You are on page 1of 38

One-on-One or Group L-ier--Arefor First Level CharacLCrs

One-on-one or Group Adventure for 1st Level Characters

EYE OF T
6y Grama?%kmis
Abandoned on the roof of the world! T h e Serpent's Eye beckons, but
only the brave will survive the lessons of Hardway Mountain.

CONTENTS CREDITS
INTRODUCTION 2
How to Use this Module 2 Abbiexiations 2
HARDWAY MOUNTAIN 3
Backgiound 3 Geneid1 Notes 3
CHOICE OF ROUTES 4
Route P h n i n g Chdi I 5
FLIGHT T O T H E NEST (Encounter Area 1: Map 1 6
RANDOM ENCOUNTERS 8
ICE HEIGHTS (Encounter Areas 2-8: Map 1) 9
Encounter Areas 9
MAPS
GRAFENVOLK DALE (Encounter Areas 9-22: Map 12
Encouii ter Areas 13
MODULE FOLDER
BARROW SWARD (Encounter Areas 23-26: Map 1) 19
Encounter Aieas 19 Playel s' 1Map outs idc
M a p 1: Hartlway Mount;iiii itisidc
SLOUGH MIRES (Encounter Areas 27-34: Map 1) 21 Map 2: Eye 01 the Serpent inside
Encounter Areas 21
EYE OF T H E SERPENT (Encounter Areas 35-48: Maps 1 & 2) 24 MODULE BOOKLET
Reaching the Island 24 The Island 24 Beneath the Island 25

NEW MONSTERS 29 page 14


Mephit 29 Splanxty 30 page 15
page 17
NON-PLAYER CHARACTERS 31 page 20

In'.
TSR, Inc. TSR (UK) Ltd.
POB 756 The Mill, Rathmore Road
Lake Geneva, Cambridge CB14AD
WI 53147 United Kingdom
This is a n outdoor adventure for first level T h e s e routings, for e x a m p l e narrow If this module is to be used as a one-on-one
AD&DTM characters. T h e module is intend- mountain ledges or short, underground adventurr for a druid, ranger or monk, the
ed for one-on-one play by a dungeon tunnels, can be either 'open' (usable by the player should be provided with details of
master and a single player, and has been adventurers) or 'closed' (a ledge collapsed the non-player characters who will make
designed to provide a suitable starting or a tunnel blocked, for example). u p the rest of the party. T h e tear out sheet
point for the development of the specialist (pages 31-32) contains details of four
skills of a druid, ranger or monk character. T h e routings are described on page 4, and NPCs, but only three of these should be
T h e player decides the actions of the on page 5 there is a diagram showing the used, a5 follows:
character and of three pre-rolled first level encounter areas and connections between With a druid: cleric, fighter and thief.
NPCs (non-player characters) who make them. T h e diagram is used to record which With a ranger: cleric, magic user and thief.
u p the rest of the party. routings are open and which are closed. With a monk: cleric, fighter and magic
user.
Alternatively, the module is suitable for a T h e final choice of routings is u p to the
party of 4-6 first level adventurers. DM, but if the module is to be used to start a
..... -.-...,
new -.r ...-
rlriairl rzariopr n
.Y"bC' m n ....,
n b i t ..,
i c EIIOOPE~PCJ
'...hb\Y.LY

T h e adventurers are captured by a pailr of that the appropriate, standard set of rout-
rocsanddepositedat the topof amountsiin. ings is used. These standard sets are given
Left alone for a while, they must escape 2tnd o n page 4.
survive the harsh journey to the pl ain
below, drawn o n by the lure of the If one of the standard sets is not used, the
'Serpent's Eye'. DM has the opportunity to shape the style,
challenges, rewards and length of the ~

Although the encounter areas are I-)re- adventure. Before doing this, the DM
specified as usual, the wilderness terr air1 should read the encounter descriptions
over which most of the adventure ta kes carefully, decide which ones would
place allows the possible routings betwleen be apptopriate for the characters
them to be changed to suit the pairty and players, and then choose a set
involved. Suggested routings for adventLires of routings which will provide
.to test a druid, ranger or monk have bleen a n interesting a n d testing
provided, but DMs can have fun produc ing adventure (not forgetting
unique and interesting adventures by that there must be at least
arranging the routings in their own w; 'Y.

HOW TO USE THIS MODUlLE


This module uses a standard set of en-
counters which are linked together by
rniitinm which c2n he vxrierl to
Most of this adventure takes place in a BACKGROUND of the Cult of the Serpent fell under the
long, deep valley which winds down from influence of a g r o u p of duergar (evil
the top of Hardway Mountain (see Map 1). Seen from the mountain, the river looks dwarves) who hastened its downfall. Al-
like a snake writhing across the plain with though the dwarves have gone, the duergar
On their way down from the top of the the lake for its head and the island for its linger o n in dark chambers below the
valley to the plain below, the adventurers eye. It was named the Eye of the Serpent original temple (areas 42-48), where they
will pass from a region of ice and snow (the by the Grafenvolk dwarves - a clan which hoard the remains of the dwarves treasure.
ICE HEIGHTS), into an area of cool lived on the mountain in the wooded part
woodlands and marshes (thc GRAFEN- of the valley (the GRAFENVOLK DALE). Some time later, the Kharg (a tribe of
YOLK DALE), across a verdant green humans who by herd and train horses),
meadow (the BARROW SWARD) and T h e dwarves built a cult around the came to the plain below the mountain,
finally through a mist-laden swamp (the Serpent River, arid chose the island as the They found the island, the pool of flame
SLOUGH MIRE). site for a n underground shrine (areas 39 and the stump of the obelisk but, knowing
and 40). T h e entrance to the shrine was a little of the dwarven tongue, they made a
At thc bottom of the valley, the river concealed door of rock crystals behind a poor translation of the fragment of the
Ilows out into a grassy plain and pool of everlasting flame (area 38). T h e inscription which remained (see area 37).
meanders across it, eventually reflection of sunlight from the crystals by They believe that the Serpents Eye (their
di-opping ovet. a waterfall into day, and the light of the burning pool by interpretation of the Eyeof the Serpent) is
ii dense forest below. Above night, ensured that from the dwarves dale a fabulous treasure at the top of the mount-
the watcrfall is a small o n the mountain, the Eye of the Serpent ain, and they have never realised that there
a I .
iarte
1 . . ... I shining like a beacon. is a shrine beyond the flaming pool. T h e
tribe took the snake motif o n the base of the
ieving adulthood, young obelisk as their symbol. Occasionally, men
Id go u p to the rock face abo\;e of the tribe go u p the mountain in search of
its in order to see the Serpent the Serpents Eye in order to prove
e Eye of the Serpent at their themselves or to re-establish their honour
Ian erectedan obelisk near the aftcr being convicted of some crime. None
flame (see area 37) o n which has ever returned, and the Kharg have
down the basic principles of
b t named the mountain Hardway.
r snake cult and described the
eks u p the mountain. From the nest, and during their flight to it,
the adventurers will see the lie of the land,
T h e Grafenvolk lived by including the Serpent River and the Eye of
mining for gems and the Serpent.ln the nest they will finda clue
precious metals. When that great wealth is hidden on the island. At
the mines were ex- various points along their journey down
hausted and the the valley, the adventurers will see the
c l a n b e g a n to Serpent River again. They will also find
imagesof thewrithingserpent (relicsof the
dwarves and Kharg adventurers).
Below are listcd the possible routes connecting the the uicounwr ;ireas in this advrvitul.c. E a d i o f tlicse can be
made either open (Le. passable) or closed (i.e. impassablc) by thc D M ( s w HOW TO USE THIS MODULE - p a g e
2). This table gives the standard routing5 for paitics led by ;I range1 (R), m o n k ( M k ) 01.druid (D) - route5 niarkcd
0 should be open, those markcd X should be c h c d .

R Mk D Description when OPEN Description when CLOSED

R2 X 0 0 A thick sheet of ice providing a safe passage It is very obvious that this ice sheet will not bear
R3 0 X X acrossa corner of the lake. the adventurers' weight.

R5 0 X X T h e river has cut deep, leaving a natural arch of T h e stumps of a collapsed arch of ice face each
ice as a natural bridge. other across the river.

R7 0 0 0 Cracks and ledges o n the ice-sheet provide a safe T h e steep sheet of glassy ice has n o ledges or hand
climb u p or down the steep slope. holds.

R10 X 0 0 T h e ledge along the cliff continues. Several hundred yards of the ledge have fallen
RII 0 X X away here.

R14 0 0 0 A clear, firm, winding path (10-15 feet wide) T h e path winds into the marsh but soon comes to
R15 X 0 X through themarsh. a n obvious and abrupt end.

1
.1, '
1 v 'X 'I L I U l l Y I V \L" L L L I " V L U L , *U"C, " V l L L l " L l l l C U l IYLR A..l_. ..-..VI. *U.'C, ..us Y.VC..CU 'V..:, Y:,V ", Y

faces o n either side. massive land slide.

?rr(
ern

R19 A dark mine tunnel, 10 feet square, its roof T h e pit props have collapsed and the tunnel is
R20 supported bywoodenprops. blocked by a rock fall.
R21 X X 0

R23 0 0 X An old, narrow trail meanders down and along A landslide has swept away the path which once
the cliff. It is still safe. ran down the cliff.

4 C H O I C E OF ROC'TES
ROUTE PLANNING CHART
1 NEST
2 VILSTRAK Use a pencil to mark the r o u t i n g either
open or closed on the chart below, and then
transfer the information to M a p 1 o n the

li R1 6 3 SNOWCAT
module folder.

R2
USK OXEN

KOALINTH 8 7 STEAM MEPHIT

ICEMEPHIT 6

7
STRANGE
20 BATS COMPANIONS
KAMPFULT

AL-MIRAJ

RATS 26 25 BARROW

R23

GT.FROG 28 27 SCUM CREEPERS

NOLL & KOBOLDS


BULLYWUGS 11
a R27

IT

BULLYWUGS BULLYWUG TOWER

C H O I C E OF ROUTES 5
(Encounter Area 1: Map 1)
T h e adventure starts on a lonely country T h e rocs will not return to the nest for 4
road, well away from any settlements, Helpless in the grip of the rocs, you hours, but the DM should encourage the
where the party of first level adventurers are are swept aloft, higher and higher party to make haste to leave:
carried off by a pair of rocs. T h e adventurers until the countryside below is laid
should be encouraged to travel along the out like a map. Mile after mile, the
road by means of a suitable (preferably rocs steady wing beats carry you As you watch them leave, your eyes
false) rumour and should be allowed to towards whatever fate awaits, but for are drawn down to the magnificent
equip themselves beforehand using what- now you can console yourselves with view from the nest. Spread out below
ever starting money they may have. If the the magnificent view and your for- you is the long valley, hemmed i n o n
module is being used to start a druid, tune at still being alive. either side by towering walls of rock.
ranger or monk character, only this adven-
turer needs to be equipped since the After some time, the open country Beyond the valley is the winding
equipment of the three NPC companions gives way to a dense forest and river. Shimmering in a shaft of
(see HOW TO USE THIS MODULE - beyond this a broad grassy plain, but sunlight which breaks through the
page 2) is fully detailed on the tear-out it seems that the rocsdestination lies clouds, it reminds you more than
sheet (see NON-PLAYER CHARACTERS still further. Dead ahead, a dark ever of a snake. Just for a moment,
- pages 31 and 32). snow-capped mountain looms u p before the clouds close over, the light
beyond the plain, flanked on either catches the island in the lake, which
T h e rocs will attack the party many miles side by lesser peaks. answers with a sparkling glint like a
from Hardway Mountain o n a n open winking, inviting eye.
stretch of road where there is nowhere to Running like a gash down the
hide: mountain side, a deep valley sends
forth a river onto the plain below. T h e nest contains the bones of the rocs
T h e river meanders through great past victims. These were mostly cattle,
Soaring high above the clouds, two loops until it forms a small lake, then horses and sheep, but there are also the
tiny, dark shapes appear. Soon, these drops over a ledge and disappears splintered bones of a dozen h u m a n s a n d
become recognisable as birds - into the forest below. T h e river and demi-humans.
eagles perhaps, or even larger crea- lake remind you of the body and head
tures. Much larger! As they plummet of a snake, and the image is com- T h e adventurers will find a thin, crumpled
towards you, mighty wings swept pleted by a n island in the lake like sheet of copper with a neat inscription on it
back, you realise to your horror that the snakes eye. Never faltering, the in the common tongue:
these are rocs: terrible beasts capable rocs carry you towards the mountain
of carrying off even elephants and peak, following the course of the T R I A L BY ORDEAL
beyond the power of men to harm. valley. At its mouth is a steamy
Before you even have time to look marsh, above this a grassy meadow, JI SUREFOOT, H O R S E THIEF,
around for somewhere to hide, the woods and lake, and higher still are MURDERER.
monsters are upon you. two more lakes, icy blue and bounded FEARING T H E G U A R D I A N
by snow-covered slopes. Finally, you OF T H E ISLAND, Y O U HAVE
come to the rocs nest, perched on a CHOSEN TO SEEK
It is intended that the rocs should capture rocky crag near the peak. T H E SERPENTS EYE
the adventurers and carry them to the nest ON HARDWAY MOUNTAIN.
unharmed. T h e awesome power of the rocs SUCH I S Y O U R R I G H T .
should be obvious to the adventurers and G O THEN.
the DM should give clear hints to the 1. Rocs Nest NOTHINGBUTDEATHOR THE
players that it would be futile and danger- SNAKESPRECIOUS J E W E L C A N
ous to resist. T h e DM should have the rocs T h e rocs will deposit the adventurers in the GIVE Y O U BACK
attack to injure only as a very last resort nest and then fly off: YOUR HONOUR.
but, for the purposes of this adventure,
their attempts to grab the adventurers will A R N FLOWMANE, G U A R D I A N
succeed automatically. T h e nest is a massive structure of OF T H E ISLAND.
tangled trees and branches - there is
2 rocs: AC 4; MV 3/30; H D 18; h p 90 each; even a n old wagon and half a small Below the inscription is a stylised picture
#AT 2 or 1; D 3-18/3-18 or 4-24; SA Nil; boat incorporated into it! T h e centr- of a writhing snake and, next to this, the
SD Nil; MR Std; Int Animal; AL N; Size L; al hollow, where you have been following words have been crudely inscrib-
x p 7250 each; T H A C O 7; MM. dumped, is carpeted with leaves and ed with the point of a dagger or similar
straw, and contains the sad remains implement:
When all the adventurers have been grasp- of the rocs past victims - both
ed, the rocs will carry them to their nest animal and human. E7121 old fool, death and honour haue
(area 1). I found but the Serpents Eye was
For a few moments, the rocs remain yours all along!
T h e players m a p (on the outside of the near the nest then, apparently satis-
module folder) represents the general im- fied that their captives are secure, T h e copper challenge was carried by Ji
pression that the adventurers will get of the they flap away into the distance. Surefoot, a n unfortunate Kharg tribesman
lie of the landscape: whose bones now lie mingled with the
6 FLIGHT TO T H E NEST (Encounter area I )
m t h t . r b in the nest. It is illustrated below the Aftci cxploi iiig the nest loi I shoi I while opportunity to spur the adventurers on to
players m a p o n the outside of the module (dnd picfciibly rftci the\ h ~ i v clound the their goal. N o descriptions have been
folder. coppci sheet) thc d \ c i i t u i c i s will noticc provided, but the DM should either create
thdt thcicisdiocj\) ledg-eonl) 40lcet below his own or paraphrase the one given above
T h e only other items of use or value are: the nest, ollriing the hope o f cscnpc (area 1).

-a helmet (non-magical) painted with T h e ledge below the nest is the top of the T h e river and island are visible:
gold a n d decorated with semi- route down from area 1 shown on Map 1 .
precious stones (value - 600gp). Once the adventurers have escaped from i) during the climb down from the nest
the nest, the rocs will not search for them, (above R1)
- a leather backpack containing: a 50-foot although the DM might wish to use an ii) during the climb down from the ice
length of rope; a packet of dried food occasional glimpse of them flying high mephits cave (encounter area 6 - R7)
(the equivalent of one weeks iron overhead as a means of encouraging haste iii) from the cliff edge at the bottom of the
rations); a wine-skin full of sour in the party during the adventure. Ice Heights, as far west as R9 and
wine; a bag holding 50gp; a vial of eastwards to R13
holy water; and a ceramic bottle iv) from the eyrie of the Grafenvolk dwarves
(labelled healing brew) containing Views of the Serpents Eye (encounter area 16)
one dose of a potion of healing (a v) from the top of the cliff at the bottom of
colourless, odourless, tasteless liquid). At various points of the descent down the the Barrow Sward, where the river falls
valley, the adventurers will grt further down into the Slough Mires
- a silver dagger (value - 2Ogp); a long views of the Serpent River and the Eye of vi) from the ledge overlooking the mouth
sword in a scabbard; a small wooden the Serpent island shining like a beacon. of the Slough Mires, from where the
shield and a quiver holding 11 arrows When the party reaches each of these points river flows o u t i n t o the plain
(six with silver heads). (listed below) the DM should take the (encounter area 33)

RANDOM ENCOUNTERS
T h e duration of the adventure depends o n the route taken by the party. To maintain the excitement of the adventure, however,
it is preferable that the party makes good progress and the DM may wish to encourage this by the judicious use of random
encounters. Suitable random encounters are described below.

Ice Grafen- Barrow Slough


Heights volk Dale Sward Mires Plain
(roll ld4) (roll ld4) (roll ld4) (roll ld4) (roll ld4) Encounter

1 1 1 2 wolves: AC 7; MV 18; H D 2+2; h p 12 each; # A T 1; D 2-5; SA Nil;


SD Nil; MR Std; lnt Semi; AL N; Size S; x p 71 each; T H A C O 16; MM.

2 1 6-8giant rats:AC 7; MV 12; H D 1/2; lip 3 each; #AT 1; D 1-3; SA Disease:


SD Nil; MR Std; Int Semi; AL N; Size S: x p 10 each: T H A C O 20; MM.

2 2 giant killer frogs: AC 8; MV 6//12; H D 1+4; h p 9 each; #AT 3;


D 1-2/1-2/2-5; SA Surprise, le-:p, tongue; SD Nil; MR Std; Int Non;
AL N; Size S; x p 54 each; T H A C O 16; MM.

3 3 2 blood hawks: AC 7; MV 24; H D 1+1; h p 6 each; #AT 3; D I-4/1-4/1-6;


SA Nil; SD Nil; MR Std; Int Semi; AL N; Size S; x p 32 each; T H A C O 18:
FF.

4 4 2 5 giant bats: AC 8; MV 3/18; H D 1; h p 5 each: #AT 1; D 1-4; SA Nil;


SD Manoeuvrability; MR Std; Int Non; AL N; Size S; x p 15 each;
T H A C O 20: FF.

3 2 giant ants: AC 3; MV 18; H D 2; h p 9 each; #AT 1; D 1-6; SA Nil;


SD Nil; MR Std; Int Animal; AL N: Size S; x p 38 each; T H A C O 16; MM.

2 giant fire beetles: AC 4; MV 12; H D 1+2; h p 8 each; #AT 1; D 2-8;


SA Nil; SD Nil; MR Std; Int Non; AL N; Size S; x p 36cach; T H A C O 18;
MM.

4 4 1 eagle: AC 6; MV 1/30; H D 1+3; lip 6; #AT 3; D 1-2/1-2/1-2; SA Dive;


SD Only surprised on a 1; MR Std; Int Animal; A L N; Size M; x p 47;
T H A C O 18; MMII.
8 RANDOM ENCOUNTERS
(Encouter Areas 2-8: M a p 1)
VB

kL&
Once the adven?urers ha\ rear
G;
ledge below the rocs nest, thr
negotiate the rock face below. T h e I
is very steep a n d is generally free of
ice. At the bottom they will be fac
the upper part of the river valley;
wilderness of ice, snow and rock. T
of the valley is divided in two by an
over which the river falls.

T h e valley floors are generally


covered, with occasional patches
rock or tough grass. T h e slopes at
valley are a treacherous combinatic
and vertical rock faces.

Ice Lake
T h i s is the source of the river, and i
streams which cascade from the ice-bound
peaks above. T h e water is bitterly cold (see 2. Vilstrak Attack
GENERAL NOTES - page 3) and ice has
formed over the shallower parts (R2, R 3 A vilstrak is hiding by the mofintain ledge T h e vilstrak will fight until killed, since i t
and area 5). (which is about 15 feet wide), waiting to has n o hope of escape o n the narrow ledge.
attack creatures passing by. There is only a
25% chance that it will be noticed before it 1 vilstrak: AC 2; MV 9; H D 1-6hp; h p 4;
Geyser Lake attacks and the following description #AT 2; D 2-5/2-5; SA Surprise on a 1-4;
assumes that it has not been spotted SD Nil; MR Std; Int Low; A L N(E); Size M;
This lake feeds the waterfall which drops (otherwise the DM must amend the des- x p 11; T H A C O 20*; MMII.
into the wooded dale below. It is a few cription accordingly):
degrees warmer than the upper lake, since Its lair is inside a large, hollow boulder, 30
it receives the outflow from the geyser (area f I yards further along the ledge, a n d a ranger
7), and the narrow paths o n either sideof it Juttingabruptlyout of therock lace, has the usual chance of following the
are free of snow. Even so, the waters feel icy the wide ledge leads you onwards - creatures tracks back to it.
cold. channelled between the blanched sky
above and the snow-covcred valley Just where the tracks disappear into the
bclow - unable, for the moment, to boulder, the rock is very thin and may be
River and Streams go u p or down. At least the ledge smashed through easily with blunt wea-
seems safe, solid and unyielding. But pons. Inside the boulder is a roughly
Between the cliff and the lower lake, the then a boulder breaks away from the spherical cavity (6 feet across). Here, the
river is fast-flowing and very cold (see rock face and topples towards you, adventurers will find some chewed animal
GENERALNOTES - page 3). T h e streams transforming as it does so into the bones, a dozen pretty pebbles and rocks ( n o
flowing into the river and the lakes are all rough shape of a pouncing man. value), a nugget of gold (value - 20gp) and a
narrow and may be forded easily. L J fine, unadorned, metal shield +1 (large).
ICE HEIGHTS (Encounter area 2 ) 9
3. Snow Cat T h e beasts are not aggressive, but as long as T h e water below the ice at this point is 3
they are cornered in this side valley, they feet deep. T h e lacedon was easily able to
As they descend this snow-bank towards will defend themselves if threatened. burst through a part of the ice which it had
the upper lake, the adventurers will be scraped thin but the surrounding ice is
attacked by a hungry snow lion: If the adventurers ignore the oxen they will perfectly sound. T h e lacedon will fight
~~
not be attacked, but the bulls will become until destroyed, unless it is turned. If
increasingly agitated if approached and turned, it will attempt todive back through
Asleep beneath a n even blanket of will charge the adventurers if the party the hole in the ice in order to escape from
pure white snow, the land is still. moves to within 20 yards or attacks with the party.
Apart from the icy wind and the missile weapons. In this event there is a 20%
scudding clouds, nothing stirs - or chance that the whole herd will stampede 1 lacedon (marine ghoul): AC 6; MV 9;
does it? Out of the corner of your eye (see MM p14). Magical attacks will cause H D 2; h p 6; #AT 3; D 1-3/1-3/1-6;
you seem to catch a movement. What the males to charge only if the party is the SA Paralyse; SD Immune to sleep, charm
had seemed an innocuous white obvious source of whatever befalls the etc.; MR Std; Int Low; AL CE; Size M;
shape resolves itself into a large, oxen. XP 77; T H A C O 16; MM - ghoul.
crouching white cat. Without warn-
i n g it springs forward and bounds T h e females and young will only fight in T h e lacedon is dressed only in fragments of
towards you in a flurry of scattered self-defence and then as a last resort. rusty chain mail and is wearing two gold
snowflakes. bracelets (value - 40gp each) which are
2 male musk oxen: AC 7; MV 15; H D 4; decorated with silver inlaid in the form of
h p 18 each; #AT 2; D 1-6/1-6; SA Charge, writhing snakes.
T h e snow lion (simply a white-furred trample; SD Nil; MR Std; Int Semi; AL N;
breed of mountain lion) is well camou- Size L; x p 157 each; T H A C O 15; MM -bull. Clearly visible on the lake bed below the
flaged, and will not be noticed until it is hole in the ice is the remainder of the rusted
only20-50 yards (d4+1 x 10) from the party. 11 female musk oxen: AC 7; MV 15; H D 3; chainmail armour and a dagger in a
Its aggression is a result of its hunger and it h p 12 each; #AT 1; D 1-4; SA Stampede; decorated scabbard. T h e scabbard will fall
will break off its attack if any meat is SD Nil; MR Std; Int Semi; AL N; Size L; x p apart at a touch, but the gems with which it
thrown to it before it reaches the party. If it 59 each; T H A C O 16; MM - cattle, wild. was decorated are worth a total of 150gp.
succeeds in killing a character, it will fight T h e dagger has remained undamaged by
to the death. Otherwise it will flee if 12 young musk oxen: AC 7; MV 15; H D 1; time since it is a magical dagger + I (+2 vs.
reduced to 7 or fewer hit points and, with h p 5 each; #AT 1; D 1-4; SA Stampede; small creatures).
its speed and agility, will soon shake off SD Nil; MR Std; Int Semi; AL N; Size M; xp
any pursuit. 45 each; T H A C O 19; MM - cattle, wild.

T h e snow lion has no treasure but its pelt T h e oxen have n o treasure, of course, but
would be worth 50gp. their flesh is very good to eat if it is cooked.

1 snow lion: AC 6; MV 15; H D 3+1; h p 15; f


#AT 3; D 1-3/1-3/1-6; SA Rear claws for 5. Ghoul under the Ice
1-4/1-4; SD Surprised only o n a 1; MR Std; Sheltered from the dagger-sharp
I n t S e m i ; A L N ; Size M; x p 170; wind, the freezing atmosphere of this
T H A C O 16; MM - lion, mountain. flawless icecave seems almost brittle.
In the centre of the cavern is a pool
and on the far side, illuminated by a
4. Musk Oxen faint blue glow from the depths,
crouches a winged figure. Pale,
T h i s small herd of musk oxen is foraging translucent and angular, it might
in a steep-sided valley. Its only exit is well have been carved from ice.
f 3
towards the lake: i
T h e unyielding ice is slippery be-
neath your feet but thankfully shows T h e ice mephit will not remain still for
O n one side, a small, steep-sided no signs of giving way under your long. As soon as it sees the party it will
valley leads away from the lake. T h e weight. swoop over the pool and attack. Although
blanket of snow is thinner here, wounded by an encounter with the steam
allowing a few patches of wiry grass Then, without warning, there is a mephit (area 7), the ice mephit will
to show through. At the far end, loud crack, and you are showered perform its duty by protecting the remor-
some shaggy musk oxen are grazing. with flying shards of ice as the sheet haz egg with its life (see below and area 7).
They see you, and bellowing cries before you bursts upwards and a It has no personal treasure.
echo across the valley. T h e females man-like beast leaps freeof the water.
usher their calves into a defensive 1 ice mephit: AC 5; MV 12/24; H D 3;
group, while the bulls glare at you, Its long, blackened talons claw the h p 12 (19); #AT 2; D 1-2/14?; SA Breath,
stamping their hooves and snorting air and, with a hideous leer, the freeze; SD Special; MR Std; Int Ave; AL LE;
clouds of breath into the air. creature lunges towards you. Size M; x p 141; T H A C O 1 6 New monster
(see page 29).
10 ICE H E I G H T S (Encounter areas 3-6)
T h e ice mephit will always be unsuccessful 6) to hatch prematurely, by 1removing it
if it attempts to gate in other mephits. There is a faint sound, like rushing from its icy pool. Its first attebmpt at this
water at a great depth. At first you resulted only in its being w(mnded a n d
T h e pool of water is perfectly clear and is can barely hear it, but it rises steadily driven off by the ice mephit sent to guard
kept just above freezing point by the heat and then bursts into a n explosive the egg. Since then the steam mephit has
from a remorhaz egg lying at its bottom. whoosh as a cloud of steam bellows been usingitsability tocreater;iinstorms of
T h e pool is 9 feet deep. Its sides are ice, but out from a side valley some distance boiling water to undermine a n d collapse
the bottom is the rock of the mountain. ahead. T h e noise and steam continue the ice cave, release the egg, aInd perhaps
T h e egg is resting o n a bed of tiny gems for almost a full minute and then even kill the ice mephit. However, such a n
(fragments of blue quartz, total value - stop abruptly. event is still many days away.
110gp) i n a shallow depression in the rock.

T h e egg is about 18 inches long, pale blue T h e geyser erupts every 10 rounds, and the 8. Koalinth Trap
incolourandemitsafaint bluelight. Ifitis DM should point out this regularity to the
removed from the chilling effects of the players as the party approaches it. T h e A lone koalinth lives in the shaillow waters
water, it will begin to glow more brightly. adventurers will see the steam mephit of the lake edge. H e has set a trap on the
Three rounds later, it will hatch to reveal a when they reach the mouth of the side narrow (IO-foot-wide) lakeside path:

-
small remorhaz which will attack the party valley:
r
~

fearlessly, although the adventurers will ~ ~~~~

automatically gain initiative in the first Suddenly, the ground whic,h only a
round of combat: N o ice o r snow clings to the side of moment before had looked firm a n d
this short, rocky gulley. Here the air safe, tilts violently to one side,
H is warm and steamy, heated by a sending you sliding tow;ards the
T h e egg pulses with a n eerie, blue bubbling pool of water barely 20 dark, cold waters of the lakt
light which grows stronger by the yards away. Half-submerged in the
second. Fine cracks appear, spread- pool, enveloped by steam, a grey,
ing rapidly across its surface, and winged figure glares at you threaten- Under normal circumstances the adven-
suddenly a small, voracious, winged ingly. turers have only a 10%chance of noticing
reptile is released into the world. the trap. It consists of a large (10-foot-wide
Hungrily, it rears u p and lunges by 15-foot-long), delicately ba lanced slab
towards you ... T h e steam mephit will only engage i n of rock concealed by a tanglec1 growth of
melee with the party if forced so to do. vegetation. When the charactei-s step on it,
Otherwise it will try to avoid combat and the rock tilts violently towarc.Is the lake.
T h e remorhaz is far too small to swallow will attempt to delay the adventurers so Characters must make a dexter ity check o r
victims whole and does not yet have the that they will be caught by the next burst of overbalanceinto the lake whiich is 3 feet
power to cause its back to become danger- the geyser (see below). deep at this point. They will the:n be unable
ously hot. It has n o treasure, but the glass- to act for 1 round while they 1regain their
like shell of its egg will continue to glow T h e mephit will not pursue theadventurers footing.
indefinitely (although not very brightly) if they flee from the valley but will try to
and could be sold to a jeweller for 50gp. escape (never to be seen again) if reduced to T h e koalinth will be hiding 1beneath the
5 o r less hit points. T h e steam mephit water, and will attack when the trap is
1 young remorhaz: AC 0 (head 2, underside cannot use its rainstorm of boiling water sprung, concentrating o n any elves or o n
4); MV 12; H D 7; hp 7; #AT 1; D 1 - 6 SA against the party as it has already used this those characters in the water.
Nil; SD Nil; MR 75%; Int Animal; AL N; ability today, attempting to undermine the
Size S (about 3 long); x p 281; T H A C O 13; ice cave (see below). Like the ice mephit 1 koalinth (marine hobgoblin)I:AC 5; MV
MM (variant). (area 6), it will always fail i n attempts to 9;H D 1+1; h p 7; #AT 1; D 1-6i (spear); SA
gate in other mephits. It has a platinum Nil; SD Nil; MR Std; Int Ave; 4L LE; Size
T h e remorhaz had been prevented from -
band around its neck (value 70gp). M; XP 34; T H A C O 18; MM - h obgoblin.
hatching by the chill of the pool, and the
ice mephit had been sent to the prime 1 steam m e p h i t : AC 7; MV 12/24; If the koalinth is badly injured (reduced to
material plane to tend to the pool and to H D 3+3; h p 13(18); #AT 2; D 1-4/1-4; 2 or fewer h i t points) and 1nas a good
protect the egg until its hatching would SA Breath; SD Special; MR Std; Int Ave; opportunity to dive back into t he water. he
best suit the purpose of the mephits AL CE; Size M; x p 227; T H A C O 16; FF. will d o so in order to escape.
master. T h e steam mephit (area 7) has been
attempting to foil this plan. T h e geyser gives a full round of warning T h e koalinth came to this unlilcely place as
(in the form of the noises described above) a n outcast from his tribe. H e MJas a leader,
before erupting. Characters within 10 yards and still wears the gold armbainds of office
7. Steam Mephit of it when i t blows will suffer 1-10 hit (three o n each arm, value - 30g peach). His
points of damage from boiling water and spear is made of bone inlaid w ith mother-
Between forays to the ice cave (see below steam. T h i s damage is halved if the victim of-pearl (value - 40gp), and he is wearing a
and area 6), the steam mephit basks in the makes a successful saving throw vs. Breath. ring of warmth. Attached to 1his belt is a
water of a geyser. T h e adventurers will be silver amulet in the form of a writhing
aware of the geyser long before they meet T h e steam mephit was sent to this plane to snake which the koalinth t(iok from a
the mephit, however: cause the remorhaz egg in the ice cave (area young Kharg tribesman.
ICE H E I G H T S (Encounter a
1

o sccti J * I o the valley I S notice 15I.b the party wading or swimming through other growth. T h e tracks through the
warmer than the snow-bound slopes above, any part of the lake. Over most of the area marshes may be followed safely with
since it is at a lower altitude and the river of the lake the weeds will not impede a raft caution (e.g. by prodding with a pole). T h e
has been warmed by the geyser (area 7) or boat. Near where the river flows out of DM should hint at the dangers of leaving
above the waterfall. the lake, however, they are particularly the paths, and characters deliberately doing
dense and grow right u p to the surface, so must make a dexterity check every round
Many years ago, the dale was the home of preventing the passage of boats or rafts or lose their footing and fall into a
the Grafenvolk dwarves. They are long from the lake to the river. quagmire. Here, thev will be quite helpless.
since gone, and other creatures occupy Unless rescued, they will go under the
their old domain, but the remains of their Standing on a rocky islet in the lake is a n surface after d4+2 rounds and drown 3
works can still be seen (areas 14, 16, 19, 21 ancient, battlemented refuge which may be rounds later.
and22,androutes R16, R19, R20andR21). seen from many parts of the dale (see area
14). Visibility in the marshes is poor, especially
T h e surrounding mountain slopes on below the falls where the cool air descend-
either side are steep, with nothing but ing from the valley above causes mists to
steeper, impassable slopes and peaks be- The Wood gather.
yond. Movement in the dale is restricted by
the slopes, the marshes, the lake and the T h e wood consists mostly of conifers with
river which flows out from it. some mixed hardwood trees. T h e light The River
undergrowth does not impede movement.
Druids will be able to find oak or holly Between the lake and the rapids, the river is
The Weed Lake leaves without difficulty, but mistletoe fast-flowing but may be crossed safely. It
may only be found in one place (area 17). forms rapids in the narrow gorge at the
T h e lake is only 40 feet deep at the most and lower end of the valley (R18). Characters
has a gently sloping bottom. Despite the falling into the rapids, attempting to swim
clarity of the water, the bottom cannot be The Marshes in them or trying to navigate a boat or raft
seen even at the edges (where it is only through them, will be swept through to the
about 2 feet deep) since the lake is choked These treacherous meres are covered by a quieter water beyond and will suffer 3d6 hit
with weeds. These will prevent members of tangled mass of warped trees, bushes and points of damage.
12 GRAFENVOLK DALE
crosses tne watertall and descends next to it agitate6 : i ~ I J ) ;
T - I 16 t 1
o n the western side for about 70 feet before its pool and will no longer be hidden.
T h e grass around encounter area 15 is very re-crossing and descending towards the
tough and about 8 feet high. It restricts east. T h e small waterfall is the home of a If it is threatened personally, the splanxty
visibility to only a few feet. When the splanxty: will defend itself with its bow and animated
adventurers enter this area, they will be water, transporting itself through the
plagued by swarms of mosquitoes and water to confuse its attackers. It will flee,
other insects, which are completely harm- Just this side of the broad falls which never to be seen again, if reduced to 6 or
less although they will cause considerable plummet from the lake above, is a fewer hit points.
discomfort and irritation. gentler cascade. Its crystal waters
split and recombine, spilling over In the pool where the splanxty was
rocks to fall splashing into swirling originally hidden are six azurite gems
ENCOUNTER AREAS pools below - there to spill and fall (value - 25gp each).
again. Your path leads towards the
9. Blood Hawks waterfall. As you draw near, a slim
woman rises smiling from one of the 11. Rocky Gulley
A pair of blood hawks have a nest pools, her hair and robes flowing as
overlooking the ledge, and will attack if formed from the tumbling water. Some bowlers live amongst the scree and
when the adventurers are directly beneath rocks o n the lower slopes of this 30-foot-
them. As they approach this point (within wide gulley. When the party passes below
30 feet), the adventurers will notice some T h e woman is a n illusion created by the them, the bowlers will start a small rock-
small bones of humanoids and animals splanxty which is hiding in a small pool 10 slide and roll down to attack:
(the remains of the blood hawks past feet above the paths upper crossing of the
meals): waterfall.
This narrow, dry, barren gulley
1 splanxty: AC 7; MV 15//15; H D 2; seems once to have been a river bed,
T h e ledge narrows and you become h p 12; #AT 1 (bow) & 2 (special); D 1-3 + but now your footsteps echo from the
even more conscious of the precip- special; SA Special; SD Special; MR 30%; bare, rock-covered slopes. There is a
itous drop to the valley below. A I n t Very; A L C N ; Size S; x p 1 3 7 ; low rumbling noise and all at once a
screech from overhead causes you to T H A C O 16; New monster (sec page 30). mass of loose rocks on the western
look skyward just in time to see two side begins to slide towards you.
shapes swooping towards you, each As the adventurers draw near, the woman
an angry riot of beak, feathers and will hold u p her hand to indicate that they
talons. should stop, and recite this riddle: T h e rocks and scree will reach the adven-
turers i n the first round after they hear the
Y o u n g as spring, old as time, noise. Each adventurer must make a
T h e blood hawks have been denied the Often falls, cannot climb, dexterity check or suffer d4 hit points of
pleasure of human or humanoid flesh A l w a y s rushing, never still, damage. In the next round the five bowlers
recently. They will fight the party until I n a bed, never ill. will reach the party and attack. Each of
killed, choosing their targets at random them has, at its core, a beryl gem worth
each round. A correct answer w o u l d be river, 15gp.
stream, waterfall or something simi-
2 blood hawks: AC7; MV 24; H D 1+ 1; h p 6, lar. T h e voice is that of the splanxty 5 bowlers: AC 4; MV 6 + special; H D 2-
5; #AT 3; D 1-4/1-4/1-6; SA Nil; SD Nil; (projected by ventriloquism) who will give 5hp; h p 2 each; # A T 1; D 2; SA Special; SD
MR Std; Int Semi; AL N; Size S; x p 32, 30; the party three guesses at the answer, Nil; MR Std; Int Semi; AL N; Size S; x p 7
T H A C O 18; FF. repeating the riddle if the adventurers give each; T H A C O 20*; MMII.
a wrong answer. If theadventurers fail after
T h e blood hawk nest is i n a small cleft, 30 three attempts, the image will demand a
feet above the ledge. It may be seen easily toll of thrre gems which are to be thrown 12. Valley of Bones
from the ledge if looked for. For the into the waterfall.
purposes of climbing, the rock face below T h i s gorge is the home of a gambado. If
the nest is fairly rough and non-slippery If the adventurers solve the riddle or pay the approached, it will attack viciously:
(see DMG p19). toll, the woman will appear to dissolve
r 1
back into the water and the party will be
T h e nest contains three amethyst gems free to continue. Even so, the splanxty will T h e floor of this dismal gorge is
(value - 80gp each) and a silver amulet animate the waterfall to splash the adven- littered with bleached bones a n d
shaped like a writhing snake (value - 5gp). turers annoyingly as they cross the water- hollow skulls. You can recognise the
fall, descend beside it and cross again. remains of goats, wolves and even
some humans, but there is nothing to
10. Splanxty If the adventurers disbelieve the illusion, show what fate befell them.
ignore it or attack it, or if they d o not solve
East of the main falls from the Geyser Lake the riddle and refuse to pay the toll, the
is a smaller waterfall, about 10 feet across. splanxty will animate the water to attack
T h e climb down from the Ice Heights rather than annoy. It will become so
GRAFENVOLK DALE (Encounter areas 9-12) 13
gam lar * r.- , ats skull. wii 1 attempt to flee into the marsh (where
11s lair IS in the centre of the gorqe near the the adventurers will not be able to follow
southern end of the gruesome debris. If any them). sents 10 feet ,
of the characters approach to within 4 feet,
it will launch itself toattack but will retreat 8 muckdwellers: AC 6; MV 3//12; H D %
into its hole if reduced to 6 o r fewer hit h p 3 each; #AT 1; D 1-2; SA Water jet; SD
points. Nil; MR Std; Int Ave; AL LE; Size S; x p 10
each; T H A C O 20*: MMII.
1 gambado: AC 6; MV Leap 12; H D 4; hp
18; #AT 3; D 1-8/1-4/1-4; SA Nil; SD Nil; T h e muckdwellers were resting against a n
MR Std; Int Low; AL CN; Size M; x p 157; old ash tree, and there are chewed fish
T H A C O 15; FF. bones scatteredall around. Leaning against
the base of the tree is a 2-foot-high wooden
Hidden in the gambados pit are a gold and statuette of a lizard man (value - 5gp). T h i s
crystal ink bottle (empty, value - 10gp)and was stolen from Swilbosh, the lizard man
60gp. Nearby are four other gambado pits who lives o n the island in the lake (see area
which will be found automatically if they 14). T h e tree is hollow and contains the
are searched for. Their former occupants muckdwellers hoard: 50gp worth of mixed
are dead. Three are empty but the other has coins, a broken gold bracelet (value - 40gp),
a cache o n one side containing 30sp and a a coil of silver wire (value - 30gp) and a
gold ring with a turquoise stone (value - thin, crumpled piece of copper sheet.
30gp). Scratched on this are a picture of a snake
and the name Eli Sweetgrass.
There are five h u m a n skulls in the gorge, a. Courtyard
all from Kharg tribesmen. Most of their T h e muckdwellers lair is in the lake and T h e timber stockade is 6 feet high. T h e
gear has long since rotted or rusted away, may not be found by the adventurers. wood is sound but thegates have fallen flat:
but there is a bronze brooch (value - l g p ) in
the form of a curling snake. T h i s will be
found automatically if the area is searched. 14. Island in the Lake T h e years, neglect and weather have
all taken their toll o n this place. Yet
A lone lizard man, named Swilbosh, lives i t seems that somebody has been here
13. Muckdwellers in this island refuge built by the dwarves recently - somebody with a grim
but abandoned many years ago. Until mission - since two flesh, scaly
T h e marsh is dank and misty. If a ranger recently he had been o n good terms with hides hang limply from a hook
examines the ground along any of the safe the muckdwellers (see area 13) but since beside the door of the building.
routes through it, he or she will find the they stole one of his beloved wooden
tracks of muckdwellers leading in both statuettes, open hostility has existed be-
directions. In their resting area, the muck- tween them: T h e hides are from muckdwcllers and were
dwellers feel secure from attack. Unless the h u n g u p by Swilhosh, who killed them.
adventurers make their approach known There is a 5-foot-deep pit trap at the foot of
(by making loud noises, for example), the Perched o n a rocky islet amid the the steps leading u p to the door.
muckdwellers will be resting and will not weed-tangled lake, is a grim, battle-
surprise them: mented building. Its ancient stones b. Old Guardroom
are stained and moss-covered, and This is Swilboshs food-store:
the timbers of the stockadeextending
T h e marsh is a little less boggy here, from one side are rotten. A grey
but still you must peer hard through figure paces the battlements as if o n Dried fish, more dried fish and yet
the clinging mist to see the way look-out duty but it does not seem to more dried fish! From floor to ceiling
ahead. A breath of wind clears the have noticed you. and from wall to wall this room is
mist for a moment, and reveals half- crammed with wooden racks hold-
a-dozen or more lizard-like creatures, ing hundreds of fish and cels, all
squatting o n their hind legs and T h e figure o n the battlements is the neatly slit and dried.
hissing in a coarse, inhuman tongue. phantom of one of the strongholds former
C
dwarf occupants. When the adventurers are
able to see it clearly (that is, if they O n the far side of the room, obscured by the
When the two groups meet, two of the eight approach to within 60 feet) they must save racks of fish, is a locker and a ladder.
muckdwellers will squirt jets of muddy vs. Spells (at -2) or panic as if affected by a
water at the eyes of the adventurers - one fear spell. T h e fear of the phantom keeps T h e locker contains five old light cross-
target each - chosen at random. T h e the muckdwellers at bay. bows (only one of which is usable), a n d
effects of these jets are described in Monster dozens of quarrels (40 are usable). T h e
Manual 11. T h e other muckdwellers will 1 phantom: AC N/A; MV 9; H D N/A; ladder leads u p to a trap door in the ceiling,
rush forward to attack with their fangs. h p N/A; #AT N/A; D N/A; SA Fear; which opens onto the bmlemented roof of
T h e muckdwellers are not brave and when SD Nil; MR Special; AL N; Size M; x p 0; the building. A phantom (for details see
five or more have been killed, the survivors T H A C O N/A; MMII. above) paces the battlements.
14 G R A F E N V O L K D A L E (Encounter areas 13-14)
- --
c. Stairs a locker, several blocks of wood, a chair and T h e chest i s ioc cr (but not t r a p p c e a d
T h e stairs are trapped. There is a trip wire a hammock. There is also a boat in the the lock mechanlsm has rusted solid.
behind the door at the top of the stairs, dock. However, if the chest is lifted o r moved, its
which will trigger a heavy crossbow contents will simply cascade out through
mounted at the foot. T h e quarrel from the There are 23 statuettes in all, representing the rotten bottom; five snake eggs, the
crossbow has the same chance of scoring a various creatures living in the valley. There remnants of several articles of clothing, a
h i t a s a 2 hitdicemonster(i.e.aTHACOof are two muckdwellers, a bloodhawk, three pile of coins ( 1 4 0 0 s ~ )a n d a small bag
16) and a hit will inflict 2-5 hit points of hobgoblins, two snakes, four crows, three containing four rings. Three of these are
damage. deer, a hedgehog, two wild boars, a bat, two silver (value - 2gp each). T h e fourth is
dogs and a couple of al-miraj. They are all made of gold and is a ring of protection +l.
d. T h e Boathouse 2 feet high and worth 5gp each.
Unless the adventurers silence their move- T h e sacks in the wagon are empty.
ments from the time they first enter the T h e locker contains three flasks of cheap,
building, Swilbosh will hear them and will poor-quality wine, a large pot of fish paste,
be hidden i n the small dock, behind the a box of carving tools, a fishing line with 16. Eyrie
boat (if he is taken unawares, Swilbosh will hooks, a cloak, and a bag containing 35gp
be seated at the table, carving a statuette and a silver hatpin set with a garnet stone Here o n the eastern side of the ridge, is the
from a block of wood): (value - 300gp). T h e blocks of wood are for look-out tower from which the dwarves
carving into statuettes at a later date. T h e once viewed the world beyond their valley.
table, chairs and hammock are unex- T h e adventurers will be able to see the
T h e door swings open, and you are ceptional. Serpent River from here.
met by the gaze of a horde of
diminutive beasts - all poised to Swilbosh has hidden a n emerald in a small
leap o r strike. You brace yourselves, silk bag (value - 1OOOgp)beneath one of the
but surprise turns to relief as you floor slabs (noticed as a secret door).
1 represents
realise that these are lifeless, wooden I 10 feet
statues carefully arranged around the T h e timbers of the rowing boat have rotted
walls of this d a m p room. O n a table, through and it has sunk to the bottom of
lies a half-completed carving, sur-
rounded by shavings - but of the
the pool. -w
sculptor there is n o sign.
15. Snake-in-the-Grass
ti
Swilbosh is well-hidden (10% chance of Whichever route they take through this
being spotted) but can see most of what area of tall grass, the adventurers should
happens in the room. H e will j u m p out of always come across the old wagon, the
the water to threaten anyone who interferes chest and the snake which lives in it:
with his statuettes or to demand the return
of the statuette stolen by the muckdwellers
(see area 13) if he sees it. Swilbosh has n o Buzzing with insects and taller than a
desire to fight and will only attack in self- full-grown man, the grass surrounds I
defence, to protect his works of art, o r to you likea sea. Just when it seems that
ensure the safe return of the statuette from the grass will never end, you come
the muckdwellers. Swilbosh speaks the unexpectedly to a tiny clearing
common tongue and, if the adventurers a r o u n d a n old, collapsed, o p e n a. Courtvard
comply with his wishes, he will offer them wagon. Its only visible contents are a T h e steps and tunnels from the main valley
food and shelter (one night only) and will rusted, iron-bound chest and some open into a courtyard below the look-out
warn them about the muckdwellers (area limp sacks. tower. If theadventurers appear to beabout
13) and the humanoids w h o have taken to enter the tower, the crows which live
over the mine (area 19). there will attempt to frighten them away:
T h e wagon was abandoned here many
1 lizard man (Swilbosh): AC 5; MV 6//12; years ago. Eventually its wheels rotted and
H D 2+1; h p 16; # A T 3; D 1-2/1-2/1-8; it collapsed to the ground. Since then, the You emerge onto a windswept plat-
SA Nil; SD Nil; MR Std; Int Ave; AL N; bottom of the wagon and the chest have form o n the eastern side of the
Size M; x p 83; THACO 16; MM. also rotted, and a poisonous snake has mountains. A bleak, squat tower,
made a nest inside the chest by entering it crafted from the stark rock of the
If the adventurers can prove that they have from below. It will attack anyone who mountain, looms at one end, its dark
killed the muckdwellers (the statuette will interferes with the chest. windows staring out over the jagged
besufficient proof), Swilbosh will alsogive grey peaks and ridges which drop
them the emerald hidden under the floor 1 poisonous snake: AC 6; MV 15; H D 2+1; away to the south-east. Perched on
slab (see below). h p 8; #AT 1; D 1; SA Poison (save at +1, the battlements, a flock of sinister
failure results in 2-8 hit points of damage); crows regard you with bright, malic-
In addition to the statuettes, the table and SD Nil; MR Std; Int Animal; AL N; Size S; ious eyes.
thecarving tools, Swilboshs room contains x p 279; T H A C O 16; MMII - snake.
GRAFENVOLK DALE (Encounter areas 15-16) 15
~ - -
<!OW,
I ,/ r
u r e r ~are
about to enter the tower, seven of the birds
T h e CIOWS L -
if-- SLI~T
timbers of the rool. T w o 01 them eacli
3-

will fly down from the battlements ( n o contain two defenceless fledglings. All five
surprise) a n d attempt to drive the party contain treasures of some kind: a gold
away. earring (value - lOgp), a tiger eye gem
(value - 25gp), some gold and silver thread
T h e crows will retreat if four or more of (fragments torn from a tapestry - value
them are killed. T h e survivors, and the 15gp), another gold earring (identical to
other birds o n the battlements, will then the first) and an hematite stone o n a silver
take cover. chain (value - 10gp).

7 crows: AC 7; MV 1/36; H D %; h p 2 each;


#AT 1; D 1; SA Attack eyes 10%;SD Never 17. T h e Wood
surprised; MR Std; Int Animal; AL N; Size
S; x p Nil; T H A C O 20; MMII - raven. T h i s part of the wood is home to many
creaturcs and plants. Only a needleman
b. Lower Room and the bloodthorn which shares its lair are
T h e door at the base of the tower is locked. any threat to the adventurers. T h e party
T h e lock may be picked or the door may be will encounter the needleman 3 rounds
smashed open (requires 30 hit points of after entering the wood:
damage):

T h e tall, straight trunks of the pines


Roused by the draught from the open stand guard-like around you, rank
door, the dust of ages billows out upon rank, broken only by occasion-
from the darkness. Once, it seems, this room was a warm al clumps of other trees. Save for the
refuge from the elements but now i t birdsong, all is quiet, and the air is
When it clears, you can see several offers you n o comfort; the roof is filled with the scent of pine. Nothing
box-like shapes o n the floor of the mostly open to the sky, the windows here seems threatening o r out of
. room beyond, their outlines softened are empty, windblown sockets and place, but then, without warning, a
by a thick layer of dust. No-one but the furniture is ruined. Perched o n gaunt, crouching figure springs from
yourselves has come this way for the jagged ribs of the collapsed roof, the cover of a large tree, its skin
many years and, to judge by the the jet-black crows flap their long, covered by a mass of bristling pine
skeleton slumped against one of the ragged wings and caw menacingly. needles.
boxes, the last to d o so met with an
untimely end.
T h e needleman will flee (never to be seen
again) if reduced to 6 or fewer hit points or
T h e dust lies about a n inch thick o n every if i t is attacked with a spell or a magical
level surface and, although harmless, will weapon. Not even a ranger will be able to
billow u p in dense clouds as the adventur- track down the fleeing creature.
ers move around the room.
1 needleman: AC 6; MV 9; H D 3+4; h p 17;
T h e skeleton is that of a dwarf, and it has a #AT 1-6; D 1-2; SA Surprise o n 1-3 (d4);
rusty dagger lodged between its ribs. Its 1 huge crow: AC 6; MV 1/27; H D 1-1; SD Camouflage; MR Sub-Std; Int Low;
clothing consists only of rotten rags and h p 6; #AT 1; D 1-2; SA Attack eyes 10%; AL N; Size M; x p 136; T H A C O 15; FF.
mildewed leather. SD Never surprised; MR Std; Int Semi;
AL N; Size M; x p 36; T H A C O 20; MMII - T h e needleman has a small, dirty, cloth
T h e dust-covered boxes are wooden lock- raven. pouch hanging on a thong around its neck.
ers; there are five i n all. These lockers are 2 crows: AC 7; MV 1/36; H D %; h p 2 each; T h e pouch contains two perfectly formed
all empty and are neither locked nor #AT I ; D 1; SA Attack eyes 10%;SD Never pine cones ( n o value), a l u m p of amber
trapped. surprised; MR Std; Int Animal; AL N; with a f l y embedded in i t (value - 80gp) a n d
Size S; x p Nil; T H A C O 20; MMII - raven. eight mistletoe berries (these will count as
There is a concealed compartment, 1 foot borrowed mistletoe for the purposes of
square and 2 feet deep, in the western wall. At first sight, the watchroom seems to casting druidic- spells) wrapped in a frag-
It will be found automatically if the walls contain nothing of value. T h e furniture (a ment of parchment.
are searched. It is trapped but not locked. table and four chairs) is ruined. T h e hearth
is empty, and an empty chest lies open Although the ncedlernan cannot be follow-
When the compartment is opened, a 5-foot- under the western window. Beneath the ed if i t flees, a rangcr will havc a normal
square section of the floor in front of it will chest, however, is a leather pouch, brittle chance o f following the tracks which it
open u p , dropping anyone on it into a with age, which contains several shceta of made on its way here from its lair.
10-foot-deeppit. In the bottom of the pit is inscribed parchment. T h e writing on this
a second skeleton, also of a dwarf. I t is is illegible, but on one sheet a drawing of a T h e lair is at the cawrn end of the rope
wearing leather armour and has a short snake may be made out. bridgc ovcr thc iivcr:
16 GRAFENVOLK D A L E (Encounter area 17)
,

,
Ahead, you see a welcome break in
Moments later, a hobgoblin and his three
hunting dogs will appear (25 yards from
f-
Beyond the wood, a pleasant green-
the dark canopy of trees, and the the party) in hot pursuit of the deer. T h e sward extends to the base of a
sound of rushing water reaches your dogs will attack the adventurers while the lowering grey cliff. Rough stone
ears. Following the sound, you find a hobgoblin remains at a distance, firing his steps lead u p the cliff face to a tightly
narrow gully with steep, moss-cover- bow. H e will join the melee after 2 rounds. shut stone door. Above this a narrow
ed sides, cut by a clear, splashing T h e dogs will flee (never to be seen again) if crack in the rock lets forth a meander-
brook. T h e gorge offers no prospect the hobgoblin is killed. If the dogs are ing plume of grey smoke. To the left
of an easy crossing, but just here i t is killed, or if he is wounded, the hobgoblin of the door you can see a dark hole,
spanned by a rope bridge, old and will flee. evidently the entrance to a mine,
ivy-covered but intact. since a spoil-heap of small rocks is
\ J 3 huntingdogs: AC 7; MV 15; H D 1+1; h p banked against the cliff below it.
4 each; #AT 1; D 1-4; SA Nil; SD Nil; MR
T h e gorge is 30 feet deep and its sides are Std; Int Semi; AL N; Size S; x p 28 each;
treated as rough - slippery for the T H A C O 18; MM - dog, wild. T h e faint sound of hammering from the
purposes of climbing (see DMG p19). T h e 1 hobgoblin: AC 5; MV 9; H D 1+1; h p 5; forge (area 19b) will be heard, if the
rope bridge is old and rickety, but safe. #AT I ; D 1-6 (short bow) or 1-8 (long characters listen carefully. Also, if the
sword); SA Nil; SD Nil; MR Std; Int Ave; ground below the stairs is examined, the
T h e needlemans lair is a rough shelter AL LE; Size M; x p 30; T H A C O 18; MM. adventurers will find signs of recent habit-
leaning against the trunk of a gnarled oak ation (cooked bones, apple cores, broken
near the eastern end of the bridge. Nearby T h e dogs have n o treasure, but the hob- nutshells and so on).
are several hornwood and other hardwood goblin has 4gp in a pouch hanging around
trees. One of these, standing between the his neck, a silver box (originally a snuff
oak and the bridge, is a bloodthorn. It can box) set with obsidian stones (value - 80gp)
reach characters attempting to use the and a key to the chest in the old mine (area
bridge or enter the shelter, and i t will attack 19b).
using 1-4 tendrils each round until it
and/or its five tendrils are destroyed.
19. Abandoned Mine
1 bloodthorn: AC 4 (tendrils) / 3 (trunk);
MV Nil; H D 6; h p 32+5/tendril (attacks as T h e mine was built by the dwarves, but is
t
3 H D monster); #AT 1-4; D Special; SA now occupied by three goblins (area 19b).
Special; SD Nil; MR Std; Int Non; AL N; These are working and will not notice the As you push open the door, smoke
Size M; x p 2795; T H A C O 16; MMII. approach of the party unless it is made and hot air billow out from the room
obvious. beyond which is illuminated only by
T h e shelter is made of pine branches and the red glow of a bulky central
contains a bed of pine needles. Beneath this hearth. There is a hoarse cry of anger
is a gold rod with a silver snake coiled and surprise and three goblins lunge
aroundit (value- 120gp).Theoak tree hasa at you from the semi-darkness.
large gi-owth of mistletoe (enough for the \
casting of 30 druidic spells) but this must
be treated as lesser mistletoe if cut by a If the goblins gain initiative in the first
druid (see P H B p54). round of combat, or if the adventurers d o
not close to melee range, one of the
creatures will hurl a shovelful of hot coals
18. Hunting Party at the party from the hearth. Any character
within 20 feet of the hearth and in a IO-foot-
Soon after the adventurrrs enter the western wide area will suffer 1-2 hit points of
part o f the wood (i.e. after 1-4 rounds), they damage from the coals unless they make a
will encounter a hunting party: successful saving throw vs. Breath, in
which case the damage is negated. T h e
<
A deer, its eyes wide with fear, its
goblins will fight to the death.

flanks streaked with blood from a 3goblins:AC6; MV6; H D 1-1; h p 3 e a c h ;


deep gash, bursts from the under- #AT I ; D 1-6 (short sword); SA Nil; SD Nil;
growth barely 20 yards away. For a I
MR Std; Int Ave; AL LE; Size S ; x p 13 each;
brief moment i t pauses, breathless T H A C O 20; MM.
and lathered with sweat, but the
raucous blare of a horn and the Each of the goblins has a belt pouch. These
baying of hounds from tlic direction contain 12gp, 8gp and 5gp respectively.
whence it came stirs the unfortunate One of them also has a whetstone with a
beast to flight o ~ i c cmore and it a. Outside the Mine gold mount (value - 25gp). In addition to
disappears into the undergrowth. Thcrc is a grassy, open space between the the hearth, the room contains a table, six
stools, four mattresses and a chest.
1 J wood and the foot of the cliff:
G R A F E N V O L K D A L E (Etitoutitrr arcas 18-19) 17
iircnunc; tit -ea t I z-e soi-7 E T * : ~ s tools the cave are the bones of the bats animal
(hammers, tongs etc.) and some old mining victims and a gold amulet shaped like a
tools (picks and shovels) which the goblins writhing serpent. T h i s narrow pass was once the main route
were i n the process of re-forging. Next to into the dwarves domain, a n d was well
the hearth are five sacks of coal. 8 giant bats: AC 8; MV 3/18; H D 1-4hp; guarded at this point (where it is 20 feet
h p 2 each; #AT 1; D 1-2; SA Nil; SD Dodge wide) by a thick stone wall (15 feet high)
T h e stools are unexceptional, as is the table missiles; MR Std; Int Non; AL N; Size S; pierced by a gateway only 7 feet high a n d 5
which bears the remains of a meal of x p 7 each; T H A C O 20+; FF. feet wide.
mutton and carrots. Under the table are
three sacks c o n t a i n i n g f r u i t (mostly T h e gateway could be blocked by a
apples), vegetables (carrots and potatoes) 21. Strange Companions portcullis which was raised o r lowered by a
and nuts respectively. T h e mattresses are winch at ground level o n the northern side.
thin, straw-filled bags. Theinhabitantsof this part of themineare Along the top of the wall is a line of
a denzelian and a grey ooze who have co- downward-pointingmetal spikes, but these
T h e chest is old (it belonged to the dwarves) operated to form a maze of passages by are now rusted and blunt. T h e rope and
and very solidly made. T h e lock may be eroding rock and ore deposits respectively. winch of the portcullis have rotted away
picked o r unlocked with the key from the These passages meet the mine tunnel at and a kampfult has taken their place in
hobgoblin (see area 18). Thechest contains only one place: order to ambush the unwary:
10 clear glass bottles. Five of these are
empty, three contain white wine and one
holds brandy. T h e last bottle is corked and
d
You begin to notice a foul reek which A wall stands astride the pass ahead
sealed with wax, and contains only a becomes stronger as you approach a of you, as grey and weathered as the
tightly rolled sheet of parchment -a scroll side-passage which joins the tunnel. sheer rock faces on either side. At the
with the clerical spell neutralise poison. It T h i s passage is clearly not part of the foot of the wall is a narrow gateway,
may be extracted if the stopper is removed, original mine workings. It is circular, its portcullis raised as if in invita-
but if the bottle is smashed there is a 50% smooth-walled, and follows a slightly tion.
chance that the scroll will be cut and meandering course to a point a short
ruined. If the chest is smashed open, there distance away, where it branches.
is a 30% chance for each bottle that it will T h e kampfult will allow the portcullis to
break. drop when half (rounded u p ) of the
T h e creatures tunnels branch, twist and adventurers have passed through. Char-
rejoin in a n amazingly complex fashion, acters attempting to leap through the
20. Giant Bats giving the impression of a maze. T h e DM gateway beneath the falling portcullis will
should draw u p a quick, rough map of the only succeed if they make a successful
passage system (starting with a four-way dexterity check. Otherwise, they will be hit
junction 30 feet from the mine tunnel) by the portcullis, suffer 1-8 hit points of
marking the positions of the grey ooze, the damage and be pinned down until i t is
denzelian and three (separate) onyx gems raised or destroyed (see below).
(value - 50gp each) which are lying in the
tunnel, ignored by the creatures. T h e T h e kampfult will attack any creatures on
r * passages are all circular in section and 10 its side of the gate and, lacking speed to
T h e faint glimmer of light in the feet across, and should bend and/or split flee, will fight until killed.
tunnel ahead becomes steadily bright- every 30 feet or so, in order to cover a total
er as you advance until, turning a area between about 100 and 150 feet across. 1 kampfult: AC 4; MV 3; H D 2; h p 7;
corner, you are confronted by the If required, the random dungeon generat- #AT 6; D 1; SA Surprise o n 1-3; SD Nil;
dazzling brilliance of daylight. T h e ing tables I, I11 and IV (see DMG p170) may MR Std; Int Low; AL N(E); Size S ; x p 50;
hewn walls of the tunnel have given be modified and used to produce the maze. T H A C O 16; MMII.
way to a wide cavern with a natural
entrance. At first it seems unoccup- T h e denzelian is n o threat to the adven- T h e portcullis consists of wooden beams
ied, but suddenly theair is filled with turers, but the grey ooze will attack to kill. bolted together. It may be lifted (usual
high-pitched whistles and the flap- In many ways the two creatures are similar Bend Bars/Lift Gate chance) or smashed.
ping of leathery wings .... bats! in appearance, and the DM may wish to Smashing requires only 20 hit points of
\
make their descriptions slightly ambigu- damage (automatic hit) since the timber is
ous deliberately, in order to test the skill of in poor condition. T h e wall may be
the players. climbed (treat as fairly rough/non-slip-
pery - DMG p19) in which case the rusted
1 denzelian: AC 0; MV 1; H D 6; h p 37; spikes will not impede.
#AT Nil; D Nil; SA Nil; SD Nil; MR Std;
I n t S e m i ; A L N ; Size S; x p N/A; Clearly visible near the winch is the hilt of
T H A C O N/A; FF. a broken sword. In the handle is a cavitv
1 small grey ooze: AC 8; MV 1; H D 3+3; (the ivory pommel acts as the stopper)
h p 8; #AT 1; D 2-8; SA Corrode metal; containing two doses of a potion of speed (a
SD Special; MR Special; Int Animal; AL N; sweet, yellow, slightly fizzy liquid). T h e
Size M; x p 240; T H A C O 16; MM. pommel is finely carved (value - 125gp).
18 GRAFENVOLK DALE (Encounter areas 20-22)
~~
I__-- .-
,
This relatively short stretch of the valley
consists mostly of a lush green meadow
across which the river meanders. T h e
narrow valley running down to the mead-
ow from the west has less lush vegetation
and more rocks.

ENCOUNTER AREAS
23. Spiders Lair

T h e valley narrows at this point (to about


30 feet) and a pair of large spiders have
woven a barrier of webs across it:

Like the timbers of some ancient,


wrecked ship, a cage of massive,
bleached ribs stands as a mute
monument to a long-dead giant
amongst beasts. T h e skull and other
scattered bones are shrouded by a
sheet of pallid, web-like strands,
whileon either side intricate traceries
of threads block the valley like a pair 24. AI-Miraj Meadow 14 al-miraj (6 male, 8 female): AC 6; MV
of outstretched wings. 18;HD 1;hp4each; # A T l ; D 1 - 4 ; S A N i l ;
rT h e meadow on the eastern side of the river
is grazed by a colony of al-miraj whose lair
SD Nil; MR Std; Int Animal; A L N; Size S;
x p 14 each; T H A C O 19; FF.
T h e skeleton is that of a large mammoth, is inside the barrow (area 25). T h e males, in
the skull lies on the eastern side but the a wild act of bravado, will try to attack the
tusks were removed long ago. T w o large party: 25. Burial Mound
spiders live inside the ribcage. They will
notice the vibrations caused by any at- Clearly visible from the flat meadow is a
tempts made to cut through the web of the T h e turf is lush and springy beneath low, turf-covered mound (about 90 feet
barrier and will rush out in search of their your feet, and eases for a while the long, 50 feet wide and 10 feet high). It is
next meal. They will not notice if fire is exertion of your long journey. As aligned roughly east-west and contains a n
used to make a hole in the barrier, however, you walk, a group of large yellow ancient burial chamber which theal-miraj
since this causes less vibration. They will hares or rabbits comes into view from (area 24) use as a lair.
fight until killed, but will not pursue the behind a long, low turfy mound. T h e
party more than 50 yards from the web. creatures are still some distance
away, but you can see them nibbling
2 large spiders: AC 8; MV 6*24; H D 1+I ; contentedly at the grass.
h p 6 each; #AT 1; D 1; SA Poison (save at
+2);SD Nil; MR Std; Int Non; AL N; Sizes; T h e n one of them sees you. It raises
x p 77 each; T H A C O 18; MM. itself u p to its hind legs and you see r
that it has a single horn - like that of A strange animal smell lingers in
T h e mammoth was killed by a lone Kharg a unicorn. Another sits u p and looks this low, dark tunnel which leads
tribesman but collapsed upon its assailant at you ... then another ... and another ... gently down into one end of the
and killed him. T h e Khargs bones lie, mound. Shielding your eyes from the
entangled by webs, between the ribcage and light outside, you can make o u t the
the skull. Most of his gear (leather armour, T h e six male ai-miraj will first be seen at a grey stone slabs of the floor covered
pack, shield, spear and sword) are rotted range of d4+6 x10 yards. They will not cross with small muddy footprints. Above,
and useless, but there is a gold buckle o n the river (and will retreat if attacked by the low ceiling is a single massive
his belt (value - 40gp) and hi5 pack contains characters on the western bank) but will slab, its weight supported by smaller
a figurine of a horse carved in jet (value - attack fearlessly any adventurer in the slabs set on edge to form the walls.
2OOgp). T h e paint on the Khargs shield is meadow east of it. T h e remaining eight Twenty feet or so away the tunnel
cracked and faded but the shape of a al-miraj are females who will not fight and ends at a blank wall.
stylised coiled snake can be clearly seen. will flee if threatened. \
BARROW SWARD (Encounter areas 23-25) 19
have been smashed and if the characters T h e shaft is about 6 feet r
7-
r -

search the floor, they will find fragments of feet deep. It should be treated as very
bone and several items of crude jewellery rough - slightly slippery for the purposes
mixed with the litter. There are three small of climbing (seeDMG p19). At the bottom
gold earrings (value - 5gp each), an it opens out into a rough cavern:
electrum bangle (value - 15gp) and a
pendant consisting of a piece of jade with a
silver mount (value - 1OOgp). T h e shaft suddenly opens out into a
rough, d a m p cave, where a grinning
T h e two intact jars are decorated with an skull lies on the floor amid some
embossed snake motif. Both contain frag- other mildewed bones.
T h e tunnel is 5 feet wide, 4 feet high and 20 ments of cremated bones. One also contains t J
feet long, and the slabs are onl; crudely a small, carved, ivory box inlaid with silver
hewn. T h e footprints are those of the al- and coral (value - 300gp). T h e bones are all that remain of the
miraj, which have dug a tunnel (1 foot poltergeists previous, h u m a n existence. In
square and 15 feet long) between the T h e sarcophagus is very old and worn. T h e a small pouch under the skull are three
entrance tunnel and the chamber (area lid lies next to it on the floor and closer bloodstone gems (value - 50gp each).
25b), emerging at a narrow gap between the examination will reveal the crude carving
wall slabs at either end. T h i s tunnel is not of a h u m a d h u m a n o i d figure on its
concealed in any way. surface. T h e base of the sarcophagus is a 26. Spiral Stairway
concealed, stone, trap door covering the
T h e stone slab at the end of the tunnel is shaft down to a poltergeists lair (see T h i s stairway was built by the dwarves
actually a door. This is not obvious, but below). Once discovered, this trap door can before the mires formed below the Barrow
will become apparent if the tunnel is be lifted out easily by two or more Sward. It is plain, skilfully constructed,
searched. T h e slab is very heavy but pivots characters. about 10 feet wide and 10 feet high. At top
at the left-hand edge. As soon as it is moved, and bottom, the entrances are plain, arched
however, the trap will be sprung. T h e door c. Poltergeists Cave doorways each of which was guarded by a
has a glyph of warding cast upon it. When A vertical shaft under the trap door in the pair of caryatid columns. These were all
the door is opened, this will explode with a sarcophagus leads to a rough cave contain- killed some time ago and their statue-like
burst of flame, inflicting 5 hit points of ing a poltergeist. Immediately the trap remains may be seen near the respective
damage on any character within 5 feet. door is opened, the poltergeist will come entrances. At the bottom of the stairway, a
Damage is halved if a successful saving u p into the burial chamber (25b) and start short passage runs south to the doorway
throw Vs. Spells is made. to throw fragments of pottery at the party: opening o u t o n to the bog. On the western
sideof the passage, a 10-foot-widedoorway
b. Chamber r ~

- 3
leads into a square room 20 feet across. As
T h e chamber contained several cremation A rough, slimy shaft leads down into the adventurers approach, they will hear
urns, but most of these have been broken: the earth. It is difficult to be certain, the rats which live here:
but it looks as though there might be
some sort of cavern at the bottom ...
Any expectations of a lavish tomb Suddenly, out of the corner of your To one side of the passage is a
laden with riches are soon dashed. eye, you catch sight of one of the doorway; just far enough from the
P e e r i n g t h r o u g h the e n f o l d i n g numerous shards of pottery rising exit for the dayliyht to do n o more
gloom, you see a low chamber from the ground. It hovers in mid-air than cast deep shadows across it. You
which, to judge from the smell and for a second and then flies towards can just make out the shape of a door,
the litter o n the floor, has been an you as if thrown by an unseen hand ... slightly ajar, and from the darkness
animal lair for many years. Except I J you can hear the ominous scratching
for an empty, stone sarcophagus in of claws on stone.
the centre of the chamber, and two T h e poltergeist will continue to throw
crude jars against one wall, you see small objects at the adventurers until either
little else here but useless, smashed they all flee in terror, or it is turned or There are 20 starving rats in the room.
pottery. destroyed. They are cowardly but desperate and will
attack the adventurers as they pass the door
1 poltergeist: AC 10; MV 6; H D %; h p 3; (even braving fire, if necessary). T h e rats
T h e chamber is about 20 feet across and #AT Nil; D Nil; SA Fear; SD Invisibility, will break off their attack at once if half or
roughly circular. T h e ceiling consists of a needs silver or magical weapons to hit; more of their number are killed or if any
single, rough-hewn slab of stone and the MR Std; Int Low; AL LE; Size M; xp 35; food is thrown to them. They will pursue
walls and floor are of similar (but smaller) T H A C O 15; FF. the party u p the stairs but not outdoors.
slabs. T h e al-miraj tunnel (see above) T h e rats room contains only bedding,
emerges between two of the wall slabs. T h e poltergeist may be turned as a skeleton chewed bones and a platinum piece.
in the burial chamber, but is as resistant as
Originally, there were several sealed cer- a ghoul in the cave at the bottom of the 20 ordinary rats: AC 7; MV 15; H D %; h p 2
amic jars here (each about 12 inches high) shaft. If it is able, it will follow any each; #AT 1; D 1; SA Disease; SD Nil;
containing cremated bones and, occasion- characters who climb down the shaft and MR Std; Int Animal; AL N; Size S; x p 4
ally, items of value. All but two of these bombard them with loose rocks and so on. each;THACO 20.; MMII.
20 B A R R 0 W SWARD (Encounter area 26)
Q a
b
4

(Encounter Areas 27-34: M a p 1)

a
A - b
V
,

i
1

Since the fall of the Grafenvolk dwarf clan, lurking o n the ceiling concealed by the
the poor drainage of this part of the valley ENCOUNTER AREAS stone curtains. They will attack any crea-
has turned it into a misty swamp. With the tures entering the cave.
exception of a few islands of firm ground 27. Cave Behind the Waterfall
(described in encounter areas 29,30 and 31) 2 scum creepers: AC 8; MV 3; H D 1 (2-
the swamp consists of treacherous meres, A path of solid rock runs along the cliff 8hp); h p 4 each; #AT 1; D 0 ( 1 ) ; SA Special;
pools and quicksands overgrown with tall face. It passes behind the waterfall, and SD Nil; MR Std; Int Non; AL N; Size S; x p
reeds, bushes and twisted trees. Concealed here the adventurers will find a d a m p cave, 18 each; T H A C O 19; MMII.
as they are by the vegetation, no details of inhabited by scum creepers:
the paths or encounter areas can be made T h e minerals in the water dripping from

I
out from the meadow above the swamp. the ceiling accumulated to form the stone
T h e path leads you behind a broad curtains and have coated the hunters body
T h e only safe ways through the swamp for waterfall. Here you find a gloomy a n d his furniture (two chairs and a table -
those o n foot are the paths (R24 to R31). cavern where water drips incessantly all made of wood) with a smooth, soft laver
Most are about 15 feet wide, but they vary from folded sheets of pale stone that of stone which may be chipped away easily.
overall between 10 and 20 feet. T h e paths hang from the ceiling like petrified
are not difficult to follow if care is taken, curtains. Someone lives, or lived, Although the stone has preserved the shape
but any characters deliberately leaving a here since there are chairs and a table of the objects it has coated, everything but
path must make a dexterity check every all fashioned from the pale, wet stone the hunters bones and his valuables (see
round o r lose their footing and fall into of the cavern and seemingly melded below) has decayed away.
quicksand. Unless they are rescued, they to the floor. Lying at the back of the
will be quite helpless and will go under the cavern is another, smooth rocky Within the coating of stone, the hunters
surface after d4+2 rounds. Three rounds shape .... the shape of a man. bones still bear the remains of his clothing:
later, they will drown. six silver buttons (value - l g p each) and a
gold buckle (value - 80gp). Clutched i n his
Ihc exit fIom rlic s w a n i p on thc castc31n T h e cave was once a hunters lodge. Now it right hand, is a short bow +l. Its enchant-
( : I I ~ ; I 34).
sidc Ic;ids through ;I d a I~, ~ . o o d is the home of two scum creepers which are ment has protected it from decay.
SLOUGH MIRES (Encounter area 27) 21
roy T h e bu ~ i i :- ~
I t !!did5 ,tway fsom the I P x l r i anc -%$ It 4Plt tC (<Ill 9 l l r I
party. They will attack the adventurers on bullywugs will take this opportunitv to
Beside the swamp path, a n aggressive killer sight, but if three are killed, the survivor flee).
frog lives ir1 a shallow pool: will flee into the swamp.
Zbullywugs:AC6;MV3//15;HD1; h p 5
4 bullywugs: A C 6 MV 3//15; H D 1; h p 5 each; #AT 3; D 1-2/1-2/2-5; SA H o p ;
T h e pat1h loops around a still pool of each; # A T 3; D 1-2/1-2/2-5; SA Hop; SD Camouflage; M R Std; Int Low; AL CE;
sickly tvater, overlain by ragged SD Camouflage; MR Std; Int Low; AL CE; Size S; x p 23 each; T H A C O 19; FF.
wisps 01 . mist. As you watch, a few Size S; x p 23 each; THACO 19; FF.
bubbles of air rise and burst, sending 1 giant lizard: AC 5; MV 15; H D 3+1; h p
ripples lazily out across the water. T h e bullywugs each have lOgp worth of 19; #AT 1; D 1-8; SA Double damage o n a
these have faded away, two crude jewellery, made from bones, teeth, roll of 20; SD Nil; MR Std; Int Non; AL N;
bulbous eyes rise silently from the obsidian pebbles, silver wire and leather Size L; x p 201; T H A C O 16; MM.
depths a nd turn towards you. thonging.

Their barrier may be climbed over easily or 31. Bullywug Tower


T h e killer frog lives on a diet of small thrown to one side.
swamp creatures plus occasional bully- T h e small group of advanced, intelligent
wugs (see a reas 29,30 and 31) and humans bullywugs lives in a crude tower on an
who wande r into the bog. It will leap from 30. Lizard Keepers island in the swamp:
the water t(I attack the party on sight and
P
will continiue to fight until killed. T w o bullywugs here are keeping a giant
lizard in a cage. When they release it, T h e ground to either side has become
1 killer fro8: AC 8; MV 6//12; H D 1+4; however, it will attack them rather than the noticeably drier and the path, now
h p 9; #AT 3; D 1-2/1-2/2-5; SA Leap, party: showing a definitely upward slope,
tongue, sur prises o n a 1-4; SD Nil; M R Std; is n o longer muddy. By degrees, the
In t Non; AIL N; Size S; x p 54; T H A C O 16; dense vegetation gives way to a rocky
MM. T h e path leads you onto an island of hillside topped by a stubby tower of
sorts, where the ground is agreeably unmortared stones. There is a sudden
Caught on t he branch of a nearby tree by its firmer underfoot. T h e mist thins a movement on the battlements, and
leather tho1ig, the party will find a bronze little and, in a small clearing, you are a n arrow whistles towards you, only
amulet shal3ed like a snake (value - lgp). c o n f r o n t e d by a cage of s t o u t to flash harmlessly by into the
branches crudely lashed together bushes.
with creepers. \
Bull ywug;War (areas 29,30and 31)
Inside is a huge lizard, its tongue T h e occupants of the tower are four
T h e south-western part of the swamp is lashing between massive jaws and its bullywugsequipped with short bows, long
inhabited by two bands of warring bully- eyes watching you hungrily. swords, chainmail armour and shields.
wugs. O n e band (the more intelligent and L J T h e first arrow was a warning shot and the
better equi pped) lives in a crude stone bullywugs will follow it u p with a shouted
tower (area 31) on a small island. T h e T h e two bullywugs are hidden in the message in the common tongue, ordering
remainder are less intelligent, poorly undergrowth near the cage. When the party the party to g o away. T h e bullywugs will
equip ped, and are stationed in small comes into view, they will leap from not negotiate. If the tower is attacked, they
groups aroii n d the tower. T h e party will concealment and open the cage door, will defend it to the last, but will not leave
only encou nter two of these groups - expecting the lizard to attack the adven- it to attack the party. T h e bullywugs each
stationedorI thedry paths(areas29and30). turers. Instead, the lizard will attack (and have 9gp worth of mixed coins and/or
almost certainly kill) the bullywugs. (If the cheap jewellery.
DM does not wish to roll the dice for this
29. R o a d B lock combat, an average result would be for the 4 bullywugs: AC 4 (chain mail and shield
bullywugs to be killed in the 3rd and 5th or AC 0 behind battlements - see below);
Ahead of thiem on the path, the adventurers rounds of combat respectively and for the MV 3//15; H D 1; h p 5 each; # A T 2 or 1;
will see a gi-oup of four bullywugs: lizard to suffer a total of 5 hit points of D 1-6 (short bow) or 1-8 (long sword);
damage.) SA Hop; SD Camouflage; Int Ave; AL CE;
Size S; x p 23 each; T H A C O 19; FF.
From solnewhere ahead, muted snat- T h e bullywugs each have lOgp worth of
ches of conversation drift to you crude jewellery which they have made T h e clearing in which the tower stands is
through the mist and peering for- themselves (see area 29). about 200 feet across. T h e tower itself is
ward y o u can see a rough barrier built of rough stones and is about 20 feet in
blocking ;the path. Squattingon this, After the lizard has killed the bullywugs, it diameter. A heavy wooden door opens into
their sha pes softened by the mist, are will pick u p one of the bodies in its jaws a ground floor room from where a ladder
a handfi11 of creatures - half-men and disappear into the swamp without leads u p through a trapdoor to a battle-
and half -frog - babbling and gest- harming the adventurers. However, if the mented roof, 10 feet above the ground. T h e
iculating;with long, webbed hands. adventurers attack the lizard (except with battlements provide 50% cover for the
ranged weapons or spells) it will turn on bullywugs (see DMG p64).
22 SLOU(;H MIRES (Encounter areas 28.
______-
~ le rinicE -11 > > I c. I i c i oot 1s I rc-usell p:ecc wearing a platinurn chain around its neck A F i e gnol; wit1 l u r k at thr. back o
T
1

f the t::;3ve
of dwarven masonry and bears a carving of (value - 50gp). hoping to remain unseen. If the adventurers
a snake (now upside-down). pass by the cave he will not attack but if
1 mist mephit: AC 7; MV 12/24; H D 3+2; they enter, he will fire arrows at them (if
T h e lower room has n o windows, and the h p 19; #AT2; D 1/1; SA Breath; SD Special; possible) before taking u p his battle axe
door may be barred from the inside. T h e MR Std; Int Ave; AL NE; Size M; x p 226; and fighting to the death.
bullywugs have a table, six stools, a barrel T H A C O 16; New monster (see page 29).
of swamp water and a sack of dried fish. 1gnoll: AC 5; MV 9; H D 2; h p 6; #AT 2 o r
Hanging from theceiling is a smoky quartz T h e mephit was sent here to waylay 1; D 1-6 (longbow) or 1-8 (battle axe);
gem o n a silver mount. T h e gem was travellers and to ensure that the swamp SA Nil; SD Nil; MR Std; Int Ave (low);
originally a pendant and has a continual remained a generally unwholesome place. AL CE; Size L; x p 40; T H A C O 16; MM.
light spell cast upon it. Its value is 110gp. For the purposes of this module it will
always be unsuccessful in its attempts to I n addition to his bow, 20 arrows a n d axe,
T h e table has a drawer which is locked and gate in other mephits. the gnoll has a plain, electrum headband
trapped. T h e trap releases a spray of tiny, (value - 5gp), a thick gold earring with a
razor-sharp darts which will inflict a total T h e hollow centre of the tree (auto- malachite stone (value - 25gp) and 12gp in
of 1-6 hit points of damage o n all within a matically found if the area is searched) a pouch h u n g around his neck.
IO-foot-radius semi-circle in front of the contains objects taken from the mephits
the drawer. A successful dexterity check victims: 50gp in mixed coins, a gold arm- T h e cave contains the straw bedding of the
will halve thedamage. T h e drawer contains band (value - 80gp) a n d a n iron helm with a gnoll and kobolds, along with a sack of
IlOgp in a cloth bag. gold crest in the form of a snake (value - dried meat and a cask of stale beer.
50gp).
T h e gnoll has hidden a silver hat pin with a
32. Mist Mephit small tourmaline head (value - 45gp) in a
33. Enemies on the Ledge crack in the wall of the cave near the
In the part of the swamp where the mist is mouth. T h e chance of finding it is the same
densest, a mist mephit lives in a n old A cave opens onto the ledge which runs as for a concealed door.
hollow tree: along the rock face. A gnoll lives here with
six kobolds whom he treats as slaves. When
the party approaches, the gnoll will order 34. Wild Cats
Mist washes around your feet like the kobolds to attack:
water, s w i r l s i n tattered wisps Following the river through the valley, the
through bushes and reed beds, and adventurers will find that the mist gradual-
hangs like shrouds from the branches In the valley, hundreds of feet below ly disperses as the swamp gives way to a
of a wizened tree. It is thicker here the ledge you are following, the dark, briar-choked woodland. I n order to
than it has been elsewhere in the steamy swamp is gradually giving make progress, the party will have to hack
swamp, and seems to be growing way to woodland. T h e ledge, how- through briars every 20 yards or so. When
thicker by the second. T h e tree you ever, carries o n and on, unchanging, they are about halfway through the wood,
could see clearly a moment ago with n o sign yet of a way down. the adventurers will come across a pair of
becomes only a vague shadow then wild cats:
vanishes completely, and seconds Roundinga small spur of the mount-
later you can see n o further than a n ain, you come upon a low, dark cave
arms length away! mouth. A harsh voice echoes from Disentangling yourselves from yet
the depths and half-a-dozen unarmed another patch of clinging briars, you
kobolds rush, half staggering, into come face to face with a pair of
T h e sudden thickening of the mist is a the daylight. Dazzled, they hesitate, wildcats standing over a freshly
result of the wall of fog spell cast by the but a second shout from within killed young deer. Spitting and
mist mephit from inside the tree when the drives them o n once more. hissing, with their backs arched, the
party comes within range (30 yards). T h e cats prepare to defend their prize.
wall of fog will be centred o n the party a n d
will spread along the path in a bank 80 feet T h e cave will be about 60 feet away when
long, 30 feet wide and 10 feet deep. the party first sees it. T h e kobolds are more In the circumstances the cats will not
fearful of the gnoll than of the adventurers surprise the adventurers. They will attack
Next round, the mephit will fly out of the and will fight them to the death. In full if threatened in any way or if the adven-
tree to attack the party. It will concentrate daylight, the kobolds will attack at -1 to hit. turers make any move except to back away
o n the use of its breath weapon and attempt slowly. They will fight until one of them is
to avoid hand-to-hand fighting. It is a 6 kobolds: AC 7; MV 6; H D %.; h p 2 each; killedat which point the survivor will flee.
cowardly creature a n d will not attack the #AT 1; D 1-4; SA Nil; SD Nil; MR Std; They have n o treasure.
adventurers if they move outside the wall of Int Ave (low); AL LE; Size S; x p 7 each;
fog o r if the fog disperses. It will flee T H A C O 20x; MM. 2 wild cats: AC 5; MV 18; H D 1; h p 6 each;
(assuming gaseous form if necessary) once #AT 3; D 1-2/1-2/1-2; SA Rear claws for
its breath attacks are exhausted, or if any T h e cave mouth is 6 feet across and 5 feet 1-2/1-2; SD Surprised only o n a 1; MR Std;
fire-based attacks are used against it, o r if it high. Beyond, the cave is wider (15 feet), Int Animal; AL N; Size S; x p 16 each;
is reduced to 9 or fewer hit points. It is higher (7 feet) and about 30 feet deep. T H A C O 19; MMII.
SLOUGH MIRES (Encounter areas 32-34) 23
T h e adventurers should have n o difficulty
in finding o r reaching the island. T h e ARN FLOWMANE
grassy plain between the foot of Hardway
Mountain and the ledge above Trenhurst Arn Flowmane guards the island. Unless
Forest (see Map 1) is almost completely flat, the adventurers are able to conceal their
and the Kharg tribe (with the exception of approach across the flat plain, Arn will see
A m Flowmane - see below) is far away to them and will be waiting for them when
the north with its herds of horses (see they come ashore. (If A m is not aware of the
below). partys approach, he will be found seated at
the council ring - area 35). H e will go Arn Flowmane - Cleric, Level 5, Human,
T h e Serpent River is slow-moving and onto the eastern end of the island if he Male: AC 7; MV 12; C 5; h p 25; #AT I ;
shallow as it crosses the plain and may be thinks the party will corne that way since D 1-6 (quarter staff); SA/SD As std for class
forded easily. T h e lake above the falls (the he has no fear of the snake (area 37): and level: MR Std; AL LN; S 13, I 12, W 15,
snakes head) is deep (about 50 feet), but ~~
D 15, C 15, Ch 11: x p 125; T H A C O 18.
between the island (the Eye of the Serpent)
and the lakes northern bank, the water is Approaching the island, you scan Clothing - snake skin robe over leather
shallow and may be waded easily. To the the shore for signs of life, but are armour.
west of the spiked fence (area 36), the island greeted only by the lifeless stares of Weapons - quarter staff.
risesgently from the lake, but to theeast the human skulls hanging from the Spells -
shore is steep and rocky and may only be trees. Then, without warning, a n old First level: command, cure light wounds
scaled by characters with the ability to man in a robe of snake skins leaps (x2), light, sanctuary.
climb walls. from the undergrowth by the waters Second level: silence 15 radius, snake
edge and begins to hurl curses and charm, speak with animals.
abuse at you, all the while swinging Third level: prayer.
THE ISLAND a wooden staff wildly in the air. Personal Treasure - writhing snakeamulet
(gold with turquoise eyes - value 12Ogp),
T h e island, with its pool of flame and cleft gold ring (value - 40gp).
of rock crystals is the Eye of the Serpent, Arn has a violent hatred of foreigners
the site of the Grafenvolk dwarves snake (those who are not of the Kharg tribe) and
cult shrine (see BACKGROUND - page 3). his rantings will consist of a mixture of Encounter Areas
T h e Kharg refer to it as Rushmede Rock insults and curses. T h e DM should invent
and use it as a meeting place and a place of these as appropriate, making them as 35. Council Ring
execution. A largeconstrictor snake is kept provocative as possible. In a n attempt to
at the eastern end of the island (see area 37) frighten the party, A m will command one T h e council of the Kharg elders meets on
and those convicted of serious crimes often of the characters to drown. Since the Rushmede Rock once a year in a clearing
choose to be killed quickly by the snake spell only lasts 1 round, it should not on the western part of the island:
rather than face Hardway Mountain. severely endanger the victim.

T h e tribe comes to the island only once a Arn will attack the party and fight to the You have come to a small clearing
year. Usually, the sole human occupant is death in self-defence, or if the adventurers where 20 o r so small standing stones
Arn Flowmane - cleric and revered tribal attempt to come onto the island, but not have been arranged in a tight circle.
elder. otherwise.
24 E Y E OF T H E SERPENT (Encounter are6135)
There are 24 Stones in all, cdch serving as a T h e pool of flame (area 38) is plainly Although the weathering of the bluff is
seat for a council member. Arn Flowmane visible from the clearing. In the clearing entirely natural, the cleft and pool were
lives here. His store of simple foods (fruit, itself, the only items of interest are the d u g out by the Grafenvolk dwarves. T h e
nuts and dried meat) is kept under a rough remains of the dwarves obelisk and the flames are fed by natural gas which bubbles
shelter of branches at the edge of the wooden board leaning against it. up from the bottom of the pool and does
clearing. Nearby is Arns bed of ferns. not, of course, burn beneath the surface.
T h e obelisk is about 6 feet square at the Even a cursory inspection of the pool will
base and stands to a maximum height of 4 reveal that although the flames span the
36. Spiked Fence feet. It bears the final portion of a panel of cleft from side to side, they cover only thc
dwarven writing and, below this, a repre- central I O feet of it leaving 5 feet of open
This fence sei-vesto keep the snake (seearea sentation of the writhing serpent symbol. water beforeand behind. Since the pool is 3
37) at the eastern end of the island. T h e Any charactei- able to read the dwarven feet deep, it is a relatively simple matter to
description assumes that tlie adycnturers script or, for example, using a comprehend crawl under the flames to the clear area
will approach the fence along the path, but languages spell will be able to understand beyond. Unless magically protected, char-
the constiuctioii o f the barrier is the same the inscription as follows: acters touching the flames will suffer 1 hit
throughout its length: point of damage and those passing through
...p 001 them will suffer 1-6 hit points of damagc
f \ ...zn f l a m e plus a n additional 1-6 hit points for each
A wall-like inass o f tanglcd bi iars as ...door of crystal round they remain in them.
higli ;IS a nian blocks your path. This ...Eye of the Serpent.
is no natural giowth, for the thorny Beloued it i s , and w h o has not trekked t h e Just above the surface of the pool at the rear
branches have been w~ovcnaround heights t o see t h e snakes true brzght of the cleft is a concealed door consistingof
thick wootien stakes driven into the beacon. a sheet of crystals fused together. From the
ground. Wheie the path meets the clearing, dwarven characters will auto-
lcncc, there is a stout ww)den gate Leaning against the obelisk is a stout matically notice the door if they look into
lasheti all around with bi-iars. wooden panel on which the Kharg have the cleft. Other characters have only a 10%
recorded their translation of the inscript- chance of noticing it from the clearing but
ion. T h e translation is in the common will automatically find it if they cross or
T h e fcncc can be cut through casily with tongue and has been carefully carved, but it by-pass the flames. Once found, the door
edged weapons, and the gate is not locked. is not very accurate. It reads: may be pulled open easily to reveal the
T h e thorns ai.? very sli:np, however, and passage (area 39) beyond.
cliaracters who persist in climbingover the ...water ...of fire ...g lass barrier ... the
fence will siiflci-tlamagccqualto half their Serpents Eye. It is beyond price but n o n e T h e rock crystal of the door and of the cleft
base a r m o w class (rounded up). has climbed the m o u n t a i n t o find t h e is of poor quality and has n o value.
snakes p u r e dazzling jewel.

37. Snake and Obelisk Either version of the inscription should BENEATH THE ISLAND
serve as a clue to the location of the shrine
In ;I clearing by the flaming pool (area 38) (areas 39 and 40) behind the flaming pool T h e downfall of the priesthood of the
stands the stump of the dwarves obelisk. A and crystal door (area 38). T h e upper part Grafenvolk dwarves began when they fell
largcx constrictor snake lives here: of the obelisk was removed long ago and under the influence of a small clan of
the adventurers will not be able to find it. duergar. During the general decline of the
Grafenvolk, the light-hating duerKdr estab-
T h e gi-cy,weather-woi-n stump of a n lished themselves in a lair beneath the
obelisk stands forlornly in the centre 38. Pool of Flame and Crystal Door island where they built their own, dark
of the clcaring before you. Trees that parody (area43)of thedwarvesbrightly l i t
i t would once have dwarfed, now A narrow cleft in thc rock bluff of the island shrine (area 40).
towcr over it. Coiled on the stumps contains a flaming pool and, beyond this, a
sloping top is a long, thick snake, conrealed door: During the final days of the Grafenvolk,
green as the grass. I t sees you, darts the duergar stole the golden snake and the
from its resting place and slithers spear (see areas 43, 46 and 47) from the
towards you. Rising above the eastern end of the shrine, killed the dwarf priests and placed
clearing is a high rock bluff fdshion- the animated skeletons of snakes in the
ed by the years into weird shapes. But dwarves shrine.
T h c snake is used by the Kharg both as a these hold little interest compared
guardian for thcir sacred site and as a with a narmw cleft in the bluff, Deprived of a people to exploit, the duergar
means of execution. T h e snake is ac- barely 20 feet deep. Here, there is a themselves went into a long, slow decline,
customed to facing unai-med victims and bubbling pool, its surface covei-ed by living frugally by hunting at night in the
will attack the party fearlessly until killed. long dancing flames. Above tlie Trenhurst Forest. Recently, their fortunes
flames, behind and on eithei- side, have been made worse by a feud with a tribe
1 constrictor snake: AC 6; MV 9; H D 3 + 2; nature h a s revealed a glittering bed of buckawn. T h e duergar have captured
lip 21; #AT 2; D l/1-3; SA Constriction; of crystals HThich I-eflect the fires Linden, one of the buckawns (see area 43).
SD Nil; MR Std; Int Animal; AL N; Size M yellow light like a beacon. If they free him, Linden will aid the
(15 long); x p 169; T H A C O 16; MMII. adventurers against the duergar.
EYE OF T H E S E R P E N T (Encounter nreay 36-38) 25
I -~ - ~ -~- ~
Inicss otherwise stated, all rooms and If attacked, or if the party enters the T h e stirges usually hunt in the Trenhurst
passages below the island are 10 feet high, chamber, the skeleton snakes will attack. Forest beyond the waterfall, but they are
with plain stone walls and heavy, iron- They will fight until destroyed but will not not averse to attacking prey which finds its
bound, oak doors. T h e older dwarven pursue the party beyond the shrine. T h e own way into their lair. If one of the
tunnellings (areas 39 and 40) pass through shrine increases the snakes resistance to creatures is killed, theother will flee unless
a vein of luminous, translucent rock. T h e turning and they are treated as zombies (1- i t is attached to a victim. T h e stirges have
other underground areas are CUI into dull, 12 are affected if the turning is successful). n o treasure.
grey bedrock. Except for the stirge cave
(area 41) which receives daylight, these There are six small snakes and one large 2 stirges: AC 8; MV 3/18; H D 1+1; h p 4
other areas are not illuminated. T h e (because of their size, the smaller snakes each; #AT 1; D 1-3; SA Attack as 4 H D
players descriptions assume that it is inflict less than standard damage). monster, drain blood; SD Nil; MR Std; Int
daytime and/or that the party has some Animal; AL N; Size S; x p 44 each; T H A C O
source of light. 1 large skeleton snake: AC 8; MV 6; H D 15; MM.
l - l ; h p 6 ; # A T l ; D 1-4;SANil;SDSpccial;
MR Immune to attacks affecting the mind; T h e waterfall drops over a n overhanging
Encounter Areas Int Non; AL N; Size S (3 long); x p 16; ledgeat the topof thecliffarid thereisagap
T H A C O 20x; MMII - skeleton, animal. between the water and thecave mouth. T h e
39. Passage forest below can bt, discerned through the
6 small skeleton snakes: AC 8; MV 6; HD cascading water. T h e cave mouth is about
T h i s circular passage spirals down to the 1-1; h p 2 each; #AT 1; D 1-2; SA Nil; SD 200 feet above the forest floor and characters
dwarves shrine (area 40) and the duergar Special; MR Immune to attacks affecting who stand at the edge will be able to see the
chambers beyond (areas 41-48): themind; Int N o n ; A L N ; SizeS(18long); full 300-foot drop of the waterfall.
xp 12 each; T H A C O 20x; MMII - skeleton,
ani mal. A pierce1 lives amongst t h r stalactites on
T h e walls of the passage, delicately the roof of the northern arm of the cavern
carved to resemble the scales of a above the hole in the floor leading down to
snake, are translucent and glow with 41. Stirge Cave the snake pit (area 42). It will attack the first
a pale light from deep in the rock creature to approach the hole.
itself. T h e passage is circular, and as T h e tunnel from the dwarves shrine (area
i t coils deeper and deeper under- 40) passes out of the mass of glowing, rock 1 piercer: AC 3; MV 1; H D 1; h p 5; # A T 1;
ground you feel as if you have been crystal under the island and into the D 1-6; SA Surprise (95%); SD Nil; MR Std;
swallowed by a great beast. surrounding, dark grey bedrock. It leads to Int Non; AL N; Size S; x p 15; T H A C O 19;
a natural cave, which is the lair of a pair of MM.
stirges:
T h e rock through which the tunnel winds T h e hole in the floor of the cave is about 5
is a solid mass of rock crystal (not gem- feet across and leads down to the floor of
quality) deep within which the dwarves Soon after leaving the room of the the snake pit 15 feet below. Characters
had continual light spells cast. skeleton snakes, the tunnel leaves the looking down the hole will catch a glimpse
glowing, translucent rock behind of one of the snakes:
and the walls become stark and grey.
40. Dwarves Shrine T u r n i n g a bend, you see daylight
ahead and the passage opens into a Below you is the floor of another
Like the duergar shrine (area 43), this cavern where theair is filled with the cave, littered with bones of all shapes
chamber has been carved out to resemble a sound of falling water. Both the light and sizes. As you watch, one of
snakes head. It is guarded by the animated and sound are coming from the several sheep skulls moves a little
skeletons of seven snakes: mouth of the cave at the far end, and a small, iridescent snake slithers
which looks out onto the back of a lazily out through one of the eye-
waterfall. sockets. Apparently unaware of your
Eventually the passage levelsout and presence, it winds its way between
runs o n a short distace before opening T w o s m a l l , flying c r ~ i t u r r sdrop the other bones and passes from
out into a chamber hewn from the t r o m among-si the stalactites on the view.
same luminous rock. For a moment roof and flap towards you, silhouet-
its shape is baffling but then you t c d against the light. At first, the
realise the makers intent; with the shapc ot their wings reminds you o f Further details of the snakes a n d the pit are
winding passage as a body, the bats but, as ihcy draw nearcr you see given in the following encounter descript-
chamber has been masterfully fash- their d;iggcr-lil\ci snouts and walisc ion.
ioned into the form of a serpents t o youi. dismay that they are some-
head. thing else riitircly ....
42. SnakePit
Writhing o n the floor, fleshless but
yet not dead, are the blanched skel- T h e stalactite-covered ceiling of the cave is Many snakes live amongst the bones on the
etons of seven snakes, one of them 20 feet high in the centre. It is rather damp, floor of this cave and the sight of them is
much larger than the rest. as is the floor which slopes gently down daunting. If the adventurers are careful,
towards the cave mouth. however, they should be able to cross safely:

26 E Y E OF T H E SERPENT (Encounter areas 39-42)


__ -.
' sloshing around inside. T h e liquid may be
T h e cavern beforr you is low and U p ahead, the corridor opens out poured out through thesnake's mouth. It is
dark. Slithering over, under and into a dark chamber. Framed in the a miscible combination (see DMG p l l 9 ) of
betwcwi the dull, dry bones littering doorway and facing away from you is potions of fire resistance and animal
the floor, you can make out the scaly the swayingskcleton of a huge snake control (reptiles/amphibians). T h e result-
forms of at least a dozen snakes. with a human skull for a head. ing liquid is green, smelling and tasting
Maybe even more, for who knows Beyond the skcleton, eyes glazed and like brandy. There are three doses of the
how many lurk hidden from view? apparently rooted to the spot, is a mixture, each of which will confer the full
But for now, at least, you seem to be tiny inan dressed i n green. effects of both of the original potions. T h e
safe, for the creatures are taking n o two potions cannot be separated. If a half
iritercst in you at all. dose of the mixture is consumed, only the
T h e necrophidius will not be able to reduced effect, short-term fire resistance
sui-prisetheadventurers, but they will have will apply (see DMG p126).
T h e cave is dry, and only 10 feet high. a better than usual chance of surprising it
(Le. normal parties will surpriseon 1-3 on a If the statue is examined, the party will
T h e w are 20 small, poisonous snakes d6, rangers on 1-4). T h e necrophidius will notice that a large gem has been removed
writhingaround in thiscave. Of thrse, only fight until destroyed. from its eye socket (the gem is i n room 47).
half will be visible at any onc timc while
the rest are hidden inside or underneath thc 1 necrophidius: AC 2; MV 9"; H D 2; h p 7;
bones. They arc well fed by theduergarand #AT 1; D 1-8; SA Paralysation, Dance of 44. School for Duergar
will only attack in self-defence or if Dcath; SD Immune to poison; MR Immune
dis t ur bed. t o spells affecting the niind; Int Ave; AL N; From outside the door to this room, the
Sizc L; x p 132; T H A C O 16; FF. sound of harsh, chanting, female voices
Nomially, there is a 15%chance that each of may be heard. In the room are five young
the characters passing across the cave will T h e buckawn has been paralysed by the duergar and two adult females:
disturb one of the hidden snakes and be ncci-ophidius. T h e effects of the paralysis
attacked, but so long as the adventurei-s will wcar off 5 rounds after the party f 1
make a point of avoiding any visible snakes arrives. T h e buckawn is called Linden. H e T h e chanting ends abruptly as you
and d o not disturb any of the larger bones cannot spcak the common tongue but will open the door. Seated around a
(thew is plenty of room betwcen them) they want to help the adventurers and to warn simple table in the centre of the room
will be safe. them about the evil dwarves. Unless the are two stocky women and some
adventurers speak brownie, pixie, satyr o r children. For a moment, you take
T h e snakrs will only light individually. sprite, any communication with Linden them for dwarves, but surely no
T h e others will not join in unlcss attacked must be done using sign language. dwarf has such pallid skin and evil,
o r disturbed thcmsclves. penetratiiig eyes.. .
Linden will use his spell-like powers
20 poisonous snakes: AC 6; MV 15"; (once/round: audible glamer, change self,
H D 2+ 1 ; h p 8 cach; #AT 1; D 1 ; SA Poison dancing lights, invisibility; oiice/day: T h e females were attempting to teach the
(save at + I , failure results in 2d4 h p of entangle, pass without trace, summon children a traditional duergar saga in the
damage); SD Nil; MR Std; Int Animal; insects, trip) to aid them in any fight form of a chant. When the duergar see the
AL N; Size S (1-2 feet long); x p 279 each; against his old foes. H e has no equipment, party, the young ones will hide behind the
T H A C O 1 6 MMII - snake, poisonous. and will seek to borrow a dagger or some females who will attack at once. T h e two
darts from thr adventurers. T h e DM should females will fight to the death unless the
The bones on the floor of the cave are control the actions of Linden, bcaring in children are all killed, in which case the
mostly from sheep, horses, deer, rabbits niind his intelligence, hatred of the duergar survivor will flee when the other is
and other animals. Mixed with them are and neutral alignment. When the duergar overcome. T h e young will not fight.
the remains of a few humans, an elf and a have been dealt with, Linden will take the
dwarf. There is no trcasure here. first available opportunity to slip away 2 female duergar: AC 5 (chain mail);
invisibly back to his tribe in the forest. MV 6"; H D 1+2; h p 6 each; #AT 1; D 1-6
T h e blockage at the castern end of the cave (spear) o r 2-5 (hammer); SA Psionics;
is clcarly artificial and was constructed by Linden (buckawn):AC 3; MV 12"; H D 1-1; SD Save at +4,immune to poison, paralysis
thr duergar to shut out the daylight. T h e lip 5 ; #AT 1; D By weapon type; SA Special; and illusions/phantasms; MR Std;
door in the northern wall of the cave is 5 SD Sprcial; MR 10%;Int Very; AL N; Size S; Int Very; AL LE(N); Size S; Psionic ability
fret abovc the ground and is reachcd by xp 70; T H A C O 20x; MMII. 80; xp 48 each; T H A C O 18; MMII.
footholds cut into the stone.
T h e room is a dark parody of the dwarves' 5 duergar children: AC 5 (chain mail);
shrine (area 40). Its shape also resembles a MV 6"; H D 1+2; h p 3 each; #AT Nil; D Nil;
43. Dark Shrine snake's head but the rock from which it was SA Nil; SD Save at +4, immune to poison,
hewn is stark and grey. Standing on a p a r a 1y s i s a n d i 11 u s i o n s / p h a n t a s m s;
A necrophidius has bern sct by the duergar plain, black stone pedestal in the centre is a MR Std; Int Very; AL LE(N); Size S; x p 40
to guard their latest captive, a buckawn. 2-foot-high gold statue of a snake. each; T H A C O N/A; MMII.
T h e necrophidius is facing away from the
corridor and will be seen as the adventurers T h e st;\tue is hollow and worth only 50gp. I n addition to their armour and weapons,
approach: As soon as i t is moved a liquid will be felt the females each have some jewellery. One
EYli OF T H E S E R P E N T (Encounter areas 43-44) 27
-.- -~ ~ _ ___ ~ - ---
has a pair of small, violet garnet earrings automatically hit the character opening
(value- 12Ogp the pair), while theother has T h e door opens on the flash of the door, doing 1-4 hit points of damage. A
a broad copper belt decorated with orna- weapons and the crash of blocking monk will have the usual chance of
mental stones (value - 9Ogp). T h e young shields. T w o ashen-faced dwarves dodging missiles:
have n o treasure. are locked in mortal combat. You
have but a moment to take in the
Theroomcontainsa table, 12stoolsand 12 scene beforr you are noticed. One of In blank astonishment your eyes
simple wooden beds. It is somewhat the pair turns towards you, drops his light upon an amazing sight. Neatly
crowded, since the table and stools were guard, and the others spear finds its stacked in row upon row on the
brought here in order to empty room 46. mark. Undeterred, the victim rushes surfaceof a n ancient tableare piles of
towards you, followed by his erst- coins. At the rear of the table is a
while foe. small, bulging, leather pouch. Even
45. Store and Workshop without these exciting contents the
room itself would have appeared
This room is currently unoccupied: T h e duergar combat was being fought dull - but now you hardly notice its
under strict rules (the winner would be the rough walls and bare floor.
first to draw blood) to decide who would
A place for everything and everything have the pleasure of killing the buckawn
in its place - this combined kitchen, (area 43). Their dispute will be forgotten In all there are 40 piles of electrum pieces
storeroom and workshop clearly be- when the adventurers arrive, and the with IOcoins in each pile. T h e small pouch
longs to somebody with a fine senw duergar will fight to the death. contains a large star sapphil-e (the gem
of order. From the clean bench and from the golden statue in room 43) worth
neat racks of tools and utensils above 1 male duergar: AC 4 (chain mail and. 2000gp.
it at one end of the room, to the shield); MV 6; H D 1+2; h p 9; #AT 1; D 2-7
carefully stacked casks a n d tidy ( m a g i c a l s p e a r - see b e l o w ) o r 2-5 I n all thc excitement i t is possible that the
shelves of boxes, sacks, jars and (hammer): SA +1 to hit with spear, party niay miss a holc in the rear wall of the
bottles at the other, nothing seems psionics; SD Save at +4, immune to poison, room in which is stored a fat leather-bound
misplaced. Even the hearth in the paralysis and illusiotis/phantasrns; MR volunic. T h i s book is the ti-ibal history of
centre of the room has been swept. Std; Int Very; AL LE(N); Size S; Psionic this group of duergar written in their o w n
ability 85; x p 56; T H A C O 18; MMII. strange script. Whrn the party finds the
mcans to translate this text (and the DIU
T h e room serves as kitchen, forge and 1 male duergar (wounded): AC 4 (chain should remember how expensive a sages
storeroom for the duergar. mail and shield); MV 6; H D 1+2: h p 4(8); time is!) they will discovcr the full stot-y of
#AT 1: D 1-6 (spear) or 2-5 (hammer); SA the Grafcnvolk and their downfall.
T h e kitchen equipment consists of a n Psionics; SD Saveat +4, immune to poison,
unexceptional variety of pots, pans, plates, paralysis and illusions/phantasms; MR
bowls and other utensils, while the work- Std; Int Very: AL LE(N); Size S; Psionic 48. Exit to the Forest
shop tools include hammers, chisels, saws, ability 80; x p 56; T H A C O 18; MMII.
planes, woodworkers axes, picks and T h e spiral staircase leads down to a metal
shovels. There is even a small anvil. If they T h e wounded duergar has a gold headband gate and then to a door which opens into
examine the room, the adventurers will and a pair of matching arm bands (total the forest:
notice that most of these objects are old, value - IIOgp). T h e other duergar has
worn and heavily repaired. similar jewellery, set with citrines (total f I
value - 180gp). He also has the key to the Trudging evet-downwat-dsyou begin
T h e stores consist of food (mostly dried treasury (area 47) hidden in his right boot. to understand the exprcssion the
meat, dried fruits, smoked fish and nuts), bowels of the earth. T h e spiral
drink (mostly water with some thin mead), T h e magical spear is clearly a special staircase is seemingly endless and its
fuel (charcoal and wood) and other miscel- weapon. It is a spear +1, +2 vs. giant class d a m p walls and low ceiling increase
laneous items (including nails, timber and creatures and +3 vs. orcs and ogres. your sense of disquiet. Suddenly,
rope, with large quantities of scrap metal). after a descent of over 200 feet, the
stair flattens out into a low d a m p
T h e only items out of place in the room are 47. Treasury corridor. Not far into the corridor
three crossbow bolts lying o n the bench. you encounter a n impassable iron
These are unusual, since they are thin and T h e door to this room is locked and gate. Blocked again!
have n o fins. They are ammunition for the trapped. T h e key may be found in the right
crossbow trap (see area 47) and niay serve as boot of one of the male duergar (area 46)
a clue to it. but even if the lock is opened with it or T h e adventurers need not worry too much
successfully piched, the trap must be as there is a prominent lever jutting from
disarmed separately by means of a hidden the wall to their left. Any two characters
46. Duergar Warriors catch (normal find/remove traps chance). acting together will be able to move the
If not disarmed the trap will fire a cross- lever and open the Kate. T h e n i t is but a
Characters listening at the door of this bow bolt from a hole in the ceiling just in short walk to the rear of the secret door,
room will hear what seems to be the sound front of the door when it is opened. Unless which is clearly discernible from the inside,
of fighting: special precautions are taken, the bolt will and thence to freedom!
28 E Y E OF T H E S E R P E N T (Encountrr areas 45-48)
MEPHIT
ICE MIST
FREQUENCY: Very rare Very rare
NO. APPEARING: I I
ARMOUR CLASS: 5 7
MOVE: 12/24 I2/ 2 4
H I T DICE: 3 3+2
% IN LAIR: Nil Nil
TREASURE TYPE: I-IOpp each 1-IOpp each
NO. O F A ITACKS: 2 2
DAMAGE/ATTAC:K: I -2/1-2 I/I
SPECIAL ATTACKS: Breath Breath
SPECIAL DEFENCES: See below See below
MAGIC RESISTANCE: Standard Standard
I N T E L L I C; E N C E : Average Average
ALIGN ME NT: Variable but always evil
SIZE: M (5 tall) M (5 t al l )
PSIONIC ABILITY: Nil Nil
i l t t ; ~L/DCICII<
~ t Motit S Nil Nil
LEVEL/X.P. VALUE 111/ I 05+3 I I I / I 50+4
per hit point per hit p o i n t

I n common with the other mephits de- lower planes. They share the general Mist
sciibed in the FIEND FOLIO@Tome, the characteristics of these creatures (see FF
ice and mist mephits ale only found on the p64-66) being tasteless, vulgar and cruel. Mist mephits attack with two claws a n d a
prime material plane while perfoiming They are always evil but may be chaotic, breath weapon, and have some spell-like
missions for their powerful masters on thr neutral, or lawful. abilities.

Ice T h e claws are relatively soft, a n d inflict


only 1 hit point of damage each.
Ice rnephits attack with two clawed hands
and a breath weapon. T h e breath weapon is the mephits prefer-
red mode of attack. It takes the form of a
T h e claw attacks inflict 1-2 hit points of cloud of sickly-green, misty vapours which
damage each and also have a freezing effect will totally envelopea single victim within
on the victim. For every successful attack 10 feet. Unless the victim makes a successful
made with a claw, the mephits opponents saving throw vs. Poison he or she will
must deduct 1 from all to hit rollsdue to the suffer 2-5 hit points of damage from the
chilling of theii- muscles. T h e effects are effects of inhaling the vapours and will
cumulative and last for 3 to 4 turns or until also be blinded for 1-4 rounds. T h e mephit
the victim is restored to f u l l hit points can only breath in alternate rounds up to a
(whichevcr is the sooner). maximum of three times per hour.

T h e breath weapon consists of a volley of A mist mephit can create a wall of fog
icy shards which automatically hit a single (equivalent to the illusionist spell cast at
victim within 15 feet and inflict 1-6 hit 3rd level) and assume gaseous form. Each
points of damage (halved if save vs. of theseabilities may be used only once per
Breath). T h e breath weapon may be used day. Mist or fog does not interfere with a
every other round and u p to three times per mephits vision in any way.
day.
Once per hour a mist mephit may attempt
Once per hour an ice mephit may attempt to gate in 1-2 other mephits (ice or mist,
to gate in another mephit with a 25% equal probability) with a 20% chance of
chance of success. T h e new arrival will bc success.
an ice o r mist mephit (equal probability of
each type). T h e body of a mist rnephit is pale grey and
very rounded in appearance with poorly
Ice mephits are highly angular in foim and defined features. In addition, the mephit
have translucent, icy-blue flcsh which constantly exudes mist from its skin. This
gives them the appearance of crude ice mist covers the mephit to a thickness of
sculptures. Normally, they will be encount- about an inch, and makes its form even
ered only in cold areas. more indistinct.
N E W M O N S T E R S ( M r p h r t ) 29
SPLANXTY
FREQUENCY: Rare
NO. APPEARING: I
ARMOUR CLASS: 7
i
MOVE: 1Z / l I 5
H1-r DICE: z
% IN LAIR: 100%
TREASURE TYPE: Q
NO. OF ATTACKS: 1 ( b o w ) and 2 (special)
DAMAGWATTACK: 1-3 + special (see below
SPECIAL ATTACKS: See below
SPECIAL DEFENCES: See below
MAGIC RESISTANCE: 30%
INTELLIGENCE: Very
ALIGNMENT: Chaotic Neutral
SIZE: S (18 tall)
PSIONIC ABILITY: N i l
Attack/Defencc Modes N i l
LEVEL/X.P. VALUE 111/113+2per hit poij7f

Splanxties are mischievous water-dwelling


creatures related, it is said, to both nixies
and leprechauns. They live in swift-
moving bodies of water (mountain streams,
rapids, waterfalls, and so on) and never
move far from such torrents. They are never
surprised and, while in contact with
flowing water, can hide so as to be 50%
undetectable (cf. thiefs hide in shadows
ability).

A l t h o u g h they a r e fairly intelligent,


splanxties are extremely childish and have
a correspondingly i r r i t a t i n g sense of
humour. They delight in harrassing and
fooling people with practical jokes, harm-
less traps and riddles, and will often
arrogantly demand tribute in the form of
gems.

So long as a splanxty is not attacked and its


victims provide i t with amusement, it will
not use any of its abilities in a n aggressive
manner. However, if those victims attack i t
or refuse to play along it will attack
wildly, in a fit of childish temper, using
every means at its disposal. When so
annoyed, the splanxty will usually (80%
chance) j u m p u p and down in irritation
and so reveal its location.
their voices (( i. ventriloquism 51)cll)a n t i to a IHACOoi 115, and causes 1 hit point of
Splanxties carry fine, tiny bows (similar to imitate the speech of all humans and dcmi- damage. Striking ai the water with
those of pixies). Their arrows are all +4 to humans (although thcy are only able to weapons will not affect thcwattacks in any
hit, cause 1-3 hit points of damage and a speak in the common tongue). way. Once every 3 rounds a splanxty can
loss of 1 point of strength for 1-4 hours. move insrantaneously between any two
These bows and arrows can only be used by A splanxty can animate small quantities of points joincd by flowing water ( u p to 100
splanx ties. water ( u p to 60 feet away) to creatc fect apart).
irritating splashes, jets and so forth.
Once per day, a splanxty can create an Alternatively, the jets can be made to strike Physically, splanxties resemble small, thin
illusion with both audible and visual out at creatures within 5 fect of the torrcnt. c hildrcn. Their loose-fitting robes are
components which lasts without concen- U p to two attacks per round can be made in actually made of white linen but, while
tmtion ford6+10 1-oundsor until magically this way, and thc splanxty may perform being worn by a splanxty a p p c w t o be
dispelled. Splanxties are also able to throw other actions at the same time. Each jet has made of constantly moving water.
30 N E W MOASTERS ( S p l a n x l y )
MAGIC-USER; LEVEL 1; HUMAN
Name: Alignment: (DOES NOT ACCOMPANY DRUID)
S- 6 -1 to hit; wt allowance: -150; open doors on a 1 AC: 9 (includes dexterity bonus)
I - 16 5 extra languages; 65% know spell; M i d M a x no. Spells/Level: 7/11
w-12 hp:4 0 0 0 0
D - 15 -1 AC bonus; + I on saving throws vs. dodgeable attacks
C - 15 + I hit point/hit die; System Shock: 91%; Resurrection: 94% THACO: 20x
Ch - 10
SAVING THROWS (d20):
Clothing: blue travelling cloak over green robes.
Paralyzation/Poison: 14
Weapons carried: staff (1-6/16). Petrification/Pol ymorph: 13
Rod, Staff or Wand: 11
Weapons: 1 proficient; -5 non-proficiency penalty. Breath: 15
Spells: 12
Languages: coninion, dwai-f, elf, gnoll, kobold, orc.
NOTE: + I vs. dodgeable attacks.
Spells memorised:
Experience Points (+IO%):
Spells: 1 x 1st level.

Spell Book: Hold Portal;


Protection from Evil;
Read Magic;
Sleep;
Unseen Servant

Magical Items:

Other equipment: sinall pack; belt pouches; spell components; five torches; one flask
of oil; water-skin; large sack; iron rations; 25gp.

FIGHTER; LEVEL 1; HUMAN


Name: Alignment: (DOES NOT ACCOMPANY RANGER)

S - 18(20) +1 to hit; +3 damage; wt allowancr: +1000; doors: 1-3; Bars: 20% AC: 2 (banded mail and large shield, plus
I- 7 dexterity bonus)
w - 10
D 15- - 1 AC bonus; + I on saving throws vs. dodgeable attacks hp:8 0 0 0 0 0 0 0 0
C 16- +2 hit points/hit die; System Shock 95%; Rrsuriection: 96%
Ch- 9 THACO: 19

Clothing: black, fur-lined cloak over banded mail; large shield. SAVING THROWS (d20):

Weapons carried: long sword (I-8/1-12); short bow (I-6/16); dagger (1-4/1-3); Paralyza tion/Poison: 14
footman's mace (2-7/14). Petrification/Polynmrph: 15
Rod, Staff or Wand: 16
Weapons: 4 proficirnt; -2 non-proficiency penalty. Brrath: 17
Spel 1s: 17
Languages: coinmon.
NOTE: +1 vs. dodgeable attacks.
Magical Items:
Experience Points (+ 10%):
Other equipment: backpack; belt pouches; sack; quiver with 20 arrows;
two flasks of oil; small Ii~iminer;four spikes; watei- skin; ii-on rations; 15gp.
THIEF; LE
Name: Alignment:

S- 10 open doors on a 1-2; Bend Bars: 2%


I- 14 4 extra languages
W- 8
D- 17 +2 Reaction/Attacking bonus; -3 AC bonus; +3 on s;
C- 15 + I hit point/hit die; System Shock: 91%;Resurrectio
Ch - 14 +lo% Reaction Adjustment

Clothing: grey, hooded cloak over leather armour.

Weapons carried: short sword (1-6/14); 3 daggers (l-4/1-3).

Weapons: 2 proficient; -3 non-proficiency penalty.

Languages: common; elf; gnome; OK; thieves cant.

Thieving Abilities (dO0): Pick Pockets: 35%


Open Locks: 35%
Find/Remove Traps: 20%
Move Silently: 20%
Hide in Shadows: 15%
Hear Noise: 10%
Climb Walls: 85%

Magical Items:

Other equipment: backpack; belt pouches; thiefs tools; two 50


sillall hammer; four spikes; tinder box; lantern; two flasks c
iron rations; 1Ogp.

CLERIC; LE
Name: Alignment:

S - 12 open doors on a 1-2; wt allowance: +loo; Bend Bars:


I- 9 1 extra language
W - 17 +3 Magical Attack Adjustment; Spcll Bonus: 2 x 1 s t
D - 14
C - 12 System Shock: 80%; Resurrection: 85%
Ch - 16 +25%Reaction Adjustment

Clothing: red and white robes over chain mail; small shield.

Weapons carried: footmans mace (2-7/14); footmans flail (2-7

Weapons: 2 proficient; -3 non-proficiency penalty.

Languages: common; dwarf.

Spells memorised:

Spells: 3 x 1st level.

Turning Undead (d20): Skeleton: IO


Zombie: 13
Ghoul: 16
Shadow: 19
Wight : 20

Magical Items:

Other equipment: backpack; belt pouchcs; spell c~omponrnt~; ir


vial of holy uriitcr; small inctal mirror; tinder hox; water \k
TRENHURST FOREST
...
!
s ! :
,

. .

. . . .
LAND
. .OF THE KHARG'
. . . .

. . .. .
.. . .- .
.
I :
10 MILES
-
2. EYE OF T H E SERPENT A N
EACH SQUARE REPRESENTS 10 FEET

\\

KEY TO MAP 2.
I
ROCK
CRYSTAL

DOOR

"I
SECRET
DOOR
HOLE TO
El
..______
_. LOWER
..-____-
CHAMBER

LADDER 1

KEY TO BRIDGE
MAP 1. \
\ I/
0
VIEWPOINT LEDGE AND
EASY CLIMB
OVER
RIVER/
STREAM
ENCOUNTER
AREAS
i l SNOWAND
ICE

VARIABLE
ROUTING
4-1 -- _-
WATER
THROUGH
MARSH
TUNNEL
THROUGH THICK WOODLAND/
ROCK GRASS TREES
Offic Game A- - enture

FYE OF THE SERPENT


by Graeme Morris

G i g down from ? pit cle of Hardwa ioul


tain, who would no by the far-off gltnt o
.he Serpent's Eye? cent will be hard,
nountain knows n ercv nor comDassi
Many are the lessons to be learned, but fat; has le
you little choice - are you equal to the challenge:
Eye of the Serpent is a one-on-one wilderne:
jdventure module for one player and one Dungeo
qaster, and has been designed to develop the spes
:ialist skills of a first level druid, ranger, or monk
character. It can also be used for a normal party of 4-6
7rst level player characters.
The perils of Hardway Mountain are u-+anginc
but the routes between them are not. T..., modul
ncludes a unique route planning system with diffe
cnt of routes linking the encounters to challenge the
abilities of druids, rangers, or monks. Alternately,
h n g e o n Masters can change the routings to create
hei inal and exciting adventures.

esert 'noted in

TSR (UK) Ltd.


\ill, Rathmore Road
ambridge CB14Ad
United Kingdo

394-54 164.2TSR0600

I
11111111111IIIIIIIII

0
111I
46363"09125

You might also like