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Advanced Dungeons & Dragons OFFICIAL GAME ADVENTURE Adventure for 6-8 Characters, Levels 8-10

CREDITS Development: Frank Mentzer Editor: Barbara Young Cover Art: Interior Art: Doug Chaffee Cartography: David C. Sutherland III Typography: Betty Elmore and Kim Lindau Distributed to the book trade in the United States by Random House, Inc. and in Canada by Random House of Canada, Ltd. Distributed to the toy and hobby trade by regional distributors. Distributed in the United Kingdom by TSR UK Ltd. ADVANCED DUNGEONS & DRAGONS, AD&D, PRODUCTS OF YOUR IMAGINATION, and the TSR logo are trademarks owned by TSR, Inc. Copyright 1987 TSR, Inc. All Rights Reserved. This product is protected under the copyright laws of the United States of America. Any reproduction or other unauthorized use of the material or artwork contained herein is prohibited without the express written permission of TSR, Inc.TSR, Inc. FOB 756 Lake Geneva, Wl 53147 TSR UK Ltd. The Mill, Rathmore Road Cambridge CB14AD United Kingdom PDF developement : R, 05/19/2001...and a helluvajob it was too :) NEEDLE by Frank Mentzer

TABLE OF CONTENTS:

Notes for the 5 Native Life 6 Non-Player Characters 11 New and Adapted Monsters 14

Part 1 : Ruins of Empire 17 Players' Background 17 Pre-Start: Saving Throw Results 17 Trail Encounter Key 18 Ruins Encounter Key 24

Part 2 : Retrieval 40-45 Players' Background 45 Sequence of Events 45 Events Key 46

Part 3 : The Powers That Be 56 The Tunnels of Tatz 58 Encounter Key 58 The Tunnels of the Black Chak 65 Wandering Monsters 65 Digger and Montana 65 Encounter Key 65

Playing Aids Players' Reference Sheet for Part 2 34-36 Players' Reference Sheet for Part 3 36-40 Delusions and Messages 20 Character Cards Inner Cover Monster Statistics Chart Inside Gatefold Character Summary Chart Outside Gatefold Magic Item Summary Chart Outside Gatefold

Maps DMs Jungle Map 2 Players' Jungle Map 44 DM's Maze Map Inside Back Cover Players' Maze Map 26 Detail Map-Encounter A3 2 DM's map, Tunnels of the Black Chak Inside Back Cover Players' map, Tunnels of the Black Chak 67 NOTES FOR THE DUNGEON MASTER are breathing a sigh of relief, they are attacked by pirates sent by a Adventure Background rival kingdom that covets the In answer to a notice posted in obelisk. their guild hall, the player In Part 3, "The Powers That Be," the characters volunteer for a special obelisk is safely erected in the mission for their king. The royal kings palace square. At the first ears have heard rumors of a great full moon, however, a magical magical device, an obelisk, located doorway appears in its base. The in a far land. It supposedly lies king orders the characters to enter amidst the ruins of a once-great it to find out what's going on. empire, now a dense jungle. The king The PCs enter the obelisk and find wants more information about this themselves in a subterranean world. rumored empire and the obelisk, if There they meet a strange race of it exists. interplanar traders, intelligent In Part 1, "Ruins of Empire," the spiders whose base is soon revealed PCs sail to the far jungle. There to be on a moon of the characters' they encounter odd jungle creatures, world. The Needle is a meet the local natives, and find the transportation device! The spiders ruins of a lost civilization. The are eager to trade with the obelisk is located, still in perfect characters, but the PCs must first condition and protected by a force prove the courage and worth of their field. It stands amidst a large races by rescuing the spider- maze, also protected by the force princess from her evil captors and field. To gather more information, slaying a dragon in the process. If the adventurers penetrate the maze, all goes well, the characters return evade its deadly traps, and solve to their city with new weapons, its puzzles. In the center of the great treasures, and the good will maze, they find the controls for the of the spider race. force field and more clues to the ancient empire. The PCs sail home Preparing for the Adventure with the good news. Needle combines dungeon adventuring In Part 2, "Retrieval," the king with large-scale battles. It is orders the party to return to the designed for the six pregenerated jungle to retrieve the obelisk, characters provided. In addition, following an elaborate plan which two NPCs (Digger and Montana) his advisors have prepared for this accompany this group for the first monumental task. A crew of over 150 part of the adventure and are met men is dispatched in three ships again in the concluding section of under the PCs' direction. They are the adventure. If you do not use the to lift the one million pound pregenerated characters, be sure obelisk, drag it to the shore, and that your party is made up of a tow it home by ship. similar mix of classes at levels 8- But disease and jungle creatures 10 and is equipped to handle the threaten the mission's success. The needs that arise, especially those local natives are restless. Some of communication, magical curing, believe the Needle (as they call the and magical attacks. No Druids obelisk) to be sacred and object to should accompany the party as their its removal. Two of these native presence will take away much of the tribes are ancient enemies, and both challenge of the jungle adventure in sides ask the PCs for aid. The Parts 1 and 2. obelisk-moving operation is Carefully cut apart the character completed just in time. The massed cards printed on the inner cover. native hordes storm the beach as the Also cut out the messages, and PC ships sail off. Just as the PCs delusions on page 11. Keep these messages and delusions hidden until rv reversible spell they are needed later in the game. s a game segment; 6 seconds Distribute the character cards and SA special attack(s) spell books to their players. Allow SD special defense(s) the players enough time to become sq square familiar with their characters' sqf square feet abilities and personalities. The Sts saving throw vs. spells players will find useful information Stw saving throw vs. wands on how to role play their SZ size (S = small, M = medium, L characters' interactions with each = large) other on the reverse of each t a game turn; 10 minutes character card. This information is THACO score needed (on 1d20) to hit private, only for the player of the AC 0 character. Be sure to review these / per role-playing notes yourself, of @ apiece or each course. Encourage the players to # pound(s) of weight; 1# = 10 cn compare the characters to some The monster descriptions are given extent, noting such details as in the following format: spells and magic items carried. Monster Name: AC; MV; HD; hp; #AT; Encourage the clerics and magic- THACO; Dmg; SZ; AL; IN; STs; STw; users to coordinate their spell SA;SD selections. NATIVE LIFE The following abbreviations are used in this adventure: There are two native tribes living in the jungle in the area of the " scale size, 10' indoors, 10 obelisk. These two tribes are yds. outdoors ancient enemies. In addition, hordes ' feet of creepy-crawlies live in the A area of effect jungle trees, making travel off the AC Armor Class paths extremely dangerous. AL alignment #AP number appearing Grippli #AT number of attacks in one round The good natives are intelligent C casting time humanoid tree frogs called Grippli. cr creature They call themselves the "good folk" cn coins of weight (10 cn = 1 and refer to their enemies as the pound) "bad folk." cu cubic Each Grippli is about 2 1/2 feet cuf cubic feet tall. They eat fruit and insects d die (as in d10, a 10-sided (including giant forms, catching die) them with nets and snares). Their dia diameter hands and feet are adapted for easy DMG Damage movement through tree branches (9" DR duration rate). They wear no armor. Grippli ft. feet have 700-year life spans but few HD Hit Dice offspring. hp hit points Grippli have grey-green skin, hr game hour; 6 turns natural camouflage which aids in IN intelligence level of monster surprise (1-4 on 1d6). They have L level ultravision (10" range), allowing mi mile(s) of distance nighttime activity. Grippli are not MV movement rate warlike. They speak their own tongue obj object and a Batrachian Common language by R range which they talk (though rarely) with r a game round; 1 minute other froglike humanoids. Only the rad radius tribal Mother speaks human Common. and ashes). The tribal Mother lives in the largest hut and rarely leaves it. She is always guarded by four attendant Grippli of very large size. Thirty adult and five young Grippli live in some of the other huts, in pairs. Half of the huts are used for eating places, storage, etc. If the village is entered without a The Grippli can be easily scared native guide during Part 1 of this away by loud noises or magical adventure, it will be deserted. displays. If scared off, they run to If approached carefully, the Grippli their village to tell the tribal may be dealt with peacefully. They Mother about the events. They are are interested both in well-crafted not a real threat in this adventure; items (nearly everything the party rather, they are an opportunity. has) and in anything brightly One or two Grippli may be slain, colored, but not in treasure. They either by mistake or if they are may offer to trade gems in exchange provoked to attack. If five or more for other items, but they have no Grippli are slain during Part 1, for conception of real gem values. Each any reason, the entire village flees Grippli carries some gems. If deep into the jungle and does not bartering occurs, roll ld20 to return in that part of the determine the value of the gem adventure. Grippli deaths in Part 2 offered: are more serious, as the natives perceive the large group of human GEM VALUE CHART workers as an invasion of their Die Roll Value territory. 1-4 10 gp If eight or more Grippli are slain 5-8 50 gp in Part 2, for any reason, the 9-12 100 gp entire village population disappears 13-16 500 gp into the jungle and returns with 17-19 1000 gp five tribes of reinforcements a day 20 5000 gp or two later. These six tribes (180 Grippli in all, plus leaders) are The Mother all that live within 5 miles of the Once per day, the tribal Mother can ruins, but 30 other tribes live produce a musk spray covering a 20 X within 50 miles. 20 foot area, 10 feet high, in front of her. This musk spray has the same Grippli Village effect as a stinking cloud spell. The Grippli village is not visible Each victim must make a saving throw from the air, but is completely vs. poison or be helpless for 2-5 hidden under heavy jungle cover. It rounds, and anyone within the cloud consists of 30 mud-and-grass huts is automatically helpless except to around a central ceremonial area move. The attendants and Mother are (rarely used, but containing immune to these effects, but the blackened logs other Grippli are not. The tribal Mother and her attendants powers. While not quite truthful, use poison where necessary. This the Mother's admonition is made to deadly toxin is brewed from the protect the areas around the Grippli vilest snake venoms. If touched, the villages. See Mother's Revenge if victim must make a saving throw vs. logging in forbidden areas occurs. poison or die. When used on a The Mother next reveals that some of weapon, a victim struck takes 1-6 her folk oppose the human invasion points of additional damage and must on religious grounds. The maze and make a saving throw, with a -4 obelisk are held sacred by a large penalty to the roll, or die. conservative group of the tribe (12 The Mother is also psionic. In Grippli). She cannot guarantee their addition to Attack/Defense modes good behavior, but will control them A,C/G,J, she knows the discipline of as best she can with the aid of the telepathic projection, a major other 18 Grippli if the PCs offer an science, at 6th level of mastery appropriate gift. (range 60 feet, area 10-foot-wide The tribe must be offered (through path, cost 3/use, duration 6 rounds their Mother) at least 200 square per use). With this, she can either feet of brightly colored cloth or sense or send emotions: hunger, one crafted item (such as a metal fear, fatigue, pain, rage, hatred, weapon) per Grippli native for uncertainty, curiosity, hostility, negotiations to succeed. Even then, friendliness, love, and so forth. the best the Mother can do is to She uses this discipline to sense PC order the Grippli to avoid intentions, to influence others in hostilities with the humans for two her tribe, and (if necessary) to moons (56 days). No amount of arouse antihuman feelings in other further bribing extends this time creatures of the area. Each tribe's nor gains Grippli aid. If the PCs Mother has the same abilities. later protest to the Grippli about The tribal Mother handles all raiding, the Mother becomes negotiations for her people; no irritated and denies all Grippli other Grippli can speak for the involvement. tribe. She knows the human Common tongue in addition to the usual Mother's Revenge Grippli languages. While talking If the PCs do not cooperate with the with PCs, she beams trustworthiness Grippli, or kill many of them, the (via her psionics) at them. If the tribal Mother (or another tribe's Mother or her attendants are harmed Mother, if this one is slain) has an in any way, four Grippli from the ultimate weapon at her disposal. village flee to gather the other Using her psionic discipline, she five nearby tribes, while the can muster the forces of the jungle, remainder of the village Grippli pushing their emotions into an anti- attack with great ferocity, gaining human rage. The denizens of the a +4 bonus to all "to hit" rolls treetops can be agitated into nearly (new THACO: 14) and +2 to damage. continuous attacks on the obelisk- The tribal Mother's first message to moving operation. If this occurs, 1- the PCs is very important. She tells 10 randomly determined treetop the PCs that they may use all the creatures attack some part of the trees they wish from the area north group (often not the PCs) each hour, of the ruins, but they cannot cut day and night. Once relations have trees to the east or west nor in any degenerated to this extent, the area closer to the beach. (Luckily, party's only recourse is escape. The there are no trees on the old entire PC expedition must flee to roadway, only underbrush. She has no the boats and return home in objections about clearing that. The failure. Mother warns that very great evil things may happen if her warning is Grippli Native: AC 9; MV 9"//15"; HD not heeded÷things far beyond Grippli 1+1; hp 5; #AT 1; THACO 18; Dmg 1d4 or by spear (1-6 + poison); SZ S; AL If 20 or more Bullywugs are slain in N; Intelligence Very to Exceptional; Part 1, the entire village flees STs 17; STw 16 deep into the jungle and does not return in that part of the Grippli Attendant: AC 8; MV 9" adventure. //15"; HD 2; hp 16; #AT 1; THACO 16; If Bullywug habitations are visited Dmg 1d4+1 or by weapon + poison (see uninvited during Part 1, they will above); SA: poisoned be deserted. The Bullywugs are not weapon. interested in trade of any kind. They may pretend to be Grippli if Grippli Tribal Mother: AC 7; MV 9" approached, but will attack if an //15"; HD 3; hp 24; #AT 1; THACO 16; ambush is possible or if surprise is Dmg 1d6 +1 or by weapon + poison; likely. Bullywug survivors flee such SA: poisoned weapon; psionic ability attacks quickly, leaving if any two 200; l/ day musk spray (as stinking are slain. However, such encounters cloud) arouse their innate hostility, and more Bullywug attacks are sure to Bullywugs follow. The bad natives are froglike beings Bullywug Clearing A large, partially (physically very similar to the cleared area, 40 yards in diameter, Grippli), called Bullywugs. Like the is marked Bullywug Clearing on your Grippli, they also refer to map. It contains 10 mud and grass themselves as the "good folk'' and huts of similar construction to their enemies as the "bad folk." The those in the Grippli village. The average Bully-wug is about the same clearing is an occupied outpost of size as a Grippli, but some grow the larger Bullywug village and is larger. They are similarly colored normally occupied by 15 Bullywugs and supplement their diet of fruit and one leader, a sub-chief known as and insects with flesh when they can the tribal Father. He can speak the get it. human Common tongue. If the clearing Bullywugs have chameleon-like is visited, the Bullywugs proudly camouflage and have adapted for easy claim this to be their beautiful movement in trees. They speak their village home. The real village (see own language and the Batrachian below) is not visible from here. All Common tongue, as do the Grippli. negotiations with the Bullywugs Only their chieftains and sub-chiefs occur in the clearing. can speak human Common. If the PCs come to talk with these Bullywugs are less intelligent than natives, the Father greets them in a Grippli but more aggressive. The friendly fashion and offers them more intelligent among them may wear presents of one gem per PC (value armor and use shields. They surprise 100 gp each). He then explains that on 1-3 (on 1d6), or 1-5 if hopping they need PC aid. The "bad folk" to the attack. (Grippli) often prey on his poor Like the Grippli, the Bullywugs can people, and their once large easily be scared away by loud noises population has now been reduced to a or magical displays. If scared off, mere handful. He reveals that the they run to their village to tell Grippli tribal Mother is very their leader about the events. dangerous because "she has mind Although Bullywugs are chaotic evil power" and can influence others in alignment, a detect evil spell simply by staring at them. detects no evil on these creatures The Father offers the following while they are trying to negotiate deal: If the PCs help his people to with humans because their intentions chase off or kill the "bad folk" are fairly benign. A know alignment (Grippli), he will quiet those of spell, however, always reveals their his tribe who object to the PC true nature. desecration of a sacred area (the maze and obelisk) and will give the PCs an ancient box the Bullywugs Bullywug Native: AC 6; MV 3"//15";HD once found near the shrine. If PCs 1; hp 5; #AT 3 or 1; THACO 19; Dmg agree, he suggests a raid on the 1-2/1-2/2-5 or by spear (1-6 + Grippli village. If that is turned poison); SZ S-M; Intelligence Low to down, he goes along with PC ideas. Average; STs 17; STw 16 Only these 15 Bullywugs and their leader accompany the PCs on any Kliket, Bullywug Chieftain: AC 2; HD expedition, leaving the other 50 3; hp 18; #AT 3 or 1; THACO 16; Dmg Bullywugs in their true village (see 3-4/ 3-4/4-7 or by weapon +2 (2-7 + below). Kliket, the Bullywug poison); STs 16, STw 15. chieftain, is kept informed of all events by native runners. Bullywug Sub-chief: AC 2; HD 2; hp The Father gives the PCs the ancient 12; #AT 3 or 1; THACO 16; Dmg 2-3/2- chest if they aid the Bullywugs. 3/3-6 or by spear (2-7 + poison) This item is a very old but still intact treasure chest. It contains Bullywug Shaman: AC 6 (or better) HD 100 pounds of various old bones and 1+7; hp 11; #AT 3 or 1; THACO 16; six reddish metal coins (silicon- Dmg 1-2/1-2/2-5 or by spear (2-7 + steel) bearing strange runes. Read poison) languages can reveal the words to be Special Attacks: Clerical spells "Garhsa Koo" on one side, "One (7th-level caster) Sarkum" on the other. Spells: 3, 3, 2, 1, from the If the Bullywugs are attacked in the following list: clearing, they flee north to their Level 1: cure/cause light wounds, real village. Otherwise, they remain detect evil/good, detect magic, here at all times to maintain the light/darkness, protection from deception that this is their true evil/good, remove/ cause fear village. However, if PCs visit here Level 2: augury, chant, a second time unexpectedly and detect/undetectable charm, resist observe carefully, they find 1-6 fire, snake charm, speak with more Bullywugs than were here animals before. If asked about this Level 3: cure/cause blindness, discrepancy, the leader explains cure/cause disease, dispel magic, that these individuals were out locate/obscure object, prayer, foraging during the PC's last visit. remove/bestow curse Level 4: divination, exorcise, neutralize Bullywug Village poison/poison, tongues/babble The real Bullywug village is located Normal spell selection: about one mile west of the fake Cure Light Wounds (x2; C 5s, 1d8) village clearing. Hidden from above Cause Fear (C 4s, R touch, DR 7r) by dense jungle cover, it consists Resist Fire (C 1r, R touch, DR 7t) of 40 mud huts circling a central Snake Charm (C 5s, R 3", DR l-3t or ceremonial area (rarely used, but 1d4+4r) containing a muddy bog with some Speak With Animals (C 5s, R 0, DR bones). There are 50 Bullywugs 14r, area 3") living here. If 20 or more Bullywugs Cause Blindness (C 1r, R touch, are slain in Part 2, this entire permanent) village flees deep into the jungle Dispel Magic (C 6s, R 6", 30' cube) and returns with three tribes of Tongues (C 7s, R 0, DR 1t, area 3" Bullywug reinforcements a week or radius) two later. The other Bullywug tribes have 75 members each, plus leaders Treetop Denizens and shamans. There are many creatures dwelling in The leaders of this village are one the jungle trees, and they can be chieftain, three sub-chiefs, and two quite dangerous. shamans. If characters go near the treetops, either by flying or climbing, tell the players that the trees are 2-8/1-4 + poison; SZ M; AL N: "thick with flying, crawling, Intelligence Non; STs 17; STw 16; hissing creatures of all types." Try SA: tail sting (save vs. poison or to impress them with the extreme suffer permanent paralysis). Note: danger of entering or passing Wings burn off in fire (no damage, through the treetops. but wasp cannot fly thereafter). Characters who do enter the treetops are attacked by the collection of Non-Player Characters creatures listed below. Consider this horde to be present in any one Montana section of treetops roughly 100 feet 8th Level Dwarf Fighter square. If these are all killed, the Strength: 7 characters can proceed without Intelligence: 7 further problems unless they re- Wisdom: 10 enter the treetops at another point, Dexterity: 15 where another group of creepy- Constitution: 17 crawlies will be ready, waiting, and Charisma: 7 hungry. Alignment: Neutral Hit Points: 75 Dragonfly, giant (3): AC 3; MV 1" THACO: 14 /36"; HD 7; hp 35; #AT 1; THACO 12; AC normal: -1 Dmg 3-12; SZ M; AL N; Intelligence AC rear: 2 Low; STs 6; STw 5; SA and SD: +2 Armor type: plate & shield bonus to initiative; with Weapon Proficiencies: 6; battle axe, initiative, immune to handheld hammer, crossbow, spear, bastard weapons, AC -1 vs. missiles; without sword, two-handed sword. initiative, AC 1 vs. missiles; makes Attacks: 3/2 rounds all saving throws as level 16 magic- Cannot use longbow or any weapon user. over 12' long. Special Abilities: Infravision 60', Snake, giant constrictor (1): AC 5; find slopes 9/12, new construction MV 9" ; HD 6+1; hp 30; MT 2; THACO 9/12, shifting wall 8/12, stone 13; Dmg 1-4/2-8; SZ L; AL N; traps 6/12, depth underground 6/12. Intelligence Animal; STs 16; STw 15; Languages: Common, Dwarvish, Gnome, SA: constriction Goblin, Kobold, Orcish Magical items: plate mail +1; shield Snake, giant poisonous (2): AC 5; MV +1; battle axe +2; hammer +1; 15"; HD 4+2; hp 25; #AT 1; THACO 15; bastard sword +l/+4vs. reptiles; Dmg 1-3 + poison; SZ L; AL N; boots of levitation; potions of Intelligence Animal; STs 17; STw 16; extra-healing, growth, speed. SA: poisonous bite Montana is a tomboy, even among Spider, huge (6): AC 6; MV 18"; HD female dwarven fighters, and enjoys 2+2; #AT 1; THACO 16; Dmg 1-6 + a rousing good time of any sort. She poison; SZ M; AL N; Intelligence acts a good deal younger than her Animal; STs 17; STw 16; SA: surprise mature age of 67. Among her kind, on 1-5, leap 3" range, weak poison ( she's awesome, standing well above +1 bonus to saving throws) the average height and very Spider, giant (3): AC 4; MV 3"*12"; sturdily built. HD 4+4; hp 12; #AT 1; THACO 15; Dmg Though Montana 2-8 + poison; SZ L; AL CE; may seem a bit Intelligence Low; STs 16; STw 15; "rough-and- SA: poisonous bite tumble" to others, she Wasp, giant (10): AC 4; MV 6" /21" doesn't care. ;HD 4; hp 25; #AT 2; THACO 15; Dmg She enjoys challenging male dwarves and proving Intelligence: 8 that she's the best, whatever the Wisdom: 9 contest. Dexterity: 17 Montana likes fun and games, Constitution: 15 boisterous activity of any sort. She Charisma: 9 dislikes weaklings and "fat boys," Alignment: Neutral (Evil) although she has come to respect Hit Points: 40 Smiley's clerical skills (if not his THACO: 16 as Fighter other traits). As a very active 19 as Thief person, she enjoys almost anything AC normal: 1 strenuous: mountain climbing, AC rear: 7 mining, or a good fight. Her magical Armor type: leather & shield boots of levitation help in these Weapon Proficiencies (as Fighter): pursuits as well as in many melee 5; dart, hammer, short bow, spear, and dungeon situations. bastard sword As part of a standard group marriage Weapon Proficiencies (as Thief): 3; in her Boulder Clan, she is involved club, dagger, sling in the running of the clanhome Cannot use longbow, crossbow, or any whenever she is there and takes a weapon over 12' long or over 200 cn dominant role, of course. Some of weight. the female dwarves would like to Special Abilities: Infravision 60', nominate her for clanmistress, but find slopes 8/10, unsafe stone 7/10, she doesn't want to be tied down depth underground 6/10, direction of with that sort of thing. travel underground 5/10. Montana knows all the other Thieving Skills (race and Dexterity adventurers quite well and has included): traveled with them before. She gets PP OL FT MS HS HN CW RL along well with Blondy, the fighter. 70 77 65 72 59 35 81 40 They often tell each other stories Languages: Burrowing Mammal, Common, of their adventures. Although she Dwarvish, Gnome, Goblin, , tries to stay out of his way, she Kobold sometimes interferes with Slims Magical Items: leather armor +1; spells by accidentally levitating, shield +2; shortbow +1; dagger +2; 8 and he gets mad. Montana shares arrows +1; bag of holding (500 lb., Smiley the cleric's full 70 cubic feet); decanter of endless appreciation for dwarven things, water; potions of extra-healing, especially fine ale, but is often fire resistance, levitation irritated by Digger, the fighter- thief. His black sense of humor (as Digger is a with all gnomes) can be hard to friendly, take, but she freely admits he knows humorous person more about mining than she does, the with a great skinny little runt. love of cash÷to She doesn't get along well with the extent of Blaze, the . They avoid each being a greedy other, sometimes exchanging snide miser. A mature remarks÷if it doesn't interfere with gnome of average battling common enemies. Montana size, Digger is stronger and more thinks Finder, the half-elf cleric- dexterous than he looks. Despite his ranger, is a bore and sometimes a fighting skills, he prefers to real pain with his "goody goody" travel and fight in leather and attitude. shield. He is very outgoing but not brash and tries to make friends Digger everywhere. He never mentions his 5th Level Gnome Fighter 8th Level secret hobby: collecting gems and Gnome Thief rare coins. Sometimes, Digger Strength: 17 manages to pick up a few extra things in treasure rooms, but is Dexterity: 12 careful to not even try when there's Constitution: 16 a magic-user nearby. Charisma: 14 Digger likes jokes and puns (good or Alignment: Neutral bad) and the outdoors. He dislikes Hit Points: 40 spell casters of all types, though THACO: 16 he's careful not to show it; clerics AC normal: -5 are useful. He also hates the AC rear: -5 nickname "Hoser," given to him Armor type: bracers of defense because of his magic water bottle. (AC 0) He has nice gardens at home, both Magical Items: cloak of protection indoors and out. His magic water +3, ring of protection +2, bracers bottle is useful there, as well as of defense (AC0), dagger +2, dagger during adventures. +1 After growing up in a burrow Spells: 5,5,5,4,4,2 community, Digger moved out to seek Spells Memorized (spell book is his fortune and now lives alone in a lost): large burrow complex under the Level 1: charm person, detect magic, capital city. Its location is a magic missile (X3, two already complete secret, except to one cast), read magic, shield, unseen innkeeper whom Digger blackmails servant into keeping it hidden. His secret Level 2: detect invisibility (X2), hoard or rare coins and gems totals invisibility (X2), web almost 100,000 gp. Level 3: dispel magic, feign death, Digger knows all the others in the fly, tongues (lightning bolt and party quite well and has adventured slow already cast) with them before. Blondy seems easy Level 4: dimension door, polymorph to fool. She thinks Digger is self, Rary's mnemonic enhancer (X2, wonderful because he once doused her both already cast) when she was on fire. Digger has Level 5: hold monster (cone of cold, carefully developed Slim's passwall, and teleport already cast) friendship and often carries his Level 6: death spell, geas spell books for him in his bag of holding. When he's ready to retire, Torgel is 52 years old but in Digger can sell them back to the remarkably good shape. He tends to magic-user... from a safe distance. be opinionated and not very Smiley, the cleric, is a real clod, trusting. His personality is so goody-goody, but his goodwill is diplomatic but aloof, his needed; he can raise dead. And at disposition is even-tempered, and least he can appreciate the gnomish his nature is forgiving but not sense of humor. Montana, the dwarf, softhearted. He is truthful when it is one of the few that Digger really suits him, slightly greedy, and trusts, even if she is a showoff. somewhat irreverent. The Ghost is Digger's closest ally, Torgel was quite a famous magic-user as a fellow Thieves' Guild member, in the capital city, and his name but Digger doesn't confide in him. and reputation are familiar to the Blaze seems to have suspicions about PCs. He was known as a friend and Digger and watches him carefully, advisor to the king, but disappeared but Finder is useful tool, easily about two years fooled and an easy mark for a fast prior to this cure. adventure. Unknown to the Torgel adventurers, 13th Level Human Magic-User theirs was not Strength: 9 the first group Intelligence: 18 sent out to Wisdom: 13 find the obelisk. Torgel was a member of one rules from the race's home planet such party that never returned. somewhere in the Prime Plane. During an attack by hordes of Individual Chak may be of any Bullywugs, Torgel lost his spell alignment but tend to associate only book and now has only those spells with those of similar alignment (at he has memorized (but not yet cast) least along good-evil lines). The at his disposal. When he attempted average Chak lives over a thousand to use his one teleport spell to years. All Chak speak a common escape the battle, the spell went language of the same name, and many awry and he was sent instead to the have learned to speak human Common center of the obelisk maze. and several other tongues through After losing a large salami and the their dealings with other races. tips of two fingers to one of the When speaking a "foreign language," disintegrators, he gave up all their speech patterns mimic their attempts to escape the maze and teachers. They develop some odd settled in to await rescue, looking colloquial expressions, and these on this period of enforced (but well habits are hard to break. (The "gee fed) captivity as a time for whiz" phrase came into their meditation and contemplation. vocabulary from contact with a paladin some 800 years past.) New and Adapted Monsters Noble Chak are 1-4 Hit Dice larger Chak(New Monster) than the average, with a Armor Class: 5 (AC0 if armored) corresponding damage bonus (1-4), Move: 9*21 and are AC 3. Kings have at least 10 Hit Dice: 5 Hit Dice, with bite damage 2d10 and No. of Attacks: 1 weapon, 2 light- AC0. wand, or bite The most common weapon used by the Damage: by weapon or 1d6 + Chak is the lightwand, a seemingly poison innocent, light-producing device THACO: 15 which, when fitted with a special Alignment: Any control ring, can be fired as a Size: L laser (range 120', #AT 2/round, Dmg Intelligence: Avg. to High 2d8, save vs. wands for 1/2 damage; STs: 14 target treated as AC 10 modified for STw: 13 magic or dexterity only). Other Special Attacks: poisonous bite, small weapons, such as daggers or weapons, lightwands (13 charges hand axes, are also used. In their each) lair, over 40% of the Chak Special Defense: shift out of encountered are armed with lightwand phase weapons. Chak spin webs, but only in their The Chak are a race of intelligent residences, not throughout a Chak beings closely related to phase community. A webbed victim of 18 or spiders. They are the dominant greater Strength can break free in creatures in Part 3 of this one round. For each point of adventure. The Chak have prospered Strength under 18, it takes one as merchants, trading among many of additional round to break free of the races of the Inner Planes of Chak webbing. Existence. Though Chak can shift out of phase Their society as normal phase spiders, entering is large and the Ethereal Plane at will and advanced. returning when desired, they Planets are consider it very impolite to do so. ruled by local Besides, the Ether is cold and kings serving possibly dangerous, so it is an emperor who normally used only as a route to other planes, except in emergencies (such as attacks). In addition, No. of Attacks: 1 bite items carried by the Chak do not go Damage 2d8,3d6, or 4d6 to the Ethereal Plane with them. THACO: 12 or 10 Alignment: n Chomper Size: L (8-12') (Modified Monster) Intelligence: Very Armor Class: 5 Sts: 10 Move: 9" Stw: 9 Hit Dice: 9 Hit Points: 40 These odd rock- No. of Attacks: 1 bite & 1 tail beings are sting reclusive but Damage: 2d8/1d4 + poison very much at (paralysis) home on the THACO: 12 moon, both in Alignment: N the air-filled Size: L tunnels and on Intelligence: Animal the airless surface. A galeb duhr Sts: 14 looks like a large bipedal rock, STw: 13 with a mouth and squinty eyes. They Special Attacks: tail sting (save normally avoid or ignore the Chak vs. poison or suffer paralysis for but are sometimes hired as guards or 2-12 turns) spies. Details of their society (if any) are unknown. The chomper is a A galeb duhr can cast the following smallish variety spells as a 20th-level magic-user, of purple worm one spell per round: passwall, stone (, shape, transmute rock to mud, wall pg. 80), only of stone, move earth. 20-30' long but Just as a treant can affect normal otherwise trees, a galeb duhr can animate and identical. It control up to two boulders within 6" eats rock, burrowing deep and range (AC 0; MV 3"; HD 9; #AT 1 instinctively avoiding the lethal crush; Dmg. 4d6; AL N; THACO 12; SZ airless lunar surface. Chompers are L; IN non: STs 16; STW 15). slightly more intelligent than Adapted to lunar life, these purple worms. They were introduced creatures are not as susceptible to to the moon by the Chak, who trained cold as are their cousins. No them to respond to simple commands, penalty applies to their saving and they are the primary means of throw against cold-based attacks, creating new tunnel systems. Tame but damage is still doubled (save chompers are virtually harmless, for normal damage). They are never biting creatures except by resistant to magical fire, gaining a accident. Wild chompers exist, +4 bonus to saving throws, and are however, and are not averse to immune to normal fire and all adding a bit of meat to their diet. lightning. The boulders they animate A chompers tail stinger is share the same resistances and poisonous, but only causes immunities. paralysis. The maw can only swallow creatures of halfling size or Glommer smaller. (Adapted Monster) Armor Class: 5 Galeb Duhr Move: 12" (Adapted Monster) Hit Dice: 6 Armor Class: -2 No. of Attacks: 4 claws or weapons Move: 6" Damage: 1d4 (X4) or by Hit Dice: 8-10 weapon THACO: 13 stability. They Alignment: NE are immune to all Size: M gases and feed on Intelligence: animal and are cured by STs: 16 light and heat, Stw: 15 absorbed through the wings. Moon The glommer is rocs are a four-armed otherwise very similar to their carnivorous terrestrial cousins. ape, perhaps a mutation, Tin Man brought to the (New Monster) moon from its Armor Class: 6 native jungles Move: 9" by evil Chak. Hit Dice: 6 Using all four Hit Points: 27 arms, a glommer has an effective No. of Attacks: 1 axe or fist Strength of 22 (carry 1,000 lb. Damage: 1-8 or 1-4 weight, open doors 11 in 12, wizard THACO: 13 locks 4 in 12, and bend bars/lift Alignment: N gates 80%). Size: M(6') Glommers normally use no weapons. Intelligence: non They may be taught to use clubs or throw rocks, but not other weapons. The tin man is a tin golem, found With either during Part 2 of this adventure. weapon, no penalties "to hit" or to Long ago, the Chak bought it from damage apply for multiple attacks. another race and sold it to the Club damage is standard (1d6/1d3), Grippli. If the party brings the tin and small rocks may be thrown to man along, they may learn how to 3"/6"/9" ranges, for Dmg 1-4 each. activate and control it by talking If all four of an unarmed glommer's with the Chak advisors, and it may claw attacks hit a single opponent, prove useful. an extra 2-20 points of rending Once activated, the tin man always damage are automatically inflicted. speaks when spoken to, but it has no If three claws hit, rending damage brain and offers only random is 1-12. If only two hit, rending comments or answers to any damage is 1-8. questions. It is immune to most spells, but water- or ice-based Roc, Moon attacks (normal or magical) cause it (Adapted Monster) to become stiff and immobile in 1-4 Armor Class: 4 rounds. (Thorough oiling will free Move: 3" /24" it.) It can be affected by normal or Hit Dice: 18 magical weapons. When reduced to 0 No. of Attacks: 2 claws or 1 beak hp or less, it is not destroyed but Damage: 3d6/3d6 or 4d6 merely immobilized. It can only be THACO: 7 destroyed by melting in red dragon Alignment: N breath or hotter. The tin man can be Size: L (70' wingspread) activated or deactivated by the Intelligence: animal command word STs: 11 "Zihweeg." Stw: 10 The tin man is immune to damage The lunar variety of this species from lightwands; was created by some mad wizard. Moon its shiny rocs need no air and fly magically, surface reflects using their wings only for the shots. If a shot hits, however, it is reflected SMART sells potions and normal in a random direction (roll 1d6): equipment at discount prices. Your Die Roll (1d6) Direction own interests are best served by 1 90 degrees left keeping good relations with the 2 45 degrees left group and with its individual 3 Back at attacker members. 4 45 degrees right Notices of Opportunity are always 5 90 degrees right posted at SMART headquarters. You 6 Straight up have volunteered for an adventure to Any target in the path of the serve the king. The notice was reflection must make a saving throw clearly marked with the rune for vs. wands or take 1-8 points of "high danger, high reward." Many damage. asked to go, but you are the lucky ones, selected by the SMART leaders. It seems that the king has heard of PART 1 - RUINS OF EMPIRE a large and powerful magical device located in the ruins of a city far Players' Background away. He wants you to locate it for Read the following to the players: him so that an expedition can be Several years ago, when you were all sent out to retrieve it. You are to novice adventurers, you joined an be paid a relatively small fee but adventurers' guild known as SMART, can keep anything you find in the the Syndicate of Master Adventurers distant city. Your reputations will for the Recovery of Treasure. You also profit, as will your guild's. were all strangers to one another Transportation is provided. then, but you came to know and The device is rumored to be a large respect each other's talents over pillar with flat sides. No verified the years. details of its size or powers are SMART is but one of several available. adventurers' guilds located in the This adventure begins in the early capital city. By royal decree, all afternoon of a clear, sunny day. professional adventurers residing in Your ship is nearing the end of its the capital must belong to a guild. three-week voyage southward. The Several organizations were formed to lookout suddenly cries "Land Ho!" satisfy the letter of the king's Once you debark, the ship and crew edict. Each caters to a specialized will wait for up to two weeks before group. There are the Assassins' they give up and return home. Guild, the Legion of Law, and many Your objectives are to find the others. SMART is one of the largest obelisk for the king, gather as much and most powerful groups now information about it and its existing. location as possible, and find and SMART members are generally neutral. keep as much treasure as you can for Moral extremists, such as paladins, yourselves while cooperating to keep are not invited. Evil is also all party members alive through the discouraged, though not totally process. forbidden. SMART members swear oaths of loyalty Pre-Start: Saving Throw Results and cooperation. Members never steal Before starting the first part of from each other or from the group. this adventure, ask each player to Lost members are recovered and make the following eight saving restored, if possible. If not, their throws for his or her character. rightful shares are paid out Roll the saving throws for Montana according to their wills. and Digger, the two NPC adventurers SMART has served you well. Through accompanying the party. it, you have found opportunities for Note all failures here. You need not profitable adventure, friends, and note the successes. Put an "X" in knowledge. SMART members train you. the row by the character's name under each saving throw failed. When sides. Make every effort to keep the the results of a saving throw are party from attempting to wander called for in the adventure, find through the jungle. the letter of that throw in the Refer to the Jungle Map. If the first row and read down, noting each party heads in by the trail, note "X" as a failure. Two saving throws the encounters along the way. If are not actually needed, but will they all take the aerial route, help keep them on their toes. landing in or near the ruins, use The required saving throws are: the treetop encounter as noted earlier. A vs. Poison (Encounter A2) The trail leads northwest from the B vs. Poison (Encounter A4) beach for about 70 yards, then heads C vs. Breath Weapon (Encounter north for 300 yards, and turns again A2) to the northwest. D vs. Spells, no Wisdom or Resistance adjustments (Maze A2. Weirdness Room #1) At the point marked "X" on the E vs. Spells, no Wisdom or Jungle Map, 200 yards west of the Resistance adjustments (Maze second bend in the trail, stands a Room #3) basidirond. It has been emitting F vs. Spells (not used) poisonous hallucinatory spores, G vs. Petrifaction (not used) which cover the area marked with the H vs. Death (Maze Room #6 or dotted circle. thereafter) Use the results of saving throw A (vs. poison). Anyone who failed this A B C D E saving throw is affected by a Blondy ______hallucination. You'll need the Slim ______delusion and message notes you were Smiley ______instructed to cut out and keep Ghost ______hidden. Do not announce the effects Blaze ______or give the players any hint that Finder ______they have encountered a basidirond. Montana ______Simply give one note to each player. Digger ______Players who failed their saving throws should receive delusion notes. Those with unaffected Trail Encounter Key characters should be given the message notes provided. A1. Beach To determine which message to give The ship lands on a strip of clear each player, roll 1d6 for each shoreline, but dense jungle lies deluded PC and use the following beyond. The characters may either table. Do not duplicate any search for a trail (there is one), messages; re-roll as needed. or fly overhead looking for clues. An aerial search reveals nothing but Die Roll Delusion jungle for miles unless a detect 1 Stuck in swamp: invisibility spell is used. If so, Strip off armor to some ruins can be spotted 1 1/2 keep from sinking. miles inland under the dense 2 Spider attack: treetops straight in from the beach. Attack incoming Swarming hordes of creepy crawlies spiders in all (see Tree-top Denizens) can be seen directions in the trees as well. The trail also 3 Viper: Item held leads to the ruins. is a snake; drop If the party attempts to hack their it, leap away; way in through the jungle, they are attack it and try faced with quicksand bogs on all to convince the A3. Visitors others. From the second bend, the trail 4 Disease: Other proceeds northwest for 635 yards characters are (nine diagonals of map squares) and moldy; avoid then turns north. Seventy yards (one coming within 10 diagonal) before this turn, the feet of them. party notices four froglike 5 Melting: Drop humanoids watching them carefully everything and from the cover of the jungle to hold self together their right (northeast). with both hands. These are the Grippli. Be sure you 6 Leech: Tear off have read the section on Native Life anything worn on and are familiar with them. They the back and flee from any party aggressiveness attack; its a but do not fear spell casting in giant leech. itself. They do not speak human Common, only the Grippli and The hallucinations are not Batrachian Common tongues. Thus, a illusions, and disbelief has no tongues spell is needed for effect. They must be believed and meaningful communication. acted upon as if real. Tell the Alignment language may be used but players to read their messages and only produces general messages such warn them not to compare or discuss as "Peace!" and "Got anything for them, merely to act on them. me?" The delusions continue for 1-4 If approached peacefully, the rounds after leaving the area or Grippli may barter and may possibly until a slow poison or neutralize be persuaded to take the party to poison spell is applied. However, if their village. They will not suggest a spell is used, another saving this themselves but may agree if throw must be made immediately. sufficiently bribed or charmed. Keoghtom's ointment gives immunity If any goodwill is generated, to the effects for three turns. through trading or conversation, and The noise awakens a jungle anhkheg, if communication is possible, the which rises up at the west side of Grippli reveal the following bits of the path (but without surprise) and information: attacks. Deluded characters may be 1. The Grippli say there are others able to attack the anhkheg, if about, like Grippli but not like convenient or wise, but their Grippli, who are nasty. These others delusions have first priority. The are enemies of the Grippli. They delusions do not prohibit spell have not, however, been seen for a casting. week or two. When the anhkheg is damaged to 15 hp 2. They warn the party of a plant or less, it squirts acid in the next monster ahead at the second bend in round, automatically gaining the trail (a mantrap), and suggest initiative. Use the victims' saving it is best avoided. Only a slight throw C (vs. breath weapon). The departure from the trail is needed. monster can attack normally after The Grippli tell the PCs to stop 100 squirting (at the end of the same feet south of the turn, head round), but no extra acid damage northwest through jungle for 200 applies to a bite after the creature feet, and then turn north again. has used its squirt. Ignore acid They can then easily regain the damage to items. trail. If the party flees, the ankheg moves The adventurers may not notice that onto the trail and pursues. the Grippli foot is three-fifths the size of a human foot. Thus, the creatures' directions are not correct if human feet are used to measure. A detail map is provided, You suddenly notice that there is a showing the paths taken by the party giant leech on your back. Tear it if the true Grippli distances are off and attack it! Better warn the used (Path A), and if human feet are others, too. used (Path B). If anyone in the party thinks to double-check Grippli Messages distances by comparing actual feet You suddenly hear something off in or asking for the Grippli estimate the jungle to the right of the path. of an item's or person's size The undergrowth is too thick; (multiply normal size by 5/3), this nothing is visible. discrepancy can be easily noted and corrected. You get the feeling that something Path B comes within range of a odd is about to happen. second mantrap, located 60 human yards west of the one by the trail. This is a fake message. Frown, roll Use the same details as given in ld20, and tell the DM the result. encounter A4 for the first mantrap. Don't worry; it doesn't actually If both are encountered (unlikely mean anything. but possible), have all characters make saving throws for the second You notice that there are a lot of mantrap; do not use prerolled saves. creatures up in the treetops: Many characters (and all magic- snakes, spiders, and giant bugs of users) can accurately estimate various sorts. length at a distance if a clear view can be obtained (and such is the You notice that the jungle is very case on straight sections of trail). hot and steamy. Better drink extra This elementary surveying technique water on this trip. Keep an eye out requires only the use of an item for a chance to refill the water with a known length (such as a 10- bottles, too. foot pole). Thus, the distance from the turn can be estimated without You start to perspire. It's hot approaching the danger zone. here. Everyone is getting a bit smelly. Think of something to do Delusions about it and share your ideas with You have stepped into a swampy bog, the others. and are stuck. Take off all your armor and get help before you sink! A4. Sniff After the trail turns north, it Suddenly, huge spiders come running proceeds for 200 yards and then at the party from all sides! Attack turns northwest again. Forty feet to them! the north of that turn is an insidious plant monster called a You suddenly realize that the item mantrap (see Detail Map A4). It held in one hand is a deadly pit appears similar to a huge, 24-foot- viper! Drop it, move away, and tall weed, with bell-like flowers on attack it! Try to get help from your its stem and five large, traplike friends. leaves. It does not attack with the leaves; it merely waits until prey You suddenly notice that mold is climbs in voluntarily. growing on the backs of most of the Use the results of saving throw B other characters. Avoid them! Stay (vs. poison). All victims within 60 at least 10 feet away÷and warn them! feet become fascinated by the mantrap's odor and leave the trail You feel a flash of odd heat and heading north. Those attracted go to start melting! Hold onto yourself the body of the plant and with both hands and warn the others! voluntarily climb into one of the four leaves unless prevented by their comrades. Once entered, a leaf north again. Twenty-five yards closes about the victim, inflicting before that turn, the trail crosses a number of points of acid damage an unusually flat, hard, cleared per round equal to the victim's AC area that is 12 yards wide. This is rear (minimum of 1 point per round). the remains of an old road which Items exposed to the acid must be once led from the city (now ruins) saved for immediately (see chart to the coast. No large trees grow on below) and at the beginning of each the old road; only shrubs and small turn (not round) thereafter. All plant growth can survive on it. It metal receives a +2 bonus. is not visible from above, as the branches of nearby trees intertwine SAVING THROW CHART: to form a thick canopy. ITEMS VS. ACID (standard 1d20 roll) Buzzing over the road to the north of the trail at this point are three Bone or Ivory 11 giant dragonflies, which attack as Ceramic 4 soon as the party arrives. Standing Cloth 12 motionless at the edge of the road Crystal or Vial 6 just south of the trail is a giant Glass 5 mantis. It remains unnoticed, Leather or Book 10 blending perfectly with the Liquid 15 underbrush, unless a detect Metal, hard 7 invisibility spell or some other Metal, soft/Jewelry 13 means is used. The mantis does not Mirror, glass 12 attack at this time. If spotted and Parchment/Paper 16 attacked, it flees. Stone (small) or Gem 3 The mantis is watching for easy Wood or Rope, thin 9 prey. During the melee with the Wood or Rope, thick 8 dragonflies, if one or two characters (not three or more) back The victims can be pulled free only up to the south edge of the path, if the plant is killed or if the the mantis reaches out quietly and attacking leaf and branch are cut carefully. It grabs one victim from off by an edged weapon. Treat each behind with its forelimbs (2d6 leaf-stalk as AC 6, hp 10. Damage to points of damage). The victim is not a leaf-stalk is not counted against silenced but is immobile. Use AC the monster's total hit points. rear hereafter. During the next and The fascination comes from a pollen following rounds, the mantis bites released from the plant. This is a the victim while turning about and poisonous effect, not a magical one. heading south down the old roadway It can be dispelled by the passage (6" rate). It cannot fly in this of time (24 hours spent out of terrain. If pursued and attacked, it range), the burning of the plant, or flees from missile or magical magical remedies against poison attacks (still holding its victim) (slow poison or neutralize poison, but stops and fights if attacked Keoghtom's Ointment, etc.). However, hand-to-hand. if the inhaled pollen is neutralized The mantis never attacks if three or while the victim is still within more characters back off from the range of the mantrap, the victim dragonfly melee, or if none back must make another saving throw vs. off. It chooses to remain hidden to the poison/ fascination immediately. await other prey. Do not use pre-rolled saving throws The dragonflies gain a +2 bonus to if this occurs. all initiative rolls. In play, add the bonus to your roll, and have the A5. Watcher player with the highest Dexterity From the mantrap bend, the trail roll for the party. The Dexterity proceeds northwest for 212 yards modifier (if applicable) may be (three map diagonals), then turns added to the PCs roll. Because of the dragonflies' high-speed darting surface. The door remains in that and hovering, the following combat position until closed (via the effects apply: control room in the center of the maze) or until it closes itself (as Dragonflies WIN initiative: Immune given in some descriptions). Unless to hand-held weapons, AC -1 vs. a description mentions that a door missile fire closes, assume that once opened it remains open. Whenever a door Dragonflies LOSE (or TIE) remains open, put an "0" beside it initiative: AC 1 vs. missile fire on your Maze Map. Later, you'll need A6. Continue to know which doors are still open. The party can continue up the path or take the old road. Either way, no Zap encounters occur before they reach The maze appears to be easy to the ruins. However, one noteworthy solve, but there is actually only bit of information is obtained at one route through it. Your DM's map the point where the path again is marked with several blockages, crosses the old road. each shown by an asterisk (*). These An old trap lies at that point, now blockages are invisible and obvious and easily avoided. It nonmagical disintegrators that consists of four spears, their register as traps if a clerical find points discolored by poison (now traps spell is used. harmless), mounted on a spear- A distintegrator may be placed in a throwing contraption made of door or doorway or may simply block branches. The ground is trampled, a corridor. The passage of one foot and there are many footprints of or more of material through a froglike humanoids in this area. The disintegrator activates the zapper, footprints were made by Bullywugs, destroying that portion of the but the characters may think material which has passed through. otherwise. Both the trail and the Thus, a 15-inch stick inserted road lead to the ruins. through a disintegrator area suddenly goes "zap," and the The Ruins character is left holding a 3-inch A maze lies 15 feet below the old stick, cleanly cut off. A small city, heaps of rubble marking the object thrown through a entranceways at each of its four disintegrator is not destroyed and corners. The floors and walls are does not betray the existence of the stone. The ceiling, at ground level, disintegrator. Only objects or is a transparent force field. The creatures at least one foot in stone is very tough and enchanted length or breadth are affected. besides; digging does not penetrate Nothing and nobody gets a saving it, spikes cannot be hammered into throw against the disintegration. it, and so forth. However, a pass- All large objects and creatures, wall spell can cause a part of the magical or otherwise, are affected. wall to disappear for the spell Disintegrators do not block spells. duration, producing a hole 5 feet With the clues provided, the players tall, 8 feet wide, and 10 feet deep. should realize that something is Each door within the maze is made of fishy and will probably test ahead a shiny, reddish metal unknown to of them with the sticks found just the characters (silicon-steel). No inside the southeast entrance. But hinges, locks, latches, or doorknobs if your players are a little dense, can be found. All doors open by and their characters just go themselves when touched; no "open strolling in, you may want to give doors" roll is needed. When any door them one chance since you don't want is touched, it slides downward into to wipe out a character through the floor until its top is flush sheer ignorance. If desired, the with the stone, leaving a flat first time a character walks into a disintegrator allow a saving throw time. Have one player be the caller vs. death (not a pre-rolled saving for the group's decisions. Here is throw). If successful, the character an example. The PCs have entered the feels tingly and jumps back in time. northeast corner of the maze. If failed, the character is reduced to 0 hit points but still falls back DM: "Which way, south or west?" before being disintegrated. Quick Caller: "Uh, let's try west." curing can restore the character DM: "Okay. You go west, U-turn back with no ill effects except for hit east, U-turn again west, and can go point loss. Don't be this lenient into a dead end or turn left. more than once per party. The second Which?" time, ZAP! The victim disappears Caller: "We'll check out the dead with all equipment carried, end, slowly, with a stick." permanently lost. DM: "You don't find anything at all, even with a thorough search. Want to Visitors go south and west, or go back to the Looking up from within the maze, entrance?" characters can easily see the Caller: "Go south and west." treetops and (depending on the DM: "You round the corner, but angle, walls, etc.) the central before you come to the open area the obelisk. Snakes, spiders, wasps, and stick goes ZAP! You have no choices; dragonflies occasionally move over you must go back." the maze, though they cannot pass Caller: "Okay, go back." through the force field. Describe DM: "You wind around until you're some of them now and then as they back at the entrance. South?" pass overhead. A large snake or two Caller: "OK." might even start to follow above the DM: "You go south, then west, then characters, looking for a way to get turn south, but before you can get at the adventurers. to a choice, there's another 'ZAP!' Scratch another stick." Detect Magic The clerical spell offers no chance If the characters are using sticks to determine a specific type of regularly, assume that they continue effect, only dim or strong magic. to do so. Don't zap someone because The magic-user spell has a 10% they didn't specifically mention chance of detecting the type of using a stick. Be kind, giving magic (illusion, enchantment, etc.). everyone a chance to play. Smileys wand of magic detection has There are not enough sticks at the a 100% chance of determining the southeast entrance of the maze to type of magic if the user merely test all the disintegrator areas. concentrates for a full round on the Characters may gather more sticks dweomer detected. This wand may before they enter, but don't suggest become very useful in the scenario, this to them. The best way to keep but do not remind the players. track of the sticks seems to be Merely confirm this information if this: keep a record of the total asked. number of usable feet of sticks remaining (probably starting with Sample Maze Journey 20, those in the bundle). Allow each Even if the players have a map, the character to gather another 10 trip through the maze can quickly sticks comfortably. Warn them that become tedious. The following carrying more than 10 additional suggestions may help you keep things sticks will cause encumbrance and moving. possible delays in melees. After When characters are passing through entering the maze, characters may the maze, describe their route backtrack, exit, gather sticks, and quickly and clearly until they get return. After passing Room 2, to a decision point. Avoid wasting however, their exit from the maze is with many bare spots. If characters blocked. search the building ruins, they find one item from the list below for Ruins Encounter Key each turn of searching. Give out the items in the order listed; no B1. The Clearing further items are found here. If the party approaches by the trail 1. A small broken ceramic jug, or road, read the following to the decorated with a drawing of a players. If they enter the area from spider. the air, run the battle with the 2. Seven coins made of an unknown treetop creepy-crawlies first, reddish metal, each marked with describing this area as needed. strange runes. A comprehend languages spell reveals the text as Ahead, the jungle appears to thin "Garsha Koo" on one side, "One out. Amongst the trees, you catch Sarkum" on the other. That's as glimpses of crumbled stone walls and clear as it gets. Reading the words approach cautiously. The trees end does not guarantee understanding abruptly, and you see a huge area, them. The metal is silicon-steel, cloaked in jungle shadows. Standing unknown in this world. tall and clean in the center of the 3. A two-inch square piece of fabric area is a large stone spire, 50 feet made of woven metal of a strange tall and 15-20 feet wide at its type (again, silicon-steel). base. It reaches to within 20 feet 4. One wand. It is magical, but odd of the treetop canopy. and flexible, made of an unknown The area around the spire is roughly substance similar to plastic. If circular, about 400 feet across. struck against any hard object, it Tree branches and vines form a glows to a 30-foot radius for one complete canopy overhead, shielding turn, then goes dark. It can be used the area from the sky. The ground is as often as desired and has no littered with dead branches and what charges. little can grow on the gloomy jungle 5. The skeleton of a froglike human floor. No trees grow within 200 feet with two neat holes in the skull, of the base of the pillar. one in front and one behind. (This The branches overhead seem to move, Bullywug was apparently killed by a but there is no breeze. You realize laser. The remains are easily that the trees are filled with mistaken for a Grippli's.) creeping and flying creatures of 6. A clear gem, made of an unknown various types: spiders, snakes, mineral. (This sand-gem is worth dragonflies, wasps, and who knows 5,000 gp but is easily broken, what else. But they stay in the crumbling to worthless sand.) treetops and do not descend. Keep track of the characters' The stone and log ruins that you approximate location in the first glimpsed through the trees clearing. The maze on your map form a rough circle around the occupies a rectangular area in the pillar, about 200 feet from it. Some center of the clearing. It lies rubble lies within the circle, but below ground level and is protected not much. by an invisible ceiling equivalent to a huge wall of force which cannot The pillar that the PCs were sent to be passed or even scratched. Because find is the obelisk, represented by of the rubble and litter on the the square in the center of the DM's ground, characters may walk over the Maze Map. maze without realizing it. If a The ruins of buildings lie to all character moves any of the rubble or sides of the map, few to the east sticks in this area and looks down, and west but many to the north and the maze area below may be dimly south. No actual structures remain. seen as a dark space. Light (magical The rubble is a foot deep at most, or otherwise) illuminates only a armored skeleton with some small part of the maze. unidentifiable bundles. The protective force wall cover extends over the entire obelisk, B2. Entry one-half inch from its surface at At any or all of the four corners, all points. characters may move the rubble with The sticks and rubble above the maze a little digging. When this is done, can be easily cleared in 16 man- the rubble cascades down to reveal a turns of work (eight characters slide or pit leading to the open working for two turns, four turns entrance to the maze. Characters for four characters, etc.). If the have no problems climbing or sliding characters do not catch on that down to any entranceway. These something is below them, have one rubble slides are not traps, but are character trip on a branch and detectable by the dwarven detect almost fall into a hole, only to unsafe floors ability. bang his or her nose on the The characters may try to enter at invisible covering of the maze. When all four corners, but will be the characters have cleared some or blocked by disintegrators from all of the area, read the following continuing very far at all but the to the players: northwest entrance. With a little work, you uncover a The old human skeleton at point A is wondrous sight. A maze lies below clad in non-magical plate mail and you, surrounding the central pillar. shield, now corroded and worthless. With the area cleared, you can Some of the bones are broken, and easily map the whole thing if you some show signs of bite marks and take two or three turns to do so. gnawing. All the limbs are somewhat out of place. Part of the victim If the characters do not take your appears to have been eaten a few hint to map the maze, try to subtly years ago, but most of the body has encourage them to do so. Otherwise, simply rotted away, encased in its the players will spend so much time armor. mapping as they go that very little Three bundles lie near the body. One will be accomplished from here on. is a moldy leather backpack When the characters have spent the containing normal equipment, now time to map the maze, hand them rotted (blanket, food, some candles, their map of the ruins and say: etc.) and various normal coins worth a total of 100 gp. The second bundle You are standing on a perfectly is a large sack. It contains a clear but impenetrable surface which rotten mass of something covers the whole maze. The floor of unidentifiable and nothing more. The the maze seems to be stone, about 15 third bundle is a bunch of 20 wooden feet below you. The walls are also branches, each about 15 inches long. stone, about 6 inches thick. The In front of the skeleton (by the tops of the walls seem to lie just asterisk on your DM's map) lie two below your feet. short sticks. These seem very There are a dozen intact buildings similar to those in the bundle but in the maze. Four are octagonal, are only three inches long. One end four rectangular, and four irregular of each stick is broken, as if it ones are in the center area near the had been torn from a tree. The other pillar. All the buildings have doors end is cut off very cleanly. The made of a strange-looking metal. victim used these sticks to test the There seem to be openings at the area ahead (see Zap above). four corners of the maze. Each of these lies below some old surface ruins. Near the southeast corner (point A on your map) lies an

The Maze weight, as one famous adventurer proved, does not defuse the trap. Room 1. Head The fireball inflicts 6-36 (6d6) points of damage. Use the results of This octagonal room is empty except saving throw D (vs. spells). Success for a stone pedestal which stands in indicates half damage. Of the 33,500 the exact center of the room. The cubic feet of explosion, the room pedestal is 4 feet tall and 1 foot accommodates only 10,500 feet. About in diameter. Atop it sits a golden 23,000 cubic feet expand out of the object, a 5-inch tall bust of a room. This covers 15 1/3 map squares clean-shaven human with a hooked (each representing 1500 cubic feet). nose, bushy eyebrows, and short If both doors are open, divide the hair. explosion evenly out of each one. You probably won't need to be exact. The bust is made of solid gold. If a The explosion covers a wide area, detect invisibility spell is used, and most characters will probably be or if a thief successfully finds in range. traps, characters notice that the The bust weighs 100 pounds and is bust rests on an inner circle atop worth 5,000 gp. The ring is a ring the pedestal÷a crack, possibly of fire resistance ( + 4 bonus to indicating a movable center. Success saving throw, ÷ 2 damage per die). at removing traps means that a small wedge has been pushed down into the Room 2. First Image crack, jamming the center piece so that it cannot move. In the center of this rectangular Detect magic reveals that the bust room is the six-foot-tall head of a is magical. Concentration reveals man, the same man as that portrayed that the dweomer is an enchantment. by the gold bust from Room 1: hooked Further concentration may reveal a nose, short hair, and so forth. It like dweomer below the bust (a appears fleshy, alive, and very ring), and still more concentration real, as if a giant were imprisoned may reveal a faint but definite below the floor. The head's eyes are evocation farther below the bust, open, staring at the door through within the pedestal. which you have entered. A dispel magic spell used on the pedestal does not change anything. The image is an illusion. Disbelief The stone is partially galena, a has no effect, nor does dispel lead ore, and blocks such attempts. magic. However, the thing is If the bust is lifted, a ring is harmless and insubstantial. revealed. The bottom of the bust has Characters can walk through it. The been hollowed out, and the ring sits image does not respond to anything on the stone beneath it. If the trap the characters do except for one has not been defused, lifting the simple action. bust causes the central stone If the golden bust is shown to the cylinder to slide upward. One foot image in this room, the image closes of it rises from the pedestal, its eyes. Only then will the exit releasing a fireball explosion that door open when touched from inside fills the room and overflows out the the room. The exit (the west door in door (or doors, if the door opposite the north wall) does not open, the entry has been opened by this whatever else is tried, as long as time). The central cylinder the image has its eyes open. This immediately slides back down into door closes itself one turn after it the closed position, leaving the is first opened and does not open pedestal in its original condition. when touched on the outside It will not rise again unless reset (corridor side). Thus, once all the via the controls in Room 9). Sorry, characters have passed this door, but replacing the bust with an equal they cannot go back and are trapped in the maze. The door closes Room 4. Second Image regardless of any attempts to block it, crushing any object or spell This rectangular room contains, once effect in its way. again, the six-foot-tall head of the familiar human with the hooked nose. Room 3. Bells Again, it is facing the entrance (south door in the east wall). This octagonal room contains only two small golden bells, both sitting Again, the head is an illusion. This on the floor in the center of the time, however, the eyes are closed. room. Each has a 3-inch- long handle The exit (south door) does not open and a 2-inch-tall cup. until the eyes have opened and closed again. The eyes can only be The bells are solid gold, with gold opened by ringing a bell in the clappers. Detect magic reveals that room. Either bell can be used. The one is magical. Concentration may eyes do not close again unless shown reveal the dweomer to be an the golden bust. Once this procedure enchantment, and further has been used, the south door opens concentration may reveal an normally. It can be opened from additional dweomer, an evocation. either side. If the magical bell is lifted from the floor, a fireball explosion goes Room 5. Chalice off beneath it, identical to that in Room 1. Damage is 6-6d6) points. Use This octagonal room contains a the results of saving throw E (vs. pedestal in the center, identical to spells). Success indicates half that in Room 1 (4 feet tall, 1 foot damage. Again, the blast spills out across), with a golden chalice of the room, filling 15 1/3 sitting atop it. additional map squares. The nonmagical bell is not trapped in As in Room 1, the center of the any way and is worth 20 gp. pedestal may be found (via detect The magical bell is a bell of invisibility or find traps) to be a blasting. Each time it is rung, a movable cylinder. The solid gold small gemlike object (apparent value chalice has a 5-inch cup atop a 3- 1,000 gp) falls from inside it. The inch-tall base and stem. The chalice gem explodes three rounds later in a is empty. 6d6 fireball unless the bell is Detect magic reveals that the placed over it. This action merely chalice is magical, and that delays the fireball until the bell something within the pedestal is is again picked up. The bell of also magical. Concentration may blasting has a value of 7,500 gp if reveal that the chalice bears an sold in a sizeable town. It has 12 enchantment, as does something in charges remaining; one charge is the pedestal. Further concentration used for each fireball. Keep track may reveal that an evocation also of the charges remaining. Characters lies within the pedestal. may ring the bell later, and a If the center of the pedestal is delayed blast fireball is produced jammed (which occurs if a remove each time. If so, players may make traps attempt is successful), it the needed saving throws. Do not use does not move. If the chalice is any more pre-made rolls for lifted before the trap is jammed, fireballs. the central cylinder rises 1 foot, Either door can be opened easily, revealing a hole through it. A ring whether or not the bells are lies in this hole. No explosion tampered with. occurs. After rising, the cylinder immediately returns to its original position. If any character is standing by the pedestal when the 2 Put liquid in Liquid dis- cylinder rises, an attempt may be chalice; then appears. made to snatch the ring before the show chalice. cylinder descends. Have the to the image character make a normal "to hit" 3 Show golden Image closes roll as if for missile fire bust to image. its eyes. (Dexterity adjustments apply, but not Strength). If the character hits AC -2, the ring is successfully grabbed. The ring is another ring of fire resistance. In any event, a small compartment below the ring is not disturbed. It is this compartment, not the ring, which bears the evocation, a fire trap. It plays no part here. The pedestal is partly galena, a lead ore, which foils dispel magic attempts at negating the evocation. This room may be easily avoided, but the chalice is needed to pass Room 6. Characters may return to this room easily; the door remains open.

Room 6. Third Image

This rectangular room again holds After the procedure is complete, the the six-foot image of the now- exit door opens at a touch. familiar human head with the hooked Only one mistake can cause problems. nose. Again, it is in the center of If the chalice does not contain some the room. liquid when shown to the image, find the result of the holder's saving Again, the head cannot be affected throw H (vs. death). If successful, except by certain actions. It faces the victim takes 10 points of the entrance (east door) with its damage. If failed, the victim is eyes closed. The exit (east door in reduced to 0 hp but may be recovered the north wall) does not open until by quick curing, with no loss except the eyes have been opened and closed for the points of damage. This again. The required procedure runs concludes the use of the pre-made as follows: saving throws. Any further saving throws required must be made by the Step Action Result players as needed. 1 Ring a bell. Image opens The liquid can be of any type: its eyes. water, wine, blood, potion, etc. Interruptions of the procedure do not cause problems. As soon as the creatures gain a saving throw. The three required actions are confusion lasts for 20 rounds, after completed, regardless of other which the phantasmal apple activity, the eyes close and the disappears. The image and the effect door is free to be opened. may be removed by a dispel magic The exit can only be opened from spell, checked against 20th-level inside the room. It closes itself magic use. An apple of chaos is one turn after being opened. Thus, worth 3,000 gp if sold in a sizeable after characters have passed through town. this room, they cannot later return The platter and apples may be picked (identical to the effect in Room 2). up and examined without incident. Dispel magic does not affect them in Room 7. Apples any way. This room may be easily avoided, but an apple is needed to This octagonal room is empty except pass Room 8. Characters may return for a golden serving platter lying to this room easily; the door on the floor in the center of the remains open. room. Three golden apples rest upon it. The platter is 1 foot wide and 2 Room 8. Fourth Image feet long. crafted with golden handles on each end. The apples are This rectangular room once again 3 inches, 4 inches, and 5 inches in holds the six-foot-tall image of the diameter. human head with the hooked nose. Again, it is in the center of the Detect magic reveals that the tray room. and apples are magical. Concentration may reveal that all Again, the head cannot be affected the dweomers are enchantments, and except by certain actions. It faces further concentration may reveal the entrance (north door in the west that the two smallest apples also wall) with its eyes open. The exit bear evocations. (south door in the east wall) does The tray is a platter of purity. Any not open until the following con-sumables placed on its surface procedure has been completed in become purified in three rounds. order: Poisons are negated. Potions, unfortunately, are turned to pure Step Action Result water. No living thing can be 1 Show golden Image closes affected, nor bust to image. its eyes. any nonconsumable items. The tray is 2 Ring a bell in Image opens worth 5,000 gp if sold in a sizeable the room. its eyes. town. 3 Show an apple Apple The apples are apples of chaos. Two to the image. disappears. have additional dweomers. If an 4 Put liquid in Liquid apple of chaos is thrown, its chalice; show disappears. material form disappears where it chalice to lands, but its image remains as a image. phantasm affecting all creatures 5 Show golden Image closes within 40 feet. All victims are bust to image. its eyes. affected as if by the 5th-level illusionist spell chaos, suffering After this sequence is complete, the confusion (as the druid spell). exit may be opened normally. No Normal fighters (not paladins or further activity of any kind affects rangers), illusionists, creatures the image. with Intelligence of 4 or less, and As before, once all the steps are monsters which do not use magic may complete, the procedure is finished. each make a saving throw vs. spells Interruptions do not change the to avoid the effect. No other results. Mark off step 1 when the bust is first shown, then wait for here to the obelisk. A pass-wall the PCs to complete step 2 (possibly spell may be used to avoid all after other actions), mark it off, interaction with the image, allowing wait for step 3, and so forth. all the apples to be kept. Several incidents may occur if everything is not done perfectly. As Room 9. Center before, if the chalice is shown without liquid in it, the holder of As you approach the center, the base the chalice must make a saving throw of the obelisk is visible amidst vs. death. If failed, the victim is four buildings. There is no sign of reduced to 0 hp but may be recovered life or treasure. by fast curing, with no losses except for the points of damage. If Each of the buildings contains successful, the victim takes 20 various interesting items, as points of damage (double the detailed below. The corridors around previous situation). them can be freely explored (except In addition, whenever an apple is for the disintegrator areas, of shown to the image, the apple course). None of the doors to the disappears, whether or not this central buildings are occurs at the proper point in the disintegrators. Whenever any door is procedure. The apple does not opened (in the usual way), a short disappear if the image's eyes are corridor is revealed leading to a closed and it is not seen. If the lighted area. The light always seems apple is one of the two smaller ones dim, as if from torchlight. In the (the ones with evocation dweomers in room descriptions, treat the addition to enchantments), a small entryways as corridors leading to a gemlike object remains when the 20-foot-square room area. apple disappears. The gem has an apparent value of 1,000 gp but Room 9a. Northwest Building explodes in three rounds as a fireball, inflicting 6-36 (6d6) In the southeast corner of the room, points of damage. Each victim may a massive golden throne sits in the make a saving throw vs. spells to alcove, facing northwest. Its seat, take half damage. The room contains back, and arms are lined with plush only 9,000 cubic feet of volume, so velvet cloth. Sitting in the throne, 24,500 cubic feet of fireball spill apparently asleep, is a familiar out into the nearby corridors figure, a clean-shaven human male (evenly through all open doors) with a hooked nose and short hair. covering 16 1/3 map squares. He is wearing an orange robe and a Thus, the party could conceivably pair of red boots. lose all their apples in this encounter by showing more of them to He is Torgel, a 13th-level neutral the image than necessary. Note also magic-user, known to the characters that the magical bell spews forth by name and reputation. The party fireballs with the same effect. (See can easily surprise him; he is sound Room 3 for details.) asleep and not expecting company. If Whatever else occurs, if all three awakened and confronted by the apples are shown to the head, the party, he immediately surrenders and procedure is completed. The eyes negotiates. close and the exit is freed. Torgel uses alignment language only The exit closes itself one turn if absolutely necessary to convince after being opened and cannot be the party of his peaceful opened from the outside (corridor intentions. He does not reveal his side). It crushes anything left to level nor the spells he has block it. memorized. If permitted, he tells By this time, the party probably has the following strange story: an excellent idea of the route from "Thank the Maker you've finally dreams about waking, sleeping, come. I knew my king would not leave eating, and drinking. me to die of tedium and loneliness in this place. It's been so long, so Room 9b. Northeast Building long since I've talked to anyone but myself. This room contains a magical tree, "About two years ago, I think, I set 10 feet tall, and a magical pool of out by command of the king with a water. If any creature in the room group of brave adventurers much like thinks of a type of food, buds yourselves in search of this appear on the tree branches. They obelisk. We lost a few members to blossom out in two rounds, opening giant insects and spiders, but to reveal the food desired: steak, pushed on. Then we were ambushed by pudding, salad, bread, or whatever! the frogmen, hordes of them. In the The tree produces an unlimited fray, I was forced to teleport out. amount of food and has kept Torgel Somehow I appeared here, next to the well fed in his captivity. obelisk, trapped in the maze. I was The pool is pure water, only an inch trying to teleport home to get help. deep and a foot across. However, it I don't know what went wrong. And my cannot be emptied and magically spell book...it's gone. I must have remains full at all times. lost it in the battle." There is nothing else in this room. The tree apparently grows from the Torgel knows from experience that solid stone. The pool is merely a the maze can be deadly. While slight indentation in the floor. If exploring the maze, he lost a large the tree is harmed in any way, it salami (from Room 9b) and the tips ceases to produce food. If the water of two fingers when he unexpectedly is evaporated by heat, the pool does walked into a disintegrator field. not refill. He has since given up all attempts to escape. His resolve to use his Room 9c. Southwest Building time of captivity in meditation and contemplation failed over a year The north and east interior walls of ago, and he is half mad from boredom this room are covered with levers, and eager for escape. He knows of dials, buttons, and other the control panels in Room 9C but technological devices. Two plush has not experimented with them. He chairs sit before them, one for each had planned to do so in another year wall. or two, if no help came. If not watched continuously, Torgel There is nothing else in the room. may find a convenient time to cast Nothing in the room is a trap. The his geas spell on a party member, devices control the following ordering him or her to do everything things: possible to return him safely to the capital city. If caught out, Torgel Main Switches reveals the geas. The party must help him and keep him safe or lose One large toggle switch is located their comrade. Dispel magic and on each wall. These switches can be remove curse spells do not affect a moved up or down. geas. Only a wish can negate it. Nothing in this room functions Any person sitting in the throne in unless the main switch on the north Room 9A inadvertently provides the wall is in the up position; it is giant head image used by the maze currently down. When the main power machinery. The maze runs the images switch is pushed up, the south and in Rooms 2, 4, 6, and 8, and creates west (outer) walls of the room light the bust found in Room 1. Torgel up, showing a phantasmal image of actually has no idea of what was the entire maze from above, just happening. He does remember some odd like the players' map. Many of the maze by retracing their route on the map. Torgel suggests this if the characters do not think of it themselves.

Buttons

There are 80 buttons, 20 per row, two rows per wall. They control all the doors in the maze. The upper buttons cause doors on the map are lit with a the doors to open. The lower ones green light (see Buttons, below). make them close. Starting at the The switch on the east wall is up left side of the north wall, the and will not move unless the main first four buttons control the doors power switch is on. If power is on, to Room 1, the next 12 are for Room pulling this switch down causes a 2, and so forth. When a door is message to appear across the image open, the corresponding door on the map, image map lights up in green. When a flashing every two seconds. It is in door is closed, the light goes off. an unknown tongue. A comprehend Many of the doors on the image map languages spell reveals that it are currently green. says, "Warning: Defense Cutoff Armed. Switch Up to Negate. Turn Levers Power Off to Cut Off." If the main power switch is pulled down while There are two levers along each the message is flashing, the defense wall. All four are in the up is turned off. If this occurs, the position, but may be pulled down. force field above the maze and After being pulled down, a lever around the obelisk disappears. automatically returns to the up Remember, this switch cannot be position unless firmly held. Holding moved while the power is off. a lever causes no further effect. If the power is later restored, a The left lever on the north wall different message is displayed, causes all the doors in the maze to again in the strange tongue: close. The right lever on that wall "Warning: Defense Field Off. Push causes all the doors to open. The Defense Switch Up to Restore." If left lever on the east wall causes the large switch on the east wall is all the active disintegrators in the pushed back into the up position, maze to light up on the image map in the force field returns and remains, red. If pulled again, this lever even if the control room power is reverses the effect. The right lever cut off. turns off all the disintegrators in There is no visible change when the the maze, and their red lights go force field is turned off. out. The PCs will, of course, want Characters may not realize that they to turn off all the disintegrators are free to climb or fly out of the before they try to leave. maze. It would be best, however, for the players to leave the force field Dials on to protect the maze and obelisk while they return and report to the There are dozens of dials mounted on king. The PCs can easily leave the the walls. Whenever a button is pushed or a lever is activated, Conclusion of Part 1 various dials turn, and give If and when the characters escape readings which cannot be from the maze, they may easily interpreted. return to the ship. The denizens of The power circuitry for the dials, the jungle do not bother them during levers, and switches does not run this trip unless they take the through wires. Veins of metallic ore aerial route. Tell the players that in the walls act as a printed their characters return victorious, circuit of rock. Only the north and with good news for the king. The east walls bear these circuits. The obelisk has been found, along with outer walls are normal solid stone. several strange and wonderful new A pass-wall spell through the items. circuitry results in a powerful electrical explosion filling the PART 2 - PLAYERS' REFERENCE SHEET entire building and spilling out into all the corridors of Area 9 if Normal Equipment any door is open. Victims in Room 9c Each character has the following get no saving throws. Any other items not listed on the character victim may make a saving throw vs. sheets. PCs may leave any or all spells to take half damage, but with items on board ship while they a - 4 penalty to the roll. The explore. explosion inflicts 10-200 (10d20) points of electrical damage. Armor: 1 spare set of armor (& shield where applicable) Room 9d. Southeast Building Arms: 1 of each weapon of proficiency Clothing: Normal This storage room contains a stack clothing as desired, 3 outfits of 300 sheets of an unknown metal. maximum Each sheet is 2 feet wide by 5 feet Herbs: 1 herb pack, with belladonna, long and less than 1/32 of an inch garlic, and wolfsbane Provisions: 2 thick. The metal is silicon-steel iron rations Misc. Equipment: 1 and cannot be damaged except by backpack, 5 wax candles, 1 bone magic. Each sheet weighs 100 coin mapcase, 1 silver mirror, 2 flasks (10 pounds). The metal may only be oil, a 50-foot rope, 4 large sacks, sold as a curiosity; it cannot be 4 small sacks, 1 waterskin (full), 3 easily worked except at incredibly iron spikes, 1 tinder box, 2 torches high temperatures. It is worth 100 Special Items: In addition to the gp per sheet as a novelty. items listed above and on the There is a secret compartment under character sheets, each PC may take the floor of this room. The one item not listed in the Players compartment can be detected by a Handbook. The item may be no larger detect invisibility spell but cannot than 1 cubic foot in size or 20 be opened except by a knock spell. pounds in weight and may not Within lies an odd device. Attached interfere with the AD&D¨ game rules. to one end of an 8-inch-long handle It cannot be a weapon of any sort, are a roller and a short knife. If cannot be alive, and cannot be two sheets of the strange metal are magical. Sample items: sack of flour overlapped by less than 1 inch, and or marbles, wand-like stick, apple the overlap is rolled with this pie, etc. device, the metal fuses together to In addition to the above items, form a single unbroken sheet. No spell casters may take any extra crack or edge remains. The knife items needed for their craft (belt edge cuts the metal easily with no pouches, prayer beads, etc.). force needed. If this tool is found, The following items are also the value of the metal is 10 times available to the PCs. They are that given above, but only if the stored on the boat: tool is sold along with it. - 10 human-sized suits of leather armor, 30 sailor's caps, and 30 raincoats - 2 goats (male & female), 1 pig (female), 5 piglets, 1 mule with 1 saddle, 2 saddle blankets, 1 set large saddlebags, 1 harness, and a bit & bridle - 4 large iron boxes, 4 large wooden chests, 20 large sacks, and 10 small sacks - 10 hooded (ship's) lanterns, 20 torches, 4 tinder boxes, and 1 barrel (50 flasks) of oil - 6 barrels of fresh water, 1 barrel of rum, 80 standard rations, 30 iron rations, one ship's stove (attached), and food for the animals - 10 quivers (each with 20 arrows) and 1 ballista (not movable) with 10 bolts - 5 flags: 1 of the PCs' country, 1 of the capital city, 1 white (for surrender), 1 red (for warnings), and 1 of unknown design - 20 empty flasks (for oil, potions, etc.); 20 iron spikes; 10 poles, each 10' long; 10 ropes, each 50' long; 2 small lifeboats (capacity 12 persons each); 3 grappling hooks on 50' lines

Expedition Plans The King's engineer-architects, working with the court wizard and sage, have designed an elaborate rest on the sled. It can then be project to move the obelisk without towed to the beach, where a raft damaging it. The plan involves will be constructed around it. surrounding the obelisk with a large Finally, by digging sand and towing scaffold made of heavy timbers, to with the ships, the needle can be be lumbered at or near the site, and launched for the return trip, to be reinforced with metal parts brought towed by two of the vessels. by ship. Working from this scaffold, The obelisk is too large to be carpenters build a close-fitting affected by magical spells (such as wooden sheath upon which metal a reversed enlarge, telekinesis, pulleys are mounted. An earthen ramp etc.), but magic might help in other is then built, leading up to ground ways. level from the floor of the maze. The roadway from the ruins to the Resources beach is cleared and, if necessary, The following persons are all reinforced. A huge sled is built. sailing in the three ships: The obelisk is then be raised off its base by dozens of ropes through 6 player character leaders pulleys on the scaffold and the 25 mercenary soldiers (L1 fighters) obelisk sheath, and the sled pushed 53 carpenters/woodcutters (L0 men) underneath it. The needle will then 10 engineer-architects (L0 men) be lowered, slowly and carefully, to 45 sailors (L1 fighters) 3 navigators (L0 men) target within a 45 degree arc if it 3 ocean-going shipmasters (L3 is at least 8 feet away. A closer fighters) target can easily dodge. The missile is buried directly at the target, The three ships are identical large with little arching of trajectory. A merchant vessels: ballista may be repositioned to aim Masts 2 in an entirely different direction Hull value 40 hull points (HP) only by a crew of four, and it Length 75 feet requires three rounds to do so. A Width 25 feet ballista may easily be fired at a target level with it. Ballistae Movement rates: inflict no structural or hull Normal sail 3 mph damage. They are anti-personnel Maximum sail 5 mph weapons. Normal oar 1/4 mph A light catapult fires its Maximum oar 1/2 mph (2 turn ammunition once every four rounds maximum burst) with the minimum crew of four. No benefits are gained by adding more Special Note: When towing the crewmen. It may be aimed at any obelisk home, the ships move at half target within a 15 degree arc and a normal speed under best conditions. minimum of 150 yards away. The missile traces a high arched path. Acceleration time (standstill to Catapults may be used effectively normal speed): 1 turn against objects or creatures. Note Sinking time (hull value surpassed, that the damages given below are hit time to sink): 1d10+2 turns points. Against an object, a light Grappling chance: 75% (opponent ship catapult inflicts 4 Structural has 25 % chance of removing Points (SP) of damage. grapnels) Damage repair: if damaged for 12 HP Ballista: (at most), repairs may be made at Range: 8'(Min) 960' (Max) the rate of 1 HP per repair crew (10 1/4" (Min) 32" (Max) men) per hour. Damage exceeding 12 Fire Rate: 1/2 HP cannot be repaired until the ship Crew: 2-4 returns to port, but the first 12 HP Damage: 2d6(Sm-Md) can always be repaired. 3d6(Lrg)

Much equipment has been brought for Catapult (Light): use in the project, including all Range: 450'(Min) 900' (Max) the needed hardware, tools, and 18" (Min) 30" (Max) heavy rope (capable of 10,000 Fire Rate: 1/4 pounds' pull). The necessary lumber Crew: 6-10 must be cut at or near the site. Damage: 2d12(Sm-Md) 4d4(Lrg) Ship Weapons The vessels cannot ram. One ship is Ranges are given in both feet and equipped with a light catapult, with scale inches. Crew figures are 30 boulders for ammunition. The minimum-maximum. For the catapult other two ships have ballistae, each only, a bonus "to hit" applies if with 30 ballista bolts. These siege the target is stationary. engines can only be operated by NPCs trained in their use÷the sailors. PART 3 - PLAYERS' REFERENCE SHEET A ballista fires one large, spearlike missile every four rounds Treasure Listing when manned by a crew of two. It may The following items may have been fire every two rounds with a crew of found during the two prior trips to four. A ballista may be aimed at any the jungle. Adjust this list to reflect the items actually acquired. Batrachian skeleton with two neat, Salable items were sold and the cash 1/2" holes in the skull, one in was divided in shares. front and one behind Batrachian skull with neat, 1/2" holes, as Cash and Salable Items above GP Value Item 8-foot-long gorgosaurus skull (a 100 Various normal coins carnivorous dinosaur) (from the body in the Mummified shrunken humanoid head, ruins) intact 5,000 Gold bust of Torgel, 5" tall (found in maze) Other: 20 Golden bell, 3" handle, Humanoid made of tin, holding an axe 2" tall cup (found in Rusty oil can maze) Small broken ceramic jug with a 10,000 Golden throne with drawing of a spider on it velvet trim (found in 3 normal iron keys on a key ring Old maze) rotting wooden chest (bottomless) 6,000 Kings reward 4 rusty axe heads, no handles Odd 600 Gems from natives amulet with a spider inscribed on 250 Granite, life-sized each side, no chain human bust (found while lumbering) Magic Items 500 125-pound elephant tusk Ioun Stone +1 (dusty rose color) (found while lumbering) Ring of Fire Resistance (2 were 1,000 40-pound turquoise rock found, but 1 was given to Montana) (found while lumbering) Ring of Warmth (giant sized), a 1,000 150-pound block of solid brass bracelet 3" in diameter quartz (found while Bag of Holding, 500 lb. limit (found lumbering) while lumbering) 5,000 Odd gem (found while Guisarme +3 (pole arm, found while lumbering) lumbering) 2,400 Pirates' coins 15,000 1 pirate magic-user's Magical chalice, 5" cup atop 3" tall spell book base and stem; no discernable 30,000 Final reward from king magical effect 76,870 Total Wand of Light, odd and flexible, made of an unknown substance. If The haul was divided into seven struck against any hard object, it shares (Digger was excluded), and glows to 30 foot radius for 1 turn, Montana was paid her share, 2160 gp. then goes dark. It can be used as The remaining 74,710 gives each often as desired and has no charges. adventurer about 12,451 gp in a six- way split. Golden bell of blasting, 3" handle and 2" tall cup; solid gold, with a Curiosities golden clapper. When rung, a small Objects made of a strange reddish gemlike object (apparent value 1,000 metal: 13 coins bearing strange gp) falls from inside it and runes, which say "Garhsa Koo" on one explodes 3 rounds later in a 6d6 side, "One Sarkum" on the other fireball unless the bell is placed 4 similar coins but without runes, over it. This action merely delays worn flat 2-inch square piece of the fireball until the bell is again fabric made of woven metal strands picked up. 5 charges remain. Value: Spoon-fork utensil (spork) 7,500 gp.

Bones, etc.: Platter of Purity: Golden serving 100 pounds of various old bones platter, 1 foot wide and 2 feet Humanoid skeleton with four arms long, with golden handles on each end. Any consumables placed on its trade goods are offered at a fixed surface becomes purified in 3 rate. The rates offered for human rounds. Poisons are negated. Potions goods vary with King Sarkum's are turned to pure water. No living reaction to the party. thing can be affected, nor any non- consumable items. Value: 5,000 gp. Chak Trade Goods The Chak offer only three trade Apple of Chaos, 5" diameter, gold. items: nak metal, cutter tools, and If thrown, its material form lightwands. disappears where it lands, but its Nak cannot be worked except with a image remains as a phantasm, special tool and cannot be damaged affecting all creatures within 40 except by that tool, magic, or feet. All victims are affected as if extremely high temperatures. It by the 5th-level illusionist spell reflects lightwand beams (see below) chaos, suffering confusion (as the and is suitable for strong druid spell). Normal fighters (not enchantment. Nak metal is worth one paladins or rangers), illusionists, sarkum per square foot. A nak cutter creatures with Intelligence of 4 or tool is worth 10 sarkums. less, and monsters which do not use Although nak is the metal used to magic may each make a saving throw make the coins known as sarkums, the vs. spells to avoid the effect. No cutter tool is not suitable for other creatures gain a saving throw. making counterfeit coins. Any and The confusion lasts for 20 rounds, all attempts at making counterfeit until the phantasmal apple sarkums from nak, short of a wish, disappears. The image and the effect fail. may be removed by a dispel magic A lightwand produces soft light to a spell checked against 20th-level 30-foot radius when struck against a magic use. Value: 3,000 gp. hard object. This effect lasts for one turn per strike. The wand can be Special Items (Party Owned) used as often as desired and uses no 400 sheets of reddish metal (300 charges. The average wand lasts for from the ruins and 100 from the a year or two before burning out. A native tribal Mother), each 2' X 5', lightwand is worth two sarkums. less than 1/32" thick. The metal A lightwand can also be fitted with cannot be damaged except by magic. a special control ring, about 2 Each sheet weighs 100 coin (10 inches across. This ring focuses and pounds). Value: 100 gp per sheet, or amplifies the light, creating a 1,000 gp per sheet if the cutter damaging beam when the ring is slid (below) is thrown in free. Cutter: along the wand. The maximum rate of An odd device, about 8" long. Most fire is 2 beams per round. The ray of it is handle, with a roller and a has a range of 120 feet and can short knife edge opposite each other inflict 2-16 (2d8) points of damage at one end. If two sheets of the to a target creature with a strange metal are slightly successful "to hit" roll. Any target overlapped, and the overlap is then is treated as AC 10, modified only rolled with this device, the metal for magic and dexterity bonuses. fuses together to form a single, Bracers are counted for full value. unbroken sheet. No crack or edge The victim may make a saving throw remains. The knife edge cuts the vs. wands to take half damage. There metal easily with no force needed. are no class restrictions on the use (Note: Montana gets a one-seventh of the lightwand weapon, but weapon share of the value of 300 sheets.) proficiency applies. Fog or other obscurement cuts the range to 10 Trade Goods and Values feet or less. The rings use one The sarkum (Chak monetary unit) is charge per shot and have 20 charges used to determine the values of both when new. A lightwand control ring Chak and human trade goods. Chak is worth 20 sarkums when fully offered in this manner, all the charged. party possessions are brought to the king's chamber and returned to the Calculating Trade Value of Goods PCs. The Chak purchase most magic items and giant insects (food) at a price Examples based upon the Experience Point Best: Party does not attack and is Value (XPV) of the specific piece, not imprisoned ( +15), gives a gem modified by the Reaction Score (see to Ackack (+10), a potion to the below for calculations). Good king (+10), and elects Ghost or dragons are purchased at the flat Finder (CHA 14, for +10% bonus) to rate of one sarkum per hit point. speak for them. Most of the party The Chak make no offer whatsoever on members lay prone when introduced to evil dragons and offer a price based the king ( +5), and everyone is upon only 10% XPV (base) for relatively polite. Total reaction scrolls, magic armor, and magic score is 100. weapons. Worst: Party attacks and is imprisoned, gives no gifts to Reaction Modifiers to Trade Values of Items anyone, and calls Ackack a creepy The values of trade goods vary by spider ( -10). All refuse to lay King Sarkum's reactions to the prone before Sarkum ( -5) and elect characters. Calculate the reaction Blondy, Slim, or Blaze (no score as follows: adjustment) to speak for them. Total reaction score is 35. Base reaction score 50 If PCs were not imprisoned +15 Determining Item Values Giving Ackack any gift +10 Apply the following values for trade 3 or more PCs lay prone +5 goods, based on Sarkum's total before Sarkum reaction score. These values are not Giving Sarkum a gift* negotiable but may be modified if (apply one only): proper actions are taken (such as -normal item, value +5 offering gifts) during negotiations. 500 gp or more -magic item +10 TRADE RATIO CHART Insulting Ackack or Sarkum -10 (Items XP value per sarkum) All PCs refuse to lay -5 prone Total Reaction Score (RS) Trade Ratio (TR) Each bonus or penalty to reaction 35-40 450 applies once only. Finally, modify 45-50 400 the total by the reaction adjustment 55-60 350 (if any) for the Charisma of the PC 65-70 300 who speaks for the party. When the 75-80 250 final total is reached, circle or 85-90 200 note which line to use for future 95 150 reference. 100 100 Note: The party carries nothing to King Sarkum if they are imprisoned, Using the Trade Ratio: To determine but may gain this bonus by offering the price offered for an item, first an item owned. If anything is find its XP value. The Trade Ratio

Trade Ratio Examples

Item RS= 60 70 80 90 100 Potion of Healing(XPV 200) .6 .7 .8 1 2 Potion of Water Breathing (XPV 400) 1.1 1.3 1.6 2 4 Ring of Invisibility (XPV 1500) 4.3 5 6 7.5 15 *Staff of Striking(XPV 6000) 17.1 20 24 30 60 *if fully charged (TR) found on the chart is the carpenters make a close-fitting number of XP worth I sarkum. Divide wooden sheath upon which metal the items XP value by the Trade pulleys are mounted. An earthen ramp Ratio and round off the result to is built leading up to ground level the nearest tenth. from the floor of the maze. The roadway from the ruins to the beach Items With Charges: Factor the is cleared and, if necessary, entire XP value of a charged item in reinforced. A huge sled is built. proportion to the charges remaining. The obelisk is then raised off its For example, if a staff of striking base by dozens of ropes through has nine charges left out of a pulleys on the scaffold and the maximum of 25, its XPV for trade is obelisk sheath, and the sled is 36% of 6000, or 2160 XP. If a wand pushed underneath it. The needle is of illumination has 18 charges left then lowered, slowly and carefully, out of a maximum of 100, its XPV for to rest on the sled. It is towed to trade is 18% of 2000, or 360 XP. the beach, where a raft is constructed around it. Finally, by Items with Doses: Certain unusual digging sand and towing with the items normally come with multiple ships, the needle is launched for doses. Multiply or divide the XPV the return trip, to be towed by two given to reflect more or less than of the vessels. the normal number. For example, a potion of water breathing normally The Fleet has two doses. If sold with one dose The following persons are involved remaining, the XPV is half that in this expedition, all sailing in given. If sold with four doses, the three ships: XPV is twice that given. 6 player character leaders Giant Insects: Food is purchased at 25 mercenary soldiers (L1 fighters; the same rate as magic items, using AC2, hp 1d10) the Trade Ratio compared to the XP 53 carpenters/woodcutters (L0 men, value for the monster. Keep this AC 9, hp 1d4) information in mind should you ever 10 engineer-architects (L0 men, AC9, decide to go back to the jungle. hp 1d4) Live giant insects have normal 45 sailors (L1 fighters, AC 8 or 4, value. Dead giant insects are only hp 1d10) worth 1/10 their value. XPV for some 3 navigators (L0 men, AC 9, hp 1d6) giant insects are: 3 ocean-going shipmasters (L3 fighters, AC 8 or 4, hp 3d10) Insect XPV Giant Wasp 320+4/hp The sailors and sea captains do not Giant Dragonfly 525 +8/hp assist in the land operations. They Giant Mantis 1350+14/hp visit the PC encampment every four or five days to see how things are PART 2 - RETRIEVAL going.Much equipment has been brought for use in the project, The Plan including all the needed hardware, The king's engineer-architects, tools, and heavy rope (capable of working with the court wizard and 10,000 pounds' pull). The necessary sage, have designed an elaborate lumber must be cut at or near the project to move the obelisk without site. damaging it. The plan involves The three ships are identical large surrounding the obelisk with a large merchant vessels: scaffold made of heavy timbers, to Masts 2 be lumbered at or near the site, and Hull value 40 hull points (HP) reinforced with metal parts brought Length 75 feet by ship. Working from this scaffold, Width 25 feet Movement rates: The vessels cannot ram. One ship is Normal sail 3 mph equipped with a light catapult, with Maximum sail 5 mph 30 boulders for ammunition. The Normal oar 1/4 mph other two ships have ballistae, each Maximum oar 1/2 mph (2 turn with 30 ballista bolts. maximum burst) A ballista fires one large, spearlike missile every four rounds Special Note: When towing the when manned by a crew of two. It may obelisk home, the ships move at half fire every two rounds with a crew of normal speed in good sailing four. A ballista may be aimed at any weather, more slowly if the weather target within a 45 degree arc if it is bad. is at least 8 feet away. A closer target can easily dodge. The missile Acceleration time (standstill to is hurled directly at the target, normal speed): 1 turn with little arching of trajectory. A Sinking time (hull value surpassed, ballista may be repositioned to aim time to sink): 1d10+2 turns in an entirely Grappling chance: 75% (opponent ship different direction only by a crew has 25 % chance of removing of four, and it requires three grapnels) rounds to do so. A ballista may Damage repair: if damaged for 12 HP easily be fired at a target level (at most), repairs may be made at with it. Ballistae inflict no the rate of 1 HP per repair crew (10 structural or hull damage; they are men) per hour. Damage exceeding 12 anti-personnel weapons. HP cannot be repaired until the ship A light catapult fires its returns to port, but the first 12 HP ammunition once every four rounds can always be repaired. with the minimum crew of four. No benefits are gained by adding Fire Damage additional crewmen. It may be aimed Fire is a great danger on shipboard. at any target within a 15 degree arc When a ship is struck by any and a minimum of 150 yards away. The fireball of 5 dice or more, or by a missile traces a high arched path. flaming catapult missile, roll 3d6 Catapults may be used effectively to determine the ship damage: against objects or creatures. Note that the damages given below are hit Roll Fire DamageHullPoints of damage points. Against an object, a light 3-7 Light damage 1 HP catapult inflicts 4 Structural 8-10 Light-moderate 2-4 HP Points (SP) (see Damage to Engines). 11-13 Moderate damage 3-6 HP 14-15 Moderate-heavy 4-8 HP Ballista: 16-18 Heavy 5-10HP Range: 8'(Min) 960' (Max) 1/4" (Min) 32" (Max) Any flaming catapult missile landing Fire Rate: 1/2 on a ship should be immediately Crew: 2-4 doused. Otherwise, a flaming missile Damage: 2d6(Sm-Md) has a 75 % chance of spreading out 3d6(Lrg) of control. If this occurs, roll for fire damage each round until HP are Catapult (Light): exceeded, then check sinking time. Range: 450'(Min) 900' (Max) 18" (Min) 30" (Max) Ships' Weapons Fire Rate: 1/4 The following information may be Crew: 6-10 needed if the frog-men natives are Damage: 2d12(Sm-Md) aroused enough to attack the ships. 4d4(Lrg) It will be needed on the return voyage to repel a pirate attack. Ranges are given in both feet and easily opened. The throne in Room 9a scale inches. Crew figures are is now empty, not trapped, and minimum-maximum. movable (800 pounds). Assume that the characters have figured out how "To Hit"Rolls: A siege engine hits to operate the controls in Room 9c as well as the highest level person and tell them any details they wish in its crew. A catapult target is to know. The storage area in Room 9c treated as AC 0 (regardless of its is empty. actual AC). A ballistas target is AC 10. Thirty of the mercenaries on Exploration this adventure have been given It is likely that the party will training in siege engines and are explore the nearby area before or placed aboard the appropriate during operations. They may find the vessels. When the siege engines are Grippli village and the false operated by mercenary soldiers, use Bullywug lair while scouting. If so, the "to hit" rolls given below, use the information given in Native subject to the modifications given Life for each. If the PCs find the thereafter. village(s) on their own, the first visits by each type of native still Ballista: 10 Light Catapult: 20 occur, but merely for inquisitive reasons, not to summon the party to MODIFIERS their village. All other events proceed normally. Target is: Target size is: If characters want to explore Stationary +3 widely, remind the players that the Small or Med -2 guards are probably inadequate for Moving less than 3" 0 full defense of the operations, and Mount and rider 0 the PCs are needed nearby. If the Moving 3 "-12" -3 party splits, some of them Giant or medium ship +2 reconnoitering while others remain, Moving 13 "-24" -5 do not allow them to discover the actual Bullywug village. If they Special for catapult only: If target spend too much time scouting, the is stationary, shots after the first treetops are full of critters.... have + 4 bonus to hit, because the range is determined more accurately. Construction Times The following information is not for Damage to Engines: The ballista has the players. The "Actual Days" given 2 Structural Points (SP). A light below are valid only if few or no catapult has 4 SP. These are used in interruptions occur. Count half-days much the same way as a ship's Hull of work where appropriate, depending Points. The following attack forms on the events. inflict the given amounts of damage, If asked for estimates, the either in Hull or Structural Points, engineer-architects give the times depending on the target. stated below under "Est. Days" as Fireball or lightning bolt: 1/2 per they are cautious types. level of caster Catapult missile, light: 4 Boulder, In addition, 2-3 days are spent in giant-hurled: 4 (or 6 for stone or setting up camp, settling in, and storm) penetrating the maze. Sailing time is not included. It takes 10 days' Maze Notes sailing to return to the ruins and None of the disintegrators in the about 20-25 days for the return, maze are presently functioning if towing the obelisk. the PCs turned them off at the end of the last adventure. Rooms 1-8 in the maze are empty and all doors are CONSTRUCTION TIMES

Est. Days Phase of Operation Actual Days 30 Cut lumber 21 30 Build scaffolding and winches 21 4 Build sheath around obelisk, string ropes 2 12 Clear roadway 7 2 Raise obelisk, insert sled, lower obelisk, finish 1 3 Pull obelisk to beach on sled 2 3 Build raft around obelisk, launch 2 84 (12 wks) Total project time 56 (8 wks)

Woodcutting 8. Granite bust of a human head, One hundred map squares must be lifesize (value 250 gp) logged to gather enough lumber for 9. Old rotting wooden chest (found the whole operation. Keep track of to be bottomless) the area logged as follows. Ten 10. Four rusty axe heads, no handles woodcutters clear one map square (50 11. Mummified shrunken humanoid yards across) of usable timber in head, intact one day (10 hours) of work. If fewer 12. One elephant tusk (125 pounds, men work, or fewer hours are worked, 500 gp value) a percentage of a square is logged. 13. I" metal cube (a box, contains For example, 42 men can clear 4.2 dusty rose ioun stone +1) map squares in a day. On Day I, the 14. Humanoid statue made of tin, 53 woodcutters would normally clear holding axe 5.3 map squares, but lose one man 15. One pole arm in good shape (.1 square) and possibly more. Have (guisarme, +3) the players mark off the approximate 16. A rusty oil can number of cleared areas on their 17. Odd amulet with a spider map. The DM should keep track of the inscribed on each side, no chain exact current total of map squares 18. Bracelet, a solid brass ring cleared. When the total reaches 100 (giant-sized ring of warmth) or more, one of the engineer- 19. 40-pound blue-green rock architects announces that the (turquoise, value 1,000 gp) logging may end. 20. Reddish metal (silicon-steel) spork (spoon-fork utensil) Finding Relics One interesting item is found per Clerical Activities five map squares cleared. Determine Because the workmen suffer various the item found by rolling ld20. Mark minor injuries during the operation, off items as they are given out; the two PC clerics each need three only one of each item can be found. cure light wounds spells per day to Items are found by workmen and given combat normal wear-and-tear on the to the PC leaders. workers. In addition, the jungle climate is 1. Humanoid skeleton with four arms unhealthy. If the players are wise, 2. Four odd, reddish metal (silicon- the clerics cast cure disease spells steel) coins, worn flat on everyone, working their way 3. Three normal iron keys on a around to treat all the NPCs and keyring (useless) themselves over a period of time. 4. Batrachian skull with neat, half- Since together they can cast five inch holes in front and rear cure disease spells per day, they 5. Pouch (bag of holding, 500 Ib. can treat each person once every 20 limit, empty) days (ignoring the sailors, who 6. 8-foot-long skull of carnivorous remain on the ships). See Day 22 to dinosaur (gorgosaurus) find out what happens if this duty 7. 150 pound irregular block of is neglected. quartz (value 1,000 gp) On each seventh day, the clerics are approached by workers who expect them to perform the usual religious gnome's bag of holding). This services. These services need not be dastardly deed is magically foiled played out. They are ceremonies the and the spell books are returned. clerics know how to perform easily, Digger is forced to run for it, without using any spells, and can be barely escaping with his life. His assumed to have taken place if the large hoard is confiscated. Your clerics agree to perform them. If group is down to six but, having the clerics refuse to perform lost only a fighter and a back-up services for two seven-day periods, thief, you do not feel seriously the same mutiny will result as depleted. described below for forcing the In preparation for the moving of the workers to spend nights on the needle, the king's wizard casts a ships. limited wish and discovers that the During the course of this operation, obelisk is hollow. The sage then woodcutters and guards may die by excitedly performs his calculations various means. The PC clerics may and announces that, if the thereafter attempt to use raise dead dimensions you've reported are spells to recover the lost. If so, correct, it will float! assume that half of the workers fail You set out a month later with a their system shock rolls (remaining convoy of three merchant ships full permanently dead), and that the same of people and equipment to bring the happens to one-fifth of the guards. needle to the king. In any event, a raised person is useless for a full week thereafter Give the players the Players' unless a heal spell (probably not Reference Sheet for Part 2 and the available to PC clerics) is applied. Players' Jungle Map.

Players' Background Sequence of Events Time, rather than location, is the Read the following to the players: key to this part of the adventure. The characters' actions can You have returned to your homeland influence the timing and occurrence with treasure and information. The of various incidents, but their king is pleased with your success return to the jungle sets in motion and adds his token reward, 1,000 gp the following inevitable chain of each, and his thanks. events. A week later, you are again summoned The natives (both Grippli and to the palace. The kings sage Bullywugs) contact the PCs to explains the new plan. A veritable discuss their logging operations. army of construction folk are being The natives become increasingly assembled to sail back to the ruin concerned about what they consider and bring the obelisk to the king. desecration of their sacred places, Your assistance is requested, as you the maze and the obelisk. Militant are the only folk familiar with it Grippli conservatives conduct secret and, as you wisely left the force raids on PC operations. Both Grippli field in place, the maze must again and Bullywugs seek to enlist the be penetrated. PCs' aid in their ancient conflict. Most of you agree to continue in the Bullywug forces ally with the king's service. Montana, the dwarf, Grippli rebels, and skirmishes however, thinks it sounds boring and occur. The Bullywug forces attack decides to seek a new adventure. the remaining liberal Grippli, with Furthermore, the day after your the PCs possibly aiding either side. royal audience, your magic-user If the Bullywugs and their cohorts receives an extortion note from are victorious, they attack the Digger, the gnome, demanding a huge logging operations, even if the PCs ransom for the return of his spell have helped them. books (which he unwisely kept in the Alternative Plotline: The mosquitoes and who knows what else. following possible course of events There are snakes and big flying bugs is not covered by the Events Key. If in the tree-tops. And you're the PCs decide to kill all the expected to keep order in this mess natives, assume that some natives and protect the workers as best you escape and return with other tribes can. in 7-16 (1d10+6) days. If this The force field still covers the occurs, the vast number of hostile maze and obelisk. You have your map natives (200 + Bullywugs and 300 + and can easily enter the maze and Grippli) inhibit the PC operations turn off the field whenever you to such an extent through guerilla like. We won't play out that part. tactics, sabotage, and occasional The obelisk is 65 feet tall. The open assaults that most of the main spire is 20 feet wide at the workers are slain, and the obelisk base, tapering to 10 feet wide at cannot be moved. The PC expedition 60-foot height. The cap is 5 feet fails. The PCs also change alignment tall and 10 feet square at its base, to evil when they attempt to tapering sharply to a point. The exterminate the natives, each PC obelisk appears to be made of a losing one level of experience. single piece of stonelike material and rests on the stone floor of the Events Key maze. The official method of moving Instead of an Encounter Key for Part it seems to be best, though a long 2, you are provided with a series of and involved affair. Digging around events that occur at set times. or under it could topple it, magic Review all the information given might adversely affect it, and your below to be familiar with the lives and honor are at risk if it overall setup and handle PC actions breaks. as needed. A large amount of information is Use the maze room descriptions from given here. You are not expected to Part 1, with the changes noted assimilate all of it. Use as much as above, as needed. When the PCs have you can but avoid getting hung up on settled in and are ready to start details. Keep the game moving. This the obelisk-moving operation, large mass of data all fits together proceed to Day 1. to construct the big picture of the The players may want everyone in the social and political events in the expedition to stay on the boats at area. It is never all needed at night for safety. The NPCs all feel once, and many minor details may not that this is unreasonable and come to light during play. ridiculous, so they refuse. If Use this section in the same manner threatened or forced to stay on as you would use a normal encounter shipboard during the night, very key during the game. Refer to other little productive work is done the sections (Maze Notes, Native Life) next day (the quarters on ship are for information as needed, based on cramped and not to the NPCs' PC actions. liking). The workers eventually Important Note: "Day 1" is the first mutiny against the PC leaders. If day of logging operations not the this occurs, a mass, unarmed attack first day of this part of the on the PCs results in their capture. adventure, which begins about 12 They are given the choice of riding days earlier when the expedition back to the capital or staying in sails from the capital city. the jungle alone. Spell casters are When the characters have again stripped of their components, spell landed on the beach near the jungle, books, holy symbols, etc. read the following to the players: If the PCs spend the nights on shipboard while the workers stay on It's a jungle out there! This place land, work proceeds at about half is hot and steamy, infested with normal pace the next day. The Grippli return each day if their Day 1. Snakes in the Trees request to visit their village has About two hours after lumbering not been answered. Remember to mark operations begin, one of the felled off the map squares logged. trees is found to contain three giant poisonous snakes. The snakes Day 7. Services attack, and one woodcutter is bitten Early in the morning, the each round. woodcutters ask the PC clerics to If the PCs are in the area (not off hold religious services. These scouting or visiting natives), a ceremonies last one to two hours and guardsman comes running up to one do not delay the work. Mark off the character, asking for help. The PCs normal number of map squares logged. arrive on the scene 2-5 rounds after The actual services should not be the trouble starts. (A minimum of played; the details are assumed. two woodcutters are bitten.) One Players may role-play the PCs' workman is dead from wounds. Other reactions and handling of the woodcutters are dead of poison but request. may be revived by applications of If the PC clerics refuse to provide slow poison followed by neutralize services, the woodcutters stage a poison spells. A cure light wounds work slowdown. Subtract one penalty spell cures all the wounds on any square from the number that would one NPC. normally be logged each day (not cumulative) until religious services Day 2. Visit from Natives are provided. A group of six humanoid frog-men (Grippli) arrive at the site. They Day 8. No Event keep their distance, watching the Remember to mark off the map squares operations from a point 40 yards logged. into the jungle. They are noticed by workmen and reported to the PCs. The Day 9. Visit from Natives frog-men are eager to talk, if A group of six humanoid frog-men magical means are used to permit (Bullywugs) arrive at the site. They this. Their tribal Mother wants to watch the operations from a point 40 talk to the PCs about the logging yards into the jungle. When they are operations. If the PCs agree, the noticed by workmen and reported to natives lead them to their village the PCs, they prove eager to talk if to talk with the tribal Mother. (See magical means of communication are the Grippli Village section for used. Their leader wants to talk to details.) the PCs about the logging operations. If the PCs agree, the Day 3. No Event (or Native Visit) natives lead the PCs to the clearing If the PCs have visited the Grippli south of their village (see map), to village, no event occurs on Day 3. talk with their leader. (See If they have not, the six natives Bullywug Clearing for details.) If from Day 2 (or others, if the first any Grippli are still hanging around six were chased off or slain) the camp, they disappear into the return. This time, they are braver, jungle at the first sight of the approaching the camp itself in Bullywugs. search of its leaders (PCs) to take back to their tribal Mother. Day 10. No Event (or Native Visit) If still refused, the natives return If the PCs have visited the Bullywug each day hereafter until their pleas clearing, no event occurs on Day 10. are heeded. If they did not visit the clearing, the six natives from Day 9 or Days 4-6. No Events (or Native others, if these were chased off or Visits) slain, come back. This time, they bravely approach the camp in search of the PCs to take back to their leader. If still refused, the natives return each day hereafter, becoming progressively more insistent.

Days 11-13. No Events (or Native Visit) Remember to mark off the map squares logged.

Day 14. Services The woodcutters again expect the PC clerics to hold religious services. These take one to two hours in the early morning, and do not delay the work. Mark off the normal number of map squares logged.

Days 15-16. No Events Remember to mark off the map squares logged.

Day 17. Wasps In the morning, a group of five giant wasps raid the outer edge of the logging area. Six the ramp to ease it out of the maze workers are stung before the PCs can (23 days total). arrive. Two are killed and four are Day 21. Services paralyzed. The paralysis is a Three natives (Bullywugs) show up poisonous effect, removable only by and ask to sit in on the services. slow poison or neutralize poison If this is not allowed, they simply spells. leave.

Days 18-20. No Events Day 22. Disease Remember to mark off the map squares If the PC clerics have been casting logged. Logging operations conclude cure disease spells on everyone as when 100 map squares are cleared of often as possible (5 per day, 20 usable timber. When the logging is days for the circuit), this event finished, the woodcutter-carpenters does not occur. Otherwise, continue start work on building the scaffold with the following. and sheath around the obelisk, and One non-cleric PC (determined at Mother sends out the call for all random), three guards, and 12 the tribes to gather and plan their workmen begin to feel ill: slightly attack. dizzy with occasional chills. They have contracted a jungle disease. Days 34-36. No Events Once diseased, a character (PC or Services may be conducted on Day 35. NPC) cannot work, fight, or cast Four Grippli attend the services, if spells. The disease is easily permitted. Several workers make removed by a cure disease spell. If comments like, "the natives aren't not cured, the disease causes the such bad guys, when you get used to loss of one point of Constitution them." every other day. The victim dies when this ability score reaches Day 37. Sabotage zero. Assume that each workman and In the morning, it is discovered guard has 10 points of Constitution. that some parts of the scaffold have This disease is spread by normal been sawed or chopped through. small insects that are always Traces of native (Bully-wug) feet present in the jungle. The jungle are found here and there around the residents have built up a resistance area. The building of the scaffold to it and are not affected. If the suffers a one-day delay for repairs. PCs do not start regular treatment If NPC guards are alerted and more of everyone in their camp, four carefully positioned around the maze workmen, one guard, and one PC area, further sabotage may be become diseased every day hereafter. prevented. The natives then have only a 10% chance (check each night Days 23-27. No Events hereafter) of successful raiding. If Remember to mark off the map squares PCs stand guard, the chance drops by if logging is still in progress. 1% per PC. If no precautions are taken, the same amount of sabotage Day 28. Services (and delay) occurs each night Five natives (Grippli) arrive and hereafter. join the services. If told to leave, If the Grippli tribal Mother is they ask lots of questions and want confronted by the PCs about the to know why they can't stay. Though sabotage, she denies her tribe's pushy, they can finally be chased involvement, blaming it on the "bad off. natives." The Bullywugs also blame the damage on "bad natives" and Days 29-32. No Events claim that it is all part of a Operations continue normally. scheme of the "old witch" (the Grippli tribal Mother). Day 33. Native Visit The guards and woodcutters start to Six Grippli arrive at the site in mutter their open distrust of the the morning and seem upset about natives. Some feel that it would be something. If conversed with best to wipe them all out. magically, they express their displeasure about the human Days 38-41. No Events desecration of their sacred places: Operations continue normally. Roll the maze and the obelisk. No PC for sabotage delays as noted above. actions can calm them. After delivering their impassioned speech, Day 42. Services they leave quickly. If they are The usual religious services are slain, another group of three held, but are attended by no Grippli arrive in the afternoon, natives. As the services end, 12 searching for the others. If these natives arrive, one of them a are also disposed of, the remainder leader. They are armed with spears of the tribe assumes that the humans and seem irritated. The leader wants have become very evil. The tribal to talk. If magical means are employed, the message is revealed. to their encampment by night and These natives (a conservative return to the Grippli village each militant group of the Grippli tribe) morning if desired, with no ill believe that the human operations effects. are defiling their sacred area, the maze and obelisk. They demand that Days 51-53. Troop Movements & the humans leave the area within 10 Skirmishing days. The natives try to leave Workmen report that elusive peacefully after delivering their creatures, probably natives, are message and flee if attacked. moving around out in the jungle. They avoid the human operations Days 43-48. Possible Special Event entirely. PCs are not able to sight Work on the roadway should begin or catch any of the natives. sometime between Day 43 and Day 48. During the 3-4 days of skirmishing, Run this event on the first day of defensive barriers may be built roadway work. around the Grippli village with logs While workmen are clearing the and mud, giving 50% cover ( -4 AC roadway, two of them fall into a pit bonus) to the defenders when the trap and die on poisoned spikes. first attack comes on Day 54. Do not This is not avoidable unless the suggest this, but allow it if characters first search the entire players think of it. road with find traps spells (at least four spells' worth). This trap Day 54. Sounds of Battle was made by Bullywugs. If PCs are present in the Grippli village at 11 a.m., run "Klikets Day 49. Services Charge." Regular services may be held as usual. There are no interruptions. Kliket's Charge When the PC clerics pray for spells Day 50. Messenger on the morning of Day 54, the In the afternoon, a native is intermediaries they contact (for spotted running quickly towards the level 3-5 spells) subtly point out PC encampment with spear in hand, that there are creatures with apparently charging. If allowed to poisoned weapons all over the place. arrive and magically conversed with, Because it is unusual for it brings word of violent conflicts intermediaries to comment in this between the two Grippli factions, manner, they say something like, the militant conservatives and the "Are you sure you only want that liberal majority (led by the tribal many slow poison spells?" Aside from Mother). The native asks the PCs to this rather obvious hint, the aid the Mother. intermediaries' conversation and If the messenger is slain before it spell granting is normal. can give its message, no further This battle should take half an hour events occur until the mass attack of play or less. To keep things on Day 56. moving, assume that melees which do If the PCs do not respond, the not involve PCs take 5 rounds to liberals are defeated by the resolve, with three times as many combined forces of the conservative Grippli casualties as Bullywug. If Grippli and their Bullywug allies on the Grippli are magically aided Day 54. On Day 56, their combined (e.g. attackers are slowed), reverse forces march on the PC operations. those odds to their favor. In If the PCs respond and come to the addition, determine each aid of the Mother, the militant individual's hit points when damage conservative faction (14 Grippli) is taken, not in advance. Assume for deserts the village this night, area-effect purposes that there are leaving 16 natives with the Mother six attackers per 10 x 10 foot and her attendants. PCs may return square area during most of the battle. The seven attacking leaders accompany the Bullywug horde in are spread out at various points in their sneaky approach. the mob. The signal for the main attack is Position the defenders (PCs and 18 the lighting of the torch. The Grippli natives) in any manner shamans then each cast a darkness desired by the players, except that spell, aiming at the PC magic-users, Grippli must be within their if visible, or any other PCs village. The Mother and her four otherwise. When the darkness attendants stay back out of the appears, the first wave of 30 fray, preferably in a hut. Bullywugs jump (30-yard range) at The attackers creep up near to the all available targets, doubling up village under heavy cover in an as needed. They gain a +1 bonus on attempt to gain surprise. If any PCs this attack, and a hit inflicts are outside of the village between double damage, plus poison. 10:30 and 11:00 a.m., or if any PC When the Bullywugs charge, the lucky has a detect invisibility spell sub-chief with the torch lights the running during this time and is others, and the flaming figures hop using it to watch for enemies, the into the fray, making three attacks approaching attackers are spotted per round with claws and teeth. Any and their surprise fails. Otherwise, successful hit inflicts extra fire the attackers gain two surprise damage of 1-4 points. segments, using the first to jump to After the first wave of the attack, the attack and the second to make a the shamans cast their second hand-to-hand attack. This jump darkness spells wherever seems attack is a charge; if defenders are appropriate. The shamans are hidden not surprised, they may set their in the jungle with the second wave weapons against it. of 30 Bullywugs and cannot be picked The attackers and defenders are all out from the others. Thereafter, using poisoned spears. Any victim whenever possible, the shamans cast hit must save vs. poison or die. their dispel magic spells into the fray (avoiding their own Attackers darknesses), give cures to the 60 Bullywug Natives (AC 4) chieftain or themselves if Kliket, Bullywug Chieftain necessary, and then ready cause 4 Bullywug Sub-Chiefs blindness or poison spells (not 2 Bullywug Shamans both) to use if they are attacked. Spells for this battle (identical In the meantime, Kliket sends in the for each): second wave of Bullywugs. Thirty Cure light wounds (C 5s, 1d8) more hop to the attack, without Darkness (x2, C 4s, R 12", DR 75r, surprise but still with the charge 40' diameter) bonus and, of course, poisoned Resist (ire (x3, C 1r, R Touch, DR spears. 7T) Cause blindness (C 1r, R Touch) Defense Tactics Dispel magic (C 6s, R 6", 30' cube) The 18 Grippli natives (less any Poison (C 7s, R Touch, save or die) killed earlier by PCs) wait for their attackers to move in, then Attack Tactics slug it out. The PCs are also Before they approach the Grippli defenders. Their tactics are decided village (at about 10:30 a.m.), the by the players. Bullywug shamans cast their resist The 12 (or fewer) conservative (ire spells on themselves, Kliket, militant Grippli stay back and avoid and three of the sub-chiefs. These the fray. They have, at this point, three subs wrap themselves in realized their error and are flammable oily rags; the fourth appalled at the bloodthirsty plans keeps a torch ready. They then of their Bullywug allies. If attacked, they flee; if confronted, they surrender. Later, if given the If PCs have not yet defeated the chance, they plead with the tribal Bullywug army, continue with the Mother for mercy and forgiveness. following: She Services are held as usual. Extra grants both if they reaffirm their blessings and thanks are allegiance and do penance by appropriate, as the project is near rebuilding the village and serving completion. No natives attend the the surviving liberal Grippli. services. In the middle of the If PCs have avoided the native service, Bullywug spears fly out problems and remained with their from the nearby underbrush, operations, the sounds of battle are instantly killing three workmen in a heard coming from the east (Grippli surprise attack. village) at 11 am. If PCs This surprise attack does not occur investigate, they find a horde of if the PCs are positioned evenly natives in the village, fighting a around their group, but do not ask very few others ("mopping up"). By players for special actions. That this time, the tribal Mother, her would be a too-obvious clue, since attendants, and 12 of the Grippli the other services are uneventful. liberals have been slain. Subtract If players have the foresight to any previous Grippli casualties, stand watch, the incoming Bullywug such as deaths from PC forces are spotted at 50-yard range. confrontations, from the Grippli The service can be interrupted and defenders. The remaining six surprise prevented. Normal guards do liberals are prisoners. not suffice to prevent the surprise At this point, the force controlling attack. the village is identical to the The workmen panic and flee in random attacking group described in directions. The guardsmen join the "Kliket's Charge," minus 10 Bullywug PCs to face the incoming attack and casualties. This group is not yet follow their orders. prepared to attack the human The attacking Bullywug forces are encampment and negotiates with the identical to those described in PCs if possible. "Kliket's Charge," minus 10 Bullywug casualties. Many snakes, normal and Day 55. No Events giant-sized, and other wild and Operations continue normally. monstrous creatures surround the camp. Bullywug shamans have talked Day 56. Services (Possible Special to them, and they are waiting for Event) food (the fleeing workmen) to come If the PCs have aided the Grippli running out. If (or when) the PCs and defeated Kliket's Charge, and guards defeat the massed services are held normally, with no Bullywug attack, they find that most events other than the attendance of of the workmen have been killed and all surviving Grippli liberals eaten by the critters. Eight workmen including the tribal Mother and her may be found wandering in the jungle attendants. The Mother expresses her if PCs search. All the engineer- deep appreciation for the PCs' architects are slain. The PCs may assistance and presents them with attempt to finish the project 100 2 x 5 foot sheets of metal which themselves, but success is not have been buried near the village. likely. Many men are needed to move The metal is the same silicon-steel the massive obelisk. described in Part 1, Room 9d. The Clever players may decide to collect metal sheets are 1/32 inch thick and as many bodies as possible, take weigh 10 pounds per sheet. Their them to the ships, and spend a few value is 100 gp per sheet as a weeks casting raise dead spells. novelty or 1,000 gp per sheet if the However, most of the workmen are too special cutter has been found and is badly damaged or eaten to restore. A sold with them. maximum of 20 can be regained in this way, still too few to move the roadway. By evening, the drums are obelisk. very near, but the obelisk is ready for launch. If the PCs decide to Days 57 to Next-to-Last-Day. No launch that night, light sources Events must be used to ensure safety. The Whatever the results of the past rope cables could snag if not days, no further events occur until attended carefully, and some pushing the PCs are about to leave, either is needed in addition to the ships' in failure or with the obelisk. pulling. Two of the ships are used to tow the obelisk and its raft; one Next-to-Last Day. Noises remains more mobile. If the PC expedition fails, this If well lighted, the launch event occurs the day after the great succeeds, and the PC expedition may Bullywug attack on their operations. sail up to half a mile away from the If PCs have already sailed away, shore. The navigators do not want to ignore this event. go further as visibility is limited If the PC operations have succeeded, and there are reefs in the areas this event occurs while the obelisk waters. is being dragged to the beach. To If the launch is left to the next accomplish this, workers have day, no further events occur today. dismantled the scaffold and used that wood and other logs to pave the Departure Day. Bon Voyage Party roadway. Twenty capstans are set up As the PC expedition leaves the and manned, attached to the sunny jungle shores, they are bid a obelisk's sled by ropes and used to fond farewell by the Bullywugs, who pull it toward the shore over the come out onto the shore and throw logs. When the obelisk is within 200 spears at the departing ships. If yards of the shore, long ropes are the PC expedition has put to sea on strung from the ships and attached the previous night, this has no to the sled so that rowers may aid effect whatsoever. If the PCs launch in the effort. The entire moving today, some spears stick into the operation takes about 24 hours raft around the obelisk, but nobody (two long days' work). is harmed, and the attack has no On the second day of moving, native other effect. In any event, the drums are heard in the distance. If beach is packed with irate natives, the PCs seek the surviving Grippli obviously very hostile. They cannot to get more information, they find pursue very far into the water. If them in the process of packing up attacked (by long-range magic or by and moving. The Grippli reveal that the ships' ballistae or catapult), the sounds are Bullywug drums; the Bullywug army pulls back into other tribes are coming. There could jungle cover. be over 200 Bullywugs on their way. By the sound of the drums, they Pirate Encounter should arrive within two days. The On the morning of the ninth day of Grippli must hurry to join the other the 20-day voyage home, two ships Grippli tribes for defense. They are sighted at a distance of 5 believe that the nearby Bullywugs miles. They are heading toward the must have sent word of their defeat PC fleet. to the others. This will have no These are two merchant ships real effect on PC operations, but containing pirates. They fly no adds to the atmosphere. flag. The pirates have been sent by a rival nation, after their king Last Day. Approaching Army heard that the PC expedition had The sound of native drums grows been sent out. They want the louder. The obelisk reaches the obelisk. They do not, however, beach, and workers hastily build a expect as much resistance as the PCs raft around it with logs from the are able to provide. The ships are two large merchant because the two towing ships can vessels, identical to the PCs' only move at half speed, the obelisk ships. cannot be kept without a fight. If the PC ships do not change maneuvers, the following rates and times apply, counting from the original 5-mile sighting:

PC ship turns to attack ROA: 7 1/2 mph Time Contact:4 turns

PC ship continues on course ROA: 4 mph Time Contact: 7 1/2 turns

PC ship turns and flees ROA: 2 1/2 mph Time Contact:12 turns

Each pirate ship is equipped with a ballista and a catapult (statistics given in the PC ship description section) ,with plenty of ammunition. They use flaming catapult missiles (pitch). The pirate ships start attacking when in range for both the catapult and ballista (30" range; this is 900', or Movement Rates and Times about 1/6 mile). All shots are aimed The rate of the pirates' approach at the PC ships; the pirates are will vary by PC actions. If PC ships very careful to avoid striking the turn to attack, the Rate of Approach obelisk raft. When they close to 17" (ROA) is the sum of the two ships' range (510' or about 1/10 mile), the movement rates. If PC ships continue pirate magic-users start throwing on course, the ROA is 80% of the their fireballs, aiming for the pirate ship movement. If the PCs largest visible groups of people or turn away from their attackers, the the sails of the PC ships. ROA is the pirates' rate minus the At the first sign of danger, most of PC rate. Thus, the third PC ship the PC expedition goes below decks. (not towing) can evade the pirates A few sailors (10-15 per ship) stay by abandoning her comrades but, topside to keep the boat moving and fire the siege engines. When contains the same number of pirate boarding seems imminent, the sailors personnel: swarm out of the hatch to fight. Nonfighters (such as woodcutters) 120 Pirates, 60 per ship stay below, surrendering if engaged. 10 Pirate Sergeants, 5 per ship Sailors try to keep 4 Pirate Lieutenants, 2 per ship the pirates from boarding by 2 Pirate Captains, 1 per ship throwing belaying pins at them for 2 Pirate Magic-Users (7th-level), 1 1d4 points damage per successful per ship hit. 2 Pirate Clerics (5th-level), 1 per The pirates attempt to close in, ship grapple, and board. They fight to the death, almost to the last man, PIRATE SPELLS for that is their fate if they Mark off as used: return empty-handed. If reduced to 10 men Pirate Spells per ship or less, they surrender and offer to MU #l MU #2 ally with or serve the ______Magic missile (C 1s, R 13", 4d4+4) PCs and their king. If ______Magic missile (C 1s, R 13", 4d4+4) spared, the traitorous ______Shield (C 1s, DR 35r; AC 2/ 3/4) rogues flee shortly ______Sleep (C 1s, R 10", DR 35r) after arrival in the ______Detect invisibility (C 2s, R 7", DR 35r) capital to continue ______Stinking Cloud (C 2s, R 3", DR 7r, 20' independent lives of cube) piracy. ______Web (C 2s, R 3 1/2", DR 14t) This encounter is best ______Fireball (C 3s, R17"", 7d6) run loosely. Do not ______Fireball (C 3s, R17"", 7d6) roll for every pirate ______Dimension door (C 1s, R 21") and sailor attack, but roll normally for CL#1 CL#2 long-range siege ______Command (C 1s, DR 1r) engine attacks. Assume ______Cure light wounds (C 5s, 1d8) that the sailors have ______Cure light wounds (C 5s, 1d8) a slight edge in skill ______Cure light wounds (C 5s, 1d8) but are outnumbered, ______Sanctuary (C 4s, DR 7r) and that PC actions ______Hold person (C 5s. R 6" .DR 9r) save the day ______Hold person (C 5s, R 6", DR 9r) (hopefully). ______Hold person (C 5s, R 6" .DR 9r) Concentrate on the PCs ______Silence 15' radius (C 5s, R 12", DR 10r) and account for the ______Dispel magic (C 5s, R 6" ) rest by description and summary. As a Spell Strategies tactical note, things are somewhat After throwing their fireballs from grim unless the PCs can neutralize long range, the pirate magic-users the enemy spell casters, but the PC wait until they have closed to 10" fighters can have a great time in range and then cast their shield melee, attacking once per level of spells. They use sleep, stinking experience each round, as the cloud, and web spells to pirates are less than 1 HD each. inconvenience as many of the PC crewmen as possible, saving magic Pirate Personnel missiles for any formidable There are 70 pirates per ship. opponents (i.e. the PCs). The magic- Statistics for pirates and their users abandon ship if the pirates leaders are found in the Combined start to lose or the ships begin to Monster Statistics Table. Each ship sink. They use their dimension door spells and head for either the other Just as human nature varies÷good, pirate ship or a safe-looking PC neutral, and evil÷so does the nature ship, arriving down in the hold. of the spider race. And it seems The pirate clerics save their spells that the bad guys have kidnapped the for opportunity, using hold person good spider princess and are holding against formidable opponents (i.e. her for ransom. She is being guarded the PCs), silence on obvious spell by a dragon, of course. To prove casters, dispel magic on PC- their mettle, in the grand tradition generated effects, and sanctuary if of storybook , the heroes they are spotted. If engaged, the must rescue the princess and slay command to sleep may come in handy. the dragon. They use cure light wounds spells on If the characters refuse, they are themselves, the pirate magic-users, returned safely to their home, but and any pirate officers as needed. the trade route is not opened. If None of the pirate spell casters they cooperate and successfully puts up a fight if cornered. They rescue the princess, the characters surrender immediately if given a return home with the goodwill of the chance. spiders, bringing the benefits of The pirate ships contain a total of trade. The most interesting trade 2,400 gp in coins. The biggest goods offered are a strong new metal treasure lies in the magic-users' (silicon-steel) and a new weapon spell books (value 15,000 gp each). that throws deadly beams of light (lightwand). By opening the trade PART 3 - THE POWERS THAT BE route, the characters receive a percentage of all the profits and a This part of the adventure begins few free samples besides. two weeks after the PCs have Before starting play, be sure to returned to the capital city. The review all the creatures used in king commands their presence and this scenario. Detailed descriptions informs them that a magical doorway may be found on page. See also page has appeared in the obelisk. The for details on calculating the king blames the characters for this specifics of the Chak trade new problem and orders them to enter agreement with the PCs. the obelisk to find out what's wrong When you are ready, read the with it. following to the players: The obelisk is a transportation device which sends those who enter Your voyage home after the pirate it to a moon of the characters' attack was boringly uneventful. When world. There, the characters meet you arrived at the capital city, the the local residents, a nation of obelisk was laboriously towed to powerful and intelligent phase Royal Square where a magnificent spiders, who are quite pleased to pedestal had been built for it. In see them. The spiders have an another great operation, the obelisk interplanar trade empire and are was raised and safely mounted in its eager to begin trade relations with new location. The king was extremely the humans. However, their last pleased. He grandly bestowed useless customers on the planet, a nation of titles on all of you, accompanied by froglike beings, fell to squabbling very useful cash (another 5,000 gp among themselves. The spiders each). believe that this was caused by an It is now two weeks after your innate lack of worthiness on the triumphant return. Though first part of the frog race. The spiders hailed (and pestered) as heroes, you agree to open the trade route if the have now been nearly forgotten by human and demihuman ambassadors (the the cityfolk and the king, and are characters) pass a simple test of basking in the luxury of anonymity courage. once again. Tonight is a busy one in the common the thing this very night, before room of SMART headquarters. You are anything else happens. If necessary, happily relating the tale of your the characters are seized, travels to novice adventurers, imprisoned, and subjected to swilling free brew, and generally Torgel's geas spells (2 per day enjoying the admiration of your maximum) until they agree to fellow members. The light of the cooperate. full moon streams through the Now that it has been activated, the windows, lending its air of mystery portal remains open for one month. to the proceedings. When the characters agree to enter Suddenly, a messenger bursts in. it, the king has all their Pointing at you, he gasps, "The king belongings brought to the Great Hall demands your presence at once! so that they may equip themselves. Follow me!" Though there are groans from your listeners, you have no Preparations choice but to accompany the Give the Players' Reference Sheet messenger. You are quickly rushed to for Part 3 to the players. Allow the Great Hall of the palace for an them to take whatever they wish, and immediate audience. It looks as divide these items among the though you have to perform whatever characters for travel. Everything task must be done to placate the may be taken, if desired, even the king's whims this third time. tin man. Encourage players to take You are ushered into the Great Hall 10 minutes, at most, to review, for a royal audience. Before decide upon, and divide these items. entering, all your weapons, devices, Assume that the characters have not and spell components are left with cast any spells yet this day and are the royal armorer (a standard carrying a standard spell selection practice). The hour is late, and the (that chosen before play begins). king is nearly alone. Only eight The PCs may refuse to enter the guards are present, along with portal until they have studied Torgel, the king's friend and spells, causing a 24-hour delay, advisor whom you rescued from the which they must spend under guard. maze. The king is very upset. As you The king does not allow the PCs to enter, he shouts, "YOU! Its all your cast any spells preparatory to fault. That gizmo of yours is going entering the obelisk until they are to destroy us all!" at the portal and otherwise ready to go. If they express a desire to cast After much ranting and raving (which preparatory spells, Torgel first you can role-play to the hilt), the casts a wall of force around them, problem is revealed. At moonrise encasing them next to the portal. this very night÷the night of the The characters may then cast all full moon÷the obelisk started making they like and enter. If they do not a strange humming noise, and a misty enter before the duration of the gateway appeared at the base of one wall of force ends (23 rounds), they side. Once he calms down a bit, the king demands that the characters enter the gateway and find out what's going on. Torgel doesn't help matters, suggesting that the device may be a portal for an interplanar invasion. The king puts the blame for this strange occurrence on the characters and holds them responsible for bringing such a dangerous device to the capital. He insists they enter and investigate are stripped and imprisoned for 100 feet on a side. Dozens of light another day, and then equipped and sources are scattered around the prepared in the same way. room, apparently held by the spiders. These lights are brighter Finder than candles but dimmer than magical If you are using the pregenerated light. They give enough characters, brief your Finder player illumination, however, to see that in private before play begins. the walls are covered with ornately Finder's church has become decorated metal and the smooth metal interested in the obelisk and has, ceiling is about 20 feet above your through commune spells and other heads. There are no visible exits. magical efforts, determined that it is a gateway to another world. The The characters are not yet aware church has summoned Finder and that they are standing on the broad instructed him to ensure peaceful back of a brass dragon, which is and profitable relations with any curled up into a sort of altar. The alien races the group might steep ramp in front of the encounter. If necessary, he is to characters is actually one of the reveal his true Charisma and take dragon's wings. Its other wing is charge of the negotiations. However, folded flat to its body behind the Finder must not reveal this party. The dragon's neck, head, and information to the king or the legs are tucked neatly underneath adventuring party before embarking and are not visible at this time. on the mission. There are over 200 Chak (rhymes with Jack) crowded into this room. They Role-Playing have been awaiting the arrival of the characters. If the party The dialogue with the spider race, attacks, the dragon lifts its head the Chak, can be a source of much and breathes sleep gas. You may run entertainment, especially if you the battle if you like or simply take the time to personalize them. summarize the outcome. All For example, try using a bright, characters who do not eventually happy voice for Ackack, and a low, fail a saving throw vs. the gravelly one for King Sarkum. dragon's breath and fall asleep are overcome by the massed hordes of The Tunnels of Tatz Chak, who capture them and render Encounter Key them unconscious. The characters awaken later, in a cell (see Cl. Through the Portal Prisoners). The characters temporarily lose all If the party takes no immediate their normal senses upon entering action, soft clicking sounds start the portal. The next thing they coming from the spiders, increasing know, they are all standing intact in volume to a loud din which lasts in a new place. for about a minute and then subsides. This is Chak applause. The C2. Arrival characters then become aware that all the spiders have been sitting You suddenly find yourselves in a down (in whatever way spiders sit) huge room, standing on a large, because one of them near the party irregular, yellowish metallic object stands up, rising a foot or two of some kind, about 10 feet above a above its fellows. It addresses the reddish metal floor. A steep ramp characters in human Common. descends down to floor level before you. All around you are hundreds of C3. Reception shiny black spiders, each about 4 feet across. They nearly fill the The spider speaks. "Greetings, great floor of the room, which is about and noble travelers. We welcome you The odd and effervescent speech of the Chak may give the impression of foolishness, but this is not the case. Although they are virtually bubbling with friendliness, the Chak are a shrewd, highly intelligent race. They fully expect the cha- racters to react with caution and do not react adversely to spell casting of any sort or to weapons in hand. If the characters attack, however, the dragon rises and breathes, putting all the PCs to sleep (see encounter C2 above). Ackack is int- erested, at the moment, in iden- tifying the racial makeup of the party. He has met humans before, but not demi-humans. He answers a few que- stions, if asked, but insists on get- ting the answers to with open legs"÷it demonstrates by his own questions. waving its two front appendages÷"in After his opening speech, Ackack the name of our great and glorious urges the characters to descend from king, Sarkum of Tatz. Gee whiz! Its the "landing platform" and join the great to have you here." Chak. If they cooperate, they are The spider turns and starts bobbing surrounded and touched by most of and nodding madly at the rest, and the spiders present. This is a form cries of "Gee whiz!" come from most of greeting and also a means for the of the creatures present. The leader Chak to get the scent of the waits for their cries to die down, characters. The Chak are uneasy then turns and speaks to you once until they do this. No harm comes of again. it. "I am Ackack, spokeschak for our During the course of their humble race. Gee whiz! Please allow conversation, Ackack seeks answers me to personally welcome you to the to the following questions: land of Tatz! Are you violent or 1. What are the characters' names hostile?" and races? 2. How did they get here? (and then, each old one. The Chak also have how did they get the obelisk?) small, tenth-sarkum coins and show 3. Do humans and demi-humans come in them for comparison. various sizes, shapes, and sexes? 4. Are there good and bad humans and Lightwand: Ackack shows the PCs how demi-humans, or are they all of one to activate the lightwand by philosophy? striking it against a hard object, 5. Do any or all of the characters if they have not already figured it use a power commonly known as magic out. (if not previously demonstrated)? Bones: The holes in the skull were 6. Are the characters or their made by a lightwand, identical to rulers interested in material the one the characters may have wealth? found, but with a minor attachment. The four-armed humanoid skeletons Ackack reveals the following during are those of creatures called the conversation: glommers. This is an unnatural 1. His race is called the Chak. breed, similar to normal apes but 2. The Chak are travelers and created by evil Chak. traders, voyaging between the Tin Humanoid: This is a metal golem planets and the very planes of of Chak construction. It can be existence in their pursuit of activated by the proper command commerce. word, which is known only to the 3. The Chak have traded with the king's advisor. characters' planet in the past, but Spider Amulet: Ackack shudders when that trade stopped when the people he sees the amulet. It is a relic they traded with had a civil war. belonging to the evil Chak. Ackack Ackack describes the froglike beings offers no other information at this if questioned. time. 4. The Chak would like to resume Cutter: If the nak cutter (8 inches trade with the humans and demi- long with roller and blade) was humans as soon as possible. found and is displayed, Ackack 5. The pedestal upon which the insists that the party must turn it characters arrived is a brass over. It is a taboo item for dragon. His name is Tally-tal. Upon outsiders to possess while within hearing his name, the dragon gives a Sarkum's palace, but it will be snort and sits up. He cannot speak. returned later. If necessary, the 6. The obelisk is a device Chak swarm over the party to constructed by the Chak. It is a retrieve the cutter, and the dragon teleporter. can always be called to deal with 7. The obelisk can receive as well them. If the characters do not as send, but the Chak politely reveal their possession of the refuse to send the party home until cutter, it is not found by the Chak the characters have spoken with King and no problems arise. Sarkum himself. Ackack politely admires any other In addition, if the characters show items shown but has no special Ackack some of the curiosities they comments about them. He politely have found, he tells them the declines to give answers other than following: Coins: These are all those noted above, saying that the coins of the Chak realm. Each is king or his advisors will surely made of the standard reddish metal clear everything up. ("Gee whiz!") called nak and named after King After the above topics are covered, Sarkum. "Garsha Koo" is Chak Ackack suggests that the characters language for "Gee whiz!" The four may rest, or they may visit the king worn coins are at least 10,000 years immediately if they wish. (Each old. Nak metal does not wear down option is covered hereafter.) quickly. The Chak offer the characters five normal sarkums for C4. Leaving Tatz Hall awaken some time later, stripped of everything and lying in a bare cell. Whether the PCs decide to rest first After a few hours, they are brought or see the king immediately, they to see King Sarkum (see encounter are escorted from the hall by Ackack C6). and most of the Chak present. C6. Royal Audience Ackack produces a metal cutter from his underside. You realize that he, If the characters have been put to and presumably all of the Chak, have sleep by the dragon's breath and pouches, similar to those of captured, they still receive the kangaroos. Ackack climbs the far same treatment as given below but wall and quickly cuts a 6-foot are brought before the king diameter hole in it, revealing a nak absolutely naked and unequipped. metal-sheathed tunnel of the same size. The Chak escort you through the sleek nak-metal corridors. You pass If the characters found the nak occasional side routes where even cutter in Part I and mention or more spiders scurry about, all produce it, note the unfavorable apparently busy. Some stop to watch results as described in encounter your passage and then continue about C3. their business. Ackack leads the party from the After about a half-mile of travel, hall. He and the party are the corridor opens out into a large, surrounded at all times by many nak-lined area. A 20-foot diameter other Chak, with the remainder fol- hole pierces the wall ahead. Passing lowing behind. The dragon remains in through this hole, you arrive in Tatz Hall. another large chamber, ornately adorned and occupied by dozens of C5. Tunnel World Chak. Woven between the walls at the far end of the room, a great It soon becomes apparent that the spiderweb supports in its center a Chak live in an underground huge spider, at least 10 feet community of tunnels and rooms, all across. This must be King Sarkum lined with nak metal. During this himself! The king is surrounded by a entire adventure, the characters are dozen large Chak, each about 5 feet never permitted to roam the tunnels across and each holding a lightwand. at will, thus maps of them are not Ackack speaks. "Hail, Oh great and needed. powerful Sarkum, most splendid King If the characters (stupidly) want to of attack while in the tunnels, warn Tatz, Chak-father, Supreme Ruler, the players that no good opportunity Conqueror of the Inner Planes! exists and try hard to discourage Greetings, Father-mine, Wisest of this. Several Chak to the rear of Wise, Strongest of Strong, Eater of the group have, unnoticed by the Foolish Guests! Gee Whiz!" characters, armed their lightwands. Sarkum replies, "Gee Whiz!" in a They are prepared to destroy the deep, rumbling bass voice. All the party if trouble arises. In Chak in the hall immediately fall to addition, the Chak near the the floor and echo the words "Gee characters may attack with their Whiz!" three times in chorus. poisonous bites. Prisoners If the PCs do not do the same, they If the characters have attacked the are cued by whispers and tugs from Chak at any point, they have been the Chak around them. A simple put to sleep by the breath of kneeling will do, but full prone Tallytal or were overcome by the position will please the king the massed Chak and captured. They most. Adjust the following commentary as needed if the 4. Sarkum trades for the characters' characters are not properly personal and party belongings respectful to King Sarkum. immediately, if they wish, whether or not a trade agreement has been Sarkum speaks again. "Gee Whiz! reached. Rise, our people and guests!" 5. The Chak trade goods offered are Everyone rises. "Greetings, nak (the reddish metal) and ambassadors. Greetings, our son lightwands. (See Trade Goods and Ackack. Who are our guests?" Ackack Values for prices and full tells the king everything you descriptions.) revealed during the question-and- When they hear the prices offered answer session in Tatz Hall. The for insects and dragons, the king seems pleased. "You have done characters may wish to return home, well. Gee whiz! We never liked those gather some, and return. The Chak do frogs anyway." Sarkum then turns to not permit this yet. If the you. "Who speaks for your group?" characters return home without finalizing the trade agreement, the One of the PCs must act as deal is called off, and they are not spokesperson for the party. Sarkum be contacted again. addresses that person hereafter. If the PCs do not choose a spokes- C8. The Proposition person, Sarkum addresses the first person who speaks and ignores all After working out trade details and other PCs. possibly trading with the player characters, Sarkum makes another "Gee whiz! We welcome you to Tatz, speech. and hope that your stay is a pleasant one. We are but simple "It is a pleasure dealing with you. trader folk and travelers. We would We hope that this marks the like you to trade with us. Are you beginning of a long and mutually interested?" beneficial relationship. "However, we yet have some doubts. C7. Trading Session The greenies were also fair traders and pleasant enough at first, but The following details are revealed they were unstable. We believe that in the course of the trading they were lacking in the stuff that session: makes a people great. Gee whiz! "Before we finalize our agreement, 1. The PCs may return home without a can you convince us that your people trade agreement, if they wish. This are worthy of our trust and wealth?" occurs within one hour, and the Chak then try to contact some other Allow the characters to try their nation. best, but Sarkum is not convinced by 2. If a trade agreement is reached, mere words. If player characters the party receives one percent of suggest a test of their courage and the price of all goods sold by the power, Sarkum is pleased; he was Chak, payable in sarkums, to divide about to make the same proposal. among themselves. Sarkum explains that his daughter. 3. The Chak are interested in Princess Keelee of Tatz, has been trading for magic items, live giant kidnapped by evil Chak and is being insects (food), and good dragons. No held for ransom. If the characters other goods are of interest to them. rescue her to prove themselves Refer to the Trade Goods and Values worthy, the trade agreement is section of the Players' Reference finalized and the party is returned Sheet for Part 3 for prices offered. home safely, becoming official Prices vary depending on King ambassadors to the Chak. To aid them Sarkum's reaction to the characters. on this perilous mission. King Sarkum generously offers two free "Now, a few words about our land. lightwand weapons with fully charged Gee whiz! You have seen our control rings. A reward of 25 beautiful scenic tunnels, so no sarkums per person is also offered. description is needed of them. Bargaining is ignored. Beyond our humble abode, however, If the characters decline the offer, the purity of nak ends, and the they are sent home immediately and tunnels become rough-hewn and the trade offer is crooked. We will give you a drawing closed. If they balk, suggesting of the routes to Gri-...to the lair some other service, Sarkum insists of the Black Chak. that this is his only offer. "Oh yes! Gee whiz! The air we breathe fills all the tunnels but is C9. A Briefing not found elsewhere. Stay in the tunnels at all costs! The surface of When his offer is accepted, Sarkum our world is airless and bleak. We introduces his advisor, Chumley. will show you a glimpse of it before Paraphrase the following information you depart. from Chumley or intersperse it with "The evil ones appear just as we, questions from the PCs to avoid but we know their foul stench. They reading it in one long section. dare not come here lest we get them, and "Just as you humans may be good, STOMP them, and RIP them into little evil, or neither, so too are the PIECES and FEED them to our DRAGONS, Chak. Renegade bands lurk here and and TEAR off their LEGS and BITE there in our world, but the fiercest them and KILL them and..." During and worst is a group of 21 called this speech, several other Chak the Black Chak. They are led by the begin chanting along with Chumley notorious criminal, Gritch the and work themselves nearly into a Grinder." frenzy. Chumley stops suddenly, and At the mention of this name, all the things quiet down. He continues: Chak in the room start a tremendous "Humph. As you may not be able to growling, which subsides only after tell the difference between good and the king shouts, "Gee whiz!". bad Chak by smell, assume that all Chumley continues. Chak outside our domain are evil. "The Black Chak have stolen All but Princess Keelee, of course. beautiful Princess Keelee, and we Gee whiz! You must find some way to are most sorrowful. We cannot get tell her from the others. Do not her back ourselves! Gee whiz! As we, harm her! Even the vilest of the the good Chak of Tatz, ally with the evil ones do not dare that. Even noble lizards÷you met old Tallytal, they fear the power of our great and I believe÷the Black Chak wallow and glorious King Sarkum. glumph with the vilest specimens of "The evil ones have few lightwands, that race. Some breathe fire, some only those they have stolen from us. lightning, cold, acid...it is a They lack our great trade empire, so barpling situation indeed. Gee they cannot get nak or lightwands whiz!" from the÷ Cries of "Gee whiz!" echo from Chumley is suddenly interrupted by a around the room, but the king great "ha-RUMPH!" from King Sarkum. remains silent. Chumley continues He falters, and continues. "Eight again after the noise subsides: pardons, Oh great king. To continue, "The evil Gritch÷" Chumley is the evil ones are not nearly as interrupted again by growling. "The powerful as we, and glumph with Black Chak leader is demanding many other nasties to reassure magic items for Keelee's return. If themselves. They have slaves, things you cannot help us, we must pay that look like you... well, almost. their awful price. These slaves have four arms. Gee whiz! I almost forgot. You must fear and flee the great false one, the and continues to cut open a circular Chak that is not a Chak, big as a doorway. He steps through, and the king, death incarnate. Beware!" rest of the group cautiously An echoing chorus of "Beware!" comes follows. from all the Chak present. Even the You enter a large hemispherical dome king joins in for a moment. of nak. The doorway is just above "Do you have any questions?" Chumley the flat floor. The dome is about 60 asks. feet across, featureless and black. Ackack tells you not to produce any The Chak have seen the "great false light sources, but to wait for a few one," a spider-being as large as minutes until the lightwands start King Sarkum, in the far tunnels. to go out, one by one. None are They know that it is not a true Chak reactivated. Finally, the last Chak because it smells wrong. It looks lightwand blinks out, and the room very dangerous. Other than that, is plunged into total darkness. they know nothing about it, but they You hear a loud clunk, as if some assume that it is a friend of the metal mechanism has been activated. Black Chak. Above you, a crack appears in the The king's advisor knows how to dome. It splits into two halves activate and control the tin man (a which slide down to either side. golem). He offers to sell this There above you is a night sky. A information for 10 sarkums to buy huge ball of soft light beams down the golem back for 20 sarkums. Refer from directly overhead. Around it, to the New and Adapted Monsters glittering like thousands of section for details. diamonds on black velvet, are stars, If asked how the tunnels are made, more and brighter stars than you the king's advisor tells the have ever witnessed. It is an characters how great purple worms, awesome sight, and everyone stands up to 30 feet long, are trained to in silence for a few moments. Then dig. These creatures are called Ackack softly interrupts the silence chompers. Trained ones are nearly with two words as he gestures toward harmless; wild ones are very the great luminous orb in the dangerous. heavens: "Your home." Before they go, the king adds a final word. "If you come back The surface area outside the dome is without our dear Keelee, you will visible once the dome cover has have failed, and we shall find retracted. The bleak and barren someone else to trade with÷people of moonscape is marked by huge courage. Gee whiz! You may leave." mountains, inky black shadows, and a total lack of vegetation, water, or C10. View From the Observatory anything else but rock. The dome itself is a glassy substance, barely Some time before leaving for the visible. There is no air outside of rescue mission, the PCs are taken to it. the Chak observatory for a look at When the PCs are ready to depart, the surface world. Use this Ackack does something to a section encounter whenever it is convenient. of floor and the halves of the dome cover start to rise once again. But You climb a long spiral ramp through suddenly, a huge avian shape rises solid rock, accompanied by Ackack from a nearby lunar valley, its and several other Chak carrying wings outstretched but not moving. lightwands. The passage is The creature is heading for the completely lined with nak, and it observatory. finally ends in a wall of the same "Flee! Flee!" cries Ackack, and the metal. Ackack produces a cutting Chak rush out to the ramp. The party tool, makes a small incision, and should do the same. After he passes listens. "No hiss!" he says happily the doorway, Ackack shouts, "Quickly! I must seal the passage!" old friends, a suggestion to which He puts the nak disc back in place Montana readily agreed. as soon as the characters are out of Because their arrival was the observatory, but he will not unexpected, there was no welcoming wait long, so anyone who hesitates committee of Chak in Tatz Hall. The may be walled in. Ackack quickly pair chatted with Tallytal, the rolls the edges of the doorway disc, brass dragon, evaded the yukky sealing it perfectly with the nak- spiders (whom Montana hated), and working tool. As he does so, a loud headed off into the tunnels. They CRUNCH comes from inside the room. were eventually attacked by the "Just in time!" pants Ackack. "Gee Black Chak and became separated. whiz; have to fix that later." If Digger made the best of the questioned, he describes the two situation, joining the Black Chak, predatory creatures of the lunar while Montana hid in the tunnels, surface: rock creatures which stand trying to survive. about 10 feet tall, and huge birds Digger is currently working for the like the one just seen, which have a Black Chak and is under the command 70-foot wing-spread. "They appear of the blue dragon, Henkus (see similar to birds of your world," Encounter D5). Ackack comments, "but have adapted to ours. Great and fierce creatures Encounter Key they are, who do not know fear. You D1. A Long Walk will probably not encounter any in your travels, but if you do, beware! Characters are allowed to rest as Gee whiz! They are called moon long as desired before setting out rocs." on the rescue mission. Give the Tunnels of the Black Chak map to the The Tunnels of the Black Chak players, and refer to your own map for the upcoming journey. Remember Wandering Monsters to give the party two lightwands During the rescue mission, the party with fully charged control rings. may run across wandering bowlers or Their cash reward will be paid wild chompers. Check once during later, if they are successful. each 120 feet of travel. A I on 1d6 If the PCs do not possess a nak indicates a random encounter with cutter, the Chak lend them one "just either 1-4 bowlers (75% chance) or in case." If the PCs have bought a one wild chomper (25% chance). cutter or have brought the one they Bowlers are seen at 40-foot range. A found in the maze, the Chak do not chomper arrives by tunneling from offer a free cutter. the top, bottom, or either side of Most of the journey is along a the tunnel (equal chances of each) single passage which leads east. at a distance of 2-40 feet (2d20). Where the corridor splits, the PCs may continue east by either the Digger and Montana north or south route. Only one During the recovery of the obelisk. encounter occurs on either route, as Digger, the gnome thief, met up with given hereafter. Be sure that a Montana, the dwarf fighter. Montana marching order is established, and had been exploring elsewhere and be aware of party light sources, knew nothing of his extortion spells running, and so forth. attempt. They joined another party for further adventuring and have You gallantly set forth on your been out of the capital for weeks. trek. A few Chak escort you for the Later, after the PCs returned with first mile or so, but then they wish the obelisk and were railroaded into you good luck, give a final cheerful entering it. Digger slyly suggested "Gee whiz!" and depart. The nak- to Montana that together they might lined tunnel continues for a great also enter the obelisk to aid their distance, but finally the limits of civilization (such as it is) are This is a 30-foot-long chomper. It reached and the corridor becomes is a tame one, and its two Chak rough, bare rock. You continue keepers, Glump and Nargitch, are onward, cautiously, and travel for a close behind it. few more hours. Strange thoughts are If the PCs attack immediately, they in your minds. You are a long way are not able to hear the cries of from home, trapped here under the the keepers. The chomper panics when bleak lunar surface. How ironic it attacked and starts to burrow down is. You began this bizarre journey into the tunnel floor. It squeals at the whim of your king, only to be each time it is damaged. When the trapped by the whim of another. "Gee entire worm has disappeared into the whiz," as your new friends would tunnel floor, Nargitch peers out say. from the new tunnel entrance, You come to a point where the lightwand weapon in hand, to see who corridor branches to the northeast is making all the trouble. If the and southeast. Here on the floor characters attack him, he returns lies a broken crossbow bolt. You their attacks, and Glump joins in examine it with interest and note a whenever possible. If their defeat puzzling fact: the colors of the appears imminent, both of the Chak fletching are somehow familiar.... shift out of phase and return home. Of course I This matches the bolts Their weapons remain behind. carried by your old friend, Montana! If the PCs do not attack it But she couldn't be here, could she? immediately, the chomper turns away from them, closely followed by its There are no footprints or traces of keepers. As they emerge from the passage in this area. If an arrow of tunnel, the two Chak notice the direction is used, it points to the party with surprise and ask, "Who northeast passage, regardless of are you?" They talk peacefully, if what is asked. permitted to do so, but always keep their lightwands at the ready. The D2. Tunnel Encounter keepers explain that they and Fred (the chomper) are busily making new You cautiously continue through the tunnels, and that this is a common tunnel, your lights piercing the practice. If questioned, the keepers darkness ahead. The tunnel winds claim that they are loyal to King about, ever turning, and you can see Sarkum. little of what lies ahead÷ or The chomper-keepers are, in reality, behind. Black Chak, loyal to Gritch the Grinder. If attacked after initial Refer to either encounter D2a or conversation, both put up a good D2b, depending on the route chosen fight but shift out of phase if by the party. severely damaged. The chomper tries to escape by tunneling downward. If D2a. Worm! taken prisoner, the Chak reveal nothing. Suddenly, about 30 feet ahead of If the characters follow the new (name of character in the lead), the tunnel created by the chomper, they right wall of the tunnel caves in. cross down to the southern tunnel. Squirming out from it is a huge wormlike monster, purple in color. D2b. Rolling Stones Its head is at least 5 feet across, and rows of teeth line its gaping As you trudge along, you get the mouth. It turns its head toward you, feeling you're being watched. but its body is still mostly in the Suddenly, (name of character hole it has made. bringing up the rear of the group) is knocked flat. Looking behind, you see three large boulders where there was clear corridor only a moment before. One of the boulders has just slammed into (name of character) and has come to a stop close by. The other boulders are about 20 feet away.

The three huge rocks are a galeb duhr and two animated boulders. One of the boulders has just hit a character for 10 points of damage. The galeb duhr is the one furthest drops his concentration on the away from the party. boulders and creates a 10-foot pit Caleb, the galeb duhr, lives in this under the offender via a passwall general area and has become annoyed spell and then flees. The character at the sound of intruders. Using a must make a saving throw vs. spells passwall spell to enter from a or fall into the pit for 1-6 points nearby tunnel, he sent his boulders of damage. A successful saving throw after the party. indicates that the victim has If the PCs attack, Caleb backs off grabbed the edge of the pit. to maximum (60') control range while If the characters back off and the boulders attack fearlessly. The attempt to communicate, Caleb stops two animated boulders block the the boulders, leaving them as cover, passage of all visible PCs, and shouts from a distance. shielding Caleb from attack. An Unfortunately, he does not speak or invisible character can sneak by understand any of the characters' them. If the boulders become badly languages. Finder's magical helm damaged, Caleb retreats into a side also fails to decipher Caleb's tunnel. As he does so, the boulders language. A tongues spell is needed. suddenly stop and fall over. Caleb As long as the PCs peacefully immediately closes off his escape attempt to communicate, Caleb route with a wall of stone. prevents the boulders from If Caleb is attacked magically from attacking. a distance, he flees immediately, If a tongues spell is used, Caleb whatever the damage. If he is introduces himself and his two hard- engaged by a PC moving invisibly, he headed allies, Thuga and Thugy. The boulders bow politely when introduced. Caleb explains that he thought the party was a group of intruders from Gritch and apologizes if the characters reveal that they have come from King Sarkum. He mentions that he met "two little 'uns, sorta like you. The smaller one gave Indeed, the Chak appear to be me a big drink of water from a tiny limping on fewer than eight legs bottle." This was Digger, apiece. accompanied by Montana. Caleb does But before you can act, the huge not remember other details, as all creature in the center of the room humanoids look alike to him. Since turns toward them, moving with great Caleb ignores time utterly, he speed. Montana sees it, but she cannot even estimate when the pair hesitates. A bright blue ray of came by÷ten minutes ago, or ten light shoots forth from one of the weeks. huge spider's eyes and strikes her When the PCs are ready to depart, squarely. She topples with a thud ÷a Caleb suddenly says, "Hey! Want some very loud thud. She and all her junk?" He has found a nak-metal box, equipment have been turned to stone! about I foot square. If allowed, he The two Chak turn to the large retrieves it and gives it to the creature and clack at it a few party. Caleb has no use for it. The times, and it clacks back. They then box is ornately etched (a feat hobble back up the corridor, leaving impossible for the characters to the creature in the room. It turns duplicate, even with a cutter or away from the exit and resumes a magic), obviously valuable, and watchful position. locked (standard chances of picking). It contains 20 sarkums. This is a retriever, the guardian of The box is worth five sarkums, or the entrance to the Black Chak lair. 750 gp if sold in the capital city. This construct was made by Demogorgon in the Abyss and was D3. Guardian traded to the Black Chak for items and favors that have no bearing Both the north and south corridors here. It is a simplified version, lead to this large room, and there unable to transmute victims into is no way around it. The characters mud, lead, or gold. may approach it as a group, or they The retriever does not leave this may check it by scouting ahead. room. If the PCs attack it from a distance, without entering the room, Peering ahead, you see a large, it fires all its eyes down the dimly lit room, about 80 feet square tunnel at them as quickly as and 20 feet high. Four lightwands possible, then moves to one side, are mounted on the walls, one in out of sight. If the characters try each corner, about 12 feet up. A to make a run for it, the retriever nak-lined, 10-foot-diameter corridor quickly moves to block the western exits from the center of the west tunnel. wall, sloping upward. The retriever has only a one chance Standing in the middle of the room, in six of detecting an invisible with its left side towards you, is a intruder. However, once it detects huge Chak-like creature about 12 such an intruder, it can follow feet tall. You note that its four easily (standard ÷ 4 penalty on "to front legs end in large, sharp hit" rolls). If an eye ray is used claws, and that it has several eyes. against an invisible character, the It shifts slightly, starting to turn victim gains a +4 bonus to the away from you. applicable saving throw. Suddenly, sounds come from the The retriever has no special western corridor÷much clacking and immunities. It dies fairly quickly running footsteps! Two Chak appear, if the PCs attack properly. However, scurrying down into the room. there may be a PC death or two if Pursuing them is Montana, the players are not careful. Choose ferociously attacking the spiders! eye ray targets randomly among Her upraised broadsword glows bright potential victims but try to spread and shows signs of successful use. out the damage. Try not to aim at the same character twice. Rely on each. In the floor at the north end melee (those claws are nasty) if of the room is a huge pit, 50 feet possible. The retriever fights to across. the death. Twenty small tunnels, each about 5 When the creature finally falls, the feet in diameter and lined with nak, PCs have only a few moments to tend exit the room along the east wall their injuries and decide what to do near the floor. You catch glimpses about poor Montana. Suddenly, the of several Chak therein, but they sound of clacking comes from the back off quickly when they see you. western corridor. You hear someone crying. It doesn't A group of Black Chak have heard the sound like a Chak. noise of battle. They are coming to gather up the bodies of the slain Discourage the players from entering intruders. When they see the dead the western tunnels. They lead to retriever instead, they panic, other areas of the Black Chak lair, scurrying back up the corridor. They and they are neither needed nor can barely conceive of something mapped for this adventure. If powerful enough to defeat the players persist, describe the other awesome retriever. areas briefly (small rooms, many The Black Chak flees regardless of more tunnels, some webs, no PC actions. The characters may try treasure). The entire area has been to ambush them, attack them as they abandoned by the frightened Black descend, or hide, but the results Chak. are the same. Each of the protrusions on the jail The word is quickly spread, and most floor is the top of a 10-foot cubic of the Black Chak flee from the box set into the floor. There are fierce invading PCs. If the prisoners in all of the boxes. Close characters pursue quickly, any Chak inspection reveals dozens of tiny encountered shifts out of phase air holes in the top of each box. rather than face their attackers. The PCs can also find an inscription The corridors are empty within on each box, and Finder's magic helm minutes. If the characters save can translate these. They are simply Montana, she tells them about the numbers 1, 2, 3, 4, 5, 6, 7, 10, entering the obelisk with Digger but II, 12, 13, and 14, one per box as can remember little else. She has noted on the map. These are not seen Digger since they were consecutive numbers in base 8. separated in battle with some huge The box-cells have been enchanted to spiders, and she is unaware that prevent other-planar travel and are Digger has since sold out to the thus detectable as magical. The pit Black Chak. also detects as magical. Characters The western corridor leads directly approaching it can see that it is to the Black Chak jail. full of a swirling whirlpool of reddish-gray mist. No sight, magical D4. Jail or otherwise, can penetrate the mist. There is no other magic in the The tunnel from the retriever's room room (except, of course, that curves upward slightly, rising 10 brought by the PCs). feet over its 50-foot length before The box-cells are easily opened by opening into another room. using a nak-cutter, but no other This area is very large, almost 200 means succeeds. feet long, 70 feet wide, and 30 feet The crying is coming from cell 10. high. The walls, floor, and ceiling It is Digger. Once the PCs have had are lined with nak metal. Twelve a chance to talk with him nak-covered boxes protrude from the (preferably about 2-3 turns after floor. Each box is 10 feet square the room is entered), the pit and 2 feet high. The boxes are becomes active (see The Jailer). arranged in four rows of three boxes Cells 1-7 Sarkums group, despite their neutral Each of these cells contains a Chak alignment. (They are "camp prisoner of neutral alignment. followers." Decorum prohibits Whenever one of these cells is further elaboration.) However, if opened, use the description below. the charm is removed, they are slightly more clearheaded and are You are looking down into a nak- able to fight the hypnosis enough to metal box. At the bottom, sitting on resist attacking the PCs. They do, the floor looking up at you, is a however, inform the PCs that they Chak. It immediately starts jumping "feel a strange compulsion to attack up and down and cries out in human you. Gee whiz!" Common, "Gee whiz! Gee whiz! Have Any Chak prisoner may be talked into you come to save me? I am the "sniffing" the others. While still Princess Keelee! Has my father, insisting Sarkum the Great, sent you?" that she is the Princess Keelee, a Chak prisoner should eventually find All seven of these female Chak claim the true princess by smell ("Gee to be the princess. They all believe whiz! She smells like a princess, it, too. They have been magically too!"). Of course, if none of the charmed and then psionically others smells like a princess, the hypnotized. The real princess is one sniffer is undoubtedly Keelee. of the seven (determine at random) The players may have deduced some other means of success. Judge as you see fit. The PCs may end up taking everyone from the jail anyway, as a general rescue mission, and this should succeed admirably if the charms are removed before departing.

Cell 10 The PC's old friend Digger is imprisoned here. He has been crying, but is overjoyed at the and she, too, has been charmed, but prospect of rescue, promising not hypnotized. All the Chak anything to achieve this result. His prisoners are friendly and helpful. actual motives are evil. Digger A detect lie spell is of little use, tells the party about the Great as the subjects all believe the Dragon in the area, carefully using story they are telling to be true. only true statements. All the Chak prisoners detect as charmed. Dispel magic removes the "It's like a hydra, but definitely charms automatically but does not draconian. It has many heads, all of remove the psionic hypnosis. different colors. The Chak here say When any false princess is taken that it started visiting after they outside the jail room without first bought a big spider-machine from a removing the charm, the hypnosis demon with two heads. That demon causes her to attack her rescuers by made a gate, somewhere around here, biting. The false princesses are so the dragon could visit." actually Black Chak, not from King Cells II & 13 actual gate been created although it Each of these cells contains a sure looks like one and is glommer (four-armed ape) being detectable as magical. Digger punished for some reason. The cooperates with the party until they glommer tries to attack immediately. are slain by Henkus or until an It can leap the 10-foot height of attack from behind would come in the cube and, if PCs have made an handy during melee. opening 2 feet across or larger, it Henkus casts a phantasmal force escapes and attacks. spell after hearing Digger tell the PCs about Tiamat. It is preferable Cells 12 & 14 for you to time this event to occur Each of these cells contains a before the PCs have finished opening peaceful glommer. Each radiates and examining all the jail cells. In magic (a charm). Each has been any case it cannot happen until carefully coached to say, when the after they have spoken with Digger. cage is opened, "Gee whiz! I am da Be sure you know the approximate Princess Keelee! I've been changed! positions of all the PCs before Save me! I am cursed!" They can say starting. nothing more. If allowed out of their cages, they remain peaceful There is a noise from the pit. until taken from the jail but attack Suddenly, five dragon heads start to at that time. Any glommer damaged to rise from within the mist: white, less than 10 hp tries to flee back black, red, green, and blue. It is into the Black Chak lair. the creature Digger described. The heads rise 10 feet off the floor; D6. The Jailer the necks reach down into the mist. Warning: This is the final encounter Five pairs of eyes are watching you of the mission, and it is very closely. complex. Read it entirely before All the prisoners you have released starting. dive back into their boxes, if The pit in the north end of the jail possible, or run to a far corner and is an entry into the home of Henkus, quiver, exclaiming, "Gee whiz!" an average-sized, very old blue Digger has visibly paled and is dragon. He is originally from the quivering, whispering, "oh, no..." PCs' planet but came here (via an He suddenly makes a break for it, obelisk) and found a peaceful life running and leaping for the western with the Black Chak, away from the tunnels. The white head turns and terrible humans. sends a shimmering cone of frost at The mist in the pit is a natural him and he falls, frozen, as the ice effect with a stinking cloud added covers him and a 20-foot-wide area at the moment by Henkus. The sides around him. The distraction has not of the pit lead down at a 45-degree caused the other four pairs of eyes angle and are not nak-lined, so even to blink; they watch you still. Henkus can climb up easily at 8" movement rate. Tiamat is a phantasmal force cast Henkus has suggested an ambush for and controlled by Henkus, who is the Diggers former friends, to wipe out blue dragon head within the the party and get their valuables. illusion. Thus, the blue dragon head Diggers job is to get things ready does all the talking for Tiamat. by telling the PCs about a multi- If the characters talk to her, headed dragon named Tiamat. Henkus Tiamat demands that they leave the then follows up with an illusion of spider prisoners and apes here and her. Diggers statements to the PCs depart immediately. She also demands are true, but carefully worded. one magic item as payment for the PC Demogorgon has indeed been here to intrusion into her jail. She attacks sell the retriever to the Chak but if not obeyed. Tiamat's speech seems he has not returned, nor has an to be a bit slow; Henkus must be very careful not to break his Any characters trying to check on concentration on the illusion. Digger either slide on the slippery ice (if they believe that the white Disbelief dragon head breathed) and find Do not outline the available options Digger frozen, or (if they to the players, but be aware of the disbelieve) do not slip at all and three possible modes of action find Digger still warm but available to each PC and their apparently unconscious. results: If the PCs attack anything but the 1. The PC believes the illusion blue head, they are believing in the completely. All damage is treated as illusion and Tiamat counters with real, but saving throws may be made breaths and bites. Handle melee as for half damage. described above. Each head has 16 2. The PC disbelieves the illusion hp; the body is not a visible of Tiamat completely, including the target. If all the heads are blue dragon head. All illusory "slain," the body immediately damage has no effect. Real damage descends into the mist. from Henkus's lightning breath is If some PCs disbelieve while others full (63 pts). No saving throw take action, aim the first illusory applies. breath to catch one believer and one 3. The PC disbelieves everything disbeliever. The disbeliever takes except the blue dragon head, since absolutely no damage, and this it does the talking. Illusory damage should be a clue to the others. has no effect. The normal saving throw may be made against Henkus's Tiamat: AC 0; HD 16; hp 16/head; #AT lightning breath. 5 bites or breaths; THACO 7; Dmg see Any PC who disbelieves some or all below; SZ L; AL LE; IN Genius; STs of Tiamat must totally ignore her or 2, STw 2. the parts disbelieved. You may roll Special Attacks: dice to reassure the players, but White head: 56 point cone-shaped announce no change in the illusion cold breath (7"x 2 1/2" diameter); regardless of disbelief. bite 2d8 points Black head: 64 point line-shaped acid breath (6" x 1/2" diameter); bite 3d6 points Green head: 72 point cloud-shaped gas breath (5" x 4" x 3" high); bite 2d10 points Blue head: Nil (concentrating on the illusion) Red head: 88 point cone-shaped fire breath (9" x 3" diameter); bite 3d10 points

Henkus drops the illusion and attacks as a blue dragon if the PCs either disbelieve everything and are taking no damage or if they believe nothing except the blue head (himself). If everyone is ignoring all of Tiamat, Henkus carefully catches as many PCs as possible with his first lightning breath. If everyone seems to be concentrating on the blue head, Henkus attacks with everything he can. Note that, although Henkus can talk slowly while concentrating Digger: AC 1 (AC without shield = 4, on the illusion, he cannot use his AC rear = 7); MV 9"; hp 40; #AT I breath weapon or otherwise attack. dagger or 2 arrows; THACO 16 (19 as He must drop the illusion to engage thief); Dmg by weapon (plus the PCs. He uses his spells, if adjustments, see below); SZ S possible, to his best advantage. The (3'4"); AL N(E); IN Ave (8); STs 13, web spell, in particular, should be STw 12. used against spell casters. When Special Abilities: Modify attacks seriously attacked, he can cast an for STR 17 (+1/+1), DEX 17 (+2 to invisibility spell. missiles), dagger +2, shortbow +2, 8 Digger joins in the melee. He adds arrows +1; attack from behind for missile fire at spell casters or, if triple damage; MS 72%, HS 59%, CW few PCs are left, may try to attack 81% from behind. If caught, he surrenders and asks for a trial in After the melee, the player the capital city, where he knows characters can easily re-rescue all that the Thieves' Guild will help the prisoners. No Black Chak bother him. them unless they spend more than 12 Henkus can certainly be subdued, at hours in the jail and retriever room normal chances of success. If given area. If they rest for that long in the chance, he surrenders when this area, a squad of six Black reduced to 12 or fewer hit points. Chak, all armed with lightwands, The pit slopes gently downward about sneak up and attack, gaining a +1 50 feet and opens into a spacious bonus to surprise. room with large tunnel exits. Henkuss treasure is here: 3,000 D6. Return platinum pieces, 150 sarkums, 40 gems (total value 16,000 gp), 20 No events or encounters occur on the pieces of jewelry (total value trip back. If the PCs bring the 20,000 gp), a potion of extra- princess back alive (whether or not healing, a potion of flying, a they can identify her), they gain potion of speed, and two lightwands the good will of King Sarkum, the with control rings (10 charges trade agreement (and a percentage of each). Henkus begs to keep a few the trade revenue), and the 25 platinum pieces, gems, jewelry and sarkum reward (per survivor) for the sarkums. He offers a deal: if the rescue. The party gets PCs ever need a friend on the a bonus of five sarkums for each moon.... additional live Chak rescued. Even glommers are worth one sarkum each. Blue Dragon (Henkus): AC 2; MV 9" The PCs may return home at any time, /24" ; HD 9; hp 63; #AT 3; THACO 12; where they will be welcomed, Dmg 1-6/1-6/3-24; SZ L (42' long); cheered, beset by pleas, praised, AL LE: IN Very; STs 8, STw 7. and eventually forgotten. Special Attacks: lightning bolt If the PCs fail to return with the breath (100'x 5'); spells (see princess, or if they bring back her below) body (raise dead attempts fail), Charm Person (C 1s, R 12") they get a saddened, "Gee whiz! Comprehend Languages (C 1r, R Touch, Thanks for trying, anyway," from DR 45r) King Sarkum. The PCs must return the Magic Missile (C Is, R 15", 5d4+5) two loaned lightwands and are sent Invisibility (C 2s) home. The obelisk is then turned off Stinking Cloud (already used) remotely by the Chak. It remains Web (C 2s, R 4.5", DR 18T; 8 cu", I" still and quiet until, a few years min dimension) later, Sarkum has a problem and Phantasmal Force (already used) wants to see those valiant adventurers who visited last time. MONSTERS STATISTICS CHART

Name AC HD hp #AT Damage MV AL THACO Book SA SD

Grippli 9 1+1 5 1 1d4 9"//15" N 18 MM2 Yes No or spear

Grippli 8 2 16 1 ld4+l 9"//15" N 16 MM2 Yes No Attendant & special

Grippli Tribal 7 3 24 1 ld6+l 9"//15" N 16 MM2 Yes No Mother & special

Bullywug 6 1 5 3 1-2/ 3"//15" CE 19 FF Yes Yes or 1-2/ 1 2-5 or weapon +poison

Bullywug 2 3 28 3 3-4/ 3"//15" CE 16 FF Yes Yes Chieftain or 3-4/ 1 4-7

Bullywug 2 2 12 3 2-3/ 3"//15" CE 16 FF Yes Yes Sub-Chief or 2-3/ 1 3-6 or weapon +poison

Bullywug 6 1+7 11 3 1-2/ 3"//15" CE 16 FF Yes Yes Shaman or 1-2/ 1 2-5 or weapon

Dragonfly, 3 7 35 1 3-12 1" /36" n 12 MM2 Yes Yes giant

Snake, giant con- 5 6+1 30 2 1-4/ 9" N 13 MM Yes No Strictor 2-8

Snake, 5 4+2 25 1 1-3+ 15" N 15 MM Yes No giant poison poisonous

Spider, 6 2+2 12 1 1-6+ 18" N 16 MM Yes No huge special

Spider, 4 4+4 25 1 2-8+ 3" *12" CE 15 MM Yes No giant special

Wasp, 4 4 25 2 2-8/ 6" /21" N 15 MM Yes No giant 1-4 +poison Bowler 4 1/2-1 2-5 1 bowler 6" + N 20 MM2 Yes Yes hp special Chak 5 5 26 2 1d6+ 9" *12" Any 15 New Yes Yes (0 if shots armo- poison red) or by 1 bite

Chomper 5 9 40 1 bite/ 2d8/ 9" N 12 Mod. Yes No 1 sting 1d4 + poison

Galeb Duhr -2 9 34 1 2-16, 6" N 12 Mod. Yes Yes 3-18, or 4-25

Animated Boulder 0 9 40 1 4d6 3" N 12 MM2 No Yes

Glommer 5 6 30 4 1d4 12" NE 13 Adapt. Yes No (X4) or weapon

Roc, Moon 4 18 87 2 claws 3d6/ 3"/24" N 7 Adapt No 1 beak or 3d6 or 4d6

Tin Man 6 6 27 1 1-8 9" N 13 New No Yes axe/ l-4 fist

Basidirond 4 5+5 35 1 2d4 + 6" N(E) 13 MM2 Yes Yes smother

Ankhkeg 2/4 8 50 1 3d6 + 12" (6") N 13 MM Yes No 1d4 acid

Mantrap 6 8 55 4 victim's 0 N MM2 Yes No AC rear

Mantis, 3 10 70 1 2d6 6" /12" N 10 MM2 Yes Yes giant grab/ 3d4 bite

Pirate 6 1-1 4 1 1-8 12" NE 20 MM No No (scimitar)

Pirate 4 2 8 1 2-9 12" NE 16 MM No No Sergeant

Pirate 3 3 16 1 3-10 12" NE 16 MM Yes Yes Lieutenant

Pirate 2 4 18 1 3-10 12" NE 15 MM Yes Yes Captain Pirate 9 7 40 1 1-4 12" NE 19 MM Yes Yes Magic-User (dagger) or spell

Pirate 4 5 30 1 2-7 12" NE 18 MM Yes Yes Cleric (flail) or spell

Dragon, 2 7 34 3 1-4/ 12"/24" CG MM Yes No brass 1-4/ 4-16

Re- -2 10 60 4 3d6 18" CE 10 FF Yes No triever claw/ (X4) 2 eye + rays ray

"Tiamat" 0 16 16/ 5 special nil LE 7 ÷ Yes No head

Blue Dragon 2 9 63 3 1-6/ 9" /24" LE 12 MM Yes No 1-6/ 3-24 CHARACTER SUMMARY CHART

Char# 1 23456

Class Ftr M-U CL Thf F/M C/R

STR 18/49 7 9 10 15 18(23) INT 6 18 9 9 17 13 WIS 10 12 18 7 9 14 DEX 15 15 11 18 15 8 CON 17 15 15 17 10 15 CHA 9 8 13 14 9 7 LEVEL 8 9 9 10 5/8 5/7 RACE Hum Hum Hum Hfg Elf H-E ALIGN N N NG N N NG AC norm -2 32004 AC rear 1 44434 hp 80 35 50 55 35 45

Skills PP 95 HS 88 OL 87 HN 35 FT 75 CW 84 MS 98 RL 45

Potions X-HI X-HI Dimn Heal Heal ACtI FRes Fly Fly Poly Speed X-HI WtrB Invs Heal WtrB Hro SWtr (2) (X2) Lev

Charged arws wand wand keog wand Items +1: 23 21 oint 1:24 6 stff 4 P:9 12 brch 53

MAGICAL ITEM SUMMARY(potions listed in character summary)

#1 Blondy (Fighter): Plate +2, shield +1, 2-handed sword +1, spear +1, longsword +2/+4 vs. giants, arrows +1 (6)

#2 Slim (Magic-User): Bracers of defense (AC 4), dagger + 3, dagger +1, portable hole, wand of negation (23 chg), staff striking (12 chg)

#3 Smiley (Cleric): Chain +1, shield +1, hammer +2, mace +1, ring of free action, wand of magic detection (21 chg)

#4 The Ghost (Halfling Thief): Bracers of defense (AC 4), dagger +2/+3 vs. large, dagger +1, dagger +3, sling +1, shortsword +2, ring of invisibility, Keoghtom's ointment (4 doses)

#5 Blaze (Elf Fighter/M-U): Chain +2, shield +1, shortbow +1, spear +2, bastard sword flametongue (+1, +2 vs. regenerating, +3 vs. avian or cold- using, +4 vs. undead), wand of illumination (24), wand of paralyzation (9), brooch of shielding (53)

#6 Finder (Half-Elf Cleric/Ranger): Bracers of defense (AC 4), 2-handed sword +1, defender longsword +3, flail +2, helm of comprehending languages and reading magic, arrow of direction CHARACTER CARDS

The Ghost

10th Level Halfling Thief

Strength: 10 AC, normal: 0 Intelligence: 9 AC, rear: 4 Wisdom: 7 Hit points: 55 Dexterity: 18 # Attacks: Constitution: 17 THACO: 16 Charisma: 14 Alignment: N

Weapon Proficiencies 4: dagger, dart, sling, shortsword

Equipment: bracers of defense (AC 4); dagger+3; dagger +2/+3 vs. large; dagger +1; sling +1; shortsword +2; ring of invisibility; Keoghtoms ointment (4 doses); potions of healing, polymorph self, water breathing (2 doses)

Languages: common, dwarven, elven, gnome, goblin, halfling, orcish

Thieving Skills (race and dexterity included): PP OL FT MS HS HN CW RL 95 87 75 98 88 35 84 45 If alone or in advance, surprise 4/6, or 2/6 with door.

The Ghost left home while young, scorning the dull burrow life for a world full of adventure. He is an independent person but very insecure and afraid of being ignored. Therefore, he tries to act mysterious and sly, and often wears strange, dramatic clothing. He likes being noticed by friends and associates, whatever the reason. Sometimes he plays tricks just to get their attention. The Ghost has studied traps and other mechanical devices. He likes to construct new things in his spare time. Back home, he's almost finished a new kind of lock which uses a dial and numbers instead of a key. A long time ago, Blondy noticed one of The Ghost's pranks÷he lifted her purse÷ and almost killed him. No sense of humor! The Ghost thinks Slim is too serious, and suspicious as well, always watching the halfling closely, almost as if he still thinks The Ghost might be evil. The Ghost lets Smiley think that the cleric has reformed him. Smiley's always good for a cure, now, if properly approached. The halfling cooperates well with Blaze, the elf fighter/magic-user, but they aren't especially fond of each other. He's careful to check for her actions in combat; no sense getting caught in a fireball. If it weren't for his ranger skills. Finder would be a real loser: a moral extremist, super-good type who gets on The Ghost's nerves constantly. However, the halfling tries to stay on the cleric/ranger's good side (though it rarely appears) in case he needs a cure. The Ghost doesn't know much about Montana, the dwarf fighter, and doesn't particularly want to know more. He thinks she's a loudmouth and a showoff. Digger, the gnome, as another Thieves' Guild member, is The Ghost's closest friend and ally when things get tough. Blaze

5th Level Elf Fighter 8th Level Elf Magic-User

Strength: 15 AC, normal: 0 Intelligence: 17 AC, rear: 3 Wisdom: 9 Hit points: 35 Dexterity: 15 # Attacks: Constitution: 10 THACO: 16 Charisma: 9 Alignment: N

Weapon Proficiencies: 5 as fighter: shortbow, lance, spear, bastard sword, longsword; 2 as magic user: dagger, staff

Equipment: chain mail +2; shield +1; shortbow +1; spear +2; bastard sword +1 flametongue (+2 vs. regenerating, +3 vs. cold-using and avian, +4 vs. Undead); wand of illumination (24 charges); wand of paralyzation (9 charges); brooch of shielding (absorbs 53 points); potions of healing, speed, super-heroism

Languages: common, elvish, gnoll, gnome, goblin, halfling, hobgoblin, orcish, treant, giant common

Blaze is a small, quiet lady with a big punch, both in melee and magic. As short as a dwarf, but much thinner, she is sensitive about her size. Her red hair, very rare among elves, marks her in a crowd and is the source of her common name. She came from a poor, backwoods, low elf family, and this is her dark secret. She never talks about her past, having been a bandit, a notorious criminal, a beggar, and a scavenger. Though many years ago she was an evil renegade, she left the old ways and found success and respect in the world of humans. Blaze likes magic in all forms. It's the most wonderful thing she has ever found. She absolutely hates poor people, dirtiness, and anything that reminds her too strongly of her past. She occasionally enjoys destruction, the thrill of blowing away groups of enemies during adventures. Sometimes Blaze is a bit trigger happy. Blaze gets along fairly well with Blondy, the human fighter. Sometimes Blaze lends her the flametongue sword, especially when Undead are around and she wants to stay back and use magic. Blaze coordinates spells with Slim, the human magic-user, for obvious reasons. He sometimes acts like a father to her, although she's over six times his age. She thinks he's a jerk, but a powerful jerk, and very smart. She doesn't antagonize him. Blaze is very, very careful around Smiley. Clerics are good at prying out information. However, he is a big help against Undead. She cooperates with The Ghost, but both are very independent. The halfling is always careful not to get in the way of her magic. Blaze thinks a good family background is wasted on Finder. The half-elf cleric/ranger is clumsy and often disagreeable, a goody-goody boob. Montana, the dwarf, is a good fighter but quite brash. Blaze and Montana snipe at each other occasionally, but are never actually hostile. Blaze is not sure what Digger's problem is, but the gnome is always watching her. He seems to be afraid of something and keeps trying to make friends, but she can tell its just a false front. Finder

Half-Elf 5th Level Cleric 7th Level Ranger

Strength: 18 AC, normal: 4 Intelligence: 13 AC, rear: 4 Wisdom: 14 Hit points: 45 Dexterity: 8 # Attacks: Constitution: 15 THACO: 14 Charisma: 7 (14) Alignment: NG

Weapon Proficiencies: 5 as ranger: longbow, lance, spear, longsword, two-handed sword; 3 as cleric: hammer, flail, mace

Equipment: bracers of defense (AC 4); flail +2; longsword +3 defender, two- handed sword +1; helm of comprehending languages and reading magic; arrow of direction; potions of animal control (all), extra-healing, levitation, sweet water

Special Abilities: infravision 60', detect secret doors 1/6 passing, 2/6 searching; concealed doors 1/6 passing, 3/6 searching

Languages: common, elvish, gnoll, gnome, goblin

Spells (includes Wisdom bonus): 5, 3, 1

Finder is more than what he seems. Although exceptionally strong and respectably intelligent and wise, he keeps most of his traits hidden. Finder has camouflaged himself in apparent mediocrity so that he seems completely average, or worse. He can be charming if he wishes (actual Charisma 14) but is keeping up a front; that of a slightly clumsy, often disagreeable, blend-in-with-the-crowd type. It's better at this point, he thinks, to play the fool and stay in the background. Finder is very, very good with lawful tendencies. He likes collecting information about people, places, and things in his notebook. He hates evil above all and also dislikes the petty squabbles of small-minded people. Finder's friends think that he has rooms in town, and indeed he does. However, his real home is in his church. He keeps the church elders up to date on the SMART organization and the underground activity in the capital, and passes along other information as he acquires it. Finder and Blondy, the fighter, were once close, but she drew back from the relationship. He wishes he could be his true self with her, but for now is content to watch out for her safety. Finder thinks Slim, the magic-user, is a bit pompous and resents his sneers at goodness. Smiley is Finder's only close friend. The rotund cleric often helps Finder with spell selection, even though they are not of the same church. Montana, the dwarf, thinks Finder is boring and too good. At least she's honest about her preferences. The Ghost pretends to be friends, but Finder knows that the halfling thief just wants the cures. Nevertheless, Finder plays along; the poor little thing seems to need the attention. Blaze seems to pity Finder for some unknown reason. He knows her secret, but she doesn't realize that her red hair reveals her heritage. She must have once lived the rough-and-tumble life of the rare renegade elves. Finder thinks she's quite mysteriously attractive. Finder senses an evil streak deep within Digger, the gnome, even though the little fighter/thief keeps it carefully hidden as he tries to gain his friendship. Blondy

5th Level Human Fighter

Strength: 18 AC, normal:-2 Intelligence: 6 AC, rear: 1 Wisdom: 10 Hit points: 80 Dexterity: 15 # Attacks: 3/2 rounds Constitution: 17 THACO: 14 Charisma: 9 Alignment: N

Weapon Proficiencies 6: longsword, 2-handed sword, longbow, spear, dart, lance

Equipment: plate mail +2; shield +1; sword +1; spear +1', 6 arrows +1; potions of extra-healing, fire resistance, water breathing (2 doses)

Blondy is always polite and patient. She is tanned, healthy, and in excellent shape÷ and takes pains to stay that way. She usually doesn't talk much, offering short answers in discussions and shrugging a lot. However, if she gets mad, she may start a tirade, repeating herself often to make a point. Blondy likes flying, swimming, skin diving, and horseback riding, and dislikes "smarties"÷those who show off their intellect. It's difficult for Blondy to understand Slim, the human magic-user, because he is always so serious. His interest in exercise and nutrition, however, has been very useful to her, and she has gotten some good advice about eating the proper foods from him. While no one would think of kidding Slim about his stick-thin body, Blondy once teased Smiley, the cleric, about his rotund shape. She only did it once, though, because he got really mad. When Blondy first met The Ghost, she almost killed him for trying to pick her pocket, but that's all forgiven and forgotten. Blaze, the elf fighter/magic- user, gets along well with Blondy, but she can cause trouble because she doesn't like Montana. Sometimes Blondy and Blaze trade weapons temporarily, especially against undead. Finder, the half-elf cleric/ranger, likes Blondy and used to make passes at her. However, she told him off a few years ago and now he just watches her a lot. To look at them, you wouldn't think Blondy and Montana, the dwarf, would have much in common, but sometimes the two of them talk together far into the night after everyone else has gone to sleep. Digger, the gnome fighter, once saved Blondy's life when she was caught in a fiery trap. She feels indebted to him, but doesn't really like him very much. Slim

9th Level Human Magic-User

Strength: 7 AC, normal: 3 Intelligence: 18 AC, rear: 4 Wisdom: 12 Hit points: 35 Dexterity: 15 # Atacks: Constitution: 15 THACO: 19 Charisma: 8 Alignment: N

Weapon Proficiencies 2: dagger, staff

Equipment: bracers of defense (AC 4); dagger+3; dagger +1; portable hole; wand of negation (23 charges); staff of striking (12 charge); potions of extrahealing, flying, invisibility

Spells: 4,3,3,2,1 Spells in spell book: Level 1: dancing lights, enlarge, erase, feather fall, magic missile, protection from evil, read magic, shocking grasp Level 2: detect invisibility, invisibility, knock, magic mouth Level 3: dispel magic, fly, lightning bolt, slow Level 4: charm monster, dimension door, polymorph self

Level 5: extension II, passwall

Slim is a serious student of his craft. Because of his thin build and low strength, he exercises and watches his diet closely. He has opinions about nearly everything and sometimes talks too much, assuming a lead role. His sharp, perceptive comments are sometimes lost on the others. Slim likes philosophical discussions and dislikes people who can't keep up with his mental speed. He likes reading and writes exciting stories in his spare time. Sometimes he gets so interested in his studies that he forgets to exercise, often for days. A long-time bachelor, he has a suite of rooms in the castle of his mentor, the noted court wizard Felonius. Slim has given Blondy, the fighter, some help with her diet, but he often becomes impatient with her lack of understanding. Aside from his rotund appearance, Smiley, the cleric, is a very likeable person, but Slim avoids standing next to him. Other people sometimes make unflattering comparisons about the two of them. Slim doesn't completely trust the halfling thief known as The Ghost, and prefers to keep a detect invisibility spell running to keep an eye on him. By coordinating Blazes spells with his own, the two magic-users can handle almost anything. Blaze seems almost childlike to Slim, and he has to continually remind himself that she is nearly as talented as he is. Slim gets along passably well with Finder, but sometimes the half-elf cleric/ranger is almost sickeningly good÷definitely an extremist, Slim thinks. Montana, the dwarf, has a penchant for levitating during combat, which often irritates Slim because it gets in the way of his spells. Digger, the gnome fighter/thief, has a sense of black humor that is sometimes irritating, but Slim and Digger get along quite well. Digger often carries Slims spell book in his bag of holding. Smiley

9th Level Human Cleric

Strength: 9 AC, normal: 2 Intelligence: 9 AC, rear: 4 Wisdom: 18 Hit points: 50 Dexterity: 11 # Attacks: Constitution: 15 THACO: 16 Charisma: 13 Alignment: NG

Spells: 6,6,4,3,1

Weapon Proficiencies 3: club, hammer, mace

Equipment: chain mail +1; shield +1; hammer +2; mace +1; ring of free action; wand of magic detection (21 charges); potions of diminution, flying, healing

Smiley is a fat, jolly churchman, dedicated to bringing peace and happiness to the world (starting with his allies). He has a weight problem and has grown too wide for any available plate mail. He's looking for better chain mail but isn't seriously trying to trim down; its too much trouble. Usually good-humored and optimistic, Smiley tries to find the best in everyone and everything. Most of his comrades aren't as forgiving as he is, and Smiley's trying to show them a more good-oriented outlook through word and deed. He finds demi-humans fascinating and is studying their psychology. He dislikes evil to the extreme, often praying over his enemies before he slays them. Smiley is also a connoisseur of excellent food and drink who can often identify a wine's year and place of manufacture. He is a leading authority on elven wines and dwarven ales of the last 500 years. When he is not adventuring, Smiley runs a small, expensive restaurant in the capital city. When Blondy, the fighter, kids Smiley about his weight, he pretends to get mad (but he isn't, really). He does avoid standing too close to Slim, the magic- user. That seems to generate unfavorable comments and comparisons from others. Smiley believes that his prayers and lectures helped turn The Ghost, that irrepressible halfling thief, from his evil life of crime and dishonesty. Smiley finds Blaze, the elf fighter/magic-user, a mysterious sort. His other elven contacts reveal more information than she does. He tends to watch for her actions as good clues in fast-response situations. She depends on him for protection from Undead. Smiley is tolerant of Finder. The half-elf cleric/ranger is nearly hopeless as a cleric, Smiley believes. However, he often helps Finder select and coordinate spells. Sometimes Smiley feels Montana, the dwarf, is a little too bloodthirsty, but she's been a valuable source of information about dwarven lifestyles÷and dwarven ale. Digger, the gnome fighter, has a black sense of humor that can sometimes be irritating, but Smiley has learned to appreciate it and can now fluently engage in witty gnomish repartee÷to his delight.