You are on page 1of 36

Basic Game Adventure

v
4
Michael Malone
TABLE OF CONTENTS

PART 1: INTRODUCTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Adventure Background. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Notes for the Dungeon Master .............................. 2
Optional Encounters. . . . . . . . .
When Characters are Killed . .
Additional Rules ................................................... 3
Abbreviations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
PART 2: STARTING THE ADVENTURE .............................. .4
Players' Background. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
The Forest . . . ................................. 4
................................. 4
Editor: Edward G. Sollers PART 3: THE WESTERN TRAIL ..................................... 5
Cover Artist: Larry Elmore Western Trail Encounters. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Interior Artist: Doug Watson
Graphic Design: Ruth Hoyer
PART 4: THE NORTHERN TRAIL. .................................. 10
Maps: David S. "Diesel" LaForce
Northern Trail Encounter ...................................... 10
PART 5: THE SOUTH .................................. 19
Copyright 1984 T S R , Inc. All Rights Reserved
Printed in U S.A.
Southern Trail Encounters ................................ 19
PART 6: THE ROCK . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
This product is protected under the copyright laws of the United
States of America. Any reproduction or other unauthorized use of PART 7: ADDITIONAL ADVENTURES ...................................... 30
the material or artwork contained herein is prohibited without the PART 8: NEW MONSTERS ..................... . . . . . . . 31
express written permission of T S R , Inc.
Distributed to the hook trade in the United States by Random
PART 9: PREGENERATED CHARACTERS ................................. 17/18
House, Inc. and in Canada by Random House ofCanada, Ltd. Dis-
tributed to the toy and hobby trade hy regional distributors. Distrib-
uted in the United Kingdom by T S R U K , Ltd.
LIST OF TABLES AND MAPS
DUNGEONS & DRAGONS, D&D, PRODUCTS OF YOUR Western Trail Optional Encounters. ............................................... 5
IMAGINATION, and the T S R logo are trademarks owned by
T S R , Inc.
Northern Trail Optional Encounters. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Southern Trail Optional Encounters. ............................................. 19

TSR, Inc. TSR UK Ltd. Dungeon Master's Adventure Map. .................................... inside cover
POB 756 The Mill, Rathmore Road The Hall of The Rock (DMs Map). .................................... inside cover
Lake Geneva, WI Cambridge CB14AD Jenlar Temlin's Map and Letter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15/16
53147 United Kingdom The Hall of The Rock (Players' Map) ............................................ 29

TSR, Inc.
PRODUCTS OF YOUR IMAGINATION'"

ISBN 0-88038-158-2 9106


R T 1: INTRODUCTION
The information in this module is for the talisman is recovered, Arkayz will know how not required to use the optional encounters.
Dungeon Master (DM). If you plan to play to find his hidden colleague, and Arkayz and Some of the optional encounters are battle
this module as a character, please do not read his colleague will work together to save the encounters or problems for characters to
beyond this point. people of Tuma. solve. In almost all cases, it is better to tailor
Although the talisman of Lirdrium Arkayz an encounter to the condition and abilities of
Adventure Background has considerable magical power, it is not an a party. An optional encounter that is too
item that player characters will be able to use; tough can ruin a game early. Some of the
Thousands of years ago, Tuma was a city of the talisman was made for Arkayz alone. The encounters reward characters for non-hostile
wealth and glory, and its people lived by a talisman will be important to the adventure, play. If your player characters get severely
code of wisdom, honor, justice, and peace. however, if the party reaches The Hall of The hurt in a battle and need help, you can use a
This city of Law roused envy and hatred in Rock. Further information about the talis- benevolent encounter to heal them or provide
the hearts of those who followed the ways of man is given in PART 6. them with information. These encounters
Chaos. Many times evil armies attempted to should be played in the order listed, because
destroy Tuma, but its defenders were always Notes for the Dungeon Master the characters can take action in some
victorious. Finally, the enemies of Tuma used optional encounters that will have a n effect
powerful evil sorceries to remove the inhabit- This module is designed for 6 to 8 characters on later optional encounters.
ants of Tuma to another plane of existence, of levels 1 to 3. If your players do not have You can also use optional battle encounters
where they are still trapped. In time, they characters, they can use the characters in to encourage player characters to return to
were able to banish the city itself. Over the PART 9. the trails if they decide to march overland
centuries, Tuma became a forgotten city, the Journey to The Rock is different from instead.
subject of superstition and whispererd leg- most modules for the D U N G E O N S & You are not required to use die rolls to
ends. Only one man knows its true story- DRAGONSO Basic Game in that most of the decide on a type of encounter, although the
Lirdrium Arkayz. adventure takes place in a wilderness setting. tables are set up to allow you to do so. If you
Arkayz was once part of the ruling council The module includes complete rules for han- decide to use dice to determine when and
of the city of Tuma. During the final defense dling wilderness encounters. which optional encounters occur, it is recom-
of the city, the council decided that two mem- Please read this module thoroughly before mended that you make an encounter check
bers of the council would go into hiding, so beginning the adventure. Three trails lead to for every six hours that characters spend trav-
that if the city fell, the two hidden members the party’s destination, and you must be eling in the wilderness, typically at dawn,
could continue the fight. Arkayz was one of familiar with them all. In addition, this noon, dusk, and midnight. The tables are set
the two, but he was not allowed to know the module includes several new monsters, which up so that certain encounters can occur only
identity of the other, so that he could not are fully described in “New Monsters.” at night.
betray his colleague if captured. T h e council Whenever non-player characters (NPCs) The creatures listed in the night encount-
created a magical talisman which would give or monsters are used, their abilities are listed ers are more numerous, and more likely to be
the chosen ones the power they neeeded to this way: hostile to the player characters. If your play-
fight evil. T h e talisman was in two parts that Name (number appearing): Armor Class; ers ask about night travel, tell them that their
had to be joined for its magic to be used. The Hit Dice or Character Class and Level; hit characters, as “seasoned adventurers,” know
talisman was the way the chosen ones would points; Movement per turn (per round); that the chances of a hostile encounter are
recognize each other, for no impostor would Number of Attacks per round; Damage higher at night.
be able to use the magic of the amulet. T h e per attack; Save as CladLevel; Morale; The Rock glows at night. If the characters
amulet also kept the chosen ones from aging. Alignment; Other abilities (where appro- are traveling at night, they will be able to see
Arkayz’ half was hidden in the Hall of T h e priate) the glow from a mile away.
Rock. Spells (listed by level)
The enemies of Tuma could not destroy the Weapons and equipment when appropri- When Characters are Killed
talisman, but they cast a spell that made it ate
impossible for anyone from Tuma to recover Sometimes, through bad luck or foolish play,
it from its hiding place. Arkayz has hired T h e Dungeon Master’s “Adventure Back- a player character is killed. Losing a charac-
adventurers to get the talisman for him, but ground” explains the purpose of the journey, ter is one of the “risks” of playing, but a
all have failed. Although he is a just and hon- and includes secret information about player can become disappointed if his or her
orable man, Arkayz never reveals the nature Lirdrium Arkayz (the major NPC) and about character is killed early in an adventure,
of the talisman or his own true identity, unless the city of Tuma. This information is not before the player has had a chance to d o
absolutely necessary. As far as anyone else is available to the player characters at the much playing. A player need not be reduced
concerned, Arkayz is a wise and eccentric beginning of the module, but they may dis- to simply watching others play when his or
wizard who long ago gave up adventuring to cover some of it during play. her character is killed.
study philosophy and write poetry. If the If you want to bring a player back into the
player characters reach the Hall of The Rock, game after his or her character is killed, cre-
the magic that prevents Arkayz from entering
Optional Encounters
ate an encounter in which the remaining
The Rock will be broken. H e can then Each of the three trails to The Rock has an player characters meet an NPC adventurer
recover the talisman even if the player char- Optional Encounter Table appropriate to the who wants to join the party on its adventure.
acters d o not. If the player characters succeed terrain. T h e optional encounters are The player then runs the NPC as a new
in their mission, Arkayz will at last have a intended to provide additional challenges or player character. The “Human” listing in
chance to free his people. Once his part of the assistance for the player characters. You are the “Monster” section of the rules lists many

2
PART 1: INTRODUCTION

ways to introduce an NPC to the party. You Terrain Movement is.. . Abbreviations
can choose one of these reasons or create a
O n a good road 3/2 Normal AC = Armor Class
different one.
Clear, city, trail, Normal H D = Hit Dice
The new player character should be one of
grasslands hp = Hit Points
the pre-generated characters included with
Forest, hills, desert, 2/3 Normal M V = Movement
this adventure. If all these characters are being
broken #AT = Number of Attacks
used as player characters, use one of the sam-
Mountain, jungle, 1/2 Normal D = Damage
ple characters listed on page 34 of the
swamp SA = Special Attacks
DUNGEONS & DRAGONSO Basic Rule-
book. All of the characters on page 34 are first A party can move through several different Save = Save As
level characters. If you want to make the new types of terrain in a single day if its move- M L = Morale
character a 2nd or 3rd level character, adjust ment rate gives it enough movement to do so. AL = Alignment
hit points, spells, and special abilities accord- A party traveling in the wilderness can L = Lawful
ingly. increase the number of miles traveled per day N = Neutral
by using a forced march. A forced march C = Chaotic
increases the number of miles traveled per X P = Experience Points
Additional Rules F = Fighter
day by 50 % . However, the whole day after a
Horses. The horses used in this adventure forced march must be spent resting. M U = Magic-User
are war horses with the following statistics: C1 = Cleric
Rest. Characters and mounts must rest one T = Thief
War Home: AC 7; H D 3; hp 16 each; M V full day for each six days they spend travel- Dw = Dwarf
120‘ (40’); #AT 2 hooves; D 1-6/1-6; ing. Those who do not rest when required to E = Elf
Save F2; M L 9; AL N; X P 35) do so have a -1 penalty on hit rolls and dam- H = Halfling
A war horse does not normally attack unless age rolls until they rest. N M = Normal M a n
the rider guides it. While guiding the horse’s Scale. This module includes encounters that d = type of die
attack, the mounted character cannot attack or take place in the wilderness. Unlike cp = copper piece
cast spells, but can take other actions (such as dungeons, the basic measure of wilderness sp = silver piece
changing weapons or drinking a potion). distance is the yard. O n e yard equals three ep = electrum piece
When not ridden, a war horse will defend itself feet. The dungeon movement rate number is gp = gold piece
without guidance. Any character class can ride also used for outdoor movement, but the pp = platinum piece
a war horse. number is read as yards instead of feet. The S T = Strength
A war horse can carry 4,000 cn of weight at distance moved in a combat round is also WS =Wisdom
the normal movement rate, or up to 8,000 cn read as yards. C N = Constitution
of weight at half the normal movement rate. Missile and spell ranges are also read as IN = Intelligence
War horses can wear barding (horse yards in the wilderness. D X = Dexterity
armor) that gives them an armor class of 5, The area affected by a spell is not read as C H = Charisma
instead of the normal armor class of 7. Bard- yards! Thus, a fireball spell cast in the wil- O L = Open Locks (Thief Ability)
ing costs 150 gp and has an encumbrance of derness would have a range of 240 yards, but F T = Find Traps (Thief Ability)
600 cn. still affect an area 40 feet in diameter. R T = Remove Traps (Thief Ability)
C W = Climb Walls (Thief Ability)
Movement in the Wilderness. The number Encounter Distance. Encounters in the wil- MS = Move Silently (Thief Ability)
of miles a character travels per day in the wil- derness may begin. at much longer distances H S = Hide in Shadows (Thief Ability)
derness equals the normal movement rate than in dungeons. The distance may depend PP = Pick Pockets (Thief Ability)
divided by 5. For example, a character who upon local terrain; a monster seen coming HN = Hear Noise
moves 90’ per turn can travel up to 18 miles out of a ravine that is only 20 yards away is
per day in the wilderness. The movement encountered at that distance. If uncertain
rate for mounted travel is figured in the same how far away the monster is, roll 4d6 and
way. A character on an unencumbered war multiply the result by 10. This number, 40-
horse can ride 24 miles per day (1 20’ divided 240, is the distance in yards at which the
by 5 equals 24). monster is first encountered.
A party in the wilderness must travel at the Wilderness encounters that occur at night
speed of its slowest member or else leave the use standard dungeon encounter distances.
slower adventurers behind.
The terrain a party moves through affects Surprise. This is handled in the same way as
the distance it can travel in a day. The table in the D&D@ Basic Game, except that if
below gives the change in movement for dif- either group is surprised, the encounter dis-
ferent types of terrain. tance is 10-40 yards. If three or more crea-
tures surprise a party, they may have moved
into a circle around the party.

3
PART 2: STARTING THE ADVENTURE
Hakeem the Merchant, normal human: AC
a small village two miles off the south edge of 9; H D 1; hp 4; M V 120’ (40’); #AT 1; D for hiring you are these: If you go to The
the map. This village is directly south of the 1-6; Save NM; M L 6; AL L; X P 5 Rock and bring its secret back, Master
Forest of Carm. When the party decides to Hakeem is armed with a short sword, but he Arkayz will pay 400 gold pieces to each of
visit The Manor, start them at the south edge is not wearing armor. H e carries 35 gp. you. You will also be able to keep whatever
of the map, at any of the three trails leading treasures you find along the way. Master
If player characters ask others (such as tavern
into the Forest of Carm. The player charac- Arkayz only wishes to have the secret of
patrons or innkeepers) about Jenlar Temlin
ters will not have any encounters on the trail The Rock; he has no need for more wealth.
or Lirdrium Arkayz, they will be told that
leading to The Manor. We will provide war horses for all of you, if
both are highly respected. Arkayz is a philos-
All boxed text in the “Player’s Back- you do not already have them. You can
opher, sage, and advisor. The characters can
ground” and elsewhere in the module is start now or rest here overnight and set out
get directions to The Manor from anyone
encounter or event description for the play- in the morning.”
they ask.
ers. Boxed text usually comes before the
DM’s information for the encounter. Jenlar Temlin, Champion (7th Level
Read the boxed “Players’ Background” to T H E FOREST
Fighter): AC 6; F7; hp 42; M V 120’
the players to start the adventure. (40’); #AT 1; D l d 4 (‘2 for magic
With Jenlar Temlin’s map to guide you, weapon); Save F7; M L 9; AL L; X P 450
Players’ Background you head for The Manor. Soon you enter Combat Rolls: The hit rolls of a 7th level
the forest, following a narrow trail that fighter are given in the D&D Expert game
leads to the north. The forest is bright rules. If you do not have these rules, use
For weeks, you’ve been looking for adven-
with the red and gold colors of autumn, the “4. to 5” line on the Basic Game Mon-
ture in this forsaken wilderness, with
and fallen leaves carpet the forest floor. sters’ Hit Chart. The saving throws of a
nothing much to show for it. It’s autumn
Sometimes you catch a fleeting glimpse of 7th level fighter are given in the Basic
now, with winter fast-approaching, and
a rabbit or squirrel that flees at your Game Saving Throw Chart.
you’ll be in real trouble if you don’t earn
approach. However, you see nothing, ani- Magical Items: dagger +2, ring ofprotection +f
some treasure soon.
mal or monster, that could threaten you. Other Notes: Jenlar Tenlin is not wearing
As you’re finishing breakfast at a cheap
The trail seems peaceful and safe. As dusk armor. His AC is due to a +2 dexterity
inn, a traveler walks into the common
approaches, the trail opens into a large bonus and to his magical ring.
room. In a loud voice he says, “Peace be
clearing. A majestic building of white 2 Guards (2nd Level Fighters): AC 4; F2; hp
upon you all! I, Hakeem the merchant,
marble stands in the middle of the clear- 16, 14; M V 60’ (20’); #AT 1; D 1-8; Save
seek Hargath Stonehand and his worthy
ing. The elegant house is not fortified or F2; M L 8; AL L; X P 20
friends! ”
protected by a defensive wall. An open
courtyard decorated with statues of heroic If the player characters bargain for a higher
If Hargath Stonehand is not a player charac- price, you can raise the payment. The maxi-
adventurers and fierce monsters sur-
ter, use some other player character’s name. mum Jenlar will pay is 500 gp. If they ask to
rounds the house. From the descriptions
If anyone decides to talk to Hakeem, he says, speak to Lirdrium Arkayz direrctly, Jenlar
of the villagers, you know at once that this
is The Manor of Lirdrium Arkayz-the tells them that “Master Arkayz is engaged in
“As I passed through Sylvanhome forest start of your adventure. some magical experiments that cannot be
on the way here, I stopped at The Manor, interrupted .”
a fine palace owned by the wizard No one is in sight. If the characters scout Whenever the characters are ready to
Lirdrium Arkayz. His servant Jenlar clearing, they will find nothing threatening. leave, Jenlar Temlin speaks to them a final
Temlin paid me to look for you and deliver When they call out or try to enter, the doors of time.
his message to you. The wizard needs the house open silently.
adventurers to undertake a quest, and he I have a warning to give you, one that
is willing to pay well anyone who answers might help you on your way. Master
his call. The letter of his servant explains
T H E MANOR Arkayz wrote it himself and hopes that
all. Good day, my friends.” H e lays a you will be wise enough to remember it,
scroll on your table, then turns to leave. Two fighters answer the door. They say, and use it when you need it.”
“We have expected you. Jenlar Temlin is Jenlar Temlin reaches into his robe and
Tell the player characters that they have heard waiting to see you.” They escort you into a brings out a small scroll. He unwinds it,
local people talking about Jenlar Temlin-he lavishly-furnished room with a long table clears his throat and begins to read. “
has a reputation as a brave, honorable, and in the middle. A middle-aged man in a red ‘Golden dreams can quickly turn to night-
trustworthy fighter. Then give them Jenlar robe sits at the head of the table. He rises mares filled with flames that burn. Dark
Temlin’s letter and Jenlar Temlin’s map. If the when you enter. His hair and long, droop- clouds may not bring you light, but watch
characters follow Hakeem out of the inn, they ing mustache are red, and his eyes are for silver linings bright. Strength is not as
will see him preparing to ride away on a mule. green. H e has the look of a tough, experi- strength might look; remember falsely-cov-
If they question him further, he says that he enced warrior. He says, “ I trust you had a ered books! Simple treasures won’t grow
believes Jenlar Temlin and Lirdrium Arkayz safe journey. Evil creatures have learned old, and all that glitters is not gold.’ ” Jenlar
to be trustworthy, but he knows nothing else not to bother us here. Welcome to The winds up the scroll and adds, “Legends also
about them. Manor. I am Jenlar Temlin. The terms say that the secret is in two parts, visible and
invisible. Good luck to you all.”

4
PART 3: T H E WESTERN TRAIL
themselves and demand to know why the killed all the goblins in the optional daytime
WESTERN TRAIL OPTIONAL characters are in the forest. If the characters encounter, these goblins are a specially-orga-
ENCOUNTER TABLE claim to be adventurers seeking to slay evil nized band out for revenge ( M L 9). If the
DAYTIME (roll d8) monsters, the elves will be satisfied. If the optional daytime goblin encounter did not
Die party talks to the elves about The Rock, they take place or if the characters freed any pris-
Roll Optional Encounter say that they know nothing about it. The oners, these goblins are a wandering bandit
elves will then disappear into the forest. gang (ML 7).
1 Goblins Characters will not be able to follow them. Dire Wolf. ( 1 ) AC 6; H D 4.1; hp 25; M V
2 Sprites (in forest only) Goblin Hunting Trap. This is a pit 20’ 150’ (50’); #AT 1; D 2d4; Save F2; M L 8;
3 Ogre square and 15’ deep, intended to trap ani- X P 125
4 Boar mals not adventurers. Dwarf, elf, and thief
5 Wolf
6 Elves (in forest only)
characters have an 80% chance to spot this Western Trail Encounters
pit; other characters have a 40% chance to
7 Goblin Hunting Trap spot it. Make the spotting roll even if no one All encounter descriptions in this section
8 Rat Pack is searching for a trap, because this trap is not assume that the characters are traveling in
hard to find. (If the characters took a goblin daylight. If the characters decide to travel at
Goblins. (2d4) AC 6; H D 1-1; hp 3 each; prisoner in an earlier encounter, he will tell night, you will have to modify encounter
M V 9 0 ’ (30’); #AT 1; D ld6; Save NM; M L them how to spot this pit automatically.) If descriptions accordingly.
7; AL C ; X P 5 each. Each goblin carries a the pit is not spotted, the lead player charac-
spear and 2-12 ep. These goblins are a hunt- ter automatically falls in and suffers ld4 W1. HARPY CLEARING
ing band. If the player characters take pris- points of damage.
oners, the goblins will tell them how to Rat Pack. (20) AC 9; H D 1 hit point each; The trail is about 20 feet wide. Overhang-
recognize and avoid the hunting trap M V 60’ (30’); #AT 1; D 1-6 (no disease); ing trees block out most of the bright blue
(optional encounter 7). Save NM; AL Neutral; X P 5 per pack). fall sky. The sun is still hidden by the tall
Sprites. (6) AC 5; H D 1/2*; hp 3 each; M V These rats live in a hollow log in the trail. If trees, and only the bright sky lights up the
180’ (60’) flying; #AT 1 spell; D curse; Save anyone rides or walks over the log or tries to forest. Rabbits, squirrels, and other small
E l ; M L 7; AL N; X P 6 each. These playful move it, they will swarm out and attack. animals run among the trees, bushes and
and curious creatures will try to get the char- Their only treasure is a small gem worth 10 scrub. A few deer show their faces for a
acters to play with them. If the party refuses, gP. moment, then turn and run until their
the sprites will scold them and fly away. If any white tails vanish in the thick forest. T h e
character plays tag with the sprites for five trail seems to be opening up just ahead. To
turns, the sprites will return during the next NIGHTTIME( (roll ld6) your right the line of the forest is moving
hostile optional encounter and cast a curse on Die away to the north. You come to a clearing
the party’s opponents (-2 on hit rolls and sav- Roll Optional Encounter with bright green grass and some patches
ing throw rolls). of fragrant wild roses. Suddenly, you hear
1 Giant Bats singing, soft, fair voices singing to you,
Ogre. (1) AC 5; H D 4.1; hp 19; M V 90’
2 Giant Rats calling you to leave the trail and come to
(30’); #AT 1; D ld8+2; Save F4; AL C ; X P
3 Wolves
125. This ogre carries 40 gp. H e threatens to them.
4 Ogre
attack unless the characters pay 80 gp as a
5 Goblins
bribe. If they do, he attacks anyway. All characters must roll a saving throw versus
6 Dire Wolf
Boar. (1-2) AC 7; H D 3; M V 90’ (30’); #AT Spells. Those who fail their saving throw will
1 ; D 2d4; Save F2; M L 9; AL N; X P 35 each. Giant Bats. (2d4) AC 6; H D 2; M V 30’ become confused and immediately stop, tak-
These animals will not attack if a character (10’)/180’ (60’); #AT 1; D ld4; Save F1; ing no other action. They have been charmed
throws food to them and leaves them alone. M L 8; AL N; X P 20 by the song of two harpies (AC 7; H D 3*; hp
Wolf. (1-3) AC 7; H D 2.2; M V 180’ (60’); Giant Rats. (2d6) AC 7; H D 1/2; hp 3 each; 15, 13; #AT 2 clawdl mace; D 1-4/1-4/1-6;
#AT 1; D 1-6; Save F1; M L 6; AL N; X P 25 M V 120’ (40’); #AT 1; D 1-3 (no disease); M V 60’ (20’)/fly 150’ (50’); Save F6; M L
each Save NM; M L 8; AL C : X P 5 each 7; AL Chaotic; X P 50 each) hidden in the tall
Elves. (ld6.2) AC 6; H D l * ; M V 120’ Wolves. (ld4.1) AC 7; H D 2.2; M V 180’ trees of the Sylvanhome. Characters making
(40’); #AT 1; D 1-6; Save E l ; M L 8; AL N; (60’); #AT 1 ; D 1-6; Save F1; M L 6; AL N; a successful saving throw will not have to roll
X P 13. Spell: charm person. These elves are X P 25 each any further saving throws against the contin-
a patrol that keeps on the watch for bandits or Ogre. AC 5; H D 4.1; hp 19; M V 90’ (30’); ued singing. The harpies will charge into the
large monsters. Each is armed with a long- #AT 1; D by weapon; Save F4; AL C ; X P clearing and attack even if no one has been
bow, 20 arrows, and a spear. They all wear 125. The ogre is wearing a helmet made from charmed. Harpies will ignore any charmed
leather armor and have a -1 bonus on their the skull and antlers of a large stag. H e car- characters and attack the others first. They
armor class due to high dexterity. The elves ries two giant spears (D ld6.2) as well as a will still be singing even as they attack.
have secretly followed the party. If the charac- club (D ld4.2). If possible, he will throw both Charmed characters will try to prevent others
ters were kind to the sprites, the elves say that spears before closing to attack. H e carries 52 from attacking the harpies but charmedchar-
the sprites told them about it. They will also gP and 5 PP. acters will not attack other player characters.
give a potion of healing to the party if a char- Goblins. (2d4) AC 6; H D 1-1; hp 3 each; The charm effects of the singing end when the
acter is wounded. Otherwise, treat this as a M V 90’ (30’); #AT 1; D ld8; Save NM; M L harpies are killed. The first harpy to attack
normal encounter. T h e elves will reveal 7 or 9; AL C ; X P 5 each. If the characters will be the one with the most hit points. She
5
PART 3: T H E WESTERN TRAIL

drank a potion of growth before attacking. If the characters stay on the Western Trail,
The potion doubled her size, and doubles the mon elsewhere in the forest. Here, all is continue with this chapter. If they decide to
damage done by her attacks. Her hit points silence. use the Northern Trail go to PART 4: THE
are not doubled. As she attacks she screams, NORTHERN TRAIL. If they follow the
“I am mighty Helgarth, queen of harpies! The cave entrance is 10’ wide and is on the Southern Trail go to PART 5: T H E
Who dares to attack the Wings of Death?” west side of the cave. The interior of the cave SOUTHERN TRAIL.
Helgarth wears a tiara worth 200 gp. T h e is dark. Anyone who approaches within five
other harpy has no treasure. feet of the entrance will smell a foul stench W4. THE CHAMELEON MEN
Any character who searches the clearing from the filth and rottenness within the cave.
for clues or further dangers will find a trail on Anyone who looks inside with infravision or The trees of the Western Bough rise up on
the north side of the clearing that leads to normal light will see three small creatures your right, tall and beautiful in their
encounter W2. inside the cave. autumn shades. Likewise, Rendwood on
your left is filled with color: red and yellow
W2. LAIR OF THE HARPIES leaves, brown tree trunks covered with
strewn about the cave. Three newborn green moss, the blue of wildflowers, deep
As you search the clearing, you find a nar- harpies live amid this squalor. When they black shadows. After 3 112 miles, the
row trail leading north out of the clearing, see you, the ugly creatures utter shrill Western Bough rolls away to the north;
in the direction from which the harpies cries and hop toward you, feebly flapping one half mile away, across a flat plain,
came. This trail is narrow, about 5 feet their tiny wings. stand tall mountains with snow-capped
wide, and is overgrown with weeds and peaks shining in the sun. Your trail turns
brambles. The little harpies (AC 9; H D 112; hp 1 each; south and west, following the edge of
M V 15’ (5’); #AT 0; D None; Save NM; Rendwood and heading for a narrow strip
Some time ago, the harpies ordered their M L 7; AL Chaotic; XP 5) cannot harm any- of flatland between the woods and the
charmed victims to build a lair for them and one. However, they have all the evil instincts mountains. You travel for another mile
cut a narrow trail from this clearing to the of a n adult harpy. when, suddenly, 10 strange looking
monsters’ lair. The harpies themselves sel- A dead cleric lies in the back of the cave. humanoid creatures clamber clumsily out
dom used this trail, since they are able to fly. His backpack contains three vials of holy of the brush ahead of you. With awkward
The trail makes it easier to get the harpies’ water and a scroll with a cure light wounds swiftness they form a line across the trail,
victims back to the lair. Characters will have spell. blocking your path. They look like living
to go in single file on the trail. Those with The cave contains 40 gp, 300 ep, 200 sp, rainbows, their tall and thin bodies striped
horses will have to lead them by the bridle. A and one 50 gp gem. with red, blue, green, orange, yellow,
horse will suffer 1 point of damage from The characters should now return to the brown, black and white. Those closer to
brambles and thorns unless the character Western Trail. This side trip to the harpy lair the trees of Rendwood are harder to see;
protects the horse in some way (such as by took forty minutes to travel a distance of one they seem to blend right in with the forest.
covering it with a blanket). mile. The difficulty of traveling in untracked They wear loincloths, and carry long dag-
wilderness should be apparent to them. gers. Each has a very small sack tied to his
The trail is tough going. Several times, waist. One of the creatures holds up his
fighters must use their weapons to clear W3. THE DIVIDED TRAIL broad hand. In halting Common, he says
the trail ahead. After twenty minutes of in a rasping voice, “This place is ours.
travel, the trail opens out slightly. Blood, Before you the trail splits into three sepa- Strangers pass only by leave of the Lord of
feathers, and a broken mace lie on the rate trails, one heading to the northwest; Shade. Surrender your weapons and
trail. one going on due west; the third running come with us. You cannot escape the judg-
to the southwest. Each trail, your map ment of the Omnerubesk.”
The characters will find the harpies’ latest shows you, will lead you to The Rock. But
victim in the lair. Twenty minutes after the it doesn’t show what dangers you will face The thin, awkward humanoids are chame-
characters find the signs of battle, the trail on which trail. leon men (AC 9; H D 2*; h p 11, 11, 10, 9, 9,
opens up again. 9, 9, 8, 7, 6; #AT 1; D 1-4; M V 120’ (40’);
If the characters decide to leave the trail to Save F2; SA disappearance; AL Neutral; XP
risk a short cut, try to guide them back to the 45 each).
One mile from the Western Trail, an irreg-
trail. If they continue through the wilderness, The chameleon men will wait for the reac-
ular clearing 80 ’ in diameter has been cut
roll for wandering monsters. If they ask, tell tion of the player characters; they will not fight
and burned into the forest. Broken sap-
your players that their characters can travel until the characters attack, try to force their
lings and charred logs litter the ground. A
faster along the trails than by going overland. way past the roadblock, or try to escape. Ifthat
cave about 40‘ square stands in the mid-
If necessary, move the encounter locations happens, the chameleon men will display a
dle of the clearing, 20’ away from you.
around so that the party will run into them very unusual power. Five of the chameleon
T h e cave is built of boulders heaped
anyway. The only encounters that cannot be men will suddenly vanish and reappear behind
around the overhang of a rocky outcrop-
moved are the sand spiders, the winged war- the characters, cutting off any retreat; the
ping. As you study this ugly scene, you
riors and the crone of chaos. The water other five in front will charge the party and
realize that you no longer hear the sounds‘
weirds, of course, can only be moved to attack. A chameleon man can either attack or
of small forest creatures that were so com-
another part of the river. use the vanishing move in a single round; he

6
PART 3: THE WESTERN TRAIL

cannot do both. There is no chance of reap- to pay, the chameleon men will accept one
pearing chameleon men colliding with charac- long it is. Sunlight streams into the cavern player character as a hostage until the rest of
ters or with each other. If possible, the from shafts cleverly cut into the rocky ceil- the party gets enough money to pay the fine.
chameleon men will try to keep half of their ing, and from these slices in the rock the All characters except the hostage will be
number behind the party so that the player sunlight fills the cavern. You know you are freed. The hostage will be kept as an honored
characters will be surrounded. They will far underground, for the air is chilly, and prisoner and will.not be mistreated. The hos-
attack player characters from behind when no wind stirs. Veins of precious metal and tage will be released when the party returns
they can. gem-bearing ores stripe the walls of the with enough money to pay the fine.
Throughout the battle, the chameleon men cavern like rocky rainbows. The floor of If the characters are unable or unwilling to
will call on the party to surrender or be killed the cavern is filled with many different pay a fine and unwilling to allow a character
for trespassing. If a chameleon man is killed, kinds of vegetable growth, from mush- to be held prisoner, a character must fight in
he will fall to the ground like a heap of old rooms as tall as houses to rainbow-colored single combat. Allow them as much time as
rags. When there is only one chameleon man trees that touch the very ceiling of the they need to decide. If they choose combat,
left, he will vanish, but not reappear (unless cavern. A waterfall roars in the distance, Kanreon explains further:
he is killed before he can escape). and you can catch a glimmer of it as the
If the bodies of the dead chameleon men cleverly directed sunlight dances on its “This will be an “honor duel,” an old way
are searched after the battle, the characters tumbling waters. The inhabitants of the of settling disputes among our people.
will find 20 ep, 10 gp, and 2 pp on each. cavern are tilling soil, picking fruit, and The two combatants will fight with special
If the player characters agree to surrender, running errands-a typical day in the life duelling clubs that only wound, not kill.
the chameleon men will disarm them and of the chameleon people. You will be allowed to wear armor. No
take them, blindfolded and bound, to the You are led into a small chamber off the spells or magic are permitted for you. Nor
mountain cavern of the chameleon men, main cavern. In the small chamber, a cha- can anyone else interfere in the honor
encounter W5. If the characters defeat the meleon man sits on a throne carved from duel. If you defeat our champion, you will
chameleon men, ignore encounter W5. the rock itself. The stripes on his skin are be set free. If you lose, one of you will
faded with age, and he bears himself with remain as hostage until the others return
W5. THE CAVERN OF THE dignity. Twenty armed guards protect to pay the fine. Which one of you will be
CHAMELEON MEN him. H e gazes silently at you, and the champion?”
Kanreon introduces him as Lemullar the
The chameleon men disarm you, and Omnerubesk, Lord of Shade and Hue After the characters choose their champion,
bandage your wounds. All of you are they will be led out to an arena area 30’
blindfolded, and your hands are bound The Omnerubesk (AC 9; H D 4*; hp 21 ; #AT square in the main cavern. The arena is
behind you. You travel for what seems 1; Dunarmed; M V 120’ (40’); SaveF4; M L guarded by 10 of Lemullar’s guards and is
like a long time, but you cannot tell how 9; SA disapperance: AL Neutral; XP 90) and surrounded by spectators. When the chame-
long or how far. When your blindfolds are his twenty spear-armed guards (AC 9; H D leon champion (AC 9; H D 2*; hp 12; #AT 1;
removed, you see that you are in a cave 2*; hp 9 each; #AT 1; D 1-6; M V 120’ (40’); D 1-4; M V 120’ (40’); Save F2; SA disap-
60’ long and 30‘ wide, with the entrance Save F2; M L 7; SA disapperance; AL Neu- pearance; M L 12; AL N; XP 45) appears,
in the 30’ side. There are two torches, in tral; X P 45 each) never speak. Kanreon does there is a rousing cheer. The player character
brackets, on each wall. Daylight shines all the talking for Lemullar; the Omnerubesk chosen as champion will be untied, and the
outside the cave’s entrance. Two chame- merely nods his head to show approval or dis- two will fight it out. The chameleon cham-
leon men stand guard within the cave. approval of what is being said by both the pion will use his disappearing powers while
characters and Kanreon. the character is allowed armor. The chame-
The two guards in the cave are named leon champion will not surrender. The clubs
Kanreon and Thronik (AC 9; H D 2*; hp 11, You stand for a few silent seconds in the cause l d 4 points of damage, but are not
9; #AT 1; D 1-4; M V 120’ (40’); Save F2; middle of the cavern. Then Lemullar ges- lethal. Anyone who is reduced to 0 hit points
SA disappearance; M L 7; AL Neutral; X P tures, and Kanreon speaks. “You were in is unconscious, not killed. An unconscious
45). Two additional chameleon men (hp 9, 7) our territory without the prior approval of character will revive in 2d10 minutes, and
stand guard outside the cave guarding the the Omnerubesk. This is a crime and an damage caused by the club will heal at the
party’s horses. Kanreon and Thronik will not insult against o u r people. But the rate of 1 point per hour.
be hostile; they will even talk with the party, if Omnerubesk is generous; he offers you a Whatever the outcome, the chameleon
any character wishes to talk with them. Allow chance to win your freedom. You have two men will take the party back blindfolded and
the characters to speak with Kanreon and choices: you can either pay a fine for what tied up to the place they first met (encounter
Thronik as long as they like. When they are you have done, or one of you can duel one location W4). If the characters left a hostage
finished, Kanreon leaves and talks to the of our people in single combat.” behind, the chameleon men will watch daily
Omnerubesk for a half-hour. When Kanreon for the party’s return.
returns, he and Thronik will take the charac
iameleon men demand that the party
ters into the main cavern to be judged. 16.6 x 10 gp for each chameleon man W6. THE WESTERN BRIDGE
in the previous encounter. Characters
The cavern is hundreds of feet wide and at ry to bargain, but the minimum the The land on both sides of the trail is hard
least forty feet high; you cannot tell how ,,,,,,Aeon men will accept is ld6.6 x 10 gp. and rocky. Jagged boulders and sharp
If this price is still too high for the characters

7
PART 3: T H E WESTERN TRAIL

only he can find, but he is carrying four of the


stones litter the ground. The trail remains The arch, which was dull gray, is now as gems with him.
smooth, however, and you have no trou- blue as the river and the strange monsters! If the party attacks, run the combat nor-
ble riding along it. A swift-flowing river You can now read the mysterious runes on mally. Dunnak will surrender if he fails a
crosses your trail, spanned by a bridge the arch! They read, “Let no man cross morale check.
made of dull gray stone. An arch made of the bridge without first giving to the water If the party does not attack, Dunnak will be
the same stone stands at the mouth of the that which is its due.” friendly and apologize for frightening the
bridge. Odd runes are carved into the party, saying, “I had to be sure I’d be all right
arch. The runes are ancient, yet somehow When destroyed, the water weirds lose before I showed myself.” Dunnak will not
familar. Beyond the bridge the trail leads their snake shapes and collapse into the river admit why he is here, saying that he is a n
into a small stand of trees, which blocks as a spray of water. They have no treasure. adventurer himself. H e offers to drink with
your view of the terrain beyond it. the characters, and challenges a fighter (or
W7. THE STEALTHY CRAFTSMAN dwarf, if there is one in the party) to a
’he bridge is guarded by two monsters weapon-throwing contest. If the party
placed long ago by the magicians of Tuma. agrees, he bets his gems against the party’s
The trail narrows as you enter the rugged
Characters can cross the bridge safely only if money. Let the players decide how the contest
foothills of the Barkel Mountains. The
they perform a simple ceremony known by all will be run, as long as it is fair to both. If the
trail sometimes winds or slopes upward,
the people of Tuma. The arch was built as a character wins, Dunnak pays up cheerfully.
slowing you down, but the going is still
warning to all who would try to cross. The If the characters ask him about The Rock,
fairly easy. After a few minutes of travel
characters will have to fight the guardians Dunnak says only, “I’ve never been there,
through this rugged landscape, you hear
unless they decipher the runes and guess but I’ve heard that going there is a bad idea.”
the quiet movement of someone or some-
what they must do. thing else in the rocks about forty yards to
The inscription is in an ancient form of the THE END OF THE TRAIL
your right. There is definitely something
common language. A character who casts a moving, something that does not want to
read languages spell can automatically read be seen. You’re approaching the end of your jour-
the runes. However, it is possible to read the ney. Jenlar Temlin’s map indicates that
runes without using magic. If a character A character who goes into the rocks to The Rock is less than two miles away. Bar-
tries to read the runes without using a spell, investigate hears the creature run briefly, ring any trouble, you should reach The
roll 3d6 and subtract 1. If the result is equal to then stop. After five rounds, the creature Rock soon. The trail slowly bends until it
or lower than the Intelligence ability of the begins moving again. This game of cat-and- is heading due north. Within a quarter-
character, the character can read the inscrip- mouse continues for 5 rounds. At that point, mile, however, the trail ends in a tangle of
tion. If the roll is higher than the Intelligence roll for surprise. If the party surprises the boulders and rubble. Ahead of you lies a
ability, the character cannot understand the opponent, they will see him as he runs land filled with huge boulders and thou-
runes. Each player is allowed only one try at between two rocks. If the opponent is not sur- sands of rocks of every size and shape.
deciphering the inscription without magic. prised, he will come out of hiding unless the
The runes read: “Let no man cross the bridge party has tried to use spells or missile weap- During the final battle, the defenders of
without first giving to the water that which is ons on him. Before he shows himself, he Tuma caused avalanches and rockslides here,
its due.” shouts, “Don’t shoot! I’m coming out!” to slow the advance of the evil armies. The
All dwarf, elf, halfling, and female human rubble has been partially cleared. Movement
characters can safely cross the bridge. How- through here is still possible, although it will
You see a middle-aged dwarf with an iron-
ever, a male human character can cross safely take the characters three hours to exit the
gray beard emerge. H e is wearing a
only if he pours some water into the river square in which the trail ends. They will have
hooded brown cloak that matches the ter-
when he steps onto the bridge. If he tries to to dismount and lead their horses, as this area
rain. H e does not seem to be wearing
cross without doing this, the guardians of the is strewn with small sharp rocks that could
armor, and his only weapon is a hammer.
bridge will attack. injure a horse’s hooves.
H e has a small sack and a large chisel
The guardians are two snake-shaped water This ends THE WESTERN TRAIL.
thrust into his belt.
weirds (AC 5; H D 3*; hp 14, 12; #AT 1; After a slow journey through the mountains
D 1+ drowning; M V 60’ (20’) in water only; the party will arrive at The Rock. From here
Save F6; M L 12; AL Chaotic; XP 50). They The dwarfs name is Dunnak Ironhammer,
go to PART 6: THE ROCK, where The
attack from both sides of the bridge, one per (AC 9; Dw 3; hp 18; M V 60’ (20’); #AT 1; D
Rock is described in detail.
side, and they attack only human males, and 1-4; Save Dw 3; M L 8; AL L; XP 35) and he
any other characters who attack them. They is the armorer for a small tribe of dwarves liv-
will also fight any character that tries to stop ing in the Krayzen Mountains. H e is here to
them from attacking the human males. mine some semi-precious gems (value 10 gp
Any character who is hurt by a water weird each) he uses to decorate the weapons and
will be able to read the runes on the arch armor he makes. The gem vein is in a surface
automatically, even if the character had tried layer of rock; he simply chisels them out. H e
to read them before and failed. If such a char- was moving through the rocks to lead the
acter tries to read the inscription, read the fol- characters away from the gem vein; the char-
1owing : acters will not be able to find it. Dunnak left
most of the gems in a secure hiding place that

9
PART4: T’ E NORT
T h e Rock is the burial place of kings who
NORTHERN TRAIL OPTIONAL once ruled a magnificent metal city. Any-
ENCOUNTER TABLE NIGHTTIME (roll ld6)
one who enters that royal tomb will be
DAYTIME (roll ld8) struck down by a curse. Die
The Rock is a meteor that fell from the sky Roll Optional Encounter
Die and crushed a castle on which it landed.
Roll Optional Encounter The cellars of the castle are still intact and
1 Rattlesnake
1 Wolf contain the spell books and magic items of
a powerful wizard.
2 Mysterious Noise
2 Bog (in forest only) 3 Giant Ferret
3 Old Hermit The Rock is a prison for all kinds of terri-
4 Rain
4 Boar ble undead monsters who will be freed if
5 Goblins
5 OldCamp anyone enters.
6 Wolves
6 Avalanche (Krayzen Mountains
Boar. (1-2) AC 7 ; H D 3; M V 90’ (30’); #AT
only) 1; D 2d4; Save F2; M L 9; AL N; X P 35 each.
7 Goblins (Krayzen Mountains only) Rattlesnake. This encounter can occur only
8 Dwarves (Krayzen Mountains only) These animals will not attack if a character if the party camps for the night. A young (not
throws food to them and leaves them alone. fully-grown) rattlesnake slithers up to a char-
Old Camp. This camp shows signs of having acter’s body to stay warm for the night.
Wolf. (1-3) AC 7 ; HD 2.2; M V 180‘ (60’); been used for several days. A great amount of When the character wakes up, the snake (AC
#AT 1; D 1-6; Save F1; M L 6; AL N ; X P 25 gnawed bones, garbage, and filth are lying 7; H D 2*; hp 3; M V 120’ (40’); #AT 2; D 1-
each about. Near the dying embers of a campfire 2 + poison; Save F1; M L 8; AL Neutral; X P
Bog. The trail is blocked by a swampy area are the pieces of a broken stake which has had 25) will still be there. O n the first round, the
not shown on Jenlar Temlin’s map. Recent its point hardened by charring it in the fire. snake is sluggish, both from the cold and
heavy rains (as well as the water from an This is a former goblin camp. The goblins from recently having eaten; the character
underground spring) have made this low- spent several days resting here and making automatically has the initiative, and the
lying area impassable to armored characters crude spears from the charred stakes. snake gets only one bite. If the character eases
or horses. Any armored character or horse Avalanche. As the party travels through the gently away from the snake, it will not bite. If
who enters the bog will sink in 10 rounds mountains they hear a splintering sound and the character rolls away quickly, the first bite
unless rescued. The party will have to detour a rumbling of rock high above them. Ask the will miss automatically. If the character
around the bog. This detour will require one players what their characters are doing, then attacks, conduct combat normally. Due to the
mile’s travel through the forest. count silently to ten. Characters who try to age of the snake and the fact that it used
Old Hermit. As they approach a bend in the avoid being caught by the avalanche will venom in its earlier kill, saving throws die
trail, the characters will hear the voice of automatically succeed. Characters who have rolls against the poison are at +4.
someone talking to himself from around the not tried to avoid the avalanche by the time Mysterious Noise. Over a period of a half-
bend ahead. When they round the bend, they you finish the count must make a saving hour the party repeatedly hears a strange
see an old bald man, dressed in peasant’s throw versus Death Ray. Success means that noise, as if something is trying to sneak u p o n
work clothes and carrying a long staff. The the character has escaped the avalanche at the them. When they search for the source of the
man is stooped, and has a rock in his hand. last moment. Failure means that the charac- noise, it stops, only to resume later. Nothing
He will not notice the characters unless they ter suffers 2d4 points of damage from falling attacks them, but they will not discover the
say something or attack. If they approach rock. T h e avalanche blocks the trail. Anyone source of the noise.
him peacefully, he greets them cheerfully, who turned back must spend 15 minutes Giant Ferret. A giant ferret (AC 5; H D 1.1;
saying that he hasn’t seen his “old friends” in detouring around the fallen rock. h p 4 ; M V 150’ (50’); #AT 1; D 1-8; Save F1;
ages. The hermit is Stiv Jentir, formerly a Goblins. (2d6) AC 6; H D 1-1; hp 3 each; M L 8; AL N; X P 15) sneaks into the party’s
powerful fighter who lost several experience M V 90‘ (30’); #AT 1; D ld6; Save NM; M L camp and tries to steal any small object of
levels while fighting a vampire (a powerful, 6; AL C ; X P 5 each. Each goblin carries two value. If the party has set up a watch for the
energy draining undead monster). T h e hor- spears and 2-12 ep. These goblins are a raid- night, the ferret will not succeed; otherwise
ror of fighting the undead unbalanced Stiv’s ing band, out for whatever easy loot they can run the encounter normally.
mind. Stiv has the following characteristics: get. Rain. The party is caught in a downpour that
(AC 9: F3; hp 20; M V 120’ (40’); #AT 1; D Dwarven Patrol. This patrol is searching for lasts a half-hour. Magical scrolls, bowstrings,
l d 4 (treat staff as club); SA None; S D None; the goblin raiders, who have been attacking maps, food, etc. must be protected from the
Save F3; M L 5; AL Lawful; XP 275). Stiv is dwarvish travelers in the mountains. Each rain or become useless for six hours.
talkative, cheerful, crazy, and perhaps dan- dwarf (AC 4; H D 1; hp 6 each; M V 60’ Goblins. (2d4) AC 6; H D 1-1; hp 3 each;
gerous. H e will talk to the characters about (20’); #AT 1; D 1-6; Save D1; M L 8; AL L; M V 90’ (30’); #AT 1; D ld6; Save NM; M L
absolutely anything. If asked about T h e X P 10) is armed with a war hammer and a 7; AL C ; XP 5 each. Each goblin carries a
Rock, he falsely claims to know all about it light crossbow. If the characters have fought spear and 2-12 ep.
(and in his madness he believes he really does and killed all the goblin raiders (optional Wolf. (1-3) AC 7; H D 2.2; M V 180’ (60’);
know). Roll l d 4 to see what he says about it. encounter 7), and can show the dead bodies #AT 1; D 1-6; Save F1; M L 6; AL N; XP 25
or other proof, the dwarf leader will pay a each.
1. The Rock is the lair of a huge dragon who reward of 20 gp.
owns the biggest treasure hoard in the
world.

10
PART 4: T H E NORTHERN TRAIL

Northern Trail Encounters The leader’s sack holds 500 ep and 100 sp; the that no human would want to rummage in his
others have 300 sp and 300 ep in each sack. trash.
T h e Northern Trail cuts between the If the characters allow one of the ogres to
Sylvanhome forest and the Western Bough escape, they can track him back to encounter N3. TUMA PLAIN
for about 3 miles before opening up onto location N2. THE CAMP OF THE OGRES
Tuma Plain. The trees of the Western Bough Once out of the woods and past the ogre band
are less dense than those of the Sylvanhome. the characters enter Tuma Plain. This is a
N2. THE CAMP OF THE OGRES wide stretch of flatland with tall, waving grass
More sunlight streaks the trees of the Western
Bough. like green wheat growing everywhere but on
You allowed the enemy to escape, follow- the dirt trail. About three miles due west the
N1. THE OGRE BAND ing him slowly and carefully on foot, so he black walls of Tuma rise about the landscape.
would not suspect you were still after him. The trail leads through the deserted city of
There was little chance of that; the ogre Tuma. However, some characters may decide
The Northern Trail seems more quiet and
was so panic-stricken he was not being to avoid Tuma by going across the plain and
peaceful than did the stretch of trail before
careful, and in his haste he left a trail easy through the Krayzen Mountains. If they d o
the fork. The trees are less thick in the
to follow. so, you should make two wandering monster
Western Bough, and daylight streams You follow it for half an hour, dried
through to light up sections quite cheerily. checks every hour the party is off the trail.
blood, broken twigs, and scraps of raw- (Evil monsters seldom dare to enter Tuma,
You are riding along very much at ease hide as your guides. Finally, from a safe
when there is a crashing sound in the but often lie in wait near it, hoping to ambush
vantage point, you see a small clearing of adventurers as they leave the city.)
underbrush and four huge creatures charge sorts. There are no trees larger than sap-
out of the brush 40’ ahead of you. They If characters approach within a half-mile of
lings, but the underbrush is very heavy. the city, they will be intercepted by five flying
wear rawhide tunics, helmets fashioned Finally, you see it spread on the ground-
from the skulls and antlers of deer, and objects.
the piece of tanned deerskin that marks
large sacks on their backs. They are about
the entrance to the ogres’ lair. N4. THE WINGED
10 foot tall and brandish huge wooden
clubs. There are only four of them, but WARRIORS OF TUMA
The ogres used a natural fold in the ground to
they look powerful. They spread out across
create a dugout lair. With a little extra dig- T h e city stands about a half mile away, its
the trail to block your path.
ging (done by captives whenever possible), black walls gleaming in the light, forbid-
the ogres built a trench 12’ deep, 20’ wide, ding and menacing. The air is cold, as if
As the trees begin to thin out on both sides of and 40’ long. They used logs and fallen tim-
the trail, four ogres (AC 5; HD 4+1; h p 19, winter had suddenly descended upon you.
ber to form a roof, and covered that with the T h e tall grass stirs slightly in a soft, but
18, 18, 16; #AT 1; D 1-10; M V 90’ (30’);
dirt they dug from the ditch. A rawhide skin frigid breeze. You see coming from the
Save F4; M L 10; AL Chaotic; XP 125) leap covers the door in the roof of the dugout. The
out from behind the trees about 40 ‘ down the dark walls several flying objects. As they
dugout is partially camouflaged by the scrub speed nearer, you can see that there are
trail from the party. The ogres stand 10 feet that grows naturally on one side of the ditch.
apart and form a semi-circle across the trail to five huge bird-like creatures approaching.
T h e camp also contains two other pits: a deep When they are 100 yards from you, you
block the party’s path. They are bandits of a one used for holding captives, and a shallow
sort, out to rob unwary travelers taking the see there are five winged human shapes
garbage pit that the ogres seldom use. approaching. T h e wings are attached
Northern Trail. They will fight until there is
T h e fugitive ogre is hiding inside the lair, along their arms from wrist to armpit, and
only one of them left, and this one will run
along with two female ogres and an ogre extend down the sides of their bodies, so
away if he can. child. The fugitive ogre has used a potion of
The ogres are very confident that they can that they fly with their arms extended.
healing which reduced his wounds by 5 The bodies of the creatures are faceted,
defeat the player characters. They do not all
points. However, he is not expecting another made of some mineral or jewel-like mate-
attack at once; the pair with the most hit
battle. rial. They carry no weapons that you can
points rushes forward to attack while the
Allow the characters as much time as they see. They circle like gleaming vultures
other two stand back to watch the fun and want or need to plan their attack. The
shout encouragement. The watching ogres above you, and stare at you as if studying
entrance is narrow enough so that only one you. Then one of them speaks in a loud,
will not attack until a player character uses
character at a time can get into the lair, and cold voice that freezes your heart. “Halt,
magic or missile fire against any ogre, or until the characters cannot even be sure the ogre is
one of the fighting ogres is killed. travelers, and go no further. None may
inside. There are any number of means the enter the city of Tuma unless they be
T h e ogres are not very intelligent and party could use to force the ogre out of the
don’t always use good tactics. You can have friends proven. Speak now the Secret of
lair. Whatever the characters do, the fugitive The Rock and you may enter safely the
the ogres attack player characters at random
ogre will fight, trying to allow the others time majestic city.”
(since the ogres are outnumbered) or have an
to escape. If desperate, he will show offer the
ogre throw his club at a character who uses a characters all the treasure in the lair-100 ep.
missile weapon (the ogre must pick it up These are the Winged Warriors of Tuma, a
The ogre will try to keep secret the fact that typeoflivingstatue(AC 5; H D 2 * ; hp 12 11,
before he can attack again). If a n ogre is fight- additional treasure is hidden in the reeking
ing a mounted character, he might attack the 11, 10, 10; M V 60’ (20’)/180’ (60‘) flying;
filth of the garbage pit- three 100 gp gems, #AT 2; D 1-6/1-6; SA None; S D immune to
horse instead of the rider. Tailor this
100 pp, a potion of invisibility and a potion of sleep spells; Save F2; M L 11; AL Lawful).
encounter to the strength of the party.
healing. The ogre hid them there, hoping The winged warriors say nothing else and
Each ogre carries a large sack on his back.

11
PART 4: T H E NORTHERN TRAIL
~~~

answer no questions. They circle above the their own magic upon Tuma. The evil magic player characters as they pass through the city.
characters and wait for the party to give the removed the inhabitants of the city to another The party’s uneasiness increases after they
proper answer or leave. If after 10 rounds the plane of existence, where they are still impris- travel a mile into the farmlands. Starting
party has said nothing, and have not turned oned. Later, the city itself was removed, in with the characters with the lowest Wisdom
away, the winged warriors will attack. hope that Tuma would be completely forgot- score, and working up to the characters with
The winged warriors must land to fight. ten. The enemy magic has weakened over the the highest Wisdom, write and pass a note to
They cannot fight in midair because their ages, so that Tuma sometimes reappears on each player telling him or her that the charac-
weapons are the razor-sharp edges of their this plane of existence for brief periods of ter is sure that the party is being watched or
metal wings. They usually swing their arms time. followed by someone that cannot be seen.
backhanded, causing a powerful slashing The description of Tuma has deliberately Have each player roll ld20, but do not tell
blow. A winged warrior can attack with each been left vague. If you choose to add it as a them what the roll represents. (The die rolls
wing in a single round. Since their only func- place of mystery in your campaign, the city is are actually meaningless, but the note-pass-
tion is to guard the city of Tuma, they will not a source of many potential adventures. By ing and unexplained die rolls should make
pursue if the characters try to flee. If the char- having the city reappear infrequently, you the players as nervous as their characters.)
acters try to destroy them with missile fire, can create adventures here for characters of When the party reaches the city proper, write
the winged warriors will fly out of range and any level. and pass a note to the character with the low-
continue to watch the characters. The winged est Wisdom. The note reads, “There are eyes
warriors will not bother the characters again When you pass through the open gates of everywhere; tiny dots and flickers of red light
unless the party attempts to approach Tuma Tuma, you find the dirt trail has become a poking through the dreary greyness of the
again. road of metal, dull and grey. Your horses’ city.” Let the players decide whether or not
If the winged warriors are defeated, the hooves make no sound as they walk along they will share the information contained in
party may ride to Tuma. If the party chooses this metal road. Although not broken or the notes they receive.
to turn back and take another trail to The cracked, the road shows the marks of time At this point, the encounter should be run
Rock, go to the appropriate section of the and disuse. To your left and right are by the round. Ten rounds after the first
module and pick up from there. farmlands now overgrown with tall weeds exchange of notes, each character must roll a
If the player characters choose to march and untrimmed bushes. What once might saving throw versus Wands. Those who fail
overland through the Krayzen Mountains have been orchards are now tangles of bri- their saving throw see an illusion created by
toward The Rock, create two or three addi- ars and shrubs, and what once had been their own fear; those who succeed see noth-
tional encounters for them. You can use the neatly plowed fields are now disorderly ing, and cannot be affected by the illusions of
Optional Encounters included at the begin- gathering places for milkweed, thorn the city. Write out the following note and give
ning of this section, or you can create your bushes, dandelions, creeping vines and it only to the characters who failed their sav-
own, based upon the party’s current condition wild roses. You see tall buildings in the ing throws: “There are hundreds of grey,
and their chosen route through the mountains. distance ahead. You pass through the shadowy horsemen, blocking the trail. Their
Remember that an encounter should be inter- overgrown croplands until you reach the eyes are dull red, like a dying fire. They have
esting, and does not have to be lethal. tall, neatly built dwellings of the city long, curved swords that burn with sickly,
proper. The buildings of the city seem to greenish-yellow flames. They smile at you
be intact; there are no ruins that you can and beckon you forward .”
N3. TUMA see from the trail. You cannot see any The ghostly horsemen (AC 4; F3; h p 20;
DM’s Notes on the City of Tuma doors on any of the buildings; how some- MV 120’ (40’) mounted; #AT 1 ; D Special;
one would get inside is a mystery. Some- Save F3; ML 12; XP None) are mounted on
When the city of Tuma was founded, it was thing about this deserted city disturbs ghostly war horses identical to the ones the
ruled by kings, but after centuries the real you. You see and hear nothing threaten- characters ride. These characteristics are
power of government was vested in a n elected ing, you are apparently alone, yet you feel used only if a panicked character chooses to
council of magic-users. Under their rule, the that you are not alone. Your eyes tell you fight a ghostly horseman when the latter
use of magic was common and the signs of there is nothing here, but some thing or attack. There will always be one horseman
this are visible everywhere. The roads are person hides just beyond the reach of your for each character failing a saving throw.
metal, not dirt or cobblestone, and many of senses. T h e grey, tarnished buildings At this point, nothing else happens; some
the buildings are also made of metal. Some of frown at you. The city seems alive with its characters feel edgy while others swear they
the buildings are hundreds of feet tall. The curious deadness; nothing stirs; nothing have seen something menacing: horsemen
player characters in this module have no way moves; everything speaks of the city being hungry for blood and battle. Ten rounds after
to get inside any of the buildings during this without people. Yet the feeling that there the first saving throw, have each character
adventure, for there are no doors or windows are people in Tuma persists. roll another saving throw versus Wands.
in any of the buildings. The buildings in Ignore the rolls of those who succeeded with
Tuma were sealed by magic in preparation The disaster that befell the city of Tuma cre- their first saving throw; this saving throw
for a siege by evil armies. If the characters ated the conditions for the existence of a applies only to characters who failed the first
search for secret doors, they will find none..A ghostly horde. The horde is an evil-looking time. If a character failed the first saving
character who casts a detect magic spell will mockery of the Tuman army, consisting of hor- throw, but succeeded in the second, the illu-
discover that everything in the city seems to semen armed in the style of the Tuman army of sion fades from his or her view; the character
be magical. This is because powerful spells ancient times. This horde is actually an illu- cannot be affected any longer by the illusion.
have been cast on the city. In addition to the sion which may appear due to the fear of Those who fail both saving throws see the
spells cast by the defenders, the attackers laid horsemen line up, ready to attack. Give them

12
PART 4: T H E NORTHERN TRAIL

a note reading: “The horsemen are slowly Cleverness and courage can save Tuma’s wore.
guiding their horses towards you. They howl Lost!” Hand this cry to the blindfolded char- The characters can search the hut as long
angrily, ‘Blood! Blood! More blood for acters’ players on a note. The party crosses as they choose. They can search for specific
Tuma’s Lost! ’ Their weapons begin to glow the city proper safely and then travels without items if they like; they will find no treasure or
more brightly.” incident across the remainder of the city and weapons, but they can take common house-
Ten rounds later, all characters must make its farmlands. hold items. The family was poor; all of the
a third saving throw versus Wands. As If a player character flees, the party will items in the hut are of cheap materials and
before, ignore the rolls of those who cannot have to decide whether to let the character go poor workmanship. None of it can be sold for
be affected by the illusion. Give a note to pan- or pursue and keep the party together. Pur- a profit.
icked characters who fail the third saving suit will mean that the party will have to
throw. The note reads: “The horsemen retrace its steps and reach The Rock by THE END OF THE TRAIL
charge, their weapons glowing with a sick another route, for once combat has occurred
green pallor. The horsemen shout, ‘Blood for between a character and the horsemen, the You are relieved to leave the city of Tuma
Tuma’s Lost! Blood for Tuma’s Lost!’ ” horsemen will be seen by all if the party and the empty hut far behind you. As you
At this point the party faces a difficult deci- chases after the fleeing character; then all ride through the Krayzen Mountains
sion: to go on in spite of what certain charac- characters will have surrendered to the fear of toward The Rock, you discover. to your
ters see, or to turn around. If the party opts to the one character. In this event there is no disappointment that the trail ends
turn around, it must leave the city proper second chance to cross the city proper, even if abruptly in a jagged tangle of rock and
before the ghostly horsemen disappear from this is the first time the party has tried to cross rubble, forcing you to go through moun-
the sight of those who have seen them; that is, Tuma. Combat with the horsemen erases all tainous terrain to reach The Rock.
the party will leave the city the way it entered chances of crossing the city proper, unless the
and be again among the farmlands of Tuma. fleeing characters are abandoned! As with the Western Trail, the people of
If this happens, the party must repeat all the Other means of combatting the illusion are Tuma deliberately destroyed the Northern
saving throws, with the possibility that all certainly possible, including the use of Trail south of the city to cut off a potential
characters might again see the horsemen, if remove fear spells, which will immediately attack route by which Tuma’s defenses could
failing their saving throws, or see nothing, if cancel the effects of thl beoutflanked.
making their saving throws. The party will This ends THE NORTHERN TRAIL. If
have three tries at crossing the city proper; N6. THE ABANDO: the party has come this way, advance to
after that, all will see the horsemen as soon as PART 6: THE ROCK and proceed with the
they enter the city proper, and the ghostly You leave the mysterious city behind you adventure. The next chapter deals with the
horsemen will attack. If the party decides to and continue along the Northern Trail. Southern Trail.
go on even with some characters seeing You travel for a half-mile along the trail
attacking horsemen, then only those charac- and see a thatch-roofed stone hut ahead.
ters seeing the horsemen will be attacked. From here you can see that the door to the
Fighting illusions is no easy thing, and the
following will happen when the ghostly horse-
men attack. A character struck by a horse- If the characters enter the hut to investigate,
man must make a successful save vs. Wands read the following.
or fall unconscious for i d 4 turns. But the
characters are fighting a fear-born illusion; to The hut is deserted, but was obviously a
the other members of the party it will seem as family’s home. A layer of dust covers eve-
if their companions have gone mad and are rything, but the hut does not look aban-
fighting the air. Normal combat procedure is doned. All the furnishings-bed, table,
to be followed for the attacks of the horsemen benches, chests, and crib-are in place.
and those fighting them. It is possible that Four unfinished meals are on the table,
characters could hurt one another in this and an iron pot in the fireplace holds a
combat, especially by using spells or missile congealed, stew. Clothes, cloaks, and
fire. All attacks cause normal damage to a other possessions hang on pegs driven into
ghostly horseman; the panicked character the walls. Everything is neat and tidy.
expects this. If a character slays his or her There are no signs of battle or struggle;
ghostly opponent, the fear effect is cancelled. the lock on the door has not been forced.
The victorious player cannot be affected fur- There is no sign of the people who once
ther by the illusion except by chasing a char- lived here; it is as if th
acter who flees from it.
However, the party may strike upon the
This was once the home VI a I J C ~ S ~ I I~ LI I U‘lis
simple solution to this problem; it may
family. When the family saw the city mysteri-
choose to blindfold those characters seeing
ously appear a half-mile away, they were
the ghostly horsemen. If this is done, the
stricken with panic and fled, leaving every-
blindfolded characters will hear the ghbstly
thing behind except a few copper pieces,
horsemen shouting gladly: “No blood for
some hunting weapons, and the clothes they
Tuma’s Lost, but perhaps hope for the future.

14
I
I
I
I PART 9: PREGENERATED CHARACTERS
I-----------------------------------o--o----------------,------~------
I I
1 I
I I
I I
I
I
Hargarth Stonehand 2nd level Dwarf I viviel 3rd level Thief
I I
I S T 16 WI 10 CN 12 I ST 9 ws 11 CN 16
I IN 9 DX 9 CH 14 hp 15 I IN 9 DX 18 CH 9 hp 15
I I
I AC 2 (plate mail and shield) I AC 4 (leather armor, +3 Dexterity bonus)
I Weapons war hammer (ld6), dagger (ld4) I Weapons short sword (ld6), sling (ld4), two daggers
I Adjustments +2 Strength bonus to hit rolls, damage I
I I (Id41
rolls, and when opening doors I Adjustments +3to hit with missile weapons
I
I +1 adjustment to reactions I
I I
I I
I I

I
Katanya 1st level Fighter I Volshalla 2nd level Cleric
I
S T 13 ws 10 CN 13 I ST10 WS 15 CN 11
IN 12 DX 11 CH 15 hP 8 I IN10 DX 12 CH 14 hp 10
I
I AC 2 (plate mail and shield) AC 2 (plate mail and shield)
I Weapons spear (ld6), short bow (ld6), two daggers Weapons mace (ld6)
1 I
I (Id41 I Adjustments +1 on saving throws against magic
I Adjustments +1 Strength bonus to hit rolls, damage I +1 adjustment to reactions
I rolls, and when opening doors I Spells cure light wounds
I +1 adjustment to reactions I
I I
I I
I I
-I--,-,,-
I
-------------,----, .
I
I
Medriev 2nd level Elf I Wolkenz 2nd level Fighter
1
S T 16 WS 16 CN 9 I ST12 ws 12 CN 11
IN 15 DX 12 CH 10 hP 9 I IN9 DX 10 CH 9 hp 12
I
AC 2 (plate mail and shield) I AC 2 (plate mail and shield)
Weapons short sword (ld6), three daggers (ld4) I Weapons sword (ld8), hand axe (ld6)
Adjustments +2 Strength bonus on hit rolls, damage I Adjustments none
rolls, and when opening doors
I
I
+2 bonus on saving throws against magic I
I reads and writes one additional language
I I
I Spells hold portal, magic missile I
I I
I
I
I '-"----------------------------~----------L---,----------, I .
I
I I
I I
I I
I Peldor Homeheart 1st level Halfling II Yilil-Aylen 2nd level Magic-user

S T 17 ws 10 CN 13 I ST 9 ws 10 CN 18
IN 9 DX 13 CH 12 hP 7 I IN 18 DX 14 CH 16 hp 12
I
AC 1 (plate mail, shield, Dexterity bonus) I AC 8 (no armor, Dexterity bonus)
Weapons short bow (ld6), hand axe (ld6), sling (ld4) I Weapons two daggers (ld4)
Adjustments +2 Strength bonus to hit rolls, damage I Adjustments +1to hit with missile weapons
rolls, and when opening doors I +2 adjustment on reactions
+1bonus to hit with missile weapons I +3 additional languages
I Spells charm person, protection from evil

I
Viviel Hargarth Stonehand
Alignment: Neutral Alignment: Lawful
Viviel stands 5 ‘8“ tall and has short blond hair. She is Hargarth stands 4’ tall and weighs 140 lbs. He is
cheerful and tries to get along with everyone. She middle-aged, but time has not dulled his fighting skill.
prefers to take her share of treasure in gems or jew- Hargarth is always in the forefront of battle; he
elry, because “coins are too heavy to carry around.” believes he must set an example for others. Hargarth
She is cautious and never does anything recklessly. is stern and lacks a sense of humor. Practical jokes at
She carries two small gems worth 10 gp each. his expense send him into a mighty rage.

Thief Abilities He carries 20 gp.

OL 25 FT 20 RT 20 CW 89
MS 30 HS 20 PP 30 HN 1-3

Volshalla Katanya
Volshalla is a young cleric in her early 20s. She is Alignment: Lawful
devout and takes her responsibilities very seriously.
Katanya stands 5’10” tall and weighs 140 lbs. She has
She believes that her actions set a good example for
others. Volshalla loyally supports those she adventures a strong sense of right and wrong and often speaks her
mind no matter what others think. She has a scar
with, but does not like to kill unless it is necessary.
from an old wound across her forehead. She loves the
Volshalla carries 10 gp challenge of adventuring, and is willing to go any-
where if an adventure catches her fancy.

Wolkenz Medriev
Alignment: Lawful Alignment: Neutral
Wolkenz is a rugged-looking man in his mid-30s. He Medriev stands 5’6” tall, and weights 125 lbs. His
stands 6’3 ” tall. For many years he was a bodyguard hair is blond, streaked with silver. He spent some time
for a rich merchant. He was poorly-paid and unfairly teaching the art of sword-fighting to other elves but
treat despite his loyalty. He finally quit in disgust and has since gone out on his own. Although he uses
now seeks wealth as an adventurer. He regards disloy- spells, he trusts fighters more than magic-users. H e
alty to comrades as the most evil of betrayals. gets along well with halflings, but does not like
dwarves.
He carries 13 gp.

Yilil-Aylen Peldor Homeheart


Alignment: Neutral Alignment: Lawful
Yilil-Aylen is a self-confident, somewhat boastful Peldor loves the excitement of an adventurer’s life,
young magic-user. H e could have stayed with a tutor but when things are not going well, he sorely misses
for more advanced training, but he became bored the peace and quiet of his little valley. Peldor loves to
with classroom studies and wanted real combat expe- hear and read old legends of fabled treasures, fierce
rience. Yilil believes that he is equal to any situation. monsters, and mighty heroes.
He carries 12 gp.
PART 5 : THE SOUT ERN TRAIL
spring. If anyone drinks, he finds that the pack of 12 baboons (AC 6; HD 2; h p leader
SOUTHERN TRAIL OPTIONAL
water is clear and cold. The character will 14, others 9 each); #AT 2; D 1-6/1-3; Save
ENCOUNTER TABLE
become sick in a half-hour (-3 penalty on Hit F2; M L 8; AL Neutral; XP 20 each) out for-
DAYTIME (Roll ld8) Rolls for two hours) because the white sand is aging for food. While the rest huddle uncer-
a poisonous chemical. Underneath the bro- tainly, the leader advances to challenge the
Die ken pot, partly buried in the sand, is a sign party, screaming, baring his fangs, and beat-
Roll Optional Encounter that reads “DANGER: Bad Water!” ing the ground with his club. If the party
1 Horned Chameleon Lizard Gnomes. (2d6) These gnomes (AC 5; HD 1; rides a short distance out of the pack’s path,
2 Mountain Lion hp 5 each; M V 60’ (20’); #AT 1; D 1-6; Save they will be safe. If they d o not turn aside, the
3 Sandstorm D1; M L 8; AL Neutral; X P 10 each) are pack will attack.
4 Poisoned Spring unsuccessfuly searching for a pair of bugbear The Wail in the Night. As the characters
5 Gnomes prisoners who escaped from them. They tell camp for the night (or on the trail if they are
6 Nomads the party that the bugbears have been attack- moving at night), they feel a cold, damp wind
7 The Mirage ing travelers at night to get food and weap- rising and hear a low, evil moaning that lasts
8 T h e Unburied Treasure ons. The gnomes are armed with spears and for several seconds. Their torches and lantern
crossbows. flicker. (This is actually an effect of wind pass-
Nomads. (14) This small band of normal ing through weird rock formations sculpted by
Horned Chameleon Lizard. This encounter humans (AC 9; H D 1; hp 4 each; M V 120’ countless centuries of erosion. This eerie
can happen only if the characters stop and (40’); #AT 1; D 1-4; Save NM; M L 6; AL occurence poses no threat to the party.)
dismount for a meal or rest. The lizard (AC Neutral; X P 5 each) are leading a herd of 60 Dire Wolf. This prowling wolf (AC 6; H D
2; H D 5*; hp 30; M V 120’ (40’); #AT 2; D goats, 15 male, 45 female and young (AC 7; 4+1; hp 28; M V 150’ (50’); #AT 1; D 2-8;
2d4/ld6; Save F3; M L 7; AL Neutral; X P HD 1; h p 3 each; #AT 1 (males only); D 1-4; Save F2; M L 9; AL Neutral; XP 125) has not
300) darts from a nearby clump of rocks and Save F1; M L 5; AL Neutral; X P 10) to graz- had prey for days. H e attacks savagely.
attacks one of the characters’ horses. If the ing land on the shores of Lake Neshonan, The Skull. Use only if the party is traveling at
horse is tethered, the lizard gets a +2 bonus on north of Tuma. If characters ask about The night. They find a bugbear skull, mounted on
all hit rolls; if the horse is untethered, it Rock, the nomads know only what the charac- a spear thrust point-first into the ground. A
immediately panics and runs. The lizard will ters already know. The nomads are armed sign reading “BEWARE” in Common is
attack (or chase) the horse until a character with clubs. The total treasure in the group is attached to the spear. (This grim item was
attacks the lizard. 40 gP. placed by the gnome patrol as a warning to
Mountain Lion. This encounter occurs The Mirage. The party sees a vast mountain travelers that bugbear marauders were on the
when the party is on or near the trail. The miles away in the deserts wastes. The moun- loose.)
characters see a rocky outcropping about 10 ‘ tain is crowned by a fortress, a fortress carved Fugitive Bugbears. Two ragged-looking
high and 50 yards long, ahead of them. When from the rock of the mountain rather than bugbears, Gorbash and Grullkk (AC 5; H D
they are 20’ away, they see one mountain lion built of stone blocks. To reach it, the charac- 3+1; hp 20, 18; M V 90’ (30’); #AT 1; D
(AC 6; H D 3.2; hp 17; M V 150’ (50’); #AT ters must leave the trail and march into the ld4.1; Save F3; M L 9; AL Chaotic; XP 75
3; D 1-3/1-3/1-6; Save F2; M L 8; AL Neu- desert. If they do so, the mountain will each) try sneaking into the party’s camp to
tral; X P 50) climb to the top of the rock and always seem the same distance away. see what they can steal. They are armed with
stand watching the party. The cat is curious, The Unburied Treasure. Use this encounter crude clubs. If the party attacks, make a
but not interested in fighting. If no one only after the Sandstorm encounter. The morale check for each bugbear each time it is
attacks it (with weapons or spells) it watches party sees a gleaming piece of metal a few wounded. A bugbear who fails a check will
them for two rounds, then turns away and hundred yards off the trail. The party can dig surrender if it can. Each has a prison shackle
climbs down into the outcropping. If anyone it out with an hour’s worth of work. The and a broken chain around one ankle. They
attacks, the cat will spring at the party and object is a locked iron chest partly uncovered escaped from the gnome mines, where they
fight fiercely. If the characters kill the lion and by the sandstorm. Inside are 500 cp, 4 silver were sent when gnomes caught them as rob-
search the outcropping, all they find are the daggers, a shield covered in green dragon bers. They offer to serve the party, if the char-
remainspf the lion’s latest meal. hide, and a cursed scroll that deafens the acters protect them from the gnomes, but
Sandstorm. This can occur only in The Bar- reader for 2 days. they will run away when they can.
rens. For a half-hour the party sees the ~ ~~ ~ ~~
Evil Omen. The party sees thousands of
weather become hot; the suns is hidden by NIGHTTIME (roll ld6) black bats fly swiftly overhead, heading in the
black clouds. Grains of sand sting their faces as direction of The Rock. (These are normal
the wind rises. They have ten rounds in which Die bats; they live in a cavern near The Rock.)
to find shelter from the coming sandstorm Roll Optional Encounter
(they automatically find shelter if they look for Southern Trail Encounters
it during that time). After ten rounds, the Rock Baboons
sandstorm begins. It lasts for a half-hour. The Wail in the Night
Dire Wolf S1. THE WORDS OF THE
Unsheltered characters and horses suffer 1-3
The Skull ENLIGHTENED ONE
points of damage from stinging sand.
Poisoned Spring. The characters see the Fugitive Bugbears I I

pieces of a large broken pot lying next to a Evil Omen You ride easily on the southern branch of
patch of white sand. Investigating, they find the trail. While keeping a watchful eye all
that the white sand is the outlet for a natural Rock Baboons. The characters encounter a

19
PART 5: THE SOUTHERN TRAIL

truth.” Robern and his companions are gnomes,


around you, you are able to throughly If the party decides to leave or ignore him, but they are a long way from home. As soon
enjoy the sights and sounds of an autumn he staggers off into the forest, yelling and as the ship is within a few hundred yards of
forest. Then from close ahead, you hear waving his arms as he goes. the characters (assuming the characters are
harsh, labored breathing, and a steady out in the open), Robern hollers at the
tapping noise. Your horses snort and their S2. GNOMES IN THE WILDERNESS gnomes pulling the ship to stop and take a
ears flatten, as if they’ve caught some foul rest. From the foredeck he hollers down to the
scent. Then, the reason comes staggering The horses seem to hear it first, stopping party, “Ahoy there! This be the Motherlode
into view. A withered old man, leaning and turning their ears to the wind. Gradu- Rover! Ye wouldn’t by any chance know
heavily on a staff comes from around a ally your ears pick it up, too-singing! At where I could find an ocean round these
bend in the forest and lurches toward you. first the sound is hard to identify, distant parts, would ye? I’ve come a long way, and
His head is bent; he sees only the ground and faint. Soon you can pick out snatches have yet to run across one! ”
before him. Slowly, he seems to realize of melody, the sound of many voices sing- If the characters respond in a friendly man-
that he is not alone. His head snaps up, ing what seems to be a work song. As the ner, Robern has his bosun (asleep on the
and you look into his wild, crazed eyes. singing grows stronger, a shimmering deck) pipe them aboard. The bosun blows a
H e flings both arms wide, almost falls, image begins to form south of the trail. few shrill notes on a whistle and tosses a rope
and screams, ‘‘STOP!” Through the rising heat you can barely ladder over the side of the ship.
make out ... something. Whatever it is, it’s Robern and his crew are, in fact, searching
Unless a character attacks immediately, the big, and it looks like it’s being pulled for an ocean. Their trek began when a wan-
ragged wanderer continues speaking. across the sand by a team of several dozen dering merchant stopped by the clan strong-
humanoids. hold and sold Robern a book about
shipbuilding and ocean navigation. Being
“ I have waited! Pondered! Searched! Suf-
At this point, ask the players what their char- unnaturally adventurous (for a gnome),
fered! Seen! From the furnace of desola-
acters are doing: standing in the trail and Robern decided the ocean was something
tion I have come, bearing the truth that is
peering at the strange object, pressing on worth seeing. A group of gnomes from the
mine alone! Leviathan is come, and the
toward the mountains, or trying to conceal clan bet him that he couldn’t even find his
boundaries of earth and air, fire and
themselves somehow (remembering that way to an ocean, much less sail on it. Never
water, shall be swept away! Twoscore min-
there isn’t much concealment available in the one to back down from a challenge, Robern
ions has he, and they shall smite down the
Barrens). If the characters stick around to gathered as many trusted friends as he could,
doers of evil, as a woodsman fells the oak
find out what the object is, read the following built his ramshackle ship (sort of a cross
and pine! With the strength of a giant and
description: between a longboat and a barge), and set out
the voice of a n army, he is come!
in search of the ocean. It’s been several
BEWARE! ”
months since he left the clan stronghold, and
As the object draws closer, it begins to take
he has no idea where to look for an ocean, but
The old man waits to see whether or not the shape. At first, it seems your eyes must be
he isn’t about to turn back in disgrace.
characters are impressed. The old man’s playing tricks on you. But no, the shape is
In telling his story, Robern stresses the
clothes are tattered, and his limbs are gaunt definite. It’s a large, flat-bottomed
bravery and determination of his crew. H e
and frail. However, his eyes burn with the wooden hull with a single mast, hitched to
desperately needs directions to an ocean (any
power of a vision long-awaited. This is Rahg a double rope harness and being pulled by
large body of water will do!), but he can’t
El-Mahr (AC 9; H D 1; hp 8; M V 90’ (30’); several dozen small humanoids. A dozen
come right out and ask for help without
#AT 1; D Unarmed; Save N M ; M L 10; AL or so more humanoids are picking up
admitting that he’s lost. This puts Robern in
Neutral; X P 5). H e went into the desert a round logs from the rear of the ship and
a somewhat awkward position. H e presses
week ago, without food or water, to seek the carrying them as quickly as they can to the
the characters for “news of the ocean” or any
inner truth. Finally, he saw a vision, of a front of the ship, where they drop the logs
nautical charts they might be willing to sell.
great sea creature moving effortlessly across in the ship’s path to serve as rollers. Even
Besides directions, Robern is interested in
land. (He does not realize that what he really so, the weight of the ship pushes the logs
expanding his crew. Quite a few of his origi-
saw, from a distance, was the gnomish ship into the soft sand, and the pullers are
nal supporters have deserted the expedition,
from encounter S2. If the characters seem to straining with all their might against the
leaving him shorthanded. A few drunks and
disregard his warnings, he denounces them obstinate bulk. Standing atop the fore-
loiterers have been hired along the way, but
as “deluded minions of the Outer Darkness, deck is a small humanoid with a beard
Robern really wants to buy some draft ani-
doomed to the squalid deaths that all doers of almost as long as he is tall. H e is shouting
mals. H e offers the characters 60 gp apiece
evil deserve.” through a megaphone, exhorting his
for their horses; not as much as they could get
Rahg El-Mahr carries no treasure (as an workers to pull harder and sing louder.
in a town, but a fair offer.
enlightened bearer of the “inner truth” he is
The ship is loaded with food and water.
above such things). If a player character T h e person onboard the ship is Robern Robern and his crew have been pulling the
attacks him, make a morale check for Rahg. Sternslate, known to his friends as “Stubborn ship across the Barrens for several days.
If the check succeeds, Rahg will fight as a ber- Rob” and to his detractors as “Rob the
serker (‘2 on all Hit Rolls). If he fights, he Rube.” (AC 5; H D 2; hp 11; M V 60’ (20’); Robern has 40 gnomes in his crew (AC 5;
uses his staff as a club ( D 1-4). If the morale #AT 1; D 1-4; Save D1; M L 10; AL L; X P
H D 1; hp 3; M V 60’ (20’); #AT 1; D 1-6;
check fails, Rahg will not resist, accepting 10). Robern is armed with a belaying pin Save D1; M L 10; A L L ; X P 10. Each crew-
death as the price for learning the “inner (treat as club). man has a boarding pike (treat as spear) but

20
only 10 are armed at any one time. The rest You should allow the characters to attempt -
are working the rollers that keep the ship the translation of the inscription on the arch.
moving. The inscription is in an ancient form of the raises its jagged, stony right hand, palm
common language. A character who casts a outward, as if commanding you to stop.
S3. THE SAND SPIDERS read languages spell can automatically read The other four .have their arms folded
the runes. However, it is possible to read the across their chests.
As you travel deeper into The Barrens, a runes without using magic. If a character
hot wind rises. You sweat in your armor tries to read the runes without using a spell, ’he first rock man speaks, saying:
surveying this rough land of jagged rocks roll 3d6 and subtract 1. If the result is equal to

1
and hot sand, so unlike the forests. Your or lower than the Intelligence ability of the
“ I am Krag of the rock men of the Barkel
sight is blurred the heat rising from the character, the character can read the inscrip-
Mountains. We are the Barkel Moun-
ground, and by your own sweat. Sud- tion. If the roll is higher than the Intelligence
tains; there is a toll for crossing this stretch
denly, the sand around you erupts in little ability, the character cannot understand the
of trail. Pay or go back.”
jets, and you find yourselves in the midst runes. Each player is allowed only one try at
of large, beige colored spiders. They came deciphering the inscription without magic.
The runes read: “Let no man cross the bridge If the player characters attack, they will auto-
out of the shimmering heat and are attack- matically get initiative on the first round of
ing with amazing speed. without first giving to the water that which is
its due.” Characters will not realize that there combat. O n every round thereafter, all initia-
are no guardians at this bridge, and may tive die rolls for the rock men have a -2 pen-
The sand spiders have the initiative the first alty, due to the slowness with which they
round of combat; after that roll normally for spend a considerable amount of time trying
to decide what to do. Allow the characters as move.
initiative. When the party encounters the The creatures have a natural immunity to
sand spiders, there will be four of them (AC much time as they need to make a decision
even though it means little in this case. fire and are not harmed by fire and are not
6; H D 2.1; hp 10, 9, 9, 8; M V 120’ (40’); harmed by fire attacks.
#AT 1; D 1-6 poison; Save F1; M L 7; AL
+
The rock men always try to stay in front of
Neutral). S5. THE TOLL OF THE ROCK MEN
At the point on the map where the Southern the largest group of player characters. They
Sand spiders venom does not kill the vic- believe that a larger group can afford to pay
tim, but paralyzes for 5-8 hours unless the Trail splits, the party will be stopped by a
more. If a wounded player character tries to
victim makes a successful saving throw ver- patrol of strange stone-like rock men (AC 2;
H D 3; hp 16, 14, 13, 11, 10; M V 60’ (20’); surrender, the rock men will take the charac-
sus Poison. ter captive and then allow the party to pay a
Once the battle is over, the treasure of the #AT 1; D 1-8; Save Dw 3; M L 7; AL Neu-
tral; X P 250) who will try to force the party to ransom for the captive.
sand spiders can be found in their stomachs. When killed, a rock man will crumble and
Two of the spiders have one 50 gp gem in pay a toll before they continue on the South-
e m Trail. become a pile of dusty rubble. If the debris is
their stomachs. sifted through, the party will find a heart-
The stony bodies and craggy shapes of the
rock men give them effective camouflage in shaped ruby worth 10-100 gp.
S4. THE SOUTHERN BRIDGE If the party manages to escape, the rock
their native land. The rock men will surprise
the approaching player characters on a roll of men will set up a special ambush and wait for
The land on both sides of the trail is hard the party to return. If the party returns from
1-4 on ld6. If a character is actually on the
and rocky. Jagged boulders and sharp their destination by the Southern Trail, the
lookout for trouble, the rock men will sur-
stones litter the ground. The trail remains rock men will surprise them on a roll of 1-4. If
prise the party on a roll of 1-3. Dwarves can
smooth, however, and you have no trou- they gain surprise, the rock men will trigger a
recognize these creatures more easily than
ble riding along it. A swift-flowing river rockslide to block the trail, then rush out and
other characters; if a dwarf is with the party,
crosses your trail, spanned by a bridge attack the party while their path is blocked.
they will be surprised on a roll of 1-2.
made of dull gray stone. An arch made of If the player characters decide to negotiate
If the party is surprised, the rock men
the same stone stands at the mouth of the with the rock men, the rock men demand a
move onto the trail 50 yards away from the
bridge. Odd runes are carved into the payment of 500 gp. The characters may try to
party and spread out across the trail, blocking
arch. The runes are ancient, yet somehow bargain for a lower price. They will be able to
the party’s progress. If the party is not sur-
familar. Beyond the bridge the trail leads get it if they pay in gems or jewelry rather
prised, the rock men will move onto the trail
into a small stand of trees, which blocks than coins. The rock men will accept any
in the first round.
your view of the terrain beyond it. three gems the party offers, even if the value
of the gems is less than the demanded 500 gp.
This bridge was built long ago by the people Five strange creatures step forward from A single piece of jewelry will be enough for
of the city of Tuma. It is a duplicate of the behind the rocks where they had hidden safe passage, for rock men love the handi-
bridge described in encounter area W6. The themselves. Like living rock themselves, work of fine craftsmen. If the party decides to
important difference is that the water weirds these are unlike any other creatures you bargain with the rock men, only the gold
that once guarded this bridge were destroyed have seen. They are spires of granite, each piece value will be lost, not the experience
long ago. All characters, including human about seven feet tall and each obviously points that go along with the money value.
male characters can cross this bridge safely, powerful, despite their slow, clumsy Having passed the rock men, either by
even if they do not perform the crossing cere- movement and appearance. They move fighting or bargaining, the party will travel
mony listed in the encounter description for onto the trail to block your path, and you along the trail for roughly 1‘/2 miles. The trail
the Western Bridge. ~ see that this is a living wall that you will will end here, as shown on Jenlar Temlin’s

21
PART 5: T H E SOUTHERN TRAIL

Map, but ‘12 mile in the distance the party Also, the entire group must check morale before he could get it open.
will see another trail heading due north. This every time a goblin is killed. As soon as one The drawing allowed the gnome to identify
trail is not on the players’ map, but is on the morale check fails, the entire group runs the proper outcropping; the secret door is not
DM’s Map. Thus the trail that first appeared away to a safe distance and hides behind shown on the drawing. The door is well-made
to be the most difficult ends up being the easi- rocks. A few of the braver goblins will poke and harder to find than usual; if a character
est, for this new trail leads directly to The their heads out to shout insults, but none of searches for a secret door, roll d8 instead of
Rock. them except the leader speaks any language d6. The door is found on a roll of 1 . An elf can
other than Goblin. find the door on a roll of 1 or 2. T h e door is
S6. SINGING SKULLS stuck and must be forced upon normally.
Goblin Leader: AC 6; H D 1-1; hp 6; M V 90’
If the characters find and open the secret
(30’);#ATl;D1-6;SaveNM;ML7;ALC;door, they find a tunnel leading down to a 15‘
As the trail winds through the narrow XP 5
mountain valley, you hear an eery, wailing x 20‘ cave. The cave contains six blankets, a
sound drifting down on the wind from the Goblins (23): AC 6; H D 1-1; hp 3; M V 90’ washtub, three small covered pots, one large
rocks to your left. A moment later, the (30’); #AT 1 ; D 1-4; Save NM; M L 7; AL C ; pot, various household tools and utensils, six
same sighing wail rises on your right, as if XP 5 short swords, eight daggers, four shields,
in answer. enough dried food to feed one person for five
None of these goblins are riding dire wolves.
weeks, and a potion of healing.
If this encounter happens during the day-
Give the players a moment to react to this, This cave was intended to shelter ten peo-
time, remember that the goblins have a -1
noting whether their characters ignore the ple uncomfortably for three days. T h e
penalty on their Hit Rolls in full daylight.
sound, investigate it, or take measures to gnomes have several of these shelters
defend themselves against an unseen threat. throughout the Barkel Mountains; they have
S7. THE CAVE OF SANCTUARY
been useful when the gnomes have had warn-
ing of a coming bugbear or goblin attack
Suddenly, the rocks all around erupt in About 200 yards ahead, you see a large
wailing, hollow whistles and inhuman war outcropping of rock, surrounded by a tan- THE END OF THE TRAIL
cries! Goblins-at least 20-leap from gle of smaller boulders. Above the out-
their hiding places onto the tops of the cropping is a grim sight-sinister vultures
rocks, screaming and dancing in full view. The end of the trail is before you. You
circling lazily. As you watch, one of them
They are wearing tattered animal skins have faced perils such as you could not
swoops down and lands out of sight in the
and woven bark, and are armed with have imagined. The Rock is only a short
outcropping.
clubs or stone axes. Each also has a leather distance away, and it seems that the rest of
thong tied to an animal skull or piece of your journey will be safe. However, you
To investigate properly, a character must dis- are no closer to your real goal than when
bone that it is swinging around its head. mount and enter the circle of boulders. If one
The air whistles through holes drilled in you started. The secret of The Rock is as
does so, read the following. hidden as ever. You think back o n all you
the bones, making the unearthly, whis-
tling noise. have seen and done on the way here. You
The ugly scavenger-bird screams in anger remember again Lirdrium Arkayz’s cryp-
One goblin, larger and dirtier than the
and flies away as you approach. When tic message, which Jenlar Temlin gave
others, shouts in pidgin Common:
you step into the circle of boulders you see you as you left the safety of the Manor.
“Weapons you drop quick! You fight not!
its foul feast-the body of a recently-killed “Golden dreams can quickly turn to
Like rabbits be, or we hurt you much!”
young gnome. The body bears several nightmares filled with flames that burn.
wounds. In his left hand the gnome holds Dark clouds may not bring you light, but
This is a very small, primitive band of gob- a broken club. An empty sword scabbard
lins. They survive by hunting for rodents and watch for silver linings bright. Strength is
is attached to his belt, on the right side of not as strength might look; remember
ground birds among the rocks, and dry- his body.
gulching the occasional traveler along this falsely-covered books! Simple treasures
road. If there are any dwarves in the party, won’t grow old, and all that glitters is not
If the body is searched, a character will find gold.” Even these words still mean little.
the goblin leader demands that they be tied
a rude drawing of this outcropping under- But, you have come so far already! You
up and handed over as a toll to use the road.
neath the gnome’s torn leather armor. The can let nothing stop you now! With new
If there are no dwarves, he demands five
gnome is also carrying a small belt pouch with resolve, you set out again-this time for
“stuffs” from each character. The goblin
14 sp inside. His broken club is similar to the The Rock itself?
won’t be too specific, but anything the char-
ones the goblins carried in encounter S6.
acters are willing to give qualifies as a “stuff.”
Several days ago, this gnome was attacked This ends PART 5, the section on the
If the characters pay either toll, the goblins let
by goblins from the primitive band the party Southern Trail. The next section, PART 6,
them pass, but follow the party for several
has already encountered. Wounded, he man- details The Rock itself.
hundred yards, jeering, making rude noises,
aged to escape and came here. The large out-
and whirling their bone whistles.
cropping is a small cave fitted with a secret
Ifthe party refuses to pay the toll, or insults
door made by the gnomes. The cave provides
the goblin leader at any time, the goblins
a hiding place for gnomes threatened by
attack. These are particularly superstitious
attack, but this gnome was too weak to open
and cowardly goblins, however; any display
the secret door when he got here. H e died
of magic causes them to run away in fear.

23
PART 6: T’ E ROCK
After their various trials and battles, the uses the illusion to disguise her true repulsive The crone will attack the character nearest her.
party has reached its destination-The Rock appearance. The chains are not locked; the The crone is ancient, given unnaturally
itself. However, to gain entry to The Rock, creature can easily get out of them. long life by the magic of the enemies of Tuma.
they must first defeat the defenders. The par- The crone is not a true magic-user or When they learned of the talisman and its
ty’s true goal is obtaining the talisman hidden cleric, but she has two magical attacks she power, they tried to destroy it and found that
within The Rock. Evil spells prevent anyone will use on the party. She maintains the illu- they could not. So they set a captured crone
native to Tuma (like Lirdrium Arkayz) from sion of herself as a helpless prisoner until the there as guard and placed warding spells on
entering The Rock; this is the reason Arkayz final attack. The magical attacks are not cast T h e Rock and the crone. She is magically
was forced to hire the party. However, if the in the way that normal spells are, and the illu- bound to The Rock and would die if the talis-
characters gain the talisman, Arkayz will sion prevents anyone from knowing that the man were removed. She knows this, and is
know immediately, and the party will magi- crone is responsible for them (although any- therefore the perfect guardian.
cally vanish and reappear at The Manor, one using a detect magic spell will see that The Rock is 150’ tall from the base to its
their mission complete. there is some kind of magic in the area where flat summit. The base is roughly rectangular,
As in other parts of the module, appear- the woman stands). To further deceive the 50’ wide on its northern and southern sides,
ances at The Rock are deceiving. The Rock is characters, the young woman will call pite- and only 15’ side on its northern and south-
defended by elaborate illusions. If the charac- ously for help and shout encouragement to ern sides, and only 15’ wide on the east and
ters have noted the trend of this module, their the player characters. west sides. The Rock becomes more circular
final battle will be much easier. The crone uses her attacks in the following near the summit. The sides of the peak are
order. She can make only one magical attack steep, and it would be difficult to climb them,
R1. CRONE OF CHAOS per round. The attacks have a range of 240 if possible at all.
yards. If the characters examine the area of The
You see in the distance a solitary peak in Animal Control. The crone can control 1-6 Rock where the crone first stood, they see a
the center of a plane one-half mile square. normal or giant animals automatically (no narrow crack in the rock. The crone stood in
Your hearts tell you this is your goal, this is saving throw). She will use this attack on the front of this through most of the battle.
The Rock. This mighty pillar of stone has party’s horses; roll i d 6 to see how many are Examining the crack further, they find a
a flat summit and steep sides. T h e base is affected. The affected horses will throw their golden sword wedged in the far end of the
roughly rectangular, but T h e Rock riders and run away; the riders do not get a crack. This is The Sword of The Rock, a
becomes more circular near the summit. saving throw. A character thrown to the magical sword +2that cannot be used by evil
As you approach, you see someone ground must spend the next round getting up creatures. Along the blade of the sword the
standing at the base of The Rock, about and cannot attack. While characters are get- following words are written in the common
200 yards away The person sees you and ting up, the crone uses her second attack. tongue: “Broad and wide the path to
yells, “Flee! You are in terrible danger! Daggers of Sorcery This attack creates 1-6 nowhere; thin and narrow the way to true
Flee for your lives! ” ghostly white daggers, which appear in mid-air riches. Unravel the riddle the riches to win.”
and attack. Each dagger attacks a different Either write these words down for the players
If the party continues to approach, let them player character and fights until either the dag- to read, or read them for the players to hear.
decide how close they want to come to The ger is destroyed or the character is killed. The If you choose to read them, repeat them
Rock, then read the following. crone controls the movement of the daggers and whenever the characters ask, for the charac-
will make each dagger follow its target as the ters will have the sword with them and will be
You ride closer and see a lovely young character moves. If a character was thrown able to read the words whenever they please.
woman chained to The Rock. H e r cloth- from his horse in the previous round, the attack- The riddle’s meaning is that T h e Rock can
ing is purple and yellow, but frayed and ing dagger automaticdy has initiative and a +2 be entered through either of its narrow sides,
tattered; her golden hair is dirty, and she bonus “to hit” as the character gets us. The east or west. The entrances are hidden by
wears a tarnished silver tiara. H e r face is daggers can be attacked and destroyed in the powerful illusions; no character will find a
blotched with grime, her features pale and same way as living creatures. Each dagger has secret door or a magical door; if detect magic
drawn with pain and loneliness. In a shrill the following characteristics: (AC 2; H D 1; hp is used, the area will glow, but it will still look
voice she shoults to you. “Flee for your 1; #AT 1; D 1-4; Save Fl). Any hit scored by a like solid rock. But a mere placing of the hand
lives! An old hag who loathes my beauty character destroys a dagger. on either the eastern or western face of T h e
has imprisoned me here until I die, old As each dagger is destroyed, all characters Rock will result in the hand passing through
and ugly. Flee before she returns to punish who fought that dagger must roll a saving solid stone. The northern and southern expo-
you for daring to come near me! ” throw vs. Spells. Those characters failing sures are only rock, and any character touch-
their saving throws become dizzy and weak ing these faces will feel only stone. T h e party
The party is confronted with the first of the evil for six rounds (-2 on Hit Rolls and saving cannot take their horses into T h e Rock.
illusions that guard The Rock, for the seeming throw rolls). Characters who make successful When the party discovers how to enter The
“damsel in distress” is actually an inhuman saving throws are unaffected. Rock, go to encounter R2.
monster, the Crone of Chaos (AC 7; H D 6*; The Crone Revealed. After the last of the
magical daggers is destroyed, the form of the R2. THE HALL OF THE ROCK
hp 20; MV 120’ (40’); #AT 2; D 1-6/1-6; SA
magical attack; Save F6; ML 12; AL Chaotic; young captive woman changes. In mere sec-
XP 500). The crone has extremely keen eye- onds, the beautihl young woman becomes a this side of The Rock passes through as if
sight and hearing and will be able to see the withered, hideous old woman with sparse through air! Is this the entrance you seek, or
party approaching before they see her. She white hair, leather skin, fangs, long inhuman yet another deadly trap?
arms, and large hands with claw-like fingers.

25
PART 6: T H E ROCK

When the characters gather their courage their original hit points remaining. If the
and enter T h e Rock. continue with the characters have used up all their spells and As you approach the platforms and the
description magical items you should not use Ending A. chests, you can see the royal statues more
This battle is intended to be an exciting one clearly. The platforms are the pedestals for
that the party should be able to win. If they each statue. The king on the left is the old-
You find yourselves in a large hall 380’
are not able to win, don’t use it. est of the four, the one next to him is youn-
long and 240’ wide. The hall is brightly
lit, as if the light of the noon sun were If you decide to use Ending A, continue the ger, the two on the right are younger still.
shining down into it. The walls are 50’ encounter with Ending B if the characters Perhaps they are a dynasty, a family of
high, and from there the ceiling curves defeat the statues. kings. All of them have a proud and noble
If you use Ending B alone, the situation is appearance, as if each fully deserved to
upward until it is approximately 350 feet
the same, except that the statues in the Hall of wear a crown.. .
high overhead. You stand in the center of
the hall, looking forward. At the far end of T h e Rock are non-magical. Wait! Suddenly the statues move! Their
the hall you see four raised platforms on heads turn slowly as they survey you with
ENDING A sightless eyes. Each raises a weapon as if
the floor, grouped in two pairs, and seven
chests between the pairs of platforms. to salute you and welcome you to this
In this ending, the player characters will have great hall. Then, to your horror, you real-
Each platform has a statue of a crowned to fight living statues of the kings of ancient
king on it. The walls of the hall are made ize that the salute is a challenge to you all,
Tuma,all statues that are far more than they for the kings are stepping off their plat-
of white marble filigreed with gold and sil- seem at first. forms and moving toward you!
ver in various natural forms: trees, The statues on the platforms are living
flowers, wildlife, clouds; and human life: statues made to resemble the kings of the
warriors, builders raising cities, market T h e following paragraphs describe each
ancient city of Tuma. Although each is made kingly statue. You can give the physical
place scenes, etc. Letters of silver and gold of white marble and looks like a normal, non-
are etched into the floor in front of you. description of the statue to any player charac-
magical statue, the four have the powers and ter who is fighting that statue.
They read, HUBRELIS TUMASSEN. statistics of the type of living statue it is. Living
To your left, the hall seems to be run-down King Alcidaxes. This statue is of an old
statues normally attack with their fists and get man, full of years and wisdom. His face is
and battered, as if time and weather had two attacks per round. These kingly living
eroded the splendor of that side. T h e right lined with the worries ofkingship, and even his
statues, however, will attack with weapons graven eyes seem to show sadness. H e wears a
side of the hall, however, glows and spar- instead. T h e weapon each carries is the
kles with beauty and wonder, as if it were plain iron crown, with no decoration. His
weapon that the king, a mighty fighter, gained weapon is a mighty battle axe. King Alcidaxes
still newly made. You stand in a group at fame with in life. As long as they use their
the very heart of this magnificent hall! has the abilities of an iron living statue (AC 2;
weapons, each living statue will get only one H D 4*; hp 12; MV 30’ (10’); #AT 1 (with
attack per round. If by some means a statue axe) or 2; D 1-8 (with axe) special or 1-8/1-8
+ +
This hall is too large to be the inside of The loses its weapon, it will then strike twice per special; Save F4; M L 11; AL Neutral; X P
Rock that was seen from the outside; in truth, round, as a normal living statue does. 125). Attackers with non-magical metal weap-
The Rock is merely a concealed magical por- Although these living statues are powerful ons must make a saving throw versus Spells
tal leads to this hall, which once held all the opponents, they have a secret weakness that a when the statue is hit; failure means that the
greatest treasures of Tuma. lucky player character may discover. The weapon is stuck until the statue is killed. If
The words, HUBRELIS TUMASSEN, magic that animates each of these living Alcidaxes’ crown is knocked off, stuck weap-
are written in a style similar to the inscrip- statues is in the crown that each statue wears. ons can be removed. The Sword of The Rock
tions on the arches of the Western Bridge and If a character rolls a “20” on the die when
Southern Bridge. A character can read them will not get stuck in Alcidaxes’ body.
making a Hit Roll for a missile or melee King Belkazar. This king has a serene,
automatically with a read languages, or can attack, the blow has knocked the crown off happy, expression on his face, as though he
read them if the character’s Intelligence is the statue’s head. The statue immediately
high. When a character tries to read the was at peace with himself and with the world.
stops attacking and becomes immobile. If a The statue is carved to show a holy symbol
words, roll 3d6 and subtract 1. If the result is character is foolish enough to replace the around the king’s neck. His crown is of gran-
equal to or less than the character’s Intelli- crown on the statue’s head, the statue will ite, carved to look like a circular city wall. His
gence, he or she can understand the words. animate and attack again! weapon is a mace. King Belkazar had the
When translated, they read, “ T H E GREAT The crown also determines the type of liv- abilities of a rock living statue (AC 4; H D 5*:
PRIDE OF TUMA.” ing statue each is. For example, a statue with h p 15; MV 60’ (20’): #AT 1 (with mace) or
Once the party reaches the Hall of T h e a n iron crown is treated as an iron living 2; D 1-6 (with mace) or 2-12/2-12; Save F5;
Rock, two endings are possible, and you statue. M L 11; AL Chaotic; X P 300). A rock living
must choose the one appropriate for the In addition to its special weakness, each statue normally attacks by shooting magma
party. statue can be destroyed normally in combat,
Ending A requires the characters to fight a from his fingers. King Belkazar will not d o
as with any other living statue. this as long as he has his mace.
final battle to gain the Secret of T h e Rock. Read the following description to the party King Calobanes. This king is young, and
The Hall of The Rock is guarded by four spe- when they get within 90’ of any platform or has a carefree, happy expression on his face.
cial living statues sculpted to look like great any chest. Once the characters are within 90’ H e looks like a young man who has learned
kings from Tuma’s past. You should not use the statues will animate and attack. They how to enjoy life. His crown is of quartz crys-
Ending A unless the party outnumbers the continue to attack even if the party retreats. tal, with agates, and semi-precious stones set
living statues and the characters have most of
in it. His weapon is a long dagger. King Calo-

26
PART 6: THE ROCK

banes has the abilities of a crystal living statue


(AC 4; H D 3; hp 9; M V 90’ (30’); #AT 1 You hear quiet voices calling to you. They your great courage. I n one of these 7
(with dagger) or 2; D 1-4 (with dagger) or tell you to look at the glorious side of the chests lies the goal of your journey, and
1-6/1-6; Save F3; M L 1 1 ; AL Lawful; XP 35). hall, saying, “This is Tuma! This is the much more! But you can choose only one
King Delophenes. This king is obviously greatness that was once lost but can now of these chests and must be content with
the brother of King Calobanes, and the two be yours. For long years its glory has what you find. You have done well thus
look about the same age. Closer examination waited for bold adventurers like your- far; choose well and your journey shall be
reveals that they are twins, but where Calo- selves to come and claim that which your a success. What you have experienced on
banes was fun-loving a n d carefree, daring and bravery has earned you. This the way here will prove to be a guide
Delophanes looks studious and somber. His is yours by right of valor, by might of beyond measure. Think, then, a n d
weapon is a long dagger. King Delophanes arms, by sleight of hand and by keenness choose; think and choose!” The voice falls
has the abilities of a crystal living statue (AC of mind. Others have tried, but they have silent, and you are left with only your
4; H D 3; hp 9; MV 90’ (30’); #AT 1 (with failed-all because they would not take thought.
dagger) or 2; D 1-4 (with dagger) or 1-6/1-6; the riches they had earned. Come, now.
Save F3; M L 11; AL Lawful; XP 35). Take your due. The wealth of Tuma is The voice’s reference to “experiences on the
If all four statues are slain, they will crum- yours; you deserve it more than any other. way here” is meant to get the party to reflect
ble into powder, leaving the party with the Behold the folly of those who have ignored on how appearances have been deceptive
weapons and crowns of the statues. If the Tuma’s greatness! See the worn and throughout the journey. The West Trail offered
party examines the pedestals from which the weary section of this great hall! It has been the chameleon men with their weak appear-
statues came, they find the name of the king brought so low by fools who mistook pov- ance but mighty powers; the North Trail has
engraved on each pedestal. From further erty for humility, simplicity for piety, who the ghostly horsemen of Tuma; the Southern
inscriptions on the pedestals, they learn the called wealth and riches greed and ava- Trail had the statues that were actually rock
following: rice. These fools thought honor meant men; all three trails led to the crone at The
Alcidaxes was the father of Belkazar. lowering one’s self when one should have Rock, and all three trails had surprises in store
Calobanes and Delophanes were Belkazar’s elevated one’s greatness. Do not be a fool! for the party. The clues have been planted
sons. Each of them passed suffered in life Let the trumpet of your true worth ring along the way, and now the characters must
because they were foolish and made bad out! The great deserve the best! The use their wits instead of their muscles.
judgements in time of crisis. bravest demand the finest! You have made There is only one chest that the party can
The crowns were made at the same time as it to The Rock; do not walk away empty- choose in order to be successful in learning
the statues that wear them. Each crown ani- handed, a pauper forever! Be not a fool; the secret of The Rock, and that one chest is
mates only the specific statue it was made for. be not a fool!” the first chest, the simple, wooden chest.
If a dwarf or other character wants to know Should the party select any other chest, the
how valuable each crown is, estimate that Try to be as persuasive as possible in order voice will shout out in an angry tone: “Fool-
each is worth approximate 1000 gp. This is that the characters truly believe the words of ish, greedy creatures! You dare presume to
another illusion, for the crowns were made to the soft voices. discover the Secret of The Rock! Never shall
reflect the kings’ splendor. When the crowns To the other group, the ones with the high- so great a secret be learned by the likes of
are removed from the Hall of T h e Rock, each est Wisdom say nothing except the previous you! Begone! Nothing have you learned from
becomes permanently non-magical a n d description of the hall, except to call their your troublesome journey here! Begone and
declines in value to 50 gp each. attention again to the glorious side of the hall. bother this place no more! ” The hall will then
This is not the proper choice, for the chest fade from view, and the characters will find
ENDING B containing the treasure of Tuma and the themselves outside The Rock and facing a
Secret of The Rock is not the fanciest chest, perilous journey back to the Manor.
The chests against the wall with the balco- but the simplest. Having tried to sway the Failure in this quest produces some very
party into becoming partial towards the bet- interesting results. If the party had come by
nies are all made of wood; but the first is a
simply constructed chest while the 7th is ter side of the hall, read the following to the the Western Trail, and had struck an agree-
players, ment with the chameleon men if the party
richly decorated with gems and silver and
had been captured, then payment will still
gold metalwork. The chests vary in deco-
You stand gazing at the seven chests lining have to be made. If the payment is too much
ration so that the first is the simplest chest
the wall beneath the balconies. The first less than what the party had promised, then
and the last is the most ornate.
chest i s elegant in its sheer simplicity, but you will have to choose what is to be done. At
each succeeding chest surpasses it in value the very best, the party will be forbidden pas-
Having read the description of the Hall of
and design. The last chest is by far the best sage along the Western Trail and will have to
The Rock to the players, describe the appear-
of the lot. Its jewels sparkle in the mysteri- return to the Manor by another way. This
ance of the seven chests to the characters,
ous light of the hall; its gold and silver glit- means the party will have to face the placed
using the description supplied above. After
ter with light. And then, from nowhere, a monsters on the other trails. The only excep-
this, divide the party into groups, one having
deep, rich voice calls out to welcome you tion is that the winged warriors of Tuma will
the highest Wisdom and one having the low-
to the Hall of The Rock. “YOUare indeed attack the party from the other side of the city,
est Wisdom. Take the group with lower Wis-
brave heroes to have reached this great that is, the side nearest The Rock. Go back to
dom aside and privately read them the
Hall! To you a reward shall be given for the section on Tuma and work in reverse. The
following description:

27
PART 6: THE ROCK

harpy clearing will always have some harpies


flying around waiting for unwary travelers. golden prize; hidden in the heart the
If the party had come in by the Northern answer lies. How a creature looks never of The Rock is a twofold secret. What else
Trail, the winged warriors will not appear, changes what’s inside. Judge with right- have you brought back from your journey
nor will the characters have to make saving eous .judgement; be wise. Be wise!” to The rock?
throws to cross the city proper. However,
there will be more ogres roaming about the The talisman in the chest is magically intelli- H e will, in essence, be asking for the strange
Sylvanhome, perhaps even venturing out gent, and it is the source of the mysterious talisman. If the characters are at a loss to
onto Tuma Plain. voices. The Hall of The Rock is intended to understand what Jenlar means, he will ask
If the party had come by the Southern deceive foolish or greedy adventurers and outright for the talisman with the large T on
Trail, returning the same way will find the keep them from obtaining the talisman. The it. When given the talisman, Jenlar will bow,
party meeting rock men out to avenge the talisman will activate the magical portal and pay each character the reward that they
deaths of their brothers, had any been slain, when the party tries to open a chest, but the negotiated at the beginning of the adventure.
or the same rock men demanding yet another characters will have enough time to collect If the player characters are curious about the
toll. The Barrens, of course, houses a lot of the treasure (if they chose the correct chest). talisman or The Rock, Jenlar says:
sand spiders, to be placed wherever you wish. If they made the wrong choice, they will not
But all this happens only ifthe wrong chest have a second chance to re-enter The Hall of Master Arkayz is engaged in secret labor
is chosen. If the party picks the right chest, The Rock; the talisman will keep the magical and the talisman is necessary for the
the following will occur. The wooden chest portal closed.
will not be locked even though it appears to work’s completion. It was to have been his
Payment due the chameleon men, had the long ago, and you have restored it to him.
be locked; all the other chests are locked in party come by the Western Trail and been The Secret of The Rock is wisdom you
fact. Upon opening the wooden chest the forced into striking a bargain, will be taken may benefit from in the future. I am glad
characters will find these items within it: 100 from the total of treasure gathered from the that you have succeeded where so many
pp; 1,500 gp; 4 gold wristbands worth 100 gp start of the game, not from where the party others have failed. This bodes a bright
each; a Ring of Protection ‘1; 2 potions of met the chameleon men. If a set price had future for all of you.
healing a rope of clim bing; 2 daggers +l;and been the bargain, then the characters have no
a curiously fashioned talisman that looks like problems; if the price was a percentage of the
a capital T with a short diagonal stem hang- If the party entered The Hall of The Rock
treasure found, then the players will have to
ing off the right side of the crossbar of the T. but failed to obtain the talisman, Jenlar will
work this out.
At the tip of the diagonal stem there is a small be unconcerned, since Lirdrium will be able
red stone, not a ruby, and apparently unable to obtain the talisman himself. H e praises the
to be valued by any character. When the con- RETURNING TO THE MANOR bravery of the player characters, saying that
tents of the chest have been thoroughly exam- no one else has done as well.
After the party has settled accounts with The party can then leave or spend the night
ined, the voice will again cry out to the party. the chameleon men (if necessary), Lirdrium at the Manor and set out for a nearby town
Arkayz will find the characters (wherever the following day. The party will reach its
“Well done, brave heroes! To you shall the they are) and magically return them to the chosen town without incident.
secret ofThe Rock be revealed. And this be Manor. Jenlar Temlim will meet them when
NOTE: If you want to include the lost city
that greatest of secrets: A soul falls into they return. If the party has been successful; of Tuma as a place of mystery in your cam-
judgement when a soul climbs high enough he will congratulate them and ask them for paign, you can have jenlar Temlin give the
to sit in judgement’s seat; judge not by the Secret ofThe Rock. The Secret consists of
prty some of the information in the Dungeon
what is seen, but by what is truly there. Let the talisman’s last words to the characters. If Master’s Adventure Background. The fol-
the eyes of the heart guide and counsel the someone recites the Secret, Jenlar Temlin lowing section, Additional Adventures
eyes of the body. Glitter does not make a smiles and says: expands upon the city of Tuma and other
events in this module.

28
THE HALL OF THE ROCK

1984 TSR, Inc. All Rights Reserved.


PART7: ADD TIONAL ADVEN
After the characters have completed their diverted from their mission to The Rock. If while you prepare sections of it for adven-
mission to The Rock, further adventure are you decide to make Tuma part of your cam- tures. It is not advised that you have the city
possible, using the maps and information paign, you can reveal the mysteries of the city disappear while player characters are adven-
contained in the module. Here are some sug- to your players in progressive stages. Once turing in it!
gestions for placing the adventure area on the the characters learn the Secret of the Rock,
maps contained in the D&DQ Expert Set, as they will be able to freely enter the city and Looking for the Ocean. If the party took the
well as suggestions for further adventures explore the parks, farmlands, and other open Southern Trail during the adventure, they
based on this module. You can create adven- areas of the city. They may find that these encountered Robern Sternslate and his
tures suitable either for low-level characters, areas have become lairs for basically animal- fantastic gnomish ship. (You could introduce
using the DUNGEONS & DRAGONSO looking monsters that the winged warriors the ship in your campaign if the party did not
Basic rules, or for characters who have would ignore. Typical monsters from the encounter it.) The characters could join the
attained higher levels, using the D&D Basic Set would be normal or giant ani- captain and crew of the desert ship on their
DUNGEONS & DRAGONS Expert rules. mals, lycanthropes who enter in animal form, quest to find an ocean to sail. This journey
pixies, sprites, and stirges. Typical monsters can be the basis for a series of light-hearted,
All of these adventure suggestions require from the D&D Expert set would be basilisks, humorous adventures. Note that the Adven-
considerable work on the part of the Dungeon caecilia, hellhounds, and rhagodessa. ture Map contains the Krevilan River, which
Master. However, they are examples of ways Characters could also attempt to explore the may be navigable if you decide so, and that
in which the module can be integrated into an buildings of the city. Characters of any level the suggested locations on Map 2 of the D&D
existing campaign. As your players continue can attempt this. You do not have to create an Expert Set also contain rivers. Getting to an
to adventure in and become more familiar entire deserted city at once. Since the build- ocean is an ideal adventure for higher-level
with the areaxovered in this module, they ings are sealed, you can create a building and D&D Basic characters, since the adventure in
will also have their own ideas for adventures its contents suitable to the current level of the module included in the D&D Expert Set,
here, making your job easier and increasing your player characters. A single building module XI The M e of Dread is a seaborne
the fun of adventuring, both for you and for makes a good short adventure for the players adventure. modules X6 Quagmire, X7 The
them. who want one, and it allows you to describe War Rafts of Kron, and X8 Drums on Fire
the building and its contents in great detail. If Mountain also include seagoing adventures
Placing the Area on the D&D Expert Maps
you choose, simply getting into a building of for Expert level characters.
The maps in the D&D Expert Set offer sev- Tuma could be a major part of an adventure.
Adventures with the Chameleon Men.
eral possible settings for the adventure area. If you want to run a single adventure cover-
Characters could meet the chameleon men if
The following are all locations on the Lands ing a larger area of the city, stock it as you
they have not done so already. Once friendly
and Environs of the D&D Wilderness Map would a normal dungeon.
relations have been established, the chame-
#2. The deserted city is ancient, and you can
leon men could ask characters for help in
make it unfamihar and strange to the player
dealing with some menace threatening their
Grand Duchy of Karameikos. The area is in characters in your campaign. Much of the
underground home. You decide the nature of
the Cruth Mountains, on the river northwest fun in this kind of adventure lies in the char-
the menace depending upon the level and
of Wereskalot, or in the Cruth Mountains on acters’ attempts to understand the mysteri-
skill of the player characters.
the river northwest of Threshold. The Barkel ous things they find in the city. Feel free to use
and Krayzen Mountains are extensions of the different forms for common magic items (like Using Optional Encounters. This module
Cruth Mountains. substituting a belt of invisibility for a ring of includes optional encounters with the elves of
Republic of Darokin. The area is in the the same type, or a glove of healing with the Sylvanhome, the dwarves of the Krayzen
mountain or hill terrain north of Lake same powers as a staff of healing.. Treasure Mountains, and the gnomes of the Barkel
Amsorak. The Krevilan River flows into can also take different forms. If you decide to Mountans, as well as encounters with. Any of
Lake Amsorak south of the wilderness shown make the legend of Tuma common knowl- these could provide problems or opportuni-
on Jenlar Temlin’s Map. edge in your campaign, then objects from the ties for the characters.
city could be of great value as antiques. If the
The Horror of Lake Neshonan. The lake
Suggestions for characters do not realize this, they might not
north of Tuma is inhabited by a foul water
Further Adventures recognize the value of an unusual treasure
breathing monster that terrorizes the area
and pass it up (the treasure would probably
The City of Tuma. The description of the around the lake. The characters must find the
be taken before they return).
city was deliberately left sketchy so that the monster and kill it.
You can use the periodic disappearance if
party would be intrigued by it, but not the city to temporarily remove it from play

30
T8: N S
T h i s section provides the n a m e s and. WINGED WARRIOR ROCK MAN
descriptions of all n e w monsters used in
this module. Armor Class: 5 Armor Class: 2
Hit Dice: 2 * Hit Dice: 3
Move: 60‘ (20’)/180’ (60’) flying Move: 60’ (20‘)
Attacks: 2 wings Save As: Dw3
Damage: 1-6/1-6 Morale: 7
No. Appearing: 1-6 (1-6) Treasure Type: (See below) I
SaveAs: F2 Alignment: Neutral
CHAMELEON MAN Morale: 1 1 XPValue: 250
Armor Class: 9 Treasure Type: Nil
Alignment: Lawful A rock man is a strange creature whose skin
Hit Dice: 2* has the appearance of granite. A rock man
Move: 120’ (40’) XPValue: 40
has arms and legs, but his body is roughly
Attacks: 1 weapon A winged warrior is a special modified form cone-shaped, so that he looks like a stalagmite
Damage: By weapon of crystal living statue, enabled to fly because or rock spire when standing still. This serves
No. Appearing: 2-8 (5-20) of its wings and because of a permanent fly as natural camouflage in their natural habitat
Save As: F2 spell cast on it by the wizard who created it. of broken or mountainous terrain. When in
Morale: 7 The flying ability of a winged warrior enables their natural habitat, rock men surprise
Treasure Type: (QS) E it to protect large open areas. opponents on a roll of 1-4 on d6. If the oppo-
Alignment: Neutral Although the body of a winged warrior is nent is keeping careful watch, the rock man
XP Value: 45 made of crystal, its wings are usually made of surprises them on a roll of 1-3. Dwarves can
Chameleon men are 7 feet tall and quite thin. polished silvery metal. The warrior’s wings more easily recognize a rock man; a dwarf
They have spindly arms arms and legs. Cha- are attached along its arms from wrist to arm- will be surprised only on a roll of 1-2.
meleon men move with a gangly, awkward pit, and extend down the sides of its body to Rock men exact a toll (typically 500 gp) for
stride. They have multi-colored skin with the waist, so that the winged warrior flies passage on any road near their mountain
tiger-like stripes of red, blue, green, yellow, with its arms extended. The wings are often homes. The rock men have a love for gems
brown, orange, black and white. engraved and decorated to look like real and jewelry of any value, and will accept a
Each round, a chameleon man can vanish bird’s wings. smaller toll if it is paid in gems or jewelry.
reappear in another place. H e can reappear A winged warrior must land to fight. It Rock men always lose initiative on the first
up to 120’ from the spot where he vanished. cannot fight in mid-air because its weapons round of combat and subtract 2 from all fol-
This vanishing move is instantaneous. The are the razor-sharp edges of its metal wings. lowing initiative rolls. They are immune to
control of this ability is so precise that they A winged warrior usually swings its arm all types of fire attacks. When killed, a rock
never reappear in mid-air or inside solid backhanded, causing a powerful slashing man rumbles and becomes rocky debris in
objects. However, since the use of the ability blow. The monster can attack with each wing which a heart-shaped ruby can be found; the
is instantaneous, a chameleon man cannot in a single round. A winged warrior never ruby’s value varies from 10 to 100 gp.
reappear in the exact spot where someone carries weapons of any type, using its razor- Rock men live in mountain terrain.
else is standing when the chameleon man wings as its only weapons.
A winged warrior is immune to the effects
vanishes. If several chameleon men use this
of sleep spells. SAND SPIDER
ability in the same area, they all reappear
without colliding into each other. A winged warrior is basically non-intelli- Armor Class: 6
A chameleon man cannot attack in the gent, although it can follow simple instruc- Hit Dice: 2.1
same round that he uses the vanishing move, tions given to it by its creator. It continues to Move: 120’ (40‘)
because of the amount of mental concentra- follow those instructions until it receives new Attacks: 1 bite
tion required to vanish. A group of chame- ones. T h e most common purpose for a Damage: 1-6 + poison
leon men will usually use the vanishing move winged warrior is the patrol of large areas. No. Appearing: 1-4 (1-4)
to surround opponents. Usually, they are instructed to attack all crea- Save As: F1
The warriors of this race are usually armed tures of a specific type entering the area. Morale: 7
with daggers or clubs. They never wear Sometimes a winged warrior is instructed to Treasure Type: U
armor, since they cannot carry much weight recognize a password which allows others to Alignment: Neutral
while using the vanishing ability. enter the area it guards. In this case, the
winged must be created with the ability to Sand spiders are carnivorous creatures six
Chameleon men usually live in deep feet long and beige in color with an orange
caverns or in dense forests far from civiliza- speak.
and black blotch on their stomachs. They
tion. inhabit desert or barren regions. Sand spi-

31
PART 8: NEW MONSTERS

ders live in underground burrows usually if the weird makes a successful saving throw. fear; the horde attacks. If the first saving
near rocky structures or stones. Pyramids, A purify food and water spell kills a water throw succeeds, the character does not see the
sphinxes, rocky crags and paved roads offer weird immediately. All other attacks do not horde; if the second or third succeed, the
the best sites. harm the creature. horde fades away.
Sand spiders do not build webs to’ trap Larger water weirds are possible. For The horde is a illusion created by a charac-
prey. Instead, they burrow just below the sur- every 3 additional hit dice, the weird’s AC is ter’s panicked mind. It takes the form of sol-
face of the ground, then erupt through to improved by 2, damage is increased by 1 diers like the ones who lost the battle. The
attack as the prey passes over the burrow. point, attack range is increased by 5 feet, and soldiers of the horde can be infantry or cav-
The bite of a sand spider causes 1-6 points saving throws and trapped victims’ attacks alry. Although the horde may number hun-
of damage. In addition, the victim must dreds or thousands, each panicked character
make a successful saving throw versus Poison will be attacked by only one. A character
or be paralyzed for ld4.4 hours. Sand spiders struck by a ghostly soldier must save vs.
venom does not kill the victim. Magic Wands; failure means that the charac-
ter falls unconscious, “slain” by the soldier; a
“slain” character revives in 1-4 turns. A
WATER WEIRD character attacks a ghostly warrior as if he
Armor Class: 5 were a real opponent. A character who
Hit Dice: 3 “slays” the soldier will not see them again on
Move: 60’ (20’) that battlefield.
Attacks: 1
Damage: 1 drowning
+

No. Appearing: 1-2 THE CRONE OF CHAOS


Save As: F6
Morale: 12 Armor Class: 7
Treasure Type: I Hit Dice: 6*
Alignment: Chaotic Move: 120’ (40’)
Attacks: 2
A water weird is a magical creature made of
Damage: 1-6/14
water that lives in a pool or another body of
Special Attacks: Magic use
water. It attacks all living things who disturb
Save As: F6
it, feeding on the life force of its victims in
Morale: 8
some unknown way. A water weird may
Alignment: Chaotic
appear in almost any shape, though a giant
X P Value: 500
snake form is common. It lives in a larger
body of water and may retreat into a corner of A crone of chaos is an intelligent, evil-
its home if hard pressed. natured creature who uses deception to cause
In combat, the water weird will attack ene- pain and suffering. In its true form, a crone
mies within 10’ of its home. T h e weird forms GHOSTLY HORDE has wrinkled, leathery skin, sparse hair, long
from the water in two melee rounds. Instead crooked arms, fangs, and large hands with
Armor Class: 4
of a normal attack, the water weird forces its claw-like fingers. It normally lives alone in
Hit Dice: 3
opponent to make a saving throw vs. Paraly- evil forests or desolate wilderness, often in a
Move: 120’ (40’)
zation (dexterity bonuses apply). An oppo- cave.
Attacks: 1 weapon
nent who fails the saving throw suffers A crone has unusually keen hearing and
Damage: Special
damage, and is seized and dragged into the eyesight, and is surprised only on a roll of 1
No. Appearing: Special
water. Once a victim is trapped and pulled on d6.
Save As: F3
into the water, the weird ignores all other The creature has several magical attacks
Morale: 12
opponents until the trapped character is available. These are natural powers, not
Treasure Type: Nil
dead. A trapped character can attack the spells (although they can be revealed by
Alignment: Not Applicable
water weird with a -4 penalty on the Hit Roll. detecgmagic and destroyed by dispel magic a
XP Value: None
Once in the water, the character suffers 1 3rd level magic-user spell). The most impor-
point of damage each round, and must make A ghostly horde can exist only on deserted tant of these powers is an illusion power that
a successful saving throw vs. Death each battlefields or in cities or towns where an allows it to look like a human or demi-human
round to remain conscious. An unconscious army met a sudden and catastrophic defeat, character. It usually disguises itself as a beau-
character dies in three rounds unless rescued. usually by magic. The horde is created by the tiful young woman, to fool unwary victims.
Sharp weapons cause only 1 point of dam- losers’ desire for revenge, and given form by In this form it uses the animal control and
age per hit on a water weird; blunt weapons fear; each character who enters a battlefield daggers of sorcery powers to attack. A crone
cause normal damage. Strength and magica! where a ghostly horde could exist must make fights in its true form only if surprised, or if
bonuses apply. Damage equal to a weird’s three saving throws vs. Magic Wands. If the the other attacks have failed to destroy the
total hit points disrupts it; it will reform again first is a failure, the character sees the horde opposition.
in two melee rounds. Cold slows weirds (half appear.If the second is a failure, the character The crone’s animal control and daggers of
movement and attacks every second round), sees the horde prepare to charge. If the third sorcery powers are described more fully in
but fire-based spells do half damage, or none is a failure, the character has succumbed to encounter R2 in PART 6: THE ROCK.

9106XXXl501 32

You might also like