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Adventure for Characters Levels 1-4

Official Competition Adventure

The Lost Island of Castanarnir


Ken Rolston

CREDITS TABLE OF CONTENTS


Editor: Marlene Weigel
Graphic Designer: Elizabeth Riedel HOW TO RUN THE ADVENTURE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Illustrator: Jeff Easley How to Use This Module . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Cartography: Diesel
CASTANAMIR'S LIVING QUARTERS . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Starting the Adventure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Thesetting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
EncounterKey . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4

CASTANAMIR'S LABORATORIES AND WORKROOMS . . . . . . . . . . . . . 21


Thesetting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
EncounterKey . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21

NEW MONSTERS ........................................... 28


PRE-ROLLED CHARACTERS ................................. 31

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When Castanamir withdrew from the Magi- the features of the one-way portal system. If of the principles of the teleport spell. They
cians Guild, he was a wizard of the Elev- you wait until play begins, you will delay will teleport anyone to a single predeter-
enth Circle, and only a handful of mages the game too long trying to figure out where mined location. When a character walks
were more powerful than he. He was each character has been transported. through one, he arrives in a completely dif-
renowned not only for his special spells, ferent room. There is no clue that he has
some of which remain secret to this very Adventure Sections been teleported; the experience is indistin-
day, but also for his scholarship. He knew guishable from walking through a normal
The setting: This section briefly describes door. Since the PCs have no idea of where
the legends of humans, demi-humans, each level and points out any special fea-
giants, and goblins; theoretical and applied they really are after each teleportation, their
tures. mapping attempts will contradict the facts.
mathematics; dweomercraeft; metaphysics; Encounter key: The different rooms in
and secrets of the astral, elemental, and On the maps, the portals in each room are
which encounters take place are numbered marked with a code that tells which door a
ethereal planes. He had also a sense of and keyed to the maps.
humor, and while a visit to his home may character will actually emerge from, such as
Non-player characters and monsters: SN, 6E, etc. The number refers to the room
prove fatal, it is more likely to amuse. What NPCs and monsters abilities are indicated
mysteries does his island contain? And why the character enters (to prevent confusion,
where they first appear. New monsters are numbers are used on DM Map 1and roman
have those who ventured there never covered in detail in the appendix.
returned? numerals are used on DM Map 2). The letter
THE LOST ISLAND OF CASTANAMIR part of the code tells which portal-north,
Adventure Maps south, east, or west-the character enters
is an adventure for 5 to 8 player characters
of level 1 through 4, several of whom should DM Map 1: Living Quarters: This map by. For example, on DM Map 1,a character
be magic-users or clerics. The island consists shows Castanamirs living quarters and leaving Room 1by the southern portal (4E)
of two series of rooms connected by means those rooms used for entertaining guests. will arrive in Room 4 through the eastern
of magical portals which are described DM Map 2: Laboratories and Work- portal. There is no portal connection
below. Unless PCs (player characters) man- rooms: This map shows Castanamirs between the living quarters on DM Map 1
age to figure out the portal system, they will workrooms and laboratories, including a and the labs on DM Map 2. To go from one
soon be hopelessly confused. However, a chapel, library, and exit to the islands sur- to the other, PCs must pass through a con-
weak party of almost any character class face. cealed opening in the ceiling of Room 7 and
combination may still escape the island-if the floor of Room 111.
they are not too greedy, and if they stick Pre-Rolled Characters Another feature of these magical portals
together and learn to cooperate. is that they permit only one-way passage.
Pre-rolled characters are provided. Your No light, sound, magic, or material can
If PCs are too greedy or eager to fight, players do not have to use these characters
they may not escape alive. Encourage them return once it has broken the plane of the
unless they want to. Their abilities are given portal. Anything reentering a portal will
to think before they act and to substitute in the center of the booklet and may be cut
cleverness for strength. Discourage any emerge through the opening to which it is
into individual cards for convenience. keyed. For example, if PCs try to leave
attempts to split up the party as it will be
weakened that way. through the portal that brought them to
Non-Player Characters Room 1, they will find themselves at the
If a PC wishes not to believe what is hap-
pening at any given time, the attempt will Whenever NPCs or monsters appear in the western end of Room 2.
take the entire round. No movement, spells, text, their abilities are listed this way: Sooner or later PCs are bound to discover
combat, etc., are possible during that time. that they are not where they thought theyd
Name [No.]; race/class/level. AC; MV; be. For example, they can walk south from
Roll the die and then tell the PC he still HD; hp; AL; #AT; Dmg; SA; SD. Weap-
believes. If the thing he has tried not to room to room and eventually end up in the
ons; Equipment; Spells; other special as room they started from. However, you
believe is real, the PC automatically fails noted.
any applicable saving throws. should not give hints as to the organization
Because this adventure takes place on an of the portals.
New Monsters
isolated island independent of politics,
social organization, or related geography, it The gingwatzim, magical creatures who
may be easily fitted into any campaign that appear in three forms, are fully described on
can accept the existence of Castanamir. page 28. As they are complex, you should
Once the players have completed this become familiar with them before beginning
adventure, a number of follow-up adven- play. Other new monsters are also included
tures can be improvised. in the appendix.

How To Use This Module Magical Portals


In preparation, be sure you read the text The magical portals that connect all the
carefully, taking special care to understand rooms on the island are limited extensions

2
Abbreviations

3
Use DM Map 1: Living Quarters
back whatever treasure you could find fortable sofas and two chairs are
Starting the Adventure there. Since you were short on funds and arranged in front of a fireplace which
winter was coming on, you decided to glows with a fire. Across from the fire-
Read the following background to the play- risk the attempt. You anchored your ship place is what looks like a pitch-black
ers. If you are fitting this adventure into a a distance away and swam to the island. doorway, and to the right a sort of hall-
campaign, place names may be changed to The sea was rough, however, and much way leading to another black opening. In
fit your world. of your equipment and provisions was the hallway is also a wooden door.
lost, and when you looked back, your
ship was sinking.
Five years ago in the Sea of Pastures an At first glance the island is a disap- Anyone first entering this room does not
island mysteriously appeared. When pointment. It is barren of all but rocks notice that he has emerged from a n
adventurers attempted to investigate, and short, wind-swept grass. There is no enchanted portal unless he happens to turn
their ships developed gaps in the hulls or shelter, no edible plant life, and no wood around and look in that direction. The mov-
were wrecked on invisible rocks. Those for a fire. You are wet and hungry and a ing metallic object is a cleaning golem. It is
who managed to swim to the island were chill wind is blowing that promises to equipped with a disintegrator ray for clean-
never heard from again. Those who bring a storm with it. But just as dark- ing purposes but will not harm any but the
clung to the wreckage and flagged down ness falls, you discover at the center of most troublesome creatures. However, it is
passing ships swore never to return. For the island a shallow depression with a nearly indestructible, and will defend itself
a while no one dared go near the place. stone door. The door is unlocked and if attacked. Incredibly heavy, the golem
Then one day a young magician heard of when opened reveals a descending stone seems rooted to the floor. It immediately
the island and it reminded him of a leg- stairway. At its bottom is another door cleans up all messes, including destruction,
end he knew. After a little further inves- of an unfamiliar material. debris, and corpses, but not unconscious
tigation, he was almost certain the island creatures or valuable-looking items.
belonged to Castanamir the Mad. It will not leave this room. If a character
Castanamir is not on the island.
Castanamir was an 18th-level mage stands in its path it will stop, wait for a few
and hero of the Goblin Wars fought 200 rounds, and then detour around him and
years ago. For a while he led the Council
The Setting
resume its regular pattern of movement.
of Twelve and the Magician's Guild, but Castanamir's living quarters are homelike.
he was a stubborn, willful mage and Although such things as books have col- Cleaning Golem [l]. AC 3; MV 2; HD 12;
soon his popularity dwindled. Finally, lected dust, there are signs that someone hp 52; #AT 1; Dmg disintegration (ray
feeling betrayed and resentful, he went may have been in the rooms recently. disintegrates everything in a cone with a
to live on an island in the Sea of Pastures, Once inside, PCs may not return through radius of 6 inches at the source, 3 feet at
and those who remained his friends the entry portal. If they attempt it, they are the far end, and a range of 60 feet).
reported that he was growing eccentric sent immediately to Room 2. The only exit The door to the cabinet in the northeast cor-
and had fallen in with characters of an to the outside is from Room 111in the labora- ner is sealed with a strip of a rubber-like
unsavory reputation. Then one day his tory area, DM Map 2. insulation. Inside the magically refrigerated
island just disappeared. Those who All ceilings are 16 feet high. Unless noted cabinet, which has been cooled to -50
knew him were not surprised and they otherwise, light is continual and comes from degrees Fahrenheit, are what appear to be
assumed he had cast powerful spells to fixtures about 30 feet apart along the walls clear crystal plates, goblets, and trophies,
ward off intruders. As the years passed, at ceiling height. All fixtures have lead cov- all inscribed in some unfamiliar language.
he was forgotten. ers that may be turned to block the light. The "crystal" is really ice and will melt if left
Castanamir was an acknowledged too long outside the cabinet. The items will
master of traditional spellcasting and a Encounter Key cause 1point of damage if handled without
skilled enchanter. He was also a scholar protection. These are special trophies
interested in the abstract mathematics of 1A. Living Room awarded Castanamir by ice creatures, and
network topology. Some of his works the inscriptions read "Thanks to Cas-
revealed a sense of humor, although tanamir, true friend of cold."
those of a later date seemed rambling The room is dark green. On the walls are
gold fabric wall hangings and paintings The mirror detects as magical, although it
and confused. When his island disap- appears perfectly ordinary, and permits
peared he was a rich man and possessed a of wilderness landscapes. A watermelon-
shaped metal object is moving back and one-way viewing from Room 1B. It is
formidable collection of arcane lore. securely fastened to the wall and cannot be
Believing that Castanamir had either forth across the floor in a regular pat-
tern. It has two stubby legs and feet but removed. If the mirror is smashed or dam-
died or lost his faculties and that this aged, only wall will be found behind it, and
accounts for the reappearance of the no head or arms. Against one wall is a
simple oak table next to a large corner it will no longer function magically. It is sur-
island, the magician hired your party of prisingly durable; it must take 10 points of
adventurers to explore it and bring cabinet of dull metal. In the other corner
is a wooden closet door. A mirror on the damage in a round to crack, and 15points to
opposite wall has a very heavy filigreed break.
frame of unfamiliar metals. Two com- The fireplace is false; there is no real fire,
only a visual illusion. This will be suspected

4
by anyone who passes within a few feet of they have never been out of this room; the Weapons: shortsword, short bow, dag-
it. Inspection of the fireplace will reveal no magical portals frighten them, because Cas- ger. Magical Items, Doblin: potion of
route for smoke to escape-only solid wall. tanamir told them never to go near them. extra healing (unmarked), two +1
Inside the closet is an incredible accumu- arrows, a pouch of dust of appearance
lation of assorted junk, and two lepre- IB. Library (two doses, negates invisibility), and 80
chauns. The contents of the closet are gp. Joblo: potion of levitation (un-
The scene described below should be read to marked), javelin of lightning (ld6 +20
blanketed by illusion upon illusion: what PCs only as they enter the room from the
looks like a hat is a wool blanket, which is electrical jolt damage, saving throw
Living Room for the first time. If they enter
really a cookpot, which is really a dog col- reduces damage to 10 points). Lightning
from a room other than the Living Room, bolt is 6 inches wide and 30 feet long. It
lar, and so forth. The disguised objects in the Library will be deserted.
the closet include 22 gp, 280 sp, 290 cp, a works only once. If the bolt is reflected
sword +I,scroll of protection from demons, its backstroke causes 20 points of dam-
scroll of three spells (tongues, invisibility There is a black portal in one wall. Book- age. Joblo will use the javelin only if cor-
Io, fly), a ring of free action, and a potion cases line two walls, and in the center is a nered, wounded, and desperate. He does
of levitation. small table and four chairs. In another not know about the danger of a back-
wall is a clear glass window through stroke.
Leprechauns [2]; AC 8; MV 18; HD 1/2; hp
3,3; AL N; #AT 0; Dmg nil; magic resist- which the Living Room may be viewed. The desk contains none of Castanamirs pri-
ance 80%; SA spells, 75% chance to In a corner are a desk and chair. The desk vate papers, and is intended for the use of
snatch an object, 25% chance to drop if is messed up as though someone has visitors. There are supplies of paper, ink,
pursued, cant be surprised; Spells (as searched it. On the floor lies a human fig- and pens, but no personal clutter. It has
natural ability): invisibility, polymorph ure face down and motionless. The body been searched by the thieves who were
non-living objects, create illusions, ven- has no visible injuries. looking for keys or plans to the dwelling.
triloquism. The bookcases are full of light reading
Two thieves are hiding in the room: Joblo is material on the following: the history of the
If the door is opened, one leprechaun playing dead on the floor while Doblin Goblin Wars (in which Castanamir served
becomes invisible, dashes out, snatches an hides behind the table with his bow ready. If with distinction, and is mentioned fre-
item selected at random from the nearest party members survey the room for possible quently); the folklore of pixies, elves, grem-
party member, and dances about the room, ambush, they will see Doblin hiding. Doblin lins, fairies, and other mythical creatures;
giggling and teasing the characters. The waits until he has a clear shot at a party and the conjuration of demons, spirits, and
other leprechaun cackles with glee from the member and gets two surprise bow shots. In other powers.
safety of the closet. If the party permits the the next round Joblo gets up and runs for the If the party fails to kill or capture both
escaped leprechaun to get back inside the black portal while Doblin tosses a potion Doblin and Joblo, there is a 10% chance
closet, he may polymorph the stolen item bottle full of water on the floor in front of that any room in the living quarters con-
into something unusual (for example, a but- the party. The potion bottle is a bluff tains another hit-and-run ambush set up by
ter churn) and stash it with the other goods. intended to make the PCs hesitate long the thieves. If seriously wounded, they
Unless the party captures a leprechaun and enough for the robbers to escape through retreat to Room 9E.
convinces him (by threat or persuasion) to the portal.
give up the item, it may be lost forever. The thieves only intend to weaken the
However, pleading with the little fellows is party for the eventual kill. Then they hope . LOUNGE
likely to soften their hearts, and they return to loot the bodies, looking for some magical
any items the characters beg for. The lepre- item that will help them escape the island, This Lshaped room has light gray walls
chauns may also donate something from where theyve been trapped for several and a deep, comfortable floor covering.
their own store if the PCs argument is mov- months. They havent figured out the pat- There are black openings in four of the
ing enough. However, using polymorph tern of the portals yet, but they have a good walls. In one comer of the room is stacked
they can pass off a piece of junk as treasure. idea where each portal in each room leads. a giant pile of furniture about 6 feet high.
These fellows were pets of Castanamir. They have not discovered the laboratories. The stack of furniture seems carefully
They speak rapidly in high, squeeky, giggly Joblo and Doblin stay alive by hitting and arranged. The floor covering shows signs
voices, in the style of Mickey Mouse. They running. They are effective scavengers, and of heavy objects having been dragged
are not malevolent; snatching stuff is just a they love to get someone alone for an inti- across it. In some places are stains which
game with them and they are very puzzled if mate mugging. If captured, they will coop- might be blood, and there is a foul odor
the PCs get upset about it. They know that erate with a party that might be able to here.
this area was Castanamirs living room and escape, but they will doublecross at the first
that Castanamir hasnt been around in a opportunity. They are dangerous, treacher- Heavy breathing can be heard on the other
long time. They can give a vague descrip- ous, and sly, but far too smart to provoke an
tion of Castanamir-an old man with gray side of the pile of furniture. The pile is a barri-
open confrontation with the entire party. cade, behind which a group of hobgoblins
hair, a big nose, a good sense of humor, but
Doblin and Joblo; human/thieves/fourth have taken refuge. Also behind the barricade
no sense of fashion or taste in clothing.
level. AC 7; MV 12; HD 4; hp 12; AL LE; are cushions for sleeping and the evidence of
They can identify the cleaning golem and
#AT 1; Dmg 1-6 or 1-4; SA strike from several meals (bones and such, some human).
they know about the library (1B) which
behind, double damage and +4 to hit. The odor is garbage and offal.
theyve occasionally visited. Otherwise,
5
Hobgoblins [15];AC 5 ; MV 9; HD 1.1; hp 8 have hidden two gold statues (2,000 gp on the island. They are very bored, how-
each; AL LE; #AT 1; Dmg 1-6;Weap- each, encumbrance of 1,500 gp each), a ever, and love to break the monotony by
ons: short sword and javelin. large steel pitcher (magical, fills with mead popping out of their stronghold and surpris-
on command but has no directions for its ing humans or creatures, for fun and exer-
The hobgoblins arrived involuntarily in the use), a large brazier, and two arm-length cise. They are rather slow witted and will
Game Room about a month ago. There were gloves of fire resistance (protect wearers charge instantly into a fight, always giving a
28 of them originally, but accidents, preda- arms from normal or magical fire; adds +2to last hack at the enemy after he is down. For
tors, and internal squabbles have taken their saving throws vs. magical fire damage). this attack they are 100% to hit and do the
toll. They have taken over the lounge, and The cleaning golem is broken and doesnt weapons full damage. They will do this
have been living on rats and other hobgoblins. work. even if it means ignoring a dangerous oppo-
They are too dumb to figure out their situation nent (who is then also 100% to hit, though
and adapt; their tribal traditions often get in 4. THE KITCHEN he only rolls for his damage). These killers
the way of clear thinking. They are becoming get two attacks every other round, and they
increasingly desperate in their search for food, battle as 7th level fighters. Their weapons
but their current leader still has them orga- This room contains two stoves, a three- cause only ld8 and ld6 in normal hands.
nized and obedient. The leader has a gold doored oven, two sinks, a long work They dont understand magic very well. The
medallion worth 300 gp, a scroll with four table, and a giant spice cabinet. Pots and berserkers have only been here five days.
clerical spells (sanmm,fire resistance, cure pans are strewn all over the floor. There They arrived through Room 5 , and are terri-
light wounds (a)), and a potion of healing are scraps of food lying about every- bly confused by the portals.
(unmarked). He has no idea what his magic where, parcels of food ripped open and
items are, though he has guessed they are sampled, then discarded, and partially 5. THE GAME ROOM
valuable. gnawed bones. The contents of a spice
The hobgoblins are sleeping when the cabinet can be seen in the rubbish. Mov-
party enters the room, but they have five ing across the floor is impossible without This is a large, empty room with an
guards on watch standing on chairs behind making noise. There is a black opening enclosed square area in the center which
the wall and certainly know about the party in each wall; a wooden door and a large appears to have seams running from floor
before the party discovers them. They are metal door are on either side of one of the to ceiling. There is a black opening in each
likely to break and run when 25 % to 50% of openings. wall and a selection of weapons hanging
their number are down. Once the party has on the left and right walls. The weapons
physically intimidated them, they will be The wooden door leads to the pantry (the include 4 throwing daggers, 2 normal dag-
eager to make deals. small room in the northwest) and the metal gers, 10 darts in a quiver, 1 shortsword, 2
one is the icebox door. Neither detects as quarterstaves, and 2 short spears. There
3. THE DINING H A L L magical, but the portals do. The pantry are some vacant racks suggesting that
shelves are filled with various kinds of food. other items have been removed.
The supply replenishes itself every day. The
A large U-shaped dining table and 12
freezer is likewise full of fresh carcasses of
chairs take up half the room. Tapestries
various animals, dressed and ready to cook;
that once covered the walls have been The seams in the enclosure are for sliding
the freezer refills itself automatically. The
tom down and are mounded in one cor- doors. Sixty seconds in real time after one of
oven and stoves detect as magical because the party enters this room, a monster is tele-
ner to a depth of about 4 feet, covering
several of the chairs and part of the table. they have a magical source of heat. The ported into the enclosure from an unknown
sinks are magical, too, because they drain location and released by means of the slid-
Giant rats sitting on the table scurry into another plane and the water is created
immediately for cover under it and the ing doors. Two north and south doors rise at
magically. By turning knobs and faucets the once into the ceiling, leaving walls on the
tapestries. The whole room is littered
party can learn to operate this equipment by east and west. The monster arrives facing
with rat droppings. Two fireplaces glow
trial and error. The pans have been scattered north. The teleport automatically resets
with fires. There are black openings in about as a warning system for the two ber-
each of the four walls. A short, two- itself, but will work only twice per day.
serkers living in the pantry. Monsters are teleported in the following
legged, watermelon-shaped, metallic
object is partially hidden under the Berserker [2];fighter/5th level. AC 6; MV order:
table. 12; HD 5; hp 25, 36; AL N; #AT 3/2; Feral Slasher: AC 2;MV 24;HD 2.3; hp 15;
Dmg 1-8.2 or 1-6.2; Weapons: ax and AL CN; #AT 4;Dmg 1-6/1-6/1-4/1-4.
Giant Rats [20];AC 7; MV 12/6;HD I/z; throwing ax; second berserker carries a
hp 2 each; AL N;#AT 1; Dmg 1-3 5% +
philter of love and a potion of climbing The slasher attacks the first creature it sees,
chance of disease. but has no idea what they are, a jeweled but it is slow-witted-it reacts to a change in
dagger handle worth 300 gp, and 50 cp in its situation on the round after the change.
The rats provide an emergency source of cash; both keep fighting for two rounds The feral slasher wont leave this room.
food, but Doblin and Joblo (Room 1B) after their hit points drop below 1, or Until it is killed, it is encountered whenever
really look on these beasts as their pets. The until their hit points reach -10. the characters enter the room.
rats valiantly defend their home, but do not
fight unless they have to. In the mound of The berserkers are in a position of real Ogres 121: AC 5 : MV 9; HD 4.1; hp 25,22;
tapestries the rats use as a den, the thieves power, since they control the source of food AL CE; #AT 1;Dmg 1-10.

6
e

The ogres do not attack immediately; they mands, but an examination of rooms 8B and When a character sticks his head beyond
first try to go home, futilely searching for a 8D may reveal them. one of the illusory walls, take the player
path back through the teleport. They then aside and explain to him privately that his
turn to assess the party's threat. If the party 6. FANTASY ROOM character is completely involved in a fan-
attacks, of course, they return the attack. If tasy. The fantasy should be appropriate to
the party seriously injures one of the ogres, the personality of the character. For exam-
it flees through one of the portals and You seem to be in a closet-sized room ple, a fighter receiving the illusion of Love
becomes a wandering monster. There is a with three blank walls facing you. When might think that the woman of his dreams
10% chance to encounter one of these crea- the walls are touched they seem insub- has been captured by a dragon and is
tures thereafter in any room the characters stantial; anything that touches them beseeching his aid. The PC must make his
enter, and there is also a 10% chance that seems to pass directly through and disap- saving roll against spells before he can tear
the ogres will wander into any room where himself out of the fantasy. He must repeat
the party has been for 10 minutes of real the roll once per round until he's successful.
time. This is the equivalent of Castanamir's TV If other party members try to drag the
The game room was designed for recrea- room, and he used it to produce some mar- affected person out of the area, he struggles
tion. Castanamir used as little magic as he velous dramas of the imagination. Four with them and tries to return. If they merely
could in fighting monsters teleported in, and powerful maronzim have been bound as call to him, he does not respond. If the char-
often risked real harm. He usually returned small figurines that sit in the far corners. acter is pulled from the area of effect, or
the creatures to their planes, slightly These spirits are compelled to provide illu- leaves the area after he has saved success-
wounded, terrified, and confused. How- sions involving the greatest fears or desires fully, the illusion ends and he may return to
ever, the party does not know the com- of any being entering their area. The room is the other PCs. In either case, he should be
mands he used, and the recall system which divided into four sections corresponding to prepared to answer any questions the party
sends the monster back where it came from four elemental human emotions: joy (north- may have about what he saw. It is possible
is only automatic after 10 minutes of game west), despair (northeast), hate (south- that two or more players may enter the
time (10rounds). The command words for west), and love (southeast). The illusion a same area at once. They will have their own
the room are: "start," which overrides the being receives depends on his location. private fantasies that are not related.
room entry control and immediately Once one is accustomed to the experience, it Party members may protect themselves
releases a creature; "end," which disarms the is possible to resist and shape the projec- from the full effect of the illusion by stop-
automatic release until the start command is tions of the maronzim, but initially the ping their ears and covering their eyes. This
used again; "file," which releases the most experience is overwhelming, and no will prevent them from being overwhelmed,
recently filed creature. Of course, it is attempts at disbelief or dispelling the illu- but it will not confer permanent immunity.
doubtful that the party will guess these com- sion affect it.

7
If the player should reenter the area again The first quadrant contains the tim the inanimate, intelligent form of a multi-
without blocking his senses, he will be exhibit. The multiform has disappeared. form graegzim. In its free form it has the
affected. Once a character has resisted one Remaining is the free form blue sphere, a same abilities as the first graegzim. In ani-
illusion, he will recognize the other illusions tim bound in the form of the amulet, and a mate form it is a fremlin. If a character takes
for what they are. However, recognizing tim bound in the form of the yellow musk possession of the graegzim in its inanimate
that the experience is an illusion does not creeper with purple splotches. The free form sword form, the fremlin, too, will follow
make it disappear; sights, sounds, and attacks any character entering its area each the owner's directions, though it will com-
smells will persist, although he can use his round until successful, after which the vic- plain and drag its feet. Information gained
sense of touch to investigate the surround- tim becomes paralyzed and loses 1point of from the fremlin form is essentially correct,
ings. strength per round until unconscious and but often twisted to suit the fremlin's humor.
The figurines/maronzim are located on exhausted. The amulet gives a +1on saving The owner may converse with it or com-
shelves about 10 feet from the floor. They throws vs. spells, and the creeper is harm- mand it at will. Its knowledge of this world
are concealed by the illusion and it is less. The hobgoblins are dead. is limited to what it has seen in this room,
unlikely the party will discover them. but it could certainly reveal the entry to
Free Form Tim: AC 0; MV 16; HD 2; hp 9; Castanamir's laboratories and other inter-
7. GINGWATZIM ROOM AL N; #AT 1;Dmg special; SA strength esting tidbits. Its self-knowledge is
drain; SD +1or better weapon to hit. extremely limited. It only knows that it is a
The second quadrant contains a free form graegzim because it overheard Castanamir
A sign hangs from the ceiling in the cen- say so, and it has no notion of its origins or
pakim (a green sphere), a bound pakim in
ter of this circular room which reads in the form of a staff +I, and a multiform nature.
common, goblin, and magic argot. Its pakim currently in its free form (the other
top line reads: "Gingwatzim exhibit: D O Free Form Graegzim: AC 0; MV 16; HD
floating green sphere). The free form pakim 3.6; hp 18; AL N; #AT 1; Dmg special;
NOT CROSS LINES." In each quadrant will attack any character entering its area
of the floor is a bright orange painted line SA strength drain; SD +1 or better
each round until an attack is successful, weapon to hit.
extending in a semi-circle. Next to each is after which the victim becomes paralyzed
a sign. In the first quadrant behind the and loses 3 points of strength per round Fremlin: AC 6; MV 12; HD 3.6; hp 18; AL
line is a glass cabinet. From it shines a until he falls unconscious and exhausted. CN; #AT 1; Dmg 1-4; SD +1weapon to
blue globe of light with a radius of 5 feet, The multiform pakim in animate form is a hit.
and it seems to contain a plant and an baboon. If the pakim is under the control of
amulet. Two hobgoblins lie motionless at The fourth quadrant no longer contains any
a character, the baboon will follow that eoluzim. The access to Room I11 in the labo-
the foot of the cabinet. In the second character's directions. In inanimate form it
quadrant is a glass cabinet containing a ratories is through the illusory ceiling. Cas-
is a dagger +I,with no intelligence and weak tanamir used a pair of boots of levitation to
short staff and a globe of green light with empathy. This creature is able to change
a radius of 5 feet. Another green sphere float through the ceiling illusion. This was
from the free form globe to a baboon or to a witnessed numerous times by the graegzim,
floats here and there to the right of the dagger +I on the command word
cabinet but behind the line on the floor. which may in turn impart the information
"Presto!"-a fact that may be revealed by to the PCS.
In the third quadrant is a glass cabinet the graegzim in the third quadrant, who has
and a spherical grey light with a radius of overheard the command numerous times.
5 feet. There is a short sword in the cabi- SA. GUEST ROOM CORRIDOR
Anyone who handles the pakim in its inani-
net and another lying on the floor to the mate form (the dagger) becomes its owner
right of the cabinet behind the warning and may command it with or without the
line. In the fourth quadrant is an empty command word. It cannot change forms of end of an apparently empty hallway.
broken glass cabinet. No globe of light is its own free will. Two more black openings face one
visible. Four black openings are located another halfway down the lengths of the
at opposite points outside the warning Free Form Pakim: AC 0; MV 16; HD 2.4; longer walls. In each long wall is also a
lines. hp 12; AL N; #AT 1; S special; SA wooden door. The doors are across from
strength drain; SD +1or better weapon to one another and at one end of the length
On the wall in each of the four quadrants is hit. of the hall.
a placard: "Tim," "Pakim," "Graegzim," and
"Eoluzim." The center sign has more in small Multiform Pakim: AC 7; MV 12; HD 1.1;
hp 6; AL N; #AT 1;Dmg 1-4. Both wooden doors have locks which seem
print: "In each area are found the three typi- to have been forced violently. One door
cal forms and one multiform example of the The greyish globe in the third quadrant is a seems securely barred from the inside. The
lower orders of Gingwatzim. Do not con- free form graegzim. Any character entering door to Room SD opens easily. The door to
tact any objects or manifestations behind the area of its grey globe will be attacked Room 8B, on the other hand, must be bro-
the warning lines." each round until an attack is successful, ken into. Even if the door is unbarred with a
The Gingwatzim are described in detail at after which the victim becomes paralyzed knock spell, it will require two characters
the end of this adventure. The room is a dis- and loses 4 points of strength per round with 16. strength to force their way in.
play area for some of Castanamir's magical until he falls unconscious and exhausted. In
handiwork-the sort of thing he would the cabinet is a graegzim bound as a short
share with visiting magic-users. sword +2.The short sword +2on the floor is
9
8B & SD. GUEST ROOMS the attack and retreat.They want to be left ease. There is nothing of value in this room,
alone. They attempt to communicate if the but anyone who handles the corpse will
The room has been exhaustively party shows signs of intelligence and peace- contract the goblin disease. The incubation
searched. It contains comfortable furni- ful intent. period is one day. The second day after
ture and stacks of books which have touching the corpse the character feels tired
been ripped apart and carelessly tossed SA. CORRIDOR TO and ill, is incapable of strenuous activity
in comers. The books are light reading SERVANTS QUARTERS like running or fighting, and has a mild tem-
material on various topics, probably perature. The third day after he has touched
selected with an eye to entertaining a There are two black openings at the ends the corpse he will wake with a high tempera-
guest. There is a wooden door in the far of an apparently empty hallway. Two ture, totally disabled, retaining only 50% of
corner. black openings face one another halfway hisnormal hit points. This stage of the dis-
down the length of the longer walls. In ease lasts for two days. O n the fifth day
each long wall is a wooden door. They after touching the corpse he will wake nor-
The furniture in Room 8B has been piled
are situated across from one another mal and healthy again.
against the outer door. A doorbar was
improvised from the leg of a broken chair. If toward one end of the hall. Both wooden
the characters spend a total of two hours doors seem to have been forced open 9D. SERVANTS QUARTERS:
examining the books, they come across ref- violently. KLEKOS SITTING ROOM
erences explaining the function of the Fan-
tasy Room (Room 6). Another half-hour Both normal wooden doors open easily. This room is dark. In the light from the
will yield a description of the Game Room hall you can see furniture and rubbish all
(Room 5), the necessary command words, 9B. SERVANTS QUARTERS: over the floor. The light fixtures have
and a caution about its dangers. MONNES SITTING ROOM been shuttered. Four heavy crossbows
The lizard men from Room 8C will not have been set up to face where you are
bother anyone in Room 8B unless someone The room has been exhaustively standing. There is a wooden door in the
tries to force the door to where they are hid- searched. It is filled with luxurious, over- far corner.
ing. stuffed furniture and a host of tacky but
expensive-looking trinkets and bric-a- If the players dont check for traps, the
SC & SE. GUEST ROOM brac: little statues, precious stone carv- crossbows fire when they step into the
ings, and so forth. The effect is similar to room. If they examine the rubbish on the
that of a souvenir/gift shop. There is a floor carefully before entering, they will
This is an unremarkable, comfortably life-sized statue of a kobold in full battle notice the crossbow trigger concealed there.
furnished bedroom. There are signs of a array in a far corner. In the opposite far Pushing a heavy weight through the door
search and the beds have been used corner there is a wooden door. There are first will set off the trap. The trap attacks as
recently. The linen is very old and musty; very few books-most of them full of a 4th level thief doing 2-5 damage for each
it hasnt been changed in a long time. colorful drawings. The majority are of four bolts.
written in the Kobold language. There
Lizard Men [2]: AC 5; MV 6/12; HD 2.1; are many games and toys here and there. 9E. SERVANTS QUARTERS:
hp 10; AL N; #AT 3; Dmg 1-2/1-2/1-6; KLEKOS BEDROOM
Intelligence High.
The lizard men hiding behind the bed leap 9C. SERVANTS QUARTERS: The light fixtures have been shuttered.
out and hurl darts. They are rather puzzled, MONNES BEDROOM The room is dark. The walls are covered
but are coping well. They are from a culture with colorful designs and there is a single
where magic is suppressed, and they assume This room is filled with chests-20 or cot in the center of the room. A crude
that all magic is simply incredibly advanced more-stacked around the outer walls. door bar has been made for the door.
technology. They are very intelligent, but The lids of many are open, revealing The cot shows signs of recent occupancy.
they do not speak any language that a PC expensive and colorful clothes. The bed The wall designs, starting at the wall
can recognize. Their culture is so vastly dif- is a mess. There is a badly decomposed containg the door and proceeding clock
ferent that it is difficult for them to commu- body in the far corner of the room, the
wise around the room, show a small cot-
nicate at any level, even with the use of a species of which is unclear. Whatever it tage with a real door worked into the
spell. They fight only to defend themselves was, it was humanoid, short in stature, composition and set in a forest clearing,
and steadfastly refuse to cooperate. They and shows no sign of a violent death. a dense forest with great straight-
have stripped one of the weapon racks from There is a paper on the floor with the fol- trunked trees, a great cavern chamber,
Room 5 and have cached the weapons here. lowing note written in common: and moonrise over a forest river.
They are unfamiliar with the use of most of Master We kepe hows nice sins you bin
these arms but have tried the darts in des- gone. Kleko got sik and dide. Me burnd This is the hideaway of the thieves found in
peration. They are not fighters in the culture bahdee in oven. Me sik now. Not much Room 1B. (See statistics on page 5.) If they
they come from and are actually more effec- time. Golum in dining hall broke. were seriously wounded, they have
tive fighting without weapons. Monne retreated here. If found, they fight until
The lizard men defend their refuge as long killed or captured. Except for eight days
as the PCs continue aggressive behavior, Monne and Kleko were Castanamirs goblin worth of cached emergency rations under
but will not pursue them if they break off servants. Both died of a common goblin dis- the cot, there is nothing here of value.

11
ABNIR MREMHOUSE
2nd level human Magic-User

STRENGTH 12
Weight Allowance 1600 maximum/ll50 unencumbered
Open Doors 1-2
Bend Bars/Lift Gates 4%
INTELLIGENCE 15
Maximum Number of Languages 5
Chance to Know Each Listed Spell 65 %
Spells/Level7 minimum/ll maximum
WISDOM 11(No adjustments)
DEXTERITY 15
Defensive Adjustment -1
CONSTITUTION 17
Hit Point Adjustment +2
System Shock Survival 97%
Resurrection Survival 98 %
CHARISMA 10
Maximum Number of Henchmen 4

ARMOR CLASS 10/9 (dexterity)


BASE MOVE 12"
HIT POINTS 7
0 0 0 0 0 0 0

BASE-TO-HIT AC:

10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4

11 12 13 14 15 16 17 18 19 20 20 20 20 20 21

RELEK NOSHOUSE
3rd level human Magic-User

STRENGTH 14
Weight Allowance 1700 maximum/l250 unencumbered
Open Doors 1-2
Bend Bars/Lift Gates 7%
INTELLIGENCE 17
Maximum Number of Languages 7
Chance to Know Each Listed Spell 75%
Spells/Level 8 minimum/l4 maximum
WISDOM 7
-1to saving throws vs. Mental Attacks
DEXTERITY 14 (No adjustments)
CONSTITUTION 15
Hit Point Adjustment +1
System Shock Survival 91 %
Resurrection Survival 94%
CHARISMA 11
Maximum Number of Henchmen 4

ARMOR CLASS 10 (no armor)


BASE MOVE 12 "
HIT POINTS 6
0 0 0 0 0 0

BASE-TO-HIT AC:

10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4

11 12 13 14 15 16 17 18 19 20 20 20 20 20 21

13
SAVING THROWS Magic Items
Paralyzation, Poison, or Death Magic 14 Rod of Spell Storing (non-rechargeable), has one each of the
Petrification or Polymorph 13 following spells, detect invisibilitx locate object, identifx
Rod, Staff, or Wand 11 ESP
Breath Weapon 15
Spell 12

LANGUAGES
Dwarven, halfling, goblin, orcish
WEAPONS

Rate Range Bonus To Hit DamagelBonus


Dagger 1 1/2/3 N/A 1-4/1-3 EQUIPMENT
Dagger, spell book, components
Proficiencies: Dagger
Non-Proficiency Penalty: -5

Abnir Mremhouse is a specialist in detection, anti-magic traps, and


defensive magic. He is against killing, but might join a melee to pro-
MAGIC tect the party. His morale is high; he is independent and exercises
initiative in emergencies. Otherwise, he looks to Paterno, the pala-
Spell Use two 1st level spells din, for direction. He is a scholar more than an adventurer, and he
plays the role of peacemaker.
Spell Book
Comprehend Languages Hold Portal Read Magic
Shield Sleep Unseen Servant
Zden tifv

SAVING THROWS Magic Items


Paralyzation, Poison, or Death Magic 14 Wand o f Fireballs (2 charges)
Petrification or Polymorph' 13
Rod, Staff, or Wand 11
Breath Weapon 15
Spell 12 LANGUAGES
Dwarven, elven, halfling, goblin, gnoll, hill giant

WEAPONS
EQUIPMENT
Rate Range Bonus To Hit Damage/Bonus Dagger, spell book, components
Dagger 1 1/2/3 N/A 1-4/1-3

Proficiencies: Dagger
Non-Proficiency Penalty: -5 Relek Noshouse specializes in deadly magic, and has no qualms
about killing evil creatures. His morale is only fair-not cowardly,
but very conscious of his frailty. He tends to use up consumable
magical items so fast that he is always short on magical support
MAGIC when he needs it. He is always eager to obtain new items, particu-
larly destructive ones.
Spell Use two 1st level spells, one 2nd level spell

Spell Book
First Level Spells:
Affect Normal Fires Magic Missile Shield
Read Magic Shocking grasp Sleep
Unseen Servant
Second Level Spells:
Knock Stinking Cloud Web

14
GENTON STLINDHOUSE
3rd level human Cleric

STRENGTH 12
Weight Allowance 1600 maximum/ll50 unencumbered
Open Doors 1-2
Bend Bars/Lift Gates 4%
INTELLIGENCE 12
Maximum Number of Languages 4
WISDOM 15
Spell Bonus: two 1st level and one 2nd level spell
+1to saving throws vs. Mental Attacks
DEXTERITY 9 (No adjustments)
CONSTITUTION 10
System Shock Survival 70%
Resurrection Survival 75 %
CHARISMA 12
Maximum Number of Henchmen 5

ARMOR CLASS 8 (leather armor)


BASE MOVE 12 "
HIT POINTS 19
0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0

BASE-TO-HIT AC: (using magical mace)


10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4
~

8 9 10 11 12 13 14 15 16 17 18 19 20 20 20

"BEETLE" FARHILLS
2nd level halfling Thief

STRENGTH 12
Weight Allowance 1600 maximum/ll50 unencumbered
Open Doors 1-2
Bend Bars/Lift Gates 4%
INTELLIGENCE 8
Additional Languages 0
WISDOM 13 (No adjustments)
DEXTERITY 18
ReactiodAttacking Adjustment +3
Defensive Adjustment -4
CONSTITUTION 11
System Shock Survival 75 %
Resurrection Survival 80%
CHARISMA 11
Maximum Number of Henchmen 4

ARMOR CLASS 8 (leather armor)/4 (dexterity)


BASE MOVE 9 "
HIT POINTS 8
0 0 0 0 0 0 0 0

BASE-TO-HIT A C (including reactiodattack adjustment)

10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4

8 9 10 11 12 13 14 15 16 17 18 19 20 20 20

15
SAVING THROWS LANGUAGES
Paralyzation, Poison, or Death Magic 10 Dwarven, elven, goblin
Petrification or Polymorph 13
Rod, Staff, or Wand 14
Breath Weapon 16
Spell 15 EQUIPMENT
Leather armor, holy symbol, flask of holy water, components

WEAPONS
Genton Stlindhouse is a specialist in healing and protection, with
Rate Range Bonus To Hit Darnage/Bonus some fighting ability. He is conservative and cautious, a team man
FootmanS with high morale, and he restrains the reckless impulses of others.
Mace +Z 1 N/A +2 (magic) 1-6 3/1-6 2
+ + He is lawful and frowns on theft and destruction. He tends to be
stuffy and wordy, but a cool and reliable hand in combat.
Proficiencies: Footman's Mace, Flail
Non-Proficiency Penalty: -3

MAGIC

Spell Use four 1st level spells, two 2nd level spells

Magic Items
FootmanS Mace +2
Holy Ring (non-rechargeable), stores 1each of the following
spells: detect evil, detect magic, protection from evil, sanctu-
ary

SAVING THROWS ('3 bonus if dexterity adjustment applies) RACIAL ABILITIES


Paralyzation, Poison, or Death Magic 13/10 Infravision 60'
Petrification or Polymorph 12 Constitution bonus for saving throws vs. Poison
Rod, Staff, or Wand 11 Determine if passage is up or down grade 75 % of time
Breath Weapon 16 Determine direction 50% of time
Spell 12 If alone and not in metal armor, can surprise on d6,l-2

WEAPONS MAGIC ITEMS

Rate Range Bonus To Hit Darnage/Bonus Dagger +l(I 12, E2, semi-emphathetic, detects magic within
Dagger.1 1 1/2/3 +1(magic) 2-5/2-4 1"up to once per turn.

Proficiencies: Dagger, short sword


Non-Proficiency Penalty: -3
LANGUAGES
Dwarven, halfling, goblin, orcish, gnome, elven

THIEF SKILLS

PP OL F/RT MS HS HN CW EQUIPMENT
50% 49% 35% 41% 40% 15% 71% Leather armor, thief tools, rope and grappling hook

+4 on attack from behind, double damage

"Beetle" Farhills specializes in stealth, scouting, traps, and locks.


He is independent, but understands his team role. He will avoid
melee, but is willing to do what must be done. He has a high morale,
and is more rash and impulsive than the others, but he is learning
prudence through experience. He is eager to prove himself to his
companions.

16
WATIM BERELSTANE
4th level dwmf Thief

STRENGTH 11
Weight Allowance 1500 maximum/1050 unencumbered
Open Doors 1-2
Bend BardLift Gates 2%
INTELLIGENCE 13
Additional Languages 0
WISDOM 16
+2to saving throws vs. Mental Attacks
DEXTERITY 15
Defensive Adjustment -1
CONSTITUTION 16
Hit Point Adjustment +2
System Shock Survival 95 %
Resurrection Survival 96%
CHARISMA 10
Maximum Number of Henchmen 4

ARMOR CLASS 8 (leather armor)


BASE MOVE 9 (24 with boots of speed)
HIT POINTS 18
0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0

BASE-TO-HIT AC:

10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4
11 12 13 14 15 16 17 18 19 20 20 20 20 20 21

PORALL FREHOUSE
3rd level elf Fighter
STRENGTH 16
Damage Adjustment +1
Weight Allowance 1850 maximum/1400 unencumbered
Open Doors 1-3
Bend Bars/Lift Gates 10%
INTELLIGENCE 12
Additional Languages 0
WISDOM 15
+1to saving throws vs. Mental Attacks
DEXTERITY 16
ReactiodAttacking Adjustment +1
Defensive Adjustment -2
CONSTITUTION 11
System Shock Survival 75 %
Resurrection Survival 80%
CHARISMA 13
Maximum Number of Henchmen 5

ARMOR CLASS 8 (leather armor)/6 (shield +1)/4(dexterity)


BASE MOVE 12
HIT POINTS 18
0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0

BASE-TO-HIT AC: (including reactionlattack adjustment)

10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4

7 8 9 10 11 12 13 14 15 16 17 18 19 20 20

17
SAVING THROWS RACIAL ABILITIES
Paralyzation, Poison, or Death Magic 13/9 Infravision 6 0
Petrification or Polymorph 12 Detect slope 75 %
Rod, Staff, or Wand 10 Detect new construction 75%
Breath Weapon 16 Detect shifting walls 67%
Spell 11 Detect stonework traps 50%
Determine depth underground 50%
,

+1vs. goblins, hobgoblins, orcs or half-orcs


-4 to AC vs. ogres, ogre magi, trolls, giants, titans
WEAPONS

Rate Range Bonus To Hit DamagelBonus


Broadsword +1 1 N/A +1(magic) 2-8 +1/1-6 +1 MAGIC ITEMS

Proficiencies: Broadsword, dagger, sling Broadsword +1


Non-Proficiency Penalty: -3 Boots of Speed

LANGUAGES
THIEF SKILLS Dwarven, gnome, goblin, kobold, orcish

PP OL F / R T MS HS HN CW RL
45% 47% 40% 33% 25% 15% 78% 15%
EQUIPMENT
Leather armor
+4 on attack from behind, double damage

Watim Berelstane is the old man of the party, a dwarf who will traf-
fic with humans. Though beyond his physical prime, he adds ex-
perience and maturity to the party. He is an expert on locks, traps,
machines, and devices, including magical ones. He relies upon his
magic resistance in a jam. He is a willing team man, but will defin-
itely refuse a foolish or ineffective plan. He has high morale, but
knows when to retreat. .

SAVING THROWS MAGIC ITEMS


Paralyzation, Poison, or Death Magic 13
Petrification or Polymorph 14 Longsword +I
Rod, Staff, or Wand 15 Shield +1
Breath Weapon 16
Spell 16

LANGUAGES
Elvish, gnome, halfling, goblin, hobgoblin, orcish, gnoll
WEAPONS

Rate Range Bonus To Hit Damage/Bonus


Longsword +1 1 N/A +1(elf)/ 1-8.2 / 1-12.2 EQUIPMENT
+1(magic) Leather armor, shortbow/quiver/20 arrows
Short bow 2 5/10/15 +1(elf) 1-6/1-6

Proficiencies: Longsword, short bow, spear, dagger


Non-Proficiency Penalty: -2 Porall Frehouse specializes in combat but prefers his bow to melee.
His morale is fair; he is quick to suggest disengagement and retreat if
the odds are not clearly favorable, as this is only common sense. He
will disengage from melee and seek alternatives if the melee is not
RACIAL ABILITIES going his way. He recognizes the importance of his combat role, and
Infravision 60 performs reliably.
Detect secret door automatically, 1in 6
Detect secret door if searching, 2 in 6
Detect concealed door, 3 in 6
If alone and not in metal armor, surprise 4 in 6
+1to hit with any bow other than crossbow, and short/long
sword

18
GRO MEKADET
2nd level dwarf Fighter

STRENGTH 18 (57)
Hit Probability +2
Damage Adjustment +3
Weight Allowance 2500 maximum/2050 unencumbered
Open Doors 1-3
Bend Bars/Lift Gates 20%
INTELLIGENCE 12
Additional Languages 0
WISDOM 10 (No adjustments)
DEXTERITY 1 4 (No adjustments)
CONSTITUTION 16
Hit Point Adjustment +2
System Shock Survival 95%
Resurrection Survival 96%
CHARISMA 13
Maximum Number of Henchmen 5

ARMOR CLASS 8 (leather armor)


BASE MOVE 9"
HIT POINTS 16
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0

BASE-TO-HIT AC: (including strength "to hit" bonus)


10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4

8 9 10 11 12 13 14 15

PATERNO STLINDHOUSE
2nd level human Paladin

STRENGTH 16
Damage Adjustment +1
Weight Allowance 1850 maximum/1400 unencumbered
Open Doors 1-3
Bend Bars/Lift Gates 10%
INTELLIGENCE 15
Maximum Number of Languages 5
WISDOM 14 (No adjustments)
DEXTERITY 14 (No adjustments)
CONSTITUTION 13
System Shock Survival 85 %
Resurrection Survival 90%
CHARISMA 17
Loyalty Base +30%
Reaction Adjustment +30%
Maximum Number of Henchmen 10

ARMOR CLASS 8 (leather armor)/7 shield (-1with protection from


evil)
BASE MOVE 12 "
HIT POINTS 17
0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0

BASE-TO-HIT AC:

10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4

10 'I1 12 13 14 15 16 17 18 19 20 20 20 20 20
19
SAVING THROWS MAGIC ITEMS
Paralyzation, Poison, or Death Magic 14/10
Petrification or Polymorph 15 Hammer +Z
Rod, Staff, or Wand 12
Breath Weapon 17
Spell 13
LANGUAGES
Dwarvish, gnome, goblin, kobold, orcish

WEAPONS

Rate Range Bonus To Hit Damage/Bonus EQUIPMENT


Hammer +2 1 N/A +2 (strength)/ 1-4 6/1-4 5
+ + Leather armor, backpack, sling and 10 bullets, 10 days rations
+2 (magic)
Sling 1 5/10/20 +2 (strength) 1-4 4/1-6 +4
+

Proficiencies: Hammer, sling, battle ax, dagger Gro Mekadet is a combat specialist-very strong and very tough.
Non-Proficiency Penalty: -2 He is fierce and fearless to a fault. His morale is very high. He is ,
young, impatient, and self-confident, but he follows orders. He
doesnt stop to reckon the odds when he gets a shot at an opponent.
Gro is headstrong with a low estimate of weedy humans and a
RACIAL ABILITIES superstitious distrust of magic. Gro comes from a very ferocious
Infravision 60 clan of dwarves and knows little beyond the martial arts.
Detect slope 75%
Detect new construction 75%
Detect shifting walls 67%
Detect stonework traps 50%
Determine depth underground 50%
+I vs. goblins, hobgoblins, orcs or half-orcs
-4 to AC vs. ogres, ogre magi, trolls, giants, titans

SAVING THROWS MAGIC ITEMS


Paralyzation, Poison, or Death Magic 11
Petrification or Polymorph 12 Longsword +1,Luck Blade (unknown if wishes remain, gives
Rod, Staff, or Wand 13 +Ito saving throws)
Breath Weapon 14
Spell 14
LANGUAGES
Dwarven, elven, halfling, goblin
WEAPONS

Rate Range Bonus To Hit Damage/Bonus


Longsword +I 1 N/A +1(magic) 1-8+2/1-12.2 EQUIPMENT
Light crossbow 1 6/12/18 N/A 1-4/1-4 Leather armor, shield, light crossbow, case/30 quarrels

Proficiencies: Longsword, light crossbow, dagger


Non-Proficiency Penalty: -2
Paterno Stlindhouse specializes in leadership, planning, organiza-
tion, and command decisions. He is deliberate and careful, highly
concerned for the welfare of each party member. He is responsible
PALADIN ABILITIES and orderly. His morale is very high. He intends to be a role model
Detect evil 60 as an adventurer, teaching morals through actions rather than
Cure disease once per week words. He has tactical and strategic talent and well-bred social
Protection from evil 10 radius skills.
Lay on hands to cure wounds, 4 points/day
Immune to disease

20
easlnnamir's
Laboratories and Workrooms
Use DM Map 2: Laboratories throws his spells, then melees berserkly with fire damage, and the book instantly dis-
and Workrooms his ornamental dagger. Bradvig answers solves in flame.
only to his name; other commands given Certain other spell books are on high
The Setting him by Castanamir were: shelves near the table. These are the spell
The rooms, lighting, etc. are similar in gen- 1. "Stay here until I tell you otherwise." books of evil mages. Aside from the danger
eral design to the living quarters. Access to of the possible curses and traps on these vol-
2. "Don't touch anything unless I tell you umes, the evil spells they contain are of little
the living quarters is in Room IIIA and the otherwise ."
exit to the surface in Room IIIB. use. If any character opens any of the spell
3. "Keep your mouth shut unless I tell books from the top three shelves, he
you otherwise." receives an explosive runes blast for 6d4+6
Encounter Key
4. "Don't throw any spells unless I tell damage. A magic-user has a 5% per level
I. THE LIBRARY you to." chance of detection, while a thief has a 5%
5. "If something goes wrong, you may chance. A saving throw vs. magic allows
half damage. If the characters are smart
A black opening is in each of the four defend yourself or the library in any way
enough to check the library catalogue first,
walls. The room is filled with book you can, as long as you don't kill anybody
the entries will clearly indicate that these
shelves, and in the center is a large table or damage my collection."
books still have dangerous traps on them.
and straight-backed chair. A tall grey- As with all simulacra, Bradvig is com- Castanamir's own spell books can be
haired man wearing long robes covered pletely under Castanamir's orders; no other reached from the chair. There is one spell
with magical writing is standing directly may command him. He will interpret com- book for each of the nine levels of conven-
behind the chair. He is silent and motion- mand 5 to mean that no one may touch any- tional spells he knows, along with a com-
less. On the table are several stacks of thing in the library, and that any attempt to plete set of traveling spell books containing
manuscript paper held down with paper- touch him or move him is an attack. He will the identical information and four more
weights and ample scribe's supplies not leave the library. The party will proba- books devoted to his own research. Each
neatly arranged on a small stand next to bly have to kill or incapacitate him. book has a fire trap. Anyone touching one
the chair. Unfortunately, the bulk of Castanamir's takes ld8.6 damage, and the book dissolves
collection of scrolls, manuscripts, and in flames.
One section of the room contains well-used tomes is located in his various other resi- Also right at hand is Castanamir's per-
general reference materials covering every- dences. The titles here are quite valuable, sonal library catalog-a six-volume manu-
thing from astronomy to zoology. Another nonetheless. The spell books are priceless, script divided into six subject areas: general
section contains foreign language books, although they are well-protected against reference, magical reference, summoning
numerous huge dictionaries, and other theft or tampering. None of the spell books references, magic spell books, scrolls and
translation aids. One quarter of the library have any labels or identifying marks on the notes (older notes and materials from other
is devoted to texts and treatises on magic. outside. They all have tiny catalog serial mages-no spells), and manuscripts (Cas-
There is a large cabinet containing numer- numbers written on the outside spines, but tanamir's own notes on magic spells). The
ous scrolls. On a shelf right next to the table the writing is so minute that a PC must spec- manuscript section contains a description of
is a collection of standard and traveling ify that he is looking for catalog numbers gingwatzim and the general operating prin-
spell books. before he can see them. The notes on the ciples of the magic portals. It takes a charac-
table deal with summoning gingwatzim, the ter of 20 intelligence several hours to figure
Bradvig simulacrum: AC10; MV 12; HD4; theory and techniques. One glass paper-
hp 8; AL ?; #AT 1;Dmg 1-4; ST 12; Intel- out the general principles of the manuscripts
weight is a magical device that stores Rary's regarding gingwatzim and magic portals,
ligent. mnemonic enhancer ( 2 charges). The com-
1st Leve! spells: sleep (x2) and a magic-user would despair of under-
mand word "Abrouzek is etched into the standing the details in a lifetime. Once a
2nd Level spells: stinking cloud, web glass. The other paperweights are character has spent the required time,
Bradvig was a chaotic evil, 10th-level, rene- unmarked. explain the general nature of the enchanted
gade mage brought to justice with Cas- Additional spell books were shelved close portals and gingwatzim, but be vague
tanamir's help. Castanamir hated to see his to the floor. Now most of them are lying in because the concepts are advanced far
fine mind go to waste, and it fed his ego to ashes. The books were booby-trapped, and beyond the PCs' understanding.
keep a simulacrum of the mage as a com- each dissolved into flame as it was touched. Each entry in the catalog briefly describes
mon library assistant. The simulacrum has a Hidden among the ashes, however, is one the background of the text, scroll, or manu-
much-impaired intelligence, and functions incompletely destroyed spell book which script, the author or original owner, and the
only as a 4th-level magic-user. He is still contains six 2nd-level spells and three 3rd- contents of the item. An entry clearly states
knowledgeable about higher levels of level spells, at least four of which are unfa- whether there are traps on the material. For
magic, but there are great and critical gaps miliar to the adventurers. You should example, spell books are listed as trapped.
in what he recalls. In combat Bradvig choose the spells to meet the needs of the Castanamir's handwriting is crabbed and
PCs and your campaign. tiny, and the codes on the texts, books,
Still on the shelf are four more fire scrolls and manuscripts are hard to read.
trapped spell books. Each character that Referencing and deciphering an entry takes
touches a spell book receives ld8.6 points of 5-10 minutes, and finding the cited material

21
takes another 5 minutes. The catalog reveals like one. It derives no benefit from injuring about it for 1000gp or one magical item.)
that 90% of the books, scrolls, and manu- anyone and hopes the party will come to its ''I think he's dead, or in the process of
scripts are only moderately valuable. Nine senses and pay a handsome fee for informa- dying. He may have escaped to some
hundred of the volumes are worth about tion. It has no sense of humor about theft, plane I cannot perceive. Something tells
one gp per volume. Their encumbrance is 10 having worked for his treasures, and it pun- me that he is gone for a long time, but I
times their gp value, and it is impractical to ishes thieves. IJnder no circumstames will it would hesitate to say forever."
remove them for monetary value alone. The permit anything to be taken from the pool. 4. "How can we safely leave the island?"
remaining 10% of the library consists of Initially the naranzim says, 'I will answer (2000 gp or two magical items) "There
valuable references on conjuration, provid- your questions if you pay me well. I will kill are many ways, but an answer in your
ing a complete research library for any you if you do not." For each question the price range is to wait until a ship sails by,
magic-user spells listed as "conjurations" in party asks, the creature asks for payment light a signal fire, and swim out to meet
the Player's Handbook. Though most of the beforehand. For example, if the party says, the ship, warning it to stay 2000 feet
spells are far beyond the current capabilities "What is 'well paid to you?," the naranzim from shore." If the party is so unimagina-
of the PCs, the references could command replies, "What will you pay me for that tive as to need help figuring out how to
an excellent price from the Magician's answer?" It answers the following without buoy themselves up, for another 1000 gp
Guild-30 gp per volume for 100 volumes. charge: If the party asks for estimates of or a magical item it will tell you to makc
prices, the creature tells them an estimate water wings from wineskins available in
11. CHAPEL costs 1000 gp or a magical item. If asked the kitchen.
what currency it accepts, it tells them gold,
silver, copper, platinum, magical items, 5. "What is the most valuable thing on this
island?" (8000 gp, 8 magical items, or
This is a circular room about 16 feet experience levels, and their lives.
Its only attack is illusion. However, since two experience levels) "Assuming that
across with a pool in the center about 8
the party cannot dispel the illusion, it can be you are more interested in loot than in
feet across. There are four black open- your safety, 1 believe Castanamir's
ings at 90 degrees, 180 degrees, 270 dangerous. The naranzim warns the party
library is the greatest treasure."
degrees, and 360 degrees around the cir- by turning someone into a poodle; if
cumference of the room. Around the pressed, it gives someone the illusion of Requests for command words to magical
pool is a low stone wall. blindness. If the party persists in refusing to items, abilities of unknown magical items,
Filling the pool is a clear, water-like pay, in attacking the creature, or in trying to and warnings about dangers or guards in a
liquid and at the bottom is an incredible steal from the pool, it will strike each char- specific room cost 1000 gp or a magical item.
wealth of coins in all metals and denomi- acter with an illusionary mattock, knocking A list of the important treasures in any given
nations, and a number of other items. him unconscious. When the party members room costs 2000 gp or 2 magical items.You
Intermixed are human bones. return to consciousness, the naranzim is must price other services during play. Too
gone, but it may be called again by touching expensive is better than too cheap; buying
Naranzim: AC insubstantial; MV 24; HD the pool, and this time it will be in no mood information rather than working for it
12; hp 50; AL N; #AT special; SA illusion for funny business. It perceives everything defeats the purpose of the game.
magic; SD see below. as through a gem of true sight (no invisible The naranzim is not a nitpicker, and it
sneaking) and, to prevent folks from run- believes in giving a customer his money's
Touching the water or tampering with the ning away with the treasures, it can make worth, but some questions can be more use-
contents in any way will call the naranzim, the portals seem to disappear. ful than others. It knows practically every-
who will appear from the pool as a cloud of Below is a sample list of questions, thing about Castanamir's home, but very
orange light having a head but only two answers, and prices suggestive of the naran- little about his past or personal life. The
indistinct eyes of a deep, fiery orange. It is zim's personality, scope of knowledge, style creature's expertise is in the study of the
not affected by any physical weapons, mag- of response, and taste in riches. ethereal planes, the subject Castanamir was
ical or not, He can be touched only by magic investigating when he bound the naranzim
missile or similar spells. He was bound here 1. "How can we get out of here?" (4000 gp, 4
here. Any information you feel the PCs
by Castanamir for service of a thousand magical items, or an experience level)
"Use the amulet ofplanes or the rear exit, should not have should be a weak spot in
years but promised that he would be paid the creature's knowledge. It cheerfully
for answers to any questions. Castanamir both located in Castanamir's rest area."
admits ignorance of unimportant matters.
also answered the creature's questions for 2. "Where is this rest area?" (2000 gp or 2 Following is an inventory of items and
similar prices. As a result the naranzim is magical items) "It is off the hallway with treasure in the pool: splint mail +2, chain
satisfied and reasonably pleasant. It can the mirror." If the characters come back mail +2,shield +1,ring o f protection +2, war
answer most questions that the party asks, and complain that they couldn't find any hammer +2, boots of elvenkind, longsword
but honestly admits when it doesn't know room off that hall, the naranzim points +I, bracers o f defense (AC 6 ) , one arrow +I,
the answer and refunds the fee. The naran- out that they asked where it was, not wand of fireballs (4 charges), potion of heal-
zim demands payment in advance-no how to find it. The secret door and wiz- ing, potion of extra healing, potion of clair-
information on credit. I t is an absolute mas- ard lock information they need costs audience, spear +I, scroll of raise dead,
ter of illusion. Though it can neither be 1000 gp or one magical item each. potion of speed, scroll of blindness and blur,
harmed nor cause real injury (the bones in 3. "Where is Castanamir?" (It is not sure, 2 javelins o f piercing, scroll of hold portal
the pool are for show), it can make a charac- but they can buy everything he knows and suggestion, 2500 gp, 85,000 cp, 2000 ep,
ter think he is a poodle and make him look and 1000 sp.

22
IIIA. REST AREA HALLWAY There is no ordinary bed. Castanamir rested As you look more closely, you perceive,
with a waist belt of flying tethered to a poJe stretching all the way across the room, a
in the middle of the room. The command solid but transparent floor, and a transpar-
This seems to be a room or hall with a word is not inscribed on the belt; the word is ent but solid circular wall linking the four
single distinctive feature: a floor-to- "Tromofantazek." The belt has 54 charges. black openings.
ceiling mirror. There are black openings The belt is a possible resource for escape. PCs can cross the floor to the tower.
visible on three walls. The corridor There are a number of chests full of elegant Inside the tower is a spiral stair that can be
seems to turn a corner where the mirror but unused clothes. A few well-worn, dirty descended or climbed. It is pitch dark but
is hung. Something seems to be moving garments lie scattered here and there. On torches or other lights may be used. The
there. the floor near the normal-looking door in walls of the tower feel substantial but it has
the southeast corner is a small sack of 1000 no windows or doors. At its top is a trap
Giant Wolverine: AC 4; HD 2.4; hp 14; MV ep, a small bag of perfect gems worth 1000 door which opens onto a flat platform
15; #AT 1;AL N; Dmg 1-6; ST 16. gp, and an amulet of the planes. These were about twenty feet in diameter. Most of this
The giant wolverine sneaks up the corridor the wizard's emergency escape cache. Dis- area is taken up by a nest containing three
and attacks the party. It is a pakim in ani- covering the amulet's command word eggs about six inches in diameter and an
mate form, and it will fight to the death. ("Bensonmenel") will require some serious assortment of odds and ends, including col-
When killed, it disappears into thin air. Oth- research and contacting higher planes. orful stones and other natural objects and
erwise, it does not leave this hall. If left However, the naranzim in Room I1 may be an embroidered silk bag with 70 gp, 4 gems
alive, it attacks anyone who enters the room paid to reveal it. (100 gp each), a mangled jeweled breast-
at any time. The normal-looking door to the southeast plate decorated with cheap gems (300 gp),
If the PCs choose to go back to Room 7 in is the rear exit. If the PCs open this door and a figurine of an ebony fly. This figurine
the living quarters, they do it through the they find themselves looking out on pound- of wondrous power is cursed, and if it is
opening in the floor. They are free to come ing surf and a rocky shoreline. The door is a moved, the cursed person loses sight and
and go between Room 7 and Room I11 at one-way teleport to a large rock on the very sp,eech until the fly is returned. The com-
will. edge of the island. Surf splashes on the plane mand word for the figurine is "MacKoll."
The mirror is ordinary. There is a secret of the door, but no water comes in-a hint
that the door is one-way only. This is the Hippogriffs 121: AC 5; MV 18/36; HD 3.3;
door in the south wall which is wizard hp 22; AL N;#AT 3; D 1-6/1-6/1-10.
locked. The party may deduce the magical only exit from Castanamir's residence. If
lock from the absence of a physical lock and anyone exits without proper procedures The hippogriffs are soaring at a great
with the use of detect magic. A knock spell known only to Castanamir, the entrance height. They sense any meddling with their
will permit entry. portal on the islands surface ceases func- nest and arrive in two rounds. They fight
tioning, although the ground continues to until slain or until the PCs disappear back
emanate a magical aura. into the tower.
IIIB. REST AREA BEDROOM At the bottom of the tower is a small
Flesh Golem: AC 9; MV 8; HD 9; hp 40; AL chamber about 30 feet in diameter. The
IV. THE EYES OF SHADRAKIR chamber is empty except for an egg-shaped,
N; #AT 2; D2-16/2-16; SD damaged
only by magical weapons; ST 11; 7% When a character first enters this room, translucent object about 10 feet long. Barely
feet tall; deactivated by darkness. secretly make his saving roll against spells. visible inside this egg is the figure of a sor-
If he fails, tell him he is falling. This is to cerer. The figure wears dark-colored robes
The flesh golem behind the secret door is a account for a panic reaction to the disorient- and conical hat and has a beard and great
guard instructed to keep intruders out. The mane of grey hair. He lies motionless with
ing experience of the room. Thereafter pro-
golem is activated whenever the door is eyes open, apparently fixed in the substance
ceed to read the following to him. If he
opened. Because the creature was getting makes the save, he has no disorientation of the egg. Although there is no physical
old and unreliable, Castanamir added a and you should simply read the description. clue that the eyes or any part of the figure is
safety feature: total darkness deactivates it. alive and moving, it gives people a feeling of
Normally the golem stands directly in the being watched. This is the seer Shadrakir, a
doorway to prevent access. If the party Four black openings appear to hang in powerful mage who has placed himself in
melees with it, the golem goes berserk and mid-air around a stone tower. You, too, suspended animation to await the end of the
runs out into the hall and attacks anything are standing in mid-air, and the top of universe. The egg detects as magical and
in sight. It will not go through a magic por- the tower is twenty feet above you. Its good but cannot be damaged or moved.
tal. base is a broad rocky platform 46 feet The party may mistake Shadrakir for
Once the party manages to get past the below. The tower stands on a 2000-foot- Castanamir the Mad. Nothing but very
secret door and golem, they find that the high ridge rising out of an ocean of mist. powerful magic will enable them to question
bedroom is littered with piles of dusty The sides of the ridge are sheer cliffs. The him, though the naranzim in Room I1 can
junk-memorabilia of the Goblin Wars and air tastes funny and you are short of identify him. If the party establishes com-
the good old days when Castanamir was a breath. The sky is an unusually deep munication with Shadrakir through some
respected hero. O n one wall is a single high blue, and two small suns hover above means such as limited wish, he answers their
shelf with very old books. These are Cas- the horizon. questions with enigmatic riddles about
tanamir's journals-untouched for 150 future kings and the fall of empires. ("Fire
years. They are worth 2000 gp to a sage. and plague will come in a month of moon-

23
less nights, or Two brothers will unite four
great nations; the one shall slay the other, with framed parchments and pictures of cil of Twelve, and other official-Iooking
and the four nations will fall in a single all descriptions. items dealing with Castanamirs tenure
hour.) The cabinets contain various as Master of Magicians in the Magicians
Shadrakir has no idea where Castanamir handsomely-designed and richly- Guild.
went, but he admits that he misses the old decorated objects, including inlaid This is Castanamirs trophy room. In
mages visits. boxes, gaudy belts, ceremonial robes the chests are original correspondence,
and sashes, and other less familiar items. papers and notes from a happier era. The
The art treasures include statues, sculp- chests have sat unopened and gathering
V. TROPHY ROOM ture, paintings, musical instruments, dust for years. The decorated objects and
pottery, glassware, exotic woven and art treasures are worth a total of 6000 gp,
There are four black openings on the crafted materials and fabrics, rugs, and with an encumbrance of 60,000 gp.
walls of the room. One half of the room tapestries, all heaped and jumbled as in a An old man in robes is bending down
is devoted to numerous wood-and-glass grandmothers attic. Some of the tapes- in front of one of the chests. A large crow
cabinets filled with various items. The tries and rugs have been gathered stands on the floor next to him. There are
other half of the room contains art trea- together to form a makeshift sleeping several open chests near him and papers
sures: paintings; statues; objects pad and blankets. The walls are covered stacked helter-skelter.
wrought in gold, silver, and other pre- with what appear to be illuminated cop-
cious metals; and a large number of ies of ballads, testimonials, citations
stacked chests. The walls are covered from the Magicians Guild and the Coun-

24
When the party enters, the old man leaps about how they got here. Then he suddenly VIA. ALCHEMICAL LAB HALLWAY
in fear and surprise, and looks as though he and quietly asks the party, "Say, I don't sup-
is about to prepare a spell. Unless the party pose you know how to get out of here?" At
this point he goes back to pawing through There are four black openings and a sim-
can prevent it by interrupting the spell, the
the old papers frantically, explaining that he ple wooden door in this small hallway.
old man becomes invisible in the first
seems to have forgotten something, but that The wooden door is locked, though it
round. He screams in a high shaky voice,
he can't remember what it is. Thereafter he does not seem very strong.
"Leave me alone, or I'll roast the lot of you."
will frequently repeat himself, ramble on,
Arriflex Mordel; magic-user/bth level. AC and sputter indignantly about intruders in The lock may be opened magically or
7; MV 12; HD 6; hp 21; AL LE; #AT 1; his home. At this point Arriflex is carefully picked by a thief, or the door may be broken
Dmg 1-4; ST 10; wears bracers of defense feeling out the party's reaction to him. If the down in one turn. Immediately inside the
(AC 7 )and carries a dagger +I,and a staff party offers to help him find the way out, he door is a ghoul.
+3 (used at -5 proficiency penalty). The will immediately offer to richly reward Ghoul: AC6; MV 9; HD 3-6; hp 18; AL N;
crow is his familiar (AC 7; hp 3; confers them for their assistance.
excellent vision) which always either #AT 1;Dmg 2-8; SD +1weapon to hit: ST
Play Arriflex for laughs, because that is 14.
rides on Arriflex's shoulder or hops along his best chance to catch the PCs off guard.
behind him. Arriflex is blind. Roll initiative. If the ghoul wins, it does
He tries to appeal to the generous nature of
First level spells: read magic (Cls, DR12r); the lawful good characters, appearing as a nothing for 3 rounds. If it is attacked, it
identify (Cls, DR6s); unseen servant helpless old man desperately in need of attacks berserkly. Otherwise, after 3 rounds
(Cls DR12t); magic missile (Cls, R12, 3 assistance. Since he hasn't the appropriate of inactivity i t will come to life and try to
missiles). knowledge of the place to successfully push characters out of the room. If the char-
Second level spells: invisibility (C2s); impersonate Castanamir, he assertively acters resist, it will attack berserkly.
stinking cloud ( C ~ S R3,
, DR6r, 2 x 2 ~ 2 delivers obvious nonsense in response to Since the "ghoul" is not really undead, it
cloud). questions that might reveal gaps in his cannot be turned and disappears when it is
knowledge. For example, if asked where he killed. It does not paralyze, but you may
Third level spells: monster summoning I
gets the food he eats, he will say, "Oh, of fake saving rolls to avoid giving clues about
( C ~ SR3,
, DR8r, appear in 3 rounds, 5
course. The kitchen. Right over here," and its nature. PCs should receive no explana-
orcs: AC 6; hp 7, 6, 5, 8, 2; D 1-6);
he will walk off toward the pile of art trea- tion of this unusual situation. This creature
tongues (C ~ SDR6r,
, 6 " circle).
sures and begin to industriously search was once a docile lab assistant. It really
The magical staff pretends to be inani- through them for the kitchen. As he stum- wants the PCs to leave for their own safety.
mate; it listens but will not speak and is bles about through the room, he sooner or
really an eoluzim in its bound form. It is later reveals the fact that he is blind, but he VIB. ALCHEMICAL LAB
quite intelligent, but vicious in tempera- says it's unimportant, then falls over some-
ment and ignorant of affairs on this plane. It thing. He'll explain that he is using the
has no knowledge that it has not overheard The room contains two workbenches, a
Crow's eyes to see, though the crow keeps pair of small ovens, many alembics with
in Room 7 or in its recent travels with ignoring his commands and going to sleep.
Arriflex. In campaign play it can become an glass tubing intertwining and curling
If the party asks him to throw spells, he will around flasks, dishes, basins, jugs,
inquisitive and unpleasant conversationalist sheepishly admit that he seems to have for-
if it falls into a character's hands. It might retorts, sensitive measuring devices,
gotten them all. If the party points out that scales, mortars and pestles, and other
easily be mistaken for an intelligent magical he made himself invisible, he yelps with glee
staff of great power by an inexperienced strange devices and containers. One wall
and bounces around the room shouting, "I is covered with shelves of small glass and
adventurer, though its only real magical vir- AM a magician! I AM a magician!" But he
tue is as a melee weapon. crockery jars and bottles. Along the
can't seem to remember how he did it. floor under these shelves are larger stor-
When the party enters, Arriflex is busy The alert party may see through Arriflex's
reading through the correspondence by age bins. A long shelf near one work-
deception. The naranzim in Room I1 could bench bears a number of bound books.
using the eyes of his crow familiar. Arriflex unmask his imposture. A know alignment
is seeking some clue to a way out, and he There are several cabinets arranged near
shows he's evil. If Arriflex is unmasked, he the workbenches. One cabinet contains
has been reduced to searching through Cas- turns invisible and dashes through a portal,
tanamir's papers, hoping to find notes on several hundred scroll cases. Another
thereafter shadowing the party in case they cabinet contains a number of potion bot-
the time period when the rooms were tmd a way out. If ambushing a party mem-
designed and constructed. For more than a tles, some full, some empty.
ber is in his interest, he does it cheerfully.
month he has been sleeping and working in Arriflex's best bet, however, is to keep the
this room and in the library, making occa- 'he small bottles and jars on the shelves
party alive so that they can lead him to a
sional forays into the kitchen for provi- contain spell components for familiar spells
way out. Once he is confident that he knows
sions. Surprised by the party, Arriflex is and are marked almost illegibly in Cas-
the way out, he tries an all-out attack to
badly frightened, but he recovers quickly tanamir's crabbed script. In addition to
obtain a means of escape, (such as the amu-
and attempts to masquerade as Castanamir. familiar components, there are many unfa-
let of theplanes),to steal valuable treasures,
Pretending to be suffering from partial miliar substances and materials. The large
and to eliminate anyone with knowledge of
amnesia and senility, he starts off by threat- storage bins contain bulk amounts of more
Castanamir's treasure-filled dwelling.
ening the party, then cautiously inquiring frequently used materials. The bound books

25
are reference works on alchemy and various to cough uncontrollably. His skin turns blu- vated by light, and as soon as the covers are
notes on alchemical experiments- ish and waxy in about one minute, and he removed, the golems come to life and
recognizable as quite valuable by any begins to cough blood in ten minutes. He attack. They will not travel through the
magic-user (10tomes, 100 gp encumbrance, gets a second roll against poison at this magic portals. They are considerably less
1000g p value). The scrolls in the cabinet are point. If he fails, he dies; if he succeeds, he powerful than full-scale iron golems, but
references in alchemy (100gp encumbrance, has only another ten minutes before he must they are also distinctly faster. The only way
100 g p value). No spell scrolls are found make one more saving roll at -4 to his roll. If they can be deactivated is by putting them
here. he saves, he falls unconscious, but he will back into darkness. They become peaceable
One small rack on the door of the potions live. If he fails, he dies. Determine the value if covered with magical or ordinary dark-
cabinet contains the potions identified in and nature of the spell components in ness. Dropping the cover back on will be
Castanamirs scribble as given below. The accordance with your campaign needs. sufficient only if it is done instantly and
information in parenthesis is not marked on deliberately during the round that the golem
the containers. None of the bottles are VIM. GOLEM LAB HALLWAY is activated. Thereafter a character must roll
sealed with wax, but none has spoiled. his dexterity or less on Id20 to successfully
1. Animal Control (horse) enshroud the golem. Its poisonous cloud
2. No label (Diminuition) will be released in the second round and
gle, unlocked, normal door on the walls every seventh round thereafter. Since the
3. No label (ESP)
of this tiny room. golem are almost invulnerable to the PCs, it
4. No label (Extra Healing)
5. Fire Resistance would be foolish to fight them. They are
6. Healing enormously heavy; a total of 120 strength
7. Longevity
VIIB. GOLEM LAB ANTEROOM points is necessary to lift or move one.
In the back of the potion cabinet is a trav- ~~

Iron Men [ 2 ] : AC 3; MV 12; HD 4; hp 20;


eling case covered with dust. Its bottles are This is a small anteroom. A heavily rein- AL N; #AT 1;Dmg 1-10; SA poisonous
clearly labeled. The wax seals have cracked forced door leads out of this anteroom cloud 1 x 1 x 1 once every 7 rounds, 1-
and dried with age-a clue to a magic-user into another, larger room visible through 6 poison damage; SD cant be hit by less
that the contents may have spoiled. If any view slits. In the larger room can be seen than +3 weapons; only affected by elec-
other character class inspects the bottles, the a metal shop with a forge and metal- trical magic attacks; ST 16; 3 feet tall.
dust is the only hint that the potions may be working tools. There are a number of
old and dangerous. O n the list below, any shapes with thick cloth covers draped If the party runs instantly and without hesi-
potion marked with an asterisk has spoiled over them in the back of the room. tation, they are able to beat the golem to the
and acts as a poison potion. If a magic-user door. If some member of the party is encum-
sniffs #3 or #4, he will know they are bered with armor or treasure, he might not
spoiled. The others smell all right. make it. Once PCs get to the door, they may
VIIC. GOLEMLAB slam it in the golems face. It takes the golem
1. Healing
2. Healing 20 rounds to smash through the reinforced
3. Extra Healing* O n a workbench in this room are a door and 3 rounds to smash through the
4. Extra Healing * couple of greasy, frequently handled normal door. It then stops in the center of
5. Horse Control * books on golem design and repair. On the hallway. It does not leave this hall, but it
6. Speed* another bench there are several tiny attacks anything that enters it.
7. Wafer Breathing* scale-model golems of iron, stone, and
As this is an alchemical lab, a magician steel-some with normal humanoid VIII. ENCHANTMENT LAB
should be allowed to figure it out himself; form, some with four legs, some with no
however, if he has looked at the reference legs, some that look like indistinct metal On each of the rooms four walls is a
books and still doesnt know, give him lumps. Three of these humanoid models black opening. In the center of the room
clues. Anyone other than a magic-user are bending over and touching their toes is a small table, a small book stand with
should find the references and scrolls incom- again and again. books, and a metal brazier about 5 feet in
prehensible. diameter that is scorched and pitted. At
A large number of spell components and Castanamir was experimenting with using one side of the table is a cot. In one cor-
potion ingredients are also stored here, gingwatzim to power golems. All of the ner of the room is a table with a wand, a
identifiable only by a mage, and then only functional models are powered by tim. The ring, and a glass sphere lying on cush-
up to the level of his current spell knowl- three that are touching their toes are being ioned trays. Along the walls are 30 dif-
edge. Investigating the known material spell wear-tested. They are moving smoothly ferent pieces of fabric woven with metal
components is relatively safe for a magic- and quickly. Among the models are found thread in many unfamiliar colors and
user, but any other character who investi- replicas of the golems in Room 1and Room alloys. Each is from one to four feet
gates the contents of any of the flasks, 3. square, and each shows signs of exposure
beakers, jars, or storage bins must make an Under the cloth covers are a number of to great heat. Around the walls of the
intelligence check (roll his intelligence or half-finished golem projects. Unfortunately room are hung at eye level dozens of
under on ld20) to avoid making a saving for the party, there are also two completed shallow metal bowls marked with magi-
roll against poison. If he fails both saves, he and fully operational quarter-size models of cal inscriptions.
immediately takes 4d4 damage and begins iron golems called iron men. They are acti-
26
The wand has a command word "Muforche- amulets and one graegzim bound as the dag-
z e k written on it. It stores a single repulsion of the room four large metal spheres ger. The charms improve magical saving
spell. The ring has the command word float in midair. A small cabinet with a throws by one point each, and the dagger is
"Isokgrotezek on it; it stores one monster transparent door is in one corner. a dagger +2, with little intelligence and
summoning Zspell. The glass sphere has one The spheres are coated with some plenty of gripes. He wants to be set free, and
command word and three modifiers written extremely slippery material. In each can constantly pleads for freedom. He was the
on it. "Karabershtizek activates one Oti- be seen the seams of a door with no visi- equivalent of a baboon on his home plane,
lukek freezing sphere spell. The user must ble handle. The door to one sphere is and he is eager to get back to his tribe. He
then select the desired specific effect by open. Notes on summoning lie in disor- has no imagination, and cannot compre-
using a modifier command word. "Meak" ganized stacks on the workbench, along hend the concepts of magic, enchantment,
selects a globe of matter at absolute zero with several empty component jars, an and planar travel. All he knows is that he
which freezes available water 6 inches deep unmarked parchment, an open, driedout wants to go home.
over an area of 1800 square feet. "Feke" inkwell, and a quill. There are signs of a
selects a thin ray of cold for 72 points of struggle; the stool is tipped over and ENDING THE ADVENTURE
damage over a distance of 180 feet (save there are papers on the floor. The trans-
parent door to the cabinet reveals a dag- The exit to the island surface is in Room
negates damage). Anything along the path IIIB, but it is a one-way teleport. When
of this one-foot-wide ray suffers the effects ger and two oval-shaped charms on
silver chains. used, it automatically makes the stone
of the damage. "Keak creates a sling-stone- entrance on the surface lock and disappear.
sized globe which shatters on impact, doing Only Castanamir can make it appear again.
6d4 damage to all creatures within a 10 foot Free-Form Pakim [ 3 ] :AC 0; MV 16; HD Any exiting PCs find themselves stranded
radius (half damage if save). If not used 2d.4; hp 12; AL N; #AT 1; Dmg special, on the barren island. They may have
within 18 rounds of activation, the globe SD +1weapon to hit; ST 16. obtained resources which permit them to
automatically explodes, doing 72 points of escape or signal for help. If they have at
damage. Castanamir did not do the perma- Here Castanamir conjured the gingwatzim.
Each of the three unopened spheres contains least stocked up on food, they do not go
nencyspells on these, so they are all one-use hungry. Otherwise, each PC loses one hit
items. a pakim. The spheres detect as magic. The
pakim, if released from the sphere, rushes to point per day for hunger and one hit point
The books contain copies of many of Cas- per day for exposure. With judicious use of
tanamir's spells, but they will burst into attack the nearest character and drain
strength from him. If it is successful, the clerical healing, the party can stay alive
flame if touched, delivering ld8.6 magical until it is rescued. The DM may permit sur-
fire damage to the victim. The fabrics on the character is paralyzed and loses 3 points of
strength per melee round until his strength vival techniques (fishing, improvised shel-
wall were used in conjunction with the ters, etc.) at his discretion.
bowls to fix a dweomer within an object. falls to zero and he loses consciousness. In
addition, the pakim has a 10% chance to Twenty days pass before a ship comes
The bowls themselves were an unsuccessful within signaling distance. The rescuers
experiment in enchanting a group of small possess any character (except a paladin or
other magically-protected character) per charge a fair fee for saving the party mem-
objects simultaneously that Castamir aban- ber's lives: 1O%'of the treasure taken from
doned. The bowls will not detect as magic. round of strength drain, and it automati-
cally possesses the character when he falls the island.
The cloths detect as magic, but they are used
to store and imprint magic power on items unconscious. The pakim can be slain by
in a method that only Castanamir truly magic missiles without harming the pos-
understood. Even the naranzim in Room I1 sessed PC. A Drotection from evil will also
doesn't know how they are used. protect a character, since a pakim is a con-
There is a permanent unseen servant in jured creature.
the room standing at the table, waiting for These pakim are the spirits of dog-like
Castanamir's directions. If the characters creatures, and, if possessed while still con-
walk into the room and investigate the scious, a character-behaves like a hyena and
table, they bump into its invisible figure. is terrified of the unfamiliar surroundings
Only a detect invisible spell will reveal the and hostile to any interference with its
true nature of the invisible figure. Of course attempts to escape. These possessed charac-
the unseen servant is unintelligent and does ters are effectively useless but may be cap-
not respond to anyone but Castanamir. tured and taken out with the party. The
possessed characters struggle to get as far
IX. SUMMONING LAB from a paladin as possible, because of his
protection from evil ability. A speak with
A black opening is on each of the four animals spell or a charm mammal can be
walls. In this room are two shelves, one used to coax the hyena-like spirit from the
mind of the character and remove the pos-
containing dozens of texts on conjura- session.
tion and another that stores about 35
scroll tubes. Under the shelves are a The unlocked cabined in the corner of the
workbench and a high stool. O n one side room contains a dagger and two charms on
silver chains. These are two tim bound as

27
NEW MONSTERS
GINGWATZIM
Tim Pakim Graegzim Eoluzim Maronzim Naranzim
FREQUENCY: Very Rare Very Rare Very Rare Very Rare Very Rare Very Rare
NO. APPEARING: 1 1 1 1 1 1
ARMOR CLASS: In animate form, according to form assumed (see below). In free form, AC 0
MOVE: 12 in animate form, 16 in free form
HIT DICE: 2 2.4 3.6 4t4 5.4 6 to 14
% IN LAIR: Nil Nil Nil Nil Nil Nil
TREASURE TYPE: Nil Nil Nil Nil Nil Nil
NO. OF ATTACKS
(in animate form): Nil 1 1 1 1 1
DAMAGE / ATTACK
(in animate form): Nil 1-6 2-8 1-12 4-16 5-30 (or more)
SPECIAL ATTACKS: Strength drain in free form per round
-1 -3 -4 -5 -7/speI1 use -1O+/spelluse
SPECIAL DEFENSES: In free form, cannot be damaged except by magic spells or weapons; in animate form, no special defenses.
MAGIC RESISTANCE: Standard Standard Standard 25 % 50 % 75 70
INTELLIGENCE: Non- Animal Semi- Low/Average Average/Very Very/High
ALIGNMENT Neutral, with tendency to evil directly proportional to power
SIZE: S S-M S-M M M-L L
PSIONIC ABILITY: Nil Nil Nil Nil Nil Nil
AttackIDefense Modes: Nil/nil Nil/nil Nil/nil Nihil Nil/nil NiVnil
LEVEL/XP VALUE: 11/54 + 2/hp 11/95 3/hp
+ III/160 4/hp
+ IV/325 5/hp VU775 6/hp VI and up/775
+ + +

6/hp and up

Gingwatzim are beings or raw spirit The less intelligent spirits are easier to mate form; it is broken while in inanimate
energy from the Ethereal Plane, where they handle and serve placidly enough. The more form; or its conjurer or current owner dies.
normally reside. There are six species of powerful and intelligent spirits vary greatly Once the conjurer has chosen the forms,
gingwatzim: the tim, pakim, graegzim, in their willingness to cooperate, and their they are invariable. For example, if a
eoluzim, maronzim, and naranzim. They behavior greatly depends on how the con- gingwatzim is bound as a raven and as a
were conjured to this plane by Castanamir, jurer treats them and how long they have to dagger +I, those are the only forms it may
and the necessary spells are considered to be remain his servants. They may do the job assume when shifting from form to form. It
of seventh level, at least-probably much well and quickly or in a sloppy fashion. may, however, be bound in only one or two
higher. They may even hope to cause the conjurers of the forms, as the conjurer wishes.
The more intelligent species communicate death. On the other hand, some may come Control of the gingwatzim is transferred
through a kind of telepathy. On basic and to love their masters and serve willingly. along with possession of the spirit when it is
unambiguous matters, the communication in its inanimate form. This is the only means
The Three Forms
is reliable, but the more complex the sub- by which someone not the conjurer could
ject, the more room for misunderstandings. Once the spirit, the free form, has been become the owner and commander of a
Less intelligent spirits establish a rough bound to service, it may also be given either gingwatzim.
empathic contact for communicating such an animate or inanimate form. These are the In their free form, gingwatzim are glow-
things as hungry, stay here, etc. Once three typical states in which a gingwatzim ing spheres with distinct colors. For exam-
conjured, these creatures must be bound to may be encountered. After conjured to this ple, the tim species is blue and the naranzim
the service of the conjurer. The intelligence plane and bound in one of the forms, a is a bright red-orange. In free form,
rating of the spirit is the percentage chance gingwatzim may not return to its own plane gingwatzim float or flit around like fireflies.
that it will, instead, possess its conjurer. In unless it is freed by the conjurer; it is slain, Although they are nearly insubstantial,
that case, the spirit must be slain or driven either by magic when in its free form or by they do not pass through solid objects, and
away by spells before the victim is freed. ordinary or magic methods when in its ani- are subject to air currents.

28
Any living thing coming in contact with a ing. This means, for example, that a pakim on a rudimentary level. In their inanimate
gingwatzim in its free form is engulfed while in the form of a black bear would have a form they are typically +1weapons. In ani-
the gingwatzim feeds on the strength of its maximum of 20 hit points and could do no mate form they are often mammals and
victim at a constant rate dependent on the more than 6 points of damage per round. birds, usually limited in size to those some-
species of gingwatzim. For example, a tim Gingwatzim can mimic magical creatures or what smaller than man. As birds and mam-
only drains one strength point per round, monsters, but the mimic form has none of mals, they can be trained and make loyal
while a naranzim drains at least ten points the magical or monstrous abilities of the companions, but can learn only simple com-
per round. Once the strength drain has imitated creatures. If the creature is wearing mands and phrases.
begun, the victim is paralyzed and unable to armor, its armor class is enhanced. Graegzim possess true though limited
defend itself, until it finally falls uncon- In the inanimate form, the gingwatzim is intelligence. They are typically fremlins,
scious from exhaustion. The victim regains usually bound as a magical item such as a fairies, brownies, etc. These spirits commu-
consciousness in 1-20 rounds at a strength of weapon. The more complex and sophisti- nicate telepathically in any of the three
3. If the victim is removed from the cated the gingwatzim, the more powerful forms, but they have weak memories, and
gingwatzims presence, strength returns in the magical item, since the spirit provides cannot handle complicated instructions.
increments of one point per day until the the power and dweomer. They are trustworthy, although capable of
victim is back to normal. However, if a vic- The maronzim and naranzim have magic considerable mischief. Graegzim are usually
tim does not leave the area, the gingwatzim use and retain that ability in their inanimate bound into +2weapons whose major fault is
will continue to attack. Continuous expo- forms. They also retain most of their ability the tendency to chatter idly or whine and
sure to the strength drain for more than 24 to communicate and the magic resistance complain when not in use.
hours causes a deep coma. Thereafter the peculiar to their species. As weapons, they Eoluzim are only slightly more powerful
victim must make a system shock check feed on the psychic distress of the than graegzim, and their magic resistance
every 24 hours. Routine healing spells wounded-the more terrible the wound, the makes then very valuable. Eoluzim more
return strength to normal, and as powerful greater the fear, the more powerful the satis- closely approximate human intelligence;
as this strength drain is, it is not necessarily faction the weapon derives. They may also their only fault is a tendency to violence and
fatal. give false counsel or follow commands in a an appetite for power. As +3weapons they
In free form, gingwatzim are often bound way not intended by the owner. Castanamir are eager to feed on the spirits of their vic-
to an entryway in such a manner that any- created a number of these magical items in tims, and they always goad their owners to
one who enters must walk through its glow. varying forms and levels of power, but the fight.
In this case, the spirit has limited freedom of total number currently in existence proba- The powerful and intelligent maronzim
movement or detailed directions about how bly does not exceed twenty, and may actu- vary greatly in attitude and ability. They use
far it may wander and how it is to guard. ally be fewer than that. 1st and 2nd level illusionist spells as often as
In their animate forms, the spirits take on desired, at will, and almost instantaneously.
whatever appearance the conjurer wishes, The Six Species Their safest use is as a +4magical item or a
limited only by the power of the species. For magical staff with the abilities of 1st and 2nd
Tim are the equivalents of very simple level illusionists. The maronzim are much
example, tim can only take on the appear- animals and plants. They are most useful as
ance of plants or simple animals. These better employed as intelligent counselors.
guardians, minor charms, amulets, and tal-
forms have physical substance and are simi- They have excellent memories and reason-
ismans. Such items can be used only once a ing abilities and can ignore emotional fac-
lar to the real thing in most ways. In this day, since they require a full day to recover
form, gingwatzim may be slain. When an tors. Their danger is their subtlety and
from the expenditure of energy, and they are tendency to treachery. In animate form,
animate gingwatzim is slain, it disappears limited to only the simplest magic functions.
immediately. maronzim are usually humans, though the-
Usually a conjurer permits a tim to freely oretically any man-sized shape is possible.
This animate form is of limited value shift from form to form since they are unin-
since it is subject to the same limitations and Very little is known about naranzim.
telligent and docile. Their animate forms They are so powerful that they are thought
vulnerabilities as the real thing, except that include frogs, spiders, fish, insects, snakes,
it does not require food. The animate form to be gods or demi-gods to other gingwat-
and plants with unusual senses and aggres- zim. There probably are limits to the ani-
is limited to the maximum hit points and sive behavior.
damage of the original gingwatzim, but it mate and inanimate forms that a naranzim
The pakim lack true reasoning or deduc- may assume.
takes on the armor class, movement abili- tive abilities, and they communicate only
ties, and appearance of the thing it is imitat-

29
FERAL SLASHER FREMLIN IRON MAN
FREQUENCY: Very Rare FREQUENCY: Very Rare FREQUENCY: Very Rare
NO. APPEARING: 1-2 NO. APPEARING: 1-4 NO. APPEARING: 1
ARMORCLASS: 2 ARMOR CLASS: 6 ARMOR CLASS: 3
MOVE: 24 MOVE: 12 MOVE: 12
HIT DICE: 2.3 HIT DICE: 3.6 HITDICE: 4
% IN LAIR: 20% % INLAIR: 20% % IN LAIR: Nil
TREASURE TYPE: Nil TREASURE TYPE: X TREASURE TYPE: Nil
NO. OF ATTACKS: 4 NO. OF ATTACKS: 1 NO. OF ATTACKS: 1
DAMAGE ATTACK: 1-6/ 1-6/ 1-4/ 1-4 DAMAGE/ATTACK: 1-4 DAMAGE/ATTACK: 1-10
SPECIAL ATTACKS: Ferocity may stun or SPECIAL ATTACKS: None SPECIAL ATTACKS: See below
cause fear SPECIAL DEFENSES: +1weapon to hit SPECIAL DEFENSES: +3 weapon to hit,
SPECIAL DEFENSES: Nil MAGIC RESISTANCE: Standard magical fire repairs damage
MAGIC RESISTANCE: Standard INTELLIGENCE: Average MAGIC RESISTANCE: Only affected by
INTELLIGENCE: Animal ALIGNMENT Chaotic neutral electrical magic attacks
ALIGNMENT: Chaotic Neutral SIZE: S (1 tall) INTELLIGENCE: Non-intelligent
SIZE: S (3 tall) PSIONIC ABILITY: Nil ALIGNMENT: Neutral
PSIONIC ABILITY: Nil Attack/Defense Modes: Nil/nil SIZE: S (3 tall)
Attack/Defense Modes: Nil/Nil LEVEL/XP VALUE: III/85 4/hp + PSIONIC ABILITY: Nil
LEVEL/XP VALUE: 11\65 3/hp + Attack/Defense Modes: Nil/nil
A tiny, slate-colored, winged goblinoid of LEVEL/XP VALUE: IV/165 4/hp +

This three-foo t-tall mammalian carnivore the gremlin family, the fremlin is annoying
relies on blinding speed and ferocity to stun but harmless. They alternate between whin- This is a miniature iron golem; it costs
and panic its prey. It is dull-witted, attack- ing laziness and mischievous curiosity. one-third as much and requires only one
ing regardless of the size of its victim, and Their original introduction to the Prime month to construct. Like a full-sized iron
slow to respond to the unexpected. It resem- Material Plane was presumably the result of golem, it is under the control of the magic-
bles a hyena but with oversized hind legs. careless conjuring. They are extremely long- user who created it. The poisonous cloud of
The multiple attacks represent two jaw and lived, durable, and quick to disappear if the iron man is 1x 1x 1 every 7 rounds,
two claw attacks per round. A victim must danger arises. Occasionally they become but causes only 1-6 points of damage, no
roll his charisma or less on Id20 to avoid tolerable companions if they take a liking to save. It is smaller and less formidable than
being stunned or panicked. If the roll fails, someone and are well-fed and entertained. an iron golem but twice as fast. It is dam-
roll ld6. 1-4 indicates that the victim is aged only by +3or better weapons. Only
stunned for one melee round; 5-6 indicates electrical magical attacks affect it, slowing it
panic, and the victim runs from the attack 50% for 3 rounds. Magical fire attacks
for two rounds. repair damage on a one-hit-point for one-
hit-point basis. An iron man is vulnerable to
rust monster attacks.

30
PRE-ROLLED CHARACTERS-DM'S SUMMARY Tournament
Characters: Revisions
If you are using the pre-generated characters, open the staples at the center of this booklet for the Second Session
and remove the center eight pages. These can be cut into eight character sheets and distrib-
uted to the players. For the second session the same characters
are used with the following additions and
deletions which reflect the discovery of use-
Abnir Mremhouse, magic-user, human 5. Watim Berelstane, thief, dwarven male ful items and the use of consumable
male (AC 10/9 dex; MV 12; M2; HP 7; (AC 8/8 dex; MV 12; T4; HP 18; #AT 1; resources.
#AT 1; Dmg by weapon; AL LG; S 12, I Dmg by weapon; AL LN; S 11,113, W
15, W 11,D 15, C 17, Ch 10). No armor. 16, D 15, C 16, Ch 10). Wears leather 1. Abnir: scroll of tongues, f l and
~ invisi-
In spell book: comprehend languages, bility 10' radius. Used rod: ESE iden-
armor and boots o f speed, and owns tify
hold portal, read magic, shield, sleep, dwarven axe +1. +2 versus mental
unseen servant, and identify. Owns attacks. 2. Relek: combat staff +1 (other abilities
magic storage rod: contains detect invisi- unknown) [no other abilities]. Used
6. Porall Frehouse, fighter, elven male (AC wand: I fireball.
ble, locate object, identify, and ESE one
9/7 dex; MV 12; F3; HP 18; #AT 1;Dmg
use each. 3. Genton: scroll of sanctuav, fire resist-
by weapon; AL CG; S 16,112, W 15, D
Relek Noshouse, magic-user, human 16, C 11,Ch 13). Wears leather padding, ance, and cure light wounds (a). Used:
male (AC 10; MV 12; M3; HP 6; #AT 1; carries shield +I, broadsword +1, and ring: detect evil, protect against evil.
Dmg by weapon; AL LG; S 14, I 17, W 7, bow. 4. "Beetle": graegzim multiform short-
D 14, C 15, Ch 11).No armor. In spell sword +2from Room 7 (abilities known).
7. Gro Mekadet, fighter, dwarven male
book: affect normal fires, burning
(AC 8; MV 12; F2; HP 16; #AT 1; Dmg 5. Watim: potion of extra healing (abilities
hands, shield, shocking grasp, sleep,
by weapon; AL CG; S 18(57),112, W 10, known).
unseen servant, magic missle, knock,
D 14, C 16, Ch 13). Wears leather pad-
scare, stinking cloud, web. Owns wand 6. Porall: javelin of lightning (abilities
ding, carries war hammer +2, sling with
of fireballs (6d6 damage, 2 charges). known; Porall has no proficiency with
10 bullets, and a backpack with 2 days of
Genton Stlindhouse, cleric, human male rations. THACO 16 (sword), 18 (sling). this weapon).
(AC 8; MV 12; C3; HP 19; #AT 1;Dmg 7. Gro: magical gloves of unknown ability
8. Paterno Stlindhouse, paladin, human
by weapon; AL LG; S 12, I 12, W 15, D (gloves o f fire resistance).
male (AC 7/5 prot/evil; MV 12; P2; HP
9, C 10, Ch 12.) Wears leather padding,
17; #AT 1; Dmg by weapon; AL LG; S 8. Paterno: magical dust (unknown abil-
owns a mace +2, a flask of holy water,
16,115, W 14, D 14, C 13, Ch 17). Wears ity) [dust o f appearance]
and his holy symbol ring(stores one each
leather padding and shield, carries light
of the following spells: sanctuav, detect
crossbow and sword +1 (luck blade, no The following items are held in common
magic, detect evil, protection from evil).
wishes). by the party: ring of free action; ring of pro-
"Beetle"Farhills, thief, halfling male (AC tection +I;potions of levitation, polymorph
8/4 dex; MV 12; T2; HP 8; #AT 1;Dmg self, and climbing. None of their properties
by weapon; AL LN; S 12, 18, W 13, D are known. The party should decide who is
18, C 11, Ch 11).Wears leather armor carrying what before the session begins.
and owns thief kit, rope and grappling
hook, and dagger +1 (I 12, E 2, detects
magic within 1 ";semi-empathic, usable
once per turn.)

31
TOURNAMENT NOTE:
Tournament Scoring - In tournament play with multiple teams,
System running this adventure is easier if the party
is not allowed to split up during the adven-
The following scoring system can be used ture. A workable rationale is:
for competition. Variations can be made to
emphasize different styles of play. For exam- Castanamirs house is actually semi-
ple, to emphasize role playing, cut the pri- sentient, a security system to restrict the
mary objective to 50 and double the awards movement of groups that might be hostile.
for role-playing. This scoring system is The portals key on the life force auras of the
designed for team play. group and selectively lock to keep the group
together until the life force auras of the
PRIMARY OBJECTIVE . . . . . . . . . 150 pts. group have been present long enough for
(award all or none) the house to become used to them. Thus,
Living Quarters-finding access to Room 111 once a character goes through a portal, all
Laboratories-finding exit to surface remaining portals in the room will seal. Fur-
ther, the character will be unable to leave
SECONDARY OBJECTIVE . . . . . . 30 pts. the room he entered. The effect disappears
Living Quarters-stocking up on food when the house becomes used to its new
Laboratories-finding the free spell book in inhabitants, and the player characters can
the library then use the portals normally.

CHARACTER SURVIVAL ....... 40 pts.


(5points for each surviving character)

ROLE PLAYING ................ 40 pts.


(award points for each character, determine
team total)
No role playing 0
Some role playing 2
Generally in character 3
Always in character 5

TEAMWORK .................. 50 pts.


(award 5 to 50 points, depending on DMs
opinion of how well players worked as a
team)

RULES KNOWLEDGE . . . . . . . . . .30 pts.


(award 5 to 30 points, depending on DMs
judgment of players knowledge of game
rules)

INGENUITY . . . . . . . . . . . . . . . . . . .30 pts.


(award 3 points per ingenious solution, to
maximum of 30 points)

For the second round, the characters are


assumed to be exactly the same as in the first
round, but with all wounds healed. The
equipment/charges changes are summa-
rized at the end of the adventure. This infor-
mation does not appear on the character
sheets.

32
Adv-qced
Dun3eons&&)ra3mIS"
Official Competition Adventure

The Lost Island of Castanamir


Ken Rolston

It is terribly cold. You swam for your life to this


mysterious island, losing most of your provisionr
in the process, only t o find it barren of all but grass
A biting wind from the north drives through you]
lothes, chilling you to the bone. Night is fallins
mises even colder temperatures: you mi&
e had even a bush t o burn a s firewood.
ch has just begun to complain about t h t ~

of dinner, when one of your companions calls, anc


you rush to his side, hoping he's found a way to turr
grass into a sandwich. instead, he points t o the
ground in front of him. "Look there."
Set in a shallow depression in the grounc
tone door. Your friend reaches down and gi
tug, and the door swings slowly open on creaking
hinges, revealing a descending stair. The first
thought that crosses your mind is whether it would
be better to freeze t o death up here in the wind or fall
. ito t h stanamir the Mad, the unpre.
ictabl
This aavc e IS for use with the ADVANCED
UNGEON: DRAGONSO rules. This adventure
rules
by T! nc.

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