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Sample file Advanced Dungeonsj^pragons

OFFICIAL GAME ACCESSORY THE

Table of Contents

INTRODUCTION 2 Tales From Beyond the Grave 4 Skeletons 4 Ghouls and Ghasts 15 Wights 22 Shadows 29 Mummies 34 Vampires 42 Ghosts 51 Spectres 59 Iich 67 The Night Gallery 76 A Mundane Guide to Sample file 85 The Lords of Darkness 92

Credits: Authors: (Introduction, Lich, Mundane Guide, ADVANCED DUNGEONS & DRAGONS, AD&D, , Lords of Darkness), Deborah Christian (Skeletons, Shadows, DRAGON, PRODUCTS OF YOUR IMAGINATION, and the TSR logo are trademarks Spectre), Michael Stackpole (), Pauljaquays (Ghouls owned by TSR, Inc. and Ghasts, Mummies), (Wights), Vince Garcia Distributed to the book trade in the United States by Random House, Inc., and in (Vampires, Ghosts), (Vampires). Canada by Random House of Canada, Ltd. Distributed to the toy and hobby trade by regional distributors. Distributed in the United Kingdom by TSR Ltd. Editing: Scott Martin Bowles This material is protected under the copyright laws of the United States of America. Any Project Coordinators: Bruce A. Heard, Karen S. Boomgarden reproduction or unauthorized use of the material or artwork presented herein in prohibited without the express written permission of TSR, Inc. Cover Art: Interior An: ° 1988 TSR, Inc. All Rights Reserved. Printed in U.S.A. Cartography: Dave LaForce ISBN 0-88038-622-3 Typography: Kimjanke $8.95 US Keylining: Stephanie Tabat 9240 924OXXX15O1

TSR, Inc. TSR Ltd. POB 756 120 Church End, Cherry Hinton Lake Geneva, Cambridge CB1 3LB TSR, Inc. WI 53147 PRODUCTS OF YOUR IMAGINATION™ England INTRODUCTION AND DMING UNDEAD

With a final sharp, splintering sound, DMs devising their own undead adven- of shuffling zombies chill farmers and the door gave way. The warriors forced tures. merchants alike late at night around it aside and peered into the dimness "The Night Gallery" details the main dying hearth fires. beyond, blades drawn. character or creature of each adven- Some undead are clearly evil, They beheld a dark, littered chamber, ture and is useful in planning a series of directed or created by or allied to dark silent and dead. Dust lay thick every- encounters. powers. Others are just as clearly neu- where. Though there were no traces of It is followed by "A Mundane Guide to tral, and the intelligent undead have anyone having come there, an old man Wards vs. Undead, Spirits, and Other proven time and again that they are sat in its midst, sucking a pipe and hum- Entities," which explores the magic and capable of all the emotions and align- ming into his beard as he regarded lore of dealing with undead. Some lore ments of their living counterparts: them levelly. will be "common knowledge" (readable treachery, suspicion, friendship, honor, "And who are you, graybeard?" to players), and more can be revealed and even kindness. There are benign demanded the foremost man-at-arms, by consulting veteran adventurers, undead who warn or aid travelers as approaching warily. In reply, the old sages, or crumbling tomes. Much well as those who kill the living. What- man spoke a word of power that smote should be learned only by trial and ever causes undead to come into exist- their ears with a clap of thunder. His error, during combat. ence (spell, natural process, divine challenger staggered back as if dazed, "The Lords of Darkness" section deed, or unknowable mystery) are dropping blade and shield with a clang- presents new spells for "necromancers" strong in the Realms; there are a LOT of or. (those mages who specialize in working undead. "My name, despoilers of tombs," he with undead). They are fully compati- said in a deep, rolling voice, "is Elmin- ble with the spells in other AD&D® DMfng Undead ster. I sit in this crypt to be with my game rulebooks, and are recommended friends. You will leave them, and you as rare and mysterious magics, not Most DMs use undead for their memo- will leave me—NOW." And he rose, eyes spells widely known and available. Cler- rable, fearsome nature and their flashing. The men turned and, with one ical equivalents may be devised in unique powers, which can sorely test accord, fled. accordance with the deities of individ- low-level player characters. How The old man chuckled, sighed, and ual campaigns. undead are handled in battle is of para- sat down again. "You were saying?" he mount importance; while the mindless prompted the darkness. And the dark- nature of lesser undead allows a DM to ness answered. . . UndeaSampled in the file rescue foolish PCs from battlefield folly, Undead are among the most vividly Forzgotten ReaJras too often, more powerful undead are handled in as mindless a manner. chilling in AD&D® game cam- Although this sourcebook is set in the paigns, from awesome vampires to FORGOTTEN REALMS™ world, Consider a lich, for example: a mage silent, purposeful skeletons. Many DMs need not have other Realmslore or cleric so thirsty for immortality as to adventurers have battled wraiths and (such as the campaign set) if they wish try to cheat death, and already power- cut their way through zombies; DMs to set these adventures in different fan- ful at magic. All too often a lich is played wanting to give players more such tasy campaign settings. For those by the DM as a being who suddenly excitement will find adventures aplenty whose campaigns are set in the Realms, throws a paramount instinct for surviv- here. Everyone has fears and gruesome a few notes will help in planning fur- al beyond death away, to stand and images of the undead; may you find ther undead adventures. trade spells with a band of adventurers. more in these pages. Liches should be cunning and elusive- Many types of undead are known in why be destroyed when one can slip This sourcebook begins with intro- the Realms, including sorts not in the ductory notes on the nature and han- away to strike again another night? official AD&D game rules; boars, What's the hurry, what's time, to a lich? dling of undead. "Ikies From Beyond horses, wolverines, and even owlbears the Grave" then presents 10 complete have been reported. There are also The DM should always have a clear adventures. Each highlights a "classic" undead animated by mages, such as idea of what encountered undead are undead type, with the challenges rising crawling claws and dracoliches (see trying to accomplish, from skeletons or as one proceeds to the later scenarios. DRAGON® Magazine issue Nos. 32 and zombies mindlessly seeking to slay, to a DMs should modify these as necessary 110), little known in other worlds. vampire or lich defending a trap-filled to better integrate them into campaign Undead are a recognized fact of exist- lair. Why defend such a lair? play. ence in the Realms, much feared and lit- The lich's lair presented in this book "Creature Notes" accompany each tle understood. Many gory tavern tales has a purpose: Alokkair is trying to adventure. These studies of the fea- about liches and vampires and armies strip greedy adventurers of all the mag- tured undead are particularly useful to ic (and valuables which can buy more magic) he can. A vampire or spectre result in a loss of character experience. silent, non-attacking grim reminders of may try to separate individuals from a • Temporary paralysis with no sav- long-ago battle valor, or guard family party with pit traps and the like, so as to ing throw, either complete or partial, crypts and the resting places of heroes. drain them at leisure, and gain undead thereby preventing spell-casting, climb- Other undead are of the sorts followers. ing, picking locks, and giving a - 2 pen- described in the AD&D® game rules: All intelligent undead will have aims alty to AC and attacks, for ldl2 + 10 dangerous monsters that must be (even if they are insane ones, or whim- rounds; curable. fought. There are vampires in the sies to entertain them). The "natural" • Loss of all experience gained back Realms who command small armies of creation of greater undead seems to the minimum required for the char- undead, and liches who rule entire cit- related to strength of purpose and acter's current level. ies or underground realms. character, so thinking undead without • Immediate loss of consciousness, But vampires have helped travelers something to do (beyond exulting in kill- loss of 2d6 hit points, plus a permanent and battlefield survivors. Liches have ing and mayhem) should be rare. loss of 1 hit point per drain attack, plus trained, advised, or chatted amiably A vampire or lich that clashes with possible loss of currently memorized with adventurers. Skeletons have player characters many times to spells. marched out of crypts in besieged cities become a behind-the-scenes personal • Loss of ability points at random; to snatch up children—their foe is far more memorable, frightening, character must save vs. poison to see if descendants—and bear them to safety. and satisfying to defeat than an undead each loss is permanent. The great paladin Ralgorax, the menace seen for only an instant before • Permanent withering of touched "Sword of Tyr," in the dead of night PCs let fly with all their firepower. AD limb (limited wish or wish notwith- roused the sleeping northern village too often, undead are defeated with standing), or bestowal of a disease of where he had been born, riding his boring ease, when a wily vampire severe, chronic nature. charger down its streets and banging would become gaseous and escape, • Bestowal of minor permanent his great sword against his shield. He only to ambush PCs later when asleep, curse (see "Curses!", DRAGON® Maga- warned of an oncoming ore horde— separated, or battling another . zine, issue No. 77). and slew its boldest scouts as the vil- If DMs play undead as energetically as • Character stricken with insanity lagers scrambled to gather their PCs, players will soon have their own (refer to DMG for types), or, if the char- belongings and flee. chilling tales of undead and hard battles acter is a spell-caster, the PC perma- The next day, after the paladin's blade in the dark. nently loses knowledge of how to cast a had slain many an ore, the full light of certain spelSamplel at random fileor perform a day revealed that Ralgorax's flesh was AJteRnatioes to type of a magic. withered. He bore old death wounds, • Alignment shift of character, one and the horse beneath him was also car- Enerzgy Drzaining step per attack, toward that of the rion. He smiled sadly at their revulsion, Many DMs are reluctant to use undead attacking undead. Note that this could saluted, and rode away—into the as much as the vivid descriptions of cause back-and-forth alignment shifts horde. these monsters tempt them to; it seems as a character with a long career DMs should keep players on their unfair to DMs and players alike to lose encounters undead of different align- toes by occasionally using monsters 10 years of life (in a campaign where ments. that vary from their official versions: time is largely ignored, the loss is mean- • Immediate feeblemindedness plus intelligent, unturnable skeletons are ingless; in a roleplaying campaign, the a permanent loss of 1 ability point (ran- frequent undead examples. Why not loss seems horribly steep) at the mere dom choice, save vs. poison to avoid). helpful undead? Or neutral undead sight of a ghost, or have a single undead who do not even know they have died, attack drain one or even two levels of Noici-Eoil liodead such as merchants caught encamped hard-won experience, robbing a player and asleep by a long-ago blizzard? of the game benefits of what might be The arts of creating and controlling Undead need not always have malicious literally years of AD&D® game play. undead are Evil—and, as many have personalities. The horror and might of undead learned to their detriment, very dan- That is how easy it is to create non- must be preserved: to merely turn a gerous. evil undead. Such variety in an AD&D® level-draining ability into so many dice But undead themselves are not game campaign will give its participants of physical damage seems a poor solu- always evil. In the Realms, and many glowing memories of exciting, vivid tion. DMs may well devise their own other real and fictional lands, there are play ... and isn't that what gaming is solutions, but here are some alterna- tales of apparitions that warn the living for? tives to an attack that would normally of hazards such as washed-out bridges and impending disaster. Others provide SKELETONS

Monster: Skeletons (12) sleep to aid the villagers, they come into his orders without question. Terrain: Village the scenario when novices are The temple is a tall and spacious Party Levels: 6 (Average 1st) besieged, under the heading "The building of whitewashed stone with a Gold X.P.: 800 Siege", below. red-tiled roof. Although the exterior is Treasure X.P.: 1,000 simple, the interior is decorated with Monster X.P.: Tbe AdoeotaRe gold leaf, frescoes, and richly carved Kill: 744 Defeat: 558 woodwork. Below ground, in the foun- Retreat: 186 Daap'o Temple and dation walls, are crypts, the final rest- Cemeteng ing place of leading clerics and some distinguished villagers. Each crypt is Setcip The temple in Daufin is small but well- plugged with a slab of marble carved • Several churchyards in local villag- supported by farmers and villagers. with the name, dates, and accomplish- es have been desecrated. Grave robbers The curate is Hannes, a third-level cler- ments of the deceased concealed are suspected of unearthing the tombs ic. His assistant is the first-level cleric behind it. The temple mausoleum is and strewing bones about the ceme- Jilla, and they have accepted three vil- almost completely filled, and is all but tery. Only one cemetery in the area lage youths into service as acolytes. ignored under Hannes' administration. remains untouched. PCs are asked by Along the hill behind the temple are a the local temple to guard the church- Hannes (first-level cleric): AC 8; few outbuildings, including the aco- yard and prevent this sacrilege. MV 9"; hp 14; # AT 1; Dmg Id8 lytes' quarters. The cemetery occupies (mace); AL CG. the sunny hillside below and behind the • The village temple's sexton runs Spells: Chant, hold person, bless, temple. Surrounded by shady trees and screaming to the tavern about the dead cure light wounds. planted with flowers, the place is rest- rising from their tombs in the vaults fully beautiful by day. Folk often pay beneath the temple. Villagers who dare Hannes is fat and jovial, thoroughly their respects to the graves of the investigate are attacked by moldering content to be a rural cleric. He lives in a departed; there is little local history of skeletons. The PCs are rousted from fine house at the edge of town. He does active undead, and the cemetery is not their sleep at the inn and pressed into not think clearly in an emergency and is considered to be a fearful place. service against this menace. rather cowardly. Hannes is the one who suggests that the PCs help if PCs are not already Sampleon the scene. Hfilee stays in the A Gnaoeyaud Vigil DM Background background of any action. The cemetery is located in an area Village cemeteries in the area are being approximately 200' long by 100' wide. disturbed, not by grave robbers, but Jilla (first-level cleric): AC 10; Trees grow on every side of the grave- rather by the odd magical powers of MV 12"; hp 6; # AT 1; Dmg Id6 (quar- yard. The temple and outbuildings are Kendra, a madwoman with the ability terstaff); AL CG. visible 300' away near the top of the to animate the skeletal dead (see "The Spells: Cure light wounds. hill. Night Gallery"). Recently, she has wan- Once the PCs have posted themselves dered into the village of Daufin. A few The night Kendra raises the skele- around this area for guard purposes, a days before, a caretaker chased the tons, Jilla has been carousing late into quiet and boring vigil begins. This filthy vagabond woman away from the the night at the local tavern. She may or cloudy and overcast night is also the temple grounds. Now, at the dark of the may not aid the characters, as the DM night of the new moon. It is completely moon, Kendra visits the cemetery, sees fit. If the PCs acquit themselves dark in the cemetery and the surround- raises the dead at midnight, and turns well, she asks to join them when they ing woods. The only light that can be their wrath against the temple staff depart. seen from a lamp over the dis- who live in nearby outbuildings. Joined tant temple door, which burns all night. by the dead of the mausoleum vaults The village is out of sight beyond the within the temple, the skeletons will Acolytes (3 zero-level clerics): hill, and any light from there fails to illu- slay the living and desecrate the temple AC 10; MV 12"; hp 3 each; # AT 1; minate the graveyard. Dmg Id2 (fists); AL CG. unless heroic actions prevent them Night birds sing for a time after sun- from doing so. Petrus, Davic, and Lauren are obedi- set, then settle down for the evening. If PCs have agreed to guard the ceme- ent and hard-working teen-agers, easily Near midnight, a breeze springs up tery from what is thought to be grave awed by things and people beyond nor- which rustles the tree leaves and robbers, they are in on all the action of mal village experience. They believe obscures small noises —such as Ken- this adventure. If they are roused from Hannes is a very wise man, and follow dra's approach through the woods, and / \\— f ( 1 I

her quiet muttering as she draws near. etons will soon be rising from their If she is free to walk around there for at The madwoman's 30'-infravision helps graves. Go to "Enough to Raise the least one round, her magic takes effect, her in the darkness, and she is almost Dead." and play continues with "Enough to animal-like in her ability to move Raise the Dead." through undergrowth and slip between Running Into KendRa If the PC grapples with Kendra in the nearly unseen trees. course of that round, she calls out and On a die roll of 1, Kendra passes close summons Id4 skeletons which come to enough to a PC that the player charac- Kendra: AC 10 (7 if enraged); MV her aid in the next Id4 rounds. If the ter becomes aware of her presence. If undead free her, she flees into the 12"; hp 5 (stays conscious to —5 hp); the PC wins an initiative roll, he is close # AT 1; Dmg Id2 (teeth and claws, woods and returns the next night to try enough to make a leap or grab for her. this all again. Otherwise, go to attempts to bite victim's throat); AL If the PC is successful in this, Kendra CE; XP 1,000; ST 10 (18 if enraged); Sample file "Rewards." fights and shrieks, calling skeletons to If the PC fails to catch Kendra right IN 16; WI 5; DX 9; CO 12; CH 7. her aid. Id4 rounds later, Id4 skeletons Spells: animate dead. Wears a ring away, and she is alerted to danger, she rise out of the closest graves and come flees and runs around the cemetery, of invisibility. Infravision, 30'; 30% to her assistance, attacking her assail- immune to sleep, charm. calling skeletons to her aid. In this case, ant or captors. If the undead free her, continue with "Enough to Raise the she flees into the woods and comes Dead." Tb see if PCs or Kendra encounter back the next night to try this all again. each other before she can do her magic, On a die roll of 6, Kendra becomes Otherwise, go to "Rewards." aware of the PCs before they notice her. roll Id6. On a result of 1, 2, or 6, go to If the PC fails to catch Kendra right "Running Into Kendra," below. She changes her course and then heads away, she runs into the cemetery and for the temple mausoleum. Slipping Otherwise, Kendra strolls out into the dashes in frantic circles, singing and middle of the graveyard, constantly inside, she raises the skeletons from the calling out to her grave-bound friends. mausoleum crypts. The sexton, alerted humming and muttering under her Regardless of PC actions, the entire breath. Her sounds are hidden by the by the thudding of marble slabs onto skeleton crew of the graveyard is about the floor, investigates —and sees the wind in the trees, unless a character is to rise up and assist Kendra. Go to using magic or has exceptionally acute blood-chilling sight of walking bones "Enough to Raise the Dead" and alter and grinning skulls. He screams in ter- hearing. As the madwoman walks events as necessary to reflect the mad- around this open expanse, there is a ror and flees to the village to give the woman's circumstances. alarm. 25% chance that she may pass within On a die roll of 2, a PC with infravis- the range of sight of characters with If Kendra is diverted in this way, ion glimpses a human-shaped figure there is only a 2% chance for PCs infravision. PCs may respond however moving through the edge of the trees, they wish when they discover her in guarding the cemetery to notice her but is not close enough to tackle it slipping into the temple. At their dis- the cemetery—at any rate, her magic immediately. Oblivious to this attention, has already done its work, and the skel- tance from the temple, they notice only Kendra continues on into the cemetery. a furtively moving figure. However, the