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Dungeon Module C2 The Ghost Tower of Inverness by Allen Hammack 7 5- S LEVEL R CHARACTE R FO E ADVENTUR N A

A shadow from the past, the Ghost Tower of Inverness has loomed ever larger in the mind of the great Seer of Urnst, Now he has convinced the Duke that an expedition should be organized to go to the ancient keep and recover its greatest treasure — the fabled Soul Gem.

This module was orginally written for the Official ADVANCED DUNGEONS & DRAGONS® Game Tournament at Wintercon VIII, held in Detroit in November of 1979. It is the second in TSR's COMPETITION SERIES — modules that were used in official tournaments. This module contains a challenging setting, a scoring system and characters specially prepared for the adventure. It may thus be used for competition among players (or groups of players) or as a non-scored adventure included in an ongoing campaign. Also included within are background information, referee's maps and notes, encounter descriptions for players, and a background scenario linked to THE WORLD OF GREYHAWKtm Fantasy World Setting.

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TSR Hobbies, Inc. POB 756 LAKE GENEVA, Wl 53147 PRINTED IN U.S.A. © 1980 TSR Hobbies Inc. All Rights Reserved ISBN 0-935696-24-5 9038 ® s Dragon & s Dungeon d Advance BACKGROUND: For many years legends of the Soul Gem persisted. And so it Fantasy Adventure Game happened that one day, not long ago, while researching in some ancient tonnes, the great Seer of Urnst discovered the s it f o d legen Competitio e th d an nm ModulGe l eSou #C e 2th f o t accoun e strang master. He recognized the power of the stone and through S INVERNES F O R TOWE T GHOS E TH further research unlocked the secret of its control. Armed Knowe th yo r u that recove in o tht f e elderhimsel dayn supo befor t i k etoo th e h Invoke e d Devastaknowledg s thi -h wit s peak t ancien e th n whe , Fire s Colorles f o n Rai e th d an n tio gem and went so far as to investigate the ruins of the keep. of the Abbor-Alz still thrust skyward sharp and majestic and But even with all his power he was turned back from his the Flan tribesmen were but newcomers to the land, there quest by several unfortunate encounters in the upper ruins. r rive e th f o h mout e th d an t Deser t Brigh e th n betwee d existe s thi f o s wall e Th . Inverness d calle s fortres t grea a n Selinta - re r See e th , aid r fo t Urns f o e Duk , Lorinar n Justinia o t g Turnin castle th wer f o e said an d tom bGe e l prooSou f againse th f o t enemiey stor e s th an dm hi al l o thingt d s counte o t d sai s wa e her t tha o als u yo w Kno . natural r o l magica - con e H . it r recove o t t attemp l unsuccessfu n ow s magician' dwell l the greapowerfu y t wizarver a h d bot Galap-Dreidee b d coul m ge l ae t th tht e tha heighe Duk t e ofth hid s vince s Invernes e Castl e th t lif d di e h t tha d an , glory d an r powe h whic h wit l too t grea a d an s enemie s one' m fro n protectio . rested t i h whic n upo k roc f o n foundatio y ver e th m fro , Seer e th , he t tha d confide e H . evil f o s force e th e battl o t knew how to use the gem's power and could teach Duke Most gran. d anjewel d e terriblth n e oobtai ft albu l Galap-Dreidel'd coul e h f i , s work knowledge wa s sthi thr e Lorina keep's great inner tower; for it was there that the wizard's most prized possession, an eldritch jewel known only as the The Seer advised Lord Justinian that a small band of power- a e lik s wa t i t tha s say d Legen . rest o t d sai s wa , "Soul-Gem" ful and experienced adventurers might succeed where he e brillianc e th h wit d glowe t i t tha d an d diamon e whit t grea alone had failed. He assured the Duke that with the power of d an y sk e th m fro n falle d ha t i t pas g lon s year n I . sun e th f o e insur d coul e h , persuasion e subtl e mor f o s mean r o , geas a landed in the foothills of Abbor-Alz where Galap-Dreidel dis- that the quest would be properly carried out. s magick h Throug . glory s it f o s fire e th n i y la t i s a t i d covere r Maste n Dungeo e th r fo s Note e h n me l morta o t n forbidde e knowledg d an e arcan t mos This module was designed for tournament play. It is a test of s Storie . will s hi o t e ston e th e shap d an r powe s it d ben d di the ingenuity and resourcefulness of the players involved. say e thaar ts the lighplayer e t th oe f thonc e d gem draggeinvolve " slay d d than e k soul"hac s e oflittl mes i e n Ther screamine b o g als fro n mca theis r mortaInvernes f l fleso r h anTowe d t trappeGhos e d theTh . m withiTower e nth n i its many facets. Galap-Dreidel, it was said, harnessed this used in an existing campaign, in which case the party y The . will s hi d oppose o wh e thos t agains t i d use d an r powe r o 7 5- s level f o e ar o wh s character f o d compose e b d shoul e th h fort l cal d coul m ge e th d controlle o wh e h t tha y sa o als . ) play t non-tournamen e (se r highe stolen souls of men and make them do his bidding. It is necessary that the DM read the module thoroughly be- l centra t grea e th p u d raise l Galap-Dreide e ston e th r Fo fore play. It may be useful to make notes in the margins at tower and filled his castle with many horrible creatures and some points. The texts in the Encounter keys are divided into t wres d di e h , incantation t grea a g usin , and s trap y deadl two sections: boxed and unboxed. The boxed sections are t tha o s t apar t i t se d an e tim f o c fabri y ver e th m fro r towe e th descriptions that should be read to the players. The un- those within would not be affected by the passage of years. boxed sections are information that is initially known only to Thus it was that his traps never faltered nor did his guardians the DM. It is likely that the players will, through their actions, age or need food. Townsfolk whispered that Galap-Dreidel discover the information in the unboxed sections, but it e th r fo y merel r towe e th n i e fre r prisone a t se , times t a , would . platter r silve a n o m the o t d hande e b t no d shoul o s s wa r powe s hi t tha l tel s legend e Som . beasts s hi f o t spor All tournament encounter areas are specially indicated by m fro f itsel t protec o t m ge e th t taugh n eve e h t tha t grea s encounter t non-tournamen l Additiona . numbers e boldfac those who would take it from him. are listed as parenthesized (numbers). - Galap t tha e tim a e cam e ther r powe t grea s hi e despit t Bu There are three sets of maps for this module, plus some Dreidel did leave on a journey northwest, over the river VISUAL AIDS to show details of encounters. The maps are of Selintan, and did not return. At this time there came a great the Upper Ruins, the Dungeon Level, and the Ghost Tower. s land g surroundin m fro s people s superstitiou f o e multitud s point t a s character e th o t n show e b d shoul S AID L VISUA e Th t grea e th n dow w thre d an e castl e th o t e sieg d lai o wh noted in the text; the number of the VISUAL AID to be shown is tower. And it came to pass that despite this seeming victory given in each case. e th n shu d di e peopl e th r maste r forme d feare r thei r ove Due to the unstable condition of the ruins, certain spells are area and it was said that on fog-shrouded nights the great r o l bal e fir A . Dungeon e th n i d use f i s disastrou y potentiall centras l toweradiu ' r20 o fa thn e Fortreswithi e s Invernescollaps a e s coulcaus l d wil stil l l bespel t seenbol .g lightnin D BACKGROUN E MODUL of the impact, doing an additional 2-20 points of damage to 1 The e GhosTh . t Towedamage) r o2 f/ Invernesr fo s s wawand . svs designee (sav da asare t thetha offician withi l l al - De n i d hel , VIII n Winterco r fo e modul t tournamen ™ AD&D resulting collapse may be dug out in 24 rounds (12 rounds troit in November, 1979. The module is designed to be usa- for 2 persons, 8 rounds for 3 persons) with a maximum of 3 . setting d worl y fantas m t f o d Worl e th h wit e bl s doe n conditio s thi t tha e Not . time e on t a g workin s person e b y ma t i r o , tournament a s a d playe e b y ma r Towe t Ghos . ruins e th y onl , itself r Towe t Ghos e th o t y appl t no . campaign g ongoin n a f o t par e mad In tournament use, a real time limit of three hours is recom- mended. Play should begin when the character sheets are WORLo n D s i Oe F GREYHAWTher . passed Ke MAhav Ps LOCATIOhour 3 n Nwhe d en d an t ou d passe The - Ghosquick t t Towereac t r istha locates partie d t inbu th, e foothillearly g s of finishin th r efo Abbor-Alzs bonu g , scorin - north t jus , Bay y Wooll g overlookin g outcroppin y rock a n o - ad e th e hav l wil s situation g time-consumin d avoi d an y l . Desert t Brigh e th f o t wes - en ) lethal e (mor r late e th n o d spen o t e tim e mor f o e vantag

2 e b t mus d playe s turn e th f o t coun e accurat n A . counters r numbe t tha , damage s sustain r o s inflict r characte a n Whe kept, as there is a cost (1 point per turn) for each turn used. of points is recorded in the appropriate section (damage re- Player. s mayhealed) be eb informer late y d oma ft i th eh numbethoug n r ofeve minute d s remainrecorde s i d - ceive ing if they requesPoints Hit d t an it of the DMInflicted . A stopwatcPoints Hit f o hg is ideascorin e l foth r, keep- Collectively ing timet tha , ae s itNot ca . n be stoppeSCORING T d if the DCOMBA Ms a need o t d s to looreferre ks i some - Received thing up in other playing aids, such as the DUNGEON damage healed is not erased from Hit Points Received, MASTERe th f So GUIDE) . purposes g scorin r (fo d recor t permanen a s i h whic Read the background material being used to the players, total damage a character has received. then hand them the character sheets and the price lists, and Below the spaces provided for Hit Points Infliected. the open . begun s ha t tournamen e Th . themselves p equi o t m the l tel bottom section (NOTES) is for subjective scoring, how the DM - them p equi o t h wis y the s a e tim h muc s a e us y ma s Player felt the group performed. There is no way to predict all the selves i (mann y groupprovisio a so s us d e an abou , t 30 situation minutes) y ever o .t Standare possibl d s items response PLAYERe th r pricee pe ar Ss dHANDBOOKa - solv n i d thid s san an , clevernes r o y creativit g outstandin d rewar o t e mad any otheo t e r referencchoos y ema materialM D e Th s . may be dungeon use e dth f durino s g the problem set e -th g in up. When the group announces they are ready to begin, award 1% to 20% more points for overall clever play, but collect all reference materials except the PLAYERS shoul deduct decisiond dno ba party e r th tfo y s.b This should HANDBOOt par e K andcompris stors e thescore l m untilIndividua the eth adventure Sinc . e 20% is d over.excee t no When the last round of the tournament has been played, all of the Team score as well, an entire group will benefit from . collected e b d shoul s material t handou any ingenious members! The following genera: l player guidelineh eac f o se wilscor l l apply throughouIndividua e th e t the calculat o T : use tournament g durin e modul 1: Add up the number of Hit Points Inflicted. 1. All damage in tournamenReceived. Points tHit plaf o r y is averagenumbe e th s dthi anm d fro con t - Subtrac 2: e th s follow y usuall e damag t Tournamen . stant typical damage ranges in the text. 3: Enter this number under Combat Scoring on the DM'S SCORING SHEET. m roo e th d beyon s character e pursu t no l wil s Monster . 2 . in d place e ar y the a are r o r playe s thi r fo ) any f (i e scor e Subjectiv e th e Calculat : 4 (remember it can't be more than 20% of the total 3. No wandering monsters will be encountered. Keyed Individual Score). Multiply the player's score by 4. Any rooms that are not keyed are considered empty any Subjective bonus given and add it to the player's - cob d an , dirty , dusty s a d describe e b y ma d an score. webbyscore. , with somSubjective ee th pile s oscore, f rubbleCombat e anth dr rottentogethe d Ad : 5 timbers, or whatever the DM desires. and the Keyed Individual score to find the Total In- s thi h wit d include s area r encounte e th f o l Severa . 5 dividual Score for that player. d an e us t tournamen r fo d designe t no e wer e modul : score m Tea e th e calculat o T r encounte t non-tournamen l Al . ignored e b d shoul Scoring. Team Keyed e th f o l tota e th d Fin : 1 . parentheses n i r numbe e th y b d indicate e ar s area 2: Find the value (in gp) of all of the treasure and magic 6. Any carvinge s thos referre g d to(includin ar y e undecipherablpart e th y b k e bac o rt ob- brough s item viously purely decorative. drained by the Soul Gem, as they can be restored by s i e modul e th f i d altere e b y ma s guideline e thes f o l al r o y An the Seer); divide this gp value by 1000 and enter this not being used for tournament play (see NON-TOURNAMENT result under Treasure score. PLAY). 3: Add the Total Individual Scores of the characters, alive or dead, in the team, and take one-half of this amount Y PLA T TOURNAMEN E SCOR O T W HO 1 (drop any fractions). Enter the result under /2 Sum of S DM' e th e ar e modul s thi f o s sheet t tearou e th n o d Locate Total Individual Scores. G SCORIN S DM' e th n O . SHEET D RECOR d an T SHEE G SCORIN : Ente4 Numbere th r f Turnso Elapsed takes (a n froe mth SHEET, the bottom section is used to record the amount of DM'S SCORING SHEET). time (in turns) the party uses. Calculate the movement base of the slowesd an t partyScore, memberTreasure ane dth crossScore, off onTeam e turn Keyed eac e th h d Ad : 5 1 n i s engage p grou e th n whe r o , covered s i e distanc t tha e tim the /2 Sum of Total Individual Scores. Subtract from this y onl e Th . etc.) , listening , (searching y activit d prolonge a total the Number of Turns Elapsed to obtain the Total other scoring that is done on this page before the final tally- Score. Team ing is the KEYED INDIVIDUAL SCORING, which should be re- In tournament play, the team with the highest Total Team corded as it occurs. If there is any INDIVIDUAL SCORING for a Score is the winner; if individual prizes are awarded, the - de e th r afte Y KE e th n i d note s i t i , area r encounte r particula Total Individual Scores are compared by class (all fighters scription. If there is no SCORING notation after or during an compete against each other, etc.) to give a winning fighter, . encounter t tha r fo e scor O N s i e ther , description r encounte f o e non r o , some , all , forth o s d an , magic-user g winnin a whom may be on the winning team. DM'e Th S RECORD SHEET shoul markee db d wit armoe hth r s ha y part e th r afte d calculate s rate t movemen d an s classe Non-Tournament Play e befor t bough e ar s item c magi y an f I . themselves d equippe If THE GHOST TOWER OF INVERNESS is to be used as part of leaving (or discovered in the dungeon), these should be an ongoing campaign, rather then as a tournament note- d icon n d the appropriatshoul M D e th et sectiotha s n thing sl o thatsevera the ear De M wilther , l be scenario aware of the fact (for example, if Zinethar has found a sider. First, a party of adventurers should be strong, and well e Th . player e th o t s thi e disclos o t e hav t no l wil t bu ) +2 e mac - 5 f o t consis d shoul y part e Th . class o t t respec h wit d balance r manne s thi n i d change e b n ca s bonuse Damage and Hit To 10 adventurers of levels 5-7, and should contain at least one to facilitate melee. thief, one cleric, and one magic-user. Parties of lower level

3 r bette h muc a ( r o , larger h muc e b r eithe d shoul s character e th g fillin , open s swing r doo n iro t grea a u yo f o t fron n I alternativea s ) equippestretche u yo de withBefor . one light o rg moreblindin NPCt s (sucalmos n a h h aswit onr e corrido of the tournament characters or the sergeant of the guard). huge room ornately decorated with elaborate columns and - num n i r fewe e b d shoul s character l leve r highe f o s Partie y simpl a , group r you f o e On . hangings l wal d detaile y finel ber. e The partbefor r y floo shoul d d bepolishe y reasonablfinel e th yo equippeont t ou s d witstep hn magicwoma d cla items. you and into the throneroom ahead of her guards. The rest It mayh alswhic os be necessarspear e th y b yd for thforwar ed DMurge , to her establis d behin h w a nefollo wu yo f o reasoplayere th r nentefo o s t GHOSe rth T TOWER idee Th a. the guards impatiently press into your backs. e b y ma t i t bu , party r you y b d use e b t migh s criminal f o Across the chamber sits Duke Justinian Lorinar of Urnst. To his simpler to have them hired for the job, geased by the Seer, right, partially shrouded in shadow stands his advisor, the t tha g guaranteein f o d metho y eas y relativel r othe e som r o n motio a t A . Seer e th s a y onl n know n magicia s mysteriou - de f i , scenario w ne A . mission e th e undertak l wil s player e th e befor d stan o t d forwar d urge s i y part r you e Duk e th m fro signed, may be as simple or complex as the D. M desiresthrone l ,duca e th l trave s player e th s a s session l severa r ove g stretchin y possibl r you o t s speak e h s a e fac s Duke' e th s acros s creep e smil A . Inverness p Kee o t f o n tur e th h wit d please y strangel s seem e H . band l smal Some of the guidelines contained within this module may be events. "I imagine you are wondering why you have been altered- ; ap monsters p swee s , foreye examples Hi " , mightoday. e tm pursu e ebefor th r e partappea y ouo t t t of brough the area- be su specifieyo f o e dnon ; for tournamengroup r you n i ts play.figure Wanderine fiv e th r g ove mony - provingl addee Uppeb e sterth y d o t Dungeosrma e Ruinth d san n tray any apprehension about what is to come. "Most of Levelr ; tablefo s s havcrime f eo beed n provideconvicte n d fobee r e these"hav areas, . Wandercontinues e h -" you, ing monsters may also be added to the Tower itself, but this which you should spend the greater part of your lives in my has been left to the discretion of the DM. dungeons." His gaze falls upon one of your party, a thin man with a short Somea encountery def o t d s specificalldare u "yo y, designebegins de h fo " r non-tournamen"Hodar, . beard tk blac use have been included in this module. The numbers for royal order and continued to dabble in sorceries which I these encounters are always enclosed in parentheses (for had forbidden to all the people of my realm." example, encounter area 4. is a normal tournament en- Hodar's face remains calm as the Duke turns to the next of counter area, whereas encounter area (5) is a non-tourna- your group. "I should have thought that a warrior of your s area r encounte l specia e thes f o l Al . area) r encounte t men a y sla o t n tha r bette n know e hav d woul , Lembu , caliber are completele th s i n gri y d optionalbroa A ," andfight. mam y broo er useba a dn i od r omitteguar e dth f duro n - captai e writ o t e desir o als y ma M D e Th . play t non-tournamen g in huge warrior's only reply. "Never mind the eleven guards- new or different encounters for the other empty rooms not men you killed while resisting arrest." . Keys e th n i d detaile s addresse e h s a d hea s hi g shakin , Duke e th s say " "Zinethar, r fo d designe n bee s ha S INVERNES F O R TOWE T GHOS E TH the next in line, a distinguished-looking man with gray hair, - experi g equatin f o e mistak e th d an , players d experience d lea o t d decide u yo n whe u yo t lef e hav t mus m wisdo r "you e b d shoul players d experience h wit characters d ence that ill-fated Temple Coalition revolt these three months e becom y ma players d inexperience f o y part A . avoided past." - tourna r unde y (especiall e tim f o d perio t shor a n i d frustrate "And you, Discinque, your rash daring and bravado is really ment conditions). Experienced players, on the other hand, to be marvelled at. One has to wonder where you would be should find GHOST TOWER an enjoyable and challenging now if not for that broken cornice which caused you to fall — experience, whether used for a tournament or a normal with the Crown Jewels in hand — on top of sergeant Norlik game. and his men while they were out on patrol." The thief merely shrugs. The Duke then turns and slowly bows to the last of your group; the tall barefoot woman. "Of all you five," declares d spen t no d shoul o wh e her e on y onl e th s i n Ho i "L , Duke e th the rest of her life in prison for some crime. I am deeply honored, Li Hon, that your monastery saw fit to offer your services to me as payment of this year's taxes." e th f o e figur d shadowe e th g speakin s finishe e Duk e th s A - indistin e ar s feature s Hi . you s addres o t d forwar s step r See s hi t bu l al s hide h whic e rob g lon e th h beneat e guishabl t tha u yo f o l al r fo e fortunat s i t "I . view m fro s hand d gnarle the Duke is both a wise and merciful ruler." His words are al- . undertone t malevolen y strangel a e hav t bu e musiclik t mos "He is willing to make you a most generous offer. Discinque, Tournamen, t amnesty Background d grante e b l : shal u yo , Zinethar d an , Lembu , Hodar f i e servic f o d bon r you m fro d free e b l shal u yo , Hon i L d an , awakened e wer u yo n whe s wa t i e tim t wha w kno t don' u Yo the five of you can perform but one small task for his for the room stayed in had no windows. All you know is that majesty." you have been roughly dragged from your cot by the palace guard, and that you now find yourself walking down "Yes," the Duke interrupts, "Recently my advisor, the Seer, u yo m who e peopl r fou e ar u yo h Wit . corridor t dimly-li , long a o t d rumore e treasur s fabulou a f o s legend d discovere s ha - heavily l severa y b d escorte h eac , before t me r neve e hav — s Invernes p Kee t ancien e th f o s ruin e th n i e somewher e li armed guards similar to the ones who walk by your side. You an almost mythical jewel called the Soul Gem. If you can o s e deserv o t e don e hav d coul s other e th t wha r wonde " freedom. r you u yo f o l al t gran l wil I , me o t t i g brin . honor n a s dubiou "You will be given enough gold to equip yourselves for the

4 r you e provid l wil I " , adds r See e th " fit, e se u yo s a e adventur , 3 T A # , 27 , 34 , 40 p h , 5 + 5 D H , 12" V M , 6 C (A n Brow , Bear party wit hmosa t wonderou) s1-12 magicaD - r l bette amuletr o 8 1 f .o l Thirol sf i amuleg hu , t 1-6/1-6/1-8 D r cente e th s pres u yo n whe e palac l roya e th o t u yo n retur l wil , 11 , 14 , 15 , 18 p h , 2 + 2 D H , 9" V M , 4 C (A r Bombardie , Beetle stud. It will work— y da wherever pe x 2 d r yoclou u d maaci yr befo ,e for succhanc h% is 50 th, e exten2-12 D , t1 T A # , 9 of my power that I coul) d locatedeafness ar o singln stu ef o graie n ochanc f san% 20 ds onplu 2 3-1 D s station r forme r you t tha d assure e B . beach t distan r fa e som 1 # shall be awaiting you if you return without the gem." Centipede, Giant (AC 9, MV 15", HD /4, hp 2 each, AT 1, ) die r o 4 + t a n Poiso s v e sav s plu l ni D The Duke motions for the group to follow the Seer. "Go now # and prepar, 1 d an e3 yourselveT A , 35 p h s , for th5+5 eD task,H , " h9'/18" e commandsV M , -5 C (A d . Horne , Devil D 1-4/1-4/2-5 and 1-3 plus bleeding 1 per round until START: , person m char , dead e animat : will t a , 50% R M , bound After the preliminare chanc y% set-u50 — p e is finishedgat , , radius infor ' 5 r m thfea , e playerESP , s thamagic tt detec e Th . Inverness p Kee f o s ruin e th o t d escorte n bee e hav y the for another horned devil, Illusion, know alignment, pro- great wall- ser looo n m— t before themtelepor , , and thsuggestion e , captain of theipyrotechnics , r es- flame e duc cort of guards delivers a letter to them before riding off with ror; once per day; wall of fire triple strength — D 3-24, im-

e th f o l sea e th s bear r lette e Th . horses e th l al d an n me s hi mune to fire /damag, e from cold, + 1 or better weapon 2

, reads d opene n whe d an , Urnst f o y Duch to hit) 1 # "You are hereby granted title to, and ownership of, any and all Doppleganger (AC 5, MV 9", HD 4, hp 25, 21, 17, AT 1, m fro e remov u yo t tha ) Gem l Sou e th y onl e (sav s treasure e immun , fighter l leve h 10t s a e sav , 1-4 n o e surpris , 1-12 D Keep Inverness and its grounds. These gains shall be subject to sleep, and charm spells) . 20% f o f tarif e treasur l Duca e th o t (AC 8, MV 6", HD 4, hp 28, #AT 1, D 2-8 "When you are ready to return join hands and press the plus paralysis, surprise on 1-3, immune to electricity, e Preserv . given n bee e hav u yo t amule e th f o d stu r cente ) spells h polymorp d an , paralyzation the gem at all costs, your continued freedom depends on Ghoul (AC 6, MV 9", HD 2, hp 16, 14, 13, 12, 11, 10, 8, 5, #AT its returnd . an Remembe p slee o t r thae t theimmun See , r has paralysis man s yplu eyes 6 . Good1-3/1-3/1- D , 3 luck and may all the gods smile upon you." charm spells) S MONSTER G WANDERIN Giant, Stone (AC 0, MV 12", HD 9 + 3, hp 61, #AT 1, D 3-18, (Not For Tournament Use) hurls rocks to 30" for 3-30 points of damage) # UPPE, 1 RT A RUIN, 13 S , (rol17 , l d1022 p ) h Chanc , 3 + 3 e oD f H encounte , 1" V M r, i8 s 1C in(A 6e Ooz y Gra r o g lightnin y b y onl d affecte , metal s corrode , 2-16 D Die Number blows) Roll Monster______Appearing Green slime (AC 9, MV nil, HD 2, hp 15, 12, 8, #AT nil, D nil, if 1 Wight 1-4 touches flesh will turn creature to green slime in 1-4 2 ) spell e Weretigediseas e rcur r o , cold , fire y b y onl d 1-3 affecte , rounds 3 Beetle, Bombardier 2-5 Hydra, 6 headed (AC 5, MV 9", HD 6, hp 48 - 8 per head, 4 Doppleganger 1-3 # 5 Giant Lizard 1-4 AT 6, D 1-6 each) 3 1- e Snak t Gian 6 Illusionist human male (AC 4, Lvl 10, hp 35, Algn LE, S 10, I 17, 7 r dagge , Brow+2 n n Bear protectio f o k cloa , 7 H C , 15 C 1- , 3 18 D , 9 W 8 Giant Ant 1-8 + 1). Spells: 9 Stone Giant 1 First level: color spray (C 1s, R 100'), darkness (C 1s, 1 l Devi d Horne 0 1 , 1s C ( y invisibilit t detec , 12-18r) R D , 100' R DUNGEON LEVEL (roll d12) Chanc encountef eo 8 n i 1 s ri R 100', DR 23r), hypnotism (C 1s, R 30', DR ) 12-18r R D , 30' R , 1s C ( g fo f o l wal , 11r) Die C ( n patter c hypnoti , 13r) R D , 2s C ( r Numbeblu : rlevel d Secon Roll Monster______Appearing 2s), improved phantasmal force (C 2s, R 8 3-1 e Centiped t Gian 1 160', DR concentration + 3r), invisibility 2 Gelatinous Cube 1 (C 2s) 6 1- r Badge t Gian 3 R , 3s C ( n paralyzatio , 60') R , 3s C ( r fea : level d Thir 4 Ghoul 1-8 100'), spectral force (C 3s, R 160', DR con- 3 1- e Slim n Gree 5 centration + 3r) 3 1- e Ooz y Gra 6 - phan , 14r) R D , 4s C ( y invisibilit d improve : level h Fourt 7 Leucrotta 1-2 tasma 50' 10rlR R kille, ,D ) 4s rC ( 2 1- r Monste t Rus 8 Fifth level: shadow magic (C 5s, R 150') 9 - seg = s Basilis, k duration = R D , range = R , time 1g castin = C ( 2 1- e Mag e Ogr 0 1 e mor r fo K HANDBOO S PLAYER e th e se ; rounds = r , ments 11 Hydra, 6 heads ) explanations. l 1 spel d detaile 12 Illusionist 1 Leucrotta (AC 4, MV 18", HD 6+1, hp 39, 24, #AT 1, D 3-18, re- ) each 6 1- D r fo s kick 2 s allow t trea Details On Wandering Monster Encounters Lizard, Giant (AC 5, MV 15", HD 3+1, hp 25, 20, 18, 13, #AT 1, Ant, Giant (AC 3, MV 18", HD 3, hp 23, 21, 20, 18, 15, 13, 10, D 1-8, double damage on roll of 20) 8, #AT 1 and 1, D 2-8 and 3-12 poison sting — save for 1-4) Ogre Mage (AC 4, MV 9"/15", HD 5 + 2, hp 39, 33, #AT 1, , 15 , 18 , 20 , 21 , 24 p h , 3 D H , (3") " 6 V M , 4 C (A t Gian , Badger # D 1-2, regenerate 1 hp/round, Invisibility, darkness 10' 10, AT; 3, D 1-3/1-3/1-6maximum n tur )2 1 — y fl , humanoid o t h polymorp , radius Basilisk (AC 4, MV 6", HD 6 + 1, hp 33, #AT 1, D 1-10, meeting once per day; charm person, sleep, cone of cold — ) made s i w thro g savin o n f i n petrificatio n i s result e gaz D 8-64) 5 Rust Monster (AC 2, MV 18", HD 5, hp 25, 19, #AT 2, D nil plus This is all that remains of a large central tower, though corrode metal — magical metal saves 10% plus 'plus') this fact cannot be verified by mere observation. The , 26 , 30 p h , 4+2 D H , 15" V M , 5 C (A s poisonou t Gian , Snake r large e th e lik k loo p ma e th n o s area d shade r fou 2 2-1 r fo e sav s unles y deadl — n poiso s plu 3 1- D , 1 T A # , 23 e unstabl s i m the h beneat d groun e th t bu , pile e rubbl points) d steppe e ar y the f I . pitfalls e loos y actuall e ar y the d an ' 20 l fal l wil ) victim(s e th d an e collaps l wil e pil e th , on # Weretiger (AC 3, MV 12", HD 6 + 2, hp 42, 37, 23, AT 3 and 2, and take 2-12 points of damage (8 points in tournament D 1-4/1-4/1-12 and rake — if front claws hit, rear claw at- 1 play save vs. Wands for /2 damage — no damage to o t d neede s weapon l magica r o r silve , 2-5/2-5 D r fo s tack monks of 4th level or greater). Prodding ahead will hit) t ou b clim y easil y ma s thieve d an s Monk . pitfall a g sprin Wight (AC 5, Mt V 12"mus r , HD 4armo +l 3, hmeta p 30n i ,s 25, 23, 17character ,t #Abu T , 1pit , Dg 1-4 resultin e th f o d an , charm , sleep , cold o t e immun , level 1 n drai s plu e th m fro e escap o t ) means r othe e som r (o s rope e us ) hit o t d neede s weapon l magica r o r silve , spells d hol trap. Note that there are 4 separate pitfall areas; the . others e th f o y an t affec t no l wil e on f o e collaps Scoring: +10 to Team score if any pit collapses by prod- ding; +10 to Individual score of first character to sug- gest prodding. 3. TOWER DOORS The door is large, made of metal, and has a lock set into the very center of it. The lock is very old and - sur e ston e Th . work o t r appea t no s doe d an , rusted s i t i ; solid t bu n weatherbeate s i r doo e th g roundin decorated with ancient scrollwork and decorative designs. The doors must be forced open (normal chances). If a Tower door is opened, read the following to the players: t wrough a h wit m roo r circula a s i r doo e th d Behin KEY TO THE RUINS OF KEEP INVERNESS iron spiral staircase in the center of the chamber, (Ma pagn po ) e18 leading down. In the far end of the chamber is a , boulders h wit d clogge , upward g leadin l stairwel THE UPPER RUINS . timbers g rottin d an , rubble 1. THE GATEWAY r fou e th f o h eac r fo d use e ar e abov s description e Th - sur t tha s mist d an s tree e th e abov p hillto a n o h Hig y ma s character e Th . Level n Dungeo e th o t s entrance round Woolly Bay, there stands the ruined Keep In- try to remove the blockage in the rising stairwell, but the k dar e th e pierc s tower r fou s Keep' e Th . verness effort will be fruitless and require days of work. The clouds above, its massive walls anchored deep in upper parts of the towers are filled with rubble and any- e hav t mus t I . rest y the h whic n upo k roc g livin e th a n i e materializ y likel t mos l wil d upwar g teleportin e on been potent forces, indeed, that brought his once- solid object. As characters proceed down the spiral proud Keep to destruction. stair, illumination will become necessary after de- h wit , thick ' 8 d an l tal ' 50 e ar p Kee e th f o s wall e Th - be , (4. g landin a h approac l wil y part e Th . 30' g scendin numerous large crumbling holes piercing them at low). A . tall ' 150 h eac e ar s tower r fou e Th . places s variou t spen e ar e mor r o s turn 3 f i e scor m Tea o t -5 Scoring: large, rusty portcullis blocks the 15' wide tunnel-like clearing rubble. entrance. THE DUNGEON LEVEL n o d indicate s height e th t a e ar s wall e th n i s hole e Th Note for The DM: The objective in exploring this level - char f i t fee w fe a d lifte e b y ma s portculli e Th . map e th should be the collection of all 4 parts of the KEYS (as ex- acters wish to do so (requiring a combined total of 45 plained below) to enter room 15.. One part lies some- strength points)e Th . . Howeverroom r ,cente muce th o ht s easieroute r r entrfou ye math f o yh beeac n i e wher gained by climbing in through one of the low holes in following area descriptions are arranged by entrance: a f i n dow n shake e b l wil t dus e littl a h Althoug . walls e th e th , 6. d an . 5 s area o t s lead e entranc t southeas e th character probeo t t s a holenorthwes e , th thes , 8. ed entriean . 7 s s ararea e o completelt e yentranc t southwes safe. areas 9. and 10., and the northeast to areas 11., 12., Scoring: -5e to Team scorimpenetrabl ee ifth tho t e d portcullilea y s is forceeventuall s d openroute l . Al . 13. d an . 15. d beyon m roo l centra e th d an . 14 , door 2. RUBBLE Remember: Using a fire ball or lightning bolt spell will An enormous pile of rubble, 20' tall, lies in the cause a collapse of 20' radius for an additional 2-20 1 d worke t bu d ol f o s consist t I . courtyard e th f o r cente points of damage (save vs Wands for /2 damage), re- stones which range in size from. pebbleout g di so t s to 6' round 4 2 g quirin e som n o e visibl e ar s carving t Ancien . boulders THE KEYS: KEYe Eac blue-graa th f Ss hi o y rectangular stones. They are now worn but clearly show traces 1 bar 6" long, 1" wide, and /4' thick with a 2" (diameter) of ancien. t magicglass n . tha r smoothe s i t I . illo.) e (se d en e on n o e circl

6 harder than steel, and is treated as +3 Hard Metal for Whenever a player steps on any of the numbered saving throw purposes l fouAl . r KEY necessare Sar r yfo squares, the DM must roll one die (d6). One monster will entry intcentee oth r room. Wheneve KEYo hele rtw Sar d appear on the square indicated by the die roll; the together overlapping a square end with a circular end type is indicated by the same roll, referring to the fol- at a right angle and flat (not box-like), the juncture will lowing chart: glow a soft blue color, then become warm, and then Die Roll_____Monster o int d joine y permanentl s bar e th g leavin — r disappea an "L" shaped one-piece unit. When the last KEY is 1 Hell hound joined to the others, the resulting 8" semi-square figure d lizar t Gian 2 (see illo.) will glow with a stronger blue light, not stop- r spide t Gian 3 n i n indentatio g matchin e th o int d presse s i t i l unti g pin 4 Leucrotta s thi t tha e (Not . hereafter) , 14. ( s door r fou e th f o e on r monste t Rus 5 shape somewhat resembles the configuration oe f thesnak g spittin t Gian 6 h eac t a s tower d roun e th d an e castl e th f o s wall r oute s plu 0 1-1 D , 1 T A # , 41 p h , 7 D H , 12" V M , 4 C (A d houn l Hel 1 corner.) fire breath for 7 points — save vs Spells for /2 dam- age) , -8 1 D , 1 T A # , 20 p h , +1 3 D H , 15" V M , 5 C (A d lizar t Gian double damage on a roll of 20) D , 1 T A # , 28 p h , 4 + 4 D H , 12" * " 3 V M , 4 C (A r spide t Gian 2-8 plus poison) Leucrotta (AC 4, MV18", HD 6+1, hp 37, #AT 1, D 3-18) s plu l ni D , 2 T A # , 30 p h , 5 D H , 18" V M , 2 C (A r monste t Rus corrode metal — magical metal saves at 10% per 'plus') Galap-Dreidel useknee h KEYaree e t wdth th o Sbu as Giant spitting snake (AC 5, MV 12", HD 4 + 2, hp 26, #AT d an s trap n ow s hi f o l al s bypas y easil d coul e h t tha l wel 1 or 1, D 1 -3 plus poison or spit poison to 30') so the gathering of the KEYS took him comparatively t straigh . 15 m roo m fro t telepor d coul e h d an , time e littl Each monster will only appear once; if any number is . Room l Jewe e th o int r towe e th p u y An . appear l wil g nothin , time d secon a d rolle monsters appearing in this room will immediately at- - separ d coul ) Sage e th s perhap r (o l Galap-Dreide y Onl m the f o e Non . area s thi d beyon e pursu will d an , tack ate the KEY into its component part. s again surrender onc r o t e theretrea r eve l wil parts had been joined. ) #1 D AI L VISUA e (Us M ROO R BUGBEA . 6 SPECIAL KEY SCORING: + 10 to Team score if the party 0 +1 ; entry r fo y necessar e b l wil s key r fou t tha s realize This 90'x90' room has a 20' high ceiling; there is a to the Individuan I l scor. wall e t of thwes ee playeth f o r r whocente firse tth vocalize n i e s passag e wid ' 10 s score l Individua h eac d an m Tea h bot o t 5 + ; this the room are 16 bugbears without weapons, stand- whe foue nth r KEY assemblee Sar d properly. ing perfectly still; however, they do not appear to G LANDIN E STAIRCAS e th f o n descriptio g followin e Th be statues. In the center of the north wall is a 10' N DUNGEO e th o t e entranc h eac t a d use e b d shoul long, 5' wide, 5' tall stone sarcophagus engraved LEVEL. . lettering h wit SOUTHEAST TOWER ENTRANCE 4. STAIRCASE LANDINGS - land a o t n dow s spiral e staircas n iro t wrough e Th n i ' 60 r chambe r circula a f o r cente e th n i g in diameter, which is dusty and filled with cobwebs. A 20' wide corridor of worked stone leads into the darkness. There is nothing of interest in this chamber. Give the di- rection of the corridor appropriate to the entrance used. Use) Tournament For (Not S SQUARE R MONSTE E TH ) (5 g followin e th e squar d numbere a n o s step r playe a f I : read e b d shoul - an l wil 4 ; stasis l tempora f o e typ a n i e ar s bugbear e Th — s appear r monste a s a d soun g sizzlin a s i e Ther imate (in their numerical order, as shown in the illustra- out of thin air! — and attacks. tion below) and attack any intruders within the room r (Fo . through d passe s i s doorway e th f o e on e tim h eac example, if a party member steps into the room and e Th ) animated. e b l wil s bugbear 8 , again t ou n the d an g flyin : trigger e th s i , floor e th t no d an , doorway - charac , monsters e th e animat l stil l wil s spell n levitatio ters using dimension door and teleport spells will not activate the bugbears, regardless of whether the room . thereby d passe r o d entere s i

7 Th- e bugbearmanti e th sg (AC 5slayin ,r MVafte 9" a , HDare 3e +th 1s , hp 18 eachsearche y ,# Apart Te 1th , f I . M D 2-8) are led by a chieftain, bugbear #5 (AC 4, HD 4, core, read the following description to them: l norma a , play t tournamen n I . 2) + 4 2d — 0 4-1 D , 27 p h l severa d fin u yo , lair s manticore' e th d aroun g Pokin e th e whil , damage f o s point 5 o d l wil r bugbea a y b t hi — n huma e ar m the f o e som t leas t a — s skeleton e inanimat n a f I . damage f o s point 7 o d l wil n chieftai covered with filth and dried droppings. There are bugbear is attacked, , it weapons wil d l sufferuste , r noarmor f damago s suit ed tharuste t s variou o als round, animating s and attackinskeleton e th g f io n e theOn followin. forth o gs roundd an , . pouches g rottin s i ) more r (o s point 5 3 f o h strengt d combine l tota A is wearing a suit of chain mail, remarkable for the needed to move the heavy stone lid of the fact that it is not rusty. In a pouch are two glass vials sarcophagus. The engraved runes on the sarcophagus filled with liquid, an ivory scroll case lies beneath s thi f I . spell s language d rea a h wit d deciphere e b n ca e circl a h wit l meta f o e piec t fla a d an , skeleton e on is done the letterse wilon l rean i s di "Bewarh filt y b e d the deatcovere hy that wilpartiall l d en e on n o f o stasis l tempora e th o t e referenc a , end" y someda corner. d an p c 0 6,00 l revea l wil t i g Openin . bugbears e th g flyin f o s potion n contai s vial e th , +1 s i l mai n chai e Th 2,000 sp. Mixee dcas i nl withscrol the eth coin , s areach) ee 4 gemdos 1 s( (valueg s 10breathin ,r wate d an a h wit l meta f o e piec t fla a d an ) gp 0 1,50 d an , 60 , 50 contains a magic-user's scroll with one spell rope trick, ). KEYS e th f o e (on d en e on t a e circl t a M D e th r fo s Note e th e (se Y KE a s i r ba l meta e th d an Scoring: In addition to Combat and Treasure scoring, the beginning of this section). A sip of a potion will give - ani r bugbea h eac r fo e scor m Tea e th m fro 1 t subtrac - ex r (fo e dos e th g drainin t withou e purpos s it o t e clu a mated afted ran th , e first burns fou t r (sothroa ar maximu"You : m of -12breathing car n bwate e r fo , ample scored); - +5 con t os i thn e Individuapotio a f i t ltha score eNot . of thethin.") firsl t fee playe o t s r seem r ai e th - (step n animatio f o d metho e th y identif y correctl o t - MIS N POTIO e th , effect n i l stil s i r anothe e whil d sume - lo r fo e scor m Tea o t 5 + ; doorway) e th h throug g pin CIBILITY TABLDUNGEOe th En i N MASTERS GUIDE should catin KEYe gth . be consulted. Scoring: Combat and Treasure scoring. (8) ILLUSORY BALL (Not For Tournament Use) When you open the door, you see a 9' diameter . you s toward y quickl y ver g rollin l bal e ston The ball is a programmed illusion; it will roll at the rate of toward" 12 RUBBLe sth E ROOM (7., above) wit greaha t l wil t i , ball e th y b " "struck e ar s player f I . roar g rumblin y part e th n i s other t bu , effect o n h wit m the h throug s pas will think that they saw the victims being crushed by the l dispe o t " "survivors e th h touc t mus " "victims e Th . ball this illusion; these "victims", of course, take no actual damage. e tim h eac r appea l wil l bal y illusor n a , dispelled s Unles the door to room (8.) is opened; the "ball" thus created n tha e Mor . pit y illusor n a o int l fal d an . 7 m roo o t l rol l wil "ball e accumulaty on "ma "pit" e illusione th e.Th n i s a g castin y b r o ) 8. ( m roo g enterin y b d dispelle e b y ma d create g bein s illusion e (th l bal a t a l spel c magi l dispe at 12th level of magic use). E ENTRANC R TOWE T NORTHWES (9) THE CRYSTAL PEDESTAL (Not For Tournament Use) E ENTRANC R TOWE T SOUTHWES r doo a ; high ' 10 g ceilin e th , square ' 30 s i m roo e Th 7. RUBBLE ROOM is in the center of the opposite wall. In the center of ' 8 n a h wit l pedesta l crysta l tal ' 3 a s i m roo e th This room is 50' square; its 20' high ceiling has col- diameter crystal ball on top of it. There are engrav- lapsed in 2 places, leaving rubble, rotten timbers, ings on the pedestal, and there seems to be move- A . holes e th h beneat ) high ' (8 s rock f o s pile o tw d an - close e mor t i g examinin n Upo . ball e th n withi t men 10' wide passagewa- un t y (bu continue t sdifferen nortr hfou froe ar m e the ther op t - tha e se u yo , ly posite wall. identifiable) shapes moving around inside the crystal ball. The engravings on the pedestal are of n o M n a y b d (indicate e rubbl f o e pil n wester e th d Behin four unfamiliar words.

the map) is the lair of a manticore (AC 4, MV 12", HD 4 — s spike l tai s throw , 1-3/1-3/1-8 D , 3 T #, A 45 p h , 3 + 6 e hav s figure 4 t leas t a l unti n ope t no l wil r doo h sout e Th groups of 6 each, D 1-6 per spike). In tournament play, been released from the ball by the method described the manticore'- im s y attacks wilabsolutel e l causar l e D 2/2/5pedesta e th , d witan h l spikebal e sTh . hereafter doing 4 points of damage each. It will spring to the top mobile, impervious to physical force or spells. The of the western rubble pile when anyone gets within 30' pedestal and ball may be detected as magical. The r o d engage l unti s spike l tai s it w thro l wil d an , pile t tha f o words have no exact meaning, other than as triggers e thes e dodg y ma k mon a t tha e Not . spikes f o t ou l unti for releasing creatures; therefore, comprehend missiles withe a successfuprovid t no l l savwil es vs Petrificationspell d relate r . othe d an s language

8 any clues to the secrets of the ball. You hear a rumbling sound from the southwest; it Each time a character says one of the words engraved sounds like huge quantities of earth falling into the - re s i l bal e th n i s creature e th f o e on , pedestal e th n o room, perhaps it is a cave-in. leased. If more than one word is spoken, or if a word is repeated, multiple creatures may be released simul- Any character who turns to look at the source of the taneously. Any creatures released will immediately at- noise — or asks the DM what it is — has looked at an tack the - characte3 D , 3 T r sayin#A , 60 gp thh , e8 word(s)+ 8 D H , . Th6" V e M word , 2 C s (A an k d hul r umbe the creatures they release (respectively) are found on 12/3-12/2-10, meeting its gaze causes confusion for 3- the following chart: 12 rounds — save vs Spells), a "tall, yellowish-brown creature with beetle-like mandibles", and must save vs Word Creature Spells or become confused. If a character becomes IXAM Carnivorous ape confused, determine the resulting action each charac- ALRASTIL Ice toad ter will take by rolling 1d10 and consulting the following PENTUKO Minotaur chart: MYRG Die Carnivorous ape: AC 6, MV 12", HD 5, hp 30, n #AT Actio 3, l Rol D 1-4/1-4/1-8, rending if both hands hit for D 1-8 addi- 1 Wander away for 1 turn tional damage k attac o t e unabl , round 1 # r fo d confuse d Stan 6 2- Ice toad: AC 4, MV 9", HD 5, hp 30, AT 1, D 3-12, once 7-8 Attack nearest creature for 1 round every 2 rounds will emit cold for 3-18 points of dam- 9-10 Attack the umber hulk for 1 round age to all creatures within 1" of the monster Minotaur: AC 6, MV 12", HD 6+3, hp 30, #AT 2, D 2-8 vs Note that until a 1 is rolled, confused characters must large or 1-4 vs small or man-sized (each attack) reroll their actions each round (using the table above) Owlbear: AC 6, MV 12", HD 5+2, hp 30, #AT 3, D 1-6/ until the DM informs them that they are no longer con- 1-6/1-12, hug — if either claw hits with roll of 18 or fused. Any character confronting the umber hulk will better - for D 2-16 either fight at -4 on "to hit" rolls from not looking at the creature or must make a saving throw before each Any creatures released will fight to the death without re- round of attacks. The umber hulk will not retreat and will treating. If exactly one of each type of creature is re- fight to the death, but will not pursue a party out of the leased fro ball e balme th ,th l will shrin becomd kan ea room; if characters flee the encounter, it will return to magical crystal ball (no additional powers) and may one of its 5 tunnels (determined at random) and burrow be removed from the pedestal. into the room in a new spot (DM's option) if the party re- 10. THE TUNNEL ROOM turns. This roo m30'x50's i celline ,th ' ' widhighg20 10 e;a In tournament play, the umber hulk's attacks will cause passage continues from the center of the south D 7/7/6. wall. Four irregularly shaped tunnels open into the Scoring: Combat and Treasure scoring, +5 to Team room in the northeast, north, northwest, and south- score when the KEY is located. east walls; each is roughly cut out of the rock and about 8' tall. Between two tunnels, in the northwest NORTHEAST TOWER ENTRANCE corner of the room, is a large chest of iron, secured with a lockUse) . Tournament For (Not N CURTAI D BEA E TH ) (11 After entering the room, the party has 1 round in which Directly in front of you, completely blocking the they may investigate the chest or leave the room. The hallway, is a curtain of beads. Somehow, you can- chest is not locked. , and containbeyond a are se 7,00th o int 0 s gp anbead de 4,00th h 0 throug e se t no sp; a flat piece of metal with one circular end, one of The curtain blocks sight and sound from this side, and the KEYS is buried amidst the coins, and will not be may only be destroyed magically (by dispel magic or e th g searchin t spen e ar s round l additiona 2 l unti d foun two knock spells). A character may pass it by force, but chest. If the party ignores the chest and proceeds only by running through it at full speed; the chance of through the room, nothing will occur. If time is spent in its parting is the same as that character's chance for the room, read the following to the players: opening doors. If the curtain does not part, the charg- ing character will take 1-6 points of damage. Upon bursting through the curtain by force, there is a base 50% chance of stumbling and falling, modified by dex- terity: + 5% per point less than 9 or -5% per point . 12 n tha r greate If a character falls, he or she will automatically be com- pletely surprised by the creatures on the other side of the curtain allowing 2 free attacks by the monsters. If a : used s i e tabl g followin e th , fall t no s doe r characte Die Degree of Roll Surprise Effect 1 complete 2 free attacks by monster 2-4 partial 1 free attack by monster ) initiative l (norma e non e non 6 5-

9 A monk should add + 2 to the die roll before referring to times but none will be able to return characters to area the above tabl. ) e (regardles13. e (se d s opasse f r level)o d . Thetouche encounteres i e statu e th ds unles . 12 monsters will never be surprised. The monsters first en- Scoring: +25 to Team score if all characters enter the 6 e ar n curtai e th f o e sid d unexplore e th n o d countere cubicles simultaneously. No Team score if they don't, gnolls (AC 5, MV 9", HD 2, hp 12 each, #AT 1, D 2-8), but +10 to the Individual score of the first character armed with morning stars and each carrying 8 ep and , character d secon e th o t 5 + , cubicle a s enter o wh 5gp. - scor l Ful . characters g remainin e th r fo e scor o n d an Any monsterss encounterecubicle e th dg will attacbypassin ky immediatelmagicall r yfo and d awarde s i g in fight to the deat. h withoumeans l t retreatingmagica r othe r o .l If thspel et curtaitelepor n a if so s mean y b r encounte n a , destroyed y magicall t no d an , passed r wheneve r recu l wil e abov d explaine t tha o t r simila ) #2 D AI L VISUA e (Us M ROO S CHES E TH . 13 characters return to the curtain (from either direction). The monsters t thutha s e encounteresquar ' 5 x ' d5 a o no thont et secondou u yo s , thirdforce ,e cubicl e Th e thos e b l wil n curtai e th h throug e passag h fourt d an glows with a cold white light. The other squares in - dis e th o t t lef e ar s encounter r Furthe . below d liste - yel d an , green , blue , gray e ar m roo ' 40 x ' 40 s thi cretion of the DM, as needed; a continued increase in low. In the center of the far wall is a 10' wide pas- the difficulty of the encounter (as demonstrated below) sageway. In front of the opening, straddling two is recommendeda .f o e statu d detaile y intricatel n a s stand , squares handsome man, 7' tall, wearing a richly jewelled 2nd: 6 bugbear- s long (A a C f o 5 t , Mhil Ve 9"th ,n Ho Dg 3+ 1restin , hs i p d 16 eachhan t lef ,s Hi . crown #AT 1, D 2-8)m , eacpal , h with 12 sp,outstretched 1 0s i ep ,m anar dt 4 gprigh . s hi d an , sword 3rd: 4 ogres (AC 5, MV 9", HD 4+1, hp 22 each, #AT 1, down, toward the center of the east wall, as if in D 1-10), each with 50 gp. greeting — or in warning. 4th: 3 gargoyles (AC 5, MV 9"/15", HD 4 + 4, hp 26 n weapo r bette r o 1 + , 1-3/1-3/1-6/1-4 D , 4 T #A , each . gp 0 6 h wit h eac , hit) o t 12. THE FIVE CUBICLES The corridor ends in a wall lined with five cubicles. Each has a human-shaped indentation in it, sur- rounded by scrollwork and other ancient carvings. l successfu a h althoug , here d detecte e b n ca s trap o N - me g somethin f o e presenc e th e indicat l wil s trap d fin a o int s step r characte a n Whe . nature n i l chanica cubicle (back against the stone), metal bands will y quickl d an n indentatio e th f o s side e th m fro t ou g sprin , pivot l wil e cubicl e ston e Th . ankles d an s wrist e th n pi and the character will be carried along a narrow pas- h Eac . below) n illustratio e th e (se m roo a o t y sagewa Note that if specific colors are ignored and the floor cubicle wila , l travegray ld rapidlan d y aloncolore ge itb s o pathwayt d , arrivinconsidere t gjus ins i n patter a , e.g. ; 13. m roo n i e squar d numbere y appropriatel e th t tha s i k tric e Th . formed s i n patter d checkerboar l norma charactee r th tha n i t d activateboar e sth cubicls eacros Be wilmov lt endmus r up on characte h eac l wil s band l meta e th t poin s thi t A . room e th n i B e squar manner of the chess piece that starts the game in that r characte e th e squar e th d an , stone e th o int r disappea B , rook a e lik e mov t mus A ( e squar l initia s character' is standing on will glow with a bright white light. The five and E must move like knights, C must move like a king, - op e b y ma y the r o , simultaneously k wor l wil s cubicle and D must move like a bishop). Each time a character erated individually. Each cubicle only travels one way moves correctly, the square he or she is standing on will until the room is crossed, but if the statue in the room is glow white; however, each time a character deviates n i d operate e b y ma s cubicle e th , passed r o d touche - charac e th , red w glo l wil e squar e th , pattern e th m fro the same manner to return the characters to area 12.. ter will sustain 5 hit points of damage (no saving throw), (Non tournament use only.) There will always be one and the square will then glow white again. Whenever cubicle it n aretha , a 12.; asquare ne a w onm efro wil e l slidedamag u ps to replactake r e characte a one thatr carriefo e s asquar characteg startin r e to roomlegitimat 13.e .th This s newbecome e squar d ol e th s a r manne e sam e th n i e operat l wil e cubicl the character's next move (hence the white glow). one. Anyn o o r s all cubiclesquare e sth f mao r y functioeithe s n anreache y r number characte o f a n Whe d an e saf s i r characte t tha , standing s i e statu e th h whic will never again suffer movement restrictions or hit point losses in this room. Any character flying, climbing on - con t no o d e otherwis o wh d an , teleporting , walls e th l wil t bu s losse t poin t hi y an r suffe not l wil d groun e th t tac also not obtain the immunity described above and are still considere piece th s eda (rook, knight, etc. theif )o r y ma y the e gam e th n i r late , Thus . designation l origina still suffer damag ethef i y incorfloo n e travea th n ri n - o l h whic d recor M D e th t tha t importan s i t I . pattern t rec s a , reference e futur r fo n o s start r characte e th e squar needed.

10 VISUAL AID 1

SARCOPHAGUS BUGBEARS VISUAL AID 2 VISUAL AID 3 VISUAL AID 4

SPIRAL STAIRS BOULDERS SEA OF FIRE GIANT SARCOPHAGUS VISUAL AID 5

WATER CORAL REEF LANDING AREA VISUAL AID 6

HATCH GEM CHARACTEK RMON INFORMATIOE TH - T NSHEE SHEEN T - INFORMATIO R CHARACTE THE FIGHTER CHARACTER NAME: : Li HonNAME R PLAYE u Lemb : NAME R CHARACTE : NAME R PLAYE l Neutra l Lawfu : ALIGNMENT k Mon : CLASS ALIGNMENT: Lawful Neutral CLASS: Fighter RACE: Human e SEXFemal : RACE: Human SEX: Male e Non : ARMOR LEVEL: 7 ARMOR: LEVEL: 7 ARMOR CLASS: 5 HIT POINTS: 32 ARMOR CLASS: HIT POINTS: 70 CHARACTERISTICS: BASE SAVING THROWS NEEDED VS.: : CHARACTERISTICSVS. D NEEDE S THROW : G SAVIN E BAS STRENGTH: 15 Paralyzation/Poison/Death Magic: 12 STRENGTH: 18(23) Paralyzation/Poison/Death Magic: 10 INTELLIGENCE: 12 Petrification/Polymorph: 11 INTELLIGENCE: 7 Petrification/Polymorph: 11 WISDOM: 15 Rod/Staff/Wand: 12 WISDOM: 12 Rod/Staff/Wand: 12 DEXTERITY: 15 Breath Weapon: 15 DEXTERITY: 12 Breath Weapon: 12 CONSTITUTION: 11 Spell: 13 CONSTITUTION: 14 Spell: 1% 3 80 : CHARISMARESURRECTION : % 75 : 15 SHOCK M SYSTE CHARISMA: 11 SYSTEM SHOCK: 88% RESURRECTION: 92% s attack l menta . vs s throw g savin o t d adde s i 1 + f o t adjustmen m Wisdo e (Th COMBAT BONUSES: involving willpower: charm, hold person, etc.) Hito 1 T :+ Damage: +3 3 1- : Doors n Ope MONK ABILITIES: D CARRIE T EQUIPMEN 1. Effective Armor Class (5). 2. Can make 3 Open Hand attacks per 2 rounds of melee; damage = 2d4 + 1. 3. Damage bonus of + 3 /2 when using hand-held weapon instead of Open Hand. 1 . surprised g bein f o e chanc % 22 . 4 5. Can fall up to 30' without damage when near a wall. e th e abov e mor r o 5 s i l rol " Hit o "T n whe s round 6 1- r fo t opponen s Stun . 6 . hit a e scor o t d require m minimu . spell d Drui e th r pe s a animals with k spea n Ca . 7 . 24% o t s succes ESP e reduc o t d min e th k mas n Ca . 8 . spells slow r o haste, , disease l magica r o l norma o t t subjec t no s I . 9 10. Can self-induce catalepsy to appear dead for up to 14 turns. 11. Can heal own body for 2-5 hit points once per day. 12. Can dodge non-magical missiles if a saving throw vs Petrification is made damago ;n e from fire balls, etc. savf ,i madees i . 13. THIEF-LIKE ABILITIES: % 25 e Nois r Hea % 55 y Silentl e Mov % 52 s Lock n Ope % 94 s Wall b Clim % 43 s Shadow n i e Hid % 50 s Trap e Find/Remov

EQUIPMENT CARRIED s Note l Additiona - R FIGHTE E TH s Note l Additiona - K MON E TH CHARACTER INFORMATION SHEET - CHARACTER INFORMATION SHEET - THE CLERIC THE MAGIC-USER : NAME R PLAYE r Zinetha : NAME R CHARACTE CHARACTER NAME: Hodar PLAYER NAME: the Wise ALIGNMENT: True Neutral CLASSc : Magic-UseCleri : r CLASS l Neutra l Lawfu : ALIGNMENT RACE: Human SEX: Malee Mal : SEX n Huma : RACE ARMOR: None LEVEL: 10 ARMOR: LEVEL: 9 0 4 : POINTS T HI : CLASS R ARMO ARMOR CLASS: HIT POINTS: 72

CHARACTERISTICS: : VS. D NEEDE S BASETHROW SAVING GSAVIN THROWE BAS S NEEDED VS. : : CHARACTERISTICS STRENGTH: 9 Paralyzation/Poison/Death Magic: 13 3 1 STRENGTHParalyzation/Poison/Deat: h7 Magic: INTELLIGENCE: 18 Petrification/Polymorph: 11 INTELLIGENCE: 10 Petrification/Polymorph: 10 WISDOM: 13 Rod/Staff/Wand: 9 WISDOM: 18 Rod/Staff/Wand: 11 DEXTERITY: 14 Breath Weapon: 13 3 1 9 DEXTERITYBreat: h Weapon: CONSTITUTION2 1 : 10 Spell: : Spell 2 1 : 10 CONSTITUTION % 75 : RESURRECTION % 70 : SHOCK M SYSTE 3 1 : CHARISMA % 85 : RESURRECTION % 80 : SHOCK M SYSTE 4 1 : CHARISMA

SPELLS - LEVEL AND NUMBER (The Wisdom adjustment of +4 is added to saving throws vs. mental attacks ) etc. , person d hol , charm : willpower g involvin h Fift h Fourt d Thir d Secon t Firs ) 1 ) 1 ) 1 ) 1 ) 1 SPELLS - LEVEL AND NUMBER 2) 2) 2) 2) 2) First Second Third Fourth Fifth ) 3 ) 3 ) 3 4} 4) ) 1 ) 1 ) 1 ) 1 ) 1 2) 2) 2) 2) EQUIPMENT CARRIED 3) 3) 3) 3) 4) 4) 4) 5) 5) 6) 6)

EQUIPMENT CARRIED THE CLERIC - Additional Notes THE MAGIC-USER - Additional Notes

SPELL LIST FOR HODAR, THE MAGIC-USER

) books: l spel s Hodar' n i e availabl e ar s spell g followin e (Th

First Level Second Level Third Level Affect Normal Fires Audible Glamer Blink Burning Handst Ligh l Continua Clairvoyance Charm Person Darkness 15c ' RadiuMagi l s Dispe Comprehend y LanguageInvisibilit t s Detec Fire Ball s Light g Dancin ESP w Arro e Flam Detect Magic Invisibility Fly Feather Fall Knock Haste Identify Levitate Hold Person Jump Mirror Image Infravision Light Pyrotechnics Radiu ' s 10 y Invisibilit Magic Missile Ray of Enfeeblement Bol g t Lightnin Mending Rope Trick Protection From Evil Protection From Evil Scare 10' Radius Push Shattel rNorma m Fro n Protectio Read Magic Stinking Cloud Missiles p Gras g Shockin Strength Slow Sleep Web Suggestion b Clim r Spide Wizard Lock Water Breathing

l Leve h Fourt l Leve h Fift Confusion Airy Water r Doo n Dimensio d Dea e Animat n Weapo d Enchante Bigby's Interposing Hand Fear Cloudkill Fumble Conjure Elemental Hallucinatory Terrain Cone of Cold Ice Storm Distance Distortion Massmorph Feeblemind y Invulnerabilit f o e Glob r Mino Hold Monster Plant Growth Passwall Remove Curse e Shap e Ston Wall of Ice Teleport Wizare dEy Transmute Rock to Mud Wall of Force Wall of Iron e Ston f o l Wal CHARACTER INFORMATION SHEET - THE THIEF S PRICE Y ARMOR L DUCA

CHARACTER NAME: Discinque PLAYER NAME: INSTRUCTIONS: The Duke and the Seer have given your party a total of 25,000 l Neutra e Tru : ALIGNMENT CLASS: Thief gp with which to equip itself. Standard equipment is priced normally. You n Huma : RACE SEX: Male are welcome to buy items from the Seer's laboratory, with the understanding ARMOR: . items e rechargeabl r o , LEVEL: 7reusable , unused y an n retur o t t attemp t mus u yo t tha ARMOR CLASS: HIT POINTS: 42 You may split the gold evenly or combine shares to buy powerful magic. Rings, weapons, and miscellaneous items usable by thieves are the only : CHARACTERISTICSVS. D NEEDE S THROW : G SAVIN E BAS items the monk may use. Numbers in parentheses indicate how many of that STRENGTH: 12 Paralyzation/Poison/Death Magic: 12 item are available; if no number is indicated, any number of that item can INTELLIGENCE, : whatsoever 1 3t equipmen Petrification/Polymorph o n h wit t star o t d : assume e ar u Yo . 11 bought e b WISDOM: 9 Rod/Staff/Wand: 12 wearing only a robe and low soft boots. Good luck! DEXTERITY: 18 Breath Weapon: 15 CONSTITUTION: 10 Spell: 13 WEAPONS RINGS CHARISMA: 13 SYSTEM SHOCK: 70% RESURRECTION: 75% ITEM COST TYPE COST Sword +0 1 ...... 500 ...... g . 200Fallin 0r Feathe e missile-typ s v s throw g savin o t d adde s i 4 + f o t adjustmen y Dexterit e (Th Sword 0 +1,500 Flam. e Tongue; Action...... e Fre attacks such as fire ball, lightning bolt, etc.) + 2 vs0 . Regenerating750 . ; ...... y Invisibilit + 3 vs. Cold-using, Protection +1...... 10,000 COMBAT BONUSES: inflammable, or avians; Protection +2...... 12,000 Initiative Reaction: +3 Armor Class Adjustment: -1 +4 vs0 . Undead18,00 ...... 450+3...... n 0 Protectio ; Brand t Fros , +3 d Swor Warmth...... 5000 : ABILITIES F THIE +6 vs. Fire-using or Water Walking...... 5000 % 70 : Pockets k Pic Open Locks: 67% Locate/Remove Traps: 55% fire-dwelling creatures ..... 8000 Move Silently: 65% Hear Noise: 25% Hide in Shadows: 53% Sword +4 ...... 10,000 SCROLLS (Magic-Users') Climb Walls: 94% Read Languages: 35% Triple Damage from Rear T COS L SPEL Arrows +1 (24)...... 120 each Cone of Cold...... 1500 EQUIPMENT CARRIED h eac 0 30 . (16)...... 2 + s Arrow Continual Light ...... 0 60 . h eac 0 45 . (12)...... 3 + s Arrow 0 30 . Magic...... t Detec Arrows of Slaying (Demons).. . 2500 Dimension Door...... 1200 Invisibility 10' Radius...... 900 Axe +2, Throwing ...... 4500 Rope Trick...... 600 Axe+1, Battle...... 2500 Stone to Flesh...... 1800

Bolts +2 (20)...... 300 each SCROLLS (Clerical) Bow +1...... T COS . 3500 L SPEL Dagger +1, +2 vs. Smaller Cure Blindness...... 900 than man-size0 180 . d ...... 75r 0 Wate t Par Flail +1...... 4000 Raise Dead ...... 1500 0 250 . +1...... r Hamme Resist Cold ...... 300 Mac ...... 1 e+ 0 60 . . 3000 ...... e Fir t Resis Mac ...... 4502 e+ 0 Sticks to Snakes...... 1200 Spear +1 ...... 3000 0 .650 ...... 2 + r Spea s Note l Additiona - F THIE E TH

) (Continued T LIS E PRIC

ARMOR MISCELLANEOUS TYPE COST ITEM COST 0 200 . +1...... r Leathe Boots of Elvenkind ...... 5000 Studded Leather +1...... 2500 Bracers of Defense, Chain Mail 0 +1...... 12,00 ...... 3506 s 0 Clas r Armo Chain Mail +2...... 0 15,00 ...... 750 5 s 0 Clas r Armo Chain Mail +3 ...... 12,500 Armor Class 4 ...... 18,000 Ring Mai0 l +110,00 ...... 1 + n . 250Protectio f 0o k Cloa Scale Mai 0 ...... 1 + l 300 . .. r Wate .s 3000 Endles f o r Decante Scale Mail +2 ...... 6750 Dus Appearancef to ...... 4000 Splint Mail +1 ...... 3000 Javelin of Lightning* ...... 3000 Splint Mai0 l 300 +. 2 ...... * . .850Piercing f o 0 n Javeli Splint Mail +3...... 14.500 Keoghtom's Ointment...... 10,000 Plate Mail +1...... 5000 Necklace of Adaptation.... 10,000 Plate Mail +2 ...... s v f . 10,50Proo f o 0 t Periap 0 250 ...... 1 + d Shiel Poison, +3...... 12,500 Shield +20 ...... 10,00 . . . Closure d . .500Woun f o 0 t Periap Shield +3.0 ...... 10,00 . . .800Climbing...... 0f o e Rop Wings of Flying...... 7500

POTIONS TYPE COST TYPE COST Climbing ...... 500 Invisibility ...... 500 Evil Dragon Control...... 8000 Neutralize Poison ...... 1500 ESP...... 850 Speed (5)...... eac0 45 .h Extra-Healing...... 800 Treasure Finding...... 2000 Flying ...... 750 Undead Control ...... 2500 Healing...... 0 90 ...... g . 400Breathin r Wate

*These items are usable only by fighters. Examples of Movement: Character A (rook) may move dentation. The central room and the walls are pro- one or more spaces horizontally or vertically, but will tected by an anti-magic field so intense that absolutely sustain damage each time he or she moves diagonal- nothing will harm the doors, nor allow the party to enter e squar w ne t tha , diagonally s move r characte t tha f I . ly rooe th m excep propee th y tb r operatio KEYSe th f n.o will become lega thar fo l t character (thi indicates si d KEYeithee y Th joineSma e b r d KEinte thend oYon an " "damage d re e th s follow h whic w glo e whit e th y b placed into the indentation, or placed one at a time s square o tw e mov t mus E d an B s Character . glow) into the sides of the square. Regardless of the order, the forward or sideways and then one at a right angle to overlapping portion KEYe th Sf so wil l meld into each their formee r path (acastle-lik n" 8 "L x " shape" 8 a ) ) or one complete squar n e (whe forwar g d formin , other e squar a o t p lea or , diagonally e on d an s sideway r o shape that will exactly match the indentation. When the that would result from this kind of "L" shaped move. entire KEY is in the indentation, the whole door will glow Character C (king) may move one square at a time in briefly with an eerie blue light, a seam will appear in e squar e on n tha e mor s move e sh r o e h f I . direction y an the middle of the door, and two sections will slide to (in any given segment), damage will result and move- either side to reveal room 15.. ment will end. Character D (bishop) may move one or more squaree th d s diagonallyan d use s i Y , buKE te wilth n l sustaiwhe e n damagscor m Tea e o t i f 5 h+ e Scoring: or she tries to move horizontally or vertically. door is opened. Scoring: +5 to Team score for each character that s square " "statue e th n o s step , (i.e. m roo e th s crosse 15. THE CENTRAL ROOM or passes beyond) by any means; +10 to the In- dividual scoree oth f n i th s e first appear playe e lin ra t, o successfullfilled s i n y de-indentatio e th n Whe duce the "cheso sint movements divide r " patterndoo e th d . an l wal k blan e th f o r cente two halves which spring swiftly apart. Beyond the A. THE STATUE: If the statue's hand is grasped, a secret door is a 40' x 40' room with a 10' high ceiling. The panel in the statue's chest will slide open, revealing a walls, floor, and ceiling are all made of the same flat piece of metal with a circle on one end (a KEY). Al- smooth, blue-gray metal that the KEY and doors are though the secret panel will be detected if a successful fashioned of. The room is bare except for 8 thickly t i n ope o t e abl e b l wil e on o n , made s i t i e locat o t l rol padded reclining chairs. o t e keyhol o n s i e ther e sinc , hand e th g grippin t withou work with. A hollow sound will be heard if the statue's Thi enteree sb rooy foume dma th througrf o y han chest is thumped. The statue is heavy, requiring a total doors, any one of which will require that the four-part e Th . it e toppl r o e mov o t ) more r (o s point h strengt 0 3 f o KEY be used. No magic can be used to gain entry into sturdy stone will not break even if toppled, but can be this room without the KEY. When all surviving members chippe eventualld dan brokee b turns)6 t n n hi y (i nf i ca of the party have entered the room, announce that with blunt weapons. "the doors slam shut behind you" — a precaution that e th o t 5 + ; found s i Y KE e th f i e scor m Tea o t 5 + Scoring: Galap-Dreidel took in case he should ever be pursued Individua- Be l . score them) if n the ope firso t t e playeabl e rb l whwil o g suggest(nothin s grip— m - roo e th o t ping (or grips) the statue's hand. gin a slow count to 10, noting any player actions during this period. When you reach 10, announce that the 14. THE METAL DOORS (Use VISUAL AID #3) players find themselves "slammed to the floor" (or into The 20, ' widfloor ee corridoth t hi y rthe endf I . s in them) a n i gleamin g sittin e g ar wal y l the of i f , chairs e th r you t reflec o t h enoug h smoot , metal y blue-gra - tourna n i s point 4 ( e damag f o s point 8 1- r suffe l wil y the forms as you approach. In the center of the wall, ment play); if they are in the chairs, no damage will be about t waistcoun heighte th r , afte i ss a semi-squarplayer e th o t g e channefollowin e l cuth d t Rea . taken , wide " 1 , side a n o " 8 , metal e th f o e surfac e th o int ends: and about 1, " deepchurn .s There stomach i sr a circulaYou . eyes rr shapyou e e atbefor l swir s Color . square e th f o r corne h eac and suddenly the pressure stops. You notice that a e th f o r cente e th n i d appeare s ha e hol r diamete ' 5 The doors are made of the same metal as the KEYS, and one KEY will fit exactly into one sid. e of thbefore ee squarther t eno ins - wa t i ; ceiling

11 KEY TO THE GHOST TOWER 3,000 gp). There is also a glass vial containing a potion , it w kno t don' s player e th h Althoug : INTRODUCTION of healing, a long sword, and a mace +2. Note that in e arcan e th o t e du , which l porta e tim a s i . 15 m roo non-tournament play, pteranodons (19A., below) will magicks which created the tower, transports those with- attack after the hieracosphinx is slain. in back to the days when the great central tower was Scoring: Combat and Treasure scoring. e th , Tower e th h throug s upward g Movin . standing l stil party will discover 5 levels, one for each of the four 19. STAIRCASE TO THE EARTH LEVEL elements (Air, Earth, Fire, and Water) and finally the There is a wrought iron staircase winding upward great domed Jewel Roo. m iview n m whicfro t i h s thehide Souy l Gemcompletel t is mis e th l unti kept. NOTE: An additional restriction must be imposed here Scoring: +1 to Team score for each party member that — no one is allowed to leave the Towe. r exceptlevel t nex be y th o t s climb e th y b y part e th o t n (give t Amule l Recal e th f o s mean Seer)*. Passwall, teleport, and other transportation (A) PTERANODONS (Not tor Tournament Use) spells will not work through the walls of the Tower, al- Three pteranodons (AC 7, MV 3"/15", HD 3 + 3, hp 21, o t s i s thi r fo n reaso e Th . vertically work will y the h thoug 18, 15, #AT 1, D 2-8) roost on the spiral stair, and will insure that all tournament teams meet the same chal- miste th attac so f glidt o t parte ekou th y (surpris 1-4n eo ) lenges and to insure that no players become lost in the after the battle with the hieracosphinx (18., above). If past; the rationalization is that the entire Tower is sur- possible, they will attack while part of the party is on the rounded - on thstair e l outsidspira e bth yg an intensclimbin s i e y anti-magipart e th f co shiel t par d d an r floo to protectr it froplaye m a attack, stairs , e anth dn ao se everyonwhil k estruc knowsd an d , anti-attacke f I . case magic shields work both ways! must roll less than his or her dexterity (on a d20) or fall to *There may be othe. r waysdamage f if o ths e modulpoint 6 e2d g is not beinsufferin , g ground e th used as a tournament. Scoring: +10 to the Individual score of the first player to vocally suspect that the party is in times past. 16. THE CHUTE A 5' diameter opening has appeared in the ceiling t rough-cu f o e b o t r appea s wall s It . overhead ' 10 stone. The first 20' of the chute is typical dungeon wall stone; a thief or monk may climb it in one round. At 20', bronze rungs are anchored into the wall of the chute, and the 20. THE EARTH LEVEL remaining 50' may be safely climbed by anyone. The . (below) . 17 t a s emerge r ladde The staircase leads upward to a large, well lit area full of trees and dense undergrowth. The ground is 17. THE AIR LEVEL rich loam, soft and dark brown. There is a narrow When you emerge e from thimpenetrabl e chutee , theotherwis ai re isth ful h l of a throug y pathwa warm, thick, - rollinceil ge misth d t thaan , t limithumid sd youan t r visioho s i r nai toe 10Th . ' undergrowth h wit , uneven d an n broke s i d groun e Th . less r o ing is 30' above you. Several of the trees grow to loose rock all around. You can see no ceiling, but that height. the entire area is dimly lit from above. l wil h growt l tal e th , climbable e ar s tree e th h Althoug On this level, as on all levels of the Tower, lighting is make it impossible to see anything of use (i.e., no bright enougo s s i h t to allofores we thTh e. charactersmapmaking) ty o seeas er withoufo " t views l "aeria artificial sources of illumination. The mist here extends dense that there is no way to go through it without either n infravisio d an , above ' 50 g ceilin e th o t r floo e th m fro h wit k spea s a h (suc s spell g usin r o h pat e th g usin will be able to see nearby heat sources in the mist (such plants, pass without trace, plant door, etc.). Every as the hieracosphinx, 18., below). The ground is uneven path the party can take will eventually lead to the 20' and strewn with stones; any character moving faster clearing (22., below). than a walk has a 1 in 6 chance of falling each round 1 (21) THE STRANGE MONKEYS (Not for Tournament Use) (no damage, but only /2 movement next round). 18. THE HIERACOSPHINX An overly-muscled monkey suddenly lands on one ! group r you f o A large winged shape suddenly appears from out of the mistV M , , 6 swoopinC (A r g at yosu-monste u a wits h a louindicate p d shriekma e th ,n o 1 2 h Eac claws extended! 9", HD 5 + 5, hp 34, 31, 29, #AT 5, D 1-4 (x4)/2-8) hanging r fo g waitin ) sight f o t (ou h pat e th r ove n upside-dow - hier e th f o ' 50 n withi s approache y part e th n Whe prey. If one su-monster is attacked, the other two will acosphinx (AC 1, MV 9"/36", HD 9, hp 55, #AT 3, D 2-8/ arrive in 3 and 6 rounds (respectively) to assist in fight- " hit o "t l al n o s bonu 2 + , 2 C (A e charg l wil t i , 2-8/1-10) r eithe e befor d kille s i r su-monste t firs e th f I . party e th g in rolls) for r onfo et rounwai l dwil or f attacks, thesu-monste d n lansecon d e anth d , engagarrive es in other e th f o normal melee. . Intogether tournamen y part e th t k play,attac th y e hieracosphinx'ma y the t tha o s s d thir e th attacks do D 5/5/6. The creature has a lair, a mound of Note that the tower is so far back in time that these earth an- d stone, descend nea r r ththei f eo staircass power e c 19.. Therpsioni e eth isk alac largs e su-monster amount of treasure scattered about (4,000 sp and ents (cf su-monster in ).

12 22. THE MEDUSA L LEVE E FIR E TH O T E STAIRCAS . 23 The path leada s h to a 20throug ' d x 20' upwar clearin s lead ge with threstaircas n e iro t wrough A n i e someon s i e Ther . it f o t ou g leadin s path r othe hole in the 30' high ceiling .... k bac r Thei . roses f o n garde a g tendin , clearing e th is towards the party as you enter. The figure is After it reaches the ceiling, the stair winds 20' more to , brown a g wearin , tall ' 5 t abou d an r slende emerg FIRe th E n LEVE. e(below)o 24 t La . hooded robe of coarse cloth, like that of a monk. n unknow n a n i g singin d liqui , soft a r hea u Yo ) #3 D AI L VISUA e (Us L LEVE E FIR E TH . 24 tongue with lilting vowels; the music is very beauti- . bewitching d soun not s doe t bu , ful h wit g landin e ston a o t d upwar s lead e staircas e Th . south d an h nort , it m fro g projectin s pathway o tw e th o t s call r o g clearin e th s enter r membe y part a f I The pathways and the landing are about 1' above figure, it will slowle Th y . straightefire f o a nse ua p ane b do t tur s n aroundseem t , wha pull f o -e surfac e th ! medusa a — l revea o t e rob e th f o d hoo e th k bac g in flames lick upwards to heights of 2' to 3' above the All of the charactert s difficul ine thlittl e a clearins i g g andbreathin thosd an e, witsea he ath f o e surfac r o n Petrificatio . vs e sav o t e hav l wil t sigh f o e lin t direc e th s Acros . fumes s sulphurou d an e smok e th o t e du caller party's the have to sure (Be . stone o t d turne e b 160' diameter circular chamber is what appears to detail the party'se th positionso t p u g andleadin e plan ofstaircas action,l spira n eitheriro t wrough a e b verbally or written.) If party members attack the medusa ceiling 20' above, but your vision of it is somewhat "without looking", thei. it r e attackbefor g is at -4standin t on "tgian oe hitfir "e rollsth y b .d obstructe The medusa (AC 5, MV 9", HD 6, hp 42, #AT 1, D 1-4 plus t aver y the l unti s member y part y petrif o t y tr l wil ) poison e b d shoul t i , players e th o t n give s i 4 # D AI L VISUA n Whe h wit k attac o t p u n ru l wil e sh e tim h whic t a , eyes r thei - move e th n pla o t h whic h wit p ma l tactica a s a d use t no e ar s player e th s a g lon s a " hit o "t 2 + t (a s snake r he ment and melee with the giant. When movement is t inflic l wil s snake e th y pla t tournamen n I . her) t a g lookin s doe o wh e se o t y eas e b d shoul t i , map e th n o d plotte 2 points of damage per hit plus save vs Poison. The and who does not enter the reverse gravity area (27., t no l wil t bu l leve e th t throughou e pursu l wil a medus below). . Tower e th f o l leve s thi e leav The sea actually is on fire, and any inflammable item a medus e th t tha d be e ros e th n i e treasur e som s i e Ther touching or going under the surface will ignite. Any n garde e th g searchin r characte y An . tending s wa e fir l magica s v w thro g savin a e mak t mus n i g fallin m ite o t n take g bein s i e car t tha d state y specificall s i t i s (unles r o e surfac e th g touchin r characte y An . consumed e b r o n Poiso s v w thro g savin a e mak t mus , thorns) e th d avoi falling in will take 2-12 points of damage for each at +4; if ' th5 e s savi " e is"sea failed e Th ,. the charactethrow) g r savin wil o l fal(n t l into acontac n f o d roun enchanted sleep for 2-12 turns. Only neutralize poison, deep. e tim e th f o n expiratio r o , Ointment s Keoghtom' , haste The fire giant (at 26.) will first try to bombard party will awaken the victim. If a character takes special care n o e ar y the n whe y especiall , boulders h wit s member to avoid the thorns, no saving throw will be necessary. A the narrow side paths. If a boulder strikes it will do 2-20 8 s contain t i ; undergrowth e th n i d foun e b l wil r coffe points of damage to the victim (12 points in tournament l pear k blac a , gp) 0 (1 e ey r tige a , each) p g 0 (5 s zircon n i s backward m victi e th e driv l wil t impac e th d an , play) (500 gp), an emerald (700 gp), and a large star ruby a straight line for 5'; if this knocks a character into the - blue a s i e ther t ches e th n o m botto e fals a n I . gp) 0 (5,00 sea of fire, he or she must take that damage as well. white flawless diamond (10,000 gp), a glass vial con- s boulder e th e dodg o t e chanc a s ha k mon a t tha e Not taining a potion of sweet water, and bracers of e Revers e th f o e awar s i t gian e Th . Petrification) s v e (sav defenset AC 4. line-of-sigh s hi f i w thro not l wil d an , ) 27. ( a Are y Gravit m Tea o t 5 +1 ; scoring e Treasur d an t Comba Scoring: to the target intersects it. He can throw the boulders (he , surviving h eac r fo s score l Individua o t 2 + d an e scor e mele l wil e h , 10' n tha r close t a ; 10'-200' m fro ) 12 s ha non-petrified party member. . below) , 26. e (se d swor a h wit

13 Use) Tournament for (Not S CREATURE E FLAM E TH ) (25 27. THE REVERSE GRAVITY AREA t ou t erup s creature e bat-lik y fier l severa y Suddenl As VISUAL AID #3 is used by the players to indicate their of the flamind gshoul set i , a andgiant) hurtle fir ee towardth n o k s theattac partyr thei !d (an t movemen be simple for the DM to determine which (if any) of the The attack- wilup l l comfal d e an a sa sooare ny as thgravit e whole e partrevers e yth ir s upente s player the staircase or when any character advances onto ward. If four characters charged abreast down the 20' . paths e sid w narro e th f o e on wide path towards the giant, for example, the inside two would be affected by the reversed gravity while the The creatures are firebats (NA 12, AC 8, MV 6"/20", HD # outside two would not. The DM's discretion is required 2, hp 10, 8, 6, 10, 10, 12, 9, 10, 5, 16, 9, 6; AT 1, D 2-8 here, but the general guideline should be that a char- t detec n ca , spells d fire-base d an e fir o t e immun , (2d4) acter must be entirely within the field to "fall" upwards. invisible opponents). These semi-intelligent pack hunters will divide so that every member of the party is Any person or persons caught in the field will "fall" up- f o r numbe l equa y approximatel n a y b k attac r unde e abov y directl t bu , above) ' (20 g ceilin e th t hi o t s ward s ha t fireba e th s indicate k attac l successfu A . firebats r characte " "falling e th f I . hole r diamete ' 10 a s i d fiel e th n drai o t e continu l wil d an m victi e th o t f itsel d attache does not struggle, he or she will fall through the hole blood and burn the victim for the next two rounds with- into the next level (28., below); by tumbling, he or she out havin, g ton o g makhan e d anan attace hol k e rollth .f Afteo e r threedg e eth roundf o d shol oh f catc n ca inflicting damagd e sustaine (o e r b ifl thwil ee victim damag dies)f o s , thepoint fireba6 1- s tthi wilg l doin y b t bu r o d sate f i r lai s it o t g returnin , off y fl d an f itsel e disengag from the "fall" (4 points in tournament play). The option s firebat n Whe . hungry l stil f i m victi r anothe g attackin d offere e b d shoul h throug l fal r o n o g han o t r whethe f o die their bodieo s , s arearises consumen situatio de inth as smala y l burst oindividuall f r flameplaye h eac o t e Th . Fire f o e Plan l Elementa e th o t d returne e ar y the s a that all players make their own decisions in this regard. e th r unde , fire f o a se e th h beneat s i s firebat e thes f o r lai y leisurel , slow a n i t resul l wil l fal r feathe a t tha e Not number 2o t 5 od n thuse ee mapb y . ma Th l e firebatspel e s thrivlevitat r eo undey fl a r thd ean , ascent t a s flame e th h throug e glid y easil n ca d an , sea y fier bypass the effects of the field. their flyint g speedtha r . Thecharacte y h wileac l r defenfo e d theiscor m r laiTea r o tt o 5 th+ e Scoring: death to protecl t theirIndividua treasureo t 0 +1 ; : 15 means gems y an ,y b 9 l of leve bas t enex e th s enter value 100 gp and 6 of base value 500 gp. y charactescoran r efo r ascendin WATEe th o gt R LEVEL without sustaining any damage (see 28., T GIAN E FIR E TH . 26 below). # The giant (AC 3, MV 12", HD 11 +5, hp 70, AT 1, D 5-30 28. THE WATER LEVEL (Use VISUAL AID #4) or hurl rocks — D 2-20, immune to fire) will not move from w thro l wil e H . melee n i d engage l unti s stand e h e wher n gree a se , salty , deep ' 15 , warm o int l fal u Yo boulders until attackere se n ca s u approacyo e h surfac withie th n o 10'y , sta ano t dg will Strugglin . water e th y pla t tournamen n I . sword e hug s hi g usin t figh n the d san h wit ) away ' 25 t (abou d ahea d islan l smal a giant's attacks will each cause 13 points of damage. and two palm trees. To the left and behind you, e th f o m botto e th n o s grow h hig t fee l severa l cora o n h wit s sarcophagu e ston e larg a s i t gian e th d Behin sea. d (an g amon d scattere d an , cp 0 7,00 e ar e Insid . lid buried within) the copper pieces are a ring of feather This entire level is under a huge reverse gravity effect, falling and a non-magical platinum crown bejewelled so that characters stepping into 27 will fall upwards s opal e fir d an , opals , emeralds , rubies , diamonds h wit e Anyon . 28 t a r wate e th t hi d an " "chimney e th h throug a l revea l wil c magi t detec A . gp) 0 8,00 e (valu o wh e anyon , is t tha — e chut e th f o p to e th g catchin t no dweomer on the sarcophagus, but it will be the ring elects to fall straight through — will suffer 5-20 points of . crown d fin o t r easie e th t no d an t i g producin s i t tha damage (12 points in tournament play) when hitting the staircasa , VISUAn #3 O D s indicateei LAI e th d dan water, unless some magic such as fly, feather fall, or e th n o t no s i t i ; this m affir o t s seem n descriptio l verba levitate is being used. A character who does catch the a t A staircase. a really isn't it e becaus p ma s DM' f o s point 8 2- r suffe l wil s fall n the d an l tunne e th f o p to distance oe f th 20 o t ' (in f not activeladditio n i ) y engageplay t d in meleetournamen n i s ) charpoint 5 -( e damag d an e ston e elaborat n a y merel s i t i t tha e se l wil s acter . ceiling d soli e th t hi e sh r o e h n whe d suffere s point 6 1- Monks may catch hold of the ceiling edge without e th e us o t s i r Towe e th p u y wa l actua e Th . column n iro 1 Reverse Gravity Area (27., below). taking any damage, and only take /2 damage from the fall. Scoring: Combat and Treasure scoring. Every character who falls into deep water will be able to "tread water" for 2-7 (d6 + 1) rounds before becom- g exhaustein drowningd dan . This base numbef o r rounds is modified by exceptional characteristics: Strength: + /2 round per point above 16 1 1 5 w belo t poin r pe d roun 2 / - Constitution: + /2 round per point above 16 1 1 5 w belo t poin r pe d roun 2 / - If a character has not begun to swim freely (un- encumbered by heavy items or non-magical armor) by the time indicated, that character is considered to be unconscious and can no longer attempt to remove en- r characte t tha , rounds e mor e thre n I . items g cumberin will have drowned. If the base roll plus modifiers 1 indicates a time which includes /2 of a round, round up

14 and assume a 50% chance of lapsing into uncon- . round t las e th g durin s sciousnes The base time to remove armor and possessions while : below e tabl e th y b n give s i " water g "treadin general possessions 1 round leather 1 round studded 1 round s round 3 2- g rin scale 2-3 rounds chain 2-4 rounds padded 2-4 rounds 31. THE HATCHWAY plate a e se u yo , branches l 4cora rounde th g s amon g clearin a n I s round 6 4- d bande large metallic hatch with a wheel-like device splint r o d ruste t no s i l meta e Th 4-. 6 roundcenter s it s m fro g projectin : follows s a y dexterit y b d modifie s i e tim e bas e Th corroded. 6 1 r ove y dexterit f o t poin r pe d roun 2 / - 1 + /2 round per point of dexterity under 5 1 The wheel must be spun three times counterclockwise If a characte. r is removeunlock l wil h d frohatc me th th e e watetim h r unconsciouswhic t a , round) , 1 a g (requirin cure light wounds spell will awaken him or her and It can be opened by anyone, as there is water inside cure any ill effects from swallowing water, etc. How- this 5' diameter hatchway and the pressure is equal on t los y an e restor not l wil l spel e th , way s thi n i d use f i , ever both sides. Note that by this time (if not before), the hit points. . below) , 32. ( ixitxachitl the by attacked be will party e plat g wearin r fighte a , Brave e th x Fandra : Example If a character makes it into the hatchway, the ixitxachitl s item y heav l usua e th g carryin s i k pac l ful d an l mai will not pursue. After swimming "down" (actually up) the (sword, bow- un , etc.)n a .e He falls intexperienc l o thwil er water answimme da roll, 10' s r a fo 3 y hatchwa (on a d6)y , andgravit s wil(a l h thereforstomac r e he hav r o es hi 4 n i roundn s (plusensatio e s comfortabl modifiers) to remove his possessions and armor. His reverts to normal), and the swimmer's head will break 1 strength is 17, so he gains + /2 round, giving him a total water after five more feet. There is five more feet of 1 l wil t I . unconscious s become e h e befor s round 2 / 4 f o r Afte . wall e th o int t se s ring l meta h wit y passagewa take him 1 round to remove his pack and weapons, climbin character, gup JEWEe sth wile L se lROO M (33., and a base of 4 rounds to remove his plate armor. His below). dexterity, however, is 18, so it only takes him 3 rounds to remove the plate mail. His total time used is thus 4 Scoring: +10 to Team score for each character that gets to the rungs; +5 to the Individual score of each s hi s remove y successfull e h o s , ) 2 / 4 d ha e (h s round y dexterit s hi f I . drowning e befor s 1 item y heav d an r armo . rungs e th o t s get t tha r characte n subtractio o n d receive e hav d woul e h , 12 n bee d ha 32. THE IXITXACHITL LAIR from the time required to remove his armor, and would thus have required 5 rounds to remove everything. You see several large ray-like forms swimming lazily s 1 snout t blun r thei n tur y the y Suddenl . coral e th r ove Since he had only 4 /2 rounds, there would be a 50% s unconsciou e becom d woul x Fandra t tha e chanc toward you and begin swimming at high speed in before completely removing his plate mail. . direction r you Special Note on Underwater Combat: Any character Nestled in the coral and visible only within 20' is the lair attempting to engage in melee while under water will of 10 ixitxachitl (AC 6, MV 12", HD 1 + 1, hp 7 each, . (e.g s weapon g lon s unles , initiative e los y automaticall f o ' 40 n withi s come e anyon f i k attac l wil o wh , 3-12) D pole arms) are employed. This effect may be negated, them (this includes the hatchway — 31 — but not the resulting in normal melee, if a ring of free action (or drop area — 28). In tournament play, their bites will al- n certai , Additionally . used s i ) device r o l spel r simila l wil y The . victims e th n o e damag f o s point 6 t inflic s way r unde e whil t effec n i d altere r o s useles e b y ma s spell split up to attack, with an equal number to each party water, as described on page 57 of the DUNGEON member if possible. Ixitxachitl are highly intelligent, and . GUIDE S MASTER r leade e Th . cunning d an l logica e b d shoul s attack r thei (29) THE GREAT FISH (Not for Tournament Use) of the pack (AC 3, HD 2, hp 12) is equal to a 2nd level A dinicthys (AC 7, MV 21", HD 10, hp 50, #AT 1, D 5-20, cleric, and possesses 2 cause light wounds spells. It swallow man-sized prey on a "to hit" roll of 20) lives here will swim forward to attack normally, and will add the r o l individua g swimmin y an k attac l wil d an r wate e th n i spell damage (1-8 points, 4 points in tournament play) group if not over the shaded coral area. The 25' long to the bite; note that only the total damage is an- prehistoric fish cannot swim comfortably over the coral nounced to the victim. This evil cleric is also wearing a reef, and will not enter it. The ixitxachitl (#32. below) ring of protection +3 on one of his finger-like ap- know this,n i an de will attacnoticeabl k e ab weakene t no l wil d parts thi y h if it flees(althoug t os pendage the safety of the coral. The dinicthys is no friend of the combat), and thus is AC 3. e b l ixitxachit n a d shoul e on k attac l wil d an , ixitxachitl Within their coral reef lair, the ixitxachitl have 3,000 gp . area r clea e th o int d force and several gems: one lapis lazuli (10 gp), 2 pieces of 30. THE ISLAN3 D, gp) 5 (7 e bloodston a , each) p g 0 (5 z quart y smok This islan covered2 s i , gp) d0 wit(55 h z san depta do topa t abouf he o , larg t3' a , each) p g 0 (10 s amethyst with soil and stones below. It has two 15' tall palm trees, peridots (400 and 500 gp), and one lustrous black o n s ha e otherwis t bu , boulder g bi a d an s shrub e som . gp) 0 (5,00 e sapphir features of interest. Scoring: Combat and Treasure scoring.

15 33. THE JEWEL ROOM (Use VISUAL AID #6) sphere, and up to eight characters can strike at the You see a 120' diameter circular chamber with a sphere in any given round (one character in each f o r cente e th n I . apex e th t a h hig ' 50 g ceilin d dome a e damag f o t poin h eac r Fo . room) e th f o n sectio the rooml wil , r about 4' characte oft f tha th , e floorsphere , e floatth n s o as multiinflict -r characte faceted, opaque white diamond abou size f teth o sustain one point of damage. This is true even if the a melo5 n2 f —i , the Souexample lr Gem(fo d !! Suddenlroun e on n i y " part of the"overkilled s i e spher room ise b li t withmus as n intensepoint 5 2 , , dazzlinsphere ge whitth n o e lightd . Ainflicte s e ar s point a t bu s take t (i e fad s eye r you e befor s spot e th sustained by those doing the damage). When 20 or moment or two), the room seems exactly the same. more points have been delivered to the sphere, it will The object of your quest is before you! become visible, fracture, and fall to the floor in glassy shards. The Soul Gem floats in the air, slowly rotating. As the first character looks out of the hatch, the Gem will emit a Once the force sphere is destroyed, the Gem may be dazzling white ray which will completely fill one of the seized. After the Gem is grasped by a character, it will eight sectiony b d s of thedestroye rooe b mn foca r m oneGe secone Th . d (determinrays e mor y ean e fir t no the section by rolling 1d8); it will not be sector 1 (where rolling a natural 20 with a magic weapon, but if this is the hatchf o iss ) on thmillion ee initiath e l blastreleas . d Thereafteran r shatte ,l thwil e blastm Ge se th e don will occurg onclivin e l peal ry rounsla y d at thinsanel e l enwil d oo f thwh e , rouninside d intd o a trappe s soul randomly determined sector. Since the players should creatures in the Tower (unless the Amulet of Recall is s i t i , random e ar s blast e th t tha ) first t (a e awar e b t no used immediately). y secretl e mad e b s roll f o r numbe a t tha d suggeste If the Amulet of Recall is grasped and activated, the s sector e th d an , area e th s enter y part e th e befor following are instantly teleported back through time affected can be determined from that list. (The areas in and space to the Seer's lab: the character grasping the the tournament are: 6, 7, 1, 4, 7, 6, 2, 2, 8, 6, 5, 1, 2, 3, 4 amulet, all of his or her possessions, and anyone or any- and then random, if more are needed.) thing else he or she is touching (including soulless e b t mus M ROO L JEWE e th n i s character f o s position e Th bodies). indicated by using VISUAL AID *6. A character may Scoring: +100 to Team score if at least one character straddle the line between sections, but he or she is then returns the Soul Gem to the Seer; +15 to Team score o tw e th f o either s strike t i f i y ra f o s effect e th o t t subjec for each additional character that returns alive after sections. It is permissible to have more than one the Gem has been seized; +5 to Team score for each character per sector if desired, but only one character dead character that is returned after the Gem has e strik r o e seiz o t h enoug e clos e b y ma r secto h eac n i been seized; +10 to the Individual score of the player Geme th . first suggesting that the dead bodies be returned; -20 , in s i r characte a r secto e th s blast y ra s ' Gem e th n Whe to Team and Individual scores for each character a e mak t mus r secto d affecte e th n withi s person y an (alive or dead) who returns without the Soul Gem. saving throw vs Petrification (include only wisdom ad- Combat scoring is handled differently for the Gem: - charac e th , successful s i w thro g savin e th f I . justments) for each point of damage that a character inflicts on ter's skin, clothes, possessions, and so forth, are all the sphere, that character will receive + 2 to his or her bleached a ghostly white color, and all magic items Individual score with no penalty for the damage sus- (except for ) th2 e x Amule0 (2 s t opoint f 0 Recall4 f o m ) are drainemaximu a d comdoing; -so in tained y ma M D e th , play t non-tournamen n (I . magic f o y pletel . manner s thi n i d awarde e b n ca g bein t agains w thro g savin a s item c magi e giv o t h wis E NOT L FINA - Petrifi s v w thro g savin e th s fail r characte a f I ) l drained. wil y the , Seer e th o t k bac s teleport y successfull y part e th f I - fol e th e se l wil s character r othe e th , however , cation be congratulated on their success and then told that (be- lowing: cause of his familiarity with the Soul Gem) the Seer can When the white light strikes the victim, he (or she) locate the exact facet where the souls of the party members screams horribly — a long, drawn-out wailing are, and return them to their own bodies (if they were re- - char e th f o e imag n a , clears n visio r you s A . scream . necessary f i s bodie r othe o t , happily s les , or ) covered acter, pale and ghostly, streams out of the body and toward the Soul Gem getting smaller the nearer it gets. As the image shrinks in size, the volume of its screams diminishes. When it reaches the Gem, there is a burst of radiance, and the s motionles s lie m for s character' e Th . gone s i e imag CREDITS e th l al e ar s a , white d dea s i y bod e th ; floor e th n o DESIGN: Alien Hammack . possessions s character' EDITOR: Stephen D. Sullivan DEVELOPER: Evan Robinson e th y b y bod r he r o s hi f o t ou d sucke s i l sou s victim' e Th DEVELOPMENT: Alien Hammack, , e th s i e se s player e th e imag e Th . Gem e th f o y ra Paul Reiche III, Evan Robinson ectoplasmic form of the soul of that being drawn into EDITING: Alien Hammack, Harold Johnson, Frank Mentzer, the Gem; the body is lifeless as it slumps to the floor. , Stephen D. Sullivan (Note , that Otus an l y WisdoEro , mRoslof savinm Ji , g throwLaForce . adjustmenS d Davi , t isDee f useJef d: ART against attacks by the Soul Gem.) David C. Sutherland III, The Ge, m is surroundeConant d Davi , d bCarr y e a 2Mik ' , diameteBaillie n r invisiblJoh : e force PLAYTESTING sphere. Althoug, Leason h f theJef , sphere Johnson ha d s onlHarol y, 20 hiCook tn pointsHele , , it Cook d Davi can only be hit by hand-hels d Well weapon n Jea , s or hanSchick e d attackLawrenc , s Otus l Ero - tourna s thi n ra o wh s DM e fin y man e th o T : THANKS L SPECIA f o l rol d adjuste n A . it n o t effec y an e hav l wil s spell o n — ment at Wintercon VIII for their helpful suggestions! 10 or better is necessary for any character to hit the

16 FIREBAT is a marvel of teamwork. Every member of the victim's group is attacked by an approximately equal number of firebats: if FREQUENCY: Very rare 12 firebats attacked 4 victims, 3 bats would attack each NO. APPEARING: 11-20(d10+10) victim; if the same group attacked 9 victims, there would be ARMOs R bat CLASS2 h wit : s 8 victim y unluck 3 d an h eac t ba e on h wit s victim 6 6"/20" : MOVE attacking (chosen at random). If the number of firebats ever HIT DICE: 2 falls below 25% of their starting force (whether from % IN LAIR: 50% casualties or gorged returnees), the firebats will all instantly / : TYPE E TREASUR withdraw and attempt to escape back to their lair. If NO. OF ATTACKS: 1 cornered in their lair, they will fight ferociously to the death. DAMAGE/ATTACK: 2-8 (2d4) When they die, a burst of flame envelopes them and their SPECIAL ATTACKS: Nil physical body is transported back to the Elemental Plane of SPECIAL DEFENSES: Immune to fire . reborn e ar y the e wher , Fire MAGIC RESISTANCE: Standard INTELLIGENCE: Semi- The lair of a firebat colony tends to be rocky and cavelike, evil Neutral : ALIGNMENT e on y onl t bu s exit d an s passage e labyrinthin y man h wit SIZE: S large, easily noticeable entrance. Treasure is likely to be in PSIONIg C ABILITYsparklin e :th Nile lov s firebat r fo , jewelry d an s gem f o m for e th Attack/Defense Modes: Nil stones and especially prize rubies, jacinths, and carnelians. LEVEL/XP VALUE: 2/28 + 2/hp One or two young firebats (under one year old) may be h eac d an , destroyed s i k pac g huntin a f i r lai e th n i d foun young firebat will have one-half the hit dice and damage . adult n a f o k attac r pe Firebats move by an awkward hop-walk on the ground, or (more effeciently) by flight. Firebats use true flight and not gliding, for hot internal gases lighten the creature a great The firebat is a denizen of the Elemental Plane of Fire; al- deal. Water scares firebats, but it takes a minimum of 10 though rather common there, it seldom appears in the Prime gallons of cool water to douse one firebat's external fires. a h wit , long t fee o tw t abou , batlike s i y bod s It . Plane l Materia Once extinguished, it requires 10 rounds of drying off before , flaming s i y bod e entir s it ; feet r fou g approachin n wingspa the firebat can ignite again. During this period it cannot fly, . degrees d hundre l severa f o e temperatur a s radiate t i d an - success s attack t i f i e damag f o s point 4 1- o d y onl l wil d an d an , razor-sharp e ar n therei s fang e th t bu l smal s i h mout s It a lav g (includin s solution t ho h throug e glid n ca s Firebat . fully the damage from burning affects the victim more than the and magma) at their flying speed, for they are at home in e Th . round) r pe e damag f o s point 8 2- e (henc n drai d bloo anything involving fire. skin of the firebat is tough and leathery, and even the relatively thin wings are difficult to pierce. Firebats live in colonies usually numbering from one to two dozen. Naturally, they will only lair in very hot places such as volcanoes, near hot springs, and, of course, on their native plane. How they travel to the Prime Material Plane is a mystery, but some sages have speculated that when fire elementals are summoned, once in a great while some fire- bats will appear with them; and woe be upon the conjurer, for the firebats are not under the mage's control at all! Fire- bats reproduce by fission after gorging themselves on blood, so even one firebat escaping into this plane can start a colony — and can replace any casualties. A firebat colony will not grow very large, however, for they will in- stinctively limit their population to the available food supply. When firebats engage an opponent, they make swooping . victim e th o t s themselve h attac o t t attemp y the s a s attack Once they have attached themselves, firebats do not need to roll further attacks and will automatically burn and bleed d score y the d roun t firs e (th rounds 3 f o l tota a r fo s victim r thei a hit plus two more rounds). At the end of three rounds, the m victi e th f I . lair s it o t n retur d an f of p dro l wil t fireba d satiate dies before three rounds are over, the unsatiated firebats will attack other opponents to finish gorging (but will never drain more than three rounds' worth of blood whether from one, two or three victims). Firebats can detect invisible opponents because of an advanced sonar sense and infra- vision; they attack invisible targets without penalty. Unlike normal bats, firebats are not impaired by sunlight (or other bright lights) and can see in the normal vision range quite well. Firebats are allies of fire elementals and will never . them k attac Firebats are pack hunters, and an attack by these creatures

17 THE UPPER RUINS

DOOR WALL SPIRAL STAIRS PITFALLS PORTCULLIS RUBBLE E RUBBL H WIT P U S STAIR L WAL N I E HOL

T FEE 0 1 S EQUAL E SQUAR H EAC : SCALE

18 T SHEE D RECOR S MASTER' N DUNGEO

CHARACTER NAME Lembu Hodar Zinethar Li Hon Discinque

CHARACTER CLASS Fighter Magic-User Cleric Monk Thief

LEVEL 7 10 9 7 7

S CLAS R *ARMO 5

HIT POINTS 70 40 72 32 42

*MOVEMENT BASE 21"

: THROWS G SAVIN E BAS , Poison , Paralyzation . vs 10 13 7 12 12 or Death Magic

vs. Petrification or Polymorph 11 11 10 11 11

vs. Rod, Staff, or Wand 12 9 11 12 12 n Weapo h Breat . vs 12 13 13 15 15

vs. Spells 13 10 12 13 13

S ITEM C MAGI

TREASURE TAKEN

•TOTAL "TO HIT" BONUS

*TOTAL DAMAGE BONUS

HIT POINTS RECEIVED

D INFLICTE S POINT T HI

NOTES

. bought s i t equipmen l al r afte s value n i l fil d an e *Calculat

19 'S SCORING SHEET INDIVIDUAL SCORING

NAME Lembu Hodar Zinethar LiHon Discinque

CLASS Fighter Magic-User Cleric Monk Thief

INDIVIDUAL SCORING

COMBAT SCORING

SUBJECTIVE SCORING

TOTAL INDIVIDUAL SCORE

TEAM SCORING

1/ Sum of 2 Number TOTAL Keyed Treasure Total Team + — of Turns = TEAM Scoring Individual Scoring Elapsed SCORE Scores

+

) Elapsed s (Turn D RECOR E TIM

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

0 4 9 3 8 3 7 3 6 3 5 3 4 3 3 3 2 3 1 3 0 3 9 2 8 2 7 2 6 2 5 2 4 2 3 2 2 2 1 2

0 6 9 5 8 5 7 5 6 5 5 5 4 5 3 5 2 5 1 5 0 5 9 4 8 4 7 4 6 4 5 4 4 4 3 4 2 4 1 4

61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80

81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100

0 12 9 11 8 11 7 11 6 11 5 11 4 11 3 11 2 11 1 11 0 11 9 10 8 10 7 10 6 10 5 10 4 10 3 10 2 10 1 10

121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140

141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160

0 18 9 17 8 17 7 17 6 17 5 17 4 17 3 17 2 17 1 17 0 17 9 16 8 16 7 16 6 16 5 16 4 16 3 16 2 16 1 16

20