EPISODE X: The Dungeons of Castle Conversion Document By: Dr. Richard Pocklington & Christopher Reed

Den of Trouble Part II & The Halls of the Lost: ATL 5 Note: This episode requires a retail copy of “The Dungeons of Castle Blackmoor available at fine hobby stores or online in print and PDF versions at https://rpg.zeitgeistgames.com/xcart/home.php

Based on the original Blackmoor Setting, associated characters and places owned by , Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode X Special: The Dungeons of Castle Blackmoor is ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content

Preface by Dave Arneson: gaming experience where every player could be One day, a little over thirty years ago, I both a fantastic hero and a winner. The game discovered that I was bored. The campaign that that would become Dungeons & Dragons relied I was running had become a drag. It was heavily on the core discoveries made while consumed with these long tedious battles and Dave Arneson created a new gaming genre constant bickering over historical details. These through his exploration of Blackmoor with his most recently uncovered details would mess up core group of players. next week’s battle. Curses on all such books! So what’s the big deal with Blackmoor? It’s a Why not just use one source and be done with distinct and compelling world to adventure in. it? CLICK! Graph paper, pencil, the old 20-sided Blackmoor provides a solid, almost classical dice we never used, some really poorly sculpted launching point for players of all gaming plastic monsters…I began to imagine a backgrounds. Before there were adventure or dungeon. My mind raced…I began to draw. role-playing games, there was Blackmoor. Maybe I can fill it with critters and gold! This Blackmoor can be defined by its key precept: dungeon needs a name? Hmm, it’s a dark place High Fantasy. Powerful heroes defend the land in the wilds of wherever. Ahh! Blackmoor! By against impossible odds. What could be more Sunday night the first six levels of the dungeon fun that that? The frontier kingdom of Blackmoor were done and the gaming table in the sits in quite a precarious position. Ruled by the basement had been transformed into a small young King Uther Andahar, Blackmoor is beset medieval town with a castle. A dungeon seemed on all sides by enemies and would be like a good idea since it would keep the players conquerors. Blackmoor’s enemies range from from running all over the place. We still needed the savage Afridhi to the amorphous superbeing, some more details… Ah! I drew a map of the The Egg of Coot. On a moment’s notice, the town and the country around it. These last people of Blackmoor must be prepared to take details took me most of the rest of the week to up arms to defend themselves from invasion or complete. I was really excited about this idea. even worse horrors. Compound this political Now everyone could be a hero like in a book but turmoil with the constant discovery of new power without a tight (and often dumb!) plot. They and horrible monstrosities to find a populace could do just about anything that they wanted to quite uneasy with their lot in life. Some of them do, for better or for worse. In that short time, take up arms to define their destinies rather than Blackmoor was born. The campaign setting now waiting to become victims of fate. These brave known as Blackmoor was done within the month adventurers serve a heroic purpose for both with additional details added as needed. Both people and country. the setting and the rules continued to grow over the weeks. Most, but alas not all, the guys liked What is Dave Arneson’s Blackmoor: the game and wanted to keep playing. So the The MMRPG (Massively Multiplayer next few weeks were spent fleshing things out Role Playing Game)?: and trying to maintain the structure. In a very Dave Arneson’s Blackmoor: The MMRPG is real way I have continued to “flesh things out” designed to allow players to participate over the last thirty years. alongside each other in groups of 4 to 6 players I continue to run the Blackmoor campaign in the in the rich fantasy world of Blackmoor that Dave games I judge at conventions and in my Arneson created over 30 years ago. The classroom. Over the years some 5,000+ people campaign allows players to travel all over the have adventured in Blackmoor in excess of world attending conventions and game days that 1,500 game sessions. The roads are well are running Dave Arneson’s Blackmoor events. traveled but the adventures never end. (Orlando, Since the rules for the campaign are the same 2004) everywhere in the world, players can quickly jump right into the action just about anywhere Introduction to Blackmoor by Dustin people are playing without having to worry about Clingman: house rules. These complete rules can be found Welcome to the magical world of Dave in Dave Arneson's Blackmoor: The MMRPG Arneson’s Blackmoor! The original Blackmoor Campaign Sourcebook or by visiting campaign began over thirty years ago and www.dablackmoor.com. served as the impetus for an entirely new Notes to the Judge: Time Units: The most important part of Dave Arneson’s The Blackmoor calendar has thirty-seven (37) Blackmoor: The MMRPG is to have fun. Both weeks, with each week lasting a ten-day (10). your enjoyment and that of the players is Every character is allowed thirty seven (37) time paramount to the game. With this in mind, you units (each unit being a week) for the Dave may alter the episode as necessary to ensure Arneson’s Blackmoor: The MMRPG campaign the enjoyment of the group and accommodate year (January 1 to December 31). Playing this any unforeseen actions of the players. However, event is a cost of one (1) time unit. this ability should not be construed to reward foolish actions by players. In those situations, players should earn what they deserve. We ask that you as the judge use common sense in these situations.

The complete episode should be read by the judge prior to play. The duration of the event should be approximately three and a half (3.5) hours of game play with time before and after the event for brief record keeping and preparation. When you run a Dave Arneson’s Blackmoor: The MMRPG episode we assume that you have access to the following books: Dave Arneson’s Blackmoor, the Player’s Handbook, the ’s Guide, and the . You should also have a set of dice (at least one d4, d6, d8, d10, d12, and d20), a way to track combats (such as graph paper or battle mat), some scrap paper, and a writing implement. In addition, you should be familiar with Dave Arneson’s Blackmoor: The MMRPG Campaign Sourcebook.

The players should have fully completed Blackmoor character sheet, a character log sheet, a set of dice, a writing implement, and any other useful tools for play such as scrap paper or a miniature to represent their player character. You should have at least four players to have a sanctioned event.

Prior to beginning play, the ATL (Average Table Level) should be determined to select the appropriate level of play. To do this, the total level of all players, followers, and animals that are not “class features” are added together (“Class feature” animals are animal companions, familiars, and paladin mounts and do not affect ATL.) The total levels are than divided by six players regardless of the number of players at the table. This number constitutes the party’s ATL. The party may choose to round up or down if the particular number is not an offered ATL.

The Halls of the Lost - 3 -

Conversion Document like-minded individuals. You and your compatriots To play this adventure as part of the MMRPG are here to accept the challenge that the most known as Dave Arneson’s Blackmoor requires the infamous dungeon in the realms holds. But before retail purchase of The Dungeons of Castle doing so, you head to the marketplace to make Blackmoor. This document adapts the published final preparations. adventure for campaign play. This adventure is playable for average party member levels 4 The players introduce their characters to each through 6. The cost to play the adventure is one other at this time. Time Unit. Players may spend time in the Blackmoor Notes: As part of the MMRPG, the following Marketplace making purchases. Players making changes apply to the Episode: purchases receive the Shopping in Blackmoor • The Random Encounter Tables and other certificate. However, it is important to remind the Encounter Tables provided in the players that the event has only four (4) hours of published adventure should not be used. play. • A party may rest only once during the episode. When the players are ready to head to the • A party may choose to run from an Dungeon of Castle Blackmoor, read or paraphrase encounter, but may only do so without the following: penalty if the party chooses to run from the Dungeon and leave the Dungeon in its Following Castle Road back to the Barricade, entirety. This option does not allow the throngs of adventurers wait outside the gates of party to return to investigate any part of Castle of Blackmoor. A young boy hands out the dungeon nor return to an area to pick flyers. He places one in each of your hands and up valuables. darts on to the next group of adventurers. • Value of equipment provided in this conversion document supersedes the value Provide each player with Player Handout #1. It is listed in the published adventure. the list of items that the Wizard Cabal seeks from • Entryways, doors, secret passages adventurers this year. A Knowledge Local: and the like that lead to any level that is not Kingdom of Blackmoor DC 10 allows players to between 6-8 is removed. Please describe know that the Wizards Cabal has a tradition of these as disabled, collapsed, leading into a rewarding adventurers with favors if they are able wall or non-existent. to escape the Dungeon with valuable and rare • DCB is a reference to The Dungeons spell and research components. of Castle Blackmoor. • The Dungeons of Castle Blackmoor A great gate before you stands a full twenty feet in is written in a very free form format and the length and width. Eight large reinforcing braces encounters do not need to occur in the each constructed of foot thick iron sit firmly in their sequence that they appear in the text. stone cut housings. The surface of the gate shows • The conversion document supersedes countless scars of battles that have been fought the published adventure if there are any on this place. You can only wonder at the sheer discrepancies. horror that lies behind the gate to Blackmoor • The event is limited to four (4) hours of Dungeon. play only. The Keymaster approaches to open the massive gate. A few seconds later the great bars roll back allowing the massive doors to open wide. Episode Background As the light begins to pour into the darkness of the See The Dungeons of Castle Blackmoor. dungeon, you notice something white falling out from the opening door crack. Instantly you Episode Hook recognize this horrible totem. As it stops rolling, Read or paraphrase the following: you can clearly see it is the remains of what appears to be a human skull! Once a year, the Dungeon of Castle Blackmoor is The door opens even wider and hundreds opened for entry to any who are foolhardy enough of skulls pour forth from a large pile spreading out to heed the call. You have assembled a group of into the basement. The pile of skulls continues to

The Halls of the Lost - 4 - fall for what seems like minutes while you stand in Consecration of Fire. See the Mementoes horror. Soon the skulls have all fallen out save one section. that sits upon a post just inside the door. To your amazement, the eyes light up Area 8-45 within the skull and it begins to speak in a crude This area is removed. common tongue: “Do not tread on this place we call home, or we Finale will make you another part of our collection!” The skull then falls inanimate exposing only the Read or paraphrase the following: wide, dark stairway leading into the dungeon. Cumasti elves wait at the ready to pull the heavy Upon entering the dungeon, the players walk bolted door open. It’s unbelievable! The crowd through a large patch of fog. A feeling of vertigo roars as you exit the dungeon! You join the elite assaults there senses. ranks of those who have survived the Dungeon of The players find themselves within a closed room. Castle Blackmoor. Begin the adventure in Area 6-2. Players may turn in their procurement items to the Level 6 Wizards Cabal. They receive a favor for each item Area 6-13 Scrying Mirror on the list they procure. Arcane spellcasters with the ability to cast 2nd level spells who look into the scrying mirror received Each player that makes it out alive is given a Call of Unulukullukus. This certificate does not button. See the Mementoes Section. apply to elves and half-elves. Experience Points: Level 7 Area 7-3 Dwarven Dig Reward the player characters experience points A DC35 search check reveals a blue diamond for items completed below: worth 5,000gp. The remainder of the non- certificate treasure represents uncerted gemstone Area 6-1 found by the players. Defeat Ogres 25xp Area 6-4 Area 7-5 Spectral Shadows Disable Teleport Trap 25xp If a player touches Blue, it bestows a negative Area 6-6 level. This is restored if the item is removed from Defeat Hydra 25xp their possession. Area 6-7 Lay Jur Ukul to rest 25xp Area 7-14 None Shall Pass Area 6-8 Instead of leading to Area 8-8, this area acts as an Discover properties of the Fountain 25xp exit from the Dungeons of Castle Blackmoor. Defeat Rupert 25xp Area 6-9 Level 8 Defeat Barghest 25xp Area 8-36 Defeat 25xp The goblin wereboar rogues are removed from this Defeat Worgs 25xp encounter. Area 6-10 Find secret door 25xp Area 8-37 Area 6-11 This area is removed. Find Area 6-11 25xp Defeat trap 25xp Area 8-39 Area 6-12 This area is removed. Defeat Reanimator 25xp Defeat Monstrous Spider 25xp Area 8-41 Area 6-14 This area is removed. Defeat 25xp Defeat Worgs 25xp Area 8-43 “Fred” Area 6-15 Should the players provide Fred a gift of fire, the Defeat Barghest 25xp players received a permanent benefit, the Defeat Worgs 25xp

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Area 6-16 Defeat Trap 20xp Defeat Worgs 25xp Defeat 7-23 Defeat Wolves 25xp Defeat Nergoil 20xp Area 6-17 Defeat Vampire Spawn 20xp Defeat Shrieker 25xp Defeat Violet Fungus 25xp Defeat 8-24 Defeat Centipede 25xp Find Secret Door 20xp Area 6-18 Defeat 8-25 Defeat Yellow Mold 25xp Defeat trap 20xp Area 6-19 Defeat 8-26 Defeat Trap 25xp Unlock Door 20xp Area 6-20 Defeat 8-27 Defeat 25xp Defeat Beastmen 20xp Area 6-21 Defeat 8-28 Destroy Spectre 25xp Defeat Barghests 20xp Area 6-22 Defeat Greater Barghest 20xp Defeat Cockatrice 25xp Defeat 8-29 Area 6-23 Defeat goblins 20xp Defeat trap 25xp Defeat Drykic 20xp Area 7-1 Defeat Grobizo 20xp Destroy Spectre 20xp Defeat 8-30 Area 7-3 Defeat goblins 20xp Defeat dwarves 20xp DefeatGrealthy 20xp Area 7-4 Defeat Grobizo 20xp Defeat Wraiths 20xp Defeat 8-31 Area 7-5 Defeat beastmen 20xp Destroy Spectre 20xp Defeat 8-33 Area 7-7 Defeat monstrous centipedes 20xp Defeat Trolls 20xp Defeat 8-35 Area 7-8 Defeat goblins 20xp Defeat Trap 20xp Defeat Gizzo 20xp Area 7-9 Defeat 8-36 Defeat Succubus 20xp Defeat troll dire wereboar 20xp Area 7-10 Area 8-43 Defeat Werewolves 20xp Defeat fire elemental 20xp Area 7-11 Finale Defeat Chimera 20xp Good Roleplaying 100xp Area 7-12 Surviving the Dungeon 100xp Defeat Werewolf & Goblin 20xp Total Available: 1,500 xp Area 7-13 Defeat Vargouilles 20xp Note to Judge: There is a possibility to earn Area 7-14 more than the 1,500 experience points available, Discover how to activate the portal 20xp however, the episode caps at 1,500 experience Area 7-15 points. No more than 1,500 experience points may Defeat Fire Elemental 20xp be awarded for completing this event. Area 7-17 Destroy Spectre 20xp The experience point cap shall be standard for the Area 7-18 episode event. Destroy Spectre 20xp Defeat Shadows 20xp Mementoes: Area 7-19 Defeat ghouls 20xp List by each chapter what the players may have to Defeat ghast 20xp take away from this episode. Values provided are Area 7-20 full market value. Items sold are redeemed at half Defeat Hill Giant Skeleton 20xp value, while gems may be redeemed for full value. Area 7-21 Maximum gold piece value for the episode Defeat Trap 20xp (excluding certificate) is as follows: Defeat Vampire Spawn 20xp Area 7-22

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ATL 1: 1,000 gp Area 6-1 ATL 3: 1,500 gp Large Greatclub +1 (1) (value 2,310gp) ATL 5: 2,000 gp Non-certificate treasure: 35gp

Items marked with an asterisk shall be removed or Area 6-5 altered for the episode event. The gold cap shall Non-certificate treasure: 15gp be standard for the episode event. Area 6-8 Episode Hook: Masterwork Studded Leather (1) (value 175gp) Shopping Certificate: City of Blackmoor (6) You have purchased the following items from the Area 6-9 merchants in the City of Blackmoor: (circle the Smashes (1) This masterwork dwarven items purchased by the player; total the values warhammer has been liberated from its captivity and list that value for the total value of this with Neagar Funk of the Dungeons of Castle certificate. Shopping certificates may be traded for Blackmoor. The pommel holds a large masterfully individual certificates at a bazaar in the same crafted violet garnet. The hammer bears the fashion that created magical items are made into signature of house Dragun. (value 860gp) individual certificates): Wooden Mask of a Grimacing Goblin (1) (value • Alchemical silver arrows (limit 20) – 41gp 30gp) for 20 Masterwork Shortsword (2) (Value 308gp) • Cold iron arrows (limit 20) – 2gp for 20 Amulet of Natural Armor +1 (1) (value 2,000gp) • Potion from Table 7-17 from the DMG up Potion of Aid (1) (Value 300gp) to 750 gp each. The type of potions and Potion Cure Moderate Wounds (1) (Value the associated cost must be chosen 300gp) before the player leaves the table and Potion of Invisibility (1) (Value 300gp) noted on this certificate. (limit 3) Potion of Spider Climb (1) (Value 300gp) • Scroll from Table 7-23 and 7-24 from the Masterwork Studded Leather (1) (value 175gp) DMG up to 350 gp each. The type of scroll Non-certificate treasure:330gp and the associated cost must be chosen Area 6-11 before the player leaves the table and rd noted on this certificate. (limit 3) Pearl of Power 3 (1) This pearl was found on a • Wand from Table 7-26 from the DMG up broken altar within the Dungeon of Castle to 1,000 gp. The type of wand and the Blackmoor. It has a deep crimson tint. associated cost must be chosen before (value 9,000gp) the player leaves the table and noted on Non-certificate treasure: 35gp this certificate. (limit 1) • Wondrous Item from Table 7-27 from the Area 6-12 DMG up to 1,000 gp. The type of Arcane Scroll of Magic Missile (caster level 5) wondrous item and the associated cost (1) (value 125 gp) must be chosen before the player leaves Arcane Scroll of Scorching Ray (caster level 5) the table and noted on this certificate. (1) (value 250gp) (limit 1) Non-certificate treasure: 120gp • Masterwork Weapon or +1 weapon from Table 7-5 from the PHB. The type of Area 6-13 weapon and the associated cost must be Call of Unulukullukus (6) The next time this PC chosen before the player leaves the table sleeps, a dream occurs that contains numerous and noted on this certificate. (limit 1) scenes of frog-like humanoids dancing around corrupt idols to the beat of savage drums. • Masterwork Armor and Shields or +1 Repeatedly, a single frog-figure will turn to the armor or shield from Table 7-6 from the dreamer and invite them to "Join us" in a freaking PHB. The type of weapon and the croaking voice. The first night spent outside of the associated cost must be chosen before Dungeon of Castle Blackmoor, a nightmare will the player leaves the table and noted on recur two more times each week, but never on this certificate. (limit 1) successive nights. At the beginning of each Total Item Limit for the certificate is 5 items. (A set episode, the PC must roll 2d10. The results of arrows counts as one item.) Circle and list each determine the days that the nightmare occurs. The item and it’s value. PC should reroll the d10 if the days are

consecutive or the same. The player may make a

Will Save DC 22 to negate the effects of each

The Halls of the Lost - 7 - nightmare. Only a dispel evil cast at 12th level death in the Dungeon of Castle Blackmoor. enables the possessor to rid themselves of the Twenty two charges remain. (value 330gp) nightmares. This certificate must be shown to the Grey Bag of Tricks (1) (value 900gp) judge at the beginning of every event. This Non-certificate treasure: 85gp certificate cannot be sold or traded. (value 0 gp) Area 7-20 Area 6-14 +1 Shocking Burst Club (1) This leg bones Non-certificate treasure: 310gp hidden in a great pile of bones under Castle Blackmoor is engraved with curious markings and Area 6-17 acts as a +1 shocking burst club. (value 18,300gp) Masterwork Silver Flute (1) This masterwork Non-certificate treasure: 0gp silver flute is encrusted with rubies. (value 680gp) Area 7-23 Area 6-18 Silver Candelabra * (1) This item was retrieved Non-certificate treasure: 700gp from the personal chambers of Nergoil Funk. (value 35 gp) Area 6-20 Set of 6 Bronze Goblets * (1) These items was Oil of Fire Resistance (1) This oil provides fire retrieved from the personal chambers of Nergoil resistance 10. (value 750gp) Funk. (value 150gp) Non-certificate treasure: 0gp Brass Etching of an Orc King * (1) This item was retrieved from the personal chambers of Nergoil Area 6-23 Funk. (value 210gp) Non-certificate treasure: 3,821gp Clear Crystal Decanter * (1) This item was retrieved from the personal chambers of Nergoil Area 7-3 Funk. (value 450gp) Non-certificate treasure: 9,000gp Sapphire (1) This sapphire is the size of a fist. It radiates abjuration magic. (value 4,600gp) Area 7-5 Masterwork Chain Shirt (1) (value 250gp) Wand of Acid Arrow (1) Caster level 5. This Boots of Striding and Springing (1) (value wand is covered with blotches of chemical burns. 5,500) Fifteen charges remain. (value 2,250gp) Non-certificate treasure: 0gp Non-certificate treasure: 540gp Area 8-5 Area 7-8 Noncertificate treasure 201gp Carved Jade Statuette (1) This statuette is in the shape of a frog headed humanoid (value 600 gp) Area 8-7 Emerald Gemstone * (1) It radiates faint Elemental Gem (Fire) (1) (value 2,250gp) abjuration magic (value 5,600gp) Noncertificate treasure 0gp Non-certificate treasure: 1050gp Area 8-10 Area 7-10 Ring of the ComeBack Inn (1) This gold band is Small bone statuette (2) The small figure is woven with tiny circlets the form in the front with carved in the shape of a Cumasti child playing with the carved crest of House Andahar representing traditional Cumasti toys (value 1gp) both the honor and dignity of the Kingdom of Non-certificate treasure: 0gp Blackmoor. The wearer of this ring may come and go freely bypassing magical front doorway of The Area 7-12 ComeBack Inn. They may also find free room and Non-certificate treasure: 225gp board within The ComeBack Inn so long as they Silver Encrusted Drinking Horn (1) (value 180 are wearing the band. This ring continues to work gp) so long as the wearer upholds the tradition and String Pearl Necklace (1) (220 gp) legacy of the heroes of Blackmoor but may be Golden Ring of the Ram (1) (8,700gp) recalled or deactivated by the one who has Non-certificate treasure: 0gp granted it. This certificate may not be sold or traded. Area 7-19 Noncertificate treasure 0gp Masterwork Sickle (1) (value 306gp) Area 8-14 Wand of Silent Image (1) Caster level 3. This Ceremonial Bronze Jug (1) The jug has blood translucent wand was liberated from a mound of residue inside of it. No amount of scrubbing can remove the blood stains. (value 1gp)

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Bloodstained Bronze Cups – set of six (1) No Noncertificate treasure 57gp amount of scrubbing can remove the blood stains. (value 1gp) Area 8-29 Bronze Dagger (1) This dagger is blood stained. Potion of Cure Light Wounds (1) (Value 50gp) No amount of scrubbing seems to remove the Wand of Lightning Bolt (1) Caster Level 10. This stain. (value 1gp) bronze wand was liberated from goblins within the Masterwork Bronze Manacles (2) (value 0gp) Dungeon of Castle Blackmoor. Ten charges Phylactery of Faithfulness (1) (value 1,000gp) remain. (Value 4,500gp) Potion of Tongues (1) This glass vial contains a Bead of Force (1) (Value 3,000gp) potion of Tongues. (value 750gp) Noncertificate treasure 38gp Noncertificate treasure 0gp Area 8-16 Area 8-30 Phylactery of Faithfulness (1) (value 1,000gp) Masterwork Bronze Studded Leather (1) This Robe of Bones (1) (value 2,400gp) armor is crafted for small size creatures. (Value Slippers of Spider Climbing (1) (value 4,800gp) 162 gp) Noncertificate treasure 0gp +1 Keen Rapier (1) (Value 8,320gp) Area 8-18 Noncertificate treasure 30gp Noncertificate treasure 50gp Area 8-23 Area 8-31 Noncertificate treasure 100gp Noncertificate treasure 10gp Area 8-24 Finely Crafted Ligneous Chest (3) (hardness 5, Area 8-33 hp 20, Break DC 23, Open Lock DC 40) This chest Noncertificate treasure 25gp has a masterful locked. The cost to remake a key is 5gp. If a key is remade, the value of the item Area 8-35 doubles. (value 25gp) Masterwork Bronze Arrows (1) Bronze arrows Masterwork Cold Iron Short Sword * (2) The do –1 damage. There are thirty arrows (Value etchings on the blade represents a cumasti elf 195gp) lording over various fey. (value 620gp) Cloak of Resistance +1 (1) (value 1,000gp) Wand of Magic Missile, caster level 9 (1) (value Spellbook of Gizzo the Goblin (1) Spellbook: 0— 6,750gp) acid splash, arcane mark, breeze*, dancing lights, Potion of barkskin +5 (1) (value 1,200gp) daze, detect magic, detect poison, disrupt undead, Potion of Shield of Faith +5 (1) (value 900gp) elemental globe*, flare, ghost sound, light, mage Potion of Cat’s Grace (1) (value 300gp) hand, mending, message, open/close, Ceramic Vial filled with Oil of Magic Vestment prestidigitation, puff*, ray of dirt*, ray of dust*, ray +5 (1) (value 3,000gp) of frost, read magic, resistance, shrapnel*, touch Red Tinted Vial of Elixir of Love (1) (Value of fatigue; 1st—animate rope, enlarge person, 250gp) expeditious retreat, feather fall, jump, magic Jeweled Gold Crown (1) (Value 5,000gp) dagger, magic weapon, reduce person; 2nd— Jeweled Electrum Ring (1) (Value 5,000gp) bear’s endurance, cat’s grace, fox’s cunning, rope Embroidered and Bejeweled Glove (1) (Value trick; 3rd—haste, slow. (Value 1,850gp) 2500 gp) Masterwork Bronze Dagger (1) A bronze weapon Masterpiece Painting * (1) This ancient does –1 damage. (Value 301gp) masterpiece painting of a handsome Thonian man Arcane Scroll of Wall of Fire (1) Caster Level 7. with dark skin and black hair with the air of nobility. (Value 700gp) This painting is of the deceased and notorious Noncertificate treasure 410gp sadist now known as the “Bloody Duke.” (Value Area 8-36 2000 gp) Noncertificate treasure 1gp Barrel of Vintage Red Wine (1) (Value 100gp) Barrel of High Quality Stout Ale (1) (Value 50gp) Area 8-43 Noncertificate treasure 15,100gp Consecration of Flame * (1) This player received the blessing of the Eldest Fire Elemental of Castle Area 8-27 Blackmoor. The effects of this blessing are as Noncertificate treasure 20gp follows: The player’s shadow appears as a translucent flame. The player receives a +1 sacred Area 8-28 bonus to all Charisma related checks with Masterwork Bronze Greatswords (1) A bronze creatures of the elemental fire subtype. The player weapon does –1 damage. (Value 325gp) has fire resistance / 10. The player takes double damage from cold energy. This may only be

The Halls of the Lost - 9 - removed via a miracle. This certificate may not be sold or traded. Finale: Button: I visited Dungeon Blackmoor (6) This character’s name has been added to the Adventurer’s Book of Castle Blackmoor. (value 0gp) Favor of the Wizards Cabal * (6) Cross off all favors not earned or used. Maximum Favor 10.

The Halls of the Lost - 10 -

Player Handout #1

Procurement List:

Black Crystal Ghost ectoplasm Fur of a Barghest Horn of a Chimera Mandibles of a Gargantuan Centipede Phalanx of a Hill Giant Serpent from the head of a Medusa Tooth of an Ogre Mummy Wrappings Spore from a Violet Fungus Tail of a Fiendish Worg Tongue of a Hydra

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(e) “Product Identity” means product Game Content shall retain all rights, title and interest in and to that and product line names, logos and identifying marks including Product Identity. trade dress; artifacts; creatures characters; stories, storylines, plots, 8. Identification: If you distribute Open Game Content You must thematic elements, dialogue, incidents, language, artwork, clearly indicate which portions of the work that you are symbols, designs, depictions, likenesses, formats, poses, concepts, distributing are Open Game Content. themes and graphic, photographic and other visual or audio 9. Updating the License: Wizards or its designated Agents may representations; names and descriptions of characters, spells, publish updated versions of this License. You may use any enchantments, personalities, teams, personas, likenesses and authorized version of this License to copy, modify and distribute special abilities; places, locations, environments, creatures, any Open Game Content originally distributed under any version equipment, magical or supernatural abilities or effects, logos, of this License. symbols, or graphic designs; and any other trademark or registered 10 Copy of this License: You MUST include a copy of this trademark clearly identified as Product identity by the owner of the License with every copy of the Open Game Content You Product Identity, and which specifically excludes the Open Game Distribute. Content; (f) “Trademark” means the logos, names, mark, sign, 11. Use of Contributor Credits: You may not market or advertise motto, designs that are used by a Contributor to identify itself or its the Open Game Content using the name of any Contributor unless products or the associated products contributed to the Open Game You have written permission from the Contributor to do so. License by the Contributor (g) “Use”, “Used” or “Using” means to 12 Inability to Comply: If it is impossible for You to comply with use, Distribute, copy, edit, format, modify, translate and otherwise any of the terms of this License with respect to some or all of the create Derivative Material of Open Game Content. (h) “You” or Open Game Content due to statute, judicial order, or governmental “Your” means the licensee in terms of this agreement. regulation then You may not Use any Open Game Material so 2. The License: This License applies to any Open Game Content affected. that contains a notice indicating that the Open Game Content may 13 Termination: This License will terminate automatically if You only be Used under and in terms of this License. You must affix fail to comply with all terms herein and fail to cure such breach such a notice to any Open Game Content that you Use. No terms within 30 days of becoming aware of the breach. All sublicenses may be added to or subtracted from this License except as shall survive the termination of this License. described by the License itself. No other terms or conditions may 14 Reformation: If any provision of this License is held to be be applied to any Open Game Content distributed using this unenforceable, such provision shall be reformed only to the extent License. necessary to make it enforceable. 3.Offer and Acceptance: By Using the Open Game Content You 15 COPYRIGHT NOTICE indicate Your acceptance of the terms of this License. v 1.0 Copyright 2000, Wizards of the Coast, 4. Grant and Consideration: In consideration for agreeing to use Inc. System Rules Document Copyright 2000 Wizards of the this License, the Contributors grant You a perpetual, worldwide, Coast, Inc.; Authors , , , royalty-free, non-exclusive license with the exact terms of this based on original material by E. and Dave Arneson. License to Use, the Open Game Content. Dave Arneson’s Blackmoor: Episode Ten: Halls of the Lost, by 5.Representation of Authority to Contribute: If You are Christopher Reed, Den of Trouble Part 2 by Dr. Richard contributing original material as Open Game Content, You Pocklington, Copyright 2005 Zeitgeist Games, Inc. represent that Your Contributions are Your original creation and/or

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