Professional Documents
Culture Documents
DUNGEON is a trademark of TSR, Inc. - 1990 TSR, Inc. All Rights Reserved .
R TSR ROLE-PLAYING GAMES JANUARY/FEBRUARY 1991 ISSUE #27
COVER : The arrival
of adventurers
interrupts a lesson in
"The School of
Nekros" Tom Miller's
cover shows the
necromancer
Mephista and the
skeletal red dragon
from whom she is
learning lost spells .
T 15 .95
H
uma, Knight of Solamnia, wielder of the
Dragonlance and blessed of Paladine,
perpetually strive for dominance over the other yet looks to the sky in search of the enemies of Krynn. A
they still work to a common end, to serve the Queen of minion of the Dark Queen astride a Red Dragon
Darkness in her effort to subjugate the World of emerges from the fold of a black cloud. Huma raises
Krynn Dragon and dark knight soar through the his fist in challenge screaming his outrage for the
thickness of rain-laiden clouds, moisture clinging to scourge of his beloved world then beckons his friend
their scale armor, in search of the devout worshippers and mount, the Silver Dragon, to rise up into the heav~
of Paladine, defiers of their evil purpose. The "High- ens and carry them to battle . Shrieking like a thousand
0
lord spots his mortal enemy and levels his lance . hawks, the Silver Dragon leaps skyward, anxious to
Plunging through the cloud deck below, he attacks! test its talons against the armor and lance of its foe.
nly you can determine the outcome of this epic struggle . Collect these finely sculpted pieces as well as the
other AD&D® DRAQONLANCE TM miniatures presented by Ral Partha, and do battle across the breadth
of Krynn in the fight against the Dark Queen and her minions. Look also for Ral Partha's extensive line of TSR
ADUANCED DUNGEONS & DRAGONS© figures including heroes and monsters from the FORGOTTEN
REALMS T" Campaign Setting.
To place an order call toll-free RAL PARTHA miniatures are also available from:
1(800)543-0272 or send $3.00 for
our complete photo catalog to: MINIFIGS: U5 Graham Road, Southampton, Enqland S02 OAX
Ral Partha Enterprises, Inc. RAFM: 20 Park Hill Road East, Cambridge,
5938 Carthaqe Court, Ontario, Canada N1r1P2
Cincinnati, OH 45212 JEUX DESCARTES: 5, Rue De LaBaume, 75008, Paris, France
ADVANCED DUNGEONS & DRAGONS, AD&D, DRAGONLANCE and FORGOTTEN REALMS are trademarks owned by and used under license from TSR. Inc,
LETTERS
Money Talks-Loudly excellent magazines they are today, and Down With Moonmelons!
I am sure they will continue to grow
I finally feel compelled to respond to and improve into the future . However, I'm a Dungeon Master running a low-
one of the many criticisms I have heard in order to do so, it will always be neces- level AD&D°campaign, and I recently
voiced over the years concerning both sary to insure that the bills are paid, ran "Of Kings Unknown" by Randy
this magazine and DRAGON° Maga- and I hope TSR, Inc. always will choose Maxwell (issue #25). Randy deserves a
zine. Readers are constantly complain- to sell more advertising over raising the hearty round of applause! The players in
ing about the amount of magazine space price of these extremely enjoyable and my group were shocked to see orcs with
devoted to advertising, the most recent informative magazines . horns, antlers, and eyestalks wreaking
complaint being in the Letters section of As a final note, I am very much in havoc on their hapless PCs. In fact, when
DUNGEON° issue #26 . favor of the new plastic mailing bags they found the melons from whence the
Here is some clarification from an used for the magazines. I know they are orcish oddities originated, they destroyed
avid gamer who also happens to be an not as environmentally beneficial as the them all in disgust, thus never collecting
accountant . TSR, Inc . is first and fore- paper ones, but I've just gotten fed up the 100 gp per moonmelon .
most a business enterprise . As such it with having my magazine arrive with Dylan Black
exists to make money. The company has torn pages and frayed edges . No Address Given
people and bills to pay. The fact that Debra L. Maxwell
this business has the integrity to be Seattle, Washington
genuinely concerned with the welfare of Perfect Since #1
its consumer public and attempts to Going Monthly? I don't understand it at all . For over
bring us its products at the lowest possi- four years now, you guys have given the
ble cost is a fantastic bonus but not I disagree with Chris Moulthrop (issue role-playing world a special treat at a
necessarily a requirement . #26) who wrote that using outside ad- very affordable price. Each and every
There are two methods by which a vertising in DUNGEON Magazine was
a form of cheating us. All the ads you've module you print is outstanding, the
publication makes money: the price mix of different types of adventures you
charged for the product, and income printed so far seem perfectly legitimate . present is fair to everyone, and the
from advertising revenues . Therefore, The product I sent for was inexpensive,
arrived quickly, and did everything that cover and inside artwork are like noth-
the primary ways to increase revenue ing else. Yet, in every issue, I see com-
(whether for the company's benefit or to was promised .
With all ofthese other changes going plaint after complaint about your
cover rising production costs), are to magazine, and I'm sick of it .
increase advertising sales and/or to on, I'd very much like to ask when, if It seems that every time you decide to
increase the sale price of the magazine . ever, is DUNGEON Adventures going try something new, whether it's perma-
We have been fortunate that TSR man- monthly? DRAGON Magazine has had
this advantage for longer than I can nent or for just a couple of issues, the
agement has most often desired to do letters come pouring in. Oh, sure, there
the former and rarely has resorted to remember. We're all tired of waiting two are always a few nice people who com-
the latter. It should be clear that there long months for five or six modules
which can be played in one month's mend you for the innovation, but there
is a direct and opposite relationship are always many more negative, often
between the price of a magazine and the time. cruel remarks demanding that you
amount of advertising therein . By in- Mike Kinol
Nome, Alaska publish only a certain type of game .
creasing the advertising space sold, the Take the MARVEL SUPER HEROES"
company can cover rising production adventure you printed in issue #25, for
costs without resorting to a price in- We've had several discussions here
about the feasibility of producing example. Just because you thought an
crease . It has also been my observation experiment with a different type of
that, with increased advertisements, DUNGEON Adventures as a monthly
game system would be nice (and it was),
the magazine has typically increased magazine. I have so far been reluctant to
everybody had to write in and tell you
the number of pages per issue to main- suggest this because I don't feel that the
how much they hated it.
tain the amount of space devoted to volume and quality of adventures we
I am truly sorry that you receive so
gaming material . receive is sufficient to fill a monthly
many of these awful letters, and can
It has been my experience that these magazine. I want to keep the quality
only imagine how seeing them ruins
publications have continually improved high, even ifyou have to wait a bit
your day. Your magazine has been per-
in quality over the years to become the longer for each issue.
DUNGEON° (ISSN 0890-7102) is published bimonthly by TSR, Inc. 201 Sheridan Springs Rd., Lake Geneva, WI 53147 . The mailing address for all material except subscription orders is
DUNGEON, PO . Box 111, Lake Geneva WI 53147 ; telephone (414) 248-3625 .
Subscriptions: Subscription rates via second-class mail are as follows: $18 in U.S . funds for six issues sent to an address in the U .S. or Canada, $35 in U.S . funds for surface mail delivery to
any other address, and $52 in U .S. funds for air mail delivery to any other address . Prices are subject to change without notice. Payment in full must accompany all subscription orders . Payment
should be by check or money order, made payable to TSR, Inc., or by charges to valid Mastercard or VISA credit cards. Send subscription orders with payments to: TSR, Inc., PO . Box 5695,
Boston MA 02206 . The issue of expiration of each subscription is printed on the mailing label for each subscriber's copy of the magazine . Changes of address for the delivery of subscription copies
must be received at least six weeks prior to the effective date of the change, in order to assure uninterrupted delivery.
Back issues : Limited back issues of this magazine are available from the TSR Mail Order Hobby Shop, PO . Box 756, Lake Geneva WI 53147 . For a copy of the current mail-order catalog, write
to the above address .
Submissions: All material published in DUNGEON becomes the exclusive property of the publisher, unless special arrangements to the contrary are made prior to publication . DUNGEON
welcomes unsolicited submissions of written material and artwork; however, no responsibility for such submissions can be assumed by the publisher in any event . Any submission accompanied
by a self-addressed, stamped envelope of sufficient size will be returned if it cannot be published . Please write for our writers' guidelines before sending a module to us ; send a self-addressed,
stamped envelope (91/2" long preferred) to: Module Guidelines, DUNGEON, TSR, Inc., P0 . Box 111, Lake Geneva WI 53147 .
DUNGEON is a registered trademark for the TSR role-playing adventure periodical published by TSR, Inc. All rights to the contents of this publication are reserved, and nothing may be
reproduced from it in whole or in part, without first obtaining written permission from the publisher.
© designates registered trademarks owned by TSR, Inc . ° designates trademarks owned by TSR, Inc. Most other product names are trademarks owned by the companies publishing those
products. Use of the name of any product without mention of trademark status should not be construed as a challenge to such status.
01990 TSR, Inc. All Rights Reserved. Printed in the U.S .A .
Second-class postage paid at Lake Geneva, Wisc., USA and additional mailing offices . Postmaster : Send address changes to DUNGEON, c/o TSR, Inc ., PO. Box 111, Lake Geneva WI 53147 .
4 Issue No. 27
Past and Future Meet in a World Gone Mad!
CADILLACS & DINOSAURS
The Roleplaying Game Based on
Game system based on the award-winning Xenozoic
HEY, LET'S Twilight : 2000 game . Published under license Tales
JUST HOPE I WAS from Kitchen Sink Press, Inc . by Mark Schultz .
WRONG ABOUT In 2020, the Earth was devastated by geological
BEING ABLE TO catastrophe, and billions died . The only survivors were
OUTRUN HIM! " Complete game system
the handfuls in the shelters . They came out 450 years
later to a radically altered world : an impossible world Character generation
Skills
populated by dinosaurs and the ruins of past civilizations .
Combat
This is the Xenozoic era . Here a few brave men and Travel .
women struggle to reclaim the Earth from geological Interactions
catastrophe . They explore the ruins of now ancient 20th- " Equipment lists .
century civilization . And like people since the beginnings " Xenozoic-era history .
of time, they fight among themselves . Timelines
Cadillacs & Dinosaurs, the roleplaying game, is " Backgrounds .
" Maps
based on the acclaimed comic series . Complete rules
The city in the sea
(based on GDW's award-winning Twilight : 2000 game The jungle
system) detail character generation, combat, exploration, The deserts .
equipment, and adventuring in this fascinating future The deep swamp
world . " Animals Dinosaurs
144-page trade paperback . Fully illustrated with Mark " Encounters
Schultz art. Game rules by Frank Chadwick . GDW: 3000 . " Adventures Explore the
lands of the Xenozoic era!
ISBN : 1-55878-073-4 . $18.
GDW
All you provide are dice and your imagination . S
I N C E 1 9 7 3
Look for GDW games at your local game or hobby store. If it doesn't have them, it can
special order them . W rite for our free, full-line GDW game catalog.
By mail . send a check, money order, or Visa/Mastercard number and signature.
Please add 10% for shipping and handling . G A M E S
By phone. (309) 3" 2-3632 between 9 a.m . and 5 p.m . Central time .
P.O . Box 1646
Bloomington, IL 61702-1646
LETTERS
fect since issue one, and I hate to see Fantasy Triumphs! no . So, unless you have the time to
people put down a good thing . Keep up enthusiastically embrace all the TSR
the good work . There were many arguments in issue game systems, you're essentially wast-
PS . When are you going to print an- #26 both for and against the inclusion of ing your money.
other solo adventure? I haven't seen one other TSR games in the pages of Finally, I don't know how high a value
since issue #20 . DUNGEON magazine . Well, I must cast you place on a single subscriber, but if
Barb Brkovich my vote against their inclusion . This is you continue to print these modules,
Pittsburgh, Pennsylvania not because I am close minded about you will lose this one .
these games, but I have very little time Greg Hickman
We do get lots of mail praising our to play RPGs, and I prefer the AD&D Collinsville, Illinois
efforts, and I try to be fair in printing system to the others .
both the nice and the negative mail. I Consider that, until you published the As of the end of October, the tally of
encourage our readers to express their MARVEL SUPER HEROES module in letters about non-D&D/AD&D modules
opinions about the magazine, both good issue #25, a creative DM willing to put stands at 19 for including these in
and bad. An editor can't afford to let the in a little extra work could have con- DUNGEON Adventures, and 36 against
mail ruin his or her day. Besides, we too verted any of the modules in these publishing them . We enjoyed hearing
must send out negative mail (rejection pages to suit his own system and cam- from all of you and are sorry that we
letters), which we hope the recipients do paign world, even if they were solo or have space to publish only a representa-
not take personally. Oriental modules . These other games, tive sampling of your letters.
As I've said before, we'll print solo however, cannot be converted and are Publisher Jim Ward and I have dis-
adventures when we receive some. practically useless to those running cussed this question at length and have
some type of D&D game . Thus, for those decided that, for the present time, we
who play the D&D or AD&D games, the will not publish any further non-D&D/
Thanks for Changes
magazine no longer retains its full AD&D adventures . As I stated in issue
Standard TSR modules can get quite value . #25, this was something of an experi-
expensive for the low-budget DM . On the other side of the coin, you have ment. In the end, our thinking ran much
DUNGEON Adventures is an excellent those who play these other TSR games like that in Greg Hickman's letter: Add-
source for inexpensive, well-written getting a module for their particular ing one adventure per issue for other
adventures . This is the reason I pur- game once every few issues . Would it be TSR game systems won't really gain us
chase your magazine, and I commend worth their money to buy a DUNGEON new readers, and we certainly don't
you on a fantastic job . magazine for one module? My guess is want to alienate our loyal readers.
I used to subscribe to DUNGEON
Magazine until I started receiving my
issues in not-so-good shape due to
Mother Nature (those brown sacks don't
hold up so well in the rain) . After hear-
ing news that you have switched to
plastic wrappers, I've decided to resub-
scribe . I want to thank you for the
change .
Another change I want to thank you
for is the inclusion of adventures other
than for D&D°/AD&D games . I thought
the printing of the MARVEL SUPER
HEROES (issue #25) and the TOP
SECRET/S.I. (issue #26) adventures
was an interesting idea. Even though I
don't play these two games, it still gives
me newfound hope that you might in-
clude a STAR FRONTIERS° adventure
(hint, hint) . Mug Shots
As a last word, I would like to thank
the writers, artists (great work on the When Dan Killoran sent us his recent change-of-address notice, we couldn't be-
cover of issue #26, Scott), Barbara, lieve that he really lives on Dungeon Avenue, so we asked for proof. Dan mailed
Roger, and the rest of the DUNGEON us the photo reproduced above and prompted yet another idea for a contest .
staff for a great job . If you see other amusing indications of role-playing transplanted into the real
Jeffrey J . Hanshaw world, grab your camera and send us a snapshot . We'll publish the best for your
Ooltewah, Tennessee amusement, and those readers whose photos are chosen for publication will each
receive a mug with the DUNGEON Adventures and DRAGON Magazine logos .
All photos submitted become the property of TSR, Inc . and DUNGEON Adven-
tures, and cannot be returned .
7
N
c
i
v
T
L
1l
C
3
0
Y
E
~
m
C
> E
N 7
Y
o=
a
a -n
Further Adventures in wolfen, the bearmen of the North, or the loathsome changeling who can assume
the form of any humanoid creature . Additional player creatures include ogre,
TARFIL'S TOMB
past 10 days has been poor. You entered
the mountains expecting a comfortable
change from the grueling late-summer
heat of the lowlands, but chilling wind
and lashing rain made your trek over
the Black Peaks extremely unpleasant.
You entered the city longing for a hot
BY CHARLES J. NEVERDOWSKI meal, a warm bath, and a soft bed.
You have been in Kelvin for several
days now, with the weather showing
He died a good man. little sign of change . With your supplies
restocked and your mounts well rested,
He'd like to stay that way. you anxiously wait for the weather to
change so that you can continue your
journey. As comfortable as the Silver
Ladle Inn has been these days past, you
still find yourself ready to push on.
Your fourth evening in town finds you
Artwork by Tom Baxa all gathered around a heavily laden
trestle at the Ladle, gloomily awaiting a
break in the weather as you take long
pulls from your flagons of ale. As you
Issue No. 27
TARFIL'S TOMB
ponder a trip to the seedier section of land . Even the foul weather of late The army marched off to join our lord in
town for another night of city life, stems from the displeasure of revered the final battle, and the barrows now lie
dreading the long tramp through the Halav . forgotten upon a windswept moor.
muddy streets, you notice someone so "I went to Bishop Pyotrevich, the " `A fortnight ago, evil entered my
odd looking as to stand out from the Prelate of the Church of Traladara here resting place and now torments me in
crowd in the expensive establishment of in Kelvin . I spoke to him of my vision the spirit world . Even now I am pursued
the Ladle . and my firm belief of its validity. His by fell beasts summoned by one who
Your attention has been attracted by a Grace spurned me, saying I shouldn't chants binding spells over the dust that
pale, bespectacled little man in a muddy waste my time or his with such fantasy, was my body in life . He desires to en-
gray cloak and sandals . A small metal- telling me that I was forbidden to pur- snare my soul for some evil but un-
lic holy symbol that represents the sue the matter further at risk of being known purpose .
Church of Traladara dangles around the excommunicated from the church for "Suddenly, I heard an eerie baying
gangly man's neck . my blasphemy. Although I did not un- and, looking out across the plain, I
Upon entering the common room, the derstand his anger and denial, I still could make out four black shapes racing
little man scuttles up to the proprietor, fear acting against his word . Just to act like the wind across the swaying grass .
who greets the odd looking man as against his will is sin, so you must see " `They come,' the spirit said. `I have
"Brother" and asks him how he may be how imperative it is that you believe me tarried far too long, for the beasts again
of service . The muddy man replies by and help right the wrongs being done, draw near.
taking the barman by his sleeve and as I dare not risk approaching anyone "'Awake, disciple of Halav, for in
pulling him toward a quiet corner of the with my story ever again . your dreams these fell creatures of
room. "But I stray from my purpose . As I darkness may steal your soul . Awake
As the pair draws away, the small said earlier, it has been two days since I and aid me!'
man begins to speak furtively, gesturing had this dream . In my vision I saw a "Tarfil turned away, and with the
rapidly with his hands . The innkeeper warrior-actually, the spirit of a long- grace of the swiftest deer bounded
gives the man his full attention . When dead warrior. He was running toward across the plain, leaving his pursuers
the little man finishes, the owner gives me across a wide, grassy plain. He wore far behind . Even as he fled, I turned to
him a curt nod and motions toward your a breastplate of bronze, and upon his see more clearly the beasts that pursued
table . The little man peers at you head was a gilded helm with a horsetail him: great, fiercesome hounds, black as
through his spectacles for a second, plume . He carried a long spear and held jet, with gaping maws and glowing
bows to the larger man, and inches a large round shield of embossed yellow eyes .
toward your table . leather. "I awoke in my bed, with the vision of
Clasping his hands in a most suppli- "This warrior spoke to me in an ar- those ghastly beasts etched in my mem-
ant manner, the small man introduces chaic tongue, yet his voice was pure and ory. As I lay there pondering the events
himself as, "Ivan Sumanov, your hum- angelic, and I understood him clearly. of my sleep, I could faintly hear the
ble servant ." `Greetings, disciple of Halav,' the distant baying of hounds .
"The gracious innkeeper," the gleaming warrior said . `I require the aid "Since that night I have slept ill . I
scrivenly looking man continues, "has of a mortal, and my lord has bade that I have labored ceaselessly, searching
told me that you are adventurers of seek you, as you are destined for great- through ancient scrolls and forgotten
some renown, and by appearances I do ness in his service . texts, looking for some clue to the loca-
believe that he spoke most truthfully of " `I am Tarfil, Warlord of Clan Tarvon, tion of the spirit-warrior's tomb . Then,
you. It is to my extreme good fortune vassal to King Halav . Two millennia last night, as I prayed for guidance, a
that I have found you here, as I have ago, I was slain upon this field .' As he certain scroll I had missed was revealed
never before had need for the services of waved his arm out across the plain, I to me . Written upon it in a nearly inde-
the likes of yourselves ." The small man could see two great armies locked in a cipherable text was a description of the
pauses for a brief second to allow him- pitched battle . Bronze-armored men and barrows I sought and their location. I
self a breath and then continues . tall, jackal-headed beastmen chopped believe the battlefield that Tarfil spoke
"I have a story that must be told and, and stabbed at one another in a chaotic, of is somewhere on the nameless moor
although I am but a lowly novice of the churning melee . to the east, where the River Volaga
Church of Traladara, I implore you to at " `We won the field that day long past, flows down from the Wulfwolde Hills ."
least hear my story before passing judg- though I and many of my companions Brother Sumanov shows the adventur-
ment upon me ." never lived to see our victory, the man in ers a rough map (see The Unnamed
The man glances suspiciously around my vision said. Again he waved his arm, Moor map) .
the room and takes a seat. Then, push- and the scene changed. Now only men "Why the Immortals would choose one
ing his spectacles up his nose, he begins moved about, picking out the wounded so unworthy as myself to be their in-
his tale . from the dying and the dead . The warrior strument, I cannot say. I know not what
"Three days ago I had a dream. Not continued, `The men labored long, laying evil you may encounter, but I must beg
just an ordinary dream, you see, but a their slain comrades in turf-covered you to journey to Tarfil's tomb and free
vision. I say `vision' because it con- mounds and building huge pyres to burn him from his torment . I have neither
cerned happenings that none of the wise the carcasses of the beastmen . the ways nor means to do so myself,
men of Karameikos are aware of, yet "'My own bones still lie within the though I would give my life to save his
these events are of great concern and tallest of those barrows, a mound soul . Please, noble ones, go with all of
displeasure to the divine patrons of this marked only by seven pillars of granite . my prayers ."
TARIFF'S TOMB
Ivan Sumanov : AC 10 ; C2 ; hp 8 ; #AT spell requires a great amount of power a long sword +1, +2 vs. lycanthropes, a
1 ; Dmg by weapon type ; MV 120'(40'); and energy but, if successful, will give silver dagger, a long bow, and a quiver
Save C2 ; ML 7 ; AL L ; W 18, Ch 14 . Ivan Annakarr control over the soul of the with 11 silver arrows, eight arrows +1,
is unarmed and unarmored at the time spirit warrior, bringing the warrior and an arrow of lycanthrope slaying.
of this meeting, and has only a cure back to life in a form similar to that of a When the party approaches Sergei
light wounds spell memorized . ghost . This warrior-ghost would be about guiding them across the moor, he
completely under Annakarr's control, demands that they give him a full ex-
For the Dungeon Master forced to do whatever evil deeds are planation of the purpose of their jour-
commanded of it . ney. He has no desire to lead a band of
Ivan Sumanov is an adept in the
Once Annakarr has control of the thrill-seekers on a foolish treasure hunt;
Church of Traladara in Kelvin, and has warrior, he plans to raise an army of he has done that before and returned
been contacted in his dreams by a spirit undead and Chaotic monsters and put alone .
for reasons detailed later. Ivan was the Traldar spirit at their head . Anna- If the PCs truthfully explain their
chosen because he is destined to rise to
karr feels that the Traladaran peasants expedition, Sergei will quickly agree to
greatness in the service of the Three
around Kelvin would never have the guide them . Sergei has a great deal of
Immortals. However, he has far to go to
courage to resist one claiming to be the common sense and is very capable of
meet his destiny. Luck should always be
spirit of their ancestor. Thus, Annakarr guiding the party across the moor to
with Ivan, and the DM should go to
could force them to accept him as their Tarfil's tomb . He is a devout follower of
great pains, short of divine interven-
leader, making Kelvin a new stronghold the Traladaran church and will gladly
tion, to prevent Ivan's death . Anyone
for the forces of Chaos . serve revered Halav . All he asks in
who insists on harming him, however, payment is a magical item or two that
will be inflicted with a subtle but pow-
Journey to the Barrows will make his future journeys across the
erful curse : All Traladarans coming into moor a bit safer, and a small portion of
contact with the assailant will have a After the PCs meet Ivan Sumanov and any treasure for provisions and dona-
feeling of uneasiness and distrust, even accept his mission, they must decide on
tion to the church .
if they have been lifelong friends . The a path to the barrow grounds . If they Sergei was a sheepherder living on
degree of this uneasiness and distrust is ask about the moor, people will tell
the eastern border of the barony until
proportional to the Traladaran's piety. them that it is indeed most treacherous .
seven years ago when his farm was
Also, members of the Cult of Halav can Danger, both natural and otherwise, burned and his family butchered by a
actually see the curse as an evil aura abounds . Marked paths are few, and ravaging band of werewolves . He has
and will secretly try to cause the cursed many of these lead nowhere or directly since labored upon the moor, hunting
person trouble or harm at every turn . into treacherous bogs. Seemingly solid
creatures of Chaos and trying to give
Only the undertaking of a grand quest ground offering safe passage may turn some protection to the farmers and peat
(beyond the scope of this adventure) will out to be a sucking morass capable of diggers who eke out a living on the edge
allow some redemption in the eyes of swallowing a rider and his mount in a
of the vast moor.
immortal Halav and undo the effects of matter of minutes, leaving no trace of If the PCs do not seek a guide, they
the curse . their passage . As for the denizens of the will find it hard going on the moor. The
In spite of Bishop Pyotrevich's strong moor, the Traladaran peasants speak of normally poor terrain is made even
reprimand, the prelate is simply ex- werewolves and trolls, flying dragons worse by the inclement weather of late .
tremely paranoid about his position in come down from the Wulfwolde Hills to
If the PCs consider traveling by river,
the church, as he obtained it more hunt, and strange flickering lights that
they find that the many days of rain
through manipulation and politics than lead the unwary into the fatal bogs .
have turned the Volaga into a raging
by piousness . The suggestion that the Should the PCs seek a guide, they are
torrent . No river captain is willing to
Immortals might send dreams to a nov- directed to the taverns near the eastern
pilot a boat for them, and any small
ice instead of to himself causes the gate of the city. Few people know the
craft they might buy would be of little
bishop to react rather vehemently. After winding paths of the moor, and fewer
use against the dangerous current .
all, he is only human . still willingly tread its paths .
If the adventurers opt to travel by
All that Ivan told the PCs is true, but Near the east gate, the party is told
horseback, they may skirt around the
there is a good deal of information that about a man named Sergei Mishev, a
moor to the north or south for a day, or
he does not possess. Traladaran man known to wander the
they may strike directly eastward
The spirit warrior was a Traldar chief- moor at times . "Look for Sergei at the
across it . Either way, the trip by horse-
tain slain in battle against gnolls 2,000 Grinnin' Bear," the party is told .
back will take two full days . The same
years ago and lain in a barrow near the Within the dim confines of the Inn of trip on foot will take four days . Travel
Volaga River. Recently, however, an evil the Grinning Werebear, the PCs find across the moor is slow going, and skirt-
patriarch by the name of Annakarr Sergei Mishev speaking quietly with
ing the moor takes the party well out of
entered the barrow . several Traladaran miners . Sergei its way. Thus, the routes balance out,
For the past fortnight, Annakarr and seems a simple man, with weathered
with the trip taking the same amount of
his followers have been chanting an evil features and thick, graying hair.
time no matter which route is chosen .
spell of binding. The knowledge to cast Sergei Mishev : AC 2 ; F7 ; hp 36 ; NAT
There are no practical shortcuts, as
such a spell was a gift, in the form of an 1 ; Dmg by weapon type ; MV 120'(40') ;
even flying is made hazardous by the
ancient tome of power, from the Chaotic Save F7 ; ML 8 ; AL L ; S 15, W 14, D 16 .
storms . If Sergei is leading the party, he
beings they worship . The casting of the Sergei wears scale mail +2 and carries crosses the river at Kelvin and travels
1 0 Issue No . 27
TARIFF'S TOMB
DUNGEON 11
TARFIL'S TOMB
1 2 Issue No. 27
TARFIL'S TOMB
50' angle . The sides of the tunnel are of 50 ; #AT 4; Dmg by weapon type ; MV The chest is filled with a dozen large
loose, damp earth, making descent by 120'(40') ; ML 12; AL N ; XP 500 ; ER/50 rocks and a batch of yellow mold that,
anyone without climbing ability sheer (Golem). These creatures may each after being jostled around as the PCs
folly. The earth-walled tunnel seems to attack up to two opponents and are lowered the chest to the ground, bursts
go down for 8' before passing through 6' immune to fire, cold, and electrical forth a huge cloud of spores that fills
of jagged rock . Past this point, the tun- attacks . the entrance .
nel appears to open into a chamber of If the PCs dispel the darkness, they Yellow mold: AC not applicable ; HD
indiscernible proportions . Those peering can see a small, wooden door identical 2* ; hp 14 ; #AT spores; Dmg 1-6 plus
down into the darkness can make out to the ones facing north and east. But choking spores ; MV 0' ; Save F2 ; ML not
jumbled stone blocks 20'-25' below . the door in the western wall stands half applicable ; AL N; XP 25 ; BD/39 .
Infravision provides even less informa- open . There is nothing of value in this
tion, showing only that all below is cold chamber. 3 . Western Tomb . This room and the
and motionless . A light spell shows the After the party defeats the bone go- entire length of passage leading to it,
PCs little more . Dropping a torch or lems, the adventurers hear the faint including part of the entry chamber
similar light source briefly illuminates howl of a lone wolf out on the moor. (area 1), are under the effects of a con-
the layer of stone that forms the ceiling Thoughts of Sergei out on the moor tinual darkness spell . As the PCs battle
and then the jumbled blocks on the floor alone may creep across their minds . the bone golems in the entry chamber,
before it is quickly extinguished in a the creatures within this room are set-
dark pool of water on the floor of the 2 . Original Entrance/Dead End . ting up their trap .
chamber. This short passage slants noticeably If the PCs dispel the magical darkness
By attaching a rope to one of the upward and ends in a wall of rough rock so that they can view the contents of
standing stones, the PCs should have set with now-dusty mortar. If the PCs this chamber, they see the following:
little trouble climbing down into the spend a few minutes removing blocks
The narrow passage beyond the
chamber below. from the wall, they find a small metal
small door is short and slopes gently
chest shoved into a narrow hole in the
downward . At its end is a domed
1 . Entry Chamber. The following earthen wall behind the rock . If the PCs
chamber slightly smaller than the
description should be given to the play- show even the slightest incentive in
chamber through which you entered
ers when their characters enter the studying the chest, they realize that it
does not show any signs of age or decay. the barrow . In the center of the
barrow :
It hardly seems possible that it could chamber are two stone slabs, each
have been placed here 2,000 years ago . about 6' long, 3' wide, and 2' high .
You stand in a damp, domed chamber
Upon each of these slabs lies the
approximately 20' in diameter and The space in which the chest is
crammed, however, is too small to open dusty remains of a body dressed in
12' high at its highest point . The
the lid, so the chest must be removed to tattered cloth . The corpses wear
floor is earth, and a small pile of
ancient-looking tarnished bronze
jumbled stone blocks lies in a shal- open it .
breastplates, and their heads are
low pool of water beneath the gaping Behind the chest, coiled in the dark,
covered by great helmets . Warped
hole in the ceiling . Small wooden lie three pit vipers . Unless the PCs are
and decayed shields cover their feet,
doors with ornate bronze hinges face specifically watching for something
and each clasps a short bronze sword
north and east. To the south, a 5' behind the chest, they are automati-
at his breast. All around the cham-
wide by 5' high passage slants up- cally surprised by the serpents lashing
ber lie huge vases and urns, rotting
ward . The northern door is locked out as the chest is being lowered to the
chests, and several ancient weapons .
with a shiny metal padlock of unu- ground .
Straddling the stone biers is an
sual design, having two keyholes . Pit vipers (3) : AC 6 ; HD 2* ; hp 12, 10,
inky figure : a stunted, vicious-
The western portion of the chamber 15 ; #AT 1 bite ; Ding 1-4 plus poison ; MV
90'(30'); Save F1 ; ML 7 ; AL N ; XP 25 ; looking man-thing with an evil grim-
is shrouded in impenetrable
ace and long bony claws . Through
darkness . BD/37 (Snake) .
the creature, you can vaguely make
Deathly silence commands the The starving vipers have been
crammed in the hole for several days out the far wall of the room .
barrow, except for the occasional soft
now and want only to make a hasty As you look upon this horrifying
tap of water falling into the pool
sight, a wispy, chilling mist begins to
from the outside . escape . The snakes strike out from the
swirl about the room .
hole at the first opportunity, then try to
make a break for the entry chamber as
The darkness hiding the western This room currently houses a motley
they continue to strike at anyone they
quarter of the chamber from view is band of undead, followers of Annakarr.
pass . Serpents that are cornered will
caused by a continual darkness spell . The creature straddling the stone slabs
continue to strike until slain .
Annakarr cast this spell to hide those is an apparition that, to Annakarr's
Once the vipers are dealt with, the
who guard the entry into the barrow . glee, had been haunting the barrow for
PCs can get on with examining the
After the PCs have had a moment to several decades and was quite willing to
chest, which was put here by Annakarr
glance around the room, Annakarr's join the patriarch . Annakarr quickly
to distract and harm the unwary. It is
two guardians step out from the put the apparition in command of the
locked and trapped with a poison needle
shadows of the spell . The two guardians rest of his undead entourage. Hiding
(Save vs . Poison to avoid death in 2-5
are bone golems, each with four swords . behind and beneath the various con-
rounds) .
Bone golems (2) : AC 2 ; HD 6*, hp 54,
1 4 Issue No . 27
TARFIL'S TOMB
to enter the chamber, he began casting have the ability to cast some spells . The ening, swirling with greater and
a wall of ice spell to prevent the party stronger of the pair wears plate mail +1 greater intensity. On the fourth round it
from disrupting the incantation . and bears a staffof striking with 20 takes the form of a man, emanating a
Cargilon Darkbringer : AC 1 (with charges . He has a cause light wounds luminous green light that floods the
ring and shield); MU 11 ; hp 30; HAT 1 ; and a fear spell available . The other chamber with an unwholesome emerald
Dmg by spell or weapon type; MV 120' wears plate mail and a ring ofprotection hue . Floating above the sarcophagus,
(40'); Save MU11; ML 10; AL C; 117; +1, carries a snake staff and can cast the spirit appears just as described by
XP 2,700. Cargilon possesses a dagger cause light wounds and hold person Ivan Sumanov, with the presence and
+2, a crystal ball, a ring ofprotection spells. These men each wear large gold bearing of a man who in life possessed
+3, and a potion of healing. He has just holy symbols (Chaotic) valued at 1,000 great strength and a powerful personal
finished imbibing a potion of sight and gp apiece . aura.
casting shield and detect invisible spells Lodigris the Wicked, lama of Chaos : As he takes shape, Tarfil looks at the
on himself, as well as casting the wall of AC 1 ; C8; hp 36; HAT 1; Ding by spell or PCs, and upon his face they may see a
ice spell and a protective spell on Anna- weapon type; MV 60'(20'); Save C8; ML look of tragic sorrow, as though the
kar the Conquerer (see following). 11 ; AL C; S 16, W 17 ; XP 1,750 . Lodi spirit already felt great remorse for the
Cargilon has the following spells memo- gris has plate mail +2, a mace +3, and wrongs he must commit against human-
rized : charm person, magic missile (x 2), a potion of giant strength. He also has ity. But as the adventurers continue to
invisibility, continual darkness, web, the following spells at his disposal : battle the minions of Annakarr, a dra-
fireball, lightning bolt, confusion, poly- light, hold person, silence 15' radius, matic change comes over the counte-
morph other, feeblemind, teleport. poison, finger of death. Lodigris has a nance of the spirit that was Tarfil
Gathered around the sarcophagus are ruby necklace valued at 900 gp and a Tarfun's son . The look of sorrow shifts to
Annakarr and his followers . For nearly key to the iron chest near the back of a menacing grimace, and evil seems to
a fortnight they have worked in shifts, the chamber. permeate the air of the chamber, magni-
two or three at a time, invoking the Annakarr the Conqueror, patriarch fied by the sickening emerald glow.
powers of Chaos to bind Tarfil's soul. of Chaos: AC -2; C13 ; hp 50; HAT 1; Annakarr speaks words of great
While not chanting the incantation, Ding by spell or weapon type; MV 60' power. On round five after the party's
they prayed, ate, and slept, never leav- (20'); Save C13; ML 12; AL C; 117, W entrance, the Traldar ghost raises his
ing the tomb. As Tarfil's spirit began to 18, C 16; XP 3,250 . Annakarr wears spear and charges the strongest looking
weaken, they gradually increased the plate mail ofgaseous form +3 and warrior in the party, running across the
intensity of their chant until all seven wields a mace of slowing +3. He also air as though it were soft turf. From
of them joined in 20 hours ago, focusing wears a ring of spell turning and is this point on (round six and beyond),
their combined power against the Trala- under the effect of a protection from Annakarr is also free to join the melee .
dar warlord . Now the five lesser clerics normal missiles spell recently cast upon Spirit of Tarfil, warlord of ancient
are exhausted, not being powerful him by Cargilon Darkbringer. Anna- Traldar : AC -2; HD 14; hp 75; HAT 2;
enough to sustain their physical karr has the following spells available : Ding 4-14/4-14 ; MV 120'(40'); Save F14 ;
strength, and have a gaunt look about cause fear (x 2), cure light wounds (x 3), ML 12; AL C; XP 3,500 .
them. Lodigris the Wicked, a Chaotic hold person ( x 3), bless, blight, continual Tarfil appears much as he did in life,
lama converted to Annakarr's beliefs darkness ( x 2); curse ( x 2), poison, cure dressed in the helmet, breastplate, and
long ago, has retained much of his serious wounds, cause serious wounds, greaves of his ancient civilization and
strength due to his faith. Still, only cure critical wounds (x 2), barrier (x 2). carrying his great spear and leathered
Annakarr bears no sign of physical Annakarr wears a jewelled pendant warboard. The fighter whom Tarfil's
strain, having drawn a great deal ofhis worth 5,000 gp and four finger rings spirit has marked for single combat
power directly from the Tome of Bind- valued at 1,200 gp, 500 gp, 250 gp, and must make a Saving Throw vs. Spells
ing Souls, a powerful relic of Chaos. 50 gp. `The Conqueror' is Annakarr's every round or be affected as ifby a fear
Lesser clerics of Chaos (3) : AC 3; self-given (and somewhat premature) spell . Tarfil ignores all others until the
C3; hp 15, 12, 10; HAT 1; Dmg by title. one he has challenged lies slain. (Other
weapon type; MV 60'(20') from exhaus- The round after the PCs enter the PCs who attack Tarfil at this time need
tion and encumbrance; Save C3; ML 11 ; chamber, the three lesser priests break not make Saving Throws .)
AL C; XP 50. These clerics wear plate off from the incantation, as it is in its All the agents of Chaos in this room
mail beneath their robes, and each is final stages and they are no longer fight to the best of their abilities, using
armed with a mace +1 . Although their needed for its completion. As soon as spells aggressively and sparing no mag-
weakened condition has no effect on the wall of ice is destroyed, they rush ical items . Annakarr has come too far in
their combat abilities due to their reli- the party. On the following round, the his grand scheme and will not see it
gious fanaticism, none of them has the two Elders break off as well, as does ruined now by a handful of would-be
power left to cast spells . Each wears a Lodigris on the round thereafter. Once heroes.
platinum chain worth 200 gp. the PCs have entered the chamber, the In order to control Tarfil, Annakarr
Elders of Chaos (2) : AC 2; C6; hp 32, only way to reverse the spell before its must stay alive and retain possession of
25; HAT 1; Dmg by spell or weapon type ; completion is by slaying Annakarr, an the Tome of Binding Souls. He fights
MV 60'(20') from exhaustion and en- occurrence his followers are willing to with the book grasped in one hand and
cumbrance ; ML 11; AL C; W 16; XP give their lives to prevent . his mace in the other. Should anyone
725 . These men are not quite as drained For the first three rounds, the PCs manage to wrest the book from Anna-
as their lesser brethren, and they still may notice that the green mist is thick- karr, the spell is broken . Treat such an
TARFIL'S TOMB
attempt as a wrestling attack (Players three of the higher-level clerics slain, cureall) and 1,000 pp. This is Annakarr's
Companion, pages 6-7), giving Anna- Annakarr's minions run for the surface, "traveling money." Also in the chamber
karr the initiative to strike first with hoping to escape with their lives. Only are several chests partially filled with
his mace each time (he has a wrestling Lodigris will give no quarter, fighting to rations, and three casks, one containing
rating of 10). To take the book away the last. If, ofthe high-level clerics, only wine and two filled with water. All the
requires beating Annakarr by 10 or Lodigris lives, he attempts to rally the casks have been broached, but the food
more on a wrestling roll. If the PC beats other human clerics . Cargilon will cast and water are palatable and the wine is
Annakarr by less than 10, however, he a continual darkness spell and flee by exceptionally good.
needs best Annakarr by only 8 on his teleporting away should the battle look
next attempt, provided that Annakarr hopeless. Leaving the Barrow
does not hit the PC with his mace before If Tarfil's spirit is banished and the When the PCs finally exit the barrow,
the PC attempts his next wrestling roll. Chaotic priests are being soundly they are greeted by a pale dawn, the
Should the tome be taken from Anna- beaten, Annakarr screams curses at the yellow sunjust peeking over the eastern
karr, Tarfil's spirit howls with delight . PCs and vows to hunt them down along mountains . To the west, they see Sergei
Tarfil immediately attacks Annakarr, with their families and friends to see leading their string of horses along the
ignoring his previous opponent . Anna- that they all die horrible deaths. Then, small brook. He stops at the base of the
karr fights back desperately, but he no screaming hysterically for his minions mound, saying, "M'lords, I knew that ye
longer has any magical power over the to slay the PCs in the name of Chaos, were successful, for the dark clouds that
spirit and is no match for Tarfil in bat- Annakarr transforms into a gaseous have hung over the land for weeks sud-
tle . Upon the death of Annakarr, cloud and flees the barrow, determined
denly boiled and churned and raced
whether by Tarfil's spear or at the to someday be avenged . away to the south, leaving behind this
hands of the PCs, Tarfil's shade fades Near the rear of the chamber is a small beautiful dawn. I deem you have done a
away, looking extremely satisfied and locked iron chest, to which Lodigris has great thing for Traladara today."
smiling at the PCs, even ifthey are still the key. It is trapped with four poisoned
engaged with Annakarr's followers . darts and contains a clerical scroll with
Continued on page 38
Should the spell be broken and all three spells (raise dead fully, restore,
The Tome of Binding Souls The tome is written in an archaic same effect as breaking off the
form of the Chaotic alignment lan- incantation .
Bound in demon hide, this item is a guage and can be fully understood only Once ensnared, however, there is
small, thick book roughly 9" high, 6" by a Chaotic cleric of at least 10th little hope for the spirit, as the power
wide, and 1 1/2" thick. It strongly radi- level, although such a cleric may then of the tome quickly binds it to a mate-
ates a pulsing aura of evil, noticeable pass on some of this knowledge to rial form from which escape occurs
even without magical detection . Its others . These followers can then add only when its new form is destroyed or
worn pages of thin flesh are covered their power to the cleric's own to in- when the caster loses control of the
with strange sigils and glyphs. Merely crease the strength of the incantation . tome. This doesn't mean that the
looking at the tome's evil writings will The casting of the incantation re- caster must sleep with the tome
cause any non-Chaotic being to take quires that the spell be cast over the clutched to his breast, but it does re-
3-18 hp electrical damage and make a remains of the soul's former body, and quire that the book always be in a
Saving Throw vs. Spells or go insane. that the caster know the spirit's name. place of the caster's choosing and
The form that this insanity takes is Success ofthe incantation begins at a accessible to him.
left for the DM to decide, but requires base 1% chance, rolled once every 12 Should the caster lose control of the
the casting of a cureall spell by a cleric hours of the incantation . This chance is tome, the spirit becomes free to direct
of 18th level or higher to dispel. Any modified by the following : For every all its energies toward the death of its
non-Chaotic being who retains the level of the spirit, subtract 2%. For captor, attacking until destroyed or the
book in his possession for more than every level of the caster (and those of caster is killed, at which point the
three days will suffer from a vile rot-
any assistants chanting at the same), spirit is allowed to return to its final
ting disease, as that caused by a add 1%. Lastly, add 1% for each 12-
mummy, with no save allowed . The plane of existence .
hour period in which the incantation The tome is immune to normal and
curing of this effect requires the cast- has been in progress . most magical destruction, such as
ing of a cure disease spell, also by a
Should the incantation be inter- burning or ripping . It must be de-
cleric of 18th or higher level. rupted or halted at any time, all prog-
The tome is a relic that contains the stroyed by some special means, such as
knowledge and power to ensnare the ress made to that point is lost, and any being thrown into a particular volcano,
soul of a deceased being and bind it to new attempts to ensnare the soul begin perhaps on the Elemental Plane of
one's will. The captured soul manifests at the base 1% chance again. Also, Fire, or by immersion in the acidic
itself in a form similar to that of a should a 99% or greater (unmodified) blood of some huge ancient black
ghost, except that its hit dice are equal chance be rolled in any ensnaring dragon . The particular means of the
to that which it possessed in life . This attempt, the soul eludes his pursuers tome's destruction are left to the DM
spirit-ghost is completely under the (fell hounds from the Abyss) and and could provide an exciting and
power of the tome's user. breaks the spell's hold. This has the dangerous quest .
Roger E. Moore is the editor of
DRAGON® Magazine and offered to
write a two-page mini-adventure . We
may give him another chance.
Adventure Background
Sub-chief Konkar looked down at the
carved marble object he had pulled free
from the still-smoking ruins of the
chest . His eyes ran from the stench of
burned flesh and baked leather, the
remains ofthe overeager goblins who
had unlatched the chest before the sha-
man could check it for the usual clever
magical traps . The explosion had blown
all the doors loose in this section of the
dungeon and reduced the scouting par-
ty's numbers by three . Not that we
needed the weak and the stupid among
our numbers anyway, reflected Konkar,
turning the sooty object over in his
dark-red hands.
The object appeared to be a statuette
JUGGERNAUT
of some remarkable beast : a massive,
thick-bodied, four-legged creature the
likes of which Konkar could scarcely
imagine . It seemed to have a long nose
or arm projecting from its face, with
huge teeth or horns to either side ofthe
nose. A demon, no doubt, he thought .
BY ROGER E . MOORE Dizaker will want to see it. He'll also
want to take it away for "further study,"
and I'll finally have an excuse to cut that
approach with the smooth marble carv- ever, and his mace blocked the down- the ground. The goblin carefully cleared
ing in his hands, and the shaman held ward slash of the sword. Splinters and his throat before he spoke.
out a yellow-green palm to take it. sparks flew from the weapons as they "You obey me," he said, making it half
Konkar laughed . "The hands that clanged and flew apart . Konkar twisted a question.
grasp are the hands that keep, Godser- his grip and brought the sword back, *Yes . Unto death.* The demon's tiny
vant. This will make a fine souvenir of and again Dizaker blocked the strike- eye blinked calmly.
our visit, a charm that doubles as a but something else was happening . The Wild emotion began to grow inside
whetstone . Perhaps you could polish it shaman now looked at Konkar-no, he Konkar. He almost stepped back. It was
for me when you have the time." was looking behind Konkar-with open too much to believe . His own demon!
A muscle twitched in Dizaker's terror, backpedaling for all he was Konkar turned and glanced at his
scarred right cheek. "You lack respect worth. Konkar advanced. A pitiable troops, the few who had not run away.
for your betters, Sub-chief. Your foray trick from a wretch of a Godservant! And his gaze fell on Dizaker, who
into this worthless ruin has cost us over "Great Lord of Darkness!" howled the crouched on the ground with his bony
a handful of warriors, lives that could shaman, dropping his mace and falling arms raised over his head in a craven
have been better spent slaying human backward over a stone . The fool tripped! gesture .
vermin . We were sent here to find new But he's not faking his fear, the sub-chief Konkar looked back at the demon .
lands for our people, not to waste time realized suddenly. Konkar was also "You obey only me, demon!" he said
and blood looking for treasure . Give suddenly aware that all of his goblin more loudly. "You will always obey only
that worthless trinket over and finish soldiers were screaming now, and they me! I am your master!"
your duties ." were all looking behind him, too, point- The monster's black eye seemed to
The smile on Konkar's face pulled ing with round, wide eyes and drawn wink. *Yes, for as long as you own the
back until all of his daggerlike teeth weapons. stone.
could be seen . Yellow flames burned in He whirled, braced for an attack from Konkar turned again to look at his
his eyes. "You will breed with dwarves this new threat or from the cowardly troops . More were filtering back now,
before you take this prize from me," he shaman. The blood in his veins froze weapons still raised but their fiery eyes
said slowly. "This is a statue of a de- when his gaze fell upon the statuette- fixed solidly on their sub-chief.
mon, and it will be my own . And you at least, it must have once been the "I have subdued this demon!" shouted
lack respect for your betters, Godser- statuette . Now it was growing. Konkar, raising his arms over his head.
vant. Your place is to support me, not to Never run! was the first thought that "It is now my demon!" He glanced at
give me orders ." flashed though the sub-chief's mind. Dizaker's terror-filled face, then looked
"I'll give you orders when I see fit!" Never run from anything! Yet he shook back at the shaggy monster and pointed
shrieked Dizaker, showing all of his like a newborn worg cub as the black at the shaman . "And I now command
rotting fangs. His fingers wrapped marble carving arose to the size of a you to slay this traitor!"
themselves around the leather-banded great dog, now a horse, now to a mighty The massive head nodded once. *As
hilt of his stone-headed mace. "I serve shape that towered above him like the you wish. * The titanic beast shifted,
the Lord of the Depths and Darkness, Lord of the Depths and Darkness him- then moved forward . It stepped slightly
the Mighty One who is our creator, not self. The demon was covered with black sideways to avoid the sub-chief, then
a petty officer who sends his goblins shaggy hair, and all ofthe features of strode like a walking mountain toward
away to be slain on a whim!" the original statuette were now re- the trembling shaman .
Weeks of frustration and hatred boiled vealed in their horrific glory. Two giant "N00000!" Dizaker howled . He
over in an instant. Konkar whirled and horns that could each spit a worg stuck struggled to rise. "I am the Godservant
set the marble statue aside on the out from the monster's face over its of the Lord of the Depths! I am his-"
ground. In the same motion, he pulled mouth, and a snakelike limb coiled and The shaman's sudden terrorized scream
his sword free and faced Dizaker, his uncoiled itself between them. made even Konkar's blood run cold. The
brick-red face swollen with rage. The Abruptly the monster stopped grow- scream cut off abruptly with the sounds
dozen or so goblin soldiers who had ing at a fantastic height. It looked like of bones snapping, many bones at once.
drawn closer to hear the argument now it must weigh as much as a mountain . The distant echoes of his death cry hung
pulled back from harm's way, still stay- A thick animal odor drifted from it. The in the silence that followed.
ing within earshot to catch every detail monster turned its head and fixed After many long minutes, a goblin
ofthis long-expected and too-long- Konkar with a tiny, gleaming black eye . warrior raised his weapon into the air.
delayed showdown. *You have called me to life* came a "All hail Konkar, master of demons!"
"When you get to the Hells," Konkar slow, alien voice inside Konkar's head. he cried shrilly. "All hail Konkar!"
roared, "tell them you were sent there *What is your command?* A ragged shout went up, then a louder
by Konkar!" Gripping the sword with For perhaps half a minute, the sub- one, then one stronger and louder still
both hands and scorning his shield, chief said nothing . His fingers ached until wild shrieking and cries of victory
Konkar whipped his blade over his head from the grip on his useless sword. He rebounded from hillside to hillside
and lashed out at the shaman . He studied the creature, examining it and across the land.
knows only one spell, Konkar thought, waiting for any move. And he digested In the midst of it all, Konkar looked
and the coward probably picked one to the demon's words with growing with wonder and pride at his demon-
heal his wounds . He'll need it-and awareness . and, after a time, he began to think of
dozens more. Slowly Konkar straightened his back. some plans .
The shaman was equally fast, how- The tip of his sword fell until it touched
JUGGERNAUT
Konkar the Conqueror their dungeon in triumph . Only a few regarding combat, warnings, and forma-
times has an attack been called off; tions reasonably well. Second, these
Two months have passed. Konkar's Konkar has been careful to select only goblins always gain a +2 bonus to
original orders to scout for caves and easy victories to keep his troops happy avoid being surprised when on patrol,
ruins suitable for goblin colonization and relatively safe so far. He plans for as they use the marble mastodon only
have been abandoned . Now he concen- bigger takings in the future, however. when planning an assault (so they al-
trates on exploiting the powers of his ready expect trouble).
new magical item-a marble mastodon Players' Background Marble mastodon: Int semi; AL N;
(a figurine of wondrous power, as per the AC 6; MV 15; HD 12; hp 96; THACO 9;
DMG, page 168). The figurine's com- The most obvious way to involve the #AT 5; Dmg 2-16/2-16/2-12/2-12/2-12 ; SD
mand word is the shouted Common PCs in this adventure is for them to be immune to sleep and to certain other
word, "Conquer!" (from which Konkar's contacted and hired by a local baron or spells as if it had a wisdom of 25 ; radi-
own name was derived) . Mental com- merchant prince, or a representative ates protection from normal missiles to
munication with the beast has revealed thereof. Several small wagon trains all within a 10' radius ; SZ L (10' at
all of its powers to him, but Konkar has have recently been overrun by a force of shoulder); ML 20 (special) ; XP 7,000 ;
passed along little of this knowledge to goblins and wolves while the former MC (elephant) and DMG/168, with
his underlings. His command over his were camped out at night. Among the variations.
small group of goblin soldiers is abso- attackers was a titanic black beast on In its normal form, the marble masto-
lute (after all, a demon arrives at the which some of the goblins rode, a mon- don is a smooth black statuette of
mention of his name), and they will ster so huge that it crushed whole wag- vaguely elephantine shape, the size of
gleefully obey him even at great risk of ons beneath its feet and flung horses an outspread human hand. When placed
their lives . The goblins are now forbid- and riders aside with its arms. on the ground and a special command
den to use the name "Konkar" when The DM should create many exagger- word ("Conquer!" in Common-or
addressing or speaking oftheir sub- ated accounts of the monster's attacks, "Konkar!") is uttered, the figurine
chief; they simply call him "Sub-chief." adding in lots of vivid details . Masto- rapidly grows within one round to its
Konkar is currently focusing on at- dons should be unknown in this area of
the campaign, and their size and full mastodon size. It then obeys simple
tacking and destroying some of the verbal commands given within a 90'
trade traffic along a major but poorly strength should be beyond most people's radius by its owner. The figurine weighs
patrolled caravan route, striking from imaginings. However, such attacks are 6 lbs . and makes all saving throws as
the dungeon tomb mentioned earlier not consistent, and some caravans have
either metal or rock crystal, whichever
(see "Further Adventures") . His origi- reported no attacks whatsoever, though
is better (DMG, page 39).
nal force of goblins and worgs is supple- all have heard the howling of wolves In animal form, the marble mastodon
mented once per week by the marble nearby at night . looks exactly like an exceptionally power-
mastodon in animal form, with which The PCs might join a small caravan or ful specimen of mastodon-a monster that
he strikes against small caravan en- set up their own, but with no real valu- virtually no one in this campaign area is
campments and travelers . Larger cara- ables in the wagons . They might also likely to have seen. At best, an experi-
vans and military patrols are not set out for the wilderness in secret if
bothered . A few humans and elves have rangers and thieves are among their enced adventurer would think of it as a
huge, black, shaggy, small-eared ele-
escaped the surprise attacks and have group, hoping to track and ambush the phant. However, prolonged observation
returned to civilization to warn of this goblins . and the attempted use of certain combat
threat, but their stories are somewhat The PCs might also meet the goblins tactics will reveal that this creature is
confused given their circumstances . without any warning at all if the party unusual in a number of ways.
Konkar's tactics are simple. Worgs happens to be camped by the highway The monster can be observed over a
and worg-riding goblins scout the high- on a moonless evening . Normal chances few hours time to never eat, sleep, or
way from cover at night in search of for surprise should be rolled. The gob- rest. It always seems to be exceptionally
likely victims . When a suitable encamp- lins and worgs are trained to move well behaved and obedient (a quality
ment is spotted, the rest of the lair is quietly (no surprise penalties or bo- that is not immediately obvious when it
warned by one or two scouts while the nuses), and the mastodon (like all ele- is attacking, though it never spooks or
others continue to monitor their vic- phants) moves much more quietly than jumps at sudden stimuli), and it has no
tims' progress . Konkar leaves the one would assume, right up to the point immediate reaction to fire except to
dungeon with his troops and has his when the goblins charge in for the avoid stepping in it. The monster moves
marble mastodon turned into animal attack . easily through darkness, as it has infra-
form, after it has been placed under a vision out to 90'. When not engaged in
heavy rope net on which his troops will The Juggernaut and Crew
melee, the mammoth can be seen to
ride (see "The Juggernaut & Crew") . The goblins of this heavy assault force calmly tolerate large numbers ofgoblins
Once enlarged, the mastodon waits have several unique features . First, tugging on its fur, climbing onto its back,
while the goblins tie the net securely when on patrol they communicate with slapping and petting it, and playing with
around it and climb aboard . Then the each other in the worgs' language : a its trunk (although the goblins have
entire group sets of for the attack . Once collection of barks, yips, snarls, and learned not to poke the mastodon with
the battle is done, the ruined camp is howls that almost no one else speaks. sharp objects, as this earns a slap with
searched, prisoners are slain, weapons the trunk for 1-3 hp damage). Finally,
are collected, and the goblins return to Worg-speech is limited in many re-
spects, but it communicates concepts there is a 5% chance per hour of observa-
JUGGERNAUT
MEN
vated it . If the user is slain while the
Pit trap (open, 10' deep)
device is in mastodon form, the masto-
Pit trap (open, filled in)
don becomes confused (as per the wizard
t
spell confusion) for 12 rounds ; treat
reactions of "act normally for one
KONKAR'S LAIR
round" as "attack nearest creature for
one round ." After this time, it reverts to T = Treasure stockpile
COURIER
tional style with a minimum of effort.
"Courier Service" gives the PCs a
chance to earn the gratitude of a power-
ful NPC, and it provides a way for the
DM to ease the PCs into a highly vola-
SERVICE
tile political arena. The DM can easily
adapt the feud between the major NPCs
ofthis adventure to fit the political
situation of any campaign.
DUNGEON 25
COURIER SERVICE
were available, and what she has heard the DM should pressure the PC for a
over the years . Because ofthe of their reputation indicates that they fast answer.
weather, the army does not patrol the are trustworthy), or "Why don't you If the PC agrees to the mission, X'Cel-
Overmountain Highway in the have your retainers do it?" (see "For the siah tells the PC to "get your compan-
winter, which means that the high- Dungeon Master") . ions ready and meet me outside my
way becomes a magnet for trouble . If the PC bargains shrewdly, X'Cel- house at dawn (7:15 A.M.), ready for the
You feel hesitant about answering for siah may increase her original offer by road. I'll have your payment ready." She
your companions, but the pay sounds as much as 200 gp. If the PC insists on gives the PC directions to her house,
good. You consider your reply. more money than this, or delays too bids the PC a cheery "good night," and
much, X'Celsiah simply walks away wanders off into the darkness.
X'Celsiah may answer a few more and the adventure ends here. X'Celsiah
questions, such as "Why do you want to is desperate to send someone off with
hire us to deliver your taxes?" (the PCs her tax money as soon as possible, so
Major NPCs Lord Rhet Corsuhn : Statistics for few years ago, X'Celsiah and Ira clashed
Rhet are purposely omitted, because over the funding of some of X'Celsiah's
Lord X'Celsiah Mia : AL CG; AC 6; the PCs should not meet him during proposed army projects. One of the pro-
MV 12; F12; hp 139 ; THACO 9; # AT the course of this adventure. The DM jects would have interfered with Ira's
312; Ding by weapon type; S 16, D 14, C should feel free to develop a profile embezzlement schemes, so he used his
18,113, W 15, Ch 16; ML 16; has had that suits his campaign. influence over Volkrad's budget to elimi-
armor spell (17 points) cast on her
Rhet is a master shipbuilder with a nate the mission . X'Celsiah managed to
person, long sword +3, dagger, long large business based in L'Trel In addi- get the funding restored by bringing the
bow, short sword, spear; proficiencies: tion to being a thoroughly hedonistic matter to the attention ofthe tax minis-
riding (horse), endurance, running, playboy and lout, Rhet has many con- ter himself, Lord Hiram Parma, who is
heraldry, etiquette, read/write Com- tacts and friends among the seedy, wild an old friend from her army days. Thus,
mon ; age 42; height 6'2" ; weight
180 lbs. elements of L'Trellian society. X'Celsiah earned Sarvice's undying
Rhet attempted to win X'Celsiah's enmity.
On any issue related to war, warfare, hand in marriage for several years, but On top of this, although Volkrad
or the military, consider X'Celsiah to she continually refused his advances. society as a whole is not male chauvin-
have genius-level intelligence (18). A few months ago, X'Celsiah discour- istic, Ira is. He considers X'Celsiah to
X'Celsiah has waist-length black hair, aged Rhet from pursuing her further be a boorish, crass, cheeky, ill-educated
dark olive skin, and jet-black eyes. by humiliating him in a practice com- upstart who is not aware of her proper
Lord X'Celsiah Mia began her career bat. Rhet has been using his many (subservient) place in society.
in the army as a private, at the age of contacts in L'Trel's underworld to tail
13, and earned her way into general's X'Celsiah for the last two weeks (prior Lord Hiram Parma: AL LG; AC 5;
rank through her sheer military ge- to November 9th), to find a way to take MV 12 ; M7; hp 19; THACO 18; #AT 1;
nius. Although all officers in the exquisite revenge on her. Dmg by spell or weapon type; S 10, D
Volkrad Army are promoted from the 10, C 8, 114, W 17, Ch 15; ML 14;
ranks, promotions are usually given to Lord Ira Sarvice : AL LE; AC 6; MV armor spell (15 points), ring of protec-
the offspring of lords and former army 12; M9; hp 20; THACO 18; #AT 1; Dmg tion +1 ; spells : comprehend lan-
officers . X'Celsiah was neither of by spell or weapon type; S 8, D 11, C guages, light, message, unseen servant,
these, so she ended up fighting the 10, 117, W 15, Ch 14; ML 8; XP 3,000 ; ESP, knock, levitate, dispel magic,
system for her entire career. She re- has had armor spell (17 points) cast tongues, detect scrying .
tired from the army three years ago, upon him, dagger +1 ; spells : hypno- Lord Hiram is the tax minister for
just after she and her troops killed the Volkrad, a position that he has held for
tism, read magic, shocking grasp, un-
red dragon known as Cinnabar. the past 10 years . He is nearly 90
seen servant, forget, glitterdust,
X'Celsiah was assigned the task of misdirection, delude, suggestion (x 2), years old but is very hale and hearty
slaying Cinnabar (a wyrm of great for his age . It is not generally known
improved invisibility, shout, false vi-
power) by a faction of lords and mili- that he is a mage, which is the way he
sion .
tary leaders who did not like her "up- Lord Ira Sarvice has been Volkrad's prefers it. Hiram started out his
pity ways." Neither she nor the deputy tax minister (an appointed decades-long career in the government
members of her unit were expected to position) for the last 20 years . Ira's of Volkrad as a clerk in the army and
survive the mission. X'Celsiah's troops position has allowed him to slowly slowly worked his way up. Hiram
(a force of 100 elite army fighters, all introduce elements of corruption into knows X'Celsiah from her time in the
2nd or 3rd level) spent 14 months pur- Volkrad's government . He is also a army, and he thinks highly of her.
suing Cinnabar through the hills and leader in the mafia-style thieves' guild Hiram is a friendly, open-minded man
mountains of Volkrad before they of Volkrad, although his membership who does what he can to interject a
brought the monster to bay. Less than in the guild is one of Volkrad's most little leniency and justice into the
a quarter of her troops survived the carefully kept secrets . harsh (and sometimes corrupt) tax
final confrontation . Ira does not like X'Celsiah at all. A system of Volkrad .
COURIER SERVICE
28 Issue No. 27
COURIER SERVICE
Guide. Other items of equipment given Although the weather conditions along thawed. Frostbite affects the extremi-
to the PCs are ofnormal value. Once the highway are harsh, the PCs will not ties first ; ears, fingers, toes, lips, and
negotiations about the form ofpayment be affected by the weather under normal cheeks are especially vulnerable. The
are settled, read or paraphrase the circumstances, assuming that they dress DM should decide what part of the char
following to the players : in warm, insulating furs and water acter's anatomy is affected by frostbite
resistant clothing . However, the light based on his judgment ofwhat area is
Once all of your supplies are settled snow, heavy snow, high winds, and bliz- most exposed to the weather.
and you are ready to set off on your zard results on the Weather and Random Curative spells function normally
longjourney, X'Celsiah comes to you Encounters table do present dangers to when used to repair damage caused by
with a few final words. With a grin the PCs . If the PCs travel in these types hypothermia . Spells such as resist cold
that does much to hide the worry of weather, they can be affected by hypo- render the character immune to hypo-
that you know she must be feeling, thermia. During each check interval thermia for the duration of the spell . A
the warrior-woman says, "I wish you (listed in the table), each PC must make PC with the healing proficiency can
all good luck and a swift journey. I'm a constitution check or take 1-6 hp dam- save frostbitten extremities by making
putting a lot offaith in what I've age . If the check is successful, the PC a successful proficiency check .
heard about you. Do me this favor, takes half damage but always at least 1 Because of the strain imposed by the
and I'll see to it that you are repaid hp. Horses, ponies, and other beasts are adverse traveling conditions, the PCs
in kind." also susceptible to hypothermia and cannot recover hit points during this
must save vs. death magic when making adventure except under very special
The Overmountain Highway hypothermia checks, since they lack conditions . The PCs can recover 1 hp
constitution scores. per day (maximum) if they stay in a
Please review and become familiar with If a character or animal takes 50% or shelter for a full day (24 hours). They
the following information before at- more of his base hit points in hypother- must light a fire, get complete bed rest,
tempting to run the section of the ad- mia damage, he must make a system and be tended by someone with the
venture that deals with the PCs' shock roll or immediately fall uncon- healing proficiency. Because of this
journey from L'Trel to Volkrad . scious and begin losing 1 hp per round ruling, spell use will be the primary
Several things will remain constant thereafter. Even if the system shock roll means used to recover hit points . This
during the PCs' journey along the Over- is successful, the character develops restriction also makes the monster
mountain Highway. Traveling condi- frostbite . One part ofthe body "dies" encounters many times deadlier than
tions are fairly predictable : 2'-3' of snow and eventually rots and falls off when they would normally be.
on the road at all times, sub-zero tem-
peratures, high winds, and hilly terrain .
It will snow for several hours each day.
This type of snow has no affect on travel Example Calendar
rates (see "Overland Travel Rates"), Event
Date
unlike the snowstorms discussed in the X'Celsiah contacts PC leader (night)
Nov 9
Weather and Random Encounters table . Nov 10 PCs leave LTrel; The Bandits (encounter 1)
Another constant is the presence of High winds; PCs stop and lose one day
Nov 11
people . Although traffic is sparse this Nov 14 PCs reach foothills (adjusted for lost day)
time ofyear, the PCs will encounter Nov 15 The Wolf (encounter 2)
people on the highway every day or so: Clear day
Nov 16
merchants, soldiers, trappers, and other PCs reach Nalv (encounter 3)
Nov 20
wanderers . The DM should take care to Nov 23 PCs reach Isig Chasm Bridge (morning; encounter 4)
mention both the weather and the trav- Nov 24 Clear day
elers along the road. PCs reach Grace (afternoon)
Nov 26
As an aid to the flow of game play, the Nov 27 Heavy snow; lose one day
DM should make a calendar of the per- Dec 1 PCs reach P'Arte (afternoon)
iod from November 10th to a few days Dec 4 Blizzard hits at end of day (encounter 5)
past December 31st. One such calendar Dec 7 Blizzard clears and PCs can move on
is shown in the sidebar as an example Dec 8 Random monster encounter
only; the DM should make up his own Dec 11 PCs reach Fidirth Ridge (afternoon)
calendar. Roll all random encounters Dec 12 Heavy snow; lose one day
before play begins and mark them on Dec 14 PCs reach Wath (evening)
the calendar. The dates of the various Dec 15 Random monster encounter
set encounters should be marked on the Dec 16 Random monster encounter
calendar as well . By using the move- Dec 17 The Roaring Dragon (encounter 6)
ment rates shown in the Overland Dec 21 Heavy snow ; lose one day
Travel Rates table, and by keeping Dec 22 PCs reach K'Pass (morning)
track of any delays caused by the Dec 24 Heavy snow ; lose one day
weather or monster encounters, the DM Dec 25 Random monster encounter
can determine whether the PCs arrive PCs reach Volkrad (afternoon)
Dec 28
in Volkrad on time.
DUNGEON 29
COURIER SERVICE
Weather and Random 33-35 Blizzard: MV x 1/4, V x 1/4, Lost fire . This is an extremely stupid (and
Encounters 50%. Duration: 1-3 days ; 30% likely to strong) ogre .
become light snow the day after the The Volkrad Army offers a 2-gp
To determine random encounters, roll 1d6 blizzard stops . Wind speed is 2d10+30 bounty on pairs of orc ears, which the
once per day. A roll of 1 or 2 indicates an MPH . Roll hypothermia checks every PCs can collect at any army garrison .
encounter occurs . When an encounter is This bounty should be common knowl-
turn and apply the penalties for high
indicated, roll percentile dice and consult winds as above . If this result is indi- edge to the PCs . Every orc carries 1-6
the table below . cated more than once during the ad- sp and 1-10 cp in orcish coinage . The
Weather results apply to the whole day. venture, treat the encounter as heavy orcs also have a snow-sled (hidden in
Do not roll on this table on days with a the trees) that they use to carry vari-
snow instead .
fixed encounter, as the encounter descrip- ous disgusting food items and 150 gp
tion covers the weather conditions . Cer- 36-45 Clear day : The day is mild with worth of furs and hides: deer, beaver,
tain creature encounters will occur only clear, bright blue skies and lots of wolf, otter, muskrat, elk, etc . The ogre
in specific areas as noted in the encoun- sun-perhaps too much sun . Any PC wears a badly mangled gold bracelet
ter description . Each creature encounter who does not cover his eyes must worth 10 gp for its gold content, not its
is intended to be used only once during make a wisdom check or become snow- workmanship .
the adventure, although the orc/ogre blind for 1-3 days. Snow-blindness Orcs (15): Int avg ; AL LE ; AC 6 ; MV
encounter can be reworked and used duplicates the effect of having a light 9; HD 1 ; hp 5 (x 2), 6 (x 3), 7 (x 4), 8
again. Reroll if a duplicate monster (x 5),9 ; THACO 19 ; #AT 1 ; Dmg by
spell cast in one's eyes : -4 to all at-
encounter is indicated . tack rolls and +4 to be hit by any weapon type ; SZ M ; ML 13 ; XP 15 ;
If the DM wants more realism and can opponents. MC ; ring mail, shield, axe, short bow .
handle a few more details, he can roll Ogre : Int low ; AL CE ; AC 5 ; MV 9 ;
1d10 to determine the hour of the travel- 46-50 White pudding: Int nil ; AL N ; HD 4 + 1 ; hp 30 ; THACO 14 ; #AT 1 ;
ing day during which bad weather starts . AC 8 ; MV 9 ; HD 9 ; hp 48 ; THACO 11 ; Ding 2-12 (as 18/00 strength with
This may allow a party to get to the next #AT 1 ; Dmg 7-28 ; SA 50% likely to be normal weapons) ; SZ L ; ML 13 ; XP
shelter before a snowstorm hits, thus mistaken for ice or snow ; SD immune 175 ; MC . This ogre was raised by the
gaining time over the journey. For exam- to acid, cold, poison; lightning and orcs as a sort of heavy infantry. He
ple, the DM has determined that a heavy blows from weapons divide it into was taught to use a giant, cruelly
snowstorm will hit the PCs on the 7th smaller puddings; dissolves animal or spiked tree branch as a club, and he is
hour of the traveling day. A PC who vegetable matter in one round ; SZ M ; now quite expert in its use . The ogre's
makes a successful weather-sense profi- ML special ; XP 4,000 ; MC (puddings, blows have a 30% chance of stunning
ciency check can advise the others that man-sized or smaller creatures for 1-4
deadly).
they should be able to make it to the next rounds . If the ogre gets a "stun" re-
This encounter occurs only if the
shelter before the storm hits .
party is in the high-pass area between sult, his opponent is batted into the
The following abbreviations have spe- Wath and K'Pass . The pudding is hunt- air and lands 1'-20' away. While
cial meaning when used in this table : ing by the trail in the hope of finding a stunned, the unfortunate victim has a
MV = effect on movement rating . -2 penalty on all attack rolls .
meal . Because it resembles a snow-
V = effect on all types of vision . bank, it has a +4 to its surprise roll .
Lost = base chance of becoming lost. If 64-68 Cave bear: Int semi ; AL N ; AC 6 ;
there is a ranger in the party, the chance 51-63 Orcish scouting force : Orcs and MV 12 ; HD 6+6 ; hp 40 ; THACO 15 ;
of getting lost is reduced by 2% per level #AT 3 ; Dmg 1-8/1-8/1-12 ; SA hug ; SZ
their associates often prowl along the
of the ranger (cumulative for multiple highway during the winter, looking for H ; ML 8 ; XP 650 ; MC .
rangers) . the opportunity to waylay any group This encounter occurs only between
01-14 Light snowstorm: MV x 1/2, V they outnumber. This group (of 15 orcs Nalv and K'Pass . The cave bear may
x 1/2, Lost 20% . Roll hypothermia and one ogre) has hidden itself in a not attack the PCs if they do not
saves every five hours . small copse of trees to the side of the bother him . If the PCs disturb him,
road . The force gains a + 1 on its the bear attacks ferociously, display-
15-22 Heavy snowstorm : MV x 1/2, V surprise roll . If the surprise succeeds, ing his less-than-pleasant temper. If
x 1/4, Lost 30% . There is a 50% chance the orcs fire a volley of two arrows the bear rolls an 18 or greater to at-
that heavy snow becomes light snow each, aiming for unarmored PCs first . tack with his paw, he hugs for an
on the next day. Roll hypothermia The orcs then ditch their short bows additional 2-16 hp damage .
saves every five hours . and run forward through the snow to
engage in melee combat . 69-78 Eagle Rider: This encounter
23-32 High winds : MV x 3/4, V x 3/4 . Even if surprise is indicated, how- occurs only between Nalv and K'Pass .
The winds drive loose snow around in ever, there is a 30% chance that the Sol the Elf is an eagle rider and scout
fierce gusts ; sometimes the wind chill ogre charges forth too soon, spoiling for a tribe of elves that lives in the
factor increases to deadly levels . Roll the orcs' aim . The ogre's charge does mountains . If the party has trouble
3d10 +20 for the wind speed in miles not negate the surprise, but it does with the orc/ogre encounter, the DM
per hour. Roll hypothermia checks prevent the orcs from shooting more may wish to merge the two encounters
hourly, with a -1 penalty per 5 MPH than one arrow each at the PCs, be- so that Sol and his giant eagle,
above 25 MPH of wind speed . cause the ogre crosses their field of Killsoft, can help out the PCs . Other-
wise, Sol is merely curious about
travelers along the highway. He may
30 Issue No. 27
COURIER SERVICE
direct Killsoft to "buzz" the PCs, and the foothills and between K'Pass Set Encounters
skimming low enough to let the PCs and Volkrad . Army patrols usually
1 . The Bandits . This encounter oc-
feel the breeze of their passage . If the number 10 or more and are led by a
curs when the PCs are about 10 miles
PCs make no hostile moves, Sol even- sergeant (F2 or F3) . Every citizen of
away from L'Trel, on the same day that
tually lands and talks with the party. Volkrad serves at least three years in
the army, at a young age . These sol- they leave . If the PCs left when X'Cel-
Both Sol and Killsoft are curious
about anyone daring enough to travel diers are all young (between 14 and 20 siah asked them to, it should be the
the highway during the winter. years old), fresh, and eager. afternoon of November 10th.
Sol the elf: AL CG ; AC 3 (5) ; MV 12 ; Soldiers (10): AL any N or G; AC 4 ; A group of bandits hired by Rhet
F5/M5 ; hp 25 ; THACO 16 ; #AT 1 ; Dmg MV 9 ; F3 (X 1), Fl (X 5), FO (X 4); hp Corsuhn (through a thieves' guild inter-
by spell or weapon type ; SA + 1 to hit 23, 8 (X 5), 6 (X 4); THACO 18, 20 ; #AT mediary) is hiding around a corner in
with bow or long sword ; SD infra- 1 ; Ding by weapon type ; ML 14 ; chain the road, ready to ambush the PCs. The
vision 60' ; MR 90% resistant to sleep mail, shield, short sword, long bow, bandits are actually a mercenary com-
and charm spells ; S 14, D 16, C10, I dagger, spear. pany from L'Trel, but their leader some-
17, W 12, Ch 14 ; ML 15 ; elven chain times accepts contracts on the shady
mail, long sword, long bow ; spells : 93-98 Blink dogs (4-16) : Int avg; AL side of the law . Their primary mission
dancing lights, feather fall, phantas- LG; AC 5 ; MV 12 ; HD 4 ; hp varied; is to get the scroll tube that holds X'Cel-
mal force, wall of fog, glitterdust, THACO 17 ; #AT 1 ; Ding 1-6 ; SA attack siah's taxes, but the bandits are not
locate object; invisibility 10' radius . from rear 75% of the time; SD telepor- averse to taking anything else the PCs
Killsoft (giant eagle) : Int avg ; AL tation ; SZ M ; ML 12 ; MC . have of value as well .
N(G) ; AC 7 ; MV 3, fly 48 (D); HD 4 ; hp On an exceptionally cold night, a Because of their careful preparations,
27 ; THACO 15 ; #AT 3 ; Ding 1-6/1-6/2- pack of blink dogs (a mountain variety
the bandits gain a +4 bonus to surprise
12 ; SA dive ; SD cannot be surprised in similar to the plains-dwelling blink
the PCs. If the bandits do not surprise
daylight ; SZ L ; ML 13 ; MC . Killsoft dogs described in the Monstrous Com-
the PCs, the consequences are left to the
has a limited form of telepathy that pendium) blinks into the roadside
DM to decide . If the PCs are surprised,
allows him to communicate with most shelter to spend the night with the
intelligent creatures . PCs . The dogs are intelligent and can read or paraphrase the following to the
respond to human communication players :
79-83 Troll Raider : This encounter nonverbally. If threatened, the pack
What a dismal way to start a jour-
occurs only between Nalv and K'Pass . blinks out . This encounter can be
ney. Wet sleet falls constantly, soak-
On a night with heavy snow, a troll highly entertaining if the DM takes
ing everything and making you cold
and his winter wolf companion care- the time to role-play the part of the
fully sneak up on the PCs' shelter, dogs . and miserable . You slog along the
gaining a +2 on surprise rolls . The road, battling to maintain your bal-
troll and wolf burst into the barn area 99-00 Ice serpent: Int animal ; AL N(E) ; ance on the thin coating of icy slush,
of the shelter, and the troll uses his AC 4 ; MV 18 ; HD 9; hp 45 ; THACO 11 ; but the distant mountains to the
surprise segment to kill one of the #AT 2 ; Ding 2-12/3-12 ; SA +3 to sur- south never seem to get any nearer.
riding or pack animals, using an old prise, constriction; SZ G (45' long, 1' At least here in the lowlands you are
long sword to chop the animal in half. diameter); ML 16 ; XP 2,000 ; MC making relatively good time . Sud-
The raiders then flee into the night, (snake, giant constrictor, variant). denly, as you come around a corner
carrying half of the carcass with them . This encounter occurs only between in the road, a loud, hoarse shout
Both the troll and the wolf can move Wath and K'Pass . The icp serpent comes from high up in a tree . You
at full speed under these conditions, attacks twice in a round, once with a have just enough time to curse your-
because they are well adapted to the bite and once with a lash of its tail . self for your inattention to the dan-
winter environment . If the PCs at- The tail-lash can send man-size or gers of the road when leather-clad
tempt to follow, their movement rat- smaller creatures flying through the men, at least a dozen in number, rise
ing should be penalized for both air for great distances . Instead of out of the trees in front of you and
darkness (X 1/2) and heavy snow (X 1/3). using its normal bite/lash attacks, the
send a flight of black-shafted arrows
Troll : Int low ; AL CE ; AC 4 ; MV 12; ice serpent can opt to constrict its prey
winging your way.
HD 6 +6 ; hp 41 ; THACO 13 ; #AT 3 ; for 3-12 hp damage per round . If using
Ding 5-8/5-8/5-12 ; SA can attack multi- its constriction attack, the serpent
ple opponents ; SD regeneration ; SZ L ; does not need to roll to hit each round . A lookout is stationed high up in a fir-
S 18 (92) ; ML 14 ; XP 1,400 ; MC . Ice serpents are covered in white fur, tree above the position marked A on the
Winter wolf- Int avg ; AL NE ; AC 5; to match the snowy realms where they Bandit Ambush map . Ten bandits are
MV 18 ; HD 6 ; hp 37 ; THACO 15 ; #AT live . The coloration of the serpent crouched down on the ground near A as
1 ; Ding 2-8 ; SA frost ; SD immune to gives it a greater than normal chance well, behind the 4'-high stone wall .
cold-based attacks ; SZ L ; ML 13 ; XP to surprise opponents . The fur of ice The second-in-command for the ban-
975 ; MC . serpents is much prized for making dits and 11 other bandits are hiding in
warm, waterproof garments that the trees and bushes near position B .
84-92 Military Patrol: This encounter protect the wearer from extremely A mage, the bandit leader, and three
occurs only in the section of the Over- cold weather. The fur can be sold for bandits who serve as bodyguards for the
mountain Highway between L'Trel up to 40 gp per square yard . mage are hiding at position C, which is
15' farther back in the trees than posi-
tion A .
DUNGEON 31
COURIER SERVICE
BANDIT Areal
turers, tie them up, and leave them in charm person ( x 2), enlarge, light, read
the bushes . The bandits then return to magic, forget, levitate, slow. For this
L'Trel and promptly disappear in its short trip, the mage has left her spell
AMBUSH seedy underworld .
If the PCs defeat the bandits and
book in her quarters in L'Trel .
1 square = 5' manage to capture any of them for ques- 2. The Wolf. This encounter occurs in
tioning, none of the rank-and-file ban- the evening, just as the PCs are ap-
dits know who hired them for the proaching one of the roadside shelters
robbery attempt. The bandit leader is about three days travel (24 miles) before
the only one who knows anything, and reaching the mountain village of Nalv .
he must fail a morale check by three or Read or paraphrase the following to the
Ditch} more points or he will refuse to answer. players:
M 3' deep The commission came to the bandit
Today's trek was long and difficult.
leader through a friend in the L'Trellian
/ Stone wall thieves' guild; even the leader does not This shelter must be abnormally far
4' high know who really commissioned the from its fellows, because you pushed
robbery. If the PCs can convince the hard during the afternoon and you
leader to talk, they may be able trace are just now reaching the shelter.
" this attack back to Rhet by finding the Although it is not fully dark yet, the
thieves' guild contact. temperature is already well below
If the PCs capture any bandits, they zero . As you stumble along in the
soon encounter an army road-patrol (see numbing cold, the outline of the
Random Encounters Table for typical shelter ahead serves as an incentive
statistics and composition) that will to hurry.
" r gladly take charge of any prisoners. The
leader of the patrol recognizes several of
There must be someone in the
shelter already; a thin wisp of smoke
the bandits as wanted felons and in- is coming out of the chimney. You are
"" forms the PCs that there is a 300-gp about 150' from the humble stone
reward for the bandits. The PCs must building when you hear strange
claim the reward within 30 days, in sounds are coming from the shelter.
L'Trel, or it will be forfeited to the army. A low-pitched, evil-sounding growl-
Tell the PCs that the army takes at ing noise fills the freezing night air,
The lookout watches the PCs come up least three days to verify identities of coupled with occasional cursing and
the road and shouts when they reach criminals before it pays out any reward swearing in the Common tongue.
the position marked X. Once the look- money; let them decide if they want to
out shouts his warning, the bandits at A delay long enough to return to L'Trel Inside the shelter, a ranger named
and B stand up and begin firing arrows and press their claim. Harkone is doing his best to defend
in an attempt to catch the PCs in a Bandits (25): AL N; AC 6; MV 12 ; F1 himself from the malicious attentions of
crossfire. or F0 ; hp 8 (x 11), 6 (x 14); THACO 20; a werewolf. The werewolf is toying with
The bandits aim for the PCs' mounts #AT 1; Dmg by weapon type ; ML 15 ; XP Harkone, prolonging the fight. Harkone
first, to prevent the PCs from riding 35 ; studded leather armor, shield, short is having a hard time keeping the huge
away. After that, the bandits aim for bow, short sword, dagger, 1-6 gp in black werewolf at bay, because his only
any obvious mages or clerics in order to cheap jewelry, rings, etc. weapon usable against the werewolf is a
knock out the PCs' spell power. The Second-in-command: AL N; AC 6; silver crossbow quarrel, and he has only
bandits fire two arrows each during the MV 12 ; F2 ; hp 16 ; THACO 19 ; #AT 1 ; one. He is currently using the quarrel
first round. After this, bandit tactics are Dmg by weapon type ; S 16 ; ML 15 ; XP in his hand, jabbing it at the wolf (the
left to the DM . 65 ; studded leather armor, shield, short quarrel does 1-2 hp damage when used
The bandit mage has many useful bow, short sword, dagger, 62 gp in gold as a hand weapon).
spells (consider the effects of a slow jewelry. If the PCs are cautious, they can
spell cast into the middle of the PC Bandit leader : AL N; AC 4; MV 12 ; sneak up to the shelter without alerting
group, or the effects of an enlarge spell F5 ; hp 34 ; THACO 16 ; #AT 1; Dmg by the werewolf; it is intent on its fight
cast upon the bandit leader) for an am- weapon type ; S 18/07, Ch 15 ; ML 15 ; XP with Harkone . Show the players the
bush situation. 175; chain mail, shield, long sword floor plan of the Roadside Shelter.
The bandits will use the cover pro- (worth 45 gp), short sword, dagger, 6 gp, If the PCs try to save Harkone, the
vided by the 4' wall and the trees and 25 gp in rings. werewolf's first reaction is to attempt
bushes for as long as possible before Bandit mage : AL NE ; AC 4; MV 12 ; escape . The door to the barn is open,
engaging the PCs in melee combat . M5 ; hp 15 ; THACO 19 ; #AT 1; Dmg by and it tries to run out this way. The wolf
Remember that the bandits' mission is spell or weapon type ; S 10, D 16, C 10, I fights only if the PCs block its escape .
to rob the PCs, not necessarily to kill or 15, W 12, Ch 14 ; ML 15 ; XP 975; armor If the PCs manage to save Harkone,
maim them . spell (13 points), dagger, potion of gas- he expresses his gratitude and talks
If the bandits defeat the PCs (or get eous form, 20-gp glass prism (for read freely with the PCs. Harkone explains
them to surrender), they rob the adven- magic spell), 50-gp pearl, 6 gp; spells : that an hour or so after he reached the
32 Issue No. 27
COURIER SERVICE
shelter, the door opened and a shaggy, Fidirth Ridge, Wath, K'Pass) fit the
dark-haired man came in . Harkone did same pattern as Nalv, varying slightly which grows in intensity as you
not like the look of him, but the code of in population and price of supplies . The approach the Isig Chasm . The Isig
the shelters states "Make room," so he DM should use the description of Nalv river valley extends all the way to
did. Harkone suspected that the man as a template for the other towns along Naka's Ocean and runs straight for a
was a bandit, so he faked going to sleep. the way. good deal of that length. A fierce,
As soon as the wolf-man was convinced If the PCs are interested in finding a howling wind blows down off the
that Harkone was asleep and that no place to stay in Nalv, its dour-but- Dividing Mountains, funnelled and
one else would be coming into the shel- friendly inhabitants quickly inform channeled by the walls of the chasm.
ter, he changed to his wolf-form and them that the Ice Serpent is the only The turnoff to the small army fort
attacked. inn in town . The Serpent's dim, smoky, that guards the bridge falls behind
If the PCs explain their mission to noise-filled interior holds off-duty sol- as you trudge on, and eventually the
Harkone, he offers to guide them along diers, drunken trappers, silent moun- bridge itself comes within sight. A
the Overmountain Highway as far as tain men, whispering villagers, and the woman in an army uniform comes
Wath . Harkone is very familiar with the occasional tribal elfor clan-dwarf. out of the guardhouse beside the
highway. If the PCs accept his offer and Sleeping rooms at the Ice Serpent cost 7 bridge as you approach . Several
allow him to travel with them, Harkone sp per person per night; a space in the other people remain inside the small
manages to shave two days off the PCs' common room is 4 sp per night. These silver-granite building . The woman
journey time. prices includes dinner. keeps a tight grip on the wooden
The werewolf had some belongings If the PCs wish to stay at the Ice Ser- railing that runs along the guard
with him. Searching through these pent, they must deal with its bartender/ post, and you notice a rope around
items reveals the following: a long owner, a balding, extroverted man her waist connects her to something
sword (worth 10 gp), a long bow (100 named Marcus. Marcus is a retired sturdy inside the guardhouse . Even
gp), some spices (25 gp), a bearskin coat army captain, and his favorite subject is so, she stumbles several times as the
(75 gp), 12 gp, 22 sp, 18 cp, and ajade why his inn is called the Ice Serpent. It fierce winds contrive to lift her off
belt buckle (27 gp). is named (as Marcus proudly points out) her feet . The bridge gates are shut,
Harkone : AL CG; AC 7; MV 12 ; 112 ; for the three stuffed ice serpent heads and the narrow bridge surface is
hp 20 (15 after werewolf attack); mounted above the bar. The ice serpents coated with a thick layer of ice.
THACO 19 ; #AT 1 or 2 ; Dmg by weapon were killed by the army (Marcus led a
type ; S 15, D 10, C 15, 110, W 14, Ch patrol that killed one), and the heads Private Baker (the woman coming out
12 ; ML 13 ; studded leather armor, short were donated to the tavern. of the guardhouse) waves the party to a
sword, light crossbow, dagger, silver Ice serpents are huge, white-furred stop about 50' from the edge of the
quarrel; proficiencies : tracking, set snakes that sometimes haunt the pass chasm and shouts over the wind, "The
snare, direction sense, read/write Com- between Wath and K'Pass . Marcus bridge is closed down for as long as the
mon, riding (horse). tends to expound at great length on the wind lasts. We shut it down earlier
Werewolf. Int avg; AL CE ; AC 5 ; MV various aspects of the serpents, espe- today after a soldier got blown off." The
15 ; HD 4+3 ; hp 31 (28 after fight with cially about the legendary hair- bridge looks very unsafe . Great gusts of
Harkone) ; THACO 15 ; #AT 1; Ding 2-8 restoring properties of ice-serpent liver wind blast out of the chasm, battering
in wolf form; SA surprise ; SD silver or oil. the PCs even where they stand. The Isig
+ 1 or better weapon to hit; ML 13 ; XP Marcus: AL CG ; AC 10 ; MV 10 ; F6 ; river is frozen beneath the bridge, more
420 ; MC . hp 41 ; THACO 15 ; #AT 1; Ding by than 800' below.
weapon type ; S 12, D 10, C 9, 113, W After giving the PCs a few minutes to
3. The Village of Nalv. Nalv is a 15, Ch 16 ; ML 15 ; short sword, club, absorb the situation, Baker recom-
highland town with a civilian popula- dagger. mends that the PCs stay at the inn
tion of 1,500 and an army garrison that adjacent to the garrison, at least until
houses more than 500 soldiers during 4. Isig Chasm Bridge . The Isig the wind dies down a bit. The Soldier's
the winter. Nalv serves as a rendezvous Chasm Bridge is 20 miles away from Arms Inn is a clean, efficient, army-run
point and winter shelter for trappers, the village of Nalv, or about two and a hostel located two miles back up the
mountain men, and the occasional half days travel . The bridge is an impor- Overmountain Highway, off the small
ranger. The nature of its population tant (and vulnerable) part of the Over- turn-off that leads to the army fort . The
makes Nalv the center of the fur trade mountain Highway, so a permanent hostel makes a great deal of money this
for the nation of Volkrad. Prices in Nalv army garrison is stationed in a nearby time of year, because the fierce winter
are generally high (at least 10% over fort . As the PCs approach the bridge, winds can shut down the bridge for days
Player's Handbook prices), and only read or paraphrase the following to the at a time . A night's lodging costs 5 sp
common items are available. The PCs players: per person for a room, including meals.
can negotiate with the quartermaster of A berth in the common room costs 3 sp
the army garrison for armor, armor Today's weather has been truly hell- per night, also including meals.
repairs, weapons, and pack animals. ish. Snow comes down in fits and If the PCs elect to stay at the Soldier's
Such items and services cost at least starts, and the temperature is well Arms, the wind delays the PCs for two
twice the normal price . below freezing. Conditions are aggra- days before it dies down enough to
The other highland towns along the vated by the ever-present wind, make the bridge safe to cross.
Overmountain Highway (Grace, P'Arte,
COURIER SERVICE
Baker and her companions will let the 5 . The Blizzard . On the third day is cloudy with a few flakes of snow
PCs cross immediately, if they insist . after the PCs leave P'Arte, a blizzard (standard), and the next minute the
The soldiers loudly disclaim any respon- hits the Overmountain Highway in the wind picks up and great gusts of snow
sibility for whatever happens to the vicinity of the PCs. The blizzard strikes howl down out of the sky.
party. Baker does not even charge the in mid-afternoon . (Please review the It will take the PCs four turns to
PCs the normal 1 sp per head toll, say- information on blizzards found in the cover the remaining distance to the
ing, "Anyone crazy enough to cross that Random Encounters table .) shelter. The wind speed is 40 MPH, so
bridge deserves a break ." Normal procedure for traveling along everyone in the party must make four
The DM should allow the success of the highway is to stop at a shelter for a hypothermia saves (one every turn)
any reasonable scheme for crossing the noon meal and rest . When the PCs stop with a -3 penalty to each roll . The
bridge . Someone with the mountaineer- at noon on this day, roll a proficiency chance of getting lost is 30% (rather
ing proficiency can easily rig up a rope check for any in the party with the than 50%) because of the short distance
harness to convey PCs and animals weather-sense proficiency. If the check is involved . If someone with the direction
across the bridge in relative safety. Or successful, inform that PC that "a bliz- sense ability makes a successful profi-
the DM could allow rogue characters to zard is going to hit this area sometime in ciency check, the PCs will not get lost .
use their wall climbing ability. Obvi- the next 3-6 hours." Since it typically Once it hits, the blizzard lasts the rest
ously, if the PCs try to simply waltz takes 4-5 hours to cover the distance of that day plus two more days . The
across the bridge, the wind (gusts up to between shelters, the PCs may want to weather clears up on the morning of the
100 MPH) will blow them off to their stay here to ride out the blizzard . third day, and the PCs can move on (see
deaths . Anyone who attempts to fly or If no one in the party has the weather- the example calendar) . This encounter
levitate across the chasm takes 2-8 hp sense proficiency (or a suitable spell), do drives home the deadly nature of the
battering damage from the wind during not give the PCs any warning about the winter weather along the highway.
the crossing . A saving throw vs . paraly- imminent blizzard . Storms, blizzards,
zation for half damage is allowed . and snow can strike with lightning 6 . The Roaring Dragon . The section
Soldiers (5, including Baker) : AL NG ; speed and little or no warning along the of the Overmountain Highway between
AC 6 ; MV 12 ; F1 ; hp 7 ; THACO 20 ; #AT highway! Wath and K'Pass is confined to a nar-
1 ; Dmg by weapon type ; ML 14 ; studded If the PCs proceed after the noon rest row, high-altitude pass . The surround-
leather armor, shield, short sword, short stop, the blizzard hits when the PCs are ing mountains tower thousands of feet
bow, dagger. half a mile from the next shelter. There above the road through the pass . Al-
is no warning . One minute the weather though the road itself is classified as
COURIER SERVICE
"low mountain" terrain, the elevation ask about possible cover, assume that ask a few of Volkrad's notoriously un-
is still extreme (see pages 123-125 ofthe they are too flustered to take a look friendly inhabitants how to find it. The
DMG) . If any combat (from random around and assess the situation. DM can give the PCs a little hassle
encounters) occurs in the pass, the PCs If the PCs take cover behind the boul- about finding the office if he wishes, but
suffer a -1 penalty to all combat rolls der, the front wave of the avalanche if the PCs have done well up to this
because of the elevation. crashes down around them just as they point, they probably deserve a break .
When the PCs are about 10 miles (two reach its leeward side. The PCs get Volkrad's tax office is a multistoried,
and a half days hard travel) past Wath, buried up to waist height (3') in the almost palatial building made primarily
read or paraphrase the following to the snow that spills around the sides of the of marble . During the day, people run in
players : boulder, but this snow is loose enough and out of it in droves, and the tempo
that no one will have a problem getting does not slow down much at night .
The elevation of the pass makes bat- out . If the party takes refuge behind the From December 25th to January 10th,
tling through the snow an immensely boulder, they can move on without any the office is open to the public from 5:00
difficult task. It is only mid-afternoon, significant delay. A.M. to midnight, seven days a week.
and already your limbs protest their The culprit behind the avalanche is During all other times of the year, it is
limits and scream "enough!" At least an old white dragon known as Weiss- open from 9:00 A.M . to 5:00 PM ., Monday
it isn't snowing, and the sun occasion- hammar. After causing the avalanche, through Friday.
ally peeks its way through the clouds. Weisshammar gains a few thousand feet In order to gain entrance to the tax
Suddenly, far above you near the of altitude, then circles around to watch offices, the PCs must check their weap-
peaks of the tall mountains that the fun. Weisshammar does not attack ons at the door. The guards are very
tower above the pass, you see a the PCs after causing the avalanche ; he thorough and demand that the PCs di-
dragon! The magnificent white beast was just having fun . He is also very vest themselves of all weapons . People
swoops and dives through the air, just leery of attacking anything on the Over- sometimes get a little upset in this build-
visible through gaps in the cloud mountain Highway ; this caution which ing, and catastrophe could result if the
cover. For a moment you simply is one of the reasons why he is an old guards let so much as a dagger slip by.
watch in admiration; the dragon looks dragon . Weisshammar lives in an ice Guards (6) : AL any N or G; AC 5,;
truly beautiful, a creature at home in cave far up one of the mountain gla- MV 9; F2, F1 (x 5); hp 15, 7 (x 5);
its element . ciers. The DM is free to develop details THACO 19, 20; #AT 1 ; Dmg by weapon
With a dawning sense of alarm, on his lair if necessary. type; ML 15; chain mail, spear, short
you watch as the dragon banks to- Weisshammar (white dragon): Int 7; sword, dagger.
ward one of the snowy slopes above AL CE; AC -3; MV 12, fly 40 (C), bur-
you . The white beast turns and flies row 6, swim 12; HD 15 ; hp 92; THACO Confrontation with Ira
roughly parallel to a huge, tenuously -3; #AT 3 plus special; Dmg 1d6+8/
balanced snowbank. The dragon After the PCs clear the minor hurdle of
1d6 +8/2d8 +8; SA fear (30 yards), spell-
inhales with a visible effort, then lets finding and gaining entrance to the tax
like abilities, create avalanche, breath
out an earsplitting roar. Seconds office, read or paraphrase the following
weapon ; SD special ; MR 20% ; SZ G (77') ;
later, in answer to the dragon's call, ML 15; XP 11,000 ; MC. to the players :
a deep bass roar booms down the
mountainside. The dragon has After having a little trouble finding
Volkrad the tax office, things start going
caused an avalanche, and now thou-
sands of tons of ice and snow are The circumstances surrounding the smoothly for once in this accursed
barreling down the mountainside final delivery of X'Celsiah's tax money journey. The sealed message tube
toward your current position! are intentionally left somewhat vague. bearing Lord X'Celsiah's engraved
The DM can make the actual delivery seal is like having a magical wand. A
The PCs have 1d3+1 rounds to pre- as easy or as challenging as he desires. simple wave ofthe tube causes the
pare for the onslaught of the avalanche, The scenario outlined below gives the various minor functionaries to go
which is a small one despite its fear- DM a starting point but certainly does through an abrupt change of atti-
some appearance. Anyone (or anything) not touch on all the difficulties the PCs tude, from surly and taciturn to
that gets hit by the avalanche takes 2- could have during their stay in the cheerful and overly helpful . A bab-
20 hp damage (save vs. paralyzation for capital city of Volkrad . bling young man guides you deep
half damage) . If any PCs or animals Volkrad is a sprawling port city on the into the building, through several
take damage from the avalanche, get- coast ofthe Unbandig Sea, near the impressive offices that he assures
ting them dug out, cleaned up, and past mouth ofthe Tieglen River. The city has you are "just waiting rooms ." Fi-
the now-blocked pass delays the party a population of roughly 80,000. Com- nally, in an out-of-the-way back corri-
for half a day. pared to L'Trel, Volkrad is an enormous dor, you come to a heavily carved
If the PCs ask (quickly!), the DM metropolis, so it will be very easy for door labeled "Hiram Parma, Tax
the PCs to get lost in the byways and Minister." The eager fellow opens the
should tell them that there is a natural
far-flung districts ofVolkrad . door for you and gestures for you to
formation nearby that will serve to step inside .
protect them from the avalanche . If the
The Tax Office The office inside is spacious, beau-
PCs react immediately, they can all run tiful, and opulent . The room is kept
behind a boulder (about 30' in diameter) The PCs will not be able to find the tax warm by a large marble fireplace
that is located nearby. If the PCs do not office by themselves; they will have to
DUNGEON 35
COURIER SERVICE
36 Issue No. 27
COURIER SERVICE
attempt . The DM should feel free to crossbow. Their first action is to subdue allow Volkrad to repel a massive orc
modify the actions of the robbers in any conscious PCs . Then they tie and invasion.
response to PC actions . The robbers do gag all ofthe PCs . Four of the heavies If the PCs' mission is successful,
everything they can to cover up the real then stand guard over the PCs while X'Celsiah will be very grateful to the
reason for the robbery and to hide the the others help the thief-in-charge party and will prove to be a valuable
fact that Ira ordered it. search the room. If the PCs hid X'Cel- contact . The DM can use X'Celsiah to
When the PCs check in for the night, siah's tube carefully, it will take the feed the PCs information about future
the manager gives them a fine, sumptu- robbers 1-10 rounds to find it. The rob- adventures. X'Celsiah will also be more
ous suite of rooms (the DM is free to bers also take any other valuable items than willing to provide PC fighters with
develop a map if he desires) . Ira's people that they find (DM's discretion), in order level training, either for free or at a
then begin to watch the PCs from adja- to disguise the intent of the robbery. greatly reduced cost. Lord Hiram
cent buildings and from within the inn If any of the bound and gagged PCs Parma of Volkrad can also be used to
itself (thieves' guild people work in the wiggles too much, the guards discour- introduce new adventures. Perhaps he
inn as bellhops, maids, etc.). The thieves age them by motioning with their cross- has a dangerous mission of a delicate
wait for a good opportunity to rob the bows. If the PC continues to move, the nature that he dare not assign to the
PCs . Ideally, they are waiting for a time guards shoot to kill. The inescapable military.
when most of the PCs are out of their death rule (page 75 of the DMG) applies The PCs will also make at least two
rooms and away from the tube. Such an here. new enemies ifthey succeed in their
opportunity may arise when the PCs go After the robbers leave, the PCs can mission . Lord Rhet and Lord Ira are
to dinner. If all else fails, the robbers begin extracting themselves from the primarily interested in making X'Cel-
wait until night, when most ofthe PCs ropes. Roll against half of each PC's siah miserable, but they may shift some
are asleep . bend-bars/lift gate ability, or allow a of their energies toward the PCs . Both
If the players state that the PCs take character with the rope-use proficiency of these NPCs are dangerous, not so
a good look around the hotel and the to work himself loose in 1d10 + 10 much because of their personal prowess
surrounding buildings, the DM may rounds . Otherwise, it takes three turns but because of their extensive connec-
wish to assign a small chance that they to wiggle free of the ropes . tions and wealth, and the number of
spot the watchers . Allow thieves the use Thief-in-charge : AL LE; AC 8; MV people at their command . Also, al-
of their ability to find traps in order to 12 ; T6, hp 24; THACO 18; #AT 1 ; Dmg though Rhet and Ira do not know each
detect the watchers . by weapon type; SA special; ML 15 ; XP other now, they are likely to meet at
To cover the real intent of the robbery, 975 ; leather armor, short sword, light some time in the future and discover
several people (in cooperation with the crossbow. The thief's first crossbow their mutual hatred of X'Celsiah and
robbers) posing as merchants, or trad- quarrel is poisoned (save vs. poison for the PCs .
ers, move into the rooms adjacent to the half damage or take 6-36 hp damage). If the PCs fail in their mission (deliver
PCs' suite. When the robbers move Heavies (7) : AL N; AC 8; MV 12; F2; the taxes after January 10th, or not at
against the PCs, these "merchants" are hp 15, 14, 12, 9 (x 2), 8, 7; THACO 19; all), X'Celsiah will be very displeased
also robbed . This ploy should serve to #AT 1 ; Dmg by weapon type ; ML 14; XP with them and will not hesitate to tell
disguise the fact that the robbers are 65; leather armor, short sword, light everyone in L'Trel the tale of how they
really interested in only X'Celsiah's crossbow. failed her. The hardship brought on by
money. The PCs may be suspicious, but paying the fines and back taxes will
this decoy will serve to convince the Concluding the Adventure prevent X'Celsiah from writing her
local police that it was a normal revolutionary military textbook . It is up
If the PCs successfully deliver the tax
robbery. to the DM to decide on any further
money to Lord Hiram on or before the
When the robbers decide to make consequences of the book's absence .
December 31st deadline, the DM should
their move (DM's judgment), they intro- Perhaps the nation of Volkrad will fall
consider awarding a 2,000-xp bonus (to
duce sleeping gas into each PC's room to the invading orc hordes after all .
be split among the PCs).
through the crack under the hall door. Presumably, the PCs will return to
If the PCs meet (or beat) the deadline,
Everyone in the PCs' suite must save L'Trel along the Overmountain High-
Lord Hiram sponsors new tax legisla-
vs. poison or fall asleep for 1d20+20 way. Along the way, there are many
tion at the next meeting ofthe Council
rounds . A successful save means that chances for side adventures . The moun-
of Lords. This legislation grants tax
the PC detected something amiss and tain villages of K'Pass, Wath, Grace,
immunity for life to anyone of lord sta-
managed to hold his breath. A PC can Nalv, P'Arte, and Fidirth Ridge make
tus who is also recognized as a hero of
continue to hold his breath for a num- ideal tie-in points for many of the short
the realm. After the new tax law passes,
ber of rounds equal to his constitution adventures found in DUNGEON
X'Celsiah is given a lifetime exemption
scores divided by three . If the PC Adventures .
from taxation . X'Celsiah uses the
breathes again, he must save vs. poison money that she would have spent on
again, this time with a -4 penalty. Five paying taxes to complete her greatest
rounds after the gas is first introduced work, a military text titled "Observa-
into the room, it dissipates and becomes tions of the Long Campaign." The
harmless. At this point, the robbers Volkrad military schools quickly adopt
enter the room. this work as a standard text. Years from
Each ofthe thieves carries a loaded now, the insights offered in the text
Continued from page 2 Continued from page 19 thoughts of conquest will be set aside in
his desire for revenge, and Annakarr
detail help you set an atmosphere, or Shortly thereafter, as the mounted will spare none of his diverse resources,
does it simply take up space? PCs near the edge of the barrow including several spies based in Kelvin .
Some other items on the gainers' wish grounds, they see a lone figure standing If the PCs flee the barrow after failing
lists were : mini adventures (we've near a small tree beside the bank of the to defeat Annakarr, they may be asked
started a new section for this) ; guide- stream . Sunlight reflects off the war- at a later time to help stave off Anna-
lines for awarding experience points rior's bronze armor and the plumed karr's undead army. Baron Kelvin may
(we've added XP as a statistic for each helmet he holds in the crook of his arm . ask them to lead a force of mercenaries
"bad guy," but we could be doing more A great shield and spear lean against against Annakarr in battle on the moor
to reward good role-playing) ; solo adven- the tree . or in the mountains . Or perhaps an
tures (we've probably discussed this to "Greetings, heroes," the warrior says . embarrassed Bishop Pyotrevich will
death); one-on-one adventures (I'll print "I have been granted this brief stay on send them to Annakarr's mountain
them if you'll write them) ; low-level and your world to give you my thanks ." stronghold to free Tarfil at the request
high-level adventures (mostly I get Tarfil then moves to each member of the of the Immortals .
modules for levels 3-8) . party and gently lays a hand upon his If any of the PCs were captured by
Did the convention participants re- shoulder. To the living, his touch has Annakarr in the tomb, they are taken
flect your views, or are there other the effect of a double strength restore back to the patriarch's stronghold for
items on your "wish list" for spell, or a cureall spell for anyone who sacrifice in the Temple of Chaos as grat-
DUNGEON Adventures? Write and let has lost no experience levels . If any itude for the mission's success. This
me know . members of the party died in the bar- leaves the defeated party some, albeit
This issue's quote was sent in by Dan- row, Tarfil's touch will raise dead fully. bleak, hope of escape .
iel B . Cordez of Little Neck, New York. After he has touched each party mem- If the PCs successfully defeat Anna-
ber, Tarfil places his hand upon Sergei's karr and return to Kelvin, there will be
shoulder, saying, "Guide well, traveler," no official recognition of their accom-
and gives Sergei a scarab of protection . plishment unless they bring Annakarr
Any other character who lost no levels back in chains . However, should the
and needed no curing will also receive a adventurers pass through Karameikos
scarab of protection . again in the next year or two, they may
Having said his thanks, Tarfil bows to hear a Traladaran minstrel singing
the party, takes up his spear and shield, about a noble band of heroes who
and says, "Farewell, adventurers . May thwarted the aims of Chaos, dealing
you all find high places amongst the terrible justice upon an evil patriarch
gods!" With that, Tarfil leaps away, named Annakarr the Despised . The
Mail from the Gulf running at first across the moor, then Karameikan nobility and prelacy may
gradually up into the sky. With a brief have ignored the PCs achievements, but
Dear Dungeon, flash of light, the ancient warrior disap- with the help of a Traladaran com-
pears from the mortal world . moner named Sergei Mishev, word of
I have a sad story to tell you . A few of their deeds has spread and been put to
my friends and I have been deployed Concluding the Adventure song .
to Saudi Arabia, part of the 1st Ma- Many years later, Ivan Sumanov will
rine Expeditionary Force . Unfortu- If the PCs destroy Annakarr and his
rise to wield much power in the Church
nately, we didn't bring any gaming followers and obtain the Tome of Bind-
of Traladara, as he truly has been
materials with us . Would you please ing Souls, they must decide what to do
marked for greatness by the Three
with the book . Annakarr's other fol-
(pretty please) print my address in Immortals . Ivan will become a very
your magazine . DMs wanted! Any lowers (those he left behind at his
influential person in Karameikos, and
gainers interested in running a pen- stronghold in the mountains) will scat-
thus a good person with whom to be on
pal game for a few Marines who are in tered without his guidance, but the DM
favorable terms .
Saudi Arabia, please write! may decide to have some vengeful lieu-
Semper Fi! tenant learn of his leader's demise and
plague the party at a later time . The The Oops File
Cp . Don W Peterson
escape of Cargilon Darkbringer will
Co . "A" 3rd AA BN
have little effect on the party, as he was There is an error in the map of Caer
HQ PLT
simply a hired rogue mage and will not Thorne, Level Four, on page 58 of
FPO San Francisco, California
consider the party members as enemies issue #25. There should be a small
96608-5522
should they meet again . spiral staircase that gives access to
If Lodigris or the two elders escape room 58 . The placement of this stair-
I'm sure Don and his buddies would
after the party's success, they will even- case can be seen in room 47 on the
like to hear from any of our readers,
tually seek retribution . But the escape previous map (page 57) .
even if you can't help run a game by
mail. Even a postcard would surely be of Annakarr will be of most concern to
the party, as he meant every threat he
welcome.
uttered when he fled the barrow . All
JUGGERNAUT
Continued from page 23 wish to save this encounter for a time Captured goblins are fiercely loyal to
when no fireball-toting wizards are Konkar if he has not yet been slain . The
Goblin worg-riders (8) : Int avg; AL present, but even a clever mage might goblins refuse to talk except to unceas-
LE ; AC 6 ; MV 6 (on foot) ; HD 1-1 ; hp 7, find the the worgs difficult to handle ingly curse their captors and threaten
6, 5 (x 3), 4 ( x 2), 3 ; THACO 20 ; #AT 1 ; prior to the main combat . them with hideous deaths at the
Dmg by weapon type ; SA charge on "hands" (or feet) of the "demon," about
worgback (+2 to hit, double damage Further Adventures which they say nothing else . The use of
with light lance, MV 27 for one round, ESP or charm person spells should
Assuming that the goblins are defeated
but with -2 to opponent's initiative and produce some accurate but confusing
and the marble mastodon is seized, the
AC loss of one point) ; SZ S (4' tall) ; ML information for the PCs (the goblins
most obvious questions are : Where did
10 ; XP 15 ; MC . believe that the mastodon really is a
these goblins come from, and how did
Worg-riders wear studded leather demon, and battle memories tend to be
they get a mastodon? A ranger might be greatly exaggerated) . Remember that
armor, use small shields, and carry able to track the goblins back to their
spears that are the equivalent of light goblins are cowardly, treacherous,
lair (discovering, of course, that the
horse lances (5 lbs ., speed 6, 1d6/1d8 or crude, and somewhat stupid .
mastodon's footprints abruptly cease
2d6/2d8 if used while charging) . Each It should become obvious that, given
part of the way back!) . Konkar and his
goblin also carries a short sword. In the lack of females and young in the
troops are currently staying in the
combat, they are charged with keeping lair and given its spartan conditions,
small hillside dungeon system where
warriors away from the mastodon and the goblins must have come from a
the marble mastodon was found, several
disabling spell-casters as quickly as larger lair elsewhere . Tracking down
miles from the trade route . A map is
they can be found. this home lair would be a tricky opera-
provided of this lair, about which the
Free worgs (12) : statistics as per tion given its distance (a minimum of
DM should keep a few points in mind :
worg mounts ; hp 25, 24, 21(x 2), 20, 17 15-20 miles is suggested) . The DM can
-The dungeon is an old tomb with
(x 2), 16, 15 (x 2), 14, 13, 11 . These worg thus connect this encounter to any gob-
only a few corridors and rooms, now all
act as regular soldiers. Their mission is lin or humanoid stronghold, such as
thoroughly explored by the goblins . The
to leap into combat and attack all foes "Tallow's Deep," from DUNGEON°
original traps have all been sprung, but
impartially, not worrying about any issue #18 .
the goblins have reset two of the pit
other goblins or worgs unless a call for Any goblins who escape the PCs will
traps in areas they don't frequent . They
retreat is given. They also scout around flee the area, heading back for the home
have also covered the single dungeon
as the goblin juggernaut sets out for a lair (although they will make some
entrance with brush and tree limbs to
raid, looking for areas of potential trou- effort to scout the PCs briefly after a
prevent its easy discovery (a roll for
ble and communicating this to the gob- battle to get a better idea of who their
detecting concealed doors is required by
lins and other worgs . enemies are) . The goblins will inform
an elf or half-elf, or a ranger must make
the home lair's chief of the existence of
a successful tracking roll) .
Handling the Problem -There is no obvious place that a
Konkar's device (which they, of course,
had planned to bring to the chief as a
It is obvious that a mastodon loaded monster the size of the mastodon could gift all along). It is then a certainty that
with goblins, backed up by worgs and enter the tomb (it is always reduced in
a major raiding party (if not an army) of
goblin cavalry, is a very tough customer. size when Konkar takes it inside) .
goblins and humanoids will swiftly set
Direct combat with the monster is possi- -Living arrangements are crude in
out to recapture the marble mastodon.
ble for high-level groups, but other the extreme, though Konkar does have
Word of the device will spread like wild-
adventurers might want to think of a rough sort of bed assembled from cloth fire among other humanoid and mon-
sneakier ways of eliminating this and debris from destroyed wagons .
ster tribes in the region and, eventually,
annoying situation . -A total of 2,000 gp of treasure can be
among human and demihuman thieves
Obvious tactics include picking off the found in the lair, most of it in the form and treasure hunters-all with predicta-
worgs, mounted worgs, and worg-riders of trade goods, armor, weapons, tools,
ble results .
in small batches using missiles or and loose coins (as designed by the DM).
spells . Ambushes, traps, and illusions No other magical items are present.
may be used to divide or misdirect the -A dozen goblins and four worgs
goblins and worgs . Especially careful remain at the tomb as guards during
PCs such as rangers and thieves might the times when Konkar is out raiding. The Oops File
be able to track the goblins back to The statistics for these guards may be The map of the Hellfire Club on page
their local dungeon lair after a battle, taken from those in the section, "The 19 of issue #25 was printed with an
staging an attack when the goblins Juggernaut & Crew ." error. On the First Floor, the diago-
least expect or are prepared for it . -The being originally buried in the nally shaded area that is over the
Goblins have relatively few hit points, tomb might now be undead and might Kitchen should be moved so that the
and a single fireball would clean all of take a dislike to anyone, goblin or hu- right edge of the shaded area touches
them from the mastodon in a moment- man, whom it finds dismantling its the west wall of the Kitchen . This
with the result that the mastodon ap- "home ." This being might still be en- shaded area denotes the second floor
pears to go wild for a short time before tombed but slowly becoming more ac- overhang above the east side of the
vanishing from sight (having turned tive, preparing an attack on the Ballroom .
into a statuette again) . The DM might intruders .
Craig sends the following advice for
readers who would like to sell adven-
tures or articles to DUNGEON® Adven-
tures or DRAGON° Magazine : "Write
what you would like to read. Write with
this in mind : If you had not written the
article or module, would it be worth the
cost of an issue for you to read this piece?
Ifyou regularly read and enjoy these
magazines, you know the kind of mate-
rial they print. If you have any talent at
all, and ifyou write with this in mind, I
believe you will sell. Be warned, how-
ever, that a painful level of self-honesty is
required."
BRIDE FOR
city of Chunming in the Shin District,
but can be easily set in any similarly
placed city in any civilized nation of
Kara-Tur. The Kara-Tur: The Eastern
Realms boxed set is useful but not nec-
A FOX
essary for play.
This web of deceit snares hsien when she was 15 years old . Al-
though O-me-sa was one of those rare
Su-liang, approached her 15th birthday, Thus, at dawn on her birthday, it was
a message arrived from O-me-sa with Su-liang (suitably attired as if to be a "Before dawn this morning, a slave
instructions to have the girl ready to bride, but masked to hide her identity) girl was stolen from my master, the
who rose first and presented herself to merchant Mah Tehwa. He desires
depart at dawn on the fateful day.
The timing could not have been worse O-me-sa's emissary. that the girl be returned to him im-
Shortly after Su-liang left her father's mediately. The contract I offer is to
for Mah Tehwa. The elderly Prince Wan
recover this girl at all costs, before
had seen the girl and become attracted house, Kui-lo (whom Su-liang had ar-
her abductors reach their destina-
to her. By adroit maneuver, Tehwa had ranged to be delayed by other servants)
presented herself to Tehwa's servants, tion, which is less than a day's jour-
arranged for Su-liang to be married to
and Tehwa quickly learned of the mis- ney from here . If you bring her back
Prince Wan, giving Tehwa much honor
through a connection many steps above take . He immediately made plans to to my master's house by dusk tomor-
take Kui-lo after the emissary and ex- row, you will each earn 10 tael and
his own station. Prince Wan was also in
change the two girls, explaining that a perhaps a bonus. Are you willing to
a position to arrange for Tehwa to re-
mistake had been made . Tehwa knew undertake this contract?"
ceive highly valuable trade concessions .
If Su-liang were surrendered to O-me- all this girl-switching might look like
sa, these important plans would be some kind of treachery to O-me-sa, but
ruined . Not only that, Tehwa would what choice did he have? If Su-liang The House of Mah
have to explain the girl's disappear- inexplicably disappeared, the Prince If the PCs ask any questions about the
ance-and Imperial law imposed a pen- would institute inquiries, and if that contract (such as why the girl is so im-
alty of death by torture for bargains brought out the truth of Tehwa's bar- portant, or why Mah Tehwa doesn't
such as Tehwa had made . gain, the merchant could quite literally report the theft to the city magistrates),
But Tehwa had already decided to end up as dog meat . He had to recover the man tells them :
cheat the hu hsien. Three months before Su-liang at all costs! "My master will answer all questions.
Su-liang's 15th birthday, he visited a Tehwa sent for his steward, Meng, and If you are not satisfied, you will be free
center of the local slave trade. There he ordered Meng to go into the city and to refuse the contract :"
found and purchased a slave girl named hire a half-dozen adventurers to serve If the PCs want to get their mounts
Kui-lo, of approximately Su-liang's age as bodyguards for a short period of time . from the inn's stables before leaving,
and appearance . Since then, Kui-lo has He intended to recover Su-liang, "if I the man says :
been his daughter's companion and have to go all the way to Jengse ." Meng "Please do not trouble yourselves . My
maid-and, much to Tehwa's delight, was to follow on his heels with the ad- master desires to see you at once . If you
the two girls have become close friends. venturers. Tehwa's orders weren't clear, accept the contract, fresh mounts will
The morning after O-me-sa's message though, and Meng was left believing be provided :" If the PCs do not agree to
arrived, at the start of Su-liang's that Tehwa would wait for him before this, he tells them : "Very well, I regret
birthweek, Tehwa brought Kui-lo to his leaving-and that it was Kui-lo who'd that you do not wish to accept this con-
private study and told her a long and been stolen . tract," and leaves immediately unless
involved story-utterly false-about how the PCs reconsider quickly.
an ancient secret of family shame had For the Player Characters If the PCs accept the contract, the
fallen into the hands of a hu hsien. In The DM should read or paraphrase the thin man tells them:
order to preserve his family's honor, following to the players:
Tehwa would have to turn Su-liang over "My name is Meng . Please come
to the hu hsien. But, he said, Kui-lo had Last night you took rooms in the Inn with me now."
it in her power to save her new friend, if of a Thousand Swords . Being early Meng guides you through the city
she would take her place. The young, risers, as befits adventurers, at dawn directly to Mah Tehwa's house near
impressionable slave had no will to fight this morning you're in the inn's com- the southwestern city gate . This
Tehwa's persuasiveness and agreed to mon room. Suddenly, without cere- early in the day, no one bothers you
impersonate Su-liang when O-me-sa's mony, a thin man in an expensive or even pays you much attention.
emissary came to collect the girl . robe enters . He looks around as if to The Mah house is large but modest
So far as Tehwa was concerned, his pry the secrets out of every corner. looking from the outside. A clean-
plan was working perfectly, for he had When he sees no one else adventur- shaven deferential servant opens the
little fear that the hu hsien would con- ous looking in the inn, he comes front door. As Meng stalks past the
cern himself with news of princely wed- immediately to your table and says servant, leading you into the wide
dings. Once Su-liang's birthweek ended, to you: entrance hall of the house, your
she could wed Prince Wan. However, "Gentlemen, are you available for guide says :
unknown to him, Su-liang had adopted employment? I have a contract to "Inform the master that I have
a balcony beneath the roof as her pri- offer, 10 tael to each of you for two returned with the bodyguards he
vate mediation place. By a trick of days' service." requires :'
acoustics she heard the entire interview The servant, with a servile bow,
with Kui-lo . Believing Tehwa's story to If the PCs express interest, the man replies, "Meng-sama, the master has
be true, Su-liang determined that if continues: already left ."
anyone must be sacrificed for the sake Meng stops abruptly, and it's obvi-
of the family's honor, it must be her, not ous that he's surprised and upset by
Kui-lo.
BRIDE FOR A FOX
DUNGEON 43
BRIDE FOR A FOX
DUNGEON 45
BRIDE FOR A FOX
O North Gate
3. The Bridge . If the PCs fail to res-
cue Tehwa, treat this encounter as if
they had refused to investigate the
ruined temple . If Tehwa is dead, Meng
will consider his orders from Yu Po to be
fulfilled and will want to return to
Chunming. If Kui-lo survives, she is
S
unlikely to speak in the presence of any
(dead)
uu strange men, and in any case knows
aim nothing about where Su-Bang is being
taken. Without Tehwa, any further
pursuit is hopeless. (Meng, if coerced,
could lead the PCs to Jengse village,
but not to where Su-liang is really being
taken.)
If the PCs rescue Tehwa, he leads the
""""""" party northwest from the ruined temple
toward Jengse village (Tehwa has been
MEN this way before, and so is very certain of
where Su-liang is being taken). If Meng
is still alive, he attempts to delay the
""" party at every opportunity. The DM
should play Meng's part to the hilt and
give him every reasonable opportunity
to delay the party. For example, before
b leaving the temple, he advises Tehwa to
let the party rest for a couple of hours.
If he can, he interferes with any effort
N to recapture Tehwa's surviving horses .
When the PCs reach the "Jengse" hex
Main Temple Hall
G
on the Shin District map, go to the
Jengse Valley Map. The party enters
"""""""" this map from the southeast corner.
""""" ""
A little over 21/2 miles northwest of
the ruined temple, you pass between
"" two hills and find your way blocked
Gate House
ME 0
"" by a deep gorge spanned by a narrow
op suspension bridge. The bridge is un-
suitable for horses, and it will be
South Gate impossible to get them across at this
point. Tehwa dismounts and com-
mands :
"We will proceed on foot from here.
proficiencies: naginata, weaponsmith, Tehwa's original party had five more Get your gear ready. One of you find
armorer, bowyer. These guards are horses . If the DM feels the party needs a place to tether the horses . We will
armed with katanas, naginatas, and additional mounts, he may rule that be coming back this way."
bows (2-20 arrows remaining each); each these horses were freed but stayed near While the rest of you do the work,
wears leather armor. the temple when Tehwa's party was Meng stands with his fists on his
Horses, medium : Int animal ; AL N; attacked by the giants . Even if the DM hips, studying the country on the
AC 7; MV 18; HD 2+2; THACO 19; #AT allows the PCs to discover one or more other side of the gorge . When you are
3; Dmg 1-6/1-6/1-3 ; SZ L; ML 5 ; MC . of the loose horses, they will not be easy ready to cross, he says:
The DM should decide whether the to capture . "I've been this way before . We may
PCs can get the two horses the giants If the number of horses is inadequate have trouble crossing . One of you
have penned inside the temple . If so, to mount the entire party, the PCs will stand ready on this side with your
these horses will be badly frightened have to make the best arrangements bow to cover us."
and will need gentle handling before they can for continuing the pursuit. Tehwa draws his wakizashi .
anyone can mount them. In addition to Any horses that are ridden by two peo-
these two horses and the dead horse, ple at once suffer the same effects as if
46 Issue No. 27
BRIDE FOR A FOX
JENGSE VALLEY
If there are enough survivors in the
party, Tehwa may order two archers to
Areas 3-6
cover the crossing . If possible, he will
order one of his guards or a PC to pre-
cede him across the bridge .
The moment the first person reaches
the north side of the bridge, the group is
attacked by keches who are hiding in
the trees and among the bushes on the
north side of the gorge. The keches have
deliberately waited until the party is as
vulnerable as possible before showing
themselves . The keches have been sent
to guard the bridge by O-me-sa (who has
enlisted them with bribes and cowed
them with threats), and it won't occur to
them to cross the gorge to get at the
PCs, or to destroy the bridge . If the PCs
can kill 50% of the keches, the remain-
der withdraw and let them pass .
Meng, however, will attempt to cut
the bridge in order to trap the party
against the gorge when Yu Po's assas-
sins arrive . If challenged, he'll give the
feeble excuse that he's trying to save
everyone from the keches . The DM
should play this as an opportunity for
the PCs to become suspicious of Meng
and perhaps even to guess that Meng is
a traitor. If Meng has already begun to
"look over his shoulder" (see "The Pur-
suit"), the PCs may even guess that a
new enemy is coming up behind them .
However, it's possible that Meng can
persuade the PCs that he's just inexpe-
rienced in this kind of combat, and the
episode will pass . If the PCs are alert,
they can stop him before much damage
is done . If the bridge is destroyed, the
sheer sides of the gorge prevent the PCs
from climbing down one side and up the
other.
Approximately 500' southwest of the
bridge are six great cables that the
keches have woven from forest vines Contour lines show 20' changes in elevation.
and stretched across the gorge for their t.
DUNGEON 47
BRIDE FOR A FOX
4 . Spider Webs .
The Pursuit the clearing is a single tree . Stand-
On the northern side of the gorge, ing near the tree, looking due west,
Yu Po's assassins are following the
the track forks again, one branch is a humanlike creature with clawed
PCs as rapidly as they can . Since
leading southwest and the other hands and the feet of a bird . No one
Meng told Yu Po that Tehwa's desti-
north . The hills around you are else can be seen.
nation is the village of Jengse, they
thickly wooded. Stretched between Tehwa motions for everyone to be
know where Tehwa is going, so Meng
the trees, you can see great webs still and whispers :
didn't have to leave a trail for them
such as giant spiders might spin . "Quiet, now . He's dangerous, and
to follow . However, if the DM wants
Tehwa tells you: "We follow the we must take him alive! Threaten to
the PCs to guess that trouble's com-
northern track from here . And stay destroy the tree and he will
ing from behind, he may have Meng
out of the trees!" surrender."
start "looking over his shoulder" in
anticipation of the assassins' arrival,
If the PCs walk between the trees, the The creature is Dwa, a bajang, and
beginning at the ruined temple (area
spiders drop on them, attempting to this is his tree . Dwa's life force is tied to
2). Since it took Yu Po some time to
seize the party as prey. As long as the the tree, and if it is destroyed he will
assemble his assassins and they were
PCs are on the track, the spiders won't instantly die .
late in starting out, they should not
attempt to attack them until they reach Tehwa is perfectly aware of who and
catch up to the PCs until after the
the spot marked "4" on the map, where what Dwa is . Dwa is the emissary that
bridge is reached . Like the kenku,
webs bracket the trail . At this point, O-me-sa sent to get Su-liang . Originally,
the assassins can be used to apply
particularly aggressive spiders may O-me-sa tried to bargain for Tehwa
extra pressure on the PCs, at the
attack the party from two or three direc- himself to deliver Su-liang here, but
DM's option . One possibility is to
tions simultaneously. This decision Tehwa refused. Dwa is here when the
delay the arrival of the assassins
should be based on the present condi- PCs arrive, but O-me-sa has already
until O-me-sa is caught . After de-
tion of the party and the degree of oppo- taken Su-liang away.
stroying O-me-sa, the PCs must pro-
sition they've faced so far. Particularly A threat to destroy his tree will easily
tect Tehwa and Su-Bang from the
lucky PCs can expect to be tested at this force Dwa to betray O-me-sa's destina-
assassins-and then have to face
point . If, however, the PCs have been tion and his purpose in wanting Su-
Tehwa himselfl Under the right cir-
hard pressed, the DM may prefer to let liang. The trick will be to take Dwa by
cumstances, this would make a very
them pass without a spider attack . surprise and to establish the threat as
interesting climax .)
Giant spiders (1d4+2): Int low; AL soon as possible . Tehwa's ring of light-
The assassins are a motley group,
CE ; AC 4 ; MV 3, web 12 ; HD 4+4 ; ning will be an excellent tool for this
the best that Yu Po could call to-
THACO 15 ; #AT 1 ; Dmg 1-8 ; SA bitten purpose, and Tehwa will use it to
gether at the spur of the moment .
victims save vs . poison or die ; SZ L ; ML threaten Dwa if the PCs don't have an
Their instructions are quite simple :
13 ; XP 650 ; MC . appropriate weapon of their own . (At
Kill Tehwa and anyone with him
The spiders' lairs are high in the this point, Tehwa won't care if Dwa
(except Meng, of course) .
trees, and the sticky webs guarding reveals the whole truth to the PCs .
Assassin captain : AL NE ; AC 8 ;
them are festooned with the bones of Even without Dwa, very soon the ad-
MV 12; Bus 3 ; hp 25 ; #AT 1 ; Ding by
the spiders' victims . The treasure to be venturers will know too much to be
weapon type; SA ki power (+2 levels)
found in the spiders' lairs will vary, of allowed to live . The penalty for making
once per day for one turn ; S 15, D 12,
course, but in each lair the PCs can a deal such as Tehwa made with O-me-
C 13,114, W 12, Ch 10 ; ML 14 ; XP
expect to find 50-100 tael, two or three sa is death by torture, and he will not
175 ; leather armor, shield; proficien-
gems (valued at 10 to 100 ch'ien each), risk any chance of betrayal .)
cies : naginata, weaponsmith, ar-
an art object such as a small silk paint- When the PCs arrive in the vicinity of
morer, bowyer. The assassin captain
ing or a brooch (worth 10-100 ch'ien), his tree, Dwa's attention is fixed on the
carries a katana, a short bow, 20
and a single magical item (perhaps a direction O-me-sa took Su-liang . He is
normal arrows, three daggers, two
dagger +1, a wakizashi +1, or a ki- also tired from the journey from
strings of fen (200 total), and a string
mono ofprotection +1-see cloak of Chunming today (he left Chunming
of yuan (75) .
protection in the DMG, page 164), all well before dawn and pushed hard with
Assassins (8) : AL N ; AC 7 ; MV 12 ;
mixed in with a lot of useless junk . If Su-Bang in order to get here quickly).
Bus 1 ; hp 4-7 each ; #AT 1 ; Ding by
more than one lair is raided, the DM He therefore has only a 10% chance of
weapon type; statistics as for Akemu;
should keep in mind that this is a rela- detecting the PCs before they get to his
ML 13 ; XP 65 ; proficiencies : nagi-
tively remote rural area, so few of the tree, or a 25% chance if the PCs make a
nata, weaponsmith, armorer, bowyer.
spiders will have accumulated a size- lot of noise getting through the giant
Each assassin carries a naginata, a
able store of treasure . spiders (the DM should adjust these
short bow, 20 arrows, 1-3 daggers,
chances to suit the circumstances .)
and 1-6 strings of 100 fen ; each wears
5 . Dwa's Tree . Dwa (bajang, lesser spirit) : Int high ;
leather armor.
AL CE ; AC 2 ; MV 12 ; HD 6; hp 30 ; #AT
Horses, medium (9): Int animal ; The track curves around to the west . 2 ; Ding 1-4/1-4 ; SA spells, poison ; MR
AL N ; AC 7 ; MV 18; HD 2+2 ; About 2,500' beyond the fork, you 10% ; SZ S ; ML 12 ; XP 2,000 ; OA/116 ;
THACO 19 ; #AT 3 ; Ding 1-6/1-6/1-3 ; come to a long, open clearing in the spells : (three times/day) curse, omen,
SZ L ; ML 5 ; MC . woods . A third of the way into divination, fate, ghost light, wind
BRIDE FOR A FOX
If any of the PCs asks about the anti- of responsibility for his fate. If he is
dote to the poison, Dwa tells them, much occurs, use the bell to protect Su- revived, she will take great care not to
amused, "It is sake. Who would believe a liang. I worked for months to arrange touch him again.
hu hsien's weakness could save a doe her marriage . Save her! I charge you O-me-sa, once he has the ring ofprotec-
cu'o'c?" with that mission above all other tion from electricity, will be determined
purposes!" to destroy Tehwa, Su-liang, and anyone
Tehwa tells you, "Follow the track, as else who could possibly let the Celestial
he instructs." He motions you to go If Kui-lo is still with the party, she
west and north, then says to Dwa, Bureaucracy know that he has the ring .
should certainly hear this instruction. He will not rest until all witnesses are
"Your tree is safe, but if you betray dead, and he is willing to expend all of
me you are doomed ." 6. The Ancient Tomb. By the time his spiders (and kenku, if any are
Tehwa waits until everyone has the PCs reach the ancient tomb, O-me-
preceded him along the track, then present) to that end . However, he will
sa's plan has already worked . Su-liang, not show himself to the PCs in his hu-
follows . After a few yards, he abruptly sent to the tomb to get the ring, was man form. If the fight goes against him,
turns and sends a bolt of lightning stopped by the doe cu'o'e . When the doe he can retreat, to return later as a hu-
from his magical ring to destroy cu'o'c touched her to turn her back, the man and claim to be one of the villagers
Dwa's tree . When the tree splits and poison paralyzed him. Su-liang, stunned who's been caught in the fighting. Obvi-
falls, Dwa too falls dead. and under great stress, dropped to her ously, this trick will fool neither Tehwa
knees in tears, and O-me-sa went past nor Su-liang, but it might work against
If the PCs challenge Tehwa for this her to enter the tomb and retrieve the the PCs.
treacherous act, he tells them, "We don't ring. This happens just minutes before If Kui-lo is still with the party, she will
need a foul creature like that waiting the arrival ofthe PCs, so that O-me-sa is concentrate on finding a way to give Su-
behind us. He might have followed to still in the innermost chamber of the liang the code word for the small bell,
attack us, or he might have found a way ancient tomb. Su-liang and the fallen doe hoping to use the magic to save her
to ambush us when we come back this cu'o'c are just outside the southern en- friend.
way." trance to the tomb. The tomb itself is O-me-sa (hu hsien, lesser spirit) : Int
empty of all items other than the ring, genius ; AL CE; AC 7; MV 15; HD 6; hp
The Northern Fork having been thoroughly looted in the 40; NAT 1 ; Dmg 1-6 or by weapon type;
centuries since its construction . SA drains life force from fascinated vic-
Soon after passing the fork in the O-me-sa, however, did not come here tims (one experience level/day) ; SD +3
track, you find the nature of the coun- alone with Su-liang. He is accompanied or better weapon to hit, heals 2 hp/hour,
try has abruptly changed. The land is by his bodyguards, four giant wolf spi- immune to fire, half damage from cold
more "pacified" in appearance, as ders who stand guard at the four corners attacks (saving throw applicable); MR
though you had crossed an actual ofthe tomb, hidden among the trees and 50% ; SZ M; ML 14; XP 4,000; OA/122.
border. No spider webs are visible on bushes (the DM should arrange the pre- O-me-sa's true form is that of a fox, but
this side of that invisible border. cise placement according to how the PCs he is one of those rare hu hsien whose
"The doe cu'o'c defends this area," decide to approach the tomb). second form is an attractive teenage boy
Tehwa says. O-me-sa controls these spiders with his (Ch 18, Co 25) rather than a human
When the track's northern fork ring of spider control. The spiders try to maiden. Even in human form he retains
comes out of the hills, you can see a prevent anyone from entering the tomb, his tail. He can use the following spells :
pond and a cistern where the vil- and attack on O-me-sa's command . At (at will, once/round) become invisible,
lagers of Jengse have improved and the DM's discretion, some of the kenku polymorph self, disguise, chameleon,
built up the natural spring. The aque- may also have followed the PCs this far know history, hypnotism, read magic,
duct they've built over many centu- and will attack to support O-me-sa, their comprehend languages, ventriloquism,
ries leads away to the south and west, erstwhile master. The DM should use as apparition, ESP, hypnotic pattern, (once/
taking the water to their fields. Be- many kenku as the situation requires, day) possess, servant horde, major crea-
yond the cistern is an ancient tomb, while still giving the PCs a fair chance tion, (three times/week) reward or
almost hidden among trees and ofvictory. ancient curse. When in human form, the
bushes. Tehwa will be in a rush to get to the hu hsien's 25 comeliness gives him the
Tehwa tells you, "My daughter Su- tomb and rescue Su-liang before O-me-sa power offascination. O-me-sa's weak-
liang has a magical bell, a family kills her. He won't have much patience nesses include suffering double damage
heirloom. I looked for it this morning with any attempt at stealth by the PCs . from electrical-based attacks, greatly
and it was gone, so she must have Tehwa is also painfully aware that once fearing thunderstorms, an inability to
taken it with her. She may know that O-me-sa has the ring ofprotection from resist wine, and reversion to fox form
it is a magical protection against electricity, he will be immune to the ring when intoxicated . He has a ring of spider
spirits, but I have told no one that it oflightning, so Tehwa hopes to arrive control (see ring of mammal control in
requires command words to make it before that happens . Once Tehwa has Su- the DMG, page 148, for basic effects). He
function . Now you must know, for liang, he will withdraw immediately, also has three vials containing potions of
this bell may save her. The command having no further concern about the doe evil dragon control, tengu control, and
is `House of Mah.' The bell will pro- cu'o'c or O-me-sa's new ring. Su-liang, vitality.
tect just two individuals . Ifthe chance however, will want to do something to
help the doe cu'o'c, since she has a sense
BRIDE FOR A FOX
Su-liang doesn't know that more than poison, surprise; SZ M; ML 8; XP 270 ; make the wearer immune to all electri-
one magical ring will cancel each other if MC. cal attacks (of any kind) and all associ-
worn, but she does know that O-me-sa Doe cu'o'c : Int genius; AL CG; AC ated effects . When the PCs arrive at the
will instantly put on any magical ring -3 ; MV 24; HD 10; 75 hp; THACO 11; tomb, O-me-sa is in the tomb's inner-
that comes into his possession, since the #AT 2 ; Dmg 1-8/1-8 plus special; SA most chamber and already has the ring.
hu hsien immediately examined her axe, spells ; SD hit only by +3 or
three rings (but not her bell) when Dwa greater weapons ; MR 70% ; SZ M; ML The Final Danger
brought her to him . If the DM decides 15; MC (Kara-Tur appendix) ; spells-
(once/day) cure diseases, remove paraly- If the PCs succeed in destroying O-me-
it's necessary, she can give this informa- sa and his spiders (and kenku), and if
tion to the PCs when she has a chance. sis, cure blindness, oath, remove curse,
Yu Po's assassins haven't yet appeared,
Su-liang (human) : AL LG; AC 10; MV (three times/day) control weather, be- now would be a good time for them to
12; 0-level; hp 5; #AT 1; Ding by weapon come astral, (at will) become invisible,
arrive. If the PCs have taken considera-
type; S 9, D 17, C 14, 115, W 10, Ch 16; detect invisibility.
ble damage, they may be hard put to
ML 9; three gold rings (200, 150, 100 The doe cu'o'c normally appears as stop the assassins . Ifthe doe cu'o'c has
tael), pearl earrings (worth 250 tael half a man standing on one leg and been revived, however, he will willingly
each), two bracelets (worth 20 tael each), carrying an axe in his one hand (he's aid them. See "The Pursuit" for assas-
stiletto in a small sheath inside her left collapsed and has dropped his weapon sin statistics .
sleeve. She is dressed in bridal silks . Su- at the moment) . He can see invisible Once all other dangers are dealt with,
liang's heirloom is a palm-sized, hand- objects and spirits at all times . The axe the PCs face a final danger from Mah
held bell ofprotection (OA, page 134), a inflicts electrical damage equal to the Tehwa, who will attempt to kill them in
smaller version of the large type of bell. doe cu'o'c's current hit points when it order to silence their knowledge ofhis
This bell creates a barrier sufficient to strikes ; a successful save vs. spells re- bargain with O-me-sa . If any of Tehwa's
protect only two persons, and the magic duces the damage by half. The poisoned guards are left, they will help him . In
works only when the command word is doe cu'o'c will die five turns and five this situation, the doe cu'o'c will protect
spoken (not just when the bell is rounds after the PCs arrive at the tomb, whoever gave him the sake but other-
sounded) . Su-liang doesn't know the unless he is revived with a drink of wise will stand aloof from "human
command words . sake; if the sake is administered, he will affairs ."
Huge spiders (4): Int animal; AL N; be restored to full power in 1-6 rounds .
AC 6; MV 18; HD 2+2 ; hp 18, 15, 12, 10; The ring ofprotection from electricity
THACO 19; #AT 1; Ding 1-6 ; SA 30' leap, that O-me-sa wants has the power to
BRIDE FOR A FOX
Concluding the Adventure ing her to Chunming before the next to the nearest provincial magistrates for
night no longer applies, but the PCs punishment, for having had dealings
Once O-me-sa and Mah Tehwa are dead,
the revived doc cu'o'c will first restore will still be honor bound to see her (and with O-me-sa . If this is done, his rela-
the ring of protection from electricity to Kui-lo, if she survives) returned safely, tives will consider him as good as dead
the tomb, then offer the PCs rewards since that was their original contract. and will reward the PCs as described
from his lair on the Astral plane : a vial When they return the two girls to the previously, expressing disgust at
of potion for each of them (roll on Table Mah house, Tehwa's surviving relatives Tehwa's perfidy.
will take custody of them. Su-liang's It is possible (though unlikely) that
89, DMG page 135). The doc cu'o'c
knows with perfect accuracy what each marriage to Prince Wan is out of the Meng will survive the adventure . His
potion does and will tell the PCs . If a question now that Tehwa's connection to survival, however, is immaterial to the
harmful potion is rolled (poison, for O-me-sa is revealed, but Tehwa's rela- conclusion of the adventure, since his
example), roll again until a beneficial tives will be just as happy that the orders from Yu Po concern only Tehwa
potion is obtained. The doc cu'o'c will dictatorial Tehwa is dead and will re- and not the PCs or Su-liang. As men-
also instruct the PCs on how Su-liang (if ward the PCs in accordance with what tioned before, the survival of Tehwa and
she has survived) can be purged of the they were promised (even ifthey are the survival ofthe PCs are mutually
poison in her system, a long and tedious "late" getting Su-liang back). Any bo- exclusive . If Tehwa survives he will kill
process requiring 12 successive doses of nuses Tehwa or Meng promised them Meng, either because Meng knows too
potions of extra healing, given at one- will be paid, but the ring of lightning, much or because it's obvious that he's a
week intervals . The doc cu'o'c will not the bracers of defense AC 5, Tehwa's traitor. If the PCs survive, Meng will
be concerned with any other magical wakizashi, and the bell ofprotection will have no reason to oppose them (al-
items the PCs may have won, only with have to be properly returned. If the PCs though they may have a harsh word to
the ring of protection from electricity. foolishly left any of these in the Jengse say to him) .
If any of the PCs have survived, it can Valley, they'll have to go back and get If Su-liang dies, no matter how the
be presumed that Mah Tehwa is dead, them. rest of the adventure turns out, the PCs
since he will not stop attacking them If Tehwa survives and is subdued-an will get no reward from Tehwa or any-
extremely unlikely event-he should be one else.
until he is killed. Therefore, if Su-liang returned to Chunming and turned over
has survived, the time limit ofreturn-
I certify that the statements made by me above are correct and complete . James M. Ward, Publisher
52 Issue No. 27
AMERSGUIDE
GreyFist Ent.
Presents
The DM's Familiar
Save Headaches and Time with this MS-DOS
compatible program .
Rolls dice, NPCs, PCs, Daily weather, tracks
monster hit points, random encounters &
MORE! CAST YOUR OWN
Written by Dens' for Dens' .
Send Check or Money Order for FANTASY FIGURES
$13 .00 + $2 .00 S/H To :
3554 Puuku Mauka Dr
SPECIAL
FUL L FIGURE
YOUR OWN Honolulu, Hi 96818
Please make checks payable to Charles Weddle Fantasy Starter Set
CHARACTER Please Specify Disk Size(i .e 6 1/4" or 3 1/2" & DD or HD) plus catalog only
$11 .30 post paid .
ILLUSTRATED BY OUR (A Regular $19 .35 Value)
j PROFESSIONAL ARTIST'S
JUST
A$5 ° FOR COLOR Write for our
special sale catalog or call
FANTASY ROLE PLAYING
SCIENCE FICTION,HERO'S (409) 364-2020
'SEND CHARACTER
DESCRIPTION TO THE DUNKEN CO.
VISIONS - UN LIMITED Underworld P.O . Box 95
956 s ORO AVE Publishing Presents
TON, CALIF a new series of fa ntasy gaming
supplements
Calvert, TX 77837
STOC
95215 Rook One: Magic Treasures
L Over 250 new magical treasures add en-
chantment to your game world .
Book Two: Monsters & NPC's
CARDS OF HOLDING
Creatures and their lairs, NPCs and their
castles, evil souls trapped in crystal - a wealth o
adventuring material!
These artifacts of arcane origin, securd_ BookThree: Spells
bythebrave Over 200 spells for all classes! Some are simple, some
involved all arc useful and many are adventures in them- The ca W log offers T-shirts, posters,
can hold all informatian you need about selves! stationary rubber stamps,
characters, monsters, treasures, or Book Four: New Rules, Races & Classes belt buckles jewelry, sculptures,
encounters on one index Rules for piety, spiked annoy and a spell point system add coffee cups, and more.
variety to your game. Introducing the demon-spawned
card. For $5 you get 100, Cambion, aplayable alchemist, and much more! This albino dragon T-shirt
professionally designed Book Five : Adventures silk-screened with pull in
on jade-green
">! Over 20 adventures -plots, castles, and worlds included,
RPG.
100% cotton T-shirts.
data
anycards useful in
will keep your RPG system alive for years to come!
Each book is over 100 pages long and only $9.951 Sizes : S, M, L a XL
Please add $1. 25/package Available only through mail order. Send your order + $1 ATS_$15.50 +2.50shipping
on orders of any size.
sbipping&handling to Underworld Publishing, PO Box (Cal es add 6.25% tax)
2244 Ventnor, NJ 08406 1-800-322-6040 Send $2 for full-color
Dragon Catalog
Dancing Dragon Designs - Dept DG0
1881 Rd Arcata . CA 95521
PBM Gamer, which is a list- covering the subjects of fantasy, sci-fi, historical,
sports, etc. Each bimonthly issue brings you the latest
ing of PBM Companies and in PBM gaming.
their games. Send $2.00 to Paper Mayhem has been publishing news about
PBM games and companies since 1983 and has im-
Paper Mayhem, Dept. DM, proved to keep up with this ever expanding hobby.
1518 Adams St., Ottawa, IL Why delay and miss out on all the fun? Read Paper
Mayhem and take advantage of PBM gaming .
61350 . Send subscriptions to : Paper Mayhem (Dept DM)
1518 Adams Street
Ottawa, IL 6)350-4664
Subscriptions :
Sample $4 .50 1 year $20.25 2 year $35 .)0
DUNGEON 53
Lisa has been playing the AD&D° game
for nine years, and her gaming articles
have appeared in DRAGON° Magazine.
She is an editor andjournalist who
organizes science-fiction conventions in
her spare time. Lisa offers us an adven-
ture that is a blend ofhorror and humor
and gives as her excuse: "I like to have
pun with words."
THE SCHOOL
cantrip effects, as given in Unearthed
Arcana, have been included for each
student . The spell cantrip, however, is
treated as a first-level spell with varia-
ble effects, as per the AD&D 2nd Edi-
OF NEKROS
tion rules.
54 Issue No. 27
THE SCHOOL OF NEKROS
middle of their river. After a time, how- river are dying, and the basket-weaving with powerful secrets locked in her
ever, they paid it no heed, thinking the business seems doomed. Demoralized, skull, awaiting the day she can return
river had merely acquired silt from many of the halflings in Willow Whisp to a normal existence .
heavy rains upstream . are packing their belongings, boarding Centuries ago, Flagros was the victim
But a few months ago, bits of rotten up their homes, and preparing to set out of one of her own spells, a reversed air
meat began appearing in the river. In a for cleaner ground . to flesh spell (see sidebar, page 56) that
matter of days, the river water acquired You have answered the call for heroes . she had taught to an ungrateful wizard .
a strange taint . The prudent began to The halflings don't have much to offer Still an animate, living creature, the
boil their water before drinking it . in return for this service and are hoping now-skeletal dragon at first terrorized
Just three weeks ago, a strange- that you have come to their aid for innocent people in the surrounding
looking carcass was found stuck in the altruistic motives . For it is clear that countryside but soon learned how vul-
mill wheel of Willow Whisp . The wheel something must be done or the village nerable she was without flight, spells,
had crushed much of the corpse, and will become a ghost town, and the once or breath weapons to protect her. After
decomposition had already set in . But prosperous halflings will become impov- a humiliating defeat in which a party of
the halflings could see that the body, erished refugees . What little the re- adventurers almost killed her, Flagros
although it appeared human, had the maining halflings can offer, however, crept off to her cavern ; a rock slide
head of a dog, the feathers of a bird, and they have posted as a reward : title to a eventually sealed the entrance . She has
the tail of a reptile . small plot of land in the village, and a been in a sulk ever since .
Day by day the problem only grew. guarantee of aid and welcome wherever While Flagros has retained her excep-
Strangely twisted skeletons, some with halfling folk are to be found . The people tional intelligence even while skeletal,
chunks of rotting flesh still clinging to of Willow Whisp only hope these are she is unable to cast spells on her own .
their bones, washed up on the banks of incentive enough . Like any other creature affected by a
the river. Occasionally, an intact corpse reversed air to flesh spell, she can still
could be seen floating downstream For the Dungeon Master think, but the special portion of the
(none of the halflings were brave brain that allows a being to cast magi-
The problem faced by the halflings is
enough to pull these to shore). The cal spells is missing while she is in
indeed originating from the area of the
River Sticks, once clear and clean, came living skeletal form . Also missing are
ancient graveyard . But the problem lies
to be called the "River Stinks ." the dragon's vocal cords and the fleshy
much deeper than the graves' molder-
Five days ago, a band of the bravest structures (such as lungs and wing
ing occupants .
halflings returned from a journey up- membranes) with which she could pro-
Unbeknownst to the halflings down-
stream into the wild lands. They had duce her breath weapon and with which
stream, a pair of powerful, evil wizards
reached the source of the River Sticks, a she could fly. While she can still move
named Morphias and Mephista, who
mighty waterfall that pours out of a and can magically see and hear, she is
specialize in necromancy, have relocated
cave halfway up the steep escarpment thus mute-both in terms of speech and
their school of the arcane arts to a site
that marks the edge of the shire . After a spell-casting .
directly under the graveyard . They
difficult journey along a narrow path to The wizards hope to learn the spells
were drawn to the site when they
the top of the cliff, the halflings came this dragon once knew, many of which
learned years ago from grave robbers
upon an overgrown open space that were lost to humans over the interven-
that the skeleton of a very special an-
appeared to have once been a burial ing centuries since Flagros's disappear-
cient red dragon lay buried there, far
ground of the big folk . But the head- ance . Both Morphias and Mephista are
below the human graveyard .
stones were tumbled over, graves were in communication with Flagros, who
The wizards have smoothed down and
disturbed, and the forest beyond seemed scratches the words and instructions for
finished off some upper caverns once
dark and menacing. her spells with a skeletal claw in the
hollowed out by the river, furnishing
Just as the halflings were working up hard floor of her chamber.
them as classrooms and residential
their courage to see if any of the con- In return for learning her spells, the
quarters . In the course of constructing
tents of the graves had somehow gotten two deans of the School of Nekros have
their new academy with dig and trans-
into the river, huge black birds loomed signed a pact with Flagros (a pact that
mute rock to mud spells, the necroman-
out of the sky, swooping down upon Morphias, at least, will honor unto
cers dumped earth into the under-
them . The frightened halflings turned death) to reclothe her in flesh, using the
ground channels of the River Sticks
and fled in a mad scramble down the ancient dragon's own powerful spells .
(causing the brown muddy stripe in the
cliff face . Little do they realize that Flagros is so
river). Now, the necromancers use the
Now the halfling explorers have re- bitter toward humans that she will go
river as a natural disposal system for
turned to Willow Whisp with their tale on a killing spree once restored-and
the carcasses that are the by-products of
of eerie graveyards and horrible black that her first victim will be the nearest
their students' experiments in magic .
birds . The halfling villagers-none of wizard!
The School of Nekros, as the necro-
them true adventurers-have put out an The resolution of the halflings' prob-
mancers call their academy, was relo-
appeal far and wide for heroes to find lems lies in the destruction of the evil
cated to this area because this is the
and eliminate the source of the pollu- school and of Flagros herself. While she
home of the red dragon Flagros . Once a
tion of the river, which now is beginning cannot be turned (because she is not
normal living creature, today she rests
to waft its foul odors throughout the truly undead), the skeletal Flagros will,
in her lair, alive but in a living skeletal
length of the Shire of Denmock . Worst if the situation looks bad enough for
form, incapable of casting magic but
of all, the willow trees at the edge of the
THE SCHOOL OF NEKROS
Spells of the School of Nekros By means ofthis spell, a wizard can Area of Effect: 1 living (not undead)
look through the eyes of any living creature
The School of Nekros specializes in creature within range. If the wizard Saving Throw: None
teaching spells that have a dualistic knows a specific creature or person is
nature; it teaches both the power to With this spell, a wizard can clothe in
within range, the spell can be made to
preserve and restore life-and to take flesh (a term that includes muscles,
take effect upon that specific creature.
it away. inner organs, brain tissue, etc .) any
Otherwise, the wizard will find himself
The specialty spells taught at the one being turned into a "living skele-
looking through the eyes of any crea-
School of Nekros (drawn from the ton" by the reverse of this spell, restor-
ture within range, determined ran-
AD&D 2nd Edition Players Manual) ing the body to its original appearance
domly.
include : and abilities (dead skeletons simply
The creature thus affected will expe- turn into dead bodies) . The spell may
First level : cantrip, chill touch, detect rience nothing to indicate that a spell also be reversed, to vaporize the flesh
undead is acting upon it and will remain in from any one living creature, leaving it
Second level: spectral hand control ofis own actions. (In other an animated special skeleton as de-
Third level : feign death, holdundead, words, the wizard cannot force the scribed in area 1A and area 5 (see
vampiric touch subject to look at something, and takes "living skeletons") . As an animated
Fourth level : contagion, enervation a chance as to what he will see .) Look-
Fifth level : animate dead, magic jar, skeleton, the individual thus affected
ing through another's eyes gives the can be controlled as per an undead
summon shadow wizard all ofthe visual capabilities of creature, but since he is not truly un-
Sixth level: death spell, reincarnation that creature (e.g., infravision) . dead he cannot be turned . These living
Seventh level : control undead, linger of skeletons can magically see and hear
death Brainkill (Necromancy) but cannot talk or cast spells .
Eighth level : clone
Level: 4 The effects of this spell may be ne-
Ninth level : energy drain
Range : Touch gated by casting first a remove curse
Additional necromancer spells from Components: V S spell and then a dispel magic spell . No
DRAGON° Magazine ("Arcane Lore," Duration : Permanent system-shock roll is required.
issue #148, and "The Savant," issue Casting time: 1 round
#140) include : Area of Effect: 1 creature
Fourth level : empath (#148), life force Saving Throw : Neg .
transfer (#148)
Fifth level : life steal (#140) A wizard using this spell, which oper-
Sixth level : vampire dagger (#148) ates much like a forget spell, can per-
Eighth level : exchange (#148) manently burn from the memory of
any one creature all knowledge of
New spells developed for this module either a specific place or person, or a
include : time period of up to one year (the spell-
Second level : see through other eyes caster chooses the deserved result) . The
Fourth level : brainkill, air to flesh spell works on any intelligent creature
(reversible) by destroying a portion of its brain if it
All ofthe students encountered in the fails a saving throw vs. death magic,
School of Nekros are specialist wizards . leaving it with selected gaps in mem-
As such, they are opposed to the magic ory. For example, a person thus af-
schools of enchantment/charm and fected might be completely unable to
illusion/phantasm . When a necroman- remember details of a place; the name,
cer is casting spells within his spe- appearance, or any traits of a person;
cialty, victims must save at a -1 or might have a one-year blank in his
penalty. And when the specialists at memory. This lost knowledge can never
the School of Nekros save against be regained except by a wish .
necromancy spells, they do so with a
+ 1 bonus . Air to Flesh (Necromancy)
(reversible)
See Through Other Eyes (Divination) Level: 4 Range: 10 yards
Level: 2 Components: V S
Range: 90 yards Duration : Permanent
Components: V, S Casting Time: 5 rounds per each
Duration : 1 round/level of caster original hit dice of creature to be
Casting time: 2 made/unmade skeletal
Area of Effect: 1 creature per probe
Saving Throw: None
THE SCHOOL OF NEKROS
her, turn and claw her way up and out when absolutely necessary and loves drop of blood as the ring is pushed onto
of her cavern to the surface, destroying keeping poisonous creatures as pets. a finger. This effect allows the anti-
much of the magic school above in the Aware that Morphias or Mephista will poison properties of the ring to directly
process (see area 11 for details). She will always restore her to life (should her interact with the bloodstream . While
then flee the area entirely for distant magical items fail to save her from the harmless in itself, the prick of the rings
(and safer) lands. venom of her pets), she uses these crea- and the drop of blood may trick PCs into
tures as weapons against those in the thinking twice before wearing these
A School for Necromancers outside world who would do her ill . potentially helpful rings .
A lawful-evil wizard in training, Morphias and Mephista can easily
The School of Nekros caters to predomi- Meresger is devoted to the twins and identify true students of the School of
nately evil wizards of all alignments; acts as a mother to them, their parents Nekros by means of an invisible mark
lawful, neutral, and chaotic characters having long since died. Always guard- on the palm of each student's left hand.
exist in an uneasy alliance under one ing their safety, she is quick to act This black half moon (put there by the
roof. Some of these are novice students, against anyone whom she thinks poses second-level wizard spell wizard mark
and some are more experienced practi- a threat to the twins . They are, after upon acceptance by the school) will be
tioners of the magical arts. All have all, her "fountain of youth," and she is readily observable through a detect
different motivations for studying the getting on in years . magic spell. Should outsiders try to
"dark arts of the dead." Some would use Initiates to the School of Nekros must disguise themselves as students, this
this power to wither the living and to undergo a terrifying test (held in area 4) mark serves as a litmus test for their
raise the dead to do their bidding. Oth- before becoming students ofthe dark authenticity.
ers would use their powers to restore arts. Before their studies can begin,
life-for a hefty fee, of course . All are they must prove their trust (and loyalty) Journey to the School
eager to study the ancient, newly redis-
covered spells that can be learned only by allowing a master of necromancy to The DM should roll twice per day and
kill them-and then restore them to life
at this academy (see sidebar) . once per night for random encounters
The deans of the school are the twins through raise dead spells, cast from a between the halfling town and the
Morphias and Mephista. Born under a ring of spell storing. The ring is charged graveyard, using tables for inhabited
by a 15th-level priest from the sphere of
perfect half moon on the fall equinox, forest areas .
necromancy who lives in a distant city;
one is dark skinned and one is fair, two
halves of a whole. he casts spells into the ring in exchange The Cliff Face
Morphias, a lawful-evil wizard, is for treasure and spells from the twins .
(His statistics may be invented by the After a three-day journey upriver, the
dark both in complexion and in his DM as necessary.) Students must make PCs reach the 200'-high escarpment
temperament . He will stand by any
oath, especially that made to Flagros the usual resurrection survival rolls. that marks the edge of the Shire of
(whom he trusts) but is brooding be- Those who fail their rolls are forever Denmock and the beginning ofthe wild
dead (they are deemed "unworthy"), lands above . The River Sticks pours
cause he fears that his sister, a neutral- and their bodies are disposed of. forth in a cascade from about 100' up
evil wizard, may break her oath. Like a
sky filled with dark storm clouds, Mor- This ritual is an integral part of the the cliff face, surging out of a narrow
phias is quick to anger ; only his lawful school ; the blood collected is used in cave. About 30' to the right of the cave
further magic working, and the ritual mouth is the closest approach of a path
oaths keep his temper in check . itself is a ceremonial occasion. At the that switchbacks up the cliff face. The
Mephista has pale white skin set off
by raven-black hair, and she is said to ritual's successful conclusion, the stu- climb up the path to the heights above
dent is given a new name and begins appears to be a relatively easy one,
shun the light of day. Like the moon, training. although the slopes beside the trail look
she is cool and aloof. Of neutral-evil Once accepted by the academy, stu- unsafe.
alignment, she regards her brother's dents wear hooded robes ofblack velvet . Attempting to cross from the path to
outbursts with contempt and would not Each student is also given a silver- the cave mouth requires mountaineer-
be averse to opposing him-for his own plated bone ring with a skull's head set ing skills . There is no clear trail, and
good, of course . But deep down, she with diamond chip eyes. This must be the rock face is crumbling. Should the
loves her brother and would never do worn on the little finger of the left PCs gain access to the cave mouth, they
anything to seriously harm him . hand. The inside ofthe band of these find inside it a narrow and very slippery
Both twins appear eternally young rings bears the inscription: "Death ledge just above the surface of the rush-
and have been resurrected many times above all ." ing water. It is possible to follow this
on earlier adventures . Some of their
students believe the pair to be vam- These rings of Nekros give a +5 to ledge back to a point under the disposal
saving throws vs. poison when worn. pit used by the academy, but a slip and
pires, but in fact they are ordinary
mortals . (The PCs, however, can be led They also have the same effect as a plunge into the river results in a PC
to believe the vampire story.) permanent control undead (7th-level) being hurled down the waterfall for
Their servant (a permanent resident wizard spell and are useful in control- 10d6 hp damage on the rocks below. (A
ling the special skeletons found in this slip off the ledge occurs unless a PC
ofthe school) is Meresger, an older-
appearing woman who wears her gray- adventure . makes a dexterity check on 1d20.)
ing hair pulled back in a bun under a Wearing the silver skull rings, how- Those who make it to the farthest
black lace net . Meresger speaks only ever, is mildly painful . On the inside of reaches of the cave see a 60' high shaft
each ring are tiny barbs that draw a leading upward, cut into the rough
allow the PCs to learn some of the
secrets of the school before attempting
to enter.
Proditor is a student at the School of
Nekros . A small man with brilliant red
hair and pale skin, he dresses in expen-
sive, embroidered black clothes and
wears lots of gold rings (2-8 rings, aver-
age value 50 gp each) . He has a twitch
in his left eye that causes him to appear
as ifhe is winking at the party.
Proditor: AL CE ; AC 10; MV 12; W2;
hp 7; THACO 20; NAT 1; Dmg by spell or
weapon type; S 10, D 12, C 12,1 16, W
16, Ch 14; ML 15 ; XP 175 ; ring ofNe-
kros, dagger, belt, wineskin, six iron
rations, 20 sp.
Proditor, a 2nd-level wizard specializ-
ing in necromancy, has memorized the
following spells : chill touch; protection
from good (which he casts upon himself
if first alerted to the presence of the
party); burning hands (which he will
direct at the nearest threat if attacked,
in an attempt to set clothing and hair
afire).
Proditor has high aspirations . He
wants Flagros, the skeletal dragon, all
to himself and doesn't care whose down-
fall he causes to attain this goal. He
will readily betray anyone, either the
twins or the party, to gain sole posses-
stone face of the ceiling of the cave. sion of Flagros . But he will be careful
Climbing up this 10'-wide shaft is possi- door in one side. Once a gloriously not to let the party interfere with his
ble with a dexterity check on 2d8, al- carved repository for the dead, the
tomb now is pitted with age . goal by destroying the dragon . Instead,
though the walls are slippery with mud he will use them to weaken others at
and blood. The top of the shaft is sealed the school, sending the PCs in first and
off by the trapdoor in area 1A. The The chimney from which the smoke is following at a safe distance, only to
trapdoor opens down into the shaft, and rising leads down into the kitchen of the betray the party at its weakest moment.
a spring device keeps it shut from be- academy (area 5). It is filled with hot, If questioned, Proditor might tell
low . (The trapdoor can be easily opened choking smoke . strangers the proper combination
by making a strength check on 1d10.) While in the graveyard area, the PCs needed to gain safe entrance to the
are attacked by 2-8 giant ravens . These School of Nekros (for details, see "Out-
The Graveyard birds try to drive intruders from the side the Tomb"). He might also reveal
area but will not pursue once the PCs information about the routines of the
Reaching the top of the escarpment, have climbed back down the cliff, nor inhabitants of the School of Nekros if he
you see before you the ancient grave- will they fight to the death . These rav- feels this will further his aims.
yard. It is a chaotic mass oftumbled ens, while they are sometimes used by
grave markers, partially excavated the wizards, are not under their control . It should be obvious from the school
graves, twisted vines, and overgrown They are longtime inhabitants of the schedule (see sidebar, page 60) that the
grass. The graves occupy a cleared graveyard . PCs will need some method of knowing
area about 500' across, at the edge of Giant ravens (2-8) : Int low ; AL N; AC what time it is-and a DM willing to
which are the dark trees of a forest . 4; MV 3, fly 18; HD 3 +2; hp 19 each; keep careful track of time. Fortunately,
At the far edge ofthe graveyard, a THACO 17; NAT 1; Ding 3-6; SA 10% all of the routines are announced by
round metal pipe about 6" wide chance victim loses eye in attack ; SZ Meresger by the sound of a gong (the
emits a plume of black smoke and an M-L (6'-10' wingspread); ML 10; XP 270 ; gong is located at the statue in area 2).
occasional spark . In front of the pipe MM2. Wake-up time is six gongs . Breakfast is
and a bit to the left stands a square There is also a 50% chance that the a single gong, lunch is two gongs, and
tomb, perhaps 20'X 20' in size, of PCs will encounter an academy student supper is three . The call to the lecture
white and pink marble, with a heavy who is returning to the graveyard along hall in the "13th hour" of the night is
a path through the forest . This encoun- announced with 13 gongs.
ter would be a fortunate one, for it could The DM should take careful note of
THE SCHOOL OF NEKROS
THE GRAVEYARD
1\
EE
MEN
No No MENOMONEE
the time the PCs enter the School of itself, the rope is new. Inside the Tomb
Nekros and the time that they enter The door has a normal lock. The three The inside of the tomb is bare except for
each area. Adjust the descriptions in the copies of the skull-headed key that a small stone altar against the far wall,
adventure in the following ways as opens this door are in the possession of
upon which three silver bowls rest. On
applicable: If it is just before or after a Morphias, Mephista, and Meresger. ledges to either side of the door lie the
meal or lecture, students will be filing Each takes the key when leaving the moldering, almost skeletal remains of
through the school's central hallway. If school.
humans.
just after wake-up, they will be stand- The door is not trapped and can be The necromancers have left the bodies
ing in line for the washroom (area 6). If unlocked from either side. Pulling the of this husband and wife intact to pre-
it is mealtime, most ofthe students rope rings a bell down below in the serve the original appearance of the
(2-12) will be gathered in the kitchen, school. Students identify themselves by tomb, which is actually the entrance to
and if a lecture is in progress, almost a series of three rings, a pause, and the School of Nekros. The dead are
every student (3-12) will be in the lec- three more rings . When this signal is dressed in moldy clothing that crumbles
ture hall. Of course, there will always heard below, one of the students is when touched, and still have their origi-
be a few students who don't feel like given a key and sent to open the door nal jewelry : gold wedding rings (worth
eating with the others or who are cut- (roll on the Random Encounters chart to 50 gp each) a silver pendant of a uni-
ting class, just as there will always be a determine which student answers the corn (50 gp value), and a plain gold
few suffering from insomnia or cram- door). bracelet (100 gp value) . Unless it is
ming for exams in the middle of the day Strangers who do not know the code daylight when the tomb is entered, the
when everyone else is asleep . Hence, but ring the bell will instead be care- PCs will be attacked by two undead
the random encounter tables for the fully scrutinized by Mephista (her sta- that rise up out of the bodies .
school itself. tistics can be found at area 11), who Wraiths (2) : Int 11; AL LE; AC 4; MV
teleports to the interior ofthe tomb and
12, fly 24 (B) ; HD 5+3 ; hp 28 each;
Outside the Tomb uses her see through other eyes spell (see
sidebar for details) to look through the THACO 15; NAT 1 ; Dmg 1-6; SA energy
The door of the tomb is of bronze, green drain ; SD silver or magical weapons to
eyes of a raven and see who is at the
with age but still strong . It is locked hit; SZ M; ML 15; XP 3,000 ; MC.
door. If she sees hostile-looking stran-
with a keyhole in dead center. Above The students at the School of Nekros
gers, she may marshal the forces of the
the door is the inscription "Eternal School of Nekros to attack . are usually able to control these wraiths
Rest." A braided, black silk rope hangs (unless the wraiths make their saving
at one side of the door. Unlike the tomb throws) by use of the rings of Nekros. To
DUNGEON 59
THE SCHOOL OF NEKROS
really play it safe, some students will death appears certain, Timor will leap
pass through this area only by day. At the far end of the hallway, a through the trapdoor at area 1A to take
The bowls (which have been glued by smallish, blonde man with a droop- his chances in the river below.
the necromancers to the altar so they do ing moustache and wearing black Timor, student : AL NE; AC 8; MV 12;
not spill when it is moved) contain the robes is directing two skeletons who W1 hp 4; THACO 20; #AT 1; Dmg by
brown, crumbling remains of rose are carrying between them a vaguely spell or weapon type; S 9, D 10, C 13, I
petals . Entrance to the School of Nekros humanoid corpse slung in a blanket . 16, W 16, Ch 8; ML 6; XP 120 ; ring of
is gained by pushing a hidden button at The skeletons wear sword belts with Nekros, ring ofprotection +2, dagger.
the base of the altar, which allows it to long swords strapped to their hips. Timor, a 1st-level wizard specializing
be easily slid to one side, revealing the in necromancy, has the following spells
flight of stairs below. A corresponding If the party has been relatively quiet, memorized : chill touch; hold portal
button is found in plain sight on the a roll of 1-2 on 1d6 indicates that this (which he will use to close behind him
wall near the top of the stairs . Pushing novice wizard is surprised. However, as whatever door he flees through, either
this button causes the altar to slide soon as he has recovered, he sends the the secret door or the door of the tomb
back into place-or to slide open for skeletons in to attack the party before above) .
those leaving the school . either fleeing (if possible) or casting The skeleton servants are a new type
spells . of monster : living skeletons . They were
The School of Nekros This black-robed figure is Timor, a both once human fighters who have
student of the School of Nekros . Not a been transformed by a reversed air to
1. False Hall of Skulls . particularly brave person, he is often flesh spell. They are used for much of
teased by other students and usually the heavy work at the school.
At the bottom of the flight of stairs winds up with the dirty jobs like corpse Living skeletons (2) : AL LN, N; AC
leading down from the tomb you see disposal . (In this case, he is grumpy 7; MV 12; HD 3, 2; hp 19, 11 ; THACO
a long hallway, 10' wide and 130' because one of his fellow students in- 17,19; #AT 1 each; Dmg by weapon type
long, with a door at the far end. On formed on him after he killed one of (sword) ; S 17, 15 ; D 13, 12; C 15, 12; I
either side of the hallway, the walls Meresger's pet spiders.) It is rumored 10, 3; W 12, 10; Ch 12, 9; SD cannot be
are filled with long rows of wooden that Timor panicked at his ritual kill- turned; MR nil ; SZ M; ML 14,12 ; XP nil
shelves that hold skulls of every ing when trying to gain entrance to the (not enemies) ; new .
shape and description . Every inch of School of Nekros and thus was almost If not controlled by Timor, these crea-
shelf space is filled, and a small not accepted by the school. tures will stop fighting and may even
brass plaque is set on the shelf below When the party encounters him, Ti- aid the party. (For a full description of
each skull. mor is in the act of directing the dis- the fate that has befallen these NPCs
Just beyond the bottom stair, fac- posal of a very mangled, headless elven and their current abilities, see the air to
ing you, is the gilded, life-sized corpse, its body magicked into strange flesh spell in the sidebar.)
statue of a woman in clinging robes. configurations . Timor knows the dan- The words at the base of the statue
Her arms are raised as if to embrace, gers of the trap at area 1A and will read: "Mighty Selket, protector of the
and on her head is a headdress in the avoid it at all costs. He will attempt to dead:" The statue is in fact just that-a
shape of a scorpion. Carved letters fight his way back through the party so
mark the base of the statue . stone statue covered with a very thin
that he can alert the others in the sheet of gold foil . But one round after
school below. If this proves impossible, PCs have set foot in the hallway at the
Unless the PCs enter this area be- he will flee up the stairs to the surface,
tween the hours of 6:00 A.M. and 2 :00 base of the stairs (if Timor is not en-
using his ring of Nekros to force the countered here), a panel in the back of
PM., they will also see the following : skeletons to attack . If all else fails and the base opens up to release four small-
ish giant scorpions .
Giant scorpions (1-4 babies): Int non;
AL N; AC 3; MV 15; HD 3+2; hp 20
each; THACO 17; #AT 3; Ding 1-6/1-6/
Normal Schedule of the School of Nekros 1-4; SA poison sting; SZ S (2' long); ML
Midnight-6 :00 A.M. (13 gongs) : Classes in session in lecture hall (area 4) 15; XP 270; MC. Each of these creatures
6:00 A.M.-2:00 PM.: Most students asleep in their rooms (area 9). is about the size of a very small dog .
2:00 PM.-2:30 PM. (six gongs): Morning routines The scorpions will immediately at-
2:30 PM.-3 :00 PM. (one gong): Breakfast in kitchen (area 5) tack. The only way to avoid this attack
7:00 PM.-7:30 PM. (two gongs): Lunch in kitchen (area 5) is by pulling the tail of the scorpion on
1:00 A.M.-1:30 A.M. (three gongs) : Dinner in kitchen (area 5) the statue's head within one round of
entering the hall-which Timor will
Between the hours of 3:00 PM. and midnight, students are spread throughout the already have done if he has been en-
academy in small groups, studying in the library (area 7), resting or writing spells countered here. This locks the scorpion-
into their spell books in their rooms (area 9), practicing the mixing of spell compo- releasing mechanism (with a loud click)
nents in the laboratory (area 10), or having a quick snack in the kitchen (area 5). for two turns . Pulling the tail two or
The adventure assumes that this is the time period in which the PCs are ventur- more times immediately releases 1-8
ing through the school. If not, the DM should adjust the placement of students scorpions instead of 1-4.)
and staff to suit the time of day. The brass plaques beneath each skull
60 Issue No. 27
THE SCHOOL OF NEKROS
are engraved; each lists the name and neither reverse nor augment its own
race of the skull (e.g., "Thomas Trum- effects . To avoid it, students on disposal adorn the base of the statue .
peter, Human") . The skulls themselves, duty simply toss a corpse through the A bell hangs from the ceiling at the
however, are only plaster copies of the force field onto the trapdoor. west end ofthe hallway, mounted a
real thing. This hallway is, in fact, a The force field's effects on creatures good 8' above the floor and 20' from
lure for intruders . The real "library of may be dispelled through the consecu- the end wall.
skulls" lies below . There is nothing of tive casting of remove curse and dispel
value to be found by searching this magic spells . Otherwise, the effects are This hallway is similar in appearance
hallway. permanent until removed by an air to to the false hall of skulls (area 1), with
flesh spell. The force field itself may be the following changes : the statue of
1A. Disposal Trap. At the far end of removed by the casting of a dispel Selket does not release scorpions and is
the hallway lies another trap. The door magic spell against 18th-level magic. at a different place in the hall; the gong
is real and is locked, but beyond it lies PCs affected by this trap who agree to is engraved with the words "Awaken
only a dead-end hallway lined with a faithfully serve the school for one year the Dead" ; the skulls are real; there are
series of false doors. The PCs are un- receive a promise that they will be more doors . The bell is activated manu-
likely to learn this fact, however. reclothed in flesh by Morphias through ally by the black silk rope in the tomb
The final 10'x 10' section ofthe hall- the air to flesh spell. Until then, such above, and magically by the unauthor-
way is a trapdoor, used as a garbage- characters are subject to control by ized opening of the secret back door of
disposal system by the inhabitants of anyone who wears one of the pinkie the wardrobe in area 3.
the School of Nekros. Hauling corpses rings of the School of Nekros . The hallway may contain wandering
and trash up here is one of the students' monsters (including students) . The DM
least desirable chores, one assigned as a 1B. Secret Doors. A secret door open should roll to determine if anyone or
punishment to those who cut classes, onto a flight of stairs leading down. At any creature is present as soon as the
fall asleep during lectures, or otherwise the base of the stairs, another secret PCs enter the hallway. Depending on
disobey the rules ofthe academy. door leads to the real Hall of Skulls the time of day, the hall may also con-
When 10 lbs . or more of pressure is (area 2). tain students queued up at the door to
placed upon it, this trapdoor swings the washroom (area 6) or rushing to or
open to dump whatever it holds down a Once the PCs have entered the real from a meal in the dining room (area 5)
shaft that leads to the River Sticks . Hall of Skulls at the bottom ofthe or a class in the lecture hall (area 4).
(Observant PCs may see a little dried stairs, they are inside the School of (See Normal Schedule of the School of
blood on the trapdoor where corpses for Nekros. Check once each round for Nekros for details on daily routines .)
disposal have landed.) Any PC falling random encounters, unless it is between Students immediately attack any obvi-
through the trap must then (assuming the hours of 6:00 A.M . and 2:00 PM .- ously hostile intruders .
he doesn't sink from the weight of his during which time the majority of the Even if a check on the Wandering
armor) swim and scramble to gain the inhabitants are likely to be asleep . Monster table produces no results, there
slippery cave ledge before being swept During these hours only, check for ran- is a further 20% chance (if it is between
out into the waterfall and over the cliff dom encounters once each turn as per the hours of 2 :00 PM . and midnight) that
face for 10d6 hp damage on the rocks the Wandering Encounters chart . 2-3 students (determine students at
below . A PC can reach the ledge safely random from student wizards not yet
if a dexterity check is made on 1d20. 2. The Hall of Skulls. encountered) are at the west end of the
The students use this pit to dispose of hall in front of the door to area 3, busy
the gory results of botched necromantic You see a long hallway, 10' wide and playing a game that has been forbidden
spells into the river below. And just in 130' long, with a total of nine more by the deans of the school. On a roll of
case anyone should try to gain entrance doors along its walls . On either side 1-2 on 1d6, the group is not immediately
to the school by climbing up through of the hallway, the walls are filled aware of the party and the PCs see the
the pit, there is an additional trap. with long rows of wooden shelves following :
Some 11' from the false door (and 1' containing more skulls of every At the west end ofthe hallway, a
west of the trapdoor itself) is a force shape and description . Every inch of group of humans in black robes is
field that affects living creatures as shelf space is filled, and a small clustered in front of a door. As you
would a reversed air to flesh spell . Any- brass plaque is set on the shelf below watch, one peers through a peep hole
one passing west through the force field each skull. The shelves are inter- in the door, then jumps back with a
will turn into a living skeleton. rupted at intervals by a series of scream and nervous laughter. The
The transformation occurs as follows : wooden doors . others thump the person on the back
All flesh is instantly vaporized, and the At the eastern end of the hallway, and exchange coins.
PC loses the ability to talk and cast facing you, is the gilded, life-sized
spells . The PC, however, is still in full statue of a woman in clinging robes . For details on the game the students
control of his actions and can think, see, Her arms are raised as if to embrace, are playing, see the door peephole trap
and hear as before . He retains all equip- and from them hang a brass gong described in area 3.
ment and can continue to play out the and a padded mallet . On the head of These students attack and attempt to
adventure . the statue is a headdress in the spread the alarm if the party is hostile.
The force field works only upon those shape of a scorpion . Carved letters Otherwise, they approach with caution
traveling west along the hallway. It can
THE SCHOOL OF NEKROS
while one runs off to find the deans or needle trap in the handle (save vs. pa-
Meresger. ralysis at -4 penalty or suffer paralysis This 30'X 30' room is lit by a dim
The shelves lining the walls ofthis for 1-10 rounds). The second trap is purple light that seems to come from
hallway contain Morphias's and found in the peephole itself. everywhere and that casts weird
Mephista's private collection of skulls Looking out through the peephole shadows. The room contains two
from around the world. There is at least from the room is possible, but trying to four-poster canopy beds, each with
one skull from just about every sentient look into the room has the following black velvet curtains pulled tight
humanoid race known, each neatly results: For the first 12 seconds, the around it. A huge, ornately carved,
labelled with a bronze plaque on the person looking through the peephole inlaid wooden table is flanked by two
shelf below . The skulls are consulted by sees an illusion of the thing he most chairs carved out ofbone. Beside an
the necromancers when they wish to fears. Then, in the 13th second, a jet of hourglass filled with gold dust, a
gain information from the undead. They acid is emitted from the peephole, doing glowing white orb sheds light on the
are animated through an animate dead 1-4 hp damage and blinding one eye papers scattered across the table. A
spell, clothed in flesh with an air to unless the person makes a save vs. half-eaten apple sit nearby.
flesh spell, and consulted by Mephista, poison, in which case the eye is merely The walls are draped with black
who picks up their thoughts with her weakened and vision goes blurry for a velvet curtains showing embroidered
ESP spell . In effect, they constitute an few moments . The blindness is perma- and painted scenes of tombs, pyra-
undead "library" for the twins. There is nent unless a heal spell is cast on the mids, and battlefields filled with
a 10% chance that a skull may have eye . corpses . On a dressing table beside
accidentally been replaced on its shelf The students like to play with this the bed nearer the door sits a wooden
with flesh still intact by a careless peephole, to see if they have the stam- head on which a black wig has been
student . ina to look upon the things they most placed. Beside the wig are a brooch
fear, and the timing and speed to pull and earrings (150 gp value each). A
3. Bedroom of Morphias and away just before the jet of acid shoots wardrobe at the back of the room is
Mephista. This room has a locked door out of the hole (this is the possible slightly open; black robes hang in it.
with a tiny round peephole at about the encounter mentioned in area 2).
right height for a human to look into. In Once the door is open, read or para- If it is between the hours of 6:00 A.M .
addition to a normal, deadbolt lock, this phrase the following to the players: and 2:00 PM ., Morphias (if not already
door contains two traps . The first is a encountered elsewhere) is sleeping in
the bed farther from the door. At any
other time of day, he is sitting at the
table reading . Morphias deals harshly
Wandering Encounters with intruders and immediately attacks
Roll Encounter For stats see Encountered yet? any who appear to be hostile .
(1d12) (check if yes) If Morphias is awake and reading at
1-2 living skeletons (1-2) the table, add the following :
areas 1 & 5
3-4 poisonous spiders (1-4) area 8 A young man of dark complexion and
5-6 centipedes (1-4) area 8 jet-black eyes is sitting at the far end
7-8 small scorpions (1-4) area 8 of the long table, reading by the light
9-10 poisonous snakes (1-4) area 8 of the orb . He is dressed in robes of
11 Roll percentage dice: black velvet embroidered with metal-
01-33% = Meresger area 8 lic purple dragons, and a tiny silver
34-66% = Morphias area 3 key hangs on a chain around his
67-00% = Mephista area 11 neck. He looks up as you enter,
12 students (1-4). Roll 1d12 again to see which student(s) are encountered. frowns when he realizes you are not
Reroll if student(s) have already been encountered . Delete students en- students, and mutters a few quick
countered here from the rooms where they would otherwise be found . words.
Roll Student Normally Sleeps in Encountered y
(1d12) found in (if daytime) (check if yes) Morphias has no interest in talking to
1 Laridum area 5 area 9A intruders . He will call for help and then
2 Redux area 5 area 91 try to immobilize the PCs for later in-
3 Feralis area 10 area 913 terrogation by casting magic missile
4 Vado area 10 area 9E and summon swarm spells to keep the
5 Sicarius area 6 area 9G party busy while he casts a time stop
6 Carmen area 7 area 9L spell.
7 Malignus area 7 area 9F Morphias, dean of the School of Ne-
8 Timor area 1 area 9J kros: AL LE ; AC 6 ; MV 12; W18; hp 40;
9 Cadaver area 9C area 9C THACO 15; #AT 1; Ding by spell or
10 Origo area 9K area 9K weapon type; S 10, D 12, C 10, 117 ; W
11 Impavidus area 9M area 9M 17; Ch 15; ML 16; XP 12,000; potion of
12 Balatro area 9M area 9M human control, potion of extra healing,
6 2 Issue No. 27
THE SCHOOL OF NEKROS
ring of regeneration, ring of protection Once the false back of the wardrobe is cial; SZ M; ML 18; XP 650 ; MC.
+4, ring of Nekros, a skull-headed key removed, read the following : Inside the false back of the wardrobe
(in his pocket) that unlocks the door of are a broom of flying and the spell books
the tomb above (see "Outside the Inside the secret compartment at the of Morphias and Mephista. The chest
Tomb"), and a tiny silver key on a chain rear of the wardrobe you see a chest, contains 1,000 gp, 540 sp, 13 white
around his neck, which unlocks the a broom, and 18 books bound in dark chalcedony stones (worth 50 gp each)
chest in the laboratory (area 10). purple leather. Moving gold letters carved in the shape of skulls, a black
Morphias, an 18th-level wizard spe- flicker along the spines of the books, scarab pin of carved jet that is actually
cializing in necromancy spells, has the and on the spine of each book is a a scarab of death, and a scarab pin set
following spells memorized: alarm, black half moon. with a blue star sapphire that is actu-
cantrip (exterminate), chill touch, detect ally a scarab ofprotection.
magic, hold portal, magic missile, detect Unless this half moon mark is first Finally, a secret trapdoor in the base
good, knock, spectral hand, stinking touched by a person with the school's of the wardrobe opens to reveal a nar-
cloud, summon swarm, wizard lock, wizard mark on his palm, any of these row, winding flight of roughly cut steps
dispel magic, feign death, fireball, fly, magic texts inflicts increasing electrical that leads to the lair of the skeletal red
lightning bolt, protection from good 10' damage per each six seconds touched or dragon (area 11).
radius, air to flesh, dig, dimension door, held (half damage if the handler is
enervation, minor globe of invulnerabil- wearing stout leather gloves). The pro- 4. Lecture Hall. If it is between the
ity, wizard eye, animate dead, cloudkill, gression per six-second time period is: hours of 6:30 PM . and 11 :30 PM., the
dismissal, fabricate, magicjar, trans- First period 1d4 hp damage lecture hall will likely be empty; read
mute rock to mud, death fog, death spell, Second period 1d6 hp damage the following:
enchant an item, move earth, Bigby's Third period 1d8 hp damage
grasping hand, control undead, power Fourth period 1d10 hp damage This room is lit by hooded lanterns,
word stun, spell turning, clone, mind Fifth period 1d12 hp damage is semicircular in shape, and is con-
blank, permanency, energy drain, time Sixth period 1d20 hp damage structed in the fashion of an ancient
stop. The progression continues for the sev- Greek theater. Carved into the rock
Seeking to preserve and protect his enth through 12th period with two dice itself are tiers of stone seats; stairs
school, Morphias will not use his more of each type, then three dice of each lead up to the higher seats.
destructive spells but will attempt to type for the next six periods, etc. At the front of the room, a semicir-
trap or kill hostile persons without Would-be thieves may not get this far, cular floor area is paved with black
destroying anything valuable . Given however. As soon as anyone attempts to and gold tiles. At the center of this is
enough casting time, he will use his touch or reach anything in the secret a round, raised dais of black stone.
time stop spell to freeze the fighting and compartment of the wardrobe, he is The top ofthe dais is carved with
deal with the intruders on his own attacked by special shadows summoned gold-lined channels that direct fluid
terms . directly from the Negative Material down into the four gold skull-shaped
The items immediately visible in this plane . One to four of these shadows pots on the floor.
room are all mundane ones except for materialize for each person who reaches The wall between the two doors to
the orb, which is simply a round white past the back panel of the wardrobe, the hallway is smooth and white. At
rock with a dimmer than usual contin- and they materialize only the first time the back of the room, at the level of
ual light spell cast on it. The purple a person reaches in. The dim light in the top row of seats, is a strange
light filling the room can be eliminated this room is designed to aid the shadows brass object covered by a black cloth.
by simply speaking the word "dark- in their attacks . Morphias and A small wooden box sits nearby.
ness" and can be restored by speaking Mephista control the shadows through
the work "light:' The command their control undead spells . The white wall is a screen upon which
"brighter" increases the amount of Unlike regular shadows, which are images are projected. The brass lantern
purple light, while "dimmer" has the humanoid shaped, these shadows are under the cloth contains a stone upon
opposite effect . shaped like lions. Otherwise, they at- which a continual light spell has been
Morphias and Mephista store their tack and move like regular shadows. cast. This stone projects its light
treasure and spell books behind the They are summoned from the Negative through a lens at the front of the lan-
secret false back of the wardrobe. This Material plane when any object (e.g., an tern. Painted squares of glass sit in
back is easily removed once discovered, arm, a stick, a rope, etc .) forms a link slots in the nearby wooden . If a painted
but anyone who does so without first between the interior of the wardrobe glass square is placed in the "magic
pushing a secret button in the handle of and the secret chamber beyond its back lantern," an image of one of the steps of
the wardrobe's front door triggers a wall, and they emerge with a roar (oth- a necromancy spell is projected on the
trap. With a slight hissing sound, this erwise being 90% undetectable) . This screen at the front of the room (the DM
trap releases an odorless, colorless gas one-way passage can be negated by a may decide which spell the slides show;
that puts everyone within 10' of the dispel magic spell . a label to this effect will be found on the
wardrobe to sleep (treat as a sleep spell) Shadows: Int low ; AL CE; AC 7; MV lid of the box).
unless a saving throw vs. poison is 12; HD 3+3; hp 21 each; THACO 17; The gold pots are each worth 300 gp.
made (at a -4 penalty) . Simultaneously, #AT 1; Ding 2-5; SA strength drain; SD This lecture hall is where magic is
the school's bell (unless already dis- + 1 or better weapons to hit ; immune to taught and sacrifices to the gods and
abled) starts to ring an alarm. sleep, charm, and hold spells ; MR spe- goddesses of death are performed . It is
DUNGEON 63
THE SCHOOL OF NEKROS
Laridum has chosen his spells either dead together-and no longer in need of
because they inflict pain or because a mushroom, about 6" tall. The room anything but each other.
they are good "fighting spells ." But, smells sweet, like incense . The door One of the keenest students at the
like many bullies, he'll run if the going locks from the inside with a simple school, Sicarius has the following spells
gets really rough, using his ring of in- sliding bolt. memorized : cantrip (change), chill touch,
visibility to aid him . He has memorized comprehend languages, message, protec-
the following spells : burning hands, The hole under the toilet opens into a tion from good, knock, protection from
chill touch, magic missile, protection narrow shaft that leads down to the cantrips, spectral hand, clairaudience,
from good, shield, Melf's acid arrow, river below. The mushroom is a magical hold undead, vampiric touch .
pyrotechnics, spectral hand, Melf's min- item, a 'stool of sweet smelling. It will
ute meteors (x 2) . An ambidextrous purify the air in any one room, overcom- 7. Library.
character, he fights with matching ing all other odors . If the magical mush-
black daggers . room is removed, the washroom will This room is filled with shelves con-
Laridum suspects (wrongly) that Re- begin to smell . taining a multitude of books. From
dux is a neutral-good priest in disguise If it is between the hours of 3 :00 PM . the ceiling hang a dozen silver
and would love to expose her as such to and midnight, the washroom is occupied chains, each suspending a glass skull
the twins . Whenever he finds her alone, (if Sicarius has not already been en- that glows with a steady yellow
he questions her subtly on her motives countered elsewhere). The PCs must light.
behind coming to the School of Nekros force the locked door to get inside, at Some of the books on the shelves
and is trying to catch her out in which time they see : are old, with cracked leather bind-
conversation . ings, while others appear quite new .
Washing her hands at the basin is a One shelf, fronted with glass doors,
Redux, in fact, must tread warily. The woman whose black robes match the contains a row of nine exquisite
only nonevil student at the School of ebony hue of her skin. She jumps,
Nekros, she is true neutral in align- books bound in black leather with
startled, as the door opens, and you gold titles along their spines . The
ment . (Her nonevil alignment was can see that her hands are covered in glass doors are locked with a press-
missed when the twins cast a detect a sticky white substance .
good spell ; it did not pick up her neu- button combination lock. Armchairs
trality.) She has measured the risks of are positioned around the room.
learning the powerful restorative spells The woman washing her hands is
Sicarius, a promising student who has The glass skulls have a simple contin-
the school has to teach-risks both to traveled from a distant country to join spell cast on them and are
her person and her soul-but has de- ual light
the School of Nekros . A close friend of used to illuminate the room.
cided they are worth it. She will not Malignus (see area 7), she shares with If it is between the hours of 2 :00 PM .
perform evil acts on her own initiative him a love of poison . But where he is and midnight, add the following, omit-
but will fight to protect the knowledge careful with his venom, she courts ting Carmen and/or Malignus if either
the school offers . death at every turn. Secretly in love or both have already been encountered
Redux, student : AL N; AC 7; MV 12, with Morphias, she yearns to have him elsewhere :
W2 ; hp 12 ; THACO 20 ; #AT 1 ; Dmg by
resurrect her once more. Ultimately, she
spell or weapon type; S 11, D 13, C 18, I In the armchair nearest the door sits
would like to die with him and dwell
16, W 18, Ch 17; ML 12 ; XP 175 (nil if a beautiful young woman whose
with him in the land of the dead.
she is attacked first) ; staff, cloak of white-blonde hair is braided with
Sicarius has just come from the labo-
protection +3 (observant PCs may no-
ratory, where she has been mixing up brilliant red feathers at the end of
tice that her cloak is an extremely dark each braid. Resting against her fore-
toxic substances ; the white gluey stuff
blue rather than true black), periapt of head and hanging from a thin silver
is contact poison, disguised to smell like
wound closure, ring of Nekros. Redux
medicine, and it is starting to make her chain is a black stone, and lying on
has the following spells memorized: the floor beside her is a dragon-
hands tingle. The school ring saved her
cantrip (change), hold portal, jump.
from death, but she is finding it hard to headed quarterstaff. Across the
If it is time for either breakfast, room, an older man looks up from a
work with numb hands.
lunch, or supper, 2-12 students are heavy tome he has been studying.
Sicarius, student : AL NE; AC 6; MV
seated at the table for a meal. In addi- His eyes are the thinnest of slits
12 ; W6; hp 19; THACO 19; #AT 1 or 2 ;
tion, there is a 10% chance (rolled once behind round wire-rim glasses, and
Dmg by spell or by poison (not currently
for each) that Meresger and either Mor- his receding hairline has given him a
carrying a weapon, but uses both hands
phias or Mephista (but not both twins) high forehead . Both he and the
will be dining with the students . at once); SA poison ; S 13, D 18, C 10, I
16, W 16, Ch 10; ML 20 ; XP 1,400 ; ring woman are wearing black velvet
of Nekros. robes . Bone-hilted daggers rest in
6. Washroom . sheaths at their hips.
If attacked, Sicarius tries to smear
This small room contains a toilet PCs with the contact poison . Since it is
(basically just an outhouse-style seat diluted now by water, the save vs. poi- This is the library of the School of
with a cover) and a carved stone son is at a +4 . She carries no other Nekros. Studying in it are the students
wash basin ofblack marble . Beside magical items and has few possessions, Carmen and Malignus .
the toilet sits a black stone carving of due to her firm belief that she and Mor- Carmen has come to the School of
phias will soon dwell in the land of the Nekros seeking to further her knowl-
THE SCHOOL OF NEKROS
edge of dragons ; the book she was read- pressing. All are marked, in the fashion
ing deals with using dragon bones and of library books, with a black half moon Standing before the mirror, looking
teeth as spell components. Her primary on the bottom of the spine . Touching into it with a critical eye, is an el-
concern is that the books in the library any mundane text results in 1-4 hp derly woman whose graying hair is
and Flagros herself not be harmed-at electrical damage per touch or per six pulled back in a tight bun under a
least until Carmen has had a chance to seconds held. School of Nekros students black lace hair net. Crawling on the
use them fully. are immune to this effect, however ; the woman's shoulder is a hairy black
Carmen, student : AL LE; AC 9; MV books "recognize" a student by the spider the size of a human fist.
12 ; W3; hp 9; THACO 20; #AT 1; Dmg invisible half moon on his left hand,
by spell or weapon type; S 10, D 15, C which must be pressed to the half moon This is the bedroom of Meresger, "she
10,1 17, W 17, Ch 15 ; ML 12 ; XP 270 ; on the book's spine before touching any who loves silence," servant to Mephista
dagger, quarterstaff +1, ring of Nekros, other part of the book. and Morphias and keeper of the snakes
dagger, jet stone on silver chain (50 gp The combination push-button lock on and other poisonous beasties that in
value). the. glass-fronted cabinet has nine but- habit the corridors of the School of Ne-
Carmen is a 3rd-level wizard specializ- tons, numbered 1 through 9. To success- kros. The pet on her shoulder is her
ing in necromancy. She has the follow- fully open the lock, any combination of particular favorite-a baby giant black
ing spells memorized : color spray, magic numbers adding up to 13 must be widow spider, newly hatched, which she
missile (using either one at a distance pressed . When the numbers total pre- has named Perfidus, after the husband
first), chill touch, detect invisibility, cisely 13, the lock clicks open. If num- Meresger murdered years ago.
spectral hand. bers adding up to less than 13 are Meresger, servant: AL LE; AC 10;
Malignus has also come to the school pushed, and 10 or more minutes pass, MV 12; W2; hp 7; THACO 20; #AT 1;
to study, but his area of interest is poi- the lock resets to a total of zero. But, at Dmg by spell or weapon type; SA poi-
son, and the book he is reading concerns the precise moment that the total soned dagger (+2 save vs. poison or die);
the preparation of poisons . A violent, ill- passes 13 (without adding up to exactly S13,D10,C18,116,W17,Ch11 ;ML
tempered older man, he would just as 13) . the following occurs : A cloud of 18; XP 420; poisoned dagger, periapt of
soon fight with his poisoned weapons as purple gas flows out of holes in the proof against poison +4, scarab vs.
use his spells . These poisoned devices bottom of the bookcase, filling the li- golems, ring of Nekros, skull-headed key
include a hollow dagger containing brary within 12 seconds and putting to to the tomb above the school .
enough venom for four stabs (save vs. sleep all it engulfs . (This is a contact Meresger fights like a cornered
poison or die); a glass vial of contact gas and does not need to be inhaled; mother cat, using an envenomed dagger.
poison (save vs. paralysis or lapse into a save vs. paralyzation; effects as per a She has the following spells memorized:
cantrip (spider), chill touch, magic
coma for 1-4 days) in the breast pocket sleep spell.) The gas dissipates in 10
of his robe, ready to be thrown ; and a minutes . Breaking or forcing the glass missile .
cheap-looking, snake-shaped brass cloak doors has the same effect . The urns (from left to right) contain
pin, a prick from which will cause death The black and gold books are refer- the sleeping beasties Meresger feeds
(save vs. poison) . Believing each of his ence spell books-each also marked with and cares for as pets:
victims to be a pleasing sacrifice to the an electrified half moon-used by the Urn 1: Centipedes, giant (2-24) : Int
gods of evil, he is happiest when killing students who study at the school. Each non; AL N; AC 9; MV 15; HD 1/4 ; hp 2
and is known to smile only in battle. contains necromancy spells of a particu- each ; THACO 20; #AT 1 ; Dmg nil ; SA
Malignus, student : AL NE ; AC 6 ; MV lar level (see the sidebar list of necro- poison ; SZ T; ML 6; XP 35; MC.
12; W6 ; hp 17 ; THACO 19; #AT 1; Dmg mancy spells available at the school for Urn 2: Snakes, poisonous (1-3) : Int
by spell or weapon type; S 15, D 18, C details). animal ; AL N; AC 6; MV 15; HD 2 + 1 ;
10, 116, W 16, Ch 5 ; ML 14 ; XP 2,000 ; #AT 1; Dmg 1 ; SA poison ; SZ S; ML 8;
ring of Nekros, poison dagger, vial of 8. Chamber of Meresger. XP 175 ; MC .
contact poison, poison brooch. Urn 3: Scorpions, small (1-12) : Int
Malignus is a 6th-level wizard special- This 20'X 20' room contains a non; AL N ; AC 5; MV 9; HD 2 +2 ; hp 20
izing in necromancy who has the follow- each; THACO 19; #AT 3 ; Dmg 1-4/1-4/1 ;
wooden chest at the foot of a brass
ing spells memorized: chill touch, bed with white skull bedposts . The SA poison sting; SZ S; ML 0; XP 175 ;
enlarge, magic missile (x 3), protection bed is neatly made with black sheets MC.
from cantrips, spectral hand, strength, and blankets . On one wall hangs a Urn 4: Spiders, large (2-20) : Int non ;
AL N; AC 8; MV 6, web 15; HD 1 + 1; hp
clairaudience, sepia snake sigil, vam- full length mirror, and a plush red
piric touch. throw rug covers the center of the 5 each; THACO 19; #AT 1; Dmg 1; SA
Among the mundane books of the poison bite; SZ S; ML 7 ; XP 120 ; MC.
floor. Against the north wall are four
library, the PCs can find tomes on such Meresger often lets her pets out to
large pottery urns, covered with
topics as anatomy and dissection, medi- roam throughout the school, where they
perforated lids. Beside them sits two
cine, acupuncture, herbal lore, the col- may be encountered by adventurers as
small wicker baskets from which
lection of spell components, mummi- wandering monsters. (Many of the stu-
come rustling and clicking noises .
fication, tomb construction, poison, dents despise her pets and kill them
burial practices of various races, gods surreptitiously ; punishment for such
Unless Meresger has been encoun- acts is corpse disposal duty.)
and goddesses of death, prophecies of tered elsewhere or is sleeping, also read
how the world will come to an end, If attacked within this room,
the following : Meresger tips over an urn (determine at
tanning and taxidermy, and flower
66 Issue No . 27
THE SCHOOL OF NEKROS
DUNGEON 67
THE SCHOOL OF NEKROS
117, W 16, Ch 12 ; ML 12 ; XP 175 ; ring This is Origo, the first student to come be necromancer who arrived at the
ofprotection +1, ring ofNekros . to the School ofNekros. A brilliant school of Nekros today. He is busily
Cadaver, a 2nd-level wizard specializ- peasant girl who left the farm to find writing a letter (which he will send by
ing in necromancy, has the following adventure, she fell in with a bad crowd carrier pigeon, after the twins have
spells memorized: chill touch, protection and her evil tendencies increased. Origo carefully scrutinized it) to one of his
from good, shield. is a "teacher's pet" who can do no many lovers, and the text is full of ro-
The garlic and lily have been placed wrong, and of whom Sicarius (see area mantic cliches and boasts . Confident
on Cadaver by Balatro (see area 9M) as 4) is extremely jealous . that he will pass his initiation ritual
a practical joke. In Cadaver's chest are Origo, student : AL NE ; AC 10; MV with ease, and absolutely fearless in
potions of diminution, healing, and 12; W3; hp 11 ; THACO 20; #AT 1 ; Ding everything he does, Impavidus is going
gaseous form, the latter of which he by spell or weapon type; S 17, D 12, C through the usual hazing that Balatro
plans to use to turn Balatro's joke 18, 116, W 16, Ch 17; ML 15; XP 270 ; dishes out to any new student who will
around on him by pretending to really dagger, ring of Nekros. tolerate him . The sleeve of Impavidus's
be a vampire . Origo has memorized the spells chill new black robe is charred, and his pa-
touch, continual light, sleep, see through tience is about to wear thin.
9H. Balatro's Room. After reading other eyes, and spectral hand . She fights Impavidus, student : AL LE ; AC 7;
the general description of a student's with a dagger, and the tattoos on her MV 12; W0; hp 5; THACO 20; NAT 1;
room, continue with the following : arms are a permanent record of her Ding by weapon type; S 14, D 17, C 12, I
dead victims ; each skull has a series of 16, W 16, Ch 18; ML 16; XP 15; staff.
A leather belt hangs on a peg beside three numbers (e.g., 12/24/1066) under Impavidus knows no spells and has not
the robe. A curious brass bottle sits it, marking the date of the kill. yet been given a school ring.
next to the quill pens and vellum . Trying to trick Impavidus-a second
Scuttling across the floor is a white 9M. Impavidus's Room. time-into touching his hand, a finger of
rat wearing a collar from which which has a firefinger cantrip cast upon
hangs a tiny, tinkling brass bell. The sound of laughter comes from it, is the student Balatro, the chaotic-
behind this door, which is open a few evil joker of the student body.
The brass bottle is an eversmoking inches . Listening, you can hear two Balatro, student : AL CE; AC 9; MV
bottle. Under his pillow, Balatro has male voices. 12; W7; hp 20; THACO 19; #AT 1 ; Ding
hidden a silver flask of curses . In the by spell or weapon type (unarmed); S 11,
secret compartment of the chest, in Peeking inside the door, the PCs see a D 15, C 10,1 16, W 16, Ch 7 ; ML 12; XP
addition to Balatro's spell book (written standard student dormitory room (see 2,000 ; ring of Nekros, wand of wonder.
entirely in pig Latin) is a bag of tricks. description at area 9). On top of the Balatro, most powerful of the student
The belt on the wall peg is of tooled table, in addition to the other items wizards at the School of Nekros, has the
leather that has been marked with a noted, is a cage containing a pigeon. following spells memorized : chill touch,
series ofcircles ("male" and "female" cantrip ( x 4: grease, hairy, ravel, spill),
symbols) and is a girdle of femininity/ Sitting on the stool and leaning over
ESP, protection from cantrips, spectral
masculinity. While some of these items the table is a young, extremely hand, stinking cloud, delude, dispel
are hidden, many are deliberately left comely man in black robes . Although magic, feign death, contagion, poly-
unconcealed; Balatro is just waiting for his back is toward the door, he has
morph other.
someone to find them and use them! turned slightly to his right so that
you can just see the edges of his curly Willing to risk anything for a laugh-
The rat is Balatro's pet, and is named preferably at someone else's pain and
Twinkles (the name is carved into the black beard from where you stand .
Leaning against the table at which expense-Balatro collects strange and
studded leather collar) . Balatro will kill wonderfully tricky magical devices and
anyone who harms Twinkles . he is writing is a heavy metal staff.
To his right stands a man whose always goes armed with his wand of
Twinkles the rat: Int animal; AL N; wonder tucked into his belt. He has
AC 7; MV 15; HD 1/4 ; hp 1; THACO 20; shaved head is already showing a
shadow of hair. Resting on the stand- come to the School of Nekros to learn
NAT 1 ; Dmg 1 ; SZ T (1' long); ML 3; XP 7. such wonderfully amusing spells as
ing man's ears is a gold headband.
chill touch, feign death, and contagion.
9K. Origo's Room. In addition to One of his eyes is covered with a Extremely fond of casting cantrips, he
reading the standard description of a black patch. was almost expelled for using a scratch
student's dormitory room, add the The bald man is extending his spell on Mephista during a lecture . The
following: hand to the younger man (who is patch over his eye comes from playing
doing his best to ignore him) and at the peephole in the door to the twins'
Sitting on the stool, her back toward saying, "C'mon Impavidus, shake my room (area 3). He has no weapons aside
the door, is a young woman with hand! C'mon! C'mon! I promise it's from a rubber dagger and a collapsible
short black hair and broad shoulders . not loaded this time. C'mon-what tin dagger ; he insists upon fighting with
The sleeves of her black robe are are ya, scared or something?" only magic. The headband he is wearing
rolled up, and you can see black If you leave quietly, they might not is worth 100 gp.
tatoos of skulls snaking up her arms notice you.
as she sits writing with a white quill
pen on vellum . The younger man-whose looks are
indeed perfect-is Impavidus, a would-
THE SCHOOL OF NEKROS
10. Laboratory. by spell or weapon type; S 13, D 9, C 15, ing the staircase and have no difficulty
117, W 16, Ch 13; ML 12; XP 120 ; dag- with it. But each PC, walking on slip-
This 20'X 20' room is fitted out as a ger, ring of Nekros. Feralis, a 1st-level pery steps in darkness, must roll a dex-
laboratory. Long wooden tables are wizard specializing in necromancy, has terity check on 1d20 or slip and fall,
filled with beakers, vials, stoppered memorized the spells cantrip (warm) possibly knocking PCs below them off of
bottles, and lidded ceramic bowls . A and color spray. their feet (each PC below must roll a
locked, heavy iron chest sits in one While many students refuse to work dexterity check on 1d12 to move aside
corner of the room. in the laboratory with Feralis, Vado has in time) . A tumble down the steps is
chosen to do so as a test ofher bravery, good for 1-6 hp damage .
If it is between the hours of 2:30 PM . while the now-absent Sicarius (see area Unless she has been encountered and
and midnight, and if Feralis and Vado 4) does so because she embraces death. defeated elsewhere (the DM really
have not already been encountered (Note : There is a 10% chance that the shouldn't let this happen but should
elsewhere, add the following : experiment the two wizards are work- save her for this encounter), Mephista is
ing on will violently explode, doing 1-4 in the area at the bottom of the stairs . If
Sitting on stools, working together at hp damage from flying glass to every- she has been encountered, the DM could
one of the benches with their backs one in the room .) substitute a student (select a student at
to you, are two figures in black robes. Inside the chest are various gems random by rolling 1d12 on the Wander-
One is a slender woman with gray (diamonds, emeralds, rubies, sapphires, ing Monsters table, ignoring those who
hair and overly large ears. She is black pearls and quartz crystals), 1-4 of have been encountered elsewhere ; be
working with quick, nervous move-
ments. The other, a blond man still each type, grouped by type in neatly sure to give the student a good motive
in his teens, is visibly angry and tied black velvet bags. A further bag for being here!) .
holds a tiny grinding wheel, and its
cursing over a beaker that is emit- The passageway opens at last onto a
inside is dusted with mixed grindings
ting noxious green smoke . 80'X 50' rough cavern in which the
The woman, hearing the door open, from various gems . Like the other
things to be found in this room, these skeleton of a huge, 50'-long dragon-
calls over her shoulder, "Sicarius, is obviously unearthed long after her
gems are material components used in
that you? Come quickly! We need flesh rotted away-lies upon dis-
spell-casting .
your help!" The beaches and shelves hold a wide turbed soil. A wide crack in the ceil-
range of spell components including : bat ing near the base ofthe staircase is
The pair are two 1st-level students. fur, crystal beads, miniature shovels filled with large chunks of stone. The
The woman, Vado, began to study magic and buckets, tiny bells, rolls of fine skeletal dragon shifts slightly, and a
when her strength started to fail her silver wire, oranges and lemons, black thin trickle of dirt falls from it.
after a long life of crime . Prior to com- powdered paint, scraps ofred cloth,
ing to the School of Nekros, she was the feathers, glass rods, incense, iron dag- If the party has made a noisy arrival,
lover of a vicious bandit leader. So cal- gers, a small drum, candles, small Mephista is alert and ready for poten-
lous was Vado that she gladly went leather bags, chunks of bone, and ram's tial attack . If, however, the PCs have
along when he looted the village where horns. The jars and vials on the various the element of surprise, read the follow-
she grew up, all for revenge against the shelves hold: powdered bone, saltpeter, ing also:
townsfolk who teased and called her powdered gems, rotten eggs, bat guano,
"Mouse" as a child due to her overly A figure in black robes is bent low,
sulphur, blood, dung, clay, sand, lime,
large ears and quick actions . Vado has watching as the skeletal dragon
soil, powdered pineal glands, brass
many nervous gestures but has trained scratches arcane symbols into the
shavings, bitumen, spider webs, and
herself to be cold as steel underneath. floor ofthe cavern with a claw. Be-
honey.
Vado, student : AL NE; AC 9; MV 12; side the human is a piece of vellum,
W1 hp 4; THACO 20 ; NAT 1 or 2; Ding an ink pot, and a quill pen .
11. Lair of Flagros, the Red
by spell or weapon type ; S 6, D 15, C 12, Dragon .
116, W 16, Ch 6; ML 13; XP 120 ; two Mephista immediately attacks in-
daggers, ring of Nekros . A narrow, winding stair cut roughly truders who are obviously not part of
Vado, a wizard specializing in necro- into the rock leads deep into the the school . There is a slim chance, of
mancy, fights with throwing daggers earth. The stairs and walls are wet course, that fast-talking PCs with
that are strapped to her arms under her with seeping moisture, and a dull enough knowledge will be able to con-
robe. She has the following spells mem- roaring can be heard behind the wall vince her that they have come to apply
orized : cantrip (dampen), chill touch . on one side . It is possible to walk as new students . Otherwise, the battle
The man, Feralis, has a temper that only in single file along the stairs, is immediately joined, with Mephista
erupts at a moment's notice . A brilliant and you cannot see where you are seeking to protect the dragon at all cost.
alchemist even at his young age, his going. Mephista, dean of the School of Ne-
concoctions often fail due to his impa- kros: AL NE ; AC 10; MV 12; W18; hp
tience . At all times he carries two po- The narrow, sometimes low-ceilinged 33; THACO 15 ; NAT 1 ; Ding by spell or
tions of extra healing, necessary for stairway has been made more menacing weapon type; S 9, D 12, C 9,118, W 17,
when his experiments go awry. by a series of permanent darkness, 15' Ch 9; ML 16; XP 12,000 ; dagger, scarab
Feralis, student : AL NE; AC 10; MV radius spells cast along its length . Mor- ofprotection, pipes of pain, ring of suste-
12 ; W1 hp 7 ; THACO 20; #AT 1; Ding phias and Mephista are used to travel- nance, ring of Nekros, ring of spell stor-
DUNGEON 69
as 19th-level warrior, immune to fire
and heat ; MR 55% ; SZ G ; ML 18 ; XP
21,000 ; MC (Dragon, Red, with changes
due to skeletal form) .
Due to her exceptional intelligence
and memory, Flagros is able to use her
claws to scratch out instructions that
enable Morphias and Mephista to learn
and use the spells that the dragon once
knew . Because these spells are ancient
and not currently in circulation among
wizards, this information is extremely
valuable to the twins . They have sworn
an oath to use Flagros's air to flesh spell
to restore her body to her once she has
taught them an agreed upon number of
spells .
While Flagros does not take her pact
with the twins seriously, she does need
them to restore her fully to her original
form through the air to flesh spell she
has taught them . Thus, she is careful
not to annoy or attack either the twins
or their students. Only after she is a
fully fledged red dragon once more will
she betray them-after all, it was hu-
mans who stole her treasure, wasn't it?
If Mephista is killed and the PCs
stand a good chance of defeating Fla-
gros, read the following :
school fill up with water, any light, destroyed as the skeletal dragon claws Nekros, they will presumably want to
loose items are swept away to turn up her way up through it and the river return to Willow Whisp to announce the
later downriver. water rushes in. successful conclusion of their quest . The
Any inhabitants of the School of Ne- Of course, the survivors might bear a DM should roll as usual for wandering
kros alive at the time Flagros claws her grudge against the party and might monsters in forest . There is a 50%
way to the surface take damage and eventually return (once healthy and chance that any of these random wilder-
risk being trapped and drowned as able) in subsequent adventures to take ness encounters along the way back to
described above . Those who survive this their revenge upon the PCs . Willow Whisp is with a lone survivor of
damage can also crawl up to the sur- Should the PCs be defeated by the the School of Nekros (determined at
face. Should they have the strength, inhabitants of the School of Nekros, random from a DM-generated list of
surviving necromancers may attack the they will be taken prisoner and stripped survivors).
PCs in the rubble scattered across the of all valuables . The unlucky will be Back in Willow Whisp, the party will
graveyard . Most, however, will flee ; killed and raised over and over again in be welcomed with joy and much celebra-
there is a flat 75% chance that each practice sessions by students. The lucky tion. The halflings reward the party
survivor simply turns and runs as soon ones (those with a kind DM) will instead with a grand feast of whatever the re-
as he is above ground . be subjected to one year's imprisonment maining halflings can scrounge up
as a living skeleton, then upon release (including several very fine bottles of
Concluding the Adventure will suffer erasure of all knowledge of wine). The PCs are also each given a
that year through a brainkill spell. "key to the city," made by the village
Driving Flagros away and mopping up They will then have their flesh restored blacksmith, that identifies them as
the remaining evil wizards will effec- and will be blindfolded, taken some friends of all halflings. Finally, the
tively accomplish the goal ofthis adven- distance from the school, and released adventurers are offered a "perpetual
ture. The twins (if they survive) will to wander without equipment or weap- welcome" of one month's free food and
follow Flagros, Meresger will follow the ons in the woods below the bluff. lodging per year in Willow Whisp for
twins, the surviving students will scat- Whatever method the PCs use to the rest of their lives. S2
ter, and the school itself will have been defeat the inhabitants of the School of
Museum Replicas
Limited
P.O . Box 840 AHI Conyers, GA 30207
Name
Address
city
State Zip
DUNGEON 71
Fill out and mail the subscription card in this issue .
Advanced Dungeons & ',) ons fortress and its inhabitants; a dramatic,
Game Accessory 2nd Edition --r - full-color poster ; detailed maps and
Now your campaigns come to life with legends-and over 150 3-D fold-ups far
"SR's first-ever 3-1) castle set . - creating your own stronghold .
Compatible with all AD&D® worlds, this
new boxed set includes three spectacular Also experience the thrill of conquest
castles-one from the FORGOTTEN with the huge BATTLESYSTEM Rules
REALMS"" setting, the and new campaign scenarios for each
DRAGONLANCE® and the GREYHAWK® adventures And that's just the beginning! castle setting. The Castles Set contains a
"King's Ransom . i n products
and accessories . Find it
Each castle includes a 48-page handbook at a hobby shop near you!, R In
er of a
Explore th o f . . ;
you search " treasure . your pow
creatures A warf, elf, warrior magician,
forces o e d the treasu , win the gar
Start jo ney today. The D NGEON!®
your
M
to the shelves of a toy or hobby store;
TMdesignates trademarks owned by TSR. TSR, Inc.
© designates registered trademarks owned by TSR :
1989 TSR, Inc. All Rights Reserved .