, Int g, Wis 12, Cha 9, way, then the next.
Skills: Climb +3*. Intimidate +3, Intuit Direction +4, Listen
+4, Wilderness Lore +3. Feats : Point-Blank Shot, Precise Shot. Just when the PCs are in the deepest reaches of the com-
Note: Kusk’s Climb skill includes the -1 armor check penalty for plex, an earthquake tears through the area, collapsing many of
wearing studded leather armor. the Tunnels, opening new ones, and generally rearranging the

Dungeon 11
DEPTHS OF PAGE

caverns. Getting back out of the caves now requires that the ancient hero Angrull and suggested that Skrok should unearth
PCs Find an alternate route. it and use it against the humans.
Because the cavern is only shaking— not collapsing- it is 5): Murkko has been in here sleeping off a binge
Creature (EL
actually a fairly safe place to be during the quake. Characters with Skrok butwas alerted to the presence of intruders by the
(and goblins) in this cavern take 3d 6 damage and are pinned sounds of combat (from either area 13, 14 or 16). Guessing that
unless they successfully make a Reflex saving throw* The DC something is amiss, he has extinguished all of the torches save

for this save varies depending on where the PCs are exactly: S kr ok's everburning Torch placed the Trap, climbed up to a
,

* DC 15 on the floor of the Main Hall; small ledge directly above the torch, and crouched in the shad-
• DC 18 atop any of the rock platforms; ows. To remain unseen, Murkko must succeed at a Hide skill

* DC 20 in the tunnels outside the main hall; check opposed by the PCs’ Spot skill checks.
• DC 25 if the PCs are on the walls (climbing, for example)* Quiet and well-hidden PCs might catch Murkko unprepared,
IF a character is on the ceiling (while under the effects of a spi- though he can still attempt a Listen skill check when they enter,
der climb spell or potion), the DC is 15. (You should make opposed by the PCs' Move Silently skill checks.
checks for any goblins the PCs might have captured but not f Murkko, Male Half-ore Rgrg: CR 5; Medium Humanoid (6
killed. Anyone bound hand and on foot suffers a -10 penalty ft. 2 in, tall); HD gdio+io; hp 40; Init +1 (Dex); Spd 30 ft.; AC 13

the Reflex saving throw, while someone with only her hands (+1 Dex, +2 leather armor); Atk +9 melee (id8+3/crir xg, mas-

restrained suffers a -5 penalty.) terwork battleaxe) or +7A7 melee (idS+g/crit X3, masterwork
battleaxe plus idS+g/crit xg, handaxe), +6 ranged (special, net);
After the Quake: SA fight with two weapons; SQ favored enemies; AL NE; SV Fort
After the quake, the entire chamber is temporarily choked with +6, Ref + 2 Will +2; Str ?6, Dex 13, Con 14, Int g, Wis 13, Cha 6.
dust. Each occupant must attempt a Fortitude save (DC 15) or Skills: Climb +5, Hide +4, Intuit Direction +4, Knowledge
suffer id6 points of subdual damage* (Again, you should make (nature) +t, Listen +4, Move Silently +4, Profession (hunter)
saves for any goblins still alive.) The dust is worse in the tun- +4, Use Rope +3, Spot+2, Wilderness Lore +3. Fears: Combat
nels, requiring a save of DC ao. PCs on the topmost sections Reflexes, Exotic Weapon Proficiency (net), Track (bonus feat),
of the rock platforms (or higher) do not suffer any damage SA— Fight with Two Weapons (Ex): When wearing no armor
from the dust-it doesn't reach that high long enough to make or light armor, Murkko can fight with two weapons as if he had
breathing difficult. the Ambidexterity and Two- Weapon Fighting feats.
Read or paraphrase the following to the PCs once the quake SQ-Favored Enemies (Ex): Murkko s favored enemies are
and the dust subsides: elves and humans. He gains a +2 bonus to Bluff, Listen, Sense
Motive, Spot, and Wilderness Lore checks when using these
Once everything stops shaking and the dust clears, the cav- skills against elves and a +1 bonus when using these skills

ern is barely recognizable. Slabs of rock lean heavily against against humans. He also gets a similar bonus to damage rolls;
one another, and the floor is littered with rubble. Long, nar- this damage bonus applies to melee attacks as well as ranged
row cracks appear on the floor, the walls, and the ceiling. attacks within 30 feet.
Distant rumbles and intermittent crashes suggest that this Possessions Leather armor, masterwork battleaxe, hand-
was not the only part of the caverns hit by the tremor* axe, net, caltrops (x2), explorer's outfit, backpack, 50-ft. rope,
waterskin, vial of add, potion of bulls strength smokestick t

The PCs must dig themselves out of the rubble, then find (x4), tinderrwig (xio), pouch containing 65 gp and 15 sp, furs
their way back out of the cavern complex. At the moment, the worth 5 gp (x2), 4 gp (xg), 3 gp (xg), and 2 gp (xa).
party is not being particularly threatened by the Broken Skulls; Murkko is fascinated with nature's cruelty. Raised among
those that might still be in the Main Hall are too stunned and ores, Murkko learned to despise humans and elves. Ordinarily,
panicked to do anything but search frantically for a way out* though, Murkko swallows his distaste and mingles with humans
PCs pinned by the cave-in can free themselves with a suc- in their villages, spying out likely targets for the Broken Skull
cessful Strength check (DC 25). Otherwise, another character goblins to attack. However, whenever he gets the chance,
can dig pinned characters out, removing one-tenth her drag Murkko explores his predatory tendencies by hunting humans
rating in rocks every round-twice that if using actual digging and elves traveling through the forest.
tools* Assume that PCs who failed their Reflex save are pinned Tactics: If someone other than a goblin enters the cave,
under id20 x 10 pounds of rubble. Murkko hurls his net over the weakest looking one, then
threatens to pour acid on the helpless PC unless the party
15* Chiefs Cave* allows him to leave in peace. He is not prepared to fight a full-

scale battle with invaders-especially if they have already dis-


The bits of gear and personal items scattered around suggest patched everything between here and the cave. (Of course, if

that this cave belongs to someone special-perhaps the gob- the PCs appear badly wounded, Murkko might be tempted.) If
lin war chief. Flickering light from a single torch sends shad- they leave him no choice, he calls his animal companions from
ows dancing along the walls. The chamber stinks of animals, area 16 to defend him and rains arrows on the party until the
but the only sounds are the snap and crack of The flame. PCs either withdraw or kill him. The animal companions arrive
the round after they are summoned and fight until slain or until
This cave is the living space of Skrok, the war chief. called off by the half-ore ranger.
Currently it is occupied by Skrok's guest, Murkko, a half-ore If the adventurers decide to let Murkko depart, he only
ranger who carries out spying missions for the Broken Skulls. takes what belongs to him— though if possible, hell come back
It was he who learned of the magic sword buried with the later to see if they missed anything he can use.

78 novem6er/decem6er 2ooo
,

DEPTHS OF RAGE

Trap (EL V4): Murkko has also made use of his caltrops by Creatures (EL 5): Murrko's wolverines savagely attack any-
dropping them on the floor below the torch. If the PCs don't one other than the half- ore ranger and goblins. PCs with the
spot them (by making a successful Spot skill check against DC Animal Empathy skill can affect a wolverine's attitude with a

15}, anyone approaching the wall (either to fight or to climb the successful check. See Table 5-4 on page 149 of the DMG;
skill

wall) might suffer damage. Make an attack roll for the caltrops, treat the wolverines as "Unfriendly” until they attack, at which
against which the PC does not receive a shield, armor, or point treat them as "Hostile.”
deflection bonus. (Shoes allow a +2 bonus.) If the attack "hits/' ^ Wolverines (3): CR 2; Medium-Size Animal (4 ft. long);

the character takes \ point of damage, halving her Speed until HD 3d8+i2; hp 29, 25, so; +2 (Dex); Spd 30 ft,, burrow 10
Inlt

the wound is healed or one day has passed. Being hit by a cal- ft., climb 10 ft,; AC 14 (+2 Dex, +2 natural); Atk +4 melee M4+2/

trop in this fashion immediately halts running or charging PCs. id4+2, claws), -t melee (id6-H, bite); SA rage; SQ scent; AL N;

V* Caltrop Trap: CR V4: +5 melee (caltrop deals point of 1


SV fort +7, Ref +5, Will +2; Str 14, Dex 15, Con 19, Int 1, Wis
damage and reduces speed by half); Search (DC 15); Disable 12, Cha 10.

Device (automatically succeeds). Skiffs: Climb +15, Listen +7, Spot +7.
Treasure: Once the PCs have dealt with Murkko, they can SA -Rage (Ex): A wolverine that takes any damage in com-
search the cave. Most of Skrok’s belongings are scattered bat flies into a berserk rage the following round. An enraged
around the room, A successful Search check (DC 15) reveals wolverine gains +4 Strength, +4 Constitution, and -2 AC. The
a few small treasures among the junk: a gold platter (50 gp), a creature cannot end its rage voluntarily.
jeweled dagger (125 gp), a carved drinking horn (10 gp), and a SQ- Scent (Ex): Wolverines can detect opponents within 30
few stray coins (18 sp). A higher Search check roll (DC 25) feet by sense of smell. If the opponent is upwind, the range

uncovers Skrok's secret stash of useful items, hidden beneath increases to 60 feet; if downwind, it drops to 15 feet.

the false top of a hoi lowed -out stalagmite: a spare potion of Treasure: The true treasure in here lies behind a large rock,
buffs strength a vial of holy water, and a bag of 10 silver which requires a successful Strength check (DC 24) to move
arrowheads (t
gp each). aside. In a crevice behind the rock sits an iron coffer atop a

The single lit torch is, in fact, an everburning torch Skrok wooden barrel. The coffer is locked, and Skrok carries the key.
took from a defeated wizard. Anyone specifically searching near ^ Locked Iron Coffer: Hardness 10; hp 15; Break (DC 25);

the torch notices that it produces no heat. Open Locks (DC 20).
Inside the coffer are 80 gp, 130 sp, 200 cp, threegems worth
After the Quake: 500 gp and 150 gp (x2) respectively, a pearl of power (3rd), and
ff the PCs come to this room after the earthquake, little has a vial of oil of sfipperiness. If the PCs break open the coffer, the
changed from the description above, Murkko is still here, wait- vial shatters, and the treasure inside is coated with the oil Any
ing for confirmation of Skrok's demise before claiming the war activity that requires handling the contents of the coffer takes
chiefs treasures and leaving the rest of the Broken Skulls to five times as long as normal, as objects squirt out of the PCs’
their fates. If he is allowed to toot the war chief s cave, he takes hands. The of sfipperiness wears off in 8 hours.
oil

a few additional items with him when he begins searching for A secondary treasure here- one which has never occurred
a way out. tn this case, he will have the extra potion of buffs to Skrok or even Skizzie— is the barrel. Inside are 50 pounds
strength; the silver arrowheads, and the jeweled dagger. of granulated salt, worth about 250 gp in any market.

16. Trophy Room. After the Quake:


Though many of the goblins' treasures have fallen to the floor

This chamber is long and narrow, and the walls are lined with in a loud clatter, the chamber itself is relatively undamaged.
objects that might have once been someone's greatest treas-
ures-but that are now so much junk in a goblin war chiefs Concluding the Adventure
collection. Rusted weapons, dented armor, and broken shields When the PCs return to the villagers with news that the
lie or hang about, surrounded with scraps of moldering cloth, Broken Skull goblins have been defeated, the villagers hold a
tarnished plates, broken goblets, bones, skulls, and dust. feast in honor of the heroes. Within a few days, life in the vil-
lage and the outlying farms returns to normal
If the PCs have not yet visited area 14 and dealt with the The PCs might wish to return to the goblin caves, now that
goblins there, they hear the goblins’ ruckus on a successful they know the new way in. There might be a few goblins left,

Listen skill check (DC 10). and there could be treasures the PCs missed on the first visit.

narrow cave is Full of trophies the Broken Skulls have


This !n addition, you might wish to develop levels of the caves
looted over the past few years. Much of it is junk-broken axe that, with the earthquake, are now accessible-perhaps from
handles, dented helmets, tattered banners, and the skulls of the chasm. Though such areas would most likely not have any
defeated foes. Here and there among the junk are worthwhile goblins, other subterranean creatures might lurk in the depths
items: a serviceable large, steel shield: a breasrplare in need of and occasionally emerge through the newly opened passages
new straps; a notched dwarven urgrosh: a bloodstained noble- to menace the surface world.
man's cloak; a quiver of four arrows; and an empty scroll case.
Hidden behind a large boulder is the real Treasure, To get a better idea of what the barbarian s rage ability feels
Huddled together at the north end of the cavern, hidden by like, JO Wiker drove in Seattle traffic during rush hour ,

the uneven floor and stalagmites, are Murkko s three animal


'
companions: a trio of wolverines. See Creatures below.
Encounter Level Chart on (text Page

Dun^eoi 7 '
^
DEPTHS OF RAGE • DEEP FREEZE • ALTERATIONS

Encounter Level Chart Alterai^ S (continued from ^>age 94 )


Summarized below are the ELs for all of the encounters in

the adventure "Depths of Rage”: Encounter Level Chart


A r
I Summarized below are the ELs for all of the encounters
Area Encounter Description el the adventure “Alterations”:
1 2 Goblins, Bbni 2
2 16 Mountain Goats 4 Area Encounter Description EL
Goblins, Bbni 8 Male Human Zombies
3
5
12

12 Goblins, Bbni 8
4 1

2
2
1 Male Human Zombie V2
6 Skizzle, Male Goblin Adp4 3 3 3 Dire Rats
8 9 Goblins, Bbni
6 Goblins, Bbni
6 1 4 Collapsing Staircase Trap V2
4 Dog Skeletons
9
Squad #1: 8 Goblins, Bbni
1 5 1

to 6
1 7 6 Dire Rats 2
Squad #2: 8 Goblins, Bbni
Squad #3: 8 Goblins, Bbni
e r 11 Sheeah Z, Female Human Rogi ,

6 *3 5 Male Human Zombies 3


11 2 Goblins, Bbni 2
*
1 Carrion Crawler 4 Millexium Mouther
1
4
'3 4 Goblins, Bbn2 5
kk
14 Squad #1: 8 Goblins, Bbni 6 4 Ore Bikers 2
kk
Squad #2: 8 Goblins, Bbni 6 3 Wererats, Human Comi 4
kk
Squad #3: 8 Goblins. Bbni 6 2 Patrol Officers, Human War2 2
kk
Skrok, Male Goblin Bbn5 8 Carrion Crawler
A *
1
4
Grekt, Female GoblinBbn3 4 3 Dire Rats
Kusk, Male Goblin Bbn3
Flappy, Skizzle’s Bat Familiar * The millexium mouther can be encountered anywhere
'5 Murkko, Half-ore Rgr5 5 the underground laboratory (areas 1 7-27).
Caltrop Trap V4
**
16 3 Wolverines See the “Crossroads Random Encounters” sidebar.
1

Encounter Level Chart Deep Freeze (continued from 3>age 29)


Summarized below are the ELs for all of the encounters in
the adventure "Deep Freeze”: Given the adventures greater emphasis on investigation
and roleplaying, you can award a flat story award instead of
R-R-KER flBVLUm FOR THE (YlflO XPs for individual encounters. If the PCs eliminated the threat
of the Faranth and rescued the enthralled humans, they should
Area Encounter Description EL be granted a story award of 6,000 XP. Outstanding roleplay-
7 Pym, Female Human War3 2 ing and puzzle solving should also be rewarded with individual
XP bonuses. If the PCs harmed or allowed to be harmed any of
IN T-H-E MOUNTH1N5 the inmates save Pym, their XP rewards should be reduced.
The enigma of the Faranth leaves many mysteries unsolved.

H Area
-
-

FROZEN
Encounter Description
Crossing the Glacier
i

CITY
Ice Mephit

OF THE FRRRNTH
EL
2

3
and scholars in the outside world believe
Will the authorities

that such a menace sleeps under the mountains? Is this city the
only one of its kind? What prevents more of the creatures
from thawing out and awakening from their eons-old slumber?
These are questions you’ll have to answer within the context

of your own campaign, but the answers could provide material


Area Encounter Description EL for many adventures to come.
4 2 Vargouilles 3
6 5 Inmates, Human Comi 2 Cameron has enjoyed roleplaying games for more than ten
ii
9 Inmates, Human Comi 4 years, and this is his second publication in Dungeon Magazine.
u
Hubert, Male Human Com3 (His first adventure, The Murder of Maury Miller, ” appeared
Shaver, Male Human Com2 in Issue #57.) Cameron divides his time between roleplaying
Dr. Asworth, Male Human Exp5 +2 games and writing music, samples of which can be found at
Faranth +1 www.mpj.com/clockwork_ voi.

80 novem6cr/decem6er 2oo<>
ALTERATIONS

82 novernfter/rtecei lifter 2ooo


ALTERATIONS

Alterations
One Stop at the Monster Shop
by Philip Athans
artwork by Marc Sasso, cartography by Craig Zipse

a D&tD adventure set in the post-industrial fantasy world


“Alterations” is
of Greyhawk: 2000 published in Dragon Magazine #277. The adventure
is designed for four characters of tst-level. Use the "Adapting the Adventure
sidebar to adjust the encounters for characters of higher level and to
modify the adventure for more traditional D&tD campaign settings.

Adventure Summary Tain removed Kurmi’s brain and implanted it into the body
The characters are hired to pick up a mysterious package in a of the amoebic millexium mouther. Kurmi, as one might expect,
particularly run-down section of the New City of Greyhawk quickly went mad, turning on Tain almost immediately. This
known as Crossroads. Below an abandoned bridal shop, they time, the necromancer was caught off guard and Kurmi, now
discover a secret laboratory and the remains of a scientist the first and only millexium mouther on Oerth, managed to kill
named Gerhardt Kurmi, recently transformed into a millexium and eat him. That was two days ago, and Kurmi has been roam-
mouther (a genetically altered variant of the horrific gibbering ing the underground laboratory ever since, fading in and out
mouther) by his partner, a modern-day necromancer named of consciousness.
Fergus Tain. The PCs must capture or destroy the millexium At the outset of the project, Kurmi and Tain established a
mouther and escape Crossroads with their lives. strict timeline, assuring the Eighteen that they’d be able to
deliver a living prototype of the millexium mouther on 5
Adventure Background Fireseek, 2000 c.y. That day has come, and the PCs are hired by
Gerhardt Kurmi and Fergus Tain were partners, both success- go to the Undercity and pick up "the package."
the Eighteen to
ful in their chosen professions, who initiated an expensive and The PCs are given no information except an address and
time-consuming project to create a new lifeform specifically demands for complete secrecy. They can come into this mis-
designed to "sniff out" the rare element millexium. Kurmi and sion from any of a number of sources. One of the PCs might
Tain took their controversial idea to a number of private fund- be an undercover cop from the Blackstone police, assigned to
ing sources before finally being given a grant from the investigate the Eighteen.Another might have been secretly
Eighteen of Blackstone, a cabal of wealthy industrialists who hired by a rival power group
to steal the millexium mouther
fund shadowy projects like this one in hopes of securing valu- from the Eighteen. Others might just be in it for the money-a
able new patents. cool 5,000 gp each for picking up the package and transport-
The Eighteen provided funding for Kurmi and Tain to estab- ing it to an address in the frontier town of Exit, avoiding
lish a secret laboratory in the slums of Greyhawk’s Undercity. United Counties of Urnst authorities along the way. The PCs
One of the Eighteen is a notorious slumlord and offered the use will have no way of knowing how terribly wrong the whole
of a rundown, vacant building under which the laboratory was thing has gone already.
set up. Another had connections with a violent gang of street
toughs. They were hired to provide security, having been Crossroads
offered ownership of the building as a gang hideout. Crossroads is not quite the worst neighborhood in the New
What the Eighteen doesn’t know is that Kurmi and Tain, City of Greyhawk (that distinction goes to Central Greyhawk),
though hardworking and dedicated associates, never really but it’s pretty bad. The buildings that are still standing are pre-

liked each other. Kurmi was unhappy with the gang hired to dominantly squats. There are only a handful of legitimate busi-
protect them and was beginning to see the researchers as tar- nesses still open in Crossroads, mostly grocery stores and
gets for extortion. Tain insisted the gang be kept around, and liquor stores patrolled by armed guards. A small ore commu-
over the course of a few weeks he killed all of them and ani- nity calls the central part of Crossroads their home, guarding
mated their bodies into the zombies that now protect the lab- gangs abound, and the
their turf with racist zeal. Rival street
oratory with complete loyalty. Kurmi might not have liked the sound of gunfire rings through the nights.
gang, but he liked undead evenArguments raged between
less. Most of the buildings are three- or four-story tenements
the two constantly, and eventually Kurmi tried tomurder his with vacant storefronts on the first floor and apartments or
partner. Tain, an accomplished necromancer, proved harder offices on the floors above. The sewers here are home to the
to kill that Kurmi bargained for. Kurmi soon found himself Crossratz, a gang of wererats. Oddly enough, the wererats feel
trapped in a fate worse than death. it’s a matter of honor to keep the plumbing in Crossroads in

Dungeon 83
ALTERATIONS

OflFTTNG THE f^DVENTUHE and- to 3td-levd PCs: IF the party contains fewer than four
characters, the encounters should chaifenge the party as writ-
"Alterations” is a Greyhawk adventure. However, unlike most ten. If PCs are having too easy a time, add more zombies
the
Greyhawk adventures which are set in a medieval time period- to the Pelisso StreetSwampers gang. You can also assume that
sped fi cal y I the year 591 CX~ this module is set in the year 2000 the Infidelz (a neighborhood gang of ore bikers) have learned
1

c.y.. during Greyhawk 's "post-industrial ’


age. For more informa- about the secret laboratory and show up just as the PCs are
tion on running DDtD campaigns in non-medieval time periods, preparing to leave. Maybe the Infidelz are working for a secret
see the "Building a Different World” section in Chapter 6; World rival of the Eighteen-someone or something that wants Kurmi
Building of the Dungeon Masters Guide, and Tain's research,
This adventure was designed for use with the "Greyhawk 4th- to 6th-level PCs: In addition to the suggestions above,
2000” campaign setting in Dragon Magazine #277. The article give the Infidelz class levels in fighter or rogue. You might also
provides instructions For creating characters in Post- Industrial consider infecting the zombie street thugs with yellow mold,
Age Greyhawk, as well as information on the technology com- making them even more dangerous. In addition to increasing
mon to the era. the millexium mouthers size, you can give it more control
"Alterations" can be modified for traditional D£rtD campaigns over its surroundings. For instance, maybe the secret lab has
simply by removing the modern-era technologies and replacing some automated deFenses or invisible stalkers that Gerhardt
ihem with medieval counterparts. For instance, creatures armed Kurmi can control with his twisted intellect.

with firearms might carry crossbows or low-powered magic 7th- to Qth-level PCs: In addition to the suggestions above,
wands instead. Handwritten journals or magically trapped tomes consider making the Pelisso Street Swampers flesh golems
can be substituted for the computer in the lab. Gerhardt Kurmi instead of zombies. Also give the mtflexium mouther additional
would be a sorcerer or wizard instead of a geneticist. powers, such as the abilities to cast ethereal jaunt at will and
This module was designed for four ist-level PCs. However, regenerate damage each round. There is also the possibility of
modifying the adventure for higher-level parties is also a rela- Fergus Tain returning as some sort of undead creature, like a
tively simple matter: spectre or ghost.

good order. The residents of Crossroads drop coins, food, and idea how to respond and Kurmi, deep underground, won’t hear
other goodies into sewer grates as offerings of thanks. them. At some point, the PCs will probably get curious and
The streets are littered with garbage and abandoned cars. investigate the building.
Homeless people sleep wherever they feel comfortable, gangs
prowl on foot, in cars, and on motorcycles, and the police Cynthia’s Bridal Shop
demand cash up front before assisting any citizens, often tak- A cursory examination of the bridal shop doesn’t reveal much,
ing bids from criminals and victims in the middle of the street. although a dwarf PC recognizes that the windows were bricked
up within the past month, PCs searching the building perime-
Beginning the Adventure ter for secret entrances can make a Search skill check (DC 15),
Read or paraphrase the following when the players are ready with success revealing the newly constructed secret door on
to begin the adventure: the north side of the building leading into the basement stairs.

Elf PCs who comewithin 5 feet of the secret door are entitled
The Eighteen (through an agent) has provided you with a to a Search check even if they aren’t actively searching for it.
Stoutarm Industries SI/2GX truck and the address 62341 The back door is a dented, rusted steel affair that's firmly
Pelisso Street, at the corner of Pelisso and Redgate, You ail bolted from the inside. There are two front entrances: locked
recognize this address in Crossroads as the kind of place double doors leading into a bricked-up storefront and a single
where you don't want to spend too much rime. You’ve been locked door leading to the apartments above. A rusted sign
offered 5,000 gp each to pick up some kind of package there that used to have neon tubes but still reads "Cynthia’s Bridal"
and deliver it to no Vista Drive in Exit, avoiding any author- hangs above the double doors.
ities along the way. The apartment door has six buzzers, marked 2A, 2B, 2C, gA,
When you get to the corner of Petisso Street and Redgate gB, and gC. None of the buzzers work.
Avenue, you see a crumbling three-story tenement building ^ Locked Steel Doors: \ in. thick; Hardness 10: hp 30; Break
that looks no more lived in than its dark neighbors. An unlit DC 18; Open Lock (DC 21).

neon sign reading "Cynthias Bridal Shop” hangs above the


bricked-up storefront. The north-south tracks of the ele- First Floor
vated Kenendi-Cairn line follow Redgate Avenue, only 8 feet 1. Bridal Shop. If the PCs enter the shop, read or paraphrase
or so off the building's west wail, even with the third floor, the following:
A speeding train passes every couple minutes, the tired,

beaten inhabitants inside never bothering to look out the Once a pleasant little shop for brides-to-be, this large room
window. No one really wants to know what’s going on in is now a jumble of broken shop Fixtures, exposed wiring, and
Crossroads tonight or any night ... a couple dozen mannequins, some still eerily dressed
at least

in wedding fashions of 1920*5 Greyhawk, With the win-


the
The players should specify where their characters park the dows securely bricked up, the space is dark, but you can still
truck. If they wait in the vehicle, blowing the horn occasionally see something moving, and was that a shuffling footstep?
or not they'! have a long wait. The undead gang inside has no

84 tiovem6er/deceni6er 2ooo
ALTERATIONS

away (or kill) the


Tain has posted two zombies here to scare $Q-Un dead : Zombies are immune to mind-influencing
curious* They are described under Creatures below. effects, poison, sleep, paralysis, stunning, and disease. They
Any PC who makes a successful Spot skill check (DC 15) are not subject to critical
hits, subdual damage, ability damage,

recognizes that the north wall of the bridal shop is newly hung energy from massive damage.
drain, or death
drywall, painted fo appear as old as the rest of the building. SQ-Partiai Actions Only (Ex): Zombies have poor reflexes
(Dwarf PCs receive a +4 bonus to the check*) A secret door and can perform only partial actions. Thus, they can move or
replaces an old doorway, leading to the basement stairs. attack, but not both in the same round*
Finding the hidden door requires a successful Search skill Tactics: Fighting the zombies in the dark, with all the man-
check (DC 15), although elves who come
within 5 feet are enti- nequins around, is not as easy as it might seem* The zombies
tied to a skill check regardless of whether they are actively carelessly nudge the mannequins as they pass, and the old
searching for secret doors. floor shakes whenever someone takes a step or the train
Creatures (EL 1): All of the zombies encountered in this build- passes by, causing the mannequins to move. The zombies have
ing are dressed in ragged clothing, with tattered leather jackets one-half cover (+4 cover bonus to AC and a +2 cover bonus
bearing the symbol of a flaming skull with diamond-shaped eye to Reflex saving throws), and there is a 20% chance that any
sockets. Above each skull, in stylized lettering, reads; "Pelisse successful ranged attack actually hits a mannequin instead (as
Street Swampers," This was the gang hired by the Eighteen to if the zombie had concealment)* There are twenty mannequins,
guard the clandestine laboratory. which fall over or blast apart if they rake more than 3 points
# Pelisso Street Swampers, Male Human Zombies (2): CR of damage.
V2; Medium-Size Undead (5 ft* & in* tall); HD adia+3 (includes

Toughness feat); hp tO, 15; Init -1 (Dex); Spd 30 ft.; AC 11 {-1 2. Basement Stairs. A successful Search skit! check (DC 15) is

Dex, natural); Atk +2 melee (id6+i/crit 19-20, bowie knife; required to find either secret door leading to this staircase.
or idfi+i, slam); SW undead, partial actions only; AL N; SV Fort Creature (ELV2):A single zombie stands guard at the top
+o, Ref -i t Will +3; Str 13, Dex 8, Con Int Wis 10, Cha 3. of the stairs.
Feat: Toughness. # Pelisso Street Swamper, Male Human Zombie (1): hp 13;
Possessions: Leather jacket, bowie knife (treat as short see area 1 for complete statistics*
sword), matchbook and smokes, adio gp in pockets.

Dungeon 85
ALTERATIONS

T-he New City Gk-ey+h-hduk +3 Dex, +1 natural); Atk +3 melee bite); SA disease; SO
scent; AL N; SV Fort +3, Ref +5, Will +3; Str io, Dex 17, Con
The origins of this great city are lost to the misty recesses Int 1, Wis 12, Cha 4.

of ancient history, but people have been living in the city of Skills: Climb +u, Hide +n, Move Silently +6. Fear: Weapon
Greyhawk for at least two Thousand years. The New City of Finesse (bite).

Greyhawk (or just Greyhawk, G.H., or the New City) is home SA-Disease (Ex): Filth fever-bite, Fortitude saving throw
to over ten million people and serves as the capital of the (DC 12), incubation period idg days, damage id3 temporary
United Counties of Urnst. Dexterity and id3 temporary Constitution (see DMG, page 74).
The city is made up of wards and suburbs. Though most SQ-Scent (Ex):D\re rats can detect opponents within 30
of the city's population are considered “middle class,” there feet by sense of smell. If the opponent is upwind, the range

are large parts of the city, especially the "Undercity" that increases to 60 feet; If downwind, it drops to 15 feet,
sprawls across the ground below the skyscraper homes of
the aristocracy,where the standard of living is deplorable. 4, Entry, The apartment entryway is a dark little space. On the

Below ground lies a seemingly endless warren of tunnels and north wall are six mailboxes, numbered as the buzzers outside.
sewers inhabited by inhuman and supernatural denizens, The stairs lead up into darkness and creak loudly when walked
from wererats and kobolds to giant spiders and carrion on; ascending the stairs quietly requires a successful Move
crawlers. The poorer neighborhoods occasionally see strange Silently skill check (DC 20).

occurrences, and the less fortunate citizens fall prey to mon- Trap (EL V2): The stairs collapse into a jumble of broken
sters, undead, and each other. Street gangs have become wood and rusty nails-causing id 6 points of damage to anyone
increasingly common over the past twenty years, as the dis- on them-if more than 500 pounds are on the stairs at any one
enfranchised grow more dependent on each other for their time. PCs caught on the stairs when they collapse must make

personal safety. a successful Reflex saving throw (DC 15) to avoid the fall.

Most of the city's population lives in the surrounding y Collapsing Staircase: CR V2J id6 points of damage; Reflex
suburbs like Steaming Springs and the slightly more affluent save (DC 15) negates; Search (DC 20}; Disable Device (n/a).
Blackstone. These are the skilled blue collar and white collar

> workers who keep the complex machinery of the


running smoothly. Middle-class citizens of the
enjoy a comfortable lifestyle and generally go on about their
business, never seeing anything
the occasional visiting dwarf or
more unusual or exotic than
handsome silvaan (elf).
New
New
City
City
Second Floor
5, Hallway, As the PCs head upstairs
or paraphrase the following:

A quiet, shuffling sound like


to the

windblown leaves or
second floor,

light foot-
read

The aristocracy control the money and thus everything in steps echoes down the stairway.
the New City of Greyhawk. Noble titles can be earned, inher-
ited, or purchased from Duchess Tinillia. It's commonly Creatures (EL 1}: If the PCs make no effort to silence Their

assumed no place better to be rich than the New


that there's ascent or don't succeed in making it up the stairs quietly, the

City of Greyhawk, where money can buy, quite literally, any- four dire rat skeletons in the upstairs hallway converge on the
thing, Wealthy aristocrats in the New City have access to X and attack the PCs as they come up the stairs. Otherwise,
high-tech medicine and magical heating that makes them vir- the skeletons remain at the positions marked $ and move to
tually immortal and perpetually young. They spy on each attack normally as the PCs make their presence known. The
other and their workers with everything from dosed circuit skeletons never leave the second floor.
video to clalrvoyance/dairaudience potions (sometimes both ^ Dire Rat Skeletons CR V4; Small Undead (3 ft. long);
(4):

at the same time) and enjoy the two most valuabie things on HD V2di2; hp +5 (Dex, Improved Initiative); Spd
4, 4, 3, 2; Init

Qerth: freedom and information. 30 ft.; AC 13 (+1 size, +1 Dex, +1 natural); Atk *o melee (id4,
Law in the New City of Greyhawk does its best in what bite); $Q undead; AL N; Fort +0, Ref +1, Will +2; Str 8, Dex 12,

has become an impossible situation. Because each ward has Con — Int — Wis 10, Cha u.
, ,

its own separate police department, the wealthy neighbor- Fear: Improved Initiative.
hoods like Upper North Greyhawk or Diamond Lake are well SQ-Undead: Skeletons are immune to cold-based attacks.
patrolled and protected to the point where random violence, They are not damaged by piercing weapons and take only half
crimes of opportunity, burglary, and such like are basically damage from slashing weapons, DIM weapons and dwarven
nonexistent. On the other hand, the people of the Undercity firearms inflict one- quarter damage. They are immune to mind -
are left to fend for themselves, with what police there might influencing effects, poison, sleep, paralysis, stunning, and dis-
be specializing more in extortion and black market profi- ease. They are not subject to critical hits, subdual, ability
1'

teering than "to serve and protect. damage, energy drain, and death from massive damage.

6. Apartment aA, This apartment was vacated nearly 30 years


3, Stockroom. The stockroom is a jumble of fallen shelves and ago. Even the modest kitchen appliances were stripped out,
bolts of old, moth-eaten doth (mostly dirty white). leaving pipes sticking out of the west wall of the main room. A
Creatures (EL 0 Three dire rats are rooting around in here,
: dirty old mattress, some tattered blankets, and an old oil
looking for food. The rats have chewed a 2-foot-diameter hole lantern (turned off now, but it still has enough oil to burn for
through the wall leading from the adjacent ladies' room. half an hour) sit on the floor in the corner. The tiny bedroom

& Dire Rats (3): CR V3; Small Animal (4 ft. long); HD id8+i; is filled with empty beer cans.

hp 8, 5, 3; Init +3 (Dex); Spd 40 ft., climb 20 ft.; AC 15 (+1 size,

88 novem 5er/decem 6 er 2ooo


ALTERATIONS

7. Apartment zB The main room of


* this spacious apartment is successful Constitution check (DC 11}. The top of the corpse s
scattered with broken bits of what was once a cheap dinette head has been blown off.
set. The bedroom door is hanging open. The kitchen of this
apartment is still functional, but teaming with cockroaches. 10,Apartment 3A. Eight military-style cots dominate the main
Creatures (EL 2}: A Family of dire rats have made their room of this apartment. This was where most of the Swampers
home inside the bedroom. They attack all intruders. slept before being turned into undead by Tain. All of the use-
# Dire Rats (6):hp 9, 6 5, 3, 3, 2; see area 3 for complete
t ful items and food have been raided by Sheeah Z (area 11).

statistics. The train can be heard going by every few minutes, even
through the brick outer waif.
8.Apartment 2C. A heavy stench of death and decay emanates
from behind the door. In the main room rest five military-style 11. Apartment 3B. The door to this apartment has been nailed
cots. On three of the cots lay the mutilated bodies of a woman shut from the inside.
and two men, all of whom have been dead for at least a month. 0 Nailed Wooden Door: 1 in. thick; Hardness 5; hp to; Break
Tainnever got around to animating them. DC 15.
Treasure: Any PC who makes a successful Search skill In the apartment lurks the sole survivor of the Pelisso
check (DC 10) finds a blue, plastic pill dispenser in one corner Street Swampers: a nineteen-year-old girl named Sheeah Z.
of the apartment Inside the small container are two white cap- The main room has a small dinette table set up with three mis-
sules; when swallowed, each capsule acts like a concentrated matched chairs. On the table rests a stack of boxes containing
potion of cure fight wounds. numerous dried and canned foods, household cleaners, old air
fresheners, paper products, and the like. The kirchen, like the
Third Floor living room, is oddly dean. There is no electricity, but light
9. Hallway. Laying on the floor at the top of the stairs from the comes from beyond the bedroom door.
second floor is a DIM pistol (described in the "Dimensional The small bedroom contains an old mattress on the floor in
Weapons" sidebar). It has been drained of magic, and though one corner. Blankets and an assortment of men's and women's
fully loaded, it's completely useless. A moldy carpet stretches clothing are piled up on the mattress, and a small battery-
along this dark hall. Down the hall (at the point marked with an operated lamp sits among a pile of loose batteries. A Treasure
X) is the corpse of a Pelisso Street Swamper zombie. The body is hidden under the mattress.
is crawling with maggots, and examining it closely requires a

Dun^son 87
ALTERATIONS

Creature (EL 1): Sheeah Z hides in the walk-in closer, whis- ning Reflexes feat), Will +0; Str 8, Dex 16, Con 8, Int 11, Wis
paring prayers over and over again to Zibgleb, a god she io, Cha 12.

invented in the fevered recesses of her terrified mind, Sheeah Skills: Appraise +4, Bluff +4, Escape Artist +6 Hide +7, T

does not attack the PCs but tries to run from them. Calming her Listen +3, Move Silently +7, Open Lock +7, Pick Pocket +7,
requires a successful Diplomacy skill check or Charisma check Spot +3, Tumble +7. Feats: Dodge, Lightning Reflexes.
(DC 15), but if the PCs can manage it, Sheeah Z offers to trade Possessions: Leather jacket, switchblade, three gold rings
them information if they II help her escape the building, (stolen by her boyfriend; worth 100 gp each).
Sheeah Z knows she's the last of the Pefisso Street Treasure: Under the bedroom mattress is a functional DIM
Swampers and is even savvy enough to know that The rest of pistol with a full dip, Sheeah Z doesn't even know it’s there.
them were turned into zombies. The corpse in the hallway
{area 9) is Ronnik, her boyfriend, whom she had to kill before 12* Apartment 3C. This single-room studio was cleaned out a
blockading herself apartment She knows that the
in the long time ago and contains nothing of interest. Even the appli-
Eighteen hired the Swampers to protect two men. She knows ances have been removed, leaving nothing but pipes jutting
one of them only as "Dr. K" (a twifchy older man she thought from the floor and walls. A few cockroaches scuttle about, and
was kind of Funny) and Mr. Tain (the necromancer she refuses the train roars by every few minutes.
to talk about). She knows where the secret door to the base-
ment stairs is located but has no clue what Dr. K and Mr. Tain Basement
were doing down there. She's never been in the basement and 13* Generator Room. The stairs from the secret room on the first

will not go there unless charmed All she wants is an escort floor lead into total darkness below ground. PCs without dark-
through the undead-ridden building so she can find her sister, vision will need a light source to see.
who runs with the Skeetrz gang and will take care of her. If the This room is occupied by the Creatures, A gas generator
PCs let down their guard, Sheeah Z tries to pick their pockets, rests against the south wall. works but is out of fuel. On the
It

even in her delicate frame of mind. floor nearby lay seven rusty gas cans, two of which are full of
*

4 Sheeah Z Female Human Rogi: CR 1; Medium-Size


t gasoline— enough to power the generator for 3 hours. The cables
Humanoid (5 ft. 2 in. tall); HD id6-t; hp 5; Inir +3 (Dex); Spd running from the generator disappear into the floor, heading
30 ft; AC 13 (*3 Dex); Atk -1 melee (id3-i, switchblade); SA down to the underground lab. The generator also powers a sin-
sneak attack +id6; ALCN; SVForr -1, Ref +7 (includes Light- gle fluorescent tube mounted to the ceiling of this room.

The Bttdol Shop


TTwrd Floqr
1 squarfe — 5 fijiet
ALTERATIONS

The door in the northeast corner leading to the


staircase is made of reinforced metal and locked.
This door appears new.

9 Reinforced, Locked Metal Door: i in. thick:

Hardness hp 35: Break DC 20: Open Lock (DC 22)*


10;

Creatures (EL 3): The room is inhabited by five


zombies— former members of the Pelisso Street
Swampers. They shuffle about aimlessly, attacking
anyone who enters. Two of the zombies pack auto-
matic pistols, which they fire once per round. Once
they deplete their ammunition, the zombies drop
the guns and engage in melee combat. Each gun has
a metal cartridge holding 10 bullets. See the DMG f

pages 162-164, f°r ru ^ s an d statistics on modern-


era weapons.
^ Pelisso Street Swampers, Male Human
Zombies (5): hp 18, 16, 15, 12, g; com-
see area r for
plete statistics. The 18-hp and 16-hp zombies each
carry an automatic pistol (+0 ranged; idio/crit X3).
Treasure: The 18-hp zombie has 25 gp, a half-
pack of smokes, and an extra pistol cartridge (20

bullets) tucked in the pockets of his leather jacket.

14.Laundry Room. This dark room contains broken,


rusty, corn-operated washers and dryers. None of
them is operational.

15, Storage Room. This large, dark room is sepa-


rated into four gated enclosures once used for
storage. The southernmost storage enclosure con-
tains mismatched pieces of mannequins.
masse, though it will attack any one of them who might be left

16. Boiler Room. The ancient bolter and water heater haven’t alone. The mouther can speak, identifying itself as Kurmi. It
worked in decades. knows that Tain was responsible for creating it, and it's angry
at Tain for doing so, but It can't make the connection to the
Underground Laboratory specifics of its current state. It killed Tain in the laboratory and
The PCs should eventually discover the heart of Kurmi and digested him there.
Tain’s operation in Crossroads: the underground laboratory. Ail The mouther can travel easily from room to room through
of this area is "new construction," having been built only a few ventilation ducts and plumbing.
months ago. Kurmi and Tain resided here until the unfortunate 17. The only thing Tain and Kurmi agreed upon completely was
events that occurred 2 days ago. When the PCs descend the that none of the undead gang members should be allowed into
stairs, assuming they have the generator running, read or par- the lab proper, so none of the skeletons or zombies will ever
aphrase the following boxed text. If they don't get the genera- follow the PCs down the stairs.
tor working, the stairs and the rest of the laboratory will be When the PCs reach the bottom of the stairs, the mouther
pitch dark, and none of the electronics will function. is quietly resting in its pool in the holding area (area 27). It

hears Them before they get to the corridor intersection (near


This stairway is clearly not part of the original construction the door to area ai) and moves to the north end of the lab,

of the building. The steps are clean, newly riled, and seem to peeking out at them to see who they are. Once it identifies the
go on forever. The recessed lighting fixtures in the ceiling PCs as living beings, it tries to corner and eat at least one of
are fluorescent tubes, which cast a pale, sickly yellow light. them, hoping to convince the others to bring it to Exit so it can
The smell of disinfectant is strong, and as you reach the bot- feed on all the tasty millexium it knows is up there. It tries to
tom of the steps you can't help feeling you've entered a hos- catch one of the PCs alone, secretly eat him or her, and then
pital. A long, narrow, dimly lit corridor lined with doors faces befriend the others.
you, with a side corridor off to your right.
Room 101: G. Kurmi, Gerhardt Kurmi's private apartment is

Each of the doors has a small brass ptate on which is etched a cramped, dark shambles of ripped furniture and broken per-
a room number and identifier (for example, 202 Genetics). The sona! belongings. PCs searching the room find the shattered
only living thing in the underground laboratory is the millex- remains of a iaptop computer, damaged beyond all hope of
ium mouther (formerly Gerhardt Kurmi). The mouther is insane retrieval.Kurmi came here shortly after being turned into a
and unbalanced, lacking Kurmfs dedication, concentration, and millexium mouther and trashed the place out of blind, incoher-
education, but it is intelligent. It will not engage the PCs en ent rage.

Dungeon S9
ALTERATIONS

18. Room to*: F. Tarn* Tain's apartment is sparsely furnished with tfl.Room 103: Pantry, There's enough canned food stored here
a bed, loveseat, and table. A painting on the east wall shows a to have kept Kurmi and Tain fed for months. The food is stilt
pastoral landscape with a cemetery. The closet holds casual edible, but many of the cans are covered in a strange, sticky
clothes and shoes, meticulously hung and organized by color. orange slime. The mouther couldn't manage to open them.

20* Room 104: Kitchen, This simple kitchen contains


a working refrigerator and separate deep freeze.
The generator has been off, but both the freezer
and refrigerator have been completely cleaned out
of any food. Bits of plastic wrapping and canisters
are scattered around the floor, and the outsides of
the appliances are spattered with the same sticky
orange slime as the cans in the pantry.

21. Room 201: Casting, In this room, the linoleum


floor tiles of the rest of the laboratory give way to
uneven black slate paving stones. There are no
artificial tight sources here, and the room is com-
pietely dark even if the generator is running. The
floor is covered with chalk drawings of various
magic circles, symbols, and glyphs. Lining each wall
are tall, wrought iron candelabras holding hundreds
of dripping wax candles, all currently unlit.

is where Fergus Tain did most of his magi-


This
cal work on the mouther project, bending the shape
and nature of two captured gibbering mouthers
into what would become the miliexium mouther.
Treasure: A successful Search skill check (DC
20 ) reveals a loose floor stone, under which PCs
can find a large notebook. This is Tain's minor spell-

book, which contains the following spells:


o- detect magic, disrupt undead, mage hand,
mending, read magic resistance; ,

isT— chill touch, detect undead, obscuring mist ,

protection from evil, ray of enfeebfement;


2nd -daylight, ghoui touch r detect thoughts,
spectra/ hand;
3rd -gentle repose , halt undead, ho/d person,
magic circle against evil
Folded among the pages of the spellbook are
several sheets of blank parchment that once held
more powerful spells. Tain procured these scrolls
and used them to create the miliexium mouther.

22. Room 202: Genetics, Immediately after trashing


his personal quarters, the miliexium mouther Kurmi
moved on to this laboratory. The room is ankle
deep in broken glass and puddles of thick, sticky
orange slime. A pile of cheap notebooks and a lap-
top computer, all burned and unreadable, lay in the
middle of the room,

23. Room 203: Specimens, This small, odd-shaped


room contains four tall glass cylinders. Two are
empty: two others contain random collections of
body parts suspended In a semi-liquid, striped green
and orange. Teeth of all shapes and sizes are inter-
mingled with eyeballs, tongues, and other less rec-
ognizable parts. These are the two gibbering
mouthers Kurmi and Tain used in their experiments.
Both of them are dead.

% nt>VGm6t:r/decem6er 2cmx>
ALTERATIONS

Oim^NBTONfiL FiNCHD^ (Dim) Ule^«FONS

DIM weapons made of either titanium or newer high density com-


fire projectiles-usually small caliber, ball bearing-like bullets
posites, The projectile one end of a long barrel in which are maintained two tiny dimensional portals. The first portal
is set into
sends the projectile through a narrow dimensional wormhole to a point in space in near-solar orbit, and a point in time approx-
imately hour in the past. The high gravitational forces in this part of space accelerate the projectile, over the course of an
i

hour, to a velocity no form of combustion could ever produce. The projectile then exits through the second dimensional portal
a millisecond later. The projectile has lost nearly all of its mass but is now traveling at speeds of close to 15.000 miles per sec-
ond and is burning at a temperature of 3,ioo°F.
The projectile-a bit of molten titanium the size of a grain of sand-gets from the end of the barrel to its target so fast if does
not make any sound, even as it rapidly cools and resolidifies. DIM weapons have no recoil, A soft thud is usually heard at the
same time, or right after, the projectile hits its target.

Exotic Weapons (Firearms)- Ranged Cost Weight Size Type Normal Damage Critical Damage Range Incr.
DIM Pistol 200 gp 3 lbs, 1h Piercing 1d12 1&-20 /x 2 100 ft.

DIM Rifle 500 gp 8 lbs, 2h Piercing 2d8 19-20 /x 2 300 ft.

Metal Cartridge, DIM Pistol (


20 ) 50 gp Vz lbs, — — —
Metal Cartridge, DIM Rifle (
20 ) 60 gp % lbs, — — — — —

24. Room 204: Storage, Shelves lining the walls of this room 27* Room 303: Holding* This room was designed to house the
hold various pieces of laboratory glassware, boxes of latex millexium mouther. The floor Is covered with gravel, and
gloves, syringes, and other medical supplies, plus a case of larger rocks are scattered about, A square, 4-foot-deep pool
DIM rifle ammunition (t.ooo rounds). dominates the center of the room. The water is murky and full

Against the east wall rests a 4 ft. x 4 ft. steel box similar in of algae, but the mouther likes it just fine.
shape to a small refrigerator with a padlocked metal door. This Treasure: At the bottom of the pool rests a fully functional
containment unit was specifically designed to hold the millex- DIM rifle the mouther stashed there to keep out of enemy hands,
turn mouther for transport A large sticker on one side reads: although Kurmi quickly losing touch with what the
is weapon is
"Danger: Live Animal. Holbrook Shipping," The key for the lock and has no recollection how to use it.

can be found in area 25.

25. Room 301: Lab, Although labeled "Lab*" neither scientist


used this room for anything, as all the real work was done in
areas 21-22, In the center of this otherwise empty room is a big ResEfiftcw ’R'Bst-r-hct Synopsis L
puddle of orange slime. Mixed in with this strange semi-liquid Millexium Mouther Project
is what appears to be a complete set of men’s clothes. Kurmi &t Tain
Observant PCs might recognize the clothes as being the same 7 Harvester* iggS C.Y.
size and general style as the clothes found in Fergus Tain's
closer. Still in the pocket of fhe pants is a large ring of keys This project’s goal is ro create, for commercial uses, a pro-
that unlock all of the locked doors in theunderground labora- prietary creature designed for the expressed purpose of
tory and the building above, as well as a key that opens the gathering raw millexium. The lifeform will be adapted from a
padlocked containment unit in area 24. creature uncommon to the New Flanaess* known as the gib-
Cells: All but one of the cells are empty. In Cell #1 rests the bering mouther (catalog number
The created crea-
2318-014).
dead body of a homeless man who obviously died of thirst ture will be known as the millexium mouther (name registered
after being left here when Kurmi killed Tain. The doors to the by Kurmi £rt Tain. 18 Planting, 1998 C.Y,) with all rights to be
cells close tightly enough that the millexium mouther can't get maintained by the granting authorities.
in or out. There is no plumbing in The cells either, a small plas- The millexium mouther will be more intelligent* hence eas- (L
tic bucket being the only sanitary facilities. ier to control, ihan the gibbering mouther (a creature best A
avoided and proven inappropriate for widespread commer-
26. Room 302: Control. This dimly lit room has a wall of win- The increase in intelligence will be achieved
cial exploitation).
dows that look out into a much larger* much more brightly lit through the introduction into the amoeboid form or a living
room beyond. Under the windows rests a desk into which have human brain. This requirement will affect the cost and
been mounted controls for temperature, humidity, lights* and increases the necessity for discretion in association with the
so forth, obviously designed to manipulate fhe environment of success of the project. As such, recommended
the
a
room beyond. A
desktop computer
small
in
computer desk on the east
working order. The
on the com- files
wall holds oratory be established in a
it is

location such that the project can


proceed outside the strictures of accepted academia.
that a lab-
>
puter are password protected and would take even an experi- Evidence of the viability of the project is available in the
enced backer days to break into. However, one File (labeled form of computer simulation of the necessary chemical
a
"Abstract. mm") can be opened simply by clicking on it. If any processes and a certified augury provided by the Order of
of the PCs do this, show them a copy of the sidebar entitled the Uncaring.
"Research Abstract Synopsis

Dunoon *>i
ALTERATIONS

Crosehd^de 'K-hndgm Encdunters SQ-Alrernare Form (Su): Changing to or from dire rat or
hybrid form is a standard action. Upon assuming either form,
The Crossroads neighborhood is a dangerous place. If the PCs a wererat regains hit points as if having rested for a day. A
spend any time there, they're likely to bump into any of the slain wererat reverts to human form and remains dead.
denizens fisted below. Roil idio to determine the encounter and SQ—Rat Empathy (Ex): In their dire rat forms, were rats can
consult the following table: communicate and empathize with rats and dire rats, giving them
a *4 racial bonus when influencing the animals' attitudes and
1-3. The Infidelz (EL 2)* The (nfidelz (ore biker gang) rush madly allowing communication of simple concepts and commands,
around Crossroads and surrounding neighborhoods on a mot- SQ-Scent (Ex): In dire rat form, a wererat can detect oppo-
ley collection of old Lynnride motorcycles. They'll attack just nents within 30 feet by sense of smell. If the opponent is upwind,
about anyone on a whim but flee if met with serious resistance. the range increases to 60 feet; if downwind, it drops to 15 feet,
Leery of magic, they prefer to carry automatic pistols.

£ Infidelz, Ore Bikers (4): CR V2; Medium-Size Humanoid 6. Crossroads Police (EL 2), The police patrol Crossroads less
(6 ft. tall); HD
hp 5 each;
id8; Init +0; Spd 30 ft.; AC 10; Atk +2 frequently than the Infidelz or the Crossratz but tend to be
melee (id6/crit 19-20, bowie knife); +0 ranged (idio/crit X3, responsible for a bit more mayhem. They travel in groups of
automatic pistol); SQ darkvision 60 ft. light sensitivity; AL CE;
f no less than two, with two officers to a patrol car. Patrolmen
SV Fort +2, Ref +o, Will -1; Str 15, Dex 10, Con n, Int g, Wis 8, intervene if they see a crime being committed and immediately
Cha 8. The lowest bidder goes to jail, regardless of
start taking bids.
Skiffs: Listen +3, Ride (ground vehicle) +1, Spot +3. Feat: which one might be the victim. They always respond to any
Alertness (included in the ores Listen and Spot skill scores). resistance with lethal force. Crossroads RD officers can
SQ-Light Sensitivity (Ex): Without their sunglasses, ores impose fines as they see fit. The amount of a fine is most often
suffer a -1 penalty to attack rolls in bright sunlight or within (coincidentally enough) exactly equal to all of the cash a given
the radius of a daylight spell. suspect is carrying at The Crossroads Police
the time.
Possessions: Leather jacket and boots, sunglasses, motor- Barracks is six blocks north of the adventure location. This
cycle, automatic pistol with metal cartridge (idso bullets), extra fortresslike building includes a jail that is routinely the site of
metal cartridge (20 bullets). torture, murder, and even slave trading.
f Patrol Officers, Human Wars (2): CR 1; Medium-Size
4~5* The Crossrat z (EL The Crossratz (wererat gang) stick
4), Humanoid (6 ft. tall); HD 288+2; hp to each; Init +0; Spd 30 ft.;
mostly to the sewers but are attracted to any sizable ruckus on AC 13 (+3 flak jacket); Atk +4 melee (id6+2, baton); +2 ranged
the surface. Unlike the ores, the Crossratz are more civilized (idia/crit 19-20, DIM pistol); ALCN; SV Fort +4, Ref +0, Will -1;

and rake their roles as protectors of Crossroads seriously. If Str 15, Dex 10, Con 12, Int n. Wis 9, Cha 12,
they perceive the PCs as a threat to the neighborhood, they Skills: Intimidate +4, Knowledge (computer literacy) +2, Ride
react with force. They wield lead pipes and rusty knives. In the (ground vehicle) +3, Search +i, Spot +3. Feats: far Shot, Point
open, they are usually encountered in human or hybrid form, Blank Shot, Precise Shot.
rarely in dire rat form. Possessions: Flak jacket, DIM pistol (with metal cartridge
# Crossratz, Human Comt [wererat template] (3): CR 2; containing 20 slugs), four extra pistol cartridges, baton,
Medium-Size/Small Shapechanger; HD id8+3 (includes Tough-
ness feat); hp 8 each; Init +0; SQ alternate form and see below; 7-8. Carrion Crawler (EL 4). This hideous creature crawls up
AL LE; SV Fort +5, Ref +5, Will +4; Str 10, Dex 17, Con 12, Int from an open manhole or scuttles out of a vacant building to
10, Wis io, Cha 10. PCs as they pass by.
attack the
Human Form: Spd 30 ft,; AC 15 (*3 Dex, +2 natural); Atk # Carrion Crawler (1): CR 4; Large Aberration (g ft. long);
+0 melee (id6, lead pipe; id3, knife). HD 388+6; hp 21; Init +2 (Dex); Spd 30 ft., climb 15 ft.; AC 17
Skills: Listen +6, Spot +6, Fears: Alertness, Toughness. The (-1 size, +2 Dex, +6 natural); Atk +4 melee (paralysis, 8 tenta-
Alertness feat is already factored into the Listen and Spot skill cles), -1 melee (184+1, bite); Face 5 ft. x 10 ft.: SA paralysis; SQ
scores. scent;AL N; SV Fort +3, Ref +3, Will +5; Ability scores Str 14,
Hybrid Form: Spd 30 ft,; AC 16 (+3 Dex, +3 natural); Atk +0 Dex 15, Con *4, Int 1, Wis 15, Cha 6.
melee (id6, lead pipe; idg, knife}, +1 melee (id4 bite); SA curse + Skills: ClS mo, Listen +6, Spot +6, Teat: Alertness.
of lycanlhropy; SQ scent, damage reduction 15/silver. SA— Paralysis Those (Ex): hit by the carrion crawler's ten-
Skills: Climb +vi, Hide +11, Listen +6, Move Silently +6, Spot tacle attack must succeed at a Fortitude saving throw (DC 13)
+6. Feats: Multiattack, Toughness. or be paralyzed for ad6 minutes.
Dire Rat Form: Spd 40 ft., climb 20 ft,;AC 17 (+1 size, +3 SQ— Scent (Ex): The carrion crawler can detect opponents
Dex, +3 natural); Atk +4 melee (H4, bite); SA curse of lycan- within 30 feet by sense of smell. If the opponent is upwind, the
thropy; SQ raf empathy, scent, damage reduction 15/silver. range increases to 60 feet; if downwind, it drops to 15 feet,
Skills: Climb -mi, Hide + 11 Listen +6, Move Silently +6, Spot
,

+6. Fears: Mulriattack, Toughness, Weapon Finesse (bite), g-10. Dire Rats (EL 1), These dire rats are looking for a meal
SA- Curse of iycanthropy (Sul When a wererat success- and attack the PCs on sight, fleeing if startled by loud noises
fully bites or strikes an opponent with a piercing or slashing or open flames,
weapon, the victim must make a successful Fortitude saving ^ Dire Rats (3): hp 5 each; see area 3 of Xynthias Bridal
throw (DC 15) or contract Iycanthropy. Bludgeoning or non- Shop" for full statistics.
penet rating attacks do not transmit the affliction.
/

ALTERATIONS

Completing the Mission to recover the stolen information, who in turn might use the
The computer in area 26 holds all the information necessary to Infideb (a gang of ore bikers) as hired muscle. (See the
duplicate thework of Kurmi and Tain and manufacture an “Crossroads Random Encounters'* sidebar for details.)
army of millexium mouthers (and, in so doing, gather the If the PCs kill the millexium mouther but surrender the

incredibly valuable element known The living


as millexium). computer to the Eighteen, they are paid their 5,000 gp each
mouther itself is valuable as a prototype and could make who- and sent on their way.
ever controls it quite wealthy. The presence of “double agents** or undercover cops
The Eighteen, of course, expect some return on its substan- among the PCs might complicate matters. The PCs might even
tia! investment, and the PCs must weigh their reaction to how decide to keep either the mouther or the computer files (or
this job was conducted. If the Eighteen feel betrayed by the PCs, both) for themselves and go into business on their own, most
they will most likely put a contract out on the PCs' lives. The likely in Exit. They have a good chance of getting rich if they

Eighteen pay the full 5*000 gp to each PC if the mouther is do but wifi have made some powerful enemies in rhe process.
delivered alive to no Vista Drive in the city of Exit, and even
pay bonus of 500 gp each for Kurmfs computer with the rel-
a Philip Afhans is an editor for the book publishing team at
evant files. If the Eighteen have any reason to believe that the Wizards of the Coast, inc. He moved to Seattle with the rest
PCs have duplicated any of the files from this computer, they of TSR inc f . in iqq and published his first novel, Baldur’s Gate,
won't be pleased. They might hire another group of specialists in tgQQ,
tneounter 4eve3 Chart on ^>age 80

Neuu Skills Ride (Ground Vehicle)


You are trained in the operation of one of a number of com-
Knowledge (Computer Literacy) mon internal combustion or diesel-powered ground vehicles.
You have a basic understanding of the use of modern com- This skill allows you to drive the following types of vehicles:
puter hardware and software. automobile, motorcycle, snowmobile, truck, tank, forklift, and
Check: You can make a check to use any current computer construction equipment.
hardware or common, commercially available software. You Check: Typical street driving does not require a check.
can install and set up personal computers but have no specific Operating any vehicle at high speeds, in a chase or evasion sit-
programming knowledge. Complex situations such as design- uation, off-road, or in hostile environments, requires periodic
ing and setting up networks, complex “hacking/' and so forth checks. Failures can result in catastrophic crashes, mechanical
are not covered by this skill failures, or the vehicle becoming stuck.
Key Ability: Intelligence
Untrained: Yes
Retry: Yes, although a success doesn t cancel the effects of
Key
Untrained:
Ability:

Retry: Only allowed


No
Dexterity

if the previous failure doesn't disable


4
A
a previous failure. rhe vehicle.

Z'

Dungeon 93
Millexium Mouther
Small Aberration
Hit Dice: 3dS+3 (hp 17)
Initiative: +2 (Dex)
Movement: 20 ft., swim 40 ft.

AC: 21 (+1 size, +2 Dex, +8 natural)


Attacks: 6 bites +4 melee
Damage: Bite 1

Face/Reach: 5 ft. by 5 Ft*/ 5, ft.

fecial Attacks: Gibbering, improved grab, blood drain


fecial Qualities: Amorphous
faves: Fort +2, Ref +3, Will +4
AGilities: Str to, Dex 15, Con 12,

Int 9, Wis 13, Cha 13


Skills: Hide +5, Listen +5, Spot +12, Swim +4
Feats: Weapon Finesse (bite)

CUmate/Terrain: Any land, aquatic, or underground


Organization: Solitary
Challenge Rating: 4 Blood Drain (Ex): Once a mouth fastens itself to a victim
Treasure: None (with a second successful grapple check after grabbing), it

Alignment: Chaotic neutral automatically deals bite damage and drains blood, dealing 1

Advancement: 4-5 HD (Medium-Size), 6-9 HD (Large) point of temporary Constitution damage each round. A mouth
can be ripped off (dealing 1
point of damage) with a success-
The millexium mouther is a unique creation of Gerhardt Kurmt, ful Strength check (DC 12) or severed by a normal attack that
a Nilodor Award-winning geneticist, and Fergus Tain, a gifted deals 2 points of damage (AC tS). A severed mouth continues
necromancer. Based on the nearly extinct gibbering mouther, to bite and drain blood for id4 rounds after such an attack,
the millexium mouther was created to "sniff out" raw millexium A creature whose Constitution is reduced to zero is killed
(see below). The millexium mouther differs from its larger cousin and absorbed by the mouther, which gains hit point and adds 1

in many ways. For safety reasons, Kurmi and Tain selected out another mouth and pair of eyes to its body.
certain of the gibbering mouthers more dangerous traits. The Amorphous (Ex): The millexium mouther is not subject to
millexium mouther cannot spit or manipulate earth, for instance, critical hits. It has no dear front or back, so it cannot be
but is more intelligent than a gibbering mouther. flanked.
The mouther can sense millexium and makes a beeline to it.

When it finds some mrllexium, it forms a mouth and swallows Millexium


The mouther cannot digest the millexium, and after a few
it. Only in the Deemon Scar can be found the rare and valuable
minutes the rocks simply drop out of it (to be collected by the transuranium element millexium. Millexium, also known as radio-
mouther’s handlers). Although the mouther prefers millexium, magic or dimrock, is a stable isotope of unnilhexium created
it instinctively knows it can’t survive by eating it, so it eats when radioactive oxygen ions produced in the radioactive fall-

anything it takes a fancy to along the way. The mouther's out of certain early nuclear weapons interacts with the dimen-
desire for millexium is comparable to a "sweet tooth." sional vortex characteristic of a summoning or invocation. So
Because its basically a giant amoeba, the millexium mouther far no one on Oerth has been able ro synthesize this isotope.
can squeeze through incredibly tight places, including narrow In its raw state, millexium appears to be nothing more than

pipes and cracks under doors. a small chip of crystal-embedded rock with a characteristic
The millexium mouther speaks Common, although it seldom purple and black swirling pattern. These naturally occurring
says anything other than gibberish. rocks have a unique magical property and can be used as a
sort of magical battery. Over the last few years, refining tech-
Combat niques have been perfected, however, that allows the isotope
The millexium mouther can form as many as six mouths at any to be used in a variety of ways to enhance dimensional magic,
one time, each capable of biting for point of damage. 1 DIM rifles that have millexium coatings on the inside of their
Gibbering (Su): One trait that Kurmi and Tain didn't manage accelerator barrels effectively quadruple their standard range.
to exclude from their creation was the mouther's propensity Any number of magical and magically enhanced mechanical
to gibber.Anyone within 60 feet who hears this cacophony of devices have profited from the addition of millexium.
blabbering noises must succeed at a Will saving throw (DC 13) Because it can only be found in the dangerous and prohib-
or be confused for ida rounds (as per the confusion spell). The Daemon
ited Scar, however, millexium is rare and expensive.
millexium mouther can gibber as a free action. Many of the nations of the New Flanaess, especially the United
Improved Grab (Ex): To use this ability, the mouther must hit Counties of Urns t and Furyondy, have been moving to control
with a bite attack. or even ban the trade of this extraordinary element.

94 novem6er/decem6er 2ooo
Submission Guidelines
Your Complete Guide to D&D® Adventure Design

meant to assist authors who wish to submit their modules for


These guidelines are
publication inDungeon Magazine. Before submitting a DQtD* adventure to the
magazine, you are strongly encouraged to review the chapters on designing
adventures in the Dungeon Master’s Guide. This book is invaluable and covers
many of the topics mentioned only briefly herein.
If you have any questions that are not answered in these guidelines, we will
respond as quickly as possible to inquiries as long as they are accompanied by a
self-addressed stamped envelope (SASE). Email queries do not require an SASE.
Please do not phone us with queries; we prefer to respond via mail or email.

The modules in Dungeon Magazine vary from brief encounters receive a reply requesting a full adventure. We might also make
to those about 20 magazine pages long (1,500-15,000 words). suggestions to improve the adventure's chance of acceptance.
We will not look at modules for other companies’ game sys- We accept proposals via email. However, a copy of the
tems or those that have been simultaneously submitted to Standard Disclosure Form text (including your name and other
another gaming magazine or company. All submitted material required information) must be uploaded with each proposal.
must be your own work and cannot be copied, in whole or in If we request a complete manuscript, do not send it by email.

part, from any published or copyrighted source. Send us the maps, manuscript, signed Standard Disclosure
Form, and SASE by regular mail for evaluation.
Queries and Forms
Before you submit a module to Dungeon Magazine send us a , Rights and Payments
brief proposal. Your 1-2 page double-spaced proposal should Any module published by Dungeon Magazine becomes the sole
include the following elements: a working title, an original and property of Wizards of the Coast, Inc. We purchase all rights to
compelling plot, the major foes, the game system and types of any submission that makes use of our company’s copyrighted
characters for which the module was meant, a summary of the materials or that makes changes or additions to a product of
rewards to be gained and foes to be overcome, and an estimate Wizards of the Coast, Inc. We do not offer royalties on the mod-

of the completed module’s length and number of maps. ules we purchase; we pay a flat fee. Payments are made within
Submissions to our “Side Treks’’ column (modules under 60 days after acceptance, at a basic rate of 5-6 cents per word.
2,000 words) do not require a proposal but should follow all In word rate, the author receives a
addition to the standard
other listed module guidelines. set amount for original map designs even though, in almost all
A copy of our Standard Disclosure Form is included with cases, maps are redrawn by professional cartographers. In addi-
these guidelines. An electronic version on our web-
is available tion to monetary payment, we send you at least two free copies
www.wizards.com. You have our permission to make as
site: of the issue containing your published work.
many copies of this form as necessary. A completed form must
accompany each proposal and manuscript that you submit. We Correspondence
will return unread all material that is not accompanied by a com- Always enclose a self-addressed, stamped envelope (SASE) with
pleted Standard Disclosure Form. Our address is: each proposal and submission. Include an envelope large enough
to hold your entire manuscript in case we return it for revisions
Editor, Dungeon Magazine or because it is Even if you keep a copy of
unsuitable for use.
Wizards of the Coast, Inc. your adventure or have your module recorded on computer
1801 Lind Avenue S.W. disk, we prefer to return the entire manuscript, as we have
Renton, WA 98055, U.S.A. noted specific problem areas in the text itself. We never
Email: dungeon@wizards.com respond to a writer who does not enclose a SASE with his or
her manuscript, and we are under no obligation to return man-
Proposals sent via regular mail that are not accompanied by uscripts that arrive without SASEs.
a self-addressed stamped envelope (SASE) will not receive a If you wish to be notified when we receive your manu-
response. You must attach sufficient U.S. postage or send suf- script, enclose a self-addressed, stamped postcard. We won’t
ficient International Reply Coupons. (IRCs can be obtained at be able to inform you immediately as to the acceptability of
your local post office.) Foreign stamps cannot be used to send your adventure, but the postcard will let you know the manu-
mail out of the United States. If we like your proposal, you’ll script arrived safely.

**
novem6er/dccem6cr 2ooo
We cannot assume responsibility for the transit and safe- Introduction (Mandatory)
keeping of any modules sent to us, so it is a good idea to always The introduction begins with some small bit of flavor text, a
keep one copy of your module in your possession. quote, or some other appropriate text. It also provides a one-
to-two sentence adventure summary, as well as information on
Physical Quality of Modules the encounter levels. Also, the introduction contains additional
Modules should be sent to us in printed form, either typed or subsections, including the Adventure Background, Adventure
produced on a computer printer with dear, dark print; letter Synopsis, and Character Hooks (or For the Players). This is an
quality is preferred. Do not print out your module in all capital excellent place to provide DMs with all of the information they
letters or use Gothic type, calligraphy script, or any other fancy need to set up the adventure, including advice on what sections
lettering. In the case of computer-printed adventures, use a leg" of the core books they might need to reread.
ible 12-point typeface. We do not accept handwritten modules* Include a paragraph detailing the class composition and the
Type your name, your address, and the approximate word count general level for which they have designed the adventure. Some
on the first page. Your manuscript must be typed or printed on designs might allow for some flexibility in PC levels; this section
8 / 1 in. x 11 in. sheets of white or quality recycled paper. (Foreign can include notes to help DMs scale the adventure for parties of
submissions may use standard A 4 paper.) Do nor use colored or varying size and level. If this section gives instructions on using
textured paper* If you send a photocopy of your module, be the adventure for more or fewer than four PCs, or for PCs who
sure it is on good quality paper. are not of the suggested character level, remind the DM that
Double-space your manuscript to allow room for editorial changing the total number of monsters also changes the overall
comments. Small corrections can be made on the manuscript encounter level (EL) of each encounter and most likely the total
(for example, correction of a misspelled word or insertion of number of experience points available for a given party.
a short phrase). You may paperclip the pages of your module
together, but do not use staples, plastic spines, or binders. Adventure Background (Mandatory)
Number each page of your manuscript. This section provides the DM with a clear, brief summary of
Please keep module submissions to a maximum length of 50 events leading up to the adventure, including any pertinent his-
double-spaced pages (15,000 words). Longer submissions can- torical details and villainous machinations.
not be considered. Consistently poor spelling, grammar, or sen-
tence structure almost certainly causes a module to be rejected. Adventure Synopsis (Mandatory)
We do not insist that manuscripts be perfect, but we look more This section provides a dear, concise summary of the adven-
favorably upon those that require little editing. Computer users, ture for the DM, including a “road map" or timeline that tells the
please use your spefling/grammar checkers. DM how the adventure should play out. Outline surprises and
“plot twists" here, not during the course of the adventure.
Artwork and Maps Optionally, this section might also include a brief description of
A finished module should be accompanied by all relevant maps the adventuring environment, as well as special rules, adventure
"
and diagrams. Additional drawings, sketches, and charts might be hooks, and other suggestions to “get the ball rolling
added for clarification* Group a I! maps at the end of the module,
after the last page of text* For the Players or Character Flocks (Mandatory)
Make sure that all artwork and maps are rendered neatly in This section helps DMs lead the PCs into the actual adventure. It

ink. The map grid (if any) should be clearly marked without offers ways to inject PCs into the adventure. At least one motive
obstructing the map's legibility. Scale lines may be used for out- should be simple and straight-forward, such as hunting for
door maps. Use a straight edge to draw the straight lines on your treasure or fighting evil creatures for pay. Other motives can
final copy. Darken solid areas (such as rock around a dungeon exploit alignment, class, race, and society.
complex)* Whenever possible, draw the furnishings or obvious Here's an adventure hook designed to lead PCs to the dun-
features of an area. Use icons for beds, desks, ladders, Trap- geons beneath a mountain: "A dwarf in the party is the distant
doors, curtains, and so forth. Try to make your icons recogniz- relative of a renowned dwarven smith believed to have died
able without a map key* under the mountain. Now that he has proved himself capable, his
Remember internal consistency when designing maps, family expects him to find the smith’s remains and insure that he
inhabited areas require provisions for bringing in food, water, is buried properly* The clan leader distributes a gift to each
lightand heat a method for disposing of waste materials; and character who agrees to participate (a magic or special item
ways for the inhabitants to get around easily* Large area maps worth about 1,000 gp) and dwarven characters might even be
T

should conform to known geographical principles; note special able to earn a special favor upon completion of the quest." Even
cases. Use numerals for rooms
dungeons and other struc- in if the DM does not use the more specific alternative motives,
tures, numbered consecutively throughout* (Do not start over they still serve the purpose of showing the DM how to use char-
with room number on a dungeon's second level*) Always check
t acter and world details to create plot hooks.
your maps against the finished text. Make sure you have This section can also contain rumors and background infor-
described all relevant areas on the maps and have not misla- mation for players. Other potential elements include town statis-
beled anything. tics, time of year, and other relevant bits. If you include
information and rumors, include information that a bard might
Adventure Design Guide know thanks to bardic knowledge, rumors that characters can
Use these guidelines and templates when designing DGtD adven- gain by using the Gather Information skill, things that characters
tures* An adventure module contains the following elements, might know based on Knowledge checks, and (at higher levels)
preferably in the given order: knowledge that spellcasters might gain through divinations.

4
Dunsson 99
Dungeon Features (Optional) monster statistics, if any. Special items, such as new magic
Some dungeons have features that are common throughout. For items, should be listed here; however, the full presentation of
instance,how high are the ceilings? How are rooms illuminated? a new magic item or other special item should go into the

What types of doors are prevalent? (This includes such infor- appendix.
mation as thickness of door and material doors are composed Avoid petty treasures, such as “2d6 sp” and other pocket
of, which has rule-specific implications for hit points and hard- change. Keeping track of miniscule amounts of treasure isn’t

ness.) What about wandering monsters? Rather than repeat this worth the time and effort and only slows down the game. Give
information throughout the adventure, keep the information in individual creatures worthwhile treasures or nothing.
one section. This information can be presented as a sidebar.
Development (Optional)
Encounters (Mandatory) Sometimes the PCs’ actions can have unusual ramifications or
The adventure itself consists of a series of planned encounters affect later encounters. These changes and developments should
keyed to a map or timeline. Each encounter can include any or be described here.
all of the following sections: Read-aloud Text, General
Description, Trap(s), Treasure, Creature(s), Tactics, and Special Note
Development. Do not include sections that are unnecessary for Creatures and traps that pose a threat to the PCs have a
a given encounter. For instance, an area devoid of traps does Challenge Rating (CR). The rules for determining Challenge
not require a trap section. Each encounter should be rated with Ratings for NPCs and traps are in theDungeon Masters Guide,
an encounter level (EL #), allowing the DM to quickly assess the monster Challenge Ratings are in the Monster Manual.
possible threat to his or her PCs. Individual encounters possess an overall rating called the
Encounter Level (EL), if appropriate. The concept of Encounter
Read-Aioud Text (Optional) Level is important only as a point of information to the DM,
Set off in a shaded box, this section generally precedes the allowing him or her to gauge the strength of any particular
other entries of an encounter, though text might precede it if encounter at a glance. To calculate experience for a given
important to the encounter. The read-aloud text (otherwise encounter, refer to the Challenge Rating provided for each
known as boxed text) should be read aloud to the players at an creature. Cross-reference the CR of a given creature with the
opportune time. It also provides the DM with a description of party’s average character level on the Single Monster Challenge
items in the room. Read-aloud text provides a bare-bones Rating table (Dungeon Masters Guide, Chapter 7), then multiply
description of the encounter area; it does not make any refer- that number by the number of creatures dealt with by the PCs
ence to the viewer. Avoid phrases such as “you see,” “as you for the total experience award. The total XP award is then
enter the room,” or other phrases that assume any action what- divided by the number of PCs (and NPC party members) who
soever on the players’ parts. were present at the beginning of the encounter.

General Description (Mandatory) Concluding the Adventure (Mandatory)


This section provides the DM with information on interesting Describing the possible consequences resulting from the adven-
features, creatures, traps, and other specifics of the encounter ture’s success or failure, including rewards, punishments, and
that play off the read-aloud text. This information immediately spin-off adventures for later gaming sessions. Some of the con-
follows the read-aloud text and is not set off in any special way. sequences should be roleplayed to provide a sense of closure. If

Simple encounters can get by with just the general description. the PCs succeeded at their task, the DM should have the tools
However, a particularly complex encounter might require more necessary to help the players feel that they have accomplished
structure. something. It never hurts to provide read-aloud text to get the
ending scene started.
Trap(s) (Optional)
The Trap section describes in detail any traps (magic or mun- Appendix (Optional)
dane) that PCs might trigger in the encounter. An appendix (if required) should appear at the end of your man-
Creatures) (Optional) uscript, and it might encapsulate any of the following: random
Any creature the PCs might encounter is described here. This encounter tables, rumor tables, new magic item descriptions,
section provides a physical description of the monster or NPC, new spell descriptions, and new monster descriptions.
as well as general motivations and background.
Include the appropriate creature’s statistics. See “DOtD “Scaling the Adventure’’ Sidebar (Mandatory)
Specific Formats’’ below for the proper way to format creature This sidebar contains suggestions the DM can use for (a) modi-
statistics. fying the adventure’s encounters and antagonists for PCs of
higher or lower level and/or (b) modifying the adventure for
Tactics (Optional) game
different settings. The sidebar should be no longer than
If the actions or tactics of the creatures are too complex to 500 words.
handily fit into the general description, they can be described in

this section. D&D Specific Formats


The following sections include information you need before writ-
Treasure (Optional) ing an adventure.
Any treasure PCs can find during the encounter is
that the
described here, above and beyond possessions noted in the

**
foo noveni6'er/decem6er 2ooo
Capitalization Numerals should be used for any measurement of weight
Capitalize abilities (Strength, Dexterity, and so on), skill names expressed in pounds (or kilograms) or any smaller unit. The

(Search, Decipher Script, and so on), feat names (Whirlwind spelled-out form of a number should be used for any expres-
Attack, Quicken Spell, and so on), domains (Good, War, and so sion of weight larger than pounds (or kilograms), except when
on), schools (Transmutation, Necromancy, and so on), names of the expression is a specific large number. Correct: twenty
languages (Common, Dwarven, and so on), sizes (Small, Medium- tons, 20 lbs.

size, Large, and so on), and saving throw categories (Fortitude, Numerals are always used for geometric angles (for example,
Reflex, Will), The term “Dungeon Master” and the abbreviation 45 degrees) and expressions of temperature (for example,
“DM” are always capitalized. 45‘F), ability scores, skill ranks, skill points, creature statistics,
Creatures, classes, alignments, spells, weapons, and magic amounts of currency, references Cist level ”
level not “first
items, that do not include proper nouns are all lower case. level”), bonuses and penalties, experience points, dice designa-
Magic items and spell names are italicized For example, tors (and say d% t not dioo), multipliers, number of charges (in
magic weapons, potions, and other items should be fully itali- the context of a magic item that has charges), and number of
cized; scrolls are an exception. Spell scrolls have only the name times per day or other unit of time in a stat block (written as
of the spell italicized. 2/day, 3/day, and so on).
Examples: rr iongsword, a potion of cure tight wounds, and
a scroll of arcane lock. Hyphenation
Always hyphenate class and spell levels when they precede a
Abbreviations noun (4th-level rogue, ist-level spell). Hyphenate compound
Abbreviations usually use all capital letters and no periods (DM, adjectives before nouns (the red-haired, 18-foot-rall fire giant).
NPC, HD, XP). The abbreviations for hit points and coins use Do not hyphenate before the suffix like except after double -1
lower case letters and no periods (hp, gp, sp). The abbreviation endings (for example, snakelike, spell-like).
for experience points is XP.
Ability scores are abbreviated as follows: Str (Strength), Dex Skill Checks
(Dexterity), Con (Constitution), Int (Intelligence), Wis (Wisdom), When a situation in an adventure calls for a skill check of some
Cha (Charisma), Class abbreviations are as follows: sort, list the skill check in the running text and present a paren-
thetical with the DC number.
Abj * Abjurer (i) Adp = Adept (2) Example: Player characters who want to enter the chamber
Arc = Arcane Archer (3) Ari = Aristocrat (2) must make a successful Climb skill check (DC 25) to get down
Asn = Assassin (3) Bbn - Barbarian the wall.
Blk = Blackguard (3) Brd = Bard Example: Casting a spell while entangled requires a success-
Clr = Cleric Cjr = Conjurer (1) ful Concentration skill check (DC 15).

Com = Commoner (a) Def - Dwarven Defender (3) Remember that characters can usually retry skill checks (and
Div = Diviner (1) Drd = Druid usually take 20) or rake 10. If the use of a skill is not routine, let

Enc - Enchanter (1) Evo = Evoker (i) the DM know in the adventure text whether a retry is allowed
Exp - Expert (2) Ftr = Fighter and what it entails. Generally, set DCs for tasks that characters
III = Illusionist (1) Lor = Lore master (3) can retry at 5 to to points higher than DCs for tasks that PCs
Mnk - Monk Nec - Necromancer (1) can't retry.
Pal = Paladin Rgr = Ranger
Rog = Rogue Shd = Shadowdancer (3) Trap Presentation
Sor = Sorcerer Tra - Transmuter (1) Traps have several associated DC values the DM needs to
War = Warrior (2) Wiz - Wizard adjudicate the PCs' application of their various skills.

Whenever a trap is encountered, the following specific infor-


Bold classes appear in the PH. Other classes are as follows: mation should also be presented in the format below.
(1) Specialist wizard classes appearing in the PH
(2) NPC classes appearing in the DMG. Examples:
(3) Prestige classes appearing in theDMG.
Arrow Trap: CR Ya: +5 ranged (id6/crit X3); Search (DC
Numbers
21): Disable Device (DC 20).
Numerals should be used for any measurement of distance
Poisoned Arrow Trap: CR 1; +5 ranged (id6/cnt X3) and
expressed in yards (or meters) or any smaller unit. The spelled-
poison, Fortitude save negates (DC 14; id6 temporary Sir/
out form of the number should be used for any expression of
rd6 temporary Sir); Search (DC 21); Disable Device (DC 20),
distance longer than yards (or meters), except when the expres-
SpikedTrap (40 feet deep): CR 3; no attack roll nec-
Pit
sion is a specific large number. Correct: 750 miles, fifteen miles,
essary (4d6 points of damage), +10 melee (id4 spikes for
15 feet.
184+4 points of damage per successful hit); Reflex save
Numerals should be used for any measurement of time
avoids (DC 20); Search (DC 20); Disable Device (DC 20).
expressed in hours or any smaller unit. The spelled-out form
Giyph of Warding: CR 1; 5 -ft. acid spray (2d8 points of
should be used for any expression of time longer than hours,
damage); Reflex save for half damage (DC 15); Search (DC
except when the expression is a specific large number.
28); Disable Device (DC 28),
Correct: 648 years, forty-eight years, forty -eight days, 48
hours, 48 minutes.

Dungeon o
Creature Statistics spelts from the next. For example, here's a sample spell list for
When D&fD creatures and NPCs are described under a 5th-level wizard with 15 Intelligence:
Creatures, be sure to include full statistics. Omit categories for Spells (4/ 4/3/1): o- dancing lights, detect magic, mending ;

creatures that do not possess corresponding abilities, such as a read magic, 1st -magic missile (xa), summon monster I, sleep
Special Ability (SA) or Spell Resistance (SR). Skills and Feats 2nd- levitate, see invisibility, summon swarm, 3rd -fireball
should be listed alphabetically. The stat block should be pre- For clerics, list domain spells separately after the cleric's
sented as a separate paragraph: main spell list. For example, here’s a list of selected domain spells
for a 5th-level cleric of St. Cuthbert with the Protection and
Nonclassed creature's name (number appearing): CR 4 Strength domains:
(Challenge Raring); Size and type and subtype (# ft. tall or long); Domain Spei/s (1/ 1/ 1): ist -sanctuary: 2nd- bulls strength;
HD #d£ (Hir Dice); hp # (hit points); Init +# (initiative modifier); 3rd -magic vestment,
Spd 4 ft. (speed); AC # (Armor Class); Atk +# melee (damage,
attack type) or +# ranged (damage, attack type); Face (list if Multiclassed NPCs name, gender and race and class and
other than 5 ft, x 5 ft.); Reach (list if other than 5 ft,); SA (brief level: CR 4 (challenge rating); Size and type and subtype; HD
description of special attacks); $Q (brief description of special #d# plus 4<$4 (Class Hit Dice for each class); hp (hit points); Init
qualities); SR 4 (spell resistance); AL (alignment); SV Fort +#, +# (initiative modifier); Spd 4 ft. (speed); AC 4 (Armor Class);
Ref +#, Will +# (saving throws); Sir #, Dex #, Con 4, Int #, Wis Atk +# melee (damage, attack type), or +# ranged (damage,
4, Cha # (ability scores). attack type); Face (list if other than 5 ft. x 5 ft.); Reach (list if
Skiffs (list all skills and modifiers, alphabetically). Fears (list all other Than 5 ft.}; SA (brief description of special attacks); SQ

feats, alphabetically). (brief description of special qualities); SR 4 (spell resistance); AL


Spells (list alphabetically, by level, if necessary). (alignment); SV+ 4 Ref +#, Will +4 (saving throws); Str #,
Fort ,

SA— Type (explain special attacks, if necessary). Dex #, Con 4, Int #, Wis 4, Cha # (ability scores).
SQ- Type (explain special qualities, if necessary). Skills (list all skills and values, alphabetically). Feats (list all

Possessions (if any). feats, alphabetically).

Spells (list alphabetically, by level, if necessary).


Classed creature's name, gender and race and class and SA- Type (explain special attacks, if necessary).
level: CR 4 (challenge rating); Size and type and subtype (4 ft. SQ-Type (explain special qualities, if necessary).
tail or long); HD #d# plus #d# (Creature Hit Dice + Class Hit Possessions (if any).
Dice); hp 4 (hit points); Init +# (initiative modifier); Spd # ft.

(speed); AC
4 (Armor Class); Atk +4 melee (damage, attack Abbreviated Stat Blocks
type), or +# ranged (damage, attack type); Face (list if other than Abbreviated stat blocks for creatures and NPCs are acceptable
5 ft. x 5 ft.); Reach (list if other than 5 ft.); SA (special attacks); in noncombat encounters. Where a commoner or other unim-
SQ (special qualities); SR 4 (spell resistance); AL (alignment); SV portant NPC is noted but is not vital to the adventure, list only
Fort +#, Ref +4, Will +# (saving throws); Str 4, Dex #, Con the NPCs gender, template, class, and any relevant skills or feats
Int Wis Cha 4 (ability scores). bearing on the encounter.
Skills (list all skills and values, alphabetically). Feats (list all If you're creating an adventure that uses the same monster
feats, alphabetically). type in several different locations, present full statistics the First
Spells (list alphabetically, by level, if necessary). time the monster type is encountered and abbreviated statistics

SA— Type (explain special attacks, if necessary). (listing only hit points) for encounters after the first. The abbre-
SQ- Type (explain special qualities, if necessary). viated star block for ankhegs might look as follows:
Possessions (if any).
City and Town Statistics
Single-classed NPCs name, gender and race and class and Much like creatures, cities and towns in ihe DDtD game have a
level: CR # (challenge rating); Size and type and subtype; HD wide range of information that the DM needs to know to run

4 d# (Class Hit Dice); hp (hit points); Init +# (initiative modifier); encounters within the city. The suggested format for writing sta-
Spd 4 ft. (speed); AC 4 (Armor Class); Atk +4 melee (damage, tistics for cities and towns fs as follows;
attack type), or +4 ranged (damage, attack type); Face (list if
other than 5^x5 ft.); Reach (list If other than 5 ft,); SA (brief Name (size): Power structure type; AL type; 4 gp limit;

description of special attacks); SQ (brief description of special Assets 4 gp; Population #; Demographic category (race 4%,
qualities); SR 4 (spell resistance); AL (alignment); SV Fort +#, race 4%, race #%, race 4 %, race #%, race #%, race #%, and
Ref +#, Will +4 (saving throws); Sir #, Dex 4. Con #, Int #, Wis so on).
4, Cha 4 (ability scores). Authority Figurelsk name, gender and race and class and
Skills (list all skills and values, alphabetically). Feats (list all level.

feats, alphabetically). important Characters, name, gender and race and class and
Spells (list alphabetically, by level, if necessary). level (title or position).
SA- Type (explain special attacks, if necessary). Others, class and level (4}; class and level (#). Name the type
SQ-Type (explain special qualities, if necessary). of position a group fills, such as town guards, palace guards.
Possessions (if any). Thieves' Guild members, and so on.
Notes. Place any special notes about the community here.
For spellcasters, spells should be listed in alphabetical order
by level; numerical indicators should separate each level of
Example: only one. For example: “The skeleton deals id3 points of damage
with each claw" is correct. Do not use “d3 points of damage,"

Oakhurst “id3 damage," or “id3 hp damage.” Creatures deal or take dam-


(small town): Conventional; AL NG; i f ooo-gp
limit; Assets 45,000 gp; Population 901; Mixed (human age. They do not inflict or suffer damage.
79%,
Ability damage or drain uses the appropriate ability score
halfling 9%, elf 5%, dwarf 3%, gnome 2%, half-elf 1%, half-
ore 1%). abbreviation and terminology. Use the following formats in run-
Authority Figures. Mayor Vurnor Leng, male human Ari7. ning text or stat block text:

Important Characters. Kerowyn Hucrele, female human


Com6 (merchant); Dem gnome Clr^
“Corkie" Nackle, female temporary [ability name] damage
War4 (constable); Ben,
(Pelor/healer); Felosial, female half-elf permanent [ability name] drain
Lu, Jym, and Rhoda, male and female humans War3
(deputies); Rurik Lutgehr, male dwarf Exp3 For example: “If the saving throw fails, the character takes
(blacksmith);
Garon, male human Exp3 (“Of Boar Inn" barkeep). id6+i temporary Strength damage from the poison."

Others Town guards, War2 (X12); Exp3 (x8); Rog3 (x2);

Rgr2 (xi); Comi ixySz).


Miscellaneous

Notes The saplings growing at the edge of town go The names of magic items and spells should be italicized or
underlined. List all pluses before the description of the item (+3
missing, possibly during the PCs very next visit to Oakhurst.
Unbeknownst to the villagers, the saplings animate in the
longsword is correct; longsword +3 is wrong).
dark of night, and they scuttle off on their own, continuing List jewels in order of descending value. If there is more than
their slow colonization of the surface. one jewel with the same value, note how many there are in

parentheses after the value.


For example: “The pouch contains fifteen gems worth 1,000
Object Statistics gp, 500 gp (x2), 100 gp (X5), and 50 gp (xy) respectively."
Any items that the player characters might need to interact with
in some manner should have statistics in the manuscript. Design Tips
Common examples include doors, chairs, chests, and barrels. Before setting out to write an adventure, familiarize yourself
with the rules and game setting. Be aware of the specifics of the
Object: it in. or ft. thick; Hardness #; hp #; Break DC #. game system for which you are writing.
Describe encounters fully. Make sure no relevant details of
Example: encountered creatures are left out (including hit points, ability
scores, and so on). With the first mention of a creature, detail

Wooden Door: in. thick; Hardness hp Break DC 18.


the weapons and equipment carried by the creature, along
1
5; 10;
with relevant personality and reaction notes. Major NPCs
should be well-rounded characters with specific motivations
If an object needs only a few of these statistics listed, this can and behaviors consistent with their alignment. All encounters,
be done in running text, like wooden chair (Hardness 5, hp 10). hazards, rewards, details on the environment, and information
required for combat or accomplishing the mission should be
Magic Item Format detailed in a way that enables the DM to run through the sce-
New magic items should be listed in the appendix at the end of nario without trouble.
the adventure. When devising new magic items, use a format We prefer adventures with strong plot elements (good sto-
similar to the Magic Items chapter in the DMG, shown below: ries). The encounters in an adventure should relate directly to
the adventuring goal. Encounters that are interconnected and
Magic Item. Descriptive text about the item and its powers adventures plot are best. Illogical adventure set-
critical to the
should go here. It might take more than one paragraph to com- ups which monsters and treasures are randomly thrown
in

pletely detail the item. together should be avoided. This does not mean one cannot use
Caster Level, it random encounter tables, but the tables should be logical and
Prerequisites feats, skills, spells, etc. (in alphabetical order) consistent with the adventuring environment, making the over-
Market Pricer, it gp all adventure sensible and believable.
Weight, it pound(s) Indoor complexes laid out in perfect symmetry are dull; use
creativity, even if the final result isn’t perfect architecture.
Tense Avoid using large mazes.
Write in the present tense. Wherever possible, avoid using the Situations in your module that violate established game rules
future tense “will" to describe NPC or creature actions. For should be handled carefully. Do not alter game rules. Other
example, do not say “If the characters open the door, the golem alterations, such as new monsters and treasures, are permissi-
will attack'.' Instead say, “If the characters open the door, the ble but should not be overused. You may also add new material
golem attacks'.' that expands on the rules, such as rules on adventuring in

unusual environments.
Damage A good adventure includes encounters that challenge both
Use the phrase “points of damage” when giving damage in num- the players and the characters. Furthermore, the adventure
bers or ranges. Always use a die range when giving damage, and should test the various classes and skills in the party so that no
always include a numeral before the type of die, even if there is player character feels excluded or superfluous. An adventure
that contains nothing but combat encounters is not as interest- Conclude with action* Let the actions of the PCs (not the
ing or well balanced as one that combines combat encounters, actions of NPCs) resolve the adventure.
traps, puzzles, and roleplaying opportunities. Reward action. Players would usually rather act than think.
Consider ways to surprise players with each encounter: cun- Build encounters that reward the players for taking the initiative.

ning ways to use monsters and traps, clever methods to conceal (This doesn't mean that the PCs should always win when they
treasure, and so Forth. When devising encounters, consider giv- stumble through an adventure* A fight is rewarding to the play-
ing PCs multiple ways to succeed. Not all encounters can be won ers even if it’s a big drain for the PCs,) Thinking is OK too. Some
with swords and Fireballs, nor every monster “fights to the encounters should reward (or even require) thought. A good
death,” and not every trap or puzzle has just one solution. balance is an encounter that PCs can handle by brute force or
Don't over- reward players or under-challenge them. Take the that they can handle more easily with some good tactics.
time to make rewards consistent and believable as well as bal- Warn players when action is bad. If you're going to reward
anced, (Note that the DMG provides rules for determining how and encourage action most of the time, it’s only fair to give play-
much treasure is appropriate for any given encounter*} ers some warning when the PCs are coming to an encounter
Nonmonetary rewards (such as a lord’s gratitude or small plot where “kicking open the door" is a bad idea. That way they can
of land) are equally Favorable. Do not create opponents that appreciate a "thinking" encounter as a good thinking encounter
would overwhelm a party.
totally rather than stumbling into it and finding it to be a bad combat
We will look at any innovative ideas that involve changes in encounter.
a module's structure. Such innovations should not, however, Be careful about traps* If you sprinkle in traps randomly, the
interfere with the playability of the module or the gamers' smart PC response is to take every room or area slowly and
enjoyment. cautiously. That might be smart, bur it's boring. Some hint that
the characters are entering a trapped area helps the players
ideas To Explore slow down and be cautious when they need to without slowing
Modules that present new magic items, monsters, weapons, or the whole game to a crawl*
prestige classes are not as interesting as modules that present
fast-paced, exciting, enjoyable adventures* If you create Danger
something new (such as a new magic item used by an impor- An adventure needs danger, but not too much, for a character
tant NPC) make sure
t its presence in the module is justified, to rise one level requires that she face 13-14 encounters on
that it is fully explained in terms of its effects in the game, and average* If her chance to die in an average encounter is even
that it is reasonable and fits with the game rules. 5%, she has just over a 50% chance to make it to the next level
Location-based adventures are preferable to event-based Randomness is dangerous. In any contest, an increase in
ones. Unlike event-based scenarios, which tend to rely on rigid randomness favors the underdog. The monsters are the
timelines, location-based scenarios are based around interest- underdogs because the PCs almost always win. Thus, any
ing sites that characters can explore for one or more sessions: increase in randomness favors the monsters. These things
for example, dungeons, castles, strongholds, catacombs, increase randomness:
ancient ruins, or cities. Adventures that present fantastic loca- • High crit multiples (axes, scythes, picks, and so forth)
tions filled with diverse, well-thought-out encounters are ideal. • Concealment (miss chances}
For more information on designing location-based adventures, • Single, powerful creatures
consult the DMG. “Save or sink" powers: poison, petrification, death gaze,
We are also Interested in short adventures under a.ooo and the like.

words (“Side Treks”) that can be easily dropped into an Vary the danger level. Make some encounters weaker and
evening's game. Unusual monster lairs, city encounters, and others stronger. If the characters have a chance to recover or
small ruins may be presented, but each should be unique, inter- are likely to be fresh, you can increase the danger (the
esting, well detailed, and backed by a compelling story* Encounter Level). IF the characters are likely to be weak or if

they have to fight a series of encounters, be careful. Even a


Elements an Adventure Should Have fight that they’re certain to win at full strength can kill weakened
Incorporating the suggestions below provides depth to your party members and can drain them to the point at which later
design. These suggestions allow every character class a chance encounters become lethal.
to shine. It provides several alternatives to straight combat Peak fights are cool* Players want to take on the big boss
encounters. It might provide you with ideas you might not have monster. Let them, but be careful. If they've had to fight past
otherwise entertained* Look at it as an inspirational list, not a guards and traps, they'll be weak by the time they face the boss.
recipe to be strictly followed* If his defenses are good, he doesn't have to be more than a sin-
gle EL above the parry level to be dangerous.
Action
Action is fun. Action is good. Promote action. Make the players Other Encounter Types
want to take action. Don’t coerce characters to act; when you do, • Tactical positioning of PCs/NPCs
you create a split between what the players want (to go on the » Encounters you can “outsmart” (and bypass thereby)
adventure) and what the PCs want (not to go on the adventure). • Encounters you can make easier by thinking
Start with action. A typical gaming group has several minutes • Monsters/ encounters you should probably run from
to an hour of “preparation" at the start of a session. Once the • Roleplaying encounters (“Let's make a deal***")
adventure is underway, the dice should start rolling (at least fig- • Sonic attacks (for bard to counter)
uratively) very soon. • Area attacks (so rogues and monks can use evasion)

'fo 4 novem'6er/dccem6cr 2 000


,

* Encounters where PCs should have to use abilities of their Tastelessness should be strictly avoided. Do not submit
level (5th -level PCs can fly t so there should be an encounter adventures involving the destruction of children or helpless per-
that assumes that at least one PC can fly) sons, cruel mistreatment of animals, excessive gore or violence
* Climbing, falling, and doing stuff in high places descriptions of Satan or Satanism, or game versions of major
* Aerial attacks religious figures. Explicit sex, the
encouragement of substance
* Fear (so the paladin can shine) abuse, offensive language, and bathroom humor cannot be used.
* Undead (for the cleric) Remember that the PCs are the protagonists and central fig-
* Traps (for the rogue) ures of the adventure. Do not use NPCs to help the player char-
* Locked doors (for the rogue) acters excessively. NPCs who step in and eliminate all opposition
* Secret doors (for elves and the rogue) to the PCs, lead the PC party, and accomplish the PCs’ goals for
* Norma! animals (so the druid can use her animal affinity- them are very dangerous to campaigns. Set up the adventure to
related abilities) challenge the PCs, and let them make it on their own.
* Darkness (and other environmental hazards)
* Use of cover and concealment Do NOT
* Subdual damage * Design magic items or spells that confer dodge bonuses
* Situations in which skills and feats are more applicable than * Use defunct rules from previous editions.
spells and items * Create a character ability that requires an activation check
* Grappling for use (for example, 30% chance
succeed at something) to
* Counterspelfing Create a feat or a magic item that allows a nonspell casting
*

* Alliances (PCs with NPCs, PCs with monsters,


NPCs with character (of a nonspellcasting class) to cast a spell.
monsters, monsters with monsters, and so on) * Use the word “memorized when referring
1
*
to the prepara-
* NPCs that think like PCs tion of spells; “prepared” is the correct term.
* Multidass/prestige classes
* Monster classes Adventure Settings
* Poison Our readers prefer “generic" adventures that fit easily into any
Gaze attacks campaign setting. Thus, we are looking for generic adventures
* Spell enhancement (pre-cast spells of creatures) that suit a variety of settings with minimal effort. Adventures
not limited to a particular game setting
chance of have a better
Things To Avoid acceptance than adventures restricted to one particular D&tD
Avoid stereotypical material. We will usually reject any adven- campaign setting. The fewer setting-specific details you include
ture in which the heroes must: in your adventure, the more useful the scenario. Try to confine
your adventure to a relatively small area; it's far simpler for
* Rescue someone's kidnapped daughter. DMs to insert a town into their ongoing campaigns than an
* Solve a murder perpetrated by a doppelganger. entire kingdom.
* Retrieve an ancient artifact All generic adventures should conform to the campaign rules
* Battle a deranged wizard or sorcerer. presented in the DMG and use the same pantheon of deities pre-
* Repel a simple humanoid Infestation. sented the core rules. The Players
in Handbook provides a list
* Defeat an undead army. of DDtD deities; we prefer that you use this list instead of cre-
* Close a gate to the Abyss or similarly infernal plane. ating your own deities.

In addition to generic adventures, we also publish adventures


This list is not all-inclusive. There are many more overused set in the Forgotten Realms' campaign setting. Forgotten Realms
plot devices that might seem new and fresh to you, but that we adventures are published less frequently than generic D&tD
see many times each month, (This includes beginning your scenarios, and only when excellent adventures in this setting
adventure in a tavern or inn. Don't do it) We re looking for new become available.
ideas or fresh approaches to old ideas. We do not accept adven- Weare not looking for adventures designed specifically for
tures that require evil PCs or that ask the PCs to slay good char- out-of-print campaign settings (including the Al-Qadim*,
acfers or monsters. Birthright*, Dark Sun1 Draggnlance*, Mystara*, Planescape*,
,

Avoid excessively linear plots that force the story toward an Ravenloft*, and Speujammer* campaign settings). However, we
inevitable conclusion or ‘railroad" the actions of the PCs, The are looking for generic adventures that include “Adapting the
adventure should be flexible enough for PCs to make choices Adventure” sidebars explaining how DMs can modify the
and decisions that could affect the outcome of the story. Avoid adventures for specific, out-of-print campaign settings. For
rigid timelines. example, if your are submitting a planar adventure, try To
High-level adventures should keep the balance of the game include a sidebar describing how the module can be modified to
in perspective and should challenge the players without damag- suit the Planescape campaign setting (and possibly other cam-
ing the DM s world set-up. Adventures that require the charac- paign settings as well).
ters to kill deities or "save the world" are not likely to be Adventures may also be based on previously published mod-
accepted. Avoid adventures that propose dramatic changes to ules copyrighted by Wizards of the Coast, Inc. Do not use set-
the campaign world. This includes adventures in which the fate tings or material extracted from copyrighted sources other than
of entire kingdoms hangs in the balance, where The world is those owned by Wizards of the Coast, Inc.
threatened by some great cataclysm, or deities play active roles
in the outcome of a scenario.

no vc m6e r/de ce mi *00


Playtesting Submissions Dungeons often include many different kinds of challenges-
Your module should be play tested before you complete the final combat,tactics, navigation, overcoming obstacles and traps, and

draft. The best playtesting is done by an inexperienced DM and more. They encourage players to pay close attention to their

group who try to play From the manuscript without help. environment, as everything in a dungeon is a potential danger.

Experienced players are a good way to find rule inconsis- DOrD classes, spells, magic items, and other facets of the
tencies, but they may gloss over basic aspects of play or assume
game have been designed with dungeons in mind. Take advan-
local house rules, thereby missing some problems. The least tage of this aspect when you're designing your dungeon. Find
effi-
cient method of playtesting for you-lhe author-to run the opportunities for the dwarf PC to notice unusual stonework (and
is

game, because you tend to mentally fill in the holes, especially


have matter to the adventure) or areas where only a PC s
it

holes in game mechanics and encounter darkvision (or a light spell) will show the way. Make the players
staging.
We prefer that adventures be playtested using four charac- feel like they’ve "beaten” an aspect of the dungeon because
ters of equal level (for example, four Cth-level characters). they've used the rules correctly.
Each
character should possess "standard” abilities and equipment for
When doubt for creating an adventure, use a dungeon.
in

Use the materialin the DMG to help. The DMG provides plenty
her given class.
In terms of game mechanics, was enough information given of excellent dungeon-building tools, encounter charts, chal-

to run the adventure's NPCs, supporting characters, and crea- lenge rating gauges, and all sorts of things vital to creating

tures? Were there any rules questions that came up during adventures. Try to come up new twists and new ways of
with

play? Did you need to reference any rules? Was the amount of doing things-but try to feature the rules rather than break or

treasure and magic items given out appropriate? bend them.


Despite the exploration and combat-intensive nature of dun-
for manuscript organization, consider: Was the text of the
adventure easy to understand? Were any sections contradic- geons, don’t neglect to include opportunities for PCs to interact

tory? Were any important points not covered? Was the infor- with NPCs. Interaction can, and should, be a big part of dungeon
adventuring. Monsters and encounters in the DDtD game should
mation given in a logical order? Were the maps and diagrams
neat, clearly labeled, and easy to use? be smart and challenging. As have already shown, PCs
pi ay tests

Narrative elements are making are tougher and have more options now ... and the same goes
vital to a manuscript fun to
read and play. Did the adventure hook work, or did the players for their opponents. Allow for places where PCs can use their
have to be railroaded? Was the pacing too fasr or too slow? noncombat and where players can demonstrate their role-
skills

Were there encounters that interfered with the flow of the playing (as opposed to "roll -playing") abilities.
adventure? Did the from the background?
plot flow logically
Were the NPCs' actions consistent with their goals and align-
ment? Did the manuscript help create the proper mood? Is the
conclusion satisfying?
Finally, are the challenges appropriate for the recommended
tevd(s) of play? Was the adventure a “killer dungeon" or
a cakewalk? Was the DM ever forced to "fudge" things
in the party’s favor to keep the adventure going?
Did the players solve mysteries easily, or did they
need lots of hints?

Appendix A: Back To the Dungeon!


One of the goals of 3 rd Edition is to take the D&tD
game "back to the dungeon." Dungeons facilitate
game play. Being underground, dungeons set apart
the “adventure” from the rest of the world in a
clean way. Of course, not all dungeons must be
underground. “Dungeon" could mean any self-con-
tained environment. This includes castles, ancient
ruins, outer-planar strongholds, and other locales.
One of the virtues of the "dungeon” is that it can
be transplanted easily into any DOtD campaign
with minimal effort.
In a dungeon, the parameters are clearly
defined for the players-they can’t go beyond the
walls or into rooms that aren't there. Still, they can
go wherever they like in whatever order they like.
There is a feeling of control of one's own destiny Williams

in a limited environment for players in a dungeon.


Try to move away from "story-based” or "event-
driven” adventures and more toward adventures Aaron

where the players feel like they have control over what
6q
happens during the game.

-fo 8 novem5er/decem6er 2ooo


1 I

Letters (continued from age 1 o) could complete the adventure without doing any fighting at all
“Dark Times Sherwood" was an excellent tie-in to the
in
Td like to see more high-level adventures (since they're the Sherwood campaign in Dragon Magazine #274. would like to I

hardest to design) and more maps. All maps should have grids; see more tie-ins in the future, especially to mini-campaigns in
otherwise the DM pulls his or her hair out trying to figure out Dragon Magazine. “Eye for an Eye” was the best of the lot, with
where the heck the PCs are, and how big a given place isl a great villain, interesting locale, and varied encounters. In addi-

Paul Hoyak tion, it was great to see the new dragons, even if they were only
rantna@escape.ca the pip-squeaks.
The "Scaling the Adventure” sidebars are excellent, espe-
The Good, the Bad, and the Ugly cially when they suggest alternative or additional foes.
I had mixed feelings about Issue #82 . like the new D&tD game I was glad to see the new guidelines. Dungeon Magazine obvi-
quite a bit and feel it is superior to previous editions. For that ously put a lot of effort into them and if shows. Hopefully they
reason, it was great to see of the new game
material in adven-
all will encourage many new submissions, which will only raise the

tures. The system monster descriptions, traps,


really shines in quality level of the magazine.
and descriptions of towns and NPCs. All of the information nec- James Landry
essary is right there and easy to adjudicate. The descriptions are via email
longer, but their clarity more than makes up for it.

Unfortunately, the new format for the magazine is overall a Our latest “tie-in” with Dragon Magazine is “Alterations” Phi
failure. The smudges on the paper reduce readability for no Athans introductory adventure for the Greyhawk 2000 cam-
good purpose, especially if the light is less than perfect (which paign setting appearing in Dragon Magazine#^. Let us know
has been known to happen during gaming). The white lettering what you think of the module and the campaign setting.
on sidebars is also harder to read, and the textured back- The new Dungeon Magazine guidelines were created with the
grounds certainly do not help. The random black splotches on help of Jonathan Tweet, Bruce ft Cordell, Miranda Homer, Ed
the page also seem to serve no useful purpose. In addition, for Stark, and Sean K Reynolds. Our guidelines are a somewhat
me at least, all of this visual activity on the page is ugly and dis- streamlined version of the adventure design guidelines used by
tracting. I would suggest toning everything down and making the in-house roleplaying game designers, fn its own way, the maga-
magazine as readable as possible. zine helps the company train outside designers to use the proper
The adventures were a mix of the humdrum and interesting. “house style ” You never know when Wizards of the Coast will
1

‘"Evil Unearthed' seems like a fairly standard “evil priest with need to hire a new game designer!
1
unde ad" encounter. "Playing with Fire '
was novel in that PCs

The Harrowing
Issue #84 by Monte Cook
LoltIVs daughter has designs on her

Preview mothers Demon web. A D&tD


adventure for igth-level characters.

The Hying of the Light


by Chris Doyle
You have from sunrise to sunset to kill
as many vampires as you can. A D&tD
adventure for gth-level characters.

Hungeon of the Fire Opal


by Jonathan Tweet
Defeat the denizens of an ancient
monastery to find the legendary Fire
Theodor SI tick
Opal. A D&tD adventure for 3rd-level
characters.

Armistice
by Peter Vinogradov
A sinister force threatens the peace
between two duchies. A D&tD
adventure for gth-level characters.

PLUS: New Maps of Mystery!


a

Would You Like Fries with That? one day), and cannot simply switch to using the new game, as
I

All in afl, I'm quite impressed with Issue #82. Patrick Ross did a it would unbalance and change the nature of the campaign* This

great job bringing his swamp to life in "Eye for an Eye.” I was does not mean that cannot use Dungeon Magazine adventures,
I

delighted to see so many creative non -comb at options in his but my first complaint is that rather than tales of heroism and
random encounter tables. (Too often I find that random encounter adventure* the modules in issue #82 read more like a list of skill

tables are more than laundry lists of monsters.) also liked


fittle I checks and difficulty checks. Boring* I like the outcome to rely
the set up for "Dark Times in Sherwood" because it included on the thinking of my players* not their fortunate or unfortunate
both political intrigue and opportunities for action, two plot ele- choice of skills.

ments which are hard to combine into an effective adventure. Second* I want to complain about "Dark Times in Sherwood."
The poster map of Nottingham Castle was nicely done and What possessed you to publish this? The plot (an evil wizard who
greatly appreciated* wants to take over the city) is hardly inspired, and how many
The only thing I wasn’t enthralled with was the graphical lay- campaigns are set in Sherwood Forest? Change the names to
out of the text pages* I know you guys are trying to give the fantasy names and it is just a generic adventure with nothing
pages of Dungeon Magazine that "ancient treasure map” feel really to recommend it-easy for any DM to write* However, this
with those dark splotches, but someone dropped a it looked like Robin Hood tale was not as poor as "Evl Unearthed,” where a
handful of greasy french fries onto my magazine. Please go back deranged cleric commits deranged acts for no other reason than
to the plain white pages; the new full color maps and illustrations to be evil* In your guidelines you say not to have PCs “battle a
(which are awesome by the way) will give Dungeon Magazine all deranged wizard or sorcerer" I guess it is okay if its a cleric!

the flair it needs* "Playing with Fire” had a nice background, but there was no sub-
stantial plot. You have a key; go explore a dangerous place and
get the treasure from it* The only real reason can see for using
DOIt’T WANT GOOD ADVENTURES IQ BE I

this is if The PCs somehow awaken the Fire Lord and he becomes
TOSSED ASIDE SIMPLY BECAUSE THE a campaign villain.

I PLOT ISN’T BRACKETED BY STONE WALLS. The one saving grace of the issue was "Eye for an Eye.” This
adventure had an intriguing
work, plenty of Side Trek potential* and excellent moral decisions.
villain* cunning plot* investigative

As far as the new writers' guidelines are concerned, I read No good PC should be awarded experience if they simply hack
the "back to the dungeon” rallying cry with mixed feelings. apart the charmed guards- lesson for those who think with their
Although love a good dungeon crawl as much as the next guy*
I blades. The characters were excellent* and Thom fur was an
I don’t want good adventures to be tossed aside simply because especially nice touch. Even if I do not use the whole adventure, I

the plot isn’t bracketed by stone walls* might slot him into my own campaign as a forest’s guardian. A
Many of my favorite adventures are set in cities ("Storm quality adventure! I am a big fan of villains who are not combat-
Season” in Issue #61)* villages ("Caermoor” in Issue #2), open ive in nature.
ocean ("Nbod's Room” in Issue £51), or vast forests ("Things My only other major concern were the dull settings* All four
That Go Bump in the Night" in Issue #38), To exclude these kind adventures were set in bland, rural woodland areas* I think that
of adventures from the magazine would seriously limit the one Dungeon Magazine ought to publish adventures that would take
thing that makes the D&tD game unique; its creative flexibility* I a lot of work for a DM to make himself* and any DM can write
stuck with D&tD precisely because of its ability to go outside of wilderness adventures. High mountains, freezing tundras, hot
the dungeons and explore the world above the twisting passages deserts, and twisted* magical landscapes would be much more
and corridors. Although there are plenty of opportunities to interesting than yet another forest* How many forest villages
make exciting* dynamic and unique dungeons* I urge the editors can be threatened by a mad individual?
not to stifle the inherent creativity of game by turning their Higher level adventures would be nice, perhaps with a town
backs on the outside world* to save rather than a village, or maybe adventures where the
I'd like to end this letter with a plea for more Maps of people you protect are not just common folk- royalty, a family
Mystery and Side Treks* of fairy dragons, maybe a priceless silver dragon egg*
Kevin Carter Edd McDonald
Los Angeles* CA via email

We weren > entirely pleased with the way The “splotches ” printed We hope that you find this issues selection of adventures more
(they didn 't look that dark on the laser proofs, honest!), so weve to your liking, *Deep freeze” combines Interesting locations with
removed them to whiten the pages. inspiration from HR
Lovecraft stories to create a memorable
Although we are planning to showcase more dungeons in the roleplaying experience. “frtandef” boasts an intriguing plot and a
pages of Dungeon Magazine, we have no plans to neglect town- nice mix of wilderness- and dungeon-based encounters. "Depths
based and wilderness-based scenarios Variety, after all has . of Rage ” might seem /ike a simple exercise in goblin -bashing but
been one of the secrets of the magazines success. there are a few unusual twists to keep the characters on their
toes “Alterations” is unlike anything we've published before and
*

Mixed Feelings might make a fascinating alternate-reality adventure to surprise


As a and-Edition player,was worried about the arrival of the
I your dungeon-weary DBtD players ,

new game and would have on the magazine* While


the effect it / would love to see more adventures set m unusual environ-

it can’t be expected that Dungeon Magazine would use outdated ments and climates However, prospective authors should keep
.

rules, my PCs are 6th level (and hope to get them to 20th level I in mind the modules weve already published- A module set in the

11 o ve m fier/dcce m 6e r 2<
cold Tundra is fine, but we're not looking for another “Mertyl- Room for Improvement
mane's Road" (Issue #76) or "Deep Freeze" Cm this issue). I’ve subscribed to Dungeon Magazine since its inception and
Check out pages 96-97 for our newest Maps of Mystery. have always appreciated the simplicity and clarity of its layout
Although we have additional Maps of Mystery and Side Treks and graphic design. (I somehow endured the dark times when the
slated for future issues, we could use a few more.
have If you contents page was laid out like a dungeon floorplan.) When I first

an awesome map or Side Trek adventure, get a copy of our browsed through Issue #82, I recoiled in distaste but gave
submission guidelines and send it in! myself some time to overcome nostalgia for the familiar. After
several weeks, however, the changes still disappoint. Some spe-
Please, Please, Please! cific points:

I’ve been following you’re magazine for many years, and must I The “kicker” description of each module is no longer clearly
say this latest upgrade (Issue #82) was truly impressive. distinguished from the title. The old design, with the title in caps,
Beautiful graphics, much deeper content (I really like the role- the kicker in a smaller, lower-case script, and the author’s name
playing tips for each NPC), and full color! Wow. I also like the in between, conveyed the information more efficiently and flex-
fact that you are going the more generic, easy-to-drop-in-to- ibly. The kicker will now likely have to be shorter than the main
any-campaign route. You guys are finally realizing the full title to keep the “look” of the text balanced, which diminishes the
potential of the magazine and the hobby at large. Congrats. kicker’s utility. The kicker should either be discarded altogether
(which would be a shame, and a loss of a good space for droll
editorial commentary), or some design closer to the old layout
OU GUYS ARE FINALLY REALIZING THE should be adopted.

Y FULL POTENTIAL Of THE MAGAZINE The horizontal black borders on each page needlessly crowd
the text and darken the overall color scheme of every page.
AND THE HOBBY AT LARGE. CONGRATS. They alsoreduce useful margin space for handwritten notes by
DMs running modules. Please remove at least the top border,
What really took my breath away was the poster map of which doesn’t offset information like the bottom border does.

Nottingham Castle. You see, I’ve been looking for the ideal cas- The white-text-on-dark-color boxes are alright, but too
tle to drop into my campaign for months. However, my elation many of them muddle the layout. For example, “Playing with
was nearly matched by my disappointment that more of the cas- Fire” is a short, sweet adventure. Six sidebars, however, is too
tle interior wasn’t shown. buy the magazine because don’t
I I many for an eight- or nine-page scenario.
have the time to develop these detailed maps myself. You make Workmanlike black-and-white illustrations beat hasty color
it easier by providing this great external view and a few key illustrations any day. The illustrations in Issue #81 were more
interiors (which were wonderfully done, by the way), but why plentiful and, for the most part, of better quality than those in
not go all the way and show the layout for all the structures? Issue #82. Color illustrations should not be muddy. Unfortunately,
Please, please, please finish what you started! This would be only Carl Critchlow’s fine art avoided that. The use of color to
a great way to drive traffic to your web site. Just have the artist differentiate each module, however, is very welcome.
finish the castle detail and serialize the drawings on the web, say, While I appreciate the need for change heralding the switch
one per week. Alternately, publish it in a future issue or as part to color and the 3rd-edition format, the new Dungeon Magazine
of another Sherwood campaign module. Just publish it! is visually unrecognizable and just too busy. There is some-
I’ll hold my breath. You guys keep up the great work. thing important about visual continuity in a magazine, and I

Malcolm Wolter think the continuity which should be emphasized is that of the
Houston, TX clean, readable “crispness” of the old Dungeon Magazine ,

which itself hearkened back to the classic TSR modules and


Under Construction their clear white pages, sans serif fonts, and bold line-ink illus-
Just some quick feedback to Tommy Smekens “Exploring the trations. Change is good only if it is for the better.
Underhalls” letter in Issue #82. His idea of short dungeon set- The content of the magazine, fortunately, remains excellent.
tings that can be placed into most dungeons is brilliant. Side Thank you for your time.
Treks are usually outdoor adventures, so what is really needed Michael Rooney
are Side Treks for dungeon settings. This reminds me of the old Pasadena, CA
“Under Construction” feature in early Polyhedron Newszines.
Just a section of a dungeon or even a room is outlined, and this Thank You!
section could be put into most dungeon settings. After all, the Ijust wanted to let you know how much appreciate and enjoy I

name of your magazine is Dungeon, so a few, small dungeon sec- your magazine. rarely use a pregenerated adventure from start
I

tions that could be placed into any generic dungeon would be a to finish, but use bits and pieces from different adventures or
I

great resource for all DMs. use them to inspire me. Sometimes do find an adventure so I

William K. McCarthy good I use it “as is.”

via email When I First picked up Issue #80 and read “Fortune Favors
the Dead,” I thought it looked dumb. It certainly wasn’t the high
We couldn't agree more, William. 17/ tell you what: If we receive fantasy game I was used to playing, and seemed more suited to
enough excellent submissions, well introduce this new feature a modern-day roleplaying game. Two things changed my mind.
to the magazine and run it as often as we can. Now, let's start First, my two regular players and decided to start a Birthright I

seeing some awesome mini-dungeons, and keep the length to game. They decided to be Khinasi prince brothers, seeking their
2,000 words or fewer per submission. fortunes while they waited for the crown. Second, I picked up

novem6er/decem6er 2ooo
.

Dragon Magazine #273, and we how exciting and Fun


it would be to run a swashbuckling campaign.
all rhoughf
On the brothers' WANT TO SUBMIT AN
adventure, they found one piece of Salamanca's treasure
first

map, and they were off! The adventure fit perfectly. There were ADVENTURE?
fierce duels and clever deceptions. After being horribly embar-
rassed by Tonja the battle -mage in the desert, I had them run
Don’t be petrified! It’s easy.
into her again at the Barons villa. One brother danced with her,
exchanging witty repartee and sly innuendo, while the other
brother stealthily pilfered the Baron’s study. Check our our new submission guidelines
starting on page g8 of this issue, or read the
OUR APYEHTURES ARE Of SlfCKHIGH guidelines online at our official website:
QUALITY THAT EVER WHEK 1 PORT THINK

Y To make
I CAR USE THEM, 1 CAR USE THEM!

a long story short, the whole adventure rocked, and


www.wizards.com/dungeon/welcome.asp

my players had a terrific time (and I got a recurring villain they


love to hate in Tonja)! I changed very little of the adventure to
make it work for the Birthright setting and lower level charac-
ters. I replaced some of the heavy -hitting monsters with slightly
weaker ones, gave my guys bodyguards, and made the Baron a
regent. Other than that, I pretty much ran it straight. So, keep up
the great work! Your adventures are of such high quality that
even when I don’t think I can use them, I can use them!
The few sessions weVe played using the 3rd -Edition rules
went really smoothly; the new rules are easy to learn and easy
to play. Right now its difficult to craft adventures for the new
game when were all still learning the rules, so DUNGEON Magazine
will come in extra handy. look forward to all the new issues!
I

Amber Scott
Seattle, WA

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