A Companion adventure from the UK for 6-10 characters of levels 17-19 by Graeme Morris

TABLE OF CONTENTS

WHERE CHAOS REIGNS Other Worlds; The Nexus 2 The Adventure; Using this Module 3 HERE AND NOW IN THE BEGINNING (Maps A1-A3) The Beginning 6 Forest and Swamp; Wandering Bands 7 Storyline: Graeme Morris Water, Ice and Fire 8 Jim Bambra & Phil Gallagher The Parting 9 Production & Design: Phil Gallagher FORGE OF POWER (Maps B1-B3) 10 Editing: Jim Bambra, Tom Kirby The Oracle of Kol 10 Luke Renouf Voyage to the West; Anvil of the World 11 Cover Art: Brian Williams The Dwarves 12 Internal Art: Jez Goodwin BRONZE AND IRON (Map C) 13 Cartography: Paul Ruiz Bara 13 The War Looms 14 The War 15 Distributed to the book trade by Random House, Inc. and in Victory 16 Canada by Random House of Canada, Ltd. Distributed to the toy and hobby industry by regional distributors. Distributed in the SampleISLAND fileOF SORCERERS (Maps D1-D3) 17 United Kingdom by TSR UK Ltd. The Guesthouse 17 DUNGEONS & DRAGONS, D&D, PRODUCTS OF YOUR IMAGINATION, and the TSR logo are registered trademarks The Bibliotheca 18 owned by TSR, Inc. After the Storm 20 © May 1985 TSR, Inc. All Rights Reserved. Printed in USA. THE ENTROPY BUBBLE (Maps E1-E3) 21 This adventure is protected under the copyright laws of the United States of America. Any reproduction or other un- Edge of Chaos 21 authorized use of the material or artwork contained herein is City of the Oards 22 prohibited without the express written permission of TSR, Inc. The Bubble Collapses 24 PULL-OUT SHEETS between pages 12 fc 13 TSR, Inc. TSR UK Ltd. MapC I POB 756 The Mill Monster Rosters II-VI Lake Geneva Rathmore Road WI 53147 Cambridge CB1 4AD New Monsters VII USA United Kingdom. Oard Devices VIII

LIST OF MAPS AND TABLES

Table 1: Averaged Damage of 10 Elves/Humans vs. AC Pull-out Sheet II TSR, Inc. PRODUCTS OF YOUR IMAGINATION" Table 2: Cijal Random Encounters 23 Maps A1-A3 (In the Beginning) Inside Cover 0-88038-243-0 Maps B1-B3 (Forge of Power) Outside Cover ISBN 394-54889-2TSR06O0 Map C (Bronze and Iron) Pull-out Sheet I 9158 Maps D1-D3 (Island of Sorcerers) Inside Cover Printed in the USA Maps E1-E3 (The Entropy Bubble) Inside Cover This module is for use with the DUN- GEONS fc DRAGONS® Role-Playing Game Companion Set rules, and takes a group of 6-10 characters (of levels 17-19) from their own world and time, and into the chaotic history of ihe parallel world of Aelos.

As with any module designed for high level characters, it is impossible to predict exactly how powerful they will be in any given campaign, or how they will react to the situations with which they are faced. With this in mind, much of the information has been presented in a form which describes the essential features without resorting to unnecessary detail. Further- more, the statistics of all monsters and non- player characters have been gathered to- gether on the Pull-out Sheets (between pages 12 and 13). As a result, the DM should be able to adapt the adventure to the logical empire. Aelos' inhabitants could in the history of Aelos where they will be needs of the parly concerned within the never have been defeated, however, and the able to thwart the oards, the Immortals main framework, with particular reference oard empire could never have been founded, created the Nexus. to the strengths of the encounters. if the major races and the power of magic had developed fully there. The oards' empire is founded on their technologically- The Nexus Other Worlds based ability to send small groups of agents back to critical times and places in Aelos' Have you ever walked into a room and had The prime plane in which the adventurers past, there to nip in the bud the major races the feeling that you'd been there before, live is but one of the teeming planes and their powers, and thus pave the way for even when you couldn't possibly have scattered through the multiverse. Yet, the oard conquest. been? Just for that moment, before the within itself, the prime plane encompasses feeling vanishes, it seems as if two places, another whole universe; a universe in separated in time and space, are the same which many different, parallel worlds The Immortals place. Well the Nexus is something like follow their own courses — sometimes that... only much more. moving in step with one another and at The Immortals are immensely powerful other times diverging. beings who watch over and influence The Nexus will link a series of six points in events in the multiverse (see CP2). In time, time and space. The first is now, and on the Throughout its history, the world in which the adventurers may encounter these be- adventurers' own world, and ihe others are the characters live has witnessed the develop- ings, some may even join their ranks, but critical moments and places in the history ment of the powers of magic and the for now the characters may not even be of the parallel world of Aelos, separated by growth of the major races (humans, elves, aware that the Immortals exist. hundreds of years and as many miles — yet dwarves and ). Many worlds grow Sample file all are linked so strongly that characters thus, with only minor variations on the The power of the oards is of great concern can actually be drawn through the Nexus normal theme, but in other parallel worlds, to the Immortals, since the existence of from one to another. normality is sometimes swept aside by mundane power reduces the influence of some aberrant influence. their own. The Immortals decided that the The six entrances to the Nexus are all very oards had to be destroyed, but were faced similar. Each is in a room of some sort — a Aelos — where the adventures in this with the problem that, since the entire one-room collage, a hut, a ship's cabin, an module take place — is such a parallel history of Aelos had been changed by lime- underground temple, a turret-room or a world, threatened by a race known as oards. travelling oard agents, Aelos could not be stark chamber — and each has a similar restored simply by using the Immortals' (bul distinctive) set of furniture, and a char- power to destroy the oard empire. No more acteristic smell and sound. The Oards could a flower be brought into bloom by pulling open its bud. The Nexus lakes the adventurers through In order to fully understand what follows, the eras of Aelos' in a set order. Only after the DM should first read the description of Fortunately, the very foundation of the the parly's task in a given era is done, will the oards and their devices (see Pull-out oards' empire was its weakness. Since the the Nexus-link to the next era open. When Sheets VII-VIII). oards had founded their empire by pro- this happens, the adventurers will begin lo ducing particular events in the history of experience a feeling that it is "time to go". The oards are a humanoid race whose Aelos, the empire could be destroyed by The feeling will gTow until sooner or later, power and strength derive from the mun- reversing those events. the adventurers will have to return to ihe dane arts of technology and science — arts Nexus and be taken by it to ihe next crucial which have even given them the power to Such tasks could be performed by mere poini. travel through time. mortals, creatures whose powers would nol be great enough to impose their own The Nexus will only transport the player Their origin is obscure, but their influence distortions on Aelos' history. Thus, in characters and their equipment (including on the world of Aelos is all too apparent order to pluck a suitable group of mortals any inanimate objects they may have since, in the distant future of Aelos, they from one of the "normal" parallel worlds acquired during the adventure). Any other have established a vast and mighty techno- and transport them to the limes and places creatures will be left behind. 2 WHERE CHAOS REIGNS (Other Worlds/The Nexus) Using This Module Monster Rosters The statistics of all the monsters and non- player characters used in this module have been gathered together for ease of reference in the Monster Rosters on Pull-out Sheets II-VI).

Oards as NPCs Since they use technology, the oards are very unusual creatures in the context of the DUNGEONS & DRAGONS® adventure game, and it is essential that the DM reads the details of the oards carefully (see Pull- out Sheets VII and VIII) before running the adventure.

It is completely beyond the power of the Just before the emergence of dwarves from In most cases, when they are first en- player characters to control, manipulate or the earth (see Forge of Power - page 10), the countered by the party, the oards will be harm the Nexus. The rooms and their oards will enlist the help of hephaeston (see disguised with image amulets so as not to contents serve only to mark the entrances to New Monsters - Pull-out Sheet VII) to appear out of place. Once they begin to use the Nexus and are in no way necessary for it destroy the newcomers and prevent the their technological weaponry, however, it to operate. Even so, if a room or its contents fusion of dwarven smithcraft and magic. will soon be apparent that they are not all are altered, moved or destroyed, it will be that they seem. When an oard is killed, its restored in every detail when the lime By the third era (see Bronze and Iron - page image amulet ceases to function and the comes for the party to go through the 13) the previous interventions of the oard will be revealed in its true form. Nexus once more. The objects in the rooms adventurers will have allowed the humans, will not be transported by the Nexus, even elves and dwarves to grow in numbers and The DM should remember that oard if in the possession of the adventurers. power. In order to crush them, the oards technological devices cannot be used by the have taken control of the armies of the adventurers, and should avoid giving any The Nexus will give the adventurers the Kolmede empire — a human civilization explanations of the devices or referring to ability to speak the equivalent of the which has eschewed magic. This section them by their proper names. The objects common tongue in each of the eras they uses the Mass Combat rules (see CD12-17) themselves should be described in terms of visit (except the oards' Entropy Bubble). to resolve ihe war with ihe Kolmedes. objects which they resemble (as detailed in the description of the oard devices), and With ihe Kolmedes overcome, the elves and their powers should be likened to similar The Adventure men of Aelos continue to develop their magical effects. magic and, after many long years, assemble The adventure begins (see Here and Now what theySample have learned in thfilee Bibliotheca - page 4) in the player characters' own — an underground library on a remote Abbreviations world. The Immortals have decided that it island (see Island of Sorcerers - page 17). is from this place that mortals will be taken Here, the oards set a trap for the greatest Monster Statistics (in the following order): to Aelos. wizards of the era, hoping to undermine Number; Name; Armour class (AC); Hit the power of magic. The adventurers must dice (HD); Hit points (hp); Movement rales In the characters' world, the Nexus links to discover and foil the oard plot. (MV); Number of attacks (#AT); Damage a sage's cottage which may be located by (D); Save as (Save); Morale (ML); Align- the DM in any convenient wilderness area With the final threat to magic and the ment (AL); Experience point value (xp); (hills, mountains, marsh, woodland or major races removed, Aelos will develop in Roll needed lo hit armour class zero forest). The party will be drawn to this the normal way and the oard empire and its (THACO - see below); Source. place by means of strange (but harmless) technology will simply cease to be (or, put omens visited on the region around it. another way, it will never have the chance The following abbreviations are used: to establish itself). General: C - cleric; F - fighier; MU - magic Once they enter the Nexus in the collage, user; D - dwarf E - ; L - lawful; N - the adventurers will have begun a one-way However, a few of the oards will remain, neutral; C - chaotic. trip through the history of Aelos. The sealed inside an Entropy Bubble which Nexus will only return them to their own separates them from events outside (see Rulebook References (followed by page world if they save Aelos from all its perils, The Entropy Bubble - page 21). In the last number): BP - DfcD® Basic Players Manual; and defeat the oards in their entropy bubble part of the adventure, the Nexus will take BD - Basic Dungeon Masters Rulebook; EX (see The Entropy Bubble - page 21). the adventurers into the bubble for the final - DfcD Expert Rulebook; CP - DfcD Players confrontation against the masters of mun- Companion; CD Dungeon Masters Com- The adventurers will first enter Aelos soon dane technology. panion. after its creation (see In the Beginning - page 6), when elves and humans have only Once the oards are destroyed, the adven- THACO = To Hit Armour Class Zero. This just emerged. Here, the oards are using turers will be returned to their own world, is the roll on ld20 needed by a creature lo garls (a race of primitive proto-men) to and the Nexus, its purpose fulfilled, will hit an opponent with AC 0. In most cases, destroy the elves and subjugate the humans vanish (see The Bubble Collapses - page 24, the roll needed to hit other armour classes = so as to halt their development of magic. and Here and Now - page 4). THACO minus AC. WHERE CHAOS REIGNS (The Adventure/Using this Module) 3 This section describes both the adventurers' When the adventurers arrive, the sage will would be useful on Aelos, but which they departure through the Nexus to Aelos, and be waiting for them at the cottage door, and have not brought with them. There will their return, since they will apparently will greet each of them solemnly by name. also be provisions of food and drink. These have been absent only a few minutes. The He is wearing a deep blue robe with long will have been magically transported here entrance to the Nexus on the player sleeves and a hood which frames his deeply by the power of the Nexus. If the characters characters' own world is in a small, lonely lined face. The characters will notice that are fully equipped, the DM should omit the cottage which may be sited by the DM in although his features are those of an old piles of gear from the description: any convenient, sparsely inhabited area man, his eyes are bright and piercing, and (e.g. moorland, marsh or woodland) within his voice is firm. a few days' travel of the adventurers' Inside the old man's cottage, the air current location(s). The sage will not enter into conversation is heady with the scent of stale with the party, nor will he answer any incense, and there is the gentle tinkle questions. Instead, once the adventurers of wind-chimes, set in motion as the It Begins are assembled, he will raise his hands for door is opened. silence and prepare them for the adventure The adventurers will gain their first with the following words: The cottage is built of solid timbers. inklings of the great events to come from a It is windowless, and the gloom series of omens in the region, which they Look around at this world you call within is relieved only by a smoky will either see themselves or hear about your home. To you it is everything, clay lamp on a large, circular oak from others. The widespread occurrence of yet in the limitless eternity of exist- table. Next to the lamp stands a mug these omens allows player characters to be ence it is but a tiny speck on a tiny of foaming ale and by it a loaf on a introduced to the adventure either indi- speck. In the planes beyond, there are platter. vidually or as a group. more worlds than you could ever conceive... infinite universe upon Stacked neatly in piles around the The omens, although strange, will be infinite universe. outside of the table are weapons and harmless, and DMs may use those on the equipment... your weapons and equip- following list or invent their own: Imagine, if you will, lost within that ment, which you left behind when - fish fall from the sky during a rainstorm vastness, a world without magic; a you set out on this latest journey! - birds are seen migrating at the wrong world ruled by the power of mechan- time of year ical devices constructed by a race who Slowly your eyes adjust to the gloom, - trees blossom or bear fruit out of season know no beauty. Aelos is such a and you begin to make out a tapestry - a rainbow appears with its colours in world, and the oards are such a race. on the far wall, a tapestry depicting a the wong order bewildering pattern of peoples and - the moon appears blue In the past of Aelos were sown the places. Somehow, they all seem - mice are seen chasing cats. same seeds which in your world grew strangely familiar... and blossomedSample into magic file and the If the adventurers make enquiries con- might of men, elves, dwarves and cerning the omens (either of their own halflings. But these seeds came to As soon as the party members are all inside volition or in response to the concern naught, for the oards had learned the the hut, the DM should read out the which the happenings will cause amongst secret of travelling through time and description of their transportation to Aelos the common people), they will discover sent their agents to many times and (see The Beginning - page 6). that the events have taken place only places in Aelos' history. There they within a limited area. Further investigation could shape certain events, bending will reveal that a sage lives in a lonely the past to their own ends. It Ends cottage in the middle of the affected area and "he is certain to know all about the Yet all is not lost for Aelos. The After the adventurers have destroyed the omens". Strangely, although the party will events which changed its history oards' entropy bubble (see The Bubble have no difficulty finding people who might yet be reversed by those who Collapses - page 24) and their mission to know about the sage, and will be able to could, like the oards, travel back in save Aelos is completed, they are returned gain general directions to his dwelling, time. It is in the minds of those who to the sage's cottage after an absence (in they will be unable to find anyone who has watch over the countless worlds that their own world) of only a few minutes. actually seen him or who has been there. you few might be the ones to make With them, they will have all of the items such a journey. which they acquired during the adventure. Any injuries or curses (but not energy A Lonely Cottage Come now into my humble abode, drains) which the survivors have suffered for there is much to do. will have been healed or removed. The adventurers will have no difficulty finding the cottage; in fact, it will be The adventurers will feel strangely com- The sage will be waiting outside the surprisingly easy to find, considering the pelled to accept the sage's invitation (no cottage, and will solemnly thank the vague nature of the directions they were saving throw) and enter the cottage. characters for all that they have done. The given. The cottage is the location of the moment they look away, however, both the entrance to the Nexus, and the sage (who is The description allows the DM to place in old man and his cottage will vanish. The an agent of the Immortals) will set them on the cottage any weapons or other equip- Nexus, its purpose fulfilled, will be sealed... their adventure on Aelos. ment belonging to the characters which perhaps for ever... perhaps not. 4 HERE AND NOW Sample file Aelos (see Map Al) is young and beautiful. The Adventure The ice and fire from which it was formed Looking around, you notice that the are retreating, to be replaced by virgin The party will arrive in this era during a old man has vanished. Before you forest — home to treants and bands of garl raid on an elven village (Callafae - see can look for him, the room begins to primitive elves. In the mountains to the below) and will soon learn of the garl spin around you, and a shrill whistle north, the first bands of humans have threat to the elves and other inhabitants blots out all other sounds. Your emeiged. Given time, elves and men will (see Loralis - area 2). The adventurers may vision blurs, and the pattern of take the first steps towaids civilization. But escort the elves and humans when they flee people and places seems to flow out time is not on their side! in seaich of safety, and will encounter a from the tapestry to surround you. garl war parly (see The Wandering Bands The room is changing from instant The gails (see New Monsters - Pull-out - page 7), probably at the treants' home to instant, so fast that the details are Sheet VII), a race of brutish half-men, also Galgrove (area 4). It is here that the party lost, yet all the while the essential live in the mountains. Not long after the should overcome three of the oards in this nature of the place remains the same. appearance of humans, the garls began to era. Before the adventurers can leave (see lose ground to their more intelligent The Parting - page 9), however, they will After what seems like an age, the cousins and were dying out, but the oards have to seek out the garl stronghold (area 7) spinning sensation passes and your visited them, showing them how to control and overcome the remaining three oaids eyes can focus once more. The room terrible beasts (rocs, mastodons and sabre- there. before you is now circular and the tooth tigers) and how to make weapons timbers of the walls are replaced by (bows and spears). With these, the garls There are very few items of a magical woven twigs, daubed with mud. A enslaved the humans. Since their enslave- nature inSample this world for th efile adventurers to frame of branches lashed together ment, a few humans have escaped the garls acquire. The principal treasures available with thongs stands in place of the and have established a settlement in the are uncut gems which, in later years, will table and bears a bowl of steaming forest. be coveted and hoarded but which are food and a posy of flowers. The clay currently quite abundant. lamp is gone and the light now A year ago, the oards returned and led the comes from a small, open fire-pit garls in the destruction of all but two of the The Newcomers filling the air with the smell of elven villages. As winter fell, the garl bur ning pine-cones and sending sha- armies retreated to their caves, but now it is The elves, humans and treants will recog- dows dancing across the walls. Stret- spring and the assault has begun anew. nise at once that the adventurers are ched on a frame over the door is a strangers to the land. The adventurers' painting of a hunting scene. clothes, magical powers (especially heal- The Elves ing) and equipment (especially metal The awful whistle, which still rings objects and weapons) will arouse particular in your ears, has ceased, to be The elves are primitive, stone-age hunters. interest since the inhabitants have no replaced by screams and the sounds Their love of woodland life is aheady knowledge of the working of copper, of fire and battle. The door bursts developed, but they have not yet formed bronze or iron, and have only stone tools open and an elven woman in a into proper clans since the treants have not and weapons. leather dress staggers into the room, given them the Trees of Life (see CP30 and her eyes wide with terror... area 4). The elves are only j ust beginning to leam about magic, and can cast only the The Beginning following spells: The village consists of 25 circular huts 1. Callafae surrounded by a log palisade. Most of the First level: detect magic, light, protection huts are on fire and there are over 100 elven from evil, read magic, shield, sleep. The characters are transported from the corpses scattered around, plus those of a roc Second level: continual light, detect evil, sage's cottage to a hut in the elven village of and a garl. Running in panic amongst the locate object, phantasmal force, web. Callafae which is under attack by garls. huts are 12 villagers. Each round that the Third level: dispel magic, haste, protection The battle is nearly over, and most of the party stays in the hut after the woman from evil 10' radius, water breathing. villagers are either dead or in hiding: enters, 1-6 villagers will be killed. 6 IN THE BEGINNING (area 1)