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AOVENTURES FOB TSR ROLEPLAYING GMES

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JIEllERS
SltW 1 0HOMONCUTOUS
by AndEw Oitio?, Jr rAD&D -{d!enture. cha.actr levels 2 4: l:l ror.rl l!.b, Hostase negot,ationscn be tricky business.elp<rltr shen ihe!nrohe r $izard and his pet.

-l ii THE MAZE OFrHEMORKOTH r r


by Jom l|lsn
character l e v e l s . l - 6 :2 5 r ( ) r a l can hea. you scream ..

BOUTDER DASH 3 9 by ndy itit||t


rAD&D Sld.Trckdrentur..characrer levels6 n: :l; k(:i levelsr Danger r. Juir stones thros a$ay.

YHINOSSS :l .tI SSSCATY


Y-t by xnl Erlmon
(AD&D l'oR(r'l'r!:\ Rr\L\s Adventure. chara.rer l{1tli ;}]i 25 total levels ( an tou stop the raids of thc Th.r! Ti{e^ Tribe? The secondmodule in the M.r. o/ redd .lr,r .rn

r I il KINGDOM OFTHE GHOUTS ' 7

by Wollgong Bour -{D&D GRtryH{\ri drenture, chracrer lvels 9-tjl: ;,, rr.l lerelrr Grave dans.r a$.airs heroesin the Cloohy d.prh. f DeDOeh.

Editorial
That was 21 years go.Vv, fty. Time flies when Jou'rc having fun. In 1986,s I ws enlering mJ first yer ofuniversitr TSR releasedthe prcmiere issue ol /)...\.to'\r Adreat.es masazine.lt was like being nine years old all ovcr again the exuberance. the inagintin. the You sce,the most m.vel.us and amazing thing about thc D&D game is that it adapts to suit pla!e.s of almost ny age Thc same rs molded by ones imaginalion, and thus it appals t o t h e n r n e) e a r o l d .t h l 8 year-old,and the 80 r.ar-old. Ifyou've ncver pl\'ed D&D before, this is your.hnce to find out what you're missine. Incorpo.ared in this issue re 16 pgesofD&D fast pla! rules. I inlrte rou to lrr the fast-play game with somefricnds. The rules include a short adrenlure {'t in a ruined toser that\ sure to prolide hou.s ofenjolent On thc other hand. il rou're iongtime gmr.l invitc lou to run rhe fst-play adventure for sohe friends or relatiles \rho har. never played the D&D game befo.c This is rour golden oppoftunity ro show them what they've been nissing all these We want to her horv thc adventure plyed our-Nhat gloriousor horible fate befell the.haract.rs. and horv ftuch thc platers eniolcd rhe gme. Wlen the dventu{ is con.luded.the bodiescounted.and the tfeasure taken, send us ! lcttcr tellrg us what happened. \\'e l1 publish the best letters thai we receive Oh, and lest I brge! The person {ho sends s the ftost interesting nd vocali!e talc oftheir grop's adventure{ nisd!enlure. as the case mJ be-rlill receivea free onc-year sbscripti{)ntr) DLr.J.)xAd.enlles. as well as a pnstinc copy ol lssue +1 1acollector's item no lnger availablc in storesr. Any good dventu.e is worth sharins wiih olhers I look fo)aard to hearing
AOVMURES TOR TsR ROI!+TAYING GAMES

Volume XII Number 4


Publisher WendyNoritake Executive Editor Pierce Watters Editor Christopher Perkins A$ocite Editor DaveGross Editorial Assistant Jesse Decker Art Director Lany Smith Production Manager John Dunn Advrtising Sales Managel| BobHenning Ad Tlafic Manager Judy Smitha

Gane of Ga.nes
I r's nine when I first startd plving DLNero\s & DR-{co\s! i'ith my friend nd nextdoor neighbor,ilavid Haris. It wrs the sufter of 19?7. Dvid hd pick.d up a thin blu book at a local gaming store, and ire bgan rolling up characterssoonthe.efte. We hd no expenenccwitb role playing games and no clu shat ire we.e doing. but I can still remember entering the first roo fDavids du.gen nd getlins kilied by th.ee eiant ants. That was nJ first brush wiih deth, and a sood time was hd b! all. The lwo ofus returned to the store lveeks laier snd bought a shared copy ofthe l{oDs,er Mnzal. rThe store had only one cpJ left, and David and I shared evenrhrng anysr rThc iUsttations lone stirred the ima1' nation and mde th bok *orth buy ing. but for me it filled a special need: I was tired offighting grnt aDts,and up until then I had no idea whrl cafrion crawler looked like. I was also desj'ning my own killer dungeon, and the 32-pageblue bookjust didn t have all the monsters I needed

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The editors ofDL,\ctor Aduenrurers would lik to thank this issues contributing aft ists and cartographem: Diesel, Stephen Danile, Telry Dykstra, Bob Klasnich, Bradley McDevitt, Aarcn Williams, CIais Zipse, and Brom.

4 lssueNo 70

The UlAffiOt thouldered thedooropen, andit cteaked on hinges urused Theair for centuries, smelled of dampearthandancient, unspoken setets.Aheadof thefl, a stone-lined hall disoppured into thedarkness bevond. "Let'sgo," saidthewizard, consulfing his map. "Hokl "Listen!" on," saidtherosue. From the hallwayqhed camethe solt scrapitlgof boneagainstbone, and out of the darkness joinedif, aftdthen stepped a skeleton, thetorchlight r|lecting of itspolished bones. Anotherskeleton a thifd. Theif lowerjaws opened in a ooiceless battlecry, and the undetd warriors raisedfheir rustedswonlsand charsed theadoenturers. ...
Welcome to the DUNGEoNS & DRAGoNso Fast-Plav Garne.fhis lb-paSespecial inclusion in Duvr,roi' Adoentures is an introduction to the ADVNCED DUNGEoNS & DRAGoNS! same-the world's most popular roleplayinggame. lf you're an e\perienced player who knows all this stuff. share it with someonewho hasn't played before.If you're interestedin how to play the D&D game,read on.

WhatAre Characters Made O


Take a minute to look at the charactersheetson pages5-6. Make photocopiesof thosepagesifyou want, cut eachof the pagesin half, and make sure that every player in your group has the sheetfor the characterhe or she wants to olav Here'swhat all the information on the characier'sheets means. Name: The character's name,already written in. Player That's you, the player "running" this Put vour own name here. character. Class: D&D characters fall into eeneralclasses. Each class has advantagesover lhe others. The in this adventureinclude fighters character classes lwho are good t tighting with swords dnd other weapons),wizards (who can't fight with swords but can cst spells), and rogues (who are okay with swords and can also do sneaky stuff like picking locks). Race:[n the D&D game, characters can belong to different races. ln this adventure, most of the characters are human. Niles is a halfling, which is a diminutive race of beinss who are known for their braverv and cunning.Level: Chracters can b'e carried over from one adventure to the next (like a "saved game"). As they have more adventures, they become more powerful. Level is a measureof how Dowerful the aharacters are.In this advenfure,all tfte characters are level 2, which means they are still fairly inexperien(ed nd cangrow morepo\ erfu.. Ability Scoresr Thesenumbers ale the heart of a character'sdesc ption. They tell what the strong points and weak points of the characterare. 0ust like real people,most charcters are betterat some things thn others.) SftnStris how strong your character$. Derte;ty is how quick your characterrs. Constitution is how healthy your characteris. Ifltelligence\s hovr smart your characteris. your charWisdon is how much common sense acter has. Charisrna is how appealing your character is. Ability scores range from 3 to 18, with 3 bein8 the lowest (and weakest),and 18 being the best.

What Is a RoleplayingGame?
In a roleplaying game, each individual involved pretends to be an imaginary character, much the same as an actor plays a part in a film or a play. The big difference is that in a film, the actors are following a script-but in a roleplayinggame,you and the other players are writing your own lines as you play out an adventure,and the ending of the story is not determineduntil you get there. One of the individuals in a D&D same is the Dungeon Maste! (DM for short), the person who knows what the adventure is ll bout and tells the players what's happening as the story moves along. It's always necessary for someoneto be the DM, but this doesn't have to be the same person every time you play. The other individuals are players, each one playing the role of his or her own player character(PC for short). The adventure included with these rules, titled "The Ruined Tower," is for one DM and up to four players. In the D&D game, player charactersare heroic fighters, mighty wizards, and cunning rogues. They joumey into lost ruins (the "Dungeons" of the game's title) and battle fierce monsters (sometimes, though not always, "Dragons"). To play "The Ruined Towet" eachplayer picks one of the chaiacters from the sheets on pages 5-6. If you want to play more advenfures,you can use this chalacte!over and over-you don't have to use a new characterevery time you play new game. The DM should read over all of theserules and the adventurc before starting play. The players should read pages2-4 and look over the character sheets on pges 5-6-but don't read any farther, or the surprisesof the adventurewill be ruined! 2 D&D Fast-Plav Game

Fightersusually have high Strength,rogues have high Dexterity, and wizards have high lntelligence. Your character's ability scores have an effecton how well he or she doesat certainthings. We'r,edone all the calculationsyou need to play the adventure,so don't sweat it. Armor: This line tells you what type of rmor your characteris wearing. Armor Class:This number tells you the benefit of the armor your character is wea ng. A /o(, number for Armor Class is a gootl thing a 3 is better than a 4. Mover This number describeshow fast vour chdracLer move5.All the chJracters rn thi' adventure move at the same rate, except for Niles the halfling. He's slower than the resi. Thar s rnrporLanl if the pdrt) runs away lrom ddnger,\incc Niles will lg behind. Hit Points: Hit points are a measure of how much damage your charactercan withstand. Weapons,monsters,and falling into deep holes can all do damageto your character. Wounds: This line is used to keep track of the wounds your characterhas taken. If this number gets to be more thn your character'shit points, he or she is dead and out of the game.Use pen cil to tally your character'swounds, ,ust in case some of them get healed. (Elanna has heling potion that, if drunk, will restorelost hit points.) Goldr Money in the D&D game is expressed in gold pieces.Everybody starts out with no money, but characters can pick up gold as a treasureor a reward during an adventure.The amount of gold yolrr chracter Lolle( t. Boe\on lh r: lin(. XP: Short for eXperience Points,XP is a measure of how successful you are as fighter, wizard, or rogue. Everyonehas a certin amount of XP (the number varies)so that they re 2nd level. Next Level This is the mount of XP vour charcternceJ5to Bo to the ne\i le\el. \ou'Het \P b) defeatingmonstersand completing quests. Weapons:This section tells the types of weapons each characterhas and how much darn.rge eachweapon causes. To find out what things like "ld8" and "1d10" mean, see the box in the next column that talks about "Funky Dice." Spellsr Because Thaddeus is a wizard, he has spellshe can cst.His spellsare listed here.He can cast one ,rd8i. ,rissi/cand one sls47spell during the adventure. Abilities: Most of the characters have different abilities,depending on their class,race,and ability scores. Theseare coveredhere. Equipment This is a listing of other important stuff your character may have.Ordinary items like cloaks or boots aren't mentioned,but things that may be useful,like rope and torches,are.

How the Game Worlis


In the D&D game, the Dungeon Master and the players team up to tell a story. The DM has a script, also called an adventure,that tells what the chrr(tcrs!1ill lace in Lheduneon. The players -heets, hrve (hrcter which tell them what their characters can do and what items they can use. The DM setsthe stage,usually by readinga pre-

FunkyDice
Weapons (and a lot oI other things in the game) come with a set of numbers, like 1d8, 2d6, nd 1d4+1.What do the numbers mean? They describe different types of dice used in the D&D game. The number after the "d" tells you how many sides the die has. A "d6" is the normal kind of di you'rc prcbably used to seein8-a cube with each side represnting a number ftom 1 to 6. Other dice come in different shapes and have differnt numbers of sides: 4, 8, 10,12,ar.d20. A number in front of the "d" tels how many dice should be rolled, so 1d8 means roll one & sided die, and 2d4 means roll two 4-sided dice. A plus siSn foltowed by a number means that the number should be dded to the mll: "1d8+1" means roll an 8-sided die and add 1 to the result. A lot of Samesuse these dice. If you don't have them, you cn 8el lhem ata tme storeormaybe a boolstore. If you can't get them ritht way, here's how to use 6-sided dice to take the place of all the other sizes. d4 - Roll a 6-sided diej roll over if the rcsult is a5or6. d6 - Roll a 6-sideddie normally. d8 - Roll two dic of difterent colors. Roll one to get a d4 number (roll over on 5 or 6). Roll th other on, and if the result is 4, 5, or 6, add 4 to the total. d10 - Roll two dice of different colors. Roll one to get a number betweenI and 5 (roll over on a 6). Roll theother one,and if the number is 4, 5, or 6, dd 5 to the total. d12 - Don't worry about a dl2 right now; you won't need one in this adventure. d20 -This one is a little complicated. Roll three dice (or one die three times). The first roll gives you a number from 1 to 5 (roll over on a 6). If the next roll is 4, 5, or 6, dd 5 to the total.lfthe third roll is 4, 5, or 6, add 10 to the total. (Yeah,it's a pain, but at leastyou don't have to buy ny dice until you decideif you like the Sameor not.) An easier way to get a result that's kind of Iike rollint a d20 is to roll a Gsided die and multiply the result by 3- If you like that better, no problem the adventure you're Soing to play wolks the sameither way-

D&D Fast-Play Came

What Is All This Stuft


The D&D gme is set in fantsy world, a lot Iike our world back in the Middle Ases. D&D characteG us swords instead of guns, ride horses instead of cals, and fight monsters instead of rush-hour traffic. In the qame, we throw around a lot of words desffibinj stuff from that age. In caseyou're not sure what we mean . . . Swordsare good weapons,but not all swords are eoual. Niles has a short sword, which is best for hiin becausehe's not very big. Darkblade has a long sword, which is longer and has a bettr rcach. Elnna uses a two-handed sword, which causesthe most damaee of the three. Daggers are sharp knives, handy for cuttint thints and stabbing monstels. DagSers cn also be thrown to do damase. A qurterstaff is a ple bout seven feet lon& usetul for bashing opponents and testint the ahead. eround Armor comes in sveral different styles. Chin mail is made of loose linls of metal. Scle mil is made of overlappint metal sheets. Leathr armor is more flexible and quieter (nd therefore better Ior rctues to sneali round in), but it doesn't potect as well as chin mil or s.al rnail. Wizards don't wear rmor-it messes up their abilitv to cast sDells. thievest tools a handy to have because sometimes it's easier (nd smarter) to open a door by pickint a lock instead of bashing it down. A set of tools includes bits of wire, clippers, mtdl pick!, nd other small items thaa rogue uses to do ll sorts of crafty things.

an opponent, or how much dmage you cause. For tht you need the funky dice (seethe previous page).Sometimes the playerswill roll the dice and sometimesthe DM will roll the dice, depending on the situation.

Combat
who re goinS The playersare running chracters into a dunseon in order to defet the monsters The monstersaren'thappy and takethir treasure. about this, and as a result . . . we have combat. The olavers roll the dice when their characters are do-ing things. The DM rolls the dice for the thinqs he controls,like the monsters,or when he wanls to keep the resultssecretfiom the players. If there's any question about who rolls, the DM decides (makin-gdecisionsis part of the job). In combat,players always roll for their charcters. When combat starts, each player needs to say what weapon his characteris using. Darkblade, for example, may use his long bow or his long and disadvantges. sword. Both have advantages "attack Each of the olavers needs to make an roll," trying to-gei a parhcular number or higher on 1d20 (a 20-sideddie). In general,fighters re best at combat nd wizards worst, and characters with high Strength do better than weaker ones. Eachplayer getsto roll to seeif his or her character >corera hit. In the dvenfure, we summarize atl this and tell you what number eachof the charctersneedsin order to hit. Ifyou miss,there is no penalty, except that the monster is shll there and takesa swing at your characterin retum. a cerOn a hit, vour character'swepon causes tain amount of damage.The long sword, for exmple, causes1d8 points of damage to an opponent. The DM keeps track of damageto the monsters-when a monster's wounds are gretetthan its totl hit Doints,the monsteris dead. After the aharacters eachget a chanceto hit, the DM mkes attack rolls for-the monsters.Agin, already in the advenwe've done the calculations ture, and we just give you the number required. lf a charcteris hit, the monster doesan amount of damage deteimined by another die roll. The player marks this damageas wounds on his or her charactersheet.

pared bit of text, telling the players wht their chracters see.This might be a brief descriptionof are,or an old legend the reawhere the characters from a book. being told by the fire, or a passage The players then can ask questions and tell the DM what they want their charactersto do. The seeand DM tells the players what their characters hear Here's ar exampleof how that works: DM: You seea corked bottle sitting on a shelf. Player: I pick up the bottle and look to see what's in it. DM: The bottle is corked, and you can't see through the glass. Player t pull the cork out of the bottle. DM: A black mass of smoke swirls out of the bottle, and from the heart of the smokea voice thunders, "At last I am free! Now I can conquer the world!" Player:Uh, is it too late to put the cork back into the bottle? there is somedoubt You get the idea.Sometimes if you hit about if a particular action is successful, 4 D&D Fast-Plav Came

rvVhat's Next?
You've got the character shets,you've got the basicinfo bout how the gameis played and how combat works, and now it's time to get into the real action.The person who's goin8 to be the DM should read the rest ofthisbooklet. The rest ofyou will be players, so don't read any farther. When the DM is ready,you cn begin the adventure.

ns&Dr
Character Sheet
Name:Darkblade Class: Fighter Level:2 Ability Scores Strength Dexterity Constitution Intelligence Wisdom Charisma Player:
Race: Human

Character Sheet Name: Elanna Plaver:


Class: Fighter Level:2 Ability Scores Strength Dexterity Constitution Intelligence Wisdom Charisma
Race:Human

17 15 14 11 13 15

15 17 15 13 11 76

Armor: Chainmail Armor Class: 4 Movet12 Hit Points: 12 Wounds: Gold: XP:2000 NextLevel:4000 Weapons: Long bow Damage 1d8 Long sword Damageld8 Spells: Darkblade has no magicalspells.
Abilities: When attacking with his boq Darkblade makestwo attackseach round. He cannot use his bow if he is in closecombat. When attackng with his sword, Darkblade doesan additionalpoint ofdamage.(Roll damage,then add 1 point.) Equipment: Torch 5O-footcoil of rope Backpack
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Armor: Scale mail Armor Class: 3 Move:12 Hit Points: 14 Wounds: Gold: XP:2000 NextLevel:4000 Weapons: T o-handed sword Damage 1d10 Dagger Damage 1d4 Spells: Elannahasno magical spells. Abilities: Elannahasthreedaggers. Shemayfight with oneofthem,or throwup to two perround.She cannot throwher daggers ifshe is in close combat.

Equipment: Torch Potionof Healing:This is a smallbottle of liquid that,if drunk,heals 2d4+2hit poinrsof (or 1d.1+1 damage pointsif half is drunk). It will not raise thedrinker's hit pointsabove their original level. mell. The potion ol pepperminr.
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D&D Fast'PlavCme

Character Sheet
Name: Niles
Class: Rogue Level:2 Ability Scores
qr'.--rL 11

Character Sheet
Name:Thaddeus Class: Wizard Level:2 Ability Scores
cr,.-dL q

Player:
Race:Halfling

Player: --Race: Human

Dexterity Constirution IntelJigence Wisdom Charisma


Armor: Leather Armor Class:6 Move: 6 Hit Points:7 Wounds:

18 13 12 10 12

Dexterity Constitution Intelligence Wisdom Charisma

12 15 18 16 13

Gold:

XP: 1250 Weapons:

Next Level:2500

Armor: None(robes) Armor Class: 10 Move:12 Hit Points: 6 Wounds: Gold: XP:2500 NextLevel:5000
Weapons: Qrarterstaff Damage 1d6 Dagger Damage 1d4 Spells: Thaddeusmay cast each of thesespellsonce Per oy: Magi nisile;'|h\s spell automaticallyhits a creaturend inflicts 1d4 +1 points ofdamage. Sleep:'fhis spell causes living things to fall into an enchantedsleep.Sleepingcrearures are helpless, but can be awakened normally. Equipment: Lanrern Magical Scroll:Thaddeushas a scrollwith a no spell on it. When he reads the scroll aloud,the spellcauses a sruckor locked door to automaticallyopen.
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ShortSword Damage 1d6 Dagger Damage 1d4 Spells: Nileshasno magical spells. Abilities: Nileshastwo daggers. He mayfight with one ofthem,or throwup to wo perround.He can not throw his dggers if he is in close combat. If Niles attacksa humanoidcreature from behind, he hits more easilyand doubleshis roll. damage Equipment: Lantrn Thieves' tools:Nilesmayopena lockeddoor usinghis tools, andwill succeed on a roll of4 or less on 1d10.
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Getting Started
Let's say you're going to be the DM for this evening. It's always a good ide to read through the adventurebeforeyou run it, just so you know what's coming. You bring to the table this advenfure, either some6-sideddice or a set of the funkv dice tif you havesome), somecratch paper, pencils, and some graph paper (if you want-it's not a necessitV). If Vou can, photocopv the chdracter s sheets the plavers can use thm witnout wnting on the oriinls.It should take about an hour to play this adventure,more if you takeyour time, lessif you speedright along. You should have befween one and four olavers for lhrs d\ enture,three or iour beinq the ide;1. lt you have only one player,let him run two characters the monsters in this adventure aren't too tough, but they could be too much for just one characterto handle. It's good if the playershave a chanceto read pages2-4 of this booklet ahead of time, but that's not a necessity. You can fill them in on things as they go along.It willjust be easierfor them if they alreadv have a handle on the bsics. Once you get setfled,here is what you, the DM, What we're going to do here is tell a story,a story that you'ie going to help create.Eachof you has a character:a fightet a wizard, or a rogue.The story takesplace in a world filled with monsters,treasure, and adventure. I'm going to be the Dungeon Master, or DM. I'll describewhat your charcterssee, and you're going to tell me what your characters do in response.Do well, and your characterswill be rewarded with treasure and increased power. Look at your character sheetsand we can run dot^ n what the vri. ous numbers and items mean. Cive the playersa chanceto review their character sheetsand ask any questions.You should know most of the answers about what the numbers mean from reading the first sectionof theserules. Ask eachof the players to introduce their characters to the rest of the group. For example: "T'!e got Niles,a halfling rogue,"<ays one. "I'm running Darkblade, and he s a fighter, dnd he's got a bow," saysanother "l'm playingLlanna. She's realstrongand hasa sword thdt doeslols of dama8e,'saysI third. This would be a good time to explainaboutthe funky dice to the playersif they don't lreddy know. Don't woy about when you need to roll them-we'll tell you as the adventureprogresses. 8 D&D Fast-Ply Came

Beginning the Adventure


Once the players are comfortable with their characte$, read the followinq aloud. All of vou are natives of the Vale, a small farming community made up of a number of small towns scattered along broad, wooded valley.The Patriarchis the spiritual leaderof the Vale,and he has askedyu to come to his shrine when the noon bell sounds. The noon bell is just striking as a servnt ushersyou into the Patriarch'sstudv The old gray-bardedman is bent with age and wisdom. He motions for vou to have a seat Now you, lhe D\4. re going to speakin the role of the Patflarch. You cdn eive him an "old man" voice if you want, or jusatalk normally. There'sa little bit of acting involved here, but you don't have to do anything you feel uncomfortablewith. "I am pleased to see that you have come," says the Patriarch. "The Vale has need for your talents,and your bravery. "A r,r eel ago,<ome hunters found the ruins of an old tower in the forest. They did not like the looks of it, and quickly moved elsewhere. Now there are storiesthat something nasty has been raiding farms, and it might come ftom that tower I'd like you and your friends to go to the tower and investigateit. Would you a8ree to do this for the god of the Vle?" Now comesthe players' chanceto respond to the old man s question. They may have other questionsaboutthe tower and the ridson the nearbv farms.Here's wht you cdn Lell them{andyou ca; use the "old man" voice to do it, to show that this is the Patriarchspeaking,and not the DM). . No one knew about the tower before. Some hunters found it while chasine a wounded deer. However, long ago there w:asa powerlul magician who lived in this valley. It might have been one of his towers, or his home. . No one has seen what is raidine the farms. Severlsheephave beencarried o-ff,and pens have been broken down. This alwavs haopen5at night.No farmers hare beenaitacke, but they are worried about their flocks. . Any treasurethey find, in the form of money or magicalitems,may be kept by the plyer chalacters.All the Patriarch asks is that any bools or written materialbe tumed over t him so he can leam more about the historv of the Vale.

He tells the characters that the location of the ruined tower is off the beatentrack,but easilv found. (No map is provided for the Vale this adventure,_so tis map is an imagrnary one. It you want to have a map of the Vale t show the players, take a mornent to sketch one out.) If no one bringsit up, merely5y. "The Patriarch untoldsahap and show, 1,ru the location of the tower. Thre should b no problem reaching it." The Patriarch des not have anv guards or assistntsto spare for the expeion. If he did, he would-have sent thert' instead of the adventurers.

When the first member of the party enters the area of the tower itself, read the flloiling to that player.The other players can listen in. You stepo\,er the wall and seethat the inside of the tower is filled with rubble and debns. Dead leaves, shattered stones, and rotted timbers are scattetedaround the floor rou see,partly buried by fallen timbers,a door on the far wall, leading back under the hillside. As you notice this, you also see a pile of Ieaves rustleqlightlyto your letr.A laige rat poles its headout from beneath thedeblis.lt hisses a wdmrngrt you,showrng long,razorsharpteeth.lt lunge,trward.ahd bahinorr, threemore lepfrom their hrdingplaces. I herere four gidnLrat5amongthe debriswithin the lower,and they re defendingtheir territory. The rats are grayiih-bnrwn, abou'itwo teet long, and have wicked, sharp tceth and red, feral eyesl They only attackcharcters in the tower area;and will not climb over the walls. If there is only one characterin the tower area,all three attackhim. If there are two characters,two attack each character. If there are three characters in the k)wer area,two attack the first chracterwho entered, and one attackseachof the others.[f there are four characters in the area, then one rat attacks each of them. Each of the players needs to roll a pcrncurar number or higher on 1d20to successfully .ttack grant rat: . Darkblade needs an 11 or higher to hit. If he hits with his sword, he does1d8 dmage,and then adds 1 point. If he uses his bow, h can attacx twicein sinle round,c! en aBrinstdifferent rat\, dnd do 1d8dmage on eachhil. but he cnnotuse hi\ bo\^ dgain5t rdt\ tht area ncling him. . Elannaneedsa 12 or higher to hii. If she uses her two-handed sword, sh rolls 1d10 to determine how much damageshe does.If she usesher dagger, she rolls 1d4 to determine damage. She can throw her daggersat rats that are not;ttcking her dircctly. . Niles needsa 13or higher to hit. He causes 1d6 damage if he uses his ahort sword, and ld,l if using his dgger.He cdu\es ld4 damaeif he throws d daSgcr, but can onlv throw drgersaL ratsthat re nt attacking him. . Thaddeusneedsa l3 or higher to hit. He causes ldb damgewith his quarierstdff Thddeu-s spe(iltyis not combt,but mdgic \pells. lf he casts his nrdxr. ,;rssi/r spell,he do* ld4*t poinLq o' dama8elo a rai ot his choice(no tt.rcl roll needed). If he casts his slcepspell, all the rats immediately fall into an enchantedslumber and are easily defeated.
D&D Fast-Play Came 9

The RuinedTower
Once the players get evervthing squared awal with the P;tri;r<h, ihe group of h"eros thown as "the adventuring party" oi simplv "the prry") headsout towarJ the ruined towr with orderi to investigateit and report back. Read the following to the Dlavers: The trail to-the ruind tower passes through the rolling farmland of the Vale and into t"he forest. _I}1 trees and undergrowth quiclly grow dense,and you hear the oud5 of lmall crefuresmo\ ing throuqh the underbrush. t}le thick lhade;f rhe tresL cuts off a lot ofthe sunlight, and you move through a twiliqht-colored world oI shadows. Suddenlyyou comeupon small glddern the heartfihe forest. squat,to t,wer has been built into the side f the hill at the far side of the glde. The tower has been shattered,and all that remains is a ragged stumpof fitled stone. Lrgeblo.ksof granrte litter the clearing,dnd some of thesea-re . or . ered with thick iross. The tower is shown on the map on page 10. Use the information from this texf and'the maD to describethe area.Don t show the map to the ilayers-that would tell them too mucfi about what they are going to discoverlater in the adventure. Ask each player what his or her character is doing. Most likely their responses will be along the lines of "l am lookine at the tower." The tower is a wreck-:it looks like it has been bldsted by d bolt of li8htninB. Originally'r mighL have been 40 feet tdtl, but now it is a blasted stump that does not extend more than 10 feet high. The tower wall neatestthe characrers rs no more than a low wall a foot hiqh, and can be easily steppedover.

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Each rat starts with 3 hit points. If a character inflicts 3 or more points of dmage, the rat is defeated. If a rat takes less than 3 Points of dmqe, note on a piece of scratchpper how much dimaee the rat iook. Subtractthat number from 3, and fht remains is how many hit Points the rat now has, Anv rats not defeated get their chance to attack back.'Forechrat, you ro"llld20 to try to hit a (ertain characterTheats re all equalli vicious, but they need diffejent numbers to'hit the characters becusethe characters re wearing different tt?es of armor and have different Dexterity scores. . To hit Drkblade, the rats need a 16 or higher. . To hit Elnna, the rats need a 17 or higher . To hit Niles, the rts need a 13or higher. . To hit Thaddeus, the rats need a 10 or hiSher. Needless to say, it's better if Thaddeus stays away from the rats. A iat attacks a chosen character untll ihat char_ acter leaves the ara of ihe tower or is reduced to 0 hil points; then the rat choosesa new target from the remaining characters. If all the characters are reduced to 0-hit points, or if thev leave the tower area, the rats buiow under the ebris and flee It's likely that the characters will kill the rats with minum damage to themselves. Any damGame 10 D&D Fast-Play

lemains until aqe tht was taken by the characters the to\,!'n or someone te chrcterseo bck to lost hit to restore uses Elarura's ption of healing DOtnts. Defeatinethe rats gains experiencepoints (XP) Th'e rats are worth i5 )(P each, for the ch"rcters. so four of them are worth 60 points. That means if sinqle chrcterstayed in the tower area and killed"all the rats,he gtsll 60 points. If two characters killed two rats apiece, each character gets 30 xP If three characte took part in the cmbat, each one gets 20 XP, and ia all four characters helped, eah one gets 15 XP Have the Plyers Each sheets. -aik the XP eamed on their character points that char_ sheettells how many experience acter needs to advnce to the next level (Obviously, no one will get there very fast tust by defeatingrats.) Jhere is no treasureamonq the debris,but if the Dlave$ want their chactei to look, let them do 3o.-When they decide to move on, they should want to inves(igtethe door partly hiddn by the fallen timbers,whi(h can be easilv moved aside. The door is a hea!ry oak doot ;ith a lock that's rusted out and usless. However, the door is swollen in its frame and bdly weatherd, and the chracters will have to use brute strength to oPen

it. Let the Dlavers choose which character will open the door lit makes sense to give this job to the character with the highest Strength score), and have that Dlaver roll 1d20 to deteimine if he succeeds. In ihid case, a low result is better than a high result, which mens: . Darkbladeneedsa 10 or lessto open the door. . Elanna needs an 8 or less to open the door. . Niles needsa 6 or lessto open the door. . Thaddeus needs a 5 or less to open the door. Any charactercan try to open the door as many times as he or she wants. There is no penalty for failing-it just takesa while longer to get the door open. Also, Thaddeus may use the frnoc,tspell on his scroll to oDenthe door. The door ooens immediately if he oes this, but as Thaddeusreadsthe spell, the words on the scroll fade from the paper and the spell cannot be cast again. (Mke sure the piayer who's running Thaddeus understands this before the scroll is used.) When the characters open the door, go to the next section.

\,ly'henat least one character lights a torch or lantem, add the following inform;tion: You see that a 1o-foot-widecoiridor continues into the hillside. The walls nd floor hve beenheavily damagedby water,and the flagstones of the floor are pitched up in places from uneven settling. About 40 feet awt you see door. There seemsto be something written on the door, but you're too far away to mke out wht it says.What are you goinS to do? Ask the olavers in what order their characters are moving own the corridor (lhere's enough room in a 1o-foot-wide area for two characters to walk or run side by side. This makes it easy for them to fight without bashing on each other.) One way to arrange the group is to put the well-armored, stron8 types in flont to protect the guys with the lower hit points in the back. If the characters are afraid of being hit from behind, they may put a fighter in the front and one in the back. The corridor is treacherous and uneven,and has been damaged by water seeping through the ancient walls. About 20 feet from the door, the ground is so badly eroded that any pressureon the floo! will causethe floor to collapse.On your

The Corridor and the Pit


To start this section of the adventure, read the following paragraph to the players: You force the door open, and a puff of damp, musty air billows out of the doorway. The dust settles, and yo are looking down a long corridor leadinq back into the hillside. The walls and flooiare made of finished stone, and are stainedfrom water dmee.The ceiling is supported by heavy oak beams. The coridor disaDDears into darkness about 20 __ feet way. Now would be a good time for the party members to think about lighting their torches or lantems. It only takes one torch or lantem to throw enough Iight to see by-but note that anyone who is carrying lit torch or lantem has to use one hand to do so, so weapons like bows or the two-handed sword camot be used.A lantem can be set down easily if someone suddenly needs to use both hands, but a torch goes out if it's laid on the floor. If the party headsdown the corlidor in drkness, tell the players that it's getting harder nd harder tosee... This is part of roleplaying. You and the players consider the imaginary world as if it were a real one, so little things like wht you're carrying in your hands or who's opening the door are sometimes important. Don't get bogged down in the details., but iust keep an eye on what is going on ano wnete.

The players maf +oose to sta{ making reir own map of the dungeonat somepoint. A map is often helDful because it'6 a rminder of how roomsfit to-gether, wherelhings arelocated,and wher the exits a in casof emertency.(Rmember,the players don't get to s the map we've pmvided for you.) ff the playersbring up the ide of making thir own map, and you want to let them give it a try, he'show to do it. Give thema pieceof gular graphpaper(four squarsto the inch will do nicely) and have eachsouarereDresnt 10feet.You then describe the roo?r or arabasedon the text nd the maD we've provided. For example,thereare differerit ways to dclibe corridor, sucha6: "The corridor nms ahedof you 4) feet and endsin a door The corridor is 10leet wide." "The corridor runs est410 feet to a door on the far elld. You arat the west end of the corridor." Or, if you want to be sure the players lmderstand where they are, you cn simply rnke sketchon the graph paper nd let them look at it. As thet characters move into a differcnt are, add anotherpiece oI inJormtionto their rnap, accordingto what the dralacter3wou.ld see,so that slep by step it starb to rsedble the map you're using.

A Map for the Plavers

D&D Fast-Play Came

11

map, that place is marked by the big symbol for a pit. (This is orle reasonyou don't show the players the DM's map-you want this place to be a secret until the chrcters get there.) If the characters merrily march down the corri dor, heading for the door, the charactersin front fall into the pit that suddenly appearsbeforethem as the floor disintegrates. Read the following aloud if this happens: You walk down the corridor. About halfway down, the ground suddenly shifts beneath your feet and falls away, revealing a black chasn beneathyou. The sk)nesyou're standing on slip into the blckness, and you follow. The pit is 10 feet deep and filled at the bottom with water and soft earth.Eachcharacterthat falls into the pit takes1d4 points of damage.They also get muddy ftom tlle experience. The edgesof the pit are rough and sloped,so it is relatively easyto climb out. If the characters are a bit more cautious (nd if the players listened to you when you told them about all the water damage in the hallway) nd indicate that they are checkingout the corridor as they move into the hillside, read the following: You move cautiously down the hallwat making sure you have a firm footing on the uneven flagstones. One of the stonesbeneath your feet shifts as you touch it, and you pull back quickly. With a deep rumble, a large hole opensdirectly beforeyou. Another step, and you would have fallen into a large, muddy pit. If the characters were cautious,give eachof them 10XP (As the DM, you're allowed to reward players for smart thinking.) The pit is a rgged hole in the floor, and once it has opened it will remain there permnently. There is enough of a ledge around it that the characterscan get past it easily. Note that this is a natural pit causedby erosion. Some evil creaturesput pits in their lairs just to catch those foolish enough to trespass, and sometimes thosepits are filled with sharp spikesor poi(JustthouBhtyou'd want to know.) sonoussnakes. When the characters reachthe door at the other end of the corridor, they seeit is bdly rotted, and its hinges and latch are extremely rusted. There are words carved on the door, lmost invisible because of the damage.The sign reads: SCRIPTORIUM DO NOT DISTURB 12 D&D Fast-Play Came

A scriptorium is a place where scrolls and books are copied, usually by scbesor monks. (You can tell the players that it's somethingthat their chracterswould likely know-) The door is almost completely rotted out, and will disintegrateat the first touch. Go to the next sechon.

The Scriptorium
When any characterfirst touches the door (tries the knob, leansagainstit, knockson it, whatever), read the following aloud: The rotted door falls apart at the first touch. The wood cascades into a pile of splinters, and the hineesand knob clatter to the floor On the other side of the doorway is a large, squareroom, aboul 30 feet on a side. Thereis another door directly opposite yours at the far side of the room. The floor in here is more level and dry than the corridor was. The room holds six coDv desksand stools. Four of the desksare ociupied bv what look like robed monks, their bodieshunched over. One of the monks looks up at you, his hood fallinq back as he does so. He has no skm or flesh, onlv a skull with small flickers of red flamebuming in the pits of his eye so(kets. He raises a bonv hand and Doints at vo. As if by silenisignal, the other thre monks get off their stools.Their robes fly open, revealing that they are nothing more than nF mated skeletons. Thev all carrv rusted, triangurar oaggers. rney move tor^,royou. There are four skeletons,though only two may attack a particular target. If the charactersstand their ground in the doorway, then only the front rank may be attacked.The characters get to make their attacksfirst, then the skeletons. Becausethe skeletonsare magically anlmate.t bones,they are lessaffectedby weapons that cut. Swords, aows, and daggers causeless damage when used asainst a skeleton. . Darkblade needsan 11 or hisher to hit. If he hits with his sword, he does 1d8 damaqe, then dds I point tnr his hiBh strength. Find fhe totl damagehe cuses, then divide by 2, rounding up (21l2 becomes 3). If he useshis bow, he can attack twice,even againstdifferent skeletons, and do 1d8 damage.Again, divide the damageby 2 after it is rolled. Once the skeletons get close enough to attack,the bow is useless. . Elannaneedsa 12 or hisher to hit. If she uses the two-handed sword, sh rolls 1d10 to determine how much damageshe does.lf she usesher

dagger,she rolls 1d4 to determinedamage.Again, divide the result bv 2. . Niles needsa 13or hisher to hit. He will cause 1d6 damageif he useshis short sword, and 1d4 if using his dgger. Divide the result by 2 to determine how much damaee Niles does to the skeletonhe attacks. . Thaddeusneedsa 13or hisher to hit. He causes 1d6 damage with the quarterstaff and this result is rol divided bv 2. The ouarterstaff is a blunt weapon, not a cutting weon, so it does full damaseto the skeletons. If Thaddeuscastshis dgic ,r/'ssils spell, he does 1d4+1 points of damage to the skeletonof his choice (no attack roll is needed).If the player running Thaddeuswants to cast his slcel spell, you should mention that the spell would have no effect because the skeletons are not alive and the mgic of the sleep spell only works againstliving creatures. The remaidng skeletons get their chance to attackback after the characters set their chanceto hit. For echskeleton,roll 1d20: . To hit Drkblade, a skeleton needs a 15 or hisher. a To hit Elanna,a skeletonneedsa 16 or higher. . To hit Niles, a skeletonneedsa 12 or higher. . To hit lhaddeus,a skeletonneeds q or h igher A sleletoncauses ld6 dmee when it sucaessfully hits.a character The skletons have 5 hit POrn6eacn, The skeletons fiqht until either thev are defeated or the characterJare. If the charactersflee the room back the way they came,the skeletonswill chasethem. The skeletonscn't ctch the human characters,but they are faster than the halfling and will overtake Niles before he escapesthe underground are. (The other charactersshould want to tum around and come back to help if that happens. One way or another, they're going to have to deal with theseskeletons.) Skeletons are worth 65 XP each,so four of them are worth 260 XP total. Just as you did with the rats, divide up the expedencepoints between all the characters who took Dart in the combat. When the skeletonsare defeated, the players may have their.haraclers se(h the room.hey find nothins in the desks the scrollsthe skeletons appearedto be workin8 on are nothing more than tattered scraps.The triangular daggersthe skeletons callied are of an archaicdesign.nd, though stained with rust, are still useful. The Patriarch gives the characters5 gold pieces per dagger if they b ng them back (20 gold piecestotal if they Dart with all of them). _ When the characters get around to checkingthe door out of the room, read the players the followine text:

The door at the far side of the room is made of heavy wood and bound with bands of iron. A large plate of metal is mounted to the doot and that plate is inscribed with a symbol of a bull's head.The door hasbeenlocked and securedftom the othe! side. This door is not iust stuck. like the one at the strt of the adventuit has been locked by the inhbitants of the room beyond. The charactersmay think ofa number of ways to try opening the door . Force it open: They cn try to force the door open with brute strength, but it is tougher than thev are.It will not open,even if two or more charactrstrv to force it Denat the sametime. . Haak it down: The characters can trv to hack the lock nd hinges off the door. L p Loiwo characterscan hack at the door, the door is hit automatically (it can't get out of the way), and takes20 points of damage before it springs open. The downside of hackine at the door is that it wams the inhabitants of the library (the room behind the door) immediatelt and they can prepare.(Sethe next page for more information on this.) . Pick the lock: Roguesare very good at opening locks, and if Niles is present,vou can tell the players this. The player running Niles needs to roll a 4 or less on 1d10 in order to pick the lock. Niles can trv three ties to oDen this door If he succeeds on one of thosetiies;he unlocks it without notifying the beingson the other side. If Niles fails to oick the lock fter threetries.the lock is too tough frhim to open by using his tools.The characterswill hve to try somethingelse. . Cst the knock soell:.Thaddeus has a scroll with a magical spell on it. lf he casts the ,t ock spell, the lock clicks open immediately (and the spell disappearsfrom the scroll).

The Library
As soon as the characters have managedto open the doot read the following to the players: On the other side of the door is a large,wellfumished room. The walls are lined with shelves that are filled with large, waterstained books. The floor is littered with bones. Directly before you are three zombies, unliving humans with their flesh dried and pulled tight over their bones. Their bodies are missing chunks oI flesh. It looks as if somethinghas taken bites out of their arms, legs, and torsos.They have blank, mindless expressions on their faces. Behind thesethree monstersis another D&D Fast-Play Game 1 3

a human, but this one creaturethat resembles is more savageJooking. Its skin is the purple color of a bruise,its eyesglow with a yellowish light, its hair is mangy and ptchy,and its teeth are inhumanly sharp. lt is a ghoul, an undead creatureof deadly power The touch of its taloned hands can paralyze a living creature. "Kill The ghoul points at you and hisses, them! Kill the living intruders!" At his command the zombiesshuffle toward you. The ghoul in the library is the one responsible for the missing livestockon the nearby farms,and the bones scattered aiound the room are from the eoatsand lambs that it has stolen-The zombiesare ll its service,and it usesthe as bodyguards. The ghoul does not want to fight, but instead the tries to flee with its tresure.How successful ghoul is in getting awy depends on how much warnine he had before the chracters entered the room. (If they tried to force the door or hack it down, the ghoul is alerted to their presence.) Here's what the ghoul would prefer to do. As soon as it realizesthat it's about to be visited by it goesto a shelf along the eastwall the characteis, "lreaand srabs a small chestlhat conlans rts sure." That takes one round. Then it goes to the northwest cornet,where therc is a secretdoor covThat takes another round. [t ered by a bookcase. takes two more rounds to shove aside the bookcaseand open the door. After the ghoul passes throush the secretdoor into a tunnel that leadsto the suiface,the monster is gone,leaving the zombies to fiqht the characters. Surnmrizing, here are the ghoul's actions, round bv roundr 1 is ade aware of the heroesoutside. 2 goesand getsthe small chestfrom the shelf. 3 eoesto secretdoor aside the bookcase. 4 - hoves 5 - opensthe secretdoor through the tunnel. 6 (or later) - escapes take This "schedule"meansthat ifthe characters too long bashing in the door, the ghoul is well on its way to escaping. On the other hand, if the characterspick the lock or use the kfiockspell, they can the ghoul is in catch the ghoul flatfooted. Yy'here the room deDends on when the characters enter.lf they take a long time to get into the room, they find the secretdoor open and the ghoul standing in front of it. The ehoul tells the zombies to kill them, and dashes into the tunnel in the next round. The ghoul tries to escape,letting its zombies handle the adventurers, unless the characters 14 D&D Fast-Plav Game

manageto causedmageto it. ff it is damaged(by missile a hit from a weapon or by the magrc spell), the ghoul gets mad and attacks the party along with the zombies. The olavers need to roll different numbers on 1d20fr their characters to hit the zombiesor the ghoul. The ghoul's a little tougher than the zom lrresare. . Darkbladeneedsa L0or hieher to hit the zombies, and a 12 or higher to hit the ghoul. If he hits with his sword, he does 1d8 damage,and adds 1 point for his high strength.If he useshis bow, he can attack twice in one round, even againstdifferent targets,and do 1d8 damage,but cannot use it in direct combat. . Elannaneedsa 11or higher to hit the zombies, and 13 or higher to hit th 8houl. If she usesthe two-handed sword, she rolls 1d10 to determine how much damageshe does.If she usesher dagger,she rolls 1d4 to determinedamage. . Niles needsa 12 or hieher to hit the zombies 1d6 and a 14 or higher to hit th; ghoul. He causes and 1d4 if damaqe if he uses his sholt sword, gets a using his dagger As a rogue, Niles special benefit for attacking from behind. If he manages to sneak up behind a zombie, he needsonly an 8 orhigher to hit, and ifhe getsbehind the ghoul, he needs a 10 or hiqher In addition, he does dorle damage multiply the result of his damageroll by 2. . Thaddeusneedsa 12 or hieher to hit the zombies and a 14 or higher to hit teghoul. He causes ld6 dmage with the quarterstaff.If he castshis ,ragi. ,rbs/le spell, he does 1d4+1points of damage to the zombie of his choiceor to the ghoul (no attack roll is needed)If he wants to castshis sleep spell, tell the player running Thddeusthat there would be no effect-the zombies and shoul are mgi(. not livinBthings, dnd dren't'tected by t-he The zombies have t hit Doints each,and cause 1d8 damagewhen they hit. . To hit Darkblade, a zombie needs a 15 or higher on 1d20. . To hit Elanna,a zombie needsa 16 or higher. . To hrt Niles,a./ombieneeds a 12or higher. . To hit Thaddeus,a zombie needsa 9 or higher. Theghrrulhas l4 h,t pomtsand,unliketheZombies, can make multiple attacksagainst the same target. The ghoul tries to hurt the characterthat wounded it. but if it has to fight its way through others it will do so. It can attack with both of its claws,eachcausing1d3points ofdamage (roll1d6 and divide the result by two), and its bite, which causes 1d6 points of damage.Howevet if it is carits chestof treasurein one hand, it can only rying make one claw attack.If the ehoul losesthe chest or Duts it down, it can use both of its claws.

. To hit Drkblade,the ghoul needsa 15or higher on 1d20. . To hit Elanna,the ghoul needsa 16 or higher . To hit Niles, the ghoul needsa 12 or higher . To hit Thaddeus,the ghoul needsa 9 or higher The ghoul also hs a specialabiliry Eachtime it claws or bites an opponent,it has a chanceof paralyzing that individual. A paralyzed character cn't fight, move, or talk, and is an easytarget for the zombies to hit. This Daralvsislasts for 1d6+2 rounds. A charactercanvoi the effectsof this paralysisif the player makes a successful die roll using 1d20.This roll is called a sari,g ffiloar.As with combat, each characterhas his or her own number to avoid the effect of the ghoul's special ability: . Darkblade, Elanna, and Thaddeus all need a 14 or higher to avoid being paralyzed. . Niles needs a 13or higherto avoidbeingpararyzeo. If a charactermakes his saving throw, then the ghoul's touch has no effect.A nw saving throw must be rolled every time a characteris clawed or bitten by the ghoul-avoiding the pralysisonce is no guaranteethat it won't happen next time. The charcterscan chooseto let the ehoul escaPe, but they won t get any e\periencepoinls for defeating it, and they won't get its treasure.Defeating the ghoul is worth 175XR which means44 XP for four characters,58 XP for three,88 for two, and the full 175XP for a sinsle character: The zombies are worth 65 XP each, so three of them are worth 195 exDerience Doints total. That breaks down to 49 points oer characterfor four characters,65 points for threcharacters, 98 XP for two characters, and 195for a single character The room contains no monetry treasure,but the books are valuablebevond belief to the Patriarch. If the charactersbiins them bck to the

Patriarch (or simply bring news back to the Patriarch oI the library's existence), he gives eachof them 400 gold pieces. The chestthat the ghoul was guarding contains its personal treasureof gems and mgical items. The chestis locked. Niles hs a 4 in 10 chnceof opening the lock (roll of 4 or lesson 1d10),or the krock soell can be used. or the lock can be bashed in (on hit from a sword or dagger will do it). Within the box are the followine items: . 12 black pearls. . A scroll. . A bottle similar in shapeand size to Elanna's potion ofheling. Ifa characterpulls the corl he or she discovers that the liquid inside smells like peppermint. . A dagger.withsymbolscarvedalong the blade rn an unKnown language. . A sack made of blue cloth. The characters may play around with the items, seeking to figure out what they are, or they can take them back to the Patriarch. The items arc explainedin the "Wrapping Things Up" section. If the characters cLrght the ghoul by surprise and defeatedit before it reachedthe secretdoor, they might not find the door (unless someone thinks to move the bookshelf aside). If they find the secretdoor, it leadsinto a narrow. drk tururel that burrows for about 50 feet and finlly surfaces on the far side of the hill from the tower This tunnel is how the shoul made its entrv to and from his lair. Otherwisethe charcters can eetout ofthe ruined tower by bcktracking,and then refurn to the Patriarchwith their information.

WrappingThings Up
If the characters are defeated in the dungeon beneaththe ruined towet red the followingi Alasl For all your bravery, you've filed to discover and defeat the secretof the ruined tower. The Patriarchwaits a few davs. then sadlv shakeshis head and offers a prver for you. Then he calls together anothr b-andof adventurers,and wams them that thosewho have previously sought out the secrets have not returnecl. If you want to, you can try the advenfure again, either from the very beginning, or with whatever changes occurred because of the characters' actions. For example, the corrido! may already have the pit in the middle of it, and there may be fewer (or more) rats,and a few of the zombiesand Shoulslook frighteningly familiar . . . If the characters discover some of the secrets of
D&D Fast-Play Game 15

The Ghoul Might Fight!


The way we've set up thjs adventu, getting awy is more important to the ghoul than seeing tht the characters ar defeated--ut you. as the DM, can have the thoul act any way you want. With sorne lucky dice rcIs for the ghoul and some ur ucky ones for the characters, the ghoul might be able to prlyze and defeat aII the characters if it decides to stay around and fight. This might be a cruel thing to do to the characte$ (and their plyers), but it would be a tood way to show the players how dngerous a monster iike the ghoul can be. (And you can always back up and start the adventure over, or just replay the scene in the library if you want to dve the characters another chance.)

the ruined towet but then turn backbefore reaching the ghoul's lair, read the following: You retum to the Patriarchand tell him what you hve discovered.The old man is very excitedby your news, and believesthat there is greater treasure and knowledge beneath the ruined Dile of stones.He asls if vou will retum to finish the job, or if you would pre' fer that someoneelse gets the honor of discoverine the secret of the ruined tower again,either Again, you can run this adventure from the very beBinning,or with lhe chan8esthat did because ofwhat the characters hve haDpened the first-time thev visited this place. If the characte;sfound the iibrarv (whether or not they defeatedthe ghoul), read te following: The Patriarchis extremelypleasedwith your discovery of the library beneth the ruined towerl He believesthat it may havebelonged to an ancient and powerful wizard, whose lair has not vet been discoveredand whose treasurestilliies out there,waiting for brave adventurersto find it! Congratulations! defeatedthe ghoul, add this: If the characters The Patriarchis happy that you have defeated the ghoul that was plaguing the local With this menaceput frms and homesteads. to rest,he can turn his attention to other matters, such as finding the hidden tomb of the wizard who once ruled the vallev As statedabove,the Patriarchgiveseachcharacter 400 gold piecesto reward them for their discovery of the library. If they defeatedthe ghoul, he gives each. themdn ddditionl100 Boldpieces The Patriarch will gladly identify the magical items the chactersfound: . The perlsare worth 100gold pieceseach. . The dagger is rnade of magically sharpened which adds and reinforcedmetal. It is a dagger+1, 1 point to a chaiacte!'s attack roll and 1 point to nv damasethe ttack causes. j The scioll containsspetls,which a wizard may cast.It has a,t/ock spell,a magtrnissilespell,and a lightning bolt spell-which shoots a bolt of light6d6 points of damaSe. ning that causes . The liouid in the bottle is a ootion of saf,'r-fteal irg, which heals3d8+3points df damage,or 1d8 if a third of the Dotion is drunk. . Thebag isbigger on the inside than on the outside.lt is a bagof holdirg, and can hold up to 250 pounds of stuff while still being easily lifted. Game 16 D&D Fast-Play

The players can work out their own ways of The best way to split up dividing up the treasure. the gold and gems is to give every characteran equal share.Magical items can be divided up according to usefulness-the wizard should get the scroll, one of the fighters the potion, the other fighter the dagger, and the ro8ue the bag, for Or, the plyers cn roll dicednd thehigh e\ample. qetsthe first choice. ro11 Eaah character has a new XP total now-the original number plus any XP eamed dudng the "Next adventure.When a charactergoesover the Level" numbet he or she gains more power, more hit Doints,and more abilities. Tire number of gold pieces a characterhas rs "Gold" blank on the character recorded in the sheet.As the Bame goes on nd charactershave more adventures, they can buy things with their gold-better weaponsand armor, magical scrolls, and other handv items. Once the trea;ure is diwied up and the XP and rehre eold recordedon the shets,the characters to the local inn for a fine meal to celebratetheir adventures and brae about their success.The playerscan bring thesecharacters bck to play gjin, through anither advenlure,on anotherday.

Where DoWe Go From HereP


Congratulations!You've run your first D&D adventure. If you've had a good time. you might want to know what vou can do next. Other D&D adveniuresare Ior saleat vour local hobby shop or bookstore. For stdrters; look for wrath of lhMirloLiur ad Eyeof the Wyoern. If you think you've got a handle on playing the D&D game, you might check olr| lntroducfionto This bie box of DuNcroNs& D,4coNs. .4pv,4NcrD gamemalerial.Bive5 you more of the nitty-Sritty ol the rules and sets into more detail, while still to follow. beinqeasvfor a new DM nd plvers lf /ou want to leapinto thed;ep end {andadmit it, you really want to), you might want to check DuNcEoNs & DRAcoNs'hardout the ADVANCED back rulebooks, also available at many stores. These books contain all the information vou need to stdrtnd olav an entire.eriesot advefures. To leam ior about the D&D game by visiting the Intemet, go to our website at r^m,w.tsi.com and get look at everything we've got to offer. What happensto Darkblade,Elnna,Niles, and Thaddeus? hev'l1stillbe around for the next time vour olavers wnt to run them in another adveniure. br'your players rnay want to create their have their own adventures/and own characters, make their own lesends. Worlds of Advenlure are waitinq for you.

Letters
"Bzllin's Blackspherc"are d!entures I cn use in my cmpai8n (albeit when my PCs advancebeyond third level)."Grotto of the Queen"hs less immedite use to me, a6 I use the MysfaR cmpaign lmost exclusively,but I'm giving serious thought to starting a FoRcorrE\ REALMS! cmpign in the futur. Johr Tblisant via email becauseI can already picture my plyers gathered round the handout, in totl silence,with an open'mouthed nd confusedlook on their faces. Finalln Ijust wanted to add tht I think the "Maps of Mystery" are a seat idesl I hle often cnnibatized ,L'GtoNAduenr.es solely fo. thir rnps,and I would love to se some neq nique desisis for ca6tle6nd keeps in the future. SeaD Mcllwaine VaDcouver, BC This issue's'Map of Mrsterr" 6ee pae 33) flrs DMs plentr ofinspitu tion for d codstal campaign Gien the popularit! ofthis fedturc, e're hop. inq to shoucdseother interesting locales<astles, dungeons, caes,and ldndscapes-in future issues. "Stepping Stones,"mainly

Yikes!
Ijust sot Issue *68. My rection: shockd.mzed.appalled. I m, of course.referring to "Convergenc." TSR went through some$owing pins try-'ingto determine whi was qppropriare content for its Daga' zines. Now that Wizards ofthe Cost owns TSR. and therefore DL,Ncrox Adr.nrf.s. these re being repeated. I recommendthqt WotC go back and rcd th "tttrs" sectionofthe mgzinerthrs represents cross-sectjon ofopinions oftheir new subsribe. As mr subscriptiongoesback to lssue t8. I would like to point out that non,AD&D'/non-D&D' adventures were porly .eceived.Cse in point: hos manv sper hero modules a.e there in the past 69 issues? Basicallr ArrtrRNrTy adventu.es in Dr\cto\ vill cost WotC my subsc.ip, tion. I do not own th rules, and wasting 20t ofany issue will not causeme to bur them.I think ArrEL\rn has quite bit ofappeal for number ofresns. I also think this is an inapprprite plce to print it. I woutd stronsly recommendpublishing the AfER\rrY adventurcs elsewhere.I expect rhat I m not .L E. SudDers vi emil

Any thoughts o the adentures in this i55e?ly.ite to "Ittels," Dt' -cEoN' A&eturcq 1801Lid AenueS.W, nenbn, WA 98055.You can also endil "s d, dungon@*'izards.com. Pl.ds. sendsubsiption questions end chanee of ddd.ressnotices to DrlNcEo\ Adventres, Szs.nptbrs, P 0. Bor 169106, Escondido, CA 92016-9 t06 1ll free: 1.800.395.7760. Emdil: dungeon@pcspublink.com.

Ad,o enture s for Er:eryone

First Impressions
Before I bgin, I have to say that you guys ar doing gret jb o. the magazine.I'v noticed that recently you publihedtwo non-AD&D d!entures ("he Ice Tyrant" for the DRAcoNr-L\cE1: Ftr.rH AcE" system and 'Converyence" for the ALTERNTT\' system,in Issues #65 nd +68 respctively). I mst say I'm impressed,nd I think itt a goodidea to give plyers sampling ot the other RPG systems out there. And while it seemsnot to be the popular opinion. I hope tht you continue to pubiish non-AD&D dventures pe.iodically. I'n a new readea actually.I begn with Issue #64 in late November of last year becaseI sw tht it hd a RAwNLor adveDture.I had no idea that a magzine like this even elist' ed until I 6w it on the shelfin ny "Lst Dance" t@at mall's bookstore. great was a adventre to read and had trDly horrific feel to it. "The Mad Chefs ofLc Anchois" and

Multiple Choice?
Oky. I'm not going i say anything about the ArrEL\rr\" dventure (in Issue *68r becauseI'm sDreyou re already receivins sacks of prisins letters ... right? I can't decideifyou guys are bold expenmenters,hcksters for the new li.e, suckersfor punishment, o. all ofthe above. Th be6t ofth rehining dventures w"By Mrkln's Masic," by Bian Corvello.I always ppreciatea good outdoor adventure bcauseI find they a.e the toughest to create. I also liked Lb Smednan's

I have loyally read every isse since IBsue#41.This ws bck when I had ju6t started playins the AD&D game. I hppenedto comeaooss a copy of DrrNcEoN Adenturesii the bookstore nd picked it up to read it. I fell in love with the rngzine(and'Old Man Katan and the Incredible, Edible, Dancins Mushroorn Band" in prticlar) on the spot. I'm writing to add another voice to the opinion voicedby several pople before me. I feel tht DuNcEoN should not ignore settinss. I was a fan fthe SPELUAMMER' setting a few years go,and the few SPELUAMMER adventures thai came out were very usetul. In short, there is alwys someonewho will use an dventure. The "traditional" AD&D plyers hve no rcBonto complaiDs far as I can tell. Even ifan issue contains one o. two non-genericadvetures,it still has 2 3 (or inore) generic dventures. For me, all adventurcs p.ovide rcadine pteasuret the very lest, and many ofthe adventures I'v used were non-genericadventures adpted i, fit my own cmpi8n world. Scott Danielg via mail

FrFTH AaEPPraise
I rccntly rctumed to AD&D fier a long hitus explorins the RPG nrket. and even though I wasn't playing the gme itself (or any fantasy RPC8, for tht mtter), I mintained my subscription toruxcto,yAduent&.es

E lssueNo, 70

LETTERS
becausii ws lways pleasant to see 70 pagesofgaming material show p in the mail. Despite the fact that I wasn't usins many ofthe adventures. I still enjoyedreadins thcm. "The Ice Tyranl" ilsse *65) shwed upjusl in time to welconc me bck. Now that I !e started putting the great dventtrrestht show up on my doorstepevery nonth to good use,I cerlinly hope the FIrIH Aclj game contines to be supported. It is everythine I wished the AD&D same would be, but it also reftinded me why I loved AD&D to begin wirh. I hope rhql. those readers who must converl t'rFrII AcE scenr' ios to reglarAD&D give then a chance.Th games aren't that difler ent, and I feel th pay-oflis well worth the little bit ofrevision. Also, Id like to applad lhe art and ca.tography in Issue 163 TonJ DiTerlizzi's cover was a delighi, s usual, and StpbenA. Daniele s maps re som ofthe mosl imme.si!e I-!e sen in gaming product. I much prefer a more rchaic look in fantasy adventures,but it's hard to resist any ofthe talented artists and cartosraphers who hve worked on llr.NctrrN Al?nr&.es. Thanks uch. W. Liam Hindmarch vis email t?st\ulents a'ul.l lih. t., rccei 12 issu.s ol th. logazineea<hrear 'I'heft t is a substantial inte.est i u Lars|r,d(luat 6sut ol DI:NtiEoN Adt.tun s, u'ith /-9', of tusponrtunts crprcssinEsorcintepst tpraboblt I + The inserls ad bous nruteriak pnJolednost h! readersore nntpoin sourN matt riols t72ti ), MoNsrR :s Q)Mpt:NDrr']tpoges t74.1),and player .. Sixb one p...?nt d thostho contpl.ted the surer pla) non AD&D RPGS. B\ .btrdst.61'/i of thos. sur .eled ore ot intercstedi seeins odrentutPsl non.AD&D anes in Dr)icEoN Advntufes. + R.sPondtnts Pr4,r a balan(..f shott. rdtu1, drul hnq atluntu.es, althauEh t.dm length adt.ntps tl0 16 pE.s)r. thc tostpopulr Respondents uouLd like to see SideTrehsappear in nnst issues. * Resl)ndents prefer tnid-leuel an.l L)u.ler.l a.lLtnt|res, uith highl.tel adkntu16 apPearins itl !ne iss6. Dngeah ctdls aft sliqhtlr Dbr. papular tha l.l.rh.ss dntl .tr.r sedddu?rlres.,R?ad.Bdo not uat t.) see sob or psi.tti.s based adt)eturcs on a regulor basis. * R.o.l.B arc tnon itercstedin s.ting a.ltentuks lr th. g(n ri< AD&D dhd I"oR.on\:N REAr.us'settrngson a r.Erlar basisthlost ot tL'er! issu.). Th.! u'ould lihe ta se. Ih. CREIH.I K nd R^\'EN Lor'l" s.Itings represented in sotneissues, PhN,r(,i/,t ond llnlrx Sr'.\' aduen turcs on(:ein a uhile, ad other settings ra..l! not at all. !)

Survey Results
The rslts ofour last rlrcroN Aduenr.psreadership suney lwhich apperedin Issue #65) hve been tabulated. Here are som oi the ore relevant facts nd sllisticsl * Fif4 eisht percent olsurP!

D,^,:EoJttssNosg0.rrozrpnblhedbinonthlybyrsRrn..rs al.raknatercrr suh{ip. s, r30r Lrd ye s 1{. R.nton.w 93055. r,125) trs A i releDhone 25,1 oushoutthe r,ned sbrs. Canada, and thc Lr.n.d Krqdom. and rhmqh a hDitn nunber or olhr oveB.as orles DBtnburion b the bk bade in ihe Lrid s. ca.ada L.d DEribled !, dom k by TsR Lld sendord.B to 0?6463043: leDhone L20r 634 7,100. aubknpiion: subuiplion .a via Fnodicah-das ma,l are as lbDo{3:$19.95 m U s ru.ds fr six I S,32as5inUs fndsror derivery b c8da. d sa2.95h brd to.hmg. vthour noiics pay ny all 3ubcnprion orden. PaFenl should b bt ch{L or nglE! oide r{e{ad o! vrsa cEdr ih pyment b: Dr\$risq Subsqiplions. PO Box169106, EKndido, cA 910469106 Enil: dlrsen@pG ption is pnncd d the h,lirg labllor each3ub$nbrs opy ofrhe ma3azjns. chanFs or add.$i for .he d.hvery of subri subni..ion.: ar fr;r Fubriehdin DrNc.oN bNne rhe cxdsve proFd! o1the publBhsr u.l publicalion DrNcror_ ds not a( rwners sldchnes b.lon sndingpr4al;send!self.lddE$d,*anFdenvelo'9r' ro Lind Ave. s w. Renton. wa 93055 DlNdoN i3 a .esieFd irademark fo. the ,lsR mle plaling adlent o!.knc of 'h puhrieiid m rhout fi81 obrarnrs wrnkn perm s desFahs resrBercd adems' pni*publhingihG.produds.Uofthenneolyprodd{itbhuldn|beco!{ruedasachane Inc . R subsidia of wizrdor ihe e prid dr R.nn, wa. U s A and ldditonll nLins olfies Prdnasr SendaddEs chansb Dr!cEo\. doSR.lnc.l30l Lind Alr SW. Rnbn.wA 93055. L:sA.

DUNGEON 9

"HomoncuLousSteu" is Andrc's frret entri.rrion to DuNcEoN' AdveDtures. Adrcw notes that this nodule Das intended. to make the plale thinh about ste.eotypes,dt least uherc Milo aad Gdid arc con.emed. "Homonculous Stew' is an AD&Ir adventure for 3-5 player charactrs tevels 2-4 (bout 12 totl levels), but the modle is atso suitble fo! one PC (Dreferably a wanior) of levet 4 or 5 The module takes plce in stretch of tenpert woodlnds known as the Erlking Forest; however, any remot

Bockground Adveniure
Deep in the Erlking Forest lives an old mse nmed Milo, thoush most know of him onty as the wizard of the Wood.Mito, a Tthlevel trans' muier, spends his days Puttering about his cottge, concocting strange potions and experimenting with new alteration spells.He seldom leves his Bylvan home for any reson, rele' gating the task ofgathering food,and reagents to nrs lmri!r, a pucKrsn named Eok. hornoncutous Recentl, Milo ws working on a nd neededa ptron otogro srrcngr,h tuit ofha)r from-wht else?-n ocre. Milo, acqua;nted w'th mosi of te forests rnhabitsnts, knew ofan ogre who lived to the southeast So, off sent Eok to fekh his master some ocre hair Now Eok fancied hirnself 60 qDick nd ninble for big stuPid ogle to ctch him, but s the homon_ culous soonfouDd out. Gaid is no Gid is considerablysmarter and stronger than the ve.geocle (he hs the sttistics of an ogle chieftin), and he is wel-known amons the forest soblins as a trader and fierce mer;enarj. In his youth, Gaid sened three hag siste$ who once lived in the Ertking Forest. The hags conductdatl kinds ofdark sorcery pon the forest and its inhabitaDts, ;oeciallv the wild etves-seltappointei cuardians ofthe *oode Gaid ws sbjected to the sistrs' arcne expenments s well, most of the time without his knowledee The residul effects of these experiments pemanently endowedhim with a hish resrstanceto poison and magic Th'e elves ventuaiy marched against

a magicalcoficoctiofl. Milo the wizartlprepares

HOMONCULOUS STEW
JRBY ANDREWDIFIORE,

in the cooking Whot's Forest? Erlking


Arlwork& Co ogtophYbY Diesel

l0lssueNo.70

HorroculoussTEw
the h$, and a $eat battle ensued. Ultimately, the hags were drivn out. Gid brcly escapedwith his own life and to this dy knows not what becmeofhis former ernployers.He is now content to be a bone-brcker{or the Erlkins soblins. Wen Gaid causht Eok. he had good ide to whon the homonculous trloged. He, too, is acquaintdwith the fore8t'sinhabitants and believs Milo is some sort ofhermit who dabbles in lcherny. Gid imneditely dispatchedhis goblin todies to verify that the homoculousws, indeed,the wizard's property and convey Gid's demnds.Recalling the hass havins similar fmilirs, Gaid knows the homonculous is more thn pet to Milo and seesthis situation as an opportunity to extort the wizard. The adventure bgin with the partyt arival at Milo's cottse shortly fter the soblins have encounteredthe Wizard of the Woods. "Hury, befor it's too late!"

Wizordof fh Woods
Sine Milo accompnies the PCs, th DM should make u* of his tzlepthic link with Eok to rely information t the PCwhen they are within 4a0 yar& of the ogre's den.This link can creat n even Breatr seme of urgency. Milo (humantransmuter): AL LN; AC I (Dexterity); MV 12; M7; hp 18;THACo 20; #AT 1; Dmg by wepontlTe -1 (Strength peDalty); SZ M (58 t[); ML 15;S 5, D 15, C 10,I l4,W 72, Ch 7Otrcbeof 6eful items GeeDMG/7?a lot ljst ot posslbleitemsJ,uand of maai. missil"s (18 chareEs), dasEr, spell b@k (codtainsthose below ptu-s the recipe for crcatins homonculi). Spells:colo. spm!, derectmdgic, featherfall, mending;alter Eelf, leitata mi.rcr imoge ; in[raision, polrmo.ph Melfs ninute meteo.s; Milo is not an adventing magE. He has a healthy fear of larse monstE, o8sincluded.Most of his spells have littte or no olTensive benefit; Deve.tleless,he ds not hesitate to use his Bplk or gical itms to belp r$cue hi fmiliar. Milo hats to tmvel and prelers spndins his time bentovel etdrit h tomesand bubblins test tubes.His lack of social graces bliesa keen and inventive mind, bsenttyabsoed in arce @lcutatioG or fomlnae. His dememor tnds t put other pple otr, who mistkenly ssune he's crazy,rrogant,o. both. Eok thomonculous)r INT hish; AL LN;AC 6; MV 6, Fly l8 (B);HD 2; hp 8i THC0 19;#AT 1;Dmg 1-3; SA bita causessr"ep(for 5d4 munds); SZT (18 tsll); ML 14iXP 27Ot MM/192. Eoks appe.anceaild mtrle isms vglely reflect thoeof his creat r. Milo made Dok sveral winters aso, and since then the homoculous has beena dutiful servant and the wizard's only conpanion. He lives tr sene Milo but enjoF the time spent alone gathe ing thingr in the fo.est. Like all homonculi,Eok haresa telepathic link with his maltr extndins to a rang of 480 yards.

The DM should have ech PC's rnovement rate on hnd, noting the party's overall movement rte is thst ofits slowest constituent.Thus, a pafty with dwrf (unencumbered ) cold trek throush a "rnedium forest" such s E lkins Forest only t a te ofS, or 90 feet pr round. This doesnot nen the DM has to keep trck of every step the party takes; rather. the I)M can use the slower pace s a mens of buiidins suspense. What is important is that the playrs re nindful of time running out for the The ocre's den is shortjunt from the magician'scottage.The tirne it takes Gid to prepare his stew is left up to the DM.Ifthe PCs don't arive in time to save Eok, the homonculous dies,and Milo immediatety sufie$ 2d10 hp danaee. The PCs should be allowed to use whtever means they have t their disposalto speedp their joumey (spells.magicl items, and so forth). Likewise, the DM should periodically check for randon encountersand wether conditions, which provide a sood wy to sound The characters have the benefit of Milo as a guide, reducing the chances ofgetting lost. The Elven Way isee map) is an old footpath orisinally traveled yea.s aso by the wild elves when they haunted this section ofthe forest, beforethe soblins ived. It has becomeoverSrcwn with under' brush and is hardly discernibleas path. It is by far the quickest and safest route est ofOld Forest Road. Unfo untly. it is much too nanow and windins to accomrnodte horses, mDles,and other such mounts.

Forlhe DungeonMoster
The ogre waits fo. the goblins to retum with news fmm the cottage, then he besins preparing a new dish: homonculousste{. (Last week it ws pixie'potpie.l The time it tkes Gaid to prepare his stew is variable left up to the DM. Preparation includes everlthing save the min ingredient, the homonculous,which is added last. Offcourse. homonculi tum to goo when slain. but Gid doesnot know that. Gaid is expecting the wizard to cone lookins for the hornonculou. t which point he attempts to barter for somemgical potions,but he waits only so long before succumbingto The DM hs the option of playins Gaid one of two ways. He cn be just an exceptionallypowerful ogre bent on devourins the homonculous,in which casetine is ofthe essence. Or he could be an unusual NPC who is receptive to brteng for Eok's life. The latter option requires the PCs to don their diplomatic hats and roteplay the negotiationsbetween Mito nd Gaid. Ifthe PCs do theirjobs well, they might even get the ogre to relinquish a lock ofhis hair in exchange for sone of Milo's new osrp strngt potion, which Gaid can then ueto make his soblins more

Beginning the Adventure


The PCs are traveling thrcush the Erlking Forest when they cone upon Milo fishtins offthe soblins.The nasician hs lredy tumed one of th soblins into iant toad, using his pohnorp ot.r spell, and is chasing the rcst ofthe goblins with a Melfs ninute neteors spell. You'vebeen traveling alons an old forBtroad. For the most part, the rid hs been uneventful. The thick canopy pmvides welcomereprieve

DUNGEON ]I

HOMOI{CULOUS STEW
(especillywhen he regins his telepthic link with Eok). nd he becomesinc.esinsly pushy and imptient as the PCs get closerto their final destinaiion. This could becomea real problen for the PCs when encountering delays,such as wandenng monsters. The Woodsman and th Dryad South of the Elven Way is a gro\ of t.ees climed by dryad nmed Elrinn. As the PCs nke their way toward the rivea small woodland ani rnls loyal to Elrinna lert the dryad The PCs r to the party's presence. by a rgtag young man soon ccosted in a worn letherjerkin and carryins a woodcutterl axe. He greeh the PCs and introduces himselfas Gllantri, woodsmn from the town of Skorroq which lies few miles north. Despite Gallntri is his hassrd appernce, well spoken,good-natured,and genIf asked where he's heading, Gatlantd replies, "Nowhere in partic' lar I'ln just wandering."He tries to dissudetbe prty ftom continuing lons the Elven Way,tllins then it is haunted and tht they would be wise to follow him south long a 'sfer path." Ifthe PCs clee to follow Gallntri, he leads them few yards northeast ofthe dryd's grove and sugseststhey relax near fllen tree. giving the crious dryd a chnceto eavesdropon the PCs' conversationsand find out the latest happeninss,includins why usty little goblins hve been spottd running back and foh throush her neck of The woodsmands not stry tr from the dryad's gove and sraciously declinesany offer tojoin the PCs. Chamed by Dlrinna severl nonths aso while out collectins twiss for kindlins, Gatlantd hs been the dryd' lover and g\rardian ever since. Ehinn, a naturally cuious creature, asked Gllantd to bing the PCs to her so that she could spy on them, perchance to find yet another yog man worthy of her chIns. The dryd tries to remain out of sight but within earchot, using the woods camouflage- She appears to be beutiful elven maid, clothed only in her lons tresses.Chamctrs who re alert or on gard for boubte

fiom the hot middy 8un.A gentle heeze btows through, brinsing with it all the wonderful frasrnces ofthe woods.It's hrd to imsine such a peacefulplace beins infestd with goblins, but you have lerned to heed the waminss oflocls. You expect to be out of the forest by nightfll, and as lons as you sti.k to the nain rcad, the chancesof encountring gobliru should be Suddenh s ifto mock theBe thoughts, a loud exptosion shatters the serenity. You hear seveml i.hu' man creans as a dozen or rllore goblins stumble out of the forest and onto th .od, wisps of blue smoke trailing behind then. Most of them flounder to the ground coghing and chokins.You relize that one is not a goblin at ll but rather n ove$ized toad in goblin grb. Another explosion nd three morc gobliDs come screaming out of the forest with theil backsides on fire. They a being chased by a wizened old man shoDtins horible maledictioru. The pnic-stncken soblins scramble in every direction. W}Ien the dust settles, the old man stands before you red-faced. panti "FrieDd or foe?' he asks, cotlapsThe goblins were sent to deljver verbal rnsom demand to Miloi the dim little creaiures did not expect the wizffd to accosttheln. (Even Milo didn't think he had it in him-) Taken abck by Milo's rebuttal, the soblins sctter hamlessly into the woods, eventully resining thir senses nd resouping outside Gid's lir. If the PCs psue them, the goblins lead the Pcs on merry ronp thrcush the forest, pos8ibly into goblin encDpment or the dryd's erove (see below) but certainly not AL LEi C{blins (12): INT averge; AC 6; MV 6; HD r li hp 4 ech: THAC0 20i #AT 1; Dmg by weapon ; L 12;XP15; t } ? e ; S Z S ( 4 t 1 1 )M MMl163: studded lethea short sword, shoft bow, two ilight ows. One of the goblins,Gtup, has been polrmorytud int/t a laryq e].y toad (AC 8, MV 12, and no etrective

attcks). His statistics are otheNise Milo did not suffer ny dmgebut collapsesftom sheer exhaustion.He comesto in ld4 munds unless the PCs revive hirn sooner In any event, he assumesthe PCs are ofsood char' acter if they are st his side when h awkens.Seeingthat they are lso dventurers,h quickly relys ll the events leading up to his bout with goblins.Ofcoue, he chnsesthe prt about sending Eok to Gaid's nd instead insists the o8xecane with the goblins.snatchedEok, and fled before Milo could set off 6pell. He believesthe ogre is going to eat Eok-he believesogreseat everything nd anything-unless they can resch the den in tie. Milo thinks he knows the loction ofthe den nd clains he cn lead the PCs there safely, but he's afraid to face the ocr alone.lfthe PCs are unwilling to offer their seFices for free, Milo tempts them with speculationsabout the octe's treasre hoard, tthough he cannot confirm whether the ogre has any treasure wortb taking.Ifthis is still not enough,Milo offers to py the party 100 gp plus one or two potions of ogresrrcngl, lthough Milo needs several dys-and the proper mterials-to create them. Milo cn aflord to py up to 300 gp. but he's lookins for help at a brsin price. Ifthe PCs are sreedy,the DM should tke tbis into account when diwying up the story award. Milo's home can be seenthroush the trees jDst few yrds off ihe rod. lt is small fieldstone cottage with thatched roofand a nrow footpth tht menders to the front door Amund back is a wel1,a wood shed, and sarden of sone of the largest vesetablesthe PCs re likely io hle ever seen.Th soblins' "attack" causedconsiderabledamage to his lb after Milo hurled a flaming alembic t one of thern, missing the soblin nd dstroyins several works in pro$ess; the smell of sulfur still Although Milo has never visitd the osre's den himsell he knows how to get there from Eok's previous excursionsinto that rea ofthe forthe PCs to the est. He accompanies oge's den nd insists they nke haste. Milo's anxiety grows increasingly wo.se s more time psse

No.70 12lssue

HOMOT{CUtOUS STEW
have 207. chanceofspotting her throush the folige. Thoush Gl|ntri is very winsome. h succunbs easily t jealosy,in part due the strensth of the dryad's chm. IfElrin.a spotsa charismtic PC in th prty, she emerses from the folige nd casts her.d.a pe.so2 spell on the individut (preferablya nale; 3 t save).No s@ner doesthe dryd besin ternpting the PC when the chmed Gallantri lpsesinto an unconhollable rase, throws down his axe, and lunses t the PC. Gllantri pummek the PC with his fists, attackins with a +2 bonus to hit. The dryad is musedby Gatlantri's weakness and doeslittle to disourse him. If he is killed or subdued,howeveashe calts upon the ca.med PC to defend her She does not engage in combt herselt If the .arr? fils, she steps into the nearestok and d,nenston doo.s back to her own tree. If the party subdues Gallntri and drags hin out of the oak smvq the dryd's .arrn is instntly brcken, but he retains no mmory ofhis enslavement. The DM my opt to double the XP award for subduing rther thn slaying the w@dsman.Gllntri declinesto join the PCs in their quest, being nxiousto Aet back home. Milo has never met the secretive dryad. Although he's heard wild tles of seductive "wood nymphs," he does not place much stock in these stories. Gallantri is likewise unknown to the wizard. The dryad i3 awre ofcaid nd his goblins,but she keeps her distnce for fear that the soblins might desecrateher grcve. Gallantri (human rnser):AL CG; AC 8; MV 12: R3j hp 19;THAC0 18: 4AT 1; Dmg by weapon type; SZ M (5 l0 tall); ML l5i XP 65i S 13, D 13, C 1 4 ,I 1 0 ,W 1 4 ,C h 1 6 ; H S 2 0 % ,M S 279.;woodcutter'sxe (1d8/1d6), hunting knife (1d4lr). Elrinn (dryad):INT hish;AL Ni AC 9i IV 12; HD 2; hp 8;THAC0 19; #AT l; Dmg by weapon t}?e: SA chdr ry SD diwnsion d.@r I MR 50%| SZ M (5 tall)iML 12; XP S75tMM/93. The Feri Stones Mnslebmok is small stream tht cts its path through the eastem portion of the Erlking Forest.The water flows at n unhun'ied pacefor nost of the brook's lensth except where a

few surslins cscades emerge.Its appeannce, though serene enough, would hardly nerit nention in a lnd rich with ntural beuty ifnot for its drk enchntment.The local folklore has it tht the waters were poisond by an evil witch wshins her ctothes among the rocks upstream. No one in recent memory has ctually seenthis witch, but it is true that nyone who dnnks fron or bthes in the brook must Bvew. spell or suffer the effectssinilr to tht of.&rsed scroll (see,MG for list of possibte cu$es). There are mny tavern tales of thirsty travelers who couldn't rcsist a drink fmm the crystlline watrs, only to awken the nxt dy t find thenselves as hairy s wootly roth. In most casesthe effectswear ofiin 1d4 weeks,but sone rny requirc a noe cr.se spell (t the DM's discretion).Milo hs never imbibed water frorn the brook and would find its msic both intrisuins nd amusins, so lons as he was not The Dlven Way leds to the only cro8singin the Erlkins Foresr six stppingstonesknown as the Faerie

Stnes. Over the decades, th brook's enchantment has instilled thee rocks with the ability to move on their own. The rocks tend t sp.ead themselves out cross the brook, but they have been known to cluster together on one Bide of the brook or the other Wen they sense a humanoid figure within 10 feet ofthe either shore, any rocks not curently stepped on move toward the ligu.e. Wlen somene steps onto stone,it glid$ slowly and smoothly acmss the bmok, depositing its pasenger sfely onto Th brook itselfis 30 wide and roughly S deep in the middle, Cradually beconing 2 deep at the edges. The stones re rcltively sDalt (the lrsest being onty one f@t in diameter) nd can cIry one M-size or smller qeture. The rel trick is voidins the water leaper when stone rcaches the middle. These oglike fih can leap out of the watr and glide towrd a target up to 30 feet away. As they leap, the watr leaprs enit an ear-splitting Bhriek, and any, one failins to save vs. spell cannot act for one round. Any person struck by a

DUNGEON ]3

HOMONCULOUS STEW

r. irct. hc Naris rn arca 2 ilr thc PCs t o c o m ct o h r n r .K i l l j n s o f i t h e s o b h n s ifks hir. but ot overlt so: lhcrc arc t ) l . n l t n r o f cs h c f c r h . ! c r n r c f r o n r . (i('blins I l6) INT Nv.rrseiAL LE: A ( 6 : N I V6 : H I ) I l : h p ' l r l H A ( 0 2 0 : l l l : D u g b r $ e a p , r rt j p e : S Z S . 1 r l l ) i l ' l j - l 2 i x P 1 5 :I 1 , u , 1 6 3 s r rud d . d l c r t h . f . . h i . l d . s h o r t $ L o r d .s h o r t bos: Idl flrshtaDoNS. l Kitchen. Thc first thins thc P('s noti.f whenth..r .n1.f i" th..nti.ing a n n , ) ls t c \ ( ! , k i n g i n l ! . l e b h c k . u l d f l ) n s s p n d eo dv . r n o p e np i 1 i n t h i d d l e o f l h e c a ! e . l . s t o o n e d t r o . r r h e . o o f a f e b a l e so l Nild hos. fr-urts. !.sctabl.s. ch.cscs. r n d t l v o l i v c l c f d l p j l a l c t si D s a c k s ) . A r o u n dl h . l i r c p i l a r . p i l c so l f i l t h r . r f t h . n * a r . . r n r ) n g t h c n rI d . c { n t c r ol drnd.lnn rvi. which.lhough h i g h h i , , t o x i c a l i n gb , s t o $ .t e n r p o r.f\ rnesir,lsts 2 4 h o u f s r n dr h e sanr h.nffits as /)olnrro/.ilol?/! Thc goblins sc this rca rs rhcjr r l c . p r n gq u . l t . f s S c l c r l n r a n i t t I i d . s h c n b o u to n t h . i l o o f I l t h . P C s b o ( h c rt ( , s c r r c h t h c s c .l h c y f i n d r non-nragrcrldllagcr rnd ild6 i li) cp k , p e f u d a k f s c e e : s i i ' l D c \ l . t ! c h c c ko f a l l i n l , , r h . b n ! , k . Watcr lcapers ,I I : INT rnr .'\l. N : r \ ( - 8 : l l v s s l 2 : H D I l r h DI . a c h : T H A ( ' o 2 0 :I A T l : I ) n , s I 1 : S A s h k . l c a p .S Z s r l l , r , g : 1 1 1 , 1 \ )1 .r
lrrsc !nrnr!ls. thNl clNttd lr)gclhcf ,n thc b(c7. likr n,rcabr( \vid ( h i n , . s 1 , , , ,t l o l ) l i , , ss l r n d h u { t d l { { l nround the ntr'rnrr

Den of the Ogre


Thc follosi.s tcxt alsumcs thc p!ft\ hrs.c!ch.d (h. osrs d.n in linn r,) ."r.li)k li,)m the std\pot ll this is n,n th.se..djtrst the,.lbfmario. c.o.dingh An\' soblins $ho cscped Xlilo s (1.th crrliff h.rc sm.d Grid ofthc {1z.rd s tcnrpo: !nd $ Gdid h.s ddliscd his ,nrrini.s sob lins not ro kill or ini,,f lh. mrs.: rh, P('s. .n (h. orhef h.n.l. rf. .oth.f

t h . p a t h N i n d s u p t h r c u s hr s h r l loq eul.h to a lars. crrc n,ound cd br borcs rn.l dchris Thc sa,lch is clc!r o' (..s rnd is $.llrr)dd.n A l o n ! .r h . s l o p . st h i . k b u m b l . s t h f e t e nt r )t f a r p l t h " . f u b 'lhe brushI'ni.g the top peneier ca!e moulh hasb..n b.d.ck.d $ i t h s t f j n s s o f s k u l l s .m o s t l r o f

Tcr s,)l)lins n!.d at lhc nrrrh 01 rh. (.r.. r,,d six nrn1,hid. nrms r h . l f a b l f s 2 0 l i , f td o $ r t h ep ! t h 'l h c \ f e n r r i h i d d c nn l e s st h e P ( s " o r f c h t h r b u J r e sr o d i s c o \ . r t h . n r o . b r l t l c b r c a k so u t t t h . . ! \ c . 0 n c o f t | c s o b l j n sh i d j n s i t h c bushc'mrkcs a bird clll to $r rhc o l h . f s o l a l ) | ) . h i n gi n r r d . r s 1 h . r k r . r ) ^ \ . ( o c k . d a , , dt h . i r ^ \ s f e a d r t , , l i f e . j u s t i . . a s e t h i n g sg 1 u s \ 1 h . s . b l , n ' s r n d i n s. e a f t h e . n i r ' n c .h v . o f d . f . l o l . t i h . \ t r z l r d p r r : . b u t i h c c h r f a c t c f sr f f h c l d b l c k I l r h c P ( s m r k . r s h o No f tufcc. o r i l l l i l o t h . . r t r n s r h c r. l a a r n t h e g o b l i . s n r u s tn , n k . r m o l { rherk t .1 ll rh. foll l:rits. rhr\ ter the hehes prss.Ilrhc )ll suc.ceds. s t t c kt h e h e e s u n l i l th. goblLn halfth.ir numb.fs af. slaiD. at s l i c h p o r n l t h . r N n r n t { ,t h c \ v o o d s $hilc rhr !.oirlins h i d d c ni t h c b m l ) l . s p c t p f r l h . I r ( ' s r v i r hr r r o s s ( i , m b t t , D a r . i ( l l r l . s ( i i d , ) l ' i . l r u d e r s . l ) u t h e d r ) e .n o t i n r e r \ e n c :

2. Ihe ()gre's Dn. l his crc is clul tr..d \i1h bags. b o x c sa , .d brfels c o n t a r n j r s! f m o r .$ e a p o n s l.u f s , s p i r r t s .! n d o t h c r r i s c c l l . n c o uts r!dc goods (rd. bt hmln standrds. H o r v . v . r i l t l l 2 i Jc o n ( ! i , r r s r r . l h o oughlr" sear(hed 1r lime{lnsuming p r t r e s si , p o s s i b l t e, , p e r l n r n 'r i t h t h e o g r e r o u n d r , t h e l b l l o i D gi t e m s c . n b l n u n d : ; 0 0 c p d i s g u , s e d as s o l d c o i . s . 1 n t o f c h . s .1 7 u n c u r . d rrnrrl hrdcs {!rth ldii+.l sp cach. fivc afgh.rs rvorth 5 r? c!dr. t\Lo .j!lsol runr No.rh 25 sp ruch. r ,il o l p l a r { m i l .a n d q u i r . r o l t { e n t r silrertipp{{lfrorvs. (iid sitst rable aciallt a slic.doff stlagmjte in the middle o f t h . c a v . .t l e h i n d h r m h a n s sa laDt.rn .nd a round bird cs. mad. o f b o c a n d s r n c s lI n s i d et h c c s c ! u r t s E o k :h i s w i n g s h a r e b c c n . l i p p c d s , ,h . c d n n o tl l y l h e r 9 . h r s u d e t a d l 0 . k 1 + 5 " b o n u sl o t h i e l ' s O p e nL o c k sa b i l i i l , a n d t h e hfs cnb. snappcd $ith. succcss ful BcDd Bars mll t +10', On top of t h c d c s ka . c t h r c el c a t l c r s a c k s t h o l d i n l a ; 0s p .i j r Jr p , a . d . 1 2 g p rcsp.rtiv(lr and ! ltrgc ir)n'bound ledg.r(;aid is cu.rentlt "dibbling in

1 4 l s s u eN o . 7 0

HOMONCULOUS SEW

When th prty enters, the ogre semingly doesnot notice their presence nd wits round or two before tiftins up his head lons enoush to ask: "Cone to barter?'At this point, the PCs nust decidethe best course of action. If they decide to barter, Milo is rcluctant to give p his potions to the likes of Gaid and may even demnd that the PCs kill the osre. But ifthey rcfuse to do so, Milo has little choicebut to relent. Gaid is surprisinsly articulate for an ogle. though still a bit gruff. He is crfiy but blunt, nd he revels the truth about how the homonculous came into his possession, a fact that might changethe PCs'imp.ession of If the situation bcomes hostile, Gid picks up a heavy crossbow(hidden behind the stalasmit,e'table) nd fires one bolt for 1d8+1 hp dmageHe then leaps ove. the stone table and attack with his cudgel. Gaid (ogre):INT avege; Al NE AC 4; MV 9; HD ?; hp 3?;TIiAC0 13; {AT 1;Dms 1d10+6or by wepon iype (+6);SA 18/00Streneth;SD +5 to sve vs. poison and splli SZ L (10 tall); ML 14; XP 1,400;MMl272; chin mail, owlbear skin, hea\y cudsel (2d6+6 hp damase). Gid appeaB more like a hill giant thn an ogre, Btnding 10 tll and weighing nearly 500 lbs. Indeed,he lny even have some sint blood run' nins throush his veins. He wers poo cured owlbear skin over his chain mail sh;i, afiordins him an additional 1 AC bonus. He wields an enomous cudgel but loves to brawl. often picking up snller opponents and hurlins thern int aalls for rd6+6 hp damase. As a result ofwizrdly experiments conducted on him by his fomer has employers, Gaid is more resistant to both pokon and Dagic, siniDs +5 on 3. Trasure Cave. This chmber is seledby lrye, .ound boulder that requires Strcnsth of r8 (or combined Strength of26) to roll sideThe ceilins is coNiderably lower than the rest of the den<nly 6 high. The air is particulrly dr.J and warm, alrnost hot. A olt verlnilion slow enanates fmm a gtmnse lichen that glows upon the walts. The lichen retains het seneratd by four flamel-

Gaid the ogrehaswaysof dealingwih untelconteguests.


in$ kept here as gurdiaDs.If removed,ihe lichen shrivels into dr"J bmwn flkes in ld.l rounds. Asinst th fi wall is lrse chest toppled over on its side, spilling glit' tering treasure onto the floor There are also three empty wine bottles and four empty oil flasks lying about. (The flmelinss devouredtheir Wen someoneenters the cave,the flmelings leap out from behind the chest and squat bfore tht person like dogs sitting up to beg.One of them asks in a sloq sibilant voice, 'Masssster,whai you bring ussss?" They do not diBtinguish one hurnnoid from nother nd seern ambivlent to whomever they Ifthe pfty is quick to offer up Ilask ofoil or bottle of win, the flamelinss allow the PCs to pilfer Gid's tresur unhindered. OthrwiBe,these cretures ailack in the next round. ln addition to lheir bite nd tail slap attacks, flarnelinss can hurl miniature ,rcbdllsat opponenis up to 10 feet wy,twice per roubd. Each fireburst ha6 a radius ol live feei and inflicts t hp dmsge onlyi however,flammable nate.ial nust successfullysve vs. msical fire or The spilld treasur includes:780 cp,408 sp, 92 gp, 10 assortedgemstonesi3 : 10 sp, 5 ! 50 g]I) and 2 i 100 gI respectivelJr.six piecesofjewelry worth 360 gp lotI. riaa,,/ ial)"ri'-ir), 160 .ange) thai might be countd mong the otherjewelry unless d?/.t magic is used,a so.r suord l, and sooll with three prist spells cast at Sthlevel:.!re lisht uounds, slou poison, and .eaoue ..se.Th scroll is stored in plain metal tube with a wax plug. Conceqledbehind flse pnel in lhe botlom ofthe chesl is an oddlookins nedallion carefully wrpped in pieceofosquip leathr The medallion has a cryptic arabesque desisn wrcusht ofblack nickel and rseemingly 6et wiih a red ovoid 6pine1

cont'inuedon poge 78

DUNGEON ]5

B! the time this oventue ss pnL James ill hae reached the ripe old aAe of 30. Althoush Jan' adenture b dasiAwd for undercea heroee,it uo*s equa r eu uith suface folk uho d.a.e fa tha perils of the d2ep. 'The Maze of the Morkoth" is an AD&IF adventwe for 3-5 quatic ch.acters of level 4.4 (about 25 totat level). Five smple charactrs re included with this adventure. Altmativel, playe$ can use the rules for cretiry quatic PCs found in 'Heroes of the Se," in ,,acox Maso.zita 1t25O. The DM should reviw the nne6 govehins underuater survivI, visibility, combat, and spllcalting as prcae rad ]t Of Ships and the Sea (OSAS). The adventure ie6 place on a continntl shelfotrthe coast of an island archipelgo.

Forfhe DungonMosler
Hundreds of yearc aso, the islnd of Oreli dtuappeared in a volcsnic eruption that filled the sky eith smoke for e y a month. It capital, the sleaming city ofDiFEr i6,was first bued under lva nd sh, then sunk beneath the waves, lost foEver to the surface world. Famed lor its pottry and honzewar, Dir-Emli hd bn a jewet in the Duqan Empire's cmM, d its loss was mourned by tho$uds. Over the centu.ies, oean cunents and seaquake hve wom away at the sunken island, and two small tunnels now lead lrom the ocD wter intr the ruins of Dir-Emlis. One tu n$tled away amons the clsgs of sutken Orelia. The other is in the deep-wtr region knom to the local seafolk as the Ma of the Morkoth. Here in the depth re seveEl tunnel entrances ftom $hich no cretu ever retums alive. Within th morkoth's lair is anothr tunnel, one that leads up int0 the heart of the blnd to DiFEmtis. A few wks aso, an explorer iiom the surfce world found his way int the sunken city. A dwNen mastr of psionic powers, Delmek took up resi' dence in an air pocket within the ruin6, nd set out to explore the ruins tuIy. (Note: Ifyou do not us psionics in your @npaisn, Delnek can be humn wiza.d instad. ltmat st-

Underseaheroesconfront teffor in thefoftrl of a giant moray eel,

THE MAZE OF THE MORKOTH


BYJAMES WYATT

Denizens of the deep


lworkby 8ob Xlosnlch Codog.ophyby 0l361

16lssue No,70

IHE IIZE OF THEiIORKOTH

tistie for Delmek s wizard r pleentedin sidebr latr in this adventure.)The ncient pottry and bronzeware Delnek found olTered instaDt welth, but he was most inbigued by te tunnel he discov' ered, filled with Bwirling hypDotic lights. Esily bl to Esist the morkoth's h)Tnotic bit, he et his mind into the tunnel nd made contact with the eture's mind. Greedy for powea he used his nastry of both telepathic and psychometabolic disci' plines in an attempt to stel the morkoth's most imp.essive ability: ristance to mgic so strong as to reflect spells back upon their cste.s. He has alredy attained limited success in this effort. Unfortuntly, prolonsed contact with the alien mind of the morkoth has driven Delmek to the hink of Banity. He is srowins itcreingly pannoid, and he constantly lighb delusions that he is a norkoth hirnselt A creatur of considerableintellect, the norkoth has detcid the intnsion into its mind and body. Furious but lso intrigued, it sent minions into the nearby communities of se elves Dd locathah to find the "sorcerer" who ws so brazenly ttmpting to stel its power. These minions- mlenti assssin,a brutish vodyanoi, and severl koalinth thuss are even now wrcak' ins hv@ in these peaceful conmuniti, kidnapping the chief locathah shmn nd attemptiDg to kidnap the ledr of the 3e elves. Tlle PC hemes are called upon to solve tlese $imes and end the morkoth's reig! of

leaderk side, actully picks him with a Dedle coatd with pa$b'tic poison. As the kolinth d$cend, the glEds swim int a defeftive pition, but Ethelinn is powerle$ t ue hi magic in his defens. Ek'bellinos swirns down into the murky depths and a$ay ftob the ensuins battle. Raad te folowing description to The wan current at your back caries you easily alons throush t}le deep blue wate. Above you, the surfce shimDers with the lisht of the noontime su. Below you, the ocean wter deepens to blckns. Suddenly, the constant hum of underwatr life i overshadowed by the soundsofbattle a fes hundred yards ahead. Voices cry out in pain as metal clashes asainst metat, but in the drk wter you cant see any sign of the combatnts. The battle is in prosress 250 yards hed of the PCs. If the PCs advance, it takes t least a mund beforc they can even see that the combatnts are humanoid. At tht distance, read the followins: You discern five humanoid fisules and two giant seahoreclNtred together. Tbthered t the se hoEes is a seashell chariot with a nder. Descendins upon the clultr re eisht attckerc armed with cmssbows, spears, and harpoons. 'IVo hDoid bodies float lifeless in

mo*oth's lair. t that point, the koalinth shift to defenivetcti and Koditlth leaden INT very (12); AL CE; AC 4; MV Sw 12; F4lP4; hp 18;THACo 14;tAT l; Dmg 2d4+1 (hrpoor); SZM (? t[); ML 14;)G 270;MMl191 (hobgoblin). p.6sure Spellstcrc light wounds, ruistance*, renooefear; how person, * P.esrr.rr .esreranc, d$cribed in OS.4S,doublest}le lecipient's meximn tunctioning depth for 1 tlm + I turn4evel. Its Enge is t uch, d it ffectonly one creture.The casting time is 3. Koalinth Dttn INT averase;L CE;AC5;MV Sw 12;F2; hp 15; THCo 18;#AT 3,2;Dmsspcial (Det); SZ M; ML 13;XP r20;MMl191 (hobgobtin). This koaliDth crie8 a net of telzpo ation, s}ni.h upon command transport the l'ieldei t the location desird,long *'ith nyoneor an]4hins within the net. I(oalhth cro8sbowmen {6): INT (8);AL CE;AC 5;MV Sw 12; Averase HD 1+1;hp 4, 4, 5, 6, 8, 9;THACo r9; *AT 1; Dmg 1d6+1(oGsbows) or 1d6 (spe); SZ M; ML l1;)(P 65; MMl191 (hobgoblir). Princ EtheliDn (aquatic elf leader): AL CG;AC6;MV Sw 15 (0 while panlyzed); F5^tr4; hp 28; THACo r5; #AT r; Dns 1d6+2(trident, two-harded); MR 90%to si"ep Dd cam; SZ M; ML 16;S r7, D tr, C 15,I 16,W 12,Ch 14;)G 650(for rcee): MMlllO. Swna. tisht, Eic nisile, ehizd; ESE strenath. Aquatic elves (5): II\IT hish {14); AL CG;AC6: MV Sw 15;HD 1+1;hp 3,4,5,6,9;THACo18;#AT 1; DDg 1d6+1(tident); MR 90%to slzepand charn; SZM;ML lSiXP 42Oi MM/110. Assuming tht the PCs help the elvesbattle the koalinth, they are welcomedas allie! by the elveswhen the battle is done,whether or not they succeeded in preventins Ethelim's captue- ff any koalinth re capted, they speakoi y thi3 obscrewrning:'Seek not to stal what is not yours. My mastr wil reclaim what ha8 beenlo8t." {If they can identify spellcastrsamons their capt rs, the koalinth direct this wamins particula at such individuats.) They stadfastly refuse t reveat the

Bloodin the Woler


The PCs begin the adventure t.aveling along mjor ocen currnt, swimming at a depth of round 200 feet. It is a clear day in clear wate. As they trvel, the PCs stumble amss the morkoth's agent at work. Prin Ethelir, leader of the sea elven commity ne the morkoth's lair, i trveling with a rctinue ofeisht clards in a seshell chariot t wed by two giant sehorues.Unknown t him, one of his trustd guar is the morkoth's nalenti spy, Ek-bellinos (see sideb). A soup of koalinth drop ont the elven pariy fton above, and the mlenti, seeming to ruh to his

PCs who advnce one mo.e mund cn discern the combatnts. T'he five humanoid li$res clustered together are sea elves.Prince Ethelinn rides in the chariot. The two dead bodies are atso sea elves. The other humanoids are koalinths. l are tocked in mele excpt one of t}le koalinth who is heding fo. the sea8hett chriot with big net, while the flg!.e iD the chariot remains motionle$. Pcs can close with the kolinth and ttck in the next round. A.lso in that round, howvea the koalinth with th net attacks the sea elven lede., who iB completely paralyzed by the mlenti's potuon. If t}le kolinth's attack is ucce$tu], both he and the ell vrtuh, teleportd by the magic of the net bck t the

DUNGEON I7

THEMAZEOF THEMORKOTH

Ihe Morkoth's Minions


While morkoths tend to wit like spiders in the centers oftheir mazelike tunnel complexes, witing for prey to come to them, they a.e intelligent nd schelningcreture8.Most have plns and desires with resrd to the aorld beyondtheil turnels. nd they sometimesmastermind grnd inirigues that ffect even the sufce wortd, usins tlies and slves to bring them to fruition. The morkoth of the Maze is no difrerent, nd it rnintins stable of useful agents that come into play in this adventure. Ofthese, the most importnt agent is a malenti spy and assassin clled Ek'bellinos. Ek-bllinos shdowsthe PCs throughout the adventure. He hs been moving arnongthe se elves nd locthh, satherins informtion bout the communities.Takins on the identity of sea elven soldiei naned Rethenn, he hs insertd himself into the royal gnard ofthe se elven Princ Ethelinn, allowins him to facilitate the kidnap attempt that begins the dventure.Wen th PCs arrive, his attntion tumB quite Ek-bllinos (nalenti assssin ): A L C E ; A C 5 ; M V 1 5 :F T i h p 5 0 i THC0 12; #AT 5; Dmg 1d6+3iML 1 4 ;S 1 7 ,D 1 5 .C 1 3 ,I 1 4 .W 1 2 ,C h 14t MM/17\ sha sLoord.+3 tswclallzed), pendant of disuise. Useful to the rnorkoth for ditrerent resons, Mulsrek the vodyanoi is brute. He is responsible foi the kidnppina of Sheh'pue the locathah beforc the sta.t of the adventure, nd he serves in similrly blunt ways thmghout the rest of the ad'rture. Mulgtek (vodynoi brut): AL CE;AC 2; MV 6iF6; hp 52iTHACo 15; #AT SiDmg 3 72/3 72/7 70,ML , 1 1 ,C 1 5 , I 9 , 1 4 ;S 1 8 / 8 7( + 2 / + 4 )D W 10, Ch 7;MMl352 (umber hulk). FiDally, the morkoth has a nmber ofkoalinth rninions.These aqutic hobsoblinstaee the kidnappins attempt on Prince Ethelinn that besins the dventure, under Ekbellinos' ledership.Their leder is a 4thlvel fighter/cleic, nd another of them is a 2ndlevel fighte( The entire kolinth band is detiled in the openins sceneofthe dventure. The kolintb do not apper in the rest of the dventurc.

The following sections describe th actions of Ek-bellinos and Mulgrek during each Bection of the dventure. Even the bestlaid plans of rnorkoth and malnti cn be foiled by ctever or powerful PCi so it is quite possiblethat some minions will not be around to play the pari describd for them below In tis case, the DM can either i8lo th elent described or a8sign the part to Blood in th Watr: Ek-bllinos is importnt in the opening scene of the adventw, thosh he has just ieft the stage. He poisons the elven Prince Ethelinn. allowins hin to be more easily captred by the mo*oth's kolinth gents. He retums to the se elven community the next day, ssmins new identity. He murdels prcmiDent nerchant named Hadra in Vlissimi, nd tkes on his identity wine h pendant of d.isgui. Ifthe kidnapping was suc@ssfrn, Ek-bellinos' task at th point k to keep an eye on the PC.He dos this as surreptitiously as posible, making use of Hadr's extensiveconnectiong within the community more than fiBt-hnd obseNation to kep tabs on thei actions. ln this way, he leams everrthing the PCs leaD aDd communicats this infomtion t tf the PCs prevent the morkoth'g minions fron capturins Prince Erhelinn in the openins scene, Ekbellinos has th additioDal job of msterminding a second attempt. Since he recognize the PCs' potential for foilins his plns, he ttempts to schedute the kidnappins for a time when the PCs are away from Vetissimi, eirher in Btu'eh or on their way to the next part of the adventre. He conducts the attempt pe.sonally nd, in the PC'hece, i almost C!.ntd of success. Mulrek rernains out of the action in this part ofthe adventure,and the koalintb hve a part in the opening kidnapping attempt only. The Sunken Cityr Ek-bellinos follws the PCs when thy leave Velissimi,includins a tnp t Blu'eh or elsewhre. He mintains a safe follovins distance,relins on his supe' rior vision to allow him to fotlow the

charactrs while remaining out of sight. If they seek out the Sunken City before entrinc the morkoth's lair, he foltowB them into the ruins, keeping htu dhtan. ff the PCs arc crryiq light, it is easy fo. hiE to sty in the darkne$ and obsene their pmgress. Wben they are inside buildins! in the city, he surleptitiously obsenes thern throush windows. He is an experienced spy, skilled at remining ot of sight. Only if player specificlly sttes tht his charctr is looking out the windows of a building does the PC have chance of spottins Ek-bellinos: th character cn attmpt a Wtudom check t 2 to ctch a glimpse ofthe malenti. Othe&i6e, he remain comff the PCs meet DelDek nd tho enter the morkoth's tunnels, Dkbellinos continues to lollow thm but snds the vodyanoi Mulsrek t kill Delmek- When the PCs rtum from the Muq They fird the vodyanoi's corp* Iloating id the water neer Delmek's ho$e. Delmek's psranoid mind EeesMulgrek as a minion of the PCs, and he ccusethem ol sendiDg their brutish minion to kill him. The Maze of the lorkot-h: Ek-beinos follows the PCs irto hi8 mast.'s trlmeh, whether they enter ftom the Surken City or from the outside. though he is irnmune to the hpnotic pattms in the tunnels, thanks t his long exposure t them, he pretnds t be afrectd and ssirns fa8t edouah t, cat h up to the PCs. Apping as one of the elven soldie.s the PCs delt with in Velissimi, he hop8to gin the PCs'trust and joumey with them to the central chamber of the Maze. Once the PCs reach the central chmbea Ek-bellinos fiaht8 for hi mter, attacking chalacts who ar not chaned and trying ta Fevent nyone ftom intfering with cha.actrs who have eucaumbed to the lf the PCs entr th Maze before exptorins the Sunken City, they enoter MulSrek when they are leaving the Maze. The hulkirg vodyanoi block the tllmel ahead of them, nd ttack viciously, knowing that the PCs were responsible for destroying his mastr.

18lssue No.70

THMAZE OF lHE MORKOTH

identity oftheir master or wht hs been stolen. Charn nasic and tSP spells revel only that the koalinth serve an entity f.om the darkest depths but this entity has neither a name nor a rccognizableforrn. The elves hve snll corl city nestied mons this kelp bed.The elven city, nd l.he neighborins locathah community,are shown on Map One and describedin the sidebar betow The elves invite the PCs to thir city, and hunr there to spred the news about their ledeis cpture (or the cpture ltemptl. They bring the PCs io the city forum (shown on Mp One:The Aquatic Communjties). It is not until they are in the forum tht ny ofthe elves realizes that one oftheir number is unaccounted for: the gurd Rethenn. Rthenn was killed by the nleni spy Ek'bellinos. who skillfully ssumedthe gurd's identity using hisp.nddnl o/dls8rrs. ia va.iation of the,{rl o/d'sgztse). The other royal srards think ver/ hiehly of Rethenn and refse to believe tht he could be a traitor Thy re deeply grrevedby their ppqrent oversighi in ieaving

his body behind and vow to return to the battlefield the next morning to recoverit (n expediiondoomedto Shortly after the PCs five in the forurn with their elven escorts,a nes senger from the nerbl locathah community ofBlu'eh anives. Read the following to the players, in the midst oftheir conversaiionwith the elves: While you spek.yotrr elven hosts rc suddenly distracted,lookins behind you crossthe forun. An eel over 10 long is snaking its way into the light under the foruD dome,and now a rider float8 free of a saddlelike harness and swims toward you. The dder is a locathah. her rich yellow sc es glinting in the mgical light. As she rpproaches,yo can see that her gills flutte. qickly fron exertion, and a look of fer clouds her fishlike eyes.The elves besin to swim toward hr, seemins to forset bout you completely. The locthah touchsher forehead, her lips, nd hr sills in a

fornl ceremonialgreetins, while announcing her identity and miss i o n : " I a m P e e l ,m e s s e n s elii o m Blu'eh. I bear an urgent messase for His Hjshness. Prince Ethelinn." IfEthelinn was not crptured by the kolinih, Pae'eldelivers her messageas intended. Ifh was cptured, Pae'elis taken aback by the news but delivem the messageto whomever she deems fit to her iil "Peacand $eetings from yDur neishbors in Blu'eh. The elders of the Gluen ntion spek these words to Prince Ethelinn and the 'You are well acquinied with BelovedSheh'pue,Caller to th Deep,ChosenofEir Her counsel, invalubl io us. hss been usefl to you in the pst as well. Her spiritual kinship with the priests of your peoplehas brought our nation and yours closetogether.nd we snd this messsenow becauseof the friendship she has done so

]9 DUNGEON

THEMZE OF THEMORKOTH

TheAquollcCommuniies
Wlile the PCs spnd some time irl both ttrc elven city ofveltusini and the locathalt coDnunity ofBlu'eh, thes settleDeDt re not the focug of the adventur. Ideally, the PCs 6hould move throush both cotlmunitie! fairly quickly, tlking with the people they need, then going wher the ection is. Velissimi, the corr city ol the Elve &uatic The coral city Velissimi is a mastrpiec of elvn qreftumnship. Ntled amors the kelp bed tht Fovides Bustanuce for the aquatic lve!, the city is glown fiom live coral into grcetul arches and slendei spi* that Fovide littte shelter but erete an atmospherc of peace nd bauty. The hishlight of the city is a Cigantic crFtal dome, n ancient sift fron a surface-elven community, which stand over the forum, resting on ne msive coral pilata From betoq the dome is lit with a sofi mgical light that males it look like the dome of the sky. IYom bove, the dome's lisht oi'ly pek trowh tiny hol6 in a dark surface, holes that pedectly mirror the EtaI8 of the surfce world. The foyum itsH tu open plaza, only .parsely dttd ith merchants liniDg up their wr on oversized shI. Veli$imi is a city on the dsline. Few children ere bom in the cit, $hile marly ate kilted by hmn8, Ehark!, ard other dngers. Many of the oldest ard visest elves have undeltake their lst journey to the Celegtisl Grott of Arvanaith. I{bittion tu now concentrated in the central part of the city, while the outlyins areas e desertd. Caretakers stitl eDsure tht the coral's srowth continues hrmG niously wit the dign of the structurs, d tht klp nd lse do not overg"ow the rchitctue, but thee areas ar rrely visited by ayone ehe. In fact, Prince Et}lelim r||s! formedy called King, but as he $atched htu city dwindle, in sdnes he took a l$ser title for himself. Despit this decline, or perhaps bcaus of it, the centr of life in

Velissini is not th forum, but the eighboring tmple of Eir, aD impoF tnt quatic deity. The elves of Velissimi are feflent in their deve tion to thi deity ofthe sea, blieving that their devotion can 8ve then fron extinction. Bhleh, the Ircthah gettlmDt

Locathah are migratrry people. They spend the winteB in warm trcpical watrs, where they build elabo.ate corl fortresses. In the summea they travel to brcedins E in cooler eas. Blu'eh is one of these breedins ares. As such, it is not an elabort construction of coral and shells, but ntler a plin collection of simpte shelters made from skins and whlebon. Unlike the nighboring sea elven city, Blu'eh bustles with life and enersy The locathah live as hunters and gthere, dividins the task of mintining the commrDity betneen the senderc in a haditional way. Every monins, the males of the conmunity swim into the sur' munding wstE to find lar fish t-o fed their families-tuna, swordfish, or ever smIl whles. Meanwhile, the femles sather food from the abndant aquatic habit3t-mNsels, oystrs, stafish, crbs, seaweeds, nd anemones aI prcvide tsty morsels for the lathh. The or y buildiDg i the community ar the ttts in which locathah fuilies live. There ie no need for public buildinss; when satheing or commerce are necessary, ne locathah Cathr in the open wter. The one notable fetu.e ofthe community is te sacEd conch-an enomous Bhell over 10 lons-that sens as a gathering point for worship (led by the recently-kidnapped hmanShh'pue)and for the cocil of elders which sovens the community. the conch is the focal point of community life for the locthah, and they believe it to be a gift ftom E and a medium fo. mmmunic' tion frcm the god. Thus, thy defend it fiercely nd forbid nyone but the shmn to touch it.

"Beloved Sheh'pueis ded nay the Teftpest's wrath fall on her killeri A hulking brute, a vodyanoi, rse from the deepsto hunt her, nd it mde hr his food. 'Our wariors hunt the deepsin search ofthe brute, btt still find nothiDs.We send you this word so that you may shre our griefand our nser, and also share our fer oflhis brte retu.ning to claim another prize for the deeps.' Pae'el (lo.thah fenale):AL NG; AC 5i MV Sw 12 (24 with ng); 84; hp l8iT}IAC0 19i#AT l; Dmg l-6 r s h o r ts w o r d ) ; S Z M ; M L 9 i S 1 0 .D 1 5 ,C 1 2 , I 1 3 ,W 1 5 ,C h 1 6 tM M l 2 2 8 : shori sword, sellrias 0/ si,tr?ss iworn as a pendant. this item doubles the wearer's ftovement rt and ffords +2 initirtive bDns). mirrcr Spells:coL sprd!, messaqe: Once fteed from her formal role as a messenserofthe locathah elders, Pae'el'strue personality begins to shine. Like others ofher kind, sh is conthouehtful and level'heded, cerned for balance in the wortd and trying to live in harmony with the se.ln Pe'el'scse,though, these qualities are suffusedwith genuine enthusiasm and love oflife that makes her pleasant to be with- She loves telling storie.and singing the traditional songsofthe locathah in her nch. deep voice. Paeel is unable to provide additinal informtion regarding Sheh'pue'sapparent deth, since she is simply a messengernd does not know all the facts ofthe case.She cn explain that "the deeps"is the elders' way ofrefering to a neby cnyon the se elves call the Maze ofthe Mrkth. Sh knows cople ofsto.ies about this region. Ths are only summarized here; the DM is free to elborate on the stories s rnuch or as little as he or she likes. Pae'el'sfirst sto4r desc.ibes locathah waFiot naed Buel whose various accoftplishmnts included wrestling r vodynoi,diverting a ighty oceancurrcnt, and plugging n undrseavolcano.He met his 6nal doon in a place called the Labyrinth, whrch th folk ofBlu'eh identily ts the Maz of the Morkoth. Her secondsto.y explains why the Maze is aplly named.nother

20 lssueNo. 70

THEMAZEOF THEMORKOTH

city uelisimiise from theoceatdepths. Thecoral spires of theelven


locthh hero, this one n dventurins scoundrelclled Eil. braved the depths ofthe Maze nd returned alive. The tale describes network of twisting tunnels odisoenting that she nea.ly lost her mind. At the center ofthe maze lDrked a shadowy figure that renined otside the rech ofher lisht. She tricked this creature, the morkoth, into wagerinS her freedom on a nddle-same. which she won thmugh dubious means. At somepoint durins her conversations with the PCs.Pae'lmentions one other fact ofsome importance. She sys somethins like this:"Oh.I so enjoy havins fresh audiencefor my stories. So n.ely do outside.s come to our communityl The last ws that surfacedweller, and all he cared for was gold." She is, ofcourse, rcferring to Delmek, the dwflen psionicist. She met him durins his Berch lor the sunken city ofDir-Elnlis, bout three weeks ago nd was able to relate somestories t him. From these stories.she knowi h deducd that the seamountjust on the other side ofthe M,e ofthe Morkoth ws. in fact, ihe sunken island ofOreli. With this knowledse,Detmek le{t the locthah and Pe'elhas not seenhim since.Pae'etwamed Delrbek tht the Sunken City was belieled io be haven fo! the evil koalintb, but he sened unperturbed by this. IfPrince captred Ethelinn was successfDlly by the kolith, the sea elves will ask the hemes to searchlor sigs ofthei. leder t Dir-Emlis, followins Paeels The PCs are naturlly f.ee to linser in Vlissimi nd Blu'eh for s long s they like. but at this point their min tsk is twofold: destroins the morkoth and conftonting Delmek. "Th Sunken City" concems their search for Dir-Emlis and Delnek, while "The Maze ofthe Mo.koth" details the morkoth's lair Th PCs my travel to either loction first, compieting the rest ofthe adventure

The SunkenCity
The city of Dir-nlis, bried in the volcanicexplosiontht sunk Otelia 1,200yers go,was the victim of religious civil war In those ancient times, the Duqn Empire was little more thn a loosecollectionoftample' states, each devoted to one of the lemental sods of the Duqanan people. Dir-Emlis was home to two tem' to ples-q G.eater Tempte ddicatd the sea-sodDoblos,and a lsser Temple conseoated to volcano-god whose name has been erased from history.The piests of Doblos'temple grew overzealous in their devotion and began a bloody persecution of the LesserTenple nd its fottowers, whom they liewed as heretics nd (It should be notd. in blphemers. firness,that their view of the lser Tmptewas not born of sheer fanticismithe lsser Temple did practice lites that any 8ne and civilized people would considerabominable.) The LesserTemple had a powefut ally in their volcno'sod,however,

2I DUNGEON

THE MAZEOF THEI'IORKOTH

nd whn the persecutions grew into massacresand uealousfollowe of Doblos gthercd in nob outside the l-ssrTemple,the priests clled upon their fiery sod to sve them and destroy their perseotors. The vol.ano god answered their pryers, rining lava nd ash down upon the city, but pmtecting the rea sumunding the LesserTemple.The ansry mob tht sunounded the tnpte quickly dispersed in teor when they rclized they were trapped in a hernispherical dome,surrounded by t ns of c@ling The sea'sod Doblos did not take this blow tightly. Furious at the destructio. of his worshipers, he snat hed tb entire islnd oforelia, now a staming wsteland ofvolcanic r@k, bck into the sea.The victry of the Lesser Temple ws shortlived trapped in their dome nd submersed beneath the waves.the priests and all the suwivors ofDir-Emlis gladually penshed. (Howevea the high pneBt still haunts his tenpte in are 6.) Part of Dir'Enlis still remins encasedin cranit, completelyinaccessibleshort ofa major ninins oper' ation. Howevea the done sunoundins the lsser Temple remains s well, a hemispherical pocket embedded deep within the stone.Throush the naturl erosionofseaquakes and cunents, two smll, windins tunnels fonned leadins fron the ocenwte.s to this pocket.Most ofthe dome ws flooded.but bubble ofir remains in the top ofthe dome with no way to The PCs may enter the ruins of Dir-Ernlis throDsh either of thee tunnels. The entmnce to one is nes' tled in the ags ofthe seamount that ws onceOreli. The other tunnel i3 within the morkoth's lair These tunnels and the city ruins are shown on the mp of The SuDkeDCity and describedin the key below. Note that the entire city is lodsed within the sunken island at an nsle, othe flat ground of the ancient ruins now lies t an angle ofrcughly 30' from the horizontal. This has lit' tle bearing on swimming chamcters, of course,but complicatesmatters slightly ifthey emerge frorn the The Sunken City lies at depth of nearly 300 feet below the surface. There is no tight, but native seafolk

cn se mgic to see.Aquatic raceg cn discern shapesand srfceswithin t5 feet without a light sourceand can identify objectswithin 5 feet. Inside the Sunken City, naturally, there is no tisht f.on the surface. The water does remin cleal. so charactrs can see .easonblywell within the range of ny rtificil light sourcesthey my provide. Key to the Sunken City l. Mouth of the T[nnel. The Bunken island of Orcli hs been wom smooth over the centuries by the major ocen cuent tht washesover and Pst it from the west. The side facing the Maze ofthe Morkoth is a steep, smooth slope lmost completelylcking in distinguishing characteristics. Relatjvly recent seismic activity, however has openeda lons, wide $evasse in the slope,nd the depths of this chsrn led inward to the Wen the PCs enter the crevasse, they find it completelydark. cut off from any rennant of sunlisht. They rnust brins their own lisht or feet their way in pitch blackness.If they .evel some sourceoflight, they quickly cometo the ttention ofthe dngerouspredator that mkes its home in this tunnel: a giant mory el. The oeture ttcks without hesitation. (Delmek, when entering the sunkn city, used psionic dimension door to avoid the eel's attack. ) Giant rnoray el: INT animal (1)i AL NEj AC 4; MV Sw 6; HD 5+4: hp 35;THACo 15; #AT 1 or 2i Dmg 2d4 or 1d4+Zld4; SA jaw lock, disease, til lsh; SD immune to fear and disease,+4 saving throw vs. enfeeblement; SZ H (12 long)i ML 12 or 20; W 650, MoNsraous CjMPEND|'M", Volume3/37. 2. Entrance Tl,Del. This lons, leads inward and stright passag downward ftom the crevasseto ihe sunken city. The heisht ofthe tunnel sadually dwindles from 20 at the opening to barely 6 at the end, and the width of the tunnel nanows from 10 to 3 feet. 3. Jwel1s shop. The entrance l.unnel (area 2)opens into the intrior ofn ancient buildins within the sunken city of Dir-Enlis:

The tunnel widens, and you find yourself peering into a rectangular building obviowly built by surfacedwellers. The stone buildiDg seems to emerge organiclly frcm the nearby granite. as ifhalfofit were inside the mck. The floor nd ceil' ins ofthe building Blopesteeply pward from where you are. You can see on the fr wall a set of shetves, made of finely-oafted wood and cned with decorative images of nets and boats,birds and fish. On the far left watl, you see a window and what might be a doorftme. Leanins face-down asainst the smooth sanite wall to your left is a tble of the Bmeconstruction as the shelves. To your right, a fine workbench emeryes frcm the stone. while the far risht wall iB bre. The wter is eely still nd quiet, far diferent from the livins ocean you're ccDstomed to. The watr is stale, nd aquatic PCs must gllp to get enough oxygen throush their gills. The magicl hemispheretht protected part of the city from the vol' canic eruption ended within this buildins, so the wall ofvolcnic glanite divides this ancient jeweler's shop in two. While the front door of the a window shop is no longer accessibte, still lads out onio the water-filled sheet (are 4). (Ifthe PC ptty includes lodyanoi or other izeL charctea sone work my have to be done on the window ftme t! allow the PC to squeezethroush.) The intenor ofthis building,like many others in the sunken city, is remarkably intact. Dir-EmliB hs ofdecom' targely escapedthe prcces position. However Delmek hs lready renoved the jeweler's wres from their disptys. The oxygen-poor nature of the water hs no concrete effect on the chmcters,but it can seFe to emphsize the alien and danserousnture of the ruins they are explorins. Ajter any period of hely xertion (such as combtl, you should remind the players that their chrcters feel quite fatieled, nd gain are gulping to get enough wter over their gills. (Obviousln this doesnot apply to selkies or other chamcters who do not breathe water)

22 lssueNo. 70

THE MAZEOF THEMORKOTH

4. Street ofthe Dyer6. Wlen the PCsene.se froln thejeweler's shop, redth followinsdesiption loud:
You emergefrom the building into a mag ficent city street. To the left, the street ends abruptly in smooth gr:nite wall, but to the risht it rise6 njestically between two rows ofstately stone buildings. Ced inses of human fisures. gods,dolphins, and sailins ships omament the ftont ofevry building, and decorativespirs point to longlct sky. The only movement in the wter iB your wake, and small clouds of ncient debns;se from the street. Above you. the smooth Crnite wall curves upwrd into the blck wtr To the rigbt, a huge, dark shdow of buildins towem overheadtike a toonins

The Sunken City

Top View

The sunken city is lid out in toose city blocks.Nturlln lhe PCs re not confined by the streets nd lleys, as they can swim bovethe bildings io easily reach any dstination they choose. However,PCs who swim to the height ofthe ziggurat (area 6) quickly discoverthe air pocket at the top of the done. At this end ofthe Strcet ofth Dyers, the water surface is approximtly 90 feet abov the lloon but the water Brows rapidly shllower along the lensth of the The ruins of 15 buildines line the Street ofthe Dyers.Two ofthern, the Jeweler'sShop (area 3l nd the Rope Maker's Shop (area 7) are descibed in some detail. The rcst are ofless intrest nd can be descibed more gene.lly to the playe6. The other buildincs include tavem nd vanous other merchants' shops.lf the PCs insist on carefully examinins each building, they may (at your optioD)encounter a dangerousscvenger-n aquatic jelly. Aquatic jellyr INT non- (01;AL Ni AC 8i MV 6: HD 4i hp 22;T}IAC0 1?; #AT li Dmg 2-8; SA parlyzation, surprise; SD immune to electricity, fear,old spells,pralyzation,pob' moryh, ^nd sleep;SZ L I l0 cube)iML l0; XP 650; MMl2?8 (eelatinouscube, The jelly contins sone scavensed jewehy:a fine necklaceworth 250 sr) for its gold and geins,or 500 g! for its

|#

100 Feet

Side View

antique valu. nd a cooded ri.g worth 100 gp for its antique value but Dothinla as preciousmtal 5. Stret ofthe Lesser Temple. This slreet runs perpendiclar to the Street ofthe Dyers and connectsit with the Stret ofth guan Potlers. The buildinss lons this mostly associatedwith the temple il some way. One was a shop full of obsidian charms and amulets nade

to ward offthe volcano-god s wrath. Anoiher houseda iortune-teller, nd still nother was lhe butcher's shop \rhe.e soificed livstock was butchered ard sold to the public. 6. Ziggurat, The ancient god to hotu this tcmple was dedicatedis no longer reeftbered among the people ofrhe archipelgolhal onceli,rmed the Dqn Eftpire He was r volcnosod a fier!, psstun.tledeity whose

DUNGON 23

lHE MAZEOF lHE IIORXOIH


the lava with most of their worldly possessions, and wht remains in the househs long since perished in the water The large buildins acrcss the street from the zigEurat (area 6) was tavem, called the Flying Fish, which is still littred with shttered muc and tamished plttrs. 9. Tso Story Building. This lons, tall buitding ws once the shop and home of a wheelwrisht. lt is notable Dow because its upper story rtues up out of the war and iDto the ir that frlls the t p halfofthe dome.The dwarven psionicist Delmk has nade his home on this dr/ upper stry. He hs used a nagical trinket to make the stagnant air brethabt, nd he hs wedged a larse table t such n angle s to pmvide a horizoDtl surfce to sit and sleep on. A Brnallmasicl slobe sheds dim but sufficient lisht through the rcom, without shin' ins beyond the building's watls. Delmek spendsmost ofhis time in meditation on this platfom, extendins his mind int-o the morkoth's tuDnels in order to siphon its power Despite his medittion, Delmek remains ware of his sunoundinss and seesthe PCs apprcchins ftom quite some distance (epecially ifthey Upon are carryins a light source)noticins their pproach,he dons his helm of undzruatet action and entrs the wter to welcomethem. Dlmek's behvior dependson wheth. the morkoth is still live. If the PCs entr the sunken city first and neet Detmek before entnns the morkoth's tunnels, Delmek treats the PCs as cherishedguests in his om private underwater domin, greeting them warmly and ofTering thm mus' sels to eat. He presents himselfas an rchaeolosistand hppily shows off his antique finds of pottry andjew' elry. He pdes curiously int the PCs' business in the suken city, managing to thinly veil his paranoia. Secretly, he believs they hve cone to kill him, nd ifthe PCs are at alt honest about their mtusion, his pa.anoid belief is quickly confimed. Delmek jurnps to the same conclusion that ny pranoid mind wouldr he must kill the PCs befo they kill himDetnek wastes no time assing the PCs tht th goal of their qu$t (howeve. they hve exptained thir nission) can be found within the tun-

wrath at his followers' p$ecution manifested in an eruption tht destmyed the pelsecuto.s long with their victims. His temple x, a step pyimid, like a votco, with sharply stpped sides leadiilg up to a sacrifF cil platfom at the top, where tivest ck and occsionauy hunan victims we.e sacrificed to appeas the ngry sod. As trrible as these scriffces were, the rits caried out within the ziggurat s intrior were fouler still. The entry p$sge stsnds opn to the courtyard behind the tnple, its rustd iron doors hansins loos on their hirge. A single, straight shft leads inide t 20' x 20 rcoD. where the Fiests of the votcano-god conducted their seqet worship. A pit in the noor of this mm once led deep into the heart of the volcano on Orelia istand, but since the eruption that dest oyed Dir-Dmlis, the volcno has b@me inactive and the pit desceDdsonly 15 feet before ending in sharp pumice. A huse b.ass censer hgs om the ceiling sbove the pit on rusty iron chairs, and various other itm! of temple equipment (two candle stands, a lrge bronze sons, and a silve! dagger) lie in heaps on eithe. side of the entry tunnel, on the do*rhiI end of the room. The watr imide the tmple i3 not fiom any volsually waln ca c activity, but thank t the presence of the shostly high priest who still haunts the ziggurat, cuardins it from any intnders. Wllile the PCs arc investigting the tmple interioa read them the followins d4cription:

but is uMatu.lly hot. inflictins 2d8 hp damage. Mgical protction from heat o. fire reduces damase by halt Gho6t: INT very (12);AL Ctr;AC -2 (4 in ethercal plane); MV 12; HD 10; hp 53;THC0 11; #AT 1; Dms 2-16; SD +2 or better weaponsto hit (+l in ethereal plne);SZ M: ML 20; XP 2,000;MMl130 (varint). The piled tmple accouhements all cany the linserins curse of their evil god and arc pinfully hot to the t uch (1-4 hp danas t' unprotected hnds), even in the cold seawatr. A rernor' crr.se spett removes this evil effect from the items, but their oa{tsmanship is hardty xceptionaland the whote tot is worth only 200 g?. 7. Rope Make/s Shop. Bits of debri fmm mttd rcp and wood float thrcush the intrior of this buildine, which onty serves to amplify the effect of the strnge lishts that dance and swirl within. Littt is lelt ofthe rcpe-mkels trde here; wht is notewo.thy bout the building is the gapig crack in its floo. Anyone pe.ing int the chasm isks beins fscinatd by the ducing colorc and lights, as this is th outer edse of the morkoth's domin. AITectd chamcters must make sving throw vs. spell (lvbdom bonuses apply) or swiD int the tunnel, fascinatd with the hypnotic pattm. If any or all PC entr the tuntrel, see rea F in "The Maze ofthe Morkoth" section. 8. Stret of te ASuran PotteE. With only a few exceptions, the buildinss aloDg thi row arc smatt, onestory rsidences nd shops fo! one schoolofthe fnous potters ofDirEmlis. The practitioners of the Aguran style were known throughout the Duqan Empirc for their ealthenware. distinsuished by the rich bte slaze and elaborat etched markings aroud lims and bases. Each of these buildirg contains many shards of this fine pottry, as well s some complet pieces. A sinsle piece ofAguran pottry brinss 100-1,000 (1d10 x 100) g! in a harket that can apprcciate The l.ge building at the far west oftle st.eet, \dth an open courtyard in its cetr, was home to one of DirElis' welthiest merchant fmilies. They evacuated their house durins the volcanic emption and perished in

You sddenlybecone ware of anothr licur in te room. lt ppearut! be human, thoush it has no visible mensof survivins under the wtr.The man stands on the floor ol the tmple aBif it were still horizontI, htu flowing rcd mbes sweepinsalong the stones as he slidest wrd you. Oddl, he make8no sound,and you feel no movementin the watronly heat as the man approaches.
The ghost ttacks without hesittion or fer. Thoush initially it seemg to stnd on the flooa it cn easily move thmugh the wat?r t attck PCs anywhere in the tmple intrior It cannot leave the ,iggurat.lhe ghosds t uch do8 not a it^evictims

No.70 24 lasue

OFTHiIORKOTH IHE MAZE

nel whoseentrance is 'n thc ropemaker's sh0p rarea 7). Hc hopes the P(ls will enter thc tunnel and be devouredby the morkoth H .ema'ns ci!il and friendlJ but is quitc eager to seethc PCs on their wuy into the 'norkoth s tunn.ts. His paranoi becom.s obvn)usonl! ifthe PCs sc.k his trust in any wa! raskins to borros an ilen, sking him to lcav(,the rool so th! .n talk fir.l! and sol lnrlh). H llarly refusesto placeny trust in the PCs H. iso constanrlt ughrs thc urce ro resard the I'(ls as meal, sinceh{ suffers lrotr ptiodic d.lu sions that he is the ofkoth. Iithe m,)rkolh is ded whcn the PCs encoute. Delmek, theJ find a very dille.ent nan. The morkoths deth has transfecd mu.h ol its p o w e rt o h i m , s i v i n g h i f t a . e a r l r completer.sjstancc to cic. lt hs also pushrd hi ove. the brink of snity He vies the PCsas eirher dangcrousintrders or prcy. depeDdhis ins on how wllhe s controlling mind l lhe time. H. welcomeslhm, in this case,with a barrage ol psiotic ttcks, beginnins with a delh teld, threatenins every P(l with the loss of 20 hp. D e l m e k r d w a r f m l e r : A LN E r A 0 6iMV 6: I'si 8i hp 43iTHAC0 lTisAT l i D t u g 1 3 ( k n i f eo r h a n d c r o s s b o { ) i s 1 1 ,D 1 0 ,C 1 6 , I 1 5 ,W i 8 . ( l h ? l h.It of uderuater aion, tu18ol r,o,, haDd crossbor',knil. /ic.'l'hanks to his leechingol the morkoth, Delmek has the special ability ofspell refleciionr tsefo.ethc morkoth dies. Delmek.eflects spells back on lheir csters ifhc akes his saving th.ow He gets to roll sling t h . o w e v e ni f n o n c i s a l l o s e d b ) t h e spell.After th. morkoth dies. Delmk reflects all spclls bck on their casters,just likc rhe ftorkoth. PsionicsrM IHAC0 13i#NIAT 3,/21 IIAC 5r PSPS86 175currentlr ). Altack odesr W.lI, PB, PC. Dcfense modes:MB, M , TS. TW NIA(I ratinss lar ech power are listcd alle. the Psy.noDreiobolisn:death field 3. life draining-G, pwer draining' 5i adr.Daline cont.ol 6, agins 5. bodJ coDtrol-5, cll adjustnent-6, double pain 6. ectoplasmrc fom-5, llesh ror 6, mind over body-8i ?i,l1ptiJ: mindlink-8; ESP {, tl3e sensoryrnput-6, invisibilitl 6. psionic vanprrism-8 lsee 712 W11

dnd l/r? Wd]). psJchi. drain ?i Psr.oprrtar;.)n: dimensronal ' Power d.aining rs the scrence Dclmek is usig to leech the morkoth s magrcalabilitjes. (bbining elements of lil draining Note:The abilities bove a.e based on the revised psionic rules presented Pt.tnts r'toN : Shills & Poters SrN'setling. II and the rvised D.Arui you are using ihe rules in 7? (1,rp1.1., Prdri.s,rldnd@, subsri' tute ihe contact devotion Ii'r false snsoryinput, and Delek h$ no psionic attack modes. Dclmek has.ollecied snall amount ol \luble jwlry and potrerr from rhe sunken city. He has looted rheJeweler'sshop,as noled i a r e a 3 r . a n d a s t a s ho l l e w e l r y above is sto.ed in a sack hangrng liom the wall 4 fcet out ol the sater in his second story perch there re 13 items worth 30 9p.709p,80 gp, ofjewelry. 1 0 0s p . 2 0 0 g p 1 x 4 r , 3 0 0 B p , 4 0 0g p , 500 ep. 600 gp, nd 800 sp. He has also colle.ted sevenAeuran pots, w o r t h 1 0 09 p , 4 0 0 s ? , 5 0 0 r T , 6 0 0 g p , 600 gp, 700 ep, and 900 gp io .olle. tors. these lic under his lble. in the

Don'l UsPslonics?
If you don't us psionics in your campaig!, you cn easily rplca the dwa Delmek with a humn necrcnncer ol the same nne, in which cae Delmet has the folowing stttuti: Delmk {huEatr rccromancer): AL NE; AC 6; MV 6; w8; hp 27; THACo 18r #AT 1; Dmg 1-3 (dfe); s 11, D 10, C 16,I 18, W 16, Ch 9. Detek }jas a nns of free aatiDn ^n D ioua stoz" tht sustirs him without ail' Thanh to htu leeching of the morkoth, Delmk hs the pecil ability of spI reflection: Before the morkoth dies, Dlmk reflects any pll bck at the str if he nakes a successtul saving thow. He is entitled tr a Bving thmw even if none is aowed by the spel. Aftr the morkoth di4, Delmek reflects sI splls back on their cstrs, jut like the morkoth. Delmek's om spllc$ting ability iB not trectld t ny time. chi touah, darcSpel].s:dm. ing lights, Lagic ,],ril9ik, ue setudnt; continuol liSht d2.p ey'+, ESP,spectrcl hand; blink, dispel magic, feian death, ampirie touch; dimewion dN4 eneruation, power * Deep e/es, dscribed in osAs, doubles t}le cfftr's undentr vision fo. 4 rounds + r rod,4evel. ** Delmek ules his po' d/otn spel] t leech the morkot 3 magical bilitie6. CombiniDg element! of rccmmncy and netIagic, Delmek has isolatd the maaical esseoce tlat allows th morkoth t reflect spelts back at their ca8tr8 and apFopritd it for htu own u3. Delmek keps a traveling 8pe book in his air'ffId hideawy (ara 9) in the Sunken City. The spel book contins onty the 3peI3 Delmek has Bemorized. It8 pase8 are coatd with pecial vellum t protect them ftom $ater deEage. The rim ofthe canyon is oniy 225 feel below the srface.Visibility is redcedio 10 feet without light sorce.Ifthe PCs descendinto the canyon,tbey 6nd ihe vailabl light dininishins rpidu At depth of55o to 600 feet, only the most senitive eyescan gthe. ny light. Refer to

The Moze of lhe Morkoih


There re two ways the POs could enler th twisted network ofiunnels kno$n as the Maze ol rhe Morkoth. Appfoaching the area direcily f.om the safolk 6ertleftents ds.ribed in Paft Onc, the PCs can brave the deep waters and discoverany ofthe tunnel eDtrancesmarked on thc map oflhe N'laze. Alternativ.lr', thc PCs may Ilrst enter the Sunken City l Dir' Emlis, as describedin Pttt Two, and enter the l{aze through rhe Rope Maker's Shop lre 7 n the mp of the city, rea r .n the mze map). 'Maze of Th. seali)lk use rhe name thc Morkolh" ro refer to a stretch of canvon betwentheir twin comunF lies and the snkn island ofOrelia lsee mp on pase 19).They do noi like to crossthe canron, let lone descnd into it, for it relches a dark depth of 600 f.et. Their fer isjustified, for five enrrancesto the morkoth's lair lie scattereda.ound the canyon,waiting to feed the to lure ca.elesspassrs-by morkorh s appetite

25 DUNGEON

lHE MAZE OFlHE "ORKOTH

OSAS, p. 69, and tret the conditions as "clear water, moonles night-" White in the canyon,the PCs face seve.al dansers bsidesthe morkoth itslf. Once a tum, while the PCs are exposedin th cnyon.roll 1d20 and consult the following tablel l-2. A strong cuent sweeps thmush the PCs'location. Ifthe PCs are not securedto the walls or floor of the canyon,they re swpt in this current and buffeted asainst the ruks, suffering 2d6 hp dmse rhalf if thy save vs. pralyzation). 3. A tuidity current sweeps through the entire cnyon.this swirl ofsedimnt sweepsthe PCs long its wan snshing them against the rocky canyon wlls for 3d6 hp dm, age (no saving throw) and depositing them 1d12 ftiles to the ost ofthe p. 117.)The turbidMaze. (SeeO.SAS, ity cent reducesvisibility within the canyon to nil for the next 24 4. A laree squid mistakes the PCs for n esy meal.It flees in a cloud of ink ifreduced to halfits hit points. Large 6quid: INT non- (o);AL N: C 5i MV Sw 3 (Jet 12);HD 6i hp 32i THACo 15i #AT 9i Drng 1-3 t\8)/2 al SA constrict fo. 1-6 hp damaee per rcundiSD ink cloudi SZ L (10 long); ML 9;XP r,400; MMl331 (squid. gint). 5-20. No enconter The Tunnels Each ofthe morkoth s tunnels is filled with n intense ypaottcpot t?ru created by the morkoth and nintined without concentrationon the creature'spart. The lishts ofthe pattem fill the tunnels nd spill out from the tunnel entrances.The hyp notic, swirling lights affect ny charactr passing within 30 feet ofan enhance. Any chracter who views the pttens within this range must rnake a successflsavins throw vs. spell (wisdom modifiers pply)o. swim into the tunnel. The tunnels are narrow. ailowing siz M crealures to rnoveonly in sinsle file. Size L chamcte.s. like vodyanoi or crabnsn, cn ftove throueh the tunnels, bDt only with great difficulty and discomfort and t hlftheir norml movemnt rte. Non-humnoid cretures ofsiz L or greater cannot enter the tunnels.

The morkoth's tunnels are lien in apperance. Not only do rainbow colored lishts dance throush the water with eerie phosphorcscence, but the water itselfpulses with sickenine intensity. The lights llow clear vision only to 10 feet.The tunnels descend steeply and level out t a depth of 800 fet. Cmbmen, koalinth, phan, nd liminals are below their norml mximum functioning depth. forcing them to mke a saving thrcw vs. paralyzation or suffer 5dl0 hp damge per round until they retu to thei. maximum Jirnctioningdepth. Evn a successfulsave jnfiicts -1 penalty to these chrcters'inititive rolls, attacks, savins throws, nd ability check6.(SeeOS pp. 76-?7.) The combination of unnatural lisht, high pressure,and the throb' bing pulse ofthe water hs a dizzying effect on the PCs.After five ronds in the mze,even the most level-headed cha.actr has no idea which directioD is up in the ever-twisting tunnels. Still, chractersentranced by the ,tJpnoli. pdrl?r, contine to swim uneinsly towrd the morkoth's lair at the mazes center Note tht Aqana and Lethe, tbe two liminl charactersaccompnying this adventure, war matching .ings o/l? de,p th neste adversep.essure nd temperature conditions. isee OSAS, p. 116 for details on The morkoth's tunnels are not devoid oflife. Predatory fish have dpted to life in this alien environ' meni to prey on the morkoth's nerhelplessvictims. Blind and nindless, these translucent fish resemblelarse baracuds. They lurk at bends in the tunnels nd sensethe vibrtions of pproachinsp.ey. The morkotht agents are charyed with killing these cretures whenever they encounter them, as they intedere with the norkotht food supplx In addition, there is a chanceof encountering the morkoth'Bgents in the tunnels, either by chnceor by design.Every three tums the PCs re i. one ofthe tunnels, roll 1d10.On a 1, the PCs encounter predatory tun' nel fish. On a 10, the PCs encoDnter the mlenti Ek'bellinos and his vodynoi henchnn, Mul$ek {see "The Morkoth's Minions' sidebr). Ttrnnel fish: INT non- 10);AL N; AC 6: MV Sw 30iHD 3; hp 12;

THACo ui #AT 1;Dms 2-a; SA -3 to opponents'surpse rolb;SZ M (6 long); ML 11; XP 65;New monste. The Crnyon T\rDDel. The openins to this tunnel ties in a crack in the canyon floor OIten, creatures seekins sheltr fmm random crrent in the canyon find their way into this niche, only to b drawn int the naze aDd devoued by the hungry morkoth. The canyon tunnel is the most direct route frcm the canyon to the central chanber; its total leneth is only 450 feet. B. The Rim Ttrnnel. This passse to the morkoth's mze is situated at the lip ofthe cnyon.where it sapes like a shark hopins for pas6ins prey. Aier a steep,spiralins descentof over 500 feet, the tunnel makes twisted coue norih toward the morkoth's chamber at the hert of the mazeThe total lensth ofthis tunnel is 1,500feet. C. The Klp T\nnel. The third enhance to the mze is nestled in the northe.n extreme ofthe same kelp bed tht shelters Vetissimi,the se ehen city. Characters in the kelp bed see the swirling liehts ofthe tunnel entrnce fron 30 feet way, fittered throush the wvins strads ofseaweed to produce an eede, shilting glow The kelp reches depth of900 feet, actully rising to approach the centrl chambr fron below. The tunnel's totl length is 2,100 feet. D. T'he \Ya'.wrd Tunnel. This enhance is n$td btween two large boulders under step ridge. The walvard tunnel is so twisted that its total length is eight miles. E. The Cvem TDDel. About halfway down the northern fce of the cnyonlbout 300 feet), a large rili opem up in the wall, otrerins shelter fmm the cnyon's fierce currents and predators.However,anyone explorins th interior ofthe cavem quickly discoveE that it is simply the outr opening of another tunnel into the mze.The cavem tunnel winds gently down the canyon face nd enters the central re from bove, runnins a total iensth of600 feet.

26 lssuNo, 70

THE MAZEOF THEMORKOH

n lrel to Dir-Emlis. This tunnel leads fron the Sunken City of DirEmlis into the maze. (See"The Sunken City," are 7.) The tunnel ig apprcximately two mile8 long. G. Tunnel Maze, As the sit tunnels tht form the Maze converse,they begin weving in and out, coming together and splittinA apart, winding around the spherical central chamber As a result ofthis chaoticjunble. PCs in the cenhal chamber cnnot be su.e ofleaving through the sIne tun' nel by which they ntered. Perhps worse. this rc repreents the conjunction ofsix hypDoli. pdtter4r. A charactr who msde the initial saving throw to rsist a ]paolicpdthfD in on ofthe tunnels is confrontedwith five additionl pttems upon entering the interchange area and must immediately attempt five nore savine thmws to void beine hypnotically dran into the There are two notable inhabitants ofthe intrchanse are. The sea elven Prince Ethelinn (ifhe was successfutlykidnapped in "Blood in the Water")and the locathah shmn Sheh'puewander imleslyin thig network oftunnels. Their minds bv been shttred by the morkoth's intermsation. They behaveas if under the innuence of conlzsion spell, wandering aimlessly.Thy cannot be talked or resonedwith nd can only hope to recovertheir nity once rcmoved from the lnaz. A eol or .esto.dtion spell. or successful treatment with psychic surgery, rcstores their shttered minds to full health. Princ Ethelim (aquatic 10:AL CG;AC 6; MV Sw 15; F5^t4;hp 28 (22 cunently); THCo 15ifAT 1; j Dms rd6+2 ltrident, two-hnded) MR 90% to sleep aad charm; SZ Mt M L 1 6 ;S r ? , D 1 1 ,C 1 5 ,I 1 6 ,W 1 2 , Ch 14i XP 1,000(for rcsc.ue);MM/r10. No spells memorized. Sheh'pue (locathah):AL N;AC 6; MV Sw 12: PTihp 27 (20 cunently): THC0 16; #AT 1; Dmg 1d6+l (trident); SZ M; ML r3; S I, D 12. C 9, I 13,W r7, Ch 16; XP 1.000(for rescne\.MMn28. No spells rnemorizedH. Morkoth's Chmber. Out ofthe conto.ted mass of tunnels that form the interchange,six tunnels emelge

Velissimi

Maze of the
into the drkness ofthe central chanber This is the norkoth's laira larye, spherical chamber t the center ofthe mazes twisiing tunnels. The wate. here is blckenedwith squid sepi,so tht even ifthe PCs carry light sou.cesvisin is impossi' ble. When the PCs eme.se from the interchnse, red the followins desiptioD to the players: You enter an inky-black nexus, driftins, spinnins, cornpletelydisodented. uDsure even ofth down' ward pull ofsravity. The water preBsureremins high, but the pulsingyou felt in the tunnels has You can hr your companions moving nearby but cannot see then. And yo hear sornethinselse as well:like small voice whispering in n echoins cvern.There re no words to th whispers just dull. en.ins hisses,clicks, and pops.The sound could be conins from nlvhere, or maybe everyIt surounds you. Ech PC ft$t make sve vs. spell. w;th a -4 penlty (adjusted for wisdom and elven imnunity) or fl1 under th morkoih s potent.c.a ability. Cha.med victims floar silently in the darkness,to b. devoured t the norkoth's ieisure. The creture can tell which of its victims are chamed and which re not, nd it concentrtcs its initil attcks on those who have resisted.l'he morkoth strikes out ofthe drkness nd imneditely withd.aws into the darknesB. remin' ing ffectively invisibl (-4 to hit). lts superior sensesallow it to strike nor' nally, whil. the PCs (resardlessof rac) arc fightiDg blind.lhe PCs never clearlJ see their opponent, ctchins only occsionlslimpses of strange lins. sharp scales,a viciou squidlike bk, or a glassy eye. Morkoth: INT xceptionl(16)t AL CE;AC 3; MV Sw 18: HD ?i hp 4 l i T H A C 0 1 3 ;# A T 1 ; D m g 1 d l 0 ; S A hypnosis;SD spell refleclion: SZ M (6' l o n g ) i M L 1 4 rX P 2 , 0 0 0 M : Ml258. The morkoth is not interested in t.easure, but it doesspit out inedible items from its victins and gives such items lo its miniDns to aBsisttheir

DUNGEON 27

IHE MAZE OFTHEMOR(OH

^qono
Lininal female,Ba.d 6, NG

Llhe Liminal Mle. Ranser 4,Mase 4, NG


Str Dex Int Wis Ch l7 13 16 15 11 Hit Points: 26 Base THACO: 17 Height: 5 8 Weight: 185 Ib. Ace.42

work in the bmader undersea world. The creatur's accumulated treasure lies in a heap at the bottom of the spherical chamber This pile inctudes: 12,000ep; + Nine gems: sDoky qurtz (50 s?), banded gt ( l0 gp), chalcedony (100 gp), sardon)x (50 Cp),spinel (500 gp), lpis lazuli ( 10 s?). peridot (500 gp), rnoss agat {10 s?), alexandrite (100 Cp); + rod of teffor lS2.}jzrees)l + short suord +3a + cordl d.no. (BeeOSAS. p. 116); + tridznt of fuh comnandl Leaving the Mze The death of the morkoth plunges the entire maze intn drkns as the,Jp' norc pdttems in all six tunnel! cease. The tunnels remain dizzyinsly disorienting, however, and findins on's way out of the maze is much more dimcult than findins one's way in. Here, s2me mechanica are Bubo.dinatd to the intere8b of plot. If Delmek remaiG alive within the Sunken City, then the PCs inevitbly find their wy into the city tunnel (re F) on their way out, depositins them eventually in the rope naker's shop in Dir-Emlis (area 7). tfDelmek is already dead, determine randomly which tunnel the PCs choose t exit

Str Dex Con Int Wis Cha

8 18 8 13 12 16

Annor Classr2 Hit Points: 23 18 BaseTHACo: Heisht;55 Weight:170lbs. Age: ao

Specialabilities: influence rectios, inspire llies, counir sonss. identify masicl itms(30%),rosue skills: CW 50%, DN 55%,PP 5o%, L 35%. Wepon prcfi ciencies: trident, lisht crossbow, dgger Languages: conmon, se elf, merfolk, locathh, sahugin, triton. Nowepon proffciencies: local histry-16. swirnrnins-a,sinsing 16, rnusicl instrunent (drums) 1?, etiquett-16, heraldry 13, ra(yMite Spe\lsl3/2): audible gldne. chdrm peon* , detect mdgiq phantasndl force*, r4d. masi., shield.*, sleep; alter selr, ESg invisibilit!, mior inase, scare*. Spells nrked with an asterisk are ones Aqana usually has nenorized. Esnipmena: rins of the d.eepGee OSAS, p. rI8), philter ofglibne9s 6 special bladder fo. undrwatr ue). hmce6 of d.efense AC 6, epellbook. t.ident, dgger. NotsiAqana is a skilled diplomat.With her busbnd,lithe, she has helpdnego' tiete teitnd gnerts, rbitrate dispts,nd track down thoethreaten the trgile peace, Aqna and rihe hav spentthe last iwo yeE t.aveling, foning ihe nudes of a tightly knit dvenAqanis chaming and outgoing, and she wam8 to straleprs quickly.Aqna and Iathe sharethe unique bond f manied lininals. Thy cn onmudcte tle!thiclly with eachother within 1 nile, duringqhich time eachknowsthe other's exactlocation,and evenoutside that ra.ge thy can nsethe directiot in which the ther lies. They cn also lend powerto echother by joining hrdB:therecipient caneithe.gai. I vanable level lor purp@esof level-based efects (at no mst to the supDrtingpartn.), gain I point of Strengt for every 2 loirb saoifi@d by the oter,or gain as mny hit poink s the oiher willingly sacrilices.The first two optionslast or y lo.g the coupleis hldins hands, while the hnsfer of hit poinis is pmant. Each prtner losesr hp/dy the two are separatdby morc than a mil, and ihe death of one partner caussthe immdiareloss of one-hlff the su.vivor's raiu hit point ti.I.

Specil abilities: specieseneny: sahuagin (+4 to hit, 4 to reaciion rolls), twGweapon fighting, niml empathy,MS 25%, HS 33%. Weaponproficiencirtrident. hort word, lisht crossboq dassea Laneuaeps:common,sea eli nerfolk. Nonweapon proficiencies: local history 11, swimming-l?, siging -1r, backing-r6, blind-{ighting, animal lore-16,aqutic survival-16. Spells Q/2\ dancins lishts* , detect magic, magic missile+, phdntasmal force, read nasic, slzep*, spooh;alter self nitor indge*, rur of enfeebtement*, scare. Spette marked with an astrisk are ones Lethe usully hs memorized. Equipme; .inA of the deep Gee OSAS, p. 716), trident of the hunter (seeOSAS, p. ll-in addition to beins a +2 rnsical weapon,this trident can chanse into a net o/sad.ing 3/day), studded leather armo. lthehas Notes:With his wife,Aqana, negotiatedteitonal acrments,arbitrated disptes,and tracked down ths who violate th agreements. They fom the ndeus of tich kdt adventurins Ithe is quiet and reseFed. He hs a sharp intellect and obseneshis surroundings caretully.He nd Aqan shaie the uniquebondofmaried liminab. they can comnunicate ielepathically with eachother wiibin 1 mile. Wlten witbin that distan, echktws the othe/s exct ltioni evenoutsidethat rnge,they can seNe the diretion i! which the other lies. They cn also lend powerto eachother by joining hds: the recipient can eithr gin t ievel for purposesof level-bedvrible efft (t no ost to the supporting ptner), gain r point of StreDc! for every 2 points sacrificedby the otber,or gin as many hit points as the other willingly difis. the fint two opiions lasi only s lotc as the @upleiBholdinghan; th transferofhit pointsis pemannt. Each padner lGes t hp/dy ifthe two are more than a mile prt, nd the deth of o p.trer custhe loss of one'half of the suwivols ndimum bit

fhe Advenlure Concluding


The PCs rcceive 2,000 XP for rescu' ing Ethelinn and Sheh'pue(1,000XP each). Thk is in addition to XP awards for defeating opponents like Delmek and the morkoth and fol other ctions during the adventure. Beyond these quantiliable re$/ards, the PCs sain the respect and cratitude of the sea elves and locathah and fame throughout the recion (at least amonC tle other aquatic .ac6 nerby). Tlle sunken city remains open for turther explomtioD and could possibly become a hedquartrs for the kolinth or, per() hps, the PC!.

28 lslue No. 70

Shen Meman Mle, Fishter 4/?riest 4, N Str Dex Con lnt Wis Cha l7 12 12 l1 16 16
Hit Poinb: 24 Bse THAC0: 17 Heieht: 5 r0' Weight:2l0lb. Age: 35

Bep Iathah Ml,I'ightr 5, NG Str Dex Con Int Wis Cha l8/?0 15 12 14 10 I Amor Class:3 Hit Points: 26 Base THACo:16 Heisht 5 5' Weight:165lbs. Age:20

Zolloh Pa}li Female, Mg5, CG St. Dex Con Int Wis Cha I 1l 13 19 14 14
Hit Point6: 14

THco: rg Base Heisht: 5 6 Weight: 155 lbs. Age:115

Specil abilityr arsry Uday. Weapon pro{iciencies: trident, javelin,lisht crossboq krife, net. Lancuees: common, medotk, locathah, sahuasin. Nonwepon prcfi cienciesr religiob 16, atertn$l?, dnger senBFl?, gaming-16. Spells (v4). Spheresof access: ll, niml*, conbat*. creation,divination. elementl (wtr).Eurdin, healing, necromantic, protection, sumnonins, wizrd elementl (watr)- * indites minor cces. Equipment: cd;Ds;.t +2. three sa.3 teer (each t oth transfotms irto 5-HD shark upon comnand eeOSAS, p. 116),holy symbol, bldder tull of squid ink. NotesrShenw ihe reliaious leder of nerfolk commnity for l0 yea8. His comhunitywslkedin endle$ di6putes {ith a nearby a elven settlAqana mentuntil two liminab nmed and l?the blpd ngotiat lsting pa.The connict lways trcubld Shn,who feredtht it wse dbtractins his peoplefrcb tbe nore dansErous tbret ofsahuagin to th no.th. His dbaffectio. with his comunity duritg tbe st if led him t befrierd the liminls, and h hs sincejoined theD as a travShen is devout and .ious-minded. He follom the nemn'sod Eadro nd w6 rised with very iftulr mibdset. He has trouble mkilg frieb. It took yeaE for Shen'scomdesto am his Like nct of his people,Shenhas a dethly fer offire. Shenalso ha8 a Buperstiiiousfear of magcal books(he avoidsthe liminals spllbook),which he regardss giewaysto the AbFs. Finallr Shnhs suptitious awe of wt.rgic, ircludingh own spells. when facing a manifestationofwatr magic,Shenshouts ord oI pri* to Eadrc, nd nust nke Wbdom .hec} at '2. lfhe suee&,he saift a +2 bonu to ll prliciency and ability chks nd a +1 to attack rolls, for t hour The6ebnefirs can only be Baindon pe. day.He can only attenDt t gin lhe tEnelits thrice/dy.The *@nd ald third chks are mdeat 4 nd -6, respectivelt (Fo. moreinfomationboutsp.stitions, seTh cnptete Bh or Humanoids.)

pmficiencies: Weapon sper(specilized),short sword. heaiy crossbow, mediun lance. conmon,locathah, Lansuases: Nonweaponprcficiencies:blindfishtins, undeNate. riding (gint el13,animalhndling(giant lsg, animal trainins (siant eek)-r0, endance--l9. Eqjpment amulet of aquatic trcnsfomation {leashim pobnoryh aqutic aniinto a non'monstrous md r/day for 6 tnFs OSg p. 116), sped.+1,s/rield+1,potionol szp"' turoisn (in a specialbladder for underwter use), siant eel mountwith saddte nd bridle. Gint eel: INT non-(0);AL N; AC 6;MV Sw 9; HD 5: hp 21i THAC0 r5; #AT ri Dmc 3d6;SA +r to initiative;SZ L (10 long);ML 8; MM/7r7.
Nots: Bep is a locathah Bellswo.d who seed s me.cenary t the strt of his dull life. He b an orphan, and has never relly felt a part of l@athah r@iety. The ilitry life oflered him a {amily, of sorLr, a place where he blonged. Ufortuntely, it abo ofered crutant bl@d6hed, and Bep eventually Brew sick of it. He continued his wnderitg and ventally ret Zllh, wilh whon he felt n unuBul bond. The two traveled tgether for a few mo.ths, then joind an dventu.inS bnd. Bep lve6 Zllh althouah he d@s rot urdetnd }ow to onvey his feelings for her. Bep b strong and stoic, ccustomed t the hsrdships of milih.y life. He hs a strcnA sen of honr, dutx and loyalty Thnc pe. day, he cn charge foMard at stonishirg spd with hb spear, strikiDg !t for double dms if he hits. Bep,like many locthh,h a Bperstiiios fea. of light ng.Helshea dp-*atd loaihing of the uidead, havitg encounlered tbem more thn onc in hb battles. Barbd or hoked weDt fill him with similt ngst. If forced lo conf.ont lightning, unded, or barbed weapotu, Bep Dust ma}e a Wisdm chek at -2. If he fDls, his prcficiency and ability chffks are tude t -4, rd he attacks t 2 for the rcxt hour {For mo. infomtion bout sperstitions, ree me Conplt B@h of HuMMids.)

Speciat abilities: shpechanse into three folms: mermaid (natual form), fish (MV 24), or human; 25% mgic resistance; btlw udte. reatin8 (lasts 1 day) with kis8. Weapon profi ciencies: dgger. Lansuages: coDmon, phri, Nonwepon proficienciesr 6wimming 9, rcadwrit pahari-20, religion-la, Bpellcrft-l7, arti6tic ability CewelerFr4, metalworkins*-12, ncient hbt ry (Duqan EmpeFl8, debate*-lg, cnie lore*-rg, herbalisn U, toc] history-14. Those marked with n asterisk rc fully detailed in the Ar-QDrM'Aroran Adezrzs rulebook. Spells @/Al): ald.n, cham person*, detect nagic*, junp, maeic nissile*, rco.d.masic, shield, tdll of fog* ; blur* , continudl lieht, daneE 15 rcd.ius, forset, inp.oued. phantasnal force, inDisibility, iitation, nir indee, .ay of enfeeblenznt*, shdtt ea stre ngt h ; clai r @ u d.ience, d ispel moai., feisn d.eath, flr, hota hold pe.son, invisibilitr 10 tudi6, monste. sunmoning I, suggestion, tonauee*, uizad. sight. Equipment: uad o/illston (15 charqeg), crystal bdll, pea.l of poaer (recalb one third-level spell), potion o1e'tm-hIing (\n a apecial blader fo. underwtr use), dadyr +1. Not$rZalah is a sared soul. Like many of he. kind, she fUit love with a human ne.chnt rd rnied him. WTen her husbandwas kiued br pinte6, Zllah'shert w brcken. She reted to heBeaand h@kedup with Bep.a l@athah mercenarywho treredher pp ttion nd compnionhip, The two beah cloef.ied6 nd later joined a smll dventuins band. Slowly,it membershave erom to fill the achis hol in ZallI's heart. Zllah is brillidr, thoughtul,and inqubitive. She p6ses eDodou storesot knowledgebut is alwy8ot the l@kout for new fcts nd erperien@s, She lovesstudyig rhilvreck8 dd other relics fror the pasi. Added io her intllctal !ur6uib, Zallah is an aoplhed jeweler,uins Daturl tatriI. found i! the s s wll sprecio met als slvagedfrom thi!*@k.

DUNGEON 29

r.ile

tht the person fall8; there is a 3 in 6 chancethat the person lands on the splintred fiagments of walkway in the watr below, suffedns 3d6 hp

Forthe DungeonMosler
The true danser ofthis ravine isn't th fallen walkway but the $eatDres who live in one of the cvesdown by the river In the larsest fissure tiv$ snll tribe of seven adult hill gints who wait in rnbush fo. smeone t use the walkway. The creatures besin throwins boulde$ at anyone who steps out onto the platform, waiting until seveml individuls are standing on the logs before energing from The giants re cunning enough to fear magic and have deviseda plan i, deal with it. If they spot a nage o1 flying PC. they throw boulders t him, intentionally to$ins them short to drw the PC int ranse. Once the flier comes within 30 yards, the otdt giant sh eks "Kvalukl" ('mage" in her own lansase),and all of the giants thmw rocks at the PC t once. Hill siants can hu.l their boutders between 3 and 200 yrds (up t! 90 yards straisht up)nd ct h rocks and missiles 309{ ofthe tin. They easily pelt the pltform and can even reach the road beyond.Ifthe PCs employ missile weaponsfrom the safety of the road, the siants cross the l0 deep river and scle the ctitr below the road, where giant-sized handholds have been carved into the ro{k. This requires two rounds during which the gints cannot ttck. PCs trying to crcss the river re swept downstream unless they make a successfulswimming pmficiency check at -2. The wtr is cold. and the cunent is swift. Dven those who mke thei! check move downstream ten feet for every ten feet they swim. If the giants are sorely baten, they retreat into the cave and set up another mbush,leaving one osre at the enhance to keep an eye on the PCs.Ifthe PCs try to crossthe platfonn asin, a single gint besins

BY ANDY MII"LER
Corlogrophyby SlphenDonielo "Boulder Dash" is an AD&D" SideTrek adventure for 4 s Pcs oflevels H (about 35 total levels) ofany clssor lis.r\ne.t, thoush wizard nd arche.s witl be helpful. The modute can be inserted into ny campisn where the PCs are traveling th.ough montainBon a pass tht hasn't been traversed in a

Bockground Advniure
As the PCs tmvel throush the mountins, their wy is suddenly blockedby deep ravine. A wide river runs thrcush this passase75 feet below the edge of the road. Several cavesdot the fr wall ofthe rvine that towers hish above All is not lost, however.A 15 wide woodenwlkway has been built alons tle wall to the lel of the ruad. Loss the size of tree trunks have been enbed' ded in the mk, followins it arcund the side ofthe clif where it presunably crossesth ravine. for the PCs can see the pltfom continue on the other side. A heai? rope runs throush thick i.on rinss ttached to the cliff three feet above the wlkway. teving onlv Unfortunately, one 60 section ofthe w]kway ha collapsed, the rcpe to oss it. The river below is wide and wift Crossins the collpled section by hansing ftom the rope requires a successful Strensth check at +2 and successfulDexknty check with no modifier. Failing either roll indicates

30 lssuNo.70

DASH BOULDER
rhmwing boulde.s fron the cover of the cave (tret as 50% cove.). Hill gints r7): INT low (6r: AL r p 64, C E ; A C 3 r M V 1 2 ;H D 1 2 + 1 d 2h 6 0 , 5 4 , 5 3 , 5 1 , 5 0 ,4 3 : T H A C o 9 i # A T 1 : D m g 1 d 6 + ?( f i s t ) o r 2 d 6 + 7( h a v y club)i SA hurl rocks for 2d8 hp dnage; SD catch nissilesi SZ H (16 tall)i Th ML 13iXP 3,000iMM/l41. femaies ofihe gt'oupr th ones with 64 nd 51 hp. Hiding in the cave entrnce are two young hill g1nts{bolh le) and slves.They do nt rtck six ogYe (the young are deemed 'to puny to be part ofbattles yet)bt act as a rr gard, keeping anyonefrom sneaking p behind the other giants. Hill gint young (2): INT low (5)i A L C E ; A C 5 i M V 1 2 ;H D 4 + 1 :h p 2 4 . 16rTHACo 17; #AT 1; Dmg ld10 or by 2d4+6 rclub); SA +2 to hil with w e a p o nS i Z L (9 tall)iML 10iXP 270; MM/272loger. Ogres (6): INT verge(8): AL CEi A C S i M V 1 2 i H D 4 + 1 i h p2 5 , 2 2 , 2 0 . 1 9 ,1 5 , l 4 ; T H A C O 1 7 ; # A T 1 ; D m g ldl0 or by 2d4+6 rclub); SA +2 io hit w i t h w e a p o nS i Z L ( 9 + t l l ) :M L 1 l i XP 27otMMl212.

The Coves
Thi6 filthy lair stinks ofogre ad gint.he ir is thick with the sel1 ot sweal, rotted meat, and eqully unpleasant things. The iunnel is 12 high and 10 wide (the giants duck to gt in), but il quickly opns into a larger area wilh 20 high ciling. 1. Central Cv. This cave is where the surviving giants and ogres set up an ambush. Bsidc the lrge fire pit, b.ricade ofrocks nd debris is piled to a height oflive feet. The osres wait behind ihis brrier for the eiants' sienal to attack. Any suniving gints wil near the caveentrance (as indicted on the map), lurking in the darkness aDd hopine to surprise th PCs as they comein from out of the bright sunlisht. Th two young giants, eaeer for a fight, r behind them.Ifthe PCs get this fa., the monsters fight to the death. Bone fragments nd bits ofrort.D meat litter lhe cve.Close examiDation revenls tht somc ofth. bon.s are humanoid. Stacked aboul lhe cve a.e several boulders as sll as bits ofbroken armor and shaltered wepons. A broke wand lies near the fire pit. In lhe pit itselfare the remains of a srnashednd brokn nng tht ws once mgjcal bul Do 2, Giant Cave. This area contins ihrce oude beds made ofheped furs and a crude,6 lall unicorn statuc seeninsly made rdried mud. If the mud is chipped or washedaway,a slightly sftallr siatue made ofcut The rose quartz can b uncovered. quartz is badly flawed, nd ihe statue is worth only 1,400g? intact. The statu stands about S tall and weighs 300 lbs. 3. Ogre Cave. This cve holds half dozen rottcn skins in piles that rhc ogres usc for bcds Another firc pil, lonlacold. lics under metal spit abour six lei long.Thc rcmains of th. lass lrvele. who took the pss bones, are slre$r abot tbe ron1: bir" ofllesh. and fragmenis ofplat. ot atmor are n i i l .l l a l l t h e p i c c c s li)und, thel can bc rcssenblcd into t, his s r i t o f p l o r c , r o i l + 1 .H o r v e v e r reqi)rs a successfulafmorer proti ciency check nd a proper smithy. lf thc proficiencycheck fails, lhe armor losesils magic lbrv..] 4. Chiefs Cve. Th hill gianl chier r h p 6 0 ra n d h i s s . h e m i n C wife ihp 64r residc hee.This cle js nor quile s filthy as the others. A lrge collectionofscalps .olers one {all like a horible tapeshy The manner ofbipeds: hir comesftom 11

3] DUNGEON

DASH BOULDER

humans, orcs,goblins,siants, lve8. dwaFes, nd even snomes.Oe scalp has a gold dwarvn comb (worth 30 gI) buried deep within the hir. AheW pile of fs lies asainst the fr wall. Ne. the chiefs bed is a pottery um adomed with Patterns in gold and silver The pot is four feet tll and hatf as wide with larye, hinsd lid. Inside it are severl dozen skutts from all mnner ofhumnoid creatures. The um is worth 850 sp iDtact but weighs 100 lbs. empty. Ten gold coins are scitered about the floor. Characters who search th floor near the chief bed have a I in 4 chance of finding a small depression conceald by a snooth rock. The rcck Hidden in the depressionis n iron ring with three iron keys thai untrk the chestsin are 6. 5. Giant Cave. ThiB rea contains three crude beds made of heaped the furs. A larse boulder concels pssaseto rc 6. The boulder is treated as secret door for detection purposesand cn be openedby nyone with hill gint strength (19) or two peopleworking together whose combined Strencth score is 30 r higher. More than two people.nnot mnage the boulder at time. 6. !asure Room. Three wooden chests,each one litted with iron hinses and a built'in 1@k,sit on lbe floor ofthis otherwise mpty cve. Each chest measures2 x2 r I nd weigh50lbs. empty. Usins the iron keys to open the chests (found in rea 4) disrms the traps placed upon them by tleir onsinal owneE. Chest #l holds an acid tlap.Ifthe lock is picked unsuccessfullynd the trap is not disamed, acid splashes whomever tried to pick the lock for 2dl2 hp damge.A successfulsave vs. paralysis reducesthe damase by hall but ifthe total damageis greater than the victim's Chism, he loses 1d4 points of that attribut as his face and hands are bdly bumed. Lost Charisma cn be restred with the casting of restora" tion or heal spell. Inside this chest re 2,500 cp and 1,215c?. Chest #2 has needle in ihe tock. The needte is coated with T)"e D poison (onset 1d2 minuts; Dmg 30/2d6) and my be disarned noml1y. The chest holds 2,125 cp dd 1,563gp.

Chest f3 hs no exterio. traps. Howver,within the chest is a vial rigged to a crushing apparatus devisedto smsh it ifthe lid is Ifthe openedmore than 45 degrees. vil is not removd.it shtterc and relesesa lethal t0 t 10 x 10 cloud ofgas with effectsidentical to th fifth'level .lodtll spell. Th cloud dissipatesin one turn.Inside this chest are 1.100ep nd a golden,gem' inlaid chalice worth 850 gp.

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Cnclusion
Ifthe hitt siants are defeated,it might be possiblefot the PCs to opn up this forgotten pss gain. The repairs to the wlkwy would be reltively expensive,requinng englneers or dwarves.Ifthe party includes a PC the PCs with the ensineer proliciency, can handle th repairs themslves (although trees do not g.ow in thc re and ned to be transpofted frorn a grove five miles awy). Crting the hill sints' treasure bck home won't be sy either: the weight ofthe unicorn statue lone could easily burst a dg o/oldi,s. (l

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32 lssue No.70

of

rL-3_-lr_.

I ^

r{*oY

Kent tells us thdt b.ing oshed to contrib4te t th. M.rc of Dead Men series not onl! infldted his ego but also triSgetutl d.ripplitq atiet! attach. He .l.dicdtes this adenturc to his beautr "SssclyThingsss"is an AD&D FoRcorrENRnLrs adventre fr 5-? god'alignedcharactersol lvels 3-{ lbout 25 total levelsr.A psioni wotrld be an .isr, while not nccessary, asst.The dventure assumesa certain level ofselnessnessand heroism on the part fthe PCs. This is the secondin a senes of stand-alonedveniurs set in lhe Mere f Dead Men. It is nol necessary lilr P(ls to hale completedihe iirst dventure rin Issue #69) lo enjoy this one. However,bef('re running the adventure. ihe DM should carcfully revicw the inforntion grv.n in the sidebr on page 36.

Forlhe Plqyer Chorociers


Nature can, at times. disgrst you. You have b.en trudging th.ough this miserble swamp for hours, silently cursing thosc tiny little green insects with the incred' ibly sharp slingrs that hvc lunched enthusistically on yout hide for most ofthe mrning. You lso spare a few somewht loudr curscs for ihe soft ftuskec nderfoot. But the loudest curses r savcd for the hol, swelterins sn ovcrhead thl sendslcrs ofsweat A.cording to Sir Justin s scotrt, in few more hours you should find a nore solid stretch ofsround that will crry you most ofthe way to Mornhaven Towers. Apprentll th bandits were i copeiition with a tribe oflizard mn for the.ich plunder lravelling the Hich Road.However,while the bndits were content to simply tob and pillage, the lirard men seen eagcr io slaughte. their victims. If th thret is not eliminated soon, trvel along the road could cease Sir Justin assignednothe. group to locat. the lizard men's lair and detenine lheir numbrs.They discoveredtht ihe lizard men lver of inre adlanced kind, havins estblishda conmunity. Therc

otsit tnketo kill an ell Hot nany dopplegangcrs

or a dwarf

SSSCALY THINGSSS
BY KENTERTMAN

iswhot Not everything it ssseems,


A work by Tery oykdro Codogrophy by Diesel

3A lssueNo.70

sssct-Y lHrr{osss
were hundreds of them living in a spnwlins cluster ofmud huts. There was evidence of militry orenization, with a definit hierarchy among the males. fhe st onger ones crried shiel& painted with brishc colors that seemed to denote The other sroup barely escaped with their lives.They decidedthey would brins a captive frorn the village, whon Justin could intrroste t his leisre. The sinsle survivor of the kidnapping attmpt explined how surpised they all were by the lizrd man's ferocity. It's amazins that the p@r fellow manesed to su ive his night back to lnian's Tower with his right am torn otrt the shoulder. Justin has assisnedyou the tsk ofeliminatins te lizrd man rhret. Though he never sid so eiplicitly. you got the distinct impression he would not be disappointed ifthe entire tribe were wiped out, but other mens re The vitiase is supposedly well hidden by seosraphy,lyins just a short trek south of th Momhaven Towers.The towers{nce hoDe to a trio ofelven soiceresseFhave been swattowedby the wmp,bt their peaks are supposedlyvisible fron ny hish sound. The scout recomnended travelins due west from Iniaw's Tower ro The Wrts, three low hills sunondins a circle of standing stones. [om the top of the hills, you should be able to see the towers. Next to the towers the.e iB supposedto be an abarEvery inch of the swamp looks exactly the same, and you find it nerly impos8ibleto tell how far On and on you trudg, sticky nd clinging to your boots. You pry for relief ftom the thick, hel smell of the swamp,the stinging bliste$ on your feet, and the swarms of insects. they hv becomedistracted with serious problem oftheir own. A compny of dopplesansrs led by a human fightr nmed Mak'kar recently aived in the Mere. They came following a tresure map and were set upon by the trritoril lizard men. Ma'kar and his men sought retuge in the abndoned fort ner the Momhaven Towers and nanaged to hold the scalykind at bay To prevent further attacks gainst then, the dopplegngers infi ltrated te Three TowersTribe and stole severt ofthe lizard ment eggs{iom th tibal hat hery. Mak'kar then issued a ultimatum to the lizard king tht the scalykind were to leave his compny lon while they searched throush the Momhaven Towers,or he would destroy the eees. The tizard king refused to .etreat. commanding hk tribe to sunound the fort. The stalemte lasted two days before the lizrd men launched n ttck. Mak'kar was able to stave o{T the ssult, but to make n example ofthe lizrd men's foolishness, he held up one of the eggsin plain view ofthe lizard mer nd smashedit to Rather thn cowing them. this disply so enrased the lizard Inen that they laid siege to the foft for the entire night. Dozensofscatykind were slain before the lizard kins called offthe asult.Makkar lost several men in the ttack, but thanks to his ractics and the dopplegangrs' DSP bility, the company survived. Makkar was prepared to cut his loses and flee until he and his officers discovereda rcon in one ofthe Mornhaven Towers containins an inpdsoned nabassutanr'ri. Ma}'kar believeshe can dispel the magic that binds the tnar'ri usins his aond o/ gdtton, but he has not dared do so for fear that he might simply worsen his p.esent situation. phse the followins t the PCs if they clinb one ofthe Warts: ln tbe middle ofth ih.ee hills is a snall valley, where six stone monoliths stand in an ominous circl.They re chipped and sc.atched,and coveredwith snall patchesofmoss and lichen. From ihe high grcund yo can see in every direction miles and mils of uninterrupted vegettion. The.e is nothing bu bushes,tres and swnp srassess fr s the eye can see.Yet. to lhe west you see three conicl spires rising This would be a losical place for the PC3 to make camp, since they probbly cannot reach the towers before drk. Lighting fires atop the hills ttircts the attention ofthe lizard me. (See"Ambush" below.) PCs lishtins srnall cmplires in th valley between the hillocks do not attract udue attntion. Ech stone monolith is inscibd with a rre wizard spell written in ancient Elvish. Mages with the ncient lan$iges proficiencyor a conprchend lansuases spell cn decipher the synbots and dd the spells to their reprtoires-The avilable spelb include lo.dltze, s.dllerspray, Ehost a.mo. hold poa ircnguar.L and cloak front utd.ad. . (These spells are fully detailed in the I'o,sco1arx r.a/-Ms Aduearsbook as well as t}re ENcycLopEDtAMActca' tome. Tlre DM may replacethese spells with mo.e common ones from the PHB or use this opportuDity to introduce new spell6 into the cmpi8n.

TheWorfs
The DM my roll for randorn encountis in the Mer, but the {ilst plnned encountar tkes place near landmark known s The WartFa clustr of three stephillocks. The PCs reach The Warts just before nishtfall. The hills offer an xcellent view of the srounding a.ea of the swanp. Rd o. para-

Forlhe DungnMosier
The lizard men of the Three Towers Tribe a.e assressive, and they are responsible for numerous attack6 on the Hish Rod. Recently, however,

Watever their time of apprcch, shortly afier they enter the domain of the lizrd men west ofThe Warts, the PCs cmss paths with a lizdd nan patrol. If thy take measurcsto move quietly or uBescouts,they misht (at the DM's discretion)detect the pahol before it finds them. Ifso, they can launch n attack with aut!matic suryrise or try to void them entirely. Avoidnce proves fruitless, however, because ther ar number ofptrols in thb area, nd in the processofsneaking awy f.om this one the party only sturnblesinto

DUNGEON 35

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Iniara'sTowcr

Sries Overview
Edging 6long the et edee of the Mere t the High Rod, a vital and welltraveid rout linling Waierdeep to the northem t M of l4ilor nd, nonb ofthat, the city of Laka. Over tbe lst sevral monrhsihe High Road bfween Wler-deep nd Lilon hs bn tbratned by nonstrs ot the Mere. Carvns reprt brutal attack by lizard men on catblps3 EountB, Wn ii, grgantuan bullrang3, md will o wiaps.Theie have evn ben @fimd sigbting of a hu blck lizard rklline thrcuAh ihe Mere. Sir J$ti Melenik6, a Wat.dhavin knight anrl paldin ofHelfr, hs sroM wearyorthe6e attch lnd ofered hi6 6ei@s to th city. Sir Jtin nd his wat bers Gpecialty priets of Heln) ruently left Wterdeep .nd beadednorth, cbnng bandits out of the ruiE of te dnili.h Inin's tower (on the edge of rhe Merel and tuming th sit int their encampment. Melenikus and hi6 t heE have grnered enthusitic support fror rh rard8 ofwaterdeep, the city's Merchrt' Guild, d rh lal AdvnrureF' Guild. In fct, a toie hs ben D.sted prcminently in th Advehr' Guildhll thar Eads: "Sir Justin M.la^ihus, a renoured hniAht of Eeln, nd6 btuve dnll heaftr odntuQrs to help 3ld! nonstmvs tireats frotu the drcodzd Men l Dedd Men. FelI c@ture' hd bn attachinq catuDa. oa rha Eigh Roa4, slauqhtering tmaelere, and en ld gering Wdtard.ep\ trd.le uith itt Mrthzr reiAhborc. U^less the nonstere @ d.feated, oll tmde to the north @uld, b. h4lt tl. Sit Jtin and his uotch.rc

hae na.l. .amp in the ruins of InidN $ T\ea lated fu dars' ualt todd lpik,n.Int rest d patri.s should tuet ith "Reu'ads fo. sldin oretere shall be nuthorized b! sir Justin. Cld .holl be paid b! t^e liee Merchants'Guild upn pruntdtin of a staryEd utit fron the A hndfl of dventurers bave already leti the city for Ini.r's Towe., a rui. latd in the f@riills est of tbe Mere. Si Jusiin is nding several Cftp into the BWMD to rcut the moNte. Thi *nes explo.6 Eevral key Bit$ where honstare are thought or lnoM to dwell. U6ing diutdr,or 6pells, the watcheru bave detmined thai a gat evil lurk in the Mere, rd that the Hent ttck6 on the tligh Rod re snehow relatd Cup at Iniar'. Tt'ee

When the herces arive ai Iniws Tower, they are well fret by Si. Jstin Meleniku. Each tiDe he sends the into the MeE, he promi84 to reword ther with Eit that they caD kep an.l tlke b.k to \{teidp to erchange for Cold coins, the amount oflhe rewa.d va.ies dependirs on th pays decree of duccess(detmined by t DM). Sir Justin also ofer6 th fI Hers who Etum to Inish lbwer during e adventure ry Eeive any of the following ontive ntaics on th Wat he.s:.ru AAnt @en& (up to 8/dy), cure sious oun b (p 6 qa!),.ure blindre$ or deofres t.p 6 Aday), cua dised ltp 6 Ad6!), Mutmlia poison ltp

r 6ldy), mise dead {!p 6 AayI Before eba.king on an exp.ditior into te Mere, th chrcieE Heive the following items: thiee poaion ofed.d. dri,3 (or one potion oftudlird pr PC), teo cle.icl srolb (aelrelize poor ed c! dir@) in wat.-ti8ht bone tubes, t minor nne of uote. brcdthi^g. Eh ring's magic leta only 12 dF o the ti it is fi.st pom, {ier which the ntg lo. it8 etuhrtnent. (gth-level palAi. Jutin Melnlt adi. ofHelm): A! LG; AC 0; MV 1? Pagi hD ?3; TLIACo 12 (ba8e)i llAT 3i/2; Dg by *epon iwi SD detect vil intent (60' ran); imrune to deaq c! d twicar'wt: hel l8 hddy; S 16 ( 18/00 qitll eauatl2k of ogre pue. ), D 12, C 15, I l4,W 17,Ch lgt,ML lgt pldt mail +3, Illutuinus (tuo-hzndzd Euord +2, +4 u& undad), sauntl2h ofosft pM. the !re 12 Pt hr t Inisrr's Towe.: iwo I 1t-lel priets, th gthlevel pnests, th@ ?th-level priest.3, nd four Sthleyel pnest. In addiiioD t their healing 3pe1l,th6e pnsb ca.ry variou cuntive magiq in th fom of potions, 6dolls, ud othe. itm8 they kD der grd. For more info@tion on the wt hen of Heln d their mlgic, consult the {op,coTaEN RE/Jns Adue ntups hdbound tmk or the lirlrs & Aarr cssory In ddiiior to the prie.k, Sir Jutin h8 .lon 4tblevel fighteE wenng plate nail dd orrying srl& +1, lotrs iaordr +l nd 6bort b with quiverc of nagi@l aews (alt provided by Si. J6tin). They are stltioned 6t the b @mp t pitct the watcheE and guard the mp agirt ttacks ffm ihe Mere.

36 lssueNo.70

ssscALY tHtt{osss
anothe. Ifthis happens, both 6ides have the usual chances for surprise, but the inevitble reflrlt is combat. If the PCs do not detct the Datml flrst, the scslykird ready an mbush by hidins in the abundant undeF gmwth.I'hey split into two gloups, flDkins the party on either side. Each group bCins the attack by launching a volley ofjveliG and then rwhing int melee. The PCs must check for surpdse. Lizard men (8): INT lovi i AL N: AC 6 (4 with shield): MV 6. Sw 12: HD 2+t;hp 13 ech;THAC0 19i #AT 3 or 1; Dms ldzldzldo or by wepon; SZ M; ML 14; )(P 65; MItl227; Eedium shield, javelin. When the battle turns against the Lizard mer,.ead or paraphrse the followine:

One of the seat lizards baLs ftom the ffght and backotr He lifts htu long snout to the sky and braF loudly. He then lnarls and leap8back irto the fray. You her another braing sod from far ofr in the distancebehid you. nd then snother from your left- And anothr on the dght. Rinfotement! It should b abundartly clear to the party that Eore lizrd men are coming.They can b heard crmira ftom every direction exceptthe trwers.The liz.d men have beewary of intruders ever sincethe last gioup of dventurers nd Mat'kar's doDlegangersiDfiltratd their domain: If the PCs remain and fight, reinforcemerts rive in 1d3+1munds. One of the rivils lizard men is a pttrol lader Gp r7) altride cat blepas.Another 1+r rounds lata a third detachmetrives. Lirard men (8): 6rme sttistic as Catoblepas: INT eDi-;AL Ni AC 7;MV 6; HD 6+2;hp 27;THAC015; #AT I (til); Dms 1d6 + stu; SA death saze;SZ L (6' tall at shotder); ML r2iXP 9751MMlAg.

Monhaven TowerB. As they near the towers, they hea. te soundsof crashirs in the underblush behind
In the clerirg ahead ar the watrlogged Mornhaven lower. They stsnd partly submersed in mall lake,60 that only the top sixty ft or so ar visible above the level of the watr.Ihe slick black slt of each pointd Bpile is lathered in nold and moss. On the shore ofthe lke e&est the tlwers tu wooden foft. It Beemssturdy, though quit old. It

Clutchs of lh Lizord Men


Ifthe PCs head deepe.int the lizard Den's trritory-whether votunatrily or as a rcsult of beinc chaedtey are stslkd and huntd by the sclykind until they reach the

look6like someone has completd exteruive repaiE. It also look! lihe the tres and brush arcund the fort have ben cleredout to two hundrcd yards. Sunounding the fort is a *'icked rina of sharpenedstales, buried in the sround and poiDting outward at various angleslihe a bistling briar patch. Someoe hss obvioNly spent a lot of tim and etrort forti&ing this place. Lyins in the lud rond the fort Ie more th s dozendad lirid men, their corpssspeared

DUNGON 37

ssscALY lHtNosss
Inspectionof the lizard man corpses outside the fort reveals that they have been dead only few days. Ifthe PCs pproachthe fort, a hed pops into view abovethe wll of the fort. "Don't bother trying to nn," nnounces bedraggled looking dwarf, propping up his battered helmet so that it doesn'tfall over his eyes."Dam lizards have had the entire clering sunounded for days. There's no way out!" Moments fter the dwarfspeaks, a chorus ofbraying erupts ftom the swmp. "Wow, re they ever iritated!" says the dwrf from his perch. He then looks down iNide the fort ifdiscussing omething with people on the cround below He looks up onceasain, and his helnet falls over the right side of his fce,t which point he tells the PCq 'If you glee to heip defend the fort, you cn come inside-"Then, mst' te.-of-factly, the little fellow says. "You d best hurry. There re rther a lot of thm." If the PCs accept the otrer and run into the compound, go directly "Mk'kais Fort' below.Ilnot, the dwarf looks completelybmed. "Well then, see whiz, set out ofhere," he says,both hnds holdins his hel' met out ofhis eyes."We're not going to waste our energy defending you if you're not cornigins;de."And abruptly the little fellow drops out of sight. Ifthe prty run into the swnp. it should be obvioustht they will encounter lizrd men unless they tke some measuresto concealthemselves.There re five strategies they .:. Surrender. PCs who Bnender are escorted at pear-point to the lirard men's prison camp (seebelow). l. Parley with the lizard men. Ifone or nore ofthe PCs speak Lizard Man, they cn communicate with the scalykind. Unfortunately, the lizard men on patrcl are primitive and aggressive, and they do not negotiate with outsiders.They insist tht the herosunender (see Sunender option bovel.Heroes who refuse are attacked. + Fight their way to freedom. This is the least tikely to succeed but prcbably the first one tht occursto mGt people.The pariy crcssespaths with ptrol of eight lizard nen (see bovefor Btatistics)for munds after running into the swamp. Unle$ they tke sone ngicl measuresto suppress the noise. there is cumulative 20% chncefor ech round ofcombt that the rest ofthe tribe ffnds the site ofthe battle. lfthis happem, the party is overwhelned and cptu.ed: proceeddircctly to "Lizard Man P.ison Camp" blow If they manse to defeat the patrol before the tribe arrives, they have evadd capture for the iirne beins. Befo.e they are home free, the PCsturnble into nother small patrol of four lizard men three rounds later. Once asain there is a cumuiative 207. chancefor each mund ofcombat that the noise attrcts the tdbe nd the pafty is captured. Ifby some miracle the PCs ecpe a secondtime, refe. to the encounter'Free At Lastl" .:. Sneak away. Subtle PCs cn sneak .ight pst the onrushins lizard men to fredom.The humanoids are obsenant but are not exactly searching the swmp s they nsh to the Towrs. They do not notice a cteverty conceied palty moving quietly. A PC usins in;si;lity, s;len." or thiefls move silently skill can avoid notice, as should others hidden by illusionB or other appropriate mgicl spells. Non'masical cInouflse like coverins oneselfwith nud nd leavescould lso be successful at the DM's discrc' tion.Ifthe PCs re discovered, they are attacked by a patrol of eight liza.d men (seebove).OtheNise they escpe;refer to'Fre t Lst!" .! Hide. Also popular choice, but risky. Unlike the previous option, this entails the prty hidins in one place nd not moving.Any hiding place within 100 feet ofthe clearing is too close,and the PCs re discoveredand captured eventully (prcceed to "Lizrd Man Prison Camp" below). Suitable hiding plceswould be bovethe tree tops (ifthe PCs can fly), in any ofthe numemus little sloushs,under heap ofdead vesetation, or hish up in a leafy tree. Given how distracted the lizard men are, they could easily miss a quiet PC who is well hidden. Magical concealment l;ke inibilit! ot phontasnal fo.ce can work s well. SucceBs is largely up to the DM's discretion,but ifthe PC avoids notice,refer to "Free At Lizard M Primr Camp

If the PCs re overwhelmed by the tizard men and cptured, they are dragd to a temporary cnp just sotheastofthe clearins around the Towers.Becausetheir kins hs demanddthe plesureofkilling the residents of the fort for hinsell the sclykind do theii utDost to take the PCs alive. Howver,they kill anyone who leav$ them no other altemtive. Cptives are roushly st;pped oftheir wepons,pcks,pouches, and obvious hand-held items, bound with vines and rcots, and thrown into a pile on the g?ound together PCs who make successful mpe use proficiency checks can work thei. bonds loose in 1d3+3 You lie on the glound, yoDr possessionsheapedtogether against neay tlee trunk twenty yrds wy.A dozenlizard men stand round you in ci.cle, hissing at you and licking their teeth with their forked t ngues. A much lrger brute cornes rnrching into view, standins head and shoulders above the otherc. His shield is painted in "You sssmell wons." he sursles and hisses in Conmon.'You not ssmelllike the gry$skinsss." He gesthen turns t his compnions, turins nd hissing *ildly. A few nornent8 lata three lizard nan shamen ppruchnd begin talkins with the others. Unlike the otheE of their tdbe, the shanen weI 1oD8 cerebonial loincloths of bright cloth, sem with sparklins bads.Two join the livety conversation, and the third walks over the party. He takes one PC Bideat randon, crrying the bound characterjust out of sight of the others.lke this player aside nd rcad him the followins: The lizrd nn caries you out of sight of the others nd drcps you unceremoniously to the gound. He lens over you with a dagger and begins cutting wy the vines t your wdst. "I Ssij. hish shaman of Tribe ofThree Towersss.Be sssiThe hulking scalykind finishes quickly with the rcots tied arond your nkles, sits on his haunches,

38lssue No.70

rHtI{csss ssscaLY
and look t you. 'Time ssshort. GryskiN in the fort ssstel our tnbeseggss. They hold esssss rans8som. Threaten to dessstroy them.lribe'Bss kitg not wnt to tissstn.Insssteadwntssto attack folt nd sssly grayskirs. Ssij frid cryskins will dessstroy eggsssif kina attacksss. "You help usss.Pretnd to join cray8kins at foft. Find eggsss.Do not tell your friendsss. Grayskins can red ninds8s. That'$s why we can not defet them. Grayskins .ed tribe's$ mindss nd know our Ss pulls a sline'covered copper amutet from round his neck and plcesit over your hed with his huge clawed hands. "Wear thisss. Grayskiru cannot read your mind when you wer thisss. Go nowHelp usss.' Ssij then wmps his hand almost around your lorerm nd sently"Do says, not tll your friendsss. You tell them and evil men will rd thei nindsss. Evil nen will kill all of you. Now sol" Sij gives yo an encouragins shovethat send you stumbling Ssij sives the one PC an nulet of pr@f aeainst detection. 11the playet tries to interupt Ss and tlk about the lizard man raids on the Hish Rod,Sij waves his hands inp' yesssl tiently nd simply says,'Yesss, Firssst, you help usss,then Three Towersss lribe s$topsridss." Th PC now has an idel opportunity to free the rest of the party and recoverteir lost equipment.The two other shamen ensure that the lizard lnen glrrd8 neither intenene nor report to th lizrd king. The PC does have problem, however;he must decidehow much, if n,.thine, he tells his commdes.The dificulties of keepins thinss hidden from the r$idents of the fort is dealt with later. tufer to "Free at Lastl" below BecNe Ssij is workins asainst the lizard king's wishes, he cannot prctect the PCs i they do not go to the fori. To the PC with the mulet. h imp.esses that he can only stave the lizard kins's wrath a day or two: the PCs must recover the eggs by then. s8ij (lizard man shaman): INT v e r y ( 1 2 ) ; A LN ; A C 4 ; M V 6 , S w 1 2 : P7; hp 39: THAC0 16; #T 3 or li Dmg ldzld2l1d6 or by weapon typei SZMaML 73tXP 42otMM/2271 shield, club (treat as moming star), anulet of prcof against d.etection. Spe)lstcure liEht ounds t\2), entangle,sanctuqry;auqur', hold pet son, snake charm; prctection fron lire, sumnon inscts;cloahof baoer|. Lizard man shmen (21:statistiG same s Ssij xcept:P3i hp 15i THAC0 2O|XP |I't MM/227; jarelin. Spells: curc light ound.s, entdnsle, u rcment. faerie fi rc; obsc Lizrd men (27): INT low; AL N; AC 5 (4 with shield): MV 6, Sw t2; HD 2+1i hp 13 ech;THACo 19; #AT 3 or 1; Dms 1d2l1d2/1d6 or by wepon type; SZ M; ML 13i XP 65r MMl22?i shield,jvetin, six darts. Free t Last! Ifthe party escapes the lirard men, they ar free to do whaiever they wish. They nay resroup t Inirv s ToNer,so bck to Mornhaven Towers and the fort, or thy cn try to find the lizard men's village. Ifthey return to the towers, they are once asin $eeted by the dwIf who agin invite them into the fort. Ifthey accept,proceedto "Mk'kar's FoIt'below. Ifthey refuse,the little dwrfholle.s t them. "Gee whizl Are you guys stupid or something?Ifyou doD't waDt to come in, then run for If the PCse.ch for the lizard man villge. they are walking directly into the prt ofthe 6wnp most denselyoccupiedby the calykind.If they persist, they are ultimtely discoveredand recptured.This time, nothing Ssij or the shmen cn do will save them. The lizard kins orders all cptivesexecuted.their bodies fed to the kingt giant lizrds or dunped on the banks ofthe High Road as a warning to other intrude. Therc are r50 dult lizard rnen in the village. The lizrd kins. Ssavath, is a savage brut with two giant lizards for pets. He likes to watch as his lizards devour captive prey. Ssavath (lira king): INT avera s e( 9 ) i A L C E ; A C 3 : M V 9 , S w l 5 ; HD 8; hp 52iTHAC0 l3i #AT 1i Dmg by wepontype (3d6+2 with trident)i SA skewer; SZ L (8 tall); ML l6i XP 975t MM/227 | great tdent, rinq f Giant lizrds (2)i INT non-; AL N ; A C 5 ; M V 1 5 i H D 3 + 1 ;h p 2 4 e a c h ; THACO l7; fAT 1; Dmg ld8; SA swllow whole; SZ H (15 long)i ML 10;XP 175t MM/226 lhzatd).

Mok'kor's Fort
Play this scenewhen the PCs fiBt enter the fort. AB the tall wooder gtes swing open to dmit then, red or paraphmse the following: The 20 hich wlls enclosinethe fort arc made ofthick tree trunks buried deep in th grcund. A catwlk clinsEto the inside of the wa[ At echcomer is 15 tll square tower with two Emallertowers flnking the sates.lnside the compound are four wooden bDildinssBefore you is a structure with a wide staircaseclimbing to set of double dooB. Another half dozen peopleare runnins round the courtyrd crrying bundles of arrows or lit torches to th Clards The dwarf shumes up behind you, limping heavily,one hand hotdins the ridiculous helmet on his head. 'My name is Flox," he y3, then tums to the grand building and calls ot, "Mak'karl They're The great double door6open, and a tll rnan in a red tbard walks down the steps.Followine hin are two male elves,a human female,and nother human male. The tall man in the red tabard stnds before you and otreB his hand. "My name is Makkaa" he y6in a strong cler voice. "Welcometo our pdson.' Mk'kar asks for detib about the pDrsuins lizard men. He then intm' duceshis four omcerc-Boz, Ryll, Cayla nd Drunn-and exptains that he and his soldie$ mke the living s bodyguards, wt hmen for caravans, nd so forth. Last month, Cayla found a tresure np in librry i Wterdeeptht descnbedrre. masicl trcsures hidden within the Mornhven Towers. They knew the dangersof the Mere and the denizens tht lived there, but they thought their company was prcpared to haDdle the threat. (For the true stor/, refer to "For the Dungeon Master.")

DUNGEON 39

THI{GSSS ssscALY
they could er.plore the Toweru and naintin a lafe defensive position. Much to Mak'l<r's horror. the lizrd man tribe was ctually several hundred shong and led by an evit nd relentlesslizard kins. The tizrd men sunounded the fort and the ToweB. For the pst twelve days, Mak'kr nd his nen have been fighting for their lives, tryins t! hotd otr the lizard nen. Mak'kr explains that they hve killed dozens of the scalykind, and h is lule that if they cn mintain their position long enough, the tribe's losses will be too sreat to ber, and they will desist. Unfortunatly, he is critically short of supplies nd nen, and he tu not sule how much lonser he cn hold outHe asks the PCs to help him defend his fort. He hs no spettcasters in his compny,and their aid could tum the sieg in his fvor. Before the PCs have a chance t respod. Flox calls to Mak'lr from the wll. Mak'kar indicats the party should follow him and climbs the lsdMak ker sys, "You might not believe in l{ht we're fighting for, but l@k at that and tell me what other choice you have but to fisht with us?' He point over the watl to the edgp ofthe wmp. 'Ihere a.e tizard men everywhere- They stnd rnotioDless nd silent in little Croups at the edge of the foret. How many hundreds of "l them re hidins in the tlees? ask you aeain,' sys Mkkar. "what other choice do you have?" The lizard men re massins for another attsck. Mak'kar tetls Flox (one ofthe normal dopplesngeft in dwaryen trise) to escort the PC8 arcund the fort. Flox introduces them to the other membeB of Mk'hat's compny nd exptains the bsic fort defeses. He then escort the PCs to their quartrs (arca 6). In the metime. Mak'kar and htu ofiicers make plans for the coming raid. Ftox encorses the PCs to ret for a while before sunset, at which time Mak kar ssisns thm defenive posi' tions long the wall. The PCa are free t explore the fort until nishtfall, which shoutd leve them most ofthe day. However, they are constntly under the subde scrutiny of the dopptegaqers. If the Pcs were captured and releasedby the lizard nen, the dopplegangprs will want to know why. The dopplegagers' mind-reading ability is instinctive nd operats continuously to about five feet without concentration. If they focus their senses, they can probe n individual up to 60 feet awy in their line of sisht, althoush the victim hs the sme chane to detect the intr$ion into his mind s he doesto detect scryins. The dopplegangeB know this and are reluctant to attempt Ssij'. anulet of pmf asainet detec ttoD nd no"d"t".tioD spells defy the dopplesansers'ESP bility. PCs who intentionally fill their heads with onsense to discourage prcbing can conceat thi. true thoughts ifthey nake a successful Intelligence check. P8ionicists receive +2 bonus due to their mentat discipline. A rotl nust be mde each houi to see whethe. the clutter can b How the dopplegangers rcact to the PCs depends on how much the PCs know Refer to the "It Neve Cmssed My Mind" sidebr. Mak'kar (7th-level liehtea humn mle): AL LE; AC 1; MV 12 (r0 in annor); F6; hp 50;THACo 14; #AT 3/2 or 2r Dmgby weapon twe; S 15, D r 5 , C 1 6 , I l 4 , W 1 r . C h 1 3 ;M L 1 5 ; \<P 650, tand of negdtion 6 charye6), pLdtc mail + 1, lons bow, Iong sword +r to hit, +2 damase), +l (specilized; short sword, dasse. Boz, Ryl|, cyl, and Dum ($eater dopplegngers ): INT very (12):AL LE; AC 4; MV 9; HD 6; hp 45, 36,24, 23; THACo l5; #AT 1; Dmg rdr2 or by weapont!"e; SA shape change, tSP; SD iDmune to sleep or chrrn;save as Fr2; SZ M; ML r5 (13 if Mk'lr is stain); XP 975: MIW60 (modilied):chain mail, lons sword, long bow. dagger Dopplegngers (1?): tNT very ( 1 1 ) ; A l -N E ; A C 5 ; M V 9 ; H D 4 ; h P 3 5 ( x 2 ) . 2 8 ( x 4 ) , 2 2( x 3 ) .1 8 ( x 5 ) ,1 2 , 8 {x2)iTHAC0 1?;#AT 1; Dmg 1d12 or by wepon typei SA as bove;SD immne t sleepand cdrm; savesas F 1 0 ;S z M ; M L r g ( 1 1 i f M k ' k a r i s slain);)(P 420; MMl60; chain mail, lons sword, long bow' dsset

Auro Permonency
Linsriig mgical dweoner in th vicinity of the Momhaven Towrs have pnnaneDtlyalteid the etrt! of masic within one mil of the t wers. Makla1 fort fatl6 i'ithin this arofeffect. Any cast spel with a dtion gratr than "inetntDou!"ha8 a 25%chnc! of peEisting indfinitlr s if afrctdby the eishthlelel vzard Bwll petmanencr. Even spells Dot nornally subject t the pen&.nen r apell arc afrecr,f. thus, a flad"g spetecast withit one mile othe MomhaveDTowers has a 25%chanceof lastiry until dhpeed. If the tamtrg spel were movedoutsid the onmile ndiu! of the prtu'at a4, the spll would nd onceit! norEal duration had expird. A spll Enderd pennaDentby th Momven Towr8'aur cs b dispeled eithr by its ctaror W we of s.dirpel mosic o1uan of nac'atioz.Splh cast outside the pImnencyaura aE ot rnded pmsnent upon entering the vicinity. SDllswith fixed numbr of "chairps" or'hit point" oike stoelin and d.nor) ar not atrectd and dtusiptaftr delivdng or absoringthe uual amoutt of Mtro' inag.B remain damg. until struck or displled.SpUE lrith delayedetrcts,such as delawd blast fireball, a not afiectdby the aura. gpells that trissr a suddenor rpating insttsneous eflect oike Mefs acid.am, slittzrd.wt, shocking s@p, flane amu, tur of enfeettemL aadMeltu minutz meteon) are not altrd, ither. The p"rr"n ? aura h3 no eflect on ngicl itsns with the exceptionof protction scrols and BDlls.mlh.
Makkar curseshis retine's rifortune. When they let up camp t the edgeof the lke, the lizrd men launched n imnediate sault. Mal'kr clims proudly tht hi8 men foght well but confesses tht he tost five oldiers driving off the scalykind. Mk'kar then odered his men to repair and restore the fort so that

No.70 40 lssu

SSSCALY HINGSSS

EncorteE

in the Fo.t

r. Tbwrs. Standins atop these l5 tall woodenplatfoms are 1d3 dopple' sansers amed with lons bows. These gua.ds moDitor the lizard men surInside ech tower re three dozen rrows in a rotted woodenchest. 2. Parapeb. These walkways run along the inside of the entire wall. The otr wll comes to a height of fou. fet above the catwalks. Each wall is patrolled by at least one dopplegnger rmed with a long bow 3. Brrack8. these simple rooms house ftom 2-g soldiers. Each room contains a single bed with a motheateDmathess; other @cupantssleep The centre mom on the et side ha a woodnbox hiddn ndr pite of blankets on the floor. The box is full of dried nd shrivelled humn ears.The owner, Orax, is sadistic dopplegangr who collects mementos ftom his victims. The dopplegangers do not like strangers nosins rcund in the; quarters, so t]le PCs m$t be diseet ifthey wt to serchthe rooms, especially the ones fcing the 4. Me3s Ha[. The south part of this room is filled with old benchesand rables set with hevily rusted tin plates and sp@ns.The northern half is a crude kitchen with a geat stone fireplce and chaotic pile ofcly 5. Dry Stores. Fortunatly for the company, this rcom was cmmmed full of spplies whn they first discovered the fort. The.e a.e still boxes of nails, hmme, sws,axe, coils ofrope, and kegs of tr (hrd s a rock). Atso heapedhere re scks of flour nd dried rice, boxesofsalt, and other niscellaneous dry soods. 6. Sbbles. This re was used as sleeping quarters when space was sho.t. It is now unused nd has been set aside for the party. The noor is covered with senerous layer of dry 7. Officrs' Quartels. These rooms are larger (though little bettr) than the soldieE barracks. Each has a

Mak'kat's Fort
Onesquare=5feet

single wooden bed on the verge of collFe, woodntable (no chir), nd decrepit chest ofdrawers. The northwestem room (area 7A) i Mak'kr's nd contins pile of rumpled clothes shovedunder the bed, and two simple golden rings (100 gp each)on the table. Boz lives in the southwest4rnroom (area 7B), and has a BecretBtshofsens (250 gp, 200gp,50sp,3 x 10sp) in a snll cloth bas stufTedinto sap beteeen the noor nd the wall behind the The northeastem room (area dres6er. 7C) is shared by Cayls and Ryll, and it contains personl effectsbut nothins ofvalue. Dnn's roon (area 7D) lies to the southeast.Under his bed is the pintd shield of a lizd man patrol leder-part of Dunn's dissrise when he nd several others infiltrated the lizard nan villase. 8. War Room. Stairs lead up to this .oom which is dominated by an immens woodentble coveredwith ppers. One of the legs nsing, so the table is suppoded by barrel. Of

the dozenchaiB in the mm, only two rc unbrcken. They and fiv woodencrates provide seting around Here is where Mk'kr nd his officers plar their defenses. discuss the best use oftheir dwindlins supplis, and plot their escape. Despite the dire circumstances, Mak'lr has insisted on prcper decorum and organiztion. During the day, Mak'kr and his lieutenants spend rnost of their tirne here.Thy do not take kindly to interruptions nd demand that intruders leave immediately. 9. Cold Stor. This buildins is padlocked shut, and Mak'kar caries the only key. The lck can be picked with norml chance for succss. Ifny of the companyis asked why the buildins is locked,they imply say it con' tains food supplies.(Mak'kr ctains he must mtion the remining f@dstuffs and does not fully trust his soldie.s with the iDventory ) Inside the r@n is a nearly empty bg of presewed meat, a half tull cask

DUN6EON 4I

SSSCALY HINCSSS

lf NverCrossed My Mind
Mak'ka16 dopplegtgr expect the PCs to be suspiciou. However, they might be larmed t lam, for example, tht the party has found th lizard man eegs (area 9) or the imprioned tanar'ri (area 22). How they react to the pay depends on what the PCs know d how much they let slip. If the PCs make corcertd efrort to conceal their thoushb, the DM should ask tht each PC mke an Intelligence check each hour. Psionicbt PCs receive a +2 bonus to the roll. Each time a charactr fails htu or her Intlligence check, there tu 1in-G chance tht doppleganser picks up some incrimintins thousht d report it to Mak'kar. (If sevral PCs fail their lntllisence checks, roll 1d6 for each failed check.) Any rou of I indicates that a dopplegarger hs Bucc$sfir]ly detected n incriminating thought nd immediatly repo.ts it t Mak'kr. The dopplegngers' reactions depend on .:. If the PCs met with th lizard men and tlked to Ssij, the dopplegangers are cautios Within an hour, Makkar ordB the company t moDitd the PCs discreetly. From of red wine, a dozenwrinkled vsetables,a burlap sack with six onions inside, and six barrels oflanp oil (five are empty and one is quarter full). Against the west wall is a srnll unlocked che6t that holds the dopple' gangers' treasure. Inside re 270 pp, five identicl methysts worth 200 g! each (or 1,200g! for the Betl,and six snall white perls (100 gp eachl. At the north end of the room is the wll, n 8 hole in the sound with a winch nd bucket assemblybuilt into the rooi The water levet is 12 feet Immersed in 15 feet ofwater are 48 ivory-coloredspheroidsbout the size ofcantaloupes.These are the they re invisible tizrd men's ess. ftom aboveunless soneone holds a light sourcedirectly bovethe watel Althousb futly submersed, the eees re intact nd salvageableA dinnsion doo. has fomed in front of the well-a spell cst years

this point on, PCs find it difiiclt to move about uMoticed. No mtter where they go, one of the compay lwys seems to hve reson to be nerby, wat hing then. n If the PCs swpect Matlr's company of being dopplegEngers. the c.eatures are distrsrful. The doppleganAers know tht the prty is figuring out t}le truth. Mk'kar's compry keep6 costrt wat h on the PCs. Wherever tbe PC go, two ol three doppleganrs openly stare at them from the walls, yard, or * Ifthe PCs sneak into area I ard find the dtneuston door portI, the dopplegangers rc ,dteDin8,. Mak'kar's company relizes tht the rcs know too much. The PCs are t ld to remin in the fort and help defend it asainst the lizard men; the who refuse are confiDed. Thos who attempt to $cape or evde @nfinement are attcked or alriven out. l. If the rcs founC the lizard mn's eegs or the tilarT trpped in the Momhven Towers, Maklr' dopplgansrs are osttl. The compsny attacks the PCs outrisht. Ifthe fisht tums asainst them, Mak'k and his otrE flee via the ngicl port] in eea L In this case, refer tn 'Mkkr's Lt Strd."

Ifthe PCs decideto use the dine'r' sion doo., there are a few thinss they need to remember In fort this size, it won't take long for them to be missed,so eiter a few PCs explore while the rest maintain appearances above gound, or the ntire group goes,but for only a briefperiod. A wand of nesation or a dispel maaic cast against l5th'level spell use dispels the dinnsron doo..

TheMornhoven Towers
The ongins ofthe elven sisters who oncelived in these t wers is lost to history They were said to be powerful wizards who actively fouAht for the cause of sood. All that remaiDs of them now are their toweE and Bome lingering dweomers. The sisten abandonedthei. homes shortly fter irnpnsonins nabass'r tanr'ri that was rvasine the Sword Cost.To cgeii, they built n undersound wardins chmber, then seled the tower They then attempted to sink the towers bneath the g"ound and Bealthem in st ne so tht no one could ever releasethe tnairi. This ws only partly successful. Ttte massive block of bedrock that partly engulfs the southem tower extends east for miles all the way to the warts- Ove. the centu.ies, th two northem twers flooded nd fell into disrepir, nd they re now on the verge of structual collpse. They are completelyenpty and are not des$ibed here, thoush the DM is free to detail them as he sees fit. The southern tower, howeve., by vi.tue of its being seled,hs remained dry. Becauseof the intNe msical wards suardins the tanar. the entire southem tower is vircually bathed in preseFative magics.These speUs have persisted for centuries de to the penanency ur tht encpsulates the three towers. Thus, even though the contents are imposibly old, nuch ofwhat is inside is stiu in e iceableshape.This also neans that everl'thing in the tower The furnishings and decorations of the tower re vluable ifthe PCs could devie some wy of first setting them out of the tower and then transportins them acmss the Mere t Watrdeepto sell then. Since this is ublikely and morc trouble th it's

ago but rendered perrnanent by the lingenng mgic of the Momhaven Towers. The portal's perture is a shinrnerin& 7 tall,3 wide rectansu' lr plane leadins to area r0 in the Momhven Towers. The o{TceB have told the wall $rards to keep n eye on the building but not to be obvious about it. They don't wnt to draw the prty's suspicions.Unfortunately, the position of the door makes it impossibleto keep uder constant obsenation. If the PCs wt h the guards' routine, they can qickly determine that every 10 minutes (one tum), there are two minutes when no surds cn see the doorwy.Ifwhtever they do to gtn ccessto the building is quit nd takes less than two rounds, they may enter noticed.They might also otrer to cover gard duty for the soldiers or the north wll for few hourc. If they re noticed,the $rards shout t them to set wy ftom the door.

42 lssueNo.70

ssscatY THtGsss
worth, only the more po able vluables are itnized here.Ifthe playe$ insist on looting the tower ihe DM 13. KitchL Against the est wall is another stone fireplace without a chimney.The remainins walls re lind with Bhelvesand cupboards,all filled with cookins utnsils, spoiled foodstuffs,and neatly foldd towels. More foodstuffsand supplies are stored in snll closet pantry In the center oflhe kitchen stands a glet wD.ktable with shining metal cleaver (a datrd dr. +.?)buried deeply into the tabletop.The trail of boot prints ieadBto the western door 14. Linen Clet. Sevenl neat stacks fduty white towels are stord on shelvesin this roon. On the floor sre a iwelve bottles ofperfumes, romatic oils, nd exotic liquid soaps. Thes are particularly vluable, worth 200-300 8p ch to the right buyer. Fortunately for the PCs, the bottles re made ofthick glass and resist b.eakse as ifthey were metI. taaning in one comer is a Dop o/Aiai the comftnd word, "Pravap,' is tched into tbe hndle. 16. Servnh' QarteE. This rooft contins three beds,thre chairs, a desk. rdrobe, and a silve.-framed banging mir.or. The desk and wardrobe re filled with worthless apparcl and prsonl ellcis. A larye sack offlour is spilled in a pile on the floor It looks unremarkable, but the enchantmentsofhe lower hve given it life. It is, in fact, a kind ofsandling thl fearlessly attacks anything tht enlers the !oom. lt has no treasure and docs not pursue byondthe room'sconlines. Flour stndling: INT non'iAL Ni AC 3: lvIV 12; HD 4; hp 18;TIL{CO l7;#AT lj Dmg 2d8: SA surprise; SI) immune to slep,.io.n, and old spellst SZ Lt Ml, TiXI',120: MMll02 (elemntI,earth'kin-varint). 16. Bedroom. A sand fur-poster bed with bight red silk curtains and shinins white silk blankets stands aginst the $est wall. On each side is an elsrt end table with a dry nd non'funcrional oil larnp.A reclinins sofa with red cushions lce6the b.d. The lamps are naAicli ifihey qre filled with oil and lit, thy burn indef' initely wilhout consumingthe fuel, but only so long as they renain within thepe.rirnen.? .ffect of th Mornhaven Towers.

South TowerMair

Lvl

ro. Sittirg Room. The .i;neDs;on door leadins back to Mak'kar's fort mnifests itselfin the south corner of the chamber An empty stone fireplce domintesmost ofthe southern wall. fld the rest ofthe roon is taken up by five chairs with thick ornse cushion6and smll tables plcdher and theieitop one ofthe tables rests n empty wine glsB. A trail ofnuddy boot prints leds lrot the dimension d@t portal o the *eslem doo. There is nothing of intde6t here, except that the fire' placehs no chinney flue. Lightins a fire in the hefih .eve16 that the smoke is nasically displced-one of many lingering enchantmentsplced ll. Dntry Hall. At the north end of ihis grand hllway, a wid stairc$e ascendsto the next level.A massive chndelier ol crystal nd b.ass hanss from the ceilins, with dozensof crackedyellow candlesheld precanously in thei holders.A red crpet runs lhe lensth ofthe hall and ll the way up the stirs. Conspicuously absent is d@May in the south wall. ,The tower entrance was maelcally seledbefore the tower sank.l Again thcre is nothing ofinterest here, althoueh th muddy tril of bo{,t prints goesdirectly to the west.door. r2. Dining Room. This roon is in ru)ns.A snshed chandelier lies in the niddle ofthe noor where it fell onto the dinins table that collpsed under the weight. The collpsing tb1ein turn snppedmost ofthe chairs tht were tucked underneath tt. The room is bathed in shattered glass,splinters ofwood, and bits of stumng from the cushions. West ofthe door aginst the nolth $all is a china cabiner stackedwirh 20 place BettinAsofyellowed china. In the drwers beneath are 20 heavily trnished set of silverwar The muddy boot ircks led to the north

DUNGEON 4:]

lHlflcsss ssscLY
A tll wardrobe hold ll manner shoes.blouses, of garments: dresse8, pants, scaNes, gloves, hats, and so on. Unfortuately, they are hundreds of yeals out of styl and so old and frgile that they fall apat when hnd]ed. In the back southwesten comer, der a pile of sanents is simple woodenchest. It is unlocked and inside is some'petty cash'for household expenses:100 sp. One of the garments appers t be a black cloak but is actutly a cloaker. tt does not attack unless physically dtuturbed. Cloken INT hish; AL cN; Ac 3 (1); MV 1, Fl l5 (D); HD 6;hp 36; THAC0 15;#AT 2 + pcial;Dmg 1d6/ld6 + special;SA encdfvictiDsi moaning; SD mnipulate shadows; SZ Li ML 74. XP l.40Oi M M/44. r7. Bthing Room. A la.ge ceramic bath tub is buitt into the fioor of this room. The entire mom is decorated with various shdes of blue tiles. In the nolthwest comer is a larse metal stove with three green coppr kettles on top. This st ve is missins a chimney flue but has no need of one (see aEa l0 for details)- The tub is fflled with cold wtr that hs become enchanted over the mny centudes of exposure to the mgic ofthe t wer lwo water weird live in the tub, foning in two rounds to attack anyWater weirds (2): INT very; AL C E ; C 4 ; M V 1 5 i H D 3 + 3 ;h p 2 0 , 1 5 ; THAC0 15;#AT 0; Dmg nil; SA dmwnins;SD sutrers oly I hp damage fron piercing/slshins wepons; half damag fion fire: refoms two rounds ftr beins tedud to 0 hp; SZ LtML l3iXP 42oi MM|7O4 (lemeDtI, wter'kin)18. Storsg Clo6et. The room is fflled with metl shelves, clammed with spoited food and wine lons since tumed to vinegar. There is an open trap d@. in the noor with a ladder leading down t! area 22. South ToweF-ScoDd Lvel vrietie offlutas. and r5 violim. Ech is set up in fmnt of its own chir nd mu8ic stand. Ail of the string5 are so blittle tht they brak if plucked. and the metal instruments re tmiGhed beyond restoration. 20. Librr:y. This room is filled vith b@kshelves that rcach nearty t the ceilirg. A sreat many book have been removed, as therc are large gaps between tomes on the shelve.A few hours of searching revals that someone took a gret del of care t remove all ofthe truly interesting volume, leving bhind huneds of infontive bt useles votumd of common intereEt literate. A sooll vtith the dispel masi erd lty splls is tucked into one of the old trn. 2r. Labortor:y. This room contain8 several tables cove.ed with alchenical equipment, dusty but neatly rrnged. While ll of the reagent hve long since evapo.atd, spoiled, or tumed t! dust, the equipnent itself is in excellent shpe. Amons the dozens of boxes of spoiled powders are five boxes of powdered platinum, worth a totl of 300 gp. South Torrr-Top Floor from floor to ceiling. there is what tooks like a shllow' circular moat runnins the circumference ofthe morn about tn feet fiom the wall. A continuous st.eam ofwtr flows into it thmugh a hole in the ceilins, pouriIIg down drain to the south. The entire surface ripples with tiny waves as if the floor iB vibratins slishtly. You can see the stone bot tom of the mot is elaborately caned in geometric pattem of intrlo.king squares. Beyond the moat, the fl@. is inlid with a wide circular band of black marble tht is turther inlid with solden run6. There ffe per' haps two don syrnbols set int At the center of the room stands the pillr of lisht. Suspended motionless inside the light i3 dorably dark mant shape, so ude that it seemsto pull the illumination inside itsell bending it. The masical auras in this mom, rcndered pement by the natue of the vicinity, are so stmng they can be felt by anyone capable of cstins wizard sp[s. Further, a detect e,;l spell reveals the prcsence of evil concentrtd in the centr of the pillar. The neature inside the pillr i3 a nabssutanalri, trpped behind multiple war&. It is completly beyond his power to lree iteu or to manipulate others toward the deed . . . at least for the time being22 Fore Field. Running along the outside of the noat is cylindrical ali o//o.ce that extends fmm noor t ceilins. The Doll o//orce, rendered pemaneDt by the lingerins masic of the Momhaver Towerc, can be hought down simply by sayins "Libertus Infemurn." The Ddll is iestred by sayins'I case thee." A d;rpel nadc has no elTect on the ualL of force. A tdnd of nesdtion lowers the rrdii for 3d6 roundsi a rod o/ cr'nILdtion or disintegrute spell destroys the ao, uttetly. 228. Moat. The moat is not a brrier to anyone but the tnar'i itelf nd can be crossed sinply by wadins throush it. To hak the ward, the hole thmush which the water ows

the t p floor (not depictd on the map) has the sme dimensions as the floors below, but the ceilins peaks high ove.head. Dudns the day, suntight strems thmush holes and gshes in the roof Durins the night, the tower becones home to dozens of harmless swamp flflies. Once a beautitul garden of eaotic nowels and lush tre$, everrthins is now long since ded. South Tower-Dungeor 22. the Wardirs chamber, The exact description of thtu room varies depending on wht circumstnces blirg the prty here. If they are exploring this room on their own for the fi.t time, read the following: You ctimb dom the ladder into a circular chmber 100 feet across nd about 15 leet high. T'he room is lit by column of blue lisht that tnds in the exact nter of the room. The outr wal]s arc lined with black tpestries that stret h

lS. Coftert Hall, A row of comfortabte chairs with thick cushions lines the cwed outr wall of the room fcing the stirs. Aransed in the rniddle of the chamber are two pinos. a harp, three kinds of luts, live differ' ent horns. nerty dozen different

No.70 44 lssue

ssscatY lHt osss


into the mot must be plugged. With the source stoppered, the mot dries up in two ronds. Resbring the wrd is simply a mttr of unplugging the hole, after which time the moat relills to a 6:depth in ten rounds. 22C. Circle of Black Marbl. The circie of blck mle is inlaid with solden runes. The runes .e nagical, nd each one nesats prticulr spell within the circle's conlines. The followins splls do not function inide rhe clrcle: dafines 15' radius, dinension dooa energr dnin, sate, inaui. sion, inisibilitr, ph6e dooa plane shift, rcgeneftte, silence 15 rddius, telepot, teleport uithout erm4 aD.l. udmpirtc toac.Additoml rues prevent creatures fiom entenng or leavins the circle vi the Astrl or Ethereal Plane. Anyone can walk into or out of the circl withour ham. Damasins the circle hs no etrect on the symbols, s the darnged ma.ble refoms in a 22D, Pilar of Light. The pill. of btue lisht is wht actually keeps the tanar'ri in stasis.The radiance is generate by s talisn nn of pure sood ernbedded in t fl@r uDder his feet. Removing the talisman frcm its niche in the floor is simple matter; however, doing so dectivt$ the sta8is field nd awakens the tn1.i. The sistrs built one fftal safety featue into the wardins so that no one cold release the nabssu without their knowledge. When the pillar is deactivatd,a messaseis delivered to every human, eli dwaf and snome within a mile of this chmber by me^ns ot a pernanent @hpe.ing rind spell-The messasesttes: "?le tanar'ri has beenunleaehed.." There should be absolutely no qu$tion in any PC's mind that what ever is caged here should not be releasedunder any circusteces. with all ofthe wards cuently in place. the party i fre to explore, lrn the nture of the room, nd developa healthy fear ofthe thing inprisoned in the icy lisht. Nabsu t$a/ri: INT hish: AL CE;AC -3;MV 12, Fly 15 (C); HD ?+16;hp 54; +AT 3; Dmg 2d4,/2d4l3d4 or by weapo t}?e +7; SA &dt ge r/day, paralyration, spll-like abilities; SD +1 or bettr to hit, tnr'ri

inmunities;MR 50%;SZ M (7 tll); ML 15;XP 10,000;Pr"4xrsc4Pt MC Append. i t / 106 ltanar' i).

Altock of lhe LizordMen


Twenty-four hours aftr the PCs infittrate Mak'kar's fort, the lizrd king declares that there will be no turther negotiting vith the fort's defenders nd commandsthat every livins thing iNide the fort be slain. He has given up ny hope of recoverins the hibe's eg$ nd is driven purety by the lust for blood. $ij believes that therc is still chnceto save the htxhery. Whatver Ssit's intntions, the vast najority of th lirard men are followins the kinds orders and do their utmost to tke the fort. The lizad men hve prepared a new stratgy fo. taking the fort. Hiddn in the swamp 200 yards from the fod re two mssive sling-shot mechanisms.Upon the lizard kinds command.the scalykind use these to fire two huse tree trunh at the east watt. The bissiles comehurtling out of the derbrush with no wrnins and slam intr the wall. When the hees hit the wall, there is a defening crh s wood splinte.s so nying through the i. like .ainops. The centr tn fet of th est wall disintesrats under the concussion, and the rest of the Etructure heaves inward- Alyon in the middle ofthe wall when the loss hit sufiers 4d6 hp damage froD the impact and is thmwn heavily t the grcud inide the fort for nother 2d6 hp of dmae. PCs stnding anlvhere else on the ctwalk are still thrown for 2d6 hp damas unless a successful Dexterity check is made. Sotrds lata dozens oftizard men swrm out of the wtr to rush the east wall. A few roun& later hopins tht gurds fiorn the south are pulted away t defend the brech, everal more lizard men surye out of the southern swamp t ttck the Inin hear Mak'kar scrming at sate. PCs t}leD, "If tho6e reptiles set inside, we'.e all as gmd as dad!' Mk'k1 compny strugsles to hold o the ttckers t te heach and cannot pmvide reinforementsth bttle happens s follows unless the PCs ccomplish somthing to

Rods 1-3: The PC heroeshave two rods to prepare spells. draa weapons,and moveinto position amund the breachin the wall. Durins this time, they can seeMak'lr's men fishting the lizrd king's gint liza.ds Giant lizar& (2):INT non-;AL NiAC 5i MV 15;HD3+1;hp24 each; TIIACo 17;#AT 1: Dms 1d8;SA swllow whole; SZH (15 tons);ML 10;XP 175:MM/226 llizard). Round 4: The first wavercachesthe breach in the estemwIl nd tries to force its way throush. The ttck palty consists of24lizard men,one ptrol leadea onesubleader and Ssavath the lizard king-Their strategy tu simple: ttck en mdsse. During this time, the party can see other lizrd men slipping thmugh the outr defenses, though they quickly dispperftom view.0hese spend the battle searchingthe fort for the stolenesss, attckinsany nonlizard man they encounter.) Savsth (lizrdkins): tNT averge(9);AL CE;AC 3; MV 9, Swim 15; HD 8; hp 52;TIIACo 13;#AT 1; Dns by weapontlTe (3d6+2with trident); SA skewer; SZL (8 tll); ML 16;XP 975i MMl227i great tdent,.i"4 of Lizard nen (24):INT low;A-L N; AC 5 (4 with shietd); MV 6, Swim 12; HD 2+l; hp 13 ech; THC0 19i#T 3 o. 1; Dng 1dZ1drr1d6 or by weapon type;SZM; ML 13;XP65; javelin,six darts. MMl227;shield, Lizrd man patrol leder: hp l7; statistics otherwise identical t norLizs.d maD sub-leader: HD 4; hp 24;THACo 17;XP 120;lons sword, shield; statistics ot}leMise identiclt nonal lizard man. Round 6: Ssij,the liza.d rnan shamn, casb pldrt g.out at the baseofthe breach in the eastem wall. He waits until $avth, the lizd kins, is in the fort beforecompleting the spell, thus trappirg him inside. By the end of th mund, msive and inpossibly thick wall of vines chokesthe hole and fills it completly. he barrier is tishtly entwined and as hard as iron. Anyone stnding in the brcach is thrown inside the fort as the vines burst out ofthe sround.

15 DUNGEON

THlt{csss ssscALY

of Mak'kar's liztnl ntenadtoncctowrcl thepalisades The battleis btguttos vLttgL'litl Jort.


Ssij rlizrd mrn shtrn : lNl' N\' 6. sN l2r lery r12riAL\rA( .1: P T i h pi l g i T H A (0 l { i i } l i l o r l : D m g l d 2 , l d 2 / l d 6 o r b ! i L t a p o nl l p t : SZ I'l: I'll. lil: XP .120ir}/,Y,22: r d u l r t r e a ta s m o r n i ! . 1 s ! : shield. S p e l l " : . u1 1l a ' l r 1r ! n . / s r ! 2 r . entangb, ntuaB: augx^, holl p.r s a k .s t u h e t h a : p k t 1 g n r t h . p ) t.ctn ft!i fi: rlirtatr1. Rounds 6-10: Ssvath and his lizd mcn, ttpped by Ssij sPla,t ir,rx.lft s p e l l ,f i g h t t o t h c d c a t h . l h e l i z a r d king is evil and blindthi.sty Ss hopsthar Ssavdlh. deprivcd ofrcinfo.cemcnts,*ill be -din in thc ba le before the sec.Dd $av. oflizard mcn breachestbe min sat.. Ssii holds back tbe .eminine ljzrd men 1 a l o s t2 0 0 o f t h c n r p . n d n t g t h e out.oneofthc batil. $ a ! . r2 1 Round rr: The secoDd lizard mcn- r$1) plrol leadcrs.and o n e ! r l c a d e r rb f e a c ht h c m l i n sares.TheI immedrately bcgin searchingfor thc tribes cggs,art.k ing n)one who stands in thei. $a): TheJhrl thcDjalelins r anlone ifho attcks them from the towers or L i z a r d m e n r 2 4 ) :l . \ - T l o r v i A L N i Mv 6,Swnn l2i - A ( ' 5 L . lw i r h s h i e k l r : I I D 2 + l i h p l 3 e . h ; I ' H A C 01 9 i + A T or by ll or 1iDmg ld2/1d2/1d6 rvcaponrypei SZ M: ML 13rXP 65r MIt122?r shield,jalelin, six drts. Lizard man patrol leade8 r2): to hp l?; statistics othcr{ise identical Lizard mn wsr leaderr HD iti h p 3 6 rT H A C o 1 5 :X P 4 2 0 i L o D g sNord. shicldi sttistrcs otb.r$ise idcDtical lo normal lizard nran. Rounds l4-15: Ssij uses dtritulion spell lo ascertain i{hcther or not S s a v t hh s b c c n s l a i n i U n l e s st b c will PCs intervene. the dpplegngers succeei d n k i l l i n g t h e l i z a r dk r n s . l Ssij thcn uscs his sr,.ld,--r spell !o approch and enter thc fort unc msted. With the lizard king pped or dd inside thc fort, Ssij t.ies to conta.t the PCs,persuding them to help rctncve the eggsand thus nd

Mqk'kor'sLost Siond
Fring thc imminenl loss ofthe fort to the sclykind- IIk kr and his remarning oIcers l;ght thir war into area I,leaving lhe other dopplceaneers to fend ior ihemselvcs.Any PCssho $ish tojoin Makkar re wclcoftei he reassureslhe PCs that the s.lykind lvill find lheir eggs sal n d s o u n di n t h e s e l l . M a k k a r p l a n s to collapsethe di'iensn 1"o. in area 9 usins his ..n.1 d/ negotio.Ht docs this once he nd his officcrs are slfely through the other sidc.Thc lizard e. will be unable to pursue Mrk'kr plans to avengehis defet bt nleashing the tanr'ri and send ing it out to destror the lizard men. Nlakkar uses his ?.dnd o/n"ealio, to lowcr the doll.y'/r.. in thc warding chmber (rea 22). thcn removes the tolisnan o/p.. good that keeps the evil nbassuin stasis Once lo help rle$ed, the tanar'ri aaes tlakkr in exchangeIi). its freedom. Once permitted t{, leave th protectivc wards ofthe chamber.th. tanar'ri turns on Mk'kar and his

46 lssueNo. 70

SSSCALY THINGSSS
o{cers (and any PCs who are present), rendins them limb from lirnb. AIT. tnins on Makkr and his followels, the nabassusoes searchins fo. more human victims so tht it may achieve mturity nd .etun to the Abyss. Ifit can lind no human prcy in the Tower,the nabssutelepo.rs elsewhere,terrorizing som other comer of the Ralms.

Concluding lhe Adveniure


Rsrdlessofwhen it occu.s,the lizard nen tnally overrn th fort, pe.haps while the party is in the ower confmntins Mak'kar. If the PCB helped the lizrd nen securetheir esgs and the liz.d kins ws slain in the battle, the PCs are spredOnce the eg$ re fond nd the fori secured, PCs still inside the fort .e apprcchedby severl lizard men nd lizrd nan wr leader: A bttle-scared lizard nan stan before you, his forked toneue fl ickring wildly''Sssavth is dead,"he says."Sij hasss named you lor helpins me kins. I relessse usss find our esssss-" The war leadr then moves closer to youl sroup nd speaks in a lower voice so that the other lizard nen wilt "We mussst ss8t p ridsss on humansss.Ssij sssy Ssvth was wrcns to rid hurnansss.Ridsss make huDansss nsy. They might sssendmy to ssslyThree TwersssTribe. You sssendthisss messsger we sssekpeacewith

arc mdimum awrds, and the DM shold reduce them as he seesfit. W}len the PCs return to Inian's Tower,SirJustin is amazedby their story and Btunned at the intricat power structures that exist in the Mere. The leaders ofwterdeep might decide tht it is bst to keep on g@d tems with the Three Towers Tribe by sndine experienced diplomats to deiiver valuble sifts to Kins Hossk. Ofcoure,HosBkis nore likety to receiveguestsif they re accompanied by peoplethe tribe alrcady recoA, nizes as allies,like the PCs. There is also the matter ofthe nabassu.Once word sets out bout what is imprisoned under Momhven Towers,there will be those who wnt to 8eethe tanar'ri destroyedor banished and others,like Mak'kaa who seek to control it. Justin might ask the charactersto destroy the fiend or could send another gloup to try, perhaps unleashing the tanar'ri indvertantlt Ifthe nbssu escpes. there's no telling where and when the PCs might encounter it gain. O

Adventures
Index!
Lookig for the perfect adventure? A complete index of everymodule publishedin DL'NcEoN' Advenrlresis now available on the TSR websitelThe Dr,NGroN index lists the modulesby issueand gives all the information you need:levelsof play,setting, climate,pagelength,and adventuredescriptions.

www.fsr.com

NewMogicol lfem
Ring of Mrrhut
The .tngs o/M/rI, relatively few in number, wer creatd nd wom by Mlrkulit priests befor the Time ofTroubles. Wen Mlrkul perished atop BlackstsfTower in Wate.deep, htu secret temple in the heart of the Mere nl<into the swamp. A number of Mr"kulitas fled the suken tmple and died, giving up their lives-and their magicl rings-to the monstrous denizens ol the Mere. |I}].erinss of Mlrkul-go].d ha:\ds pairted black dd adorned with the white skull symbol of MrYkul-slow faintly i the presence of a derect eui, spell. The rings allowed the Myrkulites to identi$ one anoter. More inportantly, the rings sered as keys, enbling the priests to entr their temple without incurring the math of m.y of its $ardians. Antoe '|earing a ne of Mrrkul is sranted the ability to dl dnors te dod. All nindles8 dead and

The lizard man wr leader,Hossk, is an honorable scalykind, and he is speking the truth. He and Ssij both oppoBed Ssavth'sraids on the Hish R.d, knowing they woutd eventually lead to repercussions. At this point, rhe PCs should lev the fort quickty while they have the chance. For successfDlly eliminatins th lizard man thret to the travele of lhe High Road,the ptayers should be a$arded 1,000XP apiecepts any experiencefor monsters killed. They re lso entitled to nother 1,000)(P if thy figued out tbe true nature of Makkr's conpany on their own, nd nother 500 XP for preventing the rleaseof the nabassutnar'ri. These

intalisent undead with fewer than 6 HD will not attack the ring's rverer uriless the wearer attcks them fiBt. Moreover, the wea.er caD cast ciJ, toc spll 3/day ad gou, tocrr l/day. Prior t the Time of Ioubles, if the rins wearer ws a M"kulite priest, he could invoke a number of other efects, but the8e giester nec.omantic poweB vanished when M)Tkut died. Se.veftl inss of Mr.kul \ost in the swamp have sinc been found. Evil, intlligent cretues are dralln t the riDss as ifby the eishthlevel sf,npotl,/ spell (ranse 30 yards). Mak'k, the main villain in this advet\tve, weaB s ring of Mrrkul that he found while exploring the southem Momhven Towr. The inportance of this ring becomes apparent in the last adventur in the Mere of Dead Men series. XPVle: 250 GP Vatq 1,000

DUNGEON 47

Wolf rites:"1'e loed.tha Underddrh er since rdd.inE Clarh Ashton Snith dnd H.P lauecruft. This nollule is nednt to put sone se ous fear bach into the lnd.s Belou. The ad.Dentu.e is respectfullr dedicated to Roge. E. M@re, ho sugaested the topic, and E.R. Eddison, ho ispired it. 'Kinsdom of the Ghouls' is an D&D' GRE\]{\r'K"adventure for 5-8 charctersof levels 9 15 (at lea8t ?0 total le!els). Dwaes and gnomesre epecillyvaluable, since the prty mut nvigate long distancesunder' gound. Paladins,druid8. and other PCs with hish Chansm scoresre This scenriotakes place in the Crystalmit nd Hellfurnace Mountins, two tall ranges ofthe souihwestern Flanaess.However,it cn easily be dpted t fit other Underdrk campigns.DMs wishins r run a sDrenaneancampr8n coutd link this dventure to'Sha.ds ofthe Day" (Issue #60),"Swing Shot!" (Issue #66) and "Uzastu ofthe Underdark" (Issue #67). If set in Cerilia, lhe abandonedsvi.fneblin holdins could be a dwrven outpost o1 the Baruk'Azhik or Dikhar Zhieun The "Ecology of the Ghoul" article ptovideg \r DMcc)N" Maga.ine 1+252 useful referenceinfomation but is not neededto referee the adventurc.

"'he

... b(tsins.rs thal ,rerclosed fsh,with proigiors sho|| owr htnodi

werethe heads of the dnth.opoid,trhile then hearls lrns ngueu \q{gested "The

H.P Lorccraf,

OF KINGDOM THE GHOULS


BAUR BY WOLFCANC

Forlhe DungeonMosfer
One hundred year8 aso. a cbt of seven mges from the distentwest activtd n artifct called the O.b of Shdows.crcating magical portl to the Negative Mate al Plne.They hoped to chnnet the power of that plane to their own benefit, ceating lgions of senants nd increasinethe power of thir spells immesbly. The mages were cutious,knowing that the Negative Mate al PlaDe is the power sourcefor the unded and great poaers of darkness and decay. Just in case they had forgotten some detail, they wo.ked their mgic Ir beneth the eath, fr fmm humn hbitation. Though they spent ye.s prcparing for the ceremony, the cabal'swrds nd protctionsfailed them. and when the gte opened, nothing went as plnned.

intodorkness Descend
Adworkby BrodlyMcoevn Corlogrophyby Diesel

48 lssueNo. 70

KII{CDOM OF THEcHOULS

One powerful, hungry oeture stepped thrcugh the portal from the dark plane: a true shoul, ulike any other sen in the Flness.The ghoul-nmed Do.esin-quickly prlyzed his sumrnoner. then leisurely devourcd one olthe mases before the parlyzed eyes of the others. Then he transfomed the remaining wizards into ghouts like himselt These six mages becane his firct followers, nd they quickly sprcad their diseasearnongthe humn slavesof the Deepoerth. Thus they eBtblished the white Kinsdorn, kingdom ofthe shouls that becamen undersmund canceadrivins other undersound races into pnicked flisht. The ghoul kingdom expanded quickly below the Helltumaces, fiBt by destroying a Bmall drcw enclave, where members of the drow house of Eilservs had found tmpomry refuge. These drow had fled the ancient drow city of Erelhei'Cinlu when their house'sworship of the Elder Elemental God was discovered; their deaths were not avenged by their drow brethren. Using the nes{ound strength of their drow reinforcemenh, the shouls staged a daring asulton a duersar city-nd succeeded.Soon, the ghouls were destroying entire tribes of tmglodltes- At first, it smed the ghoul amy was unstop' pabl, but then the kuo-toans nd the illithids, two of the oldest nces of the Unde.dark, joined tosether to teach the upstrt unded cution. The combination proved lethl, s the kuot ans were not afectd by shoul paralysis,and their best priests could destrcy or tlm the bmnt of ghoul attacks; the illithids provided magical rnobility nd firepower as wel as powertul umber hlk slav. The battles grew more desperat over time. The ghouls were driven bck from their lormer expnsion. and seemedon the verse of extinction, when they gained a group of unlikely llies.An enissary fron the xenophobic cloakers anived at the court of the Kins of the Ghouls and orered n llirce. The cloakeB had been t war with the mind flayers for .oDntlesssenerations and needed help asainst their ancient foes.1o vryones surprise, the emissary's orer was accepted, and the two races forsed pact. The ctoakrs pushed back the kuo-toans;in retum, the

ghouls-immDne to mental attackslaunched brutat counterctrikes against the illithid cities. The ghouls hop6 recovered and even flourished; the war in the depths continued to go their way for decdes of grindins conflict. To solidify the shouh' conquest, a portion of their any stoppd marchins nd founded the city of Kilenoa ner the Cloaker Rift. Eventully, with the help of their cloaker alties, the shouts drov nany of their enemies to the surface. where they are now c.eating havoc in the settlementB of the Yeomanry's dwarven allies in the Jotens.Hundreds and even thousndsof deep snomes and dwaryes are streamins out of the Underdrk, seekins refuse in Loftwick nd callins on the Yeonanryk nilitia to reclain the dwaNes'ancient halls. Cnpin Redwell, the spokemn for the Yeomnry, h so far resisted sendins human roopsinto the mountins, but ifthe tide of reftrsesdoes not stop soon,honor will soondrive

durins the dy but wrek great destruction at night. Rador parphrase the followins:
Strange times have come to the Hellflre Montins. In recent days, hundreds ofdeep gnomeshave settled in the city of Loftwick in the Yeomanry, bandonins their traditional halls. They are settins up or buying out every human smithy they can and are offering better wares for lower p ces.The Snith's Guild and its traditiont llies have voiced their complaints to the city's govemor, bt nothing cn b don--ihe deep gnoms hve bmken no law. Runors ofmob ction are beginning to circulate. Most of the newcomers are fmm the enclveof Glimnerfell, a Bromish imnworkins hll up in the Crystalmists wesi of town. Ifthe PCs Beekout the Bvirfneblin, they find them easily enough, thougb their shame mak$ thm reluctnt to spek ofwht drove them out ofthe hills. The deep cnomesrefer persistent questionercto their chieflain. If the presenceofthe gnomesds not engage the player's cu osity, then red the following to the plyer ofthe highet-level pnest PC, preferably You anive at the laltwick tmple ofSt. Cuthbed for the nomins pryers to find small pafty of gromes has gotten there before you. The temple acol)'ts tll yo tht the deep gnomesr seeking an audiencewith you becauseof your reputtion s a great pnest nd dventurer They refuse to see Once the PC priest agees to see the spplicants, read the following: A small troop of heavily-aned deep gnomes ppe, crrrng their clan chieltin on littr of spears. Their spokesman steps forward and says.-Ihis is the leader of or cln, Ardin Goldberd.He has ben sorly wounded by a ghoul wanior" He motions to the bererst put down the litter You've never seen a Cnome this decrepit before.Htu beard is thin

TheAdvenlure Begins
W1ten the dventure begin. the shouls'enpire hs reachedits limit under$ound. In the winte. ofc.Y. 586, ghoul hunting pdies first creep onto the surfce. Unlike the drow, the kou toans, and other rcesof Deepoerth, the ghouls care little for the surface wortd. They arc sinply intrest2d in cornpletend total domintion over the Underdrk, but their continuins conquestsre now driving even the nost lons-establishedrces up into the light. They re likely to continue taking victims fmm the surface unless the PCs stop them. As powe.ful adventurers, the PCs oftn her bout distnt events.No mtter whre they are in the Flness.the PCs her rumors bout the monsters ridins mountin stronsholds near the Yeonanry. Constant skirmishes break out between the creatues from below and the mountain residents,but no word coms of why the cretures are coming up. It looks like typical as$essive nove by evil rces.so the mountin dwarves and other sood $eatu.es just fisht then.lhe cretures of the Underdark-blinded by suntisht are weakenedand cautious

DUNGEON 49

OFTHECHOUTS KII{ODOM

GhoulsByGhouljight
The Underdrk ghoul in thtu module rule a trritory called the Wllite Kinsdom, a realm of eat savagerY and power They are otun clled shd;w shouls or the childten of Nerull, end they r more danserous and potent than the commonAD&D" ghoul. Unless indicated othetrise, tlue ehouls fit the description Fovided here. Priests, omcers, and nobles have extnded statistiG nd iEproved Armor Classes as noted in th; xti in aI other respects, they mt h the dscription belov/. IYu ghoul: INT verse-genius (8-16);AL NE;AC 3; MV 12; HD 4+4; THACo 15; #AT 3 or 1; Dmg 1d6/1d6/ 1dg o. by weapon tlTe; SA paralyztion sts 2d6+6 roun), erave'rct (*e below)i SD immune to sleeP, .harm, hoV, feat poisorr, ParctYsis, dath magic, nd cotd-based attack; turned as wriths; SZ M;ML 18;) l,4OO; DRAcoNMdgazit9 #252True ghouls speak their native tonSue (usually Duergar, Dmw' Svftrcblin. or Common) s well as Undercommon nd Ghoulh. The claws and fangs of true ghouls a.e covered with filth nd carion Cratues wounded by the ghouls must mak a saving thtow vs. Poison or succurnb to srave-rot. (Roll once. aftr the battle with the shouh is concluded.) Those who fail lose 1d6 hp esch day until the disease tu culed or until they make a Comtitution check with -4 penlty Paladins re immune to the effects of erave-mt nd can use the ce dtseds bility tr remove the amiction from others.

'IYue sboul priests drain one Point of Strenetb by touch (as per shadow) P.iests of 6th level or higher can au iMte dead oncelweek, with no limit t the number of ndead they maY utirue ehoul nobles have all the bilities;fpnests sve spell use but mN cast summon shad,oa oce/daY (as'an Sthlevel caster).Any lain ghoul noble who makes a sve vs deth masic immediately becom$ a spectrewith 8+3 HD. True ghouls prefer ghoul-light to other fonn of illumination. This vellowish-ren lisht is shed by special lantern; it is a weak slow that dicomfit drow (inflictins the sme penalties s .onlia&ti llr spell) but desnot neutrlize intiavision. In ddition, it Eveals invisible eatures or those hiding in shadows within 50 feet. The secret of manulacturins the specil oils that crete shoul-light lantens re closly srarded by the shoul priests and unknown to otber True ehoul8 re sometims ccompanied by spy devices called the Eyes of the Kins. These magical eYesar tiny enchanted bats that are conslntly englfed in green fir 3 ihev zoom down the tunels ofthe shoul kingdom; Dore6ain, the King of the Ghouls, can see throush their eYe8 EJes ofth King flit through derk' nessqurcke. than the ey cn folloq like ereen comets shooting through the cavem& Dach Eye of the King i3 essentially a utza'd ete of unlimitd distance nd duration. TheY Ptml resular pattrG, primarily on the borders of the ghoul!' kingdom

The old gnome you curd yesterday strides into yotrr room, bem' ing with good helth-and with rich red luster restored to his beard. He bows fomlly and then speaks,syine,"I cnnot thnk You Please enoueh for my recovery. cceptthese small tkens ofmY gatitud." His compnionhelts small iron-bound chest and opens it. Within lie annoa a blck rnce. and a finely-made copper goblet. "Sadly,"say8the old chieftain, "rny clan has been driven rrom its ncient cavems,floodedout. MaDy of us found refuge here rnons tle are humans, bul. our two PeoPles lready bickerine. It is only a matter oftime until the ghouls from below the mountains come hete or raid the toms nearby" Ardin shakes his head. then "Ifyou are true herces, continues. perhps you cn go beneath the earth wherc no human amy cn so. My people have fousht the shouls for years and lost. PerhPs you will be nore fortnt. I know to the shoul-tunnels. the entrance Will you root them out of their He stnds t ease, drk hotes?" witing yor reply. Ardin's silTs include fine suit of plle m@il+l (humn-sized),a copper .halice set with emerlds (worth 4,000 sp), and a footnan's nace +4 made ofs stranse btack metal (a dmw admantine mace;it comdes completlyin 2 7 days due to expo_ sure to sunlisht), and eln ofpo'@' The helm djusts lr2atioa .es;sloDce. its size to fit any (demi)human head, and its face resemblesa gnornish warrior, complete with bald head nd Assuming the PCs asree to fight the ghoul nenace,Ardin sathers war party of20 expedenced svirfneblin wniors and leads the entourge to the entrance at the Valty of Kings (area 1 iD the 'Underdark Encountrs"section)

and wispy, nd his skin ls a sicklY yellowish gren.The spokesman "Ifyo can heal r bows and says, chieftain, otrr clan will sive you many vnluble forgings and weapons.Ifyou .nnot, we undr_ stand d wil) seek help elswhere."He srands stimY besrdethe litter, waiting for your answe. The chieftin cn be heled by a eal spell, combindc&tu disease an cure critical oun.ls,or agthlevel or higher paladin's layinlaon of hnds cornbinedsih.zre dtseos?He

is infected wiih Srave-rotisee above sidebar).The svidneblin do not speak ofthe ghouls that tracked them They siftply don t discussthe mtter, "will vou cure our instead skine. chieftin? Ifyou can t,tu3t say so and se ll try soDeoneelsc." Spells such s I],SPreveal only n ovet$helming snseof fer nd dread. Ifthe PC docscure ihe old gnome, th. young litter-berers whisk him away to recoverelsewhere.The next day.th old chiellin shows up at the priest's inn or temple, accompani.d only by his spokesnan. Red or pra' phrse the followins:

io Deepoerth Welcome
The Underdark ofthe Flnaessi3 a resion ol deep cavems f. from the liahts ofsun and moon, of transe races.ncient civilizations. and tost masic. tt is an lien place,and ofte plce of greqt horror

50 lssueNo.70

KINCDOM OF THECHOULS

The Unde.dark is both chotic rd $ild, and only the cautious sunive. Rce3are constantly .aiding for slavesor besiegingone another Food, i.. and other re8ourcesare so scarce that even the "good rces"must act ruihlessly l p.otect.their clans aDd strongholds.Nor surprisingly. the Underdark is vry dnserousfor surfacePCs the civilization ofthe surfaceis nowhere to be found underneth.The denizensofthe Under-drk as6un all shangers are enemiesuntil proven otherwise. Like civilizion,magic suffers a few chnsesin th Underdrk. The most importmt chngeis Lhe failure of telepo.tation spells of11kinds. These speils do not function dep undergrond for more thn short distances within a single cavern. Ilgrcal energie6in the stone ofthe Underdrk prevent teleport from working oss .y stone brrier Fire spells are danserousundersround.Any larse flane in smqll tunnel can qickly use up all the brcathable air Even in ntrch lrger cnvems,pJmtP.n;.s,trells, nd alrs off.e can put enoush snok into the air h obscurcvision and causedamase from mokeihlation. Optional ruls for srnoLedmaseare srren in Playr?lJ OPzo,\.r Spelh & .Yogic page 122;howevr,the duration ofthe smoke should be increased t,) 2-8 turns du to the enclosed tD els,which allow gassesto dissipate I{ovemenr through the Underdark is t a rate in miles per day equl to the PCs' movmni rate. The prty movesat th rt ofits slowest men' ber probbly six miles per dy or slower.Becuseth Underdark is so dngerous. dwanen and snomish fo.ats . ottn done at the doublemrch. The trips in and out arc fully as dangrousas the missionsthemselves.Moving t the double ftrch allows a party to double its move' menl rate, but all membe$ must be unencumbe.edor lishtly encumbered, and the efctiveConstitution ofall double'nrchins cretures is hlf nornal, as thei. energiesare devoted lo the rigors ofthe march itself. Efective Stren8th is redcedby two ipercentile StreDgth counts s 1). The Underda.k ofthe Kinsdom of the Ghouls is ananged in two tiers. The upper tier ofares I b r0 is

Armyof Hope
One of the bst ways for the PCs to overcome the superior foice of the shouls is by satherins t ther an amy of their enemies. Thtu will require ceful diplomacy and a very charismatic leader, but ii provides the PCs with the numbers they nay need to mount serio$ ttack on the shouls in their home.At th very least, ii provides big distrction while the PCs themselves move asainst the shouls' sourc$ of powr Throushout the adventure, the party will encoter enemiesof the ghods, often Do more than a hndful of surivors ftom one of the shouls' as8ault. As ech gioup is won over, add their HD value to the total force marchins under the PC' direction asainst the hatd shor s. Ifthe charsctrs pursue other sols (such as n attack against the cloakers or exploration of the Sunless Sea), the army sptinters atrd fdes away. However, if the ny is maintaind until niving at Kilenor (are 20), ioll 1d20 and u8e the lollowing tble to detemine the success of the attack. Add 2 HD for each level ofPC and henchmen party membrs actively ldins the amy in the ttck- Add the Raction Adjustment of the most charisnatic PC to the die rcll. A rcu t rult indicts that ghoul sentns quickly engged the my

nd reinforcemenh Bent it into a panicked rctret, inflicting he\T lo33 (30 80% casualtis). A.etat rsult initictes that the shoul! engage and defet the amy, nd it is forced into a fightins retreat. The amy sufiers 1H0% csulties. A diDert reGult indictes that the ttckers threw the shoul dfendeE into Buch @Dfirsion that the ghoub did not defet the attacking army until prib, nobl$, and reinforcements aived and tumed the tide. The diversion lsts 2d6 trns, with casualties of 5% per tun. A old result indicates that the ttackeB took and held a strongpoint, such B a fortified sateway The shouls retreated from the initial ttck, reerouped nd gthered forces, nd were forcd t Inke repeated assaults to rctke the lost sround. This took 2 5 hours, with 5% casualties per hour Ifthe PCs d$hoyed the Orb of Shadowsor killed Kins Doresain in rhis time, the ghoul forces retreat in sood order as soon as the news of the disstr spreads.FinUr a uicro.) result indicats that the arny t ok nd held positions and continued its advnce for 2 8 hours.Ifthe PCs destroyed the Orb ofshadom or killed King Doresin in this time, the ghout force8 retreat lrom the city in panic nd disorder.lhe PCs' army su{fers 5-20%

RoU 1&10 l-2 3-5 6-10 1r-16 17-19 20+

Arny's Totl HD l-5() Rout R ut Rrut R ut Rtreat Divert 51-100 Rout Rout Rtreat tutreat Divert Divert 101-160 Rout Rout ntreat Rtreat Divert Hold 16l-250 Rout Retreat Retret Divert Divert Hold 261-360 361+ Rebeat Retreat Reheat Divert Divert Hold Dvert Hold Hold Victory Vict ry Victory

closeto the surlce,and home to drow, ders., svirlheblin. and surface races such as soblins nd humans, s well as the shtiered city ofthe tmslodytes.This sction is still unsubdudby lhe ghouls,though subjecl lo frequent raids. The lower iier ol a.eas 11 to 20 includes the Gret Crypt ofthe Ghouls, nd the wtry lnds olthe aboleth, kuotoans, and illithrds, as well s the great rift ofthe clokrs.

Underdark Encourters r. Valley of Tombs. Iflhe PCs follow Ardin to the lunnel entrance, he l.ads them into the high mount ns, wh.re a small tunnel leds into the Underdark. Ardin shows the PCs a small hole in the sround. Within lies a gnoftjsh tornb,lons since despoiled bJ robbers,thl leads directly to the tnnels oi Deepoerth. Read or parphrase the iolloing:

DUNGEON 5]

CHOUI.S KINCOOM OFTHE

:t.^ \\

Kingdom of the Ghouls


A l l t h t m a i n si n t h e s l l . 5-lalltoftb is n entr.n.e to the Unde.drk tunnel to the deep est cavernsofthe earth Scatter.d about the tomb arc . fc$ honcs crcked and snar'.d- pcrhaps bt g h o u l s . I na d d i t i o nl o r h o m i s h bon.s, thrce hmanoid skulls litt{{ the halls. s,h ol lhe cked and brkn but all of them with The skulls belons io shouls. or course,thosh iher supcrficiallr resmbl. vampir. skulls Thogh the shouls themselveshve ftoved on, they hve left n nimated gurdian behind lo desl.oy anyone passing Lhiough.The remorhaz is posrtroned i n s m l l s i d et u n n e l ,r c a d vi o l c a p oui al the first ljving ccatrc pass ing by. Undead renorhaz: INT non-rAL 4. MV 9; N i A C 0 , h c a d2 , u n d r b e l l y H D 1 4 rh p ? l r T H A ( 1 07 i # A T 1 : D m g 6d6r SA swllow whole on a 20: SL) , r 1 . 1 , . r Da i f r m u n e t o p o i s o n .nd . o l d b s e ds p e l l s i M R7 5 ' r i S Z G r 4 8 longri ML 17i XP 10.000iMMl:lol The remorhaz gurds no treasre but the bones ofthc dedijt leaves thc tomb only whcn the ghouls decide to search for food on the surfce.Ii doesnot hve the hel atiack of a Ifihe PCs ask Coldbeardto tak lhe inlo the gnomish ciiy. read th. followins: You sec a flick.r offear in the but Lhenhe enome chietain's eyes, lifts his chin nd sys,"My people n{,dr leder Here on the su.fac. lher a.e vulnerble. lfl were to led them bck to thir home,how could I suarantee their safety? Until the shouls are defeated,we s q r f n c b l i n s h a l ll a v c o u r h n d s full simply kecping the ghouls i.om spreading onio th. surf.e. A.e yo sure you need y help?" lfthe PC leder makes success ful Chrism check at a -,1penltr', Goldbeardaccompanies thcn alons with 20 ofhis finest wariors. Thc svirfncblin war pady dds 70 HD lo the padJs amy (see"Arml of Svirfneblin 120):INT verr ( 12): A l , N ( l ; A ( l 7 : H D 3 + 6 ih p 2 0 e c h i T H A ( 1 01 7 ; + A T 1 : D m g b y w e a p o n typi SA siun dartsi rnnate spcll abrli t i e s i M R 2 0 ? : S Z S r M L 1 3 rX P 4 2 0 r MM/159 ienomc). hall: 2. Salt Dome. A hnchbacked, crouchcdg,nt namcd Slumpy cruchesnd .rwls throgh maze ollarse tunnls he.e. His famill lell into the lunnels years aso nd never found a way out bis enouehto accommodate them. The tnncls in this scction are lac.d with veins ofwhilc, Stumpy is the last su.vivor ol lh fmorin fmilJ. His .lothes. clump ins hair. nd skin re ll coveredrn white sll, which he constantlv brshes oft The clouds ofslt dst around the giant reqre other cr.atures to make a savins throw vs. poison or bc immobilized for ld4 routds Stumpy often suflers a ra.king cough. h a l l i n g ( i n o m i s h .H e but he speaks hunted the gnoes fo. lears liom rmbush. sntching strgglers and pack nimals. Hes been staNine ev.r since the svirfnblin lcft. but he has managed to hide from thc shouls so

52 lssueNo 70

KII{CDOM OFTHEGHOULS
far He will parley with the party for food;ifno food is forihconins. he ttacks to get some.He is too lrge and slow to follow the PCs nd the Army ofHope th.ough the Underdarks twisting passages for long. Stumpy (fomorin):INT averget AL NE;AC SiMV 9i HD 13+3: hp ?lt THAC0 9r #AT 1; Dmg 2d6+10 lmace,; SA surprise, choking sltr SD only Bu.prisedon li SZ H (12 tall); ML 14;XP 7,000;MMl139 (giant). Stumpy's fmily was slain by ridulg dwarves someyear6 ago,nd he buried then in slt. They have sin.e nummified, all liqDids sokedaway by the minerl salts. He still tlks to his wife nd children occasionlly, out .f fond habit nd forsetfulness.He burieBhis lftovers near them fmrn t'me to time, so the bon6are mired 'n with snon sh bonesmore-orless Stumpy wears an enormousgold beadednecklcestrung with 41 chunl<s ofnber It is worth 6,000 sp, but Stumpy will not trade it for nything except his life. The necklace ws his father's, nd Stunpy considers it his most treasured possession. 3. Jde Quarry. Once a snonish mine, this qurry of greenish stone is now a gathering poiDt for the sur!ivors of Clinnerfell, the svirfneblin city whichdin Goldbeardnrowly (searea 5). Wen the prty escped enleru the cave,red or paraphrse You rech cave.n iniersection made ofslick, $eenish stonipssseslead olTin all directions.Two sml1glink oflight rellect f.om somethins up ahed.the tunnel itselfis wideing, esily 15 wide her.You hear deep,muttering voicesfrcm the drkness beyond. The slinting light comesfrom two gnomish sentries who watch the runnels,loaded crossbowsat the ready.If the PCs carry no lishts and fail their surprise roll, the sentries call out a challensein cnonish, asking the intruders to identify themselves.If the PCs surprise the sentries,dely the anival ofeach of the followins reinforcementsby one round. lfihe *ntries see lights approaching,they rcuse the canp and drw up a dfense-the muttering noisesare

the sound8ofthe sviriieblin readying On the secondround tter the sent.ies rouse the camp, the rest ofthe deep gmmes apper to defend their carl1p. On the third round, the enomish bunow wrden Oroem and high priest Gador show up to rally the troops.On the foDrth round, the deepgnomes'untrustworihy allies Feeniar the drider nd his quassoth and spider seraants show up.

Though not exactly in fighting shape,tbese refugeesof clinmerfell suNived the deluge that destroyed their city. They allied themsetves with Feeniaa powerful dridea but they do not share his soals.The deep snomes seek new home or a rce they can see as merenaries against the shouls. Ifthe PCs pmclrm a gusade against the Ahouls, hegnomessigr p. The deep gnomes fear the shouls powr and the rapid

DUNGEON 53

OF lHE GHOULS KII{OOOM


Ciart lizards (3):AL NIAC 5; itfv 15; HD 3+l: hp 23, 22. 14i THACo l?ilAT 1; Dmg 1d8; SA double damaee on roll of 20; SZ H (15 lon,ML 10,xP 17 MM/226 The cln treasury on the largest lizard i kept in two smll chests, e.h warded sith a sbph of barding ,lightninc for 7d4 hp damce svinc t h r o w f o r h a l f d m s e r n de c h trapped with sc)'thing blade tht sweepsacrossthe inside ofthe chest for 2d6 hp dn8e. The cln treasure inctudes4,000 sp, 1,000sp,30 50-8! sens, and potion oferlro-leliDg The svirfneblin rc in a frasile alliance with Feniar and his entourase.Most ofthe drow of Erlhei'Cinlu re te proud to admit delet nd retreti they will die when the ghols oveNhelm the city. Feeniar takes a more praematrc vrew nd hope. to ally himsellwiih the shouls;nce he rechestherr city. He lnows the powen and the ]ocation oI the true ghouls but will only relctantly explain their origins to the adventurers-if they bother to tisten. Althoush the svirfneblin outnum' ber him, Feenir sives the order Twisted and peaerse, reeniar is a drow pnst ofthe Elder Elemental God who sunived his trnsition into a drider. Cursed nd hideous,he now seksto betray his rc to the shouls. While he has gthered a mall troupe offollowers, he considersll others beneth him. He fears retuming to he fers cpErelhei-Cinlu becuse turc by Inlth's loyalists He relishes ny chanceat vengencend sldly llis himselfwith the Prty-at lest until he reachesthe ghouls' citv. Feeniar Eilervs (Tthlevel drid' er priest): INT hishiAL CE: AC 0; MV 12, climb 9: HD 6+6i hP 42; THACo 13 (t1 with no.ning stdr +2)l * AI \t Dts \d4 ot 2d4+2 (mornna srar +2)i SA poisonousbit, sPells; ; Z L ( 9 t l l ) i M L 1 4 ;X P M R 1 5 9 1S 7.000;MMll12 ielf, dmw)i whip, nornins stdr +2, shield +3, cloah of Pner spell t5l5/3/2): conmtnd, curc lEht Dounds txzl, curse,iutsa' bilitJ to undead;.hant, llame blade, heat metal, hold pe$o, uYtern watch; dispel mogic, eld into 9tone, spedkuith dedd; curc seriousuounds, Doison (reve8e of neutftlize poison). ddm' Innte spells (all once/day): ing lEhts. detect mdgic, faerie lire, leitate,hnot alignment, da ness, detectLie,clairuotane,suggestion, Feenials prctecioru in battle rc his war spiders,8loomed and led into battle by five quaggoth haDdlers, heerlike cretures with a nt,fal immunity to poison.Feeniar summons additional spiderc to replce ny lost in bttle. The quassoth have trained hundreds of spiders nd know how t! cpte and trin them. The quaggoth move to obey stowly. nd they tum on Feeniar if the svirlieblin are routed They flee once their master is dead lf heted welt ud given wePons, the ouassoths'morle jmprovesto Eliie

collapse of Glirnrnerfell, but they know thir fate if the ghouls continue their march ofconquest.The deep sromes fisht fiercely ilttcked, hopIng Feenrais spiders take the brunt Until the colapse of the city. Oroem was the keeper of the exchequet Since he is the only gnomish noble stitl around. he declredhirnelf"lord"of the survivors, but he is insecure in this position and follows Feenials orders. He canies th keys to the cln's treasure'chests(seebelow). Gador i3 Oroem'greatest nval, but s long as Feeniar spports the young noble, Gador plays lons. He keep clos eye out for desertrs and for treachery; he is innately sus' Dicious. The sentries, on the other irnd. keep to thenselves, sanblins slowly and methodiclly until thev re given orders. oreom and Gdor both ride sianr lizrds, and thc spare lizard crries the clan tresrv In combat,Oreom uses the tizrd to ron down fleeing foesithe pdest useshis to make finding spell targets easier Oroem ( svirfneblin buow warden)i INT very;Al- N;AC liMV 9r HD 6+9; hp 45i THAC0 13; #AT 3/2i Dmg by weapon tlTe +2; SA stun dadsi SD non'detection;surpnse.l only on a roll of 1; splls; immune to illusionsi MR 35'l.i SZ S (4 tll): ML 13;XP 4,000;MMll59_161 (grome); udammer +2. short swo. rine na;l +3, shield, l8 DextritY spelts (innte): ridaesn 6lr G.dor Sevor ( svirfneblin hiqh Driest):e Oroen. but AC 3; P8; hP 9i TTIAC0 14; sA cid dartsi MR 45S.IXP 6,OO0t footmans tnace+1, nng mail +2, 76 DextentY Cnnor Spells (514/3lD: bless,curc light tounds ,;3). inrisibilit! to undead; heat netal, hold person,obscu.emnt silen@ lS radius; disPel magic, pmXea uater udlh; .Ietectlie,louter .rdle. Plus innt spelts as Oroem Nestmoh, Tesin, and ,rendill ( svirfneblin serseants):3Oroen, but AC 6i HD 4+6;hp32,29,26;THAC0 t5; MR 40%;XP 975; nng mail, shield, pick, light cmssbow Svirfheblin sentries (14):as serseants.but AC ?i HD 3+6: hP 25, 24 ax. 22, 20 \x4). 19, ft \x3), 77, 761 THACo 1?; #AT 1: MR 20'z; XP 420; ring mail, pick. hammer, spear

risina tl"y cane""n nshtto derend Theywitt not attythemthemselves.


slveswith the PCs unless so @mmnded by the drider. Qusggoth spider hsndter8 r5l: INT low;AL N; AC 6, Mv l2i HD 2 + 2 ;h p 1 5 , r 0 , 9 , ? , 6 : T H A C 0 r 9 ; #AT 2 or 1; Drns ld4/rd4 or bY weapontype;SA berserk rge:SD r m m u n eL op o i s o n ; s zL ( ? + t a l l r :M L 7\XP r75tMMt2ga. Sword spiders r4r: INT average: AL CEi AC 3i NfV 6, web 8, climb 8r HD 5+5; hp 32, 29, 28, 26; THACo 15; #AT 2; Dms 2d4l2d6 per leg (6 for size L trgts,4 for size M targets, 3 for size S)i SA impling IeP(+1 to danase mlls for leaps over 20 feet); SZ H (r2 diameter); ML 13i XP 2,000;MMl326 (Spider). Feenir'sonly tasures re his magrcl items. The quggoth carry few cheap gems gtven to them bY sympathetic svidneblin.

4. .Ide Quarry, Scond Visit. If the characterB return t this spot, the svirfnebiin nd Feenid are lone gone,for events nove quicklY in the Underdark. The warrens are emptY except for snall group of ghoul scvengerc. They put up little tesistance to ny PC incursion; instead, they mrch at tull speed to report the problem to the Imy (a.e 6) The 24 arue shoul footsoldiers (hp 22 ech)here re each armed with lons swords and troslodlte javetiN Ultrcr and Vntifx, the ghoul offi' c e r sr h p 3 4 , 2 7 r c a r r y s p i k dm a c e s Th crossbow nd hand crossbows. bolts re coted with T)"e A poison The shouls are tumed s wraiths Te scavengers cary three chests of soodsplundered ftom the srromish

54 lssueNo. 70

XINCDOM OFlHE oHOULS


mines, tombs, nd halls. The first is protectedby superior lock ( -40? lo pick)and contains 14 funeral masks lken from the tohbs ofgnomish roy alty. The msks are de ofbeat.n gold and set with emerlds,jet, lap)s 1zulind chips of diamondI they .r. worth 20,000gp total. The sco.d is untockedand contains 2,000 cp nd a coppe. pendanl enchanied with a .ou tu al lt!.r spelt The third is locked with n avergelock and con tains 20 ghoul light iorches and a flask ofoil for a shoul-lisht lantern Ultror cies the keys to both lock.d 5. Flooded Glimmerfell. For months ago,the deep snome inhabi, tants of the city ofGlimmerfell r.fused to sur.ender to the army of the ghouls.In reprisI. the shouls floodedthe city, then ate lhe remains l lho6e who drowned (seeare 8 for details).Now, they've left behjnd an ally to scvensewhtever is left. Red the folloi ng shen the p.iJ fnt rechsthe cavern'sshorel The walers ofihis floodedcvern are frintly ljt from below; bluish white light filters up from th. water, so Jou can see for a hun dred yards in every direction. You see large nft coming into vies! poled by a 10-tall smiling lig. The strangelooking rft itself bobsand pulses in the glowing {ate., moving slowly in your direction. The frolacreaturc attempis a clumsy wave, 1nost droppng its polc in the process. Behi!d the rft. three large towers rech up to rhe cavem's ceiling. The dver llwing throush the cil)] is catled the Letn lis aters are cold and blackiswimmers quickly becomeexhausted,even ihough there ,s little current in the city jtsell If the P(ls do not fly through the cavern, they can avoid the cold by uslng the le.ry serviceprovidd bl lhe creture pproachingthcm. The ferrymn is hydroloth named Frellp. He hs built his raft b)-, lashing together gromish and other co.pses, providing a gri lard.r tht he sornetimessells piecefteal to the ghoul army (seearea 6). As long as he is lreated well (maning bribed, respected, snd not p.Btered wilh

Glimmerfell
One square = 30 feet
ruined gatehouse

lv

sunken buildings

3 ruincd gtehouse l3
'mnrunc to poln, ll.c. nd acid: half damdge from water bsed ttcks; MIt,10.i iSZ L r 10 tallriNlL l4iXP U,0OO; H..\xt:st .u\ MC/\I|122. S p e l l s r i n n d t e r :a 1 t l s . 1 , d r r n r t e F r e l l u p t h v d r o h t hr : A L N E ; A ( l dfa./. carc lirfas. lrererse of..e 2 i M V 6 . g l i d c 1 2r F j r , swim24 HD di sease t. chd ri p. t*,1, t on i u tr el.. 7 + 1 4 ih p 5 0 i T H A ( 1 0l i J j # A T j Jo r 5 n1rk1l,.rel. \tt(r, darhn6s I5 giiding): 1 D m g 1 d 8 / l d 8 / 1 d 4 , / 1 d . 1 / 1 d 1 0 :ro.liu s, di"tnsut Joor , inlpru..l SA slep spit, roll ver.innlte spcllsi phantasnl for.c, ptudLe llotne, tele. Sl) +l or better seapons lo hitr port u.ithout errct, uat.r tdlh.

qusiions).lhe h \ d r o l o t h d o c sn o t attack the pa,1! .nd lkcs lh.m trhcr.vcr thcy \Lani 10 go aloDgthc .iver or within the cit\. His lar. is

DUNGEON 55

KlltcDolil OFTHECHOULS

As lons as Frcllup is paid and left alone,he doesno more than he is asked. However,ifdisturbed with questions,he might land the PCs prematurely (sy,t one of the towrs), or nay dunp them ofr his raft by hopping up and ianding squarely on one end of the ra{t. The PCs can hang Strensth check, on with a successful but Frellup cn repeat the maneuver onceeach round, even while defendins himselfwith ctaws or spell. If ttacked. Frcllup comrnndshis rafi to defend bin. The rft is made of lshed-tosetherzombiesthat pult deatures into the wtr, where they can b drowned (seePEB, pase r21). Fighting undeNater gives the dvantage entirely to the yugoloth nd his zombies.PCs fishting under' water suffer -4 to their initiative rotls and cn use only thr$tins weapons. See the DMG, pse 79. for details on undeNater combat. Zombie laft:AL N;C 3iMV 3, swim 9;HD 15; hp 81;THACo 5; #AT 5; Dms 1d10 (x5); SA drowning; SD hlf danase fmn fite; imnune to slep, .harm, hold, dearh magt , poispells;cannot be son, nd cold-based turned; SZ G; ML 20; XP 9.000; MMl373 (zombie,modified). lfthe raft is caught by dtsPel mogtc or a large destructive spell such as fdll, the raft sufTersno damagebut instad fractures into its conponent pieces--ach of which fishts seprtly as a sea zombie. A snomish pnest can brek the rft of gaomish dead into its componentson any 'tum' or "destroy" result. The zombies cannot be tumed otheNise. Sea ,ombies (15):L CEiAC 7; MV 6, swim 12i HD 5: hp 33,29 (x21. 27, 25 t'<2),23,27 l't4), 20 (.t3), l7 i THACo 15; #AT r; Dmg 1dl0;SA stnch,disease;SD cannot be tumed; half dmage from fire; immune to sleep, eharn, hold, eath mag'c, pa' spells: double sons,and cold-baed dmase fron lightnins; SZ S; ML 20; XP 420i MM/373-374. Wlile the rft keeps the PCs busy, the hydroloth dives into the river and conju.es a watr elementl. The ele' neDtal is elTectively invisible while derwater It ises up to attck fly_ ing PCs only if it hs no trgets in the wter. WTen attcking t the surface, mll of4 or rnore abovethe number rcquircd to hit knocks a flying PC out of the air and into the wtr

Water elemental: AL N;AC 2i MV 6, swim 18; HD l2i hp 5a; THCo 9; fAT li Dms 5d6; SA ovel' turn shipsj SD +2 or better weapon to h i t i S Z L ( 1 4 t l l ) :M L 1 5 i X P 6 , 0 0 0 ; MMt100. As the PCs explore the cavern, red or paraphrasethe following: tu you look at the weckase and remains ofa once-thrivins city, Lo{twick seemsvery fr wy. After your long trip through the nanow tDnnels,you have arived t the heart ofclimmerfett, deep under the mountains. Two twisted dmrs li halt-submersedin fmnt or one of the city's Creat towers; wter laps t their rusting iron. The water glows faintly because it is illuminated by slabs and globesof mrret, a slowing stone. Only three towers stand partilly above water. thicker at top and bottom, like stlg' mites nd stalctites that have met in the middle. Ech 80 tll tower is 40 feet in diameter and senes as home to few deepgromes. Of a city ofatmoBt 2,000,about 22 svirfneblin still live in the city. These tough survivors are lying low and scnping by, but they welcomeny and all nonshoul visitors. Fretlp keeps his treasure in the floodedbsementof one of the towers. It i securedin a bronze-plated chest,magiclly tocked with a 10th_ level atza'd lo.. (The yusoloth's rnagic resistanceallows hin to open the chest despitethe lock.) tt contains 1,000gp, carved anber fros pendnt worth 1,000sp, a r00-g! silver amulet shapedlike a wizrd's rune, nd a dwanen slave'scollar made ofsteel but chasedin sold, worth 2,?60 s?. FiDally, the chest holds rins made ol cr,'ed emerald in the shpe of winsed snake,worth 4,500 cp. Ifthe heroesexplor nother one of the towers, rcd or paraphrse the fottowing: Everything inside the tower lies tumbled in heps:bmkn bones, tom leather, shattered stone. Only a few masict light still shiDeoil the wreckagetht was oncehome to hundreds of deep somes. As you stand and examine the weckge, you hear a timid voice

ftom behind one ofthe overtuned stone tables.A small gnome steps out from behind the tables,his hands open nd empty The svirfneblin tell the grirn story of the ttack on the city-if the PCs insit-but they would rther find a sfe way out of the city. They ccom_ pany the PCs ginst the shouls if reunited with the svirfneblin who ned the city (seearea a). Swirfneblin suwivor (22)r INT v e r y ;A C 2 ; H D 3 + 6 i h p 2 5 . 2 4 1 x 2 ) , 22, 2l \x41. 20 lx4), l9 (x4). B (.x3), t 7 ( x 2 ) .1 6 i T H A C o1 ? ;# A T 1 ; M R 207.;)(P 420; hammer or dagger The suwivofs have no treasure. They need food and supplies badly, but they cn make do by foragins white trvelins. Forasing slows the partls rat of mrch by half. 6. Th Alny of the Ghou. The ghoul sentries at this point stand watch by ghoul-light, so they cannot be surprised by hidden deatures. If the party is surpdsed. read or paraphrase the following: A geenish-yellow light flres in the tunnel head, and you hear a shout in language you don't understand.ThiD smoke is fillins the tunnel, obscuring your vision, but you see human lig])res head ofyou, dvncing slowly with weponslowered.More voicesecho back nd forth, speaking slowly The sentries re very confident of their army's strength. lnstead of fi8hting, they offer the PCs chance to surcnder lirct in Ghoulish, then Dueqar, then Undercommon.If the PCs sunender, they re marched to the center of the ghoul camp and then eaten. If the PCs won t suneD"allow" them dea the shols offer to to imply to tum around and leave the shoul allny lone. They have no qunet with surface dwellers, and they have plenty offood t the In combat,the ghouls use simple tactics.They use their teeth and claws against most crcatures; they resene thei weponsfor creature8 immune to pralysis, such kuo t ans or unded. Ifthe PCs are not cught by srprise, read the following:

56 lssueNo. 70

KINODOM OFTHECHOUIS

A sreenish-yellowlisht fills the coridor ahead,and a lrse cvem sprcads out behind it. Two humn sntries stnd to either side ofthe openiDginto the cavem byond; brricde of spikes ofsone kind blocks the tuDnel-The sentries semnot to have noticed you. Ifthe PCs wit around tlkins tong enough,one ofthe sentries gathers a companyof20 zombie, 50-100 shouls, four officers, priest, and the Marques.The fit wave ofattackers tnes to capture the PCBthrough pralysis.Ifthe first wave fails, the Vrques retreats to lead a second wve,the Bamesize as th fi6t, pls lwo rms to break through the prty's front rank. The secondwave sekssimply ro kill the PCs. Meeting the ghouls' rmy is extremely dangerous. They a. s relentless as locusts,stripping th nesh ftom everythins in their path. The zombiesprovide a larder for the ghouls-mobile f@d that dosn't slow down nrching soldiers,s well as usefDlfodder for the battlefield. The shouls spek heir own lansDaseas *ell as DDersa..Droq and a debased torm ofUnder.ommon. The footsoldierstrvel quietly. without the shoutibg, cursing, or laushter of a surfaceamy. Howevea they march in lockstp,eating steady vibriion tht announcestheir aniv1for miles alons every tunnel. This warning is mesure oftheir arrogaDcei most rcesof the Lhderdrk prefer stelth. At the head ofthe army march two construcb ofthe ghouls neonantic nagic: btte ng rans made enti.ely ofsculpted livins flesh, ech Rith 40 tess.Three ghol officers ride on one;the amy's general rides on The amy proper consistsof 200 true ghoul f@tsoldier (hp 22 a.h), each cayinc a lonc sword, speaaand lieht crcssbow. The foot $ldiers re turned as shsts.The 20 .rue ghoul officer p 27 each) are ech arned with nce and are tumed aB wriths. In addition, the amy is suppofted by small troupe ofshoul priests,led by Belanaa hish pnest of th ghouls. Belanar (gthlevel true shoul pnst): as other ghols,but INT high;

AC 0i HD 9+9; hp 72; THAC0 9i #AT 3 or 1i Dms 1d6/1d6/1d8 r by wepon typei SA palyziion, spells, Streneth drain, oDtndle d"ddi turned aB mumnyt )(P 8,000. Swlls:.duse lisht waunds \x2), cu6e, da*ness l'2), d.etect g@d, detect magic; aid, dathness 15 rddius, heat metal, hold person,silen 15 rddius; dispel magi4 prdtea protection fron frrc, prrctechnics, sph @ith dead;causesetious uound' di1iaa. trcn, tonsues; batl of fire. True ghoul underpdests (3):as other true ghoulsi HD .1+4; hp 26, 23, 21; TIIACo 15i SA parlysis. spells, St.ength drain;SD tumed s mummies: XP 2,000. Spells: cause lieht uounds, darh. Zontries (43)i INT non-;AI NiAC 8;MV 6; HD 2; hp I each;TIL{C0 19i {AT 1;Dmg 1d8:SD spell inmunityl SZ M; ML specialjXP 65r MMl3?3. Zombiesalways attack last. Necromantic battering rms ( 2 ) :I N T s e r n i - ; A L NiAC 2: MV 9; HD 1 6 i h p 7 4 , 7 0 i T H A C o5 ; # A T l i D m g 2d20iSA crush, trmple; SD immune to mind-affecting spells: turned as "special"iSZ G i30 long,9 tall); ML 18; XP 10,000;New monste. Ifa btterine rm striks foe with a nturl 20, it destroys all items carried by the target unless they sve vs. crushing blow at 5. When the ran stnkes a foe, he must make an bility check equal to hlf his StrenSrh (percentileStrengrh counts as 19 for this calcultion).If the check fils, the victim suffers an additionl2dl0 hp daDase as the Murliss, Lady of Woms rtrue shoul narquess): lNT highj AL Ni AC -5j MV 12; HD 8+8i hp 46; THAC0 11 (8 with loua suo.d +.3)i #AT 3 or lj DDs 1d6/1d6/td8 or 1d8+5 (long sord +J plus Stren8th); SA prlyztion, chill touch, sunmon shadows;SD spell immnities; turned as vampire: SZ Mj ML 18; XP 7.000. Murliss sears leat,e.ornor +3 and rins of ptutection +2 , .ati.es demon-faced si?ld +4 into battle, wields a wa\"-bladed loas saold o/ round,as +3, and has a 17 Dextenty. Her ruthlessnesson the bttlefield wants her sttus as General ofthe Gret Amy ofthe Ghols.Her army is sometimsalso called the Wom, eten in honor oftheir pahon, Nerull.

The Lady of Worms is not a bloodand-suts seneral. She retreats if things go against her. nd she gladly parleys with th adventurers ifshe cpture them. IfMurliss suffers more than 50 cBualties, she informs Doresain by speking to aD Eye of the Kins md sks for reinforcements Ifthe PCs sek to prley with her, she receivesthem in her qurterFa tent ofblck spider-silk enchntdto prevent noise passins fron the inside to the outside (worth 2,000 e?). The Lady ofworms is always acconpnied by an Eye ofthe Kin& which obsenBthe rmy's progress. IfMurliss is slain. Belanar takes her place as General.lfboih re slsin, the ny's morle drops to 14. Since the shoul amy is paid in meat rther thn in coiD,they crry no pa)aoll chsl. However,the ghouls do sack ch city they conqer;at the moment th officers crry 50 gp each in sems rmGtly asates nd rwjade) tmm their conquest of rhe troglodltes. 7. Sutphurous Springs. Rd or paraphrseihe following s the party MassesoIa leflessreddish, pu.ple, and black plant CYow in the corridor ahead,blockins your wy. A slight hze ofwarm, wet ir spoils yo'r. infrvision, ctting your visin in hall Strange bluish, geen poolsofwater dot the pas-

The bluish ereen poolscontin wter superheatedby geothe.ml vents. They can boil a creture alive in an instntr anyonepushed into a pool must make sving throw vs. deth masic or be boild live, suffring 6dr0 hp danase ech mund. If ibe sving throw succeeds. the victim merely sufters 3d10 hp dmse. Fireweed Smws ner the heat, providins food for the troslodyte tnbe. tsee DtuaooNMagazine #227 lor The hat and fog rising ftom the springs create a very plentclimte for a tdbe oftroslod'.tes. This particular tribe hs been lleeins the shoul army (seearea 6) for some tin but has not yet found a nw home. The nists ofthe sprinss hsve kept them linserins here for few days, bt they will soon move on agin. If

DUNGEON 57

KI]{CDOi'OFlHE OHOULS

You aive t the shore ofn underSroundiver t the interction ofthree tunnelB;the river flows swittly and coldly hom the north. A dIn ofgrayish-brown stone fill most ofthe souther tunnel, diverting the wter ftom it into the south'easten tunnl- The dm's mortar is black as tar The dam was built by the shouls with the clokrs'coopertion. The stoneswele cwed by ghoul masonq but the mortar holding them together is the shadow-stuffofthe cloakrs. W}lile this provides trons cement for the dm, it cn be dissolvedby sunlight or coat;naol lir,il, spells.Each coatiaa@lIta,{r $eates tiny leak, with a 5% cumultive chanceof bursting the dm. Sronesdpe,drg, and simitar spelts have no effect on the unnatul shadow-stuff If the PCs deshoy the dm, the nvel reveris t its forrner course,and the city ofGlimnerfell slowly dries out. The river used to run throush the tunnel ledins 6outh fron this interseciion.and traces ofits passgare still visible-The old riverbed is littered with rounded stones,a fw ded fish, and long stretchesofsilt nd muck.Ifth PCs follow the empty riverbed, they eventully five at the Cret Chsn ofthe clokers la.ea l3). where the river once plunged into the depths.Now the tunnel merely provides a goodview of 9. The Ghtwood, This hauntins forest iB avoidedby most c.eatures ot the Underdark, despite the plentiful fod supply il provides nd the l.ge tunnels lerding to and from it. Read th following when the party enters The tunnel etpands into two caverns- smller, stalctite- and stalaFnite-filled cavern,nd a larger cavern filled with strange legettion. Two natural stone steps lead down from the smaller cavern to the lrger cavern. The only useful resou.cein the srnaller cavem is a pool ofcleaa co1d, d.inkable water tht bubbles up fron Redthe following when the paty approaches or ente.s the largr cv:

the adventurcrs return to these caves.the trcss will be gone,leaving behind onty trash and brcken shards Communiction with the trogs is difficult, s they speak only lheir own languse.If the DM wishes..onpr. tongu.s do not hend. laiguages 8nd work properly on the trogs because their langrage dependson scent ias detailed in 'The Ecologyof the lrog)orte" in DP'l'coN Magazine #235).Ifthe PCs sonehow commui' cte nyway,the troglodytesgldly tll the dventurers rbout the shout rmy: its curreDt location,numbers, paralyzation power6,and wepon6. Ttrglodlte wrrior (46): INT low; AL CE;AC 5; MV 12: HD 2; hp 11 1 6 ,r 5 ( x 2 1 , 1 4 ,1 3 ( x 6 1 , 121x4), ( x 4 ) ,1 0 ( x 5 ) . 9 ( x 7 ) , 8 ( x 5 ) , 7 ( r 5 ) , 6 ( x 2 ) .5 , 4 ( x 2 ) ,3 i T H A C 0 1 9 ( 1 6 w i t h jvelin); #T 3 or 1; Dms ldzld2l 1d4+r or 2d4 (weapon);SA javelin; SD camoflageBurpriseson 1-? ld8). Strength lGs; SZ M (6 tll)iML l1i XP 12OtMM/348. leaders (4)i as above, Troglodlt b u t H D 3 ; h p 1 8 , 1 7 , 1 2 , 1 1 ;T H A C O 1 8( 1 5 w i t h j a v e l i n ) i X P 1 7 5 .

Troglodyte subchifs (4): as a b o v eb . u t H D 4 r h p 2 4 , 2 2 , 2 1 ,1 2 i THACO 17 (14 withjvelin); XP 270. Tloglodlte female (43): as bove,but MV 15i HD 1+1:hp I (i.1), , ( i 6 ) . 6 r ! 3 1 , 5( x 8 ) , 4 1 x 5 r , 3 8 (x4)7 rx6), 2 (x?); TTIACo 19; XP 65. The tribe's 12 survivins hatchlinss are noncombatnts. but the femles will ligh to th deatb to protect them. Any itck on the hatchlings give the fenales +2 to attack and The tribe has no treasure, but if approachedpecfullyor olered food they happily ally themselveswith the PCs asinst the shouls. Ifthe PCs make Charisa check t 6, the irogs accompnythe prty garnst the ghouls,dding 150 HD to the 8. The Riverbed. The shouls built s dln here to dilert the Rivr Laetan frorn its usul course.The river runs in from the north west nd exits by rhe south-eastrntunnel, following the new channl directly into the svifneblin city of Glimnefell (ate 5). The city itslfis floodedand detroyedas result ofthe dan.

58lssu No.70

I(II{GDO.,i OFTHEGHOULS

A constant dark breezegroans ihrogh the tunnel frcm the nushmom forest spread out before you. The for$t cvem ikelf extends up into darkness nd out beyondyour vision to either side.You c se something flitting amone the trunks ofte tallest fungi, something Bmall and natic,like a batAs it pproaches it gathers speed, nd strikes-a black dagger plunsing stright at you! An undead beholder named Cirosenwiel& the dagger usins his telekinetic eye. Cirosen floats Dear the 40' hish ceiling. The Chostwoodis naned aftr the shostly dgger; no creature ofthe Underdark knows what invisibte hand holds the dassels hilt. The dsser is not an ordinary drcv d^Cger-ir a bldch dasser of dbaster n ed Heart ofAngimn, for the drow city where it was forged. The black dgger destroys any msical barrier it t uch; it bsorbs all spells cast directly t it. W}le it hits, it inflicts 2d6 hp damage;on a roll ofa ntural 20, it frDctions s a dis;u teg.dte spll Dnless the target crature sves vs. deat magic- It can be defeated by dispel mddc (which renders it inert for ld4 iounds), by an rnlinosic aell (which it cannot pass),or by destmyinc Cirosen's cirosan (unded beholder):INT *mi-; AL LETAC 0/Z?; MV fly 2 (C); HD 69 hp; THACo 7; #AT 1; Dmg 2d4i SA sleep, telehiresis, flesh to ttone,.harm monste. slou caue se.i us oun, ,nddeath m! eyeqsD eti-masic ray; SZ L (6 diarnei2r); ML 18; XP 13,000;n4Ml2r (beholder). Ciroseanwas nade undead by Andeve, drow sorceress of 400 years ago; he hs defended the ghostwood ever since.Circsean is an alnost entircly mindle$ c.etu.e;he obeys Andeve's orden nd has few thoughts of his own. He hs lost the use ofhis chdrm pe6on, feaa and disintes.@te Ifthe PCs flee from the behotder, tey arc approched by its mstr Andeve is drow warrio. d.essed in 6ne mor-shostly nd trnsprent D bnsht light. but seenincly solid | nd cold) to iniavision- Once a drow queen,Andeve ws stain by the Shouts 50 years aso, while out hunt' ins cloaken for sport. Since then she

has been condemnedto sty in the Ghostwood, the site ofher deth. Andeve hates her confinenent md coopertes with anyone who can hrm the ghouls. This isn't to say Bhe'B an easy lly-she constantly rambles on about the early days, when "l nd my wr.or midenstook Ansrimn fron the dwrves by storn, feeding them bits oftheir own hearts and flinging them fton the prapets just to watch them die."This may set on PC dwarves' nenes, but even worse is her habit ofhumming to hersell then sinsins, and finally wailing in her anger nd despia killins creatures within tistenins distance.She'll stop if pronpted, but she starts hum' ming asain as sddenly as she stops. Andeve {drow baDshee): INT exceptional; AL CE;AC 0; MV 15; HD 7 ; h p 3 2 :T H A C o 1 3 ; # A T 1 ; D m g 1 d 8 ; SA sisht causesoa deth wail; SD +1or bettr weponto hit: MR 50%l SZ M (5 tall); ML 13; XP 4,000; MM/13. If the PCs parley with Andeve,she telb them all bot the city of Kilenor nd its immense tresures (the crown ofsapphires, the rches set with golden runes, the levitting

tresures ofthe gret library, the hll6 ofblackest darkwood,and the bra,ie.s of dnantite---lboratas much s you like). ll of these but the tibrary were plundered by the shouls 50 yers aso. lfthe PCs break th banshee's link to the Ghostwood(by successfultuming attempt), she immeditely heads for the city, movins with the unntrl spedofthe undead I see area 10). The banshee's t.esures are hidden in a rusted iron casket beneath the cavern'smulch. The casket contains 10,000sp, r,000 sp, sx oddly 81een 100 Cp pearls from the SunlessSea (wo h 1,000g! to creatures ofthe U^detdark), btigandine armo. + I, and a sield +I, +4 us.nissiles. ro. ADgt imn, Lt City of the D.ow. This caverDonce contained deep dwaNen city named Angrimm. Four hundred years ago,the drow stormed the city nd drove the dwafles awy.They renamed the city Ylesh Nahei, mening "stolen prize,' but every other lce continued to calt it Ansrimn, as eventually did the drow themselvs.Fifly years ago,the drow were ejected by the ghouls, and

DUNGEON 59

CHOULS KIN6DOM OFTHE

yards, consrrictionfor 3d8i SD regenerqte 1d4 hp/4 roundsi senscinvisible .retures wilhin 80 feet:.loirodi. ?n.. within 160 fet in lairr lre see. inq. detect nagic: imDne to sleep, .arn, and old; resist het and cold r--.3 hp/die ofdmge)t MR 40%t SZ H ( 5 5 n d 6 5 ) i M L 1 8 iX P 1 6 . 0 0 0 eachi MMl82 (dragon).They cast sp.lls as Teskin's wizard spells (4/2/1): .hdrm peon, spider tlinb, taunt, tall of fos:hind, web;liqhtnins boLt. Pri.st spells (1):cep ligl uon.Js RendmaR'swizard spells (4/2/1): olarn, enlarge,shothins grasp,spider cLimb;hr-pnoti. pdtt.m, ub: haste. P.iest spells (1): sou.td'r. lnnt abilitis: assumesnakefom (4 tims/dayr,assumehuftan fom (4/d^yt, free action at sill. lel itdte t}lar), tronsmute nxh h nd l3/ay\ (3/dy). and teleiresWithin th lower, the draeons lev; tate to sty up near the cciling and ttack using their llesh-corrosivl: breath weapon,so as noi to hr the books and scrolls.when pursins PCs outsid the twet the drgons use spi.lpr./i'i h rtck from the cejlins nd t dn corksoew-wis. alng tbe tunnel walls. Thcir free action ability allows thcn io cast oe and then freely attack anyone cdughl in them lthcsc atlacks ul{,ftliclly succe.dr.Finally, Teskin's a dll .y'&s createsan thick hrze bt the deep dragon'slruP s.Ptug allows them to se. through it freely. The tower rchives themselvesare 55 tll nd 30 wide,lvith . roofand four floors.Th ceilinss are 15 hish. Thc roofholds the infrred becon aDd a door leading to sli.s lht spi ral down the inside ofthe tower Th lop floor contins flt, narrow shelves for mps, charts. nd othr laree documenls. The third floor contains books and scrolls,ihe secondhlds nbound folios ofnotes, sketches,nd resenh scnbblines.The rs! noor is empty except for chair,lante.n, and rus. The rug covets a larye i.ap door leading down to ihe cllr The dragons keep thir trcasures i n t h e . e l l r ,a n d t h e y s i l l k i l l a n y o t e who so much as looks ar it. Their hoard includes 9,000 cp. 20.000 sp, 7,000 ep,4,000 gp, 18 100-g! chunks of caFed lde, 13 1,000-cpsapphires. two enorrnousgold candlesticks (3,000 gp each),one silver plted

"-s/'res t ijit./l l cnlorttl t it h tln' lordrts' ol 'ot? l.rttu .le,tl /i',,.r 1 dnt th"t. -Clnrk ... Shcwds ftrtu1h.\'itrt| orrl lcr rlirrl/ rr,lruc o dd,S.rous Athtn Sntith. lh. \\\t(hrli al L'ltui the dro$ rity was lnrost cntjrcly A single r.d toiv.r v.in.d sith $)fi r e d c i n n b a rs t i l l s t a n d sn e a t t h e c e n t e ro f t h c l 0 0 h i g h c a ! e . n .( l a l l e d r h e R e d K c e p .t h i s t o N e . c . n t . i n s t h c archives ofth ciiJl gtrardcdby its librarians from the days otth. droR: The light on top ofth. toscr doubles the effectile ranee ofall infrvisn)n for all creatures in the rv.rn Red or paraphras. th. following: Thc cav.rn belore lou stret.h.s i n t o d a r k n e s sd , ifrlv illuminatcd by strnge reddish lreht. Thc light comesfrom thc top of 1ll red tower that stands in th. rcnter ofthe great sepulchre.sr.ounded by rubble and stony deb.is. lor|al leding into the tower, using a small porter's window to question vi$ iiors in her drow fom. RendDaw keepswtch from the iop floor ofrhe towea also in drow forn OnlJ visi tors bcarins bribes are llowed ini acccptablebribes inchde proofof h a n g s l i n n o b l eg h o u l( s u c ha s a head, or Murliss's rmor from area 6r, ngical iiem, a laluable book r s c . o l l .o r a n y s s o r t m c no t fjewels ndjewelry lvorth at lcast 5,000 g!. In exchansefor this fee. the drow libmrians bring thcir visitrs the books they request but do not allow them into lhe librry proper on thc Teskin nd Rndmaw (old deep d r a c o n s )I:N T e x c e p t i o n a l ; A lC , FjiAC 4i MV 12, fly 30 (C), burrow 6, swi 9 i H D 1 8 ; h p9 1 ,7 5 ; T H A C o , 1 ; + A T 3+special i Dng 3d4+8/3d4+8/3d8+8i SA flesh-conosivebreath weapon rl6d8+8), spells,fer ur withrn 30

The libmrins are a mated pair of deep drasons.Teskin nd Rendmaxl Tskin alsls keeps guard insidc the

60 lssueNo. 70

KINODOM OF THECHOULS

Ruins of Angrimm
One square = 30 feet r/V

to re 3

Tower

r0' ledge

Cellar
.to area ll
chest (worth 2.500 sT,locked with a superior lock, 40'z1, a brcnze helm.t s.t withjet (400 gp), a soll (.hange ieII dlter self, nptured phdntasmal l|r.., nd shadest halberd.+1, chaia nlail ofblendinq +1, and eight hdntl ./osso oltr +1. The silver chest contains a bolt otfiDest blck silk 500 gp)and four potions (erlro-eol tg, Iotryerit!, beasure finding, nd otl al disenchanthreat). lfrhe PCs gin the trust and cooperation ofthe drgon librarians, rhe drasons olIer the party greater t.easure tbn their gold nd magic due to the power that createdthe ue ghouls.Tbey tell rhe PCs the tale ofthe sver mages(from the adlenture backc"ound),and detil lhe ghoul's link to the Negative Plane throueh the Ofb ofShd.ws. They also explain tht the link can be brD ken by a dtsp?l ,,agi. spll or by shining pure sunligbt on the Orb until it cracks into pieces. The dragons treasures are only the tower's most obvious{ealthithe archives contain the plundercd knowledseol r dozenmces ofthe Underdark. lhe library includcs works in th c.abbed and spidery writing ofthe drow, dwarven runes, svirlideblinmininA beatiscs, and evcn the oddly slithering writinss ofthe illithids, w.il.teD on strngely slippe.I sc.olls.Any literate PC seafching fof information ay have trouble read ing even the Underconmon docufteDts, but sftall set ofbooks bound in black leather ddrcss the subject ofth. hu gh.uls dnd their special rrrms of.ecnncy. these books are .iUed the rrbra,r Prlrcs."Drid, or the 'I'rue wod ol th. t,ord of D(d! tto se its full trtler. When opened,ech volu e ofihe Libfan relessa .loud ol foul snellinla dust. Any P(l readng rhe Ltbrt Putrescetia leans the li,lloiDg: .] Gint scaabbeeLles re th. b n eo f l h c u n d e a d e . s p e c i Us yh a d o$s and vampircs. They gene.ate light brightef thn th. sun's.:l'he drow oncc tried lo ertermint thenr, bt a Ies still live nr the Cloaker Rift ri Cornoronghouls fe norhing but scavcneeN,but tr'e ghouls arc picstsol Neruli with a link to the demiplane ol Shados of the Negative

DUNGEON 6]

KI]{CDOi'OF THEGHOUI.S
The ko-toans .e only tol) happy to tell the PCs where the shout coastal outpost i (area l8) and misht even escort them there. In ddition, they wrn the PCs about the spying bilities of the Eyes of the King. If the PC speaking to the kuo-tons makes a successfulChrisma check, they join the expedition asainst the shouls. Add 48 HD to the prty's makeshi{t any; the extra hit die values reflech the fish'men's iDmunity to the ghoul' pratysis. 13. The Cloaker Rift. As it name sussests, the Cloaker RiIt is home t n enomous nation of cloakers. They rute the entirc rift, pleyinc on all other eatures that live there. Many tunnels lead into this eno.mous abyss.which is up to three miles wide and up to r,000 feet high. Cracks and tunnels led down from the surface to the .ifi, nd provide precious air from the surface. These ntrances are largely impassabte and are not marked on the map- Most enhances to the rift are more mundane tunneli each is mrked with it8 altitude. The party cn use rcpes and spikes t clinb along the rift's tiers and ledses along the sothem dm to the Cloaker City (ee'The City of The i{t is divided into three habitable zones:the aia the ledgesaDd walls, nd the rift floor beneath its blanket of nist. Each of these ares is desc.ibed in ereter detait below. Visibility abovethe mist is 90 ya.ds because ofthe pale slow that comes fron a tayer of clouds below The nist glow comes ftom the internittent light shed by giant scarab beettes, who live in the perpetual fog of the nft floor. Wen the party enteB the rift ftom one of the tunnels, read or paraphrase the foltowiDg: The tunnel ends abruptty ahed of you, and beyond lies vst chasm of blck air and wind. The wind mak a howtins noise as it leavesyour tunnel, and Bharp breezerushes past you, pushins you toward the edge.Just within your sight, a wterfall falls over the tedge into the darkness ftom a tuDnel on your risht. Below yo is a layer ofmist that flickeB with light ftom below

elemental plne-They cn create enormous unded siece engines. + Kuo-toans re valuable alties against true ghouls,for two rcsons. They re immune to partyzation and, jst s importantly, they are cold-blooded and thus cannot be made into shouls themslves. { True shouls dependon a link to the Negative Mtnal Plne for thir powe4 without it, their empire would umble. Once, cabal of seat mages attempted to stel this power for themselves,but they were unsuccessful (see'ltdventure Backexound"). Anyone reading the entire set of books is subject to a blessins plced on the Libtum Ptr$centio by its cretoa gaining infravision to 30 feet, or addins 30 feet to the rans of any infrvision they already hve.The blessing lsts until the recipint stands in full daylisht. 1l.I'tuhbelly Spit. Thb kuo'toan outpost was abandoned10 years aso durins the war with the aboleth. It is now the occasionlspwnins sound ofskum and aboleth, but otheNise it T'he port is still in remarkbly g@d shape;a drcw vesselis still tied p at the whrf, its ghoul cr.ew long since fled. The kuo-ton shnne, rarely visited by pil8lims, i3 still stndins. Read or paraphr8ethe followins: A single black ship with grotesque ficurehead and furld blck Bil rides on the wters, tethered to a whfthat projectsom the end of the tunnel. To either side of the whadi3 a strand of small rcunded stones; to your right is a small buildine, to the left a cluster oI stone huts. Caned out of th north wall is a strange statue, resemblins a human fisure with an oct poid head and lobter claws. This ship fiFt apperedin rnodule D3: Va.ilt o/ le r.o. the ship's fisurehed is an enchantdtanCri suardian; unless Lolth's name is invoked when the ship is boarded.the demon animtes nd ttacks the boarders.The tanar'ri is runt and a cowrd,but it fights for its freedon. Ifslain while free of the ship s prow, it returns to theAbyss..ther thn becominsa figrehead again- Once its Brrdian is lain.the ship cn

rcadily be siled over the SunlessSea to seveml destinations,most likely the costl outpost of the ghouls,or the city ofthe kuo-toan Folssisshuo, emperor-saint(loctedsouthward, beyondwhat is shown on the map). Crumhorn (glbrezu):INT exeptioDl;AL CE;AC -7;ltfv 15; HD 10; hp 36iTHAC0 1l: #AT 5; Dmg 2d6/ SA gab; SD +2 2d6/1d3/1d3/1d4+r; or better weaponsto hit; tnr'ri immunities; MR 507.; SZ H (15'tall); ML 14; XP 12,000; Praxtsc,aPt MCAlll0r (hnar'ri). Innate spll abilities: &rnrng hdnds, charm person,darkness 15' rddius, detect nagic blways tiee), dispel masiq enlarye, infruuision, gote (509zchanceofsuccess), nto. imaEe,pouer uord stun ('lld^y), reercegtuit!, telepo.t uithout enr, '&e se?try (always ctive). Deep within the ship's hotd is a steel chest p.otected by an verge l@k; the ship's treasures were bandoned durins the panicked bttle against the shouls. The chest holds a bolt of violet'sray spider silk (worth 1,000sp) and huneds of cffved shell offerinss for Btipdoolploop, the (1 cp each). kuo'toan sea goddes r2. The Sunless Sea. T'e black waters ofthe SunlessSe reach ncharted depths,and tunnets nd side cvems connect its wtrs to dis' tnt resions of the Underdark. The urfceofthe sea is reltively calm, nd never trobled by stoms or tides. Mild winds blow fron one end ofthe 8let cvem to another,and "refs" of Btalgmites and cave-ins brcak up the surface. As far as the PCs re corcemed, there are only four possibledestinations:th drow outpost at th delta of the Svrtjet at the western end of the 8ea,tbe kuotoan island-city in the center of th se,the kuo-toan shrine on the southem shor,and the shouls'outpost on th northern shore. Kuo-toa (12): INT hish and up; AL NE: AC 4; MV a, swim 18; HD 2; h p 1 6 . 1 5 , 1 4 , 1 1 , 1 0 , I ( x 4 ) ,8 ( x 2 ) ,7 ; THAC0 19; #AT 1or 2; Drng 1d4+1 and by weapontwe; SA haryoon, slue shields;SD see invisibte nd thereal cratre;immune to poison, illusions, nd pa.alysis; hlf damaee ftoln electricity; SZ M; ML 13; XP 7' tMMt2rN276.

62 lssueNo. 70

KII{COOM OF THECHOULS
At the eastern end ofthe rift. the ctarct of the River Laetan falls into the cavern at the G.and Cscade, thin 200 waterfall. At the western end lies the city ofthe shouts (rea 20). At every enhance and exit to the rin, cloaker sentry lies hidden, sur, p.ising on roll of 1-5 on 1d10. Cloaker setrtry:INT hrsh;AL C N i A C 3 r r r ;M V I , n r t 5 t D r . H D 6 : hp 22; THAC0 Is; #AT 2 + specialr Dms rd6/1d6 nd 1d4 + trseas AC, SA unease,fear. qekr.es.,hold per @ n :S D m a n i p u l a t e shadoss;SZ L (8' long)iML 13i XP 1,400;MMl,14. lffced w h supenor numbers, the cloaker tries to creare as many shadow imses as possiblend ne. tf senhy escapes, it sthers raidins party and returns in 2-A turns to altck in force.All bDt one ofthese cloakerswill ttack: the last one uses il.s smanins and shadow manipulation powers to aid the others Raidins prties are led by cloaker lord named Sloonhs t0.z of the rime; th cloker lord s sttistics are silen in "The City ofEchos,'below Cloaker raiding party (8): as b o v eb , u t h p 3 6 , 3 0 ,2 9 , 2 5 , 2 8 , 2 r , SZ G (25 tong); ML 12; )(P 13,000; MM/364 \\9orIn.). Neither the scrab beetlesnor the cloake carry any treasure; one of the purple worms hs ldlO 100-g! gems in its gllet. The Black Lake A la.g freshwater lake lies anong the mists t the bottom ofthe rilT. Read or prphrasethe followins as the party pproaches: Motionlessblack wtrruDs onto a slick, stony shore.The water smells ofdecay,and the strange plant sunoundins the watr bum with a ple .eddish slow A cold wind blows from bove. The watr here is foul with the wastes nd bonecaried downstrem by the rive. ftom GlittrfellThe reddish slow comesfron algae that clos the blck lke. The lke lies beneth a sreat irshalTledins up to the surface.Some water reaches the lake this wy, but even more imrDrtantly, the shft is a conduit for frehair The wellshft's enchaDtmentspull cold mountain air down to the lake, dispellins the mists. Cloaker patrols are frequent here, reinforcing their clim to this source The City ofEchoes The cloaker city is an upside-down aerie that rcsemblesan enormous stalctite hanging abovethe geat chasm. Rumors claim that the city's tunDels go beyondthe stalagrite into the stone above,but these tunnels are known only to the cloakersthemselveHther races must rely on the unverifiable tles of illithid raiders. The city's outer halls hve ben visited by various ghoul anbssdors;they are filled with dark mists and strange lights that the cloakers find pleasins. The cloaker city contains may treasures,including itens stolen from the illithids. If the PCs seek to explore the city, the DM is encouracedto expand on this The city is invisible Fom the rift walls or flooa hidden by the darkness. Read the followinc ifthe pariy flies within 400 yrds ofthe city:

I I I I I I I I I I | I I I I | I I I I I I I I I I I

Ahead ofyou, a 150 stlactite of drk $ey stone hanss among the snaller stalaetits.The surfceof the gry stalctite is crawling with cloakerc; hundreds more cloakerc are hoverine in the air all arod it. As if that weren't enough,three enormous creatures, ech esily 100 lons, float near the city. These larger creaturcs look like long, pxfied-up purple woms. w'th tinJ snrmmenng w r n g sr n r o w s o n The city is lways surounded by a small cloud ofcloaker suards nd travele.s as well as the cloaker's stranse beasts of burden. These flvins balloon creatures,called floatrs. are enormous floating gas-bags ranging fron 20 t 100 yards long, and up to 20 yards in diameter. Closkers (4-400): INT hiqh: AL CN; AC 3 (1)i llfv 1, fly 15 (DJi HD 6r hp 27; THACo 15; #AT 2 + specilj Dms 1d6/1d6nd 1d4 + tarset's AC; SA unese,feaa weakness, ,oldp.son; SD manipulate shdows:SZ L (8' lort ML lT W r,4O0;MM/44. Floatrs (3): INT low;AL N;AC 5; lvIV 1, fly 26 (E); HD 16: hp 74, 73, 71;THACO 5; #AT r; Dms 1d12;SD immune to poison and mind-affectins s p e l l se . xplodeiSZ G i80 200 lonsr; ML 13;XP9,000r New monster If the party gets pst the small flocks of cloakerc t the frinses of the city, they must still get past the city's WardiDs Sons, a seat barri. of sound created by a cloker choir. The Warding Sons hB a maximum rang of300 yards nd inflicts danaee dependingon the pmximity of the listener Anyone within 300 yards suffeB ld6 hp damase without a savins thrcw and nust make saving throw vB. poison or be atrected as if by a lloa spell.Anyone within 150 vards suffers an additional 2d6 hp dmge nd must mke a secondsavinA throw vB.poison or suffer a second sloe spell. Finally, nyonewithin 50 yards sulfers 4d6 hp damage and must make third savins throw or be affected by o,; fleeins away from te sourcofthe Wardins Sons. If th PCs sonehow set inside the city, the goins isn't ny easier. The city's ichitecture is impassableto nonflyins creatures;hoverins clokers have no boble soing up vertical shafis, but other races have never

If PC falls int the byss during ombat with the clokers, he sufieB lomal falliDs damge. Resardless of I i,hether he lives or dies, he is ifhe faits a savI rnocked unconscious I ins throw vs. dath magicj while he misht be drassed off I unconscjous. l. by rhe creatures livins below th I Eisls Downat the botton ofthe I chEmlive a number orcreep} I crawlers, Iiom geat purple worms I .nd srnt scarab beetlesto obscure I Dolds and insects. The beetlesare hrmless unless I .cked. but the'r l'sht-producrns | I poeers nake thm danserousto I tlrow and undead.The worms aitack I rhenever hunsry Giant scarab betles (1-31 INT I I bw: AL NG; AC 3; MV 6, bunow r, | . i r m p 1 2 :H D 6 ; h p 3 4 . 2 9 , 2 5 ; T H A C o q rAT 1: Drng 2d6i SA nre ldispels I I D.asicalshadowsand dd.*ness w'thin I l0 reet:inflicts rd6 hp dmse/round I lo shadowcreaturesr;SDjump; SZ L M L 1 4 i X P 4 2 0 ;D M c o N I (12 longr; a Yoao,tha i221t23. P u r p l e w o m s ( 1 - 2 r :I N T n o n ; I ItL N: AC 6; lvIV 9, burrow 9i HD 15i l l p ? 1 , 6 4 ; T H A C o5 ; # A 1 2 ; D m q SA swaLlow w h o l e ,p m o n : lll22dr0r I

I I
l

DUNGEON 63

KII{GDOM OF IHE CHOULS

mounted successful attack on the city. The mmmoth statactite is mgically rcinforced with naterial ftorn the Demiplne of Shdow;attempts to destrcy the stone itself have proven futile. At the center of the city ties the hall of the cloker lord. It is generally known that the cloakersarc allies of the shouls asainst the illithids, for the cloke.s and mind flayers have fought silent, genocidal war for centies. The PCs gain no information about the ghouls here, though they misht find allies to go illithid-huntins. The PCs can reqest an audience with the cloale.lord, but it cnnot be peruuaded to betry the shouts without some gret benefit to his own peopleor ssrances that the illithids will not simply take advantsse of the ensuing chaos to destmy the clokers utterly. Howevea a gift of food, exotic surface soods, or ngic can convine the cloaker lord t let the party pss in peace, or even with an escort of hundreds of cloaker. SlooD'dhs (cloaker lord): IM senius; AL CE; AC 1 ( 1); MV l, fly 24; HD 22; hp l21i THAC0 1; {AT 2+1; Dmg 3d12/Bd6and 2d6+tarset's Ac; SA howl; SD shdowsjSZ H (60 MM/44 wingspan); ML 20; XP 18,0OOt The cloaker lord is attended at all times by an honol suard of20 clokers of mnmum size (hp 48 each). The rminder ofthe lold's followers can Ech it within 1d10 mun&; anyone attackins Sl@n'dhs will be pursued all the wy to the surface. 16. Eastern Outpost. The ghouls' newest outpost was established aer they oven the hoslodlt wrrens that once occupied this cvem. The same space now seres 3 a ffeasurehouse and stasing a.e for future rids. However, the outpost has no fixed amy at the moment, only bear_ eft who pack nd carry away the measer tleasures plundered here. The bearr's are commanded by Marquis Gillich and his aide, the treasurer of the shods. If captuled, the robles try to buy their liv by spilling the secret of the shout treasury (seerea 20I). Howevea they don't know about the glyph protectMarquis Cillicb" Lord of Slt {true shoul): INT exceptioDl; Al- NE;

AC 3iMV 12; HD 8+8ihp 52; TIIACo 11; #AT 3 o. 1; DIns 1d6/rd6/1d8or 1d8+4 (battle xe fom of te rod of Iordly miehtt 26 charses). SA paralyzation, Shensth dmin, summon shdo*s: SD spell inmunities; tumed vampire: SZ M; ML 18;XP 4,000; rcd of lordlr might 116 charses). Findel (true ehoul treasurer): INT verage;AL NE;AC 4i MV 12; HD 4+4; hp 34i THC0 15 (11 with mace);#AT 3 or 1; Dms rd6/1di/1d8 or ld6+5 (drow mace)iSA parlyzation, Strencth drain, sunmon shadows; SD spelt immunitiesi tumed s wraith: SZ M; ML 16; XP 1.400;lbol'ndni' n.e +4, hnd cmssbow The 30 ghoul bearrs (hp 29, 27, 26, 25 lx2), 24 \x4). 23 lx'), 22 lx6). 21(x5),20 (x3). 19, 18) re cowards who fieht only befly before runnins otr Mke morale check (14) every mundi ifit fails, the bererc alt flee. The shouls gather treasure as much for statN s for its intriNic value; as unded,they have tittle need for money. The treasures include n itlithid skull, 20 fine obsidian chunks (r0 sp each), small pile of 200 cp, slishtly larger pile of 200 sp and 250 C?, n orcish nose-rins "pull inscribed with runes tht read ne" (worih 20 g?), 3 tll blue statuette ofBlipdoolploop (carvedin lpi lazuli and worth 4.000 sp), a scalp fron a soblin shaman, a cloce o/ nrsstles tht looks like simple twine Decklace set with chips of stone and nine bells {the betts are the mis' siles:one 8'HD, two 6 HD, two 4 HD, and four 2-HD),40 troglodyt jvelins, 24 tanned tmglodyte hides, and a suit of duergarplare no +A sized to fit ny dwarf. 16. Alhen OutpGt. Thk outpt is the home of a ghout smithy; the noise of forgework can be herd from roghly mile way thmush the tunnels. The outpost itself i3 only lishtly defendedby the Mrquis ofAshes and his followers. Read the following when the party investigates the hmmeing nd rcachesthe outpost:

like swallows.A man in a turban nd plte mil is shouting orders; his black shietd bers a skutl and sickte insigda. The outpost is cuneDtly home to a shoul patrol s well as the Marquis' grds.The Marquis himselfis a swarthy rnan who once lived in Ket but who he has long since becomea creature of the Underdark. He speaks Ghoutish, Undercomnon, and a.chaic Common.The skull'and-sickle on his shietd is the unholy symbol ofNerulli Yosef is true betiever Marqis Yosf von Linden' Lord of Ashs (true shoul): INT hish;AL NE;AC -4; ltfv 12;HD 8+8i hp 55: THACo 11 (10 with scinitor +l); #AT 3 or 2i Dms ld6/1d6/1d8 or 1d8+l-ltd8+1 (with sctmttd. +ll; SA pmlyzation, cil, lou., sumnon shadows;SD spell immunities; t,rmed as vnpire; Sz Mi ML 18;)(P 4,000; s.imitat of speed+1, .ing of prctectiotl +3, full plare, shield + 1. The Marquis commandsa coDtingent of 29 true ghouls. Tventy of them re out scouring the tunels and return i 1d6 tums- The maining nine sty with the Marquis arld are positionedas shown on the map. The 29 true ghol soldier (hp 24,27 , 26 l'X5),25 36, 34. 31. 29 i.X3), ( x 3 ) , 2 4( x B ) , 2 3 , 2 1( x 4 ) , 2 0 ,r 9 ( x 2 ) , 18 (x2)) all car.y scimitars and short bows, rather than the usual ghoul weapons. rhey rc aU Keolandrs and Yeomen captued from the surface and trnsformed iDto ghouls. The Lord ofAshes prefeB ndead ofhis This outpost is lso staging area for the Eyes of the Kin$ the Eyes a.e released he to scoul the passageways for enemies or intrudrs. Hdreds of them are rcsting long the wIs ofthe centrat forge room end the shrine to Nennl to the east; if ttacked, they scattr into the nodh nd south tunels. The Marquis' chmber, located west ofthe smithy, is empty save for a pile of six mountain dwarf o.pses that Marquis Yosef keeps as hi personl food supply. Hll. No map is 17. Blood-driDkels provided for this outpost, 'hich lies cloeto the tombs of the marquis (area 1S) and Kilenor, City of the Ghouls (ara 2o).

leapfmn a Bdsht btuespa.k for in the tunnel head;shouls pump the bellowsand work purplishmetal.A few stranse, dressar wtchsrdsin Keoland ing sml1Creenlishts flot nound and divins the ceilins,swoopins

64 lssueNo. 70

KII{CDOMOF THECHOULS
Cpturcd dwanes re kept he. s skilled lbor, sculptins sttues, tunnel.even entire caverns to the dsiresof the Ghoul l,rds. Mountain dwNes (15): INT averaAe; L LC: AC 10iMV 6; HD l + 1 : h p 5 e a c h i T H A C o1 9 ;# A T 1 : Dmg by weapon typej SD +4 to sves !s. poiBon,spell, and rownstaff; SZMtMLatMM/94 95. The dwes are wat hed by three true ghor overseen (hp 25,23. 20).The overeers carry both staves and clubs.As lone s the dwfles provide skilled labor. they are kept alive. The overseersInke it clear tbt those who don't work qickly nd well becomefood for tbe shouls. The ghouls report to two vampires, ResandAlena Hundeval. ln the Underda.k. the vampires not constrained by the sun, but they must sork harder i, sin blood. Since shoulBfeast on a bloodlesscorpss redily as bloodedone. the vampires hve fomed n llince with the conqueringundead.They hope emedy to be taken into the rnkB of the shoulish noblity, but so far these attempts hle ben thwafted. Bilt on derro ruins, the outpost irselfis crmped and snall, thoush the shouls don't mind. The ghouls' tn.els are cloakedin layers ofcoz Itnal dorlness spells,plced here by ghoul priests.The vampires nd shoulsjust sniftheir way to their pryi oetures not used to fighting blind hve harder time ofit, sufrering -4 to thei. ttck rolls. Ras Hundeval (vnpire): INT erceptional;AI CE:AC 1; I{V 12, fly l 8 r C ) i H D 8 + 3 ;h p 4 7 i T H A C 0 1 l ; rAT liDmg 1d6+4;SA eney drin; SD +1 or bettr weapon to hiti tmmrc to sleep, charm, hold, poisor,, nd paralysisi hlf damase from cold or electricity: SZ M; ML l6iXP 8.000; yMt355. Ales Hundeval (vmpiric mistll l\T avereeiAL NE;AC 4 (8 when s u b s t . t i a l ) i M V 1 2 ( 6 ) tH D 3 i h p 2 4 ,or lbwer); THACo 17 (all tarsets AC l0ri #AT 1i Dmg 1d8; SA enlelope to hit automaticallyi SD +1 or better *eapon to hit, division; SZ M; ML 74a W 270tMMl254. The ghouls recently sackeda small .rirfneblin minins camp, and the caprured plunder is at the outpost.The rmds are kept in a locked (excellent ktk, 20L). zard lochd rtunk

marked sith a sbph ol pdrdlyzatioa The svirfneblin plunder incltrdes 10,000sp. 2,000 g!,49 500-Apgems ofvaious sizesnd types, a n?ddl, lion of thought pn4eioa.^nd pouch filled with chlky dust (12 pinches of dsl o/lhs!,n). The nine true ghoul guard {hp 2 9 , 2 6 , 2 5 ( x 2 ) ,2 3 , 2 1 , 2 0 , 1 9 , 1 8 ) a r e rmed with halberds and short swords.They re not happy with their vmpire liege nor about living in constnt darkness They have no

treasure oftheir own but guard the plundered resurechest. 18. Coastl Outpt, Protecting th ghoulB'capital aginst threts f.om the SunlessSea is this military outpost.A large force ofshouls maintains wat h here, conmanded by the Marquis ofIce. They have tittle patience with intruders, especially thos from the direction ofthe sea. Anyone cptured here will be inteno, std as a spy, then devoured.

DUNGEON 5

oF lHEcHouls Ktr{oooM
This tomb intrior is mcabre rellection ofits mastr's decay,picturins his face as it was in life, in undeth, and s it is expctedto look as it wastes awy in the tomb. The tomb coDtainsa Bingletreasuter Eem of fiozen rath. which allows the bearer to c3t ;ce ttofm oncer'week. Each time the spell is cst, power surges through ftom the Negative plne, and th bearer must make a sving throw vs. death magic. Ifthe saving throw fils, the berer suffes half damagefiom the spell as its enersiesta. thmugh him. The sem also reduceB the temperature within 30 feet to zero degrees. 198. Tomb of Salt. This unfinished tomb is glsrded by a salt-encruted mummy. The Lord ofsalt, Marquis Gillich, is commandins the accounting ofthe trcglodyte plunder (see area l5). Salt mummy: tNT low;AL LE; AC 3: MV 6: HD 6+3thp 30iTHAC0 13i tAT 2i Dmg ldlzldl2; SA fear, roi, chokinsr SD spell inmnities; SZ Mi ML 15; XP 4,000;MMl261 (vrirnt). Ifthe mummy strikes with blow 4 or greater thn the minimum required to hit. the victim must make a saving throw vs. poison or spnd 1-3 rounds spittins and chokins. when the hummy dieB,it explodes into a cloud ofsalt. ThiB inflicts no dms,but PCs who fail savins throw vs. breath weponsre blinded fo. 2d6 rcunds nd suffer -4 to hit for 1d6 tums. The salt mummy grrds no treasurei the Marquis, counter to shoul trdition, clries all his valu19C. Tomb of Mysteries. Mrquess Merynae, the Ldy ofMysteris who sontimes rules t the Ghoul King's ide(6ee"Blacksate Palce"),has placed skeleton war.ior to watch Tbe over her tomb and its treaBures. skeleton wiols circlet is contined in a steel-boundwoodenchest protected by a permanent, hemispherical oall offo.ce st the bck ofthe tonb. The other treasures in the tomb include ldnp o/sdoa (seethe ENctcLoPEDra MactA',Yol. 2t, clodh of the bat, anrl six vials ofphas. polion GeeDuNcEott' Aduenlurcs +20 or the ENcYooPErrA Ma.r.r4 Vol. 3). Skeleton wanior: INT except i o n a l ; A L N E T A C2 i M V 6 i H D 9 + 5 ;

The outpost itselfis little more than a caven reinforced with wll and now-slits. A smll eftpty dock is sfficient to berth ships from th SunleBsSeai the kuoloans sank most ofthe shoul fleer lons aso. Marqui zun, Lord of Ice 1true ghoul)r INT veryiAL NE: AC l: MV 1 2 ;H D 8 + 8 i h p 4 2 ; T I i A C 0 8 ( 1 1 without gntlets);{AT 3 or 1i Dmg 1d6+6/rd6+6/1d8+6 or 1d8+9 (lona suo.d +3, 18/00Strensth)tSA pa.alyzation, sunnon shdowsiSD spell immunities.tumed as vampiriSZ M; ML 1a; XP 7,000;plate rmor, hield. gauntlets of ogre powe. poaion o1 helinA, long suod +3, frostbrdnd. Marquis Zun s gauntlets ccount for hi amazing ability in combat and for his plcementhere, at the ghouls' most importnt outpost. He leads the attck ginst any intrude person' ally nd so has won the completeloy' lty ofhis 70 true ghoul soldieE (hp 28 each).They wr splint or barded nail and crry halberds,lone swords.and lisht oossbows,as befits the elite who sard against the kuo' The soldiers ofthe coastal outpost re well-trained nd fisht in double

r.ks with pole ams. In nissile com' bat, rhey tikewise fire in two ranks, one kneeling nd one standins. r9. The Creat Tombs. Severalofthe Wlite Kinsdom's hishest nobles have privte tombs in this cve.n.An 80 tll statue oferch tord stands before each tomb, higher than the lighi from r torch or lantern cn illuminate. Each tonb is dtiled below. rSA. Tomb of lce. Lined with ice and kep near-frezingthrough the power ofthe treasure within. this tomb will soneday hold the rcmains ofthe Marquis Zun, Lord oflce.At the moment, small grgoyle golem is the only gurd. The golen is caFed in the shpe of shoul nd perched on top of i.hestalue stnding outside the tomb. It lps down onio the PCs ss they approchthe statue or the Gargoyle golem: INT non; AI- N; AC 0iMv 9: HD 15: hp 60: THACo 5i #AT 2; Dmg 3d6/3d6iSA pet fication ifbth clws hit, surpise at -2. oushing leap, shtter: SD spell immunities; SZ M 16 tall); ML 20i XP 14,000;MMll69 i golem).

6 lssueNo. 70

KII{ODOM OFTHECHOUI.S
hp 50;THACo 8; #AT 2i Dlns ld10+2 @ith tu)o.handedstord. +2); SD +l or better weapons reeded to hit; cannot be tumed;cdase @. (atrects creatures with 5 HD or fewer); MR 90%;SZ M; ML 16;XP 4,000; MM/31'7t tuo.hdnd.ed suord +2 (INI 15;Ego 14;AL NEidtc, good 30 rdiusi breaks an opponentt wepon on successtulclled shot). l9D. Tomb of Shadows. Well-lit by continual shoul-lieht, this tomb is l.eady occupied. Beyond its sealed and mortared door lies the body of the Mrqis ofshadows, who still servesthe kins in Kilenor s a spectre (seerea 20F). In addition to the sarcophagus, th tomb contains a lantern, the bodies of 12 servnt buried with the Mrquis, and chest of kuo-toaDmeat, long since rotted awy.In addition, the rnrquis'body is drped in cloth ofsold. nd owned with a silver diadem set with three small black opals (6,000 gp,. Any good-aliged bing who dons the diadem must savevs. spell or be instantly disintgrted.The oown itself is not affected by the disit, arote effect, nd once being mall<es its save,that individual cn wear the diadern safely thereaftr. m. Grat Crypt of the chouls. This innens cavem is set back ioto lhe rifi wall; it ppears as a dark half-circle from the rift itselt The crypt extends back for hundreds of yards. as it has been expandedby the shouls ove. tle years.The bysof the clokers drcps of bout 400 feet on the city's eastern side.Thecavem is chokedwith fireweed.At its center lies the smalt capital city of the shouls, Kilenor But at the ftinges, the city is decyedand huntd by outcst les8erghouls,a swrm of whisperins rnoths,a small pck of garyoyles,and coloniesof death mold. Whispering moth6 (84): tNT low; ^L NE;AC r0; MV 1, fly 14; HD lihp I ech;TIIAC0 20ilAT 1 s swarm; Dms li SA insanity; SD renect spells hs rins of speUtumins)iSZl (4 wingspan):ML 5; XP 1?5;Di,aco MoEa,ine #227/29. Anyone viewins the dizzlns blur ofthe swam must sve vs. death nagic or be transformed into a ving lillea possessed by bloodlust for tumber ofhouE equal to the victim's

Wisdomsubtractd {iom 24. This etrect cannotoccurin lishted condi, tions.Oddtyenoush, ghoul-lishtdoes not athci whispering mothsas norml light does. Gargoyles (9):tNT lowiAL CE; AC 5;MV 9,fly r5 (C); HD 4+4;hp 27, 26,25,23 2), 20, 78,17 , l2l THACOl5;#AT 4; Dms 1d3/1d3/1d6/ 1d4;SD +l or betterweapon to hit: SZ M. ML 7r. LP 420.MM/r25. Ghasts (4-481: INT low;Al- NE; AC 4; MV 12;HD 4: hp 18ech; THACo 1?;#AT 3 or l; Dme l4/1d4/ prlyztion; 1d6;SA stench, SD immuneto sleep and.,a.mspells; SZ Mi ML l7 i ><P 77 5t MM/737.

Ahead you see the tunnel entirely bared by a fodresslike constuction. The faniliar creenishyellow lisht shines fron arrow slits, and you hear the distinct 'click" ofa cmssbowratchet finishing its work. A dark black gate brs you way, nd a voice fiom the other side of the sate clls ot in Common, 'Who re you, sfcefolk, and what do you seek in the White Kingdom?" Few races other than the ghouls car to inhabit the citJaA few xom and crysmls live in pecewith te ghouls,since they cannot be etn. Likewise, a stnnse race ofwhit? albino wererats live in Kilenor, though on rnor dangerous footingthey may live s long as they can scout out the next food supply. The city itselfis home to bout 2,000 ghouls,most ofthem servants to the vrious n.quis lords or the King. Obviously, keepins that rnany ghouls fed is no small task, but raiding parties constantly return with flesh ftom the upper world nd from the far reachesofthe Underdrk. When food Bupplieswell and truly fil, a frenzy ofcanniblism ovrtakes the city for week o. mo. until the popultior is asin in balance with the available food supply. War parties are dispat hed to ensure more food comins in-and ny lGses the prties suffer help keep the shoul's numbers tow Ptrols Kilenor is heavily ptrolled, and obedience io the King is enforced by patrols of ghouls or wererats carrying ebony clubs and drkwood staves. Ech ptrol leader canies a ghoullisht lntem and an Eye ofthe King encasedin a small slobe at the tip of his staft The lanterns illuninaie both invisible creatuEs and thieves hidins in shadows.If patrol needs help, the slobe i6 shatt.ed on th floor, and the Eye is released to bring l}ue ghoul6 (8):INT averase;AL NEiAC V 1 2 ;H D 4 + 4 t h p 2 9 , 2 7 , 2 6 , 2 5 , 2 3 , 2 0 .1 9 , 1 8 ;T I I A C 0 1 5 ;# A T 3 o. 1;Dns 1d6/1d6/1d8 or rd6 (statr or clubl; SA parlyztion; SD spell immunities; SZ M: ML 18;)(P 1,400;

City of fhe Ghouls


Built along the shoresof the .iver Ltn, the city of Kilenor is a vast necropoli8. The lesser shouls imitat the noblesby buildins huts tht resemblesmall nausoleuns, often caring them ftom the stone walls or fl@r with no tools oiher than their own claws. The city never rests from its feverish drive; shouls don't need sleep.This alone nakes nny visito$ nervous.Dependins on which direction the PCs aive fron, they gain a difre.ent lilst impression of the city. Read the following ifthe PCs anive via the Grat Cloaker Rift: A city lies tucked into the cliff' side ahad ofyou; n entire cavern extends beyondyou. vision into the darkness.Smll yellow-seen lishts slow here nd there, lishtins up buildinss and terrain. The brightst lights are the geenish flam$ lappins rcund lhe windows ofa larse, cross'shped buildins ner the clifrs edse. Waner lisht spills from a buildins at the far end ofthe cavern, a buitdins small enoush to be tavem of some kind; a sign over the door confims this impression.A pale blue lights shine from a sret blck hep orjumbled stones. Snall swoopinglights like those you ve seen in the tunnels are Rad or praphrase the fotlowins il the prty anives via th tunnels:

DUNGEON 67

KII{ODOM OFHE OHOUI.S

The Citv of Kilenor


(Area 20)

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68 lssueNo. 70

KII{GDOM OFlHE CHOUIS


Wegat {8): INT very;AL LE; A C 6 ; } f V 1 2 ; H D 3 + 1 ;h p 2 5 , 2 3 , 1 6 , 15, 14, 13, 10,8: THACo r7; #AT l; Dms 1d6 (staff or clubi; SA surp.ise; SD hit only by silver or +1or bettr weapons;SZ S t o M ; M L 1 2 i ) ( P2 7 0 ; MM/237 tlycalt}lrcpe). The patrols cany no more than 2-20 cp and well-worn cards for gnblins. They cn be bribed with ftesh 20 Bat Csves. These caves,hish abovethe min level ofthe cavern, arc home to the ghoul messenaer corys coinposed entirely of svirfneblin ghouls riding huge bats. Though the ride.s suryive the t.ansfomtion into ghouls, they a.e amons the smallest and weakest ruts, reducins l bat riders have short less and emaciatedbodiesand wer sklnl helns as n identiryins mark. Ttue ghol bat-riders (12): INT verase;AL NE;AC 4; MV 12; HD 3i hp 24, 22, 77, 16, 15 U3), 14, 13, 11, 9,6;THC0 17;#AT3 or riDng rd6/ld6/1d8 or 2d6 0ance);S parlyzatior; SD spell immuities; SZ M; ML 13;XP 1,400jlisht lnce,hand Hg bats (r4):INT low;AL NE; C 2 (10 on sround); MV 3, fly 15 (C); H D 6 ; h p 4 3 , 3 4 , 3 3 ,3 2 , 2 9 < x ? J . 2 a , 2 7 ( x 2 ) . 2 5( x 2 ) . 2 4 , 2 3 ,1 9 ; T H A C 01 5 ; fAT 1; Dng 2d4: SA surpdse, shdek; SZ H {16 winsspan); ML 12;XP 975; MMt75. If bttle breaks out nlvhere within the min cavern that is visible on above (through the use of.e bo|k, continual lisht, ot similat tlashy spells),the bat-rid help by goins to the nearest barrcks (area 20D). 2OB. Bredidg Pits, coblins and hobgoblins re bled here for food and for slave labor: they are valuble mmodities,owed by the ghoul mbles. The pits are jst that.long low trenchesoverseenby the shouls. Aons the edses of the pits are a *ries ofbone posts;stret hins from post to post are thin lines ofgeni6h lisht, iike strands of/oe./e fre. These nsical wrds wound any creature iouching them for 1d6 hp damge; th wards re not expendedby use. The goblins' momle is very low. md they cnnot be induced to fight. If fied, they fle s quickly s they cn to put their nightmares behind them. If the PCs an the hobsoblins, they might fight their captors:a Charisln check with -3 penlty is required to rally the hobgoblinsto the party's cause, addins 80 HD to the PC's army. If any svifnebliD or dwaNes havejoined the Arny of Hope,the PC suffers an dditional 4 penlty to the check. lrue ghol overseeB (8): INT average;AL NE;AC 4; MV 12; HI) 4+4; hp 29, 27, 26, 25. 23, 20, 79, Bi TltAC0 15; iAT 3 or 1;Dms rd6/ rd6/rd8 or 1d8+1(staf or club); SA paralyzationi SD spll immunitiesi SZ M; ML 18; XP 1,400;new monster Croblir slaves (3001:INT low to verge;AL LE;AC 10; MV 6;HD 1-1;THACo 2oi]TAT 1; Dms 1d6 or by weapon;SZ S 14 tll);ML 4; XP r5; MM/163. Hobgoblin lsvs (80)rINT aver g e ;A L L E : A C l 0 ; M V 9 ; H D l + t i THAC0 l9;#AT liDns by weapon type; SZ M (6 tll); ML 5: XP 35 eac\ MM/197. The breeding pits re kept clen and functional,just as stabtesrnisht be, but the ramps leadins in and out are tishtly locked and brred, to keep clever goblins ftom findins way out. 20C. Whitehaven. Deemed too weak or too vluable tojoin the rmy, hundreds of shoul merchants,tradesmen, artisns, and priests live in these snll st ne huts- Mernbersofinedible or allied races also nake their hones here; these xorn, crysmls.and were, rats may be convincedto help the pIty with information, food, or even The ghoul comnoners (16 hp ech) make weponsnd rmor, count nd sort the King's treasury, cary tribute and nesh down from the su.face,dis the ditxhes that divert the rivers to serye th Kingk will, and nake offerings to their drk god.These ghouls are those most oftn devoured dudns the shouls' fits of cannibalistic finzv Xorn hiDerr INT veraeeiAL Nj AC -2i MV 9, bunow 9i HD 7+7i hp 39; THACo 13; #AT 4iDmg 1d3/1d3/ 1d3/6d4iSA surp se: SD spell imnunitiesiSZ M (5 t11); ML 16: XP 4,000;MMl367. The xorn ofin chase the crysnis, which they consider

Crysml rtissn: INT high; AL N E ; A C 0 ; M V 6 ; H D 6 + 6 ;h p 3 3 ; TllACo 13i#AT 1; Dms 3d4 (2d4); SA crystl missile, psionics;SD edged and piercing seponBsuffer -4, inlnunc to cold and lire, psionics;SZ S (3 talll; ML 15; )(P 4,000;MC,41 (Elementl Kin). Wererat scout: hp 2l; see ''Ptrols" for complete statistics. None ofthe conmon shouls hav get treasures,since most ghoul welth iB neasured in neat and biood rather than sold. The nobles are an exception;their grve g@ds are signs ofprestiAe nd power 20D. Ba$ack6. Ten true ghoul warrioB (23 hp each) live beside ech of the entrancesto the city and 20 n)ore soldiers(25 hp each) livejust outside the palace.They re all arned with nonnsical tong swords and dassels looted fron the drow, and they cfry ghoul light lntns. 208. Th Limehouse. This sreat white manoa built on top ofa mountain ofskulls, is surmunded by the homes ofvarious geater and lesser nobles.Automaton knights guard this inposins residence. The Marquis Folssnaw lives herc enrirely lone, for his body was eaten lons aso, nd he cares little for the world far from the Orb. Most ol the other nobles are busy expandirs the ghoulish realm or emtllishing their tombs; Folggnw merely hopesto regin his status with the king by works of magic and Marquis rolggnaw' Lord of Shadows (spectrel:INT highiAL LE; AC 2: MV 15, fly 30 (B); HD 7+3;hp 30i}IAC0 13i#AT 1; Dmg ld8; SA energy drain; SD + 1 or better weapon to hiti SZ M (6 tall); ML l5; XP 3,OOO, MM/323Battle homrs (6):INT high; AL LE;AC 2r MV 12, fly 12 (E); HD 4+2Othp 45. 42, 41, 40, 37, 3Ot THACo 12; #AT 1;Dms 1d4 or 1d10 (with halberd)i SA d;metrsrondoor (180 rnse),6lint, n@gicntsstle; SD immune to illusions nd enchann neni/chns, mdsrc r'tss;le heals, immtrc to fireball, lishtnins bolt, aDd .or metal; MR spcial:SZ M (6 T tall)iML special;)(P 5,000; MCIAI (helned horror). The house hs few heasures, beitrg mainly littered with the bones

DUNGEON 69

KINCDOM OFTHECHOUI.S

"Now

I ride tith theJrienlll' an ntockittg ghouls on thenighttincl ...

"-H.P LovecraJi, "TheOutsider"


paralyzing the beast and then c]w rng nrs lvay our. Anrone interfering wilh the ghoullords sport js hunted dosn bJ batriders t tke the place ofthe prey they destroyed.Ghoul commoners avoid rhe rres. Purple worms r3r: INT Don-iAl NiAC 6: MV 9, bunow 9r HD 15i hp 7 5 ,6 7 ,6 l i T l l A C o 5 i # A T 2 r D m s 2d12l2d10 S i A s w a l l o ws h o l c - p o i s o n : SZG (25 long)r I'IL 12;XP 13,000; MMl364 rtrr,rtu) 2OH. Vasi Tmple. From a distnce, this templ looks like ajunbled nss ofbroken stons.In fact. iis rvalls .e crefully mortared toscther fion bits ofnarbl.. $anite. andjade. $hcn the PCs enter. rcad or parphrase the follo* ins: A black firc burns in a pil of ashes r t h e h e r to f l h i s l e n p l e o i jurbled s!ne. Beside the llrc is n enorftous chlice filled $ith nurkv watef A ahoul dressedin black robes with a green bronze breast

f the Mrquis'goblin a D dh o b g o b l i n victims. Amons the dust and boneslie sctterdtreasres includnrs a ilag e P . + J , a s h j c l dm d c o f s i l l c r a n d iron (200 spr. a svirfnebliD pouch ith gold 150gpr, a embossed hauberk ofmithril sized i,)r a deep gnofte racts s ellen chai.). nd singl bo,l .t s/x?"d1seless withoul 20n Boneyard. Th. rcmains ofthc shoult focs lre scaltered at 'andom acrossthis drk Illd. In ddiln)ned to oacked and scit.ed bones,this fieldis hoe lo hundreds oflilelier bones ghoul priests lave their unded servants here when thel fe noi in use.Thc skelctons and zombies halc ordcrs to dcfend the Boncyardi anJonc on the field is attlcked by the h o r d e sa , n y o n e j u s to t s i d . i t i s igndred The indless unded pursue f i , e so n l y w h n . r d e r e dt o b \ g h o u l The rombies he.e are sinrply bod ies that the ehouls havc not eatcni when the ghouls arc don.. thc zombies becomcskelcions.Many ofthcm

.e a,blins nd svirfneblin, with a few drow mixed in. S k e l e t o n s 1 8 7 4 rI:N T n o n - i A L N i AC TiXfV l2iHD l: hp 4.ach: THAC0 19i*AT l: Dns l-6iSD htf damase frorn edsed and piercing $ e a p o n ss . p e l li m u n i l i e s i S Z M i M L special;XP 65: MMl315 Z o m b i e s 1 5 7 )l:N T n o n i A L N r A C 8ilV 6iHD 2ihp I each; TILACO 19i * ^ T l i D m s I 8 r S D s p e l lr m m u n i t y i SZ }l: ML spccialiXP 65: MMl373. A n t P C s s l a i n b y t h e g h o u l sa n d lcft bchi.d during a retrct wind up her as zonbies. Their ger ends up i n r h e t r e s u r !i e a 2 O I ) . 2OG.Hunting Crounds. For sport, ghoul nobles someiimesride out to th. hnt in thc mushroom forcst. $rhcn they do. they hunt the purple worms tlat fctd on the lush molds and fungl that grow here. Fes other .returs give ghoullo.d s uch pleasure as a purple worm that is, few othef eatres tke as lone to die. In somecases,a foolish worn may cven swal10a shoul lord whole. allowiDg h i m t o t t a c kf r o m s i l h l n ,

70 lssoeNo. 70

KII{CDOM OFlHE CHOULS

plte is busily chantins invocations into the darknessithree ffgurcs with cowls over their heds stand A3 the shouls notice you, their leder barks a sinsle word, and the inky wtr in the chalice begins to flow over the Iin. The cowled fisures spread out and advnceas the puddle ofdarknss retrets into ihe shdows. The leader besins a new chrt in a deeper voic; The priest pefonning the rites is Vullost. HiB speriot Blanr.is currently sening with the rmy (see are 6). Vullost uses blusi. to covel his insecurity and fers; he has been r terror to his subordinates ever The temple's fire is a portl to the Demiplneofshadow; anyone walking through the fire is instntly lransported to this demiplne.Vullost commandsthree underpriests and a drkness elementI,hidden iD the chalice to attack intruders while he bsins cstiDsstlMe 15'.ad;as at enemy spellcsters. The elernentl ds not dsk a frontl ssault; instead, it hides in rhe temple's shdo*s and strikes fton hiding. The drkneselenentl can chill target reatures spirit by attacking iLs shadow;this conshtutes an artack vs. AC 10, modified by Dextrity if the tarst is aware of the ttck. A 6uccessll hit allows th elementl to blind its trget by wrpping it in its oNn shdow.unless a 6re vs. petrilicrlion at 6 succeeds. A c.e ltrdassor edl spell cures the blindness. Lisht and helins spell6 casr upon heelemental Inflict td8 hp dmase/ lpell level to the drk nessilemenial rnd t hp damsenevelto every creature within 10 feet ofthe elemental. Vulost (Sthlevel true ghoul pnes : as true shoI, but INT hish: H D 5 + 5 ih p 2 ? : S A p r l y z t i o n , lplls, Strncth drarD,animate ded; SD tmed as mummy; XP 3,000. Spells $/2/7): cau light wounds, cu.se,darkness:did.,da.kness 15' mdius; silen 15 rcdiug True ghoul underpriets (3): INT verase;AL NE; AC 4i MV t2; H D 4 + 4 ;h p 2 6 , 2 3 , 2 1 ;T H A C o 1 5 ; .AT 3 or 1; Dns 1d6/1d6/rd8o. by teapon twei SA pralyzation, spells, dtill touch; SD spell immunities;

turned asmummies; SZM;ML 17; xP 1,400.


Spe\ls l2). @u lieht ounds, Darkness lemetat: INT low; A l N E ; A C 2 ; M V t 5 ; H D 1 6 ;h p ? 3 i THACo 5: iAT r: Dms 4-2ai S chitt, blindt SD +2 or better weapon to hit. hide in shdows;SZ H (16 1ll); ML 77)W ll,O0oa DtLacoN Magazine #227t26. The god of the ghouls is unknown to outsiders;oftn called the Lo.d of Rot nd Shadow, or simply the Lord ofAll Ghouls,many scholarsbelieve the oeture is an AbysalLord, thosh others betieve it is some form of$eater yusoloth or den;qod. In fact, the power nswerins stoul prayers is none other than Nerull, the Reaper Ghouls a.e the only race whose worship he enjoys;more sensible racesworship Nerull merely to The temple sacisty contains a numbr oftresres, mostlv tul objctssuch as conoded ;opper chlice (3 8p). silve. plat 1300Epj. goroencanoresrcks and censers (2,000s!), and a bron,e knife with wvy blde and n enomous blck opal set in the pommel (5,000g!). 20I. Ttasury. The shoul treasury is a mnel; th looted remainBofentirc civiliztions, carvans,and counrtess sraves fills it. The treasury is hidden by a segest?r spell, making it invisi, ble to sisht nd spells. It is unsuarded except by a ,l.rp,o/d.ainiha ,.Bave vB.spell or lose three enersy levels) nd an jnvisible gieater girardian yugoloth. The $rardian ttcks any living cretDrewithin the buildins, but doesnot pursue intruders. Groater guardian yugoloth: INT hish;AL NEiAC -1; MV 9,fly I ( D ) ;H D 1 0 ;h p 7 3 i T H A C o 1 1 :# A T 3 ; DDs 1d10/1d12/1dr2r SA breath weapon,suggestion;SD spell immunities, +2 or better weapon to hit, rmmune to fire, cold, poison:MR 25%; S Z L ( 9 t a l l ) ; M L 1 7 ;X P 1 1 , 0 0 0 i MM/37t. Ifthe PCs find the treasury throush divination o. the advice of th treasurer nd the Mrquis cillich (seearea 16), they may examine the incrcdibly larse hoard here. Since rhe soodsare sinply stockpiled,without ny sFtm ororganization or ciassifi, cation. it is extremely dimcult to find

ny particulrthin& Rador pamphrase the followins:


The t.easures within the simple black houeare overwhelmins: monds ofgold and silver coins, showersofgems, and chests and ums ove owing with jewelry rare scrolls, nd other precious a.tifcts. JEt sorting through it could

The linest tresures kept here are heln ofb.i innce, a cron of pla| ium set with diamonds (50,000s!). a .ing of three isher, a stit ot plnte nail of ethercalns sized for aa elf, and a rcd of rcsu.rtion (a chrges)l the party may find these items t the DM's option when they have searched thoroushly. Note, howevea that the fing of&is.s is cursed by 'rs link t the ghoDls.whenever @rs/iis made, the wer of the itn loses one levet or Hit Die, just as if struck by maith. The level can be returned only by use of,a .esro.drronspell; the ring is poq. erressrc undo rts own cse. In addition, PCs my loot 1dl0 x 1,000sp worth of valuables here for ech mn-hour spent looting. Every hour there's a 2-in-6 chncethat the treasury is sur.ounded by a tmop of G-3 nobles,2-5 priests,60 100 ghouls,Dd assortedspectators,ll waiting for the PCs to ventDre out. If the party stays in long enough for c.owd to gather, the ghouls rush in to The treasury is masicaliy warded gainst ny and all teler'orttion attempts and similar splls.However, it is not protectd gainstprsedll, dl& or the like.

Blockgote Poloce
Fmn the outside,the ebony place seemto be on firFit is lit enti.ely by shoul-lieht, which flickers out of the windows like names.Each window-and there are dozens,each nade of fine glass-is wrded with slyph of enetuation.lhl gl,"h drins one point of St.ength or one Hit Die ftom ny creture that fails its savins throw vs. spells.The slyphs permanent until erBedor dispelled. They hve no efred on the undead. Lost Strensth returns t the rat of one point per week.

DUNGEON 7]

KII{ODOM OFTHECHOULS

The palace interior i stffed with autmata as well s ghouls;the mechanicl guards nd creatures rcplace some of the normal setants, for the ghoul-king trusts no one. 1. The Palace Guards. Rad the following when the PCs ppmach Blackgate's dooB: Shallow steps lead up to the buitding's enhance, two r0 -tall dools bound in trnished silver Over the entrnce stand two angels ofdeath btack figres with feathery winss, skull heds, nd keletal ams wielding enormous A small window next t scythesthe d@B indictes that porter may wait on the other side. The statues are stone golems carved in the shape of deadly .gels, gift siven to reward a loyl servitor of Nerull. They fight ny livins cretre trying to ent. Blackgte. 'Death angel" stone golem (2): INT very; AL N; AC 5i MV 6, fly 12 {D); HD t4; hp 60,60;THACo 7; rrAT 2; Dng 2d8/2d8; SA touch of death; SD +2 or better weapon to hit, inmune t poison,chan, hold, and cold; SZ L (9' tau, 22 win8pn);ML 20i XP r1,000iMMl166 {vannt). The touch of these ngels drin I hp pemuently fmm the trset and temporrily reduces the victim s Constitution by 2. If Constitution drop below 3, the creatur tapses into a coma. Ifit drops to 0, the creature dies and cannot be brcught bck to life by any means short of @is,l spell. tst Constitution is restored at the mte of 1 point per hour or per The deth ansels attack only living catures passing below them; lying creatues, masps in u.oitfo.n, and creatures pmtected by ;Dis;ility or inieibilitr to undead c^n all pass safely. The angels cn be called off by the porta a ghoul prit named Olans. Use the underyriest statistics from a.e 2OI if necessary. 2, Door ofBlades. Enchnted with a permarcDt bldd.e ba.rie. spell, this door opens, but still bars passage. lll attempting t ps throush suffer 6dB hp dmge unless they nke a saving throw vs. pralysis, in which

csethey sutrer halfdamse. Obce the spell shedsblood, howeveathe barier vnishes for a sinsle round. ThercIer, it functions nonlly 3. The Xnight's Hll. Filled with banners hngiDgfn the ceilins and lined iD battered shields,this hall seemsfull oftmphies have all been looted from grves-and it smells itThe suits of amor at both ends re, in fct, more automat. Helmd hotnB (4): INT hish; A L N ; C 2 i M V 1 2 ,f l y 1 2 ( E ) ; H D 4+20i hp 44, 41, 38, 29; TllACo 121 +T 1; Dmg 1d4 or by weapon(hal' berd); SA dinersion doot (r80 nrye), blink, masic nissile. SD immune to illusions and enchntnenvchrms, "?d.rcnrssile hels, imrDe to fircbdLl. lighting holt, and edt meldl; MR special;SZ M (6 tall): ML special;XP 2,000;MCAIOn sreat,30 long table in the centr ofthe hll re mps, supply lists, and reports from ghoul gents about the strensth of the ittithids, the drcw ofErelhei-Cinlu, and the kotoans ofthe SunlessSe.They are all written in the courtly, noble speech of the true ghouls,spoken only among the shoul courtieE and cornmnders. 4. Door ofBlnce. The doors are inscribed with pttm tike the scalesofJstice. Unlike many other doors in the palace,these have no hrmful effect. Howevea the embossed scalescan b moved to open the sec.et door that leads to the Bone Stircase(are 14). lf the scalesare tipped so tht the risht side is hisher than th teft, the d@r opens.Ifthe lelt side is ised, trp is ctirted tht releaseea cloud ofdeth nold spores.These spores kill anyone who fails a Bvingthrow vs. poison (seeMCAI for detaits). 5. The Nobles' Halt The noble's hall is filted with cowrdly courtiers more intercsted in their own advancement thn in the welfare ofthe kingdom. Read the followins: You open the double doors,and the stench of putrefaction rolls out into the hall. Before you is chrnel feast to tum nyones stomachl ghoul nobles a.e setdalong long black table in anticipation of

fine meal. The tbl is littered with The room is lit dimly with the familir greenish-yellowshodlight.The lisht is dappled though, if the feastins hatt were forest noor. W}len your eyes clar, you realize tht te light i not difier' ent than usual; the patchesof drkness are. in fact, dozensof shadowy ffgures that slither along the floor and the walls, beadng pltterc of raw flesh to the celebrants at the tabte. Feastins on provisions brought in by the armies, the lesser nobtesand couriiers amotg the shouls live well oD blood nd neat. If threatened, they summon shadows to aid them in combat.while they thmselvesleave t rally cuards and other reinforcements. In truth, the courtiers are cowardsithey leave by the windows if True ghoul nobl (15): as otler tru ghouls,but INT hish: hp 30, 26, 2 4 , 2 3 l x 4 ) , 2 2 l x 2 ) , 2 r , 1 9 ( x 2 ) ,1 8 , 1 7 , or 1d4 (dggers, 14; Dms 1d6/1d6/1d8 poisonedwith lype D); SA pralyzThey are tion, sunmon shadows. Shadows (30): INT low: Al CE; AC 7;MV 12;HD 3+3;hp 15each; TIiAC0 1?; #AT 1;Dms 1d4+1;SA Strength drini SD +1or better weaponto hit, 90% udetectble, spell immunities; SZ M (6 tll or up to 12' lons)r ML special;XP 420; MM/312. The shadowsfight to cover the nobles'ret.eat. The hll contains silveNare nd fine blue tblewrc but 6. Door of Cro$. Each of these two doors is mrked with a lrse iron osq and each crossi the focusofa teleport trap- Wen the door is opened by any living creature, slyp o/ dnistn, activates nd the cEature telports way. Cretures caught by the tmp apped in the Vast Ternple{arca 20H), within striking mnse of the darkness elementI. 7. The Hall of Ruin. Each of the lcoveson either side of this htl is cawed to semble mausoleum. This i the se ants hll, and there arc alwys 2 20 true ghoul servnt3 here (hp r7 each)preparins

72lssu No.70

KII{GDOM OF HE CHOULS
meals for the nobles in re 5. Some otthese invlle heartflowers, special seedsthat $ow only in living flesh. Otber simpler but no less vile Iasts include kess orblood and sob, lins iied up and carefully cawed so that their brains r xposedfor rcady consumption. 8. The Door ofthe Skull. A smsll srille in the centr ofeach of these doors allows ihree helmed horrors to check on visitors and to fir poisoned crossbowbolts (Type C) through the door t interlDpers. Two ofthe ho. rors lod the hea\y oossbows;the third fires onceeach round. The poison is kept in a small tubei enough is avilable to envnom l2 bolts. Helmed horror (3): INT hishl AL N: AC 2; MV 12. fly 12 rEr; HD 4 + 2 0 ih p 4 2 , 3 9 , 3 5 iT H A C o 1 2 ;# A T 1; Dmg ld.l or by wepon (heavy crossbow)r SA poison,UineBion doo. (180 ranse), ltu, nra,. rrirstle: SD immune to illusions and enchantmenvcharms,a@dc nisstl" hels. ;ftt Die to lireball, Iishtnins boLt, and eat Ineroli MR specialiSZ M (6 tall)iML specialiXP 4,000; MCAIj halberd, heavy crDssbow. The helrnedhorrors have no treasure-They light with completloyalty 9. th Hll of Broken Pillrs. Ech and every one oflhe pillars in this hall lies brokn on the halls floor,yet the roofstill hlds-because it was designedand built as a ruin, deliberatlJ siving the inp.ession of decy. This hall servesas the center ol the guest quarters. The visiting noblesre cu.rntly dlnins larea 5), so the rooms are presentlv empty. r0. Guest Chambers. Since ihe undead requirc no great food preprations nd no sleep,these chanbers are largely for privcJa A chest in the northeast chamber contins pouch filled with 400 sp, thre fine spidr-silk gowns i200 gp each),nd caning knife set with small chips ofobsidian r100 gpr. rr. Door of Eye. Two sets of double doors lead from area 5 to area la. The first set ofdoors leading ftom area 5 have sinsle eyesenbossed in lhe center ofeach door lfopened, th doo$' eyessuDmon ten enormous

Blackgate Palace
One square = 10 feet
eywingstht attack the PCs on Eyewings ll0r: INT loiriAl CE: A(l4iMV fly 24 (B)iHD 3; hp 24 e c h i T H A C 0l ? i # A T 3 o r 1 i D m s 1d6/1d6/1d4 or tearsiSA trsi SD immne lo cold; SZ L (15 singspanl; M L 1 2 iX P 6 5 0 ; M M l l 1 5 . Ifthe doors eyes ar not dis, turbed, thy function as Eyes ofthe King, showing Doresin anyone approchingthe throne .oom. 12. Royal Chmber. This roorn contains bed that finds litle use,a ward.obe, a chest for valuables,s tloorlenglh mirror, nd a wdting desk ofdarkrvood inlaid {ith bone 1900g!1. Laid outner the entrance to the roorn is a rug ofsmotheing. Standing 1n th. corners arc to helmed horrors (hp 36,32) who attack any liling creature that disturbs th chamber'sconrents. The desk hs seoet comparr ment containing the royl seal,an inage ofa crowned skull sumounded by a wrelh ofinterlocked scythes. The bone'white seal is nade ofa fine fired clay,worth 200 sp for its work-

r3. The Cou.t of Lost Soul, The throne room of the King of the Ghouls is renarkbly simple for the ruler of a nation tht hB put the drow, lroelodl'tes,and svidneblin to flisht. The Alabaster Throne is a disquietinc construction,carved to cpture shdows like those in mpty eye-sockets, nd wnthing with enersiesofthe ded.The throne atso shines with 3tronAAboul'light, destroying the poBsibilityofa stealth approach. The roon you have eDteredis lit by ple green lisht nd dominatd by a lrge white throne tht seems carved of some liquid ston-it moves with the flickerins name of shoul'lisht. Sitting on the throne is a thin. wsted-lookinsshoul, whose eyes re nothins nore thn black holes under a healy silver crown. The kins weE drk half,plate ffmor chasedwith green inlys nd sreenisb corrosion.His throne is sunounded by four floatins skulls, ech lit up by fiery eyes.He wears cloak nade of stnps of leathea reddish black, and he holds a nce

DUNGEON 73

KINCDOM OF THEOHOULS

in one hand nd q wand in the Two female ghouls stnd on the steps up to the throne. One wears thin sreen and blsck robes,nd the other wers a dark Breentbard enbroided with spirals and stars. Both cIry swordon their hips The kins's cloak is made ofthe finest. softest Jlayedleather,dyed rvith blood still fresh frorn a batins he.tiit is ler,b.r clodl, allowing him to escapein nying clokr forrn jf things go bdly. lfattcked, the ihron protcts him ith a uall of /or.e senerated as ifby a.e o/ /o/.e The krncs do.d o/recoll takes h r m t o t h e G r e a tT e m p l o f t h e Ghouls (re 20H). Doresin, King of the Ghouls (true ghoul nobl): INT genius;AL NEiAC -5i MV 12; HD 12+72t}],9'7la THACo ?i #T 3 or li Dns 1d6/1d6/ A or 6+7 lmdce of disruptio +1 , +2 Strength bonus)i SA pmlyzation. drain 2 points ofStrenglh, spellsiSD spell immunitiesi turned as"special" SZ M: ML 18iXP 12,000i udead: new monsteri plat amor, adnd of listntug 140chlees),nd." o/dts' Spells l9/8/7/8/4/21):less,cu.e light ounds tt2), detectmagic, intis iblitr to undead, d.d*ness,prot.tton from sood, sanctudr!; aid, charm per' soor mammaL het netal ('x2),hold pe.son t<2), hnu dlignmeht, silence lS rddius. oithdrd; animdte dead, @ntinual da*nes$ dispel maqic 2t, ptu)te. pr|e.trcn lion lire, stonP ,hope: cntrol teperture 10 radius .Lrc seriausounds t\zt. detectlie, free action, protectionfron Lishtnine, rctlectina pool, 6pell immuait! ; cure .titi.dl uounds, flane strihe, tue see' ins, all of tshddou) fire; heal, uord of rccaLLslmbol ofhopelessness. Doresin csts pellss a 15thlevel pdest with 19 Wisdom. with dalk The kine is eyeless, sockets,but he seemsto senselife well enoueh.Doresin noves slowly, except in bttle, whn he becomesa blur He is Arrdd by the animated skulls of four apprnticesto the nses he transformed so long aso. ''l

rh,sLonl af Ctdav9 |hot still brcathe't'on a throne nnd his b I'n)oded. nr..tbtolute tha blindness-H.P Lorecnll its/rri.srr).i.(d:c.i r/to,. urkness

cont'inuedon poge 7

74 lssueNo. 70

OF THEOHOUI.S KINCDOM

The skults hve since become his bodysurds. The flameskulls float up ner the ceiti4 or inside the king's co//orce, reneding spells tltat misht hann the king and using their llame strikes ^td masic missile attacks to strike down his enemies. FlameskuUs (4): INT high;AL LE;AC 3i MV fly 21(A); HD 4+4; hP 23,21, 19, r8; THAC0 15i {AT 2 + specialiDmg 2d4l2d4;SA sptts;SD resenention, spell reflection; MR 887.; SZ S (1 dimetr): ML 14; XP MCA|. 2,OO0t Spells (cast at gth level): ndgtc missile,ueb, flame strike. The kins is ttended by his con' sort-two ghoul noblewomen naned Andela and Sziferin Beekins They re dressedin dvancement. the king's colors, blck and 8reen, and carty short sord.s +3, tlane lonAaes. Andela werc only thin robes (AC 6), bt Sziferin wears dw hain drnol +5 nnder her green tbrd and an emerald-studded'tag ofprctectio +3, afiorr'\g her AC 3 Andel and Sziferrin (true shoul nobles):as other nobles,but INT ver.J;AC 6 or-3 (seeabove);HD 6+6; hp 33.35;THAC0 11: #AT 3 or or 1d6+3/1d6+3 2; Dms 1d6/1d6/1d8 (so.t r&,ord +3); SA pralyzation, Strength ini SD spell inmunitiesi

You enter spherical rcom, built aroud black and shadowly orb that hangs suspended anong levitating blocks of stone. The four blocks of st ne float balfaay uP to the 60 ceilins, in the four cardinal diections. A plate-armoredwrrior stands on each ofthese flotins st nes,30 feet abovethe floor;each knisht canie a ossbow and a Three more knights stand betweenyou nd thin, lmost skeletl female ghoul dressedin rsssed rcbes ofblue nd red. The womans eyes resemblethe kins's: The blck orb at the center of the mom is 10 feet in dimeter lt constntly sheds smal, nt fragmnts ofdarkness that float to the cotd floor like leaves. Ifthe PCs entr the chamber nd break the Orb, they have broken the Kingdom's tink to their sourceof power.thus dstroins the shoul priests' bility to create more true ghouls or ghoul nobles. The thret t th s.fce quickly disappersas the other races of the Underd.k resain gound against the weakened ghouls lf Doresain and Marquess Maerynae are both stain, the White Kinedon disintegates entirely To b.eak the Orb, the PCs must either dtspel maAi. sccessfully v3. 25th-level masic o. bathe the orb in pure sunlieht for at least 10 rounds Wen broken, the Orb releases a wve of darkness. Aryone in the 6d8 hP cold mom at the time sDfTers dmase (svevs. spettsfor hall) and i6 blinded for 1dGturns. Each blinded crtr must mke a system shock rctt; if the roll faib, the blindness is pennnent unl$s cured by a eol or cre lindness spell cast by a priest of gth levet or hisher the Orb has its defenders:seven suardiaD warriors sworn to die before allowing anyoneto pass.These gnrdins ofthe Orb cannot be thd while in the Orb Chamber. True ghoul nobls (7): s other nobles,but INT very; Ac 0; HD 6+6; hp 40 eachiTllAC0 lt; #AT 3 or 2; Dms rd6/ld6/1d8 or 1d10+5/1d10+5 (two-hatded sword);SA pralyzation, Strength drain: SD spell immunitiesr )(P 4,000.

xP 4,000.
14. The Bon Sttirce. This yllowed, sometimesbrown staircaseis made ofwell'wom bones pat hed with necks of new bone when section becomeworn awy It leads dosn froh the throne room t the Chamber of the Orb, nd the temPerture siks with every step. 16. Chamb. of the O. This dark room is protected by a fo.iddanc sDellcast at 15th lvel; only a caster oi equal or hisher tevl can dispel it Any Cpodcreatue entenng the !e must nke a savins throw vs spell or sutrer 4dO hp dmase and be unable to advance. Even if the saving thrcw succeeds,good or netrlaticned cretures feel uncomlortble iD ihe room. A ev,@atJ spell or successtul dtspei nagt. i required to negate the effect. Read or paraphrse the fottowing if the PCs enter the roon:

Meryn, Lady of Shdows, sonetimes clled the Queen ofthe Ghouls for her lons'aso dlliance with Doresain,i6 responsiblefor guardrng and protecting the ghouls' h n k t o t h e N e s a h v ep l a n e .S h e stnds atop the Orb and csts tentacles^nd Biqbr's Euard's bLach iDt.posinadnd to protect hrselt. the nleshes death foe, prisnatic sp.ay, ad chain lightning ^cainst the PCs. Marquess Maerynae ( lTthlevel Suel tichl: INT supn-genius:AL NEi A C 3 ( 7 ) ;M V 1 2 i H D 1 7 ; h p 8 8 ; THCo 3: #AT I + pralysis; Dms 1d10;SA death gaze (under 3 HD), parlyztion. rgnorcssmor, touch destroys rtems,spellsiSD +1 or bet' ter weapon to hit, immune to tirstand secondievel spetls,mind'ffectins spells,nd death masici MR 11'.r'i SZ M; ML 18i XP r2,00oiMCA2/79 chaqe self, Spells t5/515/5/513/3/2): n'is mdgic d.etect md.sic, fal, feathel silc, ptutection fron qod; ESe furget (7 ronnds), irisibilit!, ni.mr imaee, izard loch; dispel mdcic, l1r, haste, Iightnin boLt,uampiric touch; Eudrd's bla.k tentacles, lire shield, ice storm, phantasmal hillea stoneskin; cliudhiLL, Bishy'sintetposine hantl, domination, pdsswall, dll of force; chain lishtninq, daath fog, dkinte' p.ate; Mo ehainen'ssuord, Pris' matic sp.ar, uanish; antipath!, maze The Mrquess caries all ofher treasures with hea sornedatingbck to ancient days before the Rain of ColorlessFire. They include 14 diamonds on a golden,serpentine neck' lc (20.000gp), a solden pectoral in the form of n egle and 8et with lapis tazuti (4.000 8"), nd a rins of platinum with an intslio emerald that concealsa smll volune of demon ichoa equivlent to T)Te P poison She also wears a copper ring s e i w i t h c w e d j a d er . i n g o / s P e l l tu.ntns), and crries both rod o/ possase(ll charges)and a slfl +3 The mrquess is accompaniedat all times by a young blond pge nmed Velberde, human of perh p s l 5 y e r s( A C l o i h p 4 ) . I f h e r tich folm is destroyed, Maeryne the wits briefly, then posse8ses page'sbody as her next hbitation. If

coninued on poge 78

No.70 7 lssue

OFTHEOHOULS I(II{CDOM
the page is slin, she attempts to possessone ofthe partY memberc or a henchmenof the characters. Further dventures

STEW HOMOI{CULOUS

frcmPoge l5 cantinued
worth only 20 gp bui actusllYworth 500s?r.The spiDelis really s eJ? (see Gaid was MMl181for details). reouired to wear the medallion, which sened as the hass' scrying rhmelings (4): INT semi'; AL N; AC 4; MV 6, Fl 6 (A);HD 2; hP 9, 8 (x3);THAC019;#AT 2;Dg l-3t7 2l SA firebatls; SD immune t fire; SZ T (1 tll);ML 14;XP u5; MorsrRous Annual, Volune 1146 C'MPENDIUTP (eleentat, vennin)-

the Adventure Concluding


The retm tnp to the surface can be s esy or s drfficult s the DM determines;a party trvel'ng ll8htl) miSht encounter no resrstanc, whereas PCs leding away a baggag train ofloot may hve more trouble leving the Underdrk quietly lf the in destroyinSthe gate to PCs succeed the Black Pln, they sain storY award of 150,000XP to b divided Once the PCs reach the surtce to the dep and report their sDccess momes, they gain the clan's gratitude nd alteaiance.Perhpsthe PC who heled din saiDs a svfneblin henchmn or a fosterling. PerhaPsa snomish PC is offered a Post within ahe clan. as wr chieftin or captain o f t h e g l a r d s I n n y c a s et h e d t e n _ iurers are made welcome in Loftwick, nd becomewell'known among the bards and leders ofthe YeornanrvA small feudal holdins may be grnted to a PC wfior, and piest or wiz_ a.d may be offered a Positionwithin the court. such s Councillor to the Court or Royl Wiz.d.

in conIfthe Army ofHope succeeds qLreringKilenor. the armies factions qurckly flls to quarreling o!er who owns what-specilly if the ireasure house is found. However,the cloakers aid the suNiving ghouls in settling into a tsser role as a cloakr servant rce,and the two races make seveml ttempts to rtake the citY nd replenish the ghouls numbersTo keep the pecesmong the svirfneblin, tmglodyts,kuo-toans, and others requircs caleful and charismatic leadershipby the PCsth Underdark rsces don't trust each other end must dfer to outsiders tbr impartial judsments lvhether ihe PCs wnt to keep the Peaceas sell s win the war is up to them. PrhaPs the feuding factions unite gin with a new cuse.such as neutrlizing the cloakersor haltins the depledations O

fhe Advenlure Concluding


If the PCs successfully rescue Eok, a story wrd of 1,000 XP is rccomnended. lf they failed but made a valint effort, the DM misht wkh to award 500 )(P. Ifthe PCs becomeaware of Milo's decephonbut still manage io negoti_ te ; deal between the Mzrd nd the ocre for Eok's safe release, thev shouid receive the full story award Dlus the experiencethey would have ;arned from killing Gaid 1l.aoo )(Pr' Another dventre could involve the hag-sisterc rctming to the woods, seekins revenge against the the wild etves.lfthe PCs possess g-eye, the hags become aware of it when the priy travels within 10 O miles of their tir.

by AoronWillioms

78 lssueNo.70

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