One-on-one or Group Adventure for 1st Level Characters T EYE6y Grama? OF %kmis

Abandoned on the roof of the world! The Serpent's Eye beckons, but only the brave will survive the lessons of Hardway Mountain.

CONTENTS CREDITS INTRODUCTION 2 How to Use this Module 2 Abbiexiations 2 HARDWAY MOUNTAIN 3 Backgiound 3 Geneid1 Notes 3 CHOICE OF ROUTES 4 Route Phning Chdi I 5 FLIGHT TO THE NEST (Encounter Area 1: Map 1 6 RANDOM ENCOUNTERS 8 ICE HEIGHTS (Encounter Areas 2-8: Map 1) Sample file 9 Encounter Areas 9 MAPS GRAFENVOLK DALE (Encounter Areas 9-22: Map 12 Encouii ter Areas 13 MODULE FOLDER BARROW SWARD (Encounter Areas 23-26: Map 1) 19 Encounter Aieas 19 Playel s' 1Map outsidc Map 1: Hartlway Mount;iiii itisidc SLOUGH MIRES (Encounter Areas 27-34: Map 1) 21 Map 2: Eye 01 the Serpent inside Encounter Areas 21

EYE OF THE SERPENT (Encounter Areas 35-48: Maps 1 & 2) 24 MODULE BOOKLET Reaching the Island 24 The Island 24 Beneath the Island 25 NEW MONSTERS 29 page 14 Mephit 29 Splanxty 30 page 15 page 17 NON-PLAYER CHARACTERS 31 page 20

TSR, Inc. In'. TSR (UK) Ltd. POB 756 The Mill, Rathmore Road Lake Geneva, Cambridge CB14AD WI 53147 United Kingdom This is an outdoor adventure for first level These routings, for example narrow If this module is to be used as a one-on-one AD&DTMcharacters. The module is intend- mountain ledges or short, underground adventurr for a druid, ranger or monk, the ed for one-on-one play by a dungeon tunnels, can be either 'open' (usable by the player should be provided with details of master and a single player, and has been adventurers) or 'closed' (a ledge collapsed the non-player characters who will make designed to provide a suitable starting or a tunnel blocked, for example). up the rest of the party. The tear out sheet point for the development of the specialist (pages 31-32) contains details of four skills of a druid, ranger or monk character. The routings are described on page 4, and NPCs, but only three of these should be The player decides the actions of the on page 5 there is a diagram showing the used, a5 follows: character and of three pre-rolled first level encounter areas and connections between With a druid: cleric, fighter and thief. NPCs (non-player characters) who make them. The diagram is used to record which With a ranger: cleric, magic user and thief. up the rest of the party. routings are open and which are closed. With a monk: cleric, fighter and magic user. Alternatively, the module is suitable for a The final choice of routings is up to the party of 4-6 first level adventurers. DM, but if the module is to be used to start a new..... -.-...,rlriairl rzariopr.Y"bC' nr-. ...-mnnb ...., it ..,ic '...hb\Y.LYEIIOOPE~PCJ The adventurers are captured by a pailr of that the appropriate, standard set of rout- rocsanddepositedat the topof amountsiin. ings is used. These standard sets are given Left alone for a while, they must escape 2tnd on page 4. survive the harsh journey to the pl ain below, drawn on by the lure of the If one of the standard sets is not used, the 'Serpent's Eye'. DM has the opportunity to shape the style,

challenges, rewards and length of the ~ Although the encounter areas are I-)re- adventure. Before doing this, the DM specified as usual, the wilderness terr air1 should read the encounter descriptions over which most of the adventure ta kes carefully, decide which ones would place allows the possible routings betwleen be apptopriate for the characters them to be changed to suit the pa irty and players, and then choose a set involved. Suggested routings for adventLires of routings which will provide .to test a druid, ranger or monk have bl een an interesting and testing provided, but DMs can have fun produc ing adventure (not forgetting unique and interesting adventures by that there must be at least arranging the routings in their own w; 'Y. Sample file HOW TO USE THIS MODUlLE

This module uses a standard set of en- counters which are linked together by rniitinm which c2n he vxrierl to Most of this adventure takes place in a BACKGROUND of the Cult of the Serpent fell under the long, deep valley which winds down from influence of a group of duergar (evil the top of Hardway Mountain (see Map 1). Seen from the mountain, the river looks dwarves) who hastened its downfall. Al- like a snake writhing across the plain with though the dwarves have gone, the duergar On their way down from the top of the the lake for its head and the island for its linger on in dark chambers below the valley to the plain below, the adventurers eye. It was named the ‘Eye of the Serpent’ original temple (areas 42-48), where they will pass from a region of ice and snow (the by the Grafenvolk dwarves - a clan which hoard the remains of the dwarves’ treasure. ICE HEIGHTS), into an area of cool lived on the mountain in the wooded part woodlands and marshes (thc GRAFEN- of the valley (the GRAFENVOLK DALE). Some time later, the Kharg (a tribe of YOLK DALE), across a verdant green humans who by herd and train horses), meadow (the BARROW SWARD) and The dwarves built a cult around the came to the plain below the mountain, finally through a mist-laden swamp (the Serpent River, arid chose the island as the They found the island, the pool of flame SLOUGH MIRE). site for an underground shrine (areas 39 and the stump of the obelisk but, knowing and 40). The entrance to the shrine was a little of the dwarven tongue, they made a At thc bottom of the valley, the river concealed door of rock crystals behind a poor translation of the fragment of the Ilows out into a grassy plain and pool of everlasting flame (area 38). The inscription which remained (see area 37). meanders across it, eventually reflection of sunlight from the crystals by They believe that the ‘Serpent’s Eye’ (their di-oppingovet. a waterfall into day, and the light of the burning pool by interpretation of the ‘Eyeof the Serpent’)is ii dense forest below. Above night, ensured that from the dwarves’ dale a fabulous treasure at the top of the mount- the watcrfall is a small on the mountain, the Eye of the Serpent ain, and they have never realised that there I. 1. iarte . ... I shining like a beacon. is a shrine beyond the flaming pool. The a tribe took the snake motif on the base of the ieving adulthood, young obelisk as their symbol. Occasionally, men Id go up to the rock face abo\;e of the tribe go up the mountain in search of its in order to see the Serpent the ‘Serpent’s Eye’ in order to prove e Eye of the Serpent at their themselves or to re-establish their honour Ian erectedan obelisk near the aftcr being convicted of some crime. None flame (see area 37) on which has ever returned, and the Kharg have

bt down the basic principles of named the mountain Hardway. r snake cult and described the eks up the mountain. From the nest, and during their flight to it, the adventurers will see the lie of the land, The Grafenvolk lived by including the Serpent River and the Eye of Samplemining forfile gems and the Serpent.ln the nest they will finda clue precious metals. When that great wealth is hidden on the island. At the mines were ex- various points along their journey down hausted and the the valley, the adventurers will see the clan began to Serpent River again. They will also find imagesof thewrithingserpent (relicsof the dwarves and Kharg adventurers). Below are listcd the possible routes connecting the the uicounwr ;ireas in this advrvitul.c. Eadi of tlicse can be made either open (Le. passable) or closed (i.e. impassablc) by thc DM (sw HOW TO USE THIS MODULE - page 2). This table gives the standard routing5 for paitics led by ;I range1 (R), monk (Mk)01. druid (D) - route5 niarkcd 0 should be open, those markcd X should be chcd.

R Mk D Description when OPEN Description when CLOSED

R2 X 0 0 A thick sheet of ice providing a safe passage It is very obvious that this ice sheet will not bear R3 0 X X acrossa corner of the lake. the adventurers' weight.

R5 0 X X The river has cut deep, leaving a natural arch of The stumps of a collapsed arch of ice face each ice as a natural bridge. other across the river.

R7 0 0 0 Cracks and ledges on the ice-sheet provide a safe The steep sheet of glassy ice has no ledges or hand climb up or down the steep slope. holds.

R10 X 0 0 The ledge along the cliff continues. Several hundred yards of the ledge have fallen RII 0 X X away here.

R14 0 0 0 A clear, firm, winding Sample path (10-15 feet wide)file The path winds into the marsh but soon comes to R15 X 0 X through themarsh. an obvious and abrupt end.

1.1, '1 v 'X 'I LIUllYIV \L" LLLI "VLUL, *U"C, "VlLLl "LlllCUl IYLR A..l_. ..-..VI. *U.'C, ..us Y.VC..CU 'V..:, Y:,V ", Y faces on either side. massive land slide.

?rr( ern

R19 A dark mine tunnel, 10 feet square, its roof The pit props have collapsed and the tunnel is R20 supported bywoodenprops. blocked by a rock fall. R21 X X 0

R23 0 0 X An old, narrow trail meanders down and along A landslide has swept away the path which once the cliff. It is still safe. ran down the cliff.

4 CHOICE OF ROC'TES ROUTE PLANNING CHART 1 NEST 2 VILSTRAK Use a pencil to mark the routing either open or closed on the chart below, and then transfer the information to Map 1 on the module folder. li R1 63 SNOWCAT R2 USK OXEN

KOALINTH 8 7 STEAM MEPHIT

ICEMEPHIT 6

7 STRANGESample file 20 BATS COMPANIONS KAMPFULT

AL-MI’RAJ

RATS 26 25 BARROW

R23

GT.FROG 28 27 SCUM CREEPERS

NOLL & KOBOLDS BULLYWUGS 11 a R27

IT

BULLYWUGS BULLYWUG TOWER

CHOICE OF ROUTES 5 (Encounter Area 1: Map 1)

The adventure starts on a lonely country The rocs will not return to the nest for 4 road, well away from any settlements, Helpless in the grip of the rocs, you hours, but the DM should encourage the where the party of first level adventurers are are swept aloft, higher and higher party to make haste to leave: carried off by a pair of rocs. The adventurers until the countryside below is laid should be encouraged to travel along the out like a map. Mile after mile, the road by means of a suitable (preferably rocs’ steady wing beats carry you As you watch them leave, your eyes false) rumour and should be allowed to towards whatever fate awaits, but for are drawn down to the magnificent equip themselves beforehand using what- now you can console yourselves with view from the nest. Spread out below ever starting money they may have. If the the magnificent view and your for- you is the long valley, hemmed in on module is being used to start a druid, tune at still being alive. either side by towering walls of rock. ranger or monk character, only this adven- turer needs to be equipped since the After some time, the open country Beyond the valley is the winding equipment of the three NPC companions gives way to a dense forest and river. Shimmering in a shaft of (see HOW TO USE THIS MODULE - beyond this a broad grassy plain, but sunlight which breaks through the page 2) is fully detailed on the tear-out it seems that the rocs’destination lies clouds, it reminds you more than sheet (see NON-PLAYER CHARACTERS still further. Dead ahead, a dark ever of a snake. Just for a moment, - pages 31 and 32). snow-capped mountain looms up before the clouds close over, the light beyond the plain, flanked on either catches the island in the lake, which The rocs will attack the party many miles side by lesser peaks. answers with a sparkling glint like a from Hardway Mountain on an open winking, inviting eye. stretch of road where there is nowhere to Running like a gash down the hide: mountain side, a deep valley sends forth a river onto the plain below. The nest contains the bones of the rocs’ The river meanders through great past victims. These were mostly cattle, Soaring high above the clouds, two loops until it forms a small lake, then horses and sheep, but there are also the tiny, dark shapes appear. Soon, these drops over a ledge and disappears splintered bones of a dozen humans and become recognisable as birds - into the forest below. The river and demi-humans. eagles perhaps, or even larger crea- lake remind you of the body and head tures. Much larger! As they plummet of a snake, and the image is com- The adventurers will find a thin, crumpled towards you, mighty wings swept pleted by an island in the lake like sheet of copper with a neat inscription on it back, you realise to your horror that the snake’s eye. Never faltering, the in the common tongue: these are rocs: terrible beasts capable rocs carry you towards the mountain of carrying off even elephants and peak, following the course of the TRIAL BY ORDEAL beyond the power of men to harm. valley. At its mouth is a steamy Before you even have time to look marsh, aboveSample this a grassy file meadow, JI SUREFOOT, HORSE THIEF, around for somewhere to hide, the woods and lake, and higher still are MURDERER. monsters are upon you. two more lakes, icy blue and bounded FEARING THE GUARDIAN by snow-covered slopes. Finally, you OF THE ISLAND, YOU HAVE come to the rocs’ nest, perched on a CHOSEN TO SEEK It is intended that the rocs should capture rocky crag near the peak. THE SERPENT’S EYE the adventurers and carry them to the nest ON HARDWAY MOUNTAIN. unharmed. The awesome power of the rocs SUCH IS YOUR RIGHT. should be obvious to the adventurers and GO THEN. the DM should give clear hints to the 1. Rocs’ Nest NOTHINGBUTDEATHOR THE players that it would be futile and danger- SNAKE’SPRECIOUS JEWEL CAN ous to resist. The DM should have the rocs The rocs will deposit the adventurers in the GIVE YOU BACK attack to injure only as a very last resort nest and then fly off: YOUR HONOUR. but, for the purposes of this adventure, their attempts to grab the adventurers will ARN FLOWMANE, GUARDIAN succeed automatically. The nest is a massive structure of OF THE ISLAND. tangled trees and branches - there is 2 rocs: AC 4; MV 3”/30”; HD 18; hp 90 each; even an old wagon and half a small Below the inscription is a stylised picture #AT 2 or 1; D 3-18/3-18 or 4-24; SA Nil; boat incorporated into it! The centr- of a writhing snake and, next to this, the SD Nil; MR Std; Int Animal; AL N; Size L; al hollow, where you have been following words have been crudely inscrib- xp 7250 each; THACO 7; MM. dumped, is carpeted with leaves and ed with the point of a dagger or similar straw, and contains the sad remains implement: When all the adventurers have been grasp- of the rocs’ past victims - both ed, the rocs will carry them to their nest animal and human. E7121 old fool, death and honour haue (area 1). I found but the Serpent’s Eye was For a few moments, the rocs remain yours all along! The players’ map (on the outside of the near the nest then, apparently satis- module folder) represents the general im- fied that their captives are secure, The copper challenge was carried by Ji pression that the adventurers will get of the they flap away into the distance. Surefoot, an unfortunate Kharg tribesman lie of the landscape: whose bones now lie mingled with the 6 FLIGHT TO THE NEST (Encounter area I)