Professional Documents
Culture Documents
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'"
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
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.
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.
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
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
27
PART 6: THE ROCK
28
THE HALL OF THE ROCK
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
+
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