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AC 3 A DUNGEONS & DRAGONS@Game Accessory 9145

3-D DRAGONTILES featuring


The Revenge of Rusak
k David “Zeb” Cook

ADVENTURE FOLP

TSR, Inc.
PRODUCTS OF YOUR IMAGINATIONT‘
D R 4 G O Y DUUCEOYS & DR4GOYS D&D 4DLhUCED D U Y C E O Y S t DR4GOYS
iDVLUTURE F OLD UP PRODUCTSOF \.OUR I\l4GIY4TlOY arid theTSR logoare t r a d e n l d r h i o u n e d b i TSR lnc
3-D DRAGON” TILES
For use with the DUNGEONS & DRAGONS@and ADVANCED DUNGEONS & DRAGONS@GAMES

The Revenge of Rusak


David “Zeb” Cook

Table of Contents
What you get with 3-D DRAGON’”Tiles ..................................... 1
How to use the DRAGON””Tiles ............................................ 2
Wilderness Adventure: The Revenge of Rusak ................................. 2
Preparing for the Adventure ............................................... 2
T h e N P C s ............................................................. 2
Illusions .............................................................. 2
Beginningthe Adventure ................................................. 3
EncounterKey .......................................................... 3
New Monster .......................................................... 7
New MagicalItems ...................................................... 7
Editor: Anne C. Gray
Tile Artist/Figure Designer:
Dennis Kauth and Marsha Kauth What you get with 3-D DRAGON” Tiles
Graphic Designer: Ruth Hoyer
The 3-D DRAGON”’ Tiles are made in two
Typographer: Betty Elmore
varieties: three-dimensional figures and access-
Photographer: Doug Hamm ories, and two-dimensional tiles. This set
includes:
Distributed to the hook trade in the United States by Ran-
dom House, Inc., and in Canada by Random House of
Canada, Ltd. Distributed to the toy and hobby trade by player character figures
regional distributors. Distributed in the United Kingdom non-player character figures
by TSR UK LTD. tents
trees
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istered trademarks owned by TSR, Inc. waterfall
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This product is protected under the copyright laws of the
United States of America. Any reproduction or other The 3-D figures and accessories are printed
unauthorized use of the material or artwork contained on two heavy cardstock sheets. The two-
herein is prohibited without the express written permission dimensional tiles are printed on the die-cut
of TSR, Inc. sheet included with the booklet. A special Wil-
derness Mapping Grid is printed on the inside
TSR, Inc. TSR UK Ltd. of the booklet’s outer cover.
POB 756 The Mill, Rathmore Road A special D M sheet contains pre-rolled char-
Lake Geneva, Cambridge CB14AD acters and NPCs.
WI 53147 United Kingdom
The Revenge of Rusak is a special D&D@
Expert Set wilderness adventure designed so
that you can use the DRAGON”’ Tiles immedi-
ately.

TSR, Inc.
?M)DuClS OF YOUR IMAOINATION’”

0-88038-203- 1
ISBN 394-54858-2TSR0799 9145
Dungeon adventure:
“The Revenge of Rusak”

How to use the Preparing for the Adventure for all these personality flaws, she is quite
DRAGON” Tiles beautiful. Unfortunately, she is now a prin-
This adventure is for four to six characters of
cess in name only. In the past year, her father
This set of DRAGON”” Tiles contains tiles levels 7 to 9. O n one side of the DM’s Refer-
was killed in a coup d’etat staged by the War-
and 3-D figures that are particularly useful ence card are six pre-rolled player characters.
den of the Garrisons, Ernst Ziegler.
for wilderness settings. You can use these in These are the same characters who appeared
This coup was brought about by Ziegler’s
nearly any wilderness adventure. If your in The Kidnapping of Princess Arelina.
evil ambition, not by any dissatisfaction
player characters are attacked while camping However, they have been altered for use with
among the peasants. In his coup it was obvi-
in a forest, you can use the trees, bushes, the D&D@Expert rules. Furthermore, some
ous that Ziegler had powerful outside help of
streams, paths, campfires, and other pieces time has passed between the two adventures,
a magical or clerical nature. Ziegler now con-
to set the scene for the encounter. When mov- so the characters have risen in level and
trols the old king’s lands with an iron hand.
ing through a twisting forest, the 3-D figures changed equipment. If your players do not
Taking no chances, he has put to death all the
and tiles can hide the locations of dangerous have appropriate characters, they can use
royal family within his reach. Only Princess
pits, snares, and quicksand. these.
Arelina managed to escape. Now, in her
Start by separating the 42 two-dimensional The Revenge of Rusak is entirely a wilder-
usual fiery manner, she is organizing a rebel-
tiles. These tiles show streams, paths, animal ness adventure. It has no particular back-
lion against the evil rule of Ziegler.
tracks, creatures, snares, pits, patches of ground setting so it can be used any time the
Many years have also passed since Rusak
quicksand, tree stumps, fires, and different PCs are traveling to another place. There is
last met the player characters. His last meet-
spell effects. Some tiles are different on each no map given of the territory since this is not
ing was most unfortunate; he was most likely
side. When characters touch that tile, you important to the adventure. Instead, most
slain by the player characters as they defeated
can flip it over to reveal whether they have encounters are determined by how much
his evil schemes. However, an oversight
triggered a snare or wasted their time prob- time passes between each event. If the adven-
when disposing of Rusak’s remains allowed
ing a harmless area. ture does not indicate when an encounter
Ziegler to arrange Rusak’s return. Since his
After you have separated the tiles, cut out should occur, the exact timing is not impor-
revival, Rusak has practiced and adven-
the major sections of the 3-D figure sheets. tant. However, play all encounters in the
tured, and has become a powerful wizard. He
Look carefully at each sheet before you start order given.
is particularly adept in the use of illusions.
cutting so that you don’t make any mistakes. If your players have not played The Kid-
Grateful to the warden, Rusak assisted
O n the back page of this booklet and on the 3- napping of Princess Arelina, the reason for
him in the overthrow of Kivlg Limakhan.
D sheets are instructions for folding the 3-D revenge in this adventure will not make sense
Ziegler has now given Rusak the task of find-
pieces. to them. In this case you can either play that
ing Princess Arelina. However, the political
If you have metal miniatures, you can use adventure first or you can ignore those parts
situation is such that Ziegler cannot openly
these with your 3-D figures and accessories. that explain Rusak’s motivations and gloat-
kill the princess, since this would make her a
All the paper pieces are the same size as a ing. Rusak will simply be a hostile element
hero to the people. Instead, he intends to
standard 25mm figure. You can also use the 3- that the characters encounter.
either capture her or disgrace her and her
D pieces from DRAGON“ Tiles (AC3), The All the encounters use tiles and 3-D pieces.
cause in the eyes of the common people. Still,
Veiled Society (B6), and BATTLESYSTEM” The parts that are needed are listed at the
Rusak has never forgotten the player charac-
Fantasy Combat Game Supplement with the beginning of each encounter. Sometimes
ters and what they did to him.
pieces that are provided here. traps or snares are used as part of an
encounter. When you place these, be sure
Illusions
that you do not let the players see the under-
sides of these pieces, since this would reveal As noted before, Rusak is a master of illu-
the location of a trap or snare. In addition, sions. He can create illusions of virtually any
you should always place a number of false affect he desires and can execute them with
encounters that do not have a trap or snare on great reality. Most importantly, he has
the back. Then your players will never be learned the true secret of a good illusion.
sure if a tile is harmless or a dangerous trap. With practice, he has learned that the most
successful illusions are not those of fantastic
The NPCs things, but of ordinary people and sights the
viewer expects. Since the illusion seems nor-
If you plan to use this adventure to continue
mal, the viewer is more easily fooled. Apply-
the adventures of Princess Arelina and the
ing this principle, Rusak often uses illusions
evil wizard Rusak, you should read the fol-
to lead people on the route he desires. Thus,
lowing information carefully. Unless your
he can steer a party into a trap without great
campaign is different, it will have been many
difficulty.
years since the player characters last saw
The believability of his illusions helps
either Rusak or the Princess. In those years
Rusak convince others they are real. Just as
their situations have changed quite a bit.
characters fighting a monster created by
The Princess Arelina, a young girl the last
phantasmal force believe they are in mortal
time the characters saw her, has grown into
combat, a character accepting food from one
womanhood. Unlike most princesses, she is
of Rusak’s illusions will believe he is eating
not dainty and demure, but hot-tempered,
real food. The importznt point to remember
commanding, and sharp-tongued. However,

2
“The Revenge of Rusak”

as D M when dealing with Rusak’s illusions is (assuming they are still following the trail) Time Elapsed: 1 hour
that if the character accepts something as and are obviously threatening the two people ~~ ~

being real (a piece of cheese, a map, etc.), the on the wagon. A fallen tree in front of the The forest grows darker and thicker as
character will believe it to be real. So wagon blocks the path. you ride along. The insects grow still with
although his illusions can only create visual The mounted men are three of Rusak’s the increasing heat of the day. Your
and sound components, a character who henchmen-Thoref, Philip of Marabone, mounts, tired from the hot ride, start to
accepts one as real will complete the rest of and Petrof (see NPC Roster). They have slip and stumble, sweat running down
the details with his own imagination. been sent to capture Princess Arelina, who their flanks. You must dismount and walk,
has fled her father’s former kingdom. The leading your horses behind you. The
Beginning the Adventure two people on the wagon are Princess Arelina water in your skins is nearly gone and
and Turef the guide, a normal human (hp 4). both you and the horses thirst heavily. It is
The first encounter in the adventure should H e is of no help in any combat. nearly time to rest, but for the sake of your
occur shortly after the characters reach the When the player characters appear, Prin- mounts, you press on hoping to find a
edge of a borderlands/wilderness area. None cess Arelina screams for help. Normally, her stream or pool ahead. Then, rounding the
of the encounters should take place in civi- pride would not let her do this, but in this corner ahead, you see a small brook run-
lized lands since the local authorities would case, she judges it to be the most effective ning across the path.
become involved, performing many of the method of getting help quickly.
tasks the player characters are expected to The henchmen have orders to capture
experience. Read the boxed description for Lay several sections of path tiles in a line.
Princess Arelina, not to fight strangers who Through the middle of the path place one or
Encounter 1 to begin play. appear on the road. They stand and fight the more stream tiles for the brook. Place several
player characters only until they are obvi- reed tiles on the edges of the brook. O n either
Encounter Key ously outnumbered or outmatched. Then side of the path place the tree fold-ups to rep-
1. A CRY FOR HELP they turn their mounts, leap the fallen tree, resent the forest.
and gallop off down the path, quickly disap- Rusak, knowing that the player characters
3 - 0 figures: Trees, path tiles, wagon, fallen pearing from sight. The player characters
tree are following the path and suspecting that
can pursue, but lose valuable time getting they are likely to stop at this brook, has hur-
past the wagon and over the tree. Unless ried here to arrive before the characters. He
The sunlight, shining through the arch of something extraordinary happens, they are is hidden in the woods about 30 yards to the
leafy trees, creates bright blots on the path not able to trail the henchmen. right of the path. As soon as the characters
ahead of you. It is a hot midday, filled with Once the player characters have rescued the reach the brook, he quietly casts his ventrilo-
laziness. Flies and mosquitoes buzz about Princess, she politely thanks them and asks quism spell. H e whistles a little tune, much
you, landing in your hair and crawling their help to clear the path again. She explains like a traveler would, casting the sound ahead
into the chinks of your armor. Sweat, that she is on her way to a secret rendezvous in of the characters and around a bend in the
intensified by the heat and weight of your the forest with the loyalist opposition to Gen- path. H e makes it sound as though a harm-
armor, soaks your back, chest, and legs eral Ziegler. There is a 60% chance that she less traveler is approaching the party
and runs in little rivulets across your skin. recognizes the player characters as the same Just before the sound rounds the bend,
Wasps, attracted by the sweat, hover over ones who saved her life many years ago (pro- Rusak casts his phantasmal force spell, creat-
you and your horse. Birds sing and flutter vided these characters are being played). If she ing an illusion of himself as a dark-robed
from branch to branch overhead. The does, she becomes somewhat friendlier and mendicant, walking stick in hand. This illu-
underbrush rustles with the scurrying invites them to accompany her, explaining sion walks around the bend in the path and
movement of small creatures. briefly what her mission is. If she does not rec- confronts the player characters.
Suddenly, from up ahead, you hear a ognize the player characters, she does not ask “Hail and hello, fellow travelers!” Rusak
faint cry muffled by the thick woods. them to ride along, but she does not prevent has the illusion say. “May I come and join
“Help, help ... for the love of ...me!” You them from doing so if they choose. However, you in a drink of cool water? ‘Tis a weary
can only catch parts of what is said, but she is very suspicious and watchful of them for road I have traveled and it is good to see com-
what little you hear sounds like a voice the rest of the trip. pany on the trail. My name is Kirkenny of
filled with terror. Unknown to all, the entire encounter has Loch Glenfirg, traveler and student of
been secretly observed by Rusak. Hidden a Magister Throrogast.”
T h e player characters cannot see the safe distance away in the woods, he has used a If the player characters do not act hostilely,
source of the noise, as the path takes many wizard eye spell to watch over the events. Rusak has the illusion advance and kneel at
twists and turns ahead. However, if they Upon seeing the player characters (again if the stream, scooping up water and slurping it
move .forward quickly, the sound becomes they are the same characters who fought with from his hands. Rusak handles the illusion
more distinct, although it is not much louder. him before), he instantly recognizes them. masterfully, rippling the water as if Kirkenny
The cries continue and along with them, the Spurred on by his fevered hatred of both had dipped his hands in, having it dribble
player characters start to hear other voices. them and the Princess, he begins plotting the between his fingers as he drinks. With the
These are indistinct, hut do not sound like destruction of them all. ventriloquism he makes slurping sounds of
they are in danger. Kirkenny drinking. After this he digs into the
Rounding a bend in the trail, the player 2. THE DARK STRANGER pockets of his robe and pulls out a short knife
characters find themselves 20 yards behind a and a wedge of extr:mely old and moldy
wagon and three mounted men. The men are 3 - 0 figures: Path, stream, and reed tiles,
trees, Rusak cheese. Scraping off the worst parts of the
facing away from the player characters

3
“The Revenge of Rusak”

mold, he cuts a greenish slice and noisily con- blood of an innocent traveler! May death and blocking the path. Meanwhile, his henchmen
sumes it, offering slices to the player charac- ruin stalk you all until I a m avenged!” have cut down several trees to block the path
ters. If any accept, they believe that they are just before this point, following Rusak’s
eating a slice of sour but not totally unwhole- 3. THE FAIRY RING orders. This is necessary to discourage the
some cheese. player characters from trying to climb the
3 - 0 figures: Path and mushroom tiles, tree rockslide since it will disappear if they do.
If any player states that his character is fold-ups
watching the stranger very closely, secretly The henchmen have done their best to make
make a Saving Throw vs. Spells for that char- Time Elapsed: Any the fallen trees look as though the rockslide
acter (-3 on the die roll). If the character brought them down. However, if any charac-
makes the save, tell the player that something Refreshed, your group presses on into the ter examines these trees closely, they are able
is not right about what is happening. Allow forest. Ahead on the side of the path is a to tell that they have been cut, not torn down.
the player several guesses about what is After this was finished, the henchmen built
wrong to see if he can figure it out. The two the cairn at the junction.
flaws in Rusak’s illusion is that the water O n e character in the party, either the The path to the left does not lead to the
dripping through Kirkenny’s fingers makes player character with the most woodsman player characters’ destination. Instead, it
no noise when it splashes back into the brook experience or Arelina’s guide, recognizes the winds around and around and eventually
and that the cheese has no odor (unless the mushrooms as an edible delicacy. The char- ends in the wilderness.
character accepts and eats some, at which acter is not mistaken. The mushrooms are At this point, however, the sun is going
point he believes it has a stale, sharp smell)- indeed rare and delicious. Furthermore, they down and it is time to make camp. Rusak
very minor points, but potentially telling are exceptionally nutritive, so much that a does not disturb the characters during the
ones. single mushroom is equal to a full meal. night, as he needs to rest and recover his
If the characters do not suspect the illusion, However, these mushrooms are guarded spells. When the characters get back on the
Kirkenny engages the player characters in by a fungoid (see New Monsters at the end of right trail and through the rockslide, they
idle chatter, being at all times pleasant, the adventure) lurking underground just encounter a bridge.
friendly, and innocent. H e asks a typical trav- below the mushrooms. When any character
eler’s questions; where are you from, what is picks the mushrooms, the fungoid attacks, 5. THE ROPE BRIDGE
the path like ahead, where are you bound, lunging u p through the loamy soil to grab the 3 - 0 figures: Path, cliff, rope bridge tiles, tree
etc. Once the player characters state where character and drag him underground. The and henchmen fold-ups
they are heading, Kirkenny shakes his head fungoid fights until slain.
gravely and tells them that the path they Time Elapsed: 2 hours since sunup
intend to take has been blocked. It has been Fungoid: AC 8; H D 10; hp 50; MV 60’;
closed by a landslide, a washed out bridge, or #AT 2; D 2-20; Save D10; M L 12; AL N Setting out for the day, your group travels
whatever you decide is the most believable for through the overgrown weeds that grow
the terrain of the area. 4. THE FORK IN THE ROAD between the wheel-ruts and half-buried
However, Kirkenny suggests that if the 3 - 0 figures: Forked path, path, cairn, and rocks. This makes the trip bouncy for the
player characters take the next branch in the fallen tree tiles wagon.
trail, they will be able to detour around the Throughout the morning, the trail
blockage and rejoin the path on the far side. Time Elapsed: 3 hours leads upward, doubling back several
He points out that this will add several miles times on the steep slope. Shortly after
to their trip, but is the only way through the Ahead of you is a fork in the path, just as rounding yet another curve, the edge of
forest. After he has delivered this informa- Kirkenny described to you at the stream. the forest breaks away into a clear glade
tion, he packs u p his belongings and heads At the juncture is a rude pile of stones, evi- that extends a short way and drops into an
down the path, whistling as he goes. dently marking the branch in the path. abrupt chasm. Spanning the gap is a wide
If any character deduces that this is an illu- rope bridge.
sion and reveals his belief, Rusak gives u p the The cairn is a mileage post, indicating the
ruse and causes Kirkenny to vanish. Still miles covered by each path (including the one Again, Rusak and his henchmen hav
using his ventriloquism, he casts his own the player characters are on). Of the two reached this site before the player characters.
voice to the opposite side of the path. With an paths the characters can choose from, both Assuming that the player characters will
evil hollow laugh, he says, “Helpless fools! indicate the same place as the final destina- carefully check the condition of the bridge
You are doomed! I, who was once slain by tion. However, the path to the left is 20 miles before crossing it, Rusak has made no
your hand, will have my revenge. You cannot longer than the one to the right. According to attempt to weaken the structure. If the char-
escape and you cannot predict when I will Kirkenny, the path to the right is blocked a acters examine the bridge, they find that it
strike. Perhaps I will kill you now! But then, I mile down the path. seems in good repair and is wide enough to
may wait and let you suffer in agony like you Since Rusak last saw the player characters carry the wagon. Testing the bridge shows
made me suffer so long ago!” With that the at the brook, he and his henchmen have been that it is sturdy enough to carry the wagon
laughter fades away, echoing evilly through very busy. Hurriedly flying to this point, the without difficulty. The chasm it spans is 90
the woods. group has done two important things. First, feet wide and 100 feet deep.
If the characters attack Kirkenny, believ- one mile down the right path, Rusak has cast Rusak has prepared a trap for the player
ing him to be real, he puts up a poor defense, a hallucinatory terrain of a rockslide (or characters by hiding in the woods on the near
dying with a single sword blow. As he dies, he whatever obstacle Kirkenny described) side of the bridge. H e has made two of his
says, “A curse upon you all for shedding the

4
! The Revenge of Rusak”
-

henchmen invisible. When the last player evil things of the forest. To explain the odd
character is halfway across the bridge, Rusak in a straight line ahead. There, in the dis- behavior of the illusionary people, they
and his men will act. tance is what seems to be an describe their religion as an odd little cult that
From the edge of the woods, Rusak casts encampment-several large tents, smoke carefully limits the contact of its members
his projected image spell on the far side of the rising from a fire, a wagon, and several with the outside world. Only the henchmen
chasm. H e begins using spells (appearing to horses. Several people wander about the are allowed to have contact with the stran-
come from the projected image) to attack the camp. The wind carries the smell of roast- gers.
party. Meanwhile, the invisible henchmen go ing meat to you. If the player characters agree to stay, the
to the end of the bridge and begin sawing the NPCs are quite gracious and friendly. They
ropes of the bridge. They sever the cables in 4 The encampment ahead is a combination offer dinner (roast venison) and the use of one
rounds. If the player characters manage to of reality and illusion, prepared by Rusak, of their tents for the night. They do not inter-
get off the bridge before the ropes are cut, his henchmen and a djinni Rusak has sum- fere with the player characters during the
Rusak cancels his projected image and moned. Use the diagram to place the 3-D day.
reveals himself, hoping to lure the characters pieces on the table. The tents and other camp If the player characters refuse to stay,
back onto the bridge. When the ropes break, furnishings are all real, either set up by Rusak and his men wait until they leave and
each person on the bridge must make a Sav- Rusak and his men or created by the djinni. then follow them into the woods. At the first
ing Throw vs. Dragon Breath (-3 on the die However, of the 10 people who appear in the opportunity, they ambush the player charac-
roll). A successful save means the character camp, only four are real. The other six are ters. Their objective is to kill all player char-
has managed to grab one of the falling ropes illusions created by the djinni. These illusions acters and capture the princess. In this
and is only slammed into the side of the can talk and carry on normal conversations, attack, Rusak uses all his spells and magical
chasm for 4d6 points ofdamage. A failed save but do not allow the player characters to items (including the djinni) in an attempt to
means the character falls for 10d6 damage. come within touching distance since this destroy the group. If the ambush is obviously
Rusak breaks off the combat under two would dispel the illusions. The three real peo- failing, Rusak and any henchmen who can
conditions. First, once the bridge is down, he ple are Rusak and his henchmen. Rusak has escape flee to Rusak’s hideout (encounter 7).
and his men will withdraw, regardless of how cast a polymorph selt disguising himself as a Rusak intends to complete his revenge
the fight is going. If he is winning, he gloats common servant. The henchmen have each during the night. Just before the princess
to the player characters about how they are had a polymorph cast on them from Rusak’s goes to sleep, Rusak has Philip of Marabon
doomed. Secondly, Rusak breaks off any time wand, again keeping them human but chang- drop the medallion of emotion (see New
he suffers total damage equal to half his hit ing their appearance so the player characters Magical Items at the end of the adventure)
points or greater. won’t recognize them. into her pocket. Once the camp has settled
Rusak and his henchmen are posing as down to sleep, he steals out and places his
6. THE ENCAMPMENT part of a band of travelers passing through staffofrecording(see New Magical Items) on
the woods. They welcome the party, feigning the edge of the camp. The staff has a carefully
3 - 0 figures: Path, tree stump, campfire, relief at their arrival. According to them, prepared scene of Rusak and his men abduct-
ditch )S
they have been forced to halt their journey ing the princess (previously prepared with his
Time El; here for several days. Hoping to fool the illusions). H e has placed it where it will be
player characters, they explain that they are clearly seen by any player character on
I 1
Toppins a I I S C , yuu L ~ I Iscc lruuugrl LIIC on a holy pilgrimage and would be greatly guard. Ifthere are no guards, he and his com-
thinning trees that the path stretches out pleased if the player characters would stay the panions rouse the player characters in time to
night, giving them more protection from the see the illusion. -
5
When the staff is activated, the player Time Elapsed: Any placed many traps in the area (as marked on
characters see Rusak and his men dragging the map). The effects of these are indicated
If Rusak manages to escape the player char-
the struggling princess into the woods. She, below.
acters, he flees directly to his hideout, making
or rather her illusion, attempts several muf- Pit (no spikes): The character suffers id6
no attempt to hide his trail. He is confident
fled screams. If the characters pursue into the points of damage.
that once there he can easily defeat any who
woods, they do not find anything since the Pit (spikes): The character suffers id6 plus
come after him. If any of his henchmen man-
illusion vanishes once it enters the woods. 3d8 points of damage.
age to escape, they join him in this flight. The
The commotion naturally awakens the real Snake: A poisonous snake coiled in the
player characters are not able to follow the
princess, who, in her hot-tempered manner, bushes strikes at the character. It is AC 9; H D
path at night, but have no difficulty tracking
is extremely angry and upset. Because of i/2; hp 2; #AT 1; D 1 + Save vs. Poison or
Rusak during daylight. His trail leads for a
these emotions, she appears as a gigantic hor- die. It will attack once and then slither away.
mile through the woods to his hideout.
rible monstrosity of herself. She comes raging Snare: Characters without metal armor
When the player characters reach the area
into the midst of the player characters. Rusak are yanked into the air to dangle until some-
of Rusak’s hideout, place the 3-D pieces
hopes this causes the player characters to one rescues them. Characters in metal armor
except the traps and dummies according to
attack her. However, if she is attacked, she are pulled off their feet, but are not yanked
the diagram above. Keep the traps and
immediately becomes frightened and scared, into the air.
dummy pieces to the side, bringing them into
emotions that are also reflected by the medal- Quicksand: These areas have been care-
play only as the characters discover them.
lion. When the characters see this, the play- fully camouflaged by Rusak. O n the first
Rusak’s hideout is a series of small caverns
ers should be able to deduce that something is round the character automatically sinks to his
located under the waterfall. It can only be
not right. If they cease their attack, Rusak knees and is unable to move. O n each round
entered through the cave mouth directly
attempts to goad them on. Should this fail, he after the first, the character must roll 3d6. If
behind the waterfall. Rusak’s trail leads to
orders his henchmen to attack. In the result- the roll is equal to or less than his Strength,
the edge of the pond where it disappears. It is
ing confusion, he flees through the woods to the character pulls himself out 1 foot. If the I

up to the player characters to discover the


his hideout. roll fails, the character sinks 2 feet. Another
entrance.
character helping can automatically pull a
While the characters move about this area,
7. RUSAK’S HIDEOUT they are under the watchful eye of Rusak,
victim free in 3 rounds.
Entangled Growth: As soon as a character
3-0figures:Pond map grid, leaf tiles (snares, observing from his chamber (Room 3). He
enters this area, Rusak casts his plant growth
pits, and dummies), reed tiles, waterfall 3- has carefully arranged it so he can cast spells
spell, trapping the character in the thick
D fold-up from this point, firing through a small open-
underbrush. Trapped .characters cannot do
ing in the cavern wall. Secondly, Rusak has

6
“The Revenge of Rusak”

anything. Others can cut the character free in B. Storeroom furnished. Here Rusak is watching the actions
2 turns. of the characters outside. If the characters start
This chamber serves as a storeroom,
to open the door, Rusak escapes by casting a
kitchen, and bedroom for Rusak’s hench-
Rusak’s Chambers dimension door spell to the outside. Once out-
men. Hiding in the shadows behind the stack
side, he unrolls his flying carpet and flies away
A. Entrance Chamber of crates is Philip. H e attempts to backstab
(unless stopped). If he escapes, Rusak puts
any character he can and then, if possible,
This small chamber has a canoe pulled u p aside his efforts at revenge for the moment,
escape from the hideout.
- a table, and piles of food.
to small landing, although he will be back someday.
Standing to either side of the entrance are In ;he chamber are documents which
C. Rusak’s Chamber
Thoref and Petrof, each armed with a two- implicate Rusak’s involvement with General
handed sword. They attack anyone who tries Fitted into the arch of the cavern is a heavy Ziegler, 10,000 gp worth of gems and jewelry,
to come through the waterfall. Knowing they door, locked and barred from the inside. The a potion of plant control, a scroll with four
have nowhere to run, they fight to the death. room inside is comfortably, though not lavishly, spells (referee’s choice), and a staffofheding.

NEW MONSTER to move and sense its surroundings. They are


normally found just under the surface of a
Fungoid patch or ring of mushrooms and may be con-
nected to these in some way.
Armor Class: 8 Although large and powerful, a fungoid is
Hit Dice: 10 quite slow, always losing the initiative in any
Move: 60’(20’) combat. They attack with their flabby fists,
Attacks: 2 hitting with tremendous force. However,
Damage: 2-20 their fungus flesh gives easily with the result
No. Appearing: 1-3 (1-2) that they only cause 2-20 points of damage,
Save As: Dwarf 10 although the character hit must make a Sav-
Morale: 12 ing Throw vs. Dragon Breath or be knocked
Treasure Type: None off his feet.
Alignment: Neutral Being nearly-mindless, a fungoid is

NEW MAGICAL ITEMS magical amulet. When worn or carried, the Thus, if worn by an evil creature, a detect
user does not notice any effect. However, the evil shows the creature to be good; when
Staff of Recording amulet magically alters the person’s appear- worn by an invisible character, that character
ance to match his emotions of the moment, is undetectable to a detect invisible spell. The
This is an ornamented staff topped with a
but greatly exaggerates them. Thus, rage and medallion uses a charge each time a detection
single crystal orb. When placed upright in the
anger make the person appear horrific and spellis cast against it. When found it has from
earth, it can record or show. When the com-
hideous, fear makes him appear weak and 2-7 charges. When all the charges are spent
mand word is spoken to record, the staff
sniveling with mousy features, etc. Once the and another detection spell is cast against it or
records all events within a 30-foot radius for
amulet is put on, it can only be removed by a the wearer, the medallion shatters. This
u p to 24 hours. Likewise, when it shows, it
remove curse spell. medallion is an extremely rare item since it is
plays back everything that it has recorded.
almost impossible to identify as a magical
The staff can only have one scene recorded at
Medallion of the Mirror item; if detect magic is cast upon it, it reads as
any given time. If a new scene is recorded,
a non-magical item.
any previous scene is lost. This magical medallion appears as a small
silver mirror set in a frame of cheap gem-
Amulet of Emotions stones. When worn, it reverses the result of
any detection spell cast upon the wearer or it.
This amulet appears identical to any other

7
“The Revenee of Rusak”

Directions for assembling the 3-D Large tent (Tl-T7) (Figure 3) Waterfall (W) (Figure 4)
figures Cut out the small white slots on part T1. Fold Fold and glue parts Wl-W3 as indicated.
The horse carts (C) (Figure 1) parts Tl and T2 and glue together to form Attach part W4 to the front, but do not glue
the tent base. Fold and glue T3. Attach parts around the edges of the opening or above the
Fold both cart beds (C 1) according to the dia-
T 4 and T 5 to the straight edges of T 3 (using opening; part W5 should slide up or down
gram, and glue. Fold the wheels (C2) and
flaps c). Attach this top to the base of the tent. between parts W1 and W4.
attach to the underside of the cart bed. Glue
Cut out the small white slots on part T6,
part of C 3 to the underside of the cart, so 2/3
fold and glue flaps a and b. Fold and glue “G” figures
of the piece extends from the cart. This
both parts of T7 and insert them into the slots
extended piece fits into part C4 which is Fold all parts labelled “ G ” and glue the flaps
on part T6. Glue flap c on part T 6 to the front
attached to the horse figures. on the inside of the figure so they do not
of the tent. Adjust the spears to fit into the
show.
slots in the front of the tent. Then glue them
Small tents (T9-T13) (Figure 2)
in place.
Fold the tent bases (T8, T10, .T12) and glue “B” figures
according to the diagram. Fold the tent tops Flags (F) All parts labelled “B” are tree trunks. Cut
(T9, T11, T13), glue, and attach them to the out varying shapes of foliage from the sheets
Fold and glue flags around a pin. Insert the
tent bases. included and glue to the trunks.
pin in the top of the tents.
\
r
A

‘A

.
.I

E
9145XXX1402 1985 TSR,In=.All Rights Reserved.
e 1985 TSR, Inc. All Bights Bamed.
1985 TSR, Inc. All Rights Reserved.
9145XXX1404
PRE-ROLLED PLAYER CHARACTERS DM Sheet

BerMai Kuat Teman


9th Level Lawful Fighter 10th Level Lawful Fighter 8th Level Lawful Cleric
Strength 15 Dexterity 12 Strength 13 Dexterity 14 Strength 10 Dexterity 17
Intelligence 6 Constitution 15 Intelligence 15 Constitution 15 Intelligence 12 Constitution 16
Wisdom 9 Charisma 15 Wisdom 12 Charisma 13 Wisdom 14 Charisma 13
Hit Points 50 Armor Class -1 Hit Points 52 Armor Class -2 Hit Points 44 Armor Class 0
Equipment: sword + 1, platemail + 2, ring Equipment: 4 arrows + 1, elven cloak, Equipment: war hammer + 4, chain mail
o f water walking, potion o f speed, potion sword + 3 (find traps, detect metal, tele- + 2, 3 potions o f healing, scroll of protec-
o f fire resistance, shield, crossbow, dag- kinesis), plate n a i l , shield + 1, potion o f tion from undead, potion ofgiant control,
ger, horse and saddle gaseous form horse and saddle

Awas Saudara Penchuri


8th Level Lawful Magic-User 9th Level Neutral Magic-User 7th Level Neutral Thief
Strength 8 Dexterity 12 Strength 9 Dexterity 11 Strength 11 Dexterity 18
Intelligence 15 Constitution 11 Intelligence 14 Constitution 14 Intelligence 9 Constitution 15
Wisdom 14 Charisma 13 Wisdom 10 Charisma 8 Wisdom 12 Charsima 13
Hit Points 22 Armor Class 7 Hit Points 28 Armor Class 8 Hit Points 24 Armor Class 2
Equipment: wand o f fear, scarab of protec- Equipment: ring o f protection + 1, displacer Equipment: elven boots, rope o f climbing,
tion, scroll with hold portal, fly, and ice cloak, dagger + 2, helm o f reading, scroll of sword + 1 (detect gems, find secret
storm, dagger + 1, horse and saddle protection from lycanthropes, ring ofanimal doors), ring o f protection + 2, leather
control armor, mule and saddle

1985 TSR, Inc. All Riahts Reserved.


David “Zeb” Cook

Princess Arelina rushes from the tent as total


disorder breaks out across the camp. She
descends on your party as you struggle c t

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