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*. Th Armies! ’s Lair Instruction Sheet Read This Sheet First!

Three adventures for the D&V Game and a Goblin’s Lair Adventures adventure Goblin’s Lair mini-game too! Prepare your- To use any of the three DUNGEONS & self for lots of fun and excitement in the worlds of your game adventures, read the booldet for imagination! each adventure while studying the full-color map sheet The ’ Lair Adventure Pack is another supple- for it. These are not complete games in themselves; ment to the new DUNGEONS &DRAGONS@Game you’ll need a copy of the DUNGEONS & DRAGONS and allows players to become great heroes facing dan- Game in order to play them. If you have the D&D gers and excitement in search of fame and fortune. The Thundn Rifl game accessory, you can easily use that Adventure Pack provides three exciting D&D role- setting as a framework for the adventures in this box. playing adventures featuring the classic foes from fan- Pages 7 and 8 of the Hand ??ail booklet contain tasy and folklore-goblins! The game booklets are Rad the DM’s handouts for the adventures; the text will accompanied by three detailed full-color maps and note when handouts need to come into play Reference doeens of fold-up counters for your adventurers and maps of each mapsheet are provided for the Dungeon . Master the back page of each booklet; these DM’s And as added bonus, we’ve included a complete on an maps show the DM how to set up each room for the ‘ Goblin Lair fantasy adventure mini-game. This box role-playing adventures. gives you everything you need to play. There are traps Assemble the atand-ups for characters and monsters and treasure, hazards and monsters, just like the as needed for each adventure. DUNGEONS & DRAGONS game, but the simple, easy-to-learn, and faat-moving rules let you show Goblin’s Lair Mini-Game friends, neighbors, and relatives what it’s like to play the DUNGEONS & DRAGONS role-playing game. The central pages of the Pulace ofhadbooklet (pp. 7-10) should be pulled out and kept to one side. These Contents pages contain the Goblin’s Lair mini-game. Read the mini-game rules before playing, and keep them handy Each Goblin’s Lhir Adventure Pack contain8 the fol- for reference during the game. Place additional details lowing components for with the games: (tiles) on the map as desired and, before you know it, you’ll be on your way into exciting fantasy adventures! Three 16-page booklets and full-color mapsheets: Rad Hund ??ail, Tmublr Bdow, and Palace of-; , Acknowledgementi Three sheets of full-color die-cut fold-up tharacter Thanks to our Goblin ‘s Lair mini-game playtesters for and figures, similar to those in the taking time out of their busy schedules to have DUNGEONS & DRAGONS game; some fun and lend their comments: Karen One sheet of character cards, featuring 8 ready-to- Boomgardcn, Anne Brown, Bruce Heard, play characters for use with all the booklet adven- “Slade” Henson, Rob King, Julia Martin, tures and the mini-game; Colin McComb, Jon Pickena, Thomas Reid, Three sheets of full-color die-cut tiles, featuring oth- Dori Watry, and Steve Winter. er monsters and dungeon scenery for adding and Special thanks to Bruce Heard, Ken Rolston, and Dori changing details within the dungeons; and Watry for their aid with this great project. One six-sided-die and one ten-sided-die.

O1992 TSR, Inc. All Rights Reserved

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A @En whdhas found the secret tunnel which 14 horn the dwarvcn keep of Hd-Home to the nearby cratu -horrible, it was!’’ lib. The tunnel is intended to a means of ucape if the “How many you keep ever falls to butbe now it provided did see?” attackers, har “Oooh, hundreds my lord! gDblina with an easy way into the Undc&eep. “HOWIUQIJ?” & the -lord ogpin. ,$Q far, goblins have confied their attentions to . .” the Krvant to C0u.t various theunderground rooms that up the “Well. begins a make fmq“Four, I think-but you could tell tttaC w.l Undmlpaep, but nooner or later they wiU find a way to the more &’em the noise!’’ Tbey po~a wiousl threat to Hearth-Home-the by Nlta. “Very well;’ says Lord Rqpi* “ gobb muat be clcared out of the Underkeep so this breach in security can be repaired before the hear of then?” OM Mya the KNant, “I M to tell cook it ovem dwarven keep. laid‘‘Wd:, you! we’ve .b8odrsd and advmturethe is slightly challenging Rui to tdt thc Thir more than Cook’s given everyone in kitchenr a Had W,and it b recommended that it played der caac goblins the is in the Comc Out!” that quut before P& dM.However, the “Very Wd:) rsya Lord brdr and a;leni, “Go rod all scenario in lloublr Below can easily be played Cook to make certain *y don’t come:* rbc independeatly from the rest. kitchens. I’ll people *oald organize anne to get the cellan.” The senrant kaves, and the dmtumy PCBrMng t.urm to you. “It neems that the gobliill M getting bo&k$ bo MYE. will deiinitdy have to gathcd togahu the pat of the “Something You in thm. But of .U, we need to our are keep of Hearth-Home. Mayorhall of Kleine fint get dmrvur The I’ll port guards over PU entranqe to the rent you with a merrpge for the dwarves, mporting on Underkeep, and to keep the oot renewed goblin activity at the northern edge of try rbarp of$@ a&. Thunder bpiof Hearth-Home lintens Siyou pcoplehve mod recent -of I want pthe to pdown with intclwt,Ri. ewy Lord you repon that goblin# goblin-fighting, as are out. But Iirst, a tkga ud**dmuWaow moving into the area in some numbem. Hia brow about the Underkeep.”tben are fmr you fimowa in thought. “TheWndCheeph9cfanpM: in*to “It may time for military campaign be another kitchcncdlam, thereMt&dlmg#lM, theYa&&, .d &st gobli~,” he =yo, half to himd, “My mccstomthc drove out when wan aypt. Taey Bt’ toecthabybaa them the ana first pnagea, andm abolinkedall to aaeWpe~W wtded, but it looks they’ve Esamcd their kmw - like bymy in chance kafmM from thw and they’re coming Mort utcclt~ the dut the worrying. .battles .,, kk. @co.Iwouldbetthatthe~hw*~cLs other tunnel, and Wshow @id‘ The lord’s musine interrupted arrival end dthia tbey are of “A few wonin of warning bcforr you I a servant, aby the start. who ~Jlesinto the hall in panic. “My lord! My lord!” shouts, goblinr no dense, but I know what adwnhrre~ he “There arc get into ancient dungeons. Fit, in the Hundreds of ‘em! , .” they the aiLrs! They . goblinnarc in Iexpeayoutodear~pit,~ “Calm youdfl“ ordem Lord R.gni. “Now, start I dd mostthere, dmppointed if you diuridb.~ at beginning. Who saw tbue goblins, and where be westthe The servant swdowi hard, takes a u1111-y. AU else aside, it is the ad&m of they?” Heanh-H~mcthat nothing of value burisd wib! wqxk deep breaths. and ir I departed EO everyrhi can oflord,” begins, a littlecalmer, “Cook sent me that haded he to Lord, Therefore, there nothing+be down “Myfimn the kitchen to fetch a new of I successor. is found down sadc flour. amonghis be went &wn fo the wdl-rocan,.Id rhnmaLhmrbl the dead!’ “scutndly, me vaultn. No helping younclva to the contents of the coffers. That’s tax money from the whole of Heacth.Home, and it hm work to do maintaining the kecp and protecting its pcople. If you are inlfeesdul in dcaring the goblins out, I’ll reward well enough, don’t worry.’’ you“Finally, there are rumors of things in the Underkeep that may be more dangerous than goblins. Mad Lord Gargin, one of my lwn-lamented anceutors, waa black rbsep family lome year# past. Peoplethe aairlhcdabbledinwilmagic ofthe anddchcmy, and whokpowa wIue When died, body simply dre. he hb dirrppurrd, and no one kmms where he wu buried. b a roOry d.iming that he dyhat 8 #Et d hidden mmn in the Underkeep for hir sinister works decades ago, but they haw never found.” “Well, that’s all you need to know.bcen I’ll just wiah you luck and you ether your equipment. do you waut to ktenter the Underkeep? The pbhin~How have definitcly Mebcd the kitchen wllus, 10 you could confront them there. You can also use other entrances through the crypt, the vault, or the thedungeons in the hope of coming aruund behind them. Wkndo WKI w*h to make vour stand?”

Starting the Adventure When the players decide which entrance their charactem will take, set up their stand-u counters in the appropriate entry chamber: area 1 Por &e kitchens, area 9 for crypt, area 20 for the vaults, and area 24 for the dungeons.the DM should refer to the appropriate room description,The re&l the players the boxed text dcscribmg mom, and the adventure begins! the

Dungeon Muter’o Notes Boxed ‘Rxt: Boxed text can be read aloud to give players a basic description of the scenes, events, monden, and charactem they encounter. Dungeon Masten can improvise and use their own wonb ind,but they should Nre to giw players the important informationbe given in thethe boxed text. all - Thk room is colder than the t mom. arc chewingon dhb-. d& from hooh the ceiling. jump up, Thii p..ugc one link barnen tombs, in The gobtin1 kitchen ccUars, providerthe escape tunnel thrwghthe which the gobh entered andthe Unckrkp. gobli beadingthe The arc 4 I I 7. mmb of Lord Harp The metal sword and letten on the larcophagur lid are magically chargcd, and anyone touching either the sword or the leftera on the edge of the lid wiU dvea shock for bears the name of Hargun, and a date from 150 Id3 damage. It is very diflicult to ycan ago. doorLord to a paasagc of a MI tbe lid of the The opens short off sarcophagur without touching the metal letten at drectangular and very dusty mom with the Lord’s sides-if any player states that their characterthe is sarcophagus in an eastern alcove. deliberately trying to avoid the Imen while lifting have the character make a Dexterity check-failurethe lid, redts in a ShOJr normal. In to move the lid, a There are no traps protecting this tomb. If the as order sarcophagus is opened, it is completely empty. character must make a successM aXtetity check and a This tomb’s aecret passages, dowa acceas to areas 5 auccesdd Strchgth check in the same round. and 6, linkiing the tombs to the cellan. The true tomb of The ~t~r~~phagurwas not well-scaled when the Lord Hargun, in area 8, is behind another -t door in wan buried and, as a result, a few spores of ycllow mold thisLord tomb. got in and began to grow on the decaVmg body If the PCs

5 ......

ofthtw- drd, but may be forccd open by achurter who mh amdStrength~:~*. 6, 'I ... I €0. 'Ibmb0fLenli)arSrim

6 lid fuvs a spread small in all directions from The Mad Lord was buried resting OF a hycr,d the of darts electrum pieces-2,OOO in all-which line the various concealed hole8 in the carving. Eadr character in bottom of the mom is subject to one mi& attack of THACO 18. in sarcophgu~is a nmgicel ftwhmwwthe srtrroph.gus. +1,buttbewight~noturcthis~. Ah the The darts cause only 1 point of damage each, but they arc coated with poison-any draracter injured by a Instead, it wiil anrck bythaaded in order to UI its also dart energy drain ability. must make a Saving Throw vs. Poiron or lose another Id4 hit points. Characters in the passage arc safe from the darts. 14. Liplring Pusage' The body Lord Durgan haa reduced to a of been - - skeleton over the centuries, and the armor in which he Thic lhort runrhadcadmid in mrt waa buried is now just a thin of rust. There is pmsagc the to a Tintauction in the ma. Abut b.lfwoy domg tbe nothing of value or interest in the tomb. PIyIDBC, thenarc gobliMpuujneat dgin north wall. three 13. 'hub of Lord Gargin the Mad thc ~

The tomb the Mad Lord is hidden behind a secret door This passage litl thew yto in pessageof 11. door may detcctcd normally, but the main crape tunwa. .ne -mwlia +bib The be area 17 Mconceakdon both YUImfar may only be opened by a character making a ntceessrul plrssye to ddtr, check once it has deteded. If the door is the pidimhave not hndit. Howcwa, arc opened,Strength the following tobem the players: eumatlyaruggliagwiththcaactdaor6ntkt~~ read of the If the Pcs are entering this passagt Tiom area1?,~wiUwalkrwr6gbtintbthnnbefonthepassage. goblins can ready their dkhh(ACS). weirdly-carved -phagua. The !loor is littered with bones-but as you watch, the bones gather together, Goblins (3): AC6; 1-1; hp 6, 9, 5; MV 9(y (SO'); and you find two skeletons advancing on you wielding #AT 1 short sword:HD ld6: THACO 19 Save DmpI NM:-, heavy bones as clubs. ML7;ALC;yS.. *-, ,

"k-gobliis have found aecrct door to area 30, Skeletons (2): AC7; HD 1; hp 8,7; MV (20'); #AT 1 and cumntly am@galro tothe opn it WheD club; 1-4; THACO SOVC 60' 12; AL C; ' arc tlyr arc Dmg IS; Fl; ML ped by the Any werwith a wngth 10. mre 16 greatereanpany. open acQet door ma30 XP of or the to with a succesdul Strength check. The &&tons will not leave thin room to pursue fleeing characters. This room radiievil very strongiy ifa ddrl . mil or *mil.r lpJl is ud,and dcricchmactm trying to turn the slrclctons a -2 to rolls. suffer penalty their Homer, the skeletons destroyed on a (turn) arc 'T' reclult M well as a 'D' (destroy). The aarcophqps also radistes great evil, and if opmed (two char- must make n\WdStrength Thin -P is kigncd to protsft * Keep's tm~ in entire puaec M an illusioa, add characters the -e lmnd to rhift **-e w The a vl.'spep. 1o tht. arc the moldrming body oi Mad Gargin.lid), Fa One mhd The Lord co~ha limf after moving W, the Mad Lord laps from the illuiiOn a pit trap, and the charaaer who steps sarcophagus tothe the intruders. his illvarreorridor fall thrmsh it and into the attack Bccawe of dabbling in he -ot is pit,.lp%Slag f point 4nw. a pit uap d ma, in death of pbce now a . in the room only aAer tbc 6rst Chpraaprh fallen, or afterfi has made a Sa- TJmw and 1 .I any character Wight: 9; ;+uv (so'); #AT 1; penetrated the illusion. Tk is 10 and the A=; ha go* character will either neut the &efs ility a w, & ML 12; AL c; d or E- -17; A rapt XP 50. m; in order to get out. 7 I I

This whole room is a trap. the original design 9f part of the Underkeep, the Indwarven buildcn m&kdWu that robbenwouki iind the door thia rather to room than thc mret tothetrunrry(arra 18). ThC doonin the rautb door hbe, *r the trap. h won M wall arc and either touched, rnaay thing9 happen at the door w shut (hitting anyone in ddoommy once: hr Id4pointsofdurugeandthrowingthemintoareadamn the 17), Ksbd a wirordbck. and u by the falac doon anume a ahape, ltep away brp the wall pod attaJ; the iniruden. revealing their a of wood gokau. &e two truc gotwe aa pair Placc wood gokm fdd-up in batoftbe hk the in doem. &$.LIPrpellil caml into whdearek gokw& not attack dceping cbuacten,the or eharPetenThe who pretend to deep. They react movement, and be to remain rtill if there nothing moving wm. ia in the Thc PCa should take the none-too-dtkhh Sadhw the dwma’ richu in the trun\ry .lone. If thy do * the LoFduilltindout .bwt the hrrbt.sad, rd deal Mywith them--la the tbisver“Rwoldr” lleaioa .t the end of If the PCIthb booklet. Lord guudr, attack the and hi8 the nhould check the alignment of each DM carefully-thii is definitely a ch.naen ofduotic alignlncnt accrct door ptuopen, your lights penetrate the The play~ofgoodoraeutrplchurtar%inr*tonthbamnc gloom, and they Mmet with the $it orgold. sevual action, the Add tell playen that their luge cherts scattered abwt the with bags of the an room, actingDM out ofdignmcnt, myincur and pilea of 1- coina hen and there. chutavs an and nome penalty .I P dt.If ltiu want Mi charactern to attrek, the C0mb.tpkyen .bead with ill luck entire room ia a d+ncd to with goa Thir trap ded for the PCn (see Mow). would-be burglars. room radiates magic a Statiatica for Lord Ragni &urrdr ,The if drtacr and hb arc mqic rpell or abiiity is uned. Whenever living creature8 below. Foreachgud who irldkd, another guard will entumMc~fivcfcetintothe~mandamemberof appc~;&ply ~m~vethe fold-up figure -&g the lord’s family in not among them, the door will dun nlaingudandreplcrceit bckinthepyqp, bchind ahut (~tic8llyhiitiugan~whoiainthep~the oiher surviving guards. “hi8 represents of entering leaving for id3 points of it urulerkap to with will be dedor by ahddporrclllpdl, atdamage), 15th level. and At deal uut is a wt Imlement, and the urns time, a magid bell rinp in the Lord’s ailable are efketivdy chambem. A detail af the Lord’a Guard, Icd by the lord unlimited-the churnercl epllllot wiu tight, himrdfwillcomedowhtomcwhohaabeencaqght. player thir and the playem rhauld realize their&nctcn muat In &e case of the player char&cn, Lord Ragni ia torn either cwrmder or die in a poiptlem battle. beenannoyance and.cmbarrplsment. ’Ib their credit, Surrendering charactera are in &e he forgot to tell the PCa about the however, imprisoned trap; they dungeon (arel28) until dy!or their conuadcs pay a fine lhould not be poking around in hia trwury. The Lord of 100 ~p for c-huach.*puty amivu 266 munda after the trap sprung; phx the carvrotclatnan t dwarflord fold-up &gunin the ie to door of pu~grnext the ita player charrrter.nrtr the lord or any 0 this mom, the six dwarf fold-up figure8 in the pasaagc urd AC2; HI) hp (W);WE 1 directly behind hi. Lord Ragni: 9; 36; MV 60‘ EWO& Dmg 1-8, THACO 15; Srrn D9 (see-, 1% AL L;XP aavingrbmrra Suddenly the door opens, and you to face your ML Wowc Dutb900, RaylPoim Ltd 4, ‘HBllttOJ, captor. doorway, turnyou con see a arc as Ma& Through the P.ratydr/lLo to Stone 6, Rob/Dneos! Breath F, daachmant of the Lord’n Guard, in full armor. StavdSpelll6. Ragni leann into the room, lwka you up and down,Lord mons in irritation. Dwarf Guard.(ace above for numbers): AC 4; J; tu, and 20 each; Mv (207; IN 1 DmgHD 1-8; “Well,” he says, “it lwka like you found the 60‘ d; S’wI rhauld have tofd you to keep away THACO 19; Save D3; ML 10 whi Lord Ragni in fromtrunuy. it. ‘Hrumph’ no goblins here, it’n beat alive, 8 AL L, XP 35. Well, 110 otherwise; you kavc thin room carry on. Oh, put Then M about 20,000 in treasury, anything might aadhave picked up, willand yqu? badcThin gp the mwtty in you copper .ad dver coins. The rbwld makc anate of Certaiaty h’t what I’m paying you for.” anything the E8nmWe DMfmm the 7kcaswy~thii With that, tunu lcavea, heading bsEk up to information wiNk needed notal the nO(i0n he and Usr, as in the ground level of the keep and taking hia guarda with “RewMfr“ at end of thh bookkt. him. headed 8cmet the to 19 may be opened by The doorkpdlng area twiating an empty tod-bracket in the wall beaide it. 9 taollllaw

room ia whsn the dwarf-lord's Ipesi.l tnuurer arcThir pded which kept. It is by an airekmmtal, try to pment entry of any pcmor peraow who uc not eccompaniedthe by the Eumnt lord.

Elementab ACO; klD hp (120') Aiflyin& #AT Dmg12; THACO52; MV 8; 360' Save 1 wid; Zd8; F12; ML 10; fin;XP 1,100. 91. &cnt DoeullPcnt 8ron The ekmcqtal nummonui and controlled one of the mqical itemsir the ita duty is toby p-t in room, and intruda~from entering the room, not de& than once they haw entered. Therefon, the drmental stations itrlf in the doomay-any erulturc trying to enter hip room will su%r an automatic hit, and thw of Iimt gr scad must& a lpving throw VI. Death be burlcdbacklevel area for point of damage. into 18 If any forces a way1 the chorscter into the Am, elemurtal win mow with the character, attachg uh round until the character feavw the room. Ifthve b more than one churaa room, the will attack the character farthestin fromthe door into area 18. The theirnot &@ikdhere, rince it M tnuure in this room intended impouible Tor player chqrawten to reach it. to be Thc +yen should quickly realize that their chractm UUIQot *t the elemental-nhd that they have no bae-and leave. it looh the PVLy burinar If Eke 22. &act Pumge dcoaminsd to fglltt t&elmrsnt.l(o the bimend,or if mmye to dsEeat it, tbe shoukl have &piandthey his guard# arrive an irrtheDM ofareaLord 17 to deter them from stealing treamuc.dereripios Sevetdy wounded ehareacn might receive a cum lek 4rpell each, and the party will bc mt on its way, nevert6bc welcome among the dwarver ever again. 20. Record Boom

10 33.sscntcclll mQld atm+ua&l The aaonly be by Id4 points of damage dnmpeedeach r&. fire,If mold is These & were oonstmcted Mad Gargin to thc by Lord taudted--evm bya mdt-zt . =Y (WJ PbT house his rpectl victim. When he diad, tbc secnt of touch)deascadotdaf.porumartuing 10’ x 10’ x 40‘. their exiatemx with All secret door9 are cloud did him. thm Anyom within pbe ntfFsn ld6 point8 of dam- opened by puahing a stom in wall to the left of the and mu* makc a rpccesrW Smhg vk. Death Ray door. tbc orch~todtatbwirhin6roudds.Thmw

~ 24. , ii 23r. The FOrgC+wlprironer Dungwin

II Stairs lead down from the The secret door :al a short vge (WL. the dungeon. is alargc, morn lit toruua leading to a tiny lnc CUI M Nmy, andha musty It by in M wall-brackets. There in the aoutbwn wall, smell, if it was undisturbed for some time. The 5oor ue doon is littered with straw and other debria; ~~&onal Lhagments of bone can be sem among the litter. dungeon area haa beenevacuucd the This howcd a prisoner at time of the The 6at d rhc sighting of goblii m and all - arc Mad &ath. Since then, prisoner WM forgotten and the cellan, the doorr Lord’s clod locked. room is empty. dicd-and is now a ghoul.the and The 25. Ghoul: HD 2’; hp 10; MV 90‘ 2 a9om AC6; (50’); #AT JW’. dnwdl bite; Rmg ld3/ld3/W + spccial; THACO 18; Save 9; AL C; XP 25. This small room is crudely rUrnishad with a d bed, Et; ML I a table and a chair. A chest itands at the foot of the bed. I The ghoul is immune to J&$I and chspells. Any hit from a ghoul paralyzes any creature of ogcc-&c or smaller (except ) unless the character makes a Thb room in thejailer’rqwtrn when tbcdua(pC0p ia RIC~Saving Throw vs. Paralysis. Once opponent in urn; with the &&I #tack,. j.ilor barn an evacuated along with prlolrera.tbe Themom hr -t&a is paralyzed, the ghoul turns and attach another the opponent. The paralysis l~t~2d4 turna or until magically nothing ruadmbk, the chert has a padlock, and cured. contain8 a few span itmu of threpdbue, Mthydathhg and-right at the bottom-a small leather pouch EmptyCdl containing the jailer’s lie saving: 25 silver pieces. 2Sb: cell identical to 23a, except that it is uninhabited. Thb is 26. Sbre*mom 2sc: Ihmpcell ~hiatiny room is p~dredwith chaini, mocks, fetten, ‘ The rotting din hen is overpowering. The wds and other equipment. glisten with moisture, and w of mustaFd-ixdored mold is growing on filt raw. the This is a sto- -a- L- ‘he d------ma, and currently conta leg Set8 4 Of a ycUow mold tile to represent the mold. arm-fetters (like IIMULUII8, out witn a sllgntly longer Use chain), and 4 ankle-fnters with heavy iron balta to weigh prisoners down. Ydow Mold: can always hit, ?ID2; hp 11; 0; #AT spores;A0 Dmg id6 + spewbe THACO 19; SaveMV Imaqiaative chararcten might take some 0t’- chains PP; M da; AL 25. to ust imprwised weapons. Due to their ~ture,all of ML N; XP these weapons auffer penalties to hit. Fettm can used lie with a 1 penalty to hit, causing ld4 1be flails - + points 11 hit. Thrown bdu, hers of dunage on a lilre have arange of 1W15/pB, a - 2 hit pudty, we Id9 poinrrofdamagcwhen~hit;theviviclimmuat.Loand a Sawiag Thnm M. R.r rrmlre Dsrrh or fall and do -on thenut dbn@qytop up. A lmll d chain very heavy, odybe wed uawupwby charactersi with a St+and of 16 orbma #dkm a -3 penalty to hit, but doer 2d6 points damage. Thrown, ball a range of 5/7/10, a -4 tcJhk, udlddskthe ldlOhaa points of damage upon impact.penalty

27. Gpud Boom

one in thecenter of the cast wall. There i a table an& two in the middle of the room. An iron nail M in tBedbeddctheauddoor.chairs

Thii room houses a pair of armed guards when the cells are in use; the nail the mth d&&Cvb'rri normally hang. besidedoor through which the Ut&did kei. not The party enter the room i dosed and locked. 21). cclt

Apurpgc kads u end adaad end cast. Them are four and and totbe on either side c4h parrge;cach with a bigh, rmaEbarrcdwindow.doon Fmr~ar#inthchdway, tUraingtonlrdpuacyotIeMn.

The goblins have reached the cells, bu' L-ve not pushed further wcst this mde deep. any on of Ihe The sccret door at the eastern end of the CUI is intact and @oud-the out how it dockworked than simply ripping it figuredits binges. rather off Coblins (4): AC6; HD 1-1; hp 7, 5, 3, 3; MV 90' (30'); #AT 1 ahort word; Dmg le,THACO 19; Save NM; ML 7; AL C; XP 5. ~tcnuof the cella as fdlowr: Cdl28u: door is wideare op the empty. The and dl is Cdl28b: One @in is hiding behind the doq w&hg for the chance toflee or to attackgon*wli#l. The door is ajar. t:.. :

-.A . .:

This room waa a study 6r library at one time, but is ~m completely destroyed. Brotten furniture and tattered parchmenti are strewn mrywhm, and a door in the west wall haa been bmn off its hinges. the dooway, you can hear siukking and jabbering in dte gOwu tongue. Three gobh arc mmmaging through the debris in kerel andthey up with weapons enter. look their readied a8 you

Goblins (3): AC6; HD 1-1; hp 7, 5, 3; MV 90' (30'); #a1 dmrt word; Dmg ld6; THACO 19; Save NM; ML 7; ALC; XP 5. If a fight brealu ollt in here, aider suffv a -2 penalty to hit and normal movementbo+ rates halved becaunc ofthe rea of Mdedpaper, datroyedare furnitwe, lin12 and other debris. Anyone who hit maximum 1 in 10 by a melee in thiais room for dea ling damage attack must successful Dexterity check or wer. Fallen charactera lin6 must spend the next fallgetting up with no other actions. For this abilityround check, aasume that the goblins If a character !in& wnmhing, the lhould roll secretly on following DM have a Dexterity score of 9. thex. tablc: ...... I

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Hero #2 Hithe Quick, --so 16: Ariel ---amweave Thief 1 Magic-User MWC: 6 Attack: ..5 kh: 4 D&?m: Liucs: 4 PC X5: Bryn the Cleric Pious, PC #1: Hagrim Flintfist, Dwarf 2 Alignment: L Lcvd: Level: 1 Alignment: N s- 13 HitPoints: 12 svcngth 15 HitPoints: 1 Indigence 10 Armorckas: Int&gence 8 ArmorClass: 2 WisdOm 15 Money: Wisdom 13 Money: '5 gP Dexterity 11 Expuiena: br'ty, 10 Experience: 0 Conrtitution 13 ConatImhon 14 chari.ma 15 ChiSlM 12

plate mail, shield, mace. sling with 10 holy sym- Eguipmt: stoned, Fqw+mt: Plate mail, shield, sword, dagger, hand axe, 2 flasts of badrpaclr. small lantern, water, hammer. 12 imn a Wht rope, backpack, iron rations. d. 3 of oil, 2 viala of holy oil, spiked. wolvesbane.bol, lindh,imn dons.flasts Au rLi+t,-. w h:Any I 1st levcl d& spell. 9992TSR.In

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#6: Ariel Dreamweave, PC Magic-User PC X2: HiLaru the Quick, Thief 2 Alignment: Level: N Level: 1 Alignment: N s-.& 9 HitPobits: 5 11 HitPoints: 4 Intelligence 16 ArmorClars: 9 Intelligencestlrngth 14 Armorclasa: 4 Wisdom 10 Money: 20 Wisdom 12 Money: 19 11 Expuience: gP Lk%terity gP Mty 3200 18 Experience: 900 Constitution 11 Constimtion 12 Charisma 12 Charisma 12

%uipmsnt: Leather armor, sword, 2 daggers. silver daggex, cm- bow, case with 30 quarrels, thiefs tools, lantern, backpack, 3 small s&, 2 flagLa of oil, tinderbox, 6ammer. 10 iron spikes. a M-foot rope, baclrpacl, iron rations. polion ofin&ibili@

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I #7: Cwinru Ravenshield PC PC #3: Hugo Brandywine, 2 Alignment: N 2 Alignment: Lev& N 16 Hitpoinu: 15 Strength 9 HitPoints: 10 13 Armor- 0 Int&gmce 11 Armorclass: 2 11 Money: 4gP Wisdom 13 Money: 13 gP 14 Experience: 2m Dutelity 15 Experience: 2m 14 COUStitutiM 17 15 Charisma 10

Eluiplan: Chain mail, shield, short sword, 2 daw,sling with 30 stoned, 5O-foot mpe, badrpad, 2 small rations, a sacka, iron slrin,r;nsCfQ&7lklId.

-1Blm.k. Mll&m, - I The Goblin King the Red Hand Tribe of PC X4: Rissiel Stillglade, Armorclass: 4 Level: 1 Alignment: N Hit Dice: 3 s-gtb 12 HitPoints: 5 Hit Points: 15 Intelligence 14 ArmorClaJs: 3 Move: 90' (30') , Wisdom 13 Money: 7gP A& 1d+2 16 Experience: 700 Damage: Id8 +3 (sword bonus indudcd) Constitution 11 save As: Fighter 3 Charisma 12 Mode: 9 Treanur See Palaa of Dread, morn 16 Alignment:Type: C XP value: 25

1Blm. Ir. An--. E

Official Game Adventure Palace of Dread

Table of Contents Adventure Summary ...... PC Briefing ...... Journey to the Burning Hills .... Dungeon Master'# Note0 ...... Map Key ...... Goblin'# Lair Mini-Game ...... Mini-Game Reference Sheet ..... Wandering Moniter Table ...... Reward8 ...... Dungeon Master'# Map ....

...... Gracme Davia ...... Steven E. Schmd ...... Bruce Heard .... l.. ..Jeff Eaaley ...... Robin Raab ...... Robin Raab ...... Terry Dykatra ...... Peggy Cooper ...... Oaye O'Keefe ....Sarah Feggcruad ..... Stephanie %bat

ow --" ' 1 n.* 86Padl Adventure Summary Agents for the Mayor of Kleine have discovered the stronghold of the Red Hand goblins deep within the Burning Hills. They have also discoveml that the gobliis are forming an alliance with local and tribes to sweep the humans out of Thunder RiR forever. The PCs must reach the lair before the hobgoblin and bugbear agents return to their own tribes. If the envoys do not return, the tribes will aasumc that the goblins murdered them and attack the goblins initead of the human settlements. In this way, the human6 of Thunder Rift gain some unexpected allies against the Red Hand goblins. Thir is the molt dangerous and demanding of the adventures in this set. It is recommended that you play it thmafter Red Hond Tmil and Tvubk &low. However, it can stand alone an an adventure in its own right if you wish. PC Briefing You have becn summoned before the Mayor of Kleine. He appears worried. “Adventuren:’ he MY# gravely, “I have alarming news. Ever since the fint goblin raids, I have had muts and tracken searching for the goblins’ main stronghold. If the reports an true, they have found it-the ruins of an burrow-town, deep in the Burning It mustold have becn conquered decades ago.” Hills. “Scouts alao report aeeing and bugbean entering the goblin Itmnghold. It is rumored that they arc negotiating a powerful alliance with the purpose of sweeping down into Thunder Rift and driving the human8 out forever. This $lice must be stoppcd at all costa.” “So,adventurers, we need you to drive the goblins from their stronghold and rem~cMY there. Futthermore, you must prevent the hobgoblins and from escaping. Both races arc suspicious and violent, and there is a good chance they will turn against the goblins if their people don’t return. That will buy time for us to muster an army to these creatures back mounuinr.” force evil into tbe “The goblin stronghold is in the Xi. oood luck, adventurers, and remcmkr--countlcnBurning lie &ped on the success of your expedition.” Gobk:All ‘normal’ goblins encountered in tBh Adventure Map K=Y speak only their own language. The goblin king and his bodygum3 .ko lpeak the languyrcl of and 1. Entrance Palaage bugbeus. Hobgoblins and speakhobgoblins their own language plus goblin tongue.bugbears Characten who not tbe do As you approach the cave-mwth, nrrrything rnmsquiet. A wak any ofthma languages willnot be able to mmmuniute low psage runs a few into the of vdey-de with molt of the creature8 they encounter. The hgeon paces rock the before turning to the left and going out of sight. The p~usee Master can help to bring the gobliins alive by imitating their is high enough for a dwarf or halfling to pady, hut language for your playen. Speak nonsense word8 very rapidly and in a slightly high-pitched voice, using mainly o and u vowel lounds and g and b consonanu. For hobgoblins, use a normal tone of voice; for bugbears, speak in low a If any fighting takes place in this ppsuge, refer to the DM as on low pauages at the start of this booklet. tone as possible. Notes H.lt-quarcm B~UKmost of this complex consists of natural Around the comer of the pmage, out of ruch of daylight, two lhrieken have been hi.The shrieken begin caves, the mom and pwrrges are not regular. ?b reflect this, placed as -me of the quare8 on the map M “half-quares”-half wailing as mnas any characrer or li& mura enten area beyond entry tunnel, and continue shrieking thefor id9 open space and half solid rock. &UUK a half-lquarr offen tbe ICM space than a the following rulu apply: round&The noiac doesn’t attract momten, but it dou r,lm the full quare, goblii sentriei in area 2. It is not pos*ble to enter or pass through a half-quare occupied by another creature. A creature occupying a half-quare auffen a penalty of Shrieken (2): AC7; HD 3; hp 17, 12; MV 9’ (3’); #AT none; - 1 to hit in melee, owing to the mnhed space. This Dmg nil; THACO da; Save F2; ML 12; AL N;XP 35. penalty does not apply to spellcasting or miuiie fi. 2. Boom L&hk Unl~stated otbenvk, all rooms and ppiuecl M Gd dark. Goblins KG with their infnvirion and uttheir meat This is a large cave with a n pilei offi raw, so they don’t need tight so~rasor Id d Puugcl: thii was madefires. by gnomm, many other materiala toward the cast end. One pmwp --f to Lew Since complex the north, mother to the ofthe pwrrg~sare only lvound 5‘ high. This doesn’t Mer and mn. goblins, &awe#, or haloing. Homvcr, huw,elves, hobgoblins, and suffer a - 2 pen& to hit and A acntry force of five goblins is posted here at under damage while fightingbugbears in all low is all timn, p.ssagu. penalty eorrrmuul of a ruh-chiif from goblin king’s bodypard. cumulative with othen (half-quare a pacsageThis a 3 the the all in - - They will matt tothe Ooir of the chrLhcnin M. 1 by pedty to hit and a -2 penalty to damage). The loom preparing their weapons and to poddonr mrrbcd in dhga higher, and no penaltien for fighting in moving thc are thue are the GM’I map. mom8. penalties don’t apply to mide fire 01‘ spells. These If the party mpnylw to enter without mting the Meken Mapa and Countem is a DM’s reference map for this they will be on the pilu of nraw at the mth of adventure on ThereThi is a reduced copy of the mlor off, mting end page 16. cave, and will take one round to rir and ready their maprheet, and hwswhere momten and other features M weapons.tbe plsced. Fold-up and stand-up or flat counten The drilkd a simple defdvenntegy. figures are guuds are in Tm of provided for these. As the player characten enter a new them nuion tbemnlwt eitber of doorway to M. 1, area, the DM plaeea the monsters and other features in that dde the preparing to attack inauden PI they enter. The mnsiningh area (except lcuet doors) by following the reference map. (including pard commander) stay in the main of Unlear stated othemi~,a monster is represented by a the part the cave, pick up short bows and fire down the p~usee, fold-up fipre, and a feature is always depicted by a tile. their - dropping bows and picking up shiisand moving to urirt Wudaing Moruta: Roll id6 every other turn; a roll of 1 their cdluguu when first intruder u engaged in indicates that a wandering molutcr entered mom the the hu the or doorway. Note that they are AC7 whefi fving arrows, and AC6 pul.ge the party entered. Wandering monatcrs are when they pick up their Ihieldi. never encountered huin Locptio~ 15, 16, 18, and 20. See Wandering Monster We6-10,on 15 for the page more Goblins (5): AC6; 1-1; hp 7, 6, 6, 5, 3, 3; Mv 90’(30’); information. #AT 1 short wordHD or short bow; Dmg ld6; THACO 19; Save NM;ML 7; AL C; XP 5. Goblin Chief: AC6; HD 2; hp 12; MV 90’ (30‘); #AT 1 sword; 5. Food Store Dmg ld8; THACO 18; Save Fl; ML R AL C; XP 20. cave is pilcd witb carcum, chunks of The goblins from area 3 will come to reinforce their colleagues animJ muI, and der6 roundl of fighting in here. other unidentified objccta. The stench in hew! LII overpowering, the heap of food is owurd 3. Junction Cave and wirb d

This medium-iiud cave passages leading from it in off Anyone who enters cave make a Saving Throw VI. directio~.The cave h.sscatted with a hnlf-dozen piles of is thin must -2pendcyto allstraw and rubbish. hitPoilonorbe~uautedbythesmcll,su&inga for d6 turns. The &inn immune are to dha. Unknown the goblins, a carrion crawlerthe hatched to and in nutrient-rich environment. Havingha pwn LiLe area 3, five gohlins are stationed hcre under the command flourished thin of one of the king’s bodyguard. Their task in to act lu a backup adult h, carrion crawler liver at back to the sentry force, and to regulate coming8 and going8 this the the of the plk, 27 at normally ignores all goings-on in the reat of the cave. However, important junction-point in the complex. Their tactic to rush it will attack my character who nutts a oftbe pile, any intruden and try ovemhjm them. ia interpreting Mion holtile. search to thii as Do not place the fold-up figure for the union crawler on the Goblin Sentries (5): AC6; HD 1-1; hp 7, 6, 5, 5, 3; MV 90‘ map until a character is sdjwnt to the food-pilc. Then, (30‘); #AT 1 short sword; Dmg ld6; THACO 19; Save NM; carrion crawler bunts out of the pile, tentada &iliak--plrethe ML 7; AL C; XP 5. ita fold-up figure as shown on the DM’s referrnee map now. creature ghautomatic surprise on &a mund of Goblin Bodyguud: AC6; HD 2; hp 9; MV 90’ (30’); #AT 1 The kave cave the chu#acm. combat. It will not to pume &eitlg sword; Dmg ld& THACO Save ML 7; AL C; pile food make8the treacherous footing, and 18; F1; XP The of all 20. characters suffer a - 1 penalty to hit while in mnw with the pile (ie while their figure ia on a aquae with foe$ in it). Any The goblii from area 4 will come to investigate after 6 muds who a 1 (nduced by the penalty too) 08 durpaer rob hi8 of fighting in here. attack die mult mnke an immediate Dexterity chdc or MI. A falkn character loses all Dwauity-bued bonuses to AC, and 4. Barr* may do nothing during the next mud acept get back up. The carrion crawler no ouch penalty. The of this large cave is lfattered with piles of fdthy suffers Itrawfloor and bedding. other Carrion Crawler: AC7; HD 3 + 1; hp 13; MV 120‘ (40’); #AT 8 tentacles; Dmg Paralysis; THACO 16; Save M;ML 9; AL This is the main barracks for the goblini, and it is currently N; XP 75. occupied by eight off-duty goblii warriors. If the party hlu A tentadc hit does no actud damage, but a hit by a fought less than rounds of combat in area 3, then ld4 character six tentacle mult makc a successful Saving Throw vs. Pdyda or goblins (those nearest the entrance MB 3) &y to fight, to are be for 2d4 turns. the absence of any threat, and one goblin will join them in each of the four following paralyzed In further rounds. If the party has fought for 6 or more in area 3, the carrion crawler will drag ita paralyzed prey back into rounds pile of for later consumption. the all eight gobliis an ready to fight, and meof them may food, already have joined combat in area 3. 6. Slave Pcna Unprepared goblins M AC6; it will anatch up ita short sword and shield to defend itself, but suffen a - 1 penalty to hit due to This chamber is rectangular, and has dearly been out the distraction of unfastened straps and pieces of mor. carved loose of the living ruck. There are doors in the north and the eau. Huddled in the room M scvcral ragged, starved-looking Goblins AC6; HD 1-1; hp 6, 4, 3, 3, 2, 2, 1, 1; MV 90’ chained together and watched by hvo mblins. (8): Save gnomes, (30’); #AT 1 short sword; Dmg ld6; THACO 19; NM; over ML 7; AL C; XP 5.

4 i-

These an aome gnomes who survived the goblin attack on the Gnome Slaves (4): AC8; HD 1; hp 1 each; MV 60‘ (20’); #AT complex, and are now slaves. Weakened by hunger and None; Dmg nil; THACO 18; ML 8; AL L; 10. hampered their chains, they cannot fight, but will checr XP weakly theby characters attack their slave-drivers. an Use the gnomes fold-up figure from the Deboxed set to represent the slaves. They will stay huddled together at all times Goblin Slave-Drivers (2): AC7; HD 1-1; hp 6, 5; MV 90’ and only fight in self-defense. (30‘); #AT 1 short sword; Dmg ld6; THACO 19; Save NM; The gnomes have been reduced to 1 hit point each through ML 7; AL C; XP 5. ill-treatment and starvation; if they receive any kind of magical healing, the DM should roll id8 for each individual to Use normal goblin fold-up figures for the slave-drivers. The determine the ‘full’ hit point score. They are too weak to fight, slave-drivers have no shields, but equipped with a and move at half the ‘normal’ speed shown above. are short sword and a whip each. There are no keys to the gnomes’ chains, but the chains can The whip may be used to cause damage (id2 points) or to be cut by a sword or axe. Each gnome’s chains are ACO with 5 entangle. When a whip is used to entangle, a successful hit hit points. If they are set free, the gnomes will hide in this room inflicts no damage, but the victim must make a Saving Throw until the goblins are driven from the complex. vu. Death Ray, with a bonus of + 1 for every 3 lcvcls wholly or partly completed (ie level 1-3 - + 1; level - etc). 7. Slave Mine Monsters substitute hit dice for levels. If the 4-6Saving Throw+2, is failed, the victim is entangled, and may do nothing except rectangular chamber is largely artificial, although the repeat the Saving Throw once per round until it is aucassful. backThis wall is rough-hewn. A crew of ragged, sick-looking More detailed rules for whips may be found in the gnomes toils feebly under the direction of a goblin DUNGEONS & DRAGONSQRukr Cyclopadia. slave-driver. Here and there, reddish glowing objects hmg on the wall, casting a fitful and aloomv light on the scene.

5 Goblin Shve-hiver. ACT; HD 1-1; hp 5; MV 90' (SO'); #AT 1 short word; Dmg ld6; "HAC0 19; Save NM;kn 7; AL c;xp 5.

UK a normal tpbb foM-up figure for the dave-driw. The Jaw-driver ao shield, but is quipp&l with a shoi rd and a whip Rukshu for whips given in the chcriptio~ 6 above. am a

Gnome (4): ACE; 1; hp I each; (20'); #AT Slaves HD MV 66' None; Dmg nil, THACO 18; Save D1; I&8; AL L;XP 10. Use the gn- fold-up Ggurc from rhe to repmnt the Il.ver. "hey ntay huddkd togaher at Cameall times and will only fight in Idf.defaue. The have reduoad to 1 hit point ucb through ShVe workshop gnomes bekn 10. fl-tltatlnUlt and MAWdD; if chy dVCMy Of magid healing, the DM &odd roll Id8 for kindindividual to determine 'MI' hit point Tbcy ucb WCaL to fight, the (core. am too and move at b.llthc 'nod' npced ahown +. The gob do not .uoW thcm any PiJlorother quipmuu, urd they arc workkg the mine witb thir bare hands. Thve arc no kcp to the gnomes' chains, but thc chains can be by a word Am 5 cut or-. The with hp for each The gobh have that pomes better gnome. Ifthey pomesare will hide the are am ntfne, owcinue to diacovcml have set gnolaatoworkTu thii mom until gobli~arecbe kcbe in enRanen than and these the dslrrd eampkx. making new ~epponsthemrelves,for them. thou& gmma The glowing objectn on the w.uI fue beetle glands, which arc hardly their hurtr in their work,Even the result tbcin obviourly the UK for lighting. Them six in all. If have gnomes am the better than any @din muld manage. characten the glands, the DM should deternine how many daysremove each gland continues to glow by rolling ld4. Goblin Shve-Dnver: AC7; HD 1-1; hp 5; MV 90' (3Q');I.W 1 short wd,Dmg ld6; THACO 19; Save 7; AL 8. PUMP c;xP5. NM;ML pannage to be iut it in low. It in high This seems The #lave-drivcr no but i. cquippd with 8 dwt enough for a gnome or gown u) pwwithout difficulty, but hu sword a whip. Rulcs fordrield. whips *vm in the daaipion humans and elves have to stoop. and am of am. 6 above. If any fighting takes place in this pptlp~e,the DM should refer Gnome Slaw (2): ACE; 1; bp 1 weh; MV 6O'/W); #@ to the Nom low purpger the start of thig booklet. HD DM on at 1 hammer; Dmg ld% THACO 18; Save Dl; 8; AL XP 10. ML I,; 9. Beetle Fum UK the gnomes Edd-up Egure from the ntto reprcunt the #laves. They will stay huddled Urll times. The polnrshave ken redud to 1 hit point each thmugb iU-ue.tmmt and darv.tioll; ifthey naiveany kind of magid w,theDM lhould d ld8 foreach todetermine the hitpointicorr. ru~chyarenotduined,theyare.imoa 'M' mom in a nursery where the gnomer raidfire bcctiea for too weak to nte theirh.mnrcn, but chy willjoin in Chtigb Tbk againnt their capton when characten They ru&r a their glands. The goblim have kA thin area lqdyuntouched. the appear. -2 penalty to hit and damage rolls because of their wakened conditions.bo&

6

13. wolf Rider Qutu There is a hidden space in the floor bendthe an* thir ii whve the gnomes hid sow treco~rewhm the goblins overran theanupkx. There M gametswortll loo rhrecrnrrdrsd gp middle. goblins turn and draw weapons M you ea41 atcardropbond pedant worth 1,300 There Four entu, and gp. and one of dsout in goblin tongue. the M hlerapsofpurly-worked hrworth 250 in them the From gp all. of cave, lsrp and powerful-boking wolvesfu whn figin L ovcr, pomes will & the put the thm the in hue dK charm out at YOU. characten their choice of anything that ir in the workrhop, including tramre in concealed pace,. . arc four comp*tedthe short mrdn andthe nix hammem in variousThen siux two Cobdin Wolf Ridem (3): AC6; 1-1; hp 7, 6, 5; MV 90' hammen large enough to count M war hers,three smaller (SO'); 1 lhort mod, DmgHD ld6; 19; NM; ones (ld4 damage; may be thrown, mge 10/20/30), one Save and 7;#AT XP5. THACO &dg&ammer of immenle lize (for a pome). This must be ML ALC; uled but ldlO damage on a lucrmhI hit. two-handed, does Dire Wolves (3): AC6; 4+l; hp 19, 17, 14; Mv 150' The gnomeswill then to 6 wait for the gobto area (50'); 1 bite; HD2d4; 15; Save F2; ML 8; from the go and #AT Dmg THACO be dd complex. AL N; XP 125. 11. CommdArea Goblin UICnormal goblii fold-up figurea for the wotf ridm. Piled Thk luge, irregular cavern a number of exits. floor against one wdUT three qcars, and three &of asaange is littered with gnawed b.r other debris. A Thepup duip (to fit adire wolf), which might bedto a cd*aatkr bones and of 25 much. goblins UT gathered around lome kind of dilturbance in the middle of the cavern, jabbering excitedly in their own 14. Chief's Antechamber tongue. A8 you enter, the gobliint look mnd, and you can llce that they have been watching a fight between two r&. 'hi the #ins pull rau away fmm each cavern rounded, with one exit to cast one to of the other, Thisthe north. 'hiu lcvItd mung-lookingthe goblinsuad d bark commurds, pointing at you. The giant and aad ratl charge besidc northern uit, which haa a rich tqcatry YOU lide-by-dde, p&U8 fight fogoCtCll. The of rheir #inr gnomi8htbe duip hung updde-down auuu it. The goblins draw weapon8 and advance on you.

Giant (2): AC7; 1/2; hp 2,2; MV 120'(60'); 1 Goblin Body@ (2): AC6; HD 2; hp 12; MV 90' bitqRats Dmg ld3 + dksle;HD 19; Save NM; ML#AT 8; AL (SO'); NXP5. THACO #AT 1 Rvord; Dmg ids; THACO 1s; Save F1; ML 1; ALC; XP 20. Cob(6 : AC6; 1-1; hp 6, 6, 5, 4, 2, 2; MV 90' hodygud. 1 doR m&,HDDmg ld6; 19; Save NM; ML(SO'); 7; Ule blin fold-up figurrs for the gobliin AL#AT C; 5. THACO At$4 mundl ofcombat in &re, gobh king will cow XP 15 to investigate. Wben therhei king .ppe;.n, from u'cp the 12. Pusage goWnd morde (ML) r*es to 9. The tapestry u dmagdbutfouldbe lold for 100 gp. Thi~passage seems to be anifici.l, for it is perfectly straight 15. along the middle and walls, and ceiling M mooth. Goblin King%Chamber the floor But its ailing is very low-again, high enough for a gnome or to pass without difficulty, but and elves Thi oval luxurioudy-appointed compued wirh @Min humans chamber is rest of complex. It bob like the ~g, the other themh the allwhde of t.pltrier, aad furnLhinol frw, the compkx were broughthn after the gobliniconqwred it. Teey~ Ifany fighting taka place in this passage, the DM should refer vprtereduoundthcave, andamoundofthem Notes on at oftb bookkc. the a.p.inrtthe to the DM low the M back wall p~unablyserves goblin king for bal.

11 18. &ret Room At the fvst sign of trouble, the goblin king will order his pet owl bur to attack, and try to escape from the mom to muster his ~ ~~~ forces and counterattack. However, he is prepared to fight to This mom dar not sum to have bcen dirmrersd by ths the death if he is cornered here. goblins, for it i still neat and tidy. 00 hodu dong me mD hang ICVCI~ornate gnome-sized robe4 worked with Owl Bear: AC5; HD 5; hp 24; MV 120’ (40’); #AT 2 clawdl and silver thread. A Enmu chest 8tandBbede next them and, to the chest, two stavca lcpn euainlt the wall. bite; Dmg ld6/1dWld8; THACO 15; Save F3; ML 9; AL N; XP 175. The robes ceremonial dress for gnome shamans; any If both daws hit a single opponent in the same round, the owl are character will dize on a succeslful Intelligcna bear will hug the target for extra 2d8 points damage. this check. an of There are four robes in all, and each would be worth 50 gp to a collector or 10 gp to mercbants for the gold and *Ivu Goblin King: AC4; HD 3; hp 15; MV (30’); #AT 1 sword; The chest locked, and contains three &we pmhtatbmd. id8 + 1; THACO 17; Save 90’ML 9; AL C; 25. is Dmg F3; XP with the design of a faceted gem. The pendant6 M not workedmagical, and worth 75 each for their dver content. goblin king wears a gold ring inscribed with an arc gp The large However, any character who wean pegd.nt.whik owl’s-head design; it is a ring owl conhol, a very omof thue of bw in combat with goblins will gain benefits of a Speu for rare magical item that enablesmagical him to control a single owl bear one day-a from the Immortalsthe who watch61ru over in a manner as a more common ting ofanimo[ conhul allows gifi the lie gnomish Alao in the chest mall stoppered the wearer to control normal animals. He wears ornate (but earthenwarerace. jam, each containing apoliaare two ofhmlk. nonmagical) chain mail, originally made for a gnome but The staves leaning againat wall not magical. “hey crudely adapted to fit him, and carries a shield. He fights with a count dubs if used in the are magical mrd + 2. The bonuses for the sword are not included aa combat. in his THACO and damage scores above. He also wean a 19. magnificent cloak-pin worth gold pieces. Shrine - - entrancegold to area 16 is partially300 hidden behind a smaller chamber IO pan nuturd arud. M The Thi ana Thcrc pile of tapestries and mp. It is a crawlway only 2 feet high, and in the northwest CORICI‘ and one in no one can attack or cm while crawling through it. two writs-om the spells southeast corner. The walls are normally decorated with 16. ‘Ifeasure beautiful gnomish Agious fnseoes, but them have been Vault crudely daubed over the gobli, using .Id obes mbntan~~s.The altarby in the center the lhriecmud mall, the of hu ken This low chamber is piled with treasure, which chipped and defaced, and a skull rests beside it. goblins have presumably stolen’from the gnomes. l- The gobhave taken over the gnomes’ shrine for their own treasure is strewn about the chamber in no parriclllar evil purposes. The skull beside the altar is old gnome’s Theorder. It would take several hours to sort it into different an &d, all as any character will realize on a succeslful Intelligence check. coins, and so forth. The treasure includes: 4,000 cp, There is nothing of interest or value in the 2,000 sp,gems 500 a matched of sapphiis worth 500 mom. gp, pair gp sound of combat, loud talking, or nokmade in each, a huge ruby worth 1,000 gp, a jnvded crown worth thisAny room will alert the goblin Ihaman, andother he wiU fmn 1,500 a jewelled scepter worth 1,600 and a pair of come gp, gp, area 20 to investigate. jeweled brooches worth 500 gp each. 17. Pamace 20. ’s Room

~ ~ ~ ~ This pauage aeems to be artificial, but it is high enough for a gnome or goblin to pasa opposite. The contcnu the rhJvts ut but the humans and elves among you of desk and now msthruunh this smooth hallwav.

If any fighting takes place in passage, the DM lhould refer The goblin tribe’s shaman-the nearest thing these matures this have to a cleric--has taken over this mom and the shrine in to the DM Notes on low passages at the start of thii booklet. ma19 as his own territory. He look8 like an old and wizmed 22. Meeting goblin, with a multituh of .u11md tattoos making strange Aru patterm on his hide. He dm mur a brightly-&red robe kwn with feathers, dbana, dmt, aft Merboots, and other mgeobjects. Goblin Sh.nun: AC7;HD $ hp 25; MV W (30’);#AT 1 dub t spells; Dmg 1%; THACO 16; 5.nCZ; ML 9; AL C; XP 125. Spdh: COIDI ~vouna!~, bnkrrr; hold-. “‘hbchunber i: tbe center of yac visitinghobgobliruaadbugbun;the itb.bthcplmrwherrtor the If tighr &g against will &&IUS and the u hi,be cut ht spell negotiations ~n conducted. At uytoucap.Hismdnwuparuano&~,.odbehuariy .nd groupvBu offinmhamongtheobjat.~oatohkrobe.Hedoem’t de-,andthink.Tbeaundof.n aherlo how what ring (nothing, .ehuny, hiC is not hia on or h*o memkaof CaKvisiting group to invatig.re. fmger), but the addeddoes it hi: mbe forluck. Use ruck python om be to the The ‘table’ is nbm8r~ofatbigh.Anyone who luponto the fold-up figure fmrn the Game box to repreent the makc will have aB.iDRoppowus in adjacent sraff in deform. IMD. t.ble an drrntrge dl fbor Fa-thia ure&ctcdby a titonwto hi& 21. Purylc 23. Bugbear Quortm

If any fighting takes plaoe in thi: puuee, the DM should refer to the DM Notes on bw puuea at the start of thia booklet.

13 ,.

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c; 75. This small round cave has one pile of relatively clean straw, XP and only one exit to the south.

Quarters This is where the leader of the hobgoblin envoys resides. He is 24. Hobgoblin one of the hobgoblin king’s most trusted bodyguards and This smallish round cavern has two exits-one to the east advisors. If the party has somehow managed to dispose of the and one to the north. There are a few piles of fdthy straw five hobgoblins in area 24 and approach this mom without (bedding) and other bits of debris against the walls. making a sound, they will gain automatic surprise against the ambassador, who is asleep. Otherwise, he will probably be encountered in area 24 as he comes to investigate the sound of This cave is where the hobgoblin junior envoys are quartered. fighting. There are five of them, and they will attack on sight. After 3 rounds of fighting in here, the hobgoblin ambassador from area Hobgoblin Bodyguard: AC6; HD 4; hp 17; MV 90’(30’); #AT 25 will come to investigate. 1 sword; Dmg ld8; THACO 16; Save ML 8; AL C; 75. F3; XP Hobgoblins(5): AC6;HD 1 +l;hp9,9,9,6,5;MV90’(30’); #AT 1 sword; Dmg ld8; THACO 18; Save ML 8; AL C; See the DM Notes about piles of bedding. Withii his bedding, 15. F1; the hobgoblin has hidden a small leather bag that holds 50 silver XP pieces. He wears his sword belt constantly and carries a magical See the DM Notes about the piles of bedding. sword + 1, + 3 us. dmgons; the combat statistics for the hobgoblin envoy leader have not been adjusted for the magical sword’s bonuses.

14

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