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OFFICIAL GAME ADWNTURE

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PRODUCTS OF VOUA IUIOIWITI0H’-

ADVANCED DUNGEONS G DRAGONS, ADGD, WORLD OF GREYHAWK, PRODUCTS OF YOUR IMAGINATION, and the
TSR logo are trademarks owned by TSR Inc.
Table
of Contents
Foreword ................................... 3
.. . . . . .
Introduction . . . . . . . . . . . . . . . . . . . .. . . . . . 4
Chapter 1: The Road to Highport .... . . . . .. . . .5 . .
The Invitation . . . . . . . . . . . . . . . . . . . . . . . . , . . . 5
Welcome to Safeton . . . . . . . . . . . . . . .
The Feast at Dame Golds
. . . . . . . . . . . . . . 11
. . . . . . . . . . . 15
Captured . . . . . . . . . . . . . . . . . . . . . . . . . . , . . . . 19
Fates Worse Than Death . . . . . . , , . . . . . . . . , , 19
Chapter 2: The City of Highport . . .. . . . .. .. . . . .24
Geomorphic Highport . . . . , . . . . . . . . . . , . 24
The NPCs of Highport . . . . . . . . . . , . . . . . . . . . 25
Jobs Available ......................... . . 26
Information . ..........................
, . . 26
Special Encoun.ten . . . . . . . . . . . . , , . . . . . . . . . 27
Design: David Cook, Allen Hammack, Harold Johnson, Tom
Moldvay, Lawrence Schick, and Ed Carmien
Chapter 3: The Terntple of Highport.. .. . . . . ... ,29 .
Revision: David Cook Key to the Tern ple Level . . . , , . . . . . . . . . , . . . . 30
Editing: Harold Johnson, Jon Pickens, Brian Pitzer, Edward G. Key to the Sewer Level . . . . . . . . . . . . . . . . . . . . 36
Sollers, Stephen D. Sullivan, Steve Winter Captured D o aiments . . . . _ . . . . . . . . . . . . .... 45
Cover: Jeff Easley
Interior Art: Ron Lindahn, Val Lakey Lindahn, Erol Otus, Bill Chapter 4: Into the Wilderness . . . . . . . . . .. 4 7
Willingham The Hill Trails ......................... . . 47
Cartography: Jean Koebernick, Dave LaForce, Stephen D. The Tribes . . . ... ~
..~ . . . ... . .~. .~ . . .~. . ... .. 52
. ... .. ... ~ ~
. ~ . . . . ~ .
Sullivan, David C. Sutherland I11 Runaway Slave .......................... 55
Typography: Linda Bakk
.
Chapter 5: The Slavers’ Stockade. . . . . . .. . . . 5 6 . ..
Key to the Hill Fort . . . . . . . . . . . . . , . . . . . . . . . 58
Distributed to the book trade in the United States by Random House Inc.,
and in Canada by Random House of Canada, Ltd. Distributed to the toy Dungeon Level . . . . . . . . . . . . . . . . . . . . . . . . . . 74
and hobby trade by regional distributors. Distributed in the United
Kingdom by TSR UK Ltd.
Chapter 6:The Caves of the Drachensgrab . . . .. 9 0 .
The Trail . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90
“Copyright 1986 TSR Inc. All Rights Reserved The Caves of the Drachensgrab . . . . . . . . . . . . 92
This adventure is protected under the copyright laws of the United States Chapter 7: The Hidden City of Suderham . . . .. 9 6 ..
, of America. Any reproduction or other unauthorized use of the material
contained herein is prohibited without the express written permission of
The Aerie of the Slave Lords . . . . . . . . . . . . . . . 96
TSR Inc. Key to Suderham . . . . . . . . . . . . . . . . . . . . . . . . 98
The Catacombs of Suderham . . . . . . . . . . . . . 106
First Printing May 1986
Chapter 8: Dungeons of the Slave Lords . . . . .110 ..
Printed in the U.S.A. Key to the Labyrinth . . . . . . . . . . . . . . . . . . . . 112
Chapter 9: Suderham in Flames! . . . . . . . . . .. . , . . 119
Key to the Island Encounters . . . . . . . . . . . . . 119
The Slave Lords . . . . . . . . .. .. . . .. .. .. . . . . . .. .I27
Pre-generated Characters . . . . . .. . . . . . . . .. .. . . 128
Here in your hands is the next stage in the perverse glee, he quickly arranged to have the time limit of 3112 hours. We guessed this
sweeping adventure begun in The Emple of all our lowly 1st-level characters arrested, would give a good team just enough time to
Elemental Evil. With this book you can stripped of our meager goods (right down to get through every encounter. We also fig-
carry on the adventures of the band of a loincloth), and locked into a labyrinthine ured that every encounter should be tough
heroes introduced in The Temple ofElemen- system of caves. There our characters were enough to kill one player character. With
tal Evil as they journey from the safety of left to die, assisted by a relentless and hun- nine tournament characters, there could
Hommlet to the untamed lands of the gry minotaur. It was our wits against impos- only be nine encounters.
Pomarj. Now your players can adventure in sible odds, Somehow some of our We also set what would happen in each
the lands of Greyhawk from 1st through characters survived. encounter. Thus we came up with the fol-
10th levels or even higher. That adventure was great and exciting. It lowing list:
But these adventures haven’t always been made us think, be clever, use our skills, and
2 Traps
The Scourge of the Slave Lords. First pub- truly role-play to find solutions. There was
lished in 1980 and 1981, they were released 1Trick to fool the ulavers
no doubt-this same situation would make
as a series of four modules: A l , Slave Pits of 1Problem the p1a;er;had to solve
a perfect final round for the tournament.
the Undercity; A2, Secret of the Slavers 1 Encounter with the basic monster of the
What better test could there be to find the
Stockade; A3, Assault on the Aerie of the round (orcs, hobgoblins, gnolls, etc.)
ultimate role-playing team? So, we had an
1 Ambush vreuared bv the basic monster of
Slave Lords; andA4, In theDungeons ofthe ending, but no beginning. Somehow we had
Slave Lords. While these four modules theround
to bring the player characters to this point.
1 Encounter with the basic monster and a
linked to each other, there was no thought The AD&D Open Tournament required
or intention to connect them to the Zmple
friend (an ogre, for example)
seven different rounds of play: five first
1 Encounter with an unintelligent monster
of Elemental Evil adventures. Indeed, that rounds, a semi-final round, and a final
1Encounter with a brand new monster
product had not even been finished at the round. We knew what happened in the final
1Grand Finale
~tirne! round and had a pretty good idea of what
In truth, the A series of modules had was needed in the semi-final (everyone gets Using this list, we each went to design our
lhumble origins and simple goals. In late captured). We needed the first rounds and tournament rounds.
~1979.four members of the TSR Design we needed a story. For the story, we created Even after this, our work was not yet
\staff-Lawrence Schick, Harold Johnson, the infamous slavers. They would provide done. Each round had to be carefully com-
,Allen Hammack, and, myself, David the connecting thread and motivation for pared and playtested. Adjustments were
Cook-listened with some dismay and the characters. However, designing the first made to bring the rounds into proper bal-
unhappiness to complaints from players of rounds was a much more difficult matter. ance. Many people helped, Tom Moldvay in
the GENCONO Open Tournament. To be fair, every first round had to be bal- particular, with his suggestions and assist-
, We had little idea whether these com- anced against the other first rounds. For the ance. Finally, the rounds had to be expanded
!plaints were valid, but something had to be tournament to he fair, every team in every into modules, adding details to fit the
done. Before we knew it, we had committed opening round had to face ahout the same demands of campaign play.
to creating and writing the next year’s amount of challenge. With three designers Now, to link the Slave Lord series into
AD&DmOpen Tournament. doing different rounds of the tournament, it The Zmple of Elemental Evil, even more
Great, marvelous-but how were we was necessary to have careful discussions expansion has been done. What you have
!goingto do it? The first thingweneeded was and plans for the tournament, First, each now combines the best of the A series mod-
an idea that would make the tournament designer chose a low-level monster that ules with new adventures in the WORLD
exciting. Finally, in November, the thunder- would be the basis for his round: orcs in A l , OF GREYHAWK” Game.
stroke came. One cold evening Harold hobgoblins in AZ, and gnolls in A3. Next we
Johnson ran the first adventure of a new decided on the number and type of encount- David Cook
AD&D@campaign.With a large amount of ers that would occur: nine encounters to fit February 6, 1986

3
From the boozy refuse of sea-front taverns parts of the module. Look also at the map Scourge of the Slave Lords is designed for
to the war councils of murderous orcs, there booklet, identifying the various maps and characters of 5th to 7th level. During the
is only one gang that can bind and com- when they are needed. Doing both of these course of play characters are likely to earn
mand them-the slave lords. At first they will make it easier for you to quickly find enough experience points to rise one or
were only a vague whisper on the lips of a information when you need it. more levels. The increase in levels may be
few barbaric scum, a whisper that grew to The module is divided into chapters. Each necessary for some characters to survive the
an icy chill of dread and despair-the slave chapter is a separate stage of the adventure. final sections of the adventure.
lords! They are masters of vile cruelty and On the average, you should be able to to The slave lords themselves are a cunning
terror. And they are unnamed and unidenti- play one chapter per game session. There- and dangerous group. Not only are they
fied, hiding behind a veil of secrecy and fore, to prepare as referee, you should read powerful in levels and magic, they are also
deception! carefully the chapter you intend to play. It accustomed to working as team. They have
The story of Scourge of the Slave Lords is may also help to skim through the next worked together for many years and have
that of justice. and possibly revenge. For chapter so you can see where events are sup- become aware of each other's strengths and
years the slave lords have carried out their posed to lead. weaknesses. Time has allowed them to
particularly cruel trade on fishing villages Inserted in this book is a smaller booklet assemble a highly efficient organization.
and isolated farming communities. Their of maps. All maps used in the adventure can They make few mistakes, for mistakes are
actions have been without remorse or pity, be found there. However, you may also too costly in their business. They possess no
Now, it is time for their terror to end, per- wish to have the WORLD OF pity or mercy. Although they can be
haps at the hands of a few hearty adventur- GREYHAWK" Campaign Supplement, extremely subtle, they also appreciate the
ers. Players should begin the adventure with which provides the larger setting against effect of brute force and overwhelming
characters of fourth to sixth level, perhaps which this adventure occurs. might. Finally, they are indescribably cruel.
characters who have adventured and sur- Bear these factors in mind when refereeing
vived through the dangers of The remple of R e f e r e e i n g the A d v e n t u r e the slave lords. This is not a module for bun-
Elemental Evil. Characters of lower levels glers!
had best adventure in large groups (very As a campaign adventure set in the World
of Greyhawk, Scourge of the Slave Lords No opening background is given for this
large groups for extremely low levels!). adventure for two reasons. First, it is
Characters of higher levels can also be used, must rely on your skills and knowledge to
succeed. You are the only person who assumed that this adventure begins shortly
and the group sizes should be adjusted after the player characters have finished
knows the abilities and temperament of
accordingly. Of course. there comes a point with The Emple of Elemental Evil. In this
where a single character of very high level your players and their characters. You are
the only person who can provide the rich- case, you will know the situation and condi-
can deal with the entire adventure and not tion of your player characters best. If you
ness of background detail peculiar to your
feel challenged. Such a character simply are not using the WORLD OF
campaign. You are the only person on hand
does not have a place in this adventure. GREYHAWK'" Fantasy Setting, you will
to make the on-the-spot judgements which
Leave him home, tending the estate or have to create your own appropriate back-
invariably become necessary. You are an
minding the kingdom, if you please. ground information, adjusting what is given
important part of this adventure. If you
remember this fact and enjoy your role, this here to fit your campaign.
G e t t i n g Started adventure will excite and challenge your Second, in the opening sections of the
To play this adventure, it is necessary to players all the more. module. you should try to deceive the play-
have the Players Handbook, Dungeon Mas- An important factor of this adventure is ers as to the true nature of the adventure.
ters Guide. and Monster Manualat least. It motivation. Situations are created to galva- You want them to believe they are going to
may also he useful to have a copy of Mon- nize and energize the player characters. tackle something other than the slave lords,
ster Manual II as some of the creatures Your participation and judgement in this springing these villains and the problems
which appear herein are fully described in motivation is vital. Some situations in this they make as a surprise.
that volume. No provision is made for char- adventure require your careful judgement. Information is normally presented in the
acter classes or creatures from other books Terrible things will happen to the player module in one of two ways. Areas of boxed
(UnearthedArcana or Oriental Adven tures) characters and the players may become dis- text are descriptive passages that should be
but these certainly can be incorporated into couraged, enraged, or unduly upset by these read aloud to the players unless special cir-
any referee's campaign as he desires and events. This is where your skills are most cumstances prevent their knowing the infor-
allows. important. You must work to maintain the mation given there. The information not
Since the adventure presented is quite spirits of your adventurers while retaining boxed is material for the DM only, so that he
large, it is unreasonable to demand or even the desperateness of the situation. Properly can referee the encounter.
ask that you, the referee, read or skim all the done, they will have a strong desire to fight
material before beginning play. You should their way through and track the slave lords
become familiar with the organization and down to the end.

4
T h e Invitation bench. A mingled scent of perfume and
Dame Gold, they learn that the invitation is
genuine. If the characters still hesitate, you
horse sweat follows her. There are muf- may wish to point out that many persons of
The winter snows are finally receding. fled voices inside. influence usually attend such a feast. Char-
Here. in Hommlet, crocuses crack Suddenly, she steps back out the door acters with possible futures in politics (reli-
through the crust of old snow. Pale pink and tosses back the hood of her cloak. gious, temporal, or guild) could well profit
and white blossoms push up at the bases "Good sirs," she says with a graceful from such a gathering.
of bare-branched trees. In the warm sun, curtsy, "I bear a message from Most Wor- Possible methods to further sway the
sap creaks through the oaks and elms. thy Dame Gold of Safeton." She k, as party include emphasizing the constant
Birds sing in the morning and the forlorn you guessed, a young woman, endowed dullness of daily life in Hommlet or suggest-
calls of owls fill the night, with a dignified and subdued beauty. She ing that some minor monetary benefit might
Since your stay here, you have seen thrusts a heavy, buff envelope into your be available should the trip be undertaken.
the villagers change. The braumeister startled hands. "To The Saviors of Hom-
and his nephew have proven fine com- mlet" is written across the front in a spi- The Tinker
panions over the winter nights, and you dery hand. The back is closed with a
have tipped many a flagon in their fine large blob of wax pressed with a seal. She
turns and walks away, In no time at all it seems that everyone in
company. Ostler the Innkeeper plays a town knowns of your message. Of
fine game of draughts: indeed he's a bit of The invitation reads:
course, trying to keep such an event
a sharper at it, having taken you a few To those Brave and Worthy; secret in such a small town is almost
clever wagers. That fine-looking spinster May it never be said that the coura- impossible. The locals regard you with a
woman from the farm by the pond has geous undertake valor for the hope of curious interest. By the next morning,
paid a few calls. You've even managed to rewardnor therighteous seekpurity. and you are the objects of local curiosity. As
get a few civil words out of Black Jay and thus may aspersions of evil never falf you sit in the inn, a weather-beaten half-
! have enioyed a good home meal at the upon thy name. But, as ye know too ling approaches you.
homes of some of the folk. Ah, yes, it's well, the rewards of virtue are painful "Greetings to you all," says the half-
beginning to feel like home. and cold. ling. "My name is R e w Aair." The small
~
As you stretch out on the bench before Our advisors, through wisdom and form in a tidy leather smock pauses for a
the inn to warm yourself in the sun, you sagacity. have proclaimed thy actions moment as if expecting recognition.
spot a stranger striding down the lane. good and virtuous, done for the wealth "Ahem, oh well. It is said you are travel-
Ostler, leaning out his front door, nods of the people of Hommlet. Those so ing toward the coast. to attend the feasts
in that direction and says, "Now, what of Dame Gold. Don't look surprised, it is
1
d y e make o' that, fair sirs? 'Tis a man
noble as yourselves will grace and orna-
ment the presence of any gathering. We so hard to keep such secrets in a village
!
wrapped in the colors 0' some laird, beseech you to kindly honor us with this sire. It is useful for a tinker to keep
strolling through our Hommlet. bustlin' yourpresence during the Feasts of Edoira his ears open. But, about Dame Golds
like he's driven on some grand business.
~ at Windy Crag in the town of Safeton. party. I wish to bring some small samples
Mayhaps I'll have me some lairds party of my work. You see, my family once
stayin' for the night." With a shrug he Dame Gold
worked for Dame Gold, and it was she
goes inside, calling to his family.
~
that prevailed upon a local smith to take
Looking closely, you can make out the The messenger, in the service of Dame me as apprentice when I was in my
glint of flaxen hair tumbling out from gold, is the proud handler of a pegasus. The 'tweens ...but thewagonandroadissuch
beneath the liveried cape. From the way
~
beast is currently waiting on the edge of the that I hesitate to travel without escort."
nearby woods. If requested she will take the
' this
I stranger moves, you'd safely guess
him to be a her. Now, what business characters' reply, She is friendly and not
He sighs. "Would you, could you travel
with me? I set a fine table and am a will-
would a woman have in such a sleepy lit-
~
secretive, and thus will answer general ques- ing cook. Gladly I would split the cost of
tle village, a lords woman at that? tions about her mistress. all provisions for you."
Assuming a sleepy pose, you continue She does not care whether the player
to watch the stranger through half- characters attend or not, but does give a Revv Aair is just what he claims to be, a
closed eyes. With apurposeful stride, she glowing report on the previous balls given humble tinker with no thought of treachery
crosses the inn yard and passes your b y her mistress. If the characters are suspi- or malice, His small wagon is laden with
cious and check up on The Most Worthy

5
copperwork for Dame Golds household. several of the gnomes holding ropes and
Hanging from the sides are wineskins, a clothing slashed, and one sports a black brushes, evidently for unsavory purposes.
large cured ham, bags of apples, flour sacks, eye. Glancing up as you approach, the The gnomes have no interest in the player
rings of salt, and pots of honey. Perched closest feebly raises a hand in greeting, characters, although if they learn later that
precariously atop everything are several the characters deceived them, the gnomes
cages of geese and hens. Two stout ponies will be quite angry.
pull the little wagon. Revv Aair has no The two men have just escaped a group of
intention of traveling alone on the road. If Con men: AC 10; MV 12"; HD 1-1;hp 4 , 3 ;
irate gnomes whom they successfully bilked #AT 1: D 1-4: AL NE.
the characters refuse to accompany him, he out of a small amount of cash. Armed with
will try again, after first fixing a sumptuous Gnomes: AC 5; MV 6 : HD 1;#AT 1;D 1-6;
cunning, insight, and nerve, these men AL N.
meal for them. By offering an example of his make a living off unsuspecting passers-by
culinary skill, he hopes to convince them to who take them at their word. The two are
come along. Furthermore, several of the Raiders!
average humans. If the characters stop and
most reliable villagers will provide good talk, the men keep their distance, ready to This encounter occurs somewhere deep in
reports of the little halfling. escape if necessary. They leave immediately the heart of the Welkwood/Gnarly Wood
if they observe spellcasting. area.
The Road The two men attempt to convince the
The season is late spring and the weather party that they are Highfolk nobility who You have traveled for some time without
looks to be fine for traveling. The trip can be have just been robbed of all their money and incident, meeting only occasional trav-
estimated to take five to six days by horse, valuable possessions. Apparently quite elers on the road. Since entering
or twice that for horse-drawn wagon. There panicked, they hint vaguely at an ambush Welkwood, you have traveled under a
are good roads between Hommlett and down the road, mentioning magic and hid- vast canopy of leaves, enjoying the occa-
Safeton: the Kron Hills are always consid- eous events. They then ask for a small sional pools of sunlight. Late in the day,
ered safe, while the Gnarley Forest and amount of generosity to tide them through the road passes along banks of a pond
Welkwood are generally free of trouble or the rest of their journey. overlooked by a grassy meadow. It
' bandits. The Wild Coast area is often To all questions they will lie or tell half- seems like a good place to camp.
fraught with danger, however, and it is this truths: false names, false businesses, and
area that the halfling seems to be most wary false tales as necessary. They are clever Unfortunately for everyone concerned, a
of. enough to know when to tell the truth. If the aiding party has also found the meadow
All encounter descriptions assume that player characters give them any money, and has deemed it a convenient place to wait
the characters agreed to escort Revv Aair they accept with overflowing gratitude and out the daylight hours. They are sheltered
I and his wagon to Dame Gold's manor. If many promises to repay the loan at some from the party by a low, grassy ridge, If the
they choose not to do so, adjust the future date. Then, they spin a fantastic tale player characters think to reconnoiter the
encounters appropriately. Revv Aair brings of ambush just down the road. Central to area, they have no difficulty finding the
, along a helper, a young halfling, his nephew their tale is a vivid description of a band of raiders. They are just breaking camp, pre-
Bellod. If a fight develops, both do their best corrupt and evil gnomes who have come out paring to move by night. The player charac-
to avoid being placed in danger or harmed of the hills and are ravaging the country- ters can either retreat quietly (avoiding the
in any way. If possible, Revv Aair will side. They hint that the behavior of these encounter) or prepare an ambush.
attempt to save his wagon in the process. He gnomes is odd, that they may be possessed. For an ambush, the players must explain
will do little to help the party in combat They persist in their begging until they are the positions and plans of their characters to
(except what he might be able to accomplish paid or it is obvious they will receive noth- you. Any balanced combination of caution
through his wit). He is not disloyal or cow- ing. and boldness should succeed. Stupid rash-
ardly but, knowing there is little he can do, Later in the day, just before camp is made ness and its converse. timiditv. will not.
is not particularly brave, either. for the evening, a group of gnomes is Any ambush must do the following tc
sighted by the party; any number from 100 work:
Revv Aair; AC6: MV 9 ";HD 1-1;hp 5' #AT to 300 appear.
1; D 1-6; AL LG The crowd is quite angry and upset, 1. Achieve su mriw
Bellod: AC7; MV9"; HD 1-1:hp 4; #AT 1; armed with short swords and clubs. The 2. Make the raiders fear they are beina I

D 1-6; AL LG gnomes at first think the party may be pro- attacked by a powerful force.
tecting or hiding the con men. Coming upon 3. Hurt the raiders visibly in the first wave
T h e Con Men the players. they surround the wagon (or of the attack.
Use this encounter while the player char- camp). Give the characters an opportunity If these goals are achieved, the raiders
acters are traveling through the Kron Hills to panic and do something foolish before break and scatter. They have no desire to
~ or that vicinity. having the gnomes act. fight battles for no gain (and perhaps much
After this, if the characters keep their LOSS)!

As you wind along the road, you spot a wits, the gnomes explain angrily that they However, if the player characters make
, pair of men slogging along slowly in are looking for a pair of "sharpers and foolish mistakes in the ambush, the raiders
your direction. They appear to be recent deceits" for the express purpose of "deliver- stand and fight. These mistakes include
victims of an attack: scratched, bruised, ing to them the justice they deserve." With charging into the middle of the camp, sur-
these words the player characters notice rounding the camp (thus ending any hope of

6
escape), or generally revealing the weakness group is slain, its morale automatically arrives on the battlefield. Repeat the same
of the players' party. fails. procedure for the bugbears when they are
If the player characters do not bother to To make a morale check, r o l l 2d10 and signalled to attack.
check the area, the raiding party is discov- add the results together. If this number is In any event, Dergrenche seeks to keep
ered when Revv Aair comes rushing up equal to or less than the morale rating of the his force intact and calls for a retreat if
from the pond without his water bucket. group, the group is unaffected. If it is things go badly. He prefers to lead from
"An om!" he screams hoarsely. "An orc! higher, the monsters break and run in panic. behind unless success is at hand.
Gettin' water just like I was!" Panicked, he The movements Dergrenche has planned If, during the course of the battle, any
runs through the camp, waving and point- may go wrong. When the first blast is spell casters use fire-based spells, there is a
ing back toward the pond. Across the pond sounded, roll Id20 for each orc/ogrillon chance that they may start a mildly damag-
you can hear grunting and shouting. group. If the die roll is 9 or greater, the ing blaze in the forest. A fireball automati-
Use the Raiders! map in the map booklet. group attacks. If not, the group is not yet in cally starts a small fire which will burn for
The raiders' camp is to the north of the char- position. Roll Id6 to find the number of 20 to 30 minutes before sputtering out.
acters'. As soon as the alarm is raised, the rounds that must pass before the group Lightning bolts may do the same if they
troops begin moving through the woods to
outflank the player characters. Fearing their
raiding party has been discovered by sol-
diers, the commander (Dergrenche) splits
his force into five different groups. Each is
ordered to a different position as indicated
on the map. The number in parentheses is
the number of rounds required for the group
to get into position. As the units reach their
positions, Dergrenrhe's strategy unfolds.
The goblins should reach their position
first. As soon as they are in position, they
begin firing arrows at the party. They are to
pin the enemy down, preventing them from
advancing or retreating.
The bugbears should be the second to
reach their positions. They are ordered to
remain hidden until Dergrenche gives two
blasts on the war horn.
The orcs and ogrillons should be the last
group in position. They are to attack when
Dergrenche gives a single blast on the war
horn.
Troops in bushes or woods gain + 4 to
their armor class due to cover gained
through concealment. The sun is low in the
west and the wall of trees around the
meadow creates a great deal of shadow.
Thus neither the goblins or the orcs suffer
from exposure to bright sunlight.
Once he gives his orders, Dergrenche and
his ettin bodyguard move carefully to a
position where he can watch and command
the battle. He will not risk himself unduly;
he has ample troops available to fight for
him.
Three rounds after giving his orders, he
gives a single blast on his war horn. On the
fifth round he gives two blasts, ordering the
bugbears into action.
I Unfortunately, battles do not always go
as planned. Timing and morale are two fac-
tors Dergrenche cannot always control.
The first time any group suffers a casu-
alty, it must check morale. When half or
more of the group has been slain, it must
check morale. When three-fourths of the

7
strike tree or are cast low to the ground. If and 100 gp hidden in his bedroll. Investigate the Manor Raid: If the , iarac-
a fire ies begin, it consumes several trees Once past this encounter, all things go ters have come to investigate, they can learn
and scorches the meadow. The player char- smoothly on the road. In but a little time, little of value from the people of Safeton. A
acters can limit hut not prevent the damage Dame Gold's manor comes into view. few of the old-timers hazard a guess that it
by dousing the blaze with water. sounds like the work of pirates or slavers, but
Four druids arrive within two hours of "not to w o w , cause they don't come this far
the start of any blaze. They march into the Welcome north." If the player characters mention the
meadow and grimly survey the scene.
Approaching the characters in peace, they to Safeton: purple sails. the old-timers instantly know this
was the work of the slave lords. Naturally,
firmly request details on what happened. If they only speak of this powerful organization
the player characters admit they started the U s e No Magic Here! with great fear and awe.
fire, the druids firmly chastise them. Fortu- Hire a Ship: It is quite likely that the player
nately, circumstances weigh in the party's So reads a sign on the outskirts of this characters will want to hire a ship in Safeton.
favor. However, the druids do insist the small, walled town of 1,000 inhabitants. The town is a minor trading port, so this is not
characters extinguish the remaining fires, The watch seems active on the walls and too difficult.Unfortunately,most are too slow
bury the dead, and tidy up the area. towers surrounding the town, but the for the player characters' purpose, being
Dergrenche (half-orc): AC 2: MV 12"; C4/ gate stands open. A sea breeze freshens ungainly scows, barges. or shallow water gal-
F9; hp45; #AT3/2;Dld8+3; SASpells; the air with a sting of salt. There is an leys. There is one other ship available, how-
AL LE. open friendliness about the town, mak- ever: the Ewe, captained by Jurgen Wolffe. It
Spells: command, cure light wounds (xZ), ing it seem a good and cheerful place to is a fast, ocean-going ship that can be char-
holdperson, silence 15' radius. live. tered for five to ten times the normal rate
As you enter the town, the guardsmen (whatever that may he in your campaign), or
Dergrenche owns a longsword +l and give a cursory inspection and charge you 200 g p a day. The captain demands full pay-
wears chain mdil + Z . In a pouch at his belt a silver piece to enter (a tax for the guilds ment in advance to cover the expected dura-
he carries a potion of super-heroism and a of Safeton).A tough, bearded old fellow tion of the voyage (at least one month). The
potion of extra healing. In a life or death sit- looks you over more carefully than the price includes all lading, provisions, and dock
uation, he may risk potion miscibility as a others. "There he law in this town costs.
last option. town-good law made by good people. Outfitting: If the characters would like to
Dergrenche's bodyguard ( 4 ettins): AC 3; Remember that, hoyos, and thou shalt outfit themselves for an overland trek, many
MV 12": HD 10; hp 50: #AT 2; D 2-16 profit from good advice. Mock my of the shopkeepers shake their heads doubt-
/3-18: AL CE. words and thou shalt see what a cold, fully hut gladly sell them goods at 10 to 30 per-
Attack Group 1(24 goblins): AC 6; MV 6"; wet gaol we can fix for thee. Aye, these cent over normal prices. If they hear of the
HD 1-1;hp 4 each; #AT 1; D 1-6 or 7-4; whelps look troublesome to mine eyes? destination, a few of the more charitahleshop-
AL NE. Each is armed with a shortbow These last words are spoken to the other keepers urge the player characters to abandon
and dagger. guardsmen. their plans and save their money, for their
journey can only come to disaster.
Attack Groups 2 & 3 Safeton is a quiet and settled town. It has While the player characters are in Safeton,
(3bugbears and 3 war dogs each) gained its name, and its reputation, from its they encounter the Mad One several times.
Bugbears-AC 5: MV 9"; HD 3+1; hp 16 emphasis on law and order within its walls. For a description of his activities, see The Spy
each; #AT 1; D 1-10; AL CE. Each is It generally harbors a wide variety of races of Safeton.
armed with a two-handed sword. and alignments, driving off only those races
known for their had blood (most half-orcs
War dogs-AC 6; MV 12"; HD 2 +2: hp 11
each; #AT 1; D 2-8: AL N. and the like) and those individuals known The F e a s t
Attack Grouos 4 & 5
(3 ogrillons and 12 o m each)
by evil reputation. Thus, there is a higher-
than-normal percentage of demi-humans in
at D a m e Gold's
Ogrillons-AC 6; MV 12"; HD 2; hp 12,10, the town. Likewise, although there are few
8: #AT 2; D 1-6+1(x2): AL CE. wholly evil people within the walls, there
Orcs-AC 6: MV 9": HD 1: #AT 1:D 1-6: are many with shadowy and dubious repu- you at the entrance to take your horses. In
tations. Most of these folk are in transit the doorway appean the Most Worthy
AL LE. Each orc carries two spears. The
first is thrown in a mass volley. The sec- between other points along the Wild Coast Dame Gold herself! She is a tall woman of
ond is kept for close-in fighting. and the more civilized lands to the north. middling age, well dressed. As she speaks
The first time the player characters enter to you, it is easy to see that she is a gracious
If the raiders' camp is taken and searched, the town, they most likely are on their way lady.
a combined total of 1,750 gp in coins of vari- to Dame Golds manor. They have little dif- 'Why, greetings, wayfarers! Welcome
ous types (5.000 gp weight) can be found, ficulty finding directions. The manor is sev- to my hearth and home. Most guests will
along with a fair amount of iron rations, a eral hours' travel down the coast. not amve for another day, hut some have
few maps of the Wild Coast and environs, a Later events may require the player charac- come before you. I am Dame Cold, and I
giant sized sun-umbrella, and a small pam- ters to return to Safeton. Their welcome welcome you warmly to Windy Crag.
phlet on battle tactics written in the com- depends on haw they act during this first visit.
mon tongue but published in Pamarj. Some typical reactions to character actions:
Dergrenche also has six 50 gp gems (pearls)

8
Vinzio, Laramas, and .xence: Grooms ernlands renowned for her experiments, hut
~

and wish a hot bath? Of course!" She Cup: Spithoy notoriously eccentric. Aside from the fact
claps her hands and more servants that she rarely speaks, dresses only in black
appear. "You heroes have two rooms In addition to these servants, Dame Gold
and red, and continually gathers bizarre
among you-Windy Crag will be is making use of a large number of serfs to
ingredients, her habit of conversing with
crowded this week-these servants can accomodate her guests. These serfs know
nothing of import and must generally be unseen speakers (plainly heard b y all
show you the way. Be well!" Dame Gold around her) is quiteunsettling. She haslittle
then turns and hustles away, busy with carefully instructed.
use for the clergy and can sometimes he
preparations. found in heated arguments with His Excel-
The Guests lency, Derish of Safeton or Jack of the Light.
The feast of Edoira is a week-long event. (A Partial List) Jack Knob: A dwarf who specializes in
Many things could (and may) happen dur- Listed here are the principal guests attend- locks and safehoxes for the rich.
ing this time. Key personalities are listed ing the feast for the entire seven days. On Arianrhod de Turiss: A person of noble
below. After this are given the major events blood, quite pretty and charming. Invited
the day of the grand hall, more guests arrive
of the feast. Of course, you may alter per- not only for her awn charms, but also
hut remain only for the night. These addi-
sonalities and events to fit the atmosphere tional guests, like thoselisted here, are quite because her father is an influential baron of
of your campaign. the Wild Coast.
famous people-lords and ladies, political
The sections below provide the basis of a figures, religious leaders, and powerful KO: A monk of high rank and influence.
different type of roleplaying experience. All mystics. You may wish to include famous or The more gossipy guests of the feast are
that is required is a knack for role-playing, a noteworthy figures from your own cam- abuzz with speculation as to how Dame
willingness to spend one or two hours with- paign (perhaps a retired player character or Gold managed this coup, as monks usually
out combat, and a small hit of paperwork two). shun parties and frivolous socializing.
on your part. Before the party starts, jot In addition to his name, each guest listing Joseph of the Light: A self-proclaimed
down the name of an NPC guest, the type of includes a short description. No statistics prophet who has recently appeared out of
interaction, and the player character you are given for these guests, since characters the wilds of the Pomarj. He is earnest in his
wish to involve. Try to have one interaction are not expected to attack or otherwise mission, considering those who mock him
for each of the characters in the party. If you molest these people. If statistics are needed, to be deluded and trapped by evil powers.
have players who seldom become involved then guests of a stated class (magic user, pal- He has a reputation as one touched by the
in the game, now is a good time to draw adin, etc.) are 2-8 levels above name level. gods, able to work wonders beyond those of
them out. the clerical cloth. He arrived uninvited,
Guests not of a stated class (alchemist, mer-
As the feast progresses, use the activities chant) are either retired adventurers with 1- claiming to have been called to this place.
listed under Daily Events. Allow each char- 4 levels or normal humans and Dame Gold allowed him to remain out of
acter to pursue his particular interest, using demi-humans. All possess knowledge curiosity, reverence, and fear.
the Daily Events as background and scen- appropriate to their position, and have at Mitgan: An artist of wide repute. Dame
ery. Play out any scenes that develop into least a polite interest in the player charac- Gold is currently his patron. He has done
interesting situations hut avoid going into ters. many works for her in stone, metal, and
too much detail unless your group enjoys Most of the guests present are extraordi- wood. The main hall of the manor is deco-
lengthy role-playing sessions. The purpose nary in at least one attribute, usually appli- rated with frescoes he painted.
of this party is to create ties between charac- cable to their specialty or class. Most of the listed guests have one or more
ters and guests and hence provide motiva- Bernaldo Bravos: A famous but aged pal- retainers who attend to them and are ready
tion for their future adventures. adin. to protect them if need be.
Toward the end of the feast, begin the Hammish of Drone: A sage, specializing
Mission scenario, involving as many player in ancient lore, given to pessimistic mus- Suggested Interactions
characters as possible. You want the player ings.
characters to accept this task so they will be As the week passes, the characters
"Burly" Katrina: A rough-speaking but (assuming they wish to enjoy themselves)
unprepared for later events. nobly horn fighter of great repute and local can meet most of the other guests. Most of
importance, all the more unique since she these interactions are quite ordinary, even
The Servants looks like a quite matronly woman. boring. Below are some suggestions for
Aefird: Chamberlain Randallson the Neat: A thin man, evi- events that may occur during the course of
Alexander Wolffson: Herald dently a magic-user, prone to the nervous the feast. Note that none of these directly
Duroc & David: Pageboys consumption of sweets. involve violence or battle. Instead, they
Jay1 of the Gnarley: Bard Thaddeus: A person with a dangerous require players to deal with social situations
Kale: Chief Cook reputation as a thief, never proven. Invited requiring sensitivity and wit. Again, you
Shane and Meara Bannan, Ludwig, Amelia, for his charm and wit. can expand and tailor these events to your
and Wolfgang: Household Servants His Excellency, Derish of Safeton: High specific campaign as desired.
Ernst Carpenter: Master of the Stables Cleric of Safeton, somewhat parochial and Romance: If you use this event, decide
Christopher of the Wood: Forester rural in outlook. which player character and NPC will be
Wilheim and Wilheimsson (his son): Gar- Bmthas Badennson: A merchant of some involved. At first, the NPC does no more
deners repute. than pay watchful attention to the actions
Maida, Natale, Yvonne: Scullery Maids Black Ken: An alchemist from the south- of the player character. As each day goes by

9
the NPC makes greater efforts to be in the deal. The NPC will always seek the best extravaganza-a mock sea battle in Safeton
company of the player character, perhaps terms for himself. This is not greed or venal- harbor. The guests watch from barges as
asking to dance or walk together. Other ity, this is business. Furthermore, the galleys ram each other and spells flash
guests notice this affection, commenting on scheme may be honest or dishonest at your through the sky. There is much cheering and
it between themselves. Remember that the choice. some betting. A meal of exotic seafood is
NPC involved is a complete character and Information: At an event such as this, served on the barges while the guests watch
has a full range of emotions. Thus, he or she gossip and news are two things guaranteed the sunset. Returning to the manor house,
may become depressed, angry, jealous, to be topics of conversation. As referee, you the bard continues his tale while the guests
vengeful, etc., if his advances are mocked, can use the feast as an opportunity to intro- drink.
slighted, or betrayed. Player characters duce information. Perhaps an NPC talks
should react to the situation just as they about a grave injustice perpetrated in the Day Four
would in real life. land, or rumors of some fabulous terror in
Conflict: In a converse to romance, some his homeland. Storytelling is a popular A morning service of prayers is held by
NPC's may take a strong dislike to a charac- entertainment and many facts can be His Excellency. Bernaldo Bravos spends the
ter. The NPC does not need a good reason. morning teaching other guests a foreign
gleaned from these stories. Examine events
Of course. characters who make slighting in your campaign and introduce tidbits you entertainment he learned, using something
comments within hearing will surely incur think would tweak the interest of your he calls a deck of cards. There is no betting.
the wrath of the NPC. Reactions can vary player characters. The noontime meal is taken under the shade
with the position and temperament of the trees of the garden and a troupe of traveling
NPC. Some engage in petty backbiting and T h e Feast of Edoira acrobats provides entertainment. The after-
cruel gossip. Others do everything possible noon is spent in private activities. In the
to socially humiliate or discredit the player The feast of Edoira is a week-long affair, evening, another dance is held, to allow
character, making him a laughing stock. At celebrating a religious unifier of ancient everyone ample practice for the Grand
times. Edoira is supposed to have achieved Feast.
the extreme. the situation may come to
blows. The NPC may demand the satisfac- the unification of several religions, such that
tion of a duel if he can show he has been
those of good alignment can now generally Day Five
work and live in harmony. He is honored
insulted. A few will become truly vicious, Thaddeus arranges a morning of simple
engaging in long-term efforts to destroy the and revered by many temples and churches,
although the exact practices celebrating his games (hide-and-seek, etc.1 in the garden,
reputation and career of the player charac- mostly attended by the younger guests. The
ter. Such moves are subtle and may take achievements vary. Dame Gold has chosen
to honor him by holding an elaborate series event is quite successful, especially for those
months to develop. A word dropped here romantically inclined. The elders sit in the
of banquets and entertainments. In this
that the character is untrustworthy, a scan- chapel and listen to a stern discourse on the
dalous lie circulated about his moral charac- case, the feast of Edoira is less a religious
event and more an excuse for a holiday. follies of life from Joseph of the Light. That
ter, a few favors used to prevent the evening just before dinner, he enters the
character from getting a good contract, etc. The following list gives the activities
main hall and announces a vision. In thun-
scheduled for the feast.
Once an NPC dislikes a character, there is derous terms he proclaims that righteous
little that can be done to change the situa- wrath shall descend upon the foolish and
tion. Day O n e weak present. For the rest of the week he
Jealousy: Jealousy sometimes accompa- In the morning, His Excellency, Derish of broods over the assembly, scowling and
nies romance, particularly if the NPC in Safeton holds service to invoke the blessing uttering short declarations of doom. He
love is particularly charming and enchant- of Edoira upon the assembly. The service, quite ruins the mood for the evening. Still.
ing. Other suitors, real or fancied, are likely which is quite solemn, lasts four hours. after dinner, there is a full moon rising early,
to take offense. Of course, the jealous NPC After this guests retire for the afternoon to all very romantic.
will have a strong and active dislike for the engage in private services, each according to
character. his religion. In the evening, there is dancing Day Six
Friendship: Avoiding the extremes of followed by a grand banquet.
There is a bustling, quick breakfast-the
love, characters should find it useful to cre-
cooks are too busy readying the night's
ate simple friendships. Friendships (so often Day Two coming feast to putter around with compli-
ignored by player characters) can be both
In the morning, Mitgan appears before cated morning dishes. Lunch is much the
pleasant and useful-giving the character
the court to present his latest commission, a same, with many guests arriving. A small
contacts, resources, and leads from time to
statue of Edoira for the Temple of Safeton. city of gaily colored tents grows outside the
time. Of course, true friends do not use each
Before dinner, the bard begins an epic poem manor house.
other callously. The feelings of a friend
should always be considered. which will last several nights. This is fol- The afternoon is spent in devout services
lowed by a small banquet. After the meal, a celebrating the height of the feast. His Excel-
Financial Interest: A character may find
moon-rise party is organized by Ran- lency, Derish of Safeton leads the service,
an investment opportunity through a guest.
dallson, while Katrina and Jack Knob dressed in his finest robes. Across from the
Property, a magical item, a share in a busi-
engage in a boisterous drinking contest. chapel, Joseph of the Light harangues
ness, etc., may be offered tn the character.
Remember that the person making the offer onlookers to forswear their foolish and
is a businessman, also. Nothing is gained for
Day Three wicked ways. He offers them the chance to
achieve redemption. He is quite serious and
free and there is no such thing as a great Dame Gold has organized an

10
very compelling. Again, a feeling of unease i s "...that you shall not speak to any soul, gies, but powerful spells (teleport and the
;ettles about the feasters. write down in any ledger or journal, or in any like) may leak through the protection, dam-
That night the grand feast i s served out- form communicate to any other creature these aging the potion. No one knows the effect of
h o r s . It 1s a lavish affair-spitted oxen and things I shall say unto you. This you shall this, but no one wants to take the chance.
ooar, pies of stewed eels, squabs baked in swear before your most holy god." Unless all From this day, the player characters have 40
day, roasted pumpkins stuffed with onions present so swear, she will not proceed. days to deliver the potion, and not one day
md sausage, honey-soaked sweetmeats. She then tells the characters the story of more. The timelimit of 40 days is absolute.
stews of fresh and dried fish and fruits. The her brother, once lord of this manor. Many As referee, you know that the heart of
:east lasts well into the night. years ago he dropped from sight and was this adventure i s not to deliver this potion to
presumed dead by all who knew him. He Dame Golds brother. However, it adds
D a y Seven had always been a wild and adventurous greatly to the game if the player characters
man, given to dark studies and feats of believe this. You want them to feel they are
The euests now begin to depart. Begin the derring-do. Thus, when he failed to return under time uressure, esmciallv that they are
Disaster, Alas, Disaster! scenario. from a voyage to Hepmonaland, all agreed running out of time.
he had met his death in those dark, fearsome
The Mission jungles. Accordingly, all lands and title A l a s , D i s a s t e r , Alas!
passed into her hands. So it has been for
many years. Before the party has left the area of Safe-
Now she has received communication ton, a mounted figure is seen nn the road
from her brother, much to her joy. This to the rear. At a tired gallop approaches
occurred many months ago, and she has one of Dame Golds servants, gesturing
painstakingly confirmed his identity frantically. Suddenly the horse falters
through all available resources. There is no and falls, pitching the rider to the
doubt it is him, that he is alive and wishes to ground. Scrambling to his feet, he begins
return home. But, he is ill, gravely so. Her sprinting toward the party, gasping out
agents learned he has contracted a horrible cries for help. You realize it is the spitboy
affliction, not unlike lycanthropy. Slowly from the manor.
and gradually it seizes his mind, stealing his "Sirs! Sirs! Disaster, oh alas! Disaster!
senses away until he changes, becoming Me mistress, me workmates, all gone, all
dangerous and raving. Each fit is longer and gone! Taken! Burned! Me beautiful
more violent, and eventually he will be house, pulled down ...disaster, sirs, disas-
totally lost. There is little time left. Her ter!'' Stumbling into your group, he gasps
advisors have discovered a formula of great for breathandcontinues. "Mencame ...in
rarity which they believe will cure her ships...they came in ships. Burned every-
brother. Its compounds are mixed in a deli- thing...stole...disaster, alas oh!"
cate magical balance, allowing it to remain
potent for only 40 days. The spitboy, though saddlesore, sweat-
Alas, the speediest methods of delivery soaked, and bruised, is uninjured. Calming
cannot be used-the energies of a teleport him, the characters quickly glean that raid-
spell may disrupt the balance. There i s only ers landed on the beach and sacked Windy
one vial of this formula to be had. In a few Crag, taking prisoners with them as they
days, indeed just at the end of the feast, her departed. Dame Gold and many of the
friend Black K e n will be finished with the guests were among them, The spitboy man-
distillation. aged to escape by taking to a horse immedi-
Carefully, she sketches out where her ately. and has been riding at full gallop ever
brother may be found-in a small village on since. His horse. improperly ridden and
the coast of Hepmonaland (in hex 12-112). cooled down, has collapsed and died.
If the characters accept this task, she gladly The characters now face a decision: to
pay them each 5,000 gp upon their return. return to Windy Crag and search out the
ment is no less cordial, but a gloom slowly She possesses no sea vessel capable of such a identity of the raiders, or to continue on
settles upon her. trip, so the characters will have to hire one. their way, carrying out the mission Dame
If one or more characters meet with Dame If they bring the contract to her upon their Gold gave them. There is no obvious heroic
Gold, they find her awake and dressed, pac- return, she will gladly reimburse them their choice here. Both deeds are valiant and
ing the sitting room of her chambers. She expenses. important. Those of lawtul good alignment
heaves a great sigh of relief when the charac- Just before departing the feast. Dame will be sullied if they ignore either task and
ters arrive. She then turns to the holiest or Gold has a second meeting with the charac- can only act within their alignment by doing
most trustworthy of the group (a cleric or ters to give them the potion. It is in a small both-returning to investigate and then
paladin) and demands of him an oath sworn lead bottle, tightly stopped and sealed with continuing in their mission. However, do
wire and wax. She explains carefully that not force players to make this decision. It is
the formula is very sensitive. The lead bottle a problem for them to solve. Simply note
should protect it from most magical ener-

11
r choice. The following consequences swords." When playing him in an encounter, simply
d d be assessed for the different choices: The player characters must puzzle these say the first thing that comes into your
eturn to Investigate: No consequence. meanings out on then own. The journal head. He keeps his hair well-groomed and
ontinue With the Mission: Good player notes the movement of the sailor's ship from trimmed: he is obsessive about his appear-
'acters sleep uneasily from this point on. Highport to Elredd to Safeton. The last ance.
,ful good characters are troubled by entry describes the return route-back to While the party is in Safeton, the Mad
ulcdms accusing them of evil. They suffer a Elredd and then Highport. If the player One makes a point of accosting a character
-1penalty on all saving throws and "to hit" characters ask about Alrad. you can either at random, spouting poetry, limericks, and
rolls. This can be removed by doing pen- let them puzzle it out for themselves or have random nouns while employing an amulet
ance prescribed by the character's religion. one of the characters remember the name of ESP (or the psionic discipline ESP, if you
Lawful good clerics are denied spells above Elredd as a town on the coast. It is recom- desire). His gibberish includes key words
2d level until a quest is undertaken. Pala- mended that you only use the first choice if such as "pirate; "ocean:' "master,'' and
dins are unable to exercise any of their spe- the player characters have a map of the area "fire." With luck, these will elicit surface
cial abilities (detect evil, heal, or spells) until they can consult or have previously been to thoughts in the character relating to the
a quest is undertaken. Characters cannot Elredd. It is unfair to expect them to realize slavers.
abuse their alignments lightly! the link to a place they have no knowledge The Mad One is a careful agent, carrying
of. no magic on his person. His main aim is to
Return to the Manor Elredd is 270 miles distant from Safeton survive and to investigate; he holds the
by land and 210 miles distant by sea. A voy- information he gathers until his contact (a
The manor where you so recently stayed age by ship is faster and shorter than an traveling peddler) arrives at the end of each
is now a blackened ruin. The stone walls overland trek. If the player characters travel week. Any information gleaned by the Mad
stand, though badly cracked by the rag- by land, they arrive in Elredd after the raid- One is not acted on for at least two weeks.
ing fire. Tendrils of smoke drift upward ers leave. Traveling by ship allows them to However, take note of what he learns, since
from still smouldering piles of coals. The arrive in time. it may aid the actions of the various slave
roof is collapsed and the building is little The servant, by this time, is beginning to lords in future encounters.
more than a hollow shell. You are horri- come out of his shock; if interrogated fur- In the unlikely event the Mad One is
fied to see a few bodies scattered about ther, he can reveal that two ships partici- detected, captured, and interrogated, he is
carelessly, as if they were a giant boy's pated in the raid, "a big ship and a little ship quite willing to exchange his life for infor-
forgotten toys. with purple sails" As concerns numbers of mation. Although he reveals what he
men, he is equally vague, "many" and "lots" knows, it is no more comprehensible than
The dead are those few who resisted the being his most descriptive terms. Now, with his normal conversation. Furthermore, his
onslaught; here and there one grips a blood- the manor destroyed, all he wants is to go statements are filled with hyperbolic clues
stained sword or spear. The player charac- home to is native village but a few miles about the importance of his duties, his place
ters may bc able to identify some of the away. in the scheme of things, and the import of
guests (you should decide who these are). The players may also be able to deduce future and past events.
No bodies of any enemies are found easily. that Highport is the home port of the raid- If the characters decide to take ship from
If the burned house is examined, a body, ers, either by lucky guess or deduction. In Safeton to Elredd, the Mad One slips an
obviously a raider, can be found pinned this case, they can attempt to sail directly to agent into the crew of the vessel and com-
beneath a fallen beam. A charred sack of Highport, skipping Elredd. municates the information southwards. If
loot is nearby. Thus perished the evil soul, the characters opt to travel overland, the
by the cupidity of his own greed. The corpse The Spy of Safeton Mad One tries to identify their likely route
is that of a common sailor. He hears a tattoo The slavers of the Pomarj keep a careful to enable an interception by other agents of
on his right forearm-a brilliantly colored eye on the towns of the Wild Coast, main- the slavers.
blue and orange fish. Close to his breast is a taining a network of spies and informers. The Mad One: AC 9; MV 12"; MU 4/T 6:
small journal. Some of the book has been Safeton and the surrounding area (including hp 18; #AT 1; D 1-4:SA spells, psionics
burned, but a few pages remain. The pages Dame Golds manor) is under the careful (opt.); thief abilities: AL CN
that remain are as follows: watch of a renegade elf generally known as
A date ten days previous reading "lv. pt. "the Mad One." Although he affects a gib- The Road to Elredd
good wynds" A date five days previous with bering madness to move about unmolested,
an entry reading "water at Alrad, must stay collecting gossip and information, he is The road to Elredd is for the most part a
abd." truly mad, though not in ways he pretends. coast road that links the various fishing vil-
Today's date with an entry reading "rd. He is maniacal and obsessive, given to hal- lages and hamlets that line the coast. A
tewday, cpt. say fyve day tew water, fyve lucinations both audible and visual. He shortcut is possible at one point where a
day tew port. Say few swords: believes himself part of a greater, more cos- stretch of the road cuts through the south-
The three entries in the journal properly mic scheme. The populace regards him with ernmost portion of the Welkwood. Rumor
read: feelings of dread and pity. He dresses well, calls this road chancy at best, downright
"Leave port, good winds." but speaks common exclusively (and with deadly at worst.
"Water at Elredd, must stay aboard." comical accent). He intentionally makes his For the trek south to Elredd, brief
"Raid today. Captain says five days to conversations decidedly nonsensical, feel- encounters are listed. These do not relate to
water, five days to port. Says there are few ing this is an important part of his cover. the main story of the adventure. These
encounters can he used in whatever order

12
~ YOU feel is best and not all of them need be fortune saved them from that fate, but alas, defeat the player characters
~ used. The trip south should be an arduous members of their families were taken cap-
~ one, and it is unlikely that it can be corn- tive. Now they seek revenge, and are travel- Agnar Ock: AC 0; MV 6”; F10; hp 97; #AT
~ pleted on horse or on foot in five days. ing south to investigate rumors of a slaver 211; D 2-8+8; AL LE; ST 18:29, 19, W
headquarters there. 8. D 10, Co 18, Ch 7
~ Road Encounters In truth, two of the trio, Agnar and Equipment: plate mail fl, shield + I ,
Targil, are willing slaver agents, ordered to broadsword +2 (double specialization),
The Thief in the Hamlet: A brave but Keoghtomk ointment (2 uses).
inexperienced thief tries to pilfer some small watch the road heading south. However,
Bornthien of the Hoetoe family was a simple Agnar is not an overly clever fellow, rely-
change from one of the characters in the ing on his animal instincts to see him
dead of night. farmer until he and his family were captured
by slavers during a raid last year. Threat- through most situations. He has a natural
Thief: AC 7; MV 12”; T3; hp 12; #AT 1;D ened with the death of his entire family savagery that comes to fore in combat, see-
1-8;PP40%. MS27%,HSZO%; dagger unless hecooperates. Bornthien has worked ing him through many deadly encounters.
+1 for the slavers ever since, providing them In other situations, he lets Targil do the
with a legitimate front and contacts in the thinking.
Roving Orc War-Band: This encounter
occurs at night. as the player characters area. He was told that he would be scried Targil the Red: AC 1; MV 12”; T8; hp 36;
camp alongside the road. In the dark the upon at random intervals, and thus has #AT 1;D 1-6 or 1-4; AL N; PP 75%, MS
player characters notice five orcs moving obeyed orders to the letter. The evil he is 65%, HS 53%. Backstab x3; S 14, 117,
cautiously down the road. They are the forced into is beginning to make him despair W 8, D 18, Co 15, Ch 13
advance scouts for a raiding party moving and lose hope. Equipment: wand of magic missiles (Id4
in column under the cover of night. One The three have been stationed by the charges). dagger +2, bracers of defense
mile behind them is the main column of 100 slave lords in this area as part of their spy A C S , short sword.
orcs. The player characters can hide from network. They receive reports from the Targil often poses as a magic-user, wear-
the scouts or attack them. If the scouts are Mad One of Safeton and pass information ing robes and carrying a wand-sized stick.
attacked. they try to assess the strength of along to contacts in Elredd. They make a He is a political radical of sorts, working for
the opposition and then flee. If any escape, point of meeting travelers on the road, ques- the slavers since they are hastening the col-
they warn the advancing column. If undue tioning them and sometimes feeding them lapse of the current rulers of the area.
noise is made in the fight, the column hears false information. If the characters some-
how avoided detection in Safeton, the trio Bornthien: AC 2; MV 6 ; HD 2; hp 8; #AT
it and is warned. If the orcs are defeated qui- 1:D 1-6; AL LG; S 15, 114, W 18, D 16,
do not have specific information about the
etly, the column continues its march Co 15, Ch 16
unaware. party. Thus, they do not consider them a
If the column is warned, the orcs divide great threat. They present their standard
story of being local travelers, going in what- Rangers!
into squads of 10 each and advance cau-
tiously along the road, sweeping the woods ever direction the player characters are trav-
to either side. The squads converge on any eling. They ask questions and generally
remain sociable. If they learn the intentions ing fog. hoping to make good time
point of resistance, attempting to surround before the sun burns away the mist and
it. If the column is not warned, it continues of the player characters or can reasonably
deduce them, they feed the characters a begins another boiling, humid day. Sud-
its march along the road and does not inves- denly, out of the misty brush, come silent
tigate the woods to either side. In this case, story about how their own families were
taken by raiders. Although they do not sug- shadows, tall figures armed with bows
the advance of the column can be easily and spears! Half swallowed in the fog,
gest it, they will gladly accompany the
detected. they line the road to either side. As you
player characters if invited.
Orcs: AC 6; MV 9 ” ; HD 1: #AT 1; D 1-8 or If Bornthien learns of the player charac- move forward, arrows are nocked and
1-6 ter’s plans, he finally sees an opportunity to spears drawn back.
Burned Hamlet: Just off the road is a rebel against his captors. He makes every
effort possible to secretly talk to the player The player characters face a band of eight
small village, burned to the ground. Investi- suspicious rangers. Recently the area has
characters or slip them a message, telling
gation reveals the skeletons of several been overrun several times by bands of
them of his plight. He reveals the intentions
humans and orcs. Evidence points to the fire humanoids, so much so that these watchful
of their traveling companions, but asks that
having happened some weeks ago. There is rangers have gathered in these woods. Here
the player characters take no action imme-
no sign of any survivors. they aid those they consider good and do
diately. He does not want his role as inform-
Companions!: The party meets a group of what harm they can to the evil creatures.
ant discovered. If the player characters
three travelers along the road. They are They are not sure of the party’s allegiance
promise to free his family, he will try to
Agnar Ruvik. a dwarf; Targil the Red. a and so will not approach them. Instead,
arrange aid for them in the days ahead.
human; and Bornthien, a halfling. after announcing their presence, they with-
There are those within the slave lords’ net-
They tell a tale of being retired adventur- draw and trail the party, always keeping the
work who may be willing to aid the player
ers who lived in a nearby hamlet. Too much characters under careful scrutiny. They do
characters.
of the quiet life, they say, led them into lax- not volunteer conversation.
If the player characters attack, Agnar and
ness. Raiders struck, sacked and burned the If the player characters approach them,
Targil fight to the best of their ability, but
village, then retreated, taking many vil- the rangers will converse. They say little or
retreat when necessary. It is more important
lagers with them. Their abilities and good next to nothing, remaining silent and
that they report their information than

13

,
moody. They are painfully grim and The captain shows the characters the city guard is none too visible. A powerful
moody. Unless the characters react with vio- "pump," actually a pile of buckets. Conde- odor of salt and old fish blows up from the
lence, the rangers eventually melt away into scendingly to these landlubbers, he demon- docks.
the woods. However, there will always be strates the technique of bailing, then leaves If the characters traveled with Targil and
one nearby, observing the player charac- the characters as the wind begins to build. his friends, they learned some information
ters. Although Wolffe is a cautious fellow, the that may be useful now. Targil advised the
The presence of the rangers provokes a Ewe is in no danger from this little storm. player characters to take great caution in
reaction from the trio of traveling compan- Wolffe is just exercising his wicked sense of Elredd. According to his information, the
ions, if they are present. Targil the Red, humor. playing a little fun for his passen- town is almost completely under the control
upon first meeting the rangers, is shocked, gers. Bringing the Ewe about, he intention- of the slave lords. The upper levels of gov-
but instantly conceals it. Anyone close to ally brings it into rough seas. He rolls the ernment are dominated by their agents. Fur-
him may catch a vicious oath muttered ship a little more than necessary, allows thermore, the majority of the town
under his breath. After this, he reacts along waves to wash over the deck, and shouts inhabitants make their living directly or
the same lines as the player characters, hav- fearful commands to his crew, who enjoy indirectly from the slave lords' activities.
ing regained his composure. Agnar Ruvik the show as much as him ...with one excep- He suggests the characters make their
lets a fleeting grimace cross his face. For the tion, the new hand, the slave lords' spy. He way to the Broken Rudder, an inn near the
rest of the encounter, he nervously fingers doesn't know about Wolf's peculiar sense of waterfront. He warns them the inn is in a
his weapons and says nothing, never taking humor and becomes quite concerned. wretched section of the town and is itself
his eyes from the rangers. The halfling goes Wolffe checks in from time to time to see equally wretched. But there they should be
tense and starts sweating visibly. Part of him how the characters are doing; he orders beneath thenotice of the slave lords' agents.
seems drawn to the rangers and another characters who come above decks without a Indeed, they may find friends and allies
part repelled. He glances at Taargil and bucket to return to the bilges, warning that there with motives not much different from
Agnar fearfully. the ship might go down at any moment. If their own. Targil and company explain they
the characters run out of water to bail, cannot stay in Elredd any length of time
Rangers: AC 6; MV 12"; R5 through 12; hp
Wolffe thoughtfully takes water aboard so themselves. Their faces are known, and
24. 36, 37, 40,41,45, 51.55; #AT 1 or 31
they'll have something to do. they have many enemies there. Shortly after
2 (9th level & above); D 1-8+1; SA
On deck, the storm is wearying for a arriving, they separate from the party, wish-
Track, surprise 1-3, spells (8th level &
above); AL CG landlubber. Characters must roll a saving ing them the best of luck.
throw vs. breath weapon, including Consti- Seaborne Arrival: The port of Elredd is a
There is one ranger of every level from
tution bonus, to avoid seasickness. Seasick dank and reeking place. Garbage and dead
5th to 12th. Those of 8th level and above
characters are at one-half Constitution for fish float on the surface of the still harbor. A
know clerical spells chosen by the DM. All
1-6 hours after the storm subsides. The few broken-down cogs lumber at anchor. A
carry longswords +1, spears +1,and bows
'1.
storm lasts but 30-40 minutes. battered fleet of fishing smacks are lashed to
After the storm, Wolffe checks on his pas- moorings. Ramshackle buildings lean pre-
T h e VoyaSe to Elredd sengers, to amuse himself over their agonies cipitously over the stone quay.
and see that no serious harm was done. He Captain Wolffe bids the party farewell,
This section details the adventures found mentions that the new hand, who "signed dropping a few words of caution about
by characters who opt to travel to Elredd by up extra eager for this trip: seemed to be a Elredd. "Tis a wicked place, 1 tell ye. Aye, a
sea. little lessexperiencedat sea than he hadpro- leaking bilge o' rat-water or me Ewe's nae
Woolly Bay is known for its pirates who fessed in port. He also mentions that the the swiftest o' this coast."
plunder the weak or unwary. Some sea storm and general good weather have sped For all its decay, the port bustles with
beasts roam the waves, but the coastal them on their way. They'll be arriving early activity. But as the Ewe maneuvers up next
waters are relatively shallow, discouraging in Elredd. This likely means that the player to a dock for unlading, no purple sail can be
the most vicious creatures of the cold characters will arrive in Elredd before the seen. A crowd of grimy stevedores gathers
depths. These hazards generally keep sea raiders leave. as the mooring lines are thrown out. Most
voyages exciting. quickly disperse when the Ewe produces lit-
T h e End of the R o a d tle cargo, so only a few remain. Some of the
Spring Gale crew, evidently released for shore leave,
The end of a long and difficult journey
scramble onto the dock and move along
stands before the characters-Elredd.
On the second day out of Safeton, the quickly toward the bars and dens of iniquity
Overland Arrival: The road twists
captain finds you in your cabin. nearby. The sailor who hired on just before
through some badly managed fields to the
Throughout the day the waves have been departure exits as well, but amidst a hail of
gate of Elredd, which stands wide open, A
growing and the little ship is being curses from the first mate, ending with "Yer
few guardsmen lounge around, not particu-
tossed. "Now look, lads: he says. "I a son o' the bottomside o' a goose-necked
larly concerned about who enters or leaves.
know ye signed on as passengers, but me barnacle, desertin' a ship inna first port ye
Inside, the town has all the charm of an
little Ewe ain't so big as I can forget yer enterl" He chucks a broken block at the
impoverished trading center. Wandering
hands come the wind an' high water. Let departing sailor, who breaks into a run
through the streets, it is clear the burgher-
me show ye the pumps, just in case I has toward shore. The mate stumps away from
meisters are not too selective about their the rail, muttering'Tha'runt gotpassage fer
to use ye, hmm7" image. Half-orcs mingle freely with
work, and nae much good o' that as well:
humans, drunkards roam the streets and the The sailor melts into the crowd. Within

14
minutes, he has made contact with the slave traction from above) makes a quick attempt The Broken Rudder
lord agent at the Broken Rudder. His new to clean the pockets of one of the characters.
The Broken Rudder is located in one of
orders are to contact the player characters The thief is a human male, about 30 years
the worst waterfront districts of Elredd.
and lead them to the inn. When the charac- old. The upstairs accomplice is an appren-
Owned secretly by the slave lords, it is run
ters leave the ship, the sailor pops up again. tice (1st level) thief.
by a former adventurer named Cam. Cam
Family Reunion: A large, muscular,
is also the former owner; he had a few had
"'Scuse me mighty gents," he says. "It drunken fighter accosts a party member, gambling debts that, unfortunately, came
'curs to me that we might have common thinking him or her to be a long-lost sibling.
into the hands of the slave lords. When
chattin' to do. Can I have a minute? I The Event: A well-dressed gentleman
these were finally called in, it cost him own-
didn't reckon at first what we might have offers to sell the party tokens (tickets) for an
ership of the Broken Rudder. The new own-
common between us, great persons, but illegal gladiatorial blood-match, explaining
ers, not having an interest in tavern
it 'curs to me that we here doin' the same that he has been called to court. He gives a
management, agreed to keep Cam on as
game, the very same? Y'see. I had folks, location in the dock area after the tokens are
proprietor. He has come to actually enjoy
north 0' Fax, but they got nabbed, see? sold. If the party goes there, they find an
this arrangement, for they treat him well
Slavers took 'em, took 'em away, an' empty warehouse. The event is, of course, a
and now he is finally on the winning side of
now I'm here lookin', same as you I'd fraud.
the crooked games run in the back room. In
bet." return, he overlooks the several slave lord
The sailor pauses. "But I hetcha I A Dock On the Bay agents based in the inn and their activities.
heard somethin' you hain't. Ysee, Fax The waterfront of Elredd is a lively and The clientele attracted to the Broken Rud-
folk know all 'bout the Elredd crowd, seamy place. In its taverns, shops, and mar- der is generally lower class laborers with a
and they's in the pockets o' the slavers, kets can be found sea-going ruffians, pen- sprinkling of bad-luck adventurers: most of
see? So I figured, I figured you'd better sioned marines, old salts, beggars, them are ignorant of the inn's true character.
know. I gots the name 0' folks who don't fishmongers, rat-catchers, scullery maids, The local baron is aware that some pro-
like it, we. The place's here, writ on this foreign merchants, procurers, cooks, slaver individuals appear in the inn on a reg-
paper, see, this paper here. But I cain't housewives, guardsmen, beggars, cripples, ular basis, but k n o t aware that theinn itself
read it, so's I figured you bein' smart street urchins, vegetable sellers, tradesmen, is essentially in slaver hands. An agent of
folks, that you can read this fer me: and port officials. Houses loom over the the baron intermittently spends his evenings
He shoves a grimy scrap of paper muddy tracks called streets. The open at the Broken Rudder, gathering informa-
toward you. It looks to have been torn squares are crammed with tented stalls. tion and generally keeping an ear to the
from a holy scroll or writ. "Just gotta go Gaping mouth cod, shad, ocean perch. ground.
here an find the man, see, find the man, smelts, eels, and flatfish are piled on The following non-player characters are
and he'll tell me a bunch:' benches next to baskets of oysters, clams, in the employ of the slave lords and can be
mussels, periwinkles, and other strangely- found at the inn.
He insists the characters tell him the name shelled creatures. Chickens, geese, goats,
,of the place and contact ("Inkeeper at the Cam: AC8;MVlZ": F8; hp42: #AT2/1; D
lambs, and pigs squawk and squeal from 1-8 +3 (longsword): SA weapon speciali-
Broken Rudder"), and then, thanking them their cages. Piles of melons and potatoes
repeatedly, departs. If he is followed, he zation on longsword: AL N; S 16,113, W
overflow into the aisles. Baskets of vegeta- 8, D 16, Co 8, Ch 14
;does not return to his employers-but he bles and over-ripe fruits attract hordes of Cam is an elderly fighter who has seen
does spend more money than a common hungry flies. one too many adventures. Now all he
sailor could be expected to own. If interro- If the player characters ask around about desires is a comfortable, exciting, but not
gated, he blusters and denies every suspi- the slave lords, they get a very chilly recep- physically dangerous life. Cam is aware of
cion. However, a little roughing up makes tion. Although Elredd regularly trades with the operations going on in the inn but is well
him promptly break down and tell all he the slave lords, its citizens are not keen on paid to remain in the background. If ques-
knows-about the Mad One in Safeton and discussing the relationship. Thus, direct tioned he refrains from talking, but may be
the name of a contact in the dock area. questions about the slave lords are met with swayed by arrangements that include him
Sailor spy: AC 10; MV 12"; HD 1: hp 3; hostility and silence. regaining ownership of the Broken Rudder
#AT 1: D 1-4; AL NE However, the characters can gain infor- without incurring the wrath of the slave
mation through more discreet approaches. lords.
If the locals are asked about "a ship with
ILife in Elredd purple sails'' or "recent ships from up the
coast," for example, the locals are more
Ragnar Ruvik: AC 0: MV 6"; Fl1; hp 56;
#AT 2 / 1 (longsword); D 1-8+4; S 17, 1
Listed below are some general encnunters helpful. It is sufficient if the player charac- 14,W 18, D 12, Co 17, Ch 13
to use on the player characters as they roam ters can avoid mentioning the slave lords or Equipment: longsword +3-"Greaser"
the streets of Elredd. There are no specific their trade when asking questions. In (possessor immune to magic missile
maps of Elredd. Instead, use the geomorphic response, the locals tell the characters that spells; detects good in a 10' radius: tele-
city maps provided in the map booklet. no ship of that description has landed here portation once/day; communicates by
The Splash and G r a b A character is in the past few days. If the characters are telepathy; Ego 9, Intelligence 17). plate
'doused in a bucket of sewage from above. astute enough to ask about favored haunts mail +1, shield +l,potions of flying,
Unfortunately for the affected, it is less than of the crews of these ships, they are directed speed, water breathing, elixir of Jife,
accidental; a Filcher (T6, PP 80% due to dis- to the Broken Rudder. philter of stuttering and stammering.

15
It

Ragnar, a dwarf. is the brother of Agnar In his room at the inn he has hidden away events at the inn. As the center of the local
Ruvik and the ringleader of the slave lords’ traveling spell books with his most com- spy network, there are always 1-4 slave lord
network in Elredd. He is also the paymaster monly used spells and a ring ofswimming. agents present.
of the local spy ring. These duties have
given him the rank of Minor Lord among
Knocker:AC4:MV9”:T5:hp33;#ATl:D Minor Agents: AC 7; MV 12”: T2-4;hp 7-
by weapon (shortsword): SA backstab 13; #AT 1; D 1-4 or 1-6; AL NE: SA
the slave lords. He is often confused with
for triple damage; AL N , S 10, 114, W Backstah x2
Agnar, the two being nearly identical in
10, D 18, Co 16, Ch 9
appearance. It is bitingly said of the two Life at the
Knocker is a small-time thief, now a rene-
that Ragnar stole all the wit of his brother
and gave him nothing in return. Ragnar has
gade from the thieves’ guild. Although not Broken Rudder
particularly goad or virtuous, his sense of
all the virtues of Agnar-a wicked sense of propriety has been disturbed by the activi- There are two main events that can occur
battle tactics and a muscular frame-and an at the Broken Rudder, depending on how
ties of the slave lords, all of which have
ample amount of brilliance and cunning. He well informed the slave lord agents are
received the support of the guild. Removing
is intelligent, adaptable, and well-read. about the player characters.
himself from their association, he now
Thus, he is an extremely dangerous enemy.
makes a poor living practicing his skills in
He makes liberal use of tricks. deceptions, Ambush!
the area of the Broken Rudder. So far, the
and traps, preferring to strike only when all guild has not been able to touch him, but he
the odds are in his favor. He almost always This encounter should be used if the slave
has had visits from its members, question- lord agents know the identities and inten-
has a plan of operations and usually has sev-
ing him and occasionally roughing him up. tions of the player characters, either
eral in case the first goes awry. He will flee
Fortunately, early in his career he gained a through the Mad One, Targil and Agnar, or
without shame. His only qualm about ahan-
little local notoriety and popularity for the seaman aboard the Ewe.
doning others is the loss of useful resources
stealing the brass knocker from the door of When the player characters arrive at the
this may entail. As such, he is perfectly
the city’s Council Hall, completing the Broken Rudder, Cam spots them and passes
suited to the fraternity of the slave lords and
audacious act by selling the knocker hack to a signal to Hazard who is sitting at a table
has been quickly rising in their ranks. the council for a pretty penny. He has many near the rear exit. He, in turn, passes a secret
If a combat situation is extremely dire, he non-guild contacts willing to give him shel-
uses Greaser’s teleportability to escape to a signal to Ragnar, standing in the shadowy
ter and assistance. entrance to the kitchen. This series of sig-
place of safety-either to Highport or some- Knocker harbors aspirations of staging a nals sets the plan in motion.
where else in Elredd. As paymaster, he has coup against the guild, replacing it with his
7,500 ep worth of 10-500 gp gems and 500
During the next half hour, 10 thugs,
own organization, which would not be agents of the slave lords, enter the Broken
gp in assorted coins concealed in his room. exclusively built of thieves. To thisend, heis Rudder and lounge around. They do all the
Hazard: AC 5; MV 12”: MU9; hp 42: #AT always on the lookout for new contacts and things normal patrons would do, ignoring
1: D by weapon; SA spells; AL NE; S 8.1 friends. the player characters. They form groups of
17, W 12, D 14, Co 16, Ch 14 Knocker is aware of the slaver operations twos and threes, spread well apart from
Equipment: bracers of defenseAC5, ring of at the inn, but knows any interference by each other. They are stationed on all sides of
free action, wand of negation (35 him would he fatal. He has no love of the the player characters.
charges) slave lords, considering them the most After all have arrived, Cam slips a few
Spells: affect normal fires, magic missile, likely threat to his ambitions, and will drops of a poisonous plant in their drinks.
unseen servant, ventriloquism, fool’s secretly aid any well-reasoned effort to hurt This does not kill hut acts as a muscle relax-
gold, invisibilitx strength, iefgn death, them. As such, he may secretly pass on ant, slowing their reactions and physical
haste, suggestion, dimension door, poly- damaging information to the player charac- control. All characters who take a drink
morph self, teleport ters (if they broadcast their goals) concern- must make a saving throw vs. Poison.
Hazard is a male human nearing late ing the activities of Ragnar and Hazzard. He Those who save are unaffected. Those who
middle age. His role within the organization may also arrange tor a safe house for the fail are -1on initiative rolls and -2 on all
is Ragnar’s right hand man. He examines all characters, through a third party In the chances to hit. This effect lasts for 1-3
reports for details otherwise missed and extreme case that the player characters get hours.
checks the truth of all statements. He is well involved in a fight in the Broken Rudder, A few minutes after the drinks are served,
known by the patrons as a spellcaster Knocker may join their side-but only if the the ambush is sprung. H a z a r d slips into the
although he does not dress the part. At characters stand a good chance of winning shadowed doorway with Ragnar and gives
times he drinks too much; when drunk, he is and he can act without discovery. Thus, he the signal to attack-a haste spell cast upon
given to showing off with minor spells. may throw a dagger from the shadows, trip the thugs. These men close calmly on the
When sober, he is an efficient if not overly up an attempted ambush, or even protect characters and then one group attacks.
brave combatant. He keeps an eye peeled the rear of the player characters (without While the characters are fighting this group,
for characters about to use a device so that their seeing it). He will not fight under the the others try to strike from behind, gaining
he may use his wand ofnegation. He quite orders of the characters and will not take their hackstab bonus. If all succeeds,
sensibly avoids combat and has a particular prisoners. Ragnar and Hazard won’t have to inter-
dislike of those using missile weapons. In an In addition to these major characters at vene. However, if things do not go well,
emergency, Hazzard will dimension door to the Broken Rudder, there are assorted cus- Hazzard uses his spells from the darkness-
his room for his spell books before teleport- tomers who come and go. Most of these, starting with his magic missile. Only in
ingaway to safety in Highport. however, do not become involved in any extreme cases does Ragnar become

16
involved. Although the goal is to destroy carefully (several days of work) gives the Hazzard's Room
the player characters, the villains will not following name abbreviations: Ag., Haz.,
refuse the opportunity to take a prisoner MO, Safe., Tar., Sturm-HI'" Of these, the Orders from Ragnar: A scrap of paper
should it present itself. first four entries are payments out and the has orders to Hazard from Ragnar. "Ship
last always records payments in. not stopping, continuing down coast
Character Assault! A careful examination reveals that pay- instead. Cancel unloading plans. Let out
ments in exceed the combined total of pay- that masters are displeased with support
If the characters become suspicious of the here and considering diverting traffic. May
Broken Rudder, they may decide upon a ments out and the coins in the pay chest.
Hidden elsewhere in Elredd is a secret fund require friendlier attitude from the locals to
blatant frontal assault. In this case, Ragnar, keep our trade. Make them nervous.
Cam, and Hazard are present along with set up by Ragnar. If the characters decide to
pursue this, decide the location of the cache. Highport may become port of choice."
1-4 slaver agents. The slaver agents are If the burned scrap is found, all that
unprepared, but fight back asbest they can. They will have to ask around town to see if
anyone has seen Ragnar and use this to find remains is "Ship not stopping, continuing
Unless specifically identified by the player down"
characters, however, Ragnar will not take his hideout. He may or may not be present.
Message from the Slave Ship: This small, Hazzard's Journal: The second item
part in the battle. He pretends to he an inno- found in Hazzard's room is his daily jour-
cent bystander and flees the inn (like all the curled slip of paper states, "Received ms.
Raiding good on bay. Sailing direct to nal, a collection of vellum scrolls. They are
other innocent bystanders) at the first possi- filled with careful handwriting, illustra-
ble chance. port-Capt. Joinville: If partially burned it
states, "rectly to port-Capt: tions, and illuminations. It is clear he has
Transcript of a Magical Communication: spent much work and effort on these.
The Rewards of the Scrawled across several sheets of paper is Studying the scrolls carefully takes 2-4 days
Broken Rudder and must he done by a magic user, since
the following. (Passages in italics survive in
Within the chambers of Ragnar and Har- the fireplace.) there are many references only understood
rard are papers and documents recording "Ms. from Bloodwort-Capt. Joinville. by those in that trade.
the activities of the slave lords in the area. If Rding in Safe area. Voy. good, profit The writings cover many mundane
either is able to reach his room, he gathers expected. Losses light. Cargo inv. Woman, details, all of no interest to the characters.
these documents, destroying some in the 40, of station and breeding. quite ransom- Many references are made to activities of
fireplace and taking the rest along as he able; 3 bops, fit to stand on block; husband the slave lords' network in the area, hut
escapes. and wife, trained servants, suitable for spe- most are those of an insider. Thus crucial
If they do not reach their rooms (for cial needs; 4 males, mid-20, no visible trade, facts are left unexplained and people not
whatever reason) the documents remain suitable only for black; trainedartisan, giv- identified.
hidden in secret places-under a floor- ing good treatment, suggest arranging However, characters can learn that
board, behind a sliding panel, in a false patron; scholar and alchemist, special auc- Ragnar's brother (unnamed) and his associ-
drawer, or wherwer you decide. This hid- tions required? ates are part ot the network. There are sev-
ing place can he found by a successful find Secret Communique: This message is eral references to "our man in Safeton." It is
traps r o l l (or a find traps spell). The hiding written on white linen paper, edged with red also clear that Hazard is an agent of the one
place is also trapped with a poison needle gold. (Only the italicized portions survive if of themajorlords, havingdirect (but secret)
(save vs. poison or die). A second find traps the letter is burned.) communications with this lord, known only
roll must be made to find this needle, once "Ragnar of Clan Hargirt, Greetings to as the Servant of the Earth Dragon. Hazard
the hiding place is located. Your Illustrious Self; Much warmed is my was hoping to advance himself through this
The Documents: Following is a list of the heart to harken to thy recent successes. So arrangement, while the Servant of the Earth
documents that can be found in each room much do the virtues of your spirit shine, my Dragon used Hazard to watch Ragnar,
and the information contained on each. IF heart yearns to call thee to my side. Thou whom he does not trust. The reasons for this
the NPC escaped, only those documents art the source of my courage and the head-
distrust are not explained, but several times
marked with an asterisk will he found, and H a z a r d notes that he was exhorted to
water of my desire t o pursue the course
these are in the fireplace and only partially secrecy, not just from Ragnar hut all those
which lies ahead of us. Patience is the coun-
associated with the slave lords.
intact. sel 1give to thee. Our stars must he arranged
before we can act. Alas, that the token 1
U t t e r Failure
Ragnar's Room send can only dimly reflect the love that I
Account Ledgers: This is a sheaf of yel- feel. If the characters survive the Broken Rud-
lowing parchment (about 100 pages) bound
' I write to advise thee caution, my love! der encounter but totally miss any possible
Send the aid that you must for us to succeed clues or allies there (either through had
with red ribbon. Each page is covered with
by themost circumspect route, for old KIim luck, inattentiveness, or stupidity), they can
columns of crabbed writing. The first
grows nervous. I must watch him carefully still get a lead. Sometime after leaving the
column lists the item, the second the
For thyself, remember the traps of the oth- inn, a merchant offers to sell them some
receiver of the payment, the third amounts
ers on the Council are many and convo- goods they obviously do not want. Once
paid out, and the fourth amounts paid in.
luted. If thou art discovered now, then thy rejected, he offers them slaves, or at least
Unfortunately, Ragnar used a system of sim-
life is lost! information about where they can pick
ple shorthand and abbreviations, written in
some up. He reveals nothing if threatened,
dwarvish, for most entries. Most deal with "Edralve"
and if not, he demands the most exorbitant
routine matters, but examining the ledgers
price the player characters look to be able to

17
is returning from a trip to the north with GiantTicks(4):AC3;MV3"; HD2,3,4,4;
supplies desired by his masters. He has been hp 8, 15, 21, 23; #AT 1;D 1-4; SA blood
warned about the player characters and drain 1-6, 50% diseased; AL N
knows that they will be dealt with some-
Anhkheg: This encounter occurs when
where along the road.
the characters are traveling through clear
If the characters refuse to travel with the
terrain.
caravan, the master simply shrugs his shoul-
ders and leaves them. Moving on, he noti-
Leaving Town fies the ambushers of the advance of the You cross a low ridge and leave the wood
player characters. line to look across a bizarre, patterned
Once the player characters have finished
meadow. Criss-crossing the gentle slope
their business in Elredd, they should be Caravan Master: AC 2; MV 12"; F8; hp 41; are humped ridges like giant gopher tun-
ready to set out to Highport. They can once #AT 312: D 1-8 +3; AL N; S 18(62),111, nels. Some are weedy and dry while oth-
again rent a ship in the harbor or travel W 13, D 12, CO 14, CH 13 ers look to be quite fresh and moist.
overland. Again, the trip overland takes Equipment: longsword +1, chainmail +2,
much longer than that by sea, so the player potion of heroism, figurines of won-
characters should consider their alternatives It is impossible to follow the road without
drous power (golden lions) crossing at least one of the tunnel mounds.
carefully.
Caravan Guards (20): AC 4; MV 12"; F 2; Players can skirt the field, but this requires
Traveling by Sea: Unknown to the player
characters, the ship they finally sail upon hp 15 each; #AT 1; D 1-8 or 1-6; AL N; much backtracking and takes at least half a
armed with shortbows and longswords day.
has been contacted by the agents of the slave
If the characters do cross the field, the
lords. The captain of the vessel has been Drivers and Servants (9): AC 8; MV 12"; first tunnel crossed collapses under the lead
handsomely paid t o rendezvous with normal humans; hp 4 each; #AT 1;D 1- character (but not NPC). The fall brings
another vessel off a spit of land one day to 6; AL N; armed with short swords; each down a torrent of loose earth and dirt,
the south. With assurances that his ship will handles three mules: two loaded with pig blocking the passage and sealing the charac-
not be harmed, he has been well-paid not to iron and one loaded with possessions ter off from the surface. Size S creatures suf-
ask questions and has been promised more and supplies. fer 1-6 points of damage, size M creatures
gold upon delivery. Not surprisingly, he
agreed to this arrangement. He suspects the suffer 1-8points of damage, and sire L crea-
Encounters on the Road tures suffer 3-18 points of damage.
deal has something to do with his newly
The trip from Elredd to Highport is more The tunnels are simple earthen passages
arrived passengers and so does not mention
perilous than that made before. The road about 6 feet in diameter. Attempts to tunnel
a thing to them. He and all his crew are neu-
winds down the coastline further into the in or out cause the same amount of damage
tral in alignment.
untamed Pomaq and closer to the Drachens- as listed above. The tunnels form a confus-
Traveling by Land: The road south to
grab Mountains. Although the slave lords are ing network of passages and intersections,
Highport is reputed to he a dangerous one.
powerful in this area, they by no means con- with only a few openings to the surface.
It is common for travelers to assemble at the
trol the inhabitants of the Pomaq. Furthermore, there are four anhkhegs liv-
south gate each morning and form an
Om: An orc raiding party appears on the ing in the tunnels. For every 60 feet the
impromptu caravan. Such expeditions nor-
fringe of the woods, flying a white flag. Their trapped characters move, roll Id10 on the
mally include one or two smaller caravans
leader appears to want to parley However, if Anhkheg Tunnels table to see what the tun-
and up ot 10 assorted other travelers. They
anyone comes out to talk, the orcs produce nel does. The resulting tunnel complex is
band together for protection, but are not
their bows, hidden in the grass, and fire a not likely to make sense (but it was dug by
particularly interested in each other. It is
considered a goad practice not to inquire flight of amows. This is followed by a howling anhkhegs, after all). Many of the tunnels
attack. The trick has worked in the past and slope gradually, passing under and over
too much about a man's reason for traveling
they hope it works today. each other.
to Highport. Too often, the questioner may
not want to know the answer. Orcs (40): AC 6; MV 9"; HD 1;hp 5; #AT 1; Anhkheg Tunnels
No matter whether the player characters D 1-8 or 1-6; AL CE; armed with shart- Die Roll Result
join an assembly at the gate or set out on bows and longswords
their own, they soon find themselves in the 1 Straight, no intersections
company of a merchant caravan, also head- Giant Ticks: The road passes through a 2 Gradual curve, no intersections
ing to Highport. The caravan, while not particularly heavy section of the forest at this 3 Y-intersection
overly interested in the characters, requests point. It twists and turns between the giant 4 Straight with 20-foot-deep shaft
that they travel together for mutual safety. boles of old trees. Rounding one corner, the in floor, leading to other tunnels
The 16 mules of the caravan are loaded with player characters see the decomposing car- 5 Four-way intersection
bars of pig iron to be sold in the Highport cass of an oxen laying in the road. Hidden in 6 Deadend
markets. the branches of the trees over the carcass are 7 Gradual curve with Y-intersection
There are no slaves in the caravan, hut four giant ticks. These creatures drop on any 8 Straight with 5-foot-wide shaft
questions about slave confirm that characters who pass under their spot, one in ceiling leading to other
Highport is a good place to go. However, victim per tick. They are extremely tenacious tunnels
unknown to the characters, the master of and mindless, remaining on their victims 9 T-intersection
the caravan is an agent of the slave lords. He until one or the other is slain. 10 Exit to the surface

18
There is a 30% chance each round that ship have been dealt with. least. The soldiers and the guards of the car-
one of the anhkhegs will appear in the same After doping the characters in their cabin, avan turn their weapons on the player char-
tunnel area. It attacks, of course. In addi- the men clamber onto the deck. They try to acters, demanding their surrender. Once the
tion, there is a 15% chance each round that surprise and capture characters on deck, characters surrender, the soldiers securely
the characters find the treasure of the using their magical items to achieve this. bind and gag them all.
anhkhegs-four gems (each worth 1,000 Unless the player character is being very If the player characters are traveling by
gp), scale mail +Z, and a set of eyes of min- watchful, cautious, and attentive, the themselves, the ambush is staged as above
ute seeing. attack succeeds automatically. with only the following changes: several
Once all player characters are captured silence spells have been cast on the road in
Encounters on the Waves (or killed), they are transferred to the advance; a 10-foot-deep pit is dug across the
Octopi! Three giant octopi decide that Ghoul. If the player characters fought val- road; and the caravan guards will obviously
supper is but a small merchant ship away. iantly to protect the captain and crew from not be present.
One grasps each side of the ship while the the giant octopi early that day, the captain
feels a bit of remorse at his actions. He Soldiers (40): AC 4; MV 12 ";F1; hp 6; #AT
third attacks from the bow. Note that the 1:D 1-6 or 1-8;AL LE; anned with long-
body of each octopus is beyond reach from arranges to slip the following items onto the
player characters. Since the slavers have bows and swords
the deck of the ship. Only the tentacles can Cleric Leaders (3): AC 1; MV 12": C5; hp
be attacked with melee weapons. Should already stripped the player characters, these
items are not noticed. They are: 20, 23, 18; #AT 1; D 1-6; SA Spells:
anyone approach close enough to strike the AL LE
main body of an octopus, heis within range A small knife (1-2 points of damage) Spells: bless, cure light wounds (xZ), find
of its beak. a healingpotion traps, hold person, silence 15' radius,
Octopi: AC 7; MV /112"; HD 8; hp 35, 41, 10 gold coins animate dead
25; #AT 7; D 1-4 (x6), 2-12 (beak); SA a ruby (500 gp)
a slip of paper with the name "Hardoquin of In either of the above situations-
constriction (2-8); SD 8 hp per tentacle; Shanghaied or Bushwhacked-the player
AL N The Swinging Man-see him"
a tinderbox characters may take steps to negate the
a rusty key effectiveness of these plans. As such, you
Captured! However, if the characters did no more
may have to alter these schemes to best fit
the circumstances. Remember, you do want
At some point on the journey between than would be expected to save the ship to capture the player characters, but in a
Elredd and Highport, the player characters (and themselves), the captain gives them no way that seems fair. You have succeeded if,
run afoul of the slave lords and are cap- special aid. when all i s done, the players look back and
tured! This is an essential part of the adven- When the characters are captured, the see ways they could have avoided the trap.
ture, and as referee. you should make every raiders return with them to their ship,
effort to ensure the player characters do not shrouded in fog.
escape the traps of the slave lords. You want Capturing Party:
F a t e s Worse
them captured, whether they want it or not!
8th level fighter: AC 0; MV 12"; hp 42; #AT Than Death
Shanghaied! 3/2; D 1-8+1;SA Net of Entrapment, After the player characters are captured,
longsword +1, chain mail + 4 AL NE they are taken aboard the Ghoul, a slave
If the player characters are traveling 7th level thief: AC 4; MV 12"; hp 24; #AT 1; lord galley. If they were shanghaied, they
aboard the ship hired in Elredd, the captain D 1-8;MS 60%. HS 4770, Backstab x3; awaken in the gloomy rowing banks of the
keeps his rendezvous. Well after 1 a.m. he potion ofhuman control, rope ofentan- ship. They are manacled and cuffed; spell-
lays off the spit as arranged. The night has a glement; AL NE casters are muzzled with an iron gag. Stand-
light fog, shrouding objects in the distance. 6th level monk: AC 6: MV 20"; hp 26; #AT ing over them is a large, bare-chested
Just barely visible in the fog is the Ghoul, a 1or312; D1-10+3012-8;MS47%,HS overseer, whip and keys in hand. The char-
slaver galley. The captain orders a small 3770, dodge; stone of good luck; AL LE acters have been stripped to their common
boat sent out with some of his best raiders. clothing and any bits of finery are missing.
These men come up alongside the stern of Bushwhacked! If the player characters were traveling
the characters ship and scramble up the overland, they are bound and gagged, then
side. They quietly pour a noxious liquid If the characters are traveling cross-
country, their movements are known to the forced to march to the coast. This is by the
through the portholes of the player charac- shortest possible route. Nothing of interest
ters' cabin. This liquid is a powerful anes- slave lords and their agents.
If the characters are traveling with the happens during this march, except that the
thetic which evaporates quickly into the air. characters are very cruelly treated. It play-
Any sleeping characters are unconscious for caravan, their capture is easy. While follow-
ing the road through the woods, the charac- ers are clever and look for opportunities,
the rest of the night. If characters are awake, their characters have a chance to pick up a
pretend to roll a secret saving throw and ask ters walk into a prepared ambush. The
trees, which close down upon the road, are few simple items-a sharp stone, a wiry
the player if he has any bonuses to poison, branch, tinder, etc. These they can hide in
The character falls unconscious regardless actually massmorphed fighters, 20 to either
side. As soon as the player characters are in their pants, boots, or other places. The
of the die roll, but the player should never characters will already have been stripped
be told this. Do not reveal what happens to their midst, a clerical silence 15' radius is
cast over the party, or the spellcasters at of all their other goods.
those in the cabin until all characters on the

19
Once aboard the Ghoul and conscious, This done, the captain turns away from deck.
the characters are brought on deck. The the characters with a bored wave of dis- The overseers assign each character to a
Ghoul is a tightly run ship. It has a single missal, as if they are little more than worms. different bench in the lower hold. The char-
mast and two banks of oars worked by row- The overseers yank the characters toward acters are unbound and unshackled, one at
ers below the main deck. The ship is clean the hold. Then, turning back just as the a time. The overseers take a chain and man-
and well-scrubbed. The sail, brilliant pur- characters disappear from sunlight, the cap- acles, running the chain through a sliding
ple, is full of wind. tain once again sneers, "Oh, and don't think socket wrapped around the oar handle. A
On the deck are the captain (an elf), his that you are going to complete your little large wooden block at the end of the oar
first mate (human), and four bodyguards. mission of mercy in time either. Your pre- keeps this sleeve from sliding off. (The
The characters are dragged forward by the cious Dame Gold spoke of that and my mas- block can be removed by the overseers with
overseers. "Kneel," sneers the captain. Any tersaremostinterestedin the potionshe had a sharp blow from a maul.) The manacles
character who refuses or hesitates to kneel is devised. Thank you for delivering it to me." are closed around the character's wrists. A
set upon by the nearest overseer. He grabs The overseers then grab the characters and smith then comes forward with a portable
the character, throttling him with the butt of thrust them into the hold. brazier and anvil. Reaching into the brazier,
his whip. A hard kick to the back of the (Unknown to the other slave lords, the he plucks out a cherry red rivet and ham-
knees brings the character down to the captain of the Ghoul is in the special service mers it through the manacle clamp. Sparks
deck. The overseer, maintaining his pres- of Stalman Klim, who sits on the council of and hot metal fly from his hammer, searing
sure, grinds the slave's face into the plank- the slave lords. He maintains secret com- the wrists of the character. A bucket of cold
ing. Even those who kneel do not escape. munication with the captain through a mir- seawater is dumped on the hot metal when
Once on their knees, they are pushed down ror of mental prowess. This is how the he is done, further inflaming the burns of
to kowtow on the deck. The overseers place potion will he passed on. Stalman has taken the character.
a foot on the backs of their necks and press a special interest in the player characters The character will forever bear the dis-
them down. All are held in this position and may decide to use them as pawns tinctive scars of the manacles. Since these
while the captain speaks. against the other slave lords, Eldrave in par- are also scars borne by convicts and slaves,
ticular.) the characters will often he scorned and
"Right now, 1 could kill you. It would be despised by "good people, should they
easy. It would be merciful. Unfortu- In The Depths escape their current predicament.
nately for you, I am not merciful. You of the Ghoul Although there is a heavy metal staple in
have caused a minor inconvenience to the floor, the characters are not shackled at
Below decks, the player characters are this time, Characters identified as spellcast-
my lords. To them you have been no
more than an irritating fly. But, you do introduced to their new duties. They are ers, either from their dress, their spellbooks,
dragged to the lower bank of the oars, the or observation, are fitted with a leather
not know my lords. They are cruel, oh,
foulest of all tasks. The light is dim, water muzzle which clamps their mouths almost
quite cruel. They would not swat a fly-
seeps through cracks and splashes through completely shut, allowing them to barely
no, they are slow and patient. They have
the oar sockets, the air is stifling and foul. mumble. Unfortunately, this effectively pre-
sent you to me, not for me to kill you,
Rows of hard wooden benches extend from vents them from casting spells.
not yet. No, first you will work as my
either side of a walkway. Once the characters are fastened to their
slaves, pulling the oars in my hold.
There are 15 oars per side, each worked oars, they are expected to immediately
Then, perhaps you will wish to die.
by two men (a total of 60 slaves in the hold). begin rowing. Those who do not are given a
Indeed, you might collapse from exhaus-
At the head of the hold is a steep ladder quick feel of the lash to motivate them.
tion, But, I will resurrect you. And we
leading to the deck. Directly overhead is the After the overseers move on, the charac-
will begin again. I wonder how long,
upper bank of oars, also 15 to a side. The ters have a chance to talk to their fellow
how many times you can survive?"
center section between the two banks is slaves. These men (and a few women) speak
open and the deck covers everything, only in hushed whispers. Among the 60
At this point, the captain will stage a little At the front of the hold, on a platform
demonstration, He has all the equipment of slaves of the lower bank, there is a wide
level with the upper deck, is the variety of personalities. Use the Galley
the player characters brought onto the deck. pacesetter--a burly man who rythmically
It has been carefully checked over. He and Slaves table to determine the personality
pounds a large kettledrum in front of him. and reaction of any slave the characters
his men take any items they can use, flour- The oars are worked according the pace he
ishing and strapping these on. Next, he speak to. Since the characters are likely to
sets: quarter speed, half speed, full speed, spend many days chained beside the same
orders any usable items stowed in the hold. and ramming or emergency speed. (These
After this, he selects those items that cannot person, you should make notes about each
are beaten at the approximate rate of 1 slave you create and who he is alongside.
be identified or can only he used by those of every 6 seconds, 3 seconds, 1 second, and
good alignment (or other prohibitive half second, respectively)
restrictions) and carries them, carefully. to Behind him is a door to the forward crew
the rail. "Look, dogs!" he shouts, as he pur- quarters. There is also a door on the lower
posefully and slowly dumps each item into bank, leading to the armory and treasure
the ocean. (This should be a moving and stores. At the back of the hold are doors to
upsetting event, particularly for any materi- more crew quarters (upper bank) and stores
alistic players. Play the scene for all it is (lower hank). There is another steep gang-
worth.) way leading from the lower hank to the

20
Galley Slaves hammer the wooden end cap back into is generally given to the most favored or
Die place. Both rowers at a bench are unlocked least dangerous of the slaves. Two of the
Roll Personality at the same time. This takes about 30 min- slaves distribute the bowls while the other
utes to complete, and any slave who does two ladle out spoonfuls of a greasy broth
1 Exhausted, spirit broken, speaks onlyof
not move fast enough is whipped. Those made from oats, dried fish, and salted cab-
defeat and hopelessness. who died during the night are thrown over-
2 Sullen and resentful, always talking of bage. After this, they come around with
board by four of their fellow slaves. stale sea biscuits and gourds of water. The
what he would when he escapes, but
never tries to escape. menu seldom varies unless too many slaves
6 AM to Evening have died or the captain is in a good mood.
3 Sad but quite calm, seems eager to
escape but always finds the logical flaws The slaves row. The pace of the rowing The only thing which puts the captain in a
with any plan, has inwardly given up to varies throughout the day. It is strenuous good mood is a successful raid. Thus slaves
his fate. and exhausting work. Each week spent at are rewarded for aiding in capturing more
4 Sullen and angry, outwardly hostile to the oars (or part thereof), each character slaves. Again, the servers can carry mes-
anyone but quite willing to join any loses 1-8 hit points from exhaustion and sages, but only to those sitting ahead of the
escape effort, no matter how hopeless. lack of adequate food and water. There is a character, since they work from the front to
5 Pleasant and almost annoyingly cheer- 10% chance that an NPC slave collapses the back of the hold (rowers face the stern of
ful, maintaining a strong front to buoy and dies from exhaustion. If one dies, check
the spirits of himself and others. again to see if another dies. Continue check-
6 A trouble-maker, always mouthing back ing until no slave dies. Evening to 5 AM
to the overseers, attempting to get cbthers All through the day, the slaves are The slaves sleep. This can be done lying
in trouble or divert the blame to t l!em. watched by four guards-two at each end of on the benches or the deck.
7 A sniveling wretch with no backbo,ne or the hold-on the upper bank. These guards The shackles have six-foot chains, giving
morals, who would love to learn of an are not paid to watch the activities of the the character just enough slack to move his
escape attempt simply so he c: o d d slaves so much as to be ready to react to any feet about. During the night, there i s a 5%
betray the plotters and earn a reward attempted escape or revolt. They notice chance that an NPC slave collapses and
from his captors. quiet activity only 20% of the time. How- dies. If one dies, check again to see if
8 A strong-willed SUNiVOr, who sav,es his ever, attempts to leave the hold or mass another dies. Keep doing this until all the
energy and says little, while he pati ently movements are automatically detected. slaves are dead or the die roll is missed and
awaits the chance to escape, alolle or A greater problem for any escape are the no more slaves die.
with company. two overseers-one for each bank-who One guard is stationed on each platform
9 A deranged slave who cares littl e for patrol the length of the hold. These vicious for the night. This is frightfully boring duty
what has happened to him or wh at he taskmasters maintain order and discipline and the guards are none too attentive. There
will do next, just content to be ht:lpful within the hold, applying the lash to those is only a 20% chance of their noticing any
and good at his rowing. who break the rules or whom they do not stealthy activity (if done by a thief, make
10 A hapless but good-hearted persor I, not like. They instantly notice any significant this die roll before checking the success of
overly imaginative but willing teJ try change (an empty seat, missing manacles, hide in shadows and other thief abilities).
hard in any escape plan, except th at he etc.).They have a 45% chance of noticing There is a 40% chance that a guard falls
can't think of anything himself. hastilyconcealed changes and a25% chance asleep during the night. There is a 15%
to spot carefully concealed preparations. chance that a guard leaves his post for one
There is a 5% chance that any slavc! spo- During the day, one old slave, too weak or two hours during the night,
ken to is an unfortunate adventurer cap- to assist in the rowing, moves up and down
tured in a previous raid. The class ancI race the banks with a bucket of dirty w a t n and a Weekly Exercise
,of this character are your choice. It i:i sug- cup, giving drinks to those who need them.
gested that you create this character Iio fill The old fellow, while unable to aid in a Once a week the slaves are allowed onto
any gaps in the player character party. This the deck to exercise their legs and dean
revolt, is quite willing to carry messages to
adventurer-galley slave has 2-5levels. Nat- themselves. Half a bank is unshackled at a
other slaves in the course of his rounds. He
urally, he has no equipment. is also a good source of gossip and informa- time, watched by 8 to 10 guards. The slaves
tion about other slaves. are allowed 30 minutes on deck. Buckets of
The Daily Routine salt water are thrown on them to rinse the
filth from their bodies. The slaves must then
Life as a galley slave aboard the Gh oul is Evening
take buckets and splash down their oar
Limple, with few surprises. You row wiith all First, the three overseers come around to bank.
your might all day, enjoy a bowl 01 : thin fit the slaves out for the night. One knocks
gruel, and sleep on your bench all Ilight. the end cap off the oar and fits the shackles
That is, if you follow the rules. on the ankles of each slave. The chain passes
through the iron staple in the floor. Again,
5to6AM only two slaves are unshackled at any time.
At this time, three overseers c ome. As they do this, the overseers select the four
hnlock the shackles of the slaves, slidle the slaves to serve dinner for the night. This is
: o h of the manacles back onto the oa rand an important duty (since the servers can
play favorites when dishing out food), and

21
'I'

Storms Attacking an ferseer:This is only if the for the player iracters, as scribed
slave does not seriously hurt the overseer. If below.
Any time the Ghoul is in danger of sink- the slave is not cut down on the spot, he is
ing, 2-12 slaves are unshackled to man bilge flogged 31-50 times, each swing causing 1-2 The Black Market
pumps and buckets. No other slaves are points of damage.
freed even if the ship sinks. During the Although there are no quick fixes for the
Injuring an Overseer: If a slave manages player characters aboard the Ghoul, there
storm, waves of water crash over the deck,
to actually hurt an overseer, the slave is are ways clever player characters can gain
flooding and drenching the rowing banks. slain. The only exceptions are when deaths
The hardship of a violent storm is such that small advantages and guidance.
have reduced the number of rowers too low In any community, even that of galley
all player Characters suffer 1-3 points of and when the captain takes notice of the
damage from exhaustion by the end. slaves, there will spring into existence a sys-
slave. Of course, the captain's notice may tem of trade. In this case, there is a secret
not be beneficial since he will probably
Discipline order the prolonging of the slave's suffering
market run more-or-less by the overseers
and the favored slaves. These characters are
Life as a slave on the Ghoul has its rules instead of any mercy. able to arrange things such as better treat-
and standard punishments. These punish- Other Offenses: Anything else that a ment, more food, small amenities, and pos-
ments are normally administered by the slave might do which could be construed as sibly even minor weapons. All these
overseers, some former slaves themselves. offensive or dangerous results in either require, however, that the player characters
Punishment is never moderated by mercy. whippings, denial of food for a day or two,
have something to offer. Within a few
Speaking: Those who talk too loudly, or or death. months of being brought aboard, the char-
talk at all in the presence of an overseer, are acters are contacted by the black marke-
whipped. They receive 1-4 swings of the Escape teers.
lash, each causing 1-2points of damage. The slave lards have every intention of Aside from anything the player charac-
Fighting: Slaves who fight among them- keeping the player characters as slaves until ters may have smuggled aboard with them,
selves are dragged to the front of the hold they die. The player characters must make there is very little they can offer. Those
and flogged. Flogging is 11-20swings of the chained to the same oar with a black marke-
their way to freedom. There is no help for
lash, each causing 1-2 points of damage. them here. There are no conveniently help- teer may be able to work out a deal where
Any who survive the flogging are chained to ful guards or other easy rescues. It is going the character does all the rowing and the
an oar by themselves. This is horrendously to take brains and initiative for the player other merely fakes along. Otherwise, the
exhausting, causing the loss of 1-4hit points characters may be able to sell information-
characters to escape.
per day. However, Stalman Klim has other plans a description of the powers of a magical

22
item the slavers confiscated (that would oth- Highport and Elredd. Here most cargo is MarinesiGuardslOverseers, 2nd level
erwise not he known). the command words unloaded, new slaves for the oars are taken fighters (20):AC 7; MV 12"; hp 14 each;
to a magical item, etc. Information and spe- aboard, and new cargoes are added. Other #AT 1; D 1-6; AL various, all evil
cial skills are particularly useful for trading. stopping places include Kro Kerlep, Prymp, Sailors (10): AC 10; MV 12";HD 1; hp 2;
Promises of payment later or treasure hid- Blue, Monmurg, and Port Toli. However, #AT 1; D 1-6; AL N or NE
den elsewhere are not effective. Likewise, slaves are seldom taken aboard at these
the black marketeers, particularly the over- ports, and never in number. T h e Voyages of the G h o u l
seers, are not honest or honorable men,
quite likely to double-deal a gullible person. c ) Sometimes the ship lays off the shore of The Ghoul is a trading vessel, not a war-
The following things can be obtained some city at night, loading and unloading ship. Thus, itsvoyages are fairly peaceful and
from the black marketeers. Remember that goods. At these times the sail is changed monotonous. This suits everyone on board
the price for any item or service is going to from its deep purple to a plain white. quite well, for the Ghoul does not earn a profit
be far out of line with its value in normal cir- d) There are supposed to he 20 slave lords when she's sitting on the bottom.
cumstances. Thus, a small, rusty knife is a who meet as a council and decide all issues The Ghoul sails for two to eight days
tremendously valuable thing, commanding of the organization. Only they know who before there a possibility of landing at a
a huge price from the character. the others are. major port. After this time, there is a 5 %
chance per day (cumulative) that the ship
Special duty (serving food, water, etc.) e) The slave lords must be somewhere makes port. The ship remains in any port
Better food (reduces hit point loss to 1-4per inland, because goods are prepared for ship- for one to three days, loading cargo and
week) ment overland. making repairs. Once every year the ship is
Revenge (bribing an overseer to mistreat dry-docked for one or two weeks while
another slave) f ) The slave lords are massively wealthy,
having built a private city of gold for them- major cleaning and repairs are made. This
Change of clothing dry-dock is in Highport.
More time on deck selves and their followers. They own virtu-
ally an entire kingdom. In Greyhawk, the possible ports of call
Small knife are Highport, Elredd. Blue, Kro Kerlep,
Drug that feigns death g) The slave lords are not really in charge, Prynp, Monmurg, and Port Toli. There
Being moved to a different bench they are controlled by a powerful demi-god may be other stops at small towns and vil-
of evil, perhaps even old Iuz. lages, but these are only for a few hours.
Stalman Klim There is a 5% chance per day that the
h) One of the slaves managed to smuggle a
It is to Stalman's advantage that the message to his family. He knows that his slaves will be ordered to row at flight or
player characters escape, but only at the cousin is in Highpart, looking for him. If ramming speed. There is a 10% chance per
right time and with the right information. anyone ever escapes, they should carry a day of encountering a i,term.
#Whenthe ship reaches Highport, the char- message to him. His name is Feodor.
,,acters are slyly given the opportunity to After Escapin!9
escape. The slaves are off-loaded and put to i) Highport is the place to go if you're look-
work unloading cargo. During this time, the ing for the slave lords. They operate out of
one of the temples there. Their masters are they should have enough information to
guards will be conveniently lax. If the char- know that Highpart is their next goal.
acters think quickly and boldly, they can not human. (This is the particular piece of
information Klim wants them to gain.) Indeed, if they are clever, they will time
make a successful break for freedom. their escape upon their arrival in Highport.
A day or two after they have escaped and If they have not done this, they must make
found shelter, they receive a surprise. A T h e Crew their way there.
mysterious bundle appears in their rooms, Captain Girana, 8th level elven fighter/ If the players have not yet figured out
labelled simply "From a friend! The pack- magic-user: AC 0; MV 12"; hp 34; #AT they are to go to Highport, you can do one
age contains some of their equipment (hut 3/2; D 1-8 +3; SA spells; AL LE of two things. Either you can hit them over
no magical items) and some of the spell Spells: enlarge, magic missile (x2). shield, the head with an obvious clue or you can
moks of characters. You should decide rope trick, pyrotechnics, stinking cloud, move the location of the Temple of
what spell books have survived. hold person, flx suggestion, fire charm, Highport. Obvious clues would include
fear, wall of fire large crates labelled "To Highport"; rumors
Rumors Equipment: bracers of defense AC 2, scroll floating around the dock; a ship captain
During their time in the hold, characters can of scare, longsword + I (Flametongue) who reports of many purple-sailed ships
pther information. There are many facts and docked in Highport; etc.
Officers,human 5th level fighters (3):AC 3;
Alternatively, if the player characters are
-mors available if the characters bother to MV 12"; hp 26, 28, 34; #AT 1;D 1-8 t1;
mquire. These are listed below. As referee, at some other port on the Wild Coast or the
AL LE
Pomarj, you can simply move the location
sou can use any of these rumols you prefer. Equipment: All have chain mail fl and carry of the Temple of Highport to that town. This
cutlasses. First mate has a scroll of protec-
J The Ghoul is a trader owned and oper- will require a little adjustment work on your
tion from demons. Second mate has three
'red by the slave lords. It does not transport part, since the later adventures overland to
javelins of lightning. Pilot has potion of
laves, but engages in other trading activi- the stockade of the slave lords must also be
gold dragox control. (Note that captured altered or repositioned. However, this is a
,e5related to the slave lords.
usable equipment will be distributed
good method to keep those players familiar
I ) The ship's main ports of call are among the captain and the officers.)
with the A series modules on their toes!

23
Once a minor jewel of the barons of the from what it once was-an evil trade deal- masters. Lounging around the main door
Pomarj, Highport was the center of a bus- ing heavily in misery and hardship. Many are a few guards, looking bored and ill-
tling shipping and trade industry. Here, slaves pass through this port to stand on the tempered. All the windows are either
from lands all around the Sea of Gearnat, block in its markets. Many come to buy. boarded over or heavily barred. No one
ships carried their goods. The market And all are under the protection of the slave looks friendly or happy.
squares were filled with foreign merchants. lords. Government buildings house the offices
Itinerant priests exhorted the common folk of bureaucrats and the quarters of soldiers.
from street corners and well-founded mis- There will always be 2-12 soldiers present
sions built lavish temples. Geomorphic (triple this amount for barracks). In addi-
But that was then, before the dark tide of
death and destruction swelled out of the Highport tion, offices have 2-8 petty officials or
workers.
hills-the murderous bands of humanoids. No overall map is provided for the city of NPC Types: A, 8 , D, E
Highport was too rich a target to be ignored Highport. The geomorphic city maps Jobs Available: Skilled (20%)
and although it resisted, five times repulsing should be used to create any section of Information: A, 8, D
the attackers with bloody losses, it could Highport where the player characters are
not stand. On the sixth assault, the gates currently adventuring. Thus, your player Private: granary, house, mill, salting
were sundered and the walls breached. A characters can visit any section of Highport house, shrine, smokehouse, storehouse,
whirlwind of destruction entered the town. without the need for you to create a com- temple.
Lightning, fires, and hail mixed with the plete city map. The homes and businesses of Highport
savage lusts of the attackers. Highport Each geomorph is a square section of a are of an unpleasantly squalid sort. Little
burned and its few remainingI. veovle
. were typical city block. Each square has a num- attention is paid to sanitation or repair.
slaughtered. ber and each side of the square has a letter. Many of the houses are only half rebuilt,
But eventually, the chiefs of the tribes met There is no direction (north) printed on any their outsides charred and broken. The
in council. The wisest of them spoke, square. Instead, you can choose one side of ground floors of many are given over to
describing the great victory they had won the square to he north. None of the workshops and businesses. Windows open
and praising the warriors of all the clans. geomorphs have areas of docks; n o onto the street, the sills loaded with the
But, he went on, their deeds would be dust encounters are likely to occur on the docks. goods of the workshop. Most of these are of
without profit if they did not occupy On a sheet of graph paper, write the num- quite ordinary craftsmanship. Most of the
Highport and reopen it to menfolk. They ber of the geomorph in a square. On the other buildings are warehouses near the
must have a place to trade and men to trade four sides around it, write the letters of the docks or workhouses. These exhibit a uni-
with, There was outrage and anger from sides, the top edge of the paper being north. versal tendency toward stench and filth, a
some on the council, but the old chief was In this way you can build a map out of the sickening thought considering many store
prepared. At his quiet signal, those dissent- geomorphs that make up your city of stocks of food.
ing were removed and chiefs more amenable Highport. The few temples operating in the city are
to his ideas put in their place. of a most unpleasant visage. It is clear that
This, then, is the Highport of today. Key to the Geomorphs any worshippers of good deities practice
Much remains in ruins, a legacy of the great their faith carefully and in hiding.
conquest. But slowly the city is being rebuilt Since the geomorphs of Highport could
beusedforvirtuallyanyareaof thecity, itis NPC Types: A, B, C, D
and repopulated. The city is now ruled by a Jobs Available: Menial, common
coalition of tribes, split by factions and not possible to give them a numbered key.
Instead, different types of buildings have Information: A, B, C
blood feuds. Over them, binding them
together in fear, are the slave lords. Humans been shaded differently on the maps, giving Ruins: deserted, rubble.
have slowly returned: none of the original you an indication of the establishment The greater part of Old Highport (as the
settlers, but evil men with evil reputations. found there. The descriptions below pro- city before the invasion is called) is now in
Half-humans freely mingle with full-blood vide the detail you need to handle any desolate ruins. Much of the population fled
events that happen in these areas. or died during the siege and only a portion
humans and humanoids. Justice IS unknown
and the laws are simple, a strong sword arm Government: Armory, Barracks, Guild of the city has been reclaimed. The conquer-
being judge, jury, and executioner, a dark hall, Keep, Pier, Stables. ors have little desire to rebuild Highport and
alley becoming an execution ground. The building is dingy and ill-cared for. It the few traders and craftsmen who live here
Still, the lure of trade and profit draws still shows damage from the Night of the find it easy enough to occupy standing
men here. But it is a much different trade Bloody Spear, when Highport fell to its new buildings.

24
Many of the buildings are still standing, through the streets, disappearing into the Highport NPCs. Table 1
more or less. They have not been burned to black maw of a temple gate. No one stops or
the ground or razed, but have been empty questions these processions. Raceidie range
for several years. Neglect has made them Class Human Half-orc Orc
unsound and unsafe. For each hour spent in NPC Types: A, B, D
Jobs Available: Menial, common
F 1-2 1-3 1-4*
a deserted building, the characters risk a MU 3
10% chance of a serious accident: a beam Information: A, B
C 4-5 4
giving way, the ceiling collapsing. a wall T 6 5-6
caving in, etc. All characters in the area
(there will always be at least one) must roll T h e NPCs A
BAR
7
8
7

their Dexterity or under on 3d6 to avoid the


hazard. Those who succeed manage to
of Highport C/F
C/T
8
9
spring to safety. Those who fail suffer 2-20 Highport is filled with hundreds of peo- CiA 10
points of damage. These collapses are not ple, far more than can be detailed in single FIT 11
uncommon and do not attract any attention adventure. Furthermore, you wouldn't F/A 12
unless the collapse endangers an occupied want them all detailed, since the majority Shaman 5-6
building. are ordinary and quite dull. So, like the
Rubble is just that-the remains of totally maps of Highport, a simple system is given * Treat as chieftain with level equalling Hit
collapsed or burned buildings. While it is for quickly creating NPCs. Dice.
much safer to move about rubble, it does This system uses the NPC types alluded
not provide shelter from the elements. to in the preceding descriptions. To create Type E (1-4 human, 5 - 6 halP-orc)
There is only a 5 % chance every hour that an NPC, use the entry matching the NPC AC see Highport NPCs Table 2; MV 12";
the characters cause masonry to fall or drop letter and generate the information needed. Lvl 3-12; hp see Highport NPCs Table 2 ;
into a hidden cellar. A Dexterity roll (as Each NPC has an occupation, which can be #AT by character class; D 1-4 or 1-8; AL N
explained above) is allowed and characters found by rolling the appropriate die on the (l-Z),NE (3-5). LE (6-9), CE (10)
who fail suffer2-12 points of damage. listed column of the NPC Occupations
table. The same method is used for person- Highport NPCs. Table 2
'j NPC Types: A, C
Jobs Available: none
Information: A, c
ality.
Type A (human)
Class Human
HPIlevel
Half-orc AC

AC 10; MV 12"; HD 1: hp 1-6; #AT 1;D 1- F 1-3 1-3 2


Services: inn, shop, stable, tavern, 4; AL N (I),NE (2-3). LE (4-5).CE (6-8) 6
temple. Occupation: Roll Id10 on Column A MU 4 10
Mostly huddled near the waterfront are Personality: Roll ld20, no modifiers 3
these densely clustered buildings. Day and IL 5 10
night the inns are alive with the clatter and Type B (half-om) 2
clink of trenchers and mugs. After dark, the AC 8; MV 12"; HD 1;hp 1-8;#AT 1;D 1-6; C 6-7 4 4
windows glow warmly while rude and bois- AL NE (1-31, LE (41, CE (5-8) 5
:erous singing rings into the street. Some- Occupation: Roll ld10+5 on Column A T 8 5 6
:irnes it is echoed by an agonizing cry from a Personality: Roll ld10+10 4
lark alley. AS 9 6 5
The patrons of these inns and taverns are Type C (orc) 2
I hard and cruel lot. Coming from many AC 7; MV 9"; HD 1;hp 1-8;#AT 1: D 1-8; MK 10 * by level
)arts across the waves, they are the vermin AL NE (1-2), LE (3-4). CE (5-71, CN (8) 2f2
>f foreign lands, profiting from the cruelty Occupation: Roll ld6+10 on Column A BAR 11 4
t f the slave lords. Personality: Roll Id6 +I4 9
Mixed in with the inns are shops and sta- T/ACR 12 7 4
~ ,les, relatively quiet affairs compared to the Type D (human 1-3. half-orc 4-5, 3
' vickedness of the drinking houses. Most are orc 6) C/F 8 3
"oarded up solidly at night. The owners AC 10 (orc 6 ) ; MV 12" (OK 9); Class see 4
ensibly refuse to open their doors after Highport NPCs table 1: LVL 2-4; hp 5 per C/T 9 4
: ark. Too many unsavory things inhabit the level; #AT 1;D 1-8; AL N (1-21, LE (3.51, CE 3
.reets to be safe. (6) CiAS 10 4
The public temples are grim and forebod- Occupation: Id20 on Column B (50% of all 3
ig structures. Taken over from the pre- Type D NPCs are agents of the slave lords.) FIT 11 2
ious religions, the orcs, half-orcs and evil Personality: 2d10 5
umans have installed their own clerics in F/AS 12 2
ie once pure structures. Some are places 4
w visit willingly. Others attract great
Occupation: l d l 0 + 10 on column B
.owds to their unpleasant spectacles.
Personality: 2d70
,metimes, at night, dark processions wind
Occupations hardship and suffering be negotiated with the prospective
18 Ill-tempered, cruel and vengeful employer, but a minimum of 2 gold pieces a
Die Roll Column A - Column B 19 Unrefined and savage, but not stu- day can he expected.
1 Shopkeeper Tax collector pid any skilled craft
2 Hostler City guard 20 Has difficulty suppressing blood- officer of the guard
3 Stabler Marine thirsty impulses scribe
4 Derelict City guard clerk
5 Craftsman Slaver
6 Sailor Petty bureaucrat Jobs Available -
navigator
artist
7 Bodyguard Petty bureaucrat
It is likely that when the player characters soecialized bodvruard
8 City guard Executioner
first enter Highport they will need money Gerald
9 City guard SPY and equipment, The best way to get some is discreet messenger
10 Thug City guard
to get a job. The description of each build- foreman
11 Temple guard Sergeant of the
ing type lists the general class of work avail- artillerist
guard
able there. These are explained below with a
12 Tax collector Captain of the
listing of the types of work (and the pay
13 Slaver
guard
Master crafts-
rate) for jobs within that class. Information
Menial lobs: These are the worst type of While living in Highport, the player char-
man
work available. They pay 2-12 copper acters will certainly want to gain informa-
14 Messenger Councilman
pieces a day. As an inducement, many offer tion about the slave lords and any prisoners
15 Outland war-
a place to sleep (the manger, etc.) and per- passing through the city. Each building
rior Slave Merchant
haps very poor quality food. entry lists the type of information the char-
16 Outland war-
rior Ship captain stableboy acters may he able to get. Of course,
17 Ship captain spitboy whether the player characters learn any-
18 Magistrate apprentice to a trade thing depends on who they meet and how
19 Engineer fish cleaner they treat him. Obviously, agents of the
20 Minor slave lord rat catcher slave lords are not likely to talk freely to
(8th level or common laborer strangers. Likewise, a derelict may ramble
greater) laundry man on, finally revealing some interesting fact he
Personality gravedigger has observed or overheard.
wood chooper The information is divided into types,
nip
- .. waterboy explained below. The exact wording is not
Roll General Personality stevedore given, since there are so many questions and
1 Heloful and concerned so many NPCs. Instead, decide what the
2 Honest and open Common Jobs: These are jobs which, player characters need (or don't need) to
3 Cooperative, but unwilling to take while not requiring special training, are bet- know and bring it out in a conversation
risks ter paying and less taxing than menial work. with an NPC. The personality of.the NPC
4 A wheeler-dealer, willing to help In addition, some may he jobs which have will help determine what you should say
only for profit special requirements or risks. These pay 1- and how you should say it.
5 Cringing and nervous, afraid of 12 silver pieces a day.
consequences What the Characters
6 Moody and sad, fatalistic in out- guardsman Need to Know
look soldier
tavern or inn help Before the player characters tackle the
7 Outgoing and pleasant but non-
household servant Temple of Highport, they need to know the
committal
groom following facts.
8 Petty and vain, impressed by his
own power fisherman a) The slaves are taken to a secret process-
9 Vengeful and quick-tempered cook ing center somewhere in the city.
10 Dim-witted teamster
bodyguard b) The Temple of Highport is this process-
11 Officious and unadventurous, a
sailor ing center.
great believer in rules
12 Solitary, dislikes disturbances L) The location of the Temple of Highport.
13 Nervous and jumpy, given to Skilled Jobs:These are jobs which require
special knowledge to perform, either train- In addition, the following facts can be
overreacting
ing in a skill or special abilities which only added if the player characters dig deeper or
14 Calm, efficient, often using own pose their questions carefully.
initiative the character can perform. Sometimes the
15 Obedient and unimaginative skill is no more than being able to read and d) Slave dealers visit the processing center
16 Pent-up, outwardly calm but write. This also includes any job where the to examine the stock. They enter and leave
inwardly raging character's class is an important factor. The by the main gate.
17 Dour, grim, a strong believer in amount of pay is highly variable and must

26
e) There is a secret entrance to the Temple. the information. Thus, a 48 would indicate amount of money they have thrown
f ) The I<,cation of the secret entrance. that about half of what the character's are around, they probably could buy it. Rudely
told is accurate. The remaining information they push the other customers around.
9) A qu ick idea of the inhabitants and may be pure fancy, confused facts, or out of Hands go for hilts only to reconsider at the
defenses of the temple. date. You should decide what is true and last instant. There is no doubt that these
h) RecerIt shipments of slaves included a what is false. customers are tough. Several times they
,which came from the Safeton D: The last type of information is sensi-
tive information. This has the huge advan-
have boasted of the plunder they took from
the towns of the north. It is clear that their

! area. One of the slaves matches Dame


Gold's general description.

Infor mation Types


tage of being accurate and vital to the player
character's mission. Sensitive information
can answer any type of question the player
haul was large. They brag of the treasures
they found hidden away and claimed. They
even tell of their horrible crimes, gloating
characters may have, provided they go to over their own cruelty. On and on into the
A: Thi 5 is common information known to the right source. Thus, the Master of the night they carouse, drinking heavily
most lorig-time inhabitants of Highport. Port's office would be able to produce There is no doubt that these characters
Most pec>pie know that slaves are shipped answers about slave shipments-their arriv- are black-hearted villains, perhaps not wor-
through 1Highport, that the city is under the als, cargoes. and who delivered-but could thy of any compassion. Their night of cele-
protectio n of the slave lords, and that the reveal little about the movements of slaves bration may have also weakened their
activities of the slave lords is generally quite once ashore. normal caution. A group of brave adventur-
crrrrtirre Toomuchquestioningalong these
This type of information is very hard to ers (if a little desperate) might be able to
lines make the NPC suspicious. Those get. It is only known by high-level and avenge the poor victims of these cutthroats.
whose living depends upon the slave lords important members of the local government However, attacking the thugs in the tavern
will report their suspicions. Those who indi- and agents of the slave lords. They do not will not succeed. A general brawl will
rectly earn a living from the slave lords freely talk about this information. It can be quickly break out among the 15 patrons of
(which is most everyone else) will refuse to obtained by theft, trickery, or threat. Theft the establishment and shortly after that 20
talk turther and, if pressed, report their sus- is the most effective, although risky. Trick- guardsmen arrive to breakup the riot. They
picions. Naturally, other common informa- ery requires careful planning and acting on will not be gentle.
tion can be gained-the location of a known the part of the player characters. It is very Well after midnight, however, the row-
building, the name of an official, etc. hard to do properly. Threat is the worst dies gather their gear and leave, staggering
E: This is specialized information, gener- method. More than likely the person threat- out the front door. Their rude songs echo
ally known only to people who need to ened will lie and the characters will have no and fade down the street.
\know. It is not truly secret, but it is not ban- way to test the truth of his statements. Some If the player characters follow carefully,
died about. Specialized information tl they eventually have an opportunity to
includes the dates of ship arrivals, contents ambush the villains in a quiet, dark alley.
'of most cargoes, the activities of the city You must decide if the player characters
,guard, the name of a ship captain, the cur- have made adequate preparations. If the
rent prices on the slave market, the current player characters are well-concealed and
selection of slaves, the procedures for regis- ready, they gain automatic surprise and ini-
tering as a slave merchant, the next open tiative on the first round of combat. There-
market date, etc. Most of thisinformationis Highport looking for information and after, they have a + 1 bonus on all
known by people in government or bureau- work, the player characters can also have a subsequent initiative rolls. Furthermore, the
cratic positions. As bureaucrats, they are number o f special encounters. Each brutes are unable tn coordinate a unified
generaily unwilling to release information. encounter has a purpose-to gain informa- defense. The battle should end in quick vic-
Yribery and friendly forms of persuasion tion, money, or equipment. You should use tory for the player characters.
nay be needed. Persistent questioning each as you see fit. However, shortly after the player charac-
about one area or topic arouses their suspi- ters defeat the thugs, a second group of cut-
:ions. They then refuse to cooperate and The Thugs throats arrives on the scene. These fellows
xobably report their suspicions to others. have had the same idea as the player
C: This type of information is dubious in Since it is likely the player characters will characters-to make a quick profit bush-
\nature. It can potentially fill in many miss- enter Highport with little in the way of whacking the celebrants. The presence of
mg gaps for the player characters, b u t can equipment, normal and magical, you can the player characters has thrown their plans
150 mislead them greatly. It is generally
use this encounter to give them a chance to out of whack, but is not likely to stop them.
,.mown only by disreputable types-people become properly outfitted. The player characters notice this new
' +ith their ear to the ground and in contact The encounter begins on a night when the group blocking both ends of the alley, two
Nrith many sources. As such, innkeepers, player characters are in an inn or tavern, men at either end. They advance hesitantly,
I avern patrons, sailors, and even derelicts
whether they are customers or employees. uncertain of their new opposition.
, ften have bits of this type of information. Since early evening, one table in particular The player characters can negotiate with
'he characters may be able to learn nearly has been liberally carousing and celebrat- them. There is a slim chance they can be
i,nything they need to know. However, ing. The patrons are a wicked looking band frightened away, especially if the player
iere is a catch. Before revealing anything, of five cutthroats. They are dirty, smelly, characters act boldly and defeated the first
>11percentile dice. The number that comes and loud. Since they came in, they have group with ease. However, it is more likely
p is the percentage of accuracy concerning acted as if they own the place and from the that the thieves demand a share of the

27
player character's spoils. If an agreement is to Highport. But here his luck has ended. flask taken to the temple, one that matches
reached, the thieves honor the terms. After Although he knows much, he has been the description of the flask formerly held by
all, it is better for them to make a profit unable to get any closer to his goal, the player characters.
without having to do anything than to risk The player characters have to make an Although a good deal of his spirit can be
their fortunes and lives for everything. effort to find Fmdor by discreetly asking restored by meeting allies in his quest, it is
Celebrating Cutthroats around for him. The characters should have many weeks before he once again is ready to
to ask around quite a bit before they are suc- take up his quest. It should be clear that the
(Underlined items are not used by the cessful. Each time the characters ask, they player characters do not have that long, and
NPC's. They are part of the treasure have a 5 % cumulative chance of success- that he will be of questionable help if they
recently gained and their powers are as yet finding a person who knows Feodor and do wait. Still, when they depart, observant
unknown. Due to their condition, these where he can be found. Thus, after checking characters may note a strong positive
NPCs all have a -3 penalty on their chances with four different people, the characters change in his outlook. It seems that he may
to hit.) have a 20% chance of success. To keep this once again get his life back together.
Hergist, 6th level fighter: AC 2; MV 12"; hp feeling realistic, you may want to make the
36; #AT 1; D 1-8+2; AL CE characters do some legwork during this Slaver Agent
Equipment: chain mail, shield +2, long- search. Repliessuch as, "No, but you should
sword +2, brooch of shielding This fellow is a small, wiry man with a
go talk to Arrezzio at the fish-market. He
Kermail, 3d level fighter: AC 6; MV 12"; hp knows a lot of people," or "Well, let's see, youthful face and a generally cheerful
expression. His hair is black, lightly
14; #AT 1; D 1-8;AL CE my memory just isn't that good anymore ..."
Equipment: bracers ofdefenseAC6, ring In addition to finding Feodor, there is a streaked with gray and balding on top. He is
of water walking chance that the player characters will be of medium height and weight. He carries a
Alexander, 5th level fighter: AC -1; MV found by an agent of the slave lords. There dagger openly on his belt and two smaller
12 ";hp 23; #AT 1: D 1-8; AL CE
blades, one hidden in each boot. He wears a
is a 10% chance of this happening each time
..
Eauivment:
clairvoyance
.
olate mail +4. notion of a person is questioned. This is not cumula-
tive, the chance is always 10%. If noticed,
light suit of chain mail +1 under his cloth-
ing. Although not a thief, he is particularly
Villehardouin. 5th level thief: AC 7 MV the player characters will be followed from good at trailing people and will not lose the
12"; hp25;#AT1;D1-6+1;ALNE;due then on by the agent, who makes reports on characters unless they specifically try to
to his condition he is unable to effec- their activities. Unless he is discovered and ditch him.
tively use any thief abilities but Backstab dealt with, the player characters will be Agent:AC3;MV12";HDl;hp3;#ATI;D
x3 unable to deceive the slave lords about their 1-4: AL N
Equipment: spear +1, scale mail + I true intentions. While this will not prevent
Notkard, 4th level magic-user: AC 4; MV the characters from completing their mis- Stalman Klim
12"; hp 14; #AT 1;D 1-4;AL LE; due to sion, it can make the task much harder. and Edralve
the carousing, Notkards memory is a bit Feodor is currently living in the Barnacle
cloudy. He can only use the following Rock Inn, near the waterfront. This is a sad During the time the player characters are
spells: affect normal fires, enlarge and run down building, barely decent in Highport, Stalman Klim's attention is
Equipment: bracers of defense A C 4, scroll accomodations. Since arriving in Highport, drawn elsewhere. He is not able to monitor
of Bigby's interposing hand, shatter, Feodor has gradually gone from bad to their movements or give them special aid.
geas, and cloudkill worse. He has been unable to find his cousin However, if the player characters run afoul
or the kidnappers and his funds are nearly of the Highport government, Klim's atten-
Thieves exhausted. Despair and fear have set in. tion is drawn to their plight through agents
Living in the midst of the enemy has taken he has in the jail. He ensures they are not
>UT thieves present, including executed and are eventually released, after
its toll on him. He now drinks heavily and is
seldom sober. Neither is he clean or attrac- perhaps paying a heavy fine. His agents let
level: AC 5; MV 12"; hp 23; tive. When the characters find him, he is lit- the player characters know that a "friend
1-8; AL LE; Backstab x3 tle more than a bum. Indeed, he has sunk to has arranged their release and that they
level (x3): AC 7; MV 12 "; hp 9, such depths that he refuses to help the should be grateful. Indeed, this "friend
r 1; D 1-8; AL NE; Backstab x3 player characters unless paid. would be greatly appreciative if they would
investigate the temple of Highport.
.ord +2 (IQ 14: AL CN; detect Still, he does have good information. He
assage, detect gems; Ego 5) knows where the slaves are taken upon their However, pulling so many strings also
ither armor +1 arrival in Highport (the temple) and has alerts Edralve's agents and they report back
,ne of controlling earth elemen- scouted the area around it, finding the secret to her. She begins investigations about the
entrances, He knows the temple is manned player characters. Thereafter, there is a 20%
by humans, half-orcs, and orcs, although he chance the characters are discovered by her
is unaware of the aspis or any dispositions agents for each day they remain in
within the walls. He has watched carefully Highport. Once discovered, she, too begins
d special encounter characters attempting to manipulate the player charac-
as the shipments of slaves have been
rith Feodor, the cousin of one of ters.
unloaded and remembers seeing a woman
laves. Feodor is attempting to
matching Dame Golds description. He is
who kidnapped his cousin and
his cousin. The trail has led him positive she was taken to the holding center.
Finally, he remembers seeing an unusual
-
The temple of Highport stands, not DM should note the number of monsters Ghouls: There is a 50% chance that the
surprisingly, on the outskirts of the city slain (if any) alongside the listing for that ghouls are accompanied by 1-3 ghasts.
particular creature. Once the maximum There is also a 1 in 4 chance that they are
of Highport. To casual inspection, the
number given is reached, no more of that returning from the city, carrying their foul
temple compound appears to he nothing
particular type of monster is encountered. If meals with them. In such a case, they will he
hut a collection of ruins, a legacy of
characters should leave the temple and encountered climbing down the outer wall.
when the Pomarj Horde swept over the return later, intelligent wandering monsters
city. However, thosenot taken in by first Otherwise they are merely making a patrol
(the aspis, for example) will generally rein- and will ignore any creature on the ground
impressions notice the appearance is
force their numbers and increase their outside the temple. They have befriended
more calculated than fact. Despite the patrols for extra security. How many
damage, the outer walls are strong and the cleric and will not attack her or any of
replacements arrive and how long this takes the orcs.
solid. Constructed of large blocks of is left to the DMs discretion. Zombies and skeletons: These have been
closelyfitted stone, the place lookslike it The players or the DM must also decide created strictly to patrol the walls. They
could withstand a small siege. Some of which of several entrances will he used to ignore any activity on the ground outside
the buildings inside show signs of recent enter the temple and its sewers. It is possible the temple. They will not attack orcs or the
1' repair. Nearby buildings have been
carefully pulled down, giving those in
for characters to pose as slave merchants
and he admitted through the front gate, but
cleric of the temple.
Orcs: Orcs attack intruders on sight. The
the temple a clear view of the this will place them under the close observa- exact composition of any wall guard of orcs
tion by the guards inside. Unless known and is as follows (roll ld4):
trusted, characters will have their weapons
1 2-8 arcs armed with short swords and
taken away from them and possibly even
have their alignment checked through the light crossbows.
If the characters take time to observe the 2 2-12 orcs armed as above and led by a 4th
use of a spell. Those living within these
'temple, they notice several things. Guards level half-orc fighter.
walls are not stupid and won't act or fight in
patrol the walls at infrequent intervals. 3 2-8 orcs armed with halberds led by a 5th
such a way. The humans, orcs, half-orcs,
These are small groups of humanoids or level half-orc fighter and a cleric/assassin
and aspis are experienced and have dealt
humans bored with their duties. At other (levels 415).
with intruders before. They will therefore
times parties on foot or horseback arrive at 4 2 half-arc fighters (levels 2-41, a half-orc
be on their guard against many common
Pither the stable door or the main gate. fighter/thief (levels 1-3 each), and 2 half-
tricks that might he used to deceive them.
These visitors hail the guards and announce O K cleridfighters (levels 2-5 each).
Furthermore, they will learn from experi-
that they have business at the temple; the ence with the party, will guard entrances not
Zuards then let them in. These visitors guarded before, and even set traps in so-
Temple Description
ippear to be either merchants with guards called "explored areas" if necessary.
3r parties of adventurers. At night the The scope of the temple (and the city of rhere are two main types of construction
5uards are more numerous, and creatures Highport) is not limited to what is pre- n the temple compound. The rooms and
:an he seen fluttering up from within the sented. More detail can be added to the vari- passages that are still intact show signs of
:ompound and flying off into the night. No ous blocks of Highport, transforming it into a great fire at same time in the recent
,laves or slaving parties are observed in the a wild, dangerous, hut useful port of call for past, probably when Highport was over-
'ime that the characters are in the area. hold adventurers. The sewers are not com- run. The walls, originally beamed and
plete and may he expanded by those who plastered, are now scorched and sooty
'Yotesfor the wish more underground adventure. Small burned sections show the beams
"mgeon Master and stone behind them. The walls are 9
Wall Encounters feet high, and large sections of plaster
A random encounter table with attached have fallen from the ceiling, sometimes
, *planations is included before each key for Encounter occurs on 1in 6 , check each turn. even showing the sky above. None of
I i e upper and lower sections of the temple. If encounter OCNIS, roll ld8. these openings are big enough for even a
1 efore each of the section keys is also a 1 2-8 ghouls; see below gnome to tit through.
1 Candering Monsters Roster. This roster is 2 2-12 zombies; see below T h e other major section is the temple
ieant to limit the number of creatures of 3 2-12 skeletons; see below proper. This large, three-story structure
bch type that may be encountered by the 4-6 orcs (special); see below was originally built of stone blocks with
',arty. Whenever an encounter occurs, the 7 1-10 stirges an arched ceiling, The fire gutted and
8 1-4 harpies
29
The door is trapped from the opposite
appealing to them as fellow men. They are side so that any person who opens it triggers
ruined the upper floors of the structure. not interested in protecting the inhabitants the trap, This trap consists of a spiked,
The original roof has collapsed, and sec- of the temple. In a three-sided battle, they spring bar beside the door, bent back so that
tions of its supports lie in ruins near the will only fight to save themselves and when released it snaps across the doorway
base of the temple walls. A new roof has escape. at chest height with a great deal of force.
been built onto what remains of the tem- Any character standing in the doorway
ple from wooden beams and the fallen Wandering Monster Roster takes 3-18 points of damage. If a thief suc-
stone. Ceilings are 35 feet high unless
Whenever a wandering monster is slain, cessfully detects traps, he or she discovers
otherwise noted. The walls are decaying
the listings beluw should be adjusted to the trigger rope on the other side of the door
and pitted stone. The floors are stone,
show the number of creatures of that type by peering through one of the cracks. This
dirty and gray with ash and dust.
remaining. Characters may never encounter rope may be cut and the bar released with a
more wandering monsters than the amounts dagger inserted in the crack. The bar then
Those areas of the temple compound that smashs into the panel of the door and does
given here. Except in noted instances, the
are not part of the temple, a room, passage, or 1-6 points of damage to any characters
death of wandering monsters will not affect
one of the courtyards, are ruins. These m a s pressed against the door.
the appearance of placed encounters.
are the remains of several totally burned
buildings that once lined the walls of the tem- 10 Aspis l b . Inside exit:
ple compound. Weeds grow up through bro- 2 Basilisks’
ken beams, skeletons, and tumbled blocks. 10 Crocodile
Dust and ash blow through the air. The About halfway down the hallway is a
6 Dopplegangers
dashed lina on the map indicate walls that still wooden board, crudely but securely fas-
6 Ghasts
stand one to three storis in height, with doors tened to the wall at one end. The other
20 Ghouls
end has nails, spikes, glass and other jag-
and windows, but no roofs or floors. Unlimited Green Slime
Throughout this area the following special ged items stuck into it. The board is bent
5 Half-orc cleridassassins
back towards the wall and held in place
encounter table should be used. 15 Half-orc fighters
by a rope fastened to a pin. Another rope
7 Half-orc fighter/clerics
is connected to this pin and runs forward
Ruin Encounters 5 Half-orc fighter/thieves
along the wall to a hook set in the wall.
Encounter occurs on 1in 6, check each turn. 6 Harpies
This hook is in about the same place the
8 Oares
If encounter occurs, roll ld6. bar would strike if released.
50 Orcs
1-2 OKS (special); see below Unlimited Giant. rats
3 1-2 basilisks 20 Skeletons This trap covers the secret door to the
4 2-8 ghouls 40 Slaves outside. If the rope is cut, the bar is released
5 wight 15 Slavers to swing into the wall, Anyone standing in
6 humans (special); see below 30 Stirgees the arc of the bar takes 3-18 points of dam-
5 Gianl, weasels age from the blow, If the board strikes the
Orcs: When o r a are encountered in the 1 Wights*’ wall, it cracks the wood and plaster panel
ruins, 3-18 of them are gathered around a 20 Zombies there to reveal a secret door and a passage
small fire. There are also chances for the fol- beyond.
lowing extra creatures to be present:
* Remove the appropriate number of basi-
lisks from encounter area 10, Temple Level. 1. Bricked-up room
10% human slaver (fighter, levels 5-8).
25% ogre, 1-3. * * No wight will be encountered in the Inner
Courtyard (area 9 if rolled on the Wander- This room is burned and partially
50% half-orc fighter (levels 2-5). destroyed, much like others throughout
ing Monster Table.
30% half-orc fighter/cleric (levels 4-6/4). the temple, The floor is crowded with
In addition to the fire, there are 0-5 crude debris, making movement difficult. Sag-
shelters constructed around the campsite. Key to the ging and collapsed as it is, the ceiling still
appears to be sound. The east wall is dif-
Each shelter contains 1-100 gp.
Humans: Humans are often found in the Temple Level ferent from the others, showing signs of
ruins, carrying out business with the OICS 1. Secret door and spike trap recent construction and upkeep. Over-
and half-orcs who dwell there. Often they l a . Outside entrance: all, this wall appears to be stoutly built.
are slave merchants stopping to do business.
Such groups have a fighter of 8th or 9th At the end of this 10-foot-long passage is This room is empty of monsters or trea-
level and 3-10 1st level fighters. There is a the back of an obvious secret door. Con- sure; no useful item will be found. The east
50% chance that a cleric of 6th or 7th level is structed to look as if it were part of the wall is maintained in good condition to pro-
present. If no cleric is with the group, there wall to those on the other side, no tect the rest of the compound from the basi-
is a 75% chance that a magic-user of 5th or attempt has been made to disguise the lisks that live on the other side.
6th level accompanies the band. In addition presence of a door from this side. Light
to the humans, 1-4 half-orc fighter/thieves from the other side faintly outlines the
(levels 4-6/3-5) act as interpreters. The door and reveals a handle.
humans try to deal with the party first,

30
filled with rubble. There are three possi- The mound is actually a giant sundew
ble ways to walk across the space: a thatattacksanycharacterwithin5feet of it.
The wooden door to this room is charred Having sprouted roots, it doesn’t move
with several boards missing and other charred and crumbling section of floor
clings to the left wall; a narrow pathway from its position and uses its sticky tentacles
planks obviously weakened. The han- to protect it from any attacks it can. The
dles. hinges. and other metal fittings are of fallen beams stretches across the cen-
ter like a bridge; and a relatively sound vinegar at 5a may be used to dissolve its
half melted, soundly jamming the door glue; each barrel will coat half the floor
shut. The room beyond, as seen through section of floor, only burned at the edge,
runs along the right wall. All three paths space of the room. If the barrels are released
the holes, is severely burned, its furnish- at the top of the stair, they will be broken by
ings buried and ruined beyond recogni- are accessible from this end and lead to
the doorway on the opposite side. the time they reach the floor. Around the
tion. The ceiling has collapsed for the base of the sundew, hidden under its glue
most part, revealing another chamber on are 500 gp, three gems (500 gp, 1,000 gp,
If the crumbling ledge is probed, large
.the second
I Ing .
still
floor. About 5 feet of the ceil-
remains around the walls of the pieces of burned wood crash to the floor. If
and 10 gp) and a ring of spell storing
’ (friends, shatter, jump).
room. forming a narrow, jagged ledge. any character steps on the ledge, it collapses
The floor is littered with beams, plaster, beneath them. Sundew: AC 7; MV 1”;HD 8; hp 48; #AT 6;
ash. and unknown pieces of junk. The The center path is narrow. When stepped D 1-3plus special-acid damage on 1 per
air is filled with the odor of rot. on, it wobbles slightly, plaster and ash fall, tendril per round, suffocation on a 20. -1
and the wood creaks and groans. As unsafe on ”to hit” per 3 hits; half damage from
as it seems, the path is sturdy and may be fire and missile weapons.
crossed without falling.
The ledge to the right is sound and solid. 6. Stable
However, when the lead character reaches
the halfway point, his or her weight causes a
loose beam underfoot to shift. The wall tion. In it is a row of stalls for horses,
beside the character collapses inward, three of which are occupied at the
knocking him or her off the ledge. If charac- moment. Tack hangs from the walls, and
ters are roped together when this happens, three saddles are piled near the double
each figure after the first must roll a success- doors. Piles of hay line the walls oppo-
ful bend barsllift gates to stay on the ledge. site the stalls, and several open sacks of
Characters who fail are pulled over the side. grain are beside them. Four humans are
The fallen wall blocks this ledge. A fall to sitting on the sacks, their short swords
the cellar does 3-18points of damage. thrust into the hay. A ladder near the sin-

Sa. Alcove
The four humans are actually half-orcs

IA small alcove set along the center of the


passage has three barrels in it. These bar-
rels are sealed and dusty. The wooden
staves are stained a dark brown.

The tops of these barrels may be opened


by smashing them with a mace or axe; one
who are assigned to work here as stable
hands and guards. One of the four has a
horn concealed under his cloak; at the first
s i g n of trouble he attempts to call for help
by blowing on it. If the alarm is raised, more
half-orcs (according to the numbers found
under the random encounter tables) arrive
round is required for each barrel. Inside in 2-5 rounds.
each is a dark, thin, soursmelling liquid. The loft over the stable is filled with loose
This is actually nothing but old soured hay and more stacks of grain. Hiding
wine, more vinegar than alcohol. The bar- among these is a doppleganger. He will pose
rels may be rolled down the hall if as a half-orc, orc, human merchant, fighter,
unopened, or manhandled by two people if or slave according to the situation, and
the top has been removed. attempt to join any party that defeats the
half-orcs, probably claiming to be an
5b. Sundew’s lair escaped slave. If allowed to do so, he will
attempt to lead a member of the party away
from the others, then slay that character
This room is almost bare except for the
and take his or her place.
stairs on one wall and the door on the The half-orcs each carry 20 gp on their
opposite wall. Five feet from this door is
persons. Otherwise there is nothing of value
a mound of tarry looking rags. Many in the stables exceot for the horses and the
fliesbuzz about the room, and the air has
saddles.
a sweet honey smell.

31

I
Half-orcs: AC 7: MV 9 ” ; HD 1:hu 8 each: they dislike the plants that grow here. These been installed. These stairs lead to the dirt
#AT 1;D by short sword or 1-6 plants have become animated through the tunnels that eventually wend towards the
.. - - AC 5; MV 9”: HD 4: hp 20:
Douuleganrer: will of the goddess whose temple this was. aspis nest and room 21 on the underground
#AT 1; D 1-12;surprise on 1-4; immune Although unwilling to interfere more key.
to sleep and charm spells, saves as a 10th directly than this, she has made the garden
level fighter unsafe for all who enter. Roll a d6 each turn 9. Inner courtyard
that the characters move through this area.
7. Stonecutter’s shed On a 1-3, an encounter has occurred. Roll This large courtyard contains mostly
on the following table (de) to determine dust and grass, although several large
This ramshackle building is cluttered what happens: trees grow at one end. Near the edges of
with a variety of tools and junk. There 1. Branches and weeds bend and move, the yard are large blocks that have tum-
are hammers, chisels, axe handles, slabs blocking the path behind the last person bled from the walls of the temple and its
of stone, and warped boards. The walls in the party. To return the way they outbuildings. These ruined areas look
are covered with many different types of came, a party must cut through the over- like they will provide adequate cover for
holy symbols, some of evil and some of growth. any man-sized creature who wishes to
good religions. Most of these look as if 2. A tree branch strikes once at a random hide in them.
they have been pegged or nailed in place. party member. It attacks as a 2 HD mon-
Crouched around a dim and sputter- ster, causing 1-6 points of damage if it Hidden in this pile of debris is a wight
ing lantern are six orcs, nervously finger- hits. who stalks this courtyard. The half-orcs
ing their halberds and glancing about. 3. The branch of a bush attempts to pick- have managed to appease him through the
pocket a member of the party. The regular offerings of victims, whether they be
The six orcs have been ordered to stand chance of success is 65%. Failure by human, half-orc, orc, or otherwise, and the
guard here to prevent any intruders from greater than 20% indicates that the char- cleric of the temple has formed a shaky alli-
entering the compound. All the exits are acter has noticed the attempt, A small ance with the creature. Consequently, the
barred, but the doors are weak and easily item, randomly determined, is taken wight seldom roams outside the area of this
broken. The orcs do not like this duty and from the character. courtyard. However, it considers any who
are plainly terrified of the nearby cemetery, 4. 2-8 giant worker ants (AC 3; MV 18”; enter the area to be fair game. Should the
as they do not like the idea of becoming vic- HDZ; hp9each. #ATl;D1-6)attackthe party be pursued into this area, their foes
tims of some undead creature. To prevent party. will halt outside and prevent the party from
this they have gathered any and every holy 5. Weeds attempt to entwine the legs of the returning the way they came, hoping to
symbol available, including those of their characters. Failure to save vs. paralyza- watch the sport. Hidden in the debris are
victims, and hung them up. Nonetheless, tion results in entanglement. The weeds 2,000 cp, 1.000 ep, and a pair of gauntlets of
they are apprehensive. If surprised, their hold characters until thev are freed bv dexterity
first thought is to flee (if possible). If they others or killed by a wandering monster. Wight:AC5;MVlZ”;HD4+4; hp27; #AT
cannot get away, they will fight at a + 2 on 6. 2-5 ghouls (AC 6; MV 9”; HD 2, #AT 3; 1;D 1-4 plus energy drain: silver or mag-
their chances ”to hit” out of sheer ferocious D <3/1-3/1-6, touch causes paralysis) ical weapons needed to hit
panic. Each orc has 5 gp and a silver holy attack the party.
symbol of some religion, worth 40 gp. 7. Weeds and bushes bend to block the way 10. Basilisks’ den
Orcs (6): AC 6 ; MV 9 ” ; HD 1; hp ahead of the party. Further progress must
4,3,6,7,1,4; #AT 1;D 1-10 by halberd be done by cutting (MV 1“). There are no visible doors to this area; in
8. A treefallsacross the path, attempting to fact, openings that might once have been
strike a random party member. The tree windows or collapses in the wall have
8. Cemetery attacks once as an 8 HD monster and been repaired and maintained. Now a
does 4-24 points if it hits. wall about 10 feet high faces the inner
This open area was obviously once the Should characters attempt movement off courtyard.
cemetery for the temple compound. the path, the plants become very active to Inside this area is a collapsed building.
Now it is overgrown with weeds, gnarled stop them. Weeds entangle them every step Several of the inner walls stand, broken
bushes and dying trees. Stone markers of the way, and branches constantly strike and irregular at their tops, but there are
and small crypts can be seen at some at members of the party. If the characters no floors or ceilings anywhere inside the
points through the overgrowth. Paths become extremely destructive (i.e. cutting, walls of this area.
twist through the cemetery; some show chopping, or burning), they discover that Along the wall near the outer edge of
signs of recent use. Everything seems trees have moved to block all the exits. Each the compound are a large number of
gray in color here-the grass is gray- tree has 60 hit points, attacks as a 10 HD chipped, cracked, and broken statues.
green, the soil dusty gray. the stone monster, and is able to attack four times per These are in many different poses: peo-
markers brown and gray. A feeling of round; D 1-6 each. Three trees guard each ple crouching, kneeling, praying, defiant
oppression hangs over the entire ceme- exit. or twisted into broken positions. They
tery. There is a large crypt at the center of the are all of exquisite workmanship and
cemetery with a heavy iron door in the may have once been part of the fumish-
This area is avoided by the orcs and half- front. The insides of this crypt have been ings of the previous temple.
orcs unless they come in large numbers, for removed, and a staircase going down has

32
a c t u a h a trap
, prepared
. . bv 12b.
B catch those who would tr;
slavers. Whenever a new In this small alcove are three orcs. The
smallest of the three carries a whip (D 1-3)
, the temple, he or she is first and is standing in front of a bullseye lan-
._ .I om and his or her reactions
tern, casting his shadow on the far wall. He
./nd kill them first). Many humans attempt- carefully watched. Only after several visits,
ig to rescue their kin have also wound up when the half-orcs feel sure that the buyer is is also imitating the voices of the ogre and
1 cre. Since thearea is somewhat large, there
the slaves. To either side of him kneel the
what he or she says he or she is, will they
a chance that the basilisks will not be in other orcs armed with light crossbows at
take the person to the actual slave pens.
! ie area of any intruders who enter. For
ready (D 1-4) and short swords (D 1-6).
Note that if the player characters are able
.-ery round spent in the pen there is a 1in 6 These orcs will not be surprised because the
to reach this chamber without raising any
slaves have signaled them. Each OK carries
':lance of encountering one of the basilisks. alarm or making any noise, the ambush is
I oud noises are sure to draw thfse creatures
1-4 gp.
not prepared. Instead the characters find a
> their source. These creatures have no scene of 20 ragged half-orcs, weapons at Orcs: AC 6; MV 9"; HD 1;hp 2.6.7; #AT 1:
casure. their sides, throwing dice and arguing over D by weapon type
'';disks (2): AC 4; MV 6"; HD 6+1; hp wagers.
45.33; #AS 1;D 1-10;gaze turns to stone 13. Cloister hall
12a.
I 1. Burned dormitory The twenty slaves are actually half-orcs This chamber is dusty and bare of fur-
whose appearance is good enough to pass nishings. The floor is wooden and inlaid
rhis room is charred. burned, and in a for humans. Seventeen of these are normal with simple geometric designs. Long nar-
itate of collapse. Although the walls are half-orcs armed with short swords carefully row windows pierce the south wall. Near
itill intact, the ceiling has fallen in at sev- hidden under their ragged robes. Near the each door is a tallow candle mounted on
Iwal places. Fallen beams have crushed trap door are two half-orc assassins hiding a wall sconce.
hunks, and the tattered remains of blan- +1 swords and wearing disguised leather
kets show under the ashes and plaster. armor. Near the door is the leader, a half-orc This chamber is totally empty of crea-
Several small beetles and spiders scuttle fightericleric armed with a +I short sword tures or treasure. If the candles are exam-
from place to place, leaving tracks in the (NSA), who will attempt to stand back and ined, the characters will see that pieces have
rnuddv ash. cast spells. He has the fallowing spells mem- been pulled off of them. The windows are
orized: little more than slits and look into the gar-
This room is not used by the denizens of First level: bless, (x2) command, cure light den at 14. There is a 2 in 6 chance that any
1 I e temple as itis considered unsafe. Careful wounds, darkness character looking through these will see and
$ 8 arching reveals crushed bunks and Second level: hold person, silence 15JFM) be seen by one of the harpies living in the
I iarred bits of simple furniture (staols, cloister garden. Once prey is spotted, these
radius
!:!hies, etc.) hut nothing of value to the creatures immediately begin to sing, hoping
I' crty. The room is dangerous, and any The shackles and manacles worn by the to lure their victims into the garden. If the
r-ajor disturbance of its structure (knocking "slaves" are false and quickly drop off at a characters stuff tallow from the candles into
t 'les in walls, clearing away beams, etc.) js moment's notice. They are cleverly cou- their ears, they'll be effectively protected
I ible to cause another collapse (6 to 15 feet structed; only a thief examining them can from the harpies' songs.
i - radius from the point of the disturbance) detect they are false. Once the party is well
I., hich does 3-18 points of damage to all into the room, the half-orcs rise, pull their
short swords, and leap to the attack. While 14. Cloister garden
s., ithin that area. There is a 1 in 6 chance
l i a t any character injured by a collapse will the party is occupied with them, the assas-
I pinned under a beam and will need help sins attempt to hide in shadows and then
f ' be freed. backstab, not assassinate, at the first oppor- untended, this garden looks almost
tunity. The half-orcs and the assassins each pleasant. Bright flowers bloom in many
:2 . False slaver's lair have 1-6 gp on their persons. The fighteri places - yellows, violets, reds, blues,
cleric has a ring worth 500 gp. and many other colors. A path goes
The trap door at the end of the narrow straight through the center to the door
The walls of this chamber are lined with on the other side and shows signs of
room is locked from this side. It leads to the
lwenty human slaves, their ankles and recent use. She trees are blighted and
aspis food storage chamber (level 2, room 7).
wrists shackled and manacled together.
dying, twisted holes and bare branches.
, J n the same wall as the door can he seen Half-orcs: AC 10: MV 9":HD 1;ho 6 each;
Perched in the trees are four harpies.
lhe shadow of a large ogrelike figure #AT 1;D 1-6
:,randishing a whip. Guttural commands Half-orc assassins: AC 8: MV 9"; Level 5;
ind pitiful screams can he heard. At each hp 23,25; #AT 1; D by weapon type; The path through the garden is used by
backstab triple damage the half-orcs t6 reach the buildings beyond
:rack of the whip, the siaves cringe and
it. Near each door to the garden is a tallow
:ower. A trap door is set in the floor at Half-orc fightericleric: AC 7 due to Dexter-
candle the orcs use to plug their ears. When-
\e far end of the narrow room. ity; MV 9"; L 5 i 4 ; hp 32; #AT 1; D by
ever anyone enters the garden, the harpies
weapon type

33
will start to sing. If after a round the victims 16a. Main courtyard flames results in an explosion doing 3-18
show no reaction, the harpies stop and points of damage to all within 10 feet of the
ignore the party, considering them to have This courtyard is a large open area. For cart (no saving throw).
business in this place. Should some of the the most part it is bare dirt, but tall, rank Unless in danger of being flanked, neither
members proceed in the harpies' direction, weeds grow up in the corners. At the the half-orcs nor the orcs advance from
the creatures immediately swoop to the north end is a large gatehouse to the out- behind their respective cover. They attempt
attack. If two or more of their number are side. This way is blocked by two heavy to slay the party with arrows and use the
killed, the survivors fly out of the garden portcullises. There is a wooden door on cart to force them into a corner.
and do not return until their foes have left. either side of this gate. Opposite the The operation of the cart is not as simple
gatehouse is a pair of huge double doors as it seems, due to the valves controlling the
Harpies: AC 7; MV 6"/15": HD 3: hp
leading to the temple proper. In the oil flow, nozzle adjustments, and other con-
12,16,18,21; #AT3: D 1-3/1-3/1-6, sing-
courtyard are two tables, one near the trols. Characters will not be able to manage
ing and touch charm).
gate and the other near the temple doors, the operation of this device without lengthy
15. Water-filled passageway and an unusual looking pushcart. Three study and practice. Likewise, it requires a
orcs stand near each table, and four special oil mixture to operate this device,
humans or half-orcs are standing around one that is not readily available.
The corridor is narrow, plastered stone, The orcs and half-orcs carry no treasure.
the pushcart.
and roofed by an arched ceiling. Heavy
wooden beams form arches every 10 Orcs: AC 6: MV 9"; HD 1: ho 4 each: #AT
feet. Ahead, the floor of the corridor has If not surprised, the o m immediately 1;D by weapon type.
collapsed, revealing a flooded sewer line. push the tables over and take cover behind Half-orcs: AC 6: MV 9". HD 1:ho 7; #AT 1:
This collapse extends for 60 feet and then them. These tables give them 50% cover, D by weapon type.
ends, as the water flows out from a rendering them AC 2 and adding + 4 to any
sunken opening. Fifteen feet above this saving throws from physical attack forms 16h. Outer portcullis winch
water line is a door set in the end of the (lightning bolts, fireballs, etc.). From
passage. Leaning against the wall at this behind these tables, the orcs fire their light This room i s cluttered with ropes,
end of the passage is a pole about 10 feet crossbows and defend with their spears. wooden blocks and stools. In the main
long and 3 inches thick. The water Simultaneously. the half-orcs turn the section is a table, a candle and bowl of
appears to be moving at a swift pace. pushcart so that it faces the intruders. This gruel on it. In the alcove at the back of
Trash floats away from the door and dis- cart is a primitive flamethrowing device. the room i s the winch for raising the out-
appears through a narrow opening under Thefront of it hasbeenfixedwithamantlet, side portcullis. Sitting at the table i s a
the collapsed edge of the corridor. The giving the half-orcs 90% cover (AC -4), man eating dinner. Sullenly staring at
air is foul and smells of sewage. +10 on all frontal saving throws, 1 / 2 or no him from the far wall are three slaves,
damage if save is successful). Protruding apparently unchained.
from this mantlet is a nozzle with a slow-
Characters may attempt to swim to the
burning torch mounted on a bracket in front
far end of the hall, but to do so against the The man is a half-orc fighter dressed in
of it. Behind the mantlet i s a barrel contain-
current i s difficult and tiring. Current speed chain mail. On the table beside him rests a
ing a volatile oil mixture which i s sprayed
i s 3" and the water depth is 8 feet. Only dagger (D 1-4) and a longsword (D 1-8). If
out the nozzle by a bellows arrangement.
characters in leather armor or less (except attacked he attempts to escape from the room.
This cart may be worked to flame three
those in magic armor) may swim the dis- On his finger he wears a + l ring of protec-
times before the fuel i s exhausted. The flame
tance. Those in leather may not carry more tion. The slaves are actually chained to the
has a range of 30 feet and is 5 feet wide at the wall by neck collars and so cannot move
than 200 gp of extra weight. Swimming
end of its range. This flame causes 4-24
characters move at the same rate as their about freely. Should the half-om ever ventue
points of damage to the first person struck.
dungeon speed plus or minus the speed of within 5 feet of them, they attempt to grapple
If others are behind this person, they suffer and overpower him, provided that he does
the current. half damage from the flame. A successful
Many methods may be used to reach the not have his weapon at ready In the pockets
saving throw vs. dragon's breath reduces
opposite side, including unhinging the of the fighter's clothes are the key to release
the damage by half for the first person and these slaves and a gem worth 1,000 gp.
doors to be used as rafts, levitatinga person indicates that no damage has been suffered
over with a rope, spider climbing along the Half-orc fighter: AC 3; MV 9"; Lvl4; ho 32:
by those characters behind him or her.
walls, etc. A door will carry either one The cart is able to move 6 feet per turn. If #AT 1; D by weapon type).
heavily loaded or armored character or two attacked by a fire-based spell, the cart must
unarmored ones. If not poled or towed by a 16c. Inner portcullis winch
undergo a separate saving throw, regardless
rope, the door will drift with the current. of the success of the half-orcs. A 10 or better
Spikes driven into the doors and walls will indicates that the cart has saved; failure to
support no more than one armored charac- This small room is almost featureless. A
save indicates that the cart caught fire and small window looks into the space
ter at a time. It takes three rounds to travel will explode the next round. There is a 25% between the two portcullises, a large
the length of a rope to the opposite end. chance that the half-orcs will remain and winch dominates the center of the room,
attempt to put the flames out. A roll of 1-2 and two humanoids are sitting on stools
on a d6 i s required for the half-orcs to be facing each other at the other end of the
successful at this. Failure to put out the

34
1 room. One, an obvious half-orc. is hold- by braziers and candles. The scent of To the right of the double doors is a poor-
1 ing a sword and pointing it at the other. incense is faintly noticeable. Across the box mounted an the wall. To the left and
room opposite the door is a dais and an in the corner is a font with 10 slaves
The half-arc has realized that he is sitting altar. This consists of a semi-circular 3- chained hand and foot beside it.
i _ the same room with a doppleganger and step raised platform projecting out from
i'. trying to hold him at bay with his sword. the wall. On the dais rests a gigantic The woman is a 6th level evil cleric. She
I ' the doppleganger is not surprised by the statue. This statue is of a one-eyed has the following spells memorized:
?!'tranceof the party, it shapes itself into the orclike humanoid standing with legs
1 ..eness of a slave. When the party enters spread, holding a sword with both hands First level: command ixZ), cure light
!' ' y see the half-orc holding his sword on a above his head. In front of this statue, wounds (xZ), protection from good
s ive. If the doppleganger is surprised, the standing on the main floor, are 3 half- Second level: hold person (xZi, resist fire,
r: rty sees a half-orc holding a sword on his orcs dressed in plate mail and carrying silence 15' radius, spiritual hammer
F' rfect double. Given the circumstances, halberds. Behind them stands a woman Third level: bestow curse, blindness, prayer
t . c doppleganger will either try to join the wearing plate mail and carryinp. a mace. The half-orcs in front of her are 3d level
~ < r t or
y convince them that the half-orc is fighters who attempt to melee with the
r"illy the doppleganger. The doppleganger
b:,q 20 gp and the half-orc carries 5 ep.

F!ilf-orc: AC 4; MV 9"; HD 1; hp 8; #AT 1;


D by weapon type
tbppleganger: AC 5; MV 9"; HD 4; hp 13;
#AT 1;D 1-12; surprise on 1-3; immune
to sleep and charm spells, save as 10th
level fighter

I '7. Temple doors


..
hese double doors are each 5 feet wide
I nd 10 feet high. Beyond them is a corri-
dor stretching as far as the eye can see.
{very 10 feet there are statues in niches
,in both sides. These statues are lifelike
carvings of orcs and gargoyles, set on 5-
toot-high pedestals. They are in a series
c it orc-gargoyle, orc-gargoyle. Each O K
carries a different weapon in an attack
position, while the gargoyles are
crouched, ready to spring at an
iinknown foe. All the statues are clean
I nd look relatively new.

A glyph of warding has been cast across


I!,: 10-foot section of passageway marked
I?,the X. If stepped on without proper pre-
c . utions, this glyph releases its energy at the
p,-rgoyle statues to either side, causing them
I,. be flung into the hallway. Characters in
I," second rank must save vs. paralyzation
(11 suffer full damage from one of these
c itues. A successful save reduces damage
1-1 half. The statues make a great deal of
n: ise, negating any chance for surprise in
e'-rounter area 18. The statues are not ani-
ni lied in any way.

143. Temple chamber


-~
leyond these double doors (fitted like
I hose at area 17), is a large open room, lit

35
party, preventing attackers from reaching lower sections of the temple through the
the cleric. She will stand behind them, aspis lair. In a niche at the top of this shaft K e y to the
attempting to cast spells. are three bags with 300 gp each, a gem
If the cleric is alerted to the party’s pres- worth 2,000 gp, and sheafs of parchment. Sewer Level
Sewer Encounter Table
ence before they enter this area (through These papers have much vague information
loud noise, etc.) she will cast the following on the activities of the slave lords. The Encounter occurs 1in 6, check each turn.
spells (if time permits) in the order listed: player characters must study this material 1.1-4 aspis drones (AC 3; MV 15”: HE 6:
carefully before drawing any useful conclu- #AT 2; D 1-4/14 or by weapon type).
The silence spell will be cast in the area
around the door. sions. More detail on the papers and what 2-3.2-12 orcs (AC 6; MV 9”; HD 1;#AT 1;
The prayer will be cast over herself and the can be gained from them is presented in the D 1-8 or by weapon type); see below.
fighters in front of her. next section. 4-5. slave band; see below.
A resist fire will be cast upon herself. The trap door to the lower level has been 6.2-20 giant rats (AC 7; HD 1i4. #AT 1;
A protection from good will be cast upon trapped to prevent unwanted people in the D 1-3).
herself. lower level. If the trap door is opened with- 7.1-2 eiant weasels (AC 6: MV 15”: HE
out first locking the secret catch located on 3+3; #AT1; D2-12).
Hidden in the poorbox is a troll made tiny the left foot of the statue, the arms of the 8.1 green slime (AC 9: MV 0” HD 2; #AT
by a stone of diminution. (A small gray statue fall forward. The sword blade swings 0, special).
stone, this device acts in the same manner as directly over the trap door and does 6-36 9.1-3 dopplegangers (AC 5; MV 9“: HD 4;
a potion of diminution with respect to the points to any person in its path. #AT 1;D 1-12); see below.
size of the creature when the device is oper- 10.1-6 Crocodiles (AC 5: MV 6”/12”; HD
Evil cleric: AC 1 due to Dexterity; MV 6”:
ating. This diminution lasts for 2-5 turns or 3; #AT 2; D 2-8/1-12).
Level 6: hp 30; #AT 1; D by weapon
until the user lets go of the stone-. Each use
type; carryinga + I maceandapotion of Orcs: There is a 10% chance that an ogre
requires one charge. A stone has 1-6
speed is present with any band of orcs. The orcs
charges.) Two rounds after the party enters
Half-orcfizhters: AC3: MV6“: Level3: ho are armed with light crossbows and battle
the room the troll bursts out of the box at ~

20; #AT 1; D hy weapon type axes or short swords.


full size and attacks the party. It has normal
chances for surprising the party.
Troll:AC4: MVlZ“:HD6+6;ho37: . . . #AT Slave band: 2-12 slaves shackled and
3; D 5-8/.s-a/2-12;regeneration manacled together are herded through the
Hiding in shadows behind the font i s a 4th
Assassin: AC 7; MV 12”; hp 12; #AT 1; D sewers by 2-8 orcs armed with whips and
level assassin who attempts to backstab an
by weapon type; backstab for double short swords. There is a 25% chance that a
unarmored figure if possible. Unless precau-
damage human fighter (level 6-7) is present along
tions are taken to protect the rear of the
party, the assassin is able to make a back- with a half-orc fighter (level 1-3) acting as
19. Ruined chapel interpreter. This human is preparing a cara-
stab attempt.
The slaves are ordinary slaves and will van to leave the city.
avoid combat if at all possible. No figure This was once a large high-ceilinged Doppleganger: There is a 50% chance
may pass through this group due to their chamber, obviously the altar room of the that these creatures are posing as orcs when
chains; they must always be circled. Figures previous temple. The ceiling was once encountered.
forced into the slaves stumble and trip, built from stone arches, but now it is col- Note: There are three main types of con-
requiring one round to regain their feet, lapsed, crushing the altar. Great shat- struction found throughout the under-
during which time they may not attack. The tered blocks and columns cover the ground passages of the temple: dirt tunnels
slavers suffer an extra 1-6 points of damage floor, and the roof is open to the sky, and chambers; sewers; and passageways
if forced into the slaves as they will be struck Sheets of roofing material and jagged and rooms. Dirt tunnels are dug from the
by chains, fists, and feet. beams thrust up from the floor. Ivy cov- soil, are hard packed, and are roofed by
The commanders in this chamber are ers the walls. Fluttering and squeaking wooden planks. There are beams every 5
can be heard. feet supporting the ceiling. The passage-
responsible for the management of daily
ways are normally 10 feet wide, but this
operations of the temple. They are greatly
in fear of the slave lords and only substan- The squeaking sound comes from 10 varies considerably from section to section.
tial inducements will get them to talk. They stirges nesting in the creepers on the walls. The ceilings are about 7 feet to 8 feet high.
Hungry, they attack any who enter this The chambers have also been delved from
know little more than the rumors the char-
chamber, avoiding those with open flames the earth and are supported by beams,
acters already possess about the slave lords.
and attacking other characters first. If four although there is no planking to cover the
However, they do have a near-complete
or more stirges are killed, the survivors ceiling. The walls and floors in chambers
knowledge of the layout and workings of
retreat to their nests. They return to attack and passages are slightly muddy, but show
the temple. They can provide accurate
in 5-8 rounds. Under one of the vines is a no signs of crumbling. If the beams support-
directions and may betray Sturm Blucholtz,
jeweled dagger worth 1,000 gp. ing the ceiling are destroyed (due to
theminor slavelord, to save their own lives.
removal, fire, lightning bolt, etc.), there will
However, they won’t reveal the tenuous Stirges: AC 8; MV 3”/18”; HD 1+l;hp 5 be a collapse in a 5- to 10-foot radius. Per-
nature of their alliance with the aspis, hop- each; #AT 1;D 1-3; strikes as 4 HD crea- sons caught in this area suffer 2-20 points of
ing the player characters will blunder along ture, drains blood for 1-4 per round damage (no saving throw). If more than 15
to their doom.
points are sustained by a character, that per-
On the floor between the legs of the statue
son has been totally buried and must
is an ornamental trap door. This leads to the

36
bc rescued within 5 rounds or die of suffoca- 2. G r u b H a t c h e r y pots to save vs. poison or he helpless with
t i in. Players may dig 2 feet per round with- nausea for 2-8 rounds. The sewage fluid
< ' i t tools or 5 feet per round with shovels. A may only be carried in ceramic or metal ves-
c ' !lapse will totally block a passage. ered with drying garbage and other foul sels. If the container is not stoppered, the
Sewer tunnels are 20 feet wide arched materials; characters must wade through smell will affect the party. Even if the sew-
p; ssageways of brick and stone. The walls this to enter the room. The air is steamy, age is carried in a stoppered container, the
d i p rotting, crumbling brick, covered with and condensation appears on the walls, stench gained in obtaining the fluid will
b; rmless molds and slimes. Along one side already covered by pale, moist slime remain for 5 turns, negating surprise during
i, a 5-foot-wide stone ledge. growths. The heat of rotting garbage that time.
The ceiling is formed of stone blocks, and rises from the floor, rendering infravis- Aspis larvae: AC 6; HD 5: hp
S I ,ne arches support it every 10 feet. The ion useless. The odor of rot is almost 20,21,26,16,10: #AT 1: D 2-7; surprise
c,:ilingis7feet highatthesidesandlofeetat nauseating in its intensity on 1-3; immune to acid
t.: center of the arch. Water drips from
c'icks in the stone and calcification has The room is actually a pit, filled with sew- 3. E g g C h a m b e r
f'.rmed tiny stalactites hanging from the age waste up to the level of the surrounding
c~iiling.In some places, small plant roots passages. The sewage is 5 feet 6 inches deep The passageway rises quickly above the
i.; ng down from above. and has a consistency of slimy quicksand. level of the sewage, and the chamber
The remainder of the passage is filled with Beneath the sewage at the entrances are 5- floor seems dry. The space is large, and
a runoff mixture of sewage and water, 6 foot-by-5-foot platforms, and connecting the dirt ceiling is supported by many
iii:hes below the level of the ledge. The them is a 3-foot-wide ledge. The fotward edge beams, Ten feet away, spaced in a ring
vi iter depth varies from 5 feet to 12 feet at of the platform becomes steps going down around the only entrance to the cham-
a r y given point (roll d8 + 4 to determine the into the pit, six steps in all. The platforms are ber, are three large insect creatures. Each
i r pth when necessary). Garbage floats slug- covered by 6 inches of sewage while the ledge carries two battle axes, one in each upper
8i';hly at the surface, not revealing the quickly slope to a depth of 2 inches. forelimb. Beyond them near the far wall
s - 'onger undercurrent. The current, 2 feet Living in these pits are five aspis larvae in are many glistening white ovoids, about
bmeath the surface, moves at a rate of 3" different stages of growth. These blind crea- 6 inches to 1 foot in length
p m turn in the direction of the Grub Hatch- tures, which vary in length from 6 inches to
c - ,, (room 2). Those swimming downstream 3 feet, attack any disturbance in the sewage, Three drone aspis are guarding the egg
nixy add this amount to their movement choosing greater disturbances over lesser
r 1 :e: those swimming upstream must sub- chamber. They instantly attack any stran-
disturbances. They are capable of attacking gers who enter the room (+ 2 on their "to
t- tct this amount. while submerged, but may only rise 6 inches hit" rolls due to morale). They neither
The passageways and rooms are of stand- above the surface. None attack figures on retreat nor surrender. If not surprised, they
a!$ dungeon construction. These areas are the 5 by 5 platforms. Up to three may attack attempt to summon aid by making loud
cm~,mparatively dry The walls, ceilings, and those standing on a ledge, and all may clicks and whistles, If any aid should come
f ~ iors
r are made of large blocks of smoothly attack those in the pit.
Iiessed stone. Doors are made of heavy (50% base chance, subject to DMs modifi-
When entering the room, if no precau- cation), a few of the drones from the Aspis
c : k, bound in iron and studded with large tions are stated, the front rank automati-
rl rets.
chamber (area 5) arrive. The twenty white
cally stumbles on the steps, plunging into ovoids on the ground beyond the drones are
the pit. Characters in the pit move at one- the eggs of the nest. Their soft membranes
1 Escape Ladder fourth their normal movement rate, fight at may be easily slit open to reveal partially
a -4 to hit, defend at -4 from their normal
formed aspis larvae inside. Hidden under
armor class, and may only use thrusting one of the eggs along the south wall of the
haft to a dirt tunnel. The ladder is wood weapons. The sewage is mildly corrosive chamber is the combined treasure of the
Ind in good condition. It does not and burns flesh and weakens cloth or three drones; three gems worth 500 gp,
lppear to be fixed to the wall. There are leather. Each round characters stand on the 1.000gp, and 100 gp respectively.
nany tracks in the mud about the ladder. ledge they take 1-2 hit points of damage.
he air is damp and foul. Those in the pit suffer2-5 points of damage. Aspis: AC 3: MV 15": HD 6 : hp 30J7.45:
Characters submerged in the sewage take an #AT 2; D by weapon type
This ladder leads to the temple altar on extra 8 points of drowning damage at the
t:e surface (room 18).A stone lid covers the end of the second round. Characters with 4. F o o d S t o r a g e
t p of the shaft, but this may easily be constitution scores of 16 or better take only
r.:,ved aside from below. Just below the top 4 points. Thereafter damage continues for A 5-foot wide path runs through the cen-
c t the shaft is a small niche stuffed with the every round a character remains sub- ter of this room from exit to exit, To
i ' , ms described in room 18. Along the lip of merged. Characters may float to the surface either side of the path is a trench (5 feet
t ' i)~ shaft is a small catch. If this is not found by releasing held items and swimming. No wide) filled with grain. Beyond the
z t d set, the trap described in room 18 is trig- other actions may be taken if this is done. trenches are piles of dried carcasses and
pi red, causing 6-36 points of damage to the If the sewage is collected and carried to be mounds of rotting vegetation. Hung
t ' st person through the opening. The tracks thrown at opponents it will do no damage, from stakes driven into the walls are
n I e those of orcs coming and going and an but the stench of the fluid will cause all leather skins and full bladders
r!tknown creature (aspis) of great stature. within a 3-foOt radius of the burst sewage

37
This chamber is the food storage area for attack with two broadswords (D 2-8) and from the mouths of the ant tunnels (deter-
the aspis. The trenches to either side of the defend with two shields. They attempt to mine which tunnel randomly) to assist the
path are 3 feet deep. The southern one con- stab at the defenseless players caught in the aspis. They will retreat before a stoutly
tains nothing but grain, but the one to the nets while they are preoccupied with the wielded open flame. Every round for five
north is inhabited by a gray ooze at the bot- giant ants. If forced to retreat, the drones rounds after the ants first appear, two more
tom of the trench. It attacks creatures who attempt to go to the Breeding chamber (area worker ants enter the chamber, until a total
disturb its trench. The mounds of decaying 6) to help protect the cow. No reinforce- of 10 have arrived. The entrances may be
vegetation are infested with rot grubs, 15 in ments come to this chamber unless the party temporarily blocked with any suitable
all. The aspis consider the grubs a delicacy. is already being pursued. material (bundles of sacks, a full backpack,
Under one of the piles may be seen the The commanders of the temple above a body, etc.). Each blockage requires two
thongs of a leather sack. This sack contains (foundin room 18) and the minor slave lord rounds for the ants to remove.
three apples covered with a glittering silver- who controls this operation (in room 21) Along the south wall are four egg cases.
blue mold. The mold is beneficial and cures have arranged an alliance with the aspis col- These have been collected after the larvae
any non-magical disease if one apple is ony. In return for food, the aspis provide have hatched, then cleaned and sewn back
eaten. The piles of carcasses are those of 26 some guards and allow the slavers to use the together to form sacks. Three of these cases
giant rats and 14 humans. The bodies are sewers. However, they are very territorial contain 100 pp each while the fourth con-
unclothed and unadorned. The leather skins about their dens. The slavers are only tains a + I cloak ofprotection, a potion of
and bladders are filled with honey and allowed to pass through room 5 on their healing, and a scroll ofprotection from pet-
wine. way to rooms 1, 7, 19, or 21. Even then, the rifaction (10' radius).
Gray ooze: AC 8: MV 1"; HD 3 +3: hp 19: humans must first stop and obtain specific
permission to enter the area. They are con- Giant cow: AC 7 MV 3": HD 6: ho 60: #AT
, L .
#AT 1; D 2-16: corrodes metal; affected 1;D 3-18
only by blows and lightning stantly watched by the drones who attack
them at the slightest provocation. If the Aspis drones: AC 2; MV 15": HD 6; hp 40
Rot grubs: AC 9; MV 1":hp 1each: burrow each; #AT 2; D 1-411-4 or 1-10/1-10 with
into flesh if touched, kills host in 1-3 humans violate the agreement, the aspis are
quite likely to withdraw from the alliance halberd
turns unless flame or cure disease is
applied and attack the slavers (or any others).
7 . Spare Food Chamber
Giantworkerants:AC3:MV18":HD2;hp
5. Aspis Chamber 13 each: #AT I: D 1-6 This chamber appears empty although
Drones: AC 2: MV 15"; HD 6; hp the floor has four, three-foot deep pits
This large dug-out chamber has several 44.36.20.34; #AT 2: D by weapon type dug in it. There is ample room between
exits visible. Three of these are man- the pits to safely walk across the cham-
sized in height and lead off in different 6. Breeding Chamber ber. The pits appear to have nothing in
directions. The other exits are smaller, them. On the east wall is a ladder to a
near the floor, and appear to be large This chamber is a large cavern dug from trap door in the ceiling
enough for only gnomes or halflings to the earth, its ceiling supported by long
use. There is much activity, and the room beams that extend from wall to wall. The This chamber is a reserve food storage
appears to be a meeting area. Four insect ceiling is 12 feet high. The floor is pud- area, presently not in use. Inspection of the
men are occupied with various tasks: dled with water. Several openings are pits reveals a scattering of grain, but noth-
mending straps, eating, sharpening visible some four to five feet high while ing else. The trap door is locked from the
weapons. Around their feet run five others are only high enough for a half- top side, but there is a secret catch on the
giant ants ling orgnome to crawl through. Towards underside which a thief may locate if a suc-
the center of the room is a gigantic white cessful open locks roll i s made. Otherwise,
Justbefore each tunnel entrance is a silken larva, almost 1 2 feet long and four feet the trap door may be forced as if it were a
trip cord set about four inches above the wide. Around i t are several insect men, normal door, although all attempts are
floor. This trap releases a camouflaged net six in all, armed with halberds and made at a -1to the die roll.
hung over the tunnel entrances. These nets shields. On the floor against the south
have been soaked in the sap of the giant sun- wall may be seen four leathery white 8. Giant Ant Lair
dew, making them particularly stickly. The halls, about one foot in diameter
nets cover a 5-fOOt by 5-foot area: any crea- These tunnels are small holes dug through
tures caught in them fight at a -2 due to the earth, obviously unsupported by beams
This is the main breeding chamber of th
or otherfittings. They are only wide enough
entanglement on the first round and will aspis. It is occupied by the giant grublike
suffer an additional -1 on his or her chance cow and six aspis drones. Their fanatical for gnomes or halflings to crawl through.
to hit each round thereafter. Characters devotion to the nest causes the drones to
with an 18 strength or greater may break the Sa. Nests
fight at +2 on their chances "to hit" and not
net in three rounds. All other characters surrender or flee unless the cow is slain. If Each chamber contains two to 12 giant
must be cut free with the aid of another per- the cow should be killed, the aspis attempts worker ants and one to three giant soldier
son. to flee to the egg and grub chambers to ants. The chamber also contains either food
When a party enters, the insect men first defend the young. (60%) or eggs (40%).
order the five giant worker ants to attack In two to five rounds after the party
while the drones prepare. The drones each enters, two to four giant soldier ants appear

38
I 8iantworkerants:AC3:MV18”:HD2: hu magical armor-except shields-improv from both directic It is activated by a I. :e
9 each: #AT 1: D 1-6 survivability by 5%. mass (such as a human body) striking thr 3-
‘I 3Idier ants: AC 3; MV 18”: HD 3: hD 1 4 A character pulled under the surface has footwideslabwithin threefeetofeithere e.
each: #AT 1 and 1; D 2-8: poison sting two rounds to surface. If the character has The slab will pivot in either direction. ,e
causes 3-12 if first attack hits, or save vs. not reached the surface by the third round, DM should consider the oossibilitv of ie
poison for 1-4 he or she suffers 10 points of damage each swinging end of the door striking any charac-
following round. The drain is wide enough ter in its path and possibly depositing them in
I! b. Queen’s Chamber for a man to fit through, but progress is slow the slowly flowing sewage.
down it. If someone on the surface does not
In this chamber, protected by 10 soldier
have a rope in hand, it takes one round to 11. Small Sewer Channels
i’ its (hp 15 each) and 10 worker ants (hp 9
ready one. Suction draws a weighted rope
t tch), is the queen The soldier ants fight to The construction of the sewer changes
within reach of the submerged person, and
t t c death while the worker ants attempt to here, the main channel dividing into three
the person finds it on a roll of 1-5 (d6). A
I i move the eggs (20 total) from the cham- smaller tunnels. The walls are still made of
combined strength of 36 points is required
l h r . If the workers succeed, they then brick and the ceilings of stone, but there are
to free a person from the suction in two
: tempt to push the queen to another nest. no longer any dry ledges to walk upon. The
rounds (each 10% over 18 equals another
:; iould thequeen be killed, the antsare con- floor is solid, but is covered by about 2 feet
point); 72 points frees the person in one
I r ‘sedforsix melee rounds and then begin to of sewage flowing towards the main chan-
round.
1,iavethe nest. The collected treasure of the nel. Wading through this is difficult and tir-
When leaving this area, characters begin
i , ant ants may be found under the body of ing. All movement is reduced by one fourth
to hear a thumping of drums coming at a
I ! e queen. It consists of seven gems (one 10 and all “to hit” rolls must be made at -1.
steady, but slightly irregular beat. The
J , >,two 50 gp, three 200 gp, one 1,000 gp)
sound echoes throughout the passage and is
i id a potion bottle of oil of slipperiness. 12. Orc and Ogre Outpost
obviously coming from somewhere ahead.
(1 ueen ant: AC 3; MV nil; HD 10;hp 55:
#AT 0; D nil 9 a . Sewer Bridge
There is a wooden bridge supported by
9 . Ledge Trap
stone pillars that crosses the river of sewage
at this point. The bridge is 5-feet wide and
The only noticeable feature here is that a has no railing. It is well built and appears to
qeater than normal amount of trash be sturdy.
iloats on the surface of the sewer runoff.
l o a . False Drum
If the characters spend a turn observing
11 is, they notice that garbage floats in from The sewer passage ends in a tumble of
ILTth directions and collects here although ruin, completely choking the passage-
11 e amount a trash never really seems to way. Part of the collapsed tunnel forms a
i r crease. There is a drain in the center run- ledge extending into the water. Little cur-
I / :f channel, and a trap has been set to make
rent moves through here, and the water
I I ; of ~ it. The IO-foot shaded area of the
is stagnant and slimy. An old tun rests
Icdge on the map has been fitted to pivot. upside down at the end of the ledge
1 nless precautions are taken, the ledge tips,
! le edge closest to the wall tilts up and the
This tun acts as a drum when drops of
c ’ her edge drops into the sewer. Precautions
water strike it from above. The sound Three ogres act as captains for 18 orcs
I #atwould be effective include: wedging the resounds through the sewers at almost regu- guarding this area. If approached from one
11 dge; providing counterbalancing for char- lar intervals. Should the tun be moved or of the three sewer passages from the west,
,! ?ers as they cross; moving across the trap
disturbed, the intelligent creatures of the six of the orcs, if not surprised or alerted
!--essedagainst the wall, etc.
sewers will be aware that someone is wan- because of the drumming stopped, form
Once in the water, a character is pulled dering around in their area. Orcs and aspis three ranks an the steps. The bottom rank is
0,wn by the drain suction. The character armed with hand axes (D1-6),and the two
are ready for any attackers and will not be
!..ust drop all items in hand to attempt to
surprised. ranks above them with light crossbows (D
’ ay afloat. The base percentage chance for
At the end of the passageway, in the rub- 1-4) and hand axes (D1-6). Behind the third
’: xping one’s head above the water is 40%;
ble of the collapse, is a door carefully cam- rank stand two of the ogres with six rocks
1%for every strength point (and +1% each. Of the remaining twelve orcs (also
ouflaged to appear to be part of the ruined
1 )r each 10% of exceptional strength over
wall. This should be treated as a concealed armed with light crossbows and hand axes),
3). -15% forleatherarmor, -20% forshield six remain out of sight to act as reinforce-
door. Once found, it may be easily opened.
vhich may be released the next round) or ments, while the other six orcs and the third
’ . udded leather armor, -35% for chain mail,
l o b . Secret Door ogre move dawn one of the side passages to
.O% for banded armor, -45% for splint or attack the party from behind. In the time it
j. -ale armor, -50% for plate mail, and -10% This secret door is a stone slab that pivots takes the party to close with the orcs on the
r e a c h round submerged after the first. All around a vertical axis. and is thus hidden
steps, their ogre captains and those armed

39
I

with crossbows attack with missile weap- inches in a clatter of small stones. (2-12 gp each). Beyond this, there is nothing
ons. Once the front rank of orcs has been Examination of the crack from which the of value in the room.
closed with, the orc crossbowmen fire at beam thrusts discloses that the crevice
Orcs (6): AC 6 ; MV 9”; HD 1; hp
unarmored characters to prevent spellcast- extends to a substantial depth and that the
5,6,2,7,7.4; #AT 1; D 1-8or by weapon
ing. As o r a in the front ranks fall, their beam is precariously balanced on a small
places are filled by those orcs above them, outcropping of rock a short distance down. type
dropping their crossbows and stepping Evidently, the weight of the block prevents 15. Orc Chambers
down into melee. Reinforcements then fill the beam from slipping off this ledge. Any
their positions. The orcs will not flee, due to character with 18 or greater strength may a. Main Chamber
their fear of the ogres and lack of a suitable lift the block for one round and may hold it
escape route. for every round thereafter that a successful
If the party enters from the northern bend bardlift gates roll is made. When the somewhat crowded, being occupied by
door, the orcs, unless previously warned, weight is lifted off the beam, the beam shifts many orcs engaged in daily tasks. The
are unprepared for defense. They rush the with a rattling crash and slides into the crev- walls throughout are hung with weap-
party and rely on greater numbers to win ice out of sight. This noise may alert any ons, shields, skins, and tribal banners
the battle. nearby creatures or attract the attention of (such as gaudily decorated manacles,
In the ceiling of the chamber is a false trap wandering monsters. The block may be sup- etc.). There are several small cooking
door with an old ladder bolted to the wall ported by a character for as long as possible fires, giving off little light, hut just
leading to it. In a corner is the group trea- while other characters slip through, or by enough heat to ruin infravision around
sure of 180 cp and 360 gp. Each ogre carries placing three to four of the flat rocks under them. Near these fires are low mounds of
one 500 gp gem, and the largest carries a one of the 5-foot beams and wedging it in dirt. The air is smoky and smells rancid
dagger + 1 , + 2 vs. magic-users a n d place. Should the block fall (either by drop- ~~

enchanted mea tures. ping it or knocking away the support) it There are 24 OKS, six males and 18
does three to 30 points of damage to the per- females in the chamber. All will fight with
Ogres: AC5; MV9”; HD4 + l ;hp24,19,20; son releasing it. unless the support was
#AT 1:D 1-10;throw rocks 80’ for equal ferocity attempting to capture or kill
pulled out by a rape or some similar means. intruders. There are also 20 young who will
1-8damage The block will completely close the passage-
Orcs: AC 6 : MV 9”: HD 1:hu 6 each: not fight. A variety of weapons will be
way. The stone may be levered up with available to the o r - h a n d axes, spears,
#AT 1; D by weapon type’ beams and stones, but this will require 50 shortswords, and daggers. If six or more
combined strength points and three turns to orcs are killed, one will attempt to summon
1 3 . Sewer Collapse accomplish. aid from one or more of the following cham-
14. Orc Ground Post bers: the Chief‘s Den (15b). the Guard post
The sewer ahead appears to have under- (14). or (164. If possible, these reinforce-
gone a major collapse, and the passage- This is a small dirt chamber. In the east ments will attempt to circle around behind
way is almost entirely blocked. A the party, although this will take five
corner is a small glowing brazier that
narrow path crosses over the tumble of provides a dim light and little heat. The rounds. If the orcs are forced to retreat, they
rocks that the sewer water flows under. It odor of burned meat and uncured leather will not allow themselves to he trapped in
is blocked in the center by a large beam hangs in the air. The walls are hung with the Chief‘s Den if at all possible.
that extends from a crack in the floor to the hides of various creatures, all poorly The skins on the wall are of no value,
the ceiling. The beam appears to support prepared and ragged. About the room being like those in room 14-poorly cured,
a large stone block and prevents a total are six orcs armed with short swords and ragged, and dirty. The other items that can
blockage of the passageway. The ceiling spears. Near each exit is a gong hung be found in the chamber-chipped pots,
height here is 7 feet. To either side of the from a large bone stuck into the wall worn baskets, bone dice (probably loaded),
beam are spaces that a gnome or halfling utensils made of human hones-are also of
could squeeze through. On the ground no particular value. The weapons, though
The six orcs are guards to alert the main
around this area are five flat pieces of battered, are sturdy and sharp. Each male
rock (each about 6 inches thick), two chamber of any attacks. If not surprised, 1-4
orcs will remain in the area to fight the party has 1-6 gp on his body. The females carry no
broken beams (each 5 feet long) and a treasure.
while the others flee the chamber, pounding
broken set of manacles. On the walls are
on the gong as they go. These fleeing orcs Orcs: AC 6; MV 9”; HD 1;hp 5 each; #AT
scrawled samples of orc graffiti.
will attempt to join either the main group or 1:D by weapon type; +1 on ”to hit” and
one of the other guard posts. Those that morale because of standard
The beam blocking the center of the pass- remain will fight until one of their number is
ageway does indeed support the stone block killed. When this happens, the S U N i V O T S
in the ceiling. If this beam is removed with- b. Chief‘s Den
will attempt to flee in any direction. All orcs
out any precautions, the block immediately will fight if surprised.
falls and blocks the passageway. The pas- The skins an the wall are worthless, being This room appears much like the others
sage can’t be widened as the walls and the too poorly prepared to have any value. The in this orc lair. It is an earthen chamber,
floor here are made of wide sections of tum- its walls hung with furs and worn tapes-
brazier is made of bronze and might be
bled stone. If attempts are made to push the tries instead of skins. These tapestries are
worth 1 gp if it were cleaned and restored.
beam to the side, no improvement wilS dingy drab-colored, and are a
Each O K carries all of his personal treasures
result and the block will slip down a few

40
1 6 . W i t c h Doctor’s C a m p As the party approaches (any noise in the
hodgepodge of styles. The floor is cov- area will alert the witch-doctor and his min-
cred with skins and furs concealing the Here the sewer resumes with water to the ions), the witch-doctor will cast the prayer
dirt floor. At the north end of the cham- east side and a 5-foot-wide ledge to the upon himself and the six orcs. The orcs will
ber is a raised platform with even more west. A low wall of rocks (3 feet high) then move to the entrances on the east side
~ u r s(decorated tastelesslyi. Upon one blocks the ledge at this point. Across the of the sewer (two on each ledge) and hide
end is a chest. In the chamber are eight water to the east from the wall of rocks behind the low walls. One at each position
iarge orcs, armed and ready. Further- are three ledges extending 5 feet into the will have a sewer pot. Once the adventurers
:nore, on the platform sits an extremely water. Each is ringed by a low rock wall have engaged with the guards on the oppo-
iarge orc flanked by two ogres (2 feet high) site side, these orcs will attack the rest of the
party first with the pots and then with mis-
The chief of the orc tribe, his bodyguards, a. Eight orcs live in the chamber just west of sile fire. They will remain behind their
,!Id his two ogre advisors reside in this the ledge. They are armed with spears and walls, receiving the benefit of 25% cover
.. >om. All except the ogres are armed with short swords. At present, two are on guard (AC 4 instead of 6 , + 2 on saving throws vs.
ong swards and flails. These creatures will duty behind the wall across the ledge. They frontal attacks).
Kht to the death, expecting no mercy from will not attack until a party is within 20 feet of As soon as the prayer is cast, the witch-
)eir opponents and having no place to flee. them. If fired at with missile weapons, these doctor will cast a shieldon himself and then
I possible, they will attempt to rush an orcs are considered to have 50% cover, if they go to the southernmost ledge. Once there he
pposing group, pushing them aside and remain behind the wall (AC2 instead of 6 , + 4 will cast darknessat the lead figure and then
,en turning and trapping their opponents on saving throws vs. frontal attacks), scare at the second in line. Given a chance
, I the room. If this is successful, hut they On the first attack the orcs will hurl their he will use affect normal fires to reduce the
.,ill cannot defeat their enemies, they will spears and then draw their swords. If any light of a torch or lantern to almost nothing.
,tch fire from the main chamber and burn members of the party close with the orcs, Due to cover, thewitch-doctor has an armor
~ ie room or fill it with smoke. these guards will engage them with swords, class 2 classes better than that given by the
The chest is the only thing of obvious staying behind the wall. If the party does shieldspell (i.e. 0/1/2). Given the opportu-
,..due in the room, the rest being too not close with the guards and rather attacks nity, he will cast a resist fire on himself.
ained, poorly maintained, or trashy to be withmissiles theorcswill retreat out of sight If four or more orcs on this side of the
I,orth taking. The chest is locked and there up thewest corridoruntil the party attempts sewer are killed, the survivors will flee back
I ’ a keyhole in the front. The chest also has a to cross the wall, at which point the orcs will into the chamber. They will not pursue the
ivph of warding on it, a rune which only charge. Replacements will arrive from the party. In the chamber are two sacks, each
I lie chief knows. Any who open the chest side cavern to assist as needed. If two or containing 250 gp; there are also two gems,
’, rithout the proper precautions must save more orcs are killed, the rest will fall back 100 gp and 1,000 gp; and two 15-foot planks
‘.s. paralyzation or he paralyzed. This from the wall, forcing characters to cross for crossing the sewage.
pralysis may only be removed by a remove the wall to engage. On the round spent
,:iirse. The key to the chest is buried in the climbing over the wall, the characters auto- 17. G a s Filled R o o m
’- orthwest corner. matically lose initiative; if not engaged, the
In the chest are three bags of copper orcs will attack with thrown spears. A short flight of steps leads up to a land-
-ieces (400 pieces in each) and four gems (50 In the chamber are 1,000 gp in a stone ing on the north end of the sewer above
,I>, 5 gp, 5,000 gp, 2,000 gp). There are also chest. In a small pit under this chest is a the sewer runoff. There is a door in the
Tree daggers: one copper hilted, one magical scroll with one spell, invisibility center of the north wall. The air here has
ronze-hilted, and one brass hilted. The There are also two 15-foot-long planks for a bitter odor different from the rest of the
lades appear to he coated with rust, hut is crossing the sewer. sewer. The torches flare and flicker as if
.:ally dried smears of orcish poison. The in a breeze.
Orcs: AC 6; MV 9”; HD 1;hp 7 each; #AT
mest scratch by one of these blades neces-
1;D 1-6
iitates a save vs. poison. Only one success- If the door is opened, the characters see:
b. Six orcs and an orc witch-doctor also
.,I strike with each dagger may be made
live here. The orcs carry light crossbows
: .:fore the poison is rubbed off. While the Beyond the door is a room, cluttered
and three have pots of particularly vile sew-
aggers are worth 25 gp, 40 gp, and 60 gp age (when thrown all within a 3-foot radius with rags, rusting weapons, splintered
t 2spectively. good merchants and armorers armor, and dirt. The air is had and stings
of the burst must save vs. poison or be help-
, :ill recognize the orcish make and poison less with nausea for 2-8 rounds). the eyes slightly, but not enough to cause
,,nd refuse to have anything to do with the any ill effects. Likewise, breathing the air
:cdlers, believing them to be evil and suspect Orcs: AC 6; MV 9”; HD 1; hp 4 each, #AT seems to have no dangerous conse-
k.1 carry such weapons. 1;D by weapon type quences. There is a door on the opposite
OK witch doctor: AC 4; MV 9”; HD 1;hp wall, 5 feet from the right end.
I:hief:AC4;MV9”;HD3;hp15; #ATI;D
6: #AT 1;D sling 2-5lmace 2-7; C3lMU3
by weapon type Clerical spells: prayer (scroll, 10% chance
liodyguards: AC 4; MV 9”; HD 3; hp 12 The entire chamber is filled with color-
of error when reading), cure light less, explosive gas. Nothing will happen
each; #AT 1; D by weapon type wounds, darkness, resist fire
Ogre advisors: AC 5; MV 9”; HD 4 + 1 ; hp until a character enters the room with a
Magic-user spells: shield, affect normal burning light source. Torches will ignite the
22.25; #AT 1;D 1-10 fires, scare

41
The pits are separated from each other by The humans and the orcs are viewing the
iron bars spaced 6 inches apart. These selection of slave stock in preparation for
extend from the beams above to the floor. selecting the hardiest to march out of town
There are no doors in the bars. One attempt on the caravan route. One of the humans is
to bend bars may be made per wall. The a merchant armed with a dagger under his
trap doors are connected to levers and long robes. The second person is a female 7th
rods that run along the beams and disappear level fighter wearing chainmail armor and
into the wall. carrying a battle axe. She is also carrying a
[luckstone] ( + 1on all saving throws). The
Aspis drones: AC 2; MV 15". HD 6; hp last person is a magic-user wearing robes,
32,36; #AT 2: D 1-4/1-4 or by weapon [bracers of defense AC 6,1 and a [ring of
type; immune to electrical and cold shooting stars]. He carries a staff and a dag-
attacks, half damage from fire ger.
Accompanying the humans are five orc
b. Trap Door Control Booth guides and interpreters armed with light
crossbows and spears. The leader of the
This is a small room, sparsely furnished. group carries a ring of keys that will open
On the east wall are a large number of the cell doors. The prisoners, 13 in number,
levers and above them at eye level is a are ragged and beaten looking. Eleven of
This room is large. with a high ceiling. narrow horizontal slit. A large insect
Two pillars, 5 feet in diameter. reach 20 these are common folk, both male and
man stands in the room. He is carrying a female. One of the remaining two is a 4th
feet from ceiling to floor, in the middle of two-handed sword, two shields, and
the room. A grid of 10-foot-square trap level fighter who will join the party if equip-
wears two belts that cross his thorax. ment can be provided for him. The remain-
doors form the floor of the entire room.
They are hanging open, forming a grid of ing slave is actually a doppleganger who,
The drone aspis operates the controls to the when unknowingly captured by the orcs,
6-inch-wide beams between them. Fif-
trapdoors of area 18a and usually watches decided to pose as a slave while preying on
teen feet below may be seen empty slave
through the slit for signs of activity. Any who any creature he could find. At times when
pits. These are 10 feet square and are sep-
successfully pass through the slave pit room he is unobserved, he will attempt to slip free
arated from each other by iron bars that
will be met by it in the hallway, as it will not of his bonds and hunt for prey.
reach up to the trap doors.
allow unknown humans to pass. If the slit is Each of the caravan organizers carries
seen from the chamber, it will still be difficult three gems worth 500 gp each. The merchant
Standing out of sight, one behind each
to see the aspis beyond it. This view slit is too also carries a map showing the general route
pillar, are two aspis drones. Each drone car- small for missile weapons to be shot through the caravan will take when it leaves here.
ries two swords, two shields, and 12 darts it, nor may the aspis be struck by a [magic However, this map was obviously drawn by
strapped to the inside of its shield. The
missile] as the aspis C a M O t be seen. Fire someone familiar with the route, for it only
drones will not advance to attack, prefer-
attacks (e.g. a [fireball])will do some damage names principal landmarks, providing no
ring to cast their darts and use the pillars as if the center point of the attack is within 5 feet explanation of time or distance. Characters
cover. Once a party advances over the pits, of the opening. Damage from such attacks will will have to study the map carefully for it to
the aspis will clohe and attack the party.
be one-fourth the normal amount. The aspis be of use. More information on this map is
The aspis use their hind feet to cling to the drone has one treasure that he was carrying found in the next section.
beams and are practiced at maintaining back to the nest-a [pearl of wisdom] set into
their balance. Characters, however, must a brooch that he wears at the cross of his belts. Merchant: AC 10; MV 12"; HD 1-1;hp 3;
take care when attempting to melee while #AT 1; D by weapon type
standing on the beam. Any aspis scoring a Drone aspis: AC 2; MV 15"; HD 6; hp 33; Female fighter (7th level): AC 5: HD 7; hp
hit of 2 or more greater than the number #AT 2; D 1-411-4or by weapon type; 44; D 1-8; +1on saving throws
required to hit knocks a character off the immune to electrical and cold attacks, 11 Magic-user (6th level): AC 6 : MV 12"; hp
beam into one of the pits below, inflicting 2 damage from fire 12; [ring of shooting stars]; [bracers of
1-6points of damage from the fall. The trap defense AC 61
door at the top will be closed by the opera- 19 a. Main Slave Chamber Spells: [burning hands, friends, magic mis-
tor at 18b once a character has fallen in. If a sile, spider climb, invisibility, web, mon-
character crosses over a closed pit. the oper- ster summoning I, slow]
ator at 18b will open it long enough for the rows of cages whose bars reach from Orcs (5):AC 6 ; MV 9"; HD 1; hp 4 each;
person to fall in. floor to ceiling. Each has a door with a #AT 1; D by weapon type
If a character strikes an aspis with a roll that heavy locking mechanism in it. On the Slaves: AC 10; MV 12"; 0 level fighters; hp
is four or more greater than the number needed floor of the cells are straw and wooden 2-7
to hit, the aspis loses one attack that round as it bowls. Each cell holds a man or a Slave (4th level fighter):AC 10; MV 12"; hp
regains its balance. Two such sucrrssful attack, woman, although each could hold more. 20
cause it to lose both its attacks that round, Strolling down the central corridor Doppleganger: AC 5; MV 9"; HD 4; hp 16;
while three such hits knock it over the edge, between the cages are three humans and #AT 1;D 1-2; surprise on 1-4; immune to
Trap doon will not close over an aspis, and the [sleep] and [charm], saves as a 10th level
aspis can climb out in one round. fighter

42
b. Storerooms 20. Trick Stairs The man sitting at the table is Sturm Blu-

I
choltz, a thief. The five giant weasels are
These rooms have tables and shelves A staircase goes down about 10 feet and trained to obey his commands. If not SUI-
neatly piled with clothing, dried rations, ends in a small landing with a door fac- prised, he will order the weasels to leap the
manacles, whips, rope, branding irons, ing the stairs. The steps are made of flag- moat and attack. After this he will run
and tuns of wine. These have evidently stones set in mortar. The flagstones are behind the boxes where he cannot be seen
been kept in good order and free of pests loose. and take a sip (one-eighth of the total) of the
like giant rats or insects. potion to become invisible for 3-6 turns.
This staircase will become a slide if the Thereafter, he will await an opportunity to
There is no treasure, armor, or weaponry door to room 21 is not opened properly. A backstab any character he can, sipping the
in either of these rooms. thief may not detect the trap, but a dwarf potion again after attacking.
could detect shifting stone if checked for. If The 10 orcs on the ledge are armed with
c. Machine Room the door is opened without first locking a light crossbows and short swords. Two
secret catch (detectable only by a thief), the stand at each bridge while the remaining
This chamber is set about 5 feet higher stairs suddenly slant, creating a steep four position themselves halfway between
than the level of the floor of the slave incline. Unless previous precautions have the bridges. The orcs will not engage in
pens. The ceiling is 10 feet high. been taken, characters slide into room 21, melee immediately, but fire crossbows at
Mounted along the length of the ceiling automatically losing surprise and initiative any characters not fighting the weasels. If
are a series of pistons and springs that for the first round. Characters roped any character enters the alcove, any surviv-
operate the opening and closing of the together, but not fastened to anything, have ing orcs rush there to attack. Also, they try
trapdoors in room 18a. Presently main- even greater difficulties (the characters will to prevent the characters from crossing the
taining these are five slaves and an insect be surprised for two segments and may not bridges.
man. take any action during that time), After the The crates contain rations, chains, and
door is closed and pressure released from other supplies in preparation for a slave car-
This room is beneath 18b and the corri- the slope, the stairs return to normal. If the avan. In one crate are bags of coins, 5,000
dor. The aspis drone supervises the slaves door is opened after locking the catch, noth- gp total. In another sack in a different crate
who maintain the machinery of the slave ing will happen and the party will find stairs are three pieces of jewelry, each worth 1,000
pits. The drone is armed with two long going down. gp. On the table are the records of the slav-
swords and carries a shield on his back. If ers' activities in the area. The characters will
the drone is attacked, the slaves will try to 21. Slave Lord's Den have to study these papers to gain any use-
assist the attackers by grappling with it. ful information. More detail concerning
Due to their desire for freedom, the slaves This chamber is circular with a moat of papers found in the temple is given in the
will press their attack regardless of losses, so sewage surrounding a bare platform in next section.
long as the hope of rescue remains. There is the center. Around the outer wall of the The ladder leads to a dirt tunnel that
nothing of value in the room. room is a 3-foot ledge connected to the eventually exits in the cemetery of the tem-
center of the chamber by three arched ple above ground (see Temple 8).
Aspis drone: AC 2; MV 15"; HD 6; hp 34:
stone bridges. On this ledge stand 10 Blucholtz (5thlevel thief): AC 5; hp26; #AT
#AT 2; D 1-4 or by weapon type;
orcs. From the west side of the room a 1;D by weapon type; backstab for triple
immune to electrical and cold attacks,
staircase descends into the center of the damage
half damage from fire
platform. Opposite the stairs to the east Equipment: leather armor, sword, sling,
Maintenance slaves: AC 10; Lvl 0; hp 2-7;
is an alcove containing a table, chairs, ring of protection +Z, potion of invisi-
D 1-4 and many crates and boxes. There is a bility
man sitting at the table with five giant Giant Weasels (5):AC 6; MV 15"; HD 3 + 3 ;
weasels around him. A ladder at the hp 20, 24, 18, 19, 21; #AT 1; D 2-12;
back of the alcove leads to an opening drain blood for 2-12points per round
high in the wall. The entire area is torch- Orcs (10): AC 6; MV 9"; HD 1; hp 4 each;
lit. #AT 1; D by weapon type

44
The following documents can be found in Personal Communications
area 21-the slave lords den.
Captured There are two letters, tied together with
string in this bundle. The first reads:
Dochments Inventory

The following documents can be found in This is three large, papyrus scrolls, heavy
and thickly bound in gold cord. The scrolls Kerr and Mitgan-to Suderham in the
ar-a 18, the temple chamber.
cover the activities of the temple for several care of the merchant Alforas. The auc-
0 rder of the Day years, recording the arrival and departure tion will be held here. Alforas will rec-
of slaves and supplies. The ledgers are ompense you for the loss.
divided into columns for Rcpt., Dbt.,
teports of inquisitive strangers in town.
.. Merch., and Misc. If the player characters
ell guards to stand ready. Expect inspec- try to examine the entire set of ledgers, it
ions at my leisure. No screw-ups this will take 1-3weeks. However, if the charac- The second, written in a different hand,
ime! ters concentrate on the past few weeks, the reads:
Sturm B. following entries may be of use.
I have received your letter and consid-
The order is dated three days earlier. Arr. 40males, 10 fem. (br. st.), 5 matron, ered your request. I will not do as you
2 children, Safeton-5,000 gp. to Capt. ask. Do not grow overbold, Sturm
R,mter of the Guard Joinville Bucholtzl Membership in the Outer
(Dated the same date as the arrival of the Council is no safety from the wrath of
This is mostly a quite boring document, Bloodwort) the Nine! Once now, you have refused
l i i ting half-orcs reporting for duty, those on an order of the Inner Council. Lest you
t . ?sick list, those serving punishment detail Loss-3 males, 1fem. reconsider your actions, you shall never
a . d those on special duty. Most of the infor- (One week later) refuse again. I will not give my aid to
ri rtion is pointless to the player characters. stubborn fools-neither shall they win
Sold-balance of Bloodwort consign-
K>wever, if anyone pays special attention ment to Merchant Alforas my affections. You will comply, I trust,
t,: the special duties, he finds the following: proving the trust 1 have placed in your
(Dated two weeks previous)
hands.
<argil& det./20-caravan/Drac. Arr. Mix. mer&-special
(Dated two weeks prior.) (Dated same day as arrival of Ghoul) Mistress Edralve

iost.-under. detail, next week. Dis.-misc. merch. by sp. msg. The third letter seems to have nothing to
(Dated day after arrival of Ghoul) do with the other two. If a character exam-
F ,nance Record ines it carefully (other than just reading it),
.etter from the Council he can tell that it was written in a different
Rcot. Deb This letter is gorgeously written and illu- hand from the other two.
C ' floading Bloodwort' 40 gp 20 g d . / l sp
hl ig./Eldredd - minated on expensive vellum.
10 gP
Itquest p y of S. B.
( 8 'loading Ghoul' 30 gp 5 g d . / l gp In recognition of your valuable service
ipecial py. authorized - S. K and profitable conduct, be it known that
rei.. S.B 15 gp thou, Sturm Bucholtz, are elevated this
C , ravan outfit' 1.000gp 800 gp day to the Outer Council of the Lords
* I ach of these entries is dated. The Blood- and are hereby accorded all rights and
w x t is dated several weeks prior to the privileges such as the Inner Council has
arrival of the characters. The Ghoul is dated seen fit to bestow upon that august body.
C I the day it arrived in Highport (and the Hereafter, thou hast the right of appear-
c aracters possibly escaped). The caravan ance within the walls of Suderham with a
rr station is dated two weeks prior, matching guard of five, Be it known that any of the
t - e date on the guard roster above. Brotherhood who shall interfere with the
activities of Sturm Bucholtr has raised
his hand against all of the Councils and
his safety shall be forfeit thereafter.
By the Sponsorship of Edralve
and the acclamation of the Nine.

45
Following the Trail
To my most gracious Lord Bucholtr, send her with him. The information in the documents pro-
Iamfilledwith joy atyourreport. The I agree-you should plan further raids vides many clues the player characters will
raid you planned upon the hapless vil- of this type. I will see that all shipments have no difficulty following. The southern
lage of Safeton has reaped the profits come through your base. It should not be trail into the mountains is well known and
you have predicted. But we must not let too hard for you to separate out the most generally shunned by all but the progeny of
the others know the true depth of our valuable stock for our special consider- the wild interior. It leads into the Drachens-
success. Already Eanwulf and the others ation. Through cooperation, we shall grab Mountains where the orcish invasion
have learned of Black Kerr and the artist. both make a profit. came from. Most humans know very little
They must not learn any more. They do Thy conspirator, Edralve of the interior and those that do are brutal
not suspect how we have profited from renegades, more savage than human.
both these raids and the consortium we (This last letter has been placed with the The merchant Alforas is also well-known
share with them, We must be careful. others upon orders of Stalman Klim, rival in Highport, although not necessarily well-
however, for Klim has become suspi- of Edralve. Knowing the general goals of the loved. He is considered an active dealer in
cious of the true nature of our activities. player characters, he is attempting to make the slave trade and is one of the few to travel
We do not want his followers against our them the unwitting messengers of Edralve's unharmed into the interior. He left the city,
operations. doom. It is his intention to have the player after purchasing supplies for a caravan of
We shall not sell the woman Gold for characters carry this evidence all the way to approximately 100, about two weeks ago.
she will never realize her worth on the Suderham and into the hands of the Inner Although he did not announce his destina-
block. You and I shall do much better to Council. Once there, he is confident the tion, it is clear he was planning a trip inland.
ransom her ourselves. Do not reveal her player characters will be discovered and He and his caravan of slaves were spotted
identity and arrange to send her here. Edralve will be dealt with. Edralve currently leaving by the southern trail.
Alforas will be traveling by the southern knows nothing of this plan.)
route to the mountains. He is discreet, so

46
'1

Orc guide: AC 6; MV 12": LVL 4; hp 29; D Drachansgrab H i l l s Encounters


The Hill Trails 1-8+2; AL NE; sword + 1
Die roll Result
When the characters are done in Once on their way, characters have the 1 Special
Pighport, clues should point them to the opportunity to meet with several groups liv- 2-6 Humanoid patrol
( 1 ,stination of caravans sent forth periodi- ing in the Pomarj hills. Most are tribes of 7-8 Orc raiding party
cvlly, carrying picked groups of slaves. humanoids; along the path the party is trav- 9-12 Humanoid scout spotted
:,,any trails lead into the hills near eling exist goblins, gnolls, and flinds. Also 13-14 Wildman scout spotted'
!-ighport, but it is obvious (at least near the surviving in the Drachensgrab hills, how- 15 Soecial
<':y)that only one of these is the southern ever, is a small tribe of wild humans who 16 N o encounter
t ' d which the slave caravans supposedly live a precarious life. They are hunted 17-20 Rain
mi l o w . The following sections assume that actively by the humanoids in the area, con-
'I c characters are on this southern trail, fol- sidered fair game for all to slay at will, The * If within wildmen territory
I 'wing the route of other slaver caravans. wildmen are on their last legs, for a human- For each roll of 17-20, add or subtract one
Before the wilderness journey begins, oid tribe has captured the majority of the from all further die rolls, modifying the die
r,Ite what precautions the characters are women and children of their tribe. A vile roll up or down toward the nearest special
t , king to protect their identities. While they religious ceremony is quickly approaching, encounter. If the modified die roll calls for a
ai P not likely to be identified by appear- and the wildmen are growing desperate. special encounter, that encounter occurs. If
ar ce, there is little they can do to disguise The humanoid tribes know of the passage any other encounter occurs, the result is
r c e in most cases. Since they are entering of the slave caravans and have forged an treated as no encounter.
ar area filled with evil humanoids, you may agreement with the slavers concerning pas-
v ' sh to look over the Racial Preferences sage. The slavers pay a toll based on the size Explanation of Results
t.i d e (PH, page 18). The general reactions of the caravan to each of the tribes as they
pi :en there will help you decide the out- pass through its territory. In return, the Special Encounter: When a special
mc me of any encounter. Furthermore, if a humanoids do not raid the caravans, indeed encounter occurs, choose or roll on the Spe-
c' iiracter wears a blazon or heraldic crest of protecting the area from other bandits who cial Encounters table to select which special
a known enemy of the humanoids, this might think to do so. Unless the party gives encounter is used. Each special encounter
s-ould be noted, for it certainly arouses a the humanoids cause to think otherwise, the can only be used once.
bt stile reaction. humanoids believe them to be on slaver Note that some of these encounters can
f a ranger is with the party, the trail of the business. Thus, a quick-thinking group can only occur in specific areas. The wildman
s ver caravans is not difficult to follow. If bluff its way through many dangerous encounter, for example, should only occur
P: ranger is present, the party might lose its
within wildmen territory. In this case, it
lands.
Y iy as per the Dungeon Masters Guide Each tribe, as described below, monitors may be best to select the encounter you wish
i:.%ge49). However, the characters can hire to use.
the party's progress through the hills in its
a ,alf-orc guide in Highport, thus eliminat- own way. Barring magical or extremely cau-
ir. i this possibility. This guide is never tious means, it is unlikely that the human-
Special Encounters
t: cndly or sociable to the party and is cer- oid tribes will be unaware of the characters' Die roll Result
t.8 nly never trustworthy. While he does not passage through their territory. 1 Wildmen's Quandarv
-
i ~ end t to lead the party to destruction at the 2 Mercy
5 ' trt, he has no qualms about doing so if Random Wilderness 3 Thundering Herd
p . orly treated or overly tempted. Further- Encounters 4 TheDogs
n~ we, he will quickly betray the party to 5 Wings!
Below is a special random encounter table
o.:s or their allies if an opportunity arises. 6 That Old Orc Hustle
tl >wever. if the party enters into combat for the party's journey through the hills.
m th orcs or their allies he actually fights on
One check on the encounter table should be The special encounters are described in
made every day, rolling 1dZO ipossibly greater detail in the next section.
t j l i characters' side to the absolute best of

h , ability, He knows that the orcs, who modified as explained below). Humanoid patrol: A patrol of the
c,' nsider him a renegade half-breed for con- humanoids is sighted by the party. Their
s,'.ting with humans and worse, would con- type matches that of the territory the char-
s ~ n! him to a slow and painful death. acters are in. If the party has paid all
requested tolls and has not showed itself to
be enemies, the patrol ignores the party.
Otherwise, the patrols shadow the party, wildmen's camp when the majority of the before charging forward.
watching its movements while awaiting rein- hunters were off in the wilderness. As a Each member of the party who ate dinner
forcements. Patrols have 4-16 individuals. result, most of the wildmen's children, (everyone, in all but the most unusual cases)
The statistics for each t p e . including leaders, elders, and non-hunters (women and men must make a saving throw vs. poison at -2
are given at the end of the list (or consult the alike) are now being held captive. Their on the die. Those who fail their saving
FIEND FOLIO'" Tome for flinds). exact fate isuncertain but they will surely all throw gradually become sleepy-hardly
Orc raiding party: The humanoids of the die unless rescued soon, and so the wildmen unusual. However, once asleep, drugged
Pomarj are hardly amiable. In this case, a grow desperate with every passing day. characters will not wake until morning.
large and powerful tribe of orcs to the east is If the wildmen have observed the party Those who make their saving throw feel
making raids into the area. War bands of 20- traveling unmolested along the trail used by tired and sleepy, are at -4 on all attack and
100 (1d6 + ld4x10) orcs are on the march. the slavers' caravans, the wildmen naturally saving throw rolls, and if put on watch must
They are not party to any arrangements assume them to be enemies. They devise a make a saving throw versus poison at -4 or
between the slave lords and the local tribes. plan whereby they can recover their fellow doze off halfway through their watch. How-
They attack on sight and fight a fierce battle tribe members. If they can capture the char- ever, they can be awakened during the
unless strong resistance is encountered. acters, they will barter with the humanoids night.
Orc Raiding Party: AC 6 , MV 9 ". HD 1,hp for the return of the captured wildmen ...or During the night the wildmen close in qui-
5, #AT 1, D 1-8 or 1-6, AL LE, armed so they think. The wildmen hope that the etly, moving in a rush if someone on watch
with swords and spears, 50% have humanoids will be reluctant to risk their raises the alarm. Their desire is to capture
shortbows. profitable arrangement with the slavers. the characters, not kill them.
Orc Leaders Such a lack of protection would certainly If the wildmen capture some or all of the
Sergeant: hp 8 (always 1 + 1/30 jeopardize any alliances. party, the characters are bound hand and
humanoids) If the characters have been fighting a run- foot, disarmed, and watched closely. The
Corporal: hp 7 (always 3 + 3/30 human- ning battle with the various humanoid wildmen are eager to convey that they are
oids). tribes of the area (for whatever reason), the not interested in theft, or even the lives of
Subchief:AC 3; HD 2; hp 11;D 1-6 +3; ring wildmen send a small mission to the camp of the characters. They explain their predica-
of protection +2, cloak of protection the player characters. They are to ask for ment with the humanoids, and their wish to
+3, mace +Z (only present with bands assistance in the rescue of the captives, in exchange the characters (who they believe
of 80 or more orcs). exchange for the wildmen's cunning guid- to be slavers) for their fellow wildmen held
Bodyguards: AC 4; HD 2: hp 11; D 1-6 +1: ance through the humanoid-infested terri- by the humanoids.
(12 present if with subchief). tory. If the player characters refuse, the At this juncture the characters have sev-
wildmen resort to the other approach. eral options. They can keep mum about
Humanoid scout spotted: The party has If the wildmen attempt to capture the their true identities (though wildmen, paw-
spotted a lone humanoid. Observation player characters, the following plan is ing through their luggage, may uncover tal-
reveals that he is patiently following the used. ismans of good) and allow the wildmen to
group. If the characters have paid all tolls Upon locating the player characters, the exchange them for the captives. They may
and have not revealed themselves to be ene- wildmen witch doctor uses his knowledge of choose to escape, or at least make an
mies, the scout may wave in a friendly man- herbs to mix a powerful sleeping draught. attempt. Or they may opt to reveal them-
ner or merely scoot away into the brush. If This is carefully poured into a stoppered selves as agents of good.
the characters have proven to be enemies of gourd and given to one of the older chil- If the characters keep their silence, the
the tribe and the scout escapes, there is a dren. The witch-doctor casts invisibility on wildmen hold them prisoner for one day
40% chance of an attempted ambush during the child, and the child attempts to sneak while they arrange the trade. The next
the day, unless the characters leave the terri- into the camp. There is only a 40% chance night, the player characters are swapped for
tory of the tribe. A group of 21-30 human- the child will make some uncharacteristic the captured wildmen in a midnight meet-
oids attacks in the ambush (use the statistics noise (a snapping twig, etc.). Still, player ing. As much as they would like to, the
listed under Humanoid Patrol). characters need to take appropriate actions humanoids do not attack at this time.
Wildman scout spotted: In wildmen terri- to locate the source. The player characters are handed over
tory this roll indicates that a player charac- Once in the camp, the child pours the stark naked. They can demand basic equip-
ter spots a human spying upon them. Once potion into the party's stew pot (or what- ment of their new hosts. The humanoids
spotted, a wildman flees immediately. Out- ever). The child then leaves the camp, with grudgingly give them battered and poor
side of wildmen territory treat this roll as an the same chance of causing a telltale noise. If equipment. Should there be a racial antipa-
additional humanoid smut spotted. captured, the child proves to be a young girl thy to a character in the group, the human-
Rain: A steady rain pelts the characters of 9 or so years, quite defiant to all ques- oids refuse to outfit that character.
for a few hours, soaking them thoroughly. tions. Protesting too much only angers them.
Movement rates of all characters are slowed Meanwhile, the hunters and the witch Once the characters are re-equipped (no
by one-third for the rest of the day as the doctor have been carefully encircling the magical items are available) the humanoids
ground has become slippery and muddy. camp. Resting and waiting at a distance of are eager to hunt down the wildmen and
90 to 120 feet (outside the range of detec- exact revenge, with the player characters in
Special Encounters tion), they are worried and anxious about the lead. They can either agree (not a good
The Wildmen's Quandary their little girl. If she is captured and action) or talk their way out of it very
becomes visible or is threatend, they attack quickly.
Recently a band of humanoids raided the instantly, firing their bows for a few rounds If the characters manage to befriend the

48
wildmen, an offer is made to provide diver- A representative of the appropriate remove Growl from the world of the living.
sions and secret passage into and out of the humanoid tribe (goblin, gnoll, or flind, If they attack and kill Growl, apply Growl's
area of the humanoid village where the depending on the party's location) XP number as a negative value to each good
wildmen captives are being held. The wild- approaches the characters in a friendly man- character who supported or did not attempt
men will not attack the humanoids directly, ner. In halting, clumsy Common, the to stop Growl's death. If the characters
claiming their numbers are too few. If the humanoid explains the predicament faced choose to talk to Growl, however, and man-
characters wish, disguises can be arranged by his tribe. Read the following to the age to convince Growl to leave the area or
for them, so the humanoids will later think characters: stop chasing the deer (which he can't catch
that wildmen perpetrated the deed. How- anyway). apply his XP value as a bonus to
ever, this disguise prevents the characters "Many fine greets, wise ones! 1Flubbort, each character. Feel free to modify this proc-
from wearing anything better than leather na-chief, top sergeant. Wise boss Chop- ess to suit your campaign; the idea essen-
annor. ear send Flubbort trade you." He tially being that Growl is a good (if gruff
The humanoid villages are described in straightens himself a little bit before and confused) being and that heroes just
the next section, along with specific infor- slouching again. "Tribe have trouble a don't slay good beings at will,
mation pertaining to the individual tribe to little an animal, you mean, a beast. It If the mission is a success, Flubbort
help flesh out the generic village map. Use kill, oh, some, maybe mean many, war- dashes off to his tribe with the good news. If
this information when the characters make riors. It scare away deer, no hunting the situation is not resolved, Flubbort tosses
their raid. The wildmen can place the char- good. We many long hunt way. No off a few snide remarks in his native tongue
acters within sight of the humanoid village good. Chop-ear know you kill animal? before leaving quietly.
undetected, and the characters can invent Deal good no charge you come again.
three to six diversions for the wildmen to Growl:ACZ;MV9";HD7+3; hp51: #AT
Say you what say, wise onesy
enact (as long as combat is not involved) 3; D 1-4l1-4/2-12: SA hug for 2-20: SD
during the rescue attempt. Details of how hit by silver or +1and better weapons
With difficulty, Flubbort manages to only; AL NG.
each tribe pursues the attackers are given in describe a huge bear which no one can
the appropriate tribal section. harm. The bear can tear even great warriors A Thundering Herd
Wildmen NPCs: Chieftain, 32 hunters, 2 apart in short order and is known to have a
children, 1 aged crone, and the tribal cave nearby. Flubbort has great respect for As the characters follow the trail through
witch doctor. the bear, but seems confident that the char- a small ravine, a predator at the far end
Chieftain Morag: AC 8: MV 12"; LVL 5: hp acters would be able to handle the fearsome frightens a herd of hill antelope. Panicked,
30; #AT 1:D 1-8 or 1-6: SA Track, sur- creature. these stream into the ravine, filling it from
prise, plus vs. giant class; AL CG. Flubbort has been instructed by Chop-ear side to side, buffeting the characters and
Hunters (32): AC 8; MV 12"; HD 1; hp 7: to bargain with the characters if necessary. possibly knocking them down. Fortunately,
#AT 1; D 1-6: SA hide in shadows 20%, The most that Flubbort can offer in pay- hill antelope arevery small (one-half of a hit
move silently 50%; AL CG; armed with ment is three "free passes" for slaver cara- die) and can do no grievous damage to the
clubs, spears, and longbows. vans. He is extremely reluctant to go to that characters. Each character in the ravine suf-
Witch doctor Kotto: AC 10; MV 12"; C41 length, however, and does his best to con- fers 1-10 points of damage. The predators,
MU&:hp 18; #AT 1: D 1-6; SA spells; vince the characters to take the offerof one, upon hearing the human cries in the ravine,
AL NG. or perhaps two, toll-less trips. quietly fade away into the brush.
Spells: affect normal fires, push, ventrilo- The bear is a huge were-bear named This encounter has no effect on the adven-
quism, invisibility, scare, cure light Growl who has begun to forget having been ture unless a player character tries to elimi-
wounds (x2). light, chant, speak with human. Often, he neglects to change to nate the herd through some magical means.
animals. human form for months at a time. Aging If a large number of the antelope are killed, a
Old crone: hp 3 now, the werebear was driven from his old humanoid from the local tribe approaches
Children: hp 2,4 territory and has come to this area as a the party 12-24 hours later demanding com-
result. His mind is clouded and vague, and pensation for the lost antelope. The repre-
Desperate, ragged, and on the edge of he attacks viciously any who threaten him. sentative is alone save for a small escort, and
extinction, the tribe is rapidly losing its bat- He cannot be communicated with except asks a compensation of 1 gp per antelope
tle against the humanoids. through werebear or magical means. slain. Argument raises the price per head of
His den is a small cave, 15 feet deep and 7 antelope. Refusingto pay, while not resulting
The Quality of Mercy feet wide with an opening 5 feet high and 6 in outright attack, sours further dealings
The humanoids in the area regard the feet wide. He will be found inside the cave, with the local humanoid tribes.
slavers with a bit of awe, as the leaders of at the farthest point from the door. In the
the caravan (character types) have been rear of the cave, the werebear can stand and The Dogs
seen to be personally powerful. If the player attack normally, while in front of him at This encounter begins early in the eve-
characters give the impression of being a best two characters (using smallish weap- ning, while the characters travel through the
small group of "leaders," the humanoids ons) can engage him in melee with a penalty hills. Read the following to the players:
turn to this party for assistance with their of -1on their attack rolls. His cave is strewn
current troubles. Use this encounter only if with rubble, making a silent approach
Just before you begin considering where
the player characters are successfully posing impossible.
to camp for the evening, a faint bavinr
as slave lords. The characters should be able to easily

50
ance. If party cured or nullified the poison
rounded! Suddenly, the baying stops, in his system, he offers a onetime favor: his
sound reaches your ears. From no partic-
The chirping of crickets and crackling of assistance in the form of advice at some time
ular direction, the baying is a minute tre-
the fire are all you hear. in the future. All the characters need do is call
ble note that hangs in the air like a sickly
odor. upon him and he will guide them as best he
If the characters did not specify a particu- can. He will only do this once.
lar campsite, it is an open clearing. Bushes
The baying is the hunting cry of a large Moon dog: AC 2, 0, or -2; MV 1.5" (30");
grow here and there, but there are no trees
pack of dogs pursuing a much reduced HD8+16; hp17(43); #ATl;D3-12;SA
to speak of. Allow any characters on foot
moon dog. Miles away and days ago Rover see above; SD see above; MR 25%;
outside of the character's camp the opportu-
(the moon dag) entered an undead lair, AL NG.
nity to return; if they refuse they are beset
where he had a most unfortunate series of Devil dogs (5):AC 6; MV 30"; HD 6; hp 27,
by dogs in the next melee round. For the rest
encounters with a vampire and its cohorts. 2.5, 30, 3.5, 29; AC 6; #AT 1; D 2-8; SA
of the party there is a two melee round lull
Several energy level drains later, the moon throat attack: SD none; AL CE.
during which the dogs surround the camp.
dag fled as best he could with one leg crip- Death dogs (40): AC 7; MV 12"; HD 2 +l;
Many yips and barks that sound like Ian-
pled and a painful, slow poison clawing at hu 9 each; AC 7: #AT 2; D 1-10/1-10; SA
guage can be heard in the darkness. At a dis-
his consciousness. He was promptly pur- disease, knockdown; AL N.
tance of 60 to 90 feet dogs form a huge
sued by a large number of death dogs led by
circle.
a sprinkling of devil dogs. Hounded (as it Wings!
If the characters cure the moon dog, he
were) for more than two days. the moon
regains consciousness and becomes aware A giant pterosaur, driven from its lair in
dog is growing very weak. The poison has
of his surroundings. If the poison in his sys- the Drachensgrab Hills by younger compe-
not left his system, his vitality is quickly
tem is neutralized, he regains his powers in tition, spots the characters from on high as
ebbing, and his voice is growing hoarse.
six melee rounds. Once the lull has passed, they trudge along the road. It dives to the
As the night progresses, the baying
the devil dogs and the death dogs charge attack, intending to pick up a morsel for
increases in volume and eeriness. Any immediately, bursting out of the darkness
ranger in the party gets the impression that lunch.
with a chorus of howls. They fight until The pterosaur attacks once; if successful,
the howling is unnatural. As the baying
60% of them are dead or the moon dog is it carries the character into the air (unless
grows very near, an occasional ragged bay-
able to use his powers again. the character weighs 250 Ibs. or more). It
ing silences the other baying temporarily.
The moon dog has recently escaped from then carries the character aloft for 10-20
That particular baying sounds different: less
a fearsome battle and its normal powers are rounds before dropping him or her to
unearthly, albeit still eerie.
greatly reduced. If cured, use those statistics (almost) certain death. If the big lizard is
Then, a dog-like form, shadowy in the
given in parentheses, as these are his full injured by its passenger, the passenger is
darkness and dim moonlight, shambles into
abilities. In addition, his special abilities are dropped immediately. The giant pterosaur
view. At first glance it appears to be approx-
reduced until the poison within his system is makes only one pass in any case
imately 3 feet high at the shoulder. As it
neutralized. He can only bay at half effect
stops and peers into the camp, however, it Giant pterosaur: AC 5 ; MV 3"/12"
(range 40 feet. save at +4), howl at half
does something very un-doglike: it extends (MC:D);HD6+6; hp41; #ATl;D3-12;
effect (range 20 feet, D 1-4). and use no
what, in the darkness, appears to be a hand. other special abilities, If his poison is nulli- SA surprise attack; SD none; AL N
The howls that have been approaching all
fied he regains his full special abilities after
evening are now very close, and in the dis- T h a t Old O r c i s h H u s t l e
six rounds. If the party neglects to cure or
tance many red glowing eyes can be seen
otherwise revive the moon dog he is unable The nearby orc tribe, in addition to ran-
reflecting the firelight At this point, the
to help during the melee. dom raiding parties, has decided to try and
party has the opportunity to take one round
The devil dogs are relatives of the north- "horn in" on the toll road business.
of action if they wish. Once they do, read
ern devil dogs that have adapted to more A special group of orcs is dispatched, led by
on, if appropriate:
temperate conditions. If their die roll to hit a powerful sub-chief and with ogre and ver-
is 4 or more higher than the number they beeg allies, to post itself along the trail
The dog like form staggers closer. needed to hit (or a ZO), the victim's throat between the current territories of two existing
Clearly, it is limping. A festering wound has been attacked. Damage is doubled and humanoid tribs (you decide exactly where).
glistens on one rear leg. The creature has the victim is comatose for 2-8 melee rounds. After several hours on the trail, the char-
a human like head, you notice as it These dogs lead the death dogs through yips acters see ahead a band of armed creatures.
speaks. "Help me," it gasps hoarsely. and yaps, and are extremely eager to kill the A small group of man-sized humanoids is
"Much trouble coming. The hounds of moon dog. If they succeeed, a retreat is standing on the trail behind a barricade of
death are near!" As it speaks, you all signalled. recently cut trees while more can be seen
suddenly remember tales of woe and If the combat does not go well for the among the trees to either side. Disappointed
horror, of evil things they prowl the characters and they need assistance, you at not seeing an entire caravan, the orcs con-
ht in the farm of dogs! Then, the may consider having the moon dog deliri- sole themselves, believing the characters to
snd thing collapses near you. All ously bay or howl, then lapse into uncon- be a small group of slaver "leaders" travel-
mnd, the baying has continued sciousness again. If the moon dog survives ing to the slavers' stockade. Greedily, the
abated. It appears you are sur- and the battle is won, he eventually regains orcs dream up an outrageous toll, believing
consciousness even if not cured by the party. the slavers to be so rich they don't care
He thanks the characters for their assist- about such "small change."

51
joining in only if victory seems likely, so as while the archers and verbeeg use missile
Standing at attention on the trail are to be able to join in on the spoils. Standing weapons against the rear ranks. Most of the
seven orcs, one obviously a leader and in the road are: halberdiers swarm around the end of the
the others in cham mail with swords. barricade to strike the party in the flank
Pluug (arc leader): AC 3; MV 12"; HD 5; hp
The leader, who stands a head higher while others fill the gaps left by fallen
31; AC 3: #AT 1;D by weapon type;
than his companions, swaggers forward bodyguards.
AL LE.
to greet you. "Welcome to the territory Pluug is a sub-chief of great power and
If the fight goes badly, Pluug orders a
of the Crooked Claw clan," he says in gradual retreat, the halberdiers preventing
repute. He owns a shield + I and wields a
excellent Common. "It is too bad you do any charges while the archers maintain a
longsword. His intent is to intimidate the
not lead a caravan; he continues, "for harassing fire on the pursuers.
slavers into paying the toll he requests. Not
you look to be fine and terrible persons having the guts to commit his troops against
of adventure. Now," and he ahem3 dra-
matically, "about the toll ...I, Pluug of
specialists (spellcasters and the like), Pluug
is more bark than bite.
T h e Tribes
Crooked Claw, have been empowered The trail of the slaver caravans leads
by my chief to collect it." Orc bodyguards (6): AC 4; MV 12"; HD 3: through the territories of three humanoid
hp 13,15,16, 1 4 , 1 8 , 1 7 AC 4: #AT 1;D tribes: that of the goblins, the gnolls, and
At this point, Pluug grins hideously at the by weapon type; AL LE. the flinds. Each has a central village, hunts
party and begins looking them over. If the These bodyguards are armored in chain the local game for sustenance, and has an
mail and shield. Each is armed with a long-
' party objects orvoicesdoubts, Pluug argues sword and a shortbow. Their duty is to pro-
agreement with the slavers regarding p a r
and haggles with them. If they still refuse, sage through their territories. Each group
he plays his trump card-with a hand sig- tect Pluug and they even use their bodies as regards its territory as sacrosanct against
nal, a tinny horn blasts and the o x infantry shields against missile fire if ordered to. intrusion and hesitates to enter the territory
on either side of the road stand at ready, Both Pluug and the bodyguards gain the of another tribe. Some communication
revealing much greater numbers than had benefit of 50% cover. exists between them, but cooperation is rare
been visible before. Once the characters In the trees on the left side of the road are except on very important matters, such as
agree to the payment of a toll, read the fol- Orcs (30): AC 6: MV 12"; HD 1: hp 6 each; the hunting of common enemies.
lowing: #AT 1; D halberds 1-lO/hand axes 1-4; There is one generic village map for all
AL LE. three tribes; tailor it to fit any situation
"So? The toll? My chief has instructed These are trained troops with orders not which requires detail. Each village is some
me to be munificent, this fine, sunny day. to risk extensive casualties, They use their way from the trail (2-8 miles) and is well
Three hundred pieces of gold for each halberds in formation, albeit a loose one. guarded from intrusion. Each tribe has some
one of you fine, strong looking persons One of their group is a sergeant with 11hp. specific notes to differentiate it from the
to pass and remain unmolested. It you The trees provide 25% cover from missile others.
have not the cash, well, I have been fire.
instructed to accept weapons of quality On the right side of the road, also in the The H i l l Beater Goblins
at whatever value they possess. If you trees, are: The goblins of the area call themselves the
please, could we transact quickly? My Hill Beaters. Arms typical for this tribe are
Orcs (20): AC 6; MV 12"; HD 1;hp 4 each;
troops are wearied by this daylight, and I club and spear, while leaders and guards
#AT 1;D short bow l-6/dagger 1-4;
would dislike to keep them u p and about bear short swords or military picks and
AL LE.
in it needlessly, if you take my meaning." spears. Many of the non-combatants have
These are trained archers with orders to
avoid melee absolutely. They w e their mis- been trained in the use of slings.
Pluug ahems dramatically once again sile fire to best effect by targeting obvious The Hill Beaters prefer surprise attacks to
before looking expectantly at the player spellcasters. One of the group is a sergeant frontal assaults and always attempt to flank
characters. with 9 hit points. The trees provide the orcs their enemies before attacking. In defense of
Weapons are worth triple their book with 25% cover from missile fire. their village they fight to the death, but oth-
value if in at least average condition. Unu- erwise they are easy to rout.
sual weapons are worth either nothing or six Verbeegs (10): AC 4; MV 18"; HD 5 +5; hp Upon entering their territory, the player
times their value depending on the utility of 33 each: #AT 2; D thrown spear 5-10 or characters will be approached by a delega-
the weapon to the orcs. If the characters huge club 5-12; AL NE. tion of 20 goblins assigned to collect the toll.
hedge, or look ready to flee, Pluug signals These mercenaries fight well but avoid The toll they request of the slavers is usually
his fighters to appear (if he hasn't already). dangerous situations. They each have six 1 cp per slave, 1 sp per guard, 5 sp per
If the characters attack the small group fac- spears for throwing: their range is 7" (70 leader, and a gold piece per wagon. The
ing them, Pluug retreats, signaling for the yards outdoors) because of their unusual goblins assume that all non-fighter types are
verbeegs and orc archers to begin firing. If Strength. leaders, with the others being guards. They
Pluug thinks that he might be victorious, he If there is a battle, Pluug commands the do not attempt to raise their price according
might order an attack. If the characters troops from behind the safety of the log bar- to the circumstances.
manage to capture, kill, or subdue Pluug the ricade. Knowing full well the effect of spells, The Hill Beaters are at a disadvantage
orcs attack ferociously. losing their usual -1 he has spaced his troops widely apart, 5 feet when dealing with the nearby gnolls and
to hit penalty in daylight. In this case the between each. At the start of a battle, his often are forced to placate them with offer-
verbeegs stay on the periphery of the battle, bodyguard attempts to hold the barricade ings and gifts. Consequently, there is little

52
wealth in the village. The goblin practice of Sub-chief Ear-poker: AC 5; HD 1+ 1;hp 8; tions. These formations are slow, clumsy.
taking slaves for themselves (for torture or D 1-8. and fragile (nowhere approaching the skill
undesirable work) is looked on with Sub-chief Bodyguard (x4): AC 5; HD 1+l; of well-trained human troops), but against
approval by the nearby humanoid tribes, as hp 7; D 1-8. local enemies the gnolls are proving to be
long as the slaves aren't gnolls or flinds! very dangerous opponents. Like all gnolls
A total of 390 goblins inhabit the area, Watchtower: Four keen-eyed goblins are they prefer to be the stronger party in any
with 330 or so inhabiting the village proper. always on watch in the tower at the top of conflict, and even in defense of their village
In the village, 130 are hunterlwarriors (5-7 the hill, they may abandon the area if faced with a
hp each), 160 are villagers (2-7 hp each) and The Palisade: This is 5 feet high and made significantly stronger force. They perceive
the rest either the aged or children (1-5 hp of sharpened stakes. Ringing the inside is an force as being almost entirely a function of
each). Of the hunterlwarriors, 3-18 are earthen platform 2 feet high. The palisade numbers.
always absent on scouting duty, 10-60 are forms the first line of defense against a When the player characters enter their
hunting and not in the village, while the major attack. The common tactic is to territory, the gnolls greet them with a care-
rest, minus the chief and his retinue, are in retreat into the palisade and then line sling- fully prepared ambush. They do not attack,
the village. The remaining 60 goblins that ers on the platform, concentrating missile hut send a delegation of three to collect the
do not inhabit the village are political ene- fire over its low height. toll while the remaining 30 watch from
mies of the chief and his cronies, young gob- Slave Cages: If the wildmen are held by places of cover with weapons ready. The toll
lins recently undergoing their rite of the goblins, they are penned in the cages they levy from passing caravans is 1cp per
passage, the shaman and his pupils, cripples near the hill. slave, 1sp per guard, 10 sp per leader, and 2
driven out to die, ex-chieftains forced into gp per wagon. The Kerrla charge more than
exile, the deranged, and the just plain unso- Reactions the Hill Beaters out of their feeling of super-
ciable. They live in secluded portions of the iority. If the party agrees too readily to the
Battle Tactics: If the goblin village comes
tribe's territory. Many provide valuable toll, there is a slight chance that the toll col-
under attack, all goblins know to enter the
service, acting as permanent lookouts along lector may assume that most or all of the
palisade with whatever weapons they have
various parts of the border. party are "leaders" and will accordingly
handy. The chief gathers his full retinue and
demand a higher fare.
Goblins: AC 6 ; MV 6"; HD 1.1; hp see all the warriors in the village. Once the
The Kerrla greatly respect the flinds and
above; #AT 1: D 1-6; AL LE. threat has been identified, the chief forms a
despise the nearby goblins. They take any
loose mob of sling-armed villagers to harry
opportunity to impress the flinds or humili-
Generic Map Notes the enemy from the front (or defend the pal-
ate the Hill Beaters. However, they do not
isade) while the warriors form two (or
Animal Pens: These are currently holding attack the goblins outright for fear that the
more) groups to attack the enemy's flanks
the fruit of the chief's latest experiment, flinds may take advantage of their absence
(or burst from the palisade). If a pursuit is
breeding wolves. He is attempting to have to attack the gnolls' village.
necessary, only the warriors participate
them trained, but with little luck. Also in Their coffers are a hit fatter from extort-
while scouts keep abreast of the enemy's
the pens are a few political dissenters, des- ing money from the Hill Beaters now and
movements.
tined to be wolf food. Unfortunately, the then, but most of the surplus goes to the
Trading: The goblins gladly trade the cap-
wolves are developing the taste for goblin, flind weapon makers for the purchase of
tive wildmen for the player characters if
which makes them even wilder. If the pole arms and other weapons the gnolls do
that situation comes to pass. The chief of the
wolves get loose they will attack the nearest not make for themselves.
Hill Beaters has no wish to antagonize the
goblins, springing away with their prey. A total of 280 gnolls live in the area, all of
slavers, and so will generally agree to poor
The Cave Entrance: This is heavily whom inhabit the village. Of this number,
terms if pressed on any issue. The tribe is
guarded at all times. The chieftain, his 110 are hunterlwarriors (20 of whom use
also particularly eager to trade for useful
bodyguard, and their goblin women have longbows), 100 are villagers, and the rest
items, offering what little it has in return.
claimed this as their den. It also serves as the are children, The Kerrla do not allow the
point of last defense for the village. old to live past their years of usefulness to
In the cave are the armory and treasure
The Kerrla Gnolls the tribe. The hunters spend as little time as
chambers of the tribe. The first contains an In the gnoll tongue, this means "vile epi- possible hunting, so only 10-40 of them are
assortment of battered weapons; the second thets," a name the tribe bears with pride, gone at any time.
contains 3,000 sp, the entire horde of the explaining they are so fearsome their ene-
Gnolls: AC 5; MV 9 ";HD 2; hp 9: #AT 1:D
tribe. This is hidden in the floor of the main mies can only resort to swearing. The tribe
2-8; AL CE.
chamber in a pit filled with poisonous is somewhat atypical. Unlike most other
Chief Clay Mane: AC 3: HD 4; hp 22; D 4-
insects. These pour out of the pit when it is bands of gnolls, the Lay Kerrs have settled
10+1.
opened, swarming over everyone in the cave down. This is due in part to the organizing
The gnoll chief is cowardly and acts to
unless raw meat is thrown nearby to distract influence of the nearby flinds, who cur-
save his own skin before acting to save his
them. The swarms cause 2-5 points of dam- rently provide part of the tribal leadership.
tribe. He jealously guards the tribe's only
age and take three rounds to brush away Arms typical for this tribe are pole arms
magical item, a two-handed sword fl. It
and battle axes, with leaders bearing two-
Chief Nose-bender: AC 4; HD 2; hp 13; has many evil runes indelibly inscribed
handed swords. The better hunters of the
D 2-8. upon it.
tribe employ longbows. The warriors of the
Chief's Bodyguard (x5):AC 4: HD 2; hp 10; Chief's Bodyguard (15):AC 4: HD 3; hp 20;
tribe are roughly organized into commands
D 2-8. D 3-9.
and do their best to fight in regular forma-

53
Generic Map N o t e s gnolls are also greatly interested in other Those not proficient in the use of the flind-
items-weapons and magic being foremost bar may still profit from the bonus to hit,
Animal Pens: These pens contain ante-
on their minds. Characters will be contin- but do not gain the increased chance to dis-
lope. Under the influence of the flinds, the
ually besieged by offersfor their equipment. arm.
Kerrla are attempting to practice animal
husbandry. They have, however, no natural Chief‘s Bodyguard: AC 4; HD 3; hp 20;
aptitude for it, being generally disinterested
The V e e l a Flinds D 1-10.
in the project. Thus, care of the animals falls In the gnoll tongue, veela means “the vic-
upon the weakest and most disfavored of torious.” This tribe of flinds is the most pow- Generic Map Notes
the tribe. Furthermore, whenever a hunter erful of the three tribes described here.
gets too weary of hunting, he simply Animal Pens: The flind pens are filled
Arms typical for this tribe are many; the
snatches an animal from the pens. The with a variety of local wildlife-antelope,
flinds are clever enough to practice military
remaining breeding stock is scrawny and flexibility and precision. Their infantry deer, wolves, and rabbits. While none of the
does not serve the tribe well. projects are a failure, the rabbits and deer
employ pole arms in well trained phalanxes
The Cave: The gnolls do not have a natu- while their shock troops use two-handed have been most successful. A guard i s
ral cave under their hill. Impressed by their swords to great effect. They also have a size- posted outside the pens at all times to drive
off poachers and wild beasts.
spies’ reports of the goblin defenses, they able force of archers armed with longbows
have begun hollowing out a cave under and battle axes. Unlike most flinds, how- Watch Tower: The tower is 40 feet high
their hill. Only the first 10-foot section of and armed with a ballista (Range 32”; ROF
ever, few use the flindbar. The Veela prefer
the cave is open. to use maneuver and timing in mass combat 1/2; D 2-12 small, 3-18 large; crew 4 ) . Some
The Watchtower: This tower is small and special loads for the ballista exist; oil,
situations, remembering the proper use of a

simple, as the lazy gnolls got tired of build- reserve to clinch tense situations in their smaller multiple staves (fires several bolts
ing it after only25 feet or so. Although there along a small path, 5 causing 1-6 points
favor.
is supposed to be a guard on duty at all each, separate roll to hit for each), and
Upon entering their territory, the player
“howler” bolts that whistle through the air
times, one is present only 80% of the time. characters will be greeted by a delegation of
and cause 1-8 points of damage.
The Palisade: This wall is the one project six flinds. The player characters must main-
The Palisade: The wall is a full 12 feet
the gnolls have finished. It is 8 feet high, tain a good deception, for the flinds are very
high, with ramped earth, logs, and stones. It
with a mound in the center allowing perceptive and intelligent. The toll they
has archery slits and a small ditch in front of
defenders to see over the wall. Near this request of the slavers is 2 cp per slave, 2 sp
it filled with sharp stakes.
mound are the huts of the chief and his per guard, 1 gp per leader, and 5 gp per
The treasure of the flinds-1.000 ep,
bodyguard. The bulk of the tribal wagon. In return for this grandiose toll, the
1,000 gp, 2,000 pp, 3 gems. and 8 pieces of
treasure-2,000 ep, 1,000 gp, and 4 gems- flinds parade their precision troops for the
jewelry -is hidden in metal containers sunk
is hidden under a rock within the palisade. party as they pass through the territory. No
in the main village well inside of the stock-
Two gnoll skeletons rest over it, obviously orc patrols or war parties will be encoun-
ade.
the poor souls who dug the hole. The tered while these reviews are underway.
The Cave: The flinds do not use the cave
remaining treasure-two pieces of The flinds enjoy the top dog position
as living quarters, as this goes against their
’ - ~~lry-are
~ in a large clay coffer in the among the three tribes listed. They are the
nature. Instead the cavern is filled with
‘s quarters, untrapped. Any gnoll of the sole weapon producers of the area, have the
dried goods, stored food, and trade items
swears if questioned, however, that the most advanced animal husbandry tech-
worth 2,000 gp in total.
ure is cursed for any who touch it with- niques, and are even beginning to experi-
Slave Pens: If the wildmen were captured
he chief‘s permission. ment with farming on a small scale. What
by the flinds, most have, sadly, already been
le Slave Pens: If the wildmen are held income they receive in the sale of weapons
slain and the pens are empty. Some few
Le gnolls, most are in the slave cages. A they usually invest in ores (purchased from
remain in the chief‘s retinue while a few oth-
ire in the cave, digging it deeper. Highport) or gems. They are planning to
ers are employed as slaves, carrying water
unite the three tribes to show the constantly
or moving dung.
ctions raiding orcs just who’s boss, with a mass
raid sometime in the future.
ctics: If the gnoll village comes under Reactions
A total of 260 flinds inhabit the area, all
k the Kerrla rely on their leaders to tell
of whom live in the village. Of this number, Tactics: If the village is attacked an alarm
1 exactly what to do. If the attack is sud-
40 are purely warriors (14-19 hp each), 70 is raised immediately, most often by a howl-
md powerful, it is likely that nothing
are hunteriwarriors, 100 are villagers, and ing bolt fired from the ballista. There are
,e organized to repel it. If a defense can
the rest children. Like the Kerrla, the Veelas bolts of different pitches, each indicating an
ustered, the gnolls attempt to form pole
do not allow their old and feeble to live. attack from a different quarter. Upon the
phalanxes, but may well end up charg-
signal, the flinds immediately take their
nnre or less simultaneously. Flinds: AC 5; MV 12”; HD 2 + 3; hp 14; #AT
weapons and form into companies. If the
ade: If they are asked to trade their cap- 1: D 1-8: AL LE.
opponent is outnumbered, the flinds launch
for captured party members, the gnolls Chief Blackfur: AC 3; HD 3 +3; hp 23; D 1-
an attack, pinning the attention of the
D. Any sign of weakness, however, is 10 + l . attackers to the front while other groups
,ited, jnst as signs of strength are
maneuver onto the flanks. Archery is pre-
tly respected. The gnoll chief will The flind chief employs a special
ferred over direct contact. If the opponent is
npt to squeeze more out of the deal if he weapon--a flindbar + 3 with double the
strong, but not overwhelming, the flinds
j any opportunity to do so safely. The normal chances to disarm an opponent.

54
attempt to lure them into the village where The player characters first notice the Once cornered, the ex-slave recognizes the
they can be ambushed and attacked from escapee as they have noticed the various characters and surrenders, apologizing pro-
many directions. As a last resort, the flinds humanoid scouts-as a silhouette on the fusely for mistaking them for the enemy.
retreat to the palisade. They do not like this horizon watching them and attempting to When asked for an explanation of how and
3ption. since it limits their ability to move avoid notice. When the characters rhv he came to be on the trail to Highport.
ibout. In the palisade, common flind approach, the slave flees. He is exhausted e has this to say:
.lefensetactics include allowing an enemy to and can only move at a rate of 9”. However,
:,our over one section of a wall, then trap- he can only be found by a person with track- ”I escaped by hiding in the courtyard
ling the enemy against the wall with a ing skill or by looking from the air. after the caravan arrived. I was not
:harge by the elite warriors. If the characters fail to find the slave, he counted, and so after waiting for dark-
Trade: The flinds gladly trade the wild- shadows their movements for the rest of the ness, I worked my way to the outer wall.
nen for any presumed slave lords, but also day. That night, hungry, ill dressed, and There I found rope and clambered down
:{ispatch scouts to follow the wildmen and desperate, he lurks beyond the firelight of from the second story. 1know little of the
;elect an ambush. They want to eradicate the character’s camp. Finally. he decides that defenses, my friends, but I do know that
he wildmen tribe once for all. The flinds even if the characters are slavers, he must hobgoblins are many within the stock-
-+skthe player characters. if this comes to risk an attempt to steal food and clothing in ade, and some weird snuffling creature
.xcur, if they would like to be in on the order to survive. helps them guard the walls. It almost
kill: Any refusal requires the characters Creeping close to the camp under cover of caught me. 1 could hear it’s snuffling
:ive some reason. The player characters darkness, the former slave observes the noises as it came nearer and nearer. A
nust be careful not to arouse the suspicion movements of the characters. Bundling a wind came up, though, and the moan of
:>f the flinds. rock in a ragged piece of cloth, he makes a it screened out the snuffling noises.
In other types of trading, the player char- sap and lies in wait for an unalert victim. When the wind died down, I could hear
3cters will discover the flinds are shrewd The slave tries to knock the person uncon- nothing. It must have been the provi-
2argainers. They have gained much experi- scious. A successful hit has a 5 % chance of dence of the gods that I was not caught
ince in dealing with the other tribes of the rendering a victim unconscious, assuming then.”
irea and human merchants. They are very the victim is not wearing a helm. The ex-
.nterested in magical items, tools, and train- slave does gain bonuses for a rear attack. If The ex-slave can travel, hut cannot par-
ng in skills they do not possess. They have successful, he strips the character of every- ticipate in penetrating the slaver’s stockade.
ittle need of weapons, as they manufacture thing useful. This takes 2-20 rounds. When If the characters do not suggest that he
nost of their own(and those of the other finished, the ex-slave departs hastily in the remain outside during the adventure, he
~ribes). general direction of Highport. makes the suggestion. He does not, under
Party members have a 1 in 12 chance of any circumstances, wish to travel alone
hearing a thump or other suspicious noise back to Highport.
The Runaway the round of the attack, and a 1in 20 chance If the slave escapes, is killed by the char-
to hear a suspicious noise while the ex-slave
Slave searches an unconscious party member. An
acters before they can recognize him, or is in
some other manner prevented from telling
In the tournament version of A2, Secret unconscious character revives in 3-12 the above tale, the characters do not know
of the Slavers’ Stockade, a runaway slave rounds of his or her own accord but can be of the rope. Subsequently, they have a much
irovides the characters with the informa- revived in one round by being slapped or harder time infiltrating the stockade. This
ion necessary to enter the stockade secretly. having water splashed on his face. Of encounter should occur close to the stock-
In this campaign version, the escaped slave course, if the victim revives when the slave ade itself, no more than a day’s travel away.
i actually one of the guests from Dame i s present, he is again knocked unconscious.
The ex-slave will not kill the character, hav- Escaped slave: AC 10; MV 12” ( 9 ” ) ; HD 1;
Zolds party! Unfortunately, just as the hp 3; #AT 1;D by weapon; AL LG
,urnanaids of the area assume that the char- ing qualms about such a foul deed.
acters are slaver lords, so does this escapee If the characters pursue the ex-slave (who
assume that the characters are mortal ene- still is under the impression that the charac-
nies. However, if the characters can get ters are slavers), he is not terribly hard to
:lase to the escapee, he recognizes them and catch. but a serious effort must be made.
:ooperates.

55
'I

After traversing the dangerous lands of the The curtain wall, the gatehouse, and the vel in an area can be gathered from the
Pomarj, the characters sight a small stock- main building are all built of stone. The ceil- tracks, but nothing of the types of creatures
ade situated atop a high, steep hill that sur- ings and walls of rooms and corridors are that have passed.
veys the countryside. A warding ditch 20 made of stone. The ceilings in the east and
feet wide and 10 feet deep surrounds the west wings, however, are made of plaster Hill Fort S t r a t e g y
fort. The only access road winds down from over wood hung an wooden rafters. Once a party of adventurers is detected
the north, through a narrow valley, up to The floors are wood. Wooden beams are inside the fort, the guards raise the alarm by
the drawbridge that spans the ditch. used to reinforce weak sections of the stone whatever means are available. If an alarm
buildings. The stockade is wooden, as is the gong is used, the upper level of the fort is
Hill Fort D e s c r i p t i o n wall walk and the pavilion overhang in the alerted at the end of that turn. If the alarm is
open garden section of the U-shaped main shouted, the fort is alerted at the end of the
The hill fort is a combination of recent building. The inner courtyards are nothing
construction and the remains of an older next turn. The dungeon level becomes
but rock-strewn mud flats. The only vegeta- alerted one turn after the fort.
stone fortress. The outer wall of the hill fort tion (besides mold and mildew) are the trees
is an earthen rampart topped by a wooden Once the fort is alerted, guards in bar-
in the garden surrounded by the main build- racks spend one turn donning armor and
stockade. However, the curtain wall con- ing.
taining the drawbridge is made of stone. preparing to fight. Prepared guards move to
The hill fort shows signs that it has been block the ground-level entrances to all
The wall is 35 feet high and is topped by a sacked in the past. Some of the stones are
stone parapet which is constantly manned. buildings. Guards on the walls harass
blackened as though by fire. Some areas of invaders with missile fire. The fort strategy
The curtain wall is connected to the rest of stonework shows signs of ancient destruc-
the fort by the rampart and stockade. is basically defensive and concentrates an
tion from catapult and trebuchet attacks. delaying the invaders as much as possible.
The ground slopes upward from the cur- These holes have been crudely repaired. The
tain wall, and some distance back, across an Once the fort is alerted, no one will be
stockade is of more recent construction than found asleep or unarmed.
open courtyard, is the gatehouse. This is of the rest of the hill fort. Close examination
masswe construction, four stories high, If the characters retreat and return later,
shows that the stockade has been built they should find the defenses strengthened
with a stone parapet atop it, so that all sides directly behind the remains of a stone foun-
can be defended. The rampart and stockade and ambushes prepared.
dation where an outer perimeter wall once If the characters surrender, they are com-
connect to the aatehouse and surround the
I
stood.
fort keep. pletely disarmed. Markessa then questions
The humanoids in the hill fort do not care them about what they know of the slavers'
The keep abuts the rampart on three whether it is clean. As a result, both the fort
sides. with a parade ground to the north activities, using any means, including tor-
and the dungeon are filthy. The floors are ture. Once she has learned everything she
between the main building and the gate- covered with dust, and trash is scattered
house. The fort was originally a single story can, Markessaimmediately has all spellcast-
about the rooms and corridors. The walls ers executed and everyone else sent to
stone building, but the slavers have added a are covered with grime, mildew, and cob-
wooden guard post as a partial second story. dungeon area 28c. where it is assumed they
webs. Broken or rotted furniture is thrown will be killed and eaten by the cavelings.
The entrance to the main building is into corners rather than repaired. The entire
recessed back and an enclosed garden leads place is infested with rats, spiders, and other
from the buildine's- entrance to the parade R a n d o m NPC
foul vermin.
ground. Doors are heavy wood and open out into
Leader P l a c e m e n t
The rampart and stockade surround the the corridor unless otherwise noted. Typi- There are eight leaders in the slaver's
fort on the west, south, and east sides and cally they are locked and must be forced stockade. Markessa is a minor slave lord
join the curtain wall to the north. The outer open, or the lock must be picked. and all the others work for her. Icar is the
face of the walls and stockade are fitted with All hallways are 10 feet wide and 10 feet fort commander and his second in com-
downward sloping spikes to prevent attack- high unless otherwise noted. Secret passage- mand is the ogre called Executioner. Black-
ers from scaling the walls. The stockade has ways are 5 feet wide and 8 feet high. Ceilings thorn is a special agent of the Slave Lord
a walkway on all sides, the walkway being in the aboveground buildings are 14 to 20 High Council, but operates as Markessa's
15 feet above the main building's first floor. feet high. lieutenant.
Guards patrol the walkway. and the top of Because of the dust and muck on the Inaddition thereare thegoblin witchdoc-
the gatehouse and curtain wall, but it is floors, the only tracks that can be seen are tor, Guliyet, who is assistant to Markessa,
impossible to estimate numbers from a dis- shapeless blobs where the dust has been dis- and the hobgoblin shaman, Adhu Nazaryet,
tance. turbed. Something of the frequency of tra- who serve as the fort's clerics. These two can

56
~ I Sbe
Oencountered as wandering monsters ..
Eauiument: leathr -m( with Executioner: C lV9";HD4+1;hp25;
+om the encounter tables. tion from normal n , swan #AT 1:D 8 + AL CE
To vary these characters' starting loca- speed + I (2 attacks per round, auto- Executioner is a le rarity. a gifted ogre.
:ion, roll 1d6 and consult the Leader Varia- matic initiative for first attack). He is Icar's battle companion and aide. Well
->lePlacement table whenever the characters Spells: magicmissile, protection from good, aware of his superiority to other ogres, he
made the fortress. The letters " F and " D shocking grasp, darkness I S ' radius, proudly uses his brains to devise running
;band for the "fortress" and "dungeon" scare, lightning bolt. strategies against opponents.
-espectively. One die roll determines where Equipment: A special bastard sword, with
leaders start. Icar: AC 1; MV 12"; F7; hp 59; #AT 312;
D 1-10 +2; AL LE which he can disarm an opponent (on a
Icar is the commander of the hill fort gar- roll to exactly hit AC 8).
Markessa: AC 2; MV 12"; MU5/F5; hp 35;
#AT 2 or 3; D by weapon; AL LE rison, feared for his prowess and respected Blackthorn:AC4; MV9"/15"; HD5+2; hp
Markessa is a female elf of no little for his tactical ability. His dreaded reputa- 36; #AT 1; D 1-12; AL LE
7eauty. She is a minor slave lord and over- tion is enhanced by the fact that he has Spells: flx become invisible, darkness I O
jeer of this part of their operation. Of the all accomplished all this while being totally radius, polymorph to human or similar
he minor lords, she is most favored and blind, relying on his other keen senses. He is form, regenerate I hp/round, sleep (1/
nost likely to be promoted to the Inner immune to all visual-effect spells, but a day), charm person (llday), gaseous
::ouncil should an opening arise. She has all silence spell effectively "blinds" him. form (l/dayi, andray of cold(l/day)
he desirable qualities of a slave lonl-a Equipment: two-handed sword +1, ring of Blackthorn is an ogre mage and a per-
icheming, twisted mind and a penchant for fire resistance sonal representative of Edralve. He is tem-
?describable cruelty. porarily in command of the dungeon
guards. He always appears to the player
liariable Leader Locations characters as a 7-foot-tall humanoid with
gray skin, sparse hair, sunken eyes, and
.eader 1 2 3 4 5 6 skeletal body. He greatly enjoys seeing the
vlarkessa D 22 D 2Sf D 35 F 39 D 13 F 35 reaction this appearance creates in others.
car F 35 D 19 D 22 F 39 F 32 D 28v
xecutioner F 32 F 35 D 12 F 20 F 32 F 11 Guliyet AC 3; MV 12"; MU4/C4; hp 10;
:lackthorn D 251 D 251 D 28 D 22 F 35 F 1% #AT 1;D 2-8 +I; AL LE
;uliyet D 29 F 8c F 25 D 12 D 22 Guliyet is a female goblin witch doctor.
D1
'idhu F 181 D 22 F 20 F 35 F 31 F 14 She is the speci)l$assistant to Markessa, the

57
only one to have met Markessa's standards raise the alarm. She has an intense hatred for her former
(and thus still live). She carries a small silent captors and will kill or maim them if the
Hobgoblin oatrolmen: AC 5: MV 9":
whistle, which when blown will summon opportunity arises,
H b 1+ i;hp 6; #AT 1;D'l-8
her trained winter wolf to her side in 1-2
Hobaoblin leader: AC 4: MV 9": HD 2: "Lady" Morwin Elissar: AC 10; MV 12";
rounds. Guliyet can also he encountered as
h i 9; #AT 1; D 1-8 LVL 0; hp 6; #AT 1;D 1-6
a wandering monster.
Equipment: chainmail ' 2 , morningstar + I
Hobgoblin Shaman and Guards: The
Spells: (clerical) cure light wounds, dark-
ness, resist fear, chant, resist fire
hobgoblin shaman Adhu Nararyet and his K e y to
(magic-user) affect normal fires, push,
guard of 2-8 hobgoblins are on their way to
a secret shrine of Maglubiyet to perform a the H i l l
shieid, invisibilitj scare
Winter wolf: AC 5; MV 18"; HD 6; hp 30;
sacrificial ritual. They will fight to the death
to prevent the defilement of the holy icons
Fort
#AT 1;D 2-8 or frost damage 1. Curtain Wall Top
they carry.
Adhu Nazaryet: AC 2; MV 9"; HD 4; hp 23; This i s a curtain wall. When the fort is
Adhu: See NPC Leader Placement section
#AT 1;D 1-6;AL LE under attack the curtain wall serves to slow
Hobgoblin guards: AC 5; MV 9"; HD 1+l;
Spells: cure light wounds, detect magic, the attackers, for enemies must first iight
hp 6 each; #AT 1;D 1-8
resist fear, auguT, detect charm, chant, past the curtain wall before they even reach
dispel magic the main gatehouse to the fort. Attackers
War Dogs: The war dogs attack any crea-
Adhu is the hobgoblin shaman of the fort, will then be pinned between the curtain wall
ture that does not smell like one of the mon-
quite devoted to his bloody group of spirits. and the main gatehouse wall with no cover
sters which belong in the hill fort.
from the fort's defenders' arrows. The cur-
Hill Fort War Dogs: AC 6; MV 12"; HD 2 +2; hp 11; tain wall is not connected by a walkway to
W a n d e r i n g Monsters #AT 1;D 2-8 the fort; only a high wall of stone and logs
Wandering monsters are encountered links the curtain wall to the fort and
Carnivorous Apes: The carnivorous apes encloses the outer courtyard.
only in hallways, empty rooms, or areas are allowed to roam the fort in search of
cleared by the party. However, wandering The hobgoblins mount a guard on the
food (humans). They are intelligent enough curtain wall in order t o sound the alarm if
monsters will not be encountered in either to avoid attacking monsters which belong in
the haunt's area or the haunted west wing. intruders approach. But they only march on
the hill fort. the wall top for they fear the inner walk is
The DM should check for wandering
monsters each turn, with a roll of 1on ld6 Carnivorous Apes: AC 6; MV 12"; HD 5; haunted and none will enter it nor will they
indicating an encounter. When an hp 23; #AT 3; D 1-411-411-8 pay any attention to any sounds from
encounter is indicated, use the Hill Fort within.
Encounters table to determine what creature Gnolls: A band of gnolls has joined forces
is met. temporarily with the hobgoblins, goblins, l a . Open Walkway
and orcs of the hill fort. The party has stum-
Hill Fort Encounters bled onto a group of gnolls either entering The walkway is open to the west and to
or leaving the fort. The gnolls want to show the east. Hobgoblin guards pace back
Die up the other humanoids and try to capture and forth along each section. From
Roll Encounter or kill the party members without calling below the hobgoblins appear as ghost-
1 3-12 Hobgoblins on patrol for help. white figures. Pallid moonlight illumi-
2 Shaman plus 2-8 hobgoblins nates the wall, casting eerie, ink-black
Gnolls: AC 5; MV 9"; HD 2; hp 9; #AT 1;
3 -
2-8 War dogs
D 2-8 shadows. Only a light breeze blows and
4 1-3 Carnivorous apes sound carries muffled.
5 2-12 Gnolls Gnoll Leader: AC 4; MV 9"; HD 3; hp 16;
6 Escaped slave #AT 1; D 2-8
Two hobgoblins patrol each walkway and
Hobgoblin Patrol. The party has acci- Escaped Slave: A woman recently cap- one will attempt to sound the alarm if the
dentally stumbled onto one of the roving tured by the slavers has taken advantage of other is attacked. They are armed with com-
patrols which guard the fort. If the patrol an opportunity to escape. She is armed with posite bows and swards. They carry no lan-
hears the characters but does not see them, a short sword. If the party can convince her terns, relying on their infravision to enable
the patrol leader will shout "Halt, who goes that they are not slavers, she will tell the them to spot invaders. The rim of the wall
there?'' in hobgoblin. If the patrol leader party that she is Lady Morwin Elissar and on all sides is lined with rows of sharp spikes
sees the party they will call upon the party offer them a large reward, payable when pointing down, to dissuade those who
members to "Drop your weapons and sur- they take her back to civilization. Despite would attempt to climb the wall.
render!" If the party does not surrender her ragged appearance, she seems to be a Along the walkway are piles of broken
immediately, the hobgoblins attack. The lady of quality (unfortunately, she is actu- stones for throwing down on invaders. In
hobgoblins do not want to split the reward ally a penniless maid-servant). She tends to the floor of the eastern walkway is a trap-
for capturing runaway slaves (which is what he hysterical when threatened (50% chance door, heavily barred for fear that the evil
they assume the party members are) so the of crying out and perhaps fainting), which spirits below might break out. The guards
hobgoblins will not summon any help or will alert guards to the party's whereabouts. will cry an alarm if the trapdoor opens and

58
fire at + 4 to hit anything coming out of the One of the guards is practicing throwing a 2b. W e s t Guard P o s t
iole. knife at a crude target drawn on a broken
Hobgoblins ( 2 ) : AC 5; MV 9 ";HD 1+1;hp table top. The other is bored and is drawing
6 each; #AT 1or 2 with bow; on a wall with a lump of coal. The sergeant guardroom, but it has been long aban-
D by weapon is sitting at the table eating bread and cheese doned. There is a door opposite the door
and feeding a pet crow. Against the wall you used to enter. In the south end of the
I b. W e s t Guard House behind him is a small bag of coal. The hob- room, along the south wall, are stone
goblins will try to defend themselves, hold- stairs leading up and down. The ceiling
ing the party in the room until help arrives. and walls of this room are covered with
There is a stained, decaying skull hang- Each hobgoblin carries 2-12 sp, while the
ing on this door. The skull is that of a dusty cobwebs, and shards of a brittle,
sergeant also carries 2 gp. Beneath the knife- white material litter the floor. Broken
halfling. thrower's bunk is a piece of mahogany furniture lies scattered about. A hne of
carved into the shape of a hawk, worth 25 footprints in the dust reaches from the
Within the guard house are two bunks, a
SP .
Nooden table, and two benches. A small
:oal fire burns in a stone box in the center of Hobgoblins (3): AC 5; MV 9"; HD 1 +1;
he room. Two hobgoblins are in the room. 6 hp each; #AT 1 or 2 with bow; D by Closer examination by the party reveals
3ne is asleep on one of the bunks, while the weapon) and a sergeant with long sword that the splintered white material is bone,
.~ther is warming himself at the fire. The two and spear and that there are brown staim nn the walls,
?rearmed with spear and hand axe. There is floor, and broken furniture.
IO other light in the room, as drapes have 2. Curtain Wall-Second Floor
x e n hung over the arrow slits. 2c. SI:airs
This inner walkway has a bad reputation .
If the hobgoblins realize they are outnum- among the hobgoblins in this fort. Work
~

7ered. they will yell to the party to surren- parties have been in the past to clean it out, The stairwell is dimly lit by moonbeams
ler, and call for help. If they are then but they would come back nervous, and flickering through arrow slits in the
?ttacked. they will defend themselves until usually with stories of one of their number southern wall. The upper part of the
ielp can arrive. who had gone mad and had to be killed stairs going up has been bricked up. At
the foot of the stairs, partially hidden in
-lobgoblins (2): AC 5; MV 9"; HD 1+ 1; before he killed them. A guard patrol
darkness, is a barely discernible wooden
hp 9, 7; #AT 1; D by weapon reported the same thing, and seeing a
ghostly shape that strangled the life out of door.
IC. Gatehouse Inner Room one of the guards. For this reason, the hob-
goblins will not enter this area and they The escaped slave was apparently lucky
have learned to ignore strange sights and going up these stairs for starting halfway
Inside this room are stacks of sealed down the steps are three trip wires placed
crates. Many of the stacks reach almost sound that come from here
one after the other at varying intervals. If all
to the ceiling. As the party nears one, a three of the trip wires are not discovered
crate topples off the stack, narrowly 2a. West Walkway
(requiring three find traps rolls to find all
missing the party! three), at least one of the traps will be trig-
You stand in a narrow, dusty corridor. gered. Two large globes will fall from the
The fallen crate was precariously balanced, There is a door at the eastern end of the ceiling where they were hidden in shadow.
:nd was knocked off the stack by a cat corridor. You have just climbed up a
One will fall at the foot of the stairs and
,elonging to one of the guards. The guards crude rope made of knotted rags and in
explode with a blinding flash of light and a
n Id will come to investigate the noise. through a small open window. The win- dull rumbling accompanied by the tinkling
All thecratesarefilledwith food. Against dow was once used to throw slops and
of breaking glass. The flash will blind all
he north wall are two sections of a ladder nightsoil out into the warding ditch but it party members on the steps or in the room
hat can be hooked together for a length of appears to have been some time since the for four rounds. The second globe will fall
10 feet. This ladder is used to climb to the window or this room has seen active use. at the head of the steps and will burst,
.vall walk, because the guards refuse to Cobwebs cover the ceiling and walls. releasing about 3,000 round glass beads. If a
-each the wall through the haunted second There is a single line of footprints in the character is standing in that same spot, the
loor. dust, made by a naked human foot. globe will strike him for 1-6 points of dam-
They lead from the east and end at this age. The beads bounce down the steps,
Ld. East Guard House window. The only light in the room striking the characters' feet and legs, scatter-
comes from shafts of moonlight filtering ing all over. After one round it will be quiet
in through the window and the arrow again. The first character to move without
From behind this door come rhythmic
slits, spaced every 10 feet, that are cut in stating his or her intention to be very careful
sounds, as ai a knife on a butcher's
each wall. will slip on the glass beads and go tumbling
block.
down the steps, causing all those in front to
This corridor is empty. Characters with a fall also. Those who fall take 1-6 points of
In this room are two bunks, a low table
Yisdom score of 15 or greater will feel damage plus 1 point for each person who
with a box to sit on, and two stools. Three
vaguely uneasy, though there is no logical falls on them. The players may avoid falling
iobgoblins occupy this room: two guards
reason for their unease. by not moving while blinded or by stating
ind a sergeant with long sword and spear

59
their intention to move cautiously, either by pear between the party and the exit.
crawling or moving with a sweeping motion site wall, while on the south side of the This figure is a haunt, the restless spirit of
to remove the heads in front of them. No room appears to be a closet. a person who died leaving a vital task unfin-
guards come to investigate the noise. ished. A haunt is required to remain within
The door at the foot of the stairs is latched Upon entering this room, all party mem- 6" of the place where the person died until
shut from the inside. Once all the party exits bers must make a saving throw vs. Spells. the haunt can possess a body in order to
and steps into the outer courtyard a breeze Those individuals who fail notice nothing, complete the unfinished task. Since haunts
springs up and slams the door shut, latching but those who save hear the song of the are tied to the area where they died, they
it. There is no latch to open the door from crickets take on the din of a distant battle. cannot be turned or dispelled by clerics.
the outside, so a dagger must be used to The battle noises have a dreamy and unreal The touch of a haunt drains 2 points of
raise the latch. This takes two rounds quality. These characters (who made their Dexterity every time it makes a successful
save) also start to see motion out of the cor- hit on a character. As the character's Dexter-
2d. Room Over the G a t e ner of their eyes, but when they turn to con- ity is drained, he becomes subject to the neg-
front it, there is nothing there. Loud noises ative adjustments due to low Dexterity (PH,
This room appears to once have been cause the strange sounds to cease, but they page 11).The victim feels an increasing
used for warding off invaders who had resume after a brief interval. numbness. When the character's Dexterity
broken through the gate and were pour- Behind a table in the north end of the reaches zero, the haunt possesses the body.
ing through the passage below, as there room lies a partial skeleton of a man: his rib Once possessed, the body's Dexterity
are murder holes in the floor for pouring cage, spine, skull and left arm. If the room is returns to normal.
oil on invaders. Opposite the door used searched, the party will first notice its bony Once the haunt has possessed a person's
to enter, is another door. The room is hand draped over the edge of the table. The body, it tries to complete the mission left
dusty and filled with cobwebs. There are white shards are bones and this room is also unfinished by its death. In the new body the
no discernible footprints in the dust. The spattered with brown stains. There is noth- haunt is no longer tied to the area of its
room is only lit by what little moonlight ing of value in the room. death and may leave. However, if the pos-
filters in through arrow slits. A thick The closeted space is open to the east and sessed body dies before the task is com-
paste of dust coats the floor. has no door. It is a garderobe or latrine pleted, then the spirit must haunt the place
which opens onto a pit beneath the wall. where the possessed body was slain.
This room is empty. Several murder holes Once a haunt completes its task it returns
in the floor open into the avenue between 2 f . E a s t Walkway control of the borrowed body to the owner,
the drawbridge and the outer courtyard. and passes on to its final rest. When the
The chains and pulleys for raising the port- haunt leaves a possessed body, the character
The eastern wing of this wall walk is a
cullis and drawbridge are in this room, but has a Dexterity of 3 . Lost Dexterity is
dusty, cobwebbed, narrow corridor with
will not budge as the winch below is locked. regained at a rate of 1point per turn of com-
arrow slits every 10 feet in both walls.
In one corner of the room is an old wooden plete rest.
The corridor appears unused. At the end
cask which contains about an inch of ran- If the character a haunt is trying to pos-
of the passage, stuck in a joint in the
cid, black oil. Beneath cobwebs against one sess is of opposite alignment (good vs. evil),
wall, is the burned out remains of a
wall is a collapsed, rusty iron tripod. The the haunt becomes furious and tries to
torch. A flickering light plays across the
dust in this room clings to a residue of spilt strangle the victim. The haunt fastens its
wall at the end of the uassare.
oil and makes a thick, gooey paste on the ghostly hands around the character's throat
floor. As the characters progress farther into on a successful hit. The victim takes 1point
As a party enters this corridor, a low of damage the first round, 2 the second, 4
the room, they hear a faint moaning coming moaning begins and all characters hear the
from somewhere beyond the far eastern the third and so on, doubling each round
din of a distant battle in the song of the until the victim is dead or the haunt
door. Party members with Wisdom scores crickets. The pale flickering light has no
of 14 or higher begin to get the feeling that defeated.
apparent source, but this cannot be deter- Haunts can only be hurt by silver or mag-
they are being watched. mined until one gets closer to the light. The ical weapons or by fire. Silver weapons only
corridor is cold and the party's breaths will cause 1point of damage per hit, while magi-
2e. E a s t Guard P o s t fog. Any light brought here will begin to cal weapons do 1 point plus any magical
flicker and the party will see their shadows bonuses per hit. Normal fire also causes
This room appears to once have been seem to take on the form of ancient warriors only 1point of damage per blow, hut magi-
used as a guardroom. About the room in battle. In this room, long ago, a group of cal fire causes full damage. When a haunt
are broken benches and tables. In one human guardsmen made their last stand. reaches zero hit points it dissipates to
comer lies the ribs and iron rings of a As the light at the end of the hall is reform in one week. Only an exorcism spell
sundered barrel. The furniture shows approached it will be seen to actually be a will destroy a haunt permanently.
signs of having been hacked apart. The glowing mist. The mist will slowly take on Because haunts are tied to an area, the
ceilings and walls are coated with dusty the shape of a wasted man with black holes best defense is to simply walk away. A hold
cobwebs, and shards of a brittle white where his eyes should be. The moaning will person spell will force a haunt to leave a
material litter the floor. Shadows in the echo from all around and the figure will possessed body.
room are deep and velvety, despite the reach forward to touch a character. Any This haunt was once a sergeant of the
attack on the figure will cause it to disap- guard named Jon. His task had been to
pear. Two rounds later the figure will reap- defend the inner walkway and the trapdoor

60
‘I

at its end from invaders, hut he died as the the drawbridge and portcullis. Each winch the anhkheg while it is holding a party mem-
last man of his force, with the knowledge has three locks upon it to prevent unauthor- ber are 50% likely to hit the character rather
:hat he had failed. In order to end his exist- ized use. than the anhkheg. Attacks from the side in
tence, Jon must successfully defend the area thesamesituationwill only hit the character
against all intruders, either slaying them or 5 . outer Courtyard Z chance in 6.
driving the intruders off. Jon may enter the Once the anhkheg is reduced to one-half
eastern guard post, but may not follow any A gentle breeze blows leaves and pieces its total hit points, the creature will spit acid
iurther as this is 60 feet from where he died. of twine about this courtyard. To the up to 30 feet at the nearest group of charac-
Haunt: AC 0; MV 6”; HD 5; hp 23; #AT 1; north is the curtain wall with portcullis ters. All within 5 feet of this line of attack
D drain 2 points of Dexterity; AL LG and drawbridge. and to the south is the must save vs. Breath Weapon or suffer 8-32
main gatehouse to the inner keep. Moon- points of damage. If a character saves, he or
At the end of the corridor in the ceiling is light and shadow form a stark contrast she takes only half damage. The acid will be
a wooden trapdoor. There isno ladder lead- within the courtyard. There is a strong neutralized after one round and cause no
ing to the trapdoor, but the bolt holes, odor of manure and rotting vegetables in further effect. When the creature dies, a
where a ladder was once bolted to the wall, the air. The earth before the gatehouse high pitched keening wail will echo across
can be seen. The trapdoor is barred from has been churned into a 30-foot-diameter the courtyard and shadowy shapes will he
above by the fearful hobgoblins. If the party morass of glistening mud. Just beyond seen to crowd to the wall top’s edge. A
attempts to open the trapdoor and climb this is the portcullis of the gatehouse. hoarse cry of alarm will he set up.
through, the hobgoblins will sound the The portcullis has been lowered, but
alarm and will be waiting to shoot missiles, Anhkheg: AC 2/4; MV 12” ( 6 ” ) ;HD 5 ;
does not touch the ground, and there is hp 28; #AT 1;D 3-18)
iit + 4 to hit, at anything which comes up enough room to crawl through under-
lhrough the trapdoor. neath it. The wind carries sound down Entryway of Fire
If one of the party members is possessed, from the guards on the wall, to add to the
he or she learns that an iron box with 37 gp, chorus of crickets. As you approach the
5 1 sp, 317 cp, and a ruby ring worth 200 gp Moonlight filters through from the inner
gate you see that the portcullis is blocked
is buried under one of the floor’s paving grounds of the keep, illuminating the
by some broken stonework jamming the
stones. The possessed person will be able to narrow entryway. On either side of the
track near the bottom.
tell this to the party only after the haunt is driveway are stacked several chest, har-
destroyed or expelled. The box cannot be rels, and bales. The portcullis is jammed
The muddy patch before the gate must be open and enough space remains to crawl
.iiscovered otherwise because the covering crossed-there i s no way to go through the
-.tone is cemented in place. under it to reach the cracked flagstone
gate without passing through the mud. The drive. The passageway is about 20 feet
feet of any characters walking through the long and appears to open out onto a
3. Drawbridge Tunnel mud will sink in about 1foot and movement dusty parade ground. Across the parade
The musty smell of earth and rusting iron will he cut to one-fourth normal. Any char- ground is an archway that appears to
Fills the air in this dimly lit avenue. The road acter who slips and falls in the mud must give access to the remainder of the keep.
2ed is formed of cracked and weathered spend one round regaining his or her feet.
.lagstones, now canted up at strange angles. Burrowed beneath the mud i s an anhkheg
If the alarm has been raised before the
::obwehs drape the ceiling, and flakes of which waits until a character nears the front
party reaches the entryway, the guards will
Dlaster adorn the walls. The drawbridge is gate or the center of the muddy patch before
be prepared. As the party crawls under the
raised and before it stands a lowered port- attacking. It then attacks at random, choos-
portcullis, flaming oil will he poured
:ullis. ing characters who are in the mud. Just
through murder holes cut into the tunnel
before the anhkheg strikes the crickets will
roof, setting the boxed goods afire hut miss-
4. Winch Room become quiet, and the anhkheg will erupt
ing the characters. Any character standing
from the mud. The anhkheg will expose
within 10 feet of the fire will take 1-4 points
only 6 to 7 feet of its body, and will not
Darkness fills the interior of this room, of damage per round from the heat, flame
for the arrow slit in this mom seems emerge completely into the open. The crea-
and flying embers.
ture will bite for 3-18 points, but will not
clogged with cobwebs and debris. In the If the anhkheg is battled in silence and the
darkness are pinpoints of glowing light, hold onto those attacked (thus no additional
guards are not alerted by the battle, this trap
damage from digestive juices), choosing
like pale eyes watching and waiting. will not be set off.
instead to throw those it has attacked down
The area hefare the gate will be well lit by
into the mud (where it will take them 1
This room is another guardroom which is fire and guards on the walls will shoot
round to stand and he able to fight again),
nccasionally checked by hobgoblin patrols. arrows at the party. Because of the bad
Only two figures may attack the creature’s
Dust has been stirred up in the center of the angle of fire only six arrows will be fired per
belly (AC 4 ) per round, and only one may round. The arrows will hit only on a 19 or
Floor, but lies thick in the room’s comers.
do so if the anhkheg is holding someone in 20. If the party should attempt to retreat
.The lights come from cobwebs covering the its mouth. Characters must state that they
ivalls and ceilings. In the cobwebs are spi- across the courtyard 12 arrows will he fired
are striking at the belly or it is assumed that
.iers the size of a thumbnail, which glow in per round at normal chances to hit and the
they strike the head, flanks, and legs of the
!he dark. They are harmless. This room mud will slow movement of the characters
animal. to one-quarter speed. If the party attempts
nouses, in the western alcove, the two
Missile fire or any attacks on the front of to fire back at the hobgoblins on the wall,
(vinches which are used to raise and lower

61
they will be firing blind into darkness (-4 to room 8b. There is no treasure in the stables Sergeant: AC 4; MV 6"; HD 2; hp 13;
hit). The hobgoblin guards on the wall have besides the animals and their gear (including #AT 1;D 1-8 +2
75% cover, giving + 7 to their AC (AC 6 (- three small wagons).
1);MV 9"; HD 1+l;hp 6 each; #AT 2 with 8a. East Stair Room
bow; D 1-61, They will each fire one arrow Oxen (6): AC 7: MV 15";HD 4; hp 20 each;
#AT 1:D 1-4
per round. The guards will not bargain with
the party. Medium horses 111):AC 7 MV 18":
HD 2+2; hp 11 each; #AT 3; D 1&61 flight of stone stairs from the entrance to
The fire leaps and roars intermittently, the gatehouse, and a flight of wooden
but a narrow channel down the middle of 1-3
Light horses (2):AC 7; MV 24"; HD 2; hp 9 stairs leading up to a trapdoor in the ceil-
the corridor appears to be free of flaming ing. In the north wall is a door. Kneeling
debris. Any person running through this each; #AT 2; D 1-411-4
Young hobgoblins (2): AC 10; MV 9"; HD 1; in the southwestern corner of this room
burning area will take damage according to facing the wall are two goblins with hal-
his movement speed. The Flaming Passage hp 4 each; #AT 1;D 1-6 or 1-4
berds; one is rattling something in his
table indicates both the number of segments hands.
it takes to move through the flames and the 7b. Guard Bunkhouse
amount of damage taken. Three points of The two hobgoblins are bored and are
damage will be taken per segment in the This door has a covered spy-hole at eye
level. The door appears to be locked rolling dice. They keep a close watch on the
flame. door in the north wall, but not on the stair-
from the inside and there is no exterior
ways, since they are more concerned about
The Flaming Passage making sure their sergeant doesn't catch
Movement 12 " 9" 6" 3" them gambling than with doing their job.
This door is the only entrance to the gate-
Segments . ' 2 3 4 8 There are 2 gp, 15 sp, and 39 cp on the floor
house. It has been padlocked and barred
Damage points 6 9 12 24 next to them.
from the inside. The door opens to a flight
Apotion ofspeeddoubles movement rate of stairs leading up. If the party makes too Hobgoblins (2): AC 6; MV 9"; HD 1+l;
(thus halving damage). If a character saves much noise checking out the locked door, a hp 6 each; #AT 1;D 1-10
vs. Breath Weapons, damage taken is hobgoblin from Sa will investigate. First he
reduced by half. The fire will not die down. will ask "What's the pass word?" in hobgob- 8b. Gatehouse Barracks
Characters may soak a blanket with lin. There is none so any guess will be
water (one water skin full is the smallest wrong. Then he will peek out through the This area appears to be guard barracks,
amount that will be effective) and wrap it spy-hole. If the party attempts to break for there are many hobgoblins here
around themselves or, more expediently, down the door, he will raise the alarm. sleeping on crude bunks, eating and talk-
roll in the wet mud, and then run through ing at several narrow tables, or tending a
the passage. If either these or similar precau- 8-10.The Gatehouse large stew pot hung over a firebox with
tions are taken, the character will take only This gatehouse is like a fort in itself and is hot coals.
1 point of damage per segment (no saving commanded by a doughty human veteran.
throw). The commander is a no-nonsense man and If the party bursts into this room, most of
has been known to give a guard 12 lashes the hobgoblins will be surprised, though
7a. Stables just for gambling on duty. He has organized one bully boy will shout out in hobgoblin
the gatehouse guard to respond quickly to "Ahr, you belly-licking mercenaries are not
These two large wooden doors open into the alarm and the guards can arm and ready allowed here." After one round, if the party
what is obviously a stable. Various ani- themselves in five rounds when the alarm is does not attack, one of the sergeants will
mals are in stalls along all four walls. Ten sounded. This encounter should be played step forward and ask them their business. If
feet overhead is a hay loft filled with hay. intelligently if the party attempts to invade the party attacks, only one-third of the hob-
There appears to be only one entrance. the gatehouse. The commander's strategy is goblins will be wearing armor, but they grab
to hold invaders in one room until rein- their weapons and cry out "Intruders!"
There is, indeed, only one way in or out forcements can arrive and then crush the There are a total of 22 normal hobgoblin
of the stables. Inside the various stalls are invaders. The commander is located in guards here and two sergeants.
six oxen, 11medium horses, and two light room 8c. In the eastern tower are 10 hobgoblins.
horses. Besides the guards in the various guard- Most are sitting, eating stew and black
Two young hobgoblins are hidden in the rooms, there is a roving patrol that checks bread. Two are sitting on a bench, pitching
stalls working. If attacked, they defend periodically to make sure all the guards on coppers against the wall. The sergeant here
themselves with the tools they are working this floor and on the wall walk are doing is sharpening his sword. The hobgoblins
with. One hobgoblin has a pitchfork their duties. The patrol consists of four hob- have a total 3 gp, 85 sp, and 30 cp.
(D 1-6); the other hobgoblin is working with goblin guards and a sergeant. Every turn the In the center section, above the gate
a shovel (D-14). If given a chance, the hob- party is in one of the guardrooms, there is a entryway, are four hobgoblins. One is tend-
goblin will sound the alarm by clanging on a chance of an encounter with the patrol; roll ing a large stew pot that hangs over a sand-
fire gong. The alarm, however, is near the 1on ld6. filled box filled with hot coals, and is
door. One turn after the alarm is rung 6-30 building the fire up. Another is engaged slic-
Hobgoblin guards (4): AC 5; MV 9"; ing tubers and roots for the stew pot and
hobgoblins come rushing out the door to
HD 1t1; hp 8 each; #AT 1;D 1-8

62
beside him is a large pile of tubers. The wields a sword + I named "Sundancer? He 9h. Western Guardhouse
remaining two are leaning against the south wears a neck-guard of silver and coral
wall talking and looking out on the parade worth 1,100 gp, a symbol of his rank, and a This room appears to be a guardroom.
%round.There are a cutting table and three gold belt buckle worth 500 gp. There are seven hobgoblins in the room
itools in this room. There are also two The boxes contain various foodstuffs and sitting on benches at tables or leaning
zooking pots on metal tripods over a firebox bandages and so forth. The trapdoor in the back against the wall talking. They jump
in the north end of the room. The second ceiling is bolted shut from this side. Hanging to their feet and draw their weapons. In
Dot contains bubbling oil. There are murder on a peg on the west wall is a set of keys for the southeast corner of the room there is
holes cut into the floor here and if the alarm all of the doors in the gatehouse and in the a trapdoor in the floor and one in the
IS sounded and enemies attempt to pass the curtain wall. ceiling with a ladder leading UI) to it.
:ate, the hobgoblins pour the hot oil
:hrough the murder holes. Several bags and Gorbin Stalworth: AC 3: MV 6":. F5:. ho
. 30:.
#AT 1;D by weapon; S 14,113, W 9, Six of the hobgoblins are normal guards,
?asks of foodstuff and water are stacked on
D 15, Con 12, Cha 14 the seventh is their sergeant. The hobgob-
.he floor. Each hobgoblin has 2-12 sp.
Kairn: AC 4; MV 9"; HD 3; hp 18; #AT 1; lins are sitting around talking about their
In the western tower there are many
D 1-10 past exploits, waiting for their shift. One of
x n k s and six of the 10 hobgoblins here are
the hobgoblins leaning against the wall is
d e e p on the cots. Two hobgoblins are
8d. Inner Gatehouse Wall Walk sleeping and will be too stunned, if awak-
.vatching the sergeant and another hobgob-
ened suddenly, to do anything for two
in practice thrusting with swords, The ser- In both of these wall walks are two hob- rounds. Another one of the hobgoblins is
geant is trying to instruct the other in the goblin guards, pacing back and forth, stop- sitting quietly chewing on a hunk of hickory
>est way to use the sword. Against the ping to gaze out one of the arrow slits placed bark. If intruders attack them he will first
southern wall is a rack of 18 pegs holding 17 every 10 feet, and occasionally chewing on spit in their eye (save vs. Breath Weapon or
ight crossbows and quivers of 20 bolts. The dried strips of meat to stay awake. The hob- be blinded for two rounds) and then attack.
lobgoblins here have 2-12 sp each and the goblins each have 2-12 sp. At the far end of Each hobgoblin has 2-12 sp, and the ser-
:ergeant of the guard has a ring of keys each corridor is a garderobe or latrine that geant has a silver, horn-shaped amulet
ittached to his belt which will unlock the opens onto pits 40 feet below in the wall. worth 20 gp. The trapdoor in the floor is
.vinches in room 4.
Hobgoblins: AC 6; MV 9"; HD 1+l;hp 6 bolted shut from below.
3obgoblin guards: AC 10 (5);MV 12" 49"); each; #AT 2; D 1-6 with composite bows Hobgoblin guards: AC 5; MV 9"; HD 1+l;
HD 1+l;hp 6 each; #AT 1; D 1-8 with hp 6 each; #AT 1or 2; D by weapon
long swords 9. Gatehouse Wall Top Sergeant: AC 4 ; MV 9"; HD 2; hp 9; #AT 1
Sergeants: AC 4; MV 6"; HD 2; hp 13 each; or 2; D by weapon
#AT 1;D 1-8 with long swords This wall top joins the stockade parapet,
so that the guards from the gatehouse may
reinforce the stockade walls if there is an 9c. Eastern Guardhouse
Rc. Captain of the Gatehouse
invasion. If the alarm is sounded, the hob-
goblins within the guardhouses arrive in This room appears to be a guardroom.
Seated at a table in this room are two two rounds to reinforce the wall guards. There are several hobgoblins crowded
men in banded mail, drinking from mugs around a table in the center of the room.
and talking. Boxes of supplies are 9a. Gatehouse Wall Walks Three other hobgoblins are asleep on
stacked behind them and in the north- pallets on the floor. In the southeast cor-
eastern corner a flight of wooden steps Two hobgoblins patrol each of these sec-
ner of the room there is a trapdoor in the
leads up to a trapdoor in the ceiling. tions. They are armed with composite bows
floor and one in the ceiling with a ladder
There are two folded cots in the room. and swords. They use their bows to attack
leading up to it. A wolf cub is running
any intruders sighted on the ground below.
around the room and spots the party as
This is Gorbin Stalworth, captain of the Each hobgoblin carries 2-12 sp.
they enter and begins to yip at them.
:uard, and Kairn, his half-orc lieutenant. On each section, chained to the wall, is a
Any intruders who are caught will be blue-gray, 3-foot-tall, vaguely humanoid
creature. These are boggles (MMII, page The hobgoblins in the center of the room
Drought here for interrogation. Gorbin and are watching their sergeant arm-wrestle
!<aimwill respond to an alarm by bringing 20). The boggles have a very keen sense of
smell and can detect even invisible creatures another one of their number. On either side
!roops through the trapdoor. of the contestants hands are two steaming
If these two are surprised, they attempt to up to 40 feet away. The boggles are used as
guardians and watchbeasts to sound the plates of very hot stew.
m y time by talking until reinforcements The hobgoblins turn to see who has
arrive. Gorbin has a loaded light crossbow alarm if the guards fail to. The boggles will
set up a keening wail if they sense an entered the room and will be surprised by
7n a stool beside him under the table and the party unless a lot of noise was made
ivill aim it, under the table, at the least intruder.
prior to entering. The sergeant will kick
armored intruder, and fire if the opportu- Hobnoblins (2):AC 6; MV 9"; HD 1+1: over the table, dumping his opponent on the
nity presents itself. Kairn wields a huge h i each; #AT 1;D by weapon floor, and yell to his troops to attack. The
word he calls "Winnower," which he swings Boggles: AC 5: MV 9"; HD 4+3; ho 21
I-
sleeping hobgoblins will take two rounds to
with two hands. He has a pouch of 12 gp, each; #AT 3: D 1-4 each; able to spider enter the battle. There are 11 hobgoblin
and wears a silver and coral ring worth 300 climb; -1 point of damage oer die from guards in this room armed with swords. The
sp and a gold earring worth 75 gp. Gorbin weapon attacks

63
sergeant is armed with a footman’s mace safety lies in numbers and that it is tougher Hobgoblin sergeant: AC 4; MV 6”; HD 2;
and will grab a stool to use as a shield. The to surprise a group of people than one per- hp 9; #AT 1;D 1-8
wolf cub will be a nuisance in battle weav- son. They have tied two tin cups to the trap-
ing about the party’s legs and nipping at door to rattle if anyone approaches that 12. The Parade Ground
their ankles. but causing no damage. Each way and have made a stack of empty boxes
round a character is attacked by the wolf beside the trapdoor. A rape is attached to Dust swirls about this barren area
cub the character must r o l l his or her Dex- one of the bottom boxes and runs to the between the gatehouse and the keep.
terity or less on Id20 or fall and be stunned group of guards. If their alarm goes off they This area appears to be a parade ground
for one round. will topple the pile of boxes onto the trap- for drilling the troops. There is no cover
The hobgoblins each carry 2-12 sp. The door by pulling the rope, stunning anyone visible. On the south side of the parade
sergeant has 8 g p and a silk handkerchief coming through, and then rush forward and ground is a stone facade and archway.
worth 5 gp, attack. These hobgoblins only have a total Through the archway seems to be an
of so sp. inner courtvard.
Hobgoblin guards: AC 6; MV 9”; HD 1+1; ~

hp 6 each; #AT 1; D 1-6 Hobgoblin guards: AC 6; MV 9”: HD 1+l;


Sergeant: AC 4: MV 6”; HD 2;hp 9; #AT 1; hp 6 each; #AT 2 with a composite bow; If the party has been sighted by the guards
n 7.7 D 1-6 on the wall, they will be fired on by the
Y l l

guards as they cross the parade ground.


Wolf cub: AC 6 due to size; MV 9 ” ;
11. Stockade Parapet Because the party is running, the arrows
HD 1 + I ; hp 5; #AT 1;D nil
willbeat-2 t o h i t . I f t h e p a r t y h a s n o t s e t o f f
Here is a guard walkway behind the stock- the alarm, they will be sighted as they cross
10. Gatehouse Tower Roofs ade log wall. This parapet surrounds the fort the parade ground and the alarm will be
an three sides and connects to the walkway sounded, but not in time for any arrows to
Here is the roof of one of the twin gate- on the gatehouse walls. The parapet is made be fired at the party.
house towers. It is flat so that a watch of wooden platforms on packed dirt at the The east and west sides of the parade
may be posted atop it and a trapdoor in top of the earthen rampart. A log stockade ground are steep walls of earth and broken
the southeast corner appears to provide surrounds the top of the rampart and arrow stone beneath the rampart parapets. These
access to the roof from the inner tower. slits are cut in the wall at waist height every walls are unsafe to climb, because the rock
Battlements have been built around the 10 feet. Hobgoblin guards post a watch all is loose and shifting.
edges of the roof to provide guards with along the rampart top, pacing back and The sergeant of the guard will be leading a
protection from enemy missile fire. forth. There appear to be two guards at every strange, blue-gray, 3-foot-tal1, vaguely
There are four hobgoblins mounting a guard post. The stockade parapet is 15 feet humanoid creature on a chain and driving
guard on the rooftop. On the north side above the roof of the fort, so that guards on the whimpering, gibbering creature along
of the roof there appears to be a hallista the walkway can survey the entire roof and with a whip. This creature is a boggle and is
spot any movement on it. used as a bloodhound to sniff out intruders
The hobgoblin guards are posted in pairs because of its keen sense of smell. Boggles
The four hobgoblin guards can also dou- along the wall at 60-foot intervals. All parts areeven able to detect invisible creaturesup
ble as a ballista crew if the fort is attacked of the stockade wall are watched by at least toadistanceof 40feet. For further detailson
by enemies. There are 4-24 bolts in the bun- one pair of guards, and most parts can be the creatures see Monster Manual Il, page
dle for the ballista. It requires two hobgob- seen by two pairs. The guard posts are 20.
lins to fire the ballista, which will do 2-12 noted on the map. The guards rotate posts
points of damage against man-sized targets, every half hour (3 turns) as a new pair come Boggle: AC 5; MV 9 “ ; HD 4 +3: hp 20;
firing once every other round. The other on duty. Each pair then moves to the next #AT 3; D 1-4 each; able to spider climb;
two employ their bows and fire upon ene- post counterclockwise and relieves that pair -1point per die of damage received from
mies attempting to pass the gate. of guards. The standard length of a shift of weapons
a. The hobgoblins on this roof are a crack guard duty is thus about six hours long.
squad and periodically call out to each other Each hobgoblin has only 2-12 sp. 1 3 . The Inner Courtyard
to keep alert. If intruders reach the roof top A wandering patrol also periodically ~ ~

they wheel the ballista around to fire on checks each guard post. For every two turns Beyond the stone facade is an enclosed
them, while the other two crouch behind a the party spends on the stockade wall an courtyard wooded with small trees,
pile of broken rock, used for throwing encounter check should be made. On a roll shrubs, bushes, and vines. In the center
down on invaders, and attempt to pin down of 1on ld6 the patrol will be encountered. of the courtyard is a circular stone foun-
intruders with missile fire. The rock pile will The patrol consists of 12 hobgoblins armed tain, while along either side and at the
provide 50% cover causing the hobgoblins with short bows and long swords, and a south end is a roofed walkway 10 feet
AC to be 2 , These hobgoblins have a total of hobgoblin sergeant armed with a long high and 10 feet wide, supported by
18 g p and 4 sp. sword. wooden pillars and trellises overgrown
b. These four hobgoblins are young and with ivy. There are two small trees grow-
Hobgoblin guards: AC 5; MV 9”; HD 1+l; ing to either side at the south end of this
believe they can show the more experienced
hp 6 each; #AT 1or 2 with bow; D 1-6 courtyard. The air is cool and still, and
warriors a thing or two abaut strategy. They
Hobgoblin patrol: AC 5; MV 9”; HD 1+l; the cold fire of lightning bugs performs a
sit on a couple of boxes near their ballista
hp 6 each; #AT 1or 2 with bows; D by faery dance through the shrubbery.
watching the outer courtyard only and do
weapon
-ot pace the rooftop. They feel that their

64
If any of the party were covered with mud attempt to open it. A knock spell will open 1 6 . Madman’s Lain
in area 5 before coming here the mud will the door, or it may be opened by rolling a 1
now begin to harden. They will feel confine- on ld6 while two characters strike the door This section of the old fort is shunned by
ment due to its weight and stiffness. The simultaneously. The hobgoblins will not fol- the hobgoblins and their allies because it is
mud may be washed off in the fountain low into the corridor. believed to be haunted. In this area lives a
(which contains only water). If the mud is Any attempt by the party to gain the roof madman, who was a 5th level fighter. He
not washed off, the players’ receive -2 on ”to will result in arrows being fired upon them was captured by the slavers and tortured to
hit” rolls until the mud is washed away. at + 4 to hit by guards on the walls who the point of madness. He has managed to
From the fountain the party will be able escape, but still believes the slavers are after
have 50% cover and are thus AC 2 (6 hp
to see the double doors at the south end of each). The trapdoor on the roof is concealed him. He has set up a number of tricks and
the courtyard beneath the porched walk- as a chimney pot. traps in this area to make the hobgoblins
way. If the party remains at the fountain for think the place is haunted.
Hobgoblins: AC 6 , 2 in 50% cover; MV 9”; This madman wears a bizarre variety of
two rounds or longer, 1 2 hobgoblins climb
through the trapdoor in the roof, position HD 1+ 1; hp 6 each; #AT 2; D 1-6 rags. His beard and hair are tangled and
Carnivorous apes: AC 6: MV 12”; HD 5; unkempt, and he is soot-covered. He has
themselves four to each side of the court-
yard, and attack. The guardhouse will have hp 27, 26, 23, 19; #AT 3; D 1-4/1-4/1-8 collected equipment which would help him
plus rending damage (1-8)if it strikes to escape, such as clothing, rations, a back-
50% cover which will increase the AC to 2.
The party will be surprised on a roll of 1-4 with the first two attacks pack and so forth. Unfortunately. in his
on d6, unless someone is watching the madness, he has forgotten his goal to
14. The Entrance Corridor escape. He also has a dagger, and has stolen
roofs. If someone is watching, the chance of
surprise is normal. If the party is not sur- a pouch with eight topazes worth 50 gp
prised four hobgoblins will be spotted clam- This bare stone corridor has torch brack- each: his pretty things.
bering over the roofs. The hobgoblins will ets set in the southern wall at 10-foot This madman lives in the crawlspace
intervals. The air is chill. The passage between the ceiling rafters and the roof of
hide behind the roof edge if fired upon.
O n the hobgoblins’ first attack round, runs east to west. The floor is covered the building, and clambers about on the
two will throw a net down upon the nearest with dust. Barely discernible at the end rafters from the ceiling, passing between
of each wing there appears to be a door- rooms through holes in the walls. To reach
group of people (save vs. Paralyzation or be
entangled). The other 10 will attack with way. the crawl space he climbs up the narrowing
chimney of the fireplaces in the various
bows. The net covers a 10-foot-by-10-foot
area. Those caught by the net must cut If the party examines the floor closely, rooms here and crawls to the crawlspace
themselves loose with an edged weapon footprints indicate most of the traffic has through a hole in the chimney wall. The
(striking to hit AC 9 to cut one strand; four been going eastward from the doorway. crawlspace may also be reached by climbing
up the burnt timbers of the collapsed room.
strands must be cut before the character is
loose). A dagger is capable of cutting two 15. The Empty Room If any intruders try to climb up the chimney
while the madman is in the room, he drops a
strands per round. When in the net, charac-
noose around their neck, and hauls them
ters do not receive Dexterity adjustments to From behind this doorway comes a faint,
into the air to suffer 2-8 points of damage
AC and cannot fight. Captured members hollow moan. Beyond the door is a
may be dragged to shelter by their compa- per round until dead. Then he will drop the
demolished room with overturned fumi-
body. .
triots, but will receive 1 point of damage ture and rotting fabric. On the west wall
The madman will fight with a dagger if
and be stunned for two rounds from being is a fireplace. Dust fills the air and cob-
attacked in the crawl space between the raft-
dragged and thrown about. After the net is webs hang across everything. As the
ers and the roof. Any character attempting
thrown, all hobgoblins use composite bows. party enters the room a white figure flut-
to fight hand-to-hand in this space has a -2
The party may seek cover underneath the ters out from behind the chimney. Its
penalty to hit and damage rolls unless using
walkway or concealment in the bushes. The eyes appear to be two black holes. From
a dagger.
walkway will provide 100% cover (the the shadowed eastern nook comes a
party cannot be seen) from four of the bony clatter. A chill breeze blows across
Madman: AC 8; MV 12 “; F 5; hp 41; #AT 1;
attackers and 50% concealment (-2 to AC) the party.
D 3-6
from the other eight. The shrubbery and the
small trees provide 50% concealment (-2 to The moaning echoes from the chimney 16a. Collapsed Room
AC) from all hobgoblin fire. where a silken pillow worth 5 gp has been
Hidden on the porch roof near the tree- stuffed up the flue. A cold breeze blows
tops are four carnivorous apes who are down the chimney and out through a chink The ceiling of this room has collapsed
working with the hobgoblins. If anyone in the chimney wall. The ghostly shape is and the rafters and the building roof 4
makes for the doors two of the apes come merely a tattered curtain blowing in the feet above are exposed. This room
swinging down through the trees and breeze. The bony clatter is a set of wooden appears to have been gutted by fire and is
attack. The other two attack when help wind chimes hung in the shadows in the littered with burnt timbers. In the east
arrives for the victims. The apes fight to the northeast corner, near the door. Beyond this wall is a soot-covered fireplace. The
death and will pursue the party into the cor- door is a fire-blackened corridor layered room appears to be empty.
ridor. with ash and dust. There are no discernible
The oak door into the corridor is locked. tracks in the dust. There are three vipers nesting beneath
A thief must have one undisturbed round to rubble in the south end of the room. They

65
attack anyone disturbing them. Otherwise,
the room is empty. Player characters may
also in the room. The floor i s covered
gain access to the crawlspace between ceil- more!” echoing off the walls. The rock- with dust and cobwebs and the cupboard
ing and roof here by climbing up the burnt ing chair quits rocking and the room is doors hang open, showing them to be
timbers. ominously silent. When you stare closely empty and bare. The room appears to be
Vipers: AC 7; MV 6“; HD V 2 ; hp 3 each; at the fireplace, the luminous figure is empty.
#AT 1; D 1+poison, save at + 2 gone.
As the party enters the room, a ceramic
16b. Abandoned Storeroom The madman is up to his tricks again. The plate flies by suddenly, to smash against the
pitcher and the rocking chair have wires wall beside them. Next a knife whizzes by,
Rows of dusty crates line the walls. One attached to them to start them in motion. striking a random party member, and caus-
crate has fallen to the floor and broken The madman can operate these through a ing ld4 points of damage. The madman has
open. A close examination of the con- concealed, makeshift trapdoor in the ceil- thrown these items from a concealed, make-
tents reveal them to he moldy, dust- ing, hidden in the shadows. Once the shift trapdoor in the ceiling behind the fire-
covered rations. pitcher shatters and the rocking chair starts place. He will then hide.
in motion, the controlling wires are pulled The shelves contain some cracked plates
All the boxes contain moldy, inedible hack up. When the party’s attention is on and cups. On the north wall, beside the
food. While the party searches the room a the rocking chair, the madman will reflect door, is a message apparently scrawled in
crate will rise from one of the shelves as if by candle light off a mirror onto a gauzy piece blood. The message says, ”Behold, the har-
levitation, then suddenly fly across the of curtain hanging in from of the fireplace. binger of your fate.” Stuck to the wall below
roomtosmashagainstthefloorat thefeetof Having given the party a glimpse of the sup- the message is a bloody hand impaled by a
one of the player characters. While the crate posed spirit, he shouts his warning, blows knife, the tip its finger pointing at the mes-
flies through the air the party will hear an out the candle, and pulls the gauze in sage.
eerie wail echoing throughout the room through a chink in the chimney. He will then Overhead in the crawl space is the mad-
which will end with a muffled yell of exit the room. man’s lair. He climbs in and out of the crawl-
“Begone! You disturb my rest!” space through the chimney of the fireplace.
If a party member successfully searches 16e. Abandoned Dining Room He has fortified a section of the rafters
the ceiling for secret doors, he or she will above with boards for flooring and has
notice a narrow crack in the ceiling on line A long wooden table and wooden high made a wooden wall around it with benches
with the path of the crate. The madman has backed chairs are in this room, covered on the side. He has left spaces between the
a thin, strong wire attached to the crate with dust and cobwebs. Moldering food benches through which to fire the light
which is invisible in the dim light. He uses still sits on the table. The room appears crossbow he has in his lair. The walls give
the wire to lift the crate, swing it, then drop to have been first abandoned while a him 75% cover and improve his AC by 7.
the crate to the ground. The wire is jarred
loose when the crate crashes and is then
meal was in progress.
i He has also weakened several of the beams
to act as traps. Anyone who attempts to
cross part of these weakened beams will
pulled hack into the ceiling. The eerie noises Hidden overhead on the rafters in the
are made by the madman talking into an northwest corner of the room is a sort of crash through the ceiling, taking 2-8 points
empty bucket. large nest made from old blankets and tap- of damage.
estries. A female slave and her young child In his lair the madman stores a sack of
16c. Abandoned Armory are hiding here. The madman helped them soot and dust and a piece of a broom which
to escape, built the nest, and smuggles them he uses to cover up his tracks. He also has
food. The woman and child will make no five butcher knives scavenged from the
The room is filled with weapon racks, all kitchen below, and some old rusty chains he
of which are empty. The room i s dusty noise since they are afraid anyone below
might be guards or slavers. She has knowl- uses for sound effects.
edge of areas 15, 16, and 17 only. The only
entrances to the above ceiling lair are via 16g. Abandoned Bedchamber
The room contains nothing of value.
one of the fireplaces (in 16a. 16d. and 16f).
then across the rafters and through the holes Through this door comes the sick, sweet
L6d. Abandoned Bedroom
between the rooms. odor of decay and death,
This room contains a dusty bed, chest of Escaped woman: AC 10; MV 12”; HD 1;
hp 3: #AT 1;D 1with a board In the middle of this room hangs the
drawers, night stand, and wooden rock- remains of a strangled hobgoblin, dangling
ing chair. Along the eastern wall is a from the ceiling by a sash cord. The body i s
large fireplace. As you open the door, a 16f. Abandoned Kitchen
blackened and bloated with decay. The
ceramic pitcher flies off the night stand room appears to have once been used as a
and the rocking chair begins to rock with This room appears to have once been a bedroom for there are two beds, with mil-
a creaking eerie sound. Out of the corner kitchen, There is a large fireplace in the dewed sheets, a broken table and two
of your eyes you see a vague luminous west wall and two cupboards, some smashed chairs. Assorted junk and loose
shape in front of the fireplace. You hear shelves, and a heavv wooden table are plaster litters the floor, and there is a bloody
stain on the floor beneath the body.

66
This hobgoblin came here on a dare by will be necessary to partially flip the wall 18a. Storeroom
re other guards, but got too smart for his and floor again, and jam them open using at
wn good and tried to investigate the fire- least two spikes. Alternately, a spike may be The door to this room is locked and the
lace in the kitchen. The madman dropped sunk in the wall and the wall pulled down so key is in the possession of the hobgoblin
noose around his neck and strangled the that the pit is exposed. If the trap is not held officer in room 18c. This room is used as a
nfortunate fellow, then he hung the body open in this position (requiring a combined storeroom for extra weapons and supplies
p in this room and cut off the hand to use Strength of 30), anyone standing in the pit for the troops. There are five bundles of 20
j a warning. The hobgoblin has a dagger in who does not save vs. Petrifaction will be arrows, extra bowstrings and arrowheads,
is left boot and 13 sp stuffed in a pouch hit by the rotating wall and take 1-6 points and a dozen protective cases for bows. Also
nder his tunic. of additional damage. in the room are three barrels of water and
Amid the litter on the floor can be found The bear's eyes are glassy and it seems to four casks of dried foodstuffs.A dozen pots
YO old brushes and a gilt hand mirror that be a little cross-eyed. This is because one of and pans are stored in here and there are
cracked. There is nothing else of value in the eyes was put in crooked. Behind the eye, two bales of fine linen worth 250 gp at mar-
lis room, but those who attempt to remain hidden in the socket by Icar, the fort com- ket. In the southwest corner beneath an old
I the room for more than two rounds will mander, is aperiapt ofproofagainstpoison. sheet is a small chest holding the various
nd themselves gagging on the stench. He is not aware of the use the stuffed bear funds of the guards in this section. The chest
has been put to is locked. In the chest are 13 leather pouches
7a. The Bear containing 4-24 silver pieces each. The 13th
17b. Study pouch also holds 5 gp and a small jasper
worth 10 gp.
This is a wooden door-no sound can be
heard from behind it. The door opens The room beyond this door appears to 18b. Latrine
out into the hall. have once been a study. In front of the
When the door is opened there comes door is a wooden ramp. A crude wooden
a low, rumbling growling noise, and a table and box have been placed near the This room is a latrine. The latrine is only
grizzly bear, on his hind legs, comes center of the room to serve as a desk. a ceramic chamber pot. It can be
lurching out of the shadows. He rushes Several casks stand ahout the room, as removed for easy cleaninp.
right at the head of the party. Cries of does an old leather chest. There is a fire-
surprise are heard. place on the east side of the room with This latrine is kept reasonably clean,
wood piled beside it. The door to the because it is next to the officer's quarters.
The bear is really a stuffed bear. Those north is locked. The door to the south Also in the room is a ceramic basin and a
:anding immediately in front of the door has light shining from beneath it. pitcher with water and towel for washing.
lust save vs. Petrifaction or take 1-6 points There is nothing of value in the roam.
f damage from the stuffed bear falling on The hall trap was activated by pulling the
iem. The stuffed bear was on a small molding to the right of the western door 18c. Officer's Quarters
,heeled platform and propped at the top of down into the room and letting it spring
narrow ramp. When the door was opened back. This 7-foot lever had been bent down This large room is fairly empty. There
rumbled down the ramp (causing the and held in place by the bear's platform. are two beds, a stuffed chair, a small
rowling sound) and crashed into the party. When the door was opened and the bear table, and two stools. Sleeping in one
The movement of the bear triggered pulled down the ramp, the lever sprang back bed is a hobgoblin, who opens his eyes
nother trap behind the party. A 10-foot- into place and triggered the trap to flip. and sits up, bleary-eyed, trying to focus
y-10-foot section of wall and floor 10 feet This room is used by the fort paymaster on the party in the doorway. Hanging on
ack from the door will pivot out from the once a week to pay the troops. Beneath the one wall is a cloak and bow, while near
orth wall, dropping any party members on box on the floor is a sack with 50 gp stowed the bed is a green sash cord. In the north
iat section into a 15-foot-deep pit. A sec- in it. The chest and casks are empty and do wall is another door.
nd wall will flip up into place and the origi- not have hidden compartments. In the
a1 wall will become the floor section, so wood pile is a fire blackened butter knife of The sash cord is a bell pull. The hobgob-
iat it looks like nothing has happened. The silver, used to clean the ashes out of the fire- lin sergeant will yank on the bell pull to
'ont members of the party will not be place. It is so tarnished it has no apparent sound the alarm, if the party gives him a
ware that the rear members have disap- value. It is worth 25 gp. chance. His sword is hung across the foot of
eared until they look back and find out. The northern door is locked and bolted the bed. If the party threatens to kill him if
'he party will have mistaken any cries of from the other side and cannot be opened. he sounds the alarm and the odds do not
xprise from those in back to have come in look in his favor he will hesitate, but he will
?sponse to the charging bear. 18. East Wing Guard Complex not surrender, because he believes this
Those who are caught in the trap take 1-6 would mean certain death. If he is harmed
oints of damage, The pit is 10 feet deep. This area is used as barracks for some of he will sound the alarm anyway and take his
the fort troops. It's these troops who run the chances.
creams from those inside the trap cannot
e heard, but if they can reach the ceiling ambush of the inner courtyard, so this area There is nothing of any real value in the
will usually be fairly empty of hobgoblins. room. The hobgoblin has a set of keys for
ieymay tap on it. The tappingmay only be
eard if the party specifically listens for it.
If the party spends a lot of time in the storeroom 18a and the chest there. The
'haunted western wing, the guards may cloak is infested with fleas and anyone put-
o free the trapped members of the party, it
have returned to here.

67
ting it on will I set to scrati ig in two 1 2 Mirror Corridor corridor reflected (as ;cribed in the Play-
turns. Othenvise there is no adverse effect. ers’ Section) if the mirror is still intact. Oth-
As the door opens there is a clanging erwise they see the false door in the
Sergeant: AC 10; MV 12”; HD 2; hp 13;
sound. A pair of tin cups have been hung southeast corner.
#AT 1; D 1-8
above the door. The party sees a straight
corridor 110 feet long, lit by torches in Hobgoblin “mummies”: AC 8: MV 12”;
18d. Trapdoor
wall brackets spaced every 20 feet. There HD 1+ 1; hp 9 each: #AT 1; D 2-8
is an archway some distance down the Hobgoblins: AC 5; MV 9”: HD 1+1: hp 8
This room appears to be a tall closet. A each; #AT 1;D 1-8
corridor and a door beyond that. The
series of shelves is built into the back Sub-chief: AC 3; MV 6 ” ; HD 2+2; hp 16;
walls are hung with paintings, now
wall. These shelves are empty. #AT 1; attacks as 3 HD monster; D 2-5
defaced, and the floor is covered by a
ragged carpet. with sling, 4-10 with sword
The edge of the shelves seems to have
been wiped clean of dust and there are stone 20. T h e Hobgoblin B a r r a c k s
The illusion of straightness to this corri-
chips on the floor. The ceiling of this closet
dor is caused by a mirror, set at a 45 degree
is a concealed trapdoor up to the roof of the This room is a barracks with wooden
angle in the southeast comer. The arch
fort. It is concealed on the outside to look beds and straw mats. There is a table
seems to be 80 feet away if the party enters
like the top of a chimney. The hobgoblins withsix stoolsaround it. On the table are
from the north, 30 feet away if they enter
use the shelves as a ladder to climb u p to the the remains of a meal: dirty tin plates
from the west.
trapdoor and onto the roof if there is an covered with grease, a few crusts of
invasion, so that they may ward off enemies
If the characters enter from the north,
they see a metallic mirror reaching from bread, a pot with some congealed stew,
from the rooftops. and wooden cups with weak ale in them.
floor to ceiling along the west wall, 20 feet
from the door. There are also several cockroaches on
18e. Recreation Room the plates.
Before the party does anything else, the
opposite door opens and three mummies
step into the room. These are actually dis- Between one bed and the wall is a gold
chairs. A wooden board with a crudely guised hobgoblins wrapped in bandages and ring with a chipped amethyst worth 150 gp.
drawn face has been tacked to one wall armed with morning stars, which they have If the bed is pulled away from the wall it will
and shows marks of having been used for concealed behind their backs. fall to the floor. Beneath the ticking of
knife throwing practice. Dirty wooden Any attacks with normal missiles will be another is a bag of 15 walnuts (there is 1in 4
dishes and a deck of greasy cards lie on stopped 30 feet from the mummies, as chance that any one is spoiled). Stuck in the
top of one table. though by magic (actually deflected by the headboard of a third is a rusty butcher
mirror). A magical missile attack, such as a knife. In a locked box beneath the leader’s
There are food crumbs on the floor, but fireball, will destroy the mirror, revealing a bed are 80 gp and a tarnished silver chalice
nothing of any value in the room. (false) door behind it. From the party’s worth 483 gp. There is a rusty needle in the
viewpoint the mummies vanish, and the lock, but it is not poisoned.
18f. Bunkroom door seems 30 feet closer.
As the party moves up the corridor, the 2 l a . The Hallway
mirror on the western wall swings open
third of the cots are occupied by off-duty behind them and seven hobgoblins attack This corridor is unlit and thickly car-
hobgoblins sleeping. There is little else of the party from the rear (surprise on 1-3). peted. The hallway is quiet and shadows
note in the room. while the mummies charge and attack the seem to muffle any sounds the party
party from the front. Six of the hobgoblins makes. Faded blue drapes hug the walls
The six hobgoblins are all asleep, but they are normal and armed with long swords. to either side and the carpet is a cheerless
have learned to sleep lightly. If the alarm has They are led by a sub-chief armed with a gray. As you proceed down the corridor
been sounded or the party is noisy in the sling of seeking +2 with 20 bullets and a there is suddenly a frightened squeak at
area nearby, they are shamming their sleep long sword. He causes 2 extra points of your feet and a rat bolts across the hall
and have their weapons in hand waiting for damage with his sword because of his expe- and disappears into a hole in the wall.
the party to enter the room. If the hobgoblin rience as a leader. Each hobgoblin carries The drapes are attached to the wall at
guard in room 18c sounds the alarm, they 2-12 sp. both the ceiling and the floor and every
armor up and go running to check the dis- If the secret door is discovered, the hob- 20 feet there is a break in them where a
turbance in two rounds. All of these hob- goblins retreat to room 20 and grab casks of torch bracket is mounted on the wall. At
goblins’ treasure is in room 18a. However, grease to throw down the corridor. Party the southwest end of this hall, on the east
one of the hobgoblins has a bag of 20 mar- members must roll their Dexterity scores wall, there is a door standing slightly
bles, colored glass beads. And beneath the minus their movement speed or less on Id20 ajar. The corridor ends 20 feet further
blankets on one of the cots is a silvered hand to avoid falling. Those who fall are stunned down the hall with drapes across the end
mirror worth 3 gp. for one round (giving the hobgoblins + 4 to wall.
hit).
Hobgoblins: AC 10; MV 12”;HD I + 1;hp 6 If the characters enter the Mirror Corri-
each; #AT 1:D 1-8 dor from the west, they see the rest of the

68
l h . Trapped Corridor 4a. The Water Room This room is used by the slavers to make
2yond the drapes at the end of this hall the newly acquired slaves docile. The guardian
midor continues on, but is no longer car- here is a rare and exotic creature that typi-
,ted. There is a covered pit in the floor just wood. On the floor in the southern end cally lives far underground, called a
tyond the drapes. It is as wide as the corri- of this room are four large tuns stood on Cloaker (or Tenebra Complexor). How the
end with removable lids. Each tun is fit- slavers managed to obtain the services of
ir and 7 feet long. Any pressure on the pit
ted with a spigot near the bottom. There this bizarre creature is unknown, but the
wer will cause it to fall open. The pit
is also a stack of four wooden buckets beast is believed to he intelligent.
tneath is 10 feet deep and lined with rusty
,ikes. Anyone who falls into the pit will with rope handles. On the south side of The cloaker regularly emits a subsonic
the room there is a railing and a set of moaning. This moaning can cause several
ke 1-6 points of damage from the fall, and
ill also be impaled on 3-6 spikes for 1-6 steps leading downward to the east. effects at the pleasure of the monster. The
lints of damage each. lowest level of moaning, and the one occur-
This is the water room. The tuns are filled ring when the party enters, causes nervous-
On the far side of the pit a nearly invisible
ire has been stretched taut across the hall- with water, and the bottoms can be seen if a ness and unease, and will eventually numb
light is held above them. At the bottom of the minds of those who listen to it for
ay at chest height (4 feet). The wire is
one is a small leather sack. The spigot to this extended periods of time.
3inted a dull black and is therefore nearly
tun is rusted and cannot he opened. The The slaves have been exposed to the
visible. Characters who are not heavily
sack is rotten and will fall apart if someone sound long enough to become numbed, and
,cumbered and get a running start will eas-
tries to fish it out. Inside the sack are 20 gp, will not react to the party in any way. Only
y be able to leap the pit, but any character
a gold ring, and a large gem. If these are a neutralizepoison spell will cure the effects
ho is over 4 feet tall will be caught by the
removed from the water, the ring seems of the mind-numbing. Otherwise, the slaves
ire and pushed back into the pit. A half-
gold, and will detect as magical, but is only remain mind-numb for a week.
18, gnome, or dwarf will not strike the
brassand hasNystul’smagicauracast onit. The cloaker is clinging to the west wall
ire, and will be unaware of it unless he
The large gem is a badly flawed amethyst, among other cloaks and blankets. It looks
loks carefully.
worth only 10 gp. like a semi-circular cape with a long mace-
Beyond the steps in the southeast corner like tail, and has two claws at the ends of the
2. Empty Room
of the room is an underground passage dug cape. Upon its back are many round, black,
out of the earth and reinforced with wooden button-like eyespots. When the cloaker con-
The door here is slightly ajar and as the ceals its tail and claws it is hard to distin-
party approaches it will swing open a beams.
guish it from a real cloak. A cloaker has no
bit. The room beyond is filled with head, but it has a mouth in the middle of its
opened barrels, old leather chests, and 24h. The Well
belly and two red, glowing eyespots that
pieces of boards, and twine. There is a appear to be eyes. Because a cloaker has so
small fireplace opposite the door. The underground passage continues for
many eyespots it has no effective rear to
30 feet, then ends in a small circular
attack.
The barrels and chests are all empty. This room. In the center of the room is a circu- Cloakers attack by flying at their victim
,om is sometimes used as a storeroom. The lar stone well with a cable drum for
and enveloping the character in their folds
replace has not seen use, hut a breeze drawing up water.
on a successful roll to hit. ,An enveloped
lowing down it causes the door to swing character cannot fight as his arms are
pen and shut. A close examination of the This room contains nothing of value. The pinned to his side. The cloaker then attacks
,om will reveal a leather pouch next to the well is 30 feet deep. any characters trying to rescue their friend
oor. In the pouch are a hammer and chisel. with its tail, striking twice each round. The
‘he door hinges are marred and the pins 25. Room of Slaves tail is AC 1and can take 16 points of dam-
ightly battered. age before it is cut off. At the same time, it
Beyond the door is an eerie sight; a large, bites its enwrapped victim for 1-4 points of
13.Storeroom long, terraced room; a narrow passage damage plus the base AC of the character
runs through the center of the room with each round. Attacks with a weapon against
The door to this room is locked. This raised stone platforms set in a series of
>om contains shelves filled with trade a cloaker who has enveloped a character
three large steps to either side and at both cause half damage to the cloaker and half
oods as well as bales and chests of trade ends of the room. On these steps sit
oods stacked on the floor. damage to the victim. Fire attacks do full
dozens of humans staring blankly into damage to both the cloaker and its victim.
Most of the trade goods are bolts of cloth, space while dark shadows curl about
.on tools, iron pots, miscellaneous wooden Cloakers use their subsonic moaning
their nearly naked forms. These crea- powers to subdue their opponents before
tends, and cheap glass jewelry. The total tures are bound to the walls with neck
alue of the trade goods is 2,000 gp, but they attack. The cloaker may not bite and
chains, but do not appear to be strug- moan at the same time. Cloakers can vary
k y are too bulky and heavy to be carried gling in the least. They do not seem to
xcept by pack animals or in wagons. the intensity of their moaning and thus alter
notice the party. Scraps of tom clothing its effects. The lowest intensity will cause
are tossed about the room and there are nervousness to all characters within 80 feet,
cloaks and blankets hanging on the and causes thecharacters to fight at -2 to hit.
walls. The second level of intensity causes fear, as
per the fear spell, to all creatures within 30

69
-ran*- -
!et who fail to save vs. Spells. This effect with his back to the furnace so he cannot be Four of the orcs are supposed to be patrol-
nly lasts for two turns. The next level of taken from behind. The total value of the ling the halls but they got bored and went
itensity has an area of effect that is a cone weapons and tools in this room is 300 gp, if back to sleep. They will be surprised on 1-5.
3 feet long and 20 feet wide at its open end. the party can manage to load them onto ani- The orcs snatch up their swords to defend
nyone caught within the cone must save mals for resale. The smith has no treasure but themselves. If an alarm is raised, they take
s. Poison or be helpless due to nausea and wears a small key on a chain around his one round to don their armor before
?tchingfor 2-5 rounds, similar to a stinking neck. This key fits the iron box in his quar- answering the alarm. These orcs work for
loud spell. The final intensity can only be ters. Estelrath the slave merchant, and do not
sed against one person at a time. It acts as a care for the hobgoblins running this fort, so
Smith (3d level fighter): AC 8; MV 9”;
old person spell and its effects last five they tend to be lax in their duty. They rush
mnds. Stone blocks the effects of the HD 3; hu 20: #AT 1:D 1-8
to the aid of the armorer or his wife, because
Orc assistants: AC8; MV 9”; HD 1; hp 5
loaning. one of the armorer’s assistants is a half-
each; #AT 1;D 1-8
A cloaker also has the power to manipu- brother to the sergeant. These orcs have a
ite shadows and will throw them across its total of 3 gp, 7 sp, and 31 cp.
27. Armorer’s Q u a r t e r s
pponent’s faces or surround itself with
Tadow, thus giving it an effective AC of 1. Orcs: AC 10 ( 6 ) ;MV 9”; HD 1; hp 5 each;
‘he shadow manipulation is so precise, it The room contains one large bed and #AT 1:D 1-8
an even create images out of shadows and typical bedroom furniture. There is a loft
ften creates doubles of itself which are in the west end of the room with a ladder 30. Orc Officer Q u a r t e r s
-eated like a mirror image spell. leading up to it. The room is being
The cloaker will allow the party to enter cleaned by a stout OK matron.
ie room and approach within 30 feet, then orcs. There is an orc snoring from where
will change its moan to induce fear. Next it The orc matron is the armorer’s wife. She he lies sprawled across a bed. Sitting
rill cause weakness and the hold its victim will scream hysterically if she sights the behind a table, glassy-eyed, is another
nd attack, throwing shadows across the party. Her screams rouse the armorer and orc. On the table in front of him is a cask
2ces of its opponents. If seriously hurt his assistants in room 26 and the guards in with a spigot in it and two spilled mugs.
nore than two-thirds of its hit points gone) room 29, who rush to her defense. In the The floor of the room is littered with
will create doubles and flit off into the room, beneath the bed, are two mangy, tor- three wine bottles.
hadows. toise shell cats. They are playing with a sil-
Near the west door is a hobgoblin ser- ver thimble worth 5 gp. In the floor beneath
The two half-orcs here are the sergeant
eant standing slack-jawed and staring. He a small bed table is a stone which may be
and commander for the orcs in room 29.
ias sent to check an the slaves, but had not tilted to reveal an iron box beneath. The box
They have recently completed a drinking
‘een warned of the effects of prolonged is locked and inside are the plans for a beau-
bout, and the sergeant won. He is bleary
xposure to the moaning of the cloaker. tiful suit of plate mail, a pouch with four
and incoherent, but will speak to the char-
Jow he has become mind-numbed. He is agates worth 15 gp each, and a pair of calli-
acters in orcish. He will feel that something
rearing a cloak of protection +2 which he pers. There are two pallets in the loft for the
is vaguely wrong, but can’t put his finger on
tole from one of the new slaves, but he is orc assistants and one has been carving a
it. The sergeant has a pair of brass bracers
naware of its abilities. piece of wood into a model for a new pole
worth 10 gp and 14 gp in a pouch stuffed in
arm head.
Ioaker: A C 3 body/l tail; MV1”/15”; HD his right boot. The commander has a gold
6 ; hp 33: #AT 2 + special; D 1-6 each + OK matron: AC 10: MV 9”; HD 1-1;hp 4; ring worth 25 gp, an ivory handled dagger
special #AT 1;D 1-6 worth 30 gp, and 18 gp in a bag beneath
him. In a pouch on the side of the bed is a
!6. Armorer’s S m i t h y 28. S t o r e r o o m roll of paper, marked with incoherent lines.
This is a map of the slave route, but will be
A large furnace against the south corner The room appears to be a storeroom and of little use without the interpretation of the
contains bins half-filled with an assort- commander.
is aglow as two orcs pump bellows on
either side of it. The smith appears ment of supplies. Half-orcs: AC 4: MV 9”; HD 2; hp 11 each;
human and is presently working on a #AT 1: D 1-8
sword. The room is filled with weapons The supplies are typical equipment for a
(many of which are broken) and armor- garrison; spare leather straps, rivets, nails,
bolts of cheap cloth, iron rations, and so 31. G u e s t B e d r o o m
er’s tools.
forth. The equipment (which is too bulky to
The smith is a retired half-orc 3d level carry) is worth 250 gp. The room contains
ighter. He is wearing a long leather apron. nothing else of value. folding cots. Sitting at a desk, writing, is
The two orcs are his assistants. The smith a gray-bearded man wearing a drab gray
,nly cares about his work. If the party 29. Orc B a r r a c k s cloak. He looks up as the you open the
loesn’t bother him (or his wife in the next door and asks what he can do for you.
,oom), he won’t bother the party. If he is The room contains four double bunk
tttacked, he will send the two OTCS off to beds with eight orcs sleeping in them. This is Estelrath Tancred, a slave mer-
mom 29 to raise the alarm while he fights chant, He is currently waiting for his selec-

71
tion of slaves to be prepared for the drive to long thin fingers with which he can pick the badger. If the halfling SI IS, t Nil1
market, and is getting bored with the delay. pockets with a 75% chance of success. Filch grab any weapon at hand and he the
Beneath his cloak he wears chain mail and a alsolikes toattackfrombehindat + 4 to hit, party He knows nothing about the f c
long sword. He will be willing to listen to if attacking with surprise. Filchs favorite
the party, believing them to be mercenaries Halfling: AC 10; MV 12; LVL 0; hp 3:
tactic is to jump on the back of his victim
until they prove by ignorance to be other- #AT 1;D 1-3
and lock his legs around the character’s
wise. Then he will waste time until his two chest. Then he stabs the character with two Badger: AC 4; MV 6”; HD 1+2; hp 6:
guards return from the kitchen with the #AT 1;D 1-3
daggers, one held in his hand, the other in
meal he ordered. his tail. Goblins ( 8 ) :AC 4; MV 9”; HD 1; hp 4 each;
Estelrath‘s two guards are a pair of cavel- #AT 1: D 1-6
ings created especially for him by Markessa, 32. Ogre’s Quarters Kobolds (10): AC 10: MV 9”; HD 1 h ; hp 2
the director of this slaving operation. The each; #AT 1: D 1-4
When this door is opened the party sees a
two cavelings were once elves, but no
longer bear any resemblance to that race.
table set with wine and cheese. Along the A. Stairs up
back wall is a large bed. Over it hangs a
They are called Cari and Filch, and respond
heavy bow and a quiver of arrows. If the Here are a flight of stairs leading up to a
only to Estelrath‘s simple verbal commands.
Executioner is present, they also see a large, trapdoor in the ceiling. There is a bolt on
Both have gray scaly hides, which gives
them a 90% chance to hide in shadows natu- brutish man lovingly polishing a sword. He this side, but it is open. Still the trapdoor
wears a fine, black chain mail and black seems to be locked.
rally. They have large, bulbous eyes, infra-
vision to 90 feet, and clawed, padded feet hood with eyeholes, like an executioner’s
mask. He looks up and smiles, welcoming
with which they may climb like cats and 34. Second Floor Guard Tower
move silently with an 80% chance of suc- the new mercenaries and invites them to
come in and sit down, while he discusses
cess. Thus, they surprise on a roll of 1-5 on
their new duties. The stairs from the first floor lead up to a
ld6.
Cari and Filch return five rounds after the The Executioner (see NPC Leader Place- trap door which is closed.
ment) flips the table over on anyone stupid
party enters the room. If the door is closed
enough to sit down (stunning them for one The trap door is bolted shut from the
they listen at the door first. Then they
round). He will then attack fallen adventur- other side. It opens to the second floor
knock and Cari will hide beside the door
ers at + 4 to hit, and call for help. which is one large room. The walls and roof
while Filch tries to draw the intruders out of
There is nothing of value in his room. of this room are made of heavy timbers, not
the room. Neither can talk.
Only a character with Strength 18 can bend stone like the rest of the fort. There are
Estelrath has a leather chest under his
the bow, but it allows the user to add his or arrow slits in the walls for archers to fire
bed. In the chest are 600 gp, 20 pp, and five
her Strength bonus to damage caused by through. Doors in the north wall open onto
amethysts worth 50 gp each. There are also
arrows fired from this bow. a balcony above the inner courtyard (13).
papers detailing the slave route and these
can be used to lead the party to the next Rows of bunk beds stretch down the middle
33. Servant‘s Quarters of the room. There are two large barrels
stage of the adventure. On the desk, where
Estelrath was working, is a thin wand of filled with water and half dozen wooden
wood. This is a springerie or a wand of The sound of laughter and fighting can buckets for putting out fires.
opening. When struck against a locked or be heard coming from this room. The second floor houses a garrison of 20
bound object the object will be opened, sim- hobgoblins armed with short bow and long
ilar to the effect of a knock spell. The wand In this room are a number of goblins and sword. Ten of the hobgoblins are currently
has 12 charges left. kobolds, crowded around an impromptu on guard, two at each wall and two on the
Both Cari and Filch wear loin cloths and arena made by turning a number of bunks balcony. Two hobgoblin leaders are also in
belts, but nothing else. on their sides and pushing them together to the room; one is asleep. If the party is
form a rough square. sighted, the hobgoblins ring one of the main
Estelrath Tancred: AC 5; MV 9”; F 5;hp 29; The goblins and kobolds are watching a alarm bells located on the balcony and
#AT 1;D 1-8 match between a halfling armed with a table attack. The hobgoblins carry a total of 9 gp,
Cari: AC 6; MV 15”; HD 2; hp 17; #AT 2; leg and a badger with its rear legs tied 12 sp and 73 cp.
D by weapon and 2-7; S 16, 1 4 , W 4, D together. The eight goblins and the ten
16, Con 16, Cha 5 Hobgoblins (20): AC 5; MV 9”; HD 1+1;
kobolds are jeering, drinking beer, and bet- hp 6 each; #AT 1or 2: D by weapon
Cari has enlarged hands and a tail with a ting on the outcome of the combat. The
stinger (save vs. Poison or start to itch). Hobgoblin leaders (2): AC 4; MV 9”; HD 2;
goblins are guests from the visiting slaver’s hp 9 each; #AT 1 or 2; D by weapon
Characters itching are unable to cast spells caravan; the kobolds are servants of the hill
and fight at -2 to hit. Cari’s favorite tactic i s fort. The goblins are armed with short 35. The Kitchen
to sneak up on a character and trip him or swords, while the kobolds carry daggers.
her with a successful to hit roll at +4. and There is a total of 17 sp and 50 cp in this From beyond the door to this room may
then sting the character at + 4 to hit. room, be heard laughter. There is also the odor of
Once the party attacks, if the halfling has burning flesh. These doors open inward,
Filch: AC 6; MV 15”; HD 2; hp 9 ; #AT 2;
D by weapon: S 12, 15, W 4, D 16, Con not been killed by the badger, three kobolds into the room beyond.
11, Cha 4 enter the arena. Two move to kill the half-
Filch has a prehensile, gripping tail and ling and the other attracts the attention of

72
pit using the lizard for cover ( + 4 to his AC) The cook, a half orc. will be hiding under
As you open the doors, you hear a and throw handfuls of flaming grease at the the bed if fighting took place in room 34. He
shouted command. This room appears party (treat as flasks of oil). will surprise and attack with a dagger any
to he a huge kitchen, over 50 feet long There are eight hobgoblins in the room. character looking under the bed. He has 14
and wide, and 40 feet tall. About the The six near the door, after throwing their SP.
room are piles of crates and kegs, as well hand axes, attack the less formidable look-
Half OK cook: AC 10; MV 9"; HD 1:hp 5;
as several tables and cabinets. In the cen- ing characters in the party with swords. The
two remaining hobgoblins throw flasks of #AT 1;D 1-6
ter of the room is a large fire pit, the fire
in it licking at the charred head of a giant oil into the melee from behind cover. They
37. Wereboars' Quarters
lizard hanging head down into the fire by have three flasks of oil each. Then they
a chain from the ceiling. attack with cleavers (treat as hand axes).
(If Icar is present:) You also see a 7- Successful hits with the oil will cause 2-12 This room contains three beds, a short
foot-tall black man in black plate mail points of damage the first round and 1-6 table, and four stools. The mom is filthy
armor poking and turning the roasting points the second round. Characters within and foul-smelling. A bed of straw is in
lizard with a two handed sword. He 5 feet of thrown oil take 1-3 points of dam- the northwest corner. On the straw is a
turns to face the door, as the party age from splashed oil. wild boar, which immediately rises,
enters, and you see that his helm has no The room is full of crates, casks, tuns, squealing, to attack the party.
eyeholes. boxes, and barrels of all descriptions. They
At a table in the east end of the room all contain food and drink of various The boar is the pet of the wereboars in
sit three barbaric looking men, all bristly kinds-mostly foul by human standards. room3.5. Itisnormallyfedmeat, andisvery
bearded with coarse red hair. They have Besides the two tables where the wereboars aggressive. There is nothing of value in this
mugs of beer in their left hands and smil- were sitting and two benches each, there is room.
ingly lift hand axes off the tabletop and another table near the fire pit. Shelves line Boar: AC 7 MV 15"; HD 3 +3; hp 22;
hurl them at the party. the walls and contain more foodstuffs and #AT 1: D 3-12
crude tableware. The only things of value in
As the hand axes are thrown, lcar (see the room are the belts that the wereboars 38a. Larder
IPC Leader section) will shout another wear, each of which is inlaid with gold and
ommand and step behind an enormous worth 150 gp. Icar wears a large set of keys The room is filled with dry goods,
iine cask about 30 feet in front of the door. on his belt to the various doors in the fort, smoked meats, canned goads, and other
it the same time, six hobgoblins who have hut not to his treasure room. non-perishable food. The room contains no
een concealed behind stacks of kegs and Spread out on one of the cupboards, and treasure.
rates to either side of the doorway stand up held down by a loaf of bread and a cup of
nd throw their hand axes. Those hand axes wine, is a letter from the slave lords. It is 38b. Storeroom
Ilrown by the hobgoblins are at medium written in a special raised script so that Icar
ange and are at -2 to hit, those thrown by can read it; a comprehendlanguages spell is The room is filled with shelves contain-
he wereboars at the table are thrown from necessary for anyone else to read it. It ing dirty pots, pans, and dishes.
long range and are -5 to hit. requests that a group of newly acquired
Immediately after throwing their hand slaves be sent to them for questioning and This room is where the humanoids throw
axes, the three men, who are actually were- gives directions which will start the adven- their dirty dishes until there are no clean
boars in human farm, duck behind the table turers in the general direction of Suderham. ones left, at which time the wereboars
and change into boars. One round later, the Icar (7th level fighter): AC 1; MV 12"; gather up the servants and make sure all the
wereboars charge forth. They move to hp 59; #AT 312; D 3-12 dishes are washed. There is a concealed
attack fighters and those characters who Equipment: lcar wields a two handed sword door behind a set of shelves in the south
talk, presuming them to he the leaders. + 1 called Death's Master. He wears a wall. The door can he found by moving one
Icar, if present, will kick thelegs out from ring of hre resistance and is thus immune of the shelf sections which swings out. This
under the cask of wine and send it rolling to the effects of normal fire and saves at
door leads to stairs which m down to the
toward the door. The large cask will cause + 4 vs magical fire. The ring also sub-
dungeon level.
1-6 points of damage to those in its path tracts two points per die of damage
who fail to save vs. Rods to evade it, and all caused by magical fire. 39. Icar's Quarters
in its path will he stunned for one round. Wereboars (3): AC 4; MV 12"; HD 5 +2:
Icar will then rush forward and attack the hp 27,23,21; #AT 1;D 2-12: hit only by This room appears to he someone's quar-
most formidable fighters. silver or magical weapons ters. There is a simple bed in the north-
Icar will then use one of his favorite tac- Hobgoblins (8):AC 6; MV 9"; HD 1+1; east corner and a small circular table
tics, attempting to drive opponents hack to hp 7 each: #AT 1;D 1-8 with two chairs. On the table is a bottle
the fire pit and then force them into it on a of wine and a chess board. At the foot of
score 4 better then the number needed to 36. Cooks Quarters the bed is a carved wooden chest. The
strike the opponent. The fire pit will cause
chest has been caned to depict a battle
3-18 points of damage per round; save vs. The room looks like a typical bedroom, scene in high relief. Hanging on the wall
Breath Weapon for half damage. As a last though slovenly kept. is a shield, a leather cloak, a shirt, a man-
defensive measure, he will stand in the fire

73
Goblins: AC 6; MV 6"; HD 1; hp 4 each;
DUNGEON LEVEL #AT 1: D 1-6
is a fur covering. There is a door in the Hobgoblin: AC 5: MV 9"; HD 1+1: hp 7;
southendof theroomwithabigiockonit. Wandering Monsters #AT 1; D 1-8
These encounters only occur in corridors Witch doctor: Guliyet, a goblin witch
This is Icar's quarters. None of the items and empty or emptied rooms. These mon- doctor, is accompanied by 3-12 goblin
on the wall are of any real value, and the sters are encountered on a roll of 1 on ld6, guards carrying spears. They are taking a
shield is missing its arm strap. The wine is of checked each turn. message to Icar from Markessa, requesting
good quality. The chessboard has a raised six mind-numbed slaves and the presence of
grid pattern. so that it can be felt by Icar. Die Roll Monster Number Estelrath the slaver. Guliyet is Markessa's
The chest i s filled with clothing. neither rich assistant and apprentice. She carries a large
nor well cared for. The fur on the bed is 1 Giant rats 4-24
2 Babyboggle 1 whistle that can he blown from both ends;
worth 18 gp. If the characters attempts to one end sounds the alarm, and the other
move the furniture, they discover that it is 3 Goblin Patrol 6-15
4 Witch doctor & patrol 4-13 makes no sound but summons a large white
bolted to the floor with the exception of the wolf, a winter wolf, which arrives in two
bed. This is so Icar knows where everything 5 Wolves 1-3
6 Haunt 1 rounds. She wears a bronze amulet worth
is. Underneath the bed is a trapdoor, bolted
on this side. The trapdoor leads to the 30 gp.
dungeon complex below. Rats: These creatures surprise on a roll of Guliyet: AC 2; MV 6"; MU 4/C 4; hp 13;
The door in the south wall leads to a 10- 1-4on ld6. If they are encountered by only #AT 1; D 1-6
foot-square closet where a medusa is kept one or two characters they attack. If the Spells (clerical): cure light wounds, dark-
prisoner, guarding Icar's treasure. Above party is larger when encountered the rats sit ness, resist fear, chant, resist fire
the door, on the lintel. is hidden the key to and watch the intruders intently, allowing Spells (magic-user): affect normal fires,
the door. The medusa is terrified of lcar the party to pass unmolested. push, shield, invisibility, scare
because he is invulnerable to her major Giant rats: AC7; MV 12"; HD Goblins: AC 2; MV 6"; HD 1: hp 4 each;
power and she knows that he has access to a I/*: ho3 each: #AT 1: D 1-3 #AT 1; D 1-6
periapt of proof against poison (from room Rat leader: AC 7; MV 12"; HD 1;hp 7; Winter wolf: AC 5 ; MV 18"; HD 6; hp 30;
17). The medusa is chained to the wall and #AT 1; D 1-4 #AT 1;D 2-8 (6-24)
will guard Icar's treasure with her life. If the Wolves: The wolves used to guard the
party tries the closet door, she will cry out in Boggle: This boggle child has wandered
away from the lair and climbed the wall and dungeon are sometimes allowed to roam
anger, "Icar, you snake's belly, release me." free. They snarl and attack if they are SUI-
Icar's treasure is in an iron chest cemented i s hiding in the shadows ready to spring
down on unwary passerbys. It will surprise prised or attacked. If not surprised they act
into the floor. The treasure is 2,000 gp, 10 curious, but irritable and hungry.
matched pieces of jet worth 100 gp each, on a roll of 1-5 on ld6. leaping down on a
and 10 matched silver and black opal brace- random character and stunning for one Wolves: AC 7; MV 18"; HD 2+2; hp 11
lets worth 200 gp each. In the chest is a round. The creature will then grab the char- each; #AT 1; D 2-8
locked hammered brass coffer. The coffer acter's weapon and run down the hall gig-
gling, stopping and waving the weapon at Haunt: This haunt is the spirit of a slave
has a very intricate lock and a thief's chance who was killed in this area while trying to
to open it is -15 % . A potion of undead con- the party, encouraging them to chase. It will
lead the party on a merry chase down the escape. The haunt's mission is to escape
trol, apotion of diminution, a clerical scroll from the hill fort. Any character possessed
with wind walk, cure light wounds, feign hall, up the wall and over their heads. Char-
acters may attempt to catch it by rolling to by the haunt will try to take the shortest
death, cureserious wounds, purifyfoodand way out of the dungeon unless the haunt is
hit AC 9, but once the boggle is grabbed it
drink, and resurrection, a ring of warmth, convinced by the party that safety and the
and Qua& Feather Token. will slip out of their hands like a greased pig.
If the creature takes half damage it won't best chance of escape lies in numbers.
There is a parchment covered with
strange raised lettering inside the chest. A think the chase is fun anymore and will Haunt: AC 0: MV 6"; HD 5; hp 27; #AT 1;
throw the weapon at the party and dimen- D special
comprehendlanguages spell will reveal that
the parchment gives directions about the sion door through a nearby rat hole.
specialist quarters (area 25 in the dungeon) Boggle baby: AC 5: MV 9"; HD 2; hp 14; Key To the Dungeon
and details where the secret doors to the #AT 3; D 1each 1. Secret Guardroom
treasure room (which contains the rest of
Icar's treasure) are located. The treasure Goblin Patrol: This patrol is returning to
consists of 5,000 gp, one uncut ruby worth their barracks and is tired. Their leader is a
gruff one-eyed hobgoblin. They are all room, apparently eating dinner, are sev-
500 gp. and eight uncut sapphires worth 250
gp each. If the stones are cut by a jeweler armed with throwing spears and short eral goblins. They appear to be sur-
swords. Once the party is sighted, the leader prised. The southwest corner of the
their value will increase by four times.
will send a goblin to sound the alarm and room has been barred off to form a cell
There is also a potion of oil of etherealness
and a clerical scroll of atonement. then attempt to hold the party till reinforce- and holds a man covered with bruises.
ments arrive. They throw their spears first.
Medusa: AC 5: MV 0"; HD 6; hp 27; #AT 1; These 12 goblins are not really surprised.
D 1-4 + poison; SA gaze turns to stone At a sign from their hobgoblin leader (hid-

74
ing in the observation alcove to the side of
~ 2. Entry Hall a couple of cots also adorn the room.
the door), they pick up concealed crossbows Beneath one of the cots is a brass bound
and fire at the party. Then they pick up chest, 3 feet wide, 2 feet deep, and 11h feet
wooden clubs and attack. The hobgoblin cloaked with a mantle of dust and cob- high. It is locked and the lock is jammed by
,leader will attack with surprise one round webs, and the air is cool and earthy. The a piece of wire which might be mistaken for
after the goblin charge, with his morning
~
hall slopes dawn to the north here and a broken needle or trigger wire by a party
star. the walls are damp. At the end of this 90- casually examining it. A clinking sound will
This room is a secret guardpost to foot corridor the hall turns to the west be heard if the chest is moved. There are
observe the trap at the end of the corridor and a lit oil lamp hangs on the west wall three 5-foot lengths of chain and two old
and to relieve anyone coming into the throwing a feeble amber light. The hall is padlocks on the chest. On the table are the
dungeon of their metal weapons and armor. 10 feet wide. remains of a dinner of horse meat and
A constant watch is maintained on the hall watered beer. In one mug filled to the brim
from the spy alcove and this is how the gob- At the end of the hall, hidden in the hol- are 2 gp.
lins were warned about the party before low wall, is a powerful lodestone or mag- In the southeast corner of the room is a
they entered the room. Normally the gob- net. TherangeofitsmagneticpullisEfeet, stool with a pair of leather boots nearby.
lins allow intruders to be caught by the lode- so the party will not have any warning of its The boots are unremarkable, except that the
stone and then burst forth from the secret existence until they are within range of it. soles are worn through and they are particu-
room and club them unconscious with Those wearing ferrous armor-scale mail or larly small. If examined closely, the wall
wooden clubs. They then remove their gear, better, including most magical armor-will behind the stool appears to be of a different
bind and gag apparent spell-casters and lock
~

be drawn suddenly and forcefully against stone than the rest of the dungeon. It is actu-
them in the cell until their superiors can be
~

the wall. Also, those within range of the ally painted canvas stretched across a
summoned. If the party manages to get past wall will find any ferrous objects held in wooden frame. (To those using infravision
the trap. the goblins
- send a runner uvstairs to hand jerked away and flung against the wall in the dark, the concealed door appears to
,
sound the alarm. to hang there. Sheathed or tied down iron be just a door.) A careful examination af the
The spy alcove has a tall stool with a pad- objects swivel on their bindings and point wall will quickly reveal how to open the
I ded seat and a spy hole cut in the wall to toward the wall. If the equivalent of two or concealed door. Behind the door is a winch
I provide a view of the end of the corridor. more long swords worth of iron-based used to lower a stone block between the
metal (120 gp weight) is carried by a charac- lodestone and the wall, to release those
ter, he will also be drawn to the wall. The stuck in the trap.
second rank of the party will be able to react
to the first rank being caught in the trap and 4. Parlor
where on their persons. The hobgoblin if they save vs. Petrifaction at + 4 , they
leader has a pouch with a large brass key to avoid being caught in the trap.
! the door at 7, 20 gp, and a cracked piece of If characters leave behind all their large shape hovering above the floor just
ferrous objects they may cross the lode- beyond an archway. No noise comes
stone’s area of effect without being trapped. from it and it seems to shift slowly. The
Characters with a Strength of 15 or greater corridor is dusty and looks seldom trav-
and wearing banded mail or less, may slide eled. Cobwebs drape the ceiling in little
sideways along the wall at the rate of 5 feet feathery patches.
per round, until out of range of the trap;
others must remain stuck. The figure is the webbed form of a dead
Two characters will be able to carry metal adventurer, hung as a lure by two giant spi-
items equal to 200 gp weight around the ders. The spiders are on the ceiling, con-
area of effect, if their combined Strength cealed as piles of cobwebs above the arches.
equals 25 or greater. Three characters have They surprise the party on a roll of 1-3 on
, each; #AT 1, D 1-6
d6.
I Hobgoblin leader: AC 5: MV 9”; HD 1 +1; no difficulty moving items weighing up to
i 350 gp, such as banded mail, around the The spiders cut a web free to fall in a 10

1
hp 6; #AT 1; D 1-8
I corner. Any item that actually becomes foot x 10 foot area upon the largest group
A. Secret Door stuck to the magnet will require a combined near the lure. Surprised party members are
Strength of 36 or more to remove bv sliding caught: othersmust savevs. Paralvzation to
This secret door has recently been con- it along the wall. avoTd the trap.
I structed by Markessai engineer and is not Those caunht free themselves in a number
1 the best match. Elves searching for secret 3. Abandoned Guardroom of rounds equal to 19 minus the Strength of
I doors automatically find it. In order to the character. Fire or a burning hands spell
i draw attention away from the spot an oil The door opens onto a short hallway. destroy the web, but also do damage to
lamp has been lit and hung at the far end of those inside the web. Oil or a torch cause 2-8
j the corridor on the west wall.
The air is cool and damp and the area
points of damage.
I Once the party is webbed, the spiders
attack, carefully keeping their targets
A wooden table stands in the center of the
room. Three benches, two wood stools, and between other party members and them-

75
selves. Thus the spiders cannot be shot by the departed soul was thinking most about pit show only that the area is often traveled,
missiles and must be engaged in melee. All when it died. The image does not move for there is no dust on the floor over the pit.
attacks from those trapped by the web are at from the spot where the creature died, but The cover of the pit will fall open when the
-4 to hit. Attacks upon those trapped are at replays the story like a 3-dimensional first person walks on it, dropping the char-
+2 to hit. movie, acter 20 feet into a 4-foot-deep pool of
The corpse in the web bundle is a shriv- This is the phantom of an elf slave who water. The water will cushion the fall and
eled husk, with a strange grimace upon its was being tortured in the torture chamber the character will only take ld6 points of
face and its hand at its chin. Between its stiff and burst his bonds to escape. After the fig- damage. Heavy tapping of the floor with a
jawsisaringofinfravisjon. Inapouchat its ure breaks its chains and seems to rush for- staff or club will also cause the pit cover to
waist are 10 pp. ward panting, its eyes gleaming madly, its fall open. Once open, the cover will remain
hands twisted into claws, it will turn and open. The narrow ledges around the edges
Giant spiders: AC 4; HD 4+4; hp 26, 20;
#AT 1: D 2-8 + poison appear to flee up stairs looking back wildly of the pit are just wide enough to walk
over its shoulders. The elf then appears to across, but only if one goes slowly and care-
run down a corridor and around a corner to fully.
5. Storeroom
a hallway with many doors. He scrabbles at The door has a wooden face of a leering
the latch to one door until it opens, terror goblin carved in it at chest height. The door
The room is filled with chests, bundles, written all over his face. Into a room he is trapped, but no trap may be detected
and crates of various tradegoods. It runs, but it appears to have no other exits. because the trigger is on the other side of the
Looking over his shoulder in stark horror he door. A long chain stretches from the back
beats the wall and attempts to tear a torch of the door to a board restraining a boarded
This room is used as a storeroom for cara- holder off a wall. As he does so, a section of up alcove at the end of the corridor. The
van tradegoods and contains several bales the wall opens and he leaps through the gap wooden goblin face can be rotated to reveal
of good linen, crates of tin pots and pans, desperately. Behind him bound dark, hairy, a large keyhole. With the right key this lock
and several chests of china dishes wrapped slavering forms, running on four legs. may be turned, disconnecting the chain
in straw. The tradegoods are worth a total Down a darkened passage the elf stumbles, from the door. Otherwise, once the door is
of 450 gp, but are very bulky and hard to only the pale yellow of his eyes visible. Sud- pulled open, the boards over the alcove col-
carry As characters examine the contents of denly there is light as the wall at the end of lapse, releasing a large pile of logs, each 9
this room they hear a faint, repeated hiss the passage opens into a hall and he bursts feet long, to roll down the corridor. When
coming from somewhere in the room. If forth beating off the baying pack of wolves this happens read the following to the play-
they attempt to find the source of the hiss- that try to drag him down. Through an arch ers:
ing, they find that it moves. The hissing he runs and there on his left is another door.
comes from a pair of 2-inch-long roaches He pushes the door open, but too late, as a Through the door comes the sound of
which live in the room. The roaches offer no great white wolf leaps upon his back and cracking and splintering wood and you
danger. bears him down into the storeroom, ripping see the enormous pile of logs crashing
his throat. Then the mangled form of the down the corridor, straight toward you.
6. Abandoned Storeroom unfortunate slave is dragged off into a cor-
ner to be devoured by the slavering wolves. Give the party one minute of real time to
This room appears to be a storeroom. If the players watch the entire sequence say exactly what each character is going to
The piles of tradegoods are dust covered through they may figure out where the do. The logs smash through the false
and appear not to have been touched for secret door is located. If they leave the room wooden wall and continue rolling to crash
some time. Suddenly there is a hair- the sequence will not begin again for an into the end of the corridor. Characters may
raising moan and the clanking of chains hour. not run across the ledges to either side of the
from the northeast comer of the room. pit to escape. If they attempt to, they fall
There a luminescent shape begins to B. Secret Door into the pit. If they take their time to main-
form the figure of a wasted elf struggling tain their balance, they will be caught and
This secret door is opened by pressing on
with ghostly chains that hold him to the smashed by the logs, suffering 18 points of
a stone in the west wall at waist height. The
wall. As the party watches, the figure damage, just as they reach the other side of
door is opened and closed from the inside by
breaks its chains and comes rushing for- the pit. Those who choose to jump into the
a lever in the west wall.
ward. pit take only l d 4 points of damage and the
7. Log Trap logs roll right across the pit. Characters who
The figure is actually a phantom, a three- climb walls may also avoid the logs if they
dimensional image which appears similar to save vs. Spells, otherwise they take half
a ghost or a haunt. Any creature who looks This corridor slopes gradually upward to
the east for 50 feet, and then ends in a damage from the logs: 9 points.
at a phantom must save vs. Spells at -2 or If the trap is approached from the other
flee in terror as if affected by a fear spell. A wooden wall with a door set in the mid-
direction, the party will see the boarded up
phantom is merely an image or mirage and dle of it.
~~ ~
alcove and the chain leading from the door
cannot attack nor react to other creatures. to the retaining wall. The logs are not visi-
Phantoms are soulless shells of creatures In the center of this corridor is a covered
ble.
who died hideous deaths and recreate pit, 10 feet long, 7112 feet wide, and 20 feet The only way to deactivate the trap from
images of the death trial or images of what deep, indistinguishable from the corridor
this side is to break the chain. Each charac-
floor. The tracks on the floor and over the

76
ter is allowed one try at breaking it, and a high-pitched, keening wail.
ruccessful bend bars roll means that the The two boggles appear from walls, floor, guttered candle in a tin candleholder,
chain is broken. Any attempt to break the and ceiling to strike at and trip intruders and a dog-eared deck of cards. O n the
chain has a one-third chance of triggering (roll ld4 to see which direction they attack back wall is a torch bracket with an unlit
the trap (1-2 on d6). from) and then retreat through the nearest torch in it.
wall. Upon examination, the grillwork will
8. Boggle Lair be discovered to actually be a honeycomb This room is used by a couple of hobgob-
of 1foot x 1foot x 2 foot deep niches into lin leaders to play cards. Beneath one of the
The entire corridor here-walls, ceiling, which the boggles dive and disappear. If casks are stuffed four face cards of the same
and floor-is a grillwork with 1foot x 1 anything is thrown at the boggles they suit. Rolled into the shadows of one crate is
foot spaces, extending for about 60 feet. attempt to catch it (roll a successful "to hit" a silver piece dropped during one game. The
The stone bars that form the grillwork vs. AC 8 to catch) and either throw it back torch bracket in the back wall i s the trigger
seem to be covered with a thick, black at the party or take it to their nest. The nest to open the secret door in the room. Pulling
liquid that looks. is only accessible via dimension door or down on the torch bracket will open the
other magical means. They are semi- secret door. The secret passage beyond is
intelligent and try to steal treasure and used to bypass the boggle lair when coming
This area i s the lair of two boggles. Bog-
weapons to keep them from being used to from the fort above.
gles are vaguely humanoid creatures, about
3 feet tall and varying in color from hurt the boggles, and throw back other
blackish-blue to gray. They all have large, things such as oil. Each boggle may attempt 11. Storeroom
bulbous heads, but the rest of their body to steal an item from a person who had
parts are disproportionate and vary from fallen by making a successful "to hit" roll vs.
Theroomappearstobeastoreroom.Itis
individual to individual, such as large AC 5. Boggles may also drop from the ceil- piled high with barrels and stacks of fur-
noses, uneven arms, spindly legs, and so ing upon characters and attack with two
niture wrapped in burlap and rope.
forth. Boggles are not very intelligent and additional claws added to their normal
tend to be whiners and gibberers when deal- claw/claw/bite routine (like a cat).
ing with other races. However, when Characters have to be inventive to get
encountered in their lair they are aggressive through this area quickly. One possibility is
and voracious. taking pieces of lumber from area 7 and
Boggles have rubbery skin and they tobogganing across the grill. This works
secrete a viscous, nonflammable, black oil very well because of the oil on the grill bars.
that is extremely slippery. Due to their slip- Boggles: AC 5; MV 9"; HD 4 +3; hp 21, 24;
periness and the resiliency of their hide, all #AT 3; D 1-4 each or 1weapon)
attacks upon boggles are reduced by 1point
of damage per die. Boggles like to spread 9. Storerooms
their oil about their lair, making footing
slippery and unsure for intruders. For every From this hallway the party can hear
10 feet a character travels across this area or screams of pain and moans of agony
for every round spent fighting here a char- coming from the west. The doors along
acter must roll his or her Dexterity or less on this corridor all appear to he locked.
ld2O or fall down. Falling does no damage,
but a character who falls may do nothing
These rooms are all locked and contain
for one round while he or she stands back
chests, crates, barrels, bales, casks, and tuns
UP. of all description. In these containers are all
Boggles are resistant to fire (as the ring), the things that are necessary for the mainte- Screaming comes from beyond this door
and they can naturally spider climb. They and light shines under it. When the door
nance of the underground stronghold.
also have a natural ability to dimension is opened, an enormous pillared room
Unfortunately, none of it is much use to the
door (3" range) by stepping, diving, or can be seen, in the swaying shadows, set
adventurers. There is a great deal of food,
reaching through anything resembling a dancing by the light of a chandelier
especially honey and cheese, much clothing,
frame, such as holes, the grillwork, cracks, and goblin-sized leather armor, collars, swinging wildly back and forth. The
doorways, etc. They use thisability to reach floor is 10 feet below the landing on
lumber, torture apparatus, chains, and so
through one section of the grill and have which the door opens and a set of stairs
forth.
their hand come out elsewhere to grab or leads down into the room. To either side
strike at a character from another side. of these steps are 5-foot-ledges. The ceil-
10. Storeroom
Boggles are also slightly elastic and may ing rises at least 30 feet above the door.
stretch or contract to twice or one-half their This appears to be a torture chamber,
normal size. Finally, they have a keen sense This room appears to be a storeroom.
Several crates have been pushed aside for about the room can be seen racks,
of smell and can even detect invisible crea- hanging cages and chains, an iron
tures with this sense. Thus they are often and a chest has been overturned to be
used as a table with a couple of casks for maiden, fire pits and braziers, and their
used as watchers and alarms by other races. unfortunate occupants. Standing
When they sense intruders they set up a stools. On the overturned chest are a

77
long, 4-foot lengths of lumber, pieces of d. Secret Door
amongst these implements of torture are rope 20 feet long, and a keg of nails. The
many goblins. On all sides of the room secret door is in the back of the iron maiden, A stone plug seems to have been used to
can also be seen archways, some leading but when it is opened a skeleton will be seal off this alcove as has been done with
to alcoves, while others are walled up. found impaled on the spikes. The hmge of several of the other cells in this room. This is
Suddenly the swinging chandelier comes the iron maiden is stiff and it tends to spring really a secret door which may be opened by
crashing down from the ceiling to smash shut. For each spike twisted, there is a 1in 6 tugging on a chain hanging from the ceiling.
at the top of the stairs, exploding into cumulative chance of opening the door. Beyond appears to be just another cell with
flame as the oil spills and ignites. the withered remains of its tenants hanging
Goblins (16): AC 6; MV 6"; HD 1; hp 6 from one of three pairs of manacles
Those characters standing at the top of each; #AT 1; D sling 1-4 or short sward cemented in each wall.
the stairs will be caught in the burning oil 1-6 The southern wall has a secret door which
and take 2-12 points of damage the first is opened by turning the iron ring to which
round and 1-6 points the second round. a. Observation Post the manacles are attached and pulling. But
Those within 5 feet of this spot will be There are two bugbears in this room. the door is wizard locked and only
splashed with burning oil for 1-3 points of Markessa or a 9th level or higher magic-user
There are also two benches and a table at
damage. If a character makes a successful which one bugbear sits constructing a wire may open this door. A knock or a dispel
save vs. Paralysis this damage will be face cage. The other is standing by the magic spell will open this door.
reduced to half. The oil will burn for two arrow slits in the south wall watching the
rounds and then the room will become dark 3. Alchemist Secret Storeroom
room below. As soon as there is a commo-
except for the red glowing braziers. Crea- tionin the tortureroom, they both stare out
tures without infravision or an additional the slits to determine what is happening. This room is lit by a ruddy glow, and the
light source must fight at -4 to hit. Then they grab their halberds and rush air is alive with the aroma of wild herbs
One of the goblins was pulling on the around through the secret tunnel to room and the pungent rot of decaying flesh.
chandelier rope and causing it to swing. He 11,to enter the torture chamber by the main The room appears to be storeroom or
cut the rope to send it crashing when the door in two rounds. They attack with sur- pantry, for there are crates, bookshelves,
party appeared. These goblins are led by prise if possible (1-3 on ld6). a table, and a cabinet all piled high with
two bugbear overseers who watch them at The bugbears have no treasure in their boxes, books, clay crocks and canisters,
their tortures, through two arrow slits, from room, but one carries a scroll of cure disease flasks and jars of herbs, and other
a secret chamber to the west of the stairs. and 60 gp in a pouch. strange items. The red light seems to
The goblins use their slings and attempt to come from behind a table in the southest
keep the intruders at the top of the stairs Bugbears (2): AC 5; MV 9"; HD 3+1; corner. Over the top of the table the head
until the bugbears appear. The goblins fire hp 15,17;#AT 1;D 1-10 of a hobgoblin can be seen watching the
their slings from cover behind pillars and party.
the various racks gaining an AC of 2 ( + 4 ) b. Walled-up Alcove
versus missile attacks. Once the bugbears In the northeast corner of this room, There is no hobgoblin in this room,
arrive or the party counterattacks, the gob- behind several casks of wine, is a freshly merely the severed head of one held to the
lins draw their short swords and charge in bricked-up archway. From behind the wall table by a clamp. The eyes have been
groups of four. The worgs come out of their is heard a rustling sound, as of someone removed. Books, scrolls, bottles, and dis-
alcove dens and attack if intruders come scratching, and the faint jingle of bells. In section tools litter the tabletop. In a foot-
down into the room. If the battle is going the alcove is a rabid wolf with bells on its long, tubular leather case is a metal rod with
against the goblins, one will run to the south collar which will attack once it is freed, as a a continuallightspell cast onit. Thisisstuck
end of the room and disappear, carrying the 4-hit-dice monster. Anyone bitten must in a holder on the wall and used to light the
alarm through the iron maiden to the troops save vs. Poison or die in four turns. A cure room when the alchemist is present.
beyond. disease will prevent death. However, the This room is used as a secret storeroom
In this chamber are 16 goblins. Eight of victim will still be weak (-4 on "to hit" and and hideaway for Markessa, the evil elf
the goblins are in the central area of the tor- damage) for four turns. fighterlmagic-user who is in charge of the
ture room entertaining five unfortunate fort, and her alchemist, Fyndax. The room
guests, while four are in the south end of the Rabidwolf:AC7;MV18";HD2+2; hp15; also serves as a shortcut through the
room sharpening a bed of nails. Two goblins #AT 1;D 2-5 dungeon, for a narrow, 5-foot-wide passage
are cleaning up spilled, fresh mortar in the leads north out of this chamber to Fyndaxes'
eastern wing, and two more are giving a E. W o r g Dens quarters, bypassing the elite goblin guards.
man with two broken legs an extremely A worg lairs in each of these three cells in There is no one in the room at present.
close shave in a western alcove. The goblins
- the east wall. These worgs sleep on piles of In this room are stored the various com-
carry 6 sp each. straw and may have a few bones scattered ponents for making potions. There are jars
The tortured individuals are bevond help, about. If intruders enter the room and come of dried herbs, parts of animals, and
but any who survive the battle, if ques- down to attack the goblins, the worgs leap leather-bound books about alchemy which
tioned, tell the party that there must be an forth and enter the fray. only a master could use. The books are
entry into the room at the south end. At the filled with strange illustrations and formu-
south end of the room there are a bed of Worgs:AC6;MV18";HD4+4; hp23,32, lae, but the word "FYNDAX can be made
nails, an iron maiden, coils of chain 20 feet 19; #AT 1;D 2-8 out on the title page of each.

78
' In the southeast corner is a round wooden The cheese cloth is enough to protect up to
table containing two scrolls and three and ends on a ledge 30 feet above the two characters from the bees in room 16.
flasks. Inscribed on the scrolls are pictures floor of a large cavern, covered with
of cows in varying stages of health. The stalagmites. Across the chasm, 30 feet 16. Beehives
flasks are marked W, U, and H. The flask away, is another ledge with an opening The door of this room i s stuck, but will
j marked W contains pond water, while the leading out of the cavern. Between the open with normal door opening rolls.
! one marked U holds cow's urine. The third two ledges are a series of rocky pinnacles Above each door is hung a wooden bucket,
i
!
flask, marked H, holds a potion of healing
which cures 1-8 points of damage.
rising up almost level with the ledges:
The top of each pinnacle is fairly flat and
suspended by a rope and pulley attached to
a stay beside the door. The buckets are full
large enough for one person to stand on. of sugary syrup and the room is full of bees.
There are five pinnacles between the two The bees feed on the sugary syrup in the
ledges. The domed ceiling of the cavern buckets and will be swarming over it. When
rises 20 feet overhead. A hissing comes a door is forced open it will catch the bot-
from below and the room immediately tom of the bucket and tip it over, spilling its
to each tusk is a flask of red liquid with a lit fills with steam. contents over the doorway. If the door is
I wick floating in the fluid. Directly in front ~

opened gently, the rope may be pulled down


~

of the candelabrum is a pressure plate set in The steam obscures even infravision. The to raise the bucket and allow access to the
the floor. When the pressure plate is stepped party must cross the chasm in some manner room. Because the trigger is the door itself,
even though they are unable to see. The there is no trap to detect.
steam will continue to fill the chamber for There are two enormous, conical, clay
five turns and then will clear for one turn. If hives in the west end of the room. The bees
the party waits for the steam to clear, some- attack anyone disturbing their feeding and
one will undoubtedly be caught crossing sting them, causing 0-2 points of damage
when the steam returns. per round. They sting anyone drenched in
The edges of both ledges are weak and syrup for double damage. Once a character
crumbling, and cannot be climbed either up leaves the room he or she will be stung for
or down. Anyone falling into the chasm will half damage for one round, and then the
suffer 3-18 points of damage and will be stinging will stop. There is no physical
impaled by 0-2 stalagmites, causing 1-6 defense against the bees and they automati-
points of damage each. The only non- cally hit. A character wearing a suit made of
magical way across the room is to use the cheesecloth may be protected from the bees
pinnacles as stepping stones. at the DMs discretion. Burning hands will
Naturally the stones are slippery from the kill all insects in its area of effect. and a
steam in the air. For any person to leap from sleep, stinking cloud, or pyrotechnics spell
stone to stone, he must roll equal to or less will immobilize all bees in area of effect.
than his Dexterity on ld20 for each jump Steam will kill the bees on the characters if
(six leaps in all). Of course, he must first they run back into the steam-filled cavern.
determine where each stone is, by feel or
some other method. If the party strings a 1 7 . Beekeeper's Storage
rope across the fissure, add +2 to the Dex-
terity roll and only roll once for each char- The room is a natural cave with a dirt
acter crossing. If the party returns to room floor. This room contains several goblin-
12 and gets the &foot boards, they discover sized suits of what appears to be chees-
that the boards just reach from pinnacle to cloth. There is also a 4-foot-tall tun and
pinnacle. Using the lumber adds +3 to the two casks. In one corner on a small table
Dexterity roll and characters need only roll is a long metal rod with a spatulate hook
once. These two bonuses are cumulative. on one end, and several clay crockery
pots.
15. Cheese Curing Room
This is the beekeeper's storeroom. The
This small, natural chamber contains cheesecloth suits are worn when working
several open half casks and tuns on with the bees. The tun contains water and
wooden platforms. The air is warm and the casks contain a coarse brown sugar to
make the sugar syrup for the bees. The
metal rod and pots are used for gathering
Here a natural passage is formed out of This room is the cheese curing room for the bees honey.
the rock, rough and winding. The walls the fort. A large bolt of cheese cloth is lying
are slick with condensation and the air i s on one of the wooden tables. In one of the
tuns is a small amount of cheese curd and a
growth of yellow fungi, not yellow mold.

79
18a. The Corridoi All attacks are co-ordinated by the goblin spikes driven into the wall on the left side.
leader, who will avoid combat until the Beyond the portcullis is a natural cavern
Here is a natural corridor 15 feet high party is surrounded. The worgs will attack with several 3-foot-tall niches cut in the wall
and 15 feet wide, with openings at each any characters not caught in the net, while at floor level. There are wolf droppings and
end. The corridor is approximately 80 the goblins will concentrate on attacking hair about the floor, as well as several bare,
feet long, and the walls and floor appear thoseinthenet(+4tohitandthecharacters dried bones. This is the worg kennel where
to have been worked smooth. are not allowed Dexterity adjustments to the various worgs and their mates are kept.
their AC.) At present there are only four female worgs
A 15-foot-square net is suspended in the If attacked from the north, the goblins and seven cubs, who will not fight, in the
shadows near the ceiling, approximately at send the worgs to attack first, then join in kennels. If intruders are carrying the scent
the midpoint of the corridor. A guard hid- the battle when the party is weakened. bags from 18c. they will be accepted as
den at 18b controls the net. If the party friends. Otherwise, the females attack and
Goblins (9): AC 4: MV 6”: HD 2; hp 13, 13, fight to the death to protect their cubs.
approaches from the east, he will drop the 12, 12, 11, 11,10, 9, 9; #AT 1; D lance
net upon them and blow an alarm horn. If 1-6 or 2-12 charging, morning star 2-8 There is nothing of value in the chamber,
the party is coming from 18c, he will drop Goblin leader: AC 4; MV 6 ” ; HD 2; hp 14; but there are several tooth-worn strips of
the net and join the pursuit (if the party is #AT 1:D 2-11 leather that were once belts. One strip still
retreating) or try to escape (if his comrades Worgs ( 9 ) :AC 6; MV 18”; HD 4 +4; hp 27, has a dirt-encrusted brass buckle attached.
are defeated). There is another passage out of the cavern
25, 22. 20, 20. 19, 19, 19, 16: #AT 1:
Those under the net must make a saving on the opposite side. This, too, is barred by
D 2-8
throw vs. Paralyzation to avoid being a locked portcullis, similar in detail to the
caught. Trapped party members will be When the party reaches the barracks, other. The northern passage is used to reach
unable to attack and will have no Dexterity read the following description: the tunnel exit from the dungeon.
bonuses to AC. Opponents will be at + 4 to Female worgs (4): AC 7; MV 18”;HD 2 +2;
hit. Those inside the net can try to free The room is a spacious natural chamber, hp 14, 10, 10, 9; #AT 1; D 2-5
themselves with edged weapons. A success- approximately 70 feet in diameter and 25
ful hit on AC 9 w d l cut one strand of the net. feet high. Inside are tables, chairs, and 20. Icar’s Entranceway
A dagger can be used to cut two strands per sleeping mats. Boxes of food, of suspi-
round. Four strands must be cut to free a cious origin, are scattered around the
room, as are barrels of water. Weapons, In the center of the ceiling of this small
character.
room is a shaft opening. An iron ladder
bows, and quivers of arrows are hanging
leads from the floor of the room up into
18b. T h e Guard Outpost on the walls.
the shaft and is bolted to the shaft wall.
The guard who works the net is stationed
If the weapons are examined, the party
in this niche. The niche is concealed by a This ladder leads up 40 feet to Icar’s pri-
will find a black, rune-encrusted arrow in
canvas screen painted to look like the sur- vate quarters in the fort. Across the top of
one of the quivers. It is an arrow of bow
rotinding stone. The screen has spyholes cut the shaft is a trapdoor which cannot be
in it. Those searching the area with infravis- breaking and will break any normal bow it
opened from below, as it is bolted shut
is used in: magical bow5 get a saving throw
ion in the dark will see an apparent opening above. Only Icar uses this entrance to the
of 10% per magical plus. In a thorough
in the corridor here. Those without infravis- dungeon and has taken steps to insure that it
search of the mom the party will also find
ion have to make a successful roll to locate will not be used by others. The top two
130 gp and an agate worth 10 gp. On the
secret doors in order to find the outpost. rungs have had their far edge sharpened
leader’s body there is a ring with two keys
razor keen and smeared with a sleeping
that open the portcullis to the kennels. If the
18c. Elite Goblin Barracks drug. Those who grab the rungs barehanded
bodies of the goblins are searched, the party
cut their hands. The victim must then save
If the goblins here have any warning of will find a pouch of foul-smelling herbs on
vs. Poison at -2 or fall asleep in two rounds
the party’s presence, they attack before the each corpse. These pouches are used to and plummet down the shaft, knocking
party reaches the barracks. There are nine warn the two watchworgs at 21 that the
anyone else below off the ladder. Those who
goblins commanded by a leader armed with bearers are friendly.
fall take 1-6 points of damage for every 10
a halberd + I . The goblins have nine worgs feet fallen.
that they use as mounts and guards. 19. Worg Kennel
If the goblins are warned of intruders 21. Watchworg Post
from the east, they mount their worgs and The entrance to this natural tunnel is
charge down the corridor on the round fol- barred by a locked portcullis. From
lowing the net dropping. They charge in As the party approaches the intersection
beyond comes a foul odor and the party of the corridor there is suddenly a fear-
three ranks of three.
In a charge, lances do 2-12 points of dam- some growl and two enormous wolf
age, and are at + 2 to hit ( + 4 for people shapes rise from the shadows, one to
The portcullis is locked by a chain and either side, and move forward.
caught in the net). As the first rank clears large padlock. The leader of the goblin
the party, a second rank will charge while guards in rooms 18c has the keys. This port-
the first rank dismounts and attacks from These two worgs are chained to the back
cullis is raised by a rope and puUey, and the walls of their alcoves so that they cannot
the rear. The third rank is used as a reserve. end of the rope is wrapped around two

80
enter the hallway. If the characters have user and a 5th level fighter. the party, extinguishing all of their torches
picked up the scent bags from the dead gob- The creature on the table was once a and lanterns. If characters do not have
lins in room 18 the worgs sniff at the human slave, but is now a crazed experi- infravision, they must fight in the dark at -4
intruders and then sit back on their ment of Markessa. Markessa is chaotic evil until another light source is provided. The
haunches and watch. If the characters are and an agent of the slave lords, in charge of rest of the goblins on the balcony fire twice
not carrying the scent pouches the two running this branch of the slaver operation. with their short bows, while those on the
worgs set up a mighty howling that will Markessa is also performing private experi- floor draw their weapons.
alert Markessa and her guards in room 22 ments on some of the captured slaves in There are cages set into the wall to either
that intruders are here. order to create the perfect slave. This is her side of the door, each containing an
There is a secret door at the back of the laboratory where she performs surgical owlbear. On the second round of combat,
eastern alcove. This door is opened by lift- operations designed to reach that end. the goblins above the door pull a lever open-
ing up on the chain anchor ring in the wall Unfortunately, most of her experiments ing the cage doors and the owlbears rush
and pulling out. On the other side the secret have gone awry, for she operates without out, knocking aside the stuffed owl pedes-
door is opened by a latch which is pulled up. anesthesia and most of her subjects are tals and attacking with surprise on a roll of
This passage is often used by Icar, com- driven insane by the pain. 1-5 on ld6. The goblin archers continue to
mander of the fort troops, and the worgs are The guards have been expecting an attack fire twice, while the sword wielders hack at
friendly with him because he often tosses and have been standing waiting for a warn- those characters not engaged by the
them scraps of meat. If the character coming ing. If the party surprises the goblins, the owlbears.
through the secret door is not Icar, the worg guards grab their arrows and prepare to fire There are 13 elite goblin guards here; six
in this alcove will attack, leaping for the while others run around the balcony to are on the main floor and seven are on the
intruder's throat. reach the lever above the south door. balcony. If, on the second round of combat,
If Markessa is surprised she will duck the party is using a light spell to see,
Worgs (2): AC 6; MV 18"; HD 4 +4; hp 27, behind the work bench and cast the protec- Markessa will cast her darkness to negate
20; #AT 1: D 2-8 tion from good spell on herself. This spell the light.
will raise her AC to -1 and give her a + 2 The door to the west opens into the room.
22. Markessa's Laboratory adjustment on all saves. Then she will cast If the party enters the lab from the west the
shocking grasp on herself in the eventuality door will conceal Markessa long enough for
These doors open onto a room of great that she will actually need to grapple with her to hide behind the work bench. The gob-
size, over 60 feet long and 40 feet wide, someone. This spell will go off the first time lin guards spot the party and shout
dimly lit by the party's torches. The she strikes someone with her hand. If "Intruders!," and Markessa hurls her flask to
room has a 40-foot-high, vaulted ceiling Markessa is not surprised, and has been blind the party. The battle will then proceed
with a balcony circling three sides on the warned by the watchworgs, she will already as described.
south end of the room. There are several have cast these spells and be awaiting the The goblins continue to fire for one more
goblins up on the balcony and more on confrontation. round, exhausting their arrow supply.
the main floor just in front of the door. If the watchworgs have had a chance to Those on the balcony then swing down to
This chamber appears to be a large howl their warning, the goblins will already the floor on ropes and join their brothers in
workroom for an alchemist or a physi- have reached their positions and Markessa melee with short swords. The goblins have
cian as there are many beakers, flasks, will have cast her spells on herself. been directed to fire at and attack those
and retorts on the various tables, and Markessa will attempt to avoid melee for characters who start to talk in battle, these
bookshelves and benches about the as long as possible, throwing her darts and presumably being the leaders or spell cast-
room. To either side of the south doors is looking for a chance to cast her lightning ers. The owlbears always attack the closest
a stuffedowl on a pedestal. In the far end bolt. She will use her magic missile upon target or the most powerful fighters. Neither
of the room are several cabinets and a any spell caster who attempts to cast a spell the goblins nor the owlbears will surrender.
work bench around which move more at her. She will wait to cast the scare until This room has many shelves and cabinets
goblins. However, what catches your someone moves to attack her. If things are of the various types of equipment used by
attention are the two tables in the center going badly for her she will either cast her Markessa. There are canisters, decanters,
of the room, from one of which rises a darkness spell and flee or pick up a flask and flasks of various herbs and compounds;
strange caricature of a man-long and from a shelf and throw it down to smash on there are tables full of glassware and the dif-
thin, with a horribly deformed mouth the floor. The contents of the flask form a ferent knives, needles, and thread she uses.
and a long clawed arm. It emits a brutal blue cloud of smoke, 10 feet in radius, that None of these items should be of particular
croaking sound and the goblin sitting cannot be seen through. Anyone caught in value to a party of adventurers, but on the
next to it sees the party, draws its sword, the smoke will find that it stings his eyes and open market to an alchemist they have a
and cries a warning. blinds him for one round after he leaves the total value of 5,000 gp.
cloud. The cloud will last for six rounds. Items the party might be interested in are
Markessa is in the north end of this room To aid in running this battle, a map of the the flask of smoke (to be thrown by
'~ behind a work bench. She is a small female room has been included, showing the start- Markessa) and a quart of acid in a thick
elf with ivory white skin, golden hair, and ing locations of the monsters. glass decanter. Many of the compounds are
an evil slant to her amber eyes. Markessa poisonous but only when swallowed in
~

i If the party entered the room through the


has also been anticipating an attack and has southern door, two goblins on the balcony large quantities. There are also a variety of
spent her time puttering back here to stay above the door topple a large tun of brine casks and tubs of brine with body parts
out of the melee. She is a 5th level magic- used to store various body parts over onto fromvariouscreaturesfloating in them. In a

81
locked drawer behind her workbench is a tables are stained and dried remains of food hear the sound of a small bell. A single
pair of artificial claws made of adamantite cover their tops. The tables and benches are human in padded armor is lying on the bed.
worth 2,000 gp, wrapped in linen. worn and beat up. There is nothing of value When the party enters, he grabs a cocked
The goblins are each carrying 1-6 gp. here. crossbow by the bed and aims it at the party.
Markessa is wearing a set of electrum brac- He demands to know their business.
ers worth 560 gp, and a neckguard of elec- 24. Kitchen This is Carlstar Wiorfether, an engineer/
trum engraved with the image of a crested sapperlminer hired to keep the fort in good
hawk worth 1,400 gp. Shaved behind some This room is a kitchen with several tables condition and build the defenses needed. He
books and papers on the top of one cabinet and a chopping block in the room. On is very afraid of the werewolves in the fort,
is a roll of parchment. There are three sheets the south side of the room is a cooking and his nerves are on edge. If made a good
of parchment. The first one lists various fireplace and two fresh carcasses are offer of money or some other deal (DMs
names, being the names of the slave mer- hung on hooks to the left of it, The room decision), he is 40% likely to lead the party
chants Markessa normally does business is occupied by a human cook and two to an exit from the fort. If the party gets
with. The second sheet is a tally of the slaves goblin assistants working over a huge aggressive, he will fire the crossbow and
most recently received divided by general pot of stew. The cook is incredibly ugly scream for help, He will then fight with his
description and where they are from. The and has a horrid snaggle-toothed smirk military pick.
last is a crude map of the caravan routes and on his face. The room contains a desk, chair, stool,
may be useful when the characters prepare bookshelf, and a footlocker (shoved under
for chapter 7. his bed). The desk is littered with papers,
When the party enters the kitchen, the
Markessa (5th level MU, 5th level fighter): cook will berate the characters for showing pens, and books. In the desk are instru-
AC Z(0); MV 12": hp 35; #AT 2 with up early for their meal. His assistants then ments for drafting, a level, and an engineer's
sword or 3 with darts; D sword 2-7 or dump some sour stew in bowls and try to plumb. On the shelves are reference books
dart 1-3; S 14, 116, W 12, D 18, Con 17, serve the party the stew and moldy bread. If and plans for a siege tower and the counter-
Cha 14 the party eats, have each roll his constitu- weight system for a sliding secret door.
Spells: magic missile, protection from good, tion or less on ld2O: if a character fails he Beside the bed on the stool he has a silver
shocking grasp, darkness 15: scare, becomes ill for two turns. The cook is an old dagger worth 25 gp and 20 silver-headed
lightning bolt army veteran and is chaotic neutral. He is crossbow bolts worth 1 gp apiece. The
Markessa wears studded leather armor touchy about criticism, and will throw a footlocker holds clothing and a small coffer.
+l with protection from normal missiles, cleaver (treat as a hand axe) at anyone who In the coffer, the engineer has 220 gp and a
which gives her immunity to all non- protests the quality of the food (-4 to hit). If potion of curing lycanthropx This potion
magical missiles and adjusts damage caused seriously threatened, he and his goblin contains belladonna and has a 5% chance of
by magical missiles by -1 per die of damage. assistants run away, screaming that the mer- poisoning anyone who drinks it. It has a
Her magical armor and Dexterity adjust- cenaries are rioting again, and "may Maglu- 45% chance of curing lycanthropy if drunk
ment give her an AC of 1. She carries a short biyet fry their livers? within an hour of contracting the disease.
sword of speed + I which allows her to Cook (3d level fighter): AC 9; MV 12"; Carlstar Wiorfether (3d level fighter):AC 8:
attack twice per round, gaining automatic hp 18; #AT 1;D by weapon; S 13,I9, W hp 15; #AT 1;D by weapon
initiative on the first attack and normal ini- 7, D 15, Con 12, Cha 4
tiative on the second attack. Markessa is Goblin assistants (2): AC 10; MV 12"; 15b. Alchemist's Quarters
also armed with 12 darts; she can throw HD 1;hp 4: #AT 1; D by weapon
three per round, with a Dexterity bonus of When you enter this room, you see a
+ 3 to hit. 25. Specialists' Quarters human seated on a wooden stool bend-
Elite goblin guards (13):AC 5; MV 6"; This area houses the various specialists ing over a large wooden table. The stran-
HD 1 +l;hp 8 each; #AT 1or 2 with ger appears to be pouring fluid from one
Markessa employs to help run this opera-
bow; D 1-6 flask into another. The stranger turns
tion. Two goblins stand guard outside the
Owlbears: AC 5; MV 12"; HD 5 + 2; hp 27, main door to this area. They are armed with
around to look at you.
25; #AT 3: D 1-611-612-12. plus 2-16 hug military picks. One goblin carries a horn at
if either Daw hits with a score of 18 or his belt for sounding the alarm if there is The human is the alchemist Fyndax who
better trouble or they hear an alarm from else- ias been hired to assist Markessa. He is
where. armed with a dagger, but he will not fight
23. Mess Hall unless there is no other choice.
Goblins (2): AC 6; HD 1;hp 5, 4; #AT 1: Along the north wall is a bed draped with
D by weapon a satin comforter and ornamented with silk
are two long tables with rows of benches cushions. Along the east wall are several
set on either side of each. Across the 25a. Engineer's Quarters bookshelves, virtually obscuring the wall.
room is another door. The room appears Some of these volumes are well worn, while
empty. The door to this room is locked and no others have a layer of dust and a few cob-
sound is heard from beyond. webs covering them. On the south wall are
This room is the mess hall for all of the shelves containing a wide and varied assort-
goblin troops guarding the dungeon. The As the characters enter this room, they ment of flasks, tubes, decanters, tars, cans,

82
and small boxes. While some of these con- of this operation, giving names of sources of
tainers are empty, others are filled with slaves and showing how widespread the desk in the southeast corner of the room
strange herbs or fine powders. slave ring is. There is also a detailingby name is a very tall, gaunt, skeleton of a man
If the party enters through the Secret of the various posts on the slave route to the with ashen skin, sunken eyes, and bald-
door, the first thing they notice is a small but slave lords, but there is no map. Stuffed in ing head. He is rubbing his long bony
exquisite coffer that appears to be covered one of the scrolls in the rack is a key chain hands together nervously and counting
entirely with emeralds. This coffer rests on with a silver pipe whistle worth 100 gp. stacks of coins on his desk. He looks up
the floor about 2 feet from the secret door. surprisedly.
The coffer i s worthless, but has been Kyvin Trist: AC 10;Lvl 0; hp 2; #AT 1;
trapped. Anyone who touches i t will
D 1-6
This is Blackthorn, Markessa's captain of
become stuck to it and will be unable to free the guard and treasurer. He is 7 feet tall and
25e. Werewolf Quarters
himself from it or to move the coffer else- has hunched shoulders. He seems barely to
where. If a dispel magic spell is cast on the fit into his wrinkled clothes and armor.
party member stuck to the coffer or if this This room appears to be quarters for
three. There are beds, stools, and a short Upon sighting the party he will invite them
member i s wearing a ring of free action he or in, in a hollow voice, and ask them their
she can pull free. table. The room does not appear to be
well kept and there are rolls of dust and business.
Fyndax: AC 10: HD 0; hp 3: #AT 1;D 1-4 hair on the floor.
This rather cordial, ghastly looking man
25c. Bugbear Quarters This room i s the quarters for three were- is actually an ogre mage polymorphed into
wolves when in human form. These were- a human form. Blackthorn i s lawful evil and
This room contains four beds plus a table wolves use the fort as their base from which was sent by the slave lords to keep an eye on
and several stools. There are two bug- they can terrorize the countryside. They Markessa and this operation. Personally he
bears in this room. One is lounging on i s appalled by her experiments and doubts
have been hired to train the worgs to guard
his bed while the other is sitting on the the dungeon. The werewolves have an her abilities to run such a large operation,
foot of the bed sharpening a bastard agreement with Markessa to leave the but the business has remained profitable
sword. The bugbears look up as the door humanoids alone. and Blackthorn cannot see any excuse for
opens. A close examination of the floor will removing Markessa. However, he does not
reveal that the hair is wolf hair. If the were- like her and plots to eliminate her when the
These two bugbears are squad leaders for wolves have been encountered in the corri- slightest provocation presents itself. The
two squads of goblin guards. The bugbears dors and killed, the room will remain werewolves in room 25e have joined forces
attack intruders on sight while yelling to empty. If they have not been encountered, with Blackthorn and they have made any-
raise the alarm. Both have bastard swords they enter the room through the secret door one who contests his decisions quietly dis-
and the two are carrying a total of 32 gp, 19 in the northern wall two rounds after the appear.
sp, and 71 cp. This room is also the quarters party enters the room. The secret door Only Markessa knows that Blackthorn i s
of the bugbears in the torture room, area 12. an ogre mage and agrees that it i s best this
opens by pushing on one side. They will be
remain a secret to preserve her authority.
in human formand, beingsurprised, swiftly
Bugbears (2): AC 5; MV 9 " ; HD 3 +1;hp 15 If Blackthorn thinks he can persuade the
each; #AT 1;D 2-8 'surrender' and offer any information they
caninvent on the spot. They attempt tolead party to do his dirty work and eliminate
the party down the secret passage to Black- Markessa, he will tell the party that he i s
25d. Scribe's Quarters unhappy with her leadership and would be
thorn's room, saying that this is the treasure
room. At the first opportunity they shift willing to change sides, if the price were
This bedroom houses one human, seated right. If they agree, he will lead them to her
form to wolves and attack the party, with
at a small table and writing on a piece of surprise if possible. They have no weapons quarters and disappear once they confront
parchment. or armor, and they entrust their treasure to Markessa, leaving them to kill her while he
Blackthorn in room 25f. collects help to capture the party once they
This is Kyvin Trist, a lawful evil scribe have done the deed. If the party becomes
The werewolves are in cahoots with
hired to keep the accounts of the slavers' Blackthorn and act as his agents to weed out threatening, he will laugh at them, turn
operation. When the party enters he will tell invisible, and attack the next round. If the
troublemakers in the fort. When Blackthorn
them that if they've come to pick up their makes his move against Markessa they will werewolves brought the party to this room
bonuses, they must go across the hall to 25c strike to eliminate Icar. they will then change form and attack also.
(hoping that they will be CUI to bits by the This room has a desk and chair, a ward-
bugbears). He will then give the party mem- Werewolves (3): AC 5; MV 15"; HD 4 + 3 ; robe, two stools, a bed, a bookshelf, and a
bers receipts for their bonuses. If deception hp 21 each; #AT 1;D 2-8; can only be hit sandbox with hot coals in it. In the north-
doesn't work, he will topple the table on the by silver or magical weapons western corner of the room is a potted plant
party. stunning those in front of it for one hanging from a chain. Raising the potted
round, cry out for help, and fight, using a 25f. Blackthorn's Quarters plant will open the secret door in the north
short sword. wall. The plant is yellow and green and has
This room has only a simple bed and a This room appears to be both an office flowers that look like tufts of different color
scroll rack. Papers and ink are on top of the and the quarters of an officer. Seated at a hair. This plant is a present from Markessa,
table, These scrolls list the financial records a result of another experiment. If the broad

83
leaves are raised three ears and a mouth will thorn could pull back in the carts with trea- power word can only be used once per day
be discovered on its stalk. Markessa does sure being deposited, using the other rope. and the amulet must be held in the hand for
not trust Blackthorn’s motives and sent him Blackthorn will then wait a day, and assume the power word to work.
this plant to listen in on his conversations. gaseous form again and exit through the
At a command word from her it will relate shaft. 26. Goblin Barracks
to her anything of interest it might have The treasure in this room consists of the
overheard. Markessa checks once a day. following: This section is all goblin barracks. Those
There are 300 gp on the desk along with Chest #1: 6,000 cp: unlocked, no trap. goblins currently at home in their barracks
various ledgers recording the number of Chest #2: 8,000 gp; locked; If the latch is respond to any sounded alarm by donning
coins in the treasury There is also a giant their armor and grabbing their weapons
not held closed until the lid is raised, three
glaive belonging to Blackthorn. darts fire from the front of the chest causing while a runner goes to report to the bugbear
1-3 points of damage, plus save vs. Poison
squad leaders. They will be ready to
Blackthorn (ogre mage): AC 4;MV9”/15”; respond to the alarm in 12 rounds and fol-
or die.
HD 5 + 4: hp 32: #AT 1; D 1-12 low the direction of their leaders as the DM
Blackthorn has the following abilities he Chest #3: 7,000 ep; locked, no trap.
Chest # 4 9,000 sp: unlocked, no trap. sees fit.
can use at will: fly at 15”for up to 12 turns;
turn invisible; cause darkness I ”; poly- Chest #5: 3,000 pp; unlocked; If the
weight is taken off the bottom of the box 26a. Snarlers’ Barracks
morph self to humanoid forms; and regener-
ate 1 hit point per round. Once per day he without setting a safety catch in front, poi- The door to this room has a dog’s skull
can also charm person, assume gaseous son gas will fill the alcove and remain for 12 tacked to it. This is the Snarlers squad bar-
turns. racks room. The door is locked from the
form, and cast a cone of cold6” long and 2 ”
wide at its end, for 8d8 points of damage. Chest #6: Potion of oil of etherealness, inside. The Snarlers have just gotten off
clerical scroll of atonement, 5,000 gp, eight duty and most are sleeping without their
259. Treasure Room
sapphires worth 250 gp each, one ruby armor. There are 12 goblins here, Two are
worth 500 gp. The stones are uncut, and playing mumbledy-peg with a knife and the
their value can be quadrupled by a skillful hand of a third goblin who has fallen asleep
The corridor ends in a blank wall. In the jeweler. The wealth in this chest belongs to at a table. If the party alerts this room by
center of the wall is a 1 foot x 1 foot Icar, the fort commander. The chest is making too much noise, the goblins will be
square hole. This shaft runs back into the locked and trapped with a poisoned needle awake with their weapons drawn and four
wall and seems to end in a chamber. On (save vs. Poison at -3 or die). The lock itself slingers will be kneeling behind over-turned
the bottom of this shaft are two metal is complex, reducing a thief‘s chance to open beds when the party enters. The goblins
bars running parallel to each other, 6 it by 15%. have a total of 41 cp, 9 sp, and 6 gp.
inches apart, back into the shaft. A thin Coffer #1:one ruby worth 2,000 gp, 10
braided rope of metal dangles from its tourmalines worth 100 gp each, six aquama- Goblins (12): AC 10; MV 12”; HD 1; hp 4
mouth, and runs back into the shaft. each; #AT 1;D 1-6
rines worth 400 gp each, an illusionist’s
scroll of continual darkness, paralyzation,
The chamber at the end of the shaft is the 26b. Bone-crackers‘ Barracks
shadow door, and veil. Locked with three
treasury room for the goblin army. The locks which must be opened in the proper This room is barracks for the Bone-
shaft is too small for any humanoid crea- sequence (2-1-3) or the coffer will not open. crackers squad. It is empty at present as
ture, including a halfling, to crawl through. Coffer #2: Potion of longevity, potion of they are on duty.
In the treasure room is a 5-foot-long table white dragon control, philter of love, ring
set next to the shaft opening. The metal of water walking. Wizard locked by 26c. Ear-biters’ Barracks
tracks continue out of the shaft and onto the Markessa and only she, magical means, or a
table. Sitting on the table are three metal A dried ass’s ear with a chunk torn out of
9th level or higher magic-user can open it.
boxes, 1foot long, 1foot wide, and 6 inches it is tacked to this door. There is shouting
Wooden case: This mahogany wooden
tall. The boxes are connected together by and cursing coming from this room. The 12
case is locked. Inside is a crystal display jar.
metal rope and each rests on a set of metal goblins in this room are crowded around the
The jar is sealed to a pewter stand and inside
wheels fitted onto the track. The metal rope center of the room watching a two-foot-
it floats a coinlike amulet suspended in an
is attached to the front of the first box. A long lizard tied to a table leg squirm in pain,
amber fluid. The amber fluid is a small
second coil is attached to the back of the last for several darts protrude from its back and
ochre jelly which has been altered. It cannot one foot has been cut off. These horrible
box and lies on the floor. live long in open air and will die in six
Six large chests, two metal coffers, and a creatures are betting on how long it will take
rounds unless it comes in contact with a liv-
small, locked mahogany box are stacked in for the lizard to die. One goblin is teasing
ing being. Then it will cling to the flesh
the room. A small cot lies folded in one cor- two starving rats in a cage and eyeing a
doing 1-4 points of damage per round until
ner and near the cot is a barrel of iron slave who is bound and gagged and lying on
it is destroyed by fire. The victim will take
rations and a skin of wine. To deposit or one of the beds. There are 67 cp, 1 7 sp, and
full damage from any fire used as well. The
withdraw treasure, Blackthorn assumes 13 gp on the floor in front of the goblins.
amulet has a power word-pain on it.
gaseous form and passes down the shaft. All creatures within 20 feet of the user Goblins (12): AC 6: MV 6 ” ; HD 1; hp 4
Once inside the room, he changes back to must save vs. Rods when the word is each; #AT 1; D 1-6
normal form and loads the treasure needed intoned, or else suffer wracking pains for 2-
into the metal carts. Markessa can then pull 8 rounds, causing them to fight at -4 to hit,
the carts out by pulling on the rope or Black- and making their AC one class worse. The

84
27. Latrines by the cavelings and other cave-dwelling
has been drawn and in the center of the creatures as well. The DM should check
Here are a set of 12 latrines. The place is
circle i s a stone, 5 feet tall, vaguely once every two turns of travel for an
dirty, but i s periodically cleaned by a goblin
detail. resembling a woman standing, facing the encounter (1on ld10).
back wall with her left arm raised. The
28. Slave Pens hack wall has a hole torn in it, and Caves Wandering Encounters
beyond this opening is darkness. Beside (roll 1d12)
the hole is a large, muddv d e of rags. 1 Caveling (DMs creation)
This room is divided into cells of metal
bars each roofed off with crossed bars. 2 Become lost/reach a dead end
There are slaves in each cell wearing only This is the cell where Markessa places her 3 Cavebeetle(1;ACS:MV12”:HD2+2:
simple cotton garb. Most cells only unsuccessful experiments. These creatures #AT 1;D 1-6
appear to hold two to eight slaves each. have widened a crack in the northern wall 4 Pit fall (Id4 points of damage if not
I

Rising above the cells on the east wall is that leads into a series of caves and detected)
an overseers’ platform cut out of the Markessa has permitted them to live there 5 Dripping water (drinkable on a roll of 1-
as the cell is not suitable for holding market- 4 on 1d6)
stone wall.
able slaves. She calls her creations ”cavel- 6 Giant rats (2-5; AC 7; MV 12”; HD l/z;
ings” and these creatures in their madness #AT 1;D 1-3
When the party enters this room there i s a
call Markessa a god and have fashioned by 7 Giant centipedes (1-4; AC 9; MV 15”;
25% chance that they will be sighted by the
hand a crude idol of her. Only the face of HD l/4; #AT 1;D poison
overseers and several will move to investi-
this statue vaguely resembles her, but she 8 Sound is heard (DMs creation-sound
gate the visitors.
has been given a set of fangs, a serpent for a may lead the party to an encounter or to
This area is used for holding and display-
tongue, and worms for eyes. a trap)
ing slaves. Newly acquired slaves are
The pile of rags beside the cave entrance is 9 Fungus (edible on a roll of 1-2 on ld6)
brought in and fed nourishing food and
a crippled caveling known as Mouth, 10 Stone chips (might be used as tools or
given plenty of water to restore their health
because only he remembers the tongue of weapons j
and appearance after the long journey from
the outside world. Mouth has no legs, but 11 Cave spider (1-2; AC 8; MV 6”/15”;HD
their homeland. They are then sold to vari-
his arms are 4 feet long and he has two 1+1; #ATl;DlpIusPoison,saveat +2
ous slave merchants who transport the
opposable thumbs on each hand and can 12 Cave lizard (1;AC 5; MV 15”; HD 3 + 1;
slaves to different markets and sell them.
walk swiftly on his hands. Mouth will stir #AT 1; D 1-8
himself if characters approach him and ask
28a & b. Safe Cells
in a gravel voice, ”Be ye the thrice curst mes- The cavelings have formed their own
sengers? Woe to the world now!” He will society within these caverns and live in dif-
then break into a lament. Mouth is slow- ferent caves, one for each tribe. Most cavel-
filled with slaves. The slaves appear list- witted and will not offer any real informa- ings are insane and any children they have
less and apathetic. tion, but will spit on each character as he or had, they have raised insane. Since most of
she enters the caves. Mouth i s the warning the cavelings come from lawful races, they
These cells hold slaves who have already system for the cavelings that intruders are have reorganized themselves as one people
been purchased by slave merchants. They about. He sounds the warning with a loud where it is normal to be insane.
have regained their healthy appearance and hooting. Each caveling tribe selves a purpose in the
have spent 24 hours in the cloaker’s room on The cavelings have managed to loosen community. There is the tribe of Leaders,
the fort level to make them docile and easy one of the bars to cell 28b and can slide it who help decide how new arrivals should be
to manage on the trip to the market. The aside to enter the safe cell. Periodically, they treated and direct the activities of the oth-
slaves remain mind-numb for one week. will sneak out of their caves and steal one of ers. There is the tribe of Warriors who prac-
a. This cell contains eight women, seven the slaves to carry back into the cave to eat. tice mock combats and are supposed to
men, three male elves, and two dwarves defend the cavelings from slavers and go on
who have had their beards shaved off. Mouth: AC 9 ; MV 9”; HD 1;hp 5; #AT nil
raids to the safe cell (28b). The Workers
b. This cell holds six women, 10 men, two build things and gather fungus, water and
halfling males, one halfling female, and a The Caves
small insects. The Hunters hunt cave beet-
half-orc. The halfling female is deaf and was les, spiders, and the feared cave lizard. And
unaffected by the cloaker but is playing Here is a series of caves and winding tun-
the Thinkers are teachers and priests and
dumb. She witnessed the cavelings stealing nels. They are pitch black and the air is help doctor wounded cavelings and make
a girl and will inform the adventurers if they cool and damp.
cavelings out of the children.
find a way to communicate with her. Insanity is also on a tribal basis with the
There is no light throughout these caves affliction helping to determine which tribe a
28c. Caveling Temple and characters without infravision or a light caveling will become a member of. For
source will fight at -4 to hit. The caves and example: Warriors might be homicidal
tunnels meander and form a labyrinth. maniacs, while Leaders might be suffering
to it, but there are no slaves in it. Instead There are stone ledges, stalagmites forming from megalomania. The DM should select
in the center of the floor a white circle pillars, and trickles of mineral water form- the insanities and will find details in the
ing slick patches. These caves are inhabited Dungeon Masters Guide, pages 83-84.

85
1’

The bodies of the cavelings are horribly 11. Hunters’ Cave: In this cave live 1 2 the party can somehow prove they are the
twisted and distorted as a result of Markes- hunters. They are grunting and hooting as messengers, it is likely that they can lead a
sa’s ”improvements” and they are not recog- they attack two cave beetles they have caveling revolt against the slavers.
nizable as their original race. The DM herded back to the cave. The chief Hunter is
should determine how a specific caveling Raker. Raker has three legs set in a tripod Whisper: AC 10: MV 12”; HD 2: #AT 2:
has been modified. Some of the changes are pattern. He also has four 2-foot-long spines D 1-3 each
useful, such as the ability to climb walls, on the back of both arms.
infravision, clawed hands, and so forth. 28d-u. Slave Cells
while others are only grotesque. Raker: AC 8 due to Dexterity; MV 15“;
HD 2; hp 9; #AT 1:D 1-4 with the spines The slaves in these cells have not yet had
Communication with cavelings will be their spirits broken. They are afraid, but
difficult, because their language consists of on one arm
can be talked into revolt and escape. One-
guttural grunts and shrieks. 111. Thinkers’ Cave: There are nine think- fourth of the slaves can fight. She rest of the
When cavelings are first encountered they ers in this cave. There is also one warrior slaves are either too young, too old, or
will be curious, but cautious. If the cavel- and the caveling ruler herself. They are haven’t the inclination, skill or knowledge
ings’ reaction is friendly they will try to probing and poking a terrified girl with for fighting. The slaves are of assorted age,
amuse the newcomers with songs, dances, blonde hair. The caveling ruler suffers from race and sex. Some of the slaves’ personali-
tricks, and by throwing gifts of fungus or the delusion that she is the living form of ties are described below and the DM may
smooth stones at them. These actions may Markessa and is called the Inner Markessa. use them as models for other slaves.
appear hostile to the party, but if no hostile She hates all intruders and fears they want
action is taken in return, the party will be to take her power away. This girl looks too Slaves: AC 10; MV 9 ” ; LVL 0; hp 4 each;
deemed friendly and the cavelings will grab much like Markessa to her and she wants #AT 1: D by weapon or 1
the hands of the characters and drag them to her destroyed as a false god. The Thinkers
the Leaders’ cave. are examining this demand. Inner Markessa d. Three women, one of whom is bald.
e. Five elves, one a pregnant woman.
If the Leaders determine the characters has only three fingers on each hand, long
are not the Messengers of Light they await, thin legs, and fangs. She is wearing a breast- f. Six men. One is pot-bellied and gray.
they welcome them as fellow cavelings and plate made of stoneplates. Jabber, her lover, He is a merchant who will gladly pay a
set a feast of fungus, puffballs, spider meat, has a mouth 6 inches wide with a froglike ransom of 300 pp if returned to his
dried roaches, and fermented beetle juice. tongue, and is missing one hand which has home in the southwest. He cares only
The beetle juice is very intoxicating and been replaced by a bony, spearlike growth. for himself and his own well-being,
characters imbibing must save vs. Poison or g. Eight children: three are elven, four are
Inner Markessa: AC 6: MV 12”; HD 2: hu 7; human, and one is a halfling. One fair-
become drunk and slow-witted. Drunk
#AT 1;D 1-2 bite haired boy, who is looking after one of
characters fight at -2 to hit and damage.
Jabber: AC 10: MV 12”: HD 3: hu 18: the smaller children, is the nephew of a
There will be much dancing and hooting
#AT 1: D 1-6 duke in the north.
and then the Thinkers will be sent for to
make the newcomers into cavelings. To IV Warriors‘ Cave: There are five war- h. Six women, all human and strong
make a caveling the Thinkers attempt to riors in this room, while six more are out workers.
surgically alter the form of the character. A i. Three halflings and a gnome who has
with the workers protecting them from
character must make a system shock roll to harm. Snatcher IS the head warrior and has been badly beaten.
survive the completed operation. four arms. However, one of the extra arms j. Seven men. One claims to own land in
a northern province and says that if he
is withered and useless. These warriors are
Typical caveling: AC 10; MV 12”; HD 1,2 is returned he will pay each as much
making stone clubs by chipping and shaping
or 3; #AT 1;D rock 3-4 or stone club 3-8 treasure as they can carry. The man is a
broken stalactites.
bandit chieftain.
I. Workers’ Cave: In this cave live 23 Snatcher: AC 9 due to Dexterity; MV 9 ” ; k. Two very powerful, nasty looking
workers. At present only four workers are HD 3; hp 20; #AT 2; D 3-8 each men.
in the cave. Two have large ears and no
V. Leaders’ Cave: There are four leaders
1. Three women and four human chil-
eyes. Another has squat arms and legs, and dren.
all sitting around in this cave. Though all
prehensile toes and can climb walls well. m. Five men and one male halfling. One of
consider themselves leader, they all accept
She fourth caveling is known as the Rat the men is looking to win the favor of
Whisper as their spokesman. Whisper has
Master and he has infravision, thin clawed the overseers and will call out to them
an enlarged head, a small sphincter-like
hands, whiskers, and long bare tail. The Rat about any rescue attempts.
mouth and tentacles with suckers instead of
Master can talk to rats and command them n. Three dwarves tied back to back in the
arms. Whisper speaks in barely audible
to go out and forage for him. This has center of the cell.
whispers but can communicate with any
gained him much prestige with the cavel- 0 . Eight halflings, three are female.
creature telepathically.
ings. He is talking to three giant rats at p. Four men all middle-aged.
If outsiders are brought before them the
present. He has a rusty dagger. q. Ten children, mostly teenaged girls.
leaders ask a series of rambling questions
r. Six elves, two are children.
Rat master: AC 9 due to Dexterity; MV 12”; through Whisper. There is a caveling legend
s. Three men and a woman. The woman
HD 1;hp 5; #AT 1;D 1-4 that states that the gods will one day send
is desperate to survive and return home
Giantrats:AC7:MV12”;HD‘h; #AT1; D Messengers of Light to destroy the evil
and is prepared to do whatever is nec-
1-3 Outer Markessa and lead the cavelings back
essary to reach that goal.
to the “Bright Place,” the surface world. If

86
t. One lithe, limber-looking man is sit- 30. Markessa’s Chambers 31. Bodyguards Exercise Room
ting, bound, in the center of the cell. In
fact, he is a 1st level monk. The entrance to this corridor is guarded
by two gnolls. They are fiercely loyal to This room appears to be a fighter’s prac-
u. One man and three women; all look tice room, with weapons hung on the
Markessa and will fight as 4-hit-dice mon-
very barbaric. wall, a quintain and practice dummies of
sters. If attacked they sound the alarm by
striking a brass b b e hanging on the north straw. There is a tall, slender, muscular
28v. Overseers’ Office elf in padded leather armor and shield
wall and then fight till help arrives.
Stairs lead up to this platform. There are working out on the quintain. He is mak-
Gnolls ( 2 ) :AC 2; MV 9”; HD 2; hp 16 each; ing lightning quick blows and then duck-
seven overseers. Five are hobgoblins and
I #AT 1; D 1-10 with halberd ing under the swinging arm as it comes
~ two are gnolls. The overseers are responsi-
~ ble for the care and feeding of the slaves around.
3Oa. Markessa’s Double’s
’ until sold.
The keys to the rows of cells are hung on
Chamber This elf is another experiment of Markes-
three different pegs on the west wall. The ~

sa’s. He used to be ugly and weak, but she


overseers have been drinking wine from a You see a female elf with ivory skin, designed him to be her personal bodyguard
’ cask and swapping tales. They will investi-
~

golden hair, and amber colored eyes. She and lover. He still bears scars from the oper-
gate any trouble on the floor. Each carries 2- is wearing studded leather armor and ation on the back of his neck. He was sup-
12 gp and there is a 25% chance for each carrying a short sword and throwing posed to be brainwashed to fall in love with
’ that he has a gem worth 100 gp. darts. She is seated at a work table writ- Markessa, but instead he has fallen in love
ing on a length of parchment. with her double. The bodyguard is the only
Hobgoblin overseers: AC 5 ; MV 9 ”; one besides Icar who can distinguish
ci HD 1+1;hp 9,7,6,6,5; #AT 1: D 1-8 If Markessa has escaped an encounter between the double and Markessa. If the
i / Gnolloverseers: AC5; MV?”; HD2; hp15, with the party they will believe that this elf party is harming the double he will attack in
~12; #AT I; D 2-8 is Markessa, since the elf looks exactly like fury, but if she tells him they are helping her
her. Actually she is one of Markessa’s more to escape, there is a 50% chance that the
’ 29. Witch Doctor’s Quarters successful experiments, a double who has bodyguard will help the party. The elf fights
been surgically and magically altered to as a 6th level fighter and if he has advance
This room is filled with a blue haze and look like Markessa, then brainwashed to warning of the party’s arrival, he will don
the pungent odor of incense. The walls obey Markessa’s commands. The elf is a 2d his plate mail armor and shield and will be
are covered with black drapes and a bra- level fighter/Zd level magic user. She usu- AC 0.
zier with hot coals stands in the center of ally assists Markessa in her dealings with On the wall of this room are a rack of six
the room, There is an ornate chair before the slave merchants. throwing knives, two wooden shields, two
the brazier. A cot with furs thrown The experiment was not a complete suc- polearms with wooden heads, and a goose
across it and two low tables covered with cess. The elf has not been completely brain- down mattress for exercise sessions with
herbs and paraphernalia are all else that washed. A spark of rebellion still flickers. Markessa. The quintain is a revolving cross-
is in this room. The room has no occu- When the party confronts the elf, there is an piece on a post. On one end of the crosspiece
pants. 80% chance she will pretend to be Markessa is fastened a shield and a sandbag is
and act against the party trying to lead them attached to theotherend. Striking theshield
~
This is the room of Guliyet, a female gob- into a trap; and a 20% chance she will tell will cause the sandbag to swing around.
lin witch doctor and Markessa’s assistant. If the party the story of her ordeal and beg
Markessa’s bodyguard: AC 5; MV 9”:
the witch doctor has already been encoun- them to help her escape.
hp 21; #AT 2; D 4-11; +2 to hit; S 18, I
tered as a wandering monster and slain, the A full length mirror stands against the
10, W 9, D 16, Con 12, Cha 17
room will remain empty. Otherwise,
~ western wall and a painting of Markessa
Guliyet will return to her quarters in three hangs on the eastern wall. Behind the mirror
32. Bodyguards Quarters

turns. is a secret door opened by knocking twice
Beside the ornate chair is a box of white on the wall to the right of the door. The wall
powdered incense. The witch doctor often is worn at this spot, The picture on the wall This room is simple and austere. There is
:I sits in this chair, burning incense and medi- has the powers of a wizard eye spell so that a cot, a table with food and a flask of
!i tating. In the seat of the chair is a false com- Markessa can view what is going on in the wine on it, and a stool. There is no one
I partment. This compartment may only be chamber if she is in her room. Characters

opened by sitting in the chair and bending may get an uneasy feeling of being watched.
This is the bodyguards quarters. There is
over and pressing a stud on each chair leg. The wardrobe on the south wall also con-
Within the compartment is a velvet pouch. ceals a secret door which is opened by pull- nothing of value here. Beneath his pillow is
, 1t holds three pieces of jade worth 60 gp each ing down a peg in the back of the wardrobe. a lock of golden hair, and on the table is a
and a necklace of garnet and electrum worth However, this door is wizard locked and pewter eating dagger.
1,300 gp. The tables contain various items only Markessa or a magic-user of 9th or
, for xrying and fortune telling. higher level may open it.
Markessa’s double (2d level F/2d level MU):
AC 7: MV 9 ” : hD 8: #AT 1: D 1-6
Spells: magic missile, shield

87
3 3 . Minotaur’s Room This is Markessa’s spell room and most of The mirror or the dresser will, upon corn-
the bins and shelves are filled with materials mand, show what is occurring in room 30 as
This room is musty and foul smelling. necessary to spell research and magical seen by the painting there. The blanket
The floor is littered with old bones and a experimentation. Some of the items in the chest holds two down-filled pillows and a
plank of wood lies just in front of the bins are parchment, pens carved from exotic fur cover worth 300 gp.
door. In one corner of the room is a pile materials, and rare inks, paints, powdered Embedded into the south wall behind the
of leaves. The room appears to be empty. metals, string, brass hammers and plates, bed curtains is a wall safe. The safe has a
There i s a door on the opposite side. and other magical equipment, Most of the poison needle trap in the lock. Inside the
baskets are filled with straw to protect their safe is a metal box containing a gold and
This is the lair of a minotaur. He has contents. ruby necklace worth 1,400 gp, a matching
propped a plank of wood at each door If anyone steps inside the pentagram the pair of earrings worth 600 gp, and a stickpin
which will fall if anyone tries to force the candles burst aflame and the person will fall with the leering face of a gargoyle with two
doors. This warns him and he will step into a slumber from which he or she may ruby eyes worth 75 gp. When the head of
behind the door to await the party’s only be roused if he or she is taken from the the stickpin i s pressed a drop of very toxic
entrance, then he will attack with surprise. pentagram. The amulet is electrum, and poison will form at its tip (save vs. Poison at
The minotaur is Markessa’s special guard contains a protection from good spell which -4 or die, if pricked). There is also a velvet
and he will attack on sight anyone not may be activated for three turns once a day purse holding 50 pp and three sapphires
accompanied by Markessa or her double. by speaking the command word. The amu- worth 150 gp each.
He guards a secret door in the east wall let will remain stuck to the floor until some- Hidden behind a secret panel (treat as a
which leads to Markessa’s spell room. one enters the pentagram. secret door) in the back of the safe are
Markessa rewards him with a steady supply Beneath a false bottom in the third bin is Markessa’s 1st and 2d level spell books. The
of slaves to eat. The secret door is described Markessa’s 3d level spell book. The first first contains the spells magic missile, pro-
in section C. page is trapped with explosive runes. The tection from good, and shocking grasp. The
book has the spell lightning bolt in it. All of second contains scare, wizard lock and
Minotaur: AC 5; MV 12”; HD 6+3; hp 30; the items in this room are worth a total of darkness 15’radius.
#AT 1or 2; D 2-8/1-4 or morning 1,300 gp, though it would require several Behind the fireplace on the east wall is a
star 4-10 mules to carry the stuff. secret door opened by adjusting the flue
with a poker. When the secret door is
C. Secret Doors 35. Markessa’s Private Chambers opened the wooden chandelier on the ceiling
These three secret doors are protected by will come crashing to the floor to distract
glyphs of warding and wizard locks. They This room is a luxurious bed chamber, attention. The fireplace will then swing out
will open only to Markessa or a 9th level or richly outfitted with costly furniture, into the room revealing the secret passage
higher magic-user if they speak aloud the expensive tapestries, and brightly col- beyond it. This is Markessa‘s escape tunnel
name of the glyph. The glyph on spell room ored carpets. There is a curtained alcove if she i s pursued to her chambers.
34 is death, and the first character to open in the southwestern corner of this room,
this door without speaking its name must draped with white velvet. There is a 36. Escape Tunnel
save vs. Death Ray or die. The glyph on the canopied bed, a blanket chest at the foot
north door to room 35 is terror, and the first of the bed, a wardrobe, two ornate The door opens to reveal a 5-foot-wide
character to open this door without speak- chairs, and three small tables, one hold- tunnel running to the south and out of
ing i t s name must save vs. Spells, or scream ing a basin and pitcher for washing. siaht.
and flee in terror, beating past his or her There is also a small fireplace. _____~ ~

comrades to escape. The character will be This escape tunnel is trapped with a cov-
totally unwilling to go through the door. This is Markessak private quarters. If she ered pit. The trapdoor i s 20 feet long and
The glyph on the west door to room 35 i s has escaped from room 22 and is still alive will fall open once someone runs across it.
frost, and the first character to open the she will be sitting in the curtained alcove in The cover however, has a safety catch on it
door without speaking its name will be front of a dresser with a mirror, combing her and is normally safe to walk across. If
blasted by cold for 20 points of damage. If a hair or bandaging her wounds. She will be Markessa is pursued down this corridor, she
Save vs. Spells is made the character will armed and armored as given in area 19. Note will step on a stone trigger on the south side
only take half damage. that she will not have available any thrown of the pit, activating the trap once she has
darts, and will not have rememorized any crossed it. Any character stepping on the
34. Narkessa’s Spell Room spells used. Markessa has a wand of magic trap should roll a d6. On a roll of 1-3 the
missiles with 12 charges left in i t on the character will fall; on a roll of 4-5the char-
This room contains shelves filled with dresser and there is a pinch of dust of disap- acter will manage to catch hold of the edge
alchemical and surgical equipment and pearance on her powder puff. If the party and hang on. Hanging individuals must be
dozens of closed bins. A pentagram is attacks her she will use the dust of disappear- rescued in 1-3 rounds or they too will fall.
pajnted on the floor of the room in red. ance to turn invisible and attack with her On a roll of 6 the character managed to leap
White candles stand in candleholders at wand. Attacking while invisible from dust of to safety.
each of its five points; they are unlit. In the disappearancewill not cancel her invisibility. Those characters who fall take 2-12
center of the pentagram is a gold amulet. She will then move to the fireplace and flee points of damage, and fall 40 feet into an
out the secret entrance. underground river (the river cushions their

88
fall). tims will be carried out of sight in 38. Under >U d Cavern Equipmei chain I +1, short sword
less t Ln one round by the swift flowing cur- + I . two poisonr velins (save vs. Poi-
rent. 'haracters may swim, but partymem- The tunnel opens into a large natural son or die)
bers n metallic armor (chain, plate, cavern. In the southeast corner of the Spells (all drow): dancing lights, darkness,
ban' 1, etc.) have a 25% chance of drown- cavern are a number of black-skinned faerie fire
ing; aracters in leather armor have a 10% elves leading slaves who are carrying
chance of drowning, while characters in no packs. 39. Exit
armor or magical armor have 5 % chance of
drowning. Any one who survives will be This cavern serves as a trading station for
carried out of the dungeon with the river, drow (black elf) caravans that trade with far side, through which a cool breeze
emerging in a lake within sight of a cave the hill fort. The drow caravans come from blows. The room is occupied by several
which is the tunnel exit from the dungeon. deeper inside the earth. hobgoblins standing about a small camp-
All the weapons and armor carried by the fire by the entrance to the cave.
37. Exit Tunnel Drow are of special manufacture and do not
radiate magic. If exposed to sunlight they These seven hobgoblins guard the cave
lose their magical properties immediately against discovery, even though it is well
high. It is very long, almost 400 yards, and corrode within two weeks. camouflaged outside and is in a hidden dell.
and runs out into the hills nearly a quar- The hobgoblins are armed with polearms
ter of a mile away from the fort. At vary- Merchant (4th level F/4th level C): AC 1;
and are bored. If Markessa has fled this way
MV 12"; hp 18, #AT 1or spells; D 4-9
ing intervals along the way, lit torches they are just pretending boredom to draw
have been stuck in the wall to provide a Spells: cure Iighf wounds (x2), detecf magic,
the party out, at which time they will leap
hold person, speak with animals
behind boulders and grab their bows hidden
Eriuimnent: chain mail +3, mace +2
there. Each hobgoblin has 2-12 gp.
G;a;d leader (4th level fighter): AC 1;
~ Part way down the tunnel, Markessa's MV 12": ho 21: #AT 1;D 3-8 Hobgoblins (7): AC 5; MV 9 " ; HD 1+l;
escape tunnel exits through a secret door in Equipment: chain mail +2, smallshield +l, hp 6 each; #AT 1; D 1-8
:I the west wall into this passage. The secret dagger +1, short sword +2
door looks like part of the stone wall and is
i opened by pushing up on a nearby rock out-
cropping.
~
Guards (2d level fighters): AC 3; MV 12";
hp 10 each; #AT 1;D by weapon

89
The caves
For the caravans of the slave lords, the grab. During the first day, the trail winds next morning, the trail can only be followed
next leg of the journey is one made by a few, through oaks and cottonwoods, then gradu- by those with tracking skill. Even they even-
but not all. Most stop their trek here. The ally rises into aspens and pine. The second tually lose the trail. The characters are
slaves are kept for arriving merchants and day, the trail enters into a rugged rocky somewhere in the wilderness without a trail
sold for servitude in distant lands. Only region. There are many granite outcrop- or guide to follow.
those with the most special talents and con- pings, ravines, fast-flowing streams, and
nections ever continue the journey to the switch-backed turns. Throughout the day Random Wilderness
final stronghold of the slave lords. Once the trail grows fainter and fainter. By the Encounters
there, some are kept for their skills and end of the second day, the trail frequently
knowledge while others are sold or ran- passes over rockfields and barren stretches, While the player characters are making
somed for the price they command. this leg of the journey, check for encounters
making it almost impossible to follow.
The trail from the slaver stockade is easy twice a day, once during the day and once at
That night, rain falls heavily, Everyone
to follow. NPCs in higher positions at the night. An encounter occurs if a 1-4 is rolled
andeverything is thoroughlysoaked. By the
stockade know of a trail to Suderham, on a ld10. Use the table below to determine
though none of them have ever taken it. the creature or event encountered.
They and the documents found can also Die Roll Encounter NA AC MV HD hr, #AT D AL
confirm that Dame Gold and the others 01-05 *Bugbear War Party** 30 5 9" 3+1 17 1 2-8 CE
were sent to Suderham. The player charac- Leaier 1 3 - 4 30 - 2-8+2
ters have no trouble in setting out on the 06-10 'Caravan
trail to Suderham. 11-14 *Escaped Slave 1 10 12" 1 3 1 1-6 N
15 Firbolg" 2 2 15" 13+2 60 1 3+18+10 N
Stalman Klim 16-20 *Flind Hunting Party 10 5 12" 2+3 11 1 1-6 LE
and Edralve Leader 1 3 - 3 14 - 2-8 -

20 Galeb Duhr** 1 -2 6" 9 44 2 3-18 N


Stalman Klim does little at this time. He 21-24 Giant Bat 8 8 /la" 1/2 3 1 1-2 N
quite rightly calculates that the less he fid- 25-28 Giant Ram + flock 5 6 15" 4 21 1 2-12 N
dles with events, the more successful he will 29-35 *Gnoll Hunting Party 25 5 9" 2 9 1 1-8 CE
be. At the slaver's stockade, he arranges for Leader 1 4 - 3 13 - 1-8+1 -
one additional letter to be planted among 36-39 *Gnoll War Party 50 5 9" 2 12 1 1-8 CE
those already there. If the player characters Leader" 2 3 - 4 20 - 1-10 -
recover any documents, his plant is among 40-41 *Goblin War Party 60 6 6" 1-1 3 1 1-6 LE
them. It is apparently the only one with any Leader 4 5 - 1 5 - 1-8 -
unique information - all the others record 43-46 "Hill Giant** 4 4 12" 8+2 43 1 2-16 CE
mundane transactions of the slave business. 47-50 'Hobeoblin Raiders 50 5 9" 1+1 7 1 1-8 LE
The note reads: Leader* * 4 4 - 2 11 - 1-8 +2 -
51-54 *Suderham Hunters 6 8 12" 1 6 1 1-6 NE
It is agreed that old Klim has grown soft- 55-56 *Kobold Spies 2 7 6" 1/2 2 1 1-4 LE
hearted. I shall look forward to having 57 Mountain Giant** 2 4 12" 12 60 1 4-40 CN
you sit on the Inner Council with me. 58-61 Norker Raiders 12 3 9" 1+2 7 2 1-3/1-6 CE
There will soon be many openings. It is 62-67 Ogre Magi" 2 4 9/15 5+2 31 1 1-12 LE
imperative that the operations fail at the 68-75 Ogres 8 5 9" 4+1 22 1 1-10 CE
hands of the outsiders. Others will be 76-80 'OK Raiders 100 6 9" 1 6 1 1-8 LE
blamed. I must be able to move the base Leader** 10 4 - 3 16 - 1-8+2 -
as 1 choose. 81-84 Owlbear" 5 5 12" 5+2 27 3 1-6x2 N
2-12
85-88 'Stone Giant"* 3 0 12" 9+2 43 1 3-18 N
T h e Trail 89-96 Troll Raiders" 10 4 12" 6+6 33 3 5-8x2
2-12
CE
At the outset, the caravans' route is clear: Giant Troll Leader." 1 4 12" 8 40 1 2-16 CE
it goes higher and higher into the Drachens- 97-100 *Verbeeg" 8 4 18" 5+5 27 2 1-10 + 4 N
* See the text below. * * This creature has special abilities.
90
Caravan: The player characters sight a they return to their own lands. there. a steep and winding trail that
merchant caravan one half mile away. This Stone giant: These fellows have left their switches up the side of the mountain. It is
caravan is either a slave trader (70%) or an caverns to investigate dark whispers of well-camouflagued, making it almost
outfitter (30%). Slave traders are traveling things disturbing. They fear their safety impossible to find without proper direc-
t o o r from Suderham (randomly may be endangered by coming events, They tions. Near the top there is a small gap in the
determined). Outfitters are renegades have only just become worried and have no cliff walls, anarrow defile through which all
carrying weapons and other supplies to the details. Upon encountering the player caravans pass. This entrance is carefully
non-human tribes of the Drachensgrab and characters, they are aloof, cautious, and guarded at all times.
Pomarj. Both are heavily guarded with suspicious. They do not attack, nor do they The second entrance is only known to a
60-120 guards. In addition there are 11-20 assist. If addressed, their leader delivers the few besides the slave lords. It is a dangerous
merchants and wagon (or mule) loads. If a following warning. and seldom used series of tunnels that pass
slave caravan is returning from Suderham, "Manlings, be warned. I am Grazzcyk, under the base of the crater wall and rise
~ there are four to 12 slavespresent. None are speaker for the Brotherhood of Granite. onto the island at the heart of the crater. It
those the player characters are searching Forces are moving today and beyond. Fear forms a type of emergency exit for the slave
for. The caravan is led by a hand of NPCs: a what will come. We will mind our women lords and their confidants. As such, it is
I fighter of 8th to 10th level; and a cleric or and children. You are wise to do the same. filled with guardian monsters and other
magic-user of 7th level. Slave caravans Someday our people will meet again: dangers to discourage the curious.
~ know the route to enter the Valley of Suderham hunters: This is a small party If the player characters are wandering
~ Suderham, but they do not freely tell the of men out of theValley of Suderham. They through the area lost, there is a 5 % chance
player characters. All caravans are hostile have no desire to fight the player characters per day they accidentally stumble upon the
and suspicious of human strangers and and avoid them if at all possible. They know trail entrance. However it is much more
automatically consider elves and dwarves the way into the Valley of Suderham and likely they will find the secret entrance first.
to be enemies. can easily be convinced to talk. Stalman Klim, in his plan to discredit
/I
11
Guards (0 level humans): AC 6: hp 4;
#AT 1;D 1-8; AL N
War party: These are large bands of
warriors bent on a specific mission. The
Edralve, wants the characters to slip into the
valley unnoticed. Thus, he has sent his
player characters first encounter one to six agents to secretly assist the player charac-
Escaped slave: This poor soul (male or scouts sent out ahead of the band. These ters. One morning the characters awaken
female) has escaped from a slave caravan. scouts avoid combat and report the and find an unusual sight not far from their
The slave naturally flees from the presence of the player characters to the camp. An arrow, carefully made from loose
characters. If convinced the player main body. If the scouts do not return, the stones, points into the wilderness. This
characters are friends, the slave points the main body expects combat and advances arrow was not there the night before. It
characters in the general direction of the accordingly. If the scouts report that the points in the direction of the Secret entrance.
' Valley of Suderham. characters are moving ahead of the war If the characters follow the arrow, they find
Hill giant: These fellows are returning party, the characters will be attacked to others guiding their way. If they do not fol-
from a mission to Suderham, acting as prevent them from spreading an alarm. If low, they find a similar arrow each morn-
emissaries from their people. They aTe the player characters are behind the main ing. The final arrow points directly to the
assisting the slave lords (and those behind body, a rearguard (1/4 the war party) will cave openings through the crater wall.
them) in their endeavors as explained in be assigned to watch their movements and There are no tracks to indicate whether any
Queen of the Spiders. They know the route attack them if they become threatening. of these entrances have been used recently.
,) to Suderham but do not talk. Documents Verbeeg: These gigantic fellows have
i, carried say, "The great plan is underway, been attracted to the area of the Cave Encounters
mistress. Edralve," Drachensgrah by the rich opportunities for
,, Hunting party: The members of the mercenary work. They are not amazingly The following encounter table is used if the
brilliant; clever player characters can player characters enter the caves of the
I hunting party are fanned out over an area,
11 thus the player characters only see a small pretend to be human mercenaries with the secret entrance. Encounters occur on a one
in eight chance (d8); check each turn. If an
,' part of the group at first. The remaining same mission. The verbeeg only know that
' members circle around the player rumors of something big have been floating encounter occurs, roll percentage dice to
characters. Hunting parties have no around the area. determine the type of monster encountered,
particular desire to fight, but certainly will d % roll Encounter
I if they must. Entering the 01-25 2-8 Bugbears
Kobold spies: These little creatures Valley of Suderham 26-50 2-8 Gnolls
attempt to flee as soon as they are sighted. 51-60 1Leprechaun
They work for the slave lords, both as pets Suderham, the city of the slave lords, is
61-70 1-2 Leucrottas
' and useful servants. They report the hidden away in the crater-bowl of a dor-
71-80 1-4 Ogres
movements of the player characters to the mant volcano. It cannot be seen by normal
81-90 1-2 Giant Spiders
' gatekeepers.
-
slave lords. allow in^ them to warn the travelers, screened as it is by the high wall of
the peak. The characters must discover an
91-00 1-4 Wights

Raiders: These are bands of humanoids entrance into the valley.


bent solely on destruction. They attack There are two known entrances to
, anything or anyone they sight, without Suderham. One is the common entrance,
regard for numbers. If forced to retreat, used by virtually all who live and visit

91

il -
potions) may break. Use the appropriate gp and a scroll case. In the scroll case is what
T h e C a v e s of save vs. Fall, with penalties for height can- appears to be a very thick piece of blank
celled by the soft impact surface. For exam- paper, actually two pieces of paper glued
Drachensgrab ple, a ceramic oil flask will save on a roll of together with a third piece in between. The
A. Blind cave 11or better. inner piece of paper can be discovered sim-
ply by peeling the other two pieces apart or
This cave ends after 100 feet. Piles of Those sliding down the mountain of salt by cutting them. It cannot he found by gaz-
gnawed, yellow bones and other refuse pass through a large natural chute, ing through the paper at a light source. The
litter the cave floor near the far wall. which has strange luminous fungus concealed paper is a map of this room (or
growing on the walls. one identical to it) with the southernmost
The cavern and the salt remain from hallway on the west wall marked with an
The cave is empty and inconsequential.
thousands of years ago when a subterra- "x." The ranger can tell that this exit is the
There is nothing of value and no exit other
nean river wended its way through here. most heavily traveled if she spends at least
than the cave mouth.
The combination of the fungal spores one turn looking for tracks.
B. Entry tunnels and the salt acts as a slow spell lasting Gnolls: AC 5; leader 4; MV 9";HD 2; hp 14,
five turns. Neutralize poison or dispel leader 16; #AT 1;D crossbow 1-4, sword
The caves are winding and natural, magiccounter itseffects. Salt taken from 1-8,leader 2-9
twisting deeper and deeper into the cliffs. the slide area is normal salt with no spe-
They eventually come together in a large cial properties. It only has slowing prop- 3. The piercer cavern
erties when crystals are touched and the
square room, 50 feet on a side and 10 feet
high. The room is dusty and dirty, and in spores are inhaled. The corridor widens into a rough hewn,
the northwest corner are two 10-foot Any character who does not contact approximately octagonal natural cavern
the salt or breathe the spores is not lit by luminous fungus. The exact size of
long by 2-foot wide strips of bark or
slowed; for example, those using a fly the roum is difficult to determine because
hidelike material which give off an odor
spell or one of the bark toboggans found of the large number of stalactitespresent.
resembling spoiled meat. There is a 10-
foot wide passageway of cut stone lead- in room B. Armor or clothing does not Directly opposite the entry, 110 feet
negate the salt's effects. However, if a away, is a door of iron-banded wood.
ing out of the center of the south wall.
character attempts to slide down on a
large shield he or she has only a 40%
If the two pieces of hide are examine The door is false; the real exit is behind a
chance (minus his or her dexterity) of
closely. they appear to be strong and flexi- boulder against the south wall. This exit is
being slowed. Descent takes one round if easily seen from the false door. The cavern
ble. Also, the undersides of the strips are tumbling, sliding, flying, or levitating; it
scored deeply, and crystals of a saltlike sub- is inhabited by piercers of the largest size.
takes two rounds for a controlled descent There are a total of 30 piercers. and they
stance are in the grooves. This material is
using ropes. cannot be detected by infravision. (Should
perfectly normal salt from the slide (area 1).
the party specifically state they are looking
A l . The salt slide 2. Guardroom for piercers, there is a 5% chance per char-
acter per round that the slight movement in
The rough-hewn north passage ends in a Tumbling quickly out of the salt slide, the ceiling is noticed.)
dimly seen door. As the party you find yourself in a 70-foot by 50-foot The piercers do not react to torches or
approaches within 40 feet of the door, by 20-foot room with many exits. Stand- noise alone, but if apyrotechnicsor burning
the floor suddenly drops out from under ing in a semicircle around the slide are 10 hands is cast one to four of the creatures
the lead characters! They land on a great gnolls, aiming crossbows and armed drop. A fireball or wall of fire causes three
pile of salt and begin to slide rapidly with longswords. They fire their cross- to 12 to drop and clears a safe path across
down into the darkness. the room. However, piercers do move, so a
safe path cannot be cleared for longer than
one round. Shields should be taken into
Up to the first two ranks of the party falls The 10 gnolls all fire their crossbows for
through the floor. The floor section snaps one round (remember that the party is prob- account for armor class if held overhead,
shut after one round unless it is held or ably slowedat this point). They concentrate but will not give immunity to attack.
spiked open. All those who fall drop 15 feet their fire on spellcasters. Then, three of the Each round that someone is in the indi-
cated area two piercers fall from the ceiling.
and take one to six points of damage. This gnolls and the leader draw swords and
trap can be found by searching for traps or defend the remaining six, who continue to If more than one person is in the area, deter-
mine randomly who is struck. If offensive
by magical means and can be sprung safely fire crossbows. When two or more gnolls
are killed, the remainder all melee with measures are taken against the piercers, the
if discovered. The door at the end of the
hallway is false. swords, concentrating on one or two char- piercers launch a mass attack of at least one
acters at a time. Retreat up the slide is not piercer per person in the area.
There is a 20% chance that a character
falling through the trap drops one or more possible unless a fly or levitation spell is Piercers: AC 3; MV 1": HD 4; hp 30 each;
items (one to two) that are in hand. Any used. #AT 1;D 4-24
object dropped into the salt mountain has a Each gnoll has six gp and two ep. One
75% chance of being lost forever. In addi- gnoll (the leader) has a gold amulet worth 50
tion, fragile items (like flasks of oil or

92
4. Hyenadon feeding time without touching the bridg door triggers the floor to fold back
ing (by flying, for example) sutters no dam- against the walls, dropping anyone in the
age, but all metal on his or her body is room (except anyone holding on to the
strongly "magnetized for five turns; a rope) 10 feet down into a pool of clear liq-
drawn sword will attach itself to metal uid. The pool is filled to the depth of 1foot
armor or shield, and so on. This i s not true with acid, causing one to eight points of
magnetism, so even non-ferrous metals are damage per round. The fall does one to six
affected. points of damage (so the initial damage will
The white goo is 10 feet deep; the I be d6 plus d8 points!. Characters who
are caused by air being forced throi escape the pool continue to take one point
thick liquid. An unencumbered character of damage each round until they remove the
can swim through the goo with great effort. acid from their skin and clothing with
(Swimming is so difficult that a character water, wine, or some similar material. This
who swims the entire length of the room will takes only one round.
take one to four points of damage from Any unprepared character who pulled the
severe overexertion.) However, the curtain rope (or who was holding the rope when the
of fire does not effect characters below the floor fell) may hang onto the rope by rolling
surface of the goo. A character who walks his or her Strength or less on a d2O. A char-
across the bottom of the room will discover acter who succeeds may swing hack and
that the goo can be breathed without diffi- forth and reach the door on either side of the
culty and that any taken into the body is room. A character who fails drops into the
harmlessly absorbed. The goo hides any acid, leaving the rope hanging in the center
character in it from the rest of the party. of the room. (If this happens, the characters
Any character walking across the floor of may fly or levitate to the rope, try to snag it
the room has a 15%chance to bump into the with several long items tied together, or
sheathed Sword OF Lyons suspended in the attempt to leap to it.) Leaping has a chance
goo. This legendary invisible short sword is of success equal to the character's Strength
+I (AL CG). While it issheathed, itswearer plus Dexterity plus 40%. Success means
I/The passageway enters a 30-foot wide,
70-foot long, 20-foot high room. Stone
is invisible (as the spell invisibility) until he
or she attacks. When the sword is drawn the
that the character has caught the rope and
can swing back and forth to either door.
, steps descend into a pool of white, bub- invisibility ends, but the sword itself is Failure means the character has fallen into
bling, translucent goo and emerge from always invisible. The sword was dumped the acid and is stunned for two rounds. The
the muck at the other end. A 1-foot wide here by order of the slave lords, in hopes acid cannot be gathered or transported
' stone bridge arches some 5 feet above the that it would never he found. unless the characters have special containers
pool crossing all the way to the other end A character who wears the ring of free - clay pottery or glass vials
of the room. Bisecting the room exactly action may move through the white goo
halfway across the bridge is a 30-foot with no difficulty. Party members will dis- 7 . The storoper
wide, 20-foot high, 5-foot thick wall of cover as they leave the pool that the sticky
transparent, cracklingblue fire that leaps white goo has coated their bodies and The passage enters a 40-foot by 40-foot
from wall to wall and from ceiling to the hardens as it dries. For the next five turns by 10-foot room with no visible doors.
surface of the goo. The air smells as if a the drying goo impairs fighting capability. Near the northeast corner is a man-sized
lightning bolt has struck nearby. Those so covered attack and defend at -2. statue of a cigar-shaped beast with six
At the end of the five turns the rubbery tentacles and a gaping maw in the center
The blue fire is actually a field of magic material is solid enough to peel off easily. of its body. Thestatueisabout 5 feet high
force that strikes any character who tries to The drying process cannot be speeded up by and 2 feet in diameter. The texture of the
walk through it for 16 points of electrical any means, nor can the goo be removed stone suggests a mass of rotting plant
damage (save vs. Breath Weapons for eight with water, oil, or any other solvent. matter. The base of the statue partially
points). covers a 3 foot diameter circular opening
A character who walks across the bridge 6. The hanging rope in the floor.
after first coating himself or herself with the
thick white goo suffers only half damage Hanging from the center of the ceiling of As soon as the party enters, the "statue"
(eight points or save for four points). When- this bare 50-foot by 30-foot by 20-foot (actually a storoper), suddenly shoots its
ever the electricity strikes a character for room is a thick (six-inch) rope. There are tentacles out at the lead party members. The
damage (including a thief climbing the no visible exits from this roam. first two characters hit appear to turn to
walls), a Dexterity check must be made to stone - no saving throw. The next round
see if the character falls into the goo. The There is a secret door directly opposite thiseffect wears off,hut thevictimsfight the
character must roll his or her Dexterity or the door the party enters by. It may be party to the best of their ability as long as
less on a d20 to avoid falling in; no damage detected in the normal way. The only way the storoper is alive. If the storoper is killed,
is sustained from the fall. to open the secret door is to pull firmly on the victims wander about aimlessly until the
A character crossing through the fire the rope; it always works. Opening the effect wears off (10 turns). Normal missile

93
fire will not harm the storoper. The rust monster fi: ts until slain or dis-
Otherwise, the storoper fights as a nor- with weapons) before entering. The tracted (by a large amount of iron spikes -
mal roper - each tentacle hit causes weak- room is 130 feet long, 100 feet wide, and at least seven). Note that any weapon strik-
ness (50% strength loss in 1-3 rounds). 30 to 40 feet tall. There are four rows of ing the rust monster i s subject to rust (unless
Characters hit by the tentacles are drawn to pillars, two on each side of the room, the weapon is made of wood, like the clubs
the creature's maw at 10 feet per round. with a long space between them occupied found in the storoper). The real gnolls who
Characters may break the tentacles by roll- by a large reptilian creature. The crea- are protecting Wimpell fight to the death.
ing double their Bend Bars/Lift Gates per- ture has a heavy shell and a tail that Wimpell, on the other hand, casts the fol-
centage or less. Lightning, cold and fire looks like a giant mace. At the far end of lowing spells and then flees (note that the
attacks do normal damage to the storoper. the room is a throne. Sitting there is a powerful throne doubles spell ranges but
The storoper does not attack characters tall, emaciated gnoll-like figure whose not areas of effect).
under its control. evil eyes glow amber. The creature bears
a 7-foot-long flail with three massive 1. As soon as possible (when most of the
Once the storoper is slain, it may be cut
heads. To the right of the great marble characters are fighting the rust monster)
open to reveal two wooden bludgeons, 15
pp, and five polished red garnets worth 100 throne are six tall gnolls with halberds, Wimpell uses fear, immediately follow-
gp each. One of the garnets is actually a gem and to the left are six leering ghouls. A ing with paralyzation.
loud bellow breaks from the reptile as it 2. blur on himself.
of seeing, hut this will be noted only if a
charges. 3. emotion hopelessness
character looks through it or casts a detect
4. blindness on a party spellcaster
magic spell upon it. The hole beneath the
The occupants of this room are not sur- 5. repeat 4
storoper, when uncovered, leads to a pass-
ageway 10 feet below that leads northwest. prised, as there is a small peephole in the 6 . color spray
wall looking out into the corridor. All of the 7. color spray
Storoper: AC 0: HD 6: hp 35; #AT 6 plus 1; figures described to the players are illusions. 8 . darkness, in which he tries to escape.
D strength drain, 1-10 bite The illusion of the ankylosaurus hides a rust If Wimpell is ever seriously threatened, he
monster. The illusion of gnoll-god Yeenoghu casts the darkness spell and tries to escape
8.The spiked door on the throne hides Wimpell Frump, a lack- through the secret door in the northeastern
luster illusionist of the 8th level. He is a corner of the room. As he leaves the room
This empty room is 25-feet wide and 20- minor slave lord assigned to guard this he reverts to his true form - a wizened old
feet deep, with wooden walls. There is a entrance to Suderham. The throne upon man in tattered clothing. After passing
wooden door on the opposite wall, near which Wimpell sits has special magical through the secret door he activates a spe-
the southeast comer. All the wood in this enchantments to maintain these illusions. cial lock that prevents the door from being
room is similar to knotty pine - old, The ghouls and gnolls are illusions. The real opened for ten turns, then makes his escape.
heavy, and full of knots. guards, five gnolls, are hiding among the He has bracers of defense AC 4, and a dag-
pillars and pepper the party with arrows ger +Z. The throne has a hidden panel in the
i, , This room is actually a wooden room when they enter. Wher. the gnolls are dis- rear which can be detected by tapping or by
inside a stone one. There are two doors in covered, they protect the illusionist. a similar method. After searching for one
the position indicated - the wooden one All of the illusions in this room are actu- turn the party discovers how to open the
with knotholes described to the players, and ally spectral forces and cannot be dispelled panel, which conceals a duplicate key to the
I/ a second door behind it with spring-loaded
1 : spikes. Should the characters knock out
simply by disbelieving them. If the gem of
seeing is used, the actual nature of the illu-
secret door.
If captured, Wimpell certainly lives up to
knotholes and peer through the first door, sions will be revealed. Otherwise each illu- his name. As far as slave lords go, he is the
i there is a chance to detect the spikes (as sion is maintained until a character weakest, most snivelling one the player
',detect traps). The first door can only be successfully strikes at it, at which time that characters have met to date. He has been
opened by slamming a heavy weight against illusion disappears. continually abused by his fellow slave lords
it (as in 'lashing" a door). When this is There is a glass wall in front of the throne and is in great fear of them. If he does talk,
done, the door slides two feet back on a so that Wimpell may cast his spells (see the player characters get little of use from
track and slams up against the second door. below) without fear of being struck by mis- him, Apparently he was not trusted or
The spikes in the second door then pierce siles. This wall is impervious to physical respected with knowledge of the inner coun-
the first door through the knotholes, inflict- missiles, though certain spells (like lightning cil's plans nor does he know much about the
ing 18 points of damage on anyone bashing bolt) may shatter it, subject to saving overall operation. We does know the names
the door (save vs. Poison for nine). Once throws, of course. The wall will not provide of the Nine of the Inner Council and can
the trap is sprung, the doors may be safely protection from missile attacks from the give a brief description of the character of
opened. (The trap may be sprung h a m - sides of the hall if the firer i s beyond the each.
lessly; for example, by throwing a dead third set of pillars.
body against the door. j While the "ankylosaurus" delays the Rust monster: AC 2: MV 18": HD 5: hu 27:
party, the illusionary ghouls and gnolls #AT 2: D rust only
9.The throne room advance (if a cleric attempts to turn the Wimpell Frump: AC 0; MV 12": hp 33;
ghouls they turn away, cower, and do not #AT 1;D 3-6
attack). The illusions strike for real damage Gnolls: AC 4: MV 9": HD 3: hu 20: #AT 1:
This room is locked. The lock must be
until they themselves are hit, at which point D 1-6 arrow, 2-9 sword
picked or shattered (one turn smashing
they disappear.

95
Nestled high in the peaks of the The Checkpoint At this point, the trail breath or suffer 3-18 points of damage from
Drachensgrab Mountains is the hidden city narrows to a width of 6 feet and passes into loose boulders. Those standing 21 to 30 feet
of Suderham, home and base of the slave a large cleft in the rim. This is the main away must make a similar save (with + 2 on
lords. If the characters find it, there is a guard post of the trail. The trail runs gener- the die roll) or suffer 1-8 points of damage.
twisting trail that passes through the rim of ally straight through this cleft for 150 feet. Captain of the guard (half-orc 10 level F/4th
the crater. This path is well-guarded. At the outer end (which the player charac- level C):
As the characters move up the trail, they ters come to first) is a heavy wooden gate AC -1; MV 12”; hp 62;
have a series of encounters. The encounters with a wooden battlement atop i t . Carved #AT 3/2; D 3-10; AL LE
always occur in the order listed below. No from the stone to either side are spacious Equipment: plate mail + l , shield +2,
map is provided for these encounters, as guardrooms, the entrances at the level of the sword + I , luck blade, mace of disrup-
none i s necessary battlements. The stone walls to either side tion, wand of magic missiles (15 charges)
are pierced with arrow slits. Captain’s Guard (10 5th level fighters):
T h e Trail Standing on the battlement is the captain AC 2; MV 6”; hp 41; #AT 1; D 1-8;AL
of the guard. He will demand to know the LE
One of the major difficulties the player business of all who enter. Those able to
characters face with any encounter on the Equipment: longsword, military fork
show a letter of introduction or who know Those fighting from the battlement
trail is the restricted amount of space they the password (nilon, orcish for hot) are
have. On one side is a precipice and on the against targets lower than them gain the
allowed to enter. Those who cannot are benefits of 25% cover (AC bonus +2).
other is a sharply rising wall. The width var- ordered to leave. Those who refuse this are
ies from 5 to 14 feet. The narrowest sections met with a flight from the 20 archers behind Archers (20 2d level fighters): AC 7; MV
create dangerous bottlenecks for the caravan the loopholes. 12”; hp 11;#AT 1or 2; D 1-6; AL LE
wagons that pass. Indeed, on the rocks below Attempts to batter the gate will make lit- Equipment: shortsword, shortbow
are the smashed wagons and bleached bones tle headway. The doors are made of oaken The archers gain the benefit of 90% cover
of those who did not make it. beams 4 inches thick. Behind this are ham- (AC bonus +lo, save to no damage).
Unless otherwise specified in an mered lead sheets, V z inch thick. Finally,
encounter, the width of the trail will be 1-10 there is another layer of beaming, again 4
+ 4 feet in the area of the encounter. The
drop will be 50.100 feet (ld6+4) to jagged
inches thick. The hinges, hidden from the
outside, are massive to bear all the weight. T h e A e r i e of
rocks below. The cliff wall will rise 30-60
feet to the next higher portion of the trail.
Furthermore, at the first sign of any attack,
the captain will call the rest of the guard.
the Slave Lords
These 10 men line the top of the gate and Beyond the secret mountain pass is the
Encounters defend with polearms. hidden valley of the slave lords. Nestled in a
Spies: Shortly after starting on the trail, Beyond the gate, the cleft is lined on both volcanic crater, the peaceful seeming valley
the movements of the player characters will sides with more arrow slits, each 15 feet is dominated by a brilliant blue lake. There,
be observed by two guards, hidden in a nest above the ground. These are accessed by in the middle of the lake, i s the isle of the
above the trail. Player characters carefully passages quarried from the rock and con- slave lords. Called the Aerie, i t is accessible
observing the trail can locate the two if they necting to the guardrooms at both ends. only by the boats and raft ferries visible at
successful roll their Intelligence scores or Thus, it is possible for a few archers to keep the docks of the island. On the isle there
under on ld20. This roll should be made up a deadly rain of arrows the entire length rises the”extinct” volcanic peak, Mount Fla-
only if the player states his character is look- of the cleft. menblutt. At its base is a small city,
ing. At the far end of the cleft is the final Suderham-home of the fabled slave lords.
Upon sighting the player characters, the obstacle, used by the guards only in The city, while small, is surrounded by
two spies flash a signal to those further moments of extreme emergency. Rigged impregnable walls.
along the trail (a mirror in the daytime or a atop the cliff walls is a deadfall of several If the player characters have blasted their
shuttered lantern at night). Those above tons of rack. Should all else fail, the guards way through the gate to enter the valley, an
know that strangers are coming and their release the deadfall from controls inside the alarm will have been raised. Watching the
numbers. The spies take no other action. passageway. The rock will crash down, city, they see preparations for a major
They are relieved every three days. closing the pass. Those within the last 20 armed expedition against them. Make it
feet of the cleft have three segments to flee clear to the player characters that there are
Guards: AC 6; MV 12”; HD 1;hp 4; #AT 1; or be crushed. Those within 20 feet of this hundreds of men moving on the island
D 1-6 with shortbow; AL LE area must make a saving throw vs. dragon below! If the player characters propose a
reasonable plan to avoid capture (such as

96
hiding), the soldiery will not bother them. and death, new workmen began to arrive in The guardfbearers make an effort to
However, the city guard will be doubled for Suderham-building the walls of the town resist an attack, but if clearly outmatched
the remainder of the adventure (see the that now stands. In a very short time, con- they make only a token effort and surrender
Suderham Encounter tablei. If the player sidering the scope of the project, a new city if given the chance.
characters have cleverly deceived those at stood where there had only been a citadel. There are two men and one woman inside
the gate, they will be able to arrange passage Then the slave lords arrived on the scene- the veiled litters; when attacked they peer
at the lake shore below. as if all this had been prepared specifically out fearfully and try to escape in the confu-
If the player characters entered through for them. The remaining subjects of King sion. Slum inhabitants will prevent their
the caverns that pass under the crater, the Olarek fell under their rule-not fully escape should the players be so careless as to
secret passageway from room 9 leads under enslaved, but forbidden to leave the valley allow this. All of the slave buyers are carpu-
the lake and comes out in a hill near the under pain of death. The slave lords discov- lent and well-fed, their soft, pale skin indi-
slums of Suderham. ered the maze of tunnels under the citadel cating that years have passed since they
North of the walled city of Suderham, and crater rim where Olarek had disposed have done any real work. Once they learn
between the city and its harbor area, is the of unfortunates not in his favor. They that you do not plan to kill them, their sniv-
area known derisively to the locals as quickly put these tunnels to the same use. eling fear begins to turn to arrogance: "You
"ScumSlum! Peasant field workers far the Oric says that while petty crime is toler- fools! The slave lords know everything
farms, non-household slaves, and almost ated, anything major isdealt with ruthlessly their enemies do! You haven't a chance."
everyone who i s not a tradesman, a slaver, and with a surprising speed. "It's like they Among the belongings of the slave buyers
or in the militia lives in shabby hovels clus- know everything that's happening. They are found 100 gold pieces and 300 silver
tered along the harbor road. For a few can't be surprised, so nobody can hurt pieces (none in Suderham currency), a letter
coins, any of the inhabitants of this area will them. There are some who say The Nine are of credit from a nearby fiefdom good only
invite the player characters into their home, immortal-I don't know about that, but if for the purchase of slaves, and passes identi-
beckoning them to move quickly, with dart- they can't be surprised or hurt, they're as fying three privileged guests and 12 body-
ing eyes searching for agents of the slave good as immortal." guards. The loose, flowing clothes are large
lords. Copper i s the expected coin for these Pressed further, Oric says there is a local enough to go over armor, though this dis-
people, silver will bring a very friendly reac- adage to plug up or block every hole in the guise won't stand up to a close inspection.
tion, and gold will raise eyebrows: "We ground, to prevent the emergence of giant Oric suggests that halflings and dwarves are
don't see much gold here, stranger." monsters which live under the surface. He rare enough here that any in the group had
The following information may be dis- says that the guards at the city gate carefully betterbeinside thelitterssoasnot tounduly
pensed to the players creatively. Preferably check passes, and that some have been known rouse the suspicions of the guards.
it should be in the form of dialoguc, with the to take bribes. This happens rarely, because if
Guard/bearers (1st level fighters): AC 10:
players pressing for more information on caught the head of the bribed guard winds up
hp 10; D 3-10; +1 to hit
relevant matters. Try to avoid reading the on a pike decorating the city wall as a motiva-
information out in a monologue. The tional tool for the rank and file.
Suderham!
informant's name is Oric, and at 40 years of Passes are given only to potential cus-
age he looks like a man of 60; he is worn out tomers for the thriving slave market. Slaves In Suderham, encounters are checked for
by the harsh life of being a peasant farm who work inside the city and peasants who once each turn. An encounter occurs on a 1
worker, and has already exceeded th? aver- have business within are met at the gate by in 6 chance (d6). If an encounter occurs, roll
age life expectancy of his kind. Suspicious someone who resides within the city, and percentage dice to determine who or what is
and curmudgeonly at first, the prospect of are given special passes valid until sun- encountered.
the money the player characters are offering down. Oric tells you that there have been a
Suderham Encounters
will gradually bring out his garrulous good number of buyers of slaves through
nature; his final suggestion about ambush- recently; there is probably an auction Dice Roll Encounter (night)
ing slave buyers should provide the party tomorrow. All buyers are carried in litters 01-05 Assassin
with a method of entry into Suderham. from the docks to Suderham's gates; there 06-10 Bandits
Oric will discuss as much about the city would be no reaction from the people of the 11-25 Beggar
and its rulers as he knows, which i s limited slum if some of these buyers were to meet 26-30 Cleric
to general knowledge about the city: its with an accident. 31-45 Drunk
quarters, the patrols, etc. 46-50 GhouUGhast
According to Oric, Suderham was once Slave Buyers' Caravan 51-70 Guard Patrol*
only a small fortress, built as a place of last 71-80 Harlot
defense by Olarek, self-styled king of the As the long shadows caused by the sur- 81-82 Rakshasa
Drachensgrab. He supposedly held a bar- rounding mountains begin to lengthen 83-88 Slaver**
ony in this area. When the humanoids con- into twilight, Oric points out what will 89-07 Thief
quered the Pomarj, Olarek was one of the probably be the last caravan of slave 98-00 Wight
petty and proud rulers who refused to see buyers for the day; the ferry operators * Standard Suderham guard patrol;
the threat. His reward for such foresight on the dock are closing down. There are described fully elsewhere. If the player char-
was swift and fitting-the humanoids swept three litters, each carried by four strong, acters raised the alarm at the entry to the
through his "kingdom" and his skull became unarmored men with wicked-looking
a banner which led their armies. Mysteri- scimitars in their belts.
ously, only a few months after his defeat

97
vallev. the size of all m a r d uatrols will he clues to relate know nothing more than that Wall patrol (6 1st level fighters): AC 5; hp 8
doubled. which they tell. The only people who will each; #AT 1: D broadsword 2-8, short
* * 1-10Slavers will be encountered. These accept bribes are those especially noted. composite bow 1-6
will frequently he wealthy, decadent boors Others will refuse the money, with fearful Tower guardsmen (20 1st level fighters): AC
withnoinclination farcombat. Theywillhe glances over their shoulders. 5; hp 8 each: #AT 1; D 2-8, bow 1-6
interested in any business talk: new sources Most people in the city, whether encoun- Tower sergeant (3d level fighter): AC 5: hp
of slaves, etc. tered on the streets or in a tavern, will he 18; #AT 1; D 2-8, how 1-6
All other encounters listed above may be able to give directions to the shops, other
determined using the CityITown Encount- inns, and important buildings like the Arena Guard patrols in the streets consist of 10
ers Explanations section of the Dungeon (3).hut not to residences. If questioned con- militia police, one of whom will act as a
Masters Guide (pp. 191-194). cerning the Treasury (32) or storage ware- spokesman for the group. Their movement
houses, there is a 75% likelihood that they should be checked (as the wall patrols previ-
N o t e s on Suderham ously described) whenever the party enters
will report the party to a guard patrol after
a street currently under patrol.
As the players approach Suderham from they leave. Directions will be general, locat-
ing the quarter of the city the building is in, Militia police (10 1st level fighters): AC 4;
thenorth, they notice thecity wall, thegate,
and the corner towers are well maintained. hut nothing more specific. For example: "A hp 6 each; #AT 1;D broadswords 2-8
map shop? There's one over in the Official
The stone wall is nearly 30 feet high, with 50 Patrols always ask to see the passes of a
Quarter, that's southwest, hut I'm not sure
foot towers. and the heads andshoulders of large band of characters (more than four)
where." Other quarters are the Military
armored soldiers car! he seen above the hat- after dark. If not satisfied with the papers or
(northwest), the Wealthy (northeast), and
tlements. Theroadway ends at themaincity if the conduct of the characters is suspi-
the Thieves' Quarter (southeast).
gate. The outer doors are open, but the far cious, the patrol will seek to disarm them
Taverns: It should he noted that taverns
end of the gateway is barred by a massive and take them under arrest to the Slave
are, more often than not, frequented more
portcullis and flanked by two sentry posts. Cells (43). Patrol leaders can each he bribed
by one type of person (or class of character)
Darkness is beginning to settle upon the city once to release a party for 200 gp, hut will
than others. In these taverns (and the guilds
as the party nears the gateway. on no account do anything further to aid the
as well, of course), the minority classes are
People: The majority of Suderhami pop- party. If attacked, patrols blow their whis-
seen as inferior and will not receive a con-
ulation derives from two groups-the origi- tles, alerting nearby patrols and allowing
vivial welcome. At the Fighting Man's
nal subjects of King Olarek and the laborers warning to be given to the slave lords' cita-
Haven, for example, a cleric or magic-user
brought in to prepare the slave lords' del. A company of 60 footsoldiers will be
that enters will probably sit alone or he held
stronghold. Neither group are strong sup- dispatched in two turns to investigate and
up for ridicule by the fighters there. Vio-
porters of the slave lords, finding it far w~iser quell any disturbance. The company will be
lence will probably he limited to brawling
and safer to say nothing and avoid trouble. led by a 5th level magic-user and a 5th level
or throwing the intruder out.
The remaining population is a wild mixture cleric.
Moneychanger: Like most city-states,
of humanoids and exotic foreigners. Suderham mints its own money and insists Company of footsoldiers (60 1st level fight-
Buildings: All are one story tall unless ers): AC 4; hp 8; #AT 1;D broadswords
that it be used within the city. Anyone
otherwise noted. Lighting is by oil lamps,
attempting to purchase items with non- 2-8
suspended from posts 12 to 1 4 feet high. The Suderham money will he directed to the
posts are positioned on every street corner
Moneychanger ( 6 ) .The city charges a 10%
and in the middle of each block, thus pro-
viding overlapping areas of illumination.
tax on exchanged money, and the money- K e y to Suderham
changer adds a tidy 5% profit for himself. If 1. Main Gate
Those businesses that are open have two oil anyone insists on using non-Suderham
lamps in front of them. Thus, the business
money or tries to pass anything other than The entrance to this arched gateway is
district is well-lit, while other areas of the the official money after their first warning,
city are somewhat darker. guarded by a massive iron double door
guards will be called. Penalty for possession (now open) and a raised portcullis. At
Shops: Shops and places of hu%ess, of unofficial money after being warned is
unless otherwise noted, are now closed. the far end of the gateway is a lowered
confiscation of all money and possessions! portcullis, with two armed men on sen-
They are securely locked up and the propri- Guard Patrols: Guard patrols on the city
etors have retired into their private quarters try duty standing before it. Beside each
walls consist of six soldiers each. They
in the shops' hack rooms. The strtets are sentry is a single iron door, one set in
ceaselessly pace the great square formed by each side of the gateway.
largeiy deserted. Shopkeepers are treated as the city walls. The positions of the patrols
normal humans and will often live with are noted on the map, as is their direction of
families andtor apprentice laborers. They Each sentry post is maintained by a guard
movement. If a party or character attempts
can offer no aid to the party, and will not soldier. One of the two will stop the party
to scale a section of the wall, the DM should
answer knocks or calls for assistance by per- and ask for their warrants and permits. If
note the relative position of the nearest
sons in the streets. If molested in any way. these are shown to him in a polite manner he
patrol moving toward that area. Patrols
they first seek to avoid combat or injury, will signal for the portcullis to he raised. If
move 60 feet per turn, and see up to 40 feet
and notify the police patrols if they. their threatened, he will blow his whistle. This
with the torches they carry. All soldiers on
dependents, or their property is abused. will summon 10 more soldiers from each of
patrol carry whistles with which to sound
None of the townspeople can he threatened the two guard rooms.
an alarm, and each tower contains 20
into any action, and even those who have guardsmen and a 3d level sergeant.

98
~ Guar 1st ers): C 4; hv 3. Slave Auction Arena
each; AT 1;D : werebear cavorting with a bottle in each
This is a massive, circular coliseum paw. It is open, but little noise comes
As you pass through the main gate and nearly 100 feet in diameter and slightly from within.
take your first steps into the city, a wiz- over 50 feet tall. There are doors leading
ened beggar who had been sitting with to the interior of the structure every 20 The tavern is occupied by 34 normal
his back against a building looks at your feet. These doors are closed, and signs human townspeople who sit at tables and
group carefully and then hobbles over to reading "Closed: Keep Out" are posted eat or drink with very little conversation.
you. "Alms for a crippled veteran," he upon each. They are not interested in chit-chatting too
shouts, rattling the copper pieces in his much with strangers.
wooden bowl. As he approaches your Breaking open one of the locked and
litter a sergeant of the guard shouts at barred doors will reveal vast open spaces 6. Moneychanger's Shop
him to stop and charges forward, along underneath rows of stone and wooden seat-
with two guardsmen. The beggar, with ing. It resembles conventional stadium con- The sign over this establishment shows
remarkable dexterity, slips a hand inside struction. Numerous passageways lead out two pairs of hands exchanging old jew-
a litter and silently drops something. "I to the seats which are arranged in ascending elry and gold nuggets for clean, shining
was just asking the noble folk for a cop- tiers around a central circular auction gold pieces with the arms of Suderham
per or two," he croaks. "I'm a crippled block, now deserted. stamped on both sides: a series of three
veteran and there's nothin' wrong with There are 10 guards individually patrol- forearms grasping each other to form a
that!" The sergeant strikes the beggar ling through the arena complex. If the party triangular frame for a human figure in
roughly across the face. "You know the remains inside the arena for four turns, a chains.
law, scum-you can't accost people, you guard will surprise them on the fifth turn
can only wait for them to approach you unless precautions are taken. The moneychanger within is a small man
if they want to waste their copper on dirt with beady, darting eyes. He will exchange
like you!" He turns to the litter and says, Guards (10 1st level fighters): AC 4; hp 8
each; #AT 1: D 2-8 gems, jewelry. gold, silver, copper, elec-
"A thousand pardons for the intrusion, trum, or platinum for the coin of the realm,
gentles, but this one won't trouble you
again." Thieves' Quarter subtracting 15% (10% for the official city
money changing tax and 5% profit). If any-
I.. Tavern: The Fighting Nan's one threatens him or tries to enter his barred
The sergeant and his men take the beggar maven cage, two secret doors behind him will open
away under arrest despite any protestations and four 2d level fighters emerge. If these
of the party: other onlooking patrols should This large, slightly run-down looking fighters are attacked, a fifth fighter (who
convince the players that it would be foolish tavern has a painted sign above each remains hidden in a secret passageway) will
to offer any resistance. door depicting a fighter-type in full escape outside and call the watch for assist-
The item that the beggar dropped into the armor. It is open, and raucous singing ance, There will never be more than 1,000
litter is a roughly-carved piece of ivory in comes from within. gp (in various denominations and forms)
the shape of a horse's head-perhaps a chess here at any one time, as armed guards come
piece! It actually refers to a tavern (14), the The tavern is occupied by 28 human by every two hours to transfer any excess to
Sign of the White Knight. fighters, including four soldiers of the city the city treasury.
garrison. Half are 1st level, half are 2d level.
2. Guard Towel Fighters (4 2d level): AC 3; hp 16 each;
They are feeling happy with drink and
#AT 1; D longsword 1-8,crossbow 1-4
cheerfully hail any newcomers with a
These imposing stone structures, built demand that they stay for a drink and a
into the city walls, stand about 50 feet 7. Tavern: Sign of the
song. The crowd will be annoyed by a
high. There are entrances at ground level Grimacing Gargoyle
refusal, and the tavern bully, Davis, a burly,
and on the walls. red-faced fighter will challenge the player
with the lowest charisma to a fight. Davis This rectangular-shaped tavern has a
Each tower has three rooms (ground will attempt to overbear, then pummel the painted sign above each door showing a
level, wall level, and a roofed fighting plat- character into submission. bound gargoyle having its tail pulled by
form) connected by winding stairways. Dis- a swashbuckler. It is open, but quiet.
tributed throughout each tower will be 20 Davis (2d level fighter): AC 7; hp 16: #AT 1:
1st level soldiers and one 3d level sergeant at D dagger 1-4;SA HtH combat; S 16, Only 12 customers, all normal humans
arms armed with broadswords and short D 13 townspeople, are drinking here. They are
composite bows and wearing chain mail. friendly to strangers, but have nothing of
5. Tavern: Sign of the importance to relate.
Soldiers (20 1st level fighters): AC 5; hp 8
Waltzing Werebear
each; #AT 1;D 2-8, bow 1-6)
Sergeant-at-arms (3d level fighter): AC 5;
hp 18; #AT 1: D 2-8, bow 1-6 This large tavern has a painted sign
above each door showing a dancing

99
8. Flophouse Inside the doorway is a small room with a recline may be resting:" for 50 gold pieces or
corridor visible beyond. The madam more he will add, whispering, "Learn from
This building is made of cheap wood and reclines upon a couch and sips from a small the knowledge that never dies: If he is
plaster. It appears to be very dilapidated goblet. Other comfortable furniture is offered more than 60 gold pieces and
and dirty. From within come muffled arranged along the walls, and upon a pol- pressed for more information he will glance
snores. ished wooden table near the couch sit sev- about worriedly, then whisper, "Listen! The
eral full decanters containing various colors Nine have ears everywhere! All I can say is
Inside the flophouse on the bare dirt floor of liquids. that sometimes they've been seen going into
sleep six derelict drunkards who are clothed The madam will languidly welcome the places where you wouldn't expect them-
in ragged cast-offs and wrapped in filthy, party and make praising remarks about the and they don't come out! Now good eve-
tattered blankets. A pile of stones and cloth robustness of the fighters or the handsome- ning to you, and be off!"
bundles lies in the southeast comer. The der- ness of the clerics. She will wave toward the The bartender's various clues refer to the
elicts are very drunk and will not awaken hallway and announce that they may go bawdy house (area 13)in the Thieves' Quar-
unless roughly disturbed. The bundles con- and choose what room they will-all her ter and to the sage and his books (area 29) in
tain the derelicts' few belongings, various girls are presently unoccupied. When the the Official Quarter. He will actively
bits of worthless rubbish. Disturbing them characters check, they discover most of the encourage bribes if possible.
will uncover the hole in the ground the pile rooms to be normal bawdyhouse rooms,
was blocking, and three giant rats will each containing a large bed, other furniture, 15. Armor Shop
emerge and attack the nearest party mem- and a young, pretty, half-dressed woman.
One room, however, is empty of women, This is a noisy place, with a huge forge in
ber. the background and many workers ham-
and under the bed is a trap door entrance to
Giant rats (3): AC 7; HD Ih: hp 4 each; a secret passage leading to the catacombs. mering and polishing as they create fine
#AT 1;D 1-3 plus chance of disease The passage resembles a section of the city's weapons and armor. Most armor types
sewer system. listed in the PIayersHandbookare available
9. Food Market The madam is an active supporter of the at the listed cost plus 10%.
Closed. slave lords, keeping the room with the
secret passage unoccupied at all times. The 16. Gambling Hall: Sign of the
Bouncing Bugbear
10. Fish Market passage is maintained as a private entrance
and exit for the Nine. One is sometimes
Closed. spotted going in but not coming out, which This seedy-looking whitewashed build-
is what the bartender at the Sign of the ing is open and much noise can be heard
11. Food Store White Knight alludes to in one of his pieces from within. Above the doors are
of information. The madam will notify the painted signs showing a bugbear tum-
Closed.
slave lords via messenger if any "customers" bling head over heels down a hill.
12. House of 111 Repute: happen to discover the room's secret; she
will investigate if any are gone for too long. There are 24 human townsmen inside,
Sign of the Mermaid obviously members of the lower class, who
14. Inn: Sign of the White Knight are divided into four groups, each busily
This building is made of whitewashed playing cards or throwing dice. They are sit-
stone. Above each door is a painted sign I , .,,. . 1 ting around worn tables on crude wooden
depicting a mermaid chased by a mer- benches, and almost all are at least half
structed of oak and limestone. Above the
man. Noise of merriment from within door is a wooden sign with a painting of drunk. Newcomers will be invited to join a
can be heard. a knight in gleaming white armor on a game and try their luck.
white stallion, with a pennon on his Any player wishing to gamble can do so.
This bawdy house is in the midst of a The DM may use the gambling rules set
lance trailing in the wind. The inn is open
boisterous party. Nine men, normal human forth in the Dungeon Masters Guide for spe-
for business, and the sounds of people
townsfolk, and 12 women in scant attire are cific games, or simply use an abstract, dice-
drinking and singing in the main room. rolling system. The games pay twice the
They will be delighted to see newcomers amount wagered by the player, but the
The door opens onto the dining room of
and will ask the party to stay for the fun, player will only win 25% of the time.
the inn. A stairway on the north side
but will not be offended if refused. appears to lead to the private rooms on the 1 7 . Thieves' Guild
upper story. There are many sets of tables
13. House of 111 Repute: and benches, half of which are occupied by
normal human travelers and merchants, This squat, dirty-looking building seems
Sign of the R o s e to be deserted.
busily engaged in having their dinners. On
the east side of the dining room is the bar
This building is constructed of wood and The Guildhall has been closed down
counter, behind which works an over-
is badly in need of paint. Above the door recently by the city constables, though the
weight, sweating bartender. If the bartender
is a painted cluster of red roses. All is local thievs are preparing to establish a new
is given 10 gold pieces (or more) he will
smile, and with a wink say, "Not all who secret guild hall soon at another location.
! 18. The Assassins' Guild 19. Tavern: Denhow's Pub 'n' Grub
surrounded by cabalistic symbols. There
This building has been rather shabbily is light coming under the door but very
dows in its walls. Its walls and doors are constructed and maintained. Its roof is little noise.
marked with coded words and signs. made of thatch, not tiles. Most of the
wood appears worm-eaten and decay- Inside the tavern are six magic-users, one
An assassin or thief will recognize the ing. Its name has been painted in 3d, two 2d. and three 1st level. They are all
signs identifying this building as the assas- scrawled letters over each door. It is seated at the same long table and enjoying a
sins' guild. The doors are locked and extremely noisy within. light meal and conversation. They extend a
double-barred (open only on roll of 1-2 on friendly greeting to others of their profes-
l d 6 if an attempt is made by characters There are 36 lower-class human towns- sion but disdainfully ignore, as much as
whose combined Strength is 72 or more). men and women inside, all drinking prodi- possible, all other character classes.
Characters may, by Fearching, discover gious amounts of ale and wine. The room is
the secret panel in the floor; they must suc- very crowded and the party members will Official Quarter
cessfully avoid a deadly reloading poison be subjected to a great deal of pushing and 25. Lumber Warehouse
needle trap to get the panel open. The secret shoving should they seek to move about
passageway leads below to the functioning inside. Closed.
offices of the guild, where poisons are con- There is a human cutpurse loitering near
cocted and sold, contracts and records are the east doorway. He will make his way 26. Farming Tools and
kept, etc. For a fee, assassins can find out over to the party if they appear at either Equipment Storage
where potential victims live. haw they are door. Ayares will attempt to pick the pock-
Closed.
guarded, what kind of treasure they are ets of one of the party but fail, and the
known to have, and so forth: the informa- attempt will be noticed by the would-be vic- 27. Nail Warehouse
tion will never be 100% accurate, but the tim. If menaced by a party member Ayares
greater the fee the higher the likelihood of will worm his way through the crowd to a Closed.
accuracy. table in the northwest corner where four
The guild will not provide any informa- brigand friends will help him fight. If a 28. Lumber Warehouse
tion concerning the catacombs ("impassable melee breaks out, some revelers will clear Closed.
sewers filled with rats"), and will report out of the bar so that there is space to fight,
anyone questioning them on these matters while the others watch and cheer for the 29. Maps and Charts Library
to Nerelas the Assassin, who functions as winning side.
the local guildmaster-and as one of the
Ayares the cutpurse (3d level thief): AC 7; This small building is rather dull and
slave lords.
hp 14; #AT 1: D shortsword 1-6; AL NE nondescript. Though it appears at first to
Membership in the guild is required in
Ayares's friends (4 1st level fighters): AC 7; be as deserted as the other buildings on
Suderham; anyone doing freelance assassi-
hp 6 each; #AT 1;D shortsword 1-6 this block, a light is shining under the
nations is soon visited by two messengers in
black cloaks, who explain the two options door from within. ~

20. Blacksmiths Shop


available: join the guild or die. Dues are
based on the level of the member: at 1st Closed. . , knock and request audi-
If the *lavers
level, the assassin pays 50% of any fees (or ence, a tall, bearded sage will open the door
treasure won while adventuring) to the 21. Alchemist's Shop and invite the party in. Inside are row after
guild: at 2d level, 40%: at 3d level, 30%: at row of bookshelves covered with books,
Closed. maps, and scrolls. A desk and chair are near
4thlevel,20%; atSthorgreaterleve1, 10%.
This compensates for the greater fees and the doorway. near which burns a lantern.
22. Scribe's Ship The desk is covered with ink stains, half-
treasure received at higher levels (from the
guilds point of view!). Woe be to the assas- Closed. finished maps, and piles of loose papers.
sin who welches or doesn't pay the full The sage will assist the party by giving
amount, for the guild is notorious for some- 23. Cartwright's Shop directions andlor maps to any place in the
how knowing the loot assassins return with city. He has no maps for the underground!
Closed. For 100 gp he will say, "Where those that
-it is said their eyes and ears are every-
where! Being a guild member does have its bear us reside," and give the party an art
24. Tavern: Sign of the book entitled The Illumination of the Rose.
benefits, though. Aside from being able to
Magic Missile The message refers to the stables (44) in the
purchase poisons and have special weapons
and tools constructed, the guild offers a safe Military Quarter, the book to the red-light
haven where a hunted assassin can stay This small building is notably clean and district and the Sign of the Rose bawdy
until things cool off. The guild also offers neat for this lower-class section of house (13)in the Thieves' Quarter.
(for a fee) plans to many of the buildings in Suderham. It is constructed of natural
town, which can h e h members to carefully red stone, and above each door is a 30. Grain Warehouse
plan their next jobs. painted sign showing a sparkling arrow
Closed.

101
32. Treasury 34. Fighters' Guild the day, but Samovar knows there are
The building is closed and deserted at this always patrols in the outside streets should
This enonnous square building is made time. the need for assistance arise.
of solid stone, and entry is restricted to a Currently imprisoned here are Dame
single, closed iron-bound door behind an 35. Temple of the Earth Dragon Gold and other guests taken from her estate.
iron portcullis. There are two sentry They have been wretchedly used and will
posts flanking the doorway, in which are not be immediately recognizable to the
stationed two soldiers. player characters. However, they instantly
from colored marble and highly polished know the PCs and clamor for release. As
woodwork. It appears to be deserted at much as he would like to, Samovar will not
The soldiers sternly command any loi- this time. .
terers to move on. If menaced, they sound accept a bribe for their release-unless , the
their whistles or shout to alert the nearby player characters can pay a lot and nlake
The temple complex is unoccupied except him appear totally innocent.
patrols and the guards within. Through the
for a 1st level cleric who is moving about the If released, Dame Gold and the ot hers
protected doorway, a IO-foot corridor leads
to another iron bound door, securely barred inside dusting and cleansing the holy objects want to accompany the player charagiters
in the various chambers. anywhere they go, being terrifielI of
and locked. Beyond this is the actual trea-
sury complex, a warehouse of small 10 foot Suderham. However, if the player chaIra=-
36. Cloth Warehouse ters can provide clothing and some rnoney,
x 10 foot x 10 foot iron vaults arranged in
clusters of four, forming narrow aisles Closed. they agree to rendezvous with the pl,ayer
around them. A double strength guard characters at some other place. If the c har-
detachment (20 soldiers plus one sergeant) is 37. Fruits and Preserved acters fail to arrive, Dame Gold and the oth-
always posted here; they have a small room Meat Stor--- ers will be recaptured and will tell howr the
in the southeast corner in which they spend player characters freed them,
Closed. Also in the building is the beggar who
their time gambling, but they will be alerted
if any trouble breaks out. The iron treasure gave the ivory chess piece to the characters.
38. Oils Waret The characters can also attempt to bu]ihis
vaults are protected by magicmouth alarms
and sealed with intricate trap and lock Closed. freedom. Samovar the cell keeper will Inut-
mechanisms built into their doors. Each ter about this being "highly irregular," but
vault is double trapped: first by a needle 39. Lumber Warehouse will have no qualms about releasing sc,me-
coated with a paralytic agent, second by one on punishment detail. The price wi 11 be
Closed. high, however, since the guards ,who
sleep gas, 20 foot radius (both require sav-
ing throws vs. Paralyzation). There is no brought him in will also demand a shaire of
40. Stone and Brick Warehouse the ransom. Samovar will ask 200 s ilver
chance the second trap will be detected by a
thief unless the thief again tries to find traps Closed. pieces but will grudgingly settle for 100. The
after dealing with the first trap. Further, due beggar will be grateful, staying with the
to the complexity of the lock, a thief will 4 1 . Leather Warehouse player characters. Once alone, he will ask
have only half the normal chance to open a knowingly if they were "sent." If they
Closed. answer yes, he will freely answer quest ions
vault after the traps have been passed. Each
vault is lined in lead to prevent magical asked him. However, if they ask thine:s he
42. Furs Warehouse thinks they should know (such as "SenIt by
spells from penetrating inside.
Specific treasure contained within the Closed. who?"), he will immediately clam up.
building is asfollows: 75,000 copperpieces; The beggar. actually a thief named D'eeb,
65,000 silver pieces; 50,000 gold pieces; Military Quarter is sufferingfrom a double-cross. He beli eves
20,000 electrum pieces; and 15.000 plati- that he is in the employ of Edralve, orle of
43. Slave Cells the Nine. Under what he thinks are her
num pieces. There are small gems and jew-
elry worth 170,000 gold pieces. Treasure is instructions, he has been guiding the pl ayer
scanned for magic, and any found is appro- This stone building is long and sprawl- characters to the catacombs of the Iilave
priated by the slave lords, but occasionally ing, without windows or adornment. lords, He is not to let the player chamcters
something is confiscated and slips through know of her involvement. He doesn't k now
the cracks in the system. In this case a rather Inside the building are many rows of 10 what her game is, but the twisted natu re of
ordinary-looking ring is act ially a ring of foot x 10 foot x 10 foot cells, most contain- the plot appeals to his character. Besides,
regeneration. The vial of mtu.cinefor Dame ing one or more slaves. Altogether, there are Edralve (as she is wont to do) has Enade
Golds brother is not present here, however! 80 cells, imprisoning a total of 90 female and other promises, highly attractive to De,eb.
125 male human slaves. This is where char- That is what he believes. In reality, hi2 has
Soldiers (20 1st level fighters): AC 4; hp 8; acters arrested by the guards are brought. been duped by Stalman Klim and his ag,ents.
#AT 1; D broadsword 2-8 Slavery is the usual punishment for all but The orders Deeb follows do not come I:ram
the most trivial misdemeanors. The cell Edralve; they are the plots of Stalman 83im.
33. Cloth Warehouse keeper, a fat merchant named Samovar, is in Poor Deeb has been magically tricked into
Closed. his office near the entrance, filling out believing he has met and dealt with Edr.alve.
reports. The other laborers have gone for Under any type of examination (in& (ding
magical) he will believe this false vilsion.

102
This suits Klim's purpose (the destruction of members of the garrison or on official busi- 56. Moneylender's Shop
Edralve) perfectly. ness will be roughly shown to the exit.
Closed. There is no loose cash on the
Deeb (5th level thief): AC 6; MV 12"; hp 22; premises, the moneylender having all his
#AT 1;D by weapon; AL NE; backstab
Wealthy Quarter accounts transferred to the city treasury
x3; Dexterity 18 for thieving abilities 51. Wizards' Guild each day for safekeeping.

4. Stables 57. Residence


stone available, and is roofed with fine This is the home of a retired and wealthy
The long rows of the city stabler). are red and blue tile. There are strange mys- sea merchant.
easily identifiable, for there is no mistak- tic symbols inscribed on the door.
ing their distinctive shape and construc- 58. Blacksmiths Shop
tion. The doors are open, hut there seem Magic-users in the party will be able to
to be no customers in the immediate identify the building as the guildhall of their Closed.
area. profession. Naturally, the door is wizard
locked and a hidden door keeper has a 59. Slave Lords' Stronghold
There is one stableboy inside, sweeping guards and wards spell in a ring should non-
out old straw from the main walk. If given members attempt to force their way in. Behind a 10-foot-tall stone wall can be
50 gp he will whisper, "There is a secret pas- Members of the guild are allowed to use the seen the topmost stories and battlements
sage! It is in the rows of rogue!" He will not research library and facilities here, as well of the citadel of the nine slave lords. The
elaborate. This refers to the red-light district as the dormitory facilities. Membership is wall is patrolled by stern-faced guards.
in the Thieves' Quarter. 100 gp per month plus any material The only way into the stronghold is
expenses incurred, plus repairs to any areas through the double-portcullised gate on
45, 46, 47. Officers' Quarters that are damaged by less-than-successful the northern wall. Four guards stand
experiments. Non-member magic-users will beside this gateway.
These are a series of interconnected build- he allowed in the guild hall, and will be
ings with guards posted at each outside
allowed to sleep there at 20 gp per night, hut The four guards at the entrance to the
entrance, one at each doorway. These three slave lords' compound are all 2d level fight-
will not be permitted to use any of the
buildings are the living quarters of the garri-
research facilities. Non-magic-users will not ers. They sharply order away all who
son officers. Access is limited to officers and
be allowed to enter under any circum- approach too closely. There are a further 10
those with official business hearing the
stances. 1st level guards on each side of the com-
appropriate passes. The buildings arc occu- pound wall, armed with chain mail, short
pied at the moment by 20 sergeants (3d composite bows, and broadswords.
52. Residence
level), five lieutenants (6th level), and one
captain (8th level), all of whom are chiefly This is the home of a prosperous mer- Guards (2d level fighters):AC 4: hp 16 each;
engaged in eating dinner in the various din- chant. chain mail and shield; #AT 1; D 2-8
ing rooms. broadsword
53. Wainwright's Shop Guards (1st level fighters): AC 5 ; hp 8;
48. Garrison Armory #AT 1;D 2-8 broadsword
Closed.
Between the wall and the actual fortified
This large stone building has a guard 54. Residence headquarters of the slave lords stretches an
posted at each entrance. open courtyard. It is covered with close-cut
This is the comfortable home of a wealthy grass but contains no cover or concealment.
Most of the garrison's spare weapons are cleric. There are four minotaur lizards in the court-
stored here. There are vast quantities of yard, one on each side. They have been spe-
arrows, bows, swords, spears, suits of 55. Jeweller's Shop cially bred and trained to guard the
armor, and other tools of war. Closed. Inside the shop, in a back room, courtyard and possess a dim intelligence
is a hired security guard. He will attack a that allows them to he ordered and con-
49, 50. Barracks single intruder, but in the face of a large trolled by the soldiers on the wall. Upon
party. will slip out a back door to alert a command they will attack any living thing
These two-story complexes are made of patrol. Hidden behind a secret door in a within the courtyard, and will fight to the
stone and individual soldiers may be fre- back room is a solid iron strongbox that is 4 death when in combat, being deterred by
feet square and weighs 500 pounds. Locked neither food nor fire.
in it are 10 pieces of fine jewelry, 28 rough
Minotaur lizards (4):AC 5; HD 8; hp 48
These interconnected buildings house the gems of various types, and five pounds each
each: #AT 3; D 2-12/2-12 claws,
hulk of the city garrison, though there are of unworked bars of silver and gold. 3-18 bite
many other warriors also on permanent Security guard (3d level fighter): AC 7;
assignment inside the slave lords' citadel. At In addition, there is a further detachment
hp 25; #AT 1;D longsword 1-8 of 160 1st level and 40 2d level soldiers
the moment, there are 600 soldiers inside the
barracks, of whom 100 are experienced which can be called upon if needed from
fighters (2d level). Trespassers who are not

103
inside the slave lords' citadel itself. These 65. Tavern: The Clever Cudgel player characters in any way-indeed, most
will he commanded by a 7th level magic- make situations worse for the player char-
user and an 8th level cleric, and will respond This building presents a rich and well- acters.
to any attack within one turn. The rest of kept exterior. It is obviously a successful
the city garrison can be summoned within establishment. Above each door is a The Victim
two turns by means of a flickering light sig- painted sign depicting an animated quar-
nal flashed from the rooftop battlements of This encounter will preferably be in the
terstaff beating a halfling. There is the Thieve's Quarter, hut may occur anywhere.
the citadel. sound of singing and the rhythmic It is also preferable to use this encounter
thumping of mugs coming from the inte- after the party decides to split into two or
60. Residence rior. more groups (if they do). If the party splits,
This is the home of a wealthy mercenary make sure to physically separate the players
captain. Inside the tavern are 26 townsmen and six into their groups so that one won't know
off-duty soldiers. Only the soldiers are what the other is doing. Randomly select
61. Residence armed with weapons (broadswords) other one of the groups to have this encounter.
than daggers. The townsmen are obviously Just as the group rounds the corner, they
This is the home of a retired alchemist men of some means, for they are well- hear a familiar voice cry out in pain from
dressed and inclined to stoutness. All are behind them. There, stumbling out of the
62. Tailor's Shop singing a local ballad and beating time with shadows, isone of the otherparty members!
Closed. their mugs. The men will happily converse (As referee, select the party member you
with strangers if they buy the drinks (a feel will gain the most trust and sympathy of
63. Cobbler's Shop round costs 2 gp). the group.) He appears to be injured
Closed. severely. Staggering to his friends, he says
66. Residence they were attacked by a large band of thugs
64. House of 111 Repute: This is the city home of a country squire. only a little distance away. He then grasps
The Wild Cat He is staying here while conductins finan- one of the player characters and collapses
~~
cial business. with a faint murmur. "Help me..?
The injured party member is actually a
This large, ornately-constructed build-
6 7 . Residence rakshasa. His plan is to send most of the
ing has only one entrance, above which group off on a wild goose chase, leaving him
is a painted sign showing an arched cat. This is the home of a prosperous trader. alone with one character, who will be easier
Noise of revelry comes from within.
to overcome than a group. He warns the
Leaning nonchalantly against the build- 68. Abandoned Residence others to be careful-the brigands may be
ing near the doorway are five young
This dwelling appears to be an inhabited using a poison that weakens. He caught a
men. They are wearing bulky cloth
home, but it is actually deserted, although blow and now feels as if he can hardly
tunics and short cloaks of rich fabric,
still fully furnished inside. Under a rug in move. He suggests someone remain with
and long sword scabbards hang at their him until he recovers and then they will
sides. the master bedroom is a door covering the
entrance to a secret passage leading to the both catch up. If all characters in the group
underground. The passage appears to have want to leave, he will lag behind, hoping to
The five men are rakes wearing concealed draw one other character back to be
leather doublets. When the party nears been built to resemble a section of the city's
sewer system. attacked.
them, they call out in sarcastic and insolent If the rakshasa is injured and has 20 or
Although all the clues in this module
terms, hurling the vilest of insults upon the fewer hit points remaining, he will attempt
party members. They try to goad one or point toward the other secret entrance at the
Sign of the Rose (area 13),it is remotelypos- to escape by casting invisibility upon him-
two characters into fighting with them, If self; or, in desperation, by using his illusion
sible that the party might stumble onto this
they are ignored, one will seek to start a powers to look like one of the party or one
passageway. If this happens, it is quite all
brawl by jumping the first party member to of the city guard. If any cleric makes an
right to let them use this passage. After all,
turn his back on them. If attacked by the attempt to cast a bless spell, the rakshasa
entire party, or severely pressed in any other luck is part of the game, too! This second
passageway exists because the slave lords will fly into a rage, stopping at nothing to
way, two of the rakes flee but the others slaughter that character before the spell can
never allow themselves to be backed into a
fight until down to 8 hit points, at which be finished. The actual shape of the rak-
time they try to surrender and szve their corner-they always want more than one
way into (and out of!) any place they go. shasa will not be seen unless his magical illu-
lives. All five rakes have purses of 20 gp and sion is dispelled or the creature is slain,
20 sp concealed within their doublets. If the party does not split up into two or
Inside the bawdy house are 14 women Suderham
more smaller groups, the rakshasa will
and nine townsmen in the main parlor, gam- General Encounters assume the form of one of the guests from
bling, drinking, singing, and otherwise The following encounters can occur at the Dame Golds party. He will appear to be
making merry. They will not hear a fight DMs option. They should occur sometime wounded. In this guise he will attempt to
outside over their own din. when the player characters are moving convince someone in the party to escort him
Rakes (5 8th level fighters): AC 7; hp 40 about the city searching for clues. These to a safe place. The idea, of course, is to
each; #AT 1; D 1-8 encounters, as a rule, do not aid or assist the allow him an easy attack. If successful, he

104
will return as that party member, hoping to Tudwill the Magistrate
continue his sneak attacks. If all else fails, finishes his song, the dozen or s o
the rakshasa will attack the rearmost mem- Coming down the street toward you is a bystanders erupt into deserved applause.
ber of the marching order, and will try to tall hut very burly man with an officious You, too, have felt your heart strings
escape. If the rakshasa is killed, it will be -
air. Behind him trail four guardsmen. His tugged by this man's magical voice. His
seen that he is wearing an intricate necklace neutral expression turns into a smile as dark eyes wander over the crowd as he
of Vedic design, made of gold and platinum he sees you and moves to intercept. "A turns, acknowledging the applause with
and set with five rubies: the total value of word with you, gentle folk, if 1 may," the nods. He faces your party, makes eye
the necklace is 8,000 gold pieces. man says. "I am Tudwill, the Exalted contact, and nods slightly in your direc-
Rakshasa: AC -4; MV 15"; HD 7; hp 50; Magistrate ot the Council of the Nine, tion. There seems to be a mysterious
#AT 3; D 1-3/1-3/2-5; SA illusion, esp, blessed be their names, and I'm afraid magnetic power about him. But, with his
immune to 7th level and lower spells, you have inadvertently broken some city performance done, he gathers his money
weapon f 3 or better to hit; AL LE ordinances. and disappears down the street.

The Wind of Covetousness Tudwill does in fact serve as a judge in Later in the night, when the player char-
trivial matters of law, but all matters of acters are in a tavern, Taliesin will reappear.

L-
As you start down the street, the gentle import are routed to more important magis- Casually approaching the player charac-
trates. He earns the majority of his income ters, he will draw them into a quiet corner
breeze which had been coming trom
behind you dies. A new wind, with a by catching people in the act of committing for drinks and discussion.
strange but not unpleasant smell, gently minor infractions and collecting the fines at Taliesin is a thoughtful, sensitive fellow,
wafts toward you. In the light of the oil that time; to put it another way, he issues but what has happened to him lately he does
street lamps, you see and hear two men tickets and then "fixes'' those same tickets. not fully understand. Many months ago he
and a woman arguing loudly over pos- He is incredibly inventive at twisting the felt compelled to set out on a long journey.
session
At thisofpoint have the players each roll a
a ring.
actual law to cover whatever circumstances He did not know where he was going or
are around, and his fines vary by what he why, but remembering the teachings of his
judges the accused actually has (usually druidic master, he went. His old master had
50%-75% of what the victim has at the often talked of the spirit dream sent by the
D2O: those rolling above their Wisdom
time). Earth Spirit, and perhaps that was what this
score have failed a saving throw and will be
Naturally, none ot this makes Tudwill a was. At any rate, he followed the call.
affected by the Wind of Covetousness, a
beloved public figure and normal towns- At first, as he traveled, his wanderings
strange magical breeze which can occur
people go to great lengths to avoid him. were random, vague, and incomplete. But
anywhere. Those affected strongly desire
Still, he is a bit of a comic figure-a corrupt as weeks passed, his footsteps became more
the ring which the townspeople are arguing
petty bureaucrat, all pomp and air. Unfor- and more deliberate, finally bringing him to
over. feeling strongly justified in some
tunately, he must be taken seriously, for he this place. And on his journey he had
strange way that the ring should he theirs.
does have the power to imprison offenders dreams-dreams of fire, churning seas,
The townspeople in turn covet belongings
in the slave pens, and the offender might be darkness, and blood. In these dreams he
of the characters, with the same convictions
sold before he comes to trial! Charges he saw the faces of the player characters and
in their beliefs. Affected characters begin to
might bring against the party include: more knew that he had to find them. But, now
eye the belongings of other characters. and
than four people in a group after dark (if that he has you, he doesn't know what he is
so on. If the player characters do not start a
applicable); possession of non-Suderham supposed to do.
brawl the townspeople will. However,
currency (if they haven't been to the money- Clerics who magically investigate Taliesin
townspeople will fight to subdue, not using
changer); resisting an officer of the law (if have no trouble detecting a strange aura
weapons unless they are attacked in the they argue about their guilt); possession of about him-he is somehow special. How-
same manner.
possibly forged passes (whether they are real ever, nothing more will be revealed. He
Characters who make their initial save vs.
or not); public intoxication (whether they are wants to help and will answer all the ques-
the Wind feel a strong desire to possess the
sober or not); failure to wipe feet before tions of the player characters. At this point,
ring, but they will be able (with a struggle)
crossing the street; failure to cross street at you must decide haw much he knows and
to fight it off and act freely. These characters
the proper point; failure to render assistance how much you want to reveal to your play-
may draw affected characters away by ers. If they are having a difficult time finding
to an officer of the law; obstructing the path
throwing a coveted object some short dis- where to go next and what to do, allow
of an officer of the law; etc., etc. Tudwill will
tance, which the affected characters will fol- Taliesin to be well-informed about the slave
settle for a total of 40 gold pieces from the
low. If the characters can be led around a lords and their movements. He will be able to
party, though he will try for more.
corner which is blocked by a building, the give them several solid clues about where to
Wind will lose its hold over the character. go and what to look for. If the player charac-
Taliesin the Bard
Otherwise an affected character will remain

1
ters have had successes already, have Taliesin
so until two game turns have passed (and suggest that things here may run deeper than
the Winds move on), or until the character Walking down the street you hear the
haunting strains of a ballad of doomed expected-that some thing or some power as
has been rendered unconscious due to sub- yet unsuspected is present here. There is a
dual combat damage. love roll forth in a rich baritone voice
accompanied by a lute. When the bard greater adventure here than meets the eye,
one that continues into Queen of the Spiders.

105
2. Pit Trap over the marked area to help the first victim
T h e Catacombs will also become stuck to the floor. If the
of Suderham As the party moves down this corridor, a
10 foot Y 10 foot pit (7 feet deep) sud-
mimic rolls 4 over the number it needs to
hit, the monster has successfully disabled its
At this point, the party has either found denly opens under the first rank of char- victim’sweapon arm, preventing attacks by
the passageway intended (from the bawdy acters. that character. The only way to free the
house, 13) or accidentally found the other Immediately, a large section of stone glued party members is to slay the mimic.
passage (from the abandoned residence, on the north wall of the corridor slides Beneath the creature are 300 gp, four topaz
68). Whichever passage is found, the party down, revealing a 1-foot-long brass noz- gems (500 gp each), and a ring of warmth.
will follow a 10-foot-wide corridor of zle from which whooshing sounds Killer mimic: AC 7; MV 3”; HD 9; hp 43:
worked stone. A dwarf will be able to tell emerge. #AT 1;D 3-12; SA glue
that it was constructed less than 1 5 years
ago and is definitely not part of the sewage The characters who fell land on soft sand 4. The Hell Hounds‘ Hideout
system. Torches or other light sources will and take no damage. The DM should get
be required unless otherwise specified. The immediate reactions from the players. Each
corridor leads the party into encounter This long corridor is illuminated by blaz-
character may take one action before a jet of ing torches set in wall sconces at inter-
area 1. flame shoots out from point a, covering the vals of 10 feet along the passage walls.
entirecorridorup to thepit. Thereisenough Hot drafts of air blow down the corridor
K e y to the Catacombs time between the nozzle’s appearance and and the floor grows warmer and warmer
1. Guardian Area the jet of flame for any character to jump as you advance.
into the pit if desired. Characters in the pit
take no damage from the flames; characters
This roughly hexagonal room was obvi- As the party nears the dual secret doors,
in the corridor above or north of the pit take
ously once part of the city’s sewer sys- the temperature of the walls, ceiling, and
12 points of damage (save versus Breath
tem. The carved ceiling, 20 feet high, is floor become blisteringly hot. Although no
Weapons for half damage). A character in
coated with a smooth deposit of lime- damage will be sustained, the entire group
the south section of the corridor (one who
stone, and moisture clings to every sur- of characters will be -1 to hit and lose one
has jumped over the pit, for example) will
face in the area. In the center of the room armor class because of their intense discom-
suffer no damage.
stands a giant humanoid figure. The fort. As the party passes the hidden com-
This trap is a precaution of the slave lords
room’s dim light, supplied by a feebly partments, the secret doors silently slide
against one of them being captured and open and a hell hound emerges from each
burning torch, gleams off the creature’s
forced to show the way in. Should the
metallic hide. alcove. They attack spellcasters exclusively
golem have failed to slay the enemy, the
until all are dead (breathing 50% of the
slave lord would walk ahead, fall into the
The chamber’s guardian is actually a time).
pit, and the captor would be roasted. Mean- Both of the hell hounds wear thick leather
poorly made flesh golem with hundreds of while, the slave lord would open a secret
polished iron plates attached to its flesh, collars studded with gems and long, wicked
door in the wall of the pit (which can be spikes. The spikes are poisoned. Unless
giving the creature an improved AC and opened only with a special ring that only the
more fearsome aspect. great care is taken removing the collars (this
slave lords have) and would escape to the
When the party enters the area the golem must be stated by the player doing so) there
Council Chamber (room 9 ) . is a 50% chance the character will acciden-
will raise its arms in a warning gesture and
shout in a garbled voice, “Flee now, or 1 tally prick himself on one of the poisoned
3. The Killer Mimic’s Lair
shall breathe poison death upon you all!” If spikes (save vs. Poison or take 20 points of
the party remains in the area longer than damage). Each collar contains three fire
one turn (or attacks the unmoving golem) opals worth 750 gp each. A character who
the golem will engage the party in melee, foot high room is on the north wall. tries to use the poisoned spikes as weapons
There are two doors across the room on must check each round he or she handles
selecting his targets randomly. Once the
golem has begun to attack it will pursue the the south wall, one to the west, the other them.
to the east. Also near the south wall is a
party to the death. The door on the west Hell hounds (2): AC 4; MV 12”; HD 5;
wall is concealed behind a thin layer of lime- bulging wooden chest.
hp 30,25: #AT 1;D 1-10, breathe 5:
stone but can be found by any party mem- SA Breathe fire
ber searching for a door. The door on the east side of the south wall
is false. The chest is really part of a killer
Golem: AC 4 ; MV 8”; HD 9; hp 35; #AT 2; mimic that is lying on the floor awaiting 5. Minotaur Menace
D 1-10; immune to all spells except fire or prey. The first character to step 10 feet into a. Bolt from the Dark
cold, which slow the golem to half-speed the marked area will be stuck fast, unable to
for 2-12 rounds; non-magical weapons move his or her feet. The mimic will then As you round the corner into another
may strike the golem for half damage, attack the trapped victim by extending corridor, a huge crossbow bolt flies out
due to its poor construction blobs of its own form and using them as of the darkness UP ahead.
sticky bludgeons. The creature will not
reveal how much of the floor is actually part
of itself. Therefore any character moving

106
The bolt (shot by the minotaur described d. Minotaur Hoard 6. Cunning Gelatinous Cubes
in Sc) will be aimed at one of the party mem-
Scattered within this room are 400 ep,
bers in the first two ranks (determined ran- The air in this chamber is foul and cling-
three aquamarine gems worth 250 gp each,
domly), and causes 1-12 points of damage if ing. A thick translucent slime covers the
it hits. The bolt is roughly 3 feet long and 1 a pouch (dust of disappearance, one use),
and an especially well preserved human floor and trails out along the passage at
inch thick. the far end of the chamber.
skull.
The heat from the torches and walls of the
previous passage blur infravision, but As soon as the first rank of the party
heavy receding footfalls and the sound of a
e. Crossbow Traps
walks onto the 10 foot x 20 foot area
door slamming can be heard. Each of these locations is trapped. As (marked by the dotted lines) a 1-foot-thick
soon as a character enters a trigger area slab of stone tilts, spilling them into a pit on
b. Ambush (marked with a ”T)a crossbow bolt will top of a gelatinous cube Characters in the
Depending upon the choice of direction shoot out from a small hole in the wall (use second rank must save vs. Paralyzation to
the minotaur’s ”to hit” roll) at one of the avoid falling into the pit. Every round, a
the party will arrive at one of these three
party for 2-7points of damage. If the proper character who is in contact with the cube
points before reaching Sc. When the charac-
10-foot section of floor (the trigger square) will take 2-8 points of damage and must
ters reach one of these locations another
is searched, the pressure trigger of the trap save vs. Paralyzation or become paralyzed
large quarrel (as 5a) zips out of the darkness
will be discovered and can be easily for 5-20 rounds. In addition, once per round
at the lead member of the party. A character
avoided. the cube will extend a pseudopod and strike
who has the chance to use infravision will
see a larger than man-sized figure fleeing an opponent up to 15 feet away. The pit is 10
around the corner.
f. Perilous Portal feet wide, 20 feet long, and 5 feet deep. The
cube has altered its shape to fit this area.
c. Minotaur’s Lair If the party looks carefully through the
are made of some kind of dull, tarnished cube they notice several shiny objects under
metal. Occasionally, large drops of it. The remnants of the cube may be burned
This room (15 foot ceiling) is lit by small
water fall from the moisture covered ceil- away in one turn (using three flasks of oil).
pots of glowing coals set around the edge
ing, striking the party below. In the east The treasure includes 70 gp, a long sword
of the wall. Carved into the walls are
wall at the comer is a tall metal door cov- +3, chain mail + l , and a dusty rose-
vivid scenes of human suffering-
ered with a strange, angular script. colored crystal prism (an ioun stone-this
battles, slavery, and so on-all rendered
artistically and in fine detail. In one cor- will orbit around the first character to toss it
ner of the room there is a large pile of The script can only be deciphered by a into the air, giving + 1 to both armor class
bones and meat scraps. Next to this pile thief or by a magic-user with a comprehend and saves).
is a minotaur in some kind of lacquered languages spell. It reads, ”Danger-No If the party searches for treasure before
scale mail armor. He is holding a large Entry,”This door is a one-way door that can looking around the corner, they will not see
crossbow, only be opened from the other side. If the the second gelatinous cube that is advancing
door is checked for traps, an elf, half-elf, or to attack. This cube will move quickly
a thief may find the braided copper wire through the far opening and into the pit,
The minotaur will retreat to this area and
hidden under a dull flap of metal foil. (This altering its shape to land on any characters
await the characters after firing on the party
chance is 2 in 6 for elves and half-elves, 4 in there (all those searching for treasure). All
at points a and b. The moment a character
6 for thieves.) Otherwise, the first character such characters will automatically take
enters the room the minotaur will shoot
who touches the door will take a massive damage and must save against paralysis.
another giant crossbow bolt, then drop that
jolt of electricity for 24 points of damage Characters who are not paralyzed are -4 to
weapon and pick up his battle axe +2. He
(save vs. Breath Weapons for half damage). hit and do only half damage. This cube
will attack the strongest fighters first. The
attacks as the first cube in all respects.
minotaur knows the labyrinth well, and
may move through its corridors to circle The wire leads to a concealed compart- Gelatinous cubes (2): AC 8; MV 6 ” ; HD 4;
behind pursuers or lure them into the cross- ment in the wall. This compartment con- hp 25, 30; #AT 1; D 2-8: SA paralysis
bow traps (Se). tains a sealed glass bottle with a copper
The minotaur carries 50 pp in a sack at his rod through its stopper. The jar is 7. Grotto of TerroI
belt. His axe is so heavy that only fighters wrapped with metal foil and has another
with a Strength of 16 or better can wield it. rod attached to the outside of it. The a. The Black Lake
The armor is useless as is the mammoth copper wire is attached to the outside
crossbow; both are simply too large for rod, while another wire runs from the The passageway opens into a huge
mere humans to use. inside rod into the wall. cavern at least 150 feet across. The
stalactite-filled ceiling varies from 50 feet
Minotaur: AC 2; MV 12”; HD 6 + 3 ; hp 33; This is a Leyden jar, a primitive battery. It to 65 feet high, and the floor is covered
#AT 2; D crossbow 1-12, axe 7-14, bite has only one charge (24 points of damage). with a spongy turf. The grotto is lit by
1-4, or gore 2-8 If the party has not already discharged it, the eerie luminescence of a forest of tall
the thief can discharge it safely by a success- fungi (6 to 7 feet tall, with caps 4 feet
ful attempt to “remove traps,”

107
8. The Sinister Snakes
across). The turf at the entrance rapidly
gives way t o a dense marsh from which in the southwest part of the room. (If the
these man-sized mushrooms sprout. As you reach the far shore, two giant Captured! outcome is used, there are five
However, most of the grotto is filled snakes appear from holes in the ground men seated in the room. If the Slave
b y a large lake, with clammy-looking and attack! Lords! outcome is used, seven of the nine
black water and a few patches of green seats are occupied.) They are dangerous-
surface scum. Floating in the water are These are giant constrictor snakes. They looking men and women wearing many
pursue escaping characters, but will not jewels and fine robes-and on some the
the bodies of several blind, white fish
fight the shambling mound. glint of concealed armor can be seen.
covered with leeches. Across the lake,
nearly 100 feet away, another shore can Giant constrictor snakes (2):AC 5: MV 9”;
be dimly seen. It may be reached by tak- HD 6 + 1; hp 37,35; #AT 2; D 1-4/2-8;
Captured!
ing a narrow path ( 5 feet wide) along the SA Constriction
east wall of the grotto. Strange clumps of Although the men are clearly laughing,
vegetation litter the path, but beyond the no sound can be heard coming from the
STOP! Read t h i s room. As the party observes this scene,
marshy beach of the far shore an opening
can be seen in the grotto wall.
before Continuing! the man sitting in the central throne (a
If as DM you want to gain the fighter-type with a black eyepatch) ges-
If a character attempts to swim across the maximum play value from this tures to an unseen henchman. Suddenly
tke, dozens of leeches (normal sire) attach adventure, then the following must a wall of stone drops 20 feet down the
themselves to the character’s body the occur: The player characters must be corridor, blocking any hope of retreat!
moment he or she enters the water. The defeated in the Council Chamber of the
leeches inflict a total of 2-12 points of dam- Slave Lords (area 9). This is necessary The stone wall is impenetrable. If the
age before they can be removed. since the next stage of the adventure is a characters try to move forward into the
The caps of the giant fungi are easy to cut test of the true role-playing and thinking room they discover an invisible wall of
off and are quite buoyant. They can serve as skills of your players. Although it seems force in a IO-foot-radius hemisphere from
rafts; each cap can carry two characters harsh, the party must begin the next the door.
across the lake. If the players spend more section as prisoners of the slave lords. In
than two minutes of actual time deciding this case, use the Captured! outcome for As you struggle to win free of this trap, a
what they are going to do, then the sham- room 9. small panel in the ceiling opens and a vial
bling mound (see below) will attack them at If you d o not wish to arbitrarily of fluid is hurled against the floor. The
once. condemn your player characters to vial shatters, releasing a thick green gas
capture, then a climactic final battle can as the opening in the ceiling is hastily
b. Shambling Mound ensue! Use the Slave Lords! outcome for closed. Slowly, one by one, you fall to
room 9 in this case. However, this the ground unconscious-prisoners of
If the party takes the path: outcome is very deadly; even if the the slave lords.
player characters succeed, they will be ~~ ~~

The path grows increasingly soft and prevented from playing in the final part Continue the adventure with the next
wet. As you approach the halfway point, of the adventure (since that part of the chapter. Dungeons of the Slave Lords.
a huge heap of rotting vegetation rises adventure applies only if they are
from the muck. It is alive, and attacks. captured). Slave Lords!
The creature is a shambling mound. It The slave lords have observed the party’s
9. Council Chamber of
attacks until either all the adventurers are progress by means of a crysfal ball with
the Slave Lords
dead or escaped. It will not leave the grotto clairaudience. They have spells and weap-
or enter area 8, but will return to its original ons ready and cannot be surprised. The
location. lf the shambling mound is killed slave lords are impressed with this party’s
small oil lamps set into the wall. After tenacity and skill and view the coming bat-
and area 8b is searched, treasure can be about 100 feet the corridor dead-ends.
found amidst the rotting vegetation: a tle with some amusement. This will change,
potion of extra-healing; gauntlets of dexter- however, as soon as one of the slave lords is
The concealed door at the end of the corri- injured. This then becomes a fight to the
ity; and a sword f2.
dor will be found after one round of search- death. The listing of reccomended actions
Shambling mound: AC 0; MV 6”; HD 8; hp ing. It can be opened easily by any member gives a guideline for actions the slave lords
37; #AT 2; D 2-16/2-16; SA If both of the party. are likely to take in the ensuing combat.
attacks hit the same target suffocation
will occur in 2-8 rounds unless the mon- The door opens into a great room (70 feet
ster is slain; SD weapons do half dam- x 70 feet x 40 feet high) lit by large
age, fire does no damage, cold does half torches set in wall sconces. There are
damage, lightning causes it to grow 1HD nine large throne-like chairs in a semi-
in size circle facing the concealed door. A large
iron staircase spirals upward

108
Prior to the Encounter Round 3 I f The Party Wins
Stalman Klim casts resist fire, negative Eanwulf, Brother Milerjoi, and Theg Congratulations are due. The player
plane protection, protection from evil 10' Narlot charge the party. Ajakstu casts characters are a mighty group indeed!
radius, and meld into stone on himself. He Evards black tentacles on the rear of the
steps into a section of the wall and disap- party to pin them and block escape. Lamon-
pears. All spells except the meld into stone sten uses his fear, if available. Nerelas still Stalman Klim and Edralve
will be in effect for the duration of the com- attempts to strike from behind. Stalman
bat. Klim steps out of the wall. Slippery Ketta The confrontation with the player char-
Edralve casts a resist coldon herself and a uses thrown daggers to pin down any spell- acters is the final part of Stalman's plots.
silence 15' radius on the doorway. These casters. They have gained their way to the Inner
spells are in effect for the duration of the Council, a feat which should have been
combat. Round 4 impossible. Obviously, someone must have
Ajakstu casts esp and polymorph self given them help-but who? Stalman has
upon himself. At this time he retains his Stalman Klim calls down a flame strike carefully prepared things to frame Edralve,
human form. This spell will remain in effect on the most threatening character. Ajakstu his major rival on the Inner Council, If the
during the entire combat. casts his cone of coldif a clear target is avail- player characters are captured, he is confi-
Lamonsten casts his detect invisibility able. The others continue as before. dent he can force the information (which he
and improved invisibility. The former will The slave lords have not prepared planted ) out of them. If they are dead, he
be in effect for the entire combat. detailed battle plans beyond this point, par- will speak with the dead to gain his "proof:'
tially from over-confidence and partially Anyway, they are probably carrying the
Round 1 because they know it is pointless to plan papers (which he planted), more than
that far in advance. enough evidence to doom Edralve. And
Ajakstu casts his slow spell on the party. with her gone, he should have no difficulties
Nerelas sips his potion of invisibility. If The Party Loses with the rest.
Eanwulf throws his axe at the lead party Edralve, for her part, has been sent to
member. Brother Milerjoi, Theg Narlot, If the players lose this battle and the DM
wishes to have them participate in the work with the slave lords, preparing the
and Slippery Ketta all throw two daggers at way for future events. She has been gaining
spellcasters. Edralve begins a chant. remainder of the adventure, two options
can be used. The first is to have the players more and more power in the Inner Council,
create new characters (of approximately 4th threatening Stalman's position. Following
Round 2 orders from the Queen of the Spiders,
level) and continue play with the next sec-
Ajakstu casts a fireball at the doorway. tion. As a second choice, it can be assumed Edralve is about to assume control of this
This will fill the nine squares in front of the that Stalman Klim has returned and, over useful organization known as the slave
door. Nerelas attempts to move behind one several days, cast raise dead on all slain lords.
of the party members. Lamonsten casts his party members in order to torture and inter-
fear at the party unless he might hit one of rogate them. He is ostensibly attempting to
his own group. In this case he will create a learn how the player characters got as far as
hypnotic pattern. The others use missile they did. From the documents found on
weapons as available. Edralve continues them and their own statements, he hopes to
chanting. implicate Edralve, giving him an excuse to
remove her from power.

109
Despite their intentions, the jailers have complete prisoners (as they were aboard the
"Life is hard and then you die! That is occasionally slipped up in their routine Ghoul), having freedom to move about
what is carved into the wall of your cell. abuse. This has allowed the clerics to their prison. However, the slave lords con-
For days, you think, you have been here quickly pray for (and receive) spells useful sider them helpless and doomed and so are
all by yourself. Where your companions t o their current condition: cure light not concerned.
are, if they are even alive, is a mystery. wounds, purify food and drink, resist cold, Many players think of their characters in
All you know is that you have received create water. terms of the powers and possessions, rather
the constant and brutal attention of the than as people. Such players will probably
slave lords. Each day it seems one of Something finally occurs to break the be totally at a loss for the first few minutes
them stops by to gloat over you. You monotony of imprisonment: the stone of play. It is likely that they will be angry at
have come to know them well-blood- shudders and the earth growls as a large the DM for putting them in such an "unfair"
thirsty Eanwulf, vixenish Ketta the Slip- tremor rocks the island. Dust filters situation. They will demand or beg conces-
pery, impassive Brother Milerjoi, down from the ceilings of the cells, and sions. Do not give them any help, even if
frivolous Lamonsten and Ajakstu, the you can hear much shouting and com- they make you feel sorry for them. Tell the
dark Nerelas, and the brutish Theg motion among your captors. After a players that they must rely on what they
Narlot. They almost Seem like family- short period, the doors to the dungeon have, not what they used to have, and that
your in-laws. But they don't compare in clang open, and in walks Stalman Klim, this includes their brains and their five
any way to the two highest Lords of the the evil high priest, surrounded by senses. Good players will actually welcome
council-the sadistic Edralve and the guardsmen. Entering your cell, he grips the challenge. All players will ultimately
cold-blooded old priest Stalman Klim. your chin and locks his eyes on yours. enjoy this section much more if they get out
You have been kept in your cell for an "Weakling fool," he says almost cheer- on their own resources, rather than with
unknown period of time. The only clue fully, "if only you realized how well you hints and clues the DM gives them.
as to how long is that all of your wounds have served me. Soon I will control the The dungeon labyrinth is far from a nor-
have healed. During this time, you have council-and all thanks to you! Without mal AD&D dungeon. To escape, the player
been brought before the slave lords for relaxing his crushing grip he turns to the characters have to make the best of the
questioning many times. Their methods guards and announces, "The Earth opportunities offered by the contents of the
are varied-sometimes kind and friendly Dragon has spoken! He is hungry, and various encounter areas. These opportuni-
while on other occasions vicious and the time has come to feed the weak to ties may seem meager to the players at first,
inhuman-but the questions have him, as is our sacred custom. O h miscre- but this dungeon contains more than
always been the same-who helped you? ants," he hisses, wrenching your face enough material for the players to escape
How did you get here! Finally, weakened around, "now you shall pay for the from any of the exits if they have the wits
by lack of sleep and a barrage of pain and havoc you have wrought! And in an and resourcefulness to recognize and utilize
magic, you can no longer resist. Your undertone he adds, "Since now your part it.
story unfolds-what little you know. is done." In addition, this section will test of the
During this time, spells have long since Contemptuously, he casts you back ability of you, the Dungeon Master! It is a
disappeared from their caster's memo- into the corner and strides out of your virtual certainty that good players, forced
ries, cast in desperate and clever cell. "Guards, subdue them with the to rely on their own initiative, will attempt
attempts to escape from the dungeon or Smoke of the Little Death.'' to use what they find to do things not cov-
lost in the haze of pain. Unfortunately, He turns and leaves, and the guards go ered by the rules. In these situations, it is
all attempts were failures, though they with him. Shortly, however, there is a entirely up to you to handle these requests
succeeded in giving the jailers a very click as a small aperture is opened in the with fairness, objectivity, and imagination.
hard time. The clerics have received spe- dungeon door. Through it comes the end Some things the DM can think about ahead
cial treatment: the jailers, knowing that of a tube, which spews out the green of time: for example, how will the party
clerics can regain their spells by prayer sleep smoke you remember so well. make light, or ropes, or mark their way?
and sufficient rest, have not allowed the Consider such things, but be prepared also,
clerics to sleep more than three hours in Refereeing the Dungeon for the players will probably think of things
succession, and have given them even that never occurred to you,
smaller rations of food and water than This section of the adventure is unusual i An essential mechanism of this scenario is
the other characters have received. that the characters start almost totally the impending earthquake and volcanic
bereft of equipment and spells. They are not eruption which will destroy the dungeon

110
and Suderham. The earthquake (and its hard, and the sandstone is too crumbly. The toseefishandothercreaturesin thewaterat
attendant foreshocks) serves two purposes: floors of the tunnels and chambers are cov- areas 10 and 12. Infravision does not enable
it prods the players on to act quickly in the ered with fine sand to a depth of 1foot. The a character to read a scroll! Reading parch-
dungeon, and it sets the stage for th.e next floors in the limestone areas are generally ment req
section of the adventure. A number of trem- smooth. Stalactites and stalagmites are too
ors precede the earthquake, each of which thick to break off except as noted. Footpri
should be slightly greater than the last.
Begin the tremors as soon as the players Starting Fires Footprints and other marks on the floor
start this section. Describe the walls trem- will be wiped out by the shaking of the sand
bling, sand shifting underfoot, dust and grit Certain materials have been placed in the with each earth tremor, and thus will not be
falling from the ceiling, and a deep growling labyrinth to enable quick-witted players to reliable "road marks."
from within the surrounding rock. After gather the wherewithal from which to con-
that, the tremors occur at regular intervals, struct a fire. It is likely that every group of Resting
with a slight increase in magnitude each adventurers will at one time attempt to use
these or other materials in a manner not Characters may decide at some point to
time. The following schedule is suggested: rest and/or sleep, particularly in order to
stage a tremor after 40 minutes of pl.iy, the intended or foreseen by the author. In all
such cases, the carefully considered judge- regain clerical spells. There are several ways
next one after 35 more minutes, the next to dissuade them from this. One way is to
after 30, then 25, 20, 15, etc., until the trem- ment of the DM must be the final authority.
It would be quite impossible to anticipate tell the players, "You rest for 40 minutes but
ors are rocking every couple of minutes, if then there is an earth tremor, slightly larger
the players haven't escaped yet. (Be dis- every given action a party might take and
give instructions here on how to handle the than the last. Your rest is spoiled." Another
creet; clever players will notice obvious way to deal with this in a timed game situa-
clock-watching.) This is a chance for you to situation. However, a few tips are listed
below covering the starting of fires, which is tion is to have the Characters' rest time equal
inject some drama and suspense into the real time. To do this, the DM simply leans
game. Above all, never let the players sus- one of the most crucial and clear-cut prob-
lems facing the adventurers. back and does nothing, responding to
pect that the ceiling won't really fall on their hurry-up exhortations with, "You're still
heads, and that the whole dungeon will col- Flint and Steel: Sharp blows of flint
against ferrous metal (iron or steel) will pra- resting." Most parties will catch on within a
lapse behind them as soon as they escape! minute or two and give up on this particular
Make them think that they will all be killed duce a spark. For example: the rusty dagger
(area 4 ) and flint spearheads (area 6). Flint Ploy.
if they don't get out in time (which is wactly
what happened in the tournament sce- striking flint, bone, or other rock will not
Mapping
nario!). produce sparks.
There is another purpose which the final Friction: The wood found in area 5 is too No mapping is possible by players until
earthquake can serve. If the players are crumbly to be rubbed together to produce a characters acquire something to map with!
totally unable to escape the dungeon, flame. If this is attempted, the wood will Mapping requires light and a reliable writ-
because of damage, inadequacy, or some merely break into smaller fragments. ing instrument. (A pricked finger is too
fatal error, the earthquake can a) kill them Plants and Animals: The glow-fungi (area messy and the blood will keep coagulating.)
all and put them out of their misery or b) 11)and fire beetles (area 15) give off light Characters do not know which way is north
open an escape route to the outer world. but not heat, in the manner of fire flies. It is (unless they have a Stoutish halfling with
The DM may choose to award fewer or no a total waste of time for a party to try to them who thinks to check for direction); all
experience paints for the labyrinth if the lat- start a fire with these. directions should he given to them in terms
ter expedient proves necessary. The above notes are intended as a supple- of right and left. This will make it difficult
ment to the information provided under the for the players to keep track of where they
Standard Dungeon encounters themselves. are and where they've been, but not impos-
Features sible. If they think they've been some place
Climbing before, do not confirm or deny it; describe
The ceilings of all dungeon tunnels and the place and let them decide.
chambers are approximately 10 feet high, All of the walls in the dungeon caves can
except where otherwise noted. The tunnels be climbed by thieves at normal percentages
except where indicated otherwise. Traveling
vary from 6 to 1 2 feet in width, averaging
about 9 feet wide. All tunnels and chambers This may be difficult without light. Char-
are of fine sandstone, except in wet and
Fighting acters without infravision will have to feel
drippy areas, where the walls are lime- Fighting in the dark is at -4 "to hit" for their way through the dark, and the party
stone. (This is strange geology for a vol- characters without infravision. will be able to move no faster than one-half
canic island. Perhaps it can be explained by the speed of its slowest member with normal
the legend that the Earth Dragon wanted a lnfravision vision. Ultravision is of no use here. If the
pleasant isle for his cratPr lake, so he carried group travels without linking hands or
away an entire tropical island and dropped lnfravision will enable characters to note using some other method to keep together,
it here. But perhaps not.)
the general outlines of cave walls and the each unlinked character with normal vision
Except where noted, it is not possible to presence of creatures, but that's about it. has a 20 % chance of making a wrong turn at
Everything non-living in the dungeon is an intersection. If the party is accidentally
chip rock pieces out of the wall to get weap-
ons or slingstones. The limestone is too about the same temperature as everything split in this way, it will take 1-2 turns to
else. Characters with infravision will be able notice the split and reform the party (possi-

111
bly longer, if the group is attempting to Dig(C4s. R3". D7r. 5-foot-cubecanbedug avoid it, and it has not fed for a long time.
remain silent). each round) As characters approach its position, it will
Scroll C: gradually recede, attempting to draw the
Key to the Affect normal fires (C 1s. R 3 %", D 7r)
Light (C Is, R 6 " , D 7t)
players to area 3, the abode of the sandling.
If it is successful in luring the party into a
Labyrinth Jump (C Is, R touch, D special, 3 leaps pos- battle with the sandling, it will hover about
during the fight, waiting to consume the life
Entrance t o Fear sible, see PHB)
Read Magic (C 11,R 0, D 141) This spell i s force of dying creatures. If three or more
permanently written in a common creatures are killed (inchiding the sandling),
The party awakens in a place where magic-user's script (as in a spell book), it will feel strong enough to defend its lair at
there is no light and no sounds but their and will not disappear once read, unlike 4. Otherwise, i t will flee to the dead end and
own. Characters with infravision can the other spells on the scrolls. become as dim as possible, hiding until the
ascertain that all party members are party is long gone.
present. The place they are in looks and Of course, it is impossible to read nor-
feels like a natural cave, about 30 feet in mally with infravision, so these scrolls must Will-o-wisp: AC -8;MV 18"; HD 6 : hp 21;
diameter. There are four 10-foot-high remain a mystery to the party until they can #AT 1; D 1-8; SD affected only by pro-
exit tunnels somewhat evenly spaced find a light source. The special read magic tection from evil, magic missile, and
spell will enable magic-users to read the maze
around the perimeter. Characters with
infravision cannot see a ceiling; appar- scrolls. (An illusionist does not need a read
magic to read illusionist writings.) 3. Realm of the Sandling
ently it is too high. The floor i s covered
The tube also includes a note, which This shaded section of the tunnel is the
reads: "We have all been deceived. This is territory at a sandling. As the party enters
None of the party have any possessions the best I could do to help. May your gods this area, one member (chosen at random)
save a dirty cotton loincloth. They have no be with you. If you escape, seek your will feel something rasp across his or her
weapons, no food, nothing: only their wits, revenge on the one who lured you here. foot. Almost immediately thereafter, other
and a small closed cloth tube which rests on Seek out the Water Dragon, at the characters feel something touch their feet.
the floor in the center of the room. It is a Suderham docks. EdralveP Infant sandlings are scurrying all about this
foot-and-a-half long, about the size of a If the players think of it, they find that it area, running into characters just by
wand or scroll tube. is possible to make crude blackjacks with chance. They are invisible to infravision,
If the players look down the exit tunnels, their loincloths and sand, which they can and cannot be caught due to their speed and
they see nothing down three of them, but wield at -2 "to hit: Wet sand is better, as it i s mutable forms. Though players may be
see a distant, dim light down the fourth heavier, and use of such will cause the somewhat alarmed by these creatures, they
(northernmost) tunnel. This light occasion- attacks to be made at only -1.All the sand in are harmless.
ally flickers and moves slightly. this room is dry. Sand blackjacks strike for Their parent is not harmless at all. When
It is 110 feet to the ceiling of this room, 1-4 points of damage, but only half of this the party reaches the center of the territory,
where a heavy stone block plugs the hole the will be permanent damage. the adult sandling will attack the foremost
characters were lowered through. The walls If the party does a careful hand-search of character. If no light source is being used by
are crumbly and will not support a climber's the floor of the chamber, they find 12 small the party, it will surprise on 1-5(d6); other-
weight above a height of 15 feet even if the sling-sized stones. (These have fallen from wise it will surprise only on 1-3. The will-o-
climber is using a spider climb spell to the crumbly walls, and have not yet been wisp will not be near enough to act as a light
adhere to the walls. collected by the kobolds at area 6.) The source until the second round, when it will
The scroll tube is made of cloth, with a characters may attempt to make crude come rushing to the battle.
light wooden ring at each end to give it its slings from their loincloths. These will have
only half the range of normal slings with Adult sandling: AC 3; MV 12" (6");HD 4;
shape. (It can be used to hold one breath of hp 20; #AT 1; D 2-16; SD immune to
air, or two if covered with pitch-see area stones, i.e. short range = 2", mediumrange
= 4". and long range = 8". Of course, any sleep, hold and charm-type spells
10). The tube contains three scrolls, one
with spells for illusionists and two for character not proficient in the use of the
sling will suffer the usual "to hit" penalties 4. Wealth of the Wisp
magic-users. There is also a short note. All
of the spells listed are at the 7th level of abil- applicable to a non-proficient member of his This i s the lair of the will-0-wisp (from 2).
ity. (Note: C = casting time, R = range, or her class. Sling stones inflict 1-4 points of The aged creature's treasure consists of only
D = duration, s = segments, r = rounds, damage. two items: a human skull and a rusty dag-
t = turns.) ger. (Over the years, the sandling has cor-
Scroll A: 2. The Lure of Light roded and destroyed the wisp's other
Audibleziamer (C 5 s . R 13". D 21ri possessions.) The skull can be thrown with
Dancingyights (C 15, R Il", D 14r) The faint flickering light down this pass- the same range and damage as a club, but it
Wall of foz (C Is, R 3 ", D 2-8 + 7ri ageway seems to move away slightly as is useless as a hand-to-hand melee weapon.
Znvisibilit; (C 2s. R touch, D speciali the characters approach. The lower jaw of the skull is missing. The
rusted dagger has a 35 % chance per success-
Scroll 9: ful hit of snapping off at the hilt.
This is an ancient, feeble will-0-wisp. The
Spider climb (C Is, R touch, D 81)
creatures of this labyrinth have learned to
Feign death (C Is. R touch, D 131)

112
5. Lost Treasure 6 B . Chamber of the Hunters of fish fat in the bottom. and 47 fish heads in
various stages of decomposition.
Lying here on the floor of the tunnel are There are four male adult koholds in this
There are also two koholds in this room,
an intact human thigh hone and about two chamber. The smooth passageway slants
a male and a female.
pounds of pine wood, smashed to flinders. slightly upward toward t.his room, and if
The thigh hone can be wielded as a club, but intruders approach, the koholds dump a Male kobold: AC 8; MV 6“: HD ‘ h ; hp 3;
the pieces of wood are too small to he used six-gallon skin of fish oil down the tunnel. #AT 1: D 1-6 with spear, 1-4 with sling
as weapons, including ”wood daggers.” The This oil will spread 20 feet down the pass- Female kohold: AC 8; MV 6”; HD 1/2; hp 2;
wood is quite dry. The party will find these ageway in one round. All characters are #AT 1; D 1-6 with club
things by stumbling over them if they can’t probably in their bare feet, and any charac-
see. ter attempting to move across the slippery 6 D . Nursery
area will have to roll his or her Dexterity
In this chamber are one female and four
6. Kingdom of the Kobolds score or below on ld20 to avoid falling.
young koholds. If the lair is attacked, the
Fallen characters lose a round as they regain
This is the lair of the remnants of a kohold female will hustle the children into the west
their balance and footing, and the koholds
tribe. They have been gradually dying out end of the chamber and take up a defensive
will he able to strike at any front-rank fallen
for decades, and now only 16 are left. They position behind the stalactite columns that
characters at a +2 to hit. Two fallen charac-
were driven down into the labyrinth when divide the room. She will defend the young
ters block the passage until they regain their
the slave lords came and took over the to the death. The room is otherwise bare
feet.
upper caves. They have barely survived except for some raw fish and a few kohold-
The fish oil i s quite flammable, hut the
ever since. A few of their kind have man- child toys (rat hones, etc.).
koholds are not in it and will not burn if it
aged to escape the dungeon and are now ser-
should somehow he set alight. Female kohold: AC 8; MV 6 n; HD I/*; hp 2;
vants of the slave lords. Those remaining
The koholds then tak,? up a defensive #AT 1: D 1-6 with club
presume they are dead. Their weapons are
position at the mouth of the tunnel: two in Young kobolds (4): AC 10; MV 6”;
all constructed of hone and flint, and only HD 1 h : hp 1each; #AT 0; D nil
front wield spears set vs. charge (double
the leader has a shield (thus their armor
damage on a hit if opponents charge into
classes are worse than the usual 7 ) . They
them), and the other two stand behind them 6E. Chieftain’s Chamber
have forgotten the use of fire and live
on a slab of rock, slinging over the heads of
entirely on raw fish, which they catch in the This i s the kohold chieftain’s chamber,
the spearmen as long as they can.
pool at 6C. They are dying out and they and it is considerately more elaborate than
This chamber contains very little, all
know it. They attack any intruders with the others. The room is lit by a dim green
total: four sand mounds where the koholds
desperate fury, fighting to the death. If an glow from patches of phosphorescent mold
sleep, a pothole full of sling bullets (18 in
alarm is raised, all the koholds will come to on the walls. The walls themselves are cov-
all), and two half-finished spears. All of the
defend their lair except the female guarding ered with lurid murals done in black and
koholds’ spears are con!;tructed of hone
the kohold cubs at 6C. All the caves and red-brown (tar and blood), depicting savage
with flint spearheads. They are held
passageways are natural, except the 4-foot- scenes of koholds triumphing over huge
together by animal sinew.
tall tunnel from 6A to 6E. which was carved enemies and the like. There is a crude, raised
out. Kobolds: AC 8; MV 6”; HD 1/2: hp 3 each; seashell mosaic of Kurtulmark, god of the
#AT 1;D 1-6 with spear, 1-4 with sling koholds, on the south wall. The chieftain’s
6A. Entranceway throne i s a pile of rocks and sand between
6C. Koholds’ Kitchen three large stalagmites. Many raw fish are
A party entering this area will notice that scattered around-some have obviously
A waterfall-fed pool of water in the been here too long. There is a 2-foot-high
the floor i s clean of sand here, and is northeast corner dominates this chamber.
quite smooth. There i s a shrieker next to pile of stones across the mouth of the short
The water rushes out of a hole in the ceiling
the wall where the corridor begins to passage to 6A. This serves as a barricade in
and falls into the pool, where it drains out of
turn. Beyond it a faint green light glows case of assault, providing the koholds with
another hole. (Neither is large enough for
from a 4-foot-high tunnel opening. 50% cover ( t 4 armor class bonus vs. mis-
even a halfling to pass through.) Fish occa-
sile fire).
sionally come in with the, stream, and the
The tunnel floor has been swept clean of In this room are four females and the
kobolds catch them in a much-repaired 2-
sand all the way up to chamber 6R. The chieftain, Kloht-a-lozn. Kloht wields an
foot-diameter net which hangs beneath the
shrieker will howl for 1-3rounds if any non- ancient short sword, a sacred tribal relic
falls. The pool is only 2 feet deep. The which his fathers had for generations. He is
kohold approaches within 10 feet, or if any stream brings in food and water, and carries
flaming light source comes within 30 feet. also the only kobold with a shield, an elaho-
off refuse. The whole room has an
Shrieking will alert the koholds, who will rate affair made of hide and hone. Klobt will
extremely offensive dead-fish smell.
take up defensive positions in 6B and 6E. direct the defense intelligently, hut he will
There is a 2-foot-high niche or horizontal
This shrieker was raised by the kobolds not surrender.
crack in the northwest wall of the chamber,
from a tiny fungus: they feed it, and it rec- Buried under the sand and rocks that
and various things are stored there, includ-
ognizes them as no threat. serve as the chieftain’s throne is the koholds
ing: two hone knives, a flint knife, some
greatest treasure. In a small pit, covered
Shrieker: AC 7; MV 1”:HD 3; hp 6; #AT 0; sharp seashell scraping tools, another skin
with a flat stone, are 4 cp, 6 sp, one-half of a
D nil of fish oil (3gallons) a third skin with lumps

113
gold piece, and three white pearls, each 01 enough to carve quickly through the soft from the surface. These include three gems
which is a base 100 gp gem. rock, so two of the ants are employing of 10 gp size. one base 50 gp gem, two base
Female kobolds (4): AC 8; MV 6"; tools. One is using a sharpened piece of flint 500 gp gems and one base 5,000 gp piece of
HD V 2 ; hp 2 each: #AT 1; D 1-6 with and the other is holding an iron spike. This jewelry. There is also a potion of extra-
spear, 1-4 with sling spike has been sharpened by long use, and healing and a potion of delusion.
Klobt-a-lam: AC 7; MV 6"; HD 1.1; hp 6; can now function as a dagger, if taken from
the ants. (The spike was stolen from Worker ants (7): AC 3; MV 18"; HD 2; hp 9
#AT 1: D 1-6 each: #AT 1: D 1-6
humans on the surface.)
The wet side walls are extremely slippery, Soldier ants (2): AC 3; MV 18"; HD 3; hp 14
7. P o o l of Pitch each; #AT 1;D 2-8; SA if mandibles hit,
and are impassable to man or ant.
At this point in the tunnel there is a small The bridge will support up to 300 pounds soldier ants attempt to sting for 3-12
pool of tar, or pitch, off to one side. A party (3,000 gp weight) before collapsing. It is points of damage, save vs. poison to 1-4
seeing only by infravision will not notice the about 2 feet in diameter, and very irregular, points
pool until one member steps in it. This as ant heads, thoraxes and legs stick out in
black, gooey substance will burn slowly if all directions. Any character attempting to 9. H a n g i n g R o o t s
ignited, and is useful for torch making. A walk across this bridge must roll his or her
torch coated liberally with this pitch will Dexterity score or below on Id20 to avoid The tunnel must near the surface at this
give standard torch illumination (40 feet falling into the chasm (fallen characters are point, for here long taproots from plants
radius), and will burn for six turns. There considered lost). Any who attempt to cross above pierce the ceiling. Three long,
are about two gallons of tar in this small the bridge on all fours do so safely. hairy roots dangle from the ceiling to the
pool. If it is all removed from the pit, the The most unusual aspect of the bridge is floor.
pool will gradually re-fill itself, but this will that characters may find it to be easily port-
take days, as the pitch oozes rather than able. The entire bridge weighs only 300 Though these roots are harmless, the DM
flows. pounds, as the ant bodies are but dried may wish to lead the players to think other-
husks. There is a place near the center where wise by describing how wiry and tough they
8. G i a n t Ants' Lair several ant jaws can be easily unlocked (or appear. (If there has been a tremor recently,
As characters near this area, they detect a locked), breaking the bridge down into two they may still be trembling!) Also, the corri-
bitter smell which becomes much stronger sections, one 9 feet long, one 11 feet long. dor is narrow at this point, only 5 feet wide,
as they approach. They also hear scuttling Any character who crosses the bridge to and it is impossible for characters to pass
and clicking noises. As they round the final the giant ants' side will be attacked by seven without touching a root.
bend, their progress will be blocked by a worker ants and two soldier ants. Addi- These roots are flexible, but very tough.
tional ants will come to their aid, one per A hard, sharp object, such as a dagger, flint
chasm, 20 feet across and of greater depth
round; every fifth reinforcement will be a knife, or sharpened seashell, is needed to
than vision can determine. Beyond the
chasm, the corridor widens into an oval cul- soldier. They issue at random from the exit saw through the tough fibers (they could
de-sac, the walls of which are pierced by 17 holes. also he severed with fire). Each root is 10
Characters killed by the ants will be dis- feet long. More length cannot be pulled
one-foot-wide openings. Giant ants are
membered hy workers, and the pieces will down through the ceiling. If used as impro-
moving all about on the other side of the
be carried off into the nest to serve as food. vised ropes. they are easily strong enough to
chasm, on the floors. walls, and even the
Each round another limb or extremity will support the weight of several characters.
ceiling, darting in and out of the holes. They
are carrying food, larvae, or other nonde- be severed and carried off, the whole proc-
ess taking eight rounds. 10. Crabs' T u n n e l s (exit)
script organic material. At any given time,
there are at least a dozen giant ants in view, Though it is not likely that characters will
all occupied with their own business. They be able to enter the nest through the one- This chamber's far end is taken up by a
will pay no attention to observers. foot-diameter ant-holes, the unlikely often deep pool. There are several fair-sized
Two worker ants are working industri- happens in AD&Dmgames, so some infor- fish in the pool, hut not blind, white cave
ously at the wall on the lower right-hand mation about the nest will be given here. fish: they appear to be normal fresh-
side of the cul-de-sac, apparently carving a The maze of the giant ant nest includes water fish. Two pieces of wood are
new tunnel. One holds a sharp stone in its well over 300 miles of tunnels and several washed up on the sandy shore of the
mouth, and the other is using what looks dozen chambers. Some of the tunnels lead pool.
to the surface, and ants forage both above
like an iron spike.
The walls on either side of the chasm are ground and below ground. They also grow This room is the lair of a giant crab. It will
of slick, porous rock. A continual film of edible fungus in several chambers, fertiliz- be hiding in the pool when a party
water runs down their surfaces, feeding a ing it with rotted organic material and approaches, watching with its tiny stalked
slimy algae which lives on the rock. excrement. At the very bottom chamber of eyes. If anyone comes within 10 feet of the
There is a slim bridge across the center of the maze is the queen's chamber. The queen pool, the crab will rush out and attack, sur-
is huge, being 6 feet in diameter and 20 feet prising on a 1-4 (d6). The crab will chase
the chasm, of astounding construction: it is
made entirely of dried giant ant bodies, in length, and having 10 hit dice and 45 hit prey as far as 50 feet down the corridor.
linked together by locked madibles, clawed points. However, she does not move or The fish in the pool are harmless, hut they
legs, and some dried mortar-like substance. attack, andcannot leave thechamber. Sheis are wary and not easily caught without a
Giant ants' mandibles are not strong surrounded by the pretty baubles and net, spear, or hook and line. In fact, only a
objects that her subjects have stolen for her

114
ranger can catch them by hand, scooping up off at the base, killing the worm. (The ~~

a number of fish per hour equal to his or her attacker, of course, will be zapped for 1 This is a damp chamber, where the slow
level. The two pieces of wood are long and point of damage unless using a non- dripping has formed stactites and stalag-
sturdy enough to be used as clubs. conductive weapon such as a wood club.) mites. There are about a dozen piercer-
There is an underwater exit from this Clever players may note that, if the worms sized stalactites hanging from the ceiling.
room, one of the three ways by which are removed, the tubes are watertight, and One has recently fallen, and shattered
resourceful characters can escape the laby- if sealed properly (with worm membranes, bits lie on the floor in the center of the
rinth. for example), they can be used by swimmers chamber. The glow comes from 1 7 round
to carry an extra two breaths of air. There phosphorescent fungi clustered in the
Giant crab: AC 3; MV 9"; HD 3; hp 18;
are onlyeight adult tube worms-the young center of the chamber. Each is about 6
#AT 2; D 2-8t2-8; SA surprise on 1-4 inches in diameter. In the center of the
ones growing here are quite tiny.
Area 1OC is another cave with a sandy fungus cluster stand two larger fungi.
Swimming and Drowning: Unencum-
beach. The distance from the air in A to the Both are man-sized, and both resemble
bered characters can swim underwater 100
air in C is 140 feet, or 14 squares. Thus, a shriekers, but one has four 4-foot-long
feet per round (or ten 10-foot squares on the
character of 14 6r better Constitution could branches.
detail map): in other wards, 10 feet per seg-
ment. Encumbered characters (for example, swim the distance underwater. The separate
any person holding anything in his or her cave to the rear of the beach is the lair of The branchless fungus is a shrieker but
hands) reduce movement by I l 3 . A charac- another giant crab, a smaller specimen than the branched growth is a violet fungus. The
ter may remain underwater without drown- the one at A. It will attack suddenly from branches of the violet fungus form a pro-
ing (hold his breath) f o r a number of this second cave. tective canopy over the shrieker and the
segments equal to his or her Constitution glow-fungi, for if any creature comes within
Giant crab: AC 3; MV 9"; HD 2; hp 9;
score. Thus, a character with a 16 Constitu- 4 feet of the big fungus, it will lash out with
#AT 2; D 2-512-5; SA surprise on 1-4
tion could remain underwater for 16 seg- its oozing branches (able to attack any given
Area 10D is a dead end, a death trap to target with two of its branches). If charac-
ments and could swim 160 feet, or 16
squares. After 1 6 segments (in that charac- any who swim this far without extra air. ters attempt to harvest the glow-fungi with
ter's case). the character would cease all Area 10E marks the place where the ceil- sticks or attack the violet fungus by staying
activity and would begin to drown. Drown- ing rises high enough to allow breathable just outside its range, they will find that the
ing takes 3-18segments, and during this per- air. This tunnel leads to freedom, a water violet fungus can suddenly shamble for-
iod the character can do nothing but writhe cave on the lake in the volcanic crater. The ward several feet and attack them nonethe-
in panic, though it is possible he or she could distance from A to E is 180 feet; from C to E less! Any creature struck by a branch must
be dragged to safety. Such a saved character the distance is 150 feet. There is no light save vs. poison for each successful strike-
will suffer hit points of damage equal to the here, as it is still quite a way to the exit, failure means death due to the powerful
number of segments spent drowning. If not Area 10F is the exit to the beach of the flesh-rotting poison that oozes from the
brought to air before the segments of island. branches.
drowning are up, the character is dead. If The DM should be careful to keep swim- The shrieker, of course, will shriek if any-
ming characters informed as to how far they thing comes within 10 feet of it. If the violet
any cure spell is cast on the character within
have gone, and how well they're holding fungus moves, the shrieker will also move in
five rounds of death, the character will
revive with 1 hit. One breath of air taken, out. (For example: "You feel like your air's order to keep up with it.
for example, from a sealed scroll case or about half used-up.") Be sure that they have The glow-fungi are also mobile (MV I"),
worm tube (see below), will enable a swim- an opportunity to tell you they're turning and will get out of the way if the big fungi
back. If a character is exploring alone, start moving, scuttling frantically to keep
mer to remain underwater for another time
period equal in segments to his or her Can- seperate from the party, tell only that player near but avoid being crushed, while making
stitution score. what he or she sees, in case the character annoyed little squeaking noises. A single
doesn't make it back. glow-fungus will shed decent (though green)
The Detail Map The dividing passageways may cause the light in a 10-foot-radius, two provide a 20-
players some concern. Any swimmer who foot glow, and three or more give a good
Area 10A is the entrance to the lair of the attempts to look for currents to give him or light in a 30-foot-radius. If set down, how-
giant crab. her the right direction will notice a slight ever, they walk away.
Area 1OB is a niche where strange, giant, flow toward the exit. This will not cost the The fallen stalactite shattered into six
underwater tube worms live. The worms player any lost time. good-sired chunks with sharp edges, but
feed on passing plankton and tiny water these are also in the center of the room,
animals. The gray tubes are 2 to 3 feet long, 11. Fearsome Fungus around the bases of the fungi. (Other bits
and are anchored to the rock. They are fell outside the range of the fungi, but scav-
about 2 inches in diameter. The bright red A party approaching this area will notice engers have taken them, leaving the only
worms live within these tubes, and protrude a dull green glow from ahead, starting at chunks in the danger zone.) If used as weap-
from the end, retreating if endangered. about 60 feet from the chamber (unless the ons, these stones inflict 1-4 points of dam-
They protect themselves by issuing a mild party has a light source of their own, in age if thrown (short range 10 feet, medium
electrical discharge if disturbed. Each time a which case they won't notice the glow until range 20 feet, long range 30 feet) or used as
worm or its tube is touched, it inflicts 1 they enter the area). hand-held bludgeons. If used as tools, they
point of electrical damage to the toucher. If can be used to snap off further stalactite and
a tube is struck by a decent blow it will snap stalagmite edges, thus arming the whole

115
party. Thirteen more chunks can be 13. Mineral Corner feet, in which case the beetles consider them
removed in this manner. attackers and will fight. If removed, the
13A. An irregular-shaped outcropping
three glowing glands from each beetle will
Shrieker: AC 7; MV 1"; HD 3; hp 19; #AT here is the source of flint for the kobolds (at
radiate light for 1-6days, illuminating a 10-
0; D nil b).Nolargechunksof flintcanbegottenout
foot radius.
Violet fungus: AC 7; MV 1";HD 3; hp 20; without tools. but there are manv tinv flint
, I

#AT 4: D flesh-rotting poison chips about. Fire beetles (3):AC 4; MV 12"; HD 1+2;
138.There IS a vein of soft coal in the wall hp 7 each; #AT 1;D 2-8
12. Pool of the Old One at this point. It will be noticed only if a light
source is being used-infravision will not 16. Abode of the Myconids
All entrances lead here to the edge of differentiate it from the rest of the wall. If
In general, all of these chambers are quite
an underground pool. The depth varies tools are used, about 6 pounds of coal can
damp, with water practically running from
from 7 to 15 feet. If a light source is in be dug from the wall; if no tools are used,
the ceiling in places. Excess water seeps
use, it is possible to look right through only one pound may be obtained. If ignited,
away through cracks in the floor. Stalactites
the still, crystal-clear waters. The bot- one pound of coal will burn for three hours,
abound here, except where the myconids
tom of the pool is covered by clumps of casting light in a 40-foot radius. Coal burns
(see below) have cleared them away. All of
white shellfish. Occasionally, observers much hotter than most combustibles, and
the chambers are dimly lit by glow-fungi
will see blind white fish and crayfish. A requires more than just a spark to light it
(see area 11).Some huge, 1-foot-diameter
small stream trickles into the pool from (i.e. a full fire is necessary).
specimens may even be encountered,
the mouth of one of the tunnels (the pass- ambling about slowly and grumbling to
ageway that leads to area 15. from 14. The Beastly Badger
themselves. (These large ones each give light
whence the stream comes). This is the lair of a giant badger. It once had in a 20-foot radius.) Every nook and cranny
a tunnel connected to the surface, but the of these chambers is occupied by fungi, all
This is where the kobolds (from area 6) slave lords' hunters drove it permanently growing luxuriantly to sizes rarely seen else-
obtain their shellfish. The shells of these underground, and the escape tunnel has col- where. Except where noted, these are harm-
creatures are long and oval, like mussels, lapsed. It has learned to live on shellfish less unless eaten (see area 15).
and sharpened, they will make serviceable grubbed out of the pool (area 12) and what-
daggers or tools. As daggers they can be ever else it can catch, including the occa- 1 6 A . Welcoming Committee
used to strike at -2 to hit, and they will sional kobold. It is an ill-tempered beast,
inflict 1-4points of damage. However, they The entrance to this chamber is flanked
and will attack any creature that enters the
will have a 3506 (non-cumulative) chance of by two 7-foot-tall shriekers. They begin to
section of tunnel it considers its territory.
breaking on each successful hit. howl as soon as they sense any non-fungus
Section 12A on the map is the visible part Giant badger: AC 4 MV 9 " ; HD 3; hp 12; movement within 10 feet of them. On the
of the pool, that occupies the northern por- #AT 3; D 1-311-311-6 second round after shrieking, a motley col-
tion of this cavern. Actually, the pool lection of gate guards appear from among
extends much further (Section 12B). under 15. Mushroom Garden the stalagmites and giant mushrooms. They
the rocks where there are no air pockets. attempt to prevent further progress in this
A small stream runs from this chamber area, fighting if they must. This group con-
Deep in 126 is its secret source and exit, down the tunnel, toward the pool (area 12).
both too small for a pfrson to pass through. sists of the following creatures:
The water drips steadily from the ceiling of
Characters may wish, to investigate 12B. this damp chamber, creating large (and a) A rotting, zombie-like kobold. This
The DM is referred to area 10 for rules on unbreakable) stalagmites and stalactites and creature looks as if it died two weeks ago. Its
swimming underwater. providing a humid environmentfor the scores body is covered with slime and mold, and
Section 12B is also the home of a giant of strange fungi and molds that grow here. toadstools grow out of its eye sockets.
crayfish which will attack anyone who These come in all colors, shapes, and sizes,
intrudes into that section, surprising on a b ) Two giant worker ants. Their antennae
including some mushrooms that are 9 feet tall, droop and drag on the ground, they make
1-3 (d6). This 9-foot horror is truly the king and have thick log-like trunks. The room is
of the pool, having eaten all of its competi- no noise, and they move more slowly than
faintly lit by a reddish, flickering glow.
tion. Unlike its tiny blind cousins, it has full normal giant ants.
None of the growths in this chamber are
vision. The ancient crustacean is used to harmful unless eaten (60% chance of being c) A fire beetle. It does not glow, and it
creatures passing through 12A. but any who safe, 30% chance of deadlypoisonous, save seems to move more slowly than normal.
trespass into 12R will be savagely attacked. vs. poison necessary, and 10% chance
It will even pursue the intruder into the d) A human corpse. Very little flesh is left
causes hallucinatory insanity for one week, on this skeleton, but it still moves. In many
outer cavern (12A), halting only if its prey no saving throw). The mushroom logs are
should somehow escape into the dry tun- places, a bulbous purple fungus seems to
light but fairly strong, and though they are
nels. It will then retire to it5 own section. have taken the place of flesh and blood.
easily portable, it will take crude tools at
Mixed in with the purple is a yellow fungus-
Giant crayfish: AC 4; MV 6"/12"; least to hack the giant mushrooms apart.
like growth. (This is a yellow mold colony.
HD 4 +4; hp 20; #AT 2; D 2-1212-12 Also in this chamber, near the northwest There is a 40% chance each time the corpse
wall, are three fire beetles, the source of the is hit that the molds spores will erupt in a 10
reddish glow. These giant insects live on the foot x 10 foot x 10 foot cloud. All within this
many types of fungus found here. They will cloud must save vs. poison or die.)
ignore intruders unless they come within 5

116
’1

These dead creatures were all animated with theenspored character, it will ask what deals with outsiders. It is always eager for
by special spores secreted by the myconid the party is doing here. If the party asks for news of the labyrinth, and will quiz the
king. They strike last in any melee round, help, it will offer to lead them to its king (in party by means of rapport spores about
but they are not undead and cannot he 16E). If the party is rude or arrogant and what they have seen and what they have
turned. The myconids rely on these guards demanding, the fungus man will simply turn done. If the party cooperates and answers
to deter intruders, and thei will not investi- and leave, moving by the shortest possible the king’s questions, and then requests aid
gate a battle. route to inform the king about the of the king in escape from the labyrinth, the
intruders. If the myconid is attacked, before king will bargain with them: if the party will
7-foot-tall shriekers (2): AC 7; MV 1~”;
or after communication is attempted, it will kill the giant crayfish (at 12) and bring back
HD 3 hp 23.22; #AT 0; D nil
defend itself while releasing a cloud of dis- proof that they have accomplished the deed,
Kobold zombie: AC 9; MV 6”; HD l/2; hp 2;
tress spores. These spores alert every the king will tell them how to get to an
#AT 1; D 1-4 with flint dagger
myconid in the huge chamber within four escape route (the chimney at 19). The king
Giant worker ants (2): AC 3; MV 12,”;
rounds, and one-quarter of them join the sees the giant crayfish as the greatest local
HD 2; hp 7,6; #AT 1; D 1-6
fray each round. The reinforcements also threat to myconid foraging parties.
Fire beetle: AC 4; MV 9 ” ; HD 1+2; hp 5:
release distress spores, eventually alerting If the party doesn’t agree to slay the giant
#AT 1; D 2-8
every myconid in the colony. crayfish, or if the party had to be subdued
Human corpse: AC 10: MV 9 “; HD I.: hp 4:
There is one ”circle”of myconids at rest in and taken to the king after attacking the
#AT 2; D 1-3/1-3 with bony claws
thevariuus houses of thevillage. This group myconids, the king will still ask them ques-
consists of four of each of the following tions about doings in the dungeon. How-
1 6 B . F u n g u s Forest
types: ever, the party will then be totally divested
of all belongings and escorted back out into
This is a huge domed chamber, 80 feet in HD hp Size D Spores the labyrinth. The party will not even be
diameter and 50 feet high at its apex. A 1 4 2‘ 1-4 distress allowed a glow-fungus. A “circle” of
phosphorescent mold on the ceiling casts 2 8 4‘ 2-8 + reproducer myconids will make sure that the party
a weird blue glow over the giant mush- 3 12 6’ 3-12 + rapport leaves the area.
rooms and toadstools of the fungus for- 4 16 8’ 4-16 + pacifier The small room behind the king’s cham-
est which covers the floor. There is no 5 20 10’ 5-20 + hallucinator ber is where the myconid leader keeps a sup-
breeze. but the fungi occasionally seem ply of potions, used only in emergencies.
to rustle and sway, as if a wind were All Myconids: AC 10; MV 9”: #AT 1; SD All of these potions were made by the king
passing through. Trails wind through the poisonous skin, touch causes 1-4 points of using fungal alchemy, but they duplicate the
towering mushroom forest, connecting damage. effects of normal potions. They are in
the exits and often leading seemingly potion bottles made from the heads of giant
nowhere. If the party attempts to escape when con- ants. S h e potions are: extra-healing,
fronted by myconid reinforcements, they growth, healing, jnvisibilitx speed, and
This chamber houses the myconid vil- will be allowed to go, so long as they leave water-breathing.
lage, though this fact will not be immedi- by way of 16A. If the party fights, the
ately apparent to visitors. The myconid Myconid king: AC 10; MV 9 ”; HD 6; hp 30;
myconids attempt to incapacitate party
houses are actually huge hollow puffball- #AT 1; D 6-24; SA all myconid spore
members with pacifier and hallucinator
shaped fungi which dwell among the other clouds; SD poisonous skin, touch causes
spores whenever possible. Shose not
growths-32 in all are scattered randomly 1-4 points of damage
enspared will be threatened by many
around the chamber. The myconids enter myconids unless they surrender. Captured
and leave their houses through 5-9 foot tall 1 7 . Roper’s Lair
or surrendering characters will be taken
oval ooze-membranes. These membranes before the king.
are self-sealing; the myconids merely step There is a steady drip, drip of water from
through them. 16C. F u n g u s Farm the ceiling at this nexus of tunnels, and
The mycanids in this chamber ar? all at there are many stalactites and stalag-
rest in their houses. Active myconids will This large but low cavern is lit by many mites on the floor and ceiling.
usually only be found in areas 16C, I), and glow fungi. Edible fungus of all different
E. Unless their homes are meddled with, types grows here in neat rows, circles, and One of the stalagmites is actually a half-
there is only a 30% (non-cumulative) other geometric designs, for this is the grown roper. The roper’s strands can extend
chance per turn spent in this chamber that myconids’ agricultural cave. A ”circle” of to 20 feet, and the creature will attack as
visitors will encounter a myconid. A 2 HD fungus men equal in number and type to soon as any are within this radius, surpris-
myconid will flee at the sight of strangers, those in 16B are working here amongst their ing on a 1-4. A hit from one of the roper’s six
running to a house to contact an eldm A 3 strange unearthly crops. Among the other strands causes weakness: the vitim loses
HD or greater myconid will approach the fungus crops is a row of tiny myconids. 50% of his or her Strength in 1-3 rounds.
party and attempt to open communications Furthermore. the hit person will be dragged
by spraying the lead member with rapport 1 6 D . Royal C h a m b e r 10 feet per round toward the roper’s toothed
spores. (This will enable the fungus man to This is the chamber of the king. It is a bare maw. The chance for breaking a strand is
communicate bv ESPwith the taryet . on the chamber, lit only by several glow-fungi. the same as for opening a door. Successive
next round.) The king coordinates all activities in hits by strands do not cause cumulative
If the myconid is allowed to communicate the myconid city, resolves disputes, and weakness-only 50% of Strength will be

117
lost. ill be retu d to we; d human pyra id uld do mided IS Piercqrs ( 6 ) : C IV HD ,ach;
characters in six turns m s a num . of constructed te ently ( mgest on e #AT 1;C -I
turns equal to the character’s Constitution bottom, lightest 1 the top, etc.), an, I t
bonus to hit dice, if any. least six . people
. are used to form 21. Cave of the B a t s (exit)
If the roper is killed, it will immediately Resourceful players may come up with
go completely limp, relaxing its strands to other feasible methods. Note that a jump Here the corridor opens into a large
their full length of 20 feet each. If severed spell only allows a 10-foot verticle leap. chamber, at least 60 feet x 60 feet, with a
from the roper, these strands make strong The chimney is about 4 feet wide, and a ceiling 60 feet above the floor. There is
rope, each holding up to 400 Ibs. (4.000 gp) series of ledges make it easy to climb, even an exit on the far side of the chamber and
of weight. Within the roper’s gizzard are for a non-thief. The chimney goes up 120 a slight breeze definately moves toward
three gems, one of base 100 gp, one of base feet to a dead end. However, when a charac- it. The ceiling is swarming with bats, and
500 gp, and one of base 5,000 gp value. ter or characters have gone to the top and they can be seen leaving and entering the
ascertained that the chimney is a dead end, tunnel on the far side of the chamber.
Half-grown roper: AC 3; MV 3”; HD 5;
the person(s) will be attacked half-way Unfortunately a large pit separates the
hp 25; #AT 1;D 2-12; SA 6 sticky strands
down on his or her way back by a huge trap- main floor of the chamber from the tun-
that cause weakness; SD 45% magic
door spider which will leap out from behind nel into the labyrinth. The pit is 25 feet
resistance, immune to lightning, takes
its secret door, suprising on a 1-5 (d6). It will across and appears bottomless, but the
only half damage from cold
attack the lead person, if more than one are sound of distant running water can he
present. Characters will be at -2 to hit while heard rising from the depths.
18. Chasm
fighting in the chimney, due to the con-
At this point the floor of the tunnel disap- stricted quarters and the necessity of hang- The pit is 170 feet deep and ends, not in
pears into a 20-foot-wide chasm that blocks ing on. running water, but on a rock ledge. A short
further progress. The sides of the chasm are ‘The spider’s lair is a chamber about 5 feet side passage leads to a place where an
sheer, and the pit itself is 200 feet deep. At in diameter, 60 feet up from the opening in underground stream touches air at the only
the bottom there are no exits. The walls the ceiling below. Amidst the brush and lit- point along its entire length. There is no
around the chasm arc dry rock, and a thief ter of the spider’s nest is a small leather escape here.
can climb them at his or her normal percent- pouch, still attached to the belt the owner On hidden ledges, 40 feet above the pit,
age. Check every 10 feet, i.e., twice if the wore. In the pouch are 27 electrum pieces three cave fishers lie in wait. Each fisher’s fil-
thief is climbing to the other side of the pit. and two base 500 gems. ament is already strung from its hiding place
There is one small crawlway exit from the to a point on the western edge of the pit,
19. Chimney (exit) spider’s lair, a tight, winding tunnel that hoping to catch a stray bat. (If a magic-user
leads up 40 feet to the spider’s secret trap- casts a jump spell to leap the pit, he or she
The corridor ends here in a 20-foot-wide door exit to the surface. This is concealed has a 50% chance of colliding with and
chamber. The walls are covered in a behind a fallen tree in an overgrown beech sticking to one of the trap lines.) If a party
siimy. greasy mold trom the floor up to grove finds a means to cross the pit, or somebody
the ceiling, 20 feet above. The center of Trapdoor spider: AC6: MV 18”: HD 2 f 2 ; starts climbing the walls to pass around it,
the ceiling is pierced by a 4-foot-wide hp 14; #AT 1;D 1-6; SA poison, save at the cave fishers silently reel in their lines and
opening, a rock chimney. This chimney + 1 on the die roll start shooting at whatever targets are
goes straight up to the limit of vision. offered. Once one cave fisher snags a target,
20. Piercer Peril the others ignore it, leaving that victim to
This is another possible exit for the char- their fellow. The fishers cannot shoot at any
acters. The walls of this chamber are slip- This is another nexus of tunnels, a damp targets on the east side of the pit, hut they
pery and unclimbable, and furthermore the area of stalactites and stalagmites.
can shoot UP to 10 feet west of the west edge .
slime mold which covers them has a high of the pit.
acid content, burning exposed flesh for 1-3 The tunnel on the west edae of the cham-
Six piercers hide here among the stalacti-
points on contact. ber twists and turns for 520 feet to an exit in
tes. They cluster on the ceiling in the center
There are several ways by which players the side of the cliff. Freedom!
of the chamber. If any people pass through
might reach the chimney 20 feet from the Cave fishers ( 3 ) :AC 4; MV 0 feet: HD 3: hp
the centeI of the room, the piercers drop and
floor. The ant bridge from 8 or stacked giant attack. If characters move around the out- 15.12.12; #AT 2; D 2-8/2-8; SA adhesive
fungus logs from 15 or 16 could suffice. A side of the room, the piercers will be unable trap filament, shot as if by 6 HD monster
to attack and will ignore them.

118
Water Cave Exit (IO.)
seems to be a road running roughly
The Island Map north-south, but many trees have fallen
The cave behind the party has collapsed,
across it. To the northwest it would
The numbered points (10, 19, and 21) mark pushing water out in a big wave. The
party has emerged an the shore of the appear that the woods end in cleared
the exits from the dungeon labyrinth (and land 200 to 300 feet away.
also correspond to the appropriate area in crater lake. The lake froths as white-
The whole island rumbles and shakes,
capped waves toss wildly back and
the dungeon from which the players made and to the west a huge pillar of smoke
their escape). The lettered areas (A through forth, colliding and building on one
rises skyward. There seems to be a lot of
L; no letter I is used) are outdoor encount- another. Everywhere fish, lake eel and
fire and burning vegetation to the west
ers. fresh-water squid leap from the surface
also. There is distant shouting to the
The general situation the characters of the lake, crazily trying to escape the
northwest, and to the north hoofbeats
encounter upon their escape from the unaccustomed vibrations. The far rim of
and loud bleating can be heard.
the crater lake, a mile and a half away,
dungeon is not good, The same earthquake
that caused the labyrinth to collapse has seems to tremble slightly as the charac-
ters look at it. Movement through the twisted wreckage
devastated the rest of the island. Suderham of trees and boulders is at one-third the nor-
and Drachen Keep are in ruins, and On the island behind the characters is
a 30-foot-tall bluff. Parts of it seem to mal rate.
Scumslum is ablaze. The "extinct" volcano
have just crumbled, and stones are dis-
Mount Flamenblutt is now erupting stead- Bat Cave Exit (21)
lodging themselves and tumbling down
ily, oozing lava and poisonous gases, and
in the continuing tremors. A huge dark
sending up a huge cloud of smoke and ash The party emerges from a hole in the
cloud rises from somewhere on the west-
that blots out the sun. Worst of all, the mis- ground in the midst of a beech and pine
ern part of the island beyond the bluff
chievous magmen have come out with the forest. About half of the trees seem to
lava flow and are leaping about the land- and fills half the sky. The island quivers
and quakes continuously. Just to the have been knocked down or damaged.
scape, igniting every combustible they can The woods seem to be burning to the
north and south of this point begin
find. It is a disaster rapidly reaching epic south and west, and a huge pall of black
beaches which run around the curve of
proportions. Play it for all it is worth. smoke rises beyond the flames, blocking
the island. In both directions the bluff
As in the labyrinth, the general theme of out thesunlight. Acontinuouslow growl
recedes from the beach and trees (many
the outdoor adventure is escape. It should comes from the direction of the smoke,
now fallen) grow in the space between
become clear to even the slowest party that and the ground rocks beneath your feet.
hill and lake. A fishing boat making its
staying on the island would be a fatal mis- Northwest, a few hundred feet away,
way with great difficulty toward the
take. If characters move south or west, they there is some sort of great commotion,
outer shore can be seen on the lake about
will encounter burning forests or fields and with a loud, animal-like roaring and snap-
half a mile to the north. Southwest,
the magmen. If they try to move through ping of branches. The cause of the trouble
maybe a quarter of a mile away, crack-
Suderham or the valley south of it, they will cannot be seen from this point. About 300
ling flames leap above the treetops.
be deterred by poisonous gases. Unless they feet north the forest ends, with a road mn-
swim for it (see Leaving the Island), player ning east to west at its edge. Far to the
characters will probably end up at the docks Spider Cave Exit (19) north there seems to be a great deal of
area. There they will find possible escape shoutingand screaming. Eastward you can
boats and the SUNiVing slave lords. The characters push their way out only see more tangled forest, with the land
To aid the DM in describing the situation, through the spider's trapdoor exit onto a beginning to slope upward.
a paragraph is included herein on what the slight slope in a thick grove of beech
characters can see from each of the three trees. About 40% of the trees have been Movement through the fallen forest is at
exits from the labyrinth. Use the appropri- knocked down by the quakes, and the one-third the normal rate.
ate description, but he familiar with all grove is a tangle of fallen trunks, broken
three, in case the characters, after escaping, boughs, and leafy debris. To the south-
wander into one of the other areas. west, south, east, andnortheast theslope K e y to the Island
rises to a 30-foot-tall bluff; the top
appears to be unwooded. Downslope to Encounters
the west, about 300 feet distant, there The letters on the map indicate the
approximate locations of these encounters.

119
A. Green Slime quake, they broke out and ran downhill to This unsavory lot was outside Suderham,
this field. The slave lords' men originally drinking and gambling, when the earth-
This section of beach is covered with captured them in the nearby hills, and had quake hit. As the town tumbled down, the
wrack and wreckage tossed up by the hoped to domesticate them. Their methods thief instantiy realized that Drachen Keep
waves. Sticks, seaweed, thick algae, and consisted of cruelty and mistreatment, and must likewise have fallen, and he persuaded
flopping fish cover the sand in windrows this, combined with the quakes and fires, the others to go after the great riches they
of organic debris. has driven the goats totally amok. They will think are kept within. Each is trying to
charge any people that come within 200 feet impress the others with his ferocity and
One of these globs of thick algae is actu- of the center of the field, seeing in them their toughness, and they will certainly attempt
ally a green slime. It lies across half of the former persecutors. They will not pursue to slay anybody they encounter, just to
beach, and if characters do not state that beyond the edges of the field. show each other they can't be pushed
they are avoiding or inspecting the patches Giant goats (4): AC 7; MV 18"; HD 3 + 1 ; around. However, if five of them are slain
of algae, there is a 40% chance that a party hp 15 each; #AT 1;D 2-16; SA + 4 dam- or otherwise knocked out of the fight, the
member will step in it. Even if the slime is age when charging others will have second thoughts and
scraped off immediately, the character will attempt to flee.
take 2-16 points of damage. This slime nor- D. Squad of Latoters When they attack, the guards, hobgob-
mally dwells in the muck on the bottom of lins and gnoll wade right into the melee. The
the lake, but it has been dislodged by the A motley crew <>f degenerate mercenarie: half-orc will try to attack the most powerful
tremors and washed up by the waves. is here making its W _ r rh- m ~ d
.._,~ 7,"
V 1
tnmrarr party member, while the bandit will be
Drachen Keep. A watchful party, proceding looking for the weakest or most-wounded
Green slime: AC 9; MV 0"; HD 2, hp 15; through the woods or farmland with cau-
#AT 0; D nil; SA turns flesh into green opponent. The O K archer will try to pick a
tion and alertness, will hear the ruffians good spot from which to shoot, and the
slime; SD weapons and most spells can- shouting at each other when the characters thief will attempt to slip around to the ene-
not harm it reach a point within 120 feet of the section my's rear to try backstabbing.
of road marked D. The looters will not be The looters have the listed treasure:
B. Enraged Snapper visible from this point and the party will be
unable to clearly distinguish words or lan- Guard #I: 5 gp
A giant snapping turtle has iust swum up
guages. A party that fails to behave cau- Guard #2: 5 gp
to the beach at this point. It is not yet full
tiously or is blindly running will not hear Hobgoblin #1:2 ep, 7 gp, 10 gp gem
grown, but it is a formidable creature none-
the looters until closing to within 60 feet of Hobgoblin #2: 12 gp, 2 pp
theless. Normally bad-tempered, this reptile
them. In these circumstances, the looters Xalf-arc: 15 gp, 3 sp
has been whipped into an absolute fury by
themselves will hear the noise of the party's Bandit: 2 ep, 8 sp
the changes in its habitat. It is hiding in a
approach and will immediately cease their Thief: 12 ep, 3 pp, 25 gp, 10 sp, 50 gp gem
pothole at the edge of the water, and will
attack any creature that comes within 10 talking and draw their weapons. The party
will thus he unable to surprise the looters. E. Rampaging Fire Lizard
feet, suddenly extending its long neck to bite
with its powerful beak. Attacking this way, Because of the trees or crops, neither group Here, in a small glade, a fire lizard is
it will surprise on a 1-4 (d6). If creatures pass will be visible to the other at this point, The thrashing about, rolling a n its back and
its position beyond 10 feet away, it will looters will not leave the roadway to inves- snapping at everything. The party will be
attack regardless, shambling out of its pot- tigate the noise, but will warily continue on able to hear the reptile's frenzied movement
hole in a short but surpising burst of speed their way. and outcries at a distance of 120 feet from
(6"). This band is a savage and unsrupulous the center of the glade. Because of the trees,
The snapper's shell is AC 0, but its head, lot: two town guardsmen, two hobgoblins, however, they will he unable to clearly see
neck, and limbs are armor class 5. If they are a gnoll, an orc archer, a half-orc fighter/ the cause of the disturbance without ventur-
withdrawn into the shell, the extremities assassin (all of the above in chain mail, the ing to at least the edge of the glade. Any
become armor class 2. The snapping turtle is guardsmen with shields), a bandit from loud noise or quick movement will attract
too crazed and stupid to know when it is los- Scumslum, and a thief (the latter two in the fire lizards attention. The wounded
ing, and will fight to the death. leather armor). Their statistics are given on creature is covered with patches of burned
If anyone takes an hour to dismember the a table skin. Aware of its immunity to fire, this
body, they will find some human or human- bote huge dragon-cousin became overconfident,
like bones, some rotting leather, and a silver
bracelet worth 375 gp in its gullet. Looter Weapon
Giant turgle: AC 015; MV 3"//2"; HD 6; Guard U 1 4 6" Ftr 1 9 1 1-8 longsword
Guard U2 4 6" Ftr 1 6 1 1-8 long sword
hp 25; #AT 1; D 3-18
Hobgoblin#1 5 9" 1+1 8 1 1-8 long sword
HobgoblinU2 5 9" 1+1 7 1 2-8 longsword
D. Frenzied Goats
Gnoll 5 9" 2 13 1 1-10 two-handed sword
This is a large field of grain, now being Orc 5 6" 1 5 1 1-6 short sword o r b o w
trampled by a herd of four giant goats. Half-orc 3 6" Ftr 3 15 1 1-8 long sword
These giant goats were kept in a pen at Dra- Bandit 8 9" 0 4 1 1-6 short sword
chen Keep, but sensing the imminent earth- Thief 6 9" 2 9 1 1-6 short sword

120
’I

and tried to take a bath in molten lava! Its suaded to attack the slave lords’ boat (at H), scrolls.
fire-resistant nature kept it from being as they still fear the slave lords’ power. He then drags the player characters
instantly cooked, but the resultant unaccus- toward a yet unfired part of Scumslum.
tomed burns sent it rampaging across the Ex-slaves (19 0-level fighters): AC 10;
MV 12”; hp 4 each; #AT 1;D 1-4 There. hiding in a filthy hut, are a tired and
isldnd. Now it is attempting to scrape imag- frightened Dame Gold and company. Under
ined tormentors from its skin. If it sees any- your guidance, they are willing to attempt
one, it will assume that they are its 0. A Friend Indeed
an escape. None of them will be any use in a
tormentors and attack immediately. It will dangerous situation, however.
fight until all its opponents are dead or have This is the beginning of the docks area.
fled. To the west, the rattletrap houses of H. The Water Dragon
The fire lizard lived in a cave north of Scumslum are going up in flames, the fire
DragonMeadow (see map). The devotees of leaping from one to the next. Northeast Tied up to the northwest side of the far
the Earth Dragon took it for a wingless red is the first dock. Only one boat is tied end of the pier is the Water Dragon, the
dragon and have given it offerings of live- there, a small galley emblazoned with a slave lords’ private galley. It is being readied
stock regularly. The slave lords allowed it to finned dragon. Without warning, a man for immediate departure. Ascore of bedrag-
remain on the island, pretending to have dressed as a slave lord lieutenant runs gled islanders cluster halfway out on the
control over the beast and occasionally toward the party from behind a nearby pier, too frightened of the slave lords and
invoking it as a threat. house, shouting loudly. their minions to advance any further. Near
the end of the pier three guards warily eye
Fire Lizard: AC 4; MV 9”; HD 10; hp 23 the mob. One is an ogre in a suit of banded
This person is one of the guests from
(45);#AT 3; D 1-8/1-8/2-16; SA breathe Dame Golds party. He has recognized the mail, the other two are sergeants of the slave
puff of flame 10 feet for 2-12 points: SD player characters and wishes to be rescued. lords’ troops.
immune to fire-based attacks If the party allows him to get within 20 feet Beyond these guards, 14 men are loading
without killing him, somebody will recog- and preparing the boat. Eight of these are
F. Slaves’ Revenge nize him from the encounter at the gate. men-at-arms; the other six are slave lords
Here several dozen nearly nude people He is wearing the leather armor with the (see below). The map of this area shows the
(obviously ex-slaves) are in the process of characteristic slave lards’ insignia. During starting positions of the guards and the
impaling their former masters. A few of the commotion of the earthquake and erup- slave lords. The remaining slave lords are
them are hurriedly making stakes from a tion, he and the other slaves (Dame Gold, either dead or missing.
stack of logs. Nearby. several struggling etc.) managed to escape from their masters. Ogre: AC 2; MV 9”; HD 4 + 1: hp 20;
overseers and guardsmen are being held, He ”persuaded a soldier to part with his #AT 1; D 3-12 with two-handed sword
each pinned by several ex-slaves. As soon as uniform and has been looking about for a Sergeants (2 2d level fighters): AC 4;
a stake is finished, another slaver is brought way to escape the island. Dame Gold and MV 6”; hp 12,9; #AT 1;D 1-8 with long
forth and impaled, and a cheer goes up from the others are not far away, waiting for him swords
the mob. to return. Right now, he was hiding out Men-at-arms (8 0-level fighters): AC 7;
If the party approaches this group wear- from the ex-slaves, trying to figure out how MV 9”; hp 5 each; #AT 1: D 1-8 with
ing few clothes (as they were in the laby- to capture the Water Dragon before he was long swords
rinth). they will be taken for more escaped either burned, impaled, or eaten by mon-
slaves. and the mob will let them by as long sters. If the party approaches the end of the pier
as they cause no trouble. If the party tries to The Water Dragon is the slave lords’ pri- (including by swimming-the guards are
free the slavers and/or stop the impaling, or vate galley. the boat at the end of the first watching the water very closely for lace-
if any of the party are wearing clothes dock. He has watched as bodyguards have dons), the slave lords order their men-at-
obtained from the squad of looters (area D), loaded several crates and treasure chests on arms to back up the guards at the first sign
the most aggressive of the ex-slaves will the ship. No doubt the slave lords are plan- of trouble. At the first indication that the
attack. wielding a motley assortment of ning to flee with all their wealth. If they are characters are more than just an ill-assorted
knives, daggers, and stone biudgeons. allowed to escape, they will be able to con- crowd of mercenaries, the slave lords recog-
The statistics of the attacking ex-slaves tinue their operations from another head- nize them and immediately spring into coor-
vary slightly, but for convenience use the quarters. Unfortunately, the boat is heavily dinated action.
average values given. They have no trea- guarded and the bandit chiefs are getting The evil high priest, Stalman Klim, will
sure. They are subject to normal morale as ready to leave right now. cast offensive spells from the bow of the
per the Dungeon Masters Guide, and will The fellow will give the party two boat for as long as possible, and then he will
flee if things go against them too badly. scrolls he managed to filch from some- leap to the attack. He will start by trying to
Acharacter with high Charisma in a non- where: a clerical scroll of four spells (cure silence any spell-casters among his oppo-
hostile party may be able to sway this mob serious wounds and three cure light nents. He may command enemies near the
to do as he or she asks, as long as what the wounds), and a magic-user’s scroll of five edge of the pier or boat to dive. In a pouch
character wants will hurt the minions of the spells (sleep, jnvisibilitx strength, dispel at his belt, carefully wrapped up, is a jew-
slave lords and not endanger the ex-slaves magic, and hold person). All spells are at eled idol of the Earth Dragon worth 4,000
unduly. The DM will have to adjudicate 7th level. He will also give the characters a
gP.
such situations. The slaves certainly want to crystal monocle with a permanent read The half-orc fighter/assassin. Theg
finish impaling their captives before under- magiccast on it, to enable the spellcasters of Narlot, will wade right into the heart of the
taking another task. They cannot be per- the party to make immediate use of the battle, trusting to his combat ability to
carry him through. He will shout and to Brother Milerjoi, and took his place when J. Panic at the Docks
charge, trying to attract attention away his superior died (either in the earthquake or
from the slave lord spell-casters and the in the fight where the characters were cap- There seems to be a huge melee under
thief. Theg is wearing leather armor and a tured, depending on how the DM has way on and around these three docks,
shield. In a pouch at his belt are 50 pp and a handled this). Brother Kerin is the repre- but it’s not always clear who is on whose
diamond worth 1,000 gp (this is his ”emer- sentative of the Scarlet Brotherhood, which side, if there are any sides. There are
gency escape f u n d pouch). Also in his belt helped finance and set up the slave lords. three fishing boats at each of the three
is a scroll listing all of the slave lords agents long piers. Several more out on the lake
Brother Kerin (6th level monk): AC 6;
among the lords of the Gearnat area, and an are moving toward the far shore and one
MV 20”; hp 21; #AT 3/2 (open hand); D
order for the assassination of all the rela- appears to be capsized. Townsmen,
2-8; SD feign death, immune to slow; S
tives of the adventurers that can be found. slum-dwellers, guardsmen, ex-slaves,
The order is signed by Edralve. 15,
112, W 16,D 17, Con 16, Cha 10;AL LE and assorted humanoids are all fighting
The drow fighter/cleric, Edralve, is still over possession of these boats. To add to
one of the Nine, despite the testimony of the All of the slave lords will fight to the the confusion, a number of grotesque
player characters. She has powerful connec- death, as they are in desperate straits and gray-green humanoids are climbing out
tions, explained in Queen of the Spiders, they know it. Only these six have appar- of the water and falling indiscriminately
and Stalman’s evidence has yet to be exam- ently survived the earthquake and the resul- on the other combatants, biting and
ined by these superiors. She knows, how- tant chaos. Most of them were wounded in clawing them to death. There are at least
ever, what he has done and may use this their flight to the docks, and the group’s 200 figures battling it out in this area.
battle as an excuse to be rid of him. Thus, cure spells were all expended in healing
she will do nothing to come to his aid, unless some of their wounds. (The half-orc and the The easternmost pier i s a terrible scene of
it would cost her own life not to. cleric are still slightly wounded.) Several of carnage. The boat at the end of the long
Still, the player characters are an immedi- the illusionists’ spells were also used in fight- dock had been taken over by 13 hobgoblins,
ate threat, so she will try to silence oppo- ing their way to the Water Dragon. who were just figuring out how to use the
nent spell-casters. She will then try to cast Most of the slave lords’ riches and equip- oars, when eight lacedons clambered out of
levitate on the enemy’s best fighter and raise ment are buried under tons of rock, but they the water and attacked. The battle is still in
him or her 20 feet into the air. She will then did manage to grab some of the more valu- progress: two lacedons and five hobgoblins
join the melee. If at all possible, she will use able items and bring them along. In a locked are down, and the rest are fighting bark and
her charm to urge the player characters into wooden chest at the stern of the galley are forth in the boat. On the pier, 30 feet away,
attacking their mutual enemy. In a pocket the following treasures: stands a mixed group of nine humans,
she has five Drow brooches, each worth 500 watching the battle. If the lacedons win, the
a gold brooch with gems worth 3,000gp.
gP. a platinum ring set with a fire opal worth humans will flee, but if the hobgoblins win,
The illusionist, Lamonsten, will cast hyp- the humans will attack the weakened squad
5,000 gp.
notic pattern at the party. He will save his and attempt to take the boat from them.
a gem-studded ceremonial silver dagger
fear spell until he has a clear shot at the
ofthe Earth Dragon cult worth 1,lOOgp. Lacedons(6):AC6;MV9”//9”;HD2;hp9
party without hitting his allies.
a scroll of drawings of the demons of the each; #AT 3; D 1-3/1-3/1-6; SA paraly-
In a water proof case on Lamonsten’s Abyss by the great Drow artist 001 Eurts,

-
back i s a deed to mining rights in the hills zation
worth 900 gp. Hobgoblins ( 8 ) : AC 5; MV 9”; HD 1+1;
near Hardby, worth 1,200 gp, and his spell
a box of gems, containing 21 moonstones hp 5 each; #AT 1; D 1-8
book, which contains the fallowing spells: (base 50 gp), 10 pieces of jade (base 100
First level: change self, detect i h s i o n , gp), 5 white pearls (base 100 gp), one A band of slave lords’ mercenaries (16 in
detect invisibility, hypnotism, phantas- black pearl (base 500 gp), a tourmaline all) are contending with 13 city guardsmen
mal force. wall of fog. (base 100 gp), an amethyst (base 100 gp), over possession of the other two boats. The
Second level: detect magic, hypnotic pat- a topaz (base 500 gp), and an emerald, city guards have been pushed to the end of
tern, invisibility, (base 1,000 gp). the dock and are gradually being cut down
Third level: dispel illusion, fear. by the mercenaries. Both groups are 0 level
In addition, all of the equipment taken fighters in leather armor (AC 8). Neither
Fourth level: improvedinvisibility, phantas- from the characters when they were cap-
mal killer. group has noticed that the westernmost of
tured is stored below in the tiny hold. It was the two boats is slowly sinking-a hole was
The thief, Slippery Ketta, will immedi- to be sent to the coast to be identified, and knocked through the side when the guards-
ately dive overboard and swim under the eventually sold. The equipment is stored men wrested the boat from i t s original
dock, planning to climb up behind the party securely among other trade goods (these owner.
at the right moment and backstab some- goods are worth a total of 350 gp). The middle pier is one huge, swirling
body. Her normal chance to move silently is Finally, also thrown in among the crates is melee, strictly every man for himself.
88%. but when wet this will decrease to the vial containing the cure the player char- Involved are 32 townspeople ( 0 level), 19
68 % . She wears a pair of earrings worth 700 acters were originally supposed to deliver. It ex-slaves (0 level), 9 men-at-arms (0 level), a
gp each and a jeweled dagger worth 900 gp. is, as yet, still unopened and should retain thief (level 3), a fighter (level 2), a cleric
The monk, Brother Kerin, will leap to the i t s potency. (level Z), 4 arcs, and 3 lacedons who are
dock and into the fray, supporting Theg picking off stragglers and wounded. The
Narlot. Brother Kerin is unarmed. northernmost boat has caught fire some-
Brother Kerin was second-in-command

122

. . ..
how. An organized, coordinated group town. Eventually it will reach the top of the
could push its way through this mob, hut it walls and spill over, sending toxic gases out
would have to fight some of them for pos- over Scumslum and the docks area.
session of a boat. If any characters are foolish enough to
The westernmost pier is a bizarre scene of enter into or permit themselves to be envel-
greed over fear. At the second cross-pier six oped by these vapors, they suffer the same
huge gnolls armed with halberds are holding fate as befell many Suderham unfortunates.
at bay a mob of nearly a hundred screaming The first round of breathing will produce
townspeople (0 level). With the gnolls is uncontrollable coughing and choking in the
their leader, a man in black leather armor victim. For each round thereafter spent in
and shield, who is only allowing people to the gases, the character must save vs. poi-
pass to the boats if they will give him 50 gp son at +2 or die. (The DM can use this
or more. Naturally, few of the townspeople threat to spur on the players, if the
are carrying this much wealth. Some of the approaching magmen aren't enough. If the
people are trying to organize a rush on the players pass close to the town, they may see
heavily-armed gnolls, without much suc- enough to make them aware of the danger.
cess, while others are fighting and robbing If not, they will hear of it from a fleeing citi-
each other to get the 50 gold pieces. At the zen. It will be dramatic if, just as the party is
end of one of the docks, seven people are escaping the island, the vapors start to pour
ripping up the flooring to make a raft. out of Suderham and cover the north end.)
Beneath the pier, four cunning lacedons
wait patiently for the rafters to come down L. Magmen on the March
to the water.
The lacedon colony normally lives off There are three magmen at each of these
shore, where they devour the dead bodies locations. In general, they are having a
(mostly slaves), garbage, and unusable fish grand time setting everything they contact
parts the town dumps into the lake. Occa- on fire. The woods on almost the entire
sionally one or two would sneak into south end of the island are ablaze. Two
Scumslum and grab a derelict, who as likely groups of magmen are igniting the corn and
as not would never be missed. They are tak- wheat fields west of Suderham. One group
ing advantage of the chaos to slay as many has reached the ruins of Drachen Keep, and
of the hated nondead as possible. is gleefully setting the whole place ablaze.
If any creature comes within 30 feet of a
Gnolls ( 6 ) :AC 5 ; MV 9"; HD 2; magman, the paraelemental will move up to
hp 16,15,13,13,12,11; #AT 1: D 1-10 it and attack with its combustion touch. Its
Gnolls' leader (5th level assassin): AC 7; purpose is just to have the poor cold crea-
MV 9"; hp 20: #AT 1: D 1-8 with long ture join the fun of the flaming ones. A
sword magman will pursue for 2-5 rounds, and
then become distracted and set something
K. Ruined Suderham else on fire.
~~ The magmen groups are converging on
The guard towers of Suderham have the northeast part of the island at a rate of
fallen, but the outer walls are mostly 200 feet a turn. Unless something stops
intact, except for the south wall. Ugly them, they will burn the whole island clean
yellow vapors from the volcano are and then return to the volcano, before they
flowing down the shallow gorge, over stiffen from the cold.
the tumbled south wall, and into the Magmen: AC 6: MV 9" (6");HD 2; hp 9
town. Wisps of the ground-hugging gas each; #AT 1; D 3-24; SA combustion
occassionally pass around the corners of touch; SD +1or better weapon to hit,
the walled town. Wherever people immune to fire-based attacks
encounter the vapors, they cough and
choke, and flee if they can. Leaving the Island
Less than an hour after the beginning of The only way to leave the island of the is suicide.
the eruption, Suderham is already a town of slave lords is by crossing the lake. The rim - and the following morn-
During.the night I

the dead. The poisonous gases flowing into of the crater lake is 1.5miles in any direction ing, the player characters discover they are
the town have asphyxiated all those who from the island. The lake surface is choppy not the only survivors of the catastrophe.
could not or would not leave. The vapors with whitecaps. Due to the eruption, the Sometimes they will see powerful groups of
are heavier than air, but they are gradually waves are irregular and unpredictable. armed men rapid-marching to the cleft.
rising as more gas flows down the shallow If characters try to swim for it, they will Other times they will be hesitantly
gorge and is trapped within the walls of the find it difficult but not impossible. To swim approached by small bands of slaves or

124
guards. If the player characters decide to For the journey overland, use the s
accept leadership, they can gather about ard encounter tables given in the Dur
them a mixed band of refugees. Masters Guide or the encounter tables and .. ~.~,-. ._"".-.l
Their group will include a little of encounters given here. Be sure to adjust the return Dame Gold and the other slaves to
Safeton, she will not be ungrateful. Aside
everything-slaves, merchants, peasants, size and difficulty of any encounter by the
guardsmen, mercenaries, and even adven- from having a debt of gratitude from each,
condition of the player characters' band. A
turers. It will also include a variety of align- poorly equipped, rag-tag group should not Dame Gold will dip into her own resources
ments, from lawful goad to pure evil. to reward the player characters. She will
be faced with impossible odds! In addition
provide a monetary reward or non-magical
However, a rough truce can be formed for to the encounters determined by die roll you
possession to each character. You should
the moment. The player characters will nat- may wish to consider the following addi-
urally be given the role of leaders-for now. decide the scope of the reward as befits the
tional problems. These problems are quar-
hardships the player characters have under-
The player characters will be able to rels and disagreements within the party.
assemble a group of 21-40 NPCs. You can gone and the general character of your cam-
Feuding: Just as the group is settling
select from the types listed or create your paign. It is not intended that the player
down for the night, a furious fight breaks
own. characters should leave this adventure
out on the far side of the camp. The player
Slaves who have managed to escape their characters arrive just in time to prevent the empty-handed.
captors. These can be of any alignment
If the player characters have recovered
death of an ex-slave by a guardsman. The
the medicine needed for her brother, Dame
although good and neutral alignments are soldier claims the slave tried to knife him;
Gold will do them the further favor of
more common. All are 0 level humans. All the ex-slave says the guard was beating him
relieving them from their task. Another
have a deep hatred of their former lords and and pushing him around, that he "had it
messenger will be found. As she explains,
-
may have to be restrainpd from slaughtering ~
coming to him." Tempers flare hot on both
she is already in debt enough to the player
their guardsmen traveling companions in sides with each group supporting its man.
characters and could not presume on them
the coming journey. For now they will The lead PC is expected to make some deci-
anymore. If the medicine was not recov-
accept the player characters' judgements. sion. If he chooses for one or the other, there
ered, she is sorrowful for her brother, hut
Mercenaries who arrived with caravans will be open rebellion. The best solution is
does not blame the characters. "After all,
or worked here. They are all neutral or nue- to work out some way of keeping the two
you tried all you could. It is not your fault,"
tral evil alignment. They are all 1st level groups apart.
she says. However, if there are any paladins
fighters. Their only concern is to get to the Starvation: Feeding this many people is
in the group, they must examine their own
coast alive. They are professional enough to not an easy task, especially since no one
know survival will only happen if they thought to bring a lot of food. For
work as a group. As such, they will be the prevent everyone from collapsing,
most agreeable to following orders, of the weaker ones are not so lui
although they will have no respect for about a weeks travel, one person
incompetents or idiots. collapse on the march. Soon ther,
Guardsmen who worked for Suderham bling about the food situation anc
or the slave lords. These men are all of evil acters' leadership. Those lucky e
alignment and the majority are lawful evil. find food hoard it and more fig
They are 0 level humans with 7-8 hit points. out. Unless the players can solve
They will cooperate for the same reasons as lem, they will be cast out of the b
the mercenaries, but will insist on having Alignments: The situation ha
their own commander lone
~~ ,~~~ nf them) whom
~~
~~~~~~
together a number of people of M
t hey will obey. They are all willing to kill fering alignments-people who
f ormer slaves if given the opportunity blood enemies in normal circumst
Townspeople who h m e lost everything in uneasy truce can hold for only a w
he eruption. These people are generally ful types are more likely to c
ieutral in alignment. They hold n o grudges although lawful goods may bec
igainst anyone and are jilst looking for pro- raged and hostile to those of evil a
ection. They are all 0 level humans. Neutrals of all types are likely to
the band so long as chances for su
Encounters on the March best with it. Neutral evils will not 1
betray the band to the humanoic
exchange f a r safety. Chaotics are
from the isle of the slave lords, their trou-
"go it on their own" and chaotic
bles are still far from over. Now they are
rob the band of any useful equipm
stranded in the heart of !he hostile Pomarj.
they leave. It is the PCs' task to
News of the disaster that has struck the
dissimilar band together. Of cou
slave lords is sure to travel fast and no
they get to safety, all bets are off.
friendly reception can be expected from the
tribes on the march. Furthermore, the ten-
sions in their little band will begin to show,
even to the point of violence.

125
‘1

The Slave Lords


Listed below are the statistics and crucial Ajakstu T h e 9 Narlot
information concerning the nine slave lords
of the Inner Council. In addition to these Human 9th level magic-user, lawful evil Half-orc 7th level fighter/7th level assassin,
nine, there are a number of minor slave Str 13 Dex 17 Con 11 lawful evil
lords who handle important operations in Int 18 Wis 10 Cha 14 Str 17 Dex 12 Con 17
the field. However, these nine decide all Hit Points: 32 Armor Class 5 In1 16 Wis 12 Cha 7
matters of policy. Equipment: dagger +1, cloak ofprotection Hit Points: (53) 35 Armor Class: 7
When the slave lords are encountered at +2, staff of power ( 3 charges), crystal Abilities: #AT 312. +I to hit and damage,
the docks, ~ p d l magical
~, items, and hit ball with clairaudience, ring of spellstor- backstab x3, move silently 55%. hide in
points listed in parentheses are not available ing holding dispel magic, shocking shadows 43%
to them. grasp, wall of force (all level 9 ) Equipment: leather armor, longsword (poi-
Spells: armor, identity, magicmissile, taunt, soned, save vs. poison + 4 or 15 hit
Eanwulf esp. irritation, scare, blink, fireball, points of damage in 2-5 rounds, full
Human 10th level fiehter. neutral evil slow, Evards black tentacles, cone of damage on first hit and half damage on
Str 18/25 Dex 15 Con 16 cold, polymorph self second hit, no additional damage on any
Int 15 Wis 12 Cha 18 hit thereafter. Theg can recoat the sword
Edralve in 1 round from supply on belt), 5 dag-
Hit Points: 90 Armor Class: -1 gers
Abilities: 312 attacksfround Drow 5th level fighterl4th level cleric,
+3 damage bonus for Strength chaotic evil
Str 9 Dex 16 Con 17 Lamonsten t h e Lazy
Equipment: scimitar +2, chain mail +2,
shield +2, heavy crossbow, throwing Int 17 Wis 11 Cha 17 Human 8th level illusionist. lawful evil
axe. Hit Points: 20 Armor Class: 5 Str 7 Dex 17 Con 1 5
Abilities: + 2 saving throw vs. magic, 40% Int 16 Wis 10 Cha 12
Nerelas magic resistance, dancing lights, faerie Hit Points: 21 Armor Class: 7
Human 11th level assassin, neutral evil fire, darkness 15’ radius, detect magic, Equipment: dagger +l,cloak of displace-
Str 16 Dex 17 Con 13 know alignment, levitate-, clairvoyance, ment
Int 1 4 Wis 17 Cha 15 detect lie, suggestion, dispel magic (all Spells: (detect invisibility, hypnotism,
usable once per day); -2 to hit, + 2 to be phantasmal force, detect magic, dispel
Hit Points: 58 Armor Class: 2 hit, and AC 7 in bright daylight illusion, improved invisibility), hypnotic
Abilities: backstab x4, move silently 75%, Equipment: black leather armor, black pattern, invisibilitv. fear
hide in shadows 61% shield, ring of warmth
Equipment: longsword +1,dagger + I (poi- Spells: (cause fear, detect good, resist cold, Slippery Ketta
soned with insinuative poison, 35 hp chant, spiritual hammer, blindness, dis-
damage if save vs. poison is failed, no pel magic, giant insect, (silence 15’ Human 10th level thief, neutral evil
additional damage for successful save), radius) Str 10 Dex 18 Con 12
leather armor + I , potion ofinvisibility Int 15 Wis 13 Cha 16
Brother Milerjoi Hit Points: 30 Armor Class: 2
Stalman Klim Human 9th level monk (as in Oriental Abilities: backstab x4, move silently 88%.
Human 11th level cleric, neutral evil Adventures), lawful evil hide in shadows 73%
Str 15 Dex 17 Con 13 Str 15 Dex 15 Con 13 Equipment: longsword, leather armor $2,
Int 1 4 Wis 17 Cha 11 Int 1 4 Wis 15 Cha 11 gauntlets of swimming and climbing

Hit Points: (52) 31 Armor Class: 3 Hit Points: 35 Armor Class: 3


Abilities: +3 on saving throw v s . mental Abilities: + 4 points of damage with
attacks weapon; Martial arts-#AT 2, D 2d6 + 1;
Equipment: footman? mace +2, bracers of Special maneuvers-missile deflection,
defense AC 6, (ring of spell storing with fall, flying kick, circle kick; Move
word of recall) silently 70%. Hidein shadows 5 6 % , Sur-
Spells: (detect good, light, penetrate dis- prise l a % , ESP resistance 80%; immune
guise, resist fire, slow poison, meld into to haste, slow; feign death, heal 4-7
stone, negative plane protection, protec- pointslday, reduce magical damage to 0
tion from good 10’ radius, flame strike, on successfulsave (half damage if save is
blade barrier,) cure liaht wounds, sanc- failed) nine times per day, 50% immune
tuary, chant. silence 15’ radius, contin- to charm, hypnosis, and suggestion.
ual light, feign death, ton,pues, Equipment: dagger
divination, true seeing

127
Pre-Generated Player C h a r a c t e r s
The following player characters are based Karraway Phanstern
on the original characters used in the Slave
Human 7th level cleric, lawful good Human 7th level illusionist, neutral good
Lords tournament.
Str 9 Dex 15 Con 16 Str 8 Dex 18 Con 16
Elwita Int 12 Wis 16 Cha 13 Int 17 Wis 12 Cha 9
Hit Points: 45 Armor Class: 1 Hit Points: 29 Armor Class: 6
Dwarven 7th level fighter, lawful good
Abiliites: Spells as chosen by player Abilities: spells chosen by player, + 3 to hit
Str 17 Dex 11 Con 18
Equipment: footman's mace, hammer, plate with missile weapons
Int 12 Wis 8 Cha 15
mail, shield, potion of clairaudience, Equipment: silver dagger, potion of extra-
Hit Points: 54 Armor Class: 1 scroll with raise dead healing, scroll of blindness and blur
Abilities: #AT 312, +1to hit and damage
Equipment: war hammer C 2 , shield + I , Blodgett Eljayess
plate mail, heavy crossbow, dagger
Halfling 7th level thief, neutral good Half-elf 4th level cleric/4th level fighter,
"Ogre" Str 8 Dex 18 Con 16 chaotic Rood
Int 10 Wis 10 Cha 6 Str 16 Dex 1 2 Con 17
Human 8th level fighter, neutral good Int 9 Wis 16 Cha 13
Hit Points: 30 Armor Class: 3
Str 18/56 Dex 12 Con 18
Abilities: +3 to hit with missile weapons Hit Points: 28 Armor Class: 2
Int 8 Wis 9 Cha 6
Equipment: short sword, dagger, sling, Abilities: +1 to damage, spells chosen by
Hit Points: 57 Armor Class: 1 leather armor, ring of protection +l, player
Abilities: #AT3/2, +2tohit, +3todamage boots of elvenkind Equipment: spear + I , longbow, hammer,
Equipment: longsword +1, splint mail +2, long sword, plate mail, shield, potion of
shortbow, throwing knife Dread D e l g a t h speed
Human 7th level magic-user, chaotic good
Freda Str 8 Dex 9 Con 16
Kayen Telva
Human 6th level ranger, chaotic good Int 18 Wis 12 Cha 15 Elf 4th level fighterl4th level magic-user,
Str 15 Dex 17 Con 17 chaotic good
Hit Points: 31 Armor Class: 6
Int 13 Wis 15 Cha 14 Str 15 Dex 16 Con 15
Abilities: spells chosen by player
Int 17 Wis 10 Cha 9
Hit Points: 40 Armor Class: -2 Equipment: dagger, staff, bracers of defense
Abilities: +6 damagevs. giant class, +2 to AC 6, wand of fire (4 charges) Hit Points: 25 Armor Class: 2
hit with missile weapons, surprise 50%. Abilities: +1 to hit with missile weapons,
surprised on 1in 6. tracking spells chosen by player
Equipment: longsword, long bow, 8 arrows Equipment: long sword, longbow, hand
+2, dagger, spear, chain mail +3, axe, dagger, javelin of piercing (xZ),
potion of healing chain mail, shield, scroll with holdportal
and suggestion
Map 5 Dungeon Room 12 Map 7: Fort Room 35

I
I
1

5
lap 1 4 City of Suderham

J% Enter

one square equals 10 feet


‘1986 TSR Ins. A11 Rlghls R~WIVM.

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