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Companion Game Adventure

Test of the Warlords


by Douglas Niles

TABLE OF CONTENTS

PROLOGUE: HOW TO RUN THIS ADVENTURE


What is a campaign adve nture ............................... 2
H ow 10 use this adventure ................................... 2
THE SETTING: OUTLINING NORWOLD AND THE EMPIRES
The Sett ing Competing empires . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Nc;rwold terrain types ............•. . ....................... 4
Norwold climate. . . . . . . . . . . . . . . . . • . . . . . . . . . . . . . . . . . . . . . . . . 6
Trade routes and resources . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Norwold cities . . . . . . . . . . . . . . . . . . . • . . . . . . . . . . . . . . . . . . . . . . . . . 6
Special geographical features . ........ . ...................... 7
Nonplayu
C haracters NONPLAYER CHARACTERS : INTRODUCING K I NGS & LORDS
Established characte rs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Com peting characters ...................................... 10
Editor: T im Kilpin
LAND GRAB: B.E GINNING THE ADVENTURE
Cover Artist: C lyde Caldwell
Selling the stage ... ... .. . ..........................•....... 12
Interior Artist: J eff Easley Getting the characters to Norwold ........ . .......... .• ....... 12
Graphic D esigner: R uth H oyer Land Grab
T he spring festival .. . .................. . ................... 12
M aps: D iesel Establishing dominions ................. . ..... • ..... •. ...... 12
Campaign time scale ..................................... . . 13
D1Aribu1cd to the book lradc by Random HouK. In( . and in Can·
a.da by Ra ndom H ou.ic or Canada, Ltd Oi11t1butied to th~ toy and MAJOR EVENTS: BRINGING DOMINIONS TOGETHER
hobby induJtry by regional distributors. Dit trlbutcd in thr Unitro T he royal wedding .............................. . ..... . ... . 14
K;ngdom by TS R (UK ) Lld
Major E ven ts Raiders in the snow . ................... . ................... 16
O U NC EONS & DRAGONS and D&D arc rtgmcml trad<muks
own<d by TSR , In< NORWOLD ENCOUNTERS: EXPANDING THE CAMPAIGN
0 1984 TSR . Inc. All Righu Rncrv<d Primed in U .S A Encounter l: T he ruins of Alino r ... . .... . ................... 18
This adveonturr 11 pro1cntd under 1hc copynghc l•ws o l 1hc UmLCd Encounter 2: The dungeon of Kw yll ............ •.. ... , ....... 20
Stt lt1 or A.tnc.nca Any reproduction or other una:uthon~ \IK or
1hc m:.c<'rilll ur • rtwo1k f>Unlluncd hcn:m is pfoh1bitn;I w11hout thc- Encounter 3: R evenge o f the mountain clan ................... 22
c-xpr<"J wnucn pcrm 1t1ion orTSR. Int' Encounter 4 : Barbaria ns' ba ttle .. . .......... . ........... . .... 23
Norwold Encounters
Encounter 5 : T he c rones o f Crystykk ....... .. ................ 24
TSR, Inc. TSR (UK) Ltd. WAR OF THE CROWN: RUNNING CAMPAIGN BATTLES
POB 756 The Mill, Rathmore Road
The ba11le forces .... . . . . . ...... . . . ... .. . ... ..... . ..... . . . .. 28
Lake Geneva, Cam bridge CB14AD
WI 53 147 United Kingdom Events of the Thyatian invas io n ..............................28
Running the war of the crown ............ . .................. 28
War of th e Crown EPILOGUE: CONTINUING THE CAMPAIGN
Scenari o J : Dominion conflicts .............................. 30
Scenario 2: Dragons of the Wyrmstceth ................ .. ..... 30
Scena rio 3: The giants of Frosthavcn ......................... 30
Scenario 4: Test of the cro nes ....................... . ........ 30
TSR, Inc. Scenario 5 : Beyond No rwold ... . . ..... .. .. . . . ..... . ......... 30
' Epilogue Random encounters .......................... . ............. 3 1
LIST OF PLAYING AIDS
Players' Map: Norwold . .. .. .. . .. .. .. ... .. . . . ... . .. ins ide cover
DM Map 1: World Area . .. . . . .. .. . . . . . .. . . .. .. . ..... . . . . . . . 3
DM Map 2: Norwold ... .. .... . ....... .. ........ . ......... . 5
DM Map 3: Ruins of Alinor . ... . . . .... . .. .. ... .. .. . . . .... ... 18
DM Map 4: Dungeon of Kwyll ... .. ... . .. .. ... . .... .. .... .. .20
DM Map 5: Home of the Mountain Clan . .. .. . . . .. .. . . . .. ..... 23
Random Encounter s Table . .. . .. .. . ... .. . ... .. .. ... ... . .... . 31
Blank h ex-grid sheet .. .. .. .. . ... . ...... .. ... . . ... . . .... . ... 32
Prer olled Characte rs .... . ... . ....... . ... . ... . .... . outside cover
ISBN 0-88038-116·7 9117
PROLOGUE: HOW TO RUN THIS ADVENTURE

With the fall of the Black Eagle Barony and dominions, the adventure should provide may bring the characters into the campaign.
its allied forces, the seuled lands of the conti- enough excitement to last 12 to 15 game ses- Details on how to set up character dominions
nent are now peaceful. Most of the land's sions. are also given .
dungeons have been plundered, and mon- No less than an entire kingdom is at stake Major events: This section describes two
sters have been driven from all but a few of in this adventure. Although Norwold is little major events that take place in Norwold dur-
the civilized dominions. Prosperity reigns more than wilderness when the adventure ing the adventure.
throughout the land now, which is just how begins, its value becomes apparent when Norwold encounters: This section outlines
the rulers want it. The government is stable, explorers return to tell of its sheer vastness five major scenarios that may take place dur-
and day-to-day life is routine-. Prospects for and its valuable natu ral resources. The wide ing the adventu re.
adventure, however, are minimal. open spaces of Norwold become even more War of rhe crown: This section lists the
Then comes word from the north: the valuable as the population of the civilized war machine statistics for all forces involved
empire of Alphatia has claimed the vast lands lands to the south explodes. in the war for control of Norwold. Major
of Norwold, and has appointed a king to rule Characters in this adventure compete with events of the war and key strategies are also
over those lands. This monarch is in need of several high-level NPCs, who arc also inter- given.
steadfast characters to administer the man y ested in claiming dominions in Norwold. As Epilogue: This section lists possible sce-
d ominions that may be carved from the wil- choice pieces of land are taken, much of the narios for continuing your campaign in
derness of Norwold! adventure's conflict should come from the Norwold. A list of random encounters is also
interaction between the characters and these included .
TEST OF THE WARLORDS is a campaign
N PCs.
adventure designed for use with the D&D•
Several events and encounters occur dur- Adventure maps
Companion Set rules. Two to ten player char-
ing this adventure's time frame. Some of
acters oflevel 15 or higher may participate .i n Players' Map: Norwold is shown on the
these events require characters to work
the "land grab" as Norwold is partitioned inside booklet cover. Show this map to the
together to reach a common goal or defeat a
into dominions. F<1r those characters who do players when their characters begin claiming
common enemy. Of course, this strange, new
not wish to claim a dominion for themselves, their dominions. You may draw the charac-
land is home to more than a few monsters!
plenty of other adventures await in the fledg- ters' dominions on this map, but be sure to
Finally, characters must help to determine
ling states of the new kingdom, as Alphatia is use pencil. The borders could change for any
the very fate of Norwold. If characters claim
not the only empire casting a covetous eye number of reasons!
dominions in Norwold, they must swear
toward the potentially wealthy lands of DM Map 1: World Area shows the rela-
fealty to the land's king, who has been
Norwold. Secret emissaries have a rrived tionship of the empire of Alphatia to the
appointed by the empire of Alphatia. To the
from the southern lands of Thyatis, and arc empire of Thyatis. If you compare this map
south, the empire ofThyatis plots to take the
moving among the folk ofNorwold, gaining a to the large area map in the D&D$ Compan-
rich lands of Norwold for itself. Thus, the
sizable following of their own. ion rules, you will be able to place the two
mighty forces of two great empires are drawn
The fate of this sprawling land, and of the empires into their proper positions relative to
together in a bloody war to determine who
people who make it their home, will be the maps provided in the D&D$ Expert rules.
wiU rule Norwold.
decided by those who succeed at the Test of DM Map 2: Norwold is your copy of the
the Warlords. players' map of Norwold. This map shows
How to use this adventure areas that the characters may learn about
This adventure is divided into several major only by exploring.
sections. Unlike most adventures, you can- DM Maps 3-5 coincide with three of the
not simply progress from one section to the Norwold encounters.
next as the characters run the course of the A blank hex-grid sheet is also provided on
What is a campaign adventure? adventure. Each section contains important p. 32 of this booklet. Make photocopies of
information that should be used throughout this page and give each player several copies.
This advenrure may be a litlle different from
the various event.s and encounters. Also, you Each player should map out his character's
others you and your players have used. Test
may use the settings and characters in this dominion on these sheets. You may also want
of the Warlords does not concentrate on a sin-
adventure co expand your D&D• campaign to use extra hex-grid sheets to make detailed
gle scenario. Rather, this adventure should
world. maps of Norwold where specific battles are
serve as a framework for a D&D• Compan-
ion-level game. taking place.
Adventure sections
Several dungeon and wilderness encoun-
ters are featured in this adventure, but much The setting: This section outlines the lands
of the adventure's development depends on of Norwold, its terrain types, climate, eco-
the characters' actions, such as claiming nomics, and major cities. This section also
dominions, establishing strongholds, and details the empires of Alphatia and Thyatis,
interacting with other characters and non- and explains the nature of the empires' rela-
player characters. tions.
If you run only the encounters detailed in Nonplayercharaccers: This section details
the Norwold Encounters section, this adven- the adventure's major nonplayer characters.
ture should last 5 to7 game sessions. If, how- Statistics and a brief personality profile are
ever, you use this adventure to develop a given for each .
campaign in which characters may claim Land grab: This section outlines how you

2
PROLOGUE

Player characters acters for this adventure, you should use at for the characters as they make a routine
least one of the prerolled characters as an journey through some area of Norwold.
This adventure is designed so that you may
NPC aligned with the characters. Not all of these encounters need put t he
run virtually any number of characters
characters in combat. C haracters who have a
through its encounters and events. You may
Random encounters great deal of experience should have some
have a great deal of trouble running one char-
appreciation of the value of a good friend, as
acter through the adventure, although it is A list of random encounters that might occur
well as a vanquished foe . In these "easy"
possible. Running 10 to 15 characters might at different points during the adventure is
encounters, characters should gain experi-
prove difficult as well. Ideally, you should try given on p. 31. Obviously, checking once per
ence points for establishing alliances or help-
to have from three to eight characters for this hour or even several times per day would be
ing those in need (depending, of course, on
adventure. inappropriate for this type of campaign
alignment).
A list of eight prerolled Companion (high) adventure.
When you decide to use a random encoun-
level characters is provided on the outside The timing of the random encounters is left
ter, determine the type of terrain in which the
booklet cover. Your players do not have to use entirely up to you, based on you r sense of
encounter will occur. A modified die roll is
these characters if they don' t want to. They drama. If the adventu re is moving along rap-
given at the top of the Random Encounters
are given as options for players whose charac- idly, and if the characters are keeping busy,
Table for each terrain type. Find the die roll
ter level is not yet high enough for a Compan- you may not need to introduce a random
resuh and the corresponding encounter on
ion level adventure, or for players whose encounter for many "months." On the other
the table.
characters may have had an "unfortunate hand, you may wish to inhabit the charac-
accident." ters' dominions with challenging monsters or
If you have a small number of player char- NPCs, or you may wish to throw in a surprise

DM Map 1:
World Area

Areas claimed
by the empire
of Alphada
1111!1
Areas claimed
by the empire
of T hya1is

3
THE SETTING: OUTLINING NORWOLD AND THE EMPIRES

Thyatis background
This empire is much younger than Alphatia.
Actually, it is little more than a century old.
The e mpire has spread rapidly outward from
Thyatis, its capital city. It now encompasses
several large islands off the southern coast of
the continent.
Unlike Alphatia, Thyatis has developed
upon a 1riad of powers. The theocratic, ~agi­
cal and military elements of the empire all
sh;re the responsibilities of problem solving
and policy development.
Thincol the Brave is currently the empe ror
A large continent lies in the northern hemi· ofThyatis. He is a 36th level fighter who has
Competing empires been known on many occasions to be cruel
sphere of the D&D* world. T he largest single
region on this continent is Norwold. Two major empires are competing for power and merciless. He does, however, possess a
Norwold lies to the north of the land shown keen soldier's mind that has allowed his
in Norwold. T he empire of Alphatia has
on p. 33 of the D&D* Expert rule book. To already established a kingdom in the area, empire to hold its own against the mighty
see how the Expert map relates to Norwold, legions of Alphatia.
and is actively seeking to develop firm control
line up the coastline near the bottom left cor· Many historians attribute Thyatis' rapid
over the region. The empire of Thyatis is
ner of the map shown on this adventure's growth to its leaders' fabled capacity for
alarmed by this development , and is deter·
inside booklet cover with the coastline at the mined to disrupt the expansion of the Alpha- greed and trickery. Although several of Thy·
top of the Expert map (near the Heldann tian empire. atis' territorial battles appear to have been
Freeholds). If you want to see more of the fought on the field of honor, many more, his·
These two empires have come into conflict
Expert/Companion world, you may line up torians agree, were won through treachery
over territory ill the past. DM Map 1 shows
the players' map with the map shown on p. and deceit.
each empire's areas of control. The areas
16-J 7 of adventure XJ , "The Isle of Dread." where the two empires overlap are currently
Relations between the two empires
being contested.
Alphatia and Thyatis have rarely met to dis·
Alphatia background cuss their territorial differences. More often,
the two empires clash in minor wars, fought
Alphatia is the oldest empire in the world. It
is located on a massive island off the eastern chiefly in outlying areas (the two empires
consider Norwold an outlying area). Neither
coast of Norwold. The empire built its power
on a solid foundation of magic. No fewer than empire has made a concerted effort to ~ipe
the other out, since the resources and nsks
I 000 36tb level magic-users make up this
e:npire's ruling council. Reliance on ~agical
involved in such an undertaking would
severely restrict the possibility of victory for
abilities and complete confidence m the
overwh~lming superiority of these abilities, either side.
Alphatia has won most of the skirmishes
are the hallmarks of Alphatian power.
between the two empires, because of its
King Ericall is the second son of the cur·
potent magical abilities. Thyatis has, how-
rent Empress of Alphatia, Eriadna the Wise.
ever, prevailed on occasion.
Eriadna has granted Ericall all of Norwold as
Each empire places active spies and agents
his dominion , and has given him the freedom
in all of its rival's lands. Agents from the
to develop and rule the kingdom as he see~ fit.
empires have even penetrated each other's
After a decade or so, Eriadna expects Encall
ruling councils.
to begin making substantial tax payments
Overall, these two empires have achieved a
from Norwold into Alphatia's coffers.
delicate balance of power. The weight of this
balance may gradually shift from decade to
decade, but it is unlikely that either of the
empires will be able to destroy its foe for a
long time to come.

N orwold terrain types


A variety of terrain types covers the land of
Norwold. Most of these types are shown on
the players' map. Consider unmarked hexes
to be forest, as this is Norwold's most com-
mon terrain type.

4
THE SETTING

Mountains
~
_..
..
~
Two huge mountain ranges make up the '§
spine of the subcontinent. The Final Range
runs parallel to the southeastern coast of
Norwold. It is situated about 200 miles
.
0 N"""
~0 .. x
.=:
inland. The range took its name from ancient
explorers who thought it represented the far
edge of the world.
z u
<i
,.x
The other range in Norwold is even greater C'4
than the Final Range. It runs north and south c..
Ill
along the kingdom 's western border. Barbari-
ans and savages refer to it as the lcereach ~
Range or White R ange, but the new govern-
~
ment has not officially explored and named
~
the range.
The mountains of Norwold are towering
pinnacles of rock that dwarf the summits of
the renowned Altan Tepe Range, which lies "'~
;:s
far to the south. A number of peaks in the
cent ral regions of the Final Range reach 8 ex:0
p..
;::: u
18,000 feet above sea level, while at least a
dozen peaks in the lcereach tower over
..c:
~
"
F
<II

24,000 feet high.


Many peaks in both ranges are snow-cov-
ered all year long. In the upper reaches of
~/
both ranges, huge glaciers sprawl outward.
The ice in these areas has not melted for thou-
sands of years. .,
Trees grow in the lower mountain valleys
as far north as the Great Bay. Mountainous Q
"
·;;
0
areas north of the bay are barren of trees. No ...0 c
<II
..c:
trees grow at altitudes higher than 8,000 feet. -;;;• v
~
Where a mountain hex on the players' map ~ ~ ::E
.
is adjacent to a clear hex, assume that half of
the mountain hex is made up of"foothills" -
long, gradually risi ng ridges of rock that lead
to the mountains.
' <J.,u~
,,

Hills
0......
Dense forests cover most of the hilly areas in >- c

.,..>
<II ·~
Norwold. Pines and other evergreens are the co
...... c
predominant forms of trees. Lakes and clear- u ;:s
-"'
:!I
0
ings dot the hills, and flowers and herbs are ...J ~ ~
common in the thick meadows.
Bogs and marshes fill some of the low spots
on the hilly terrain. lf characters drain these
areas, they have ideal farmland. Any druids
..~·1·
<~~: ·~
, ... x ~

in the area take grave exception to such eco-


logical tampering, however!

Marshes
c "O
0
These areas are simply wet lowlands, and are ""§ 0...... ..c:
unsuitable for development . No permanent ·o..., t:
0
;a
structures could stand in these areas. There is C) 0.. 5
a 20% chance, however, that a marsh hex
contains small areas of higher ground large @@ @

enough to hold a small village. Nevertheless,


marsh areas are definitely not prime real
estate.
The nearby rivers and lakes flood the

5
THE SETTING

marsh areas each spring, covering all but the wide) and several streams drain each hex on run your campaign. You may want to use
highest ground in 2-8 feet of water. The the map. severe weaiher (torrential rains, droughts) as
marshes freeze in winter, and characters may Feel free to add to the waterways marked plot twists.
cross them during this time. Consider all fro- on the Norwold maps. Rivers may make use·
zen marshes as plains. ful boundaries when characters establish or Trade routes and resources
contest the size of their dominions.
Forests DM Map 2 shows several Norwold trade
Lakes routes. Characters may discover and mark
Forests cover most of the land in Norwold .
these routes on their own map, but they
Evergreens are the only types of trees that As with rivers, only the major lakes are
should not be aware of these routes at the
grow in the northern forests, while broad shown on the Norwold maps. Since so much
start of the adventure.
stretches of oak, hickory, maple, elm, ash, of the land of Norwold is wooded and rainy,
The onJy civilized areas in Norwold when
fruit, and other ha rdwood trees mix with the smalJ lakes dot much of the land (at least one
the adventure begins are Alpha and the five
evergreens in the southern forests. per hex in the south, as many as a dozen per
hexes that surround that city; the demi-
Many different types of woodlands may be hex in the north).
human strongholds; Landfall; Oceansend,
found in a single forest hex. In many places, All of the inland lakes are freshwater lakes.
and the coastal hexes on each side of that port
old and giant trees stretch towa rd the sun. The mountain lakes are very deep, while the
city.
These trees are incredibly wide, and stand flatland lakes arc sha.llow.
Dominion resources are explained in detail
several yards apart. The underbrush in these
in the Companion rules, although some sug-
areas is sparse, so characters may travel
gestions for calculating resources are given
through the areas easily. In other areas, the
below:
trees are younger and weaker. They do not
Most mountain resources are mineral in
screen sunlight from the forest floor, so the
nature.
underbrush in these areas is dense. Travel
The most common mineral resources in
through these areas is difficult. You may
hilly areas are tar, clay, coal, and stone.
alternate between the two types of forest ter-
Besides the obvious wood and timber
rain, depending on the pace of the adventure.
resources in forest areas, the main resources
When characters move through thick under-
in these areas are animal or vegetable in nat-
brush, you may cut their movement rate in
ure.
half.
Tundra areas have only a 30% chance of
Several meadows may break the growth in
holding a resource. A tundra hex never holds
a forest hex. These meadows may actually
more than one resource, and that resource is
seem more like prairies, since some of them
never anima.I in nacurc.
stretch for 5-10 miles.
Gently rolling dirt makes up much of the
land in these forest areas. Low hills are fairly N orwold cities
common.
Alpha, the king's city
Tundra This sprawling community numbers some
30,000 residents. More than 60,000 farmers
This flat, wet land exists only at the extreme
live and work in the civilized regions nearby.
northern end of Norwold. The tundra is a
Blessed with a splendid deep-water port,
region of terrifyingly severe winters and
soggy, muddy summe rs.
N orwold climate Alpha boasts a bustling waterfront. Ships
carrying imports from other parts of the con-
Herds of grazing animals cross the tundra
Norwold is a northern temperate region hav- tinent. as well as from the empire of Alphatia,
during the pleasant months , stalked by an
ing four distinct seasons. Each of these sea- arrive at least once per day. Ships carrying
occasional predator. All but the cold-loving
sons lasts approximately three months. goods from all of Norwold sail from this port
creatures abandon the tundra in winter, how-
Seasons in the southern part of Norwold are almost as frequently. A large fishing industry
ever.
less severe than the seasons in the north. based here provides food for much of the city
During the summer, 10-40% (1d4x10) ofa
Precipitation is common in Norwold, and and jobs for many of those living on the
tundra hex is covered by ponds, and wide,
comes in the form of snow in winter, and rain waterfront.
shallow lakes. Fish are not common in these
in summer. During the spring and fall, the The farms that surround Alpha are very
bodies of water, but huge swarms of insects
precipitation may come as either rain or snow prosperous. The soil, deposited by a glacier,
usually are.
(50% chance, modified plus or minus 30% is rich loam, and the farmers are a hardy,
based on the location of the specific reg ion, industrious folk . Many of them have lived on
Rivers and the time of the season-late spring, late and farmed this land for generations. As a
Only the largest ofNorwold's many rivers are fall , etc.). group, the farmers have welcomed the arrival
shown on the players' map. Those rivers that Some form of precipitation falls every four of King Ericall and are happy to be members
are shown may be 1-4 miles wide a1 any given days. Of course, a thunderstorm or snow- of an established form of government.
spot. For the most part, these rivers a re too storm may last much longer than one day. AJpha was erected on the ruins of an
deep for wading. Also, a dry spell might lase for weeks. Use the ancient fortress, utilizing some of the old for-
Assume that at least one river (50-200 feet four-day figure as a rough average when you tifications in its construction. All areas of the

6
THE SETTI NG

city are heavily fortified. Up to 10,000 people There is a 10% chance per turn that any access to their docks, and since the residents
may take shelter in the fortress, which still stranger visiting Landfall is robbed. The thief could live on seafood almost indefinitely, an
allows access to the harbor. Walls surround would be the same level as his victim, and he attack by land would have little chance ofsuc-
the entire city and represent a formidable tries to take as much as he can. Once a visitor cess.
obstacle to any foe. is cleaned out, or once he has foiled three rob-
King Ericall's palace stands on a hill in the bery attempts, the thieves leave that visitor
center of the fortified zone. Although foun· alone. Special geographical features
tains and gardens adorn the structure, the Landfall's defenses are woefully inade- Arch of fire
palace's high, thick walls, and numerous tow- quate. Lernal lives in a large, poorly built
Two volcanoes are located near the lcereach
ers give testimony to the fact that its main wood mansion, and the rest of the city is
Range. They stand 75 miles apart. A unique
purpose is defense. devoid of any stone buildings or fortresses. If
phenomenon connects the two volcanoes: the
The palace covers a huge area of Alpha. It a military force threatens Landfall, most peo-
northern volcano is an inflowing vortex from
is made up of dozens of buildings, all located ple react by setting sail for the open seas or
the plane of fire, and the southern volcano is
inside the wall. Fireplaces are common in all running for the hills.
an outflowing vortex to the same plane.
of the buildings, making the palace comfort- Poor farms and small villages are scattered
Thus, the two volcanoes form a towering
ably warm even in the dead of winter. Hun- throughout the land that surrounds the city.
" arch of fire" that flows from the north vol-
dreds of guestrooms, and dozens of kitchens Old sailors inhabit most of these villages.
cano to the south volcano.
and dining rooms ensure that many visitors Many of the other settlers are outlaws hidi.n g
The arch of fire is visible up to 72 miles
can be comfortably attended to at one time. from the justice of more civili~ed parts of the
away (3 hexes) at night, and up to 48 miles
Funds from the empire of AJphatia helped world.
away by day. The arch reaches a height of 6
pay for the palace, which took 10 years to
miles in its center, and forms a tube roughly
build. The palace's Grand Ballroom is con· Oceansend, free city
300 feet in diameter.
sidered one of the masterpieces of architec·
This heavily fortified community has not yet The hexes containing the two volcanoes
ture in the civilized world.
agreed to join in declaring allegiance to King are true wastelands of fire . The land that sur·
The peninsula on which Alpha is located is
Ericall. Oceansend is a thriving, vibrant city rounds each of the volcanoes is relatively flat,
cut off from the rest ofNorwold at its neck by
that is much older than either Alpha or Land· and is crisscrossed by flowing rivers of lava.
a rugged stretch of mountains. This pass,
fall . Its people are generally wiser in the ways Huge lakes of fire lie at the bases of the volca·
known as Regent Pass, is the only gap
of dominions, and are reluctant to join any noes.
through these mountains. A small garrison of
newly created kingdoms. Many small cave mouths dot the rocks that
500 of the king's guards stands watch over
Nearly 20,000 people live in Oceansend. surround the mountains. Although most of
this pass.
Demi-humans make up a large proportion of these openings lead nowhere, some do con-
the population. There are at least 3,000 nect to fissures deep within the earth. Rush-
L andfall , pira te's h aven
dwarves, 2,000 halflings, and 500 elves living ing gouts of steam occasionaUy scald these
This dirty city is little more than a collection within the city walls. All of the inhabitants caves. Fire giants, red dragons, and a host of
of squalid huts and sleazy dives. Somehow, are very loyal to the ruler of the city, Kjng other heat-loving creatures occupy many of
10,000 people survive in these filthy sur- Yarrvik the just (see the Nonplayer Charac- the caves.
roundings. If characters are looking for an ters section for a description of this king). The most fearsome residents of these val-
item or person of seedy nature, chances are Anyone who tries to subvert the city's ruling leys oflava are the huge bands offire elemen-
they can find it here. structure is likely to incite a riot in support of tals. The elementals spend a great deal of
King Ericall has already appointed Lerna! the king and his family. time on this portion of the prime material
the Swill, his demented half-brother, as lord Another 20,000 people live in the country· plane, because it reminds them so much of
of this dominion (see the Nonplayer Charac- side that sur rounds Oceansend. Most of these their natural habitat. If the elementals
ters section for a description of this wretched people live on prosperous farms or in small encounter characters in these areas, they
gentleman). Lerna! pays the king 40% of all villages within 50 miles or so of the city. Each either slay the characters immediately, or
of his tax income, so Ericall allows Lemal to of these villages keeps a well-trained militia they carry them off to the plane of fire for an
rule this vile place with a fairly free hand. Eri- (troop class: good). These villagers are very uncomfortably warm period of imprison·
call does not know that Lernal reports less loyal to the Oceansend government. ment. The elementals do take care to see that
than half of his tax earnings. Well-traveled trade routes lead west from their prisoners are protected from some of the
Landfall is often a port of call for ships Oceansend to some branches of the Final more extreme features of their environment,
journeying north to Alpha, so there is a Range. Small dwarven communities near the however.
chance that the characters stop here before mountains trade metal items for the produce Wormholes lead out of many of the caves in
they see much else of Norwold. This first and imported goods from Oceansend. A these areas, and empty into the vor texes that
impression should be a strong one. staunch alliance exists between the mountain flow into and out of the plane offire. All of the
The dirty, ramshackle docks of Landfall dwarves and the city. If invaders attack either fire elementals' caves featu re these worm·
mar the shore of a once placid bay. Screams area, the one group invariably comes to the holes.
and cries ring through the streets frequently, defense of the other. The dwarves can muster
attracting little notice other than the occa· some 1,000 troops. T he city can call up Whirlpool
sional turned head. around 6,000 troops.
This churning mass of water fills an entire
The Thieves' Guild is the true ruler of Consider the entire city of Oceansend a
hex in a bay along the northern shores of
Landfall, and any thieves who would practice fortress. Even if attackers invade the city by
Norwold. The water surface in the bay is
their craft here must deal with the Guild very land, Oceansend residents would still have
choppy and unpredictable. A strong current
soon after arriving.

7
THE SETTING

(90 feet per turn) pulls toward the whfrlpool, year. Characters would find this an extremely Nearly all of the caves in the Wyrmsteeth
which is in the center of the bay. dangerous place in which to live. Range are d ragon lairs. A large cavern might
The whirlpool is actually an elemental vor- The frost giants are right at home, how- be the home to as many as 20 serpents. Trea-
tex that flows from the prime material plane ever. They live in a number of huge caverns, sures are also plentiful in these caves. It's safe
to the plane of water. The whirlpool spirals which are carved into the ice of the living gla- to say that, somewhere in the Wyrmsteeth
downward until the water reaches the vor- ciers. A complicated series of ice tunnels con- Range, characters could find at least one of
tex- about 200 feet below the surface-and nects most of these caves. Some 6,000 frost every magic item and type of treasure listed
then flows out of the prime material plane in a giants live on the island; 2,000 of them are in the D&Dqp Basic, Expert, and Companion
foaming rush. warlike males. rules. Small dragons have unusually small
Several water elementals live in the bay, In the dead of winter, ice connects Fros- treasures, however, since their huge and large
and are accompanied, in winter, by the occa- thavcn to the shores of northern Norwold. At brethren get most of the good stuff. To deter-
sional hydrax. Characters who venture onto least once every 5 years, a huge band of frost mine how much treasu re a small dragon has,
the bay are attacked by a band of water ele- giants crosses this ice to raid Norwold. The divide in half the amount given in the Com-
mentals. The creatures try to abduct the raiding party usually includes 2,000 giants; panion rules for large dragons.
characters and carry them to the plane of the giants split up into smaller groups if they
water. do not meet resistance. Once the giants have Foresthomes
crossed the ice, they spend most of the winter
Several dozen elven communities (known by
Clanholds of the small folk raiding various areas of Norwold. They usu-
various explorers as "Foresthomes") thrive
ally go no further south than the Great Bay,
An " H " on the players' map marks the loca- i.n the forests of Norwold. Neither the king
and they try to cross the ice back to Fros-
tion of a clanhold. Each clanhold shown on nor his agents are aware of these communi-
thaven by early spring.
the map represents a halfl ing clan . Each of ties, so they are not marked on the map. You
The frost giants' vast treasure horde lies
the seven communities is different and has its may place an elven village wherever you
deep in the passages of the mightiest glacier
own leadership and crucible of black flame . wish, as long as it fits in with the surrounding
in Frosthaven. You may arrange to have
The fact that all of the clans are located close terrain.
characters hear tales of the giants' great
to each other has encouraged the halflings to Each of the communities is home to 200-
wealth. If the characters search for the trea-
develop together, however. 1,200 elves. When necessary, each commu-
sure, they must pass numerous caves full of
The stronghold of Leeha is the clans' cen- nity can call up a fourth of its members to
giants, as well as hundreds of the giants' pets
tral gathering place. The stronghold is form a military force . Elves are usually not
(polar bears and wolves), to reach the giants'
located near the White Bear River. The half- pleased to see more humans arriving in their
treasure vault. The vault holds at least 4 mil-
lings have excavated huge warrens along the area, but they are wise enough to see that
lion gp in coins, gems, and jewelry.
riverbank, so that the members of all the using force to resist the humans would be
clans may stay in Leeha and have a safe roof futile . The elves do not become involved in
Wyrmsteeth range wars between humans, but they do lend their
over their heads and a warm fire before their
feet. This mountain range lies to the northeast of support when the enemy is an invading band
Each individual clan numbers from 700 to the Final Range. No civilized beings live of monsters or other evil creatures.
1,200 halflings. A total of6,500 halflings lives there, because it is the home of nearly 1,000 Most of the elven communities exist in
in the seven communities. The halflings can dragons. The range is named for the appear- areas where the trees are a mixture of ever-
muster a force of 1,500 warriors in times of ance of the peaks. If characters view the greens and hardwoods. Some elves build
crisis. Although the small folk try not to range from the horizon, they see that the structures in the tall branches of the hard-
become involved in their human neighbors' main ridges look like the lower jaw of a drag- woods, while others construct isolated niches
quarrels, they do not hesitate to band on's mouth, and that the towering pinnacles among the lush pines. The elves then build
together and defend their homeland against of rock closely resemble a serpent's drooling bridges to connect their tree homes. The few
incursions by monsters and other undesir- fangs. meandering paths the elves leave on the
ables. The lord of the Wyrmsteeth is a huge red ground are almost unnoticeable. A Tree of
The halflings control passage up and down dragon (HD 23, hp 160) of unknown age. Life stands at the center of each of these com-
the White Bear River, which runs between Huge and large dragons of all colors (except munities.
the clan holds. The halflings charge 1-10 gp gold) arc common in the range, and hun- The elven agriculture consists mainly of a
for each vessel that passes. T he size of the ves- dreds of the "small" types make their home few small gardens. T he elves are skilled
sel determines the rate. here. hunters, and would rather roam the woods
A number of fine inns, large enough to Because the lord is extremely smart, it does for their food. Elves are especially skilled at
accommodate humans, are located in Leeha. not lead the dragons on massive raids into the thinning the old and weak animals from the
Without exception, these inns are high qual- civilized lands of Norwold, plundering and herds they hunt.
ity places, filled with warm food and good dest roying everything in sight. Rather, the Characters may encounter elven hunting
cheer. lord leads the dragons on short forays, often parties several miles from an elven commu-
flying far from the Wyrrnsteeth Range before nity. Elves have little sense of territory, and
Frosthaven striking, so that the people ofNorwold do not rarely come into conflict with neighboring
become aware of the high concentration of elven communities.
A huge clan of frost giants lives on this barren
serpents in the range. Norwold settlers have
island of rocks and ice. Because the island lies
always known that some dragons live in the
so far north, no plants other than mosses and
range, but most nearby residents would esti-
fungi grow on the island. Icy winds and bliz- mate the total number at no more than 100.
zards sweep Frosthaven three seasons of the

8
NONPLAYER CHARACTERS: INTRODUCI NG K INGS & LORDS

When the land grab begins in Norwold, the


characters won' t be the only ones requesting
dominions from the king. Several other high·
level nonplayer characters also arrive in
Alpha to meet with the king.
Twelve new NPCs are described in this sec·
tion. Each description includes statistics,
weapons, and a brief character background.
The NPCs in this section are divided into
two groups: Established Characters and
Competing Characters. The former includes
NPCs who already have dominions. Charac·
ters are more likely to interact and ally them·
selves with these characters. The latter
includes NPCs who are competing with the dominions also. Make sure that these NPCs acters feel more like members of a society,
characters for dominions. [f you have any are about the same level as your characters . rather than isolated heroes in a sea of anony·
other NPCs in your campaign that you r char· Keep in mind that using NPCs is one of the mous faces.
acters have encountered before, you may best ways to add life to you r campaign.
bring them to Norwold to compete for [ncluding many NPCs helps make the char·

Established ch aracters become Ericall's bride, if you wish. half-brother. Ericall granted Lernal the
The king owns a wide variety o f both per· dominion of Landfall, mainly because it is
King Ericall of Norwold manent and temporary magic items. He far from Alpha. Lerna! is a totally unscru·
Lawful 28th level fighter uses them only when he feels such use pulous and rotten individual. He never tells
would benefit the kingdom in some way. the truth if he can come up with a suitable
Strength 13 Dexterity 10 Use your d iscretion in determining what lie.
lntelligence 14 Constitution 11 types of icems Ericall owns. LernaJ is a puppet of the Thieves Guild.
Wisdom 13 Charisma 17 If some unfortunate accident should H e hold power only because he can be eas-
befall King Ericall during the campaign, a ily bribed. He keeps a scru ffy group of
Armor Class -6 Hit points 63 struggle for the throne results. Lem a! the guards on hand, since there are many who
Weapons: sword •3; dagger •.1 Swill, King Ericall's half-brother, claims wish him ill.
that the throne is his, and be tries to raise an
Armor: plate mail •5; shield •3 army to back up his claim. If the king has Swill's Bodyguards (8): AC O; F9; hp 45 ;
King Ericall is a very likable young man . married, his queen has the legal right to the MV 90' (30'); #AT I ; D 2-9; Save F9;
He is not yet 30 years old, but the rigorous throne. [f the king has not married, the ML 9; AL N; XP 900
training required of Alphatian royalty empress of Alpharia sends an heir within
ensures that he has reached an accom· 2d6 months. K ing Yarrvik the J ust
plished level of experience. An elite bodyguard of knights protects Lawful 9th level fighter
Ericall is the second son of Eriadna the the king at aU times. Each of these knights
Wise, Empress of Alphatia. His older has the same statistics:
Strength 16 Dexterity 10
brother is first in line for the imperial R oyal Bodyguards (20): AC -4; Fl 2; h p 75; Intelligence 12 Constitution 14
throne, so Ericall has been granted MV 90' (30' ); ff AT sword/longbow; D Wisdom 11 Charisma 14
Norwold as his fief. 5-12/1-6; Save F12; ML 12 ; ALL
Ericall has very good in tentions, and Armor Class -2 Hit points 53
wishes to be fair to all. He gets very upset Weapons: sword •2; dagger '4
when a decision he made hurts people in Lernal the Swill
any way. AJthough he is young, his experi· Armor: plate mail •2; shield •2
Neutral 6th level fighter
ences, together with the respon sibilities of King Yarrvik is a good and just man . He
running a kingdom, are maturing him rap· rules the city ofOceansend. He is willing to
idly. Ericall is still uncomfortable with some Strength I0 Dexterity 10
come under the wing of the kingdom of
aspects of his occupation, but he does not Intelligence 12 Constitution 14
Norwold, but only if he retains his own title.
hesitate to carry out actions that he feels are Wisdom 13 Charisma 7
King Ericall, however, is not yet willing to
proper or necessary. Armor Class 0 Hit points 30 concede this. Currently, Ericall and Yari-vik
Ericall is handsome, rich, and quite eligi· coexist in uneasy peace.
blc. He will be married during the course of Weapon : sword •2
King Yarrvik does not side with Ericall in
events set up in this adventure (see the Armor: plate mail •2; shield the War of the Crown, alth ough he may side
Major Events section). You m ay have one of with Thyatis, if characters' forces attack
the female characters in your campaign Lernal the Swill is King Ericall's younger
Oceansend (see the War of the Crown sec·
tion, Activating Neutral Forces for details).
(Cvnt . on n<.o page)

9
NONPLAYER CHARACTERS

Tarn Oakleaf Tarn is not the highest level druid in Armor: scarab of protection; ring of pro-
Neutral 24th level druid Norwold, but King EricaU has chosen him tection •5
to be the druidic representative to bis court.
Strength 11 D exterity 10 Spells. (level: no. of spells)
Tam speaks for the woodlands and the crea·
Intelligence 12 Constitution 13 First: 7 Second: 7
tures that live there. He counsels the king to
Wisdom 18 Charisma 11 Third: 6 Fourth: 6
avoid policies that might prove destructive
Armor Class 0 Hit points 51 Fiflh: 5 Sixth: 5
in any way to the forests.
Seventh: 4 Eighth: 3
Weapo n : mace +4 Tarn is normally calm and passive, but
Ninth: 2
on the rare occasions when he does lose his
Armor: leather armor •5; shield •2
temper, people run for cover. Assume that Madiera knows any spell that
you want her to cast. Make sure, as with
Spells. (level: no. of spells)
7
Madiera the Counselor Tarn Oakleaf, that she doesn't use more
First: 8 Second:
Lawful 25th level magic-user than the allowed number of spells for any
Third: 6 Fourth: 6
level.
Fifth: 5 Sixth: 5
Madiera is one of the sages of Alphatia.
Seventh: 4 Strength 8 Dexterity 13
She is not yet accomplished enough to sit on
Intelligence 17 Constitution 9
Tarn Oaklears spells have not been listed, the empire's ruling council, but she is ambi-
Wisdom 13 C harisma 10
because he may cast virtually any clerical or tious. Currently, she serves as King Eri-
druid spell that he wishes. Make sure that if Armor Class 4 Hit points 33 call's advisor. She is very conscientious
Tarn engages in extended combat, he does about her job.
Weapons: staff of wizardry; wand of fire·
not exceed the number of spells allowed for Madiera uses a number of magic items in
balls
any level. her job, including a slate of identification.
She also bas many other items that help her
obtain in formation.

Competing characters Choose Alak Dool's spells before he goes T his good-natured fellow, who was once a
into direct combat with any character. Alak paladin, has decided to settle down and
These NPCs arrive in Alpha in time for the may cast nearly any type of spell (within the form a dominion. Some people would refer
spring festival. They have come to request levels given here). to Sir Ernest as a "goody two-shoes."
domin ions from King Ericall. Make sure Alak Dool is an ambitious man. He is A large handlebar mustache splits
that some of these NPCs request the same well-funded by T hyatian backers. Dool's Ernest's face, which is usually sporting a
areas that the characters want (see the Land job is to carve out a dominion in Norwold, broad smile. Ernest's hearty laugh is very
Grab section, Establishing Domin ions for and then secretly report to the Thyatians on familiar to all who have met him. Sir Ernest
details). the kingdom's development. When war is usually doing something "good"- help·
breaks out, Dool drops his cover and openly ing a maiden across a muddy spot in the
Alak Dool sides with the Thyatian invaders. The Thy- road, feeding a lost puppy, or cheerfully tip·
Chaotic 19th level magic-user at ians have promised nearly half of ping a beggar.
Norwold to Dool for this betrayal, so he
works very hard to see that Thyatis pre- Rutger Dag
Strength JI Dexterity 12
vails. Neutral 15th level fighter
Intelligence 14 Constitution 14
He is, incidentally, an extremely selfish
Wisdom 10 Charisma 7
and cruel individual.
Strength 14 Dexterity 13
Armor Class 5 Hit points 30
Intelligence II Constitution 10
Sir Ernest Day
Weapons: staff of power; wand of illusion;
Lawful 16th level fighter
Wisdom 9 Charisma 11
wand of lightning bolts -5
Armor Class Hit points 49
Armor: ring of protection +4
Strength 16 Dexterity 14 Weapons: sword •2 (flying); longbow +4
Spells. (level : no. of spells) In telligence 12 Constitution 14
Armor: plate mail •2; shield +4
First: 6 Second: 5 Wisdom 10 Charisma 13
Third: 5 Fourth: 5 Rutger Dag is a wild character from the
Armor C lass -3 Hit points 55
Fifth: 4 Sixth: 3 kingdom of Vestland. H e has made a good
Seventh: 2 Eighth: 2 Weapon: sword •2 ( •5 vs. Chaotic beings) fortu ne adventuring, and now he plans to
turn his energies toward settling down and
Armor: plate mail •2; shield •2
creating a dominion. He enjoys banquets
and parties above all ot her forms of enter·
tainment.

10
San dralan e of Glantri Longtooth
Lawful 16th level cleric Chaotic 20th level thief

tinent as well.
Strength 12 Dexterity 10 Strength 10 Dexterity 18
In open combat, Max seems a bit cow-
Intelligence 12 Constitution 14 Intelligence 12 Constitution 15
ardly. He is certainly unwilling to take any
Wisdom 15 Charisma 17 Wisdom 11 Charisma 10
undue risks-he is well aware that a dead
Armor Class ·4 Hit points 49 man can father no children! Armor Class -2 Hii points 42
Max listens to the pleas of Thyatian
Weapons: mace 4 ( •5 vs. undead); snake Weapo ns: sword 4; longbow •3
scaff agents with an eager ear. He sees in the con-
flict between the two empires a chance LO Armor : leather armor •3; ring of protec·
Armor: place mail •2; shield 4 better his position . When the War of the tion •3
Crown begins, Max commits his forces to
Sandralane is a devout young cleric from Special abilities.
the empire of Thyatis.
the Principalities ofGlantri. She has grown
tired of the lack of respect shown her profes- Open Locks · 88 Find Traps 89
Allisa Patrician Remove Traps· 82 Pick Pockets • I 15
sion by the mages who control Glantri, so
she has moved north to form a dominion of
Lawful 15th level fighter Move Silently - 80 Climb Walls 106
Hide/Shadows- 68 Hear Noise . 98
her own. She intends LO make sure that
proper deference is shown LO clerics living in Strength 13 Dexterity 18 Longtooth has come to Norwold to set up a
her dominion. Intelligence 9 Constitution 10 stronghold for his professional colleagues,
Sandralane is a very pretty woman. She Wisdom 12 Charisma 14 or so he says. Actually, this smiling, beady·
has an alluring smile, and a soft, melodious eyed thief is the chief agent for the empire of
Annor Class -6 Hie points 46
voice. Her long hair and her eyes are jct Thyatis. He tries to befriend all of the char-
black. A hint of mystery always seems to be Wea pons: sword •2; longbow •3; hand axe acters at different times, and docs his best lo
playing on her expression. •3 (returns to thrower) persuade them to join forces with Thyalis.
Any character who gets on Long1ooth's
Armor : plate mail •3; shield •2
Max the First bad side is likely to be visited by a band of
Chaotic 15th level lighter AJlisa is a proud warrior from the steppes of high-level thieves in the middle of a moon·
the Ethengar Khanate. Her short stature less night. Although these thieves are look·
and petite appearance beUe her skill with a ing primarily for magic items, they do not
Strength 18 Dexterity 11
longbow. She stands less than 5 feet tall, but rule out murder, particularly if the charac·
Intelligence 12 Constitution 14
the cool precision of her aim with a bow that ter has greatly angered or insulted
Wisdom 13 Charisma 7
is longer than she is attests to her remark· Longtooth.
Armor Class -5 Hit points 55 able abiUty. Longtooth does his best to make sure that
AJlisa has come to Norwold on a lark. She Thyatian spies infiltrate the castles of all
Weapons: sword 4 (charm person - 3
enjoys a rousing adventure, and if she can lords allied with AJphatia. Even though his
weeks); heavy crossbow •2
gain a title and lands in the process, so operation is quite extensive, Longtooth
Armor: plate mail •3; shield 4 much the better. She is friendly, and she docs an excellent job of covering his tracks.
takes an oath seriously. Once she pledges If a character catches a Thyatian spy in his
Max the First is an ambitious, careful war-
allegiance to Ericall, she becomes a staunch home, he has a very difficult time linking
rior who has come to Norwold to start his
ally. the spy to Longtooth.

11
LAND GRAB: BEGINNING THE ADVENTURE

The festival's major paruc1pants should


include King Ericall, all of the NPCs listed in
the Nonplayer Characters section, all charac·
ters who decide to attend, and any of your
own NPCs that you might want to include in
the campaign.
The festival is a 2-week affair, featuring
plenty of entertainment and refreshments.
The king is very concerned that the party be a
success, so he has taken extra precautions to
ensure that no thieves, spies, or other unde-
sirables disrupt it.
During the first few days of the festival, the
king meets privately with each character and
Setting the stage sentatives of K ing EricaJJ visit the characters. NPC interested in claiming a dominion. The
Before chis adventure can begin , you must These representatives invite the characters to characters may choose an area of Norwold
motivate the characters to move north into Alpha, che king's city. The representatives that they would like as their dominion (sec
the lands of Norwold. You may give them the explain chat the king has heard many tales of Establishing Dominions for details). In cases
following reasons for doing so. the characters' brave adventures, and would where several characters and NPCs have cho·
The opportunities for adventure in the civ- be honored if they would serve as rulers of sen the same dominion, the king uses the
ilized world (the areas outlined in adventure dominions in Norwold. tournament to determine which character
XI , "The Isle of Dread") have dwindled to a The messengers (or the representatives) may rightfully claim the land. Make sure that
mere few . The area has become the starting should also inform the characters of the com- some of the N PCs choose the same territories
point for many young, inexperienced adven- ing of the spring festival in Norwold. The as the characters. This will add confl ict to the
turers, and there are very few treasures left messengers tell the characters that King Eri· process.
that haven't been plundered. To bring this call will likely choose many of his dominion Feel free to add any other conflicts to the
point home, you might have your characters rulers at this festival. Make sure the charac· festival that you wish. Naturally, high-level
spend some time mopping up kobolds and ters receive word of the festival at least 6 thieves would be attracted to such a gathering
goblins, and earning dozens of copper pieces months in advance, so they may tie up their of wealth. Perhaps even a kidnapping may
for their efforts. affairs and make travel arrangements, if they occur. You are limited only by your imagina-
You should also lell the characters that a wish to attend. tion, and by your decision as to how much
number of messengers are a rriving from time you wish to spend on this scenario.
Norwold, bringing word that the recently Getting the characters
installed king there needs high level charac- to Norwold
ters to help rule the vast domain. The mes· Establishing dominions
Characters may use any means available to
sengers explain that the lands of Norwold are travel to Norwold. They may leave on a ship The king's provisions
located somewhere north of the Heldann to Alpha from any of t hese port cities: Any character who is level 15 or higher, and
Freeholds. Tell the characters that other Zeaburg, Norrvik, or Soderfjord. If charac·
accounts place Norwold north and cast of who shows up at the king's palace in Alpha
ters decide to depart from one of these cities, may claim a dominion in Norwold, provided
Oslland and Vestland. they must wait 2d6 days for a ship. Charac·
If the characters arc still not interested in he agrees to the following conditions:
ters may get to one of these port cities from
traveling to Norwold, have personal repre· nearly any coastal city shown on the D&D~ 1. The character must swear fealty to
Expert continent map. King Ericall of Norwold .
The trip takes Id I 0•20 days and costs 40 gp 2. The character must pledge to pay the
per character. standard rate of taxation 011 all income
Characters may also charter a ship to earned by the dominion. Because carving a
Alpha from one of the three cities listed dominion from the wilderness is so difficult,
above. The characters may rent a longship characters are excused from their tax respon·
for 2,000 gp. sibilities for 2 years. [fa character claims a
dominion in civilized lands or borderlands,
The spring festival he is not allowed a tax reprieve.
3. The character must solemnly swear
Characters should arrive in Norwold in time that he has no ties to the empire of Thyatis,
for the spring festival (around March 21 on and that he will report the presence of any
our calendar). King Ericall has established Thyatian ambassadors, emissaries, and spies
the festival as a celebration of the coming of directly to the king.
spring to Norwold. The festivities also
include a tournament, which the king hopes Choosing the land
to use in evaluating candidates for dominion
rulers. Players should choose dominions for their
characters from the area shown on the play·

12
LAND GRAB

ers' map. Have players choose on a first· dominions. 1. Spring festival; the characters arrive in
come, first-served basis. C haracters may No matcer what tide a character goes by, a Alpha to claim their dominions.
claim an amount of land equal to one map member of the king's court is always known 2. Summer; the characters explore the
hex. If a character chooses to have a domin· as a lord. The king usually requests the pres- d ungeons of Kwyll (see Norwold Encounter
ion of civilized lands, he cannot claim a ny ence of all of his lords at court in Alpha twice 2).
more land. Roll 1d10 to determine the num· a year. 3. Autumn; the characte rs witness (and
ber of resources his land bolds (see the Com· A rough status does exist among lords. The possibly take part in) the barbarian's battle
panion rules for details). character having the higher rank has more (see Norwold Encounter 4).
If a character chooses to have a dominion status. If two characters are in the same rank 4. Winter; frost giants invade Norwold
of borderlands or wilderness, he is entitled to (both are barons, for example), the character (see M ajor Even ts).
ld6•6 resources. When this character chooses holding the most land has greater status. This 5. Early spring; the characters receive
one hex, roll ldlO to determine the number measurement of status has little real meaning their invitations to the wedding of Kin g Eri·
of resources his land holds. If his land holds in your campaign, but you may use it to ere· call.
fewer than seven resources, the character ate rifts or alliances within a king's cour t. 6. Spring; the characters may help a dwar·
may choose an adjacent hex of land and roll ven clan regain their Forge of Power (see
l d lO agai n for resources. The character may Campaign time scale Norwold Encounter 3).
choose adjacent hexes and roll ldl O for The events described in this adventure 7. Summer; the characte rs auend the
resources until his dominion holds at least should occur over a time period of 1 to 2 wedding of Kin g Ericall (see Major Events).
seven resources. His dominion may hold no years. If characters claim their dominions in 8. Late autumn; the characte rs move to
more than 12 resources. spring, they have one full summer to develop stop a small band of frost giants ma king raids
their lands. You should scatter the events and in their dominions (see Norwold Encounter
Joining the king's court encounters over the time period, making sure J ).
the characters have enough time to develop 9. Winter; the characters travel to meet
An y cha racter or NPC who claims a domin-
their dominions. the crones ofCrystykk (see Norwold Encoun·
ion under King Ericall becomes a member of
Following is a possible plan for the time ter 5).
the king's court. Each character begins his
period whose events are described in this JO. Spring; the characters return to find
rule as a Baron or Baroness. The Companion
adventure: the empires of Alphatia and Thyatis fully
rules explain how characte rs may upgrade
engaged in the War of the C rown.
their titles by adding land and citizens lo their

13
MAJOR EVENTS: BRINGING DOMINIONS TOGETHER

Christina has not seen her husband-to-be


since they were small children. Sailing from
Alphatia, she arrives in Norwold only a few
weeks before the wedding. Although some-
what unsettled by the move to a new land,
Christina makes friends easily and has little
trouble adjusting.

Wedding week preparations


AU of the NPC lords of Norwold should reach
Alpha 8 to I0 days before the wedding day.
King Yarrvik of Oceansend also arrives dur-
ing this time, and should be greeted with the
fanfare appropriate to his tide.
Two major Norwold events are detailed in wedding. C haracters should then have Any characters who hold dominions in
this section. Each event should occur during enough time to prepare for the trip to Alpha. Norwold find that they lose a great deal of
the rime frame of your campaign. It's not necessary to have the king marry favor with the king if they do not attend his
Each event is keyed to a specific season of the bride described in this section. If one of wedding.
the year, and should occur regardless of the the female characters in your campaign King Erica!! sees to it that all of his visiting
character's actions. Characters need not take wants to rna.rry the king, or if you want to lords are put up in fine quarters in the royal
part in the events, but each event is designed have Erica!! fall in love with a female charac· palace. He also arranges to have all of the
so that characters may participate in it and ter, you may arrange such a situation. The lords quartered near each other, and reserves
possibly affect its outcome. event goes on as outlined, no matter who is a large, fully staffed dining room for their
The events also involve a large number of standing at the altar. use.
NPCs, so you should take a little extra time to If you do decide to use an NPC bride, refer The king throws a huge banquet every
prepare for them. to the description below. Remember that night of the week before the wedding.
For suggestions on where to place these most residents of Norwold will not even know Dominion rulers are granted privileged sta-
events in your campaign, see the Campaign who this woman is untiJ the week before the tus at the head table during each of the lavish
Time Scale guidelines in the Land Grab sec- wedding. banquets. If you wish , you may play through
tion. one or several of these banquets, using them
Christina Marie AJanira to expand on characters' relationships with
T he royal wedding Neutral 12th level magic-user various NPCs.
Lerna! the Swill, in particular, is very visi-
Your Most Honorable Lordship (Lady- ble throughout the week. His behavior dur·
Strength 10 Dexterity 13
ship): ing the banquets should be particularly rude
Intelligence 16 Constitution 12
and vulgar. His jealousy toward his brother
His Majesty, King Erica!) of Norwold, Wisdom 13 Charisma 18
should also be readily apparent.
wishes to extend his hospitality upon the
Armor Class 5 Hit points 23
occasion of his wedding.
Wedding week scenarios
Weapons: wand of illusion; ring of human
The Day of the Summer Solstice has been
control; staff of wizardry Agents ofThyatis are crawling all over Alpha
selected for the ceremony and celebration,
during 1he wedding week. The agents hatch
to be held in the Great Hall of the Royal Armor: ring of protection •3; scarab ofpro-
several plots designed to confound and demo-
Palace in Alpha. tection
rali ze the leaders of Ericall's dominions.
The week preceding the event will be Spells. These agents try to inflict as much damage as
devoted to festivities appropriate to the First level: magic missile, read magic, possible without revealing any high-placed
occurrence; thus, your presence in Alpha sleep spies. Two of the plots are detailed below. You
for this time will be desired. Second level: detect evil, ESP, invisibility may create and add your own plots to the
Third level: fireball, fly. haste week's festivities as well.
Wishing the Spring blooms soon upon
Fourth level: dimension door, polymorph
your lands, may the season be a happy
self, wizard eye A night on the town: Following one of 1be
one!
Fifth level: conjure elemental, celeporc week's banquets, the kfog asks several female
characters to escort and entertain Christina
Ericall , King of
Christina is a very likable, albeit strong· for the evening. (You may have male charac·
Norwold
willed young lady. She has received training ters escort Christina if you have no female
from some of the most powerful wizards in characters in your campaign .) As soon as the
Each of the invitations to King EricaU's wed- Alphatia, and has learned powers that are not bride-to-be joins the characters, she suggests
ding is engraved on a thin sheet of platinum. often attained by someone of her age. Chris- an adventure, and tries to persuade her com-
This gala, high-stepping affair promises to tina is 19 years old. panions to accompany her.
be the social event of the century in Norwold! Christina has a marvelous sense of humor, Christina tells the characters that she is
Have the characters, as well as all the rest of and a great flair for practical jokes. She often going to polymorph into the form of an old
the king's lords and ladies, receive their invi- uses her polymorph self spell for such pur· sailor and visit Alpha's waterfront. She has
tations no later than the winter before the poses.
14
MAJOR EVENTS

several potions of polymorph with her, so she boding one.


may transform all of her escorts as well. Dozens oflords and ladies sit at the tables, If the wedding is scheduled to go on as
If Christina persuades her escorts to join eating and chatting among themselves. planned, and the characters have succeeded
her, she insists on visiting every tavem , cafe, Suddenly, the massive bronze doors to at their various tests of the week, read the fol-
and store on the waterfront that looks lively. the banquet hall crash inward . Four lowing boxed text to the players when the
Because of the bustling nature of Alpha's imposing figures, clad head to foot in wedding begins.
port, this excursion may take some time. black plate mail, stride into the room.
A group of kidnappers shadows Christina A stillness falls over the room. The
and the characters, following them from the sound of eight heavy boots rings against
Banners, candles, and other royal decora-
palace to the waterfront. These kidnappers the walls. As the figures approach the
tions bedeck the Great Hall of Alpha. A
are fully aware of Christina's and the charac- king, several royal guards leap for their
collection of Alphatia's finest bards plays
ters' true identities. You may have the kid- weapons. King Ericall holds up his hand,
music that sings first of high celebration
nappers strike at any time during the stopping the guards. Ericall stands and
and then of sober responsibility. A huge
evening. The kidnappers' statistics are listed calmly faces the intruders.
mirror at the far end of the hall reflects an
below. " What is the meaning of this?" he
atmosphere ofelcgance. The 10-foot-wide
demands quietly.
Fighters (6): AC -2; FlO; hp 55; MV 90' m irror towers 30 feet high, and makes the
The intruders halt. One advances sev-
(30'); llAT I sword or net ; D 3-10 or cavernous hall seem even larger than it
eral steps beyond the others. " We are here
entangle; Save F10; ML 9; AL N; XP really is.
to honor the wedding of a king to a com-
900 The king stands proudly at the altar.
mon tramp. If you have four warriors
Thieves (4): AC 3; TIO; hp 28; MV Only his fidgeting hands belie the look of
bold enough to claim otherwise, meet us
120'(40'); #AT 1 sword or whip; D 2-9/ unruffied calm on his face.
on the field of trial at dawn."
1-2 •entangle; Save TIO; ML 9; AL N; A trace of a smile suddenly dances
The intruders then turn to leave.
XP 900 across the king's lips. Heads turn, and
Magic-user: AC 4; MU16; hp 29; MV 120' everyone looks to the back of the hall . The
(40'); #AT I dagger or spell; D 3-6; King Ericall requests that four of his lords bride is stunningly beautiful. Silk and
Save MUl6; ML 9; AL N; XP 1,350 represent the queen as champions. The lords satin cascade from her shoulders like
should be fighters or demi-humans. Any waterfalls of flowing diamond. Her face,
Spells. character may participate in the combat, but normally so impish, bears an expression
First level: charm person, read magic, the character may not use spells, as this of serene dignity.
shield, sleep, vencriloquism would dishonor the queen . Only the force of The bride walks slowly down the aisle,
Second level: continual lighc, derccc invis- arms may settle these duels. and then takes the king's arm in hers.
ible, invisibility (x2), web A Chaotic church has ordered the four The wedding is short, but dignified.
Third level: dispel magic, fireball, fly, black avengers to disrupt the king's wedding The chief cleric proceeds through the cere-
haste, protection from evil ( 10' radius) and weaken his domain. The Chaotic fighters mony gracefully. As his final act, the cleric
Fourth level: confusion, dimension door, are hoping to lower the status of the king's pronounces that the king and his bride are
ice siormlwall, polymorph self knights. If the fighters defeat Ericall 's now husband and wife.
Fifth level: cloudkill, magicjar, teleport knights, the king suffers a great loss of face . Suddenly, a shadow falls over the room.
Sixth level: disincegrate, flesh co scone Thunder rumbles in the distance. The
Seventh level: power word s1un, teleport Black Avengers (4): AC -4; F16; hp 62; MV
great mirror on the wall fades to darkness.
any object 90' (30'); #AT 1 two-handed sword; D
Smoke swirls in the glass as the room 's
This magic-user carries a wand of fireballs 4-14; Save F16; ML 11; AL N; XP
reflection disappears. The face of an ugly
(12 charges), a ring of regeneration , and a 1,350
old crone forms in the mirror's mists. Her
ring of spell turning. All fighter combat options are acceptable for wrinkled visage twists into an evil grin.
these duels. If you do not have four charac- "Good afternoon, my friends," the
The magic-user can cast up to five spells ters in your campaign that are appropriate crone says. Her voice has the quality of
before combat begins. The kidnappers try to for the duels, use all of the fighting characters fingernails scraping across a smooth slate.
capture Christina (or whoever is Ericall's you have, and fill out the group with NPC "Enjoy your celebration while you can,
bride-to-be) and take her to the dungeon of lords (or ladies-this is not a discriminatory my king," she cackles. "Storm clouds are
Alak Dool's stronghold. The kidnappers hold contest!). If you have more than four charac- gathering on the horizon, darker than any
her there, refusing to release her until the ters who could participate in the contest, you you've known. If you and yours are alive
king pays a ransom of I million gp. The bride may increase the number of avengers to after the passing of another summer, then
should not know where she is being held cap- match the number of characters. you may be happy. Until then, sleep
tive. If the characters Jose the duels, the wed- lightly, king." H er terrible laughter rings
ding goes on as scheduled, but a pall is cast once more through the hall. The image
The black avengers: Begin this scenario dur- over the entire proceedings. slowly fades from the mirror, and the
ing one of the wedding week's evening ban- shadow of darkness lifts.
quets. Read the following boxed text to the The wedding day
players when you decide to run the scenario.
Naturally, the day of the ceremony is a The woman in the mirror is Chasandri, one
delightfully sunny day, unless of course, the of the crones of Crystykk. See the Norwold
bride has been kidnapped, or the black Encounters section for more information
An immense assortment of culinary
avengers have triumphed over the queen's about these crones.
delights is spread out on several tables.
champions. The day is then a dark and fore-
15
MAJOR EVENTS

Raiders in the snow along the south shore of the Great Bay and Rather, they go around the mountains by
plundering any dominions that they come crossing the ice of the bay. Once the two
This event should take place during the first across there. The giants are making their groups pass the mountai.ns, however, they
winter the characters spend in Norwold. For move on the city of Alpha. unite and advance on Alpha as one massive
campaign purposes, describe this winter to The call to arms goes out soon after word of force .
the characters as bt:ing extremely cold and the raid reaches Alpha. All of King Ericall's If the king's forces do not advance to meet
snowy. Raging blizzards strike in late fall , armies mobilize for war. The king orders all the giants, the giants besiege the city. The
and lakes and rivers freeze over. The farmers of his lords {both characters and NPCs) to characters' advice should weigh heavily in
of Norwold are hit particularly hard. Man y make for Alpha with as many troops as they the king's decisions about battle strategy. In
of their animals die off, and they are forced 10 can raise. any event, the giants withdraw to the north
harvest their crops early, resulting in an 24 weeks after their raid began. They must
unusually poor yield. Movement restrictions return to Frosthaven before the bridge of ice
Because of the premature winter, the water between the two lands begins to melt.
Because of the deep snow, cut the movement
passage between Frosthaven and Norwold R emember that the giants are not trying to
rate of all normal forces in half, unless they
freezes early. The frost giants that live in conquer Norwold. Their aim is to plunder,
a re equipped with skis or snowshoes. Elven
Frosthaven see this as an opportunity for an and if they are successful, they head back to
and hallling troops have such equipment, but
extended raid of Norwold. All 2,000 of the Frosthaven heavily laden with treasure.
a character's forces should be so equipped
male frost giants living in Frosthaven cross
only if the character makes appropriate
the ice passage by late fall. Ending the raid
arrangements.
For details on these frost giants, sec the
No movement restrictions apply to the After the giants' raid has ended, King Ericall
notes on Frosthaven in The Setting section.
frost giants. Deep snow is their natural ele· evaluates the performance of each of his lords
Use the War Machine rules from the D&D~
ment. in battle. The king may add lands to the hold-
Companion set when you run this event.
ings of a lord who acted courageously and
Encountering th e giants heroically in the battle. The king may also
The plan of attack decrease the holdings of a lord who per-
In most cases, character lords encounter
Shorl!y after the giants cross the ice passage formed Jess than enthusiastically in battle.
bands of no more than 100 giants. You should
into Norwold , they separate into 20 bands of Remember that your campaign is a living,
also keep track of and resolve encounters
100 giants each. Each band of giants has a changing operation. Situations that arise
between giant bands and NPC lords. The
Baule Rating of 114. during this period of tension may have long-
giants are not selective about whose domin-
The giants can move 24 miles per day, or 7 lasting effects. Characters may prove them-
ions they raid.
hexes per week. selves as trustworthy, or they may prove that
The characters may be able to combine
Ten of the giant bands move straight south they cannot be counted among the king's
several forces and destroy some of the giant
toward the halfling dominions. These bands trusted advisors.
bands piecemeal. If your players want you co
attack and plunder any strongholds or settle- The raids and ensuing battles may also
run individual combat for an encounter
ments that lie in their path. If the giants can- decrease the population of Norwold, which
between characters and giants, use the fol-
not immediately conquer a stronghold or may result in a loss of income for the lords.
lowing statistics for each frost giant the char-
settlement, however, they move on.
acters encounter.
The other 10 giant bands move southeast-
ward toward the mouth of the Great Bay.
Frost Giant : AC 4; HD l(}+t • ; hp 46; llAT I
These bands also loot and plunder settle-
club/hurl rocks; D 4-14/3-18; Save F10;
ments along the way, but they do not spend
ML 9; AL C ; XP 1,600
much time in any one area.
Use a pencil to keep track of the movement You may want to increase a giant's hit points
of the giant bands on OM Map 2. Remember if a character fights a frost giant chieftain or
that no characters or NPCs (including the an accomplished giant warrior.
king) find out about the raid until some survi- Once the characters and NPC s have
vor brings word of what he has seen. Since defeated a few giant bands, the giants pull in
several elven communities lie in the giants' their extended formations and move in two
paths, it won't be too long before word of the blocks of 1,000 giants each (minus any casu-
raids reaches the civilized lands. However, alties the characters and NPCs may have
this information should be sketchy at best. inflicted). If characters and NPCs manage to
After the two major groups of giant bands rout one of these massive groups, consider all
have reached opposite ends ofthe Great Bay, gianrs in that group to be defeated, for cam-
both groups move into the climax of their paign purposes . They are considered
raid. Because the winter has been so severe, defeated because any survivors would flee for
the Great Bay is completely frozen across. Frosthaven.
The giants at the eastern end of the bay begin Un.less the characters and NPCs send all of
crossing the ice, while the giants at the west- the giants running back to Frosthaven in the
ern end cross the White Bear River, and early phases of the raid, you should set the
begin heading east. stage for a major battle near Alpha. The two
The two g roups of giant bands now com- large groups of giant bands avoid the moun-
bine in a large pincer movement, moving tains at the foot of the capital peninsula.

16
NORWOLD ENCOUNTERS: EXPANDING THE CAMPAIGN

guarding their homes from invasion to work


the fields or tend the animals; as a result, pro·
ductivity is dropping rapidly.
Tell the characters thac the mosc recent
reports about the giants have placed them
somewhere in the middle of the characters'
dominions. Explain chat a high-level force
may be the farmers' only hope.
If this information motivates the charac·
ters, then you may go ahead with the encoun·
ter. If the characters do not react, explain chat
the giants are bound to devastate small com·
munities, and the farmers will demand pro·
tection before they recurn to work.
Five short encounters are detailed in this sec- paign. You may also come up with you r own If characters send an armed force to meet
tion. You should be able to run each of the ways of involving characters in encounters. the giancs (via the War Machine rules), the
encounters in 2-4 hours of playing time. You I n most cases, the location of the encoun- force fails to locate the giants unless accompa·
may insert these encounters into your cam- ters i1> also left up to you . Some encounters do nied by one or more characters. As soon as
paign as you see fit. Some of the encounters list suggested Norwold locations. characters lead a force in search of the giants,
should take place during specific seasons. See Three of the encounters include maps for you may go to area A t.
the Campaign T ime Scale guidelines in the your reference. The other two encounters do
Land Grab section for details. not require maps. You may map areas for the
Each encounter serves a specific purpose characters to explore in these two encounters, E ncounter key
relating to the conflict between the empires of if you wish.
Alphatia and Thyatis. You should run these Al. STAMPEDE!
encounters before running the War of the Encounter 1:
Crown. Try to assemble as many characters A fresh trail leads into a small clusccr of
as possible for each of these encounters, as the The ruins of Alinor rocky hills. T he terrain surrounding the
challenges will be d ifficult, and the characters (Use DM Map3.) trail climbs sceeply. There appear to be no
will need a wide variety of skills. signs of human habitation here.
Encounter setting
A suggested setting is given at the begin- Suddenly, the sound of heavy footfalls
ning of each encounter. T hese settings are The people of Norwold are panicking! Mes- shakes che ground. Gasping breaths come
designed to bring the characters into the sengers bring word of a large band of frost from the rocks 10 the east. Boch ominous
encounter. Feel free to disregard these set- giants, raiding far to the south of their usual sounds are quickly drawing closer.
tings if they are not consistent with your cam- stomping grounds. The farmers are too busy

DM Map 3 :
Double Doors

I
Ruins of Alinor . Trail
Scale: I square • 20 feet -.. Water
Cliff

18
NORWOLD ENCO UNTERS

One round after charac1ers en1er this area, contains copper and silver dishes and uten- Bronze Golem: AC O; HD 20* • •; hp 97; MV
four fros! giants emerge from 1he rocky hills. sils. The other rwo sacks contain the follow- 240' (80'); l/lff I fist• special; D 3-30 •
They come running around a bend in the ing coins: 7,330 cp, I ,680 sp. and 2 J 3 gp. 1-10 (heat); Save FIO; ML 12; AL N ;
narrow trail. The giants' mou1hs are hanging The weight of each sack is equal to 5,000 en. XP 4,300
open in desperate gasps for breath , and looks If the characters go through the dark tun-
The golem fights desperately to prevent any
of crazed fear fill their faces. Every few sec- nel in the east wall, they notice that the air in
character from entering the cavern. If any
onds, one of the giants glances over his shoul- it is damp, musty, and stale. Some dust hangs
characters run past the golem, it pursues the
der. in the air, but none has sertled on the walls or
characters. If any characters fly past the
The giants furiously a1tack any characters floor. There are no footprints in the tunnel.
golem, the creature summons the drolem
who stand in 1heir way. Once the giants fail
from area A5 to attack 1he flying charac1ers.
their morale check, however, they run past A3. THE STING
Beyond the golem, the floor of the cavern
the characters toward the west. They do not
gives way to a sheer cliff.
go back toward the east for any reason. The sound of crunching rises from this
Frost Giants (4): AC 4; HD 10•1 • ;hp 64, 57, cave. Several crablike creatures are A5. T H E OLD GUARD
54, 43; MV 120' (40'); llAT l club; D swarming over the carcass of some animal
4-24; Save FIO; ML 9; AL C ; XP 1,600 in this room. The creatures' giant mandi-
The eerie glow of green phosphorescence
bles cause the horrible crunching sound.
These giants are carrying nothing of value. lights this mysterious cavern . The mist
The only other sound in this room is the
from 1he plunging falls drifts through the
occasional click of hard carapaces knock-
A2. THE RAIDERS' CAMP cave and settles on the shattered, mossy
ing into each other.
As characters approach the opening ro this stones of what once mus! have been
cave, read 1he following boxed text to the mighty columns.
This cave is the lair of six gia nt scorpions. A large pool, rippled by the flow of the
players. The scorpions are feasting on one of the frost waterfall, covers much of the cave floor.
giants' slain wolves. Square corners of stone, fitted with brass
The rocky trail winds north to the mouth If any characters walk into this cavern, the
and iron, jut upward from 1he water in
of a cave. The orange light of a fire flickers scorpions rush forward and try to sink their several places, hinting at the proud ances-
cheerily within the cave. The rich smell of claws into this new, fresh meat. try of this crumbled ruin .
roasting venison wafts outward, accompa·
Giant Scorpions (6): AC 2; HD 4* ; hp 30, Slende r granite columns, which once
nied by 1he sound of sizzling meat.
24, 21, 19, 18, 15; MV 150 ' (50'); #AT must have graced an awesome fortress , lie
Lying motionless around 1he fire in the broken in mossy, stagnant waler. The
cave are the bodies of several giants. 2 claws/! s1ing; D 1-10/ 1-10/1-4 •poi-
son; Save F2; ML 11; AL N; XP 125 facade of a building strains beneath the
Expressions of terro.r are frozen on their
weight of a collapsed cavern wall, and
faces. Their cold eyes are fixed with the If the scorpions fail a morale check, they
mighty brass doors, now tarnished and
stare of death. retreat into their lair, which is empty. moldy, hang loosely on their hinges.
Five more dead giants lie beyond the
Beyond these doors, all is dark.
fire . Weapons are clenched in the giants' A4. T H E DOORMAN
stiffening fingers . The bodies of at least a
dozen large wolves lie scattered among the T his ru in is alJ thac remains of a once mighty
A dull roar echoes off the walls of this port. Earthquakes and erosion caused it to
dead giants. It appears as if some incredi- rough hallway. Cool, moist breezes blow
bly powerful force used a blunt instru· sink below ground level. The destructive
softly 1hrough 1he tunnel. The echoing actions of the elements have destroyed all but
ment to kill the giants. roar slowly grows to a pounding thunder. this tiny portion.
The tun nel widens as a bubbling stream A mighty magic-user was once lord of this
If characters inspect the bodies of the giants of water enters from the south wall and city. T he building before which the characters
or the wolves, they see that the a1tack on these rushes forward toward the east. The now stand was the magic-user's palace. Lurk-
creatures occurred within the last half-hour. stream water runs 50 feet along the south ing within the palace is the magic- user's
The meat roas1ing over 1he fire has just wall of the tunnel, and then drops over the " pet" drolem, which was instructed to kill
begun to bum, and is in fact quite edible. If lip of a precipice. anyone who entered this hallowed realm .
charac1ers examine the cave more closely, The tunnel eventually opens into a Unless 1he golem from area A4 summons i1 ,
read the following boxed text to the players. huge cavern, which is lit by a dim, phos- . the drolem emerges from the ruined palace
phorescent glow. The silhouette of a mon- while the characters are climbing down to the
This cave is large and irregularly shaped. strous figure partially blocks the cavern's cavern floor.
Dirty furs , clubs, and three large sacks 3:re eerie ligh1. The huge humanoid shape
scattered carelessly abou1 the floor. A pile stands motionless at the mouth of the cav- Drolem : AC -3; HD 20 .... . ; hp 112 ; MV
of dry wood is stacked near the fire . ern, its head nearly touching the 16-foot· 120' (40') on land, 240' (80 ')flying;
Many loose s1oncs lie on 1he floor near a hjgh ceiling. HAT2claws/l bite; D2-J 2/2-12/ l l -30 •
gaping, black hole in the cave's east wall. breath; Save FlO • immunities; ML 12;
The hole is about l 0 feet in diameter, and The figure is a bronze golem that has been AL N; XP 7,750
appears to puncture the wall, leading inro charged with the task of preventing any crea-
the bedrock at a steep, downward angle. tures from entering the cavern . The golem The drolem fights to the death. It uses its
does not move unless a character comes breath weapon if it can catch more than one
within 40 feet of it, or if a character attacks it.
The sacks contain some of 1he treasure the
In either case, the golem attacks immediately.
giants plundered from farmers . One sack
19
character in its area of effect. As characters read further in the diary, monsters to the dungeon, and things seemed
If the characters slay the drolem, they find they discover that Alinor became increas- to be going very well ... until the hellhounds
that the only items of interest in the cavern ingly obsessed with the idea of mastering not got hungry.
are within the palace walls. As soon as char- j ust his people, but the very land itself. The monsters control this dungeon now,
acters enter th~ palace, they recognize it as a Alinor's last entry describes his intentions to and Kwyll's evil spirit, now in the form of a
structure of former grandeur. Rubble and raise a mountain range through the use of druj, is confined to one room. The monsters
broken stones line the hallways, and lime- arcane arts. don't seem to mind the lack of leadership; in
stone, fallen from the cavern walls, chokes fact, they've been doing pretty well on their
Palace tomb: Standing at the far end of the
most of the palace's open areas. own.
palace's main hallway are two huge doors
Two areas of the palace, however, have Trolls, fire giants, and hellhounds leave the
made of gleaming gold. The doors are closed.
managed to escape the ravages of time. Each dungeon and roam freely at night, taking res-
The doors creak loudly as characters push
of these areas is described below in detail. idents prisoner and carrying them back to the
them open.
You may create your own map of these areas, dungeon. The monsters loot and plunder
Dust and spiderwebs cover the shadowy
if you wish. along the way as well. The dungeon's newest
room that lies beyond the doors. Shattered
resident is a red dragon, which has not yet
Palace library: As characters enter the pal- columns and crumbled mosaics litter the
paid a visit to the countryside.
ace, they sec a brass door in the wall to the floor.
You may draw the characters into this
left. The door is closed. Behind the door lies a If characters examine the room, they dis-
encounter by having them listen to numerous
library. Many tomes, most of them moldy cover that it was once a throneroom. A tall,
complaints from farmers and villagers:
and unreadable, line the shelves here. ivory throne lies on its sjde in one comer of
"Them foul things stole my wife, and ( want
If characters search the library, they find a the room. Much of the throne's ornate carv-
her back!" Of course, characters may send a
small compartment behind one of the ing is cracked or smashed.
low level party of adventurers to clear out the
shelves. The compartment is a secret door, If characters take the time to examine the
monsters, but they should probably become
protected by a poison needle trap. If charac- room more closely, they see two skeletal
more curious when the party fails to return!
ters open the secret door, they find a small hands reaching out from under a massive
You should locate Kwyll's dungeon in the
gold box. The box is not trapped, but if char- stone block. Clutched in the bony fingers is a
wilderness area of one of the character's
acters check, it does radiate magic. If charac- staff, which gleams as if it has just been pol-
dominions. Explain to the characters that
ters smash or pry open the box, all of its ished. The staff is a rod of victory.
finding the dungeon is easy, because the mon-
contents bum in a flash . If a thief picks the The only other items of value in this room
sters are not very good at covering their
box lock, the characters find the following arc the doors. Each door is worth 20,000 gp,
tracks. Start the encounter at area Bl.
items inside: a scroll of creation, a scroll of and each weighs an equivalent amount.
truth , and a diary.
Encounter key
If characters examine the diary, they find
that it is the journal of "Ali nor, prince of Encounter 2: BL OLD SMOKYNOSE
Alphia." In it, Alinor relates the story of his
people's migration to the west, travel ing on The dungeon of K wyll Old Smokynose is a large red dragon that
ships that "towered to the very clouds." (Use OM Map 4 .) moved into the dungeon . "Smoky" was
Alinor brought his people to a new land, built Encounter setting attracted by the treasure in area B7. The
a city, and declared a kingdom dedicated to dragon is still trying to figure out how to deal
the consummate power of magic. With the The evil cleric Kwyll originally constructed with the beholder that guards the treasure in
aid of a potent staff created by Ali nor, his peo- the dungeon shown in OM Map 4. The cleric that area. Smoky hasn't yet made his move
ple conquered dominions of savages to the was able to attract a number of ferocious on the beholder. The dragon ignores the dun-
north and south.
20
NORWOLD ENCOUNTERS

around area 87.


geon's other inhabitants, because they often
bring it food. Smoky immediately attacks any Moldy leather and pieces of cloth are
piled in the center of the floor, and other 85. H ALL OF T HE FIRE GIANTS
intruders, however.
bits of miscellaneous junk arc scattered
Large Red Dragon: AC -3; HD 16; hp 89; about the room. Flickering splashes of orange and red light
MV 120' (40') on land, 300' (100') dance on 1he walls of this huge cavern.
flying; //AT up to 6; D 2-1118-36 • Kwyll has become a skull druj, and has been The intense heat of a large fire pours forth
breath; Save F30; ML 9; AL C; XP imprisoned in this room. Ifit is daytime, he is from the cave. Every few seconds, the fire
6,100 invisible. He moves out the door as soon as crackles greedily as more fuel is added to
Spells. characters open it. In this case, explain to the it.
First level: darkness, decect magic, magic characters that the skull on the table is that of
missile, sleep, ventriloquism an unlucky adventurer. Kwyll remains out· A band of fire giants lives in this lair. They
Second level: detect invisible, ESP, invisi· side the dungeon, waiting to attack the char· are gathered around a towering blaze, enjoy-
bility, web acters as soon as night falls. ing sizzling haunches of fresh meat. T he
Third level: dispel magic, hasce, slow If i.t is night, Kwyll attacks the characters giants are quite unaware of any occurrences
Fourth level: dimension door, polymorph as soon as they enter the room. in other parts of the dungeon . Read the fol·
other lowing boxed text to the players as the char·
Skull Druj: AC ·4; HD 14• • ••; hp 68; MV
Smoky fights intelligently, and if characters acters enter the giants' lair.
90' (30'); //AT 1 or 4; D 2-8 •poison;
reduce its hit points to 25 or fewer, the dragon Save F14; ML 11 ; ALC; XP 5,150; SA
tries to leave the dungeon, either by fleeing poison touch and presence, clerical The crimson flames light the smudged
through the entrance or by using the dimen- spells, can split into four identical parts; faces of the giants. The creatures chew,
sion door spell. SD can only be hit by •2 or better grin, and bite off huge hunks of meat from
Eight trolls arrive from area B4 2-5 rounds weapon, immune to all spells below 4th the haunches they arc holding. Juice runs
after the dragon attacks the characters. The level through their beards like red rivers.
trolls immediately join the battle.
A shallow well stands in an alcove in this As soon as Kwyll attacks, he splits into four As soon as the characters come into view, one
cave's southeast corner. When other mon· identical parts. Three of these skulls attack of the giants notices them. AU but one of the
sters leave food for the dragon, they leave it in the characters, while the fourth holds back to giants leap to attack the characters. T he
this area. There is nothing of value in this cast spells. remaining giant pauses for 1 round to pull
alcove. There is nothing of value in this room. open the release on the hellhounds' cage
(area B6).
8 2. OFFICE B4. T ROLL HAVEN
The door to this room is locked. Fire Giants (7): AC 4; HD 11•2•; hp 78, 62,
A feeble fire in the center of this room fills 61, 60, 59, 53, 45; MV 120' (40'); llAT
the air with sooty smoke. Several well· I club; D 5-30; Save Fl I; ML 9; AL C;
Thick furs cover the walls and floor of this gnawed bones lie scattered about the floor. XP 1,900
neat, well-furnished room. Several huge Some crude clubs arc piled against the
chairs stand next to a massive fireplace in west wall. A dirty sack lies along the north A pack of hellhounds enters the cavern 2
the room's southwest comer. A desk, lit- wall near the cave opening. rounds after the giants attack the characters.
tered with parchment, stands against the The hcllhounds immediately leap to attack
east wall. the characters. The dogs fight as long as the
This cave is the home of eight trolls. The
giants do. If the characters defeat all of the
characters may already have fought these
Six sheets of parchment lie on the desk. Each giants, or if the giants flee, the hounds run
trolls in area 81. If the characters somehow
bears an unfinished attempt at a coat of arms. out of the dungeon , fleeing to the west.
passed the dragon without being noticed,
Each coat of arms includes these features: a they encounter the trolls in this area. The Hellhou.n ds (7): AC 4; HD 7; hp 39, 35, 3 1,
human skull, a black mace, and a stake trolls attack the characters as soon as they see 30, 27, 26, 22; MV 120' (40'); //AT I
driven through the letter "A." The text var- them. bite or breath; D 1-6 or 7-42; Save F7;
ies from scroll to scroll. Characters may be ML special; AL C; .XP 1,250
able to read these phrases: "Kwyll the Trolls (8): AC 4; HD 6•3•; hp 39, 38, 34, 32,
Mighty;• "Kwyll, King of the World," and 30, 27, 25, 24; MV 120' (40'); //AT 2 Two terrified farmers lie against the south
"Kwyll the Invincible." claws/! bite; D 1-6/1-6/1-10; Save F6; wall of this cavern. Each of the far mers is
ML 10; AL C; XP 650 bound and gagged. A band of monsters from
8 3. KWY LL'S H OME the dungeon took the farmers prisoner on one
The sack against the north wall contains 420
of its raids in the countryside. The farmers
Heavy iron bars rest across these doors. gp, 290 pp, three 500 gp gems, one 600 gp
tell the characters that more farmers and vil-
gem, one 700 gp gem, two 1,000 gp gems,
lagers are locked up in a cage in a rea B7.
The door to this room opens with a grim and one 2,000 gp gem.
The giants have no treasure in this room .
creak. Beyond the door lies a filthy room, An alcove stands along the cave's south
They keep their treasure in area B7, where a
littered with dust, dirt, and bones. A grin- wall. A locked chest sits in the alcove. The
beholder guards it (for a 10% share).
ning skull rests on a table near the south chest is trapped with a particularly deadly
wall Many of the other bones in the room poison needle (·5 penalty to saving throw).
look as if they may also have been part of a The chest contains 4,000 sp, 850 gp, and 25
human skeleton. gems worth a total of 20,000 gp. The key to
this chest is among the items scattered
21
NORWOLDENCOUNTERS

86. DOGHOUSE Encounter 3 : Revenge of the for help one time only. If the characters use
the call, the dwarves mobilize their entire
mountain clan military force for a period of time up to 3
This is a dirty cage that smells of dogs. A
raised iron portcullis rests 3 feet above the (Use DM Map 5.) months. The dwarves agree to help the char·
cage opening. There doesn't appear to be acters accomplish any task. They do not,
any kind of mechanism for raising the Encounter setting however, perform any sort of evil deed.
portcullis anywhere near the cage. The dwarves refer to their stronghold as
The mad wizard Gargantua, through a proc- Stormhaven . It is a network of caves located
ess of trial and error, has located a natural high in a rugged mountain range. A profit-
87. THE EYE OF DEATH cavern near a dwarven stronghold. He tele· able mining operation provides the economic
ported several of his monster " friends " to the foundation of the clan, which has 2,SOOmem-
A grim apparition floats in the center of cavern and directed them to attack the bers. The clan can field a military force of
this large cavern. The creature appears to dwarves. T he monsters broke through a walJ 1,000 in times of duress, or in answer to a
be a giant, disembodied eye, but as the in the dwarven st ronghold, and now they call.
seconds go by, more features become hold the chamber that is the home for the The characters do not encounter Gargan-
apparent. d warves' Forge of Power. tua the wizard in this encounter. He is the
The creature is round and covered with Because the d warves lack the magical force behind the monsters in the dwarven
some sort of plate material. Its eye stares weapons needed to defeat many of the mon- stronghold, however.
forward from its center. Tubes, which sters in the caves, they are reluctantly forced You may place this encounter in any
resemble the legendary Medusa's snakes, to ask for help. mountainous hex that you wish, although
wave from the top of the creature. A sin- To emphasize the importance of their you should probably place it somewhere near
gle, glaring eye stares out from the top of appeal, the dwarves send their Clanmaster the characters' dominions.
each tube. and the Keeper of the Forge to ask the charac- The dwarves' forgeroom is located deep in
Treasures of every size and shape are ters for help. Twelve dwarven bodyguards (all the heart of a massive mountain peak. Char·
scattered about this shadowy cave. ninth level) accompany the two clan leaders. acters may reach it only by passing through 2
Suddenly, the great eye begins to move Gard Rocktooth, Clanmaster: AC 2; D12; miles of mazclike tunnels. When characters
forward, its eye-tubes waving ominously. hp 77; MY 90' (30'); #AT 1 battle are ready to begin the encounter, go to area
axe; D 3-10; Save D12; ML I 1; ALL; Ct .
The creature in this cave is a beholder. The S 16; I l 1; W 14; DX 9; CN 17 ; CH 12
Gard wears plate mail •I . H e is a proud and Encounter key
beholder never leaves this cave; in fact, it
always stays within 30 feet of the center of the competent clanmaster, and is obviously
uncomfortable asking humans for help. C 1. THE FORGEROOM
cave. It uses all of its abilities to destroy any-
one or anything that enters its lair. The Niddrow the Wise, Keeper of the Forge: AC Characters may approach this chamber from
beholder may summon any monsters that are 7; D8; hp 42; MV 120' (40'); llAT I any one of three corridors. The dwarves have
still in the dungeon to help fight the charac- battle axe; D 2-9; Save D8; ML 12; AL set up blockades in each of the corridors, 200
ters. L; S 13; I 15; W 16; DX JO; CN 13; feet from the forgeroom opening. A dozen
CH7 dwarves guard each of the blockades. Noth ~
Beholder: AC 01217; HD 11 • • • • • ; hp 50/20/ Niddrow is a small, bespectacled dwarf who ing else lies between the blockades and the
12 (x lO); MY 30' (10'); NAT I bite• has been driven to distraction by the loss of chamber itself.
special; D 2-16; Save M Ull; ML 12; his forge. He is always cleaning his glasses, Characters must have their own light
ALC;XP 5,100 scratching his beard, and making remarks sources here, as these tunnels and caves are
like, " Oh, dear me!" totally dark.
T he beholder has the following treasure: T he spots marked "G" on DM Map 5
Coins. 24,000 cp, 20,000 sp, 10,000 gp, show the locations of three gargantuan gar-
and 6,000 pp. The two dwarves tell the characters about the
monsters breaking through a wall into their goyles. A pedestal rests in the center of the
Gems. 2,000 gems, worth a total of cave. T he pedestal once held the forge, but it
150,000 gp . stronghold. They tell the characters that the
Clan holder, a twelfth level dwarf of high com- is now empty.
Potions (two doses of each). agility,
blending, bug repellent, elemental form, bat prowess, Jed a party into the forgeroom Gargantuan Gargoyles (3): AC l; HD 32 •;
luck, merging, and speech. after gargoyles had taken it. All of the hp 160, 137, 128; MY 180' (60') on
Scrolls. communication, and spell catch- dwarves were slain. The dwarves do not land, 300' (100') flying; #AT 4; D 4-
ing. know that a ga.r gantuan troll is also lurking in 12/4-12/ 4-24/4-16; Save F32; ML 11 ;
Magic i tems. snake staff, car ring, ring of the forgeroom . AL C; XP 10,000
elemental adaptation, ointment of blessing, The dwarves offer the characters two possi-
ble rewards. AU characters must agree on Gargantua told the gargoyles to prevent any-
ointment ofpoison, shield •I of haste, arrows one from passing through this chamber. If
of wounding (5 ), quarrels of flying (2), sword which reward they will take before they go
into the dwarven stronghold. T he dwarves characters attack the gargoyles from one of
•2, and bastard sword •2. the three corridors, the gargoyles rush for-
offer:
Eight villagers stand in an alcove behind 1. An immediate reward payment of ward to attack. Otherwise, they do not leave
iron bars in the cave's east end. These vil- 100,000 gp in gems. this chamber.
lagers cheer the characters on as they fight the 2. A "pledge of call," which would allow
monsters, but they are anxious to be set free. the characters to call upon the dwarven clan
They telJ the characters so several times.
22
NORWOLD ENCOUNTERS

C2. RUBBLE All three of these creatures attack the charac· empire viewed the region with covetous eyes.
tcrs in this area, even if their ambush does not These people's civilization has not advanced
This loose pile of swne is what's left of the
work. greatly, but the people have managed to fare
forgeroom 's east wall . The gargantuan c rea·
well a.s nomads and hunters. Explorers collec·
tures created the rubble when they broke
C4 . CRYSTAL ROOM tively refer to these people as "barbarians."
through the wall into the forgeroom.
These barbarians are mainly fighters ,
A gargantuan carrion crawler is hiding Spectacular crystal stalactites line the walls of
thieves, and clerics. None of the thieves' or
under the rubble. C haracters cannot see the this chamber. They catch even the slightest
clerics' abilities has developed beyond 10th
creature, nor can they use infravision to bit of light and make the chamber bright as
level, but fighting barbarians can be the
detect it, because it is covered with dust. The day.
equal of any civilized fi ghters in levels and
crawler lashes out to attack any characters The Forge ofStormhaven lies in the center
abilities.
who cross the rubble. The crawler gains auto· of the room. If characters have a light source,
For most of the year, barbarian tribes tra-
matic surprise on the first round. they see twelve gargantuan trolls standing
vel in groups of 100 to 1,000 members. Dur·
along the walls of the cave! There is actually
ing the summer solstice, however, all of the
Gargantuan Carrion Crawler: AC 3; HD only one troll in the cave, but the mirrorlike
barbarians in Norwold gather into three mas·
2s• ; hp 112; MY 240' (80'); #AT S; D rocks of the walls reflect the creature's image
sive groups. Each of these groups is made up
2-5 •paralysis; Save F13; M L 11 ; AL several times over.
of about 15,000 members. Each group can
N; XP 6,500 If characters attack before they realize they
muster about 3,800 barbarians as warriors, if
a re seeing an illusion, they have only a 1 in 12
the need arises.
C3. WINDING WAYS chance of attacking the real creature.
The barbarians have never had any trou·
A fourth gargantuan gargoyle prowls these Gargantuan Troll: AC 4; HD 51 .. ; hp 248; ble with King EricaH, since major portions of
twisting caverns. A pair of basilisks, tele· MV 240' (80'); lfAT 3; D 4-24/4-24/4· Norwold have not yet been civi.lized. As long
ported in by Gargantua for good measure, 40; Save F36; ML 12; AL C ; XP as dominion leaders allow the bar barian
accompany the gargoyle. The gargoyle keeps 29,000 tribes to pass freely across their dominions,
the basilisks in a wooden box in this area, there is no trouble. If a dominion leader
The troll chooses its moment of attack care· blocks a tribe's passage, however, the barbar·
springing them loose when intruders enter
fully. It tries to gain surprise, if possible. The
the tunnels. The gargoyle then tries to circle ians make a Reaction Check. This action
troll fights to the death to prevent the charac-
around any intruders and attack from the could result in war.
ters from recovering the forge. Once charac·
rear while the basilisks attack the front.
ters kill the troll, however, no other obstacles
Encounter setting
Gargantuan Gargoyle: AC 1; HD 32•; hp stand in their way of recovering the relic.
160; MY 180' (60') on land, 300' This encounter begins as the barbarians pass
(100') flying; lfAT 4; D 4·12/4-12/4· through Alak Dool's dominion (see the Non·
24/4-16; Save F32; ML 11 ; ALC; XP Encounter 4: player Characters section for details). If you
10,000 do not want to use Alak Dool for the encoun·
Barbarians' battle ter, or if his dominion is nowhe re near any of
Basilisks (2): AC 4; HD 6•1 .. ; hp 30, 28;
MY 60' (20'); #AT 1 bite/I ga~e; D 1-
10 • petrification; Save F6; M L 9; AL Encounter background
N; XP 950 A large number of humans have lived in
Norwold for centuries, long before any

~+-~t---T~-+-~t--+~<?~+-~1---+
Ct
--i----+--- i--+- 0 ·G--+-
--+-~-+-~+--+~-+--G ~+--+~-

23
NORWOLD ENCOUNTERS

the characters' dominions, you may use any Each warrior wears heavy furs (treat as party calls upon the other for assistance in the
NPC magic-user, as long as he is at least 9th leather armor), and carries a two-handed future, the call must be answered as quickly
level, and has a conjure elemental spell. sword. and forcefully as possible.
Begin the encounter when the characters
are traveling through their dominions for If the characters have not intervened to help Encounter 5:
some reason. They may be hunting, or they Barkal by the time his warriors arrive, the
may be clearing their dominions of monsters. warriors naturally assume that the characters The crones of Crystykk
While the characters are traveling, they are somehow involved in the attack on their Encounter background
receive word of a showdown between a bar- leader. In this case, six of the warriors attack
barian tribe and AJak Dool. The barbarians the characters, while the other two aid their H igh atop a rocky crag, somewhere in the
a re currently camped on the borders of leader. uncivilized lands of Norwold , sits the gloomy
Dool's dominion. There have been no bat- If the characters help Barkal, Dool forces cave of the crones of Crystykk. These three
tles-the barbarians would rather hunt food the elemental to fight to the death. Dool is old women are clerics of tremendous power,
than fight humans-but Dool taunts them prepared to flee at a moment 's notice, how- and each has a different alignment. Isolated
constantly. ever, since he doesn't want the characters to from humanity, these crones spend their time
Dool recently cast invisibility and fly spells know that he is involved. observing the world through a powerful crys·
on himself, and then traveled to the campsite If Barkal and the characters work together ta! mirror, which is the only one of its kind.
of Barkal the Red. Barkal is the chief of this to defeat the elemental, the barbarian leader This potent magic item is known as the
barbarian tribe. While hovering over the invites the characters back to his people's Crystykk Mirror, and it is similar to a crystal
chiefs camp, he conjured an earth elemental camp. ball that has clairaudience. Only the crones
and ordered it to attack the frightened bar- may use the mirror, which is embedded in the
barians. The barbarians' camp rock of their cave.
Barkal, wielding his sword, challenged the The crones cannot cast spells through the
Barkal is chief of a tribe of900 barbarians, all mirror, but they can send messages to others,
elemental. The barbarian chief has led the
of whom eagerly await their chiefs return. If chiefly in the form of dreams. To send such a
elemental out of the camp, and the two are
the characters are with Bar kal when he message to an individual, the crones need
now chasing each other through the foresr.
returns, the barbarians greet them enthusias- only concentrate on the individual's image as
Barkal the Red: AC 5; F22; hp 84; MY 120' tically as well. The barbarians serve up an it appears in the mirror. Occasionally, the
(40'); #AT 1; D 2-11 ; Save F22; ML improptu feast, and the characters a re the crones try to use these dreams to summon
10; ALL; S 13; 1 11; W 13; DX 16; CN guests of honor. high-level characters to their cave.
17; CH 12 Wrest.ling matches make up much of the The crones may use the mirror to speak
evening's entertainment. A number of bar- through other normal mirrors. Such an event
Barkal carries a nonmagical two-handed barian warriors (including some brawny
sword, and he wears heavy furs. These furs takes place during King Ericall's wedding
females) wrestle each other in the center of a (see the Major Events section, The Wedding
are considered the equivalent of leather
huge ring. They are more than willing to Day for details).
armor. wrestle a few of the characters as well . The Because of their hobby, the crones are
Earth Elemental: AC -2; HD 16; hp 78; MY wrestling barbarians are all fighters between extremely knowledgeable. They enjoy a good
60' (20'); #AT 1; D 3-24; Save F16; levels 9 and 20 ( 1d12•8). The wrestlers gain fight, and they always demand a high price if
ML 10; AL N; XP 0 1d4 on all ability modifiers. None of the wres- they win. If the crones are defeated, however,
tlers may wear an y armor. they gladly yield important information to
When the characters arrive on the scene,
If none of the characters voluntarily enters those who have defeated them.
Barkal is exhausted from the long chase. He
the ring, some of the barbarians challenge the
turns to face the lumbering elemental. The
characters to matches. The challenges are Encounter setting
barbarian and the monster draw closer to
good-natured, and the barbarians take no
each other. In a few seconds, they are wres- Use the Dream List to introduce this encoun-
offense if a character refuses.
tling. (Barkal's Wrestling Rating is 21. The ter to the characters. Tell the players that each
If, however, the characters do wrestle and
earth ele mental's Wrestling Rating is 41.) of their characters awakens one morning with
manage to show some ability in the ring (if
Dool, who controls the elemental from the lingering memory of a dream . At fi rst, the
they at least hold their own with the barbari-
overhead, has sent it to wrestle Barkal. Once characters cannot recall any details from thei r
ans), Barkal closes the evening with the ritual
the elemental has pinned the barbarian, it dreams. Have each player roll ld20 for his
of blood-sharing. Each of the characters is
starts inflicting damage upon him. Of course, character: If the die roll is less than or equal to
required to cut his right-hand palm. Barkal
the characters may intervene any time they the character's Wisdom score, that character
then cuts his palm. Each character then
wish. remembers his dream.
clasps Barkal's right hand, mingling blood
Six rounds after the wrestling match Roll ld6 for each character who remem-
and allegiance.
begins, eight of Barkal's warriors arrive on bers a dream. Then find the die roll and cor-
The characters may refuse to take part in
the scene. The wa.rriors stop for a moment, responding dream on the Dream List. Do not
this ritual, but Barkal loses face in his tribe if
gasping at the horrible monster that is tan- reveal the details of the dreams until you have
they do. The whole tribe then feels insulted ,
gling with their leader. Within seconds, how- rolled for each of these characters, because
and the characters may have to deal with
ever, the warriors leap into the fray. several characters may have the same dream.
some unfriendly barbarians.
Barbarian Warriors (8): AC 6; F8; hp 48, 42, lf the characters do takE; part in the cere- Once you have determined which dreams the
40, 38, 37, 36, 32, 30; MY 120' (40'); mony, an oath of allegiance is implied characters have had, read the appropriate
#AT 1; D 2-11; Save F8; ML 10; ALL between the tribe and the characters. If either passages to the players.

24
NORWOLD ENCOUNTERS

CRONES OF CRYSTYKK DREAM LIST mace, but you fight with skill and dar- defeated by the sting of your sword, but
ing. The old crone is vanquished. She it is the other weapon- the one you
Die Roll: 1
pleads for her life, and offers a treasure carry inside-that truly proves decisive.
Dream: A path leads from your home and
more valuable.than a gem or magic. You With this in you r grasp, you know that
takes you on a journey that lasts several
accept her offer, reaching out to take a the future of Norwold is up to you.
days. Finally, a black fortress, rising
box that she holds weakJy aloft. As you
from a dark crag of stone, towers before Any character who remembers his dream has
you. As you climb upward, massive open the box, golden light spills out, a clear idea about the location of the black
encircling you in warm light. Stories
stone gates swing silently open. As soon fortress. Although each character should
seem to unfold from the light. At last
as you have passed through the gates, have a slightly different picture of the fortress
you understand .
they slam shut behind you. The icy fin · and of the women who live there, al.I of the
gers of fear grip your chest, and every· Die Roll: 5 characters have dreamed of the same place.
thing suddenly goes black. Dream: You are balanced carefully on a You may place the fortress of Crystykk
mountain peak, looking down on two anywhere you wish in Norwold. You do not
Die Roll: 2
huge forces that have drawn for battle. have to place it in a mountainous area if you
Dream: You awaken in a black room. You
Standing between the armies are your don't want to. Ideally, the characters should
run to a window and discover that you
friends, looking upward to you for help. have to travel several days from the nearest
are atop a tall, black tower. The entire
Despair washes over you, because you character dominion to reach the fortress.
continent sprawls out below you. Sud·
know that the only help you could offer
denly, you know where you are! The
crones! Three crooked old women have
lies far away, in the fortress on the rocky Journey to the fortress
peak. Quiet voices had urged you to go
locked you here! Through the bars on there . .. if only you had listened! But it Select or roll a few random encounters from
the window, you can see your home. To the chart on p. 31. Have these encounters
is too late now.
reach it would take days! As you look occur as the characters travel to the fortress of
out the window, the land below seems to Die R oll: 6 Crystykk.
move. Massive ripples, rising up like Dream: A mighty weapon gleams in your On the last night before the characters
great ocean swells, cross the land. H uge hand as you prepare to lead your army reach Crystykk, they have the following
cracks appear in the earth, as buildings, into war. What you carry inside, how· encounter.
trees, and people fall helplessly into the ever, is even more important. The battle Three aerial servants, one summoned by
earth. Your tower sways and begins to is joined. Enemies fall before you like each of the crones, raid the characters' camp.
fall , but before it strikes the ground, you wheat under a scythe. Whole armies are Each of the crones has instructed her servant
catch one last glimpse of Norwold, as a
gaping fissure splits the land in two.
Die Roll: 3
Dream: You have been fighting for days.
Your arms feel like lead weights. The
bodies of friend and foe alike lie all
around you, forming a grisly human
carpet that stretches for as far as you can
see. You tell you rself that if you had
heeded the warnings of the three old
women, this tragedy could have been
avoided. Just as this thought crosses
your mind, the earth convulses beneath
your feet. A great fissure opens, and
bodies fall into it, like water flowing over
a dam. You straddle the fissure, one foot
on each side, but it grows wider and
deeper. You realize that you will soon
join the bodies in the long fall down-
ward.
Die Roll: 4
Dream: A wicked, hook-nosed old woman
beckons you forward with a bony finger.
You follow her, walking along a road
that seems to wind for days through
dark forests and black, frozen moun·
tains. At last the road ends before a
black fortress, which stands high on a
gloomy pinnacle of rock. Suddenly, the
old woman turns and attacks you! She
casts potent spells and wields a crushing
NORWOLD ENCOUNTERS

These old women symbolize the balance of


forces, or alignments, in the world. Their ori-
gin is obscure, but they are certainly very old.
They are always together. You may want to
use them in future adventures. If you do,
adjust their spells and possessions, based on
the passage of time.
Mequisa, the Lawful: AC -4; C23; hp 52;
MV 90' (30'); #AT I mace +4; D 5-10;
SaveC23; ML 12; ALL; XP 3,750; S
12; I 10; W 17; DX 14; CN 11; CH 6
Spells.
First level: cure light wounds•, detect evil,
detect magic, light•, purify food and
water, remove fear •, resist cold
Second level: bless•, find traps, hold per-
son •, know alignment, resist lire,
silence (15' radius), speak with animal
Third level: continual light •, cure dis·
ease•, growth of animal, locate object,
remove curse", striking
Fourth level: cure serious wounds, dispel
magic (x2), neutralize poison•, protec-
tion from evil (10' radius), sticks co
snakes
Fifth level : commune, cure critical
wounds, raise dead, truesight
Sixth level: aerial servant, animate objects,
barrier, cu re all
Seventh level: earthquake, holy word,
to steal a powerful magic item from the char- raise dead fully • (x2)
acters. You should select these items. Keep in mountain peak that towers above this Mequisa wears plate mail •3, a ring ofinvisi-
mind that the crones are aware of everything cave. Flashes of lightning seem to flicker bility, and a ring of fire resistance. She carries
the characters are carrying, and they are dimly in the clouds. The sky above the a shield •2, a mace +4, and a snake staff(32
likely to select those items that might prove mountain grows even darker. Suddenly, it charges).
most deadly in the upcoming conflict. is almost night.
Bethidia, the Neutral: AC -6; C23; hp 63;
Aerial Servants (3): AC O; HD 16• •• ; hp 80, MV 90' (30'); #AT 1 mace •5; D 6-11;
73, 67; MY 240' (80') on land, 720' Tell the characters that the fortress they saw Save C23; ML 12; AL N; XP 3,750; S
(360') flying ; #AT 1; 08-32; Save F16; in their dreams was actually the mountain 10; 1 12; W 17; DX 17; CN 15 ; CH 8
ML 9; AL C; XP 3,250 peak that now rises before them. Spells.
The cave mouth is 20 feet wide. It opens First level: cure light wounds •, detect evil,
The aerial servants enter the characters' into a dimly-lit, 50-foot-long runnel. The
camp at maximum speed, steal the indicated detect magic, light•, purify food and
tunnel is lO feet wide and 20 feet high. The water, remove fear •, resist cold
items, and flee as quickly as possible. tunnel leads to large, circular cavern of rock, Second level: bless •, find traps, hold per-
which is 100 feet in diameter. The rough walls son •, know alignment, resist fire ,
T he fortress of Cr ystykk of the cavern rise to a 20-foot-high ceiling. silence(15' radius), speak with animal
This fortress is located in a dark region of This cavern is the home of the crones. Third level: continual light•, cure dis-
rocky peaks, far from any civilized lands. As In the center of the cavern, a mirror is ease •, growth ofanimal, locate object,
characters approach the fortress, the trail embedded into a raised block of stone. The remove curse•, striking
they are following begins winding steeply crones' beds, and a few of their personal pos- Fourth level: cure serious wounds, dispel
upward. The characters must negotiate nar- sessions stand against the cavern wall, across magic (x2), neutralize poison •, protec-
row canyons and high passes as they follow from the entrance. tion from evil (lO' radius), sticks to
the trail. At last, the characters emerge on a The characters encounter the crones in the snakes
wide ledge. Tell the characters that this area is entrance tunnel. Fifth level: commune, cure critical
the same as the one they saw in their d reams. wounds, raise dead, cruesighc
When the characters get to this point, read T he three crones Sixth level: aerial servant, animate objects,
the following boxed text to the players. Mequisa (Lawful), Bethidia (Neutral), and barrier, cureall
Chasandri (Chaotic) are the three crones that Seventh level: earthquake, holy word,
live here. While you are free to use them as raise dead fully• (x2)
A narrow, rocky trail winds upward to the Bethidia wears plate mail •2, a ring of fire
mouth of a dark cave. Gray clouds hug the simple NPC antagonists, they are intended to
represent something more. resistance, and a ring of spell scoring (anti-
magic shell, conjure elemental, haste). She
26
NORWOLD ENCOUNTERS

carries a shield +4, and a mace •5 (slows vic- throws. (Ignore this guideline if there are no turns to speak co the characters. Read the fol-
tims-no saving throws apply). demi-humans in the characters' party.) The lowing boxed text to the playe rs.
crones direct those spells that do allow saving
Chasandri, the Chaotic: AC -3; C23; hp 57;
throws at the party's human members.
MV 90' (30'); #AT 1 mace +4; D 6-11 ; "A fine and worthy lot of lords ye be! 'Tis
The crones fight to the best of their abilities
Save C23; ML 12; AL C; XP 3,750; S as we thought when we made the call, and
in their battle with the characters. If charac-
14; 1 9; W 15; DX 14; CN 14; CH 6 you ' ve given us a jolly fight for our trou-
ters kill two of the three crones, or if they have
Spells. bles.
reduced each of the crones to 8 hit points or
First level: cure light wounds•, detect evil, " The land could do worse than fall
less, the remaining crones surrender. If the
detect magic, light•, purify food and under the likes of you. If she is noi taken
crones are winning the battle, they demand
water, remove fear•, resist cold good care of, though, you're likely to lose
that the characters surrender, and they con-
Second level: bless•, find traps, hold per- her. Even as we speak, armies hostile to
tinue to fight until the characters do so. If the
son•, know alignment, resist fire, you and your king there are landin' ."
characters flee , the crones follow them.
silence (15' radius), speak with animal The crone draws a tattered scroll from a
Third level: continual light •, cure dis- niche in the cave wall . It is a map of
Battle results
ease •, growth ofanimal, locate objecr, Norwold.
remove curse•, striking The crones have not staged this test because " Here:' the crone says, pointing to the
Founh level: cure serious wounds, dispel they enjoy bullying weaker characters. city of Landfall. "A large force bearing
magic(x2), neutralize poison•, protec- R ather, they enjoy the thrill of a tough battle. the flag of Thyatis has come ashore.
tion from evil (10' radius), sricks ro They are good sports about winning or los- They' re burning and plundering for now,
snakes ing. my friends, but in a few days, they'll be on
Fifth level: commune, cure critical After the battle is over, they make sure that the march.
wounds, raise dead, truesight all wounded characters are healed. If a char- "Norwold is abou t to go to war. Thyatis
Sixth level: aerial servant, animate objects, acter is killed in battle, the crones bring the has had her eyes on this land for a long
barrier, cureall character back to life. The crones use a rod of time. Your king Ericall presents a problem
Seventh level: earthquake, holy word, healrh and a staff of healing for these pur- to Thyatis, and they've decided it's time
raise dead fully • (x2) poses. for a solution."
Chasandri wears plate mail •2, a displacer
doak., a ring of spell turning(7 char-ges), and If the characters lose: In this case, the crones
a ring ofmemory. She carries a mace +4 (dou- claim the following "fruits" of victory: The crone turns to the mirror, where a vision
ble damage to Lawful victims), and a shield J. 1 magic item from each character of an army mustering around a castle sud-
•2. 2. 5 years' service by one character (char- denly appears. The castle should belong to an
acters may share this responsibility- one NPC whose dominion borders on one of the
Fighting the crones character serves the crones for 6 monchs, and character's dominions. The mirror shows
then another character takes over for 6 that a considerable force is assembling at the
The crones, of course, know exactly when the castle. The crone turns to speak again.
months, etc.)
characters enter their home. To prepare for
the upcoming battle, the crones cast a few The crones claim whatever magic item is
spells. Bethidia casts haste and conjure ele- most available. They probably choose the "Even those you thought were friends are
mental from her ring. The crones then cast items stolen by the aerial servants. taking a warlike road. The force you see
bless, resist fire, protection from evil ( 10' If characters must go to work for the ser·
here is intended for a treacherous attack
radius), and truesight . These spells affect vants, their jobs include cooking meals for on a neighbor's stronghold! Can you
each crone. the crones, cleaning their cave, and going imagine such a betrayal?"
Just before the characters come into the after nuisance monsters that might show up
entrance tunnel to the crones' cave, Mequisa in the the vicinity of C rystykk. If a cha racte r The image in the mirror slowly shifts to
casts a barrier spell at the end of the tunnel deserts while working for the crones, all three a maritime scene. White sails crowd the
that leads into the cave. As soon as the char- aerial servants chase the character. When picture, as a fl eet that must be made up of
acters enter the tunnel, Chasandri casts they capture the character, they affiict him hundreds of ships sails rapidly before a
another barrier spell at the tunnel's outer with some mild curse, such as warts. Charac- stiff breeze.
end. ters who desert repeatedly may be punished " He re is the major threat, friends. The
Chasandri immediately moves forward to more severely. combined fleets of Thyatis arc preparing
attack the characters. The three crones stay to take your capital, the city you call
as far apart as possible. They try co ensure If the characters win: The crones greatly Alpha. The fate of your king is in your
that two of them do not get caught in the area respect any characters who are able to defeat hands, lords.
of effect of a spell cast by a character. them in battle. As a token of their respect, the " Prepare 10 fight for Alphatia, if you
Mequisa sends her snake staff into the fray I crones offer the characters important knowl- want ro keep your dominions. Alphatia,
round after Chasandri moves forward . She edge gained through their mirror. Of course, that is what they call it now, eh? Old as I
continues to cast spells as long as she can. if the characters killed all of the crones, they am , 1 remember an earlier, more honest
Bethidia casts the anti-magic shell from her must bring the crones back to life in order to time, when an empire could be called by
ring as soon as the battle begins, and then she gain this information. its true name. Know ye, lords, the secret
too moves forward. If one of the crones survives the battle, she name of those you serve? Know ye, lords,
When possible, the crones use spells that returns to the characters all of the magic that you fight for the crown of Atlantis?"
allow demi-human characters no saving items stolen by the aerial seivants. Then she

27
WAR OF THE CROWN: RUNNING CAMPAIGN BATTLES

Events of the Thyatian invasion


The War of the Crown begins in late winter,
at the same time the characters are visiting
the crones of Crystykk. The forces ofThyatis
begin mobilizing at this time. The Thyatian
Advance Force lands at Landfall and attacks
that city. Norwold dominion lords who have
allied themselves with Thyatis move out
immediately, attacking the nearest domin-
ions friendly to King Ericall within 1 week. If
a character has sided with T hyatis, his
dominion's forces also move out at this time.
The Thyacian Expeditionary Force ar rives
in Norwold ld4 weeks later. This force lands
This section outlines the clash between the tie more frequ ently, switch to I-day time
just nonh of the Oceansend Marshes. Its fi.rst
empires ofThyatis and Alphatia (or Atlantis, units. If there is a lull in the action, go back to goal is to try to eliminate any isolated domin-
which is this empire's secret name). The war J-week units. ions that are loyal to King Ericall. These
should break out while the characters are vis- forces eventually combine for a march on the
iting the crones ofCrystykk (see Encounter 5 The battle forces city of Alpha.
in the Norwold Encounters section). The four types of forces involved in the War
Running this war is a complex job. You of the Crown are listed on the next page. The Running the war of the crown
will have to keep track of all of the invading four forces are: Alphatian, Thyatian, Neu-
forces, making sure that the characters do not Alphatian strategy
tral, and Character-allied.
discover their movements, unless the charac- Alphatian forces are those loyal to King It is up to the characters allied with King Eri-
ters come up with some means of learning Ericall. These forces always go to war on the call to advise the king on how to counter Thy-
such information. You must also represent side of the king. They respond as soon as they atis' invasion. If the- characters have sided
King Ericall and his NPC allies. receive the word to mobilize. with the Thyatians, you should run all of the
If you are resolving a battle in which both Thyatian forces are always the enemies of Alphatian forces. The characters may then
character and NPC forces are fighting the king. These forces begin the war by run the Thyatian forces in battle, but they
together, you should probably let the charac- invading and attacking the king's forces. cannot deviate from the events of the Thy-
ters run all of the Alphatian forces. You These forces include two armjes from Thy- atian invasion of Norwold.
should then take charge of all Thyatian atis, and the armies of three NPCs who
forces. Make sure your players do not abuse betray the king and side with the invaders. Activating neutral forces
this privilege, however. For example, you Neutral forces are those who lived in
should discourage characters from d ispatch- If Alak Dool's force (consisting of ores, bug-
Norwold before King EricalJ came to power.
ing 1he entire Royal Army to guard one char- bears, and trolls) passes within one hex of
These forces do not have a major interest in
acter's dominion while the city of Alpha falls! either Leeha or Oeeansend, the force in the
thi.s war. See the guidelines on Activating
You will probably find it worthwhile to affected city immediately mobilizes on the
Neutral Forces for details on how these forces
quickly ske1ch our an area map on a blank side of King Ericall. Alak Dool does not real-
may enter the war.
sheet of hex paper whenever armies move ize that the residents of the two cities would
Character-allied forces are the dwarf and
into the same hex on the Norwold map. Draw react so strongly (and so negacively) to his
barbarian forces that may be allied with the
this map at a scale of 1 mile per hex. These force, so he makes no attempt to avoid cross-
characters. Characters gain these forces as ing through their areas.
maps do not have to be detaile<!. If you ta~e allies through certain adventure encounters
the time to do such maps, however, you will If a character's force attacks the city of
(see Encounters 3 a.nd 4 in the Norwold
probably find that battles take on much more Oceansend, King Yarrvik's force immedi-
Encounters section for details). If they are ately sides with the Thyatian forces. This sit-
tactical significance, and become much more willing, these forces mobilize as soon as the
exciting. uation could come about in the following
characters calJ for them. manner:
You will know even before the war begins The characters' forces are not listed on the
that battles will take place in certain areas- When war breaks out, King Ericall imme-
charts, because che characters must create diately dispatches four characters' forces to
Regent Pass near Alpha, and an NPC chese forces themselves. By the time the war
dominion near the Thyatian Expeditionary 1he city of Oceansend. He supplements the
starts, the characters should have set up characters' forces with troops from the Royal
Force's landing site. If you prepare maps of forces in their dominions, since King Ericall
these areas in advance, you will save time Army, if the characters' forces number less
is bound to send all of his dominions' forces than 2,000. The king sends them to Ocean-
during play, and you'll still be able to use all into battle.
of the necessary details in resolving the bat- send to intercept any hostile forces that might
The Battle Rating for each force is given so leave that city.
1les. that you don't have to calculate it. Use the
When running the War of the Crown, use As soon as the characters reach Ocean-
No. of Troops and Type listings to determine
I-week time units. When 1he war progresses scnd, King Yarrvik and his force move out of
which modifiers apply when seeking a Com-
to the point that armies are entering into bat- the city to meet them. If a parley can be
bat Result. arranged, King Yarrvik tells the characters

28
Alphatian forces 7. Force: RUTGER DAG'S FORCE 5. Force: LONG100TH'S LEGION
Leader: Rutger Dag Leader: Longtooth
1. Force: ROYAL ARMY OF
Location: Dag's Dominion Location: Longtooth's Dominion
NORWOLD
No. ofTroops: 500 No. of Troops: 500
Leader: King Erica!!
Type: horsemen with lances and Type: thieves with bows and swords
Location: Alpha
swords Battle Rating: 76
No. ofTroops: 4,000
Battle Rating: 85
Type: 2,500 swordsmen; 1,000
Neutral forces
archers; 500 horsemen
8. Force: ALLISA PATRICIAN'S
Battle Rating: 92 1. Force: HALFLINGS
FORCE
Leader: Collin the Sheriff, 8th
Leader: Allisa Patrician
2. Force: QUEEN'S GUARD level halfling
Location: Patrician's Dominion
Leader: Queen Christina Location: Leeha
No. of Troops: 800
Location: Alpha No. ofTroops: 1,500
Type: 400 sword/pike men; 200 archers
No. ofTroops: 500 Type: all are archers and swordsmen
Battle Rating: 92
Type: 500 horsemen with bows and Battle Rating: 72
lances
Thyatian forces
Battle Rating: 135 2. Force: ARMY OF OCEANSEND
1. Force: THYATIAN ADVANCE Leader: King Yarrvik
3. Force: KING'S MILITIA FORCE Location: Oceansend
Leader: King Erica!! Leader: Duke of Thy at is No. ofTroops: 6,000
Location: 5 hexes of Alpha Location: city ofThyatis Type: 4 ,500 swordsmen; 1,500 archers
No. ofTroops: 5,000 No. of Troops: 3,000 Battle Rating: 75
Type: peasants armed with crude Type: 2,000 swordsmen; 1,000 horse-
weapons men Character-allied forces
Battle Rating: 32 Battle Rating: 77
1. Force: DWARVES OF THE MOUN-
TAIN CLAN
4. Force: REGENT PASS GARRISON 2 . Force: THYATIAN EXPEDITION-
Leader: Gard Rocktooth
Leader: Rodnox, 18th level fighter ARY FORCE
Location: Stormhaven
Location: Regent Pass fortress Leader: Thincol, 36th level fighter
No. ofTroops: 1,000
No. of Troops: 500 Location: empire ofThyatis
Type: all have hand axes and battle
Type: all are archers and swordsmen No. ofTroops: 10,000
axes
Battle Rating: 117 Type: 6,500 swordsmen; 3,000 archers;
Battle Rating: 115
500 magic-users
5. Force: LANDFALL REGION Battle Rating: 85
2. Force: BARBARIANS OF THE RED
Leader: Lernal the Swill
BANNER
Location: Landfall 3. Force: ALAK 0001.!S MINIONS
Leader: Barkal the Red "
No. ofTroops: 2,000 Leader: Alak Dool
Location: any character's dominion
Type: 1,500 swordsmen; 500 archers Location: Dool's Dominion
No. ofTroops: 3,000
Battle Rating: 48 No. ofTroops: 2,000
Type: swordsmen (all have two-handed
Type: J,000 ores; 800 bugbears; 200
swords)
6. Force: SIR ERNEST'S FORCE trolls
Battle Rating: 68
Leader: Sir Ernest Day Battle Rating: 74
Location: Ernest's Dominion
• Barkal leads a barbarian group of
No. ofTroops: 500 4. Force: T HE ARMY OF MAX T HE
15,000 during the summer solstice. At other
Type: all are archers and swordsmen FIRST
times of the year, his tribe numbers 900. In
Battle Rating: 79 Leader: Max I
a crisis, however, he is always able to mus-
Location: Max's Dominion
ter 3,000 barbarians from various tribes.
No. ofTroops: 800
Type: horsemen with bows and swords
Battle Rating: 113

that their troops must stay away from Ocean- Ending the war still in Norwold when winter arrives, the
send, as it is neutral territory. If the charac- empire of Thyatis withdraws its forces, and
If the forces of Thyatis capture the city of
ters comply, all is well. If they do not comply, the war ends. If, however, Thyatian forces
Alpha, the Alphatian forces have 1 month to
the Thyatians will have gained another ally. arc besieging the city of Alpha at this time, all
recapture the city. If they cannot do so,
surviving Thyatian forces remain, and the
Stronghold garrisons Norwold becomes part of the empire ofThy-
war continues. If you wish, you may have
atis, and Alphatia's power in this part of the
Most of the forces involved in the War of the relieving forces arrive from Alphatia the next
world is effectively destroyed.
Crown start out from a stronghold some- summer.
If Thyatis wins the war, Alak Dool
where in Norwold. Anny leaders are not If Alphatia retains control of Norwold,
becomes king of Norwold. If this occurs,
likely to leave these strongholds unguarded. King Ericall takes care to reward those who
Dool immediately goes to work eliminating
To determine the number of troops left in served him well. Lords who were courageous
any potential opposition to his rule.
an NPC-controlled stronghold, roll ld4. in battle, or who were helpful in planning
If, on the other hand, the forces of Alphatia
Multiply the result by 10. This number rep- battle strategy, might be given additional
rout all of the Thyatian forces, the empire of
resents the percentage of the force that has lands, or the king may bestow an exalted title
Thyatis is considered to have suffered a
remained at the stronghold. Do not diminish upon them. If a lord failed to answer the call
crushing defeat. Another war betwee.n the
the force's field strength. Consider the force to arms, or ifhe was cowardly in combat, the
two empires would be very unlikely, at least
to have extra troops reserved for defending king may strip that lord of his lands and ban-
in the next 50 years.
strongholds. ish him from Norwold forever.
If some pockets of Thyatian resistance are
29
EPILOGUE: CONTINUING THE CAMPAIGN

tion) could become important NPCs in a


long-running campaign. These old women
are more than clerics. They serve as symbols
of the balance of Law and Chaos that must
exist in the D&D• world .
You may have the crones submit the char·
acters to new, more challenging tests. Use
these tests as a way of teaching the characters
valuable lessons, or as a means of passing
along important information. Remember
that the crones' use of dreams could be a use-
ful tool for sending messages to the charac·
ters. The characters may also decide to go to
the crones when they are confronted with an
Norwold should not cease to be a vital and world, those dominions that hold strategic especially difficult problem.
interesting area once you have finished run· river or port areas will become increasingly You need not have the characters battle the
ning the adventures outlined in this booklet. powerful. Lords may· impose tolls on those crones every time they visit the old women.
Norwold is a large and relatively unexplored who use these transportation facilities; such Adjust these encounters based on the nature
land, and there is plenty of room for charac- tolls could become a major source of income. of your campaign. Keep in mind, however,
ters to explore the wilderness and expand the Who controls these strategic ports may that the crones give nothing away for free!
holdings of their dominions. become a bone of contention between domin-
Other Companion adventures will detail ion lords. Scenario 5:
areas of Norwold for you and your players, New characters or NPCs might also arrive
but you may be able to use the information in Norwold and try to squeeze new domin· Beyond N orwold
given in this booklet to create your own ions in between existing ones. This sort of
"encroachment" is bound to create some Your characters may want to explore some of
adventures.
hard feelings, and could even lead to a small· the areas that surround Norwold.
This section features several suggestions
for continuing the campaign you have begun scale war. Characters may choose to explore the Isle
in this adventure. You may use all or any one of Dawn, which lies off the eastern coast of
Scenario 2 : the continent. This isle is the scene of an
of these scenarios in your campaign, depend-
ongoing conflict between the empires of
ing on how they suit your characters. If a see· Dragons of the Wy rmsteeth Alphatia and T hyatis.
nario seems inappropriate to your campaign,
T his rugged range shelters a tremendous Other areas that have yet to be fully
you may want to use the scenario with a
number of dragons (see The Setting section , explored include the inner sanctums of the
group of Expert-level players, or you may
Special Geographical Features for details). Icereach Range, and the regions beyond the
want to incorporate a few of the ideas sug-
gested by the scenario into your campaign. As more people continue to move to western edge of the Norwold map.
Norwold, clashes between dragons and Your characters may decide to explore
One factor that will influence your cam·
paign is the massive immigration to Norwold humans may become more frequent. Sooner these areas, or you may devise a clever
or later, characters may find they must deal scheme to draw them to a certain area. Your
that begins soon after the War of the Crown.
with the problem of the Wyrmsteeth. imagination is all that limits you! Imagine
People of all sorts flow into the land, coming
what kind of lost civilizations, bizarre mon·
from all over the D&D* world in search of a
Scenario 3: sters, and weird magical phenomena might
better, more prosperous life. Keep your play·
lurk just beyond the next horizon!
ers informed of this development as the cam- The giants of Frosthaven The important thing to remember is that
paign progresses . More residents in a
While on one of their " normal" winter raids, you should work to keep your campaign
character's dominion means more power for
the giants ofFrosthaven may take hostage an alive! People/characters change and grow as
that character.
extremely important member of the Norwold they experience life, whether in the real world
leadership (King Ericall's wife, for example) or in a D&.D* campaign. Your NPCs should
Scenario 1: and carry that person back to Frosthaven. also matu re as the "years" go by. Remember
D ominion conflicts The characters could be charged with jour· that events and situations that bring charac-
neying to Frosthaven and rescuing the hos- ters together (or tear them apart) are usually
The dominions set up by characters in tage. You may pose an extra problem by not easily forgotten.
Norwold are not bound by static geographi· having this scenario occur just as the ice The possibiliti~ for adventure are truly
cal limits. Rather, their boundaries are between Frosthaven and Norwold begins to endless, even on the corner of the map we
abstract political measurements that, for any break up. You may alte.r the scenario in other have called Norwold. When you consider
number of reasons, may change over time. A ways as well (setting a time limit, having that there are other planes for your characters
character or NPC might get ambitious, and NPCs introduce unusual obstacles, etc.). to visit, as well as the rest of the world (of
might try to encroach upon a neighbor's which Norwold is only a small patch), then
land. Lords might also make new alliances Scenario 4: you should have no trouble keeping yourself
and break old ones. These factors all affect and your players busy with one exciting
the power structure of Norwold's dominions.
Test of the crones
adventu re after another.
As trade flourishes between dominions, The three crones of Crystykk (detailed in
and between Norwold and other parts of the Encounter 5 of the Norwold Encounters sec-

30
EPILOGUE

Random encounters
If you want to use a random encounter from Forests and Hills - ldlO
the table below, check to see what kind ofter- Marsh - ld4+ 2
rain your characters arc currently traveling Mountains ldlO • 10
through. Check the list of terrain types below Tundra ld4 + 12
and roll the corresponding modified die on
the Random Encounter Table.

RANDOM ENCOUNTERS TABLE

Modified Creature or NPC Modified Creature or NPC Modified Creature or NPC


Die Roll Encountered Die Roll Encountered Die Roll Encountered

Elves (3· 18): AC ·1; E5; hp to steal from the characters sting; D 2-16/1·6 • poison;
18; MV 90' (30'); #AT sword when he first meets them. If Save F4; ML 9; AL C; XP 850
or longbow; D 3-10/1·6; Save characters don't catch him, be
13 Frost Salamanders (3): AC 3;
E5; ML 10; ALL; XP 13 becomes a constant threat,
HD 12• ; hp 58; MV 120'
stealing powerful magic items.
2 Old Beggar: AC 9; hp 7; MV (40'); llAT4claws/1bite;D1-
If characters catch him and
60' (20' ). This beggar is 6 (x4)/2-12; Save F12; ML 9;
spare his life, he becomes their
unarmed. If characters treat AL C; XP 1,900
ally, and provides valuable
him well, he may offer some
information for a price. 14 Huge White Dragon: AC ·1;
cryptic warning of future trou·
HD 15•••; hp 88; MV 150'
ble; if characters abuse him , 8 Blackguard the Avenger: AC
(50') on land, 360' (120') fly-
he "curses" them (your choice -6; F25; hp 161; MV 90'
ing; flAT up to 6; D 3·10110·
of curse's effect). (30'); flAT I weapon; D 3-12
24; Save F36; ML JO; AL C;
(lance)/5·14 (two-handed
3 Centaurs (6-36): AC 5; HD XP 5,100
sword); Save F25; ML 11 ; AL
4; hp 20; MV 180' (60'); #AT
C; XP 3,500; rides a giant 15 Pegasi (1-12): AC 6; HD 2•2;
2 hooves/I weapon (longbow
warhorse; enjoys challenge in hp 12 ; MV 240' (80') on
or pole arm); D 1·6/1-6/1-6 or
combat land, 480'(160') flying; llAT 2
1-10; Save F4; ML 8; AL N;
hooves; D 1-6/1·6; Save F2;
XP 75; creatures are automat- 9 Sir Sweeney: AC O; Fl 4; hp
ML8; ALL; XP 25
ically hostile if characters are 79; MV 90' (30'); llAT l
destroying woodlands; other· weapon; D 2·1 l(lance)/4- 11 16 Cave Bears (2): AC 5; HD 7;
wise, roll for Reaction nor· (sword); Save F14; ML 11; hp 40; MV 120' (40'); llAT 2
mally AL L. Sir Sweeney is a very claws/I bite; D 2·8/2·8/2-12;
goodhearted, but comically Save F4; ML 9; AL N; XP 450
4 Odie: AC ·4; HD 16 .. ••; hp
inept knight. He has survived
76; MVO; llAT I; D l-12 •poi· 17 Manscorpion (2-20): AC I;
thus far only through incredi-
son; Save F16; ML 12; AL C; HD 8" ; hp 33; MV 240'
ble luck.
XP 5,150; special abilities are (80'); llAT I weapon/I tail; D
outlined in Companion rules 10 Randa the Just: AC -4; F20 3-18/1-10 • poison; Save F8;
(paladin); hp 122; MV 90' ML JO; AL C; XP 1,200
5 Huge Black Dragon: AC -2;
(30'); flAT l weapon; D 1-6
HD 14•• • ; hp 69; MV 150' 18 Doppleganger (1·6): AC 5;
(longbow)/6-15 (two-handed
(50') on land, 360' (120') fly· HD 4"; hp 12; MV 90' (30');
sword); Save F20 •3; ML 12 ;
ing; HAT up to 6; D 4·11/10- llAT I; D 1-12; Save F8; ML
AL L. Randa roams the land
28; Save F36; ML 10; AL C ; 8; AL C; XP 125
incessantly, lookin g to right
XP 5,150
injustice. 19 Rust Monster (1-4): AC 2;
6 Tarn Oakleaf (see The Char· HD 5 ° ; hp 25; MV 120'
11 Giant Roe: AC O; HD 36; hp
acters section): The druid is (40' ); HAT 1; D rusts metal;
152; MV 60' (20') on land,
interested solely in the protec· Save F3; ML 7; AL N; XP 300
480' (160') flying; llAT 2
tion of the environment.
claws/ l bite; D 3-18/3-18/8- 20 Dwarves (3·18): AC O; D5;
7 Gallagha the Sly: AC 4; T9; 48; Save Fl8; ML 10; AL L; hp 30; MV 90' (30'); llAT 1;
hp 22; MV 120' (40'); llAT 1 XP6,250 D 4-11; Save 05; ML JO; AL
weapon; D 1·6 (longbow)/3-10 L ; XP 175
12 Wyverns (6): AC 3; HD 7•;
(sword); Save T9 •3; ML 8;
hp 33; MV 90' (30') on land,
AL C; XP 900. Gallagha tries
240' (80') flying; llAT I bite/1

31

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