Ruins of Adventure

CREDITS TABLE OF CONTENTS

Writing: Mike Breault, David Cook, , and Introduction ...... 2 10 Editing: Scott Haring Civilized Phlan ...... Reconquest of Sokol Keep ...... 13 Cover Art: Kovel Mansion ...... 16 Interior Art: James Holloway Mansions ...... 18 Cartography: Diesel, Dennis Kauth, and Slums ...... 19 David Sutherland The Temple of Bane ...... 20 Typography: Betty Elmore Delving Into Kuto’s Well ...... 23 Keylining: Stephanie Tabat Mantor’s Library ...... 26 Stojanow Gate ...... 29 Podol Plaza ...... 31 The Cadorna Textile House ...... 33 Valhingen Graveyard ...... 36 42 Distributed to the book trade in the United States by Valjevo Castle ...... Random House Inc., and in Canada by Random Sorcerer’s Island ...... 55 House of Canada, Ltd. Distributed to the toy and hobby Zhentil Keep Outpost ...... 60 trade by regional distributors. Distributed in the United Thri-Kreen Village ...... 64 Kingdom by TSR UK Ltd. ADVANCED DUNGEONS & ...... 66 DRAGONS, AD&D, , Nomad Camp ...... 68 PRODUCTS OF YOUR IMAGINATION, and the TSR Lizardmen Lair ...... 70 logo are trademarks owned by TSR, Inc. Kobolds Kingdom ...... 73 76 These adventures are protected under the copyright Hobgoblins Lair ...... laws of the United States of America. Any reproduction or unauthorized use of the material or artwork printed Random Encounters Section ...... 81 herein is prohibited without the express written Forest ...... 82 permission of TSR Inc. Grasslands ...... 83 River & Coast Areas ...... 84 Low Hills ...... 85 Mountains ...... 88 . .87 TSR UK Ltd. Human Town Areas...... TSR,Inc...... POB 756 The Mill, Rathmore Road Unorganized Inhuman Town Areas .88 Lake Geneva Cambridge CB1 4AD Organized Inhuman Town Areas ...... 89 WI 53147 U.S.A. United Kingdom Outside Town Areas ...... 90 Specials...... 91 Evil Specials ...... 92 Humans...... 93 Inhumans ...... 94 RandomMonsters...... 95 TSR, Inc. Swamp ...... 96 PRODUCTS OF YOUR IMAGINATION™

©1988 TSR, Inc. All Rights Reserved. Printed in the U.S.A.

ISBN 0-88038-588-X

9238XXX2001 Ruins of Adventure is a module that more to their initial level. tary survivors straggling in to lose allows players of the ADVANCED Many of the episodes in this module themselves in the maze of the slums. DUNGEONS & DRAGONS® game to can be lifted whole from the Phlan set- Then families arrived perched on enjoy the same adventure as players ting and used in an ongoing AD&D® plodding wagons. They told stories of of the AD&D® computer game, Pool of campaign in a completely different neighboring villages set to the torch, Radiance, produced by SSI, Inc. fantasy world. This is especially true the humans slaughtered—or worse. Ruins of Adventure uses the same of the wilderness adventures. Trade dropped off. Fewer caravans plot, background, setting, and many So take the elements you like out of arrived. Fewer ships came to collect of the same characters as the com- this module, leave the rest, and struc- the scanty cargoes. The merchants puter game. In fact, players of Pool of ture an adventure that best fits your were concerned. Scouts were sent. Radiance will find useful clues to the preferences and your players. And They returned telling of hordes of successful completion of their com- most of all . . . Have fun! orcs, goblins, ogres, and giants doing puter mission in this module. what they had never done before— Ruins of Adventure is set in Phlan, a Background marching as armies with order and small town on the northern shore of the discipline. It was the fear of their com- MoonSea in the Forgotten Realms. It has been 50 years since the city of manders, fearsome dragons, that Anyone running a FORGOTTEN Phlan was a small but growing city on held them together. Towns closer and REALMS™ campaign will have no trou- the shores of the great MoonSea. closer to Phlan fell, the stream of refu- ble fitting this module right into their Trade sailed into to Phlan, past the for- gees increased. Cautious merchants game. While this module is designed tress of Sokal Keep where the watch packed their goods and left. Greedy for beginning and low-level characters scanned the sea for pirates, into the merchants hurriedly amassed for- who will grow in power as they take on small harbor at the mouth of the Sto- tunes from the frightened people bigger and bigger challenges in the janow River. Galleys, pinks, cogs, and while keeping one eye always on the ruins of Phlan, it is also flexible schooners came from the merchants door. The Council fretted and fussed. enough to accommodate player char- to the south, braving the sea to this Some wanted appeasement, some acters of nearly any level. small northern port. Townsmen off- favored an army, and still others The module is divided into many loaded pungent spices, dark woods, poured money into the walls of Phlan. separate episodes, some taking place reptilian leathers, filmy cloth, gnarled But no strategy was ever agreed inside the city of Phlan, and some barks, hammered steel, veined upon. occurring in the wilderness around the marbles—the riches of the southern When the armies finally came, area. Some episodes are crucial to ful- shores. From the north came thick- Phlan was simply not prepared. For a filling the ultimate goal of the bearded men—men of the bitter day the Council watched the lines adventure—freeing Phlan from the plains, granite mountains, and icy drawn up outside the walls—ranks of evil forces that have held it for 50 swamps beyond, leading caravans leering, skull-painted beasts dragging years—and others have no specific tie burdened with silky furs, heavy wools, obscene machines of war. They could to the goal at all, and are in the adven- rare ores, straight-beamed woods, not surrender, for they knew there ture for a change of pace. Many of the and the ivories of beasts long- would be no mercy from these episodes will also lead off into tan- forgotten in lands further south. Slow- cohorts. Valiantly, but futilely, they gents of their own if the DM wishes to ly, with patience and endurance, the mustered their men. Their spearmen develop them, giving a party of adven- caravans plodded to Phlan meeting were ready to meet the charge. turers many choices throughout the others, friends in the dwarves of the From the start of the attack, the play of the module. Dragonspine and elves of the Quiver- humans were defeated. They were The DM should read through the ing Forest, foes in the orcs who came out-numbered, out-fought and out- various episodes carefully. Also, pay from the Tweenhill gap or the reptilian generalled. The first wave struck from attention to the descriptions of Por- race of the swamps. In Phlan north- the air—wheeling flights of dragons phyrys Cadorna, Tyranthraxus, and man and southerner met, haggling, after dragons swept over the rooftops, the various “stock” NPCs that appear cheating, lying and drinking. Phlan setting ablaze vast portions of the city. later in this introduction. Use these was well on its way to becoming a As the flames licked over the chim- NPCs liberally to encourage the play- prosperous trading town. neys, the attackers charged into the er characters to tackle the various And then the dragons and their arm- trapped militia. The Battle of Phlan challenges of Ruins of Adventure only ies came. At first the men of distant vil- was a massacre. as they become strong enough to han- lages stopped trekking to Phlan. No In 50 years, however, the dragon dle them. The PCs should not go after trader came back with tales of new armies have flowed and ebbed, leav- Valjevo Castle first, for example, and if discoveries. The distant outposts ing behind pockets of despair and they seem intent on it, find an NPC slowly disappeared. Then refugees desolation. These isolated domains that can guide them to an adventure began to arrive. At first they were soli- cannot withstand the unstoppable

2 flood of human dominance. Men have unknown. The location of the pool is a the dragon is slain. Thus, at the same returned north of the MoonSea and lost secret, now only known to the time as the arrives, are determined to reclaim their lost Boss. By now suspicious of the so does Porphyrys and his party. A homes. motives of the player characters, Por- battle may break out. If the player Such is the case in Phlan. Although phyrys leads his own band of adven- characters concentrate on defeating the city proper—its districts and its turers on a mission to extract the Porphyrys, the dragon/thing will use fortresses—are still held by the twist- Boss’s secret. the diversion to escape. If the charac- ed offspring of the original conquer- However, reaching the boss is not ters concentrate on the dragon, Por- ors, good men have managed to gain an easy matter. It is known that he phyrys will try to stop them (since he a foothold in the ruined city. Fired by uses the fortress on the hill as his does not want the dragon killed). One the feelings of destiny and progress, base. The only landward approach is way or another, the spirit possessing they have set their sights on reclaim- heavily fortified—a small army would the Bronze dragon will transfer to ing all of Phlan and restoring it to its be needed to penetrate the main gate. another character (Porphyrys, unless former glory. To this end, they are Along the river, the ground rises in he is defeated, or another non-player backed by a new Council, a consorti- steep cliffs (though not insurmounta- character) and, in a massive demon- um of the children of the original mer- ble). Worse than this, the Barren River stration of new power, make its chants of Phlan and new, eager (once known as the River Stojanow) escape. The dragon, confused, will speculators. prevents anyone from reaching this continue to attack, believing (perhaps side. This river is a seething current of rightfully so) that its life is threatened The Plot Overview acid and poison. Somehow the water by the player characters. is steeped in acids so powerful they With their leader gone, the evil The basic story is very simple. The can destroy a boat (or person), even if inhabitants of Old Phlan will become player characters are hired to help the deadly toxins don’t kill first. As if divided, disorganized, and easily clear the ruined city of Phlan of the evil these two were not enough, horrible defeated. creatures that have overrun it. The unknown creatures crawl the banks, reward will be cash, although property looking for prey. Until the river is can be taken instead. As the player cleansed, there is no way to reach the Porphyrys Cadorna characters begin the task of block- fortress of the Boss. Central to the story of the Ruins of clearing, they hear rumors and threats However, the Boss has not been Phlan is the rise to power (and treach- about the “Boss” —the master brains blind to what is happening. As the ery) of Porphyrys Cadorna, the last behind the uneasy confederation of player characters become more suc- scion of the Cadorna family. Although evil creatures. It is clear that this cessful, the Boss tries to organize bet- acting primarily behind the scenes, he “Boss” holds some special great ter defenses for the tribes under him. is one of the central antagonists and power over the goblins, orcs, hobgob- When these fail, the Boss goes about motivating factors in the adventure. lins, and others of the city, binding gathering new recruits. He makes a Given here is a complete descrip- them to his will. All of them speak of point of having his agents avoid con- tion of Cadorna, both his abilities and him with hushed awe and fear, but tact with the player characters, if at all background. After that is a description none know exactly what his hold is. At possible. The player characters will of how Cadorna would like to orches- the same time, Porphyrys, the son of become aware of these movements trate the reclamation of Phlan, and Cadorna the Cloth Merchant (one of as they deal with those outside the city how he will try to manipulate the play- the old families of Phlan), becomes and they pass information on to them. er characters and the other key NPCs curious about this “Boss” and the In the final confrontation, if the party to get his way. source of his power. Using his position succeeds in reaching the Boss, they on the council, he begins to send the discover the evil leader is a Bronze Porphyrys Cadorna characters on different missions, Dragon. However, bronze dragons are Normal Human ostensibly to clear the city, but also to not normally evil. Instead the poor gain secret knowledge for himself. As creature has been possessed by a ter- the characters complete these mis- Strength: 7 rible and powerful being—the Pool of Dexterity: 13 sions, they bring back more informa- Radiance was not all it was supposed tion about the nature of the Boss’s Constitution: 8 to be. When the dragon bathed in it Intelligence: 15 power. Gradually, the son of Cadorna centuries ago, a thing lurking there (and hopefully the players) learn of the Wisdom: 9 seized its mind. Boring into its skull, Charisma: 13 . This pool suppos- the creature has controlled the dragon edly confers great power and leader- and through it the forces of the city. ship on those who bathe in its waters. (Although statistics are given for However, the creature is not immor- Cadorna, they should not be impor- However, the location of the pool is tal and must find a new host quickly if 3 tant to the adventure. Cadorna never their wealth with them to live in com- clear the intervening blocks also. The advances in level, gains additional hit fort elsewhere. The rest they carefully rest of the Council will offer other, points or improves his abilities. His hid, thinking the hordes would shortly lesser missions. Cadorna will actively power is measured more in influence pass and they would return. But this support the player characters in dis- and importance on the Council and in was not the case. cussions with the Council. His stock the resources he has at his disposal.) During this exile, Porphyrys was with the other members will rise slight- born and raised. All through his youth ly. Hit Points: 3 he listened to the bitter stories of his If the characters have found infor- Armor Class: 10 father—stories of the stolen grandeur mation on the Pool of Radiance, of the Cadornas, stories that made Cadorna will become interested in Weapons: A dagger is concealed excuses for Eugenia’s failures. Even- their faint clues. He will hire a thief to under his robes and another worn tually his father and mother died, steal any materials on the subject that openly at his waist as is common for poorer than they had been, though by the characters may have. the time. no means poor. Their dreams of Once the characters clear the Tex- Equipment: Robes, brown or restored glory died unfulfilled. Thus, tile House, Cadorna will move in and orange in color, and a house in the set- Porphyrys has inherited their cup. demand extra protection. This he gets tlement. No magic items or other Then opportunity came as the in the form of extra watchmen. These equipment of significant importance. recovery of Phlan began. Using his watchmen quickly become a private Appearance: Porphyrys Cadorna funds and the influence of the army and reactions to all strangers in is a short, gaunt young man of about Cadorna name, Porphyrys returned the area are unfriendly. He also 22 to 27 years of age. His hair is dark and claimed a seat on the Council. But uncovers the lost family treasure and black, thick and straight. His cheek- it is a far cry from the old days. His begins to use it buy influence. By this bones are well-pronounced and his position is minor and his advice sel- time he has moved up a notch or two nose is sharp and pointed. His brilliant dom sought. Porphyrys is determined on the Council’s ladder. green eyes sparkle with a keen intelli- to change all that. By now, Cadorna is greatly inter- gence. When he speaks, he speaks ested in the Pool of Radiance and softly yet his voice is penetrating. A Cadorna’s Plan wants to learn its location. Under the sarcastic wit and urbane tone give his guise of saving the city’s historical words impact. When the characters first approach treasures, he offers the player charac- Personality: Here is a man not be the council, Porphyrys holds the least ters the mission to the Library. There, trusted, except that no one has fig- significant position. they are to gather various books and ured this out. At his core he is grasp- Porphyrys’ first ambition is to regain materials and return them to him. ing, venal, and obsessed with the idea the lost fortune of the Cadorna family. Cadorna hedges his bets by buying of achieving the glory his family once He must find strong and capable several NPCs in the town, such that at held. Thus he has rationalized all adventurers who can do the job for least one new NPC in the player char- manner of excuses for the failure of him. He supports the missions of the acter party (if there is one) will secretly his family. The blame is always placed Council as a way of testing applicants. be in the service of Cadorna. This on others; conspiracy and treachery, The first mission of significance to him NPC is to make sure that nothing is he thinks, have robbed him of his is the clearing of Sokal Keep. If player kept from Porphyrys and that certain birthright. Outwardly he appears intel- characters accomplish this, other mis- books are taken without the player’s ligent yet lackluster, clever enough but sions (that meet his ambitions) will be noticing. a lazy dilletante. Others consider him offered. If the player characters return After the characters have gathered harmless yet not perfectly trustworthy. to the Council without clearing the the information from the Library, However, this fault they ascribe to his island, he will be quite sarcastic and Cadorna decides he has no further lack of diligence rather than any direct galling (“So, a bunch of frogs were use for them. He believes he knows malevolence on his part. just too much for you?,” etc.). He the location of the Pool and now wants Background: Porphyrys Cadorna votes against allowing any more mis- any possible complications out of the is the son of Eugenia Cadorna, once sions to the PCs until the island and way. At first, he attempts to get rid of master of the Cadorna cloth mer- keep are cleared. the characters by having the Council chants. Before the collapse of Phlan, Once the characters clear the keep, only post the most dangerous the Cadornas had been masters of the Porphyrys will decide they are capa- missions—the storming of the gate, leading cloth guild. But even by the ble of tackling the Textile House. This the cleansing of the river, etc. time of Eugenia, their power had been mission will be offered, with the stipu- If these fail, Cadorna will hire a par- on the wane for some time. Then lation that payment will not come until ty of NPCs (of equivalent level to the came the invading armies. Eugenia the block is settled and not before. player characters) to track and kill the and his family fled, taking enough of Therefore the characters will have to party. To avoid being implicated, he 4 sends the characters on a wild-goose Srossar surprised under normal conditions. chase. They are to act as emissaries Ancient Bronze Dragon to an outpost of Zhentil Keep on the Transference: Being a disem- far borders of the lands of claimed by bodied force, Tyranthraxus can Hit Dice: 9 attempt to abandon his current host Phlan. This gets the characters out of Hit Points: 72 and leap to another body, provided town. Cadorna can now prepare to Armor Class: 0 pursue the Pool unhindered and have that target fails its saving throw vs. No. of Attacks: 3 death. the NPC group hunt down the charac- Damage per Attack: 1-6/1-6/4-24 ters. Just to hedge his bets, he Size: Large includes a message in the diplomatic Magic Resistance: Being extra- planar, Tyranthraxus bestows a flat papers the characters are carrying to Abilities: Zhentil Keep that as a sign of good 20% magic resistance to its host. This Lightning bolt (100’ x 10’) or repulsion is not varied according to the level of faith, the soldiers of the outpost cloud (20’ x 30’ x 30’) three times per should slay the messengers (that is, day (damage of lightning equal to cur- the caster. the PCs) and return their heads. rent hit points). By this time, if they’re still alive, the Background: Nearly a century lnfravision 60’. past, Tyranthraxus first appeared in characters should know that Cadorna Detect hidden and invisible things 80’. the Forgotten Realms, much to the is up to no good. He has become the Fear aura (as per ). misfortune of Srossar the Dragon. Head of the Council and is ruling the Gains -1 on enemy chances to hit Deceived by agents of Tyranthraxus settlement. When the characters and damage caused from water- (who were in turn deceived), Srossar attempt to return to the settlement, based attacks, but does not suffer any they will be treated as criminals (hunt- bathed in the Pool of Radiance believ- extra damage from fire-based attacks ing it would give him greater wisdom ed, attacked, and maybe arrested). (due to Tyranthraxus). Thus, they must return by stealth. Saving throw as a 18 HD creature. and understanding of the metaphy- Now, their mission (without being Polymorph self at will (no system sics of the universe (something bronze dragons find intensely inter- assigned one) is to track down shock roll needed). Cadorna and expose him to the oth- esting). It didn’t. What it did do was ers. They should have the evidence allow Tyranthraxus to possess Sros- Spells: sar, for the Pool of Radiance was a from the outpost (and more will be at Charm Person portal to one of the darker planes Valjevo Castle if necessary). They Sleep must reach the Council chamber alive Invisibility (which one is currently unknown). Immensely pleased with his powerful and reveal the evidence before the Hold Person Council. If they do this, Cadorna will Protection from Normal Missiles new host, Tyranthraxus slaughtered his agents so that the location of the flee. It is very important to the story Monster Summoning II that Cadorna escape. However the Polymorph Other Pool might never be found. Then, using the immense power of characters, if they have not seen it Darkness 15’ radius already, will find Cadorna’s evidence himself and his host, Tyranthraxus set on the Pool of Radiance. out to fulfill his ambitions—to reduce Tyranthraxus all of the Forgotten Realms to waste (the possessing spirit) land or enslavement. Amazingly Tyranthraxus Statistics do not apply to Tyran- enough, he has found willing victims Tyranthraxus is the leader of the thraxus, so there is no hit dice, hit for enslavement in the hobgoblins, evil forces occupying Phlan (the Boss) points, armor class or damage. How- orcs and other creatures. Believing Unknown to the players at the begin- ever, Tyranthraxus possesses a num- themselves to be flee, they are noth- ning, their main enemy is a dragon. ber of special abilities that can appear ing more than his lackeys. So far his However, the dragon (which is named through Srossar. wishes and theirs have worked Srossar) is not the true enemy, for it is together. But there will come a time possessed by an evil spirit from the Fiery Aura: As a sign of posses- when even they must be destroyed or Pool of Radiance—Tyranthraxus sion, Tyranthraxus normally sur- chained. Thus, Tyranthraxus has control over rounds his host in an aura of flame. With his armies raised, Tyran- both it and the dragon’s abilities. This flame does not hurt the host but thraxus has swept out of the icy north causes 2-20 points of additional dam- and stormed into Phlan. Here, the age to anyone hit by Tyranthraxus. Moonsea posed a new difficulty while the forces of Zhentil Keep have held ESP: Tyranthraxus has ESP to a his hordes at bay. For 50 years he has radius of 150 feet. Thus he cannot be labored, slipping agents into the out-

5 posts of the keep and coaxing pirates (in the language of that chieftain) “Stock" Non-Player in hopes of carrying him across the demanding “...obedience or death. waters of the Moonsea. Unite with your brethren against the Characters But the resettlement of Phlan has outsiders or come into my presence There are many occasions in this taken Tyranthraxus by surprise. and explain your behavior.” These adventure that a DM will need a quick Before he could marshal his forces, papers are signed by Tyranthraxus. NPC to sit at the bar, work behind the the colonists had claimed their toe- After the characters have cleared 3- counter, or even meet in a dark alley. hold on his city. Now, he must destroy 5 blocks around the settlement, Here’s a list of NPCs, with short them before he can proceed. While Tyranthraxus will order an attack. descriptions, ready for the DM to use: this is not an unpleasant task, it is a However, his minions will respond delay of time. only half-heartedly. The chance of a will be doubled in Dwarves Tyranthraxus’ Plan all monster-held blocks adjacent to Dwarven cleric: Doral is a 7th-level the settlement, but no attack will dwarven cleric that was trapped here Tyranthraxus has its own priorities occur. when all the boats of lsonzo shipyard in the conquest of Phlan. Here is how It doesn’t take long for Tyran- were burned. He has stayed behind to it is likely to react to the various thraxus to become vexed by the suc- help the groups of dwarves that are actions of the player characters: cess of the player characters still in the city. He is a force for good, (provided they have had any). He will especially towards dwarves. The module begins with the settle- order one of his NPCs working for the ment already established, but little party to lead them to the graveyard for Dwarven fighter: Stonal is a fierce more than that. The colonists can only a mission. Here he hopes the charac- 9th-level dwarven fighter who was move safely by sea, as the old roads in ters will meet their end among the also stranded by the burning of the and out of Phlan are controlled by fearsome undead. Naturally, he will port. He, on the other hand, has taken Tyranthraxus and his minions. While it alert the inhabitants of the graveyard to leading a small resistance group is possible to enter and leave the city in advance. Furthermore, the NPC against the forces of evil in the city. He by land, it is very dangerous. has orders to betray the party in a cru- uses a magical dwarven throwing Fortunately for the settlers, Tyran- cial combat. hammer in battle. thraxus’ power is far from absolute. After Cadorna flees the settlement, His group could very easily encoun- Currently, the chieftains of the various he is captured easily by Tyranthraxus. ter the PCs in battle, but after one tribes have fallen to squabbling. Thus, Tyranthraxus demands a ransom for round of fighting the dwarf could ask no coordinated action can be taken Cadorna (although he has no inten- for a truce, since he looks like the foes yet. However, Tyranthraxus has not tion of turning him over). If the Council he is facing aren’t the “usual sort.” been idle. He has placed a number of agrees, the characters are hired to NPCs in the settlement to act as spies. deliver it to Valjevo Castle. This is, nat- Dwarven thief: Phanal is a 12th These can be hired to join the party urally, a trap. level dwarven thief. He is high in the and will also keep Tyranthraxus If the characters have survived all ranks of the thieves guild. He has a appraised of the general progress of Tyranthraxus’ other attempts and great deal of information about the any adventurers. Initially, these NPCs have continued to make progress, town, but charges in gold for the tell- will only report. However, if accidental- Tyranthraxus launches a final assault ing. ly hired by the party, they can be used on the settlement. The attack is made later by Tyranthraxus. at the front gate by 100 orcs and 200 Dwarven assassin: Shanal is a 9th- Once the characters have raided goblins. Tyranthraxus assists the level dwarven assassin. He has been their first chieftain’s stronghold, attack from the air. He zeroes in on the hired by the forces of evil to seek out Tyranthraxus will send new emmissa- player characters and the main gate. powerful dwarves in adventurer’s par- ries to the remaining chiefs. These If wounded to half his hit points or ties. He challenges them to a duel in emmissaries are unique from those less, he flies back to the castle to lick which he uses two poisoned magical found in the area-fire giants: AC 3, his wounds and heal. This is where daggers. MV12,HD11+,hp57,#AT1,Dmg5- the player characters will find him for 30, THAC0 10, throw boulders 200 the final mission. If Tyranthraxus Elves feet for 2-20 points, immune to fire. defeats the player characters, the set- (Some other suitable creature can be tlement is conquered by his hordes. Elven cleric: Silvanestri is a 7th- substituted depending on the DM’s The reconquest of Phlan has failed. level cleric charged to get into the wishes.) These giants will then be The final encounter with Tyran- library of the city and acquire some found in the different chieftain’s thraxus is described in the “Valjevo valuable elven parchments that were strongholds. Each carries messages Castle” listing. loaned to the city before the attack. He

6 needs help to do this and will pay in Gnome fighter: Soilish is a 6th-level taken over the town. clerical scroll spells only after the gnomish fighter totally. under the deed is done. crazed control of a very powerful mag- Half- druid: Amber is a 7th-level ical neutral sword. The gnome never druid half-elf. He has been taken pris- Elven fighter: Gilesestri is a 7th- sheaths his weapon, and the blade oner and is held in the Valjevo castle. level fighter that has been battling evil allows the poor little fellow to fight at He instantly helps anyone who saves for 900 years. He is loaded down with the 12th level of experience. But the him and will fight even better if Jade is magical weapons and armor and oth- weapon also insists that all gems go to there also. er useful devices. He has come to its user in payment for its services. punish the ones that have poisoned When the PCs protest, the weapon Half-elf fighter: Onyx is an 8th-level the river and now looks for them. He takes Soilish away. half-elf fighter. He is huge and strong will join a group interested in also and uses a giant magical axe in battle. looking for those that are polluting the Gnome illusionist: Eartha is a 7th- He works for any neutral or lawful that water. level female gnomish illusionist. She pays him the most and joins the party came into town to search for some for a starting fee of 500 g.p. There is a Elven magic-user: Vilanestro is an highly valuable spell components that 50% chance when dealing with other 11th-level female grey elf wizardress. were supposed to have been on one neutrals and lawfuls that these parties She came at the magical summons of of the ships that burned in the harbor. will offer Onyx more money to work for Ren, the white wizard, and is now The components are such that they them. At these times Onyx gives the looking for him. If the group will help couldn’t be destroyed in the fire and party a choice of matching the offer or her find Ren, she will come along and she wants the PCs to help her. letting him go. The offer is always dou- add her considerable magical powers ble what the last offer was. to the group. Gnome thief: Dustin is a 10th-level gnomish thief. He is a good old boy Half-elf ranger: Jet is an 8th-level Elven thief: Taltonestri is a 10th- freelancer that likes to thieve, and half-elf ranger. He has come to this level elven thief posing as a low level there isn’t a lock in the world that he city to sharpen up his skills in fighting fighter. He wants to join the PCs’ can’t pick. He will go with the party for giant types. He works for little pay, but group and help himself to their trea- the first pick of all treasure and Dustin there is a 25% chance that giant types sures. With this character along, all of always picks the rings so that a party will be found in all random encounters the gold and silver that is found will be doesn’t even get a chance to look at when Jet is with the group. cut by 25% as the thief takes it before these when found. If Dustin dies there the party knows it was there. are two rings found on his body— Half-elf magic-user: Carnelian is an feather fall and free action. 8th-level half-elf magic-user out to get Elven assassin: Eelzifestro is a 9th- every piece of magical equipment he level female elven assassin. She has Gnome assassin: Groundla is an can lay his hands on. He works for the been paid by the forces of evil to 8th-level female assassin. She has group, but only if he can have the first attempt to kill elves in the PC party been paid to knock off gnomes in the pick of magic items; these items the that have gotten too powerful. She PC party that get too powerful. She party never sees again or gets the does this first by trying to hire onto the faces the group and tells them she chance to use. If and when Carnelian group and then attacking after a large has an important message for the dies he leaves behind a 22 charge battle. She only wants to kill the elves gnome(s) in the party; if they agree to staff of power. He uses this staff him- in the party and then she runs. If she go with her she tries to poison them self in battles up until his death. isn’t allowed to join the party she will with a dagger. If this attack fails, she directly challenge the highest elf to a will trail the party and fire poison darts Half-elf thief: Tozaz is a 5th-level duel to the death. at the group (She can only be found on female half-elf thief of great beauty. a 10% chance, unless there are rang- She is young and new to the trade and Gnomes ers with the party). totally mercenary. She will join any group but insists on getting all the best Gnome cleric: Dirtan is a 5th level Half-elves pieces of jewelry the group might find. gnomish cleric. His quest is to get into the temple of Bane to get some gnom- Half-elf cleric: Jade is a 5th-level Half-elf assassin: Azurite is a 9th- ish relics that are still stored there. He female half-elf cleric. She has come level half-elf assassin. He has been is also aware of some valuable lawful for revenge. Her half-elf brother paid to attack any half-elf that has and neutral clerical relics that are still Amber was reportedly killed by the gained magic in any PC group. This hidden there if the party would be invaders and she is out to do as much assassin is so sure of himself and his interested. damage as she can to the evil that has +3 black hammer that he comes right

7 up to the group and challenges the all the time to get them killed so that in that direction, they can accompany half-elves to duels. they can loot the bodies after the real him. guards leave. Human magic-user: Ren, the white Half- assassin: Quarrel is a 9th- wizard is a 15th-level human wizard. druid: Zelensha is a 6th- level half-orc assassin with gauntlets He is trapped in the Valjevo castle. If level halfling druid. He has come to of ogre power. He has been paid by the group frees him, he leads them to this area to discover what is poisoning the bad guys to try and take out the a large treasure in the castle. He then the river. He extends his help to any- leader of any PC group once the aver- helps them finish their quest in the one that will also work on this quest. age level of the party reaches 4th castle, but leaves the moment they level. He does this by using poisoned exit the castle. He has things he must Halfling fighter: Zolonsho is a 6th- quarrels from ambush. There is only a attend to in the wilderness. level halfling fighter. His dexterity is 25% chance of finding him after such such that he can use two weapons an attack, higher if there is a ranger Human illusionist: Fengor, the with no penalty. He rafted down to the with the PCs. black spell caster, is a 10th-level area in search of adventure and now human illusionist. He has risen to has come to fight the evil that has tak- Humans power in the ranks of the evil forces en over the city. that hold the city. He lives in Kovel Human cleric: Anton is a 10th-level Mansion and has several sets of Halfing thief: Zilinshe is a 5th-level human cleric. He is fighting a losing human and inhuman guards in and halfling thief. He is a searcher of battle against the undead of the about the mansion. ancient scrolls and has come to Valhingen graveyard. There is a vam- invade the library of this city while pire magic-user in there and it is work- Human thief: Galarrian is a 15th- there is so much confusion. If he joins ing hard to raise the dead. Anton tries level human thief. He is the second in the party he insists on taking all the to enlist the aid of anyone to help him. command of the thieves guild and in scrolls that are found in the treasure. He does point out that many of these love with the prince who has become monster undead things have a lot of the head of the guild. It is he that will Half-Orcs treasure. help the PCs get into Valjevo Castle if they ask the guild’s help in doing this. Half-orc cleric: Mace is a 4th-level Human druid: Banyun is a 2nd- half-orc cleric. He has a large follow- level human druid. All he has going for Human assassin: Harold is a 10th- ing of orcs and has risen to some him is a pair of gauntlets of ogre power level human assassin. He is a pris- importance in his area. He uses a +2 and a belt of hill giant strength. He oner in some area of the city and when mace in battle and will never retreat. wants to work for the PCs, and freed he will help the PCs all he can. encourages them to take up the mat- But several people will recognize him Half-orc fighter: Spear is a 7th level ter of the poisoned river. and be angry that he is about again. half-orc fighter who appears quite The characters will have to choose if human. He tries to join a PC group Human fighter: Carlo is a 7th-level they want these certain powerful peo- claiming to be a human fighter. If the human fighter. He is a sword for hire, ple mad at them or they want Harold’s group ever gets down to 3 or fewer but won’t work for females or groups help. members he will turn on the group and with females in them. He has knowl- try to kill them all, thus revealing his edge of Sokal keep and the beings Human monk: lndel is a 7th-level orcish nature. that live there. human monk. He lives in an area con- trolled by evil, but his house and the Half-orc thief: Dagger is a 9th-level Human paladin: Durendal is a 5th- nearby area holds no evil beings. He half-orc thief who also appears quite level human paladin, a knight dressed has been regularly attacking and human. He leads of band of five in white armor with a plain white defeating the evil forces in the area. humans whom he calls freebooters. shield. He won’t work with a group He has been waiting for a group of Their aim is said to be the destruction of that has thieves or evil members, but PCs to come into the area so that he the evil of the town, but actually they are is happy to fight evil if the group is can take them on a raid to get back out to get everything they can. If the PC pure enough. three other monks, one of whom is the group meets them, Dagger will suggest woman he loves. a raid on the Old Town, claiming to know Human ranger: Evan of the Bow is If the group helps him on this quest, a secret passage. The passage is actu- a 9th-level human ranger. Discovered he will come to the party’s aid three ally well guarded, and Dagger and his in the wilds, he is on a quest heading times during the rest of their adven- group drive adventurers into this area for the swamps. If the PCs care to go tures.

8 Bandit Cheiftain: Jurin the Bold is a be random and the larger the pilgrim Sorcerer’s Isle 3rd-level human bandit chieftain. He band, the larger the reward for saving You know, the Stojanow River works in the wilds outside the city and them. Pilgrims usually reward PC wouldn’t be in the rotten shape it’s in if has been charged by the forces of evil groups with gold, but 10% of the time it weren’t for that crazy wizard who to question any strange groups that the bands give out magic items. lives upriver. (True) are roaming out of or into the city. If Pilgrims should also be a huge It’s a dangerous place to go. Tis these groups don’t know the source of information. The larger the said a powerful band of wights is bur- password they are attacked by his pilgrim band, the better the hints they ied in some strange powerful pyramid band. Jurin never dies in these battles can give to the adventurers. up there. I’d be ready for undead if I as he successfully runs off to be met was you. (False) again and again with bigger and big- Rumors ger bands of bandits (he grows in Zhentil Keep power as the PCs do). Throughout the adventure, the Hey, we here in Phlan have got no characters may wish to visit various love of them in Zhentil Keep. They’re Berserker Chieftain: Kantal O’ the local hangouts and find out what they evil all the way through. They’re trying Axe is a 4th-level human berserker can on a variety of subjects. What fol- to expand and have got their eyes on chieftain. He will work for the group lows is a list of rumors the DM can Phlan. I don’t know anybody who’d and bring members of his band into feed the players: want to deal with them. (True) battle if the pay is good enough. He The Zhentil keep fellows? Yeah, I’ve also insists on the largest portion of Island Keep seen them, they’re off to the east, any treasure found. The old keep held out longer than teamed up with those bucaneers. This is another NPC who comes any place in Phlan, all the powerful (False) back again and again, but this time on folks fled there. But, I’ll tell you, my the side of good. His force can be brother told me that place was just full The Castle totally defeated, but Kantal will sur- of undead. (True) The castle used to have a wonderful vive and will be met again later with an Ain’t nothing there. I been out there. rose garden. I’ve heard since that even bigger band of beserkers (grow- Place has been picked over by the whatever lives there has changed it ing in power as the PCs do). orcs. Took everything that wasn’t into some kind of horrible maze with nailed down. (False) poisonous plants and everything. But Buccaneer Chieftain: Lanyard O’ that’s not your big problem. First the Sail is a 2nd-level human bucca- Cadorna Textile House you’ve got to get past all the guards neer chieftain. He exists to encounter That used to be the home of the that surround the place. (True) those PCs that want to hug the coast- Cadorna family. Said there’s a big bur- The whole evil army is commanded lines. He robs them and leaves them ied treasure there. ‘Course, they say by a villian—a human who’s sold his with the worst weapons the PCs have that about most the old family houses own race out. We captured one of his and no magic. He is another character in the city. Lot of folks have died chas- guards and forced him to talk. He said that grows in power. If the adventurers ing those stories. (True) the guy was unkillable because he get the best of his group, he can be That place don’t exist no more. I doesn’t have a heart, that it’s hidden found later with a larger group. remember my daddy telling me it in a floating castle miles from here! burned to the ground in the last days (False) Merchant Leader: Mendacant the of Phlan. (False) merchant is a 3rd-level human fighter turned merchant. He has a base of The Library operations far outside the city. He Ah yes, I remember the library when pays groups of PCs to enter the city I was a child. It’s near the Cadorna and follow his directions into the mer- House. It had every book you could chants quarters of the city. In these ever want. (True) evil-controlled areas there are lots of About ten years ago, some mer- supplies that Mendacant wants. If the chant cut a deal with the rulers of PCs bring them back, they can take Phlan. He paid them a lot of money for their share of the treasure, and get permission to take the books out of more work from Mendacant. the Library. They hauled them up to the northeast, up to some place in the Pilgrim Bands: These groups mountains. (False) should be found everywhere, and always under attack. Their size should

9 In Ruins of Adventure, the “civi- are locked; there is a 30% chance of a The Docks lized” section of Phlan is used only as watchman appearing each turn. There are always 0-2 ships present a base of operations for the charac- Watchmen call for the guard if the and 3 small boats that can provide fer- ters, a place where they can heal up, characters have broken into the ware- ry service to Thorn Island. The boat- buy equipment, sell treasure, and get house. Warehouses are filled with men are always good for a general new assignments. There may be thrilling items, like dried fish, bolts of rumor about Phlan. They also have some negotiations and intrigue here, cloth, potatoes, lumber, tuns of wine one piece of specific information: but there should be no violence— and cider, barrels of salted herring, characters involved in “disturbances” bags of salt, bars of copper and iron, “There ain’t no point in tryin’ to within Civilized Phlan should be given baskets of lime, etc. There is a 1% row up the river, lubber. ‘Tis poison a quick and none-too-pleasant intro- chance of some valuable item being sure, through and through. Why’d duction to the Town Guard and the jail. among all the junk—a silver plate, a eat yer planking right out for sure it This is not to say that nothing inter- statuette, gold ornaments. It is all eas- would! It’s a most unnatural fouling, esting will ever happen in Civilized ily identifiable, and any PC careless I’ll warrant ye.” Phlan; the section below details some enough to flash it around is subject to of the places and people the PCs will arrest (if a guardsman is around) and The shops near the docks actually encounter. generally poor reactions from the form a small market. Just who or what townspeople. is there varies greatly. There will be 2- Filling In The Blanks 8 stalls or shops, all of a temporary Places of Interest nature. The table below lists what As DM, you can use any sort of might appear. “generic” city layout you want for Civ- The Stockade Wall ilized Phlan. Undoubtedly, you will Though not nearly as high, this wall 2-15: Fishmonger want to identify certain buildings as has the same kind of emotional effect 16: Spice merchant special places on your map (specific as the wall in King Kong—dark, 17: Tinker shops, temples, the Council Cham- gloomy and built to keep out some hid- 18: Alchemist—can sell poisons bers, and the like), but most of the eous danger just on the other side. and healing potions. buildings will fall into one of three cat- There are not a whole lot of happy 19: General merchant—can sell egories: Deserted, Residences, or smiling people along here. most adventuring supplies at costs Warehouses. The wall is constantly patrolled by below those of merchants in town. Deserted buildings (30% of the teams of watchmen—four men always 20: Itinerant cleric—neutral, but for total) can be used for sleeping or to within sighting distance of the next those willing to listen to his sermon he store items, if the PCs are unwilling to group. Each group is led by a corpo- will do minor healing spells. use an inn. However, there is a 40% ral. Watchmen tend to be very neutral chance that a deserted building will be in reaction and will not leave their occupied by thieves or ruffians during posts unless offered a very big bribe The River the night. Their reactions will range (1000 gp or more). If attacked, the On the north edge of the settlement from suspicious (only attack if threat- team will raise the alarm and a new is the river, reeking and poisonous. ened) to overtly hostile. There is also a team will arrive each round until either Near the river, 70% of all buildings are 10% chance the building is occupied 52 watchmen have appeared on the deserted. Orcs from the opposite by an orc or goblin spy. A spy will try to scene or the all clear is sounded. At bank will fire occasional shots with flee, disappearing into the back alleys the gates are 20 more watchmen, led short bows (and the occasional of town. The Phlan Council is paying a by a sergeant. If attacked they will crossbow—10% chance) at anyone 50gp bounty for the bodies of such sound an alarm horn and 10 more visible on the settlement side. These spies. guardsmen will arrive from the settle- orcs (2-12 1st levels, with a 2d level Residences (60% of the total) are ment each turn until either 200 men leader, appearing 60% of the time any the most common of the unnamed have arrived or the all clear is sound- PC gets within 50’ of the river) fire buildings. If the characters enter a pri- ed. from cover that is the equivalent of AC vate home, the reaction will be (under- During the day, the gates are -4; If attacked by magic or a vastly standably) hostile. There will be much opened to any bearing a pass from the superior force, they will flee. screaming and yelling, the characters council (to keep spies from passing in On some days (200% chance), the will be attacked and the Town Guard and out). At night the gates are barred view across the river is blocked by will arrive in a very short time. The and are not opened to anyone. sickening mists and foul vapors that characters will then get to discover the rise and writhe across its surface. jail. Warehouses (the remaining 10%)

10 Rooms and Inns located not far from the docks, making 1.5 times the normal price and there is it a good place to stay for those who a 1-3 week delay. Matteo will send a The Cracked Crown want to get out quickly. While it is not messenger to the character’s room This inn is found in a relatively quiet as seamy as the Bell, it enjoys a worse when the work is done. and peaceful part of town, and the inn reputation. Outward appearances itself has a reputation for the same. make it seem a well-run and respect- Georg of Vitkov This makes it popular with the more able establishment. However, it is the A smith, Georg has a wide variety of respectable and settled elements of gathering den for the malcontents of weapons and armor available, includ- the town, including the council mem- the settlement, men and women who ing leather armors. These come in all bers who come and go at various dislike the current government, shapes and sizes. Thus, any weapon times. It is the most expensive of all secretly hope the conquest of Phlan or piece of armor can be obtained the inns, charging 5 gp a night. There will fail, or are only in town to get rich from him. However, his craftsmanship are 12 rooms and most can hold 4 quick (by whatever means). NPCs is nowhere near that of Matteo. His people. The inn does serve meals and hired here tend to be shiftless and weapons break on any “to hit” roll of has a small public house, although it untrustworthy, assassins, or naive 1, and his armor is unusable after tak- discourages boisterous behavior. The farmboys fresh off the boat. Due to its ing 50 to 80 points of damage. His watch generally responds quickly and waterfront location, the inn is fairly prices are standard to the rulebook in force to disturbances here. How- spacious with 20 rooms (sleeps four to and he will not dicker, since he knows ever, because it attracts a wealthy six, 2 gp per night). The innkeeper, he usually has the buyer over a barrel. clientle, the inn also attracts a larger being a scoundrel, frequently rents number of thieves and second-story the same room to two or more parties Ernst the Farrier men. at the same time. Thus, there are fre- Ernst is the stabler and farrier of the quent fights and disagreements in the settlement, although he doesn’t get a Nat Wyler’s Bell back, out of sight of most customers. lot of business. Characters can buy This little place is in the heart of the Thieving is a problem, especially livestock (especially horses) and tack slum district, well away from the pry- since the watchmen don’t protect the here. Prices are double normal since ing eyes of the watchmen and the malcontents of the Bitter Blade too all mounts must be imported. Getting council. Because of its location, it is a well. One significant advantage of the horses out of the city alive is the play- favored place of cut-throats, ruffians, Bitter Blade is that a large number of er’s problem. (Horseflesh is greatly swords-for-hire, and other desparate wayfarers stop here. Thus characters prized among the various orc, kobold, men looking for a quick route to an can learn general rumors about both and goblin tribes inhabiting Phlan and easy fortune. There are 8 private the city and the surrounding territory. the surrounding countryside.) rooms (sleep 6 or less, 12 sp a night) and a common room (that sleeps up to Outfitters Jerome of Melvaunt 20, 8 cp apiece per night). In the This shop is very much like that of cramped downstairs is the common Ian Cockburn, Grocer Ian the Grocer. It has the same assort- room, always a popular place. While This shop, located in the residential ment of goods and the prices are gen- busy, it’s not noisy as most everyone district, is much more of a medieval erally cheaper. However, Jerome not tends to mind his own business. In grocer than a modern one. He sells only sells items, he buys them, mostly such a place, it is not good to nose into items necessary for everyday life, only in the form of stolen goods (hence his what your neighbor has done or might a little of which is food. His prices are low prices). Items can be fenced or do. It is a good place to hire NPCs, fair, but he is a tightwad when it comes pawned here. If characters buy stolen although there is a greater chance of to bargaining. goods, there is a 5% chance per day getting one of poor character, not sur- that they will be arrested by the watch prising considering the place. There Matteo the Smith as thieves. Protesting about Jerome are frequent fights, and every NPC Matteo is an expert craftsman of does no good—it only gets him should be considered neutral or suspi- armor and weapons. However, arrested and the shop closed down for cious while a few might even be hos- because his work is quite good and good. For obvious reasons, this shop tile. However, there is little problem takes time to do, he seldom has any- is located in the heart of the slum dis- with theivery, since the inn is their thing immediately available. When- trict. safety. It is not possible to cache items ever the characters visit the forge, in the common room, but Nat Wyler there will be 1-4 weapons or suits of The Slum Market will hold anything for a fee. armor (or mix of both) available. A section of the slum district should These are always human-sized only. be given over to market stalls. Here The Bitter Blade Any weapon or piece of armor can be the characters can find an ever- This inn has the advantage of being ordered from Matteo. The cost will be changing group of merchants and 11 goods, essentially a way to provide possible. However, if you want, watch- Porphyrys Cadorna: The dille- any other items they are going to need men may be bribable for 2000 gp or tante son of one of the old families of to purchase. Of course, honesty and more. Otherwise the way to get out of Phlan, he is the least influential mem- quality are two things that are occa- jail is to accept a mission from the ber of the council at the start. As the sionally lacking here. There are also a council. No payment is offered for the characters rise in level, so will he, until fair number of pick-pockets to relieve mission. When accepted the charac- he is eventually competing against the overburdened shopper of a little ters are immediately taken to the them. (A complete description of Por- excess weight. stockade gate and sent on their way. phyrys is in the Introduction.) While Stalls that occasionally appear in They cannot re-enter the settlement appearing charming, he is nasty, the market include: until they have attempted the mission spiteful and downright unpleasant. (and if they fail, they should have a 1. Wollaeger the Chandler: This very good story to tell the Council!) The council has specific informa- shop has all manner of weird knick- tion about each mission it posts (this is knacks. He also has from 1-4 potions, The Council Chamber normally given in the set-up for each or so he claims. These potions are mission). Otherwise, they have a neg- real only 50% of the time. Even if they This is the main location for obtain- ative reaction to unrelated questions are real, they are accurately labeled ing missions. The general information and demands. The high and mighty only 70% of the time. Otherwise it on missions currently available is need not deal with the lesser player could be a potion of anything! Not sur- posted on the door to the council hall, characters. prisingly, he offers these potions at listing the nature of the job and the fabulously low rates, so it is buyer pay offered. Details can be obtained The Temple beware. by visiting the council when it is in ses- sion. If a character wants to take the This is a small and rudimentary 2. Aldo the Wine-Seller: While mission without seeing the council, he temple, more or less holding its own Aldo’s wine is not very good, his stall only needs to take down the posting. until the main temple (currently the is a veritable fountain of information. If At that point he has taken the job. Temple of Bane) is cleared out. Once it is possible, Aldo can answer one In the council hall can usually be this is done (and the surrounding area simple question about any given loca- found the four men of the council. settled), the clerics will move back in tion (if paid enough—his starting price They are: with a vengenance. Before this hap- is 25 gp, and the price goes up fast for pens, however, the clerics will be cool anything above and beyond basic Ulrich Eberhard: An ancient- toward the PCs at best. For ample information). looking man, head of the council at donations, they will cast minor healing this time. He is mean-spirited and spells. They will offer any group of 3d 3. Tauranus the Proselytizer: This hard, not likely to win friends among level or higher the opportunity to wandering cleric (4th level) shows up the player characters. He handles redeem themselves in the eyes of every once and while, sets up his port- most money negotiations and is a very their god (i.e., take on a quest). This able shrine and preaches to the mass- hard bargainer. quest is to purify the Temple of Bane— es. Those willing to make hefty destroy the false images and drive out donations can gain the use of his Werner von Urslingen: A middle- the evil priests. Once the temple has spells. aged man, he has been in the past a been purified, the characters can famous mercenary captain. If contact- receive minor healing spells for no 4. Utos the Map Maker: This seedy ed away from the council chambers, charge and powerful healing (and res- character sells old and new maps he can offer advice on the actual plan- urrection) spells for an appropriate (often passed off as old maps). Char- ning and fighting aspects of a mission. donation. Even then, these powerful acters can get maps of the wilderness Otherwise, he just seems to be a mild- spells are not going to be cheap. from him for varying prices. The price ly sympathetic character. There are 3 clerics here—the Bish- is a general measure of the accuracy op (the one who is on the council) and of the map. Bishop Braccio: The leader of the two minor priests. religious community, he generally has little to say. If the characters have puri- The Jail fied the Temple of Bane(in the city), he One place the characters should will have a good reaction to them. hope never to see is the inside of the Their success in negotiation will be jail. All characters captured by the improved because of this. He will also watchmen are taken here. Escape advise them to seek aid at the temple from the jail should not normally be if hurt.

12 A major threat to the small settle- need to secure the keep. “It is the only Area Description ment is that the humanoids of the city way to protect ships as they come into will attempt to cut them off by sea. port,” he says as he jabs his finger at a The keep is a small fortified com- True, the monsters are not great mari- map. “You must drive the scum out of pound. Once it sewed as a lighthouse ners, but they do have war canoes the keep so we can send a garrison and watchtower over the Moonsea. and old skiffs they can use to board there.” Now, as with most buildings in Phlan, incoming ships. To prevent this, the The keep is defended by a series of it is in serious disrepair. Moreso here Council wants to rebuild Sokol Keep. magical protections and undead than elsewhere, the walls are heavily With this tower once again in opera- guards, leftovers from the final resist- covered with slimes, molds, and crust- tion, a garrison there could ensure ance in the fall of Phlan. Undead sol- ed dried salts. Few vines grow, most that humanoid pirates were unable to diers regularly patrol the grounds, unable to withstand the corrosive sea intercept an arriving vessel. However, although they can be bypassed water that mists up from the shore. the tower is filled with undead crea- through the use of passwords. The The grounds are covered with a thin tures and slimy things that crawled up magical protections work such that growth of reeds, rushes and salt from the sea. dead who remain overnight within the grass. The area of the keep is fairly Sokol Keep was the last stronghold grounds of the keep rise the next windy. of Phlan to fall before the dragon arm- morning and join these patrols. Thus, ies. Thus, it has an abundance of slain characters left behind will be Encounters weapons and armor. Although normal added to the undead guard, along 1. Outside the Gate items have long since corroded in the with the bodies of any humanoids Hidden in the reed grass and rocks sea air, and the victors looted the killed (and left) within the grounds. is a crumbling elfin skeleton. Its weap- place after its fall, the keep’s isolated This lasts until the spell is lifted. A ons and equipment are badly rusted position has allowed it to escape the small number of vermin have man- and corroded by salt, its leathers worst of the ravagers. Old magic items aged to make their homes in some of worm-eaten and crusted in dirt. can still be found there, carefully con- the out of the way corners of the keep In a pouch is a crumbling parch- cealed and hidden away. Most of as well, and the characters will have to ment scroll with the words “Lux,” these retain all their old potency and avoid or defeat them to get the things “Shestnik,” and “Samos...” The last can be very useful to the player char- they need. part is eaten away. Around the neck is acters. Furthermore, the creatures of the a bronze medallion, crusted in patina, Furthermore, as the last point to fall, city, recognizing the danger if the of two seraphim intertwined. Sokol Keep contains a few old records townspeople retake Sokol Keep, will of the attack. While much of the attempt a counterattack if the charac- 2. The Gate records are partial or fragmentary, ters manage to get inside. The gate, made of rotting wood eas- there is some useful information to be Player characters can learn the fol- ily swings open, one of the doors col- found. lowing information at the inn before lapsing at a touch. There is absolutely As part of its final defense, the cleric going over to the keep, if they ask in a nothing here. of Sokol Keep placed a mighty friendly way and buy a few drinks: 3. Courtyard enchantment on the tower before he An old sailor will tell them, “That The courtyard is filled with the same died. Ever since the tower has been there island was the last point o’ the scraggly grass found elsewhere on defended by a corps of skeletons. city t’ fall, yessir. Men held out there the island. The wind blows mournfully Indeed, those who are slain within its fer many a month. Had them some big and the characters can hear the bang- walls (and left there) will join this time priest backing ‘em up. Didn’t ing of some shutter, sign, or door. undead watch, as skeletons, zombies help ‘em in the end. Still, it’s funny nun There is nothing of apparent interest or whatever. However, there are a o’ them nasty little buggers settled in in immediate sight. series of passwords that will allow there.” This area is patrolled by undead people to move around freely without A guardsman recalls, “My grandfa- guards. Each turn, there is a 33% arousing these undead. These are ther served in Sokol’s garrison. Got chance of running into an undead scattered throughout the keep and out on the last ship, just before it fell. patrol. There are only 20 undead can be used if found and deduced. He used to tell how Ferran Martinez guards in the entire compound. set up some kind of special defense Undead Patrol: 3 skeletons (AC 7, Mission Outline out there. Swore that it would last till MV 12, HD 1, #AT 1, D 1-6, 1/2 dam- the sounding of the Horn of Doom on The council will propose this mis- age from edged weapons) and 3 zom- the Last Day. Don’t know if it’s true— bies (AC 5, MV 6, HD 2, #AT 1, D 1-8, sion only after the bulk of the island Martinez never came out of the keep.” has been cleared. Miles Dormans, immune to charm, sleep, hold, and Head of the Council, explains the cold, always attack last). Not all these

13 are human. Some are dwarves or ing of value here. the room, they cannot search it. The body of the thing covers all and its humanoids (hobgoblins, orcs, etc.). 8. Barracks If the password “shestnik” is used These buildings are filled with bro- acidic juices prevent search. How- on the way into the compound, the ken and splintered wood, the remains ever, if the characters return to the guards will not attack. If the password of the bunks and chests of the original room after the jelly has left in pursuit of “samosud” is used on the way out defenders. It seems that everything them, they can search. All wood and (after the characters have been to has been pretty well looted already. organic material is gone. Among the Room 13), they will also not attack. If the adventurers remain in these knife blades and bits of metal the The undead fight to the death. They rooms for more than 5 rounds, a group characters can find a potion of hero- do not retreat or flee. They will pursue of haunts will appear before them. ism. as long as the characters remain in Haunts: These creatures cannot Ochre Jelly: AC 8, MV 3, HD 6, #AT 1, D 3-12, lightning divides it in two. the keep. They have nothing of value, attack or be attacked (although char- only battered weapons and armor. acters can try). On their first appear- 10. Entrance Hall 4. Stable ance, player characters must make a This was once the entry and main A rotting building with weeds and saving throw vs. spells or flee back to staircase of the watchtower. The fungus growing in the darker corners. the courtyard in fear. upper floors have long since col- If the characters search this area, The haunts will talk if the password lapsed. The floor here is strewn with they are attacked by a green slime. The “Lux” is given. At that they burst into rubble. Rays of sunlight reach in from slime drops down from above where it a chorus of howls, moans, complaints, above. has been slowly eating the rafters. wails, and other lamentations over When the characters reach this Green Slime: AC 9, MV 0, HD 2, their fate and the fate of their families. point, the main gate will be attacked turns victim to green slime in 1-4 They were the original defenders of by a band of 35 orcs and 15 hobgob- rounds, can be burned, frozen, cut the keep, before the cleric’s spells lins. These creatures secretly fol- away, or killed by cure disease. inadvertently bound them to this lowed in canoes and now want to If searched, the characters find place. They want to be released. prevent the characters from reclaim- nothing here. In one of the buildings (randomly ing the fort. They do not have the passwords, so any remaining undead 5. Granary chosen) a haunt (if present) guides the A small bare-earthed floor, covered characters to a secret floorboard. Oth- guards will automatically fight them. with a thick growth of fungus. The fun- erwise it is found on a 10% chance. In Unless the characters also use the gus is beneficial. If eaten, it will it is a gem worth 500 gp and a few pag- password, the undead will fight them es of a diary. This describes the last improve saving throws against fear- also. based attacks for 24 hours by +2. days, mentions the alarming control Once the attackers have suffered and cooperation the evil non-humans 20% casualties, they will make a fight- 6. Smithy showed (as if controlled!), and ing withdrawal. If the attackers suffer This is a collapsed and rotting describes the drastic spells Ferran 50% casualties, they rout. If the char- blacksmith’s shop. There is the usual Martinez used to prepare the final acters flee, the attackers chase them assortment of crumbling tools in sight. defense. all the way back to their boats. A broken hearth and bellows domi- Each body has 1-5 silver pieces. nates the back wall. 9. Kitchen This building was once the main Searching four bodies takes one Upon entering the area, characters round per person. will hear a “Croak,” the not overly omi- kitchen for the entire compound. From the outside it appears to be a fairly 35 Orcs: AC 7, MV 9, HD 1, #AT 1, nous call of a poisonous frog. The frogs D 1-6 will attack if the characters remain in the stout building, relatively unmolested by the ravages of time. 15 Hobgoblins: AC 5, MV 9, HD area for more than 1 round. They will 1 + 1, D 1-8 not pursue. They will remain alert for The interior of this room is coated in about 10 rounds, instantly attacking ochre jelly—floors, ceilings, walls, 11. Armory anything that enters. everything. It will attack the instant the This chamber was once the main armory of the keep. Now little remains Tucked behind the hearth is the door is opened, gaining a +1 to sur- smith’s +1 war hammer. prise. beyond the empty wooden racks. Dis- 4 Poisonous Frogs: AC 8, MV 3, Once is has detected the charac- colored patches mark where shields HD 1, #AT 1, D 1, +4 save vs. poison ters, the ochre jelly will follow them once hung and a few broken weapon due to poisonous skin. anywhere within the compound until it shafts litter the floor. is destroyed or they leave. Doors and If the room is carefully searched, a 7. Storehouse other obstacles cannot stop it, since it few old arrowheads can be found. The door to this building is smashed will seep through anything. They are not worth anything. How- in, apparently long ago. There is noth- If the characters destroy the jelly in ever, one wall of the room is illusory.

14 Characters boldly walking through to flee (but will not go outside unless looks of fright. Along one wall is a this can enter the secret space dark). Then it will track the characters large, dusty altar. Faint shafts of light beyond. Just searching the wall is not as noted above. come down through a few points in the enough to detect the illusion. In this If not found, the characters will dis- weak roof. secret area is some of the magical cover the creature when someone If the player characters approach equipment of the armory—a +1 accidentally touches it. Elsewhere in the altar, a spectre will appear. shield, +2 mace, +1 sword, and a +1 the room is an old piece of parche- If he is greeted with “Lux” or suit of chainmail suitable only for ment with the word “Samosud” writ- “Shestnik” he will greet them back. In dwarves. ten on it. his long, moaning voice he explains Slithering Tracker: AC 5, MV 12, 12. Officer’s Quarters who he is and how he is bound here. This chamber is wrecked and HD 5, # AT 1, D 0, save vs. paralyza- He goes on to describe the state of the tion if touched by tracker. Near invisi- keep and wants to know if the city has destroyed much like the barracks were. There is much broken furniture ble, 5% chance to detect. Kills been freed. If the characters tell the and scattered junk. There does not paralyzed characters in 6 turns. truth, the spectre will offer up what it appear to be much of value here. 13. The Old Chapel knows—that the greatest cause of the If the charcters enter the space This was once the chapel of the city’s fall was wrought by "unblessed marked by the X, the slithering tracker keep, dedicated to Ferran Martinez’s creatures imbued with the might of a will attack. Otherwise, it will wait until deity. Like the rest of the building, this magical pool. Chief among these dark and then track the characters. It place is in serious disrepair. Right at were the great generals of the evil cannot cross water, so if the charac- the doorway are the dried husks of two horde, Tiryanthraxus, Edranka, and ters leave the island, it will return to its orcs, obviously long dead. Apparently Torath. With their powers they ruled lair. the salt air has preserved them. They and united all else, driving forward to If attacked, the creature will attempt faces are twisted into unmistakable destroy us all. The sage Mendor worked hard to gather records of all these things, but they are lost to you now, his library long since overrun. Now, we are freed, our duty done.” With that he fades away. The haunts of area 8 also disappear. While the undead guards still remain, the spell over the keep is broken and no new guards will join them. The spectre does not move to attack, recognizing the players as not being part of the evil confederation that has overrun the city. If attacked, it will fight with all its ability. If the char- acters run, the spectre makes no attempt to pursue. The spectre tries to prevent any attempt to search. If the spectre is gone, the characters find an old map of the city. The map is faded and out of date, but it does give a general idea of the layout of the major streets and some of the points of interest. Spectre: AC 2, MV 15/30, HD 7 + 3, #AT 1, D 1-8,2 level energy drain, + 1 or better weapons to hit. This is no ordinary spectre in that it is not inher- ently evil. This is Ferran Martinez (or what is left of him). His lifeforce holds him here, defending the keep.

15 Kovel Mansion can be explored filled with traps. If the characters do ambush is sprung every time charac- whenever the characters stumble not bribe him, he simply asks them to ters enter an ambush room. across it, but this isn’t recommended. leave. If the characters persist or sim- The first time characters enter a It is best kept until characters are at ply hang around, the quickling darts trapped room, they spring the trap least 3rd or 4th level. past them out the door and is gone. (subject to standard chances to detect If the characters reach 5th level and If the characters attack the quick- and disarm traps, if the characters have not yet cleared the mansion, the ling, he escapes out the door. bother to try). council hires them to do so. Thieves If the characters leave or flee, the Room 11: A scything blade drops have been plaguing the settlement and quickling does not follow or pursue. across the doorway, inflicting 1-6 scouts report that they are probably Encounter 3: The Mansion points of damage to the first character using the mansion as a hiding place. There are two types of encounters in into the room. the mansion: traps and ambushes. A Room 12: Pressure on the floor Mission Overview trap or ambush is triggered whenever breaks three fragile glass vials con- characters enter the room (or, in the taining poison. Every character in the Kovel mansion is headquarters for a case of some traps, open the door). room must save vs. poison or suffer 1- group of thieves. After looting the The following rooms are ambush 3 points of damage and be blinded for mansion, they converted it into a sites: 7, 8, 9, 10, 13, 15, 16, 17, 18, three turns. thieves’ fortress full of secret pas- 20, 21, 24. The following rooms are Room 14: The ceiling collapses. sageways, traps, and treasure rooms. trapped: 11, 12, 14, 19, 22, 23. Everyone in the room suffers 1-10 The secret passages in the building Rooms 5 and 6 contain neither traps points of damage, but a successful are unusable by the PCs; they are too nor ambushes. They are empty. save vs. death magic reduces this well hidden. Once inside the building, The mansion contains 18 thieves damage by half. the party is beset by unseen assail- ranging in level from 1 to 6 (three of Room 19: The door slams shut and ants. The thieves always hold their each level). All have the following locks behind the first character into attack until they can stab a character characteristics: the room. Then the room begins flood- in the back. The longer the characters AC 10-level; Mv 12”; HD level; hp ing with flammable oil. At the begin- stay in this building, the more they will 3xlevel; #AT 1; Dmg 1-6; SA backstab; ning of the 5th round the oil is ignited. be worn down by these attacks. SD none; AL LE. XP (1st level): 13 XP Anyone in the room at that time suf- (2d level): 32 XP (3d level): 62 XP fers 1-3 points of damage per round. Area Description (4th level): 108 XP (5th level): 165 The oil continues burning for 10 The mansion and the surrounding XP (6th level): 258 rounds, even if the door is opened. If yard are in excellent condition. The lit- The characters probably won’t have the door is attacked physically, it has ter and dilapidation so common else- the opportunity to talk to any of these AC 9 and 30 hit points. where in Phlan is not present here. thieves because the only time the Room 22: After four characters The outer yard (area 1) and the cen- thieves appear is when they attack. If have entered the room, a net drops tral courtyard (area 6) are open to the one is captured, he reveals nothing from the ceiling, pinning them to the sky. All other areas are roofed. voluntarily (shielding his fellow floor. The characters can slip free of Encounter 1: Outer Yard thieves is of utmost importance). the net with a successful save vs. The outer yard is deserted. Nothing Every time the characters enter an spells, but each round spent trying happens here. ambush room, one character selected causes 1 point of damage (the net is Encounter 2: Auxiliary Buildings randomly is surprised and stabbed in laced with sharpened bits of shell, Areas 2, 3, and 4 are the auxiliary the back by a thief. These thieves are bone, flint, etc.). buildings. When Phlan flourished they moving via secret passageways Room 23: A concealed, 10-foot- were the groundskeeper’s cottage (2), known only to them. A backstab gives deep pit is just inside the door. The the kennel (3), and the hound master’s the thief a +4 modifier to hit, negates first character through the door falls cottage (4). They are not used for any- the target’s shield and Dexterity in, suffering 1-6 points of damage. thing now, though the old kennel is bonuses, and causes double damage If the characters leave the mansion, home for an outcast quickling. (at levels 1-4) or triple damage (at the thieves do not pursue. If the char- This outcast quickling is an oddity in levels 5 and 6). If the thief’s attack suc- acters come back, all of the traps are reset. The ambushes occur the same that he is not malicious and hateful. ceeds, the thief then escapes without way, although any thieves who were What he wants more than anything is a trace. If the backstab attack fails, the to be left alone. thief is trapped in the room with the killed previously are not replaced. If bribed with any amount of gold, characters and must fight. The first Ambushes always are conducted by the lowest-level thief available. For the quickling warns the characters to three attacks are from 1st level example, assume that the first two stay out of the mansion because it is thieves, the second three from 2d level thieves, and so on. Another thieves who attack (both 1st level) fail

16 their backstab attempts and are killed sack contains 100 silver coins. The third 6th level: invisible stalker in the ensuing melee. The third attack cabinet is locked and trapped (poisoned 7th level: power word stun is carried out by the one remaining needle, inflicts 1-8 points of damage). It 8th level: mass charm 1st-level thief. If his backstab suc- contains 18 sacks and each sack con- Cleric Spells ceeds, he escapes automatically. He tains 100 gold coins. 1st level: light is still the lowest-level thief in the man- The far corner of Room 14 is filled 2d level: slow poison sion, so he also conducts the next with rolled-up tapestries and rugs, 28 3d level: create food and water attack. He continues backstabbing in all. Each is worth 300 gold pieces. 4th level: cure serious wounds until he fails (and, presumably, is However, each also has a 5 percent 5th level: dispel evil killed in the battle that follows). chance to be extremely high quality 6th level: part water Treasure and thus worth 5,000 gold pieces. If the trap in this room is triggered Being a thieves’ den, quite a bit of Each rug or tapestry weighs as much (flaming oil) and the oil ignites, the treasure is stored in Kovel Mansion. as 800 gold coins (80 pounds). scrolls are ruined. Characters who Room 11 contains a huge assort- Room 19 contains a locked and inspect the ashes can recognize that ment of everyday items: statues, din- trapped cabinet (poison gas which these were once magical scrolls. nerware, oil lamps, furniture, etc. inflicts 2-12 points of damage). Inside Room 22 contains four small cas- Altogether, the items here are worth the cabinet are 12 scroll cases con- kets on a table. All four are locked and about 800 gp, but they are far too taining magical scrolls. The spells list- trapped. The first trap is a poisoned bulky to move easily. ed on these scrolls are: needle (1-4 points of damage) and the Room 12 contains three cabinets. Magic-User Spells casket contains 12 small gems worth The first cabinet is locked. It contains 12 3d level: protection from normal mis- 75 gp each. The second trap is a dart sacks, and each sack contains 100 cop siles (1-3 points of damage) and the casket per coins. The second cabinet is also 4th level: confusion contains gold chains, pendants, and locked. It contains 15 sacks and each 5th level: teleport brooches worth a total of 3,300 gp. The third trap is a spray of noxious powder (save vs. poison or be knocked unconscious for one hour) and the casket contains three enor- mous, unmounted gems worth 800, 1,500, and 4,000 gp each. The fourth trap is beneath the casket. It is trigger- ed not by opening the casket but by moving it. It looses 12 darts from the walls (1-4 points each, random tar- gets). The casket is filled with tiny pearls worth a total of 2,100 gp. Room 23 contains miscellaneous magical items: two daggers +1, a hammer +1, a morning star +1, a scim- itar +1, and a short sword +1. It also contains a shield +2, a shield +1, and a fine suit of chain mail +1 sized to fit a dwarf. Another weapon, this one a cursed broad sword -2, is tucked in with everything else. The entire collec- tion is trapped; moving the scimitar releases a gas which acts in all ways as a stinking cloud cast at 1st level. If this trap is triggered, the five lowest-level thieves (with perfumed cloths tied around their faces) attack the party immediately. They fight until all the characters have recovered from the effect of the cloud, then escape through the door and disappear.

17 Scale: one square = 10 feet Some of the richest and most pow- erful families of Phlan lived in this part of town. Today, it’s been ransacked, vandalized, and picked clean of any- thing of value years ago. There may be treasures still in the Mansion Dis- trict, but after years of occupation, it is sure that they are extremely well hid- den and carefully protected. It is also certain that whatever hoards are left may be the richest ones in all of Phlan. Because the Mansion District is on the other side of the river from Civi- lized Phlan, this is likely to be one of the last parts of town the adventurers get to. The Town Council has no par- ticular objectives here (other than the general block-clearing that they spon- sor everywhere), but the PCs are likely to be contacted by private citi- zens for work in this district, especially if the PCs have distinguished them- selves in other battles. These private citizens are descen- dants of the people who used to live in the Mansion District. In a typical assignment, the party will be told of a special hidden vault in a given man- sion, and hired to recover the family heirlooms stored there, if the orcs, hobgoblins, and such haven’t gotten to it first. As an added complication, the person who hires the adventurers may insist on coming along to “pro- tect his investment,” and the PCs will be faced with the additional difficulty of protecting him from danger. The encounters in the Mansion Dis- trict should come from the Random Encounters Tables at the end of the book-use Chart 8, “Organized lnhu- man Town Areas.”

18 The Slum District was once a neigh- borhood of lower- and middle-class dwellings. Since the townspeople of Phlan retook the section of the city known as Civilized Phlan, the slums have become a buffer zone between the evil forces that inhabit the rest of the city and the new settlers. The Slum District is the next section of Phlan to be reclaimed—in fact, some of the braver, more pioneering souls have already begun rebuilding homes and shops in the area closest to the gate. No organized groups of orcs, kobolds, or any other evil force lives anywhere in this area. However, this area is still a haven for misfits and outcasts from both sides, many of them hungry and desparate. For encounters in this area, use Chart 7, “Unorganized Inhuman Town Areas," in the Random Encounters Section.

19 The characters should be at least Phlan. The homes are large, sturdy, holy symbol of Bane on a string 2d level before attempting this mis- airy, and well apportioned. Half a cen- around his neck. These holy symbols sion. Sometime while the characters tury of orcish habitation has taken its are cut from leather, and so have no are 3d or 4th level they can be toll, of course. Rubbish is piled in the monetary value. They can be useful in approached by Dirtan (gnome, 5th streets and in the back rooms of later encounters, however. level cleric) who wants to get into the homes, amateurish images of Bane temple to recover some relics. leer at passersby, and orc brats frolic Encounter 2: and bawl in the public filth. Mace’s Household Mission Overview Encounter 1: Orc Patrols Mace’s home is directly to the north Dirtan, a 5th level gnome cleric, of the temple. (See accompanying tells the characters that many clerical All areas within 50 yards of the tem- maps.) relics and magical items were cached ple are patrolled by Mace’s followers. This encounter takes place in in the temple of II-Mater before the These patrols are quite small, how- Mace’s home, adjoining the temple. city’s demise. A few of these were of ever, intended only to provide early Mace himself is in room 3. gnomish manufacture and are sorely warning of intrusions. This encounter involves 10 orcs, all missed by the gnomes. Dirtan wishes Any time a random encounter identical to those described in to get inside the temple (now convert- occurs within 50 yards of the temple, Encounter 1. Two orcs are stationed in ed to the worship of Bane) and locate there is a 40 percent chance that it is each numbered room of Mace’s the items. He knows approximately with one of Mace's patrols rather than house (four if Mace was warned of the where they are, but not exactly. the normal Organized Inhuman Area PCs’ approach, for a total of 20). The temple is currently under the encounter. These orcs are not charged with warn- sway of Mace, a half-orc who is also a Each patrol consists of three orcs ing Mace of intrusions, but with pro- 4th level cleric of Bane. He has a sub- dressed in the livery of Bane, carrying tecting his life. If any stranger (such as stantial following of orcs who consider shields and spears. the PCs) enters the house, they shout him to be divinely guided and who the alarm and attack immediately. obey him slavishly. 3 Orcs: AC 6; MV 9”; HD 1; hp 5 These orcs do not negotiate or par- Mace’s living quarters are in the old each; #AT 1; Dmg 1-6; AL LE; Size M; ley with strangers. They attack unau- manor just north of the temple. Both XP 15 each; treasure see below. thorized visitors immediately. The his home and the temple are only only exception to this is if the charac- lightly guarded. Rather than deter These patrols have instructions not ters are prominently wearing holy intrusions, Mace promotes a strategy to fight unless forced to. Instead, they symbols of Bane taken from slain orcs of ruthless retribution. His followers are to send word to Mace that some- (see below). are scattered throughout the nearby thing is afoot. So, if the PCs try to talk As stated above, these guards area and ready to respond to his sum- to one of these patrols, one of the orcs attack strangers immediately, unless mons on a moment’s notice. If the will converse with them (assuming the characters are wearing holy sym- temple comes under attack, Mace someone in the group speaks orc). A bols of Bane. In this case the orc calls in his followers who then attack second orc remains with the speaker guards hesitate for one round. If the and overwhelm the intruders. while the third marches away to characters attack immediately during inform Mace. this round, they achieve surprise auto- Area Description If attacked, two of the orcs fight, matically. If the characters also hesi- covering the third’s flight. The third tate, however, the guards call for help The temple itself was once quite orc is attempting to warn Mace that on the next round. They do not attack beautiful. It is built of large, close fit- intruders are in the area. The two orcs until attacked, or until the first rein- ting stone, with square walls and a who stay behind fight to the death. forcements arrive. domed basilica. The interior is smooth If the characters flee, the orcs do The other orcs on guard arrive on plaster. The original creamy white of not pursue. However, one of the orcs the scene after the alarm has been the plaster has given way to the dirty is dispatched with a report for Mace. grunted, two guards per round for four smears and leering images favored by If one of the orcs escapes to warn rounds. They fight to the death. Mace Bane’s disciples, however. The build- Mace, the remaining encounters will slips out immediately, without ing itself is in very good repair (thanks proceed normally, except there will be responding to the alarm. If the charac- to some rebuilding done carried out by no chance of surprising any of the ters entered his room, Mace escapes Mace’s followers), but is now a smelly, temple’s defenders for the rest of the at the earliest opportunity—probably dark, dismal place. encounter. when six or more guards are involved The area surrounding the temple The orcs on patrol carry no treasure in the fight. was home to the wealthy citizens of whatsoever. However, each wears the If the characters flee from the

20 house, the guards do not pursue. three potions (extra healing, gaseous encountered earlier. However, they are now alerted (if they form, and oil of slipperiness). weren’t before), and will not be sur- Room 4: five jeweled and silvered Orcs: AC 6; MV 9”; HD 1; hp 5 prised for the rest of the encounter. maces, each worth 1,800 silver piec- each; #AT 1; Dmg 1-6; AL LE; Size M; Under no circumstances should es. XP 15 each. Mace be killed or captured in this Room 5: kitchen supplies, nothing encounter—he must escape to reap- of value. One of the three orcs at the pear later. Also remember that if Mace entrance is the ceremonial doorkeep- has been warned, the number of orcs Encounter 3: The Temple er. He is an extremely old, bent, blind on guard is doubled in his house (four orc. It is his job to permit or deny per room, four reinforcements per The temple should be the ultimate entrance to the temple to all who round). goal of the adventurers; it is where the come to the door. His method for relics are believed to be hidden. His checking identity is simple. The two If the characters capture Mace’s standing strategy notwithstanding, orc guards accompanying him bar the house and spend sufficient time there Mace realizes that the adventurers way with their spears. He then reach- to search it, they find: are probably after something, and he es out and feels for the leather holy is willing to hold off his counterattack symbol around each entrant’s neck. Room 1: a tapestry worth 2,500 sil- until they find it (so he can take it). Anyone who is wearing the necklace ver pieces. The temple is very lightly guarded. is allowed inside. Anyone who is not Room 2: jewelry and vases worth Three orcs stand guard at the wearing is barred from entering. Any- 3,200 silver pieces. entrance. Six more stand guard along one who puts up a fight alerts the Room 3: two clerical scrolls (ani- the rows of pillars, one orc in each guards, and all of them rush forward to mate dead and know alignment) plus space between the pillars. All of these deal with the disturbance. orcs are identical to the orc guards If the orcs have not been alerted to Temple of Bane the presence of intruders and all of the characters are wearing leather holy symbols, they can enter the temple unmolested. If the orcs have not been alerted to the presence of intruders but some or all of the characters are not wearing holy symbols, there is likely to be a row. If the orcs have been alerted to the characters’ presence, the doorkeeper admits all of them to the temple, regardless of whether they are wearing holy symbols. (He has been instructed to do this — it is part of the trap.) At this point, if a fight breaks out it involves only the eight orc guards in the temple (and the blind doorkeeper, who is unarmed and does not attack). If the characters are admitted to the temple and do not attack the orcs, the orcs continue to stand guard, without interference, regardless of what the characters do. They can deface the wall, smash the doors, even set fire to the temple —the guards will not inter- vene unless they are attacked directly. If the characters try to leave the temple, they trigger the final assault: see below. If the characters try to flee after the final assault has begun, the orcs pursue relentlessly, even to the gates of Civilized Phlan.

21 The characters have two hours (12 without the magical relics concealed monsters, invisibility 10’ radius, blind- turns, 72 rounds) to find what they are in the temple. With the items, the char- ness, and wall of fog. looking for, If they have not found the acters stand a good chance to slaugh- Total value: 4,600 XP temple’s hidden treasure by then, ter the orcs as they charge forward. Mace decides that the characters The magical items are hidden in Cache B (alcove) contains: don’t know as much as he’d hoped three caches. These are located near Potions of flying, speed, healing, and orders the attack. At that point, 40 the right front pillar, in the northern and treasure finding; orcs (who were biding in surrounding alcove, and in one of the southeastern Wand of fear (4 charges remaining); buildings) assault the temple. They vestibules (see map). All three caches Dust of Disappearance; are led by Mace, even though he does are in the floor, beneath the tile. They Seven gold and silver statuettes of not actually get involved in melee. The can be found the same as normal seven gnome kings; orcs charge headlong into the charac- secret doors. If Dirtan is with the party, The simple wood-and-tin holy sym- ters regardless of casualties. Flushed he gives everyone a +2 bonus on bol carried by Narteflun, fabled with fanatical zeal, every one of them these checks. gnome cleric and founder of the tem- fights to the death. ple. If the characters do locate the hid- Cache A (vestibule) contains: Total value: 15,000 XP, 33,600 gold den magical items, Mace triggers the Six clerical scrolls —blade barrier; pieces final assault immediately. If the char- flame strike, protection from evil 10’ acters try to leave the temple before radius, dispel magic, spiritual hammer, Cache C (pillar) contains: locating all of the items and before the and bless; Eight magical weapons, each +1: two hours has expired, they also trig- Five magic-user scrolls —conjure hand axe, dagger; hammer, footman’s ger the final assault. earth elemental, ice storm, fireball, mace, morning star; scimitar; spear; Characters of 3d or 4th level have web, and sleep; and short sword. little or no chance to survive this battle Four illusionist scrolls —shadow Total value: 2,725 XP 17,850 gold pieces

22 If the PCs have not carried out this Area Description Aside from those buildings indi- mission by the time the characters cated as containing kobold guards, reach 3d level, however, this mission The area surrounding Kuto’s Well is none of the buildings in this area con- should be offered to them through typical. Most of the buildings are intact tain anything of value. The characters Zolonsho (a 6th level halfling fighter— but are not used for anything. can poke through trash and broken see the NPC list in the Introduction). Because everyone and everything in furniture to their hearts’ content, but Zolonsho suspects that something unu- the city needs water, the area sur- nothing of value will be found. Normal sual is going on in the area of Kuto’s rounding the well is a sort of no-man’s random encounters are still possible Well and he wants a group to accompa- land; by informal agreement, none of in this area. ny him when he checks it out. He offers the monster groups controls the well nothing but an equal share in the spoils or tries to deny its use to any other Encounter 1: Examining the to anyone coming along. group. (Kuto’s well is not the only well in the city, but it is the most reliable in Well Mission Overview all seasons.) There are nine kobolds on guard. The well itself is simple. Four stone They are divided into four groups (3,2, Kuto’s well is a fresh-water well walls, about waist high, encircle the 2,2). Each building marked with an X located in the heart of old Phlan. How- shaft. Four buckets on stout ropes, contains one group (see the accompa- ever, a mixed group of orcs, goblins, one on each wall, allow water to be nying map). Each kobold guard is and kobolds, led by a half-orc, have drawn up. Rungs have been cement- armed with a short bow and a short opened up catacombs in the area which ed to the sides of the well to allow peo- stabbing spear. they use as a base for raiding and scav- ple to climb down the shaft to retrieve enging. The entrance to the catacombs things that have been dropped in (of 9 kobolds: AC 7; MV 6”; HD 1/2; hp is concealed about 16 feet down the course, they also allow monsters to 3 each; #AT 1; Dmg 1-6 (bows or well (a few feet above the waterline). climb in and out). Kobolds are always on guard in the buildings surrounding the well. The characters will get the action moving either by entering one of the buildings containing guards, thereby triggering an attack, or investigating the well too closely, also triggering an attack. The PCs don’t get any information about this mission at all, unless it was presented by Zolonsho. In that case, Zolonsho gives them this story.

“I’ve led a couple of forays out near the old city wall, up near the bend in the river where the graveyard is. Twice I’ve run into trouble with kobolds, goblins, and orcs. That’s nothing unusual, except that these critters were working together. That’s unusual. Kobolds and gob- lins, they don’t typically get along too well. So I figure there must be some sort of organization there. Tribal renegades, maybe, who’ve banded together for mutual protec- tion. I’ve only seen or heard of them up by old Kuto’s Well, so I guess that’s as good a place as any to start looking for them. I say equal shares of whatever we find to who- ever comes along?

Scale: one square = 10 feet 23 spears); AL LE; Size S; XP 8 each.

The kobolds rely solely on their bows for as long as possible (until the characters close in and counterat- tack). Four rounds into the fight, other kobolds begin arriving, one per round. They are climbing up out of the well. There are 18 kobolds altogether, so nine kobolds arrive as reinforcements (on rounds 4 through 12). If at any point there are fewer than three kobolds surviving in the fight, the remaining kobolds do not reinforce. Instead, they gather in room 1 of the catacombs. The characters escape if they flee. The kobolds do not pursue, nor do they jeer or fire arrows. It should be apparent that the kobolds arriving as reinforcements are coming from the well. The kobold reinforcements are identical to the kobold guards in every way, including their preference for short bows over their stabbing spears. Those kobolds involved in this fight carry it out to the death. Regardless of how many kobolds are killed, searching the bodies yields 21 silver pieces and nothing else of value. The real reward from this encounter is the knowledge that The shaft of the well runs directly XP 15 each. something is going on inside the well. alongside Chamber 1. A door con- nects the well to the chamber. Normal- Kobolds: AC 7; MV 6” ; HD 1/2; hp The Catacombs ly this door is concealed, but because 3 each; #AT 1; Dmg 1-4; AL LE; Size S; kobolds just came out the door to rein- XP 8 each. The only way to get to this point is to force the fight above ground, the door fight through the kobolds on the sur- is open and automatically spotted. Goblins: AC 6; MV 6” ; HD 1-1 ; hp 4 face. It is not possible to descend into Any kobolds who did not reinforce each; #AT 1; Dmg 1-6; AL LE; Size S; the well without triggering the kobold the fight above ground are waiting for XP 14 each. attack (unless the characters are the characters in Chamber 1. The rest invisible, which is a whole different of the band is distributed as follows: story—still, they have no reason to The kobolds (if any) in chamber 1 do investigate the well unless they’ve not talk, negotiate, or parley. They been attacked). Chamber 2: Four goblins. attack immediately and fight to the All of this encounter takes place in Chamber 4: Three orcs. death. Chamber 5: Two orcs, five goblins, During the fight which follows, the catacombs beneath Kuto’s Well and Norris the Gray. Norris the Gray will negotiate if the (see map). This is an underground characters offer to surrender. He will hideout for monsters—a traditional Norris the Gray: accept their surrender. The charac- dungeon. The walls are rough-hewn half-orc fighter, 5th level; AC 3; hp 25; #AT 1; Dmg 1-6; MV ters are stripped of all weapons, rock, with flickering torches on the 9” ; AL -NE; Size M; XP 215. armor, and treasure, and deposited in walls. Corridors are closed off with in the Slum District. No other offers or hanging curtains, both to prevent Orcs: AC 6; MV 9”; HD 1; hp 5 advances to negotiate will be consid- vision into adjoining chambers and to each; #AT 1; Dmg 1-8; AL LE; Size M; reduce drafts. ered.

24 Catacombs Beneath Kuto’s Well If the fight is going badly for the monsters (they are outnumbered 2 or more to 1), Norris retreats from the fight, leaving his soldiers behind to cover his escape. He heads for the well and climbs out, disappearing into the city. If the characters do not pursue the goblins who fired at them from Cham- ber 2, the monsters switch to an alter- nate plan. The orcs in Chamber 4 join the goblins and move to Chamber 1 to block the characters’ exit. The force in Chamber 5 moves to Chamber 6 and then to Chamber 8 in an effort to engage the characters and herd them back toward the waiting orcs and gob- lins in Chamber 1. Searching the bodies of the defeat- ed monsters and the catacombs yields 92 gold pieces, 2,300 silver pieces, 20 gems worth a total of 3,000 gold pieces, 14 short bows, and 14 spears. The characters also have a place of refuge in the city where they can hide in emergencies.

Scale: one square = 10 feet Attack, however, is Norris’ preferred again leaving one goblin behind strategy. After the fight in Chamber 1 blocking the exit. (if any) is finished, the four goblins in When the goblins move into Cham- Chamber 2 pop out, fire their short ber 4, the mixed group in Chamber 5 bows at the characters, and then duck moves through the secret door into back into Chamber 2. One goblin Chamber 1 and then into Chamber 2 waits by the corridor to Chamber 3; and attacks the party from behind. the rest move into Chamber 3. If the Meanwhile the monsters in Chamber characters follow the goblins into 4 charge back into Chamber 3 and Chamber 2, they first encounter the pit attack the party from the front. The trap between Chambers 1 and 2. This characters are now trapped between trap will not be triggered by anyone as two enemy groups and must fight light as a goblin (i.e., a halfling or through one or the other to get back to gnome), but anyone else triggers the the well. trap and falls 10 feet, suffering 1-6 If the characters flee before they are points of damage. Once sprung, the surrounded, their retreat will be har- trap is no longer effective. ried as much as possible by goblins When the characters move into with short bows. Once they are sur- Chamber 2, the goblin who remained rounded, they cannot flee except by behind fires another arrow at the lead fighting completely through one ene- character and then moves into Cham- my group. If that happens, the other ber 3 (if he can). The goblins in Cham- group pursues aggressively, pressing ber 3 move into Chamber 4, once the attack.

25 As the adventurers continue their and supernatural sciences. Nearly all use to the characters here although progress, Porphyrys Cadorna the material is dry reading, but there is there are many ponderous and biz- becomes more and more interested in a scroll entitled Fyerdetha’s Discours- zare books on all forms of the Pool of Radiance and wants to es On Power. This scroll is a study of mathematics—geometry, calculus, learn its location. Under the guise of supernatural sources of power. metamagical math, etc. saving the city’s historical treasures, Among all its dry text, it has this to say he offers the player characters a mis- about the Pool of Radiance. History: This includes biographies, sion to Mantor’s Library. There they court histories, and geography. There are to gather various books and mate- “Fountains and pools hold great is little or no distinction between myth, rials and return them to him. Cadorna power that can only be reached by legend and reality, so the material is hedges his bets by buying several performing proper ceremonies. often quite confusing. However, this is NPCs in the town, such that at least Most sure of these is immersion, for the greatest source of information for one new NPC in the player character in this way the bather surrenders the player characters. party (if there is one) will secretly be in himself to the spirit of the water. the service of Cadorna. This NPC is to That spirit or some portion of it Among the useful books the player make sure that nothing is kept from thereafter enters into the bather, characters can find are: Porphyrys and that certain books are whereby he gains great powers. taken without the player’s noticing. Woe to the weak-willed whose spir- Lex Geographica: This is a atlas its are sure to be consumed by drawn by the great mathematician Key to the Library demons that put even the strong at Tomarus. In the collection is a map of Phlan and the lands to the north. The 1. Scholar’s Garden. This was once great risk. Yurax holds that the Falls of lxce are greatest of all work bears no date, but is over 200 a peaceful contemplation garden for years old. Naturally since that time, use by the scholars who visited the these. Morden writes that the Pool of Radiance is greater still.” there have been changes both natural master of this library. In the center is a and man-made, reducing the total large pond, now swampy and thick. Elsewhere in the philosophy section accuracy of the map. The rest of the garden is choked with weeds and only the small paths of is Urgund’s Description of Darkness, a grim account of his imprisonment in The History of the North: This is an remain clear. The pond harbors 7 inaccurate and highly colorful account green slime colonies. These are quite the lower realms. It is primarly a listing of names and palaces, the horrors of the northern lands. Characters pag- active and all move randomly (and ing through the book will find all sorts very slowly) about the garden. In the there being beyond written descrip- tion. of colorful exaggerations, obviously weeds they are very difficult to find, wrong. Other parts seem quite accu- increasing the chance of surprise by rate. There is one passage of particu- 2. “...and seated foremost in the Hall of Minor Courtiers were the lesser lar interest to the characters. 2. Library Stacks. These shelves powers: Maram of the Great Spear; are filled with old and moldering Haask, Voice of Hargut; Tyran- “Ten days ride north of the Varm is scrolls and a few heavy, hand copied thraxus the Flamed One; Borem of a barren and dead country called books. Collected over a century, two the Lake of Boiling Mud; and Cam- the Lee-wai, land-in-pain or land-of- rooms are devoted to each specific nod the Unseen. These too fell caused-pain. Further to the south subject. (Subjects can be randomly down and became servants of the this place is know as the Tortured assigned or the DM can choose what great lord Bane.” Land. It is said to be an evil place, goes in which room.) The subjects shunned by the Riders. They speak are: Other titles (of no particular use) little of this land but yearly during include the Meditations, The Harmony Ches they make a trip into its heart. Philosophy of the Rock, Strom’s Discussions of Their they go to adorate the spirit of Rhetoric Poetics, the Chronicles of Arram, and a glowing. spring. This they have Mathematics a Discourse of the Nature of Writing. done for ages and so shall they do History for years to come.” Rhetoric: There is nothing of value Some of these rooms will have here. Most of it is speeches from The Grand Historian’s Records of books useful to the player characters. famous murder trials, pronounce- the Arts of War: The binding on this ments, public debates, and the like. mouldering old book crumbles at a Philosophy. This section includes touch. This is a single volume of a natural philosophy, theories of art, Mathematics: There is nothing of massive work dealing with the history

26 of warfare from before time was even each. The remaining books, while per- recorded (such records being of and led the Riders out of the waste. haps valuable, cannot be sold in the course possible through magical At his hand the kingdom of Barze settlement as there are none who will means). In it there are innumerable lit- was conquered. Turning south he buy such rare commodities there. tle mentions of this group defeating led his army to conquer the Horreb that group and being attacked by and the Vane. Tyranthraxus was a 3. Master Librarian’s Chamber: This another group who in turn are cruel man and leveled all that he room contains rotted furnture and little attacked by a fourth, etc. There are had taken, murdering the princes else. Here the master librarian died, accounts of abductions, failed alli- of these lands. But the flame that refusing to abandon his books, when ances, broken treaties, petty squab- surrounded him consumed him, the invaders came through. He has bles, diplomatic intrigue and more. destroying his body. Freed of its since become a spectre and will The book’s tone is strongly moralistic, shell, it flew among the men of his appear and attack any who try to take attempting to set forth the proper prin- army, lighting on each and claiming books from the library. Hidden under a cipals of governence in times of war- it. It was then when Baron Schodt loose floorboard, now quite easy to fare. It is also very anecdotal. From imprisoned Tyranthraxus in a vial spot, is a jar of Keoghtum’s Ointment. the crumbling pages comes the fol- of water which shone like the light lowing passage: of day. This he sank in the watery 4. Reading Chamber: This chamber depths of Lake Longreach, defeat- is filled with rotted tables and bench- "At this time their ruling the Twist- ing the armies Tyranthraxus had es. It is otherwise empty. ed Ones was a powerful general raised.” named Tyranthraxus. He strode 5. Entrance Hall. The doorway here before his armies cloaked in flame Finding these particular books will is easily ajar, half-rotted off its hinges. take time, at least an hour search for There are no furnishings here, only Mantor’s Library frescoes on the walls of learned men and the heavenly patrons of arts and learning. All in all, the frescoes give a feeling of peace and contemplation.

6. Reading Chamber: This chamber is identical to room 4.

7. Scribes Hall. This hall is filled with rows of writing tables and high stools. Rotted mounds of parchment litter the floor. A barred door opens onto the street. Huddled in the corner is a wild- eyed human, his clothing torn and tat- tered. This man was once a first level fighter. Now he is quite mad. On see- ing the characters he scrambles back further into the corner, alternately screaming curses at them and whim- pering for mercy. He will not attack unless the player characters try to hurt him, although if he fights he gains a +1 on all to hit and damage rolls. His goal in fighting will be to break free of the player characters and run away. If the characters are gentle, they can try to talk to him. Being mad (in the best Hollywood fashion), he doesn’t make a lot of sense, babbling on about anything that comes into his head. However (again in best Holly- wood fashion) he does have some useful information. He will say things Scale: one square = 10 feet 27 like: “He is wrapped in fire and so cru- 12. Library Stacks. Here too, the el!", “The big one, the evil one in the wall has collapsed, allowing the ele- castle of flowers—he is coming, it is ments to badly damage the books and coming!,” " Don’t go there! Don’t go scrolls stored here. Fortunately for the on the hill!” and “He is not human, I characters this room is devoted to tell you, not at all.” In general he drops Rhetoric. Unfortunately for the char- hints that the Castle Valvejo is a bad acters, a basilisk has made its lair place to go because something big here. Littering the floor of the room are and powerful and awful lives there, a potion of strength, a potion of heal- something behind everything happen- ing, and a bag of holding. ing in the city. The madman will reluctantly 13. Storeroom. This held all the writ- accompany the player character back ing and illuminating supplies of the to the settlement, but only if they library. Although there are stacks and insist. Doctors, surgeons, and clerics stacks of things that look like they who examine him will concur that the should be valuable here, they are only effective way to cure the wretch is either worthless or crumble and split for him to forget all that happened to when handled. The inkpots are dry, him, to totally blank his mind of his ter- the quills brittle, etc. Living here are 5 rible experiences. If not cured, he outcast kobolds. Faced by a larger or becomes a problem for the commu- better equipped group, they will sur- nity, unable to control his actions or render on the spot, pleading for mer- stay out of violent trouble. cy. Otherwise they will attack screaming “Food!” If surrendered or 8. Master of Scribes. This room was captured kobolds are questioned, once furnished as a simple apartment they can describe the surrounding and study. It is now a shattered ruin. area. However, buried amid all the trash and garbage is a Manual of Bodily Health. Apparently, the former master was something of a health nut.

9. Illuminator’s Carrels. These small compartments were the work areas of the most skilled illuminators of the library. Naturally most of the equip- ment and gear here has fallen into decay. Since illumination requires precious metals, each carrel has 1-3 sheets of gold foil. Although weighing far less a gold piece, each sheet is worth 3 gp due to its scarcity. Or course, the sheets can only be found by careful searching.

10. Study Carrels. Having little more than a bench and a small desk, each of these alcoves is almost completely empty. However, in these two the out- side wall has collapsed. A thick screen of vines blocks the view to the outside.

11. Study Carrels. These are identi- cal to 10 without the collapsed wall.

28 The characters can get into this enclosed by the wall and the river, but cumstances, allow someone onto the encounter situation two ways. The the wall was maintained both for its wall or leave the wall to negotiate. If first is simply to walk up to the Sto- military and its political significance. It they do talk, all they say is to warn the janow Gate during the course of their represented the power of the ruling characters away from the wall and exploration of the city. The second is prince much as the castle did. It also inform them that all business must be to be hired by the Council to breach allowed the prince to raise revenue by conducted at the gate. the wall. The Council will not hire the taxing merchandise brought into the If attacked, the wall guards defend characters for this mission until after Old City through the gate. themselves and counterattack fero- the southern portion of the city is The gate itself displays imposing ciously. Both fighters carry crossbows cleared. architecture. Likenesses of past and use them as long as possible. princes, queens, deities, dragons, Both wizards cast their spells at the Mission Overview wizards, and military heroes adorn the first opportunity. The bugbears, hill wall and the double sets of massive, giants, and duergar attack the charac- During the course of this mission, iron-bound doors which close off the ters and try to keep them away from the characters must get past the Old gate. The walls are 30 feet high, with the fighters and magic-users. City Wall into the Old City. This wall is twin 50-foot towers on either side of If the characters flee to the south, heavily guarded and regularly the gates. there is no pursuit. If the characters patrolled by monsters. A direct While the wall itself is very well manage to cross the wall and flee to assault is almost guaranteed to fail. maintained, many of the buildings the north, the guards pursue as long Instead, the characters must try to find adjoining the wall are in disrepair. as possible. some way to sneak past the guards Most of them were shops when the If the characters are flying, they will and capture the towers which over- city flourished, but the pillaging mon- be detected and attacked with cross- look the gate. With the gate in their sters damaged many of them. bows and spells. If the characters are hands, the adventurers have a clear invisible, there is a 50 percent chance path into the Old City, Valjevo Castle, Encounter 1: Wall Patrol at any given time that one of the and the heart of the evil in Phlan. magic-users can detect invisibility and If the characters are briefed on this This encounter occurs if the charac- will see the characters. mission, they should learn the follow- ters try to cross the wall or attack the All of these creatures carry stand- ing information. Whoever is in charge wall somewhere other than the gate. ard out-of-lair treasure. of the monsters in the city uses Val- The encounter can be triggered jevo Castle as his headquarters. many different ways. An open attack, Encounter 2: The Front Door Because the river is poisoned, the of course, automatically triggers a only way into the Old City is through response from the guards. Trying to Two groups of guards are posted at the wall. This wall has only one open- sneak across the wall probably will the gate. The first is identical to the ing: Stojanow Gate. The wall itself is trigger a response from the guards. wall patrol from Encounter 1 and is too strong to be attacked in any con- Trying to cross the wall by magical stationed in the tower to the left of the ventional manner and too high to be of means (flying and invisible, gaseous gate. The second consists of a squad any use if portions of it were captured. form, etc.) may trigger a response of 16 hobgoblins who mill around the The gate provides the only useful from the guards or it may work. gate, checking wagons passing entrance into the Old City. If the gate The wall is patrolled by a large through the gate and collecting tolls. and its flanking towers are captured, group, selected for their toughness The leader of the hobgoblins groups of adventurers will have a foot- and their ability to detect all sorts of demands to know the characters’ hold from which they can gradually intruders. The group consists of: business when they approach the push their way into the Old City. gate. He will reject any answer they Two evil magic-users, levels 5 and 6 give and tells them to leave. Area Description (6th level: fireball, slow, detect invisi- If the characters attack, the hob- bility, ray of enfeeblement, detect mag- goblins try to hold them off at the gate. The central action of this mission ic, magic missile, sleep, spider climb; The fighters and magic-users in the takes place at Stojanow Gate, though 5th level: hold person, detect invisibili- second group attack with missile other portions of the wall can also be ty, strength, charm person, enlarge, weapons and spells. If the hobgoblins the scene of action. magic missile, sleep); two evil fighters, are defeated, the second group of Stojanow Gate is one of the oldest level 3; two bugbears; two hill giants; guards is waiting for the characters features of Phlan. As the city grew and four duergar. just inside the gate. around the castle, the wall was added If the characters leave before a fight as a first line of defense. Eventually The wall patrol is not inclined to talk breaks out, none of the guards pur- the city expanded far beyond the area to anyone. They will not, under any cir- sue. If the characters flee after a fight

29 breaks out, the second group (magic- wagon and its goods and demands a food, livestock, and other trading users, fighters, bugbears, and toll of 15 gp. This is not negotiable. goods drive through the gate after duergar) pursue the group for 200 Any argument from the character just paying a small toll and being searched yards, then break off. increases the toll to 20 gp. Further halfheartedly by the hobgoblins. The The characters should be unaware argument causes the hobgoblins to adventurers can sneak past the of the presence of the second group of block the wagon’s passage into the guards and attack with surprise by guards until after the fight starts. Old City and turn it back with a warn- passing through the gates with the The guards have standard treasure. ing that the driver had better learn the wagon train. If the characters defeat all of the rules before coming back. The characters can get a wagon guards, they have accomplished the If the characters attack, see either by buying one from its owner or mission. Encounter 2. The hobgoblins have no by attacking the owner and taking the reason to attack unless the characters wagon. Encounter 3: Contraband argue excessively or one of the If the characters pay the toll without guards discovers other characters arguing, the hobgoblins have a 10 This encounter occurs if the charac- hidden in the wagon. percent chance to detect any other ters spend any time observing the Nothing pursues the wagon if it characters hidden in the wagon. This gate before trying to capture it. flees to the south. If the wagon breaks triggers an immediate attack. If the The characters can buy from a through the gate and flees north, the characters argue about the toll but passing driver a wagon and two mules second group of guards pursues it as pay it anyway, there is a 20 percent for 250 gp. He won’t sell for less but, of long as possible. chance the hobgoblins find hidden course, he will sell for more. When the characters watch the characters. If the characters refuse to If the characters ride up to the gate gate, they notice that every morning, pay the toll and are turned away, there in a wagon during the morning influx, several dozen wagons loaded with is a 5 percent chance the hobgoblins one of the hobgoblins looks over the will find hidden characters. Stojanow Gate Once inside the gate, characters can either continue on and explore the far side of the wall, or attack the gate guards. Attacking from the Old City side of the wall automatically earns the characters two rounds of surprise against the guards and lowers the guards’ morale by four points. The bugbears and hill giants flee in panic, leaving only the magic-users, fighters, duergar, and hobgoblins. The biggest reward for this mission is capturing the gate. If the characters succeed, then a group of 20 human and demi-human guards from the set- tlement immediately move into the guard towers to keep the monsters from closing off the gates again. Of course, normal XP and treasure awards also apply. Characters who attack the guards from inside the gate get experience points for the giants and bugbears which fled even though those monsters escaped.

Scale: one square = 10 feet 30 This mission should not be offered it is very powerful. attacked. Each type of demihuman to the characters until after they have The council is very interested in with the party increases the chance by cleared the Cadorna Textile House. having someone slip into the plaza the 10 percent. A group of two humans, a The player characters should be at day of the auction to get a look at the dwarf, and an elf, for example, would least 2d level. Boss. Knowing what sort of creature have a 25 percent chance of being he is would be a great help to those detected as spies and attacked. A Mission Overview who must eventually fight him. Of lone elf, a group of all elves, or a course, if an opportunity to kill him mixed group of humans and elves, on Before the devastation, Podol Plaza arises at the auction, it can’t be over- the other hand, has only a 15 percent was the busiest marketplace in Phlan. looked. chance to be detected. This is Its proximity to the docks and ware- The Boss will not be at the auction, checked once, five turns after the houses made it a natural trading area incognito or otherwise. He is, how- group arrives. If the group is detected, for imports. ever, sending an emissary: an evil the characters are attacked immedi- The monsters who now control mage, who is to examine the item and ately by 25 monsters: 10 hobgoblins, Phlan don’t trade across the Moonsea determine whether it is worth purchas- 7 goblins, 4 orcs, and 4 ogres (with but they still use Podol Plaza as a trad- ing. The mage is accompanied by an standard stats-use the random ing nexus. This is largely a matter of ogre bodyguard. encounter tables). All other monsters convenience. Some of the richest in the plaza scatter. However, the like- monsters in the city are those who Area Description lihood of random encounters is dou- captured the wealthy banking houses bled until the characters get back to around Podol Plaza and they just nev- The Podol Plaza area is well pre- the human settlement. er relocated. Many of these took up served and was wealthy to begin with, If the character’s group is not money lending when things quieted so it contains nice buildings. Since detected, the characters can mingle down in the city. Naturally, goods are most of them are occupied by orcs, with the crowd freely. Some business brought for sale to the area where hobgoblins, and goblins, however, is being transacted, but mostly the there is the most cash. they aren’t so nice anymore. Still, this crowd is discussing the upcoming If the characters have captured any is one of the better preserved areas of sale and whether the Boss really will intelligent monsters recently, they can the city. show up. Some sample phrases learn about this opportunity from their The buildings are made entirely of which can be overheard: captive. If not, this mission can be stone, except for the three central brought to the PCs by a member of the buildings, which are wood and thatch. “Do you think he’ll really show up— council. The central courtyard is paved with the Boss, I mean?” One of the recent captives spoke of bricks. The streets leading into the “Ah, I’m not surprised he’s wearing a special auction to be held in Podol courtyard are dirt. a disguise. I seen him once, and I’d Plaza. A magical item of great power The area is usually jammed with wear a mask, too, if I was as ugly as was discovered in a secret location in vending carts and hawkers, though him.” part of the old city. It is to be offered for less so on the day of the sale. “He won’t come, He’ll just send sale at Podol Plaza in three days. The Encounters on the way to the plaza somebody, maybe a powerful wizard captive doesn’t know what the item is, are normal, random encounters. How- changed into a goblin or something.” only that it is very valuable. The Boss, ever, during the day, random encoun- “I heard that one of the merchant’s of course is very interested in this ters could be stepped up and made helpers melted into a puddle of lard sale. Rumors are everywhere that the somewhat more likely (in the adjoining when he touched the thing.” Boss himself will be in the plaza, areas only). “Disguise or no disguise, you gotta incognito, on the day of the sale to bid Assuming that the PCs come to the know who the Boss is: he’ll be the guy on the item. auction to get a look at the Boss, or bidding the price up.” The captive is telling the truth to the even to attack him, their best chance “The Boss has to buy it. He can’t let best of his ability. Like most rumors, for success is to disguise themselves something like this get into the wrong however, this one is based on truth but as evil denizens of the city and blend hands.” is largely distorted. There is to be a in with the crowd. This presents no “Muldoog saw it, and he says it has special sale, but the item in question problems for humans, but is more dif- to be at least a thousand years old.” is not nearly as powerful as rumored. ficult for demihumans. Elves, It is a simple wand of fear, and neither dwarves, halflings, half-elves, and Two NPCs figure prominently in this its finder nor the dealer he sold the gnomes are not common in the city situation—Garwin the mage and wand to know its command word. All and will attract interest. Buldwar, his ogre bodyguard. they know is that the wand is magical. Any group has a base 5 percent Garwin and Buldwar do not stay Like most monsters, they assume that chance of being detected and together in the crowd. They don’t want 31 anyone to know they are together. gold pieces for the item. It isn’t likely that the characters will Buldwar keeps his eye on Garwin and If Garwin decides the item is not get much treasure from this mission; rushes to aid him if anything goes worth buying but is worth having, he they will be too busy trying to stay wrong. Being an ogre, it is easy for and Buldwar will keep track of the per- alive to do much looting. However, the Buldwar to see Garwin over the heads son who bought it. After the person council will pay 500 gold pieces per of the crowd. has the item but before the crowd dis- person (to a limit of 2,500 gold pieces) perses, Garwin and Buldwar close in for returning with the wand. Since the Garwin: Mage 4; AC 8; MV 12; hp on him from opposite directions. Boss was never there, there is no 15; #AT 1; Dmg 1-4; AL LE. Garwin When both are close, Garwin casts reward for information. wears striped pants, low boots, a long darkness 15’ radius. Buldwar throttles tunic, a pendant of a blazing star the hapless purchaser and grabs the (made of tin), and carries a dagger in item. Garwin then casts invisibility on his sleeve. He knows the following himself and charges out of the dark- spells: darkness 15’ radius, invisibility; ened area, creating as much commo- identify, magic missile, and spider tion as possible. He wants everyone to climb. think that he has the item and is get- ting away. Buldwar, in the meantime, Buldwar: AC 5; MV 9; HD 4 + 1; hp stumbles out of the darkened area, 20; #AT 1; Dmg 1-10; AL CE. Buldwar acts as confused as everyone else, is uncommonly intelligent for an ogre: and then strolls away. hence his ability to help in Garwin’s rather complicated plan. He is also uncommonly well dressed for an ogre, wearing a leather kilt, heavy belt, and sheepskin jacket. He carries no weap- ons, but has a sack slung over his shoulder containing 500 gp (mixed with rags to muffle the coins and dis- guise the bag’s contents).

An attack against the compound during the auction is suicidal. The pla- za will be filled with monsters at this time. Any group large enough to win the battle will be detected long before it reaches the plaza. If this is tried, the plaza contains: 150 orcs, 175 goblins, 28 kobolds, 50 hobgoblins, and 5 trolls. If the characters flee from the plaza after being detected, they are pursued by 10 hobgoblins and 5 orcs. These pursuers split into three equal groups, however—two of hobgoblins and one of orcs. The orcs are in the lead, with the first group of hobgoblins four rounds behind, and the second group of hobgoblins five rounds behind the first. Garwin has instructions to examine the item before the sale, determine its strength, and decide whether to pur- chase it for the Boss. Buldwar is carry- ing 500 gold pieces to use as a down payment if Garwin buys the item. Garwin is authorized to bid up to 5,000

32 The primary objective of this mis- location of the treasure and has been tion to anything although they are sup- sion is to clear the invaders from the ordered to bring it back, preferably posed to be on guard duty. If Cadorna property. Unknown to the without the knowledge of the player characters enter quietly and use characters, Porphyrys Cadorna also characters. If the player characters do stealth, they can avoid alerting the wishes to regain the family treasure discover the treasure, he will report guards. If the guards notice the char- hidden here, provided it has not been them when they return. acters, they will beat the alarm drum. discovered by the current occupants. If Tarask does not accompany the When the alarm is sounded, the Once the characters have cleared player characters back from the Tex- gnolls from rooms 1,4,13, and 20 will the intervening blocks between the tile House (either because he didn’t rush into the courtyard, somewhat settlement and the textile house, they go or was slain during the adventure), confused. If any characters are in the will have to clear the Textile House guardsmen will stop the characters at courtyard, the gnolls will spend a itself. Remember that even if the char- the gate. They have a list of those round or two to form up and will then acters have been to the Textile House items that form the Cadorna treasure. charge in formation. Ideally they will before, they cannot complete the mis- If these are found, the characters will try to flank the characters on one or sion until the block has been cleared. be arrested and taken before both sides. If the initial charge cannot Just when they are ready to set out, an Cadorna. He, being reasonably clev- break the invaders, the gnolls will NPC arrives, bearing a message from er, will be tactful, thanking the charac- reluctantly drop back and attack with Porphyrys Cadorna. ters for recovering the family treasure missile weapons. If attacked by spells, and rewarding them with 200 gp each, they will spread out to avoid area “Respected Adventurers, I thank above and beyond their mission pay. effect spells. The largest of the gnolls you for undertaking this dangerous The characters can protest this, of present will remain in the rear ranks, task on behalf of the settlement of course. If they do, the whole issue will issuing orders. If he is slain the New Phlan and, in no small way, my go to before the full Council. Not sur- remaining gnolls will be without direc- family’s honor. In recognition of prisingly, they will side with Cadorna tion. They will fight individually and what you do for myself and my (the Council generally does not cross will be more likely to run (50% of the ancestors, I send you this man, its own). The characters must turn time as opposed to 15% with a strong Tarask. Once he was a youth in the over the bulk of the treasure or face leader present). service of my father. He knows the imprisonment. The alarm also results in the gnolls old Textile House and will be an at 3, 5, 6, 14, and 18 moving to the invaluable guide to you. Further- Area Description gate nearest their positions. They will more, his arm is strong and he will watch for attackers from outside. not fail you in times of need. Please Gates. Each entrance to the Textile Intent upon their duties, they will not accept him on your mission, if only House is blocked by a closed wooden expect an attack from the rear at first, that through him the name of gate, about 7 feet tall. These are the although they will recover quickly Cadorna may expunge some of the original gates and bear the crest of the enough. evil that has befallen fair Phlan.” Cadorna Mercantile house (A hand Finally, the alarm will prevent the holding a threaded shuttle on a field of player characters from gaining sur- The man bearing the message is a yellow trimmed with squirrel). Several prise on any other group within the fighter, past his prime but still quite skulls of unidentifiable creatures hang House. The state of readiness caused capable-looking. He has the basic from the tops of the gates. The gnolls by the alarm lasts 30 minutes or until equipment needed—studded leather have painted their own barbaric sym- the all-clear signal, another round of armor, shield, and sword. He stays out bol over that of the Cadorna house. All drumbeats, is given. of the way and doesn’t whine or beg gates are barred from the inside. At night, the courtyard is lit by flick- for the party to accept him, it seems ering torches and bonfires. 11-20 clear that he intends to prove himself Central Courtyard. This was once gnolls fill the courtyard. They expect by his actions. the main garden and receiving area of no attacks at night and foolishly do not Tarask has two duties on the adven- the Cadorna villa. Now it is a rank, post any guards. Instead they spend ture. First, if he is present, he can pro- weedy mess. The grounds are strewn their time eating, drinking, and tortur- vide a map of the Textile house. This is with the litter of gnollish junk and gar- ing any hapless victims they may have in his head only and he will not write it bage. A timber frame stands in the gotten that day. middle of everything. Shackles and down for the player characters. If they want it, they must bring him along. Of nails shine on its red-brown weather- 1. Gnoll Barracks. By day, four course, it has been some years since beaten posts, a ghoulish reminder of gnolls occupy this building. At night he was last there, so there are some gnollish justice. During the day there the building is empty. In digging inaccuracies. Second, he knows the are 2-8 gnolls lolling in this courtyard. through the trash, the characters find They are not paying particular atten- 20 sp and 38 gp.

33 several pieces of rotten meat.

6. Main Hall. This building is the reception of chamber of the gnoll chieftain. Present here at all times are four guardsmen, the best of the gnolls (all have maximum hit points). They are armed with halberds, swords, and shortbows. They will never flee or sur- render. At night they are joined by the gnoll chieftain (4 HD), handling tribal duties from a large throne. In combat he will flee if things go badly, leaving his guards behind to prevent any pur- suit.

7. Weavers’ Hall. This was once the living hall of the Cadorna weavers. Then its walls were covered with rich tapestries, examples of their work. Now they are little more than rotted fragments. The hall has been convert- ed to the use of the gnoll females and children. Day or night there are 2-5 females (identical to males but armed only with clubs) and 2-12 children (treat as 1/2 HD monsters doing 1-4 points of damage per attack, AC 10). They will yip and bark if disturbed, their noise drawing in the mate-males from room 8.

2. Collapsed Buildings. These build- 4. Servants’ Quarters. This building 8. Hall of the Mate-Males. This room ings are little more than ruins now, was once used by the household ser- is occupied by 2-4 male gnolls, current having long ago succumbed to a vants. It is now the den of a gnoll lieu- mates of those in room 7. They are carelessly-built gnoll fire. The gnolls tenant (HD 3). he is normally asleep normally asleep, but will respond to use these buildings to dump their rot- during the day. At night the room is any cry of alarm from room 7. ten garbage, when they bother to care empty since he is usually out leading about it. Living here now is a green raids. He has managed to collect the 9. Bedroom. This chamber is now slime. It will not be troublesome small fortune of 20 gp. occupied by the chieftan’s harem— unless the mounds of filth are dis- three female gnolls. Since the gnolls turbed. The buildings are good hiding 5. Servants’ Quarters. This too was naturally breed for fierceness and places, since no random ecounters used by the servants in days long war-strength, these females are better occur here nor do the gnolls visit here past. It is now the home of two gnolls, warriors than most of the gnolls in the by choice. somewhat shunned by the rest of the compound. Each fights as a 3 HD group. One limps (but only slightly) monster and is armed with a short 3. Watchpost. Three gnolls man this and the other has a barking stutter. sword and spear. During the daytime, at all times. However, they are not tre- Together they have been assigned to there is a 50% chance the chieftain mendously diligent, prefering to toss guard duty. Neither is particularly (room 11) will be present. There are no coins and argue most of the time. enthusiastic about protecting the rest children here since all cubs are cared They do not sound the alarm if the of the tribe, so they will break and run for communally. The room is fitted in gate is opened, but notice any charac- if either are hurt or faced by spellcast- crude and barbaric imitation of human ters who move past their door. They ers. Their quarters are squalid even comforts—an algae-green bath, tat- will then attack from the rear. Each by the standards of gnolldom. All they tered finery, and old warped furniture gnoll has 4 cp and 5 sp. posess is a small charcoal brazier and pathetically set out to look impressive. During the day, all doors except the 34 one leading to room 11 are barred. At always attack, never hesitating or two young gnolls (1 HD each), training night, the door leading to room 6 is stopping to talk. Each in particular under the shaman. Neither has yet also unbarred. wants to claim the kill of a greater gained any spell-casting ability. They opponent. will react to the alarm as described 10. Cook’s Garden. This was once above. If there is any disturbance from the working garden of the villa. It is 14. Kitchen. Although seldom used, room 17, they will rush to the aid of now totally deserted. this is the communal kitchen of the their master. Both are armed with gnolls. Day or night, two gnolls are maces and war-hammers. They keep 11. Bedroom. This is the chieftain’s always present, tending the fires or their small treasure in a stoppered jar chamber. During the day he is either preparing meals. That the kitchen is in the corner—28 cp and 49 sp guard- here or in room 9. If he is here, he is maintained at all was one of the far- ed by a poisonous snake. asleep. The chieftain is the largest sighted actions of the chief. It is main- and most savage of the gnolls and tained for times of famine or siege and 19. Watchpost. One gnoll is on duty acts accordingly. He is also the most is not used much during normal situa- here at all times. However, this (for cunning. If hard-pressed, he will tions. some reason) being a position of retreat into the courtyard or room 9, pride, the watch is always vigilant. knowing he can find reinforcements in 15. Larder. This door is locked with a Any who try to enter by this route will either place. large crude padlock. Inside are the automatically cause the alarm to be This room contains the Cadorna emergency stores the chief has put sounded. There is no treasure or any- family treasure, as yet undiscovered aside. Most of these are molded, rot- thing of value here. by the gnolls. It is hidden behind the ten, bug-infested, or -eaten. This plaster of one wall. A careful search hardly deters the gnolls, however. 20. Looms. This building is filled for secret doors here will reveal its with the wreckage of the textile house niche. The treasure consists of a gem- 16. Well. In the center of this room is looms. For the gnolls, it has just been encrusted golden statuette of a the well that supplies the entire com- too much bother to clear this away. dragon, a silver chalice chased with a plex. The door is not locked. Enough space has been cleared for hunting scene, a set of ruby-tipped two gnolls to move in. Attempting to ivory soothsaying sticks, and a jade 17. Shrine. Once one of the ware- move further into the building than the bottle carved like a sea-monster. houses of the textile operation, this first row of squares is difficult. All Since these are works of art, their building as been converted into the movement rates are halved, armor exact value is difficult to place. How- shaman’s shrine and quarters. Living classes are worsened by 1, and ever, the player characters should not here, day and night, is the gnoll sha- chances to hit decrease by 2. The be allowed to keep these items any- man (3rd level cleric). He presides gnolls, knowing of these hazards, will way, although they can gain a reward over all ceremonies and shares the try to push player characters into the for finding them. ruling of the tribe with the chief. The wreckage of the looms while they shaman and chief get along well and remain in the clear area. This small 12. Armory. This room has a wide neither has aspirations of overthrow- advantage may be enough for them to assortment of weapons that the gnolls ing the other. Aside from advice and win. have taken as part of the spoils of vic- spell-casting, the shaman is also the Each gnoll has carefully hidden his tory. There is probably one of every repository of all the old tales and leg- treasure in the room. One has 39 sp kind of weapon available here, ends of the tribe. During evil weather and 30 gp. The other has 349 sp and a although none of them are magical. or long hot spells it is common for small ruby worth 100 gp. These trea- The weapons come in all sizes and most of the tribe to gather here for a sures can only be found by searching shapes and are not glamourous or song ceremony. The shaman has a for secret doors. even particularly valuable. Although +1 mace and several potions. These battered and worn, all are sharp and in are heroism, healing, extra-healing, good repair. and fire resistance. These potions are tucked away in his nest. Also there is a 13. Carders’ Hall. This is the bar- small pile of messages addressed to racks of the bachelor males, those the tribe. Some of these grant titles who have not yet proved their man- and favors on the tribe for past serv- hood (or, in this case, gnollhood) to the ices. One is a demand for more trib- tribe. During the day there are three ute. All are stamped with the present. At night this group is always elaborate seal of Tyranthraxus. out on patrol. Since they are trying to prove themselves, this group will 18. Storeroom. In this chamber are

35 The first encounter the party has on After the first mission, the Council has the ability to bring back any one their first outing, anywhere (except talks to the party, telling them of skele- dead spectre every five game weeks. Sokol Keep), is with a mixed band of tons that come out at night and roam 3) If all the undead in a section of the undead: and destroy things. graveyard are killed, but the spectre After the second successful mis- that creates that type of undead is not, Skeleton: AC 7; MV 12; HD 1; hp 1; sion, the Council talks to the party then the undead will return to that sec- #AT 1; Dmg 1-6 +1; SA Nil; SD again, telling them about zombies that tion, starting with one creature, then Immune to sleep, charm, hold and come out at night and roam and two, then four, then eight, and so on. cold-based spells, edged weapons destroy things. (Again, doubling every two weeks.) only do one-half damage; AL N; THA- After the third successful mission, C0 20. the Council talks to the party yet Area Description again, telling them about wights that Zombie: AC 8; MV 6; HD 2; hp 1; come out at night and roam and kid- The party sees a large fence around #AT 1; Dmg 1-8 +2; SA Nil; SD nap people. the graveyard. There are gates on the Immune to sleep, charm, hold and After the fourth successful mission, west and east sides, and they have cold-based spells; AL N; THAC0 20. the Council offers the group a bounty been burst open from the inside. All of of 50 gold for every undead killed from the vegetation is withered and broken Wight: AC 5; MV 12; HD 4 +3; hp the graveyard. and there are hundreds of grave 7; #AT 1; Dmg 1-4 plus 1 level energy If the party still hasn’t gone after the stones that have been turned over. drain; SA Energy drain; SD Silver or graveyard after the fourth mission the Several large stone structures can be magic weapons needed to hit, Council offers them a magical sword if seen about the graveyard. immune to sleep, charm, hold and they will go and take out the evil that is When the party first steps into the cold-based spells; AL LE; THAC0 15. growing in the graveyard. The two- graveyard, the sky suddenly becomes handed sword is +1/+3 vs. undead. overcast with thick dark clouds, Light- Treasures: the skeleton is using a If the party still doesn’t take on the ning and thunder can be heard in the +1 short sword, the zombie is using a Spectre towers, theTown Council will distance. It becomes so dim that +2 hammer, the wight is carrying a constantly complain to the group that torches and lanterns are needed to scroll of three magic-user spells: fire- the undead menace isn’t getting any make sure the way is clear. ball, lightning bolt, and hold monster. better and the party had better do This happens every time the party something about it. steps into the graveyard area. DM’S note: The wight is not sup- posed to ever hit the party members in DM’s note on the graveyard: As the Section A: this first attack. It should be apparent weeks go by, the undead in the grave- The smallest and poorest of graves to the party that they are fighting yard grow more and more powerful in is in these sections of the four quar- undead and dealing with a wight. the following manner: ters of the map. This is also the area When the party trashes the mon- that has the most ground erupted from sters, a ghostly whisper is heard, “We 1) After every other successful mis- each grave stone. At the beginning, are for you and will be back.” sion completed by the adventurers, there is one skeleton in each quarter. the number of undead in each outdoor If the party roams in any part of this Adventure Set-Up section of the graveyard is doubled. area, they are attacked by the total Figure one week for each mission number of skeletons in that section. The first thing the town council tells (including preparation time, etc.), so the adventurers about is the danger the number of undead will double eve- Skeleton: AC 7; MV 12; HD 1; hp from Valhingen Graveyard. It seems ry two weeks. Variable, rolled depending on how the undead are rising out of their 2) If the party goes to the graveyard, many there are; #AT 1; Dmg 1-6; SA graves and starting to roam the city but doesn't complete the killing of the Nil; SD Immune to sleep, charm, hold ruins. It is going to be a problem that spectres, the undead in each section and cold-based spells, edged weap- the player characters will have to face, will continue to grow in number. There ons only do one-half damage; AL N; but they might want to become more is a spectre generating skeletons, a THAC0 20. powerful before they tackle it. spectre generating zombies, and a After every successful mission and spectre generating wights. The killing DM’s note: Remember to increase subsequent return to the Town Coun- of any of these spectres stops the the number of skeletons according to cil, the Council tells the party that the addition of any more of the type of the number of weeks the party took to danger from the graveyard is growing. undead it generates. get there. Specifically: There is a vampire leading all of this activity. If the vampire is not killed it A) Skeleton Enclave: There is only

36 one large crypt in the outer area of the DM’S note: Remember to increase at the top of the stairs, a roughly circu- graveyard. The door is locked tight. the number of zombies according to lar chamber 25’ across. When opened, 15 skeletons come the number of weeks the party took to pouring forth: get there. Juju Zombie: AC 6; MV 9; HD 3 + 12; hp 24; #AT 1; Dmg 3-12; SA Nil; SD Skeletons (15): AC 7; MV 12; HD 1; 5) The Zombie Enclave: There Immune to powers that affect the hp Variable; #AT 1; Dmg 1-6; SA Nil; stands a small tower made of white mind, poison, electricity, magic mis- SD lmmune to sleep, charm, hold and marble. The entrance has been bro- siles, death and cold spells, fire does cold-based spells, edged weapons ken open and a quick look inside half damage, turned as a spectre on only do one-half damage; AL N; THA- reveals nothing but a set of stairs up to the table, piercing and blunt weapon C0 20. the second level. If the party moves to attacks do half damage and cleaving the stairs a band of 25 zombies comes attacks do full, AL NE; THAC0 13. After the party defeats the skele- pouring down to attack. tons, and if they enter the building, Treasure: Lying about the floor is they discover a huge skeleton of a Zombie (25): AC 8; MV 6; HD 2; hp the following: 290 sp, 110 gp, a potion giant. If the number of skeletons Variable; #AT 1; Dmg 1-8; SA Nil; SD of healing, and a wand of lightning (3 roaming outside in Area A is greater Immune to sleep, charm, hold and charges). than 16, then another 15 skeletons will cold-based spells; AL N; THAC0 15. be found with the giant inside the DM’s note: If the zombie- chamber: If the number of zombies outside in generating spectre is not killed, this Area B is greater than 16, then chamber will always be restocked Giant Skeleton: AC 4; MV 12; HD another 15 zombies will be found with (except for the treasure, of course) in 5; hp 27; #AT 1; Dmg 1-8 +5; SA Nil; the Juju Zombie in the upper chamber one week. SD Immune to sleep, charm, hold, and cold-based spells, edged weap- ons only do one-half damage, can’t be clerically turned; AL N; THAC0 15.

Treasure: There is a locked marble chest in the chamber that holds the former valuables of the skeletons: 28 sp, 69 gp, ten rings with gems of base 100 gp, 12 pieces of jewelry each with a base value of 200 gp. The giant has a +2 shield and is using a +2 mace in battle.

DM’s note: If the skeleton- generating Spectre is not killed, this chamber will always be restocked in a week (except for the treasure, of course).

Section B: The party can see more stone build- ings in this section and fewer upturned graves. If the party roams in any part of this area, they are attacked by the total number of zombies in that quarter.

Zombie: AC 8; MV 6; HD 2; hp Vari- able, rolled depending on how many there are; #AT 1; Dmg 1-8; SA Nil; SD Immune to sleep, charm, hold and cold-based spells; AL N; THAC0 15. 37

Section C: THAC0 15. make a poison saving throw, at +3 This area is filled with small ruined (failing the save causes 10 points of crypts. There is one wight per two Treasure: In the locked crypt lies damage to that person). The chamber weeks that the party has spent away the skeleton of a mighty warrior and is filled with bones, and stairs lead up from the graveyard. For example, if the following items: +2 plate mail, +2 to another chamber. the party spent six weeks away from long sword (lawful good aligned so The upper chamber has yet another the graveyard, there would be three that any other alignment picking it up poison gas and a required save (fail- wights per outdoor quarter. takes 15 hit points of damage), +1 ing the save causes death). A spectre If the party roams in any part of this shield, and a ring of Fire Resistance. is here and the party surprises it as it area they are attacked by the total puts bones together to make skele- number of wights in that quarter. DM's note: If the wight-generating tons. spectre is not killed, this encounter Wight: AC 5; MV 12; HD 4 +3; hp will always be restocked (except for Spectre: AC 2; MV 15/30; HD 7 Variable depending on the number treasure) in one week. +3; hp 38; #AT 1; Dmg 1-8 plus two there; #AT 1; Dmg 1-4 plus 1 level levels of energy drain; SA energy energy drain; SA Energy drain; SD Sil- Section D: drain; SD Immune to sleep, charm, ver or magic weapons needed to hit, A precariously-leaning sarcopha- hold, or cold-based spells, also poison immune to sleep, charm, hold and gous sits alone in this section of the or paralyzation; AL LE; THAC0 13 cold-based spells; AL LE; THAC0 15. graveyard, its massive stone doors slightly ajar. The entire structure Treasure: 2,000 gp, 555 pp, 19 C) Wight Enclave: There is a huge strongly radiates both magic and evil. gems (base 100 gp), 3 pieces of jew- tower with black smoke billowing out If the doors are opened, they reveal a elry (each worth 2,500 gp), and an iri- in clouds all around. The smoke set of wide stairs carved out of solid descent ioun stone (sustains a person erupts from holes in the ground. The rock, leading down into the blackness. without air). single entrance is locked and strongly There does not appear to be any end built. When the party tries to enter to the stairs, nor are there any other DM’s note: If this spectre is defeat- they hear a voice shout out, “We are features of interest inside. No manner ed, there will be no more skeletons the spirits of those who fought the of detection, magical or otherwise, will appearing as wandering monsters or dragons. Leave us to our rest or suffer ever reveal the bottom of the stairs. appearing in the graveyard. If it isn’t the consequences of your actions.” The characters are welcome to walk defeated, this encounter area is fresh- When the party crashes in, they are down. the stairs, but they will never ly stocked the next time (as detailed attacked by 12 wights: reach the bottom—ever. They can above). turn around at any time and come Wight (12): AC 5; MV 12; HD 4 +3; back of course; nothing will stop them. Section F: hp Variable; #AT 1; Dmg 1-4 plus 1 A two-level tower of burgundy mar- level energy drain; SA Energy drain; Section E: ble stands clearly above all of the SD Silver or magic weapons needed A two-level tower of white marble ruined crypts in the area. When the to hit, immune to sleep, charm, hold stands clearly above all of the ruined party nears the area they find huge and cold-based spells: AL LE; THAC0 crypts in the area. When the party piles of hair and fur all over. 15. nears the area they find huge piles of Coming near the tower causes a human bones all over the place. small army of zombies to come out to If the party is successful in defeat- Coming near the tower causes a fight. ing the wights, they discover a large small army of skeletons to come out to chamber with a single crypt. Floating fight. Zombie (15): AC 8; MV 6; HD 2; hp above the crypt is a wraith; it says to 16 each #AT 1; Dmg 1-8; SA Nil; SD the entering party, “I am the protector Skeleton (30): AC 7; MV 12; HD 1; Immune to sleep, charm, hold and of the paladin. I guard his remains for hp 8 each #AT 1; Dmg 1-6; SA Nil; SD cold-based spells; AL N; THAC0 16 eternity. Leave or suffer." Immune to sleep, charm, hold and If the party leaves, there is ho cold-based spells, edged weapons The lower tower entrance has piles attack. If they stay, the wraith fights to only do one-half damage; AL N; THA- of dead roses strewn about the area. the death: C0 20 The door is solid and only a knock spell or the use of a thief’s talents will Wraith: AC 4; MV 12/24; HD 5 +3; The lower tower entrance has nox- get the party inside. hp 43; #AT 1; Dmg 1-6 plus life level ious fumes coming from the doorway The lower chamber is filled with use- drain; SA energy drain; SD Silver or and the party can’t see into the tower. less clothing and rusting armor and magic weapons needed to hit: AL LE; When they try to go in they must stairs leading up to another chamber.

39 The upper chamber is filled with DM's Note: The door itself is easy hold, or cold-based spells, also poison useless scrolls. The party instantly to unlock and open. or paralyzation; AL LE; THAC0 13 becomes aware that a spectre is here and the party surprises it as it puts The lower chamber is filled with Treasure: 5,111 gp, 711 pp, 22 zombies together. glass and fur objects of all types from gems (base 100 gp), 6 pieces of jew- goblets to rugs. The total worth is not elry (each worth 1,000 gp), a pink ioun Spectre: AC 2; MV 15/30; HD 7 more than 10 gp. There are stairs stone (adds 1 point to constitution), +3; hp 38; #AT 1; Dmg 1-8 plus two leading up to the second floor, but the and a spear +3. levels of energy drain; SA energy moment the party enters the first floor, drain; SD Immune to sleep, charm, all those in metal armor take 4 points DM's note: If this spectre is defeat- hold, or cold-based spells, also poison of damage from the electricity that has ed, there will be no more wights or paralyzation; AL LE; THAC0 13 collected in the area. appearing as wandering monsters or The upper chamber is filled with appearing in the graveyard. If it isn’t Treasure: 1 ,111 gp, 542 pp, 13 copper plates on the walls and floor. defeated, this encounter area is fresh- gems (base 100 gp), 3 pieces of jew- The party instantly becomes aware of ly stocked the next time. elry (each worth 1,000 gp), and a deep a spectre working on the summoning red ioun stone (adds 1 point to dexteri- of another wight. The group surprises Section H: ty). the spectre. A two-story green marble dome structure can be seen from a distance. DM’s note: If this spectre is defeat- Spectre: AC 2; MV 15/30; HD 7 When the party gets closer they can ed, there will be no more zombies +3; hp 38; #AT 1; Dmg 1-8 plus two see a huge set of brass doors at the appearing as wandering monsters or levels of energy drain; SA energy entrance. The doors have carvings on appearing in the graveyard. If it isn’t drain; SD Immune to sleep, charm, them of ghosts and ghouls attacking defeated, this encounter area is fresh- ly stocked the next time the PCs come through.

Section G: A two-level tower of grey lava rock stands clearly above all of the ruined crypts in the area. When the party nears the area they find the air charged with static electricity and ball lightning. The party can see the hair standing up on their heads and arms. Coming near the tower causes a small horde of wights to come out to fight.

Wight (one per two weeks the party delayed in getting there): AC 5; MV 12; HD 4 +3; hp 32 each #AT 1; Dmg 1-4 plus 1 level energy drain; SA Energy drain; SD Immune to sleep, charm, hold and cold-based spells; AL LE; THAC0 15

The lower tower entrance has obvi- ous magical waxed seals covering the door. There is writing on the door in the common tongue that says, “Do not open this door. A great evil has been laid to rest here.” Further investi- gation reveals there are also large sil- ver holy symbols up and down the crack in the doorway.

40 townspeople. In the middle of the door From here the group should be At the bottom of the well is a corridor is a panel of a powerful knight fighting asked if they want to scatter the dust dug into the raw earth that the group several types of undead. When the in the coffin, leave holy water or holy must follow to find the vampire. If the party tries to open the door a pair of relics in the coffin, and if they want to magician is with the group he acti- spectres comes out to attack the search around. If they search, they vates the falling ceiling trap (again, group. find nothing. If they leave holy water or secretly). This hits 1d4 party members relics and/or symbols in the coffin, for 1d6 points of damage, each. A Spectre (2): AC 2; MV 15/30; HD 7 they will kill the vampire when it is dwarf and/or clerical find traps spell +3; hp 59, 38; #AT 1; Dmg 1-8 plus forced to return to this coffin that it has can detect this. two levels of energy drain; SA energy prepared. When the party enters the vam- drain; SD Immune to sleep, charm, pire’s chamber they hear a voice, say- hold, or cold-based spells, also poison DM’s Note: All of the evidence here ing, “I welcome you to my home.” The or paralyzation; AL LE; THAC0 13 has been faked by the real vampire. It vampire lights up the chamber and uses this place to return to when one of the patty members must make If the group defeats the spectres, almost killed. If the party left some- a saving throw against the charming the brass doors open up and the scent thing dangerous to vampires in the of the vampire. If the magician is with of meadow flowers fills the air. They coffin the vampire is killed when it the group he uses his hold person hear a voice say, “Come in, brave returns. If the party didn’t, the vampire spell on the party and the fight is on! adventurers. You must take my gifts to and all the spectres and all of the better fight the evil that has come to undead problems start all over, five Vampire: AC 1; MV 12/18; HD 8 the city.” missions after the vampire was +3; hp 50; #AT 1; Dmg 5-10 plus a two The party finds the magically lit attacked and not killed. The vampire level energy drain; SA energy drain, tomb of a brave knight. The body rises will have set up again in Section J. glare has the chance of charming a up from its resting place and gives victim; SD Immune to sleep, charm, each party member a magic item Section J: hold spells, and poison or paralysis, according to what class they are: The group comes near this area and takes half damage from cold spells, is called to by a human magician. requires +1 or better weapon to hit, Any Magic User/Illusionist: 1 “Hail, noble adventurers. I can see regenerates 3 hp per round; AL CE; pink ioun stone and a scroll of three you are people of great power. I would THAC0 12 random third level spells. ask you to help me get rid of this foul Any Fighter Type: 1 pale blue ioun undead problem.” If the characters DM's Note: When the vampire gets stone and a potion of extra healing. agree, the magician continues with down to 15 or less hit points it will turn Any Cleric Type: 1 dusty rose ioun the party and helps the vampire get rid to gaseous form and vanish. The party stone and a hammer +3. of the party. If the characters refuse, should be told that the vampire Any Thief: 1 pale green ioun stone the magic-user attacks immediately. escaped. If they go to the center of the and sling of seeking +2. graveyard (Section I) they will find it. If Magician: AC 9; MV 12; HD 6; hp they haven’t added any holy relics to New characters can always get 29; #AT 1; Dmg 1-4 (dagger); SA the coffin or made any other prepara- some type of magic item here if they Spells: SD: Ring of Protection +2; AL tions they have another fight on their are willing to fight the spectres that LE; THAC0 19 hands with a fully regenerated vam- continually guard the door. There are pire. This time it doesn’t run. If they always three more spectres than there Spells: 1st level: magic missile(x2), ignore the vampire’s departure, they were the last time a visit was made. feather fall, shield can collect the treasure here, but the 2nd level: detect invisible, vampire will raise up new spectres, Section I: invisibility who will, in turn, raise up new skele- When the party reaches the center 3rd level: fireball, hold person tons, zombies, and wights, and the of the graveyard they will discover the problem will continue. ruins of a black marble crypt. Inside The Pit they will discover a coffin filled with The vampire is located at the bot- Treasure: 2 pale blue ioun stones, 1 dust. Among the piles of dust are sev- tom of a huge pit. There are wooden scarlet & blue ioun stone, 1 pale green eral broken crosses, vials of spilled stairs down. If the magician is with the ioun stone, 9,000 gp, 1 wand of magic holy water and a scroll. group, he secretly activates the stair missiles (33 charges), 3 potions of The scroll tells the group that the trap. This causes 1d6 players to fall on healing, and a scroll to restore two remains of this tomb are a vampire’s the collapsing stairs for 1d6 points of levels lost in undead draining attacks. that a noble paladin and a cleric damage, each. A dwarf or clerical find destroyed with the power of good. traps spell can detect this.

41 This should be the final encounter Teleporters: The four spaces potion of speed, and a scrap of a map. of the adventure where the player marked on the map are teleporter This map shows a region unknown to characters confront and hopefully spaces. When entered, the trans- the player characters but which links defeat Tyranthraxus. To do so, the porter is instantly activated. The play- to the section already found in the player characters must get to the cas- er is randomly sent to one of the 4 Library. Although it actually covers an tle and penetrate the maze that sur- locations, including the one he is cur- area away from the Pool of Radiance, rounds it. rently standing on. Thus a character it provides some small details which may teleport to one of the other 3 loca- help identify the location of the whole Area Description tions or not move at all. map when compared against a map of the Forgotten Realms. Valjevo Castle has been heavily 1. Deserted Building. modified by Tyranthraxus’s minions 6 & 7. Lavoratories. Nothing of value according to his commands. For secu- 2. Watchpost. This building is occu- is here. rity, the buildings surrounding the cas- pied by the current officer of the tle have been cleared, so. that there watch, a task rotated every day. Thus 8. Guard Barracks. On the outside, are no random encounters in this there is always an encounter here. this looks like a particularly rundown area. Now living in the outbuildings The officer of the watch is a 5th level and deserted building. Inside are are guards, servants, and advisors of fighter with 43 hit points. The officer bunk beds for eight guards. During Tyranthraxus. will notice any characters who walk daytime, there are four ogres present. The castle compound itself has through the space in front of his door At night, when more guards are on been heavily modified to match Tyran- and sound the alarm, a ringing bell. duty, there are only two ogres present. thraxus’s bizzare tastes. At the center, Once the alarm is sounded, no crea- If the characters enter the room qui- visible from a distance, is the central ture can be surprised by normal char- etly, they can catch the ogres nap- tower. This tower is clearly in bad acters (i.e., ones not invisible or ping. If the characters have made repair, the roofs collapsing and the otherwise concealed) for the next substantial noise or the alarm has walls just beginning to crumble. There hour of gametime. been sounded, the ogres prepare an are only very narrow arrow slits in the ambush. They have overturned sev- walls of this tower. At the outer corners 3. Mess. This hall has long tables, eral of the bunks around the door and of the castle wall are smaller towers. benches and a great hearth at one are using these for cover. A bucket of Although these are only a single story, end. In the corners are heaps of sand is rigged over the door to drop as they are connected to each other by a garbage-bones, broken crockery, soon as the door is opened. The first guardwalk that runs the length of the and things much more disgusting— character through the door must save wall. Ogre guards can be seen patrol- being picked over by a pair of scruffy vs. dragon breath or be hit. The buck- ling this wall at regular intervals. looking half-wild dogs. If the dogs are et will cause 1-4 points of damage and The bailey of the castle has been driven away by a few sharp blows, the will stun the character for 1-4 rounds. transformed into a bizarre garden. garbage can be poked to reveal noth- Throughout the room are things Hedges festooned with black nectar- ing. ogres like to collect—broken skulls, laden flowers, saw-like leaves, and bits of feather, badly tanned hides, col- glistening 6” long thorns have been 4. Deserted Building. orful rocks, and other charmingly planted to form the twisting paths of a worthless junk. Well hidden under a maze. These hedges are thick enough 5. Officer’s Quarters. The building is loose floorboard held in place by a to act as walls. The spikes are deadly locked, quite solidly. Opening it will bedpost is a small collection of 300 poisonous. Charcters can attempt to attract attention (again no surprise for gp. This is the joint treasure of all the force their way through any hedge by an hour) and an automatic encounter ogres. cutting and chopping, but fire will with 2-6 ogres, demanding to know have no effect. Chopping for 30 hit the business of the player characters. 9. Deserted Room. points of damage will cut a hole large Fortunately, these ogres can be trick- enough for a person. Each round ed into believing the characters have 10. Gnoll Barracks. This chamber is spent cutting, the character must legal business here (“The Boss sent little more than a slovenly pit. During make a saving throw vs. poison to us,” etc.). the day there are eight gnolls present. avoid being accidentally poisoned by Inside is a well-appointed apart- If surprised, they are sleeping in a the thorns. A failed saving throw ment containing items taken from oth- piled mass, dreamily scratching at results in death. Likewise, characters er parts of the city. The officer is not fleas and picking lice. If not surprised accidentally walking into a hedge present since he is on duty elsewhere. or alerted by the alarm, they are hasti- must make a saving throw. Holes in Hidden in the apartment (under a ly pulling their armor on while the larg- the hedge will regrow in 3-6 days. loose stone) is his cache of 200 gp, a est barks out rude and pointed orders.

42 (Increase each gnolls AC by 1 or 2 for ting too dangerous. If the characters 13. Central Tower Room. This room having partial armor.) If defeated, the refuse to let him go (and take his pos- appears empty. However, the far wall characters can search through the sessions with him), he will be forced to is actually an illusion (making the garbage in the room. These fellows attack. room appear one row of squares make ogres look neat! The information Al-Hyam has gath- smaller than usual). If characters Searching will only turn up 2-20 ered on the Pool of Radiance is ignore this wall (i.e., do nothing), the gold pieces and will take several turns sketchy and mostly wrong, since illusion will remain. If characters to do completely. However, in addition Tyranthraxus has carefully misled search this wall they will find nothing, to their meager treasure, those char- him. His notes and papers, hidden in and the wall will appear real. If charac- acters that searched will have picked the room, suggest that the Pool, if ters walk directly into the wall without up a wonderful case of fleas and lice. imbibed, fills the person with an first searching, the wall will disappear. The next day (and every day thereaf- extraordinary brilliance and vigor, Weapons thrown or shot at the wall ter until the character bathes) his increasing their powers of command will disappear (passing through the movement rate on foot or horseback and charisma. He thinks it is possible illusion) without canceling the illu- will be reduced by 1/4 for the discom- the Pool may grant special magic use, sion. fort. although he has not confirmed this Beyond the illusion is a staircase fact. He is at a loss to explain the fiery going up. There is nothing else in the 11. Castle Tower. This is the quar- radiance which surrounds those room. ters of Al-Hyam Dhazid, an intinerant imbued with the Pool’s power. He has magic-user from Almraiven in the no idea that Tyranthraxus and the 14. Deserted Room. There is noth- Kingdom of Calimshan. He is here dragon are two separate beings. He ing here. The roof is collapsing, pre- acting as an adviser to Tyranthraxus, also guesses the Pool of Radiance is venting the door from swinging open. hoping to learn how Tyranthraxus somewhere northwest of the Dragon- recieved his great power. However, he spine Mountains. 15. Watchman’s Post. One human does not know the true mystery of the Al-Hyam is a 7th level MU with 21 hit fighter, 6th level, armed with a +2 Pool of Radiance, believing the points. He has bracers of defense (AC two-handed sword, chainmail +1 and dragon to be Tyranthraxus. 3), a ring of shooting stars, a ring of fire a javelin of lightning, is standing guard Since he is an advisor, he is only protection, and a wand of confusion. here. He surveys the street through a present in his quarters 40% of the He will use items in preference to small slit in his door. The door is time. He has survived all his years spells, due to their greater speed of locked and he will only open it to those through guile and wit. If encountered, use. he knows or who give the proper he will avoid the fight if possible, first password when he demands it (“Har- by being non-hostile, second by flee- His spells are as follows: rash,” known to the gnolls in 16). ing, and third by surrender. He will not 1st level: identify, magic missile, Since he is very watchful, he cannot fight unless he is forced or is positive sleep, spider climb be surprised. If attacked he will ring a he can win. He carefully maintains a 2d level: detect invisibility, invisibility, bell for alarm. The gnolls in 16 will non-hostile appearance. To save his web immediately come to his aid. How- neck, he will tell a plausible story, 3d level: fireball, hold person ever, the fighter has no desire to die almost the truth. He is a traveller, serv- 4th level: wizard eye and if the attackers force their way into ing his greater powers to seek out his room, he will surrender. He carries knowledge and truth. (This is not too 12. Main Gate. The gate is locked. It a note that says, “Rhodia.” This is the far off the mark.) Since arriving in is opened if the right password is password to either main gate. Phlan, he has been held under a type given (see 15 or 16) or it can be broken of house arrest at Tyranthraxus’ down. It takes 150 points of damage to 16. Gnoll Guards. Present in this orders. Tyranthraxus wants to pump chop an opening large enough to get room are six gnolls, although there him for all the information he can. In through. Obviously, chopping or cut- are accommodations for four ogres truth, Al-Hyam stays by choice, ting weapons must be used. During also. Given its occupants, the room is although there is the implied threat this time, the alarm will be automati- a terrible mess. that Tyranthraxus would try to prevent cally sounded. The party will also be The gnolls are not tremendously his leaving. subject to rocks (2-12 points of dam- bright, and can be tricked if the alarm Al-Hyam will surrender if it looks like age) thrown by ogres over the gate. has not been sounded. Characters he can get mercy. He will not surren- These ogres can only be attacked by can demand to be told the password, der to creatures normally considered missile weapons and they have the pretending they are on official busi- evil or untrustworthy (orcs, ogres, benefit of 50% cover (+4 bonus to ness. The password can be gained in etc.). Once he surrenders, he will their normal AC and saving throws). other ways too—goading them into leave the city, figuring things are get- proving they really know the password

43 Valjevo Castle is quite effective. The gnolls are a per- If all else fails, at least one of the mer- is a 10% (cumulative) chance of verse group, however. Although they chants (the least scrupulous) hires detecting a pattern. The records show can be tricked, threats of pain and assassins to take care of the trouble- a gradual increase of Tyranthraxus’ death only make them obstinate and some player characters. All this woe power—moving from an unsophisti- fatalistic. Pain and death they under- from a few simple suits of armor! cated horde of ill-organized inhumans stand and stubbornly refuse to yield to much more sophisticated and sinis- to, since this would be weakness, a 19. Collapsed Castle Tower. ter methods. Here, Tyranthraxus has trait not tolerated in their culture. Although the ground floor of this tower formed an alliance with the Red Wiz- In combat, the gnolls will attempt to is still intact, it is in such disrepair that ards of Thay; there, he holds damning maneuver past the player characters it is unusable. Abandoned by the information on a petty count, sure to and make a break for the door. They locals, it has been taken over by a bas- condemn that man in the eyes of his will not do so foolishly, in ways sure to ilisk. The beast is allowed to remain king. The rosters tell of ever increas- get them killed. Once out the door (if under direct orders of Tyranthraxus. ing numbers of better and better train- allowed to escape) they will sound the ed soldiers. The diplomatic letters alarm. They will not surrender, pre- Basilisk: AC 4; MV 6” ; HD 6 + 1; hp make clear his ultimate ambitions—to fering to fight to the death over weak- 37; #AT 1; Dmg 1d10; THAC0 13; SA assemble a great host and sweep ness. gaze turns to stone; AL N south of the Moonsea, not just plun- If the gnolls are defeated and the dering but subjugating the lands he chamber is (ugh!) searched, the char- 20. Kitchen. This open building pro- conquers. acters can find a scrap of hide with a vides much of the miserable, nauseat- For every hour spent among these list of passwords. These are: ing slop that is served to the guards records, there is a 15% chance a Sando and workers of the castle compound. scribe from 22 will enter, bearing an Rhodia The kitchen reeks of smoke, rotten armload of books and scrolls. On spot- Harrash meat, burned food, and sweat. There ting the player characters, the scribe are always 3 cooks (human slaves) (a 0-level NPC who is defintely a non- 17. Deserted Building. Just that and working here, minded by a gnoll fore- combatant) will drop his goods with a nothing more. man (no armor, gnarled club for a startled look and flee, sounding the weapon). If the slaves are freed, they alarm. 18. Provisional Armory. The door to can offer the day’s password to the this building is locked. Inside are the party (“Rhodia”), since it was their 22. Scribes’ Offices. This brightly-lit emergency arms of the guards for the duty to carry the food into the castle building smells of tallow and leather. castle. There is a large assortment of each evening. They know of the Inside are rows of high desks and armor and weapons here. Although hedge maze in the castle, but do not stools. Any empty space is piled with none of it is magical, there is enough know the route through it. There is volumes, scrolls, sheets of parch- here that the player characters could nothing of value in here. ment, inkpots, and goose quills. Pre- fully outfit themselves with a basic suit cariously balanced atop these are of armor and weapons. If all these 21. Records. One of Tyranthraxus’ guttering candles and smoky oil items are returned to the settlement (a secrets of his success are the meticu- lamps. During the day and well into good trick considering the weight!), lous records he maintains on day-to- the evening hours, six scribes sit at the flood of weaponry and armor on day operation’s and plans. This room the stools, hunched over the desks. the market will drive the price down contains shelves and racks of old Three officers or emissaries of Tyran- until each item is almost worthless. ledgers and scrolls. Written in the thraxus will be making reports while On the other hand, if the items are crabbed hand taught to scribes, these the other scribes copy orders or other sold off slowly and piecemeal, the val- records contain all manner of informa- papers of importance. ue of the goods will not drop. However, tion. There are assessments on the If the alarm has already been once the local merchants discover the strengths of enemies, reports of spies sounded, this building will be empty player characters are competing with from the settlement and beyond, ros- and the most important papers will be them in the arms and armor market, ter lists of the army, disciplinary missing. Otherwise, the scribes will they will become furious with the play- records, account books, diplomatic attempt to flee if attacked. They are all er characters. At first they will refuse papers, and reports on the character normal humans, AC 10, with no partic- their own services to the player char- of various kings, dukes, counts, and ular fighting skills. The emissaries, acters. If this shut-out fails, they will other rulers. Most of these focus on however, are fighter/magic-users (6th/ hire thieves to find and steal the goods things suitable for blackmail. There is 5th levels) and will instantly fight. of the player characters. In the proc- a lot of material here and assimilating They are fiercely loyal to Tyranthraxus ess the thieves will naturally help it will take a long time. For every hour and are extremely competent. One themselves to whatever they can find. spent pouring over this material, there will charge forward, attempting to

45 engage the spell-casters white the The papers also have a series of alarm until the characters actually others drops back and casts spells. reports on a mission to the barbarians attack. When their most offensive spells are of the North. These describe how the depleted, they will advance white the barbarians are ripe for takeover by a 25. Deserted Building. other breaks off to begin spell-casting. strong leader and the loyalties of vari- Due to the highly flammable nature ous cheiftains. Of these, the Chief of 26. Deserted Building. of the materials in the building, any the Raven Clan is firmly loyal to Tyran- combat has a chance of setting the thraxus. Apparently Tyranthraxus 27. Smithy. This building, once the building ablaze. Fire-based spells or intends to set this Chief above all oth- stable of a courtier, has been convert- use of burning oil will automatically ers to assemble a huge army. One ed into a forge for the making and start a sizeable fire. Otherwise, the paper in particular says, “Do not be repair of armor and weapons. Working combat has a 20% chance each fooled by outward forms for you shalt at the forge is a human armorer (Ftr Ivl round of starting a small blaze from a know me (Tyranthraxus) by my flam- 4, AC9, hp 32, #AT 1, D 1-6 + 1-4 burn knocked over candlestick or shattered ing sign.” damage) and three bugbear assist- lamp. Sizeable fires cannot be con- ants. Of these, one is working with the trolled but small fires can be extin- 23. The Medusa’s Chamber: The armorer, another pumps the bellows guished if prompt action is taken. It door to this chamber (from the tower) of the furnace and the third is sleeping takes one character one round to put is locked and the room has been cun- out of sight behind the charcoal pile. out a small fire. If not put out, the fire ningly prepared as a trap for the The armorer will first assume the char- becomes sizeable in the next round, unwary. Imprisoned here is a medusa, acters are part of Tyranthraxus’ army filling one square. Sizeable fires one graced with an incredibly poor who have come for new equipment or spread one square each round. Any disposition. She is chained to the far repairs. Unless the characters do character caught in a fire suffers 2-12 wall with chains that reach just short something suspicious (ask obvious points of burn damage for that round. of the door. The room is brightly lit at questions, threaten him, or attempt to When all squares are afire, the build- all times. When the door is opened, damage any of the gear), he will not ing is ablaze. The alarm is automati- she will charge across the room. All attack. If their true intention is cally sounded and a group of guards characters in the front rank must revealed, he and the bugbears will rushes to the scene—ten gnolls, five make a saving throw on the first round attack. The bugbears will use sledges ogres, and a human fighter (5th level) (-2 if surprised). After this, any char- from the shop while the armorer fights overseer. They will attempt to capture acter looking at the creature to fight it with a rod of red-hot iron (he has (if possible) or kill the characters. If must make a saving throw every gloves on). The third bugbear will captured, the PCs will be taken before round. Those fighting while averting awaken and join the fight after 3 Tyranthraxus after having been strip- their gaze do not need a saving throw, rounds. The armorer carries a purse ped of their weapons and armor. Spell- but have a -4 penalty on to hit rolls of 20 gp. The bugbears have no trea- casters will be gagged but not bound. and a -2 penalty on their Armor sure. There are no magical weapons Their only hope to escape wilt be to Class. here, but there are good quality weap- risk a hand-to-hand fight and make a ons and armor. break for it, a difficult proposition at Medusa: AC5; MV 9”; HD6; hp 39; best. #AT 1; Dmg 1d4; THAC0 13; SA gaze 28. Charcoal Storehouse. The door Regardless of events, the blaze will turns to stone, poison; AL-LE to this room is locked. The building is not spread to other buildings filled with piles of charcoal used at the (although it will destroy this one). The There is no treasure in the room. In smithy and by the troops for heating blaze will last 6 turns (1 hour). If at the ceiling is a small trapdoor for drop- and cooking. Random encounters do night, it will light up the surrounding ping food. not occur here. area. If the papers are not destroyed, the 24. Laundry. Even disgusting 29. Ogre Guardroom. This room is characters can search through them. humanoids need their clothes washed occupied by 2-4 ogres who work as Among others, they will find a report of once in a while. During the day, there castle guards. They will demand the Cadorna’s activities in the settlement. will be 1-10 females of various races. password of anyone who enters the Apparently, Tyranthraxus’ spies have They will flee or cower in the corners if tower; in fact, they will (with crude been very thorough. This account the characters enter. Aside from laun- humor) give three guesses (or four or describes what information Cadorna dry equipment, there is nothing of par- five, they don’t count too well). The has found, where he found it, and how ticular value here. The clothing can be fact that there is no password doesn’t he has used the player characters to used to disguise the characters, make the least bit of difference to date. If Cadorna hasn’t yet been increasing chances of surprise by 1 them. In the end they will gleefully exposed, this is damning evidence. and preventing the sounding of any shout that as they spring to attack.

46

There is one thing that will stop them 9—Human fighter chalice and other appointments are however—the invoking of Tyran- 10—Human assassin hammered gold and silver, worth 30 thraxus’ name or his wrath. They are gp total. However, they are clearly dumb enough to believe whatever is When the characters enter, the cler- indentifiabte and can only be sold told them (so long as it doesn’t obvi- ic automatically makes a Wisdom once melted down for their metal. ously contradict what they can see) if it check (Wisdom 13). If he makes his However, the person who takes these is backed by the word of Tyranthraxus check (his Wisdom or lower), he intui- items incurs the displeasure of Bane (- whom they live in fear of. tively knows the characters are not fol- 1 on all to hit rolls until an appropriate The ogres are guarding a great lowers of Bane. If he fails, he belives atonement is made). The offering box “treasure,” at feast by their standards. the characters have come to worship. contains 37 sp. Again, stealing this They will only reveal this if forced. The He will ask them to join him in prayer will arouse Bane’s displeasure (auto- treasure is buried 3 feet under the and offer his blessing upon them. If matic negative reaction from all of his floor and will take about one turn to dig they are not followers of Bane (which clerics and a -2 on reaction dice from up. It consists of 5 suits of rusty armor, is real unlikely), this is bad! Those all his followers). Behind the altar are a collection of sea shells (from some- praying will find their alignment shift- two finely crafted swords. They are where far away), and child’s jumping ed to evil. Those accepting the bless- +3 swords of evil alignment. Any non- jack toy. ing will not have their alignment evil character suffer 2-12 points dam- changed, however those not evil will age each time he picks up or draws 30. Deserted Building. be wracked by unbearable pains, one of these weapons. unable to fight or cast spells, barely 31. Smokehouse. This is a standard able to stagger along at half speed, 33. The Lair of Tyranthraxus. This meat smokehouse, although the char- until a remove curse is cast by a cleric chamber is the main audience hall of acters may not want to examine too of their proper faith. While player char- Tyranthraxus, leader of the conquer- closely the types and condition of the acters whose alignment is changed to ors of Phlan. The ceiling to the room meats hung here. The room is filled evil are still under the control of the has been torn away, leaving this entire with cold smoke and is unpleasant player, any aligned magic items section of the tower open to the sky. A (but not impossible) to remain in. It’s belonging to the character will instant- staircase decends into the chamber greatest advantage is that no one will ly know the difference. Furthermore, from the floor above. The walls are search here if an alarm is sounded. the character will not earn any experi- sparsely decorated, the main feature ence until the alignment change is being a large map which dominates 32. Chapel. This was once a small rectified and clerics will lose all their the far wall. This map outlines the barracks, now converted to a Temple abilities. Clerics who suffer an align- lands to the North of Phlan and shows of Bane. While it retains most of the ment change will never be able to the locations of most outposts, settle- characteristics of a barracks—bare regain their former status. These ments, armies, and groups. (This walls, open-beamed ceiling, several characters have just screwed up bad- should be a reasonably accurate map windows, carved grafitti on the ly. At best, they can become 1st level of the game area. If possible, move- posts—a crude altar has been set up fighters (if their statistics allow this). ments of the player characters can at the far end. Around the bend are the NPC characters who turn evil will not even be marked in red.) Sitting on a bunks of the priest and his two aco- show any noticeable change but will small table underneath it is Tyran- lytes (Priest—5th level evil cleric, +1 gradually grow to hate the group and thraxus’ seal. A great banner for plate armor; +3 mace, necklace of will betray them at a suitable opportu- Tyranthraxus’ army hangs on another missiles, one 6-dice, two 4-dice mis- nity. wall. Blazing torches light the room at siles; Acolytes—1st level clerics, no The cleric will not suspect the char- night. magic items). There is a 20% chance acters until they give him cause to Present in this chamber at all times of 1-20 worshippers being present (such as refusing to kneel in prayer are 2 guardsmen (human ftr, lvl 8, AC (each randomly chosen from the fol- when he invites them to, or refusing 0, hp 60, #AT 3/2, Dmg 1-10 +4, +2 on lowing list): his blessing.). He will not immediately all saving throws) carrying +2 two- betray his suspicion, but will bide his handed swords and wearing +2 plate 1—Orc time, waiting for an opportunity. Later mail armor. One also wears a ring of 2—Goblin on, he will attack with his necklace of spell turning. 3—Hobgoblin missiles at the first opportune If the characters have driven off 4—Ogre moment. His acolytes hasten to join Tyranthraxus in battle already, he will 5—Kobold him in this attack and willingly sacri- be here, licking his wounds. He will 6—Gnoll fice their lives to protect him. not be pleased to see them. On sight- 7—Bugbear Being a temple, there is naturally a ing the player characters he orders his 8—Human bandit fair amount of treasure here. The altar guards to attack and uses his breath

51 weapon if possible. After this, he will the dragon roars out, screaming for and henchmen. If a player character is fight to the best of his ability, using his aid and mercy against the thing that is possessed and Porphyrys Cadorna is breath weapon and spells in prefer- consuming its mind. Tyranthraxus still alive but not with the party, the ence to physical attacks. hopes this will make the characters player character will attempt to flee. If If the player characters have not yet hesitate, givng him an advantage. If successful, he will meet Cadorna encountered Tyranthraxus (and have the dragon is about to die, Tyran- somewhere in the maze. Tyran- not visited this chamber before), there thraxus will suddenly abandon that thraxus, sensing something in is only a 50% chance that Tyran- shell and possess another. The order Cadorna’s character more to his lik- thraxus is present. If he is not present, will be as follows: ing, will transfer to him, leaving the the guards (assuming the characters character unconscious. This charac- are part of Tyranthraxus’ army) will Cadorna, if present. ter can be found by the others as they bar passage, explaining that none are The NPC with the most current hit leave. He knows that Cadorna is now allowed in the master’s chamber with- points. (However, if all available NPCs possessed and that he has fled to the out his orders. They will defend them- have fewer than half their original hit lands of the North. But getting to the selves to the best of their ability if points, Tyranthraxus will skip this North, beyond the mountains, should attacked while attempting to drive the option.) be part of the next adventure. characters from the room. Once this is A guardsman. (As above, if all the Once Tyranthraxus is defeated, the done, they will bar the door. guradsmen have fewer than half their characters can continue to clear the If Tyranthraxus is present (either by hit points, Tyranthraxus will move on city if they desire. Without their leader, luck because the characters have vis- to the final option.) however, the evil creatures of the city ited the chamber before but have not The PC with the most hit points. (If are disorganized and weak. They are battled Tyranthraxus), he will not Tyranthraxus is down to this option, more likely to flee or surrender than attack the characters unless they he will take the healthiest PC availa- stand and fight. The task of clearing make a hostile action (such as ble, regardless of how many hit points will become easier. However, the set- attempting to cast a spell). Instead, he they have left.) tlement will also be in chaos, since it is will greet them politely, inquiring of likely that Cadorna will be absent (per- their business. If possible, he will con- For the purposes of the adventure, manently) from the Council. If you verse with them in an ultra-genteel only player characters are allowed a want, one of the player characters can way. Once he knows of their purpose, saving throw vs. death to resist the be chosen to hold a seat on the coun- he will try to dissuade them of any possession. For all NPCs (including cil. The benefits of this should include hope of success. If the characters Cadorna), the possession is automat- more control over the block-clearing, don’t run or attack, he will offer them ic. As soon as the transfer is com- automatic access to guardsmen as the choice of becoming commanders plete, all of Tyranthraxus’ powers are NPCs, and greater respect within the in his army. Each character is required immediately gained by the possessed community. It may also be useful in to vote individually. Evil NPCs auto- character including the flaming aura. later adventures as a set-up device. matically accept the offer. Good NPCs With a scream of frustrated rage, will refuse. Neutral NPCs join if those Tyranthraxus curses the characters 34. Deserted Building. There is who accept outnumber those who for their meddling in his plans. How- nothing but very large cobwebs here. refuse. The players must decide for ever, he is far from defeated, he their own characters. Those who assures them, for he will return from 35 Deserted Building. The door is accept the offer immediately come the Pool of Radiance with even jammed, but not locked. It can be under the control of the DM. Tyran- greater power. Then he will exact his bashed open; however, doing so will thraxus then orders the destruction of vengance on all of the Forgotten bring down a large section of the ceil- the remaining characters as the first Realms, not just the puny city of ing just beyond the door. Anyone test. The guards and former NPCs will Phlan. Once this little bit of theatrics is caught under this suffers 2-12 points attack the remaining characters. done, whomever Tyranthraxus has of damage. Tyranthraxus will remain out of the possessed flees. The characters can fight until it is absolutely necessary. only stop the possessed character by 36. Barracks. Same as room 10. In any case, Tyranthraxus induces killing him. If the character is slain, the dragon to fight to the death. As the Tyranthraxus roars up into a vast 37. Deserted Hall. Nothing of inter- beast gets low in hit points, Tyran- flaming cloud, squealing in hatred, est here. thraxus allows it to speak somewhat in then rockets out through the ceiling of an attempt to confuse the player char- the room. The castle and everyone in 38. Ogre Guardpost. This building is acters. Although retaining complete it suffers 2-12 points of flame damage. both the quarters and watchpost of control, he loosens his grip on the Note that this should be sufficient to two ogres. They alternate shifts. While speech centers. In the midst of battle, destroy most of Tyranthraxus’ guards one is on duty, the other sleeps or pre-

52 Valjevo Castle 2nd Floor about. All he actually knows is how to avoid going through the loop (i.e., he knows to take the left path on enter- ing, followed by the next two rights). If not released, he will, threaten to scream and shout to sound the alarm. If Cadorna has not fled the settlement, then this room is empty.

41. Barracks. Same as 10.

42. Deserted Building.

43. Deserted Building. A colony of poisonous frogs (five total) have made this their home.

44. Ogre Barracks. This corner tow- er is occupied by four ogres in rather tight quarters. As a result, they are irri- table and quarrelsome. Assuming the characters to have proper business in the castle (unless the gate guards have raised the alarm), they will ask the “smart humans” to settle an argu- ment for them. The burliest one of the group says that “Frogs and toads not same t’ing. Dey not same, dey dif- ...dey not same! Me right?” If the characters agree with him, the other three ogres become enraged and attack. The big ogre, thumping pares meals. The ogre on duty spends tongue. It was thrown here to keep it his “new buddies” on the back will his time watching the street alongside from falling into the hands of the fight on their side. If the characters (not in front) of the building through a dragon army a long time ago. disagree, the three other ogres will small peephole. When any character burst into howls of laughter. Growing enters the area, the ogre rushes out 40. Cadorna's Cell. In this small angry and red in the face, he will the door to meet them, rousing his room is Porphyrys Cadorna, if he has attack the characters, chasing them comrade as he goes. Outside, he fled from the settlement. Attempting until he is slain. The other ogres will demands the password. If given, the to learn more about the Pool of Radi- not intervene unless he is being killed characters are allowed to pass. If not ance, which he mistakenly thought right before their eyes. given, the ogre attacks while the other was in the castle, he was captured by Of course if the characters attack raises the alarm. The password is Tyranthraxus’ minions. He is chained without waiting to hear or answer the “Harrash.” The ogres can be tricked to the wall and has been horribly beat- question, all the ogres will fight by a brave character forcefully insist- en and abused. He is weak, barely against them. Enraged, they will gain ing that “Tyranthraxus sent us!” able to stagger along. He pleads to be a +2 on all to hit rolls. Indeed, they will be visibly cowed at released in the name of mercy and the the mention of this name. various gods of the Realms. If 45. Same as 12. released and allowed to accompany 39. Enclosed Well. There is nothing the characters, he will tell them the 46. The False Tyranthraxus. This here but a bucket for drawing water up password to open the castle gate chamber is lavishly appointed with through a hole in the floor. It is 80 feet (“Rhodia”), but not until they need to hangings, carpets, and furniture. Sit- down to the water level. The water is use it. He furthermore claims to know ting on a throne on the far side of the 20 feet deep. At the very bottom of the the route through the castle maze, room is a powerful looking man, well is a long-lost sword +2, flame which the characters don’t even know decked out in barbaric splendor. He does not wear any armor, but carries a

53 wicked looking sword. When the char- they bring. If the characters can think Spells: acters enter, he demands to know quickly, they can bluff their way out of 1st level: burning hands, magic mis- what their business is with Tyran- any fight, saying things such as “Our sile (x2), shield thraxus, lord of Phlan. lord demands that report as soon as 2d level: detect invisibility, stinking This man is a 8th level thief posing possible!” or “He inquires as to cloud, web as Tyranthraxus under orders. He whether you have taken care of that 3d level: fireball, hold person wears a ring of protection +2, giving matter as instructed,” etc. If the char- 4th level: fear him an AC of 6 (the rest is from his acters stumble or hesitate, Genheeris dexterity of 16). He carries a +4 becomes suspicious, believing them 2. Genheeris’ Antechamber: This Defender sword (randomly determine sent by Tyranthraxus to get rid of him. room is furnished with chairs and each round how much he applies to If attacked, he believes the characters benches. It is used as the waiting attack and defense) and gauntlets of are doing so under the orders of room for messengers that carry ogre power. In addition, hiding in the Tyranthraxus. To save his life, he orders throughout the city. Waiting shadows to each side of the door is a offers to make them generals if they here is one human thief (3rd level). 6th level thief. These thieves will wait will eliminate their master instead of Unless attacked, he will not attack, until they have the opportunity to him. He promises to aid them in this, assuming the characters to also be backstab the party members while and will accompany them if allowed. messengers. He greets them non- they are engaged with the false Tyran- Once with them, he will probably real- commitally and then goes back to his thraxus. Each of these thieves is ize that he was mistaken about their own business. After a few rounds, a wearing an elven cloak and carries a purpose, especially if the characters voice calls him into Genheeris’ office. sword +1. search other rooms, get lost or get After one round he emerges, stuffing If the fight goes badly, the thieves involved in fights with other creatures. some papers into his doublet and will try to escape by the main door or In this case he attacks the party when leaves the room. The voice calls out the secret door. If cornered, there is a he can gain surprise, using his most again on the assumption the charac- 10% chance the false Tyranthraxus effective area effect spell. He then dis- ters are messengers. will confess the masquerade, hoping appears using his ring. Invisible, he If the characters fight the messen- for mercy. tries to arrange for the characters to ger, Genheeris automatically In the chamber, the characters can reach Tyranthraxus (opening secret assumes the characters are sent to find 5000 gp worth of gems and jew- doors for them to find, etc.), figuring get rid of him. elry, as befits a ruler. There is also a the characters might possibly defeat large seal, supposedly that of Tyran- the dragon. Once the characters 3. Empty Chamber. This room is thraxus. If the characters have any encounter Tyranthraxus, he will hover devoid of all furnishings. In the center papers bearing his seal, they can see on the edge of the battle. If the charac- is a small trapdoor. This opens onto that this is not the same. It is only put ters are going to win, he will attack the medusa chamber below and is here for window dressing. them in their weakened state, hoping used fur feeding the creature. If the to destroy them and gain control of trapdoor is opened by an unwary char- Tower: Second Floor everything. If the characters are los- acter, that character must make a sav- 1. Genheeris’ Quarters. Otavius ing, he will appear as reinforcements ing throw to resist the medusa when Genheeris is Tyranthraxus’ second in- for Tyranthraxus. All told, it could be looking through. Otherwise nothing command and normally handles the very bad for the player characters. will happen. administrative affairs of the army. He If Genheeris cannot convince the is a 7th level magic user equipped characters to join him and they attack, 4. Tyranthraxus’ Chamber, 2nd with a wand of cold and ring of invisi- he will use whatever spell he can, and Floor: The floor to this room has been bility. For practical reasons, Tyran- then disappear with his ring. Unless torn away, as has the ceiling, leaving thraxus doesn’t trust him any more stopped, he next alerts Tyranthraxus everything open to the sky. All that than necessary (i.e., not at all) and and leaves the scene. Once alerted, remains is a staircase down to the first Genheeris has no abiding love of Tyranthraxus cannot be surprised. floor. Tyranthraxus. The room is furnished as the apartment of a wealthy, if Otavius Genheeris: AC 10; MV eccentric, merchant. Genheeris is in 12”; MU 7; hp 22; #AT 1; Dmg 1d4; his room almost all the time, relying on THAC0 19; S11 I 18 W 15 D 16 Cn 14 runners to carry messages to and Ch 12; wand of cold, ring of invisibility; from his office. When the player char- AL LE acters first enter, Genheeris assumes they are runners sent by Tyran- thraxus. He will ask what message

54 After the player characters have waters. Therefore, the cause of the cleared the greater part of the city, present themselves before the contamination is somewhere between they will be ready to make the assault High council. here and there. on the Old Town hidden behind the 4. The pollution has resisted all city walls. This is the stronghold of the "By Order of ______" attempts to purify it. It is somehow tru- enemies of Phlan, particularly Tyran- ly bound into the soul of the water. The thraxus. However, characters will dis- only choice is find the source and stop cover that getting into and out of this If the characters ask around for it there. area is far from easy. A direct assault more information, they can learn the on the Gates should prove suicidal, as following things: Outside the Sorcerer’s Isle the characters will probably learn. Another way into the Old Town must 1. The most learned NPCs in town The Sorcerer’s Isle is a low, barren be found. do not think the contamination is island in the center of a lake. Towards At the same time, the player charac- related to the conquest of Phlan. The the north end of the lake the shoreline ters should have become a problem river ran pure for many years after the is lush—carpeted with tall grasses for Cadorna, enough so that he wants sack of the city. and spreading trees. At the upper- to get rid of them. Therefore, he pro- 2. The contamination, while not most end, the Kuto River, sparkling poses what seems a hopeless mission magical in itself, is definitely derived and unpolluted, flows into the lake. to the Council, one that is quite or related to some magical process. The southern end is a direct contrast appealing but virtually impossible. However, no one has been able to to the north. The water is black and Once the characters accept, he is determine just what this process is. bubbles and reeks of death. The sure he will never see them again. 3. Brave travellers from the far north shoreline is blighted. No grasses or And best of all no one, not even the have said the river is pure at its head- trees grow. Only the weathered skele- adventurers themselves, will have any ton of a few foolish or unfortunate reason to blame him! He loves this plan, for it so fiendishly elegant. Thus, the Town Council posts the following proclamation:

“Citizens of New Phlan! “Great has been the success of those brave and true souls who have joined into the service of our Republican Army. Through their might of arms and our generalship we have regained much of what was lost. Great our success has been and great it shall be. “Still however a blight remains on our fair city. In years past, the riv- er Kuto flowed pure and clean through the heart of Phlan. Now its banks are swept with contagion and death. Seven times men have trekked to find the source of this pollution. Seven times we have waited in vain for word of their suc- cess. Now the auspicious number- has been reached, so surely suc- cess is within our grasp. To any who succeeds in purifying the river Kuto we bestow the title Knight and a yearly stipend of 100 gold pieces for life. All seeking this claim must

55 creatures dot the banks. In many ated his demons, Yarash intends to able. These he casts off to live in the ways it looks like a poisoned oasis in use them to dominate the Moonsea. deadly waters of the lake. To date he the middle of the desert. The core of Yarash’s experiments has had no satisfactory success. The island is dominated by a single revolves around the alteration of the Recently Yarash has been wonder- feature, a large smooth-sided pyra- waters of the Moonsea through ing if he is using the wrong stock. mid. From the top of the pyramid alchemical processes. To this end, his While he understands sahuagin to be comes a gushing fountain of black, pyramid is spewing forth contami- lizard-like, they may not be derived oily reek. This contamination flows nants that in a few more decades will from the same root as lizard men. down the east and west faces of the alter the subtle balance in the waters. Thus, he welcomes the arrival of new building and cascades into the lake. In the Moonsea this solution is much specimens (the player characters) to There is no doubt that this is the diluted. Here, in the lake and river that conduct his research on. source of the river’s poisoning. he uses as a breeding ground, the poi- Crossing the lake is a dangerous sons are lethal to most creatures. Area Description affair, for the water of the southern half However, contamination, while key, and directly around the isle is instantly is not the only step in the process. The Teleporters: To ensure his privacy deadly. Touching or drinking it results actual creatures are being developed and trap intruders, Yarash has pre- in an immediate saving throw versus through lizard-man stock. Through pared a simple, but puzzling series of poison. If the save is failed the charac- trial-and-error, Yarash has developed teleports. These teleports work in ter dies (in intense pain). Further- a series of alchemical and surgical series. On the map, each teleport is more, the lake is stocked with operations to alter the lizard man marked by number/letter code. The Yarash’s experiments. Each turn breed. However, the success rate is number indicates the teleport. The let- there is a 1 in 6 chance of something far from certain. Many creatures die ter indicates whether this is the entry attacking the characters (treat as a and many more are deemed unsuit- or exit point—A is the entry point, B is half strength sahuagin that is horribly the exit point. 1A sends the character deformed or mutilated). Again, during the fight the characters must take care to avoid contact with the deadly waters. Once on the island, the characters are free from any more bother by Yarash’s experiments. No random encounters of any type occur on the island. The pyramid itself is feature- less, showing no signs of doors or win- dows. However, if characters examine the ground closely near the center of the north and south sides, they dis- cover the faint traces of a worn path. These paths lead to the secret doors on each side. Inside the Pyramid The pyramid is the home of Yarash, a wizard with a bent towards alchemil- cal biology and a desire to be a Beas- tlord. For over three decades he has been attempting to create a breed of freshwater sahuagin, an ocean- dwelling race memorable for their cru- elly passionate intelligence. Although Yarash has never seen such a crea- ture, he has read much of their exploits (some of it quite exaggerated) so he is confident of recreating this race in freshwater. Once he has cre-

56 to location 1B. However, 1B never Bottom Level the rock of the wall behind him. He sends the character anywhere—it is 1. Spiral Maze. This area is one of thinks it will give way, but he is not only where the character is dropped Yarash’s traps for the unwary. Once strong enough. If the player charac- off. the characters have teleported in, ters push against the wall, they can However, Yarash didn’t leave it as there is virtually no way to escape. tumble down a section large enough simple as all this. First, there are two The floors are thickly coated in dust to crawl through. This allows them to distinct teleport groups. The first and it is obvious that no one has been slide down the outside of the pyramid group, 1-4, will eventually allow char- here in some time. However, a certain to safety. acters to reach Yarash’s apartments. number of creatures have been The second group, 5-8, will send the trapped here for some time. Their 3. Second Maze. This maze holds characters to a small cell as Yarash’s numbers are slowly dwindling as each the ‘graduates’ of the first, as it were. prisoners. strives to hunt down and kill the others Those who have gotten this far are Secondly, Yarash has built a special for food. Due to this perverse food tougher or luckier than the rest. As feature into the first group of teleports chain, none of the creatures will listen before, the occupants, faced with star- to keep strangers from accidentally to reason in any way. Some of them vation, are quite prepared to kill any- popping into his home. This string of tried when they first. arrived in the thing or anyone they encounter. The teleports works either forwards or maze, but they have learned the hard chance of encounter is the same and backwards. When working forwards realities of the situation since then. All once a creature is defeated it can no the teleports send the characters as have accustomed themselves to the longer be encountered. noted above. When operating back- total darkness. There is a 2 in 6 wards, the teleporter sends the char- chance of an encounter each turn (not 1 Goblin, -1 to hit for hunger acter to the beginning of the previous round). Once a creature has been 2 Lizardman number. Thus, a character entering slain it cannot be encountered again 3 Human thief, 5th level the 2A teleport would be sent to the 1A and that result should be treated as no 4 Lizardman, +1 to hit for fierce- location when the series was running encounter. ness backwards. Each use automatically 5 Elf magic-user, 3rd level changes the setting of all four tele- 1 Human fighter, 4th level, +1 6 Hobgoblin ports. sword. Characters unfamiliar with Yarash’s 2 Goblin, +1 to hit for frenzy 4. The Dead Writer: At this point, the provisions would thus find themselves 3 Dwarf, chain and shield, war characters find the body of a human, unable to break out of an endless hammer +1 long dead. Most of his gear and cloth- loop. This loop would go as follows: 4 Lizardman ing are missing, long since picked Character teleports (forward) from 5 Hobgoblin, +2 to hit for magic over by the other occupants of the 1A to 1B. All teleports in the series are sword and frenzy maze. However, under his dried out now set backwards. The character 6 Human thief, leather armor, body is a small bound book—his jour- wanders around and finds the 2A tele- wand of magic missiles nal. This journal contains a crude map port and pops to 1A. All teleports are of this maze with a deathshead at the now set forward and the character 2. The Master of the Maze, Upon teleporter location. In addition, the using the system would be sent from getting in sight of this point the char- journal describes in sketchy detail the 1A to 1B again. And so the cycle acters will see a light ahead. Getting plans and intentions of Yarash. While would endlessly repeat. closer, they see an old man sitting in not all the facts are right, the journal Yarash himself gets through the meditation. The light comes from a does give the characters an idea of cycle with a supply of small stones. glowing stone in front of him. The man what Yarash is up to. First he enters 1A and goes to 1B. is a 2d level cleric. He has survived by Finding 2A, he throws a pebble into it creating food and water, barely Middle Level (which goes to 1A). The teleporter enough for himself, although he also 1. Lizardman Cell. This large room resets forward and Yarash goes from shares it with the others when they contains five lizardmen Yarash is hold- 2A to 2B with no trouble. At each tele- come near. In addition, he heals their ing for his experiments. While they do porter he repeats this performance wounds and tends to their needs as not know what is going to happen to until he reaches his apartments. Near best he can. Although not mad, he is them, they all assume it will be bad. At each teleporter point is a pile of small not quite all there, having been a pris- first they assume anyone entering stones that observant characters will oner of the maze now for several their cell is the enemy. Even if the notice. years. If the player characters talk to characters can convince the lizard- This strangeness only applies to him long enough (and he tends to men they mean them no harm, the teleports 1-4. wander off into incoherence) he will lizardmen will remain suspicious. reveal that he has been chiseling at They feel that all non-lizardmen are in

57 league with Yarash unless proven oth- However, hidden among all this junk spells, hoping to eliminate his opposi- erwise. In the end, they can be con- are 400 gp, 1200 sp, and 1-4 magic tion. If he is wounded to 1/4 his hit vinced not to attack, but they will not items (randomly determined). points or less, he will cast defensive accompany the characters. spells and attempt to reach his tele- Top Level port pad (which takes him to 5A on the 2. Surgery. This chamber is a cross 1. Guard Post. This is the guard post lowest level of the pyramid). If all between a Grand Guignol torture of Yarash’s one moderately success- these fail, he will use the secret door in chamber and Frankenstein’s labora- ful experiment from long past. Hidden his chamber to get to the outside of tory. Everything in it seems to be in this secret chamber is a ogrish- the pyramid, where he can slide or fly designed to restrain or cause pain. lizardman (a green-skinned, slightly to safety. The walls are lined with bottles and scaley ogre in appearance). When flasks filled with bizzare powders, oils, anyone (including Yarash) walks past Yarash: 10th-level human wizard; ointments, and draughts. Any magic this point, he must say “Hello,” greet- AC 5; MV 12” ; hp 34 ; S 10 I 18 W 13 D user can tell that whoever uses it has ing the creature. If this greeting is not 17 Cn 17 Ch 10; #AT 1; Dmg 1-4; an alchemical background. There are given, the creature will open the THAC0 19; AL CE; Yarash carries a signs of recent use. secret door (automatically gaining wand of paralyzation with three surprise) and attack. The creature has charges, two potions of healing, a 3. Hospice. This is where Yarash’s no treasure of note, only a few paltry potion of speed, bracers of defense AC experiments recover from his work. baubles and bones that it finds amus- 5, and a Quall’s Feather Token of a The room is filled with large vats filled ing. swan boat (which he uses for crossing with the same oily black stuff that the lake). flows from the fountain. The chamber 2. Fountain Chamber. In the center Spells: stinks. In three of the four vats are of this room a column of black foul 1st level: affect normal fires, magic experiments—enraged by their horri- water jets up through a clear pipe and missile, protection from ble fate and their great pain. Any char- out the roof. Another pipe (running good, spider climb acter poking too closely will be from room 4) enters at the base of the 2d level: detect invisibility, invisibility, attacked (+1 on the chance of being clear pipe, pumping in streams of the locate object, wizard lock surprised) by the occupant, a double- foul liquid. All about the room are 3d level: fly, lightning bolt, water strength lizardman. Again, the walls valves, gauges, petcocks, hand- breathing are lined with shelves of powders and wheels and other examples of arcane 4th level: polymorph other, polymorph liquids all used in the creation of the plumbing. Any given piece of equip- self bath. ment must suffer 20 or more points of 5th level: teleport (x2) damage to break, either from a single 4. Mixing Room. This room most attack or several repeated attacks. 4. Pumping Room. Working as resembles an ordinary alchemist’s When something breaks there is a slaves in this room are three lizard- shop. The walls are lined with shelves 10% cumulative chance of causing an men. Two are dumping barrels of the filled with all manner of concotions explosion which would spread the black contaminant in a large vat. The useful to the magical and alchemical black poison all about the room and third is working a bellows pump which arts. (Characters can easily obtain all cause 3-30 points of damage to all forces the fluid into the fountain. All but the most valuable spell-casting within 20 feet. Fortunately, the explo- are shackled and fastened by long components here.) In the center of the sion will not be immediate, beginning chains to the wall. All have cuts from a room is a table littered with more pow- first as a bang-clunk followed by sev- lash across their backs. ders, flasks, reports, a scale, and eral rounds of an ominous whine as When the characters first enter, the papers. The papers are covered with the pressure from whatever builds up. lizardmen will recoil in fear, thinking alchemical formulae and experiment Keen-thinking characters should have the PCs are part of Yargash’s tyrrany. notes, such as “Subject 213: Pro- adequate time to escape. If the Characters foolishly attack or get gressing well, scars healing, unable to to close to the lizardmen without mak- talk yet. Subject 214: Died when treat- 3. Yarash’s Apartment. There is a ing their good intentions known, the ed, failed again," etc. 50% chance that Yarash will be here lizardmen will attack. The two will (if not, he is in room 4 on this level). heave the barrel of poisonous gunk at 5. Secret Storerooms. These cham- Yarash is a 10th level magic user. At the party while the third wades in with bers can only be reached by teleport first, Yarash will see the player charac- his bare fists. Once the fight begins or passwall spells. The floor of each is ters as valuable new subjects and they will not stop until one side is slain decorated in a unique pattern of tiles cast whatever spells he has that inca- or the characters free one of them. If (to aid in teleport memorization). Each pacitate or capture but do not kill. If this happens, they will stop fighting in holds a vast collection of magical junk. this fails, he will use purely offensive amazement.

58 If the lizardmen are freed or con- The lizardmen are suprisingly more vinced of the good intentions of the observant that Yarash expected and characters, they fall at the feet of the thus know most of his secrets. They PCs in gratitude. They knew full well know the location of the teleport pad in the fate that awaited them and are his apartment along with the secret quite thankful to be saved from it. door to the outside. They also know They will blurt out the story of what the location of the other lizardmen horrors Yarash was trying to perpe- prisoners and the general proceedure trate. Furthermore, although they will Yarash uses to get through the tele- not fight now (they only wish to porters. escape) they will pledge the assist- Before leaving, the lizardmen will ance of their tribe in the swamp to any- give the characters directions to the thing the players request. Their home of their tribe and repeat their chieftain is a wise old lizard who has promise of the tribe’s aid. (See the out- seen many things and knows many door adventure on p. 70 for more things forgotten by the puny humans. details.) (Indeed, he may have information on the Pool of Radiance if the player characters go there and ask.)

Scale: one square = 10 feet

59 Assuming the characters have sur- not fail us!” With these words, the things that honest folk won’t touch.” vived all previous missions, Cadorna Council dismisses the characters. is truly alarmed at their growing suc- 2. “They’re the scum of all the cess. Where previously he had The Papers: The characters are north. Why Cormyr’s said to pay a attempted to passively eliminate the given a large bundle of papers in a bounty on their hides!” characters (by sending them into dan- sealed envelope. If the characters gerous situations), he now feels he open the envelope, they find the 3. “You lookin’ for slaves? I can must take an active hand. Therefore, papers are long-winded epistles filled make you a better deal than those he has arranged for the player charac- with flowery diplomatic language. that guys.” ters to carry a message to the masters manages to say a lot without saying of Zhentil Keep. Ostensibly, this mes- anything. They are tedious reading. It From these few clues, the player sage concerns the opening of treaties will take about one day to read every- characters should get the clear idea of trade and friendship between Zhen- thing in the packet. What is of real that they are visiting a group not noted til Keep and New Phlan. Of course, importance is a small paragraph just for their kindness and hospitality. the message is far more sinister than before the usual ending platitudes. this. The message requests the death This reads: Getting to the Outpost of the messengers (i.e., the player There are no special encounters on characters). Cadorna is sending them Lastly, to demonstrate desires and the way the Outpost. The normal ran- straight into a trap. competence, we request that you dom encounters will occur. shall slay these messengers who The Assignment have come bearing these papers. Thereupon send their heads back The Outpost This mission begins by having the to us as proof of your actions. characters summoned before the The outpost appears to be a fairly sizeable, well-built stockade set on a Town Council. This in itself is different. Of course, once the envelope is knoll overlooking. the surrounding Before, the characters had to opened, the characters will have to countryside. Fighters observe that the approach the council on their own or reseal it. How good a job is done post has been carefully sited for the learned of missions by postings. Now depends on the Dexterity of the char- they are obviously important (or at best view. All surrounding brush and acter doing the job, the time taken, trees for 300 yards has been cleared least so they should feel)! Of course, and the materials available. It would and any ravines and gullies approach- Cadorna has arranged the appoint- be safer, obviously, to wait until on the ment. ing the stockade have been filled with road to the outpost to open the enve- loose dirt. The limestone stockade is At the council chambers, the char- lope, but sealing wax is not in very acters are given their mission. They surrounded by a dry moat. Guards good supply in the wilderness. The can be seen on the walls. All-in-all, the are praised for being brave, valiant, DM should assign bonuses to the place looks pretty formidable for a bor- and competent adventurers. The mis- basic Dexterity roll for ingenious sion they are about to undertake is der outpost. ideas, expensive materials, and extra Getting into the outpost is not too dangerous. Because of their great time spent on the job. skill, they have been chosen to carrry difficult. As the characters approach, the guards on the battlements over important papers to the emissaries of the gate spot them. Six guards watch Zhentil Keep. The characters get very Information About the Out- little choice about accepting or refus- post the approach of the characters. If the ing the mission. It is assumed they will party stops outside the gate and obvi- Canny characters, before they set ously delays (sets up camp, etc.) a go. The council is willing to give them out, will seek to gain some information troop of 15 horsemen will ride out to each 30 gold pieces in travelling about the outpost and its occupants. greet them (one 6th level fighter, two expenses, a map showing the location Good places to check into this are at 3rd level fighters, one 4th level mage, of the outpost of Zhentil Keep (and the various taverns and inns about one 3rd level cleric of Bane, and ten 0- very little between it and Phlan), and a town where travellers meet. Given a level soldiers). They inquire, not too packet of papers. This packet is few hours and a couple of gold pieces’ politely, as to the business of the char- sealed with a wax seal. “It is essential worth of drinks, the adventurers can acters and insist on escorting the the emissaries believe our good faith, hear the following opinions: characters into the stockade. They therefore this seal must remain unbro- ken. Finally, be warned, there may be offer polite, seemingly concerned rea- 1. “Oh, the Zhentarians! They’re a sons for doing so—the region is not those wanting to stop your mission. real wicked bunch. Called the Black safe after dark, their commander The cruel master of Old Phlan has Network by some. Deal in all sorts of would be honored to exercise his hos- agents everywhere. Be wary and do

60 characters by force but to sound the alarm if the characters attempt any- thing they should not. Obviously, they also prevent the characters from look- ing around too much (i.e., at all). That evening the characters have dinner with the commandant. In the mornihg they are allowed to depart. If the characters are brought into the outpost by force, things are much different for them. Their gear (and clothing) are stripped from them and they are cast into the dungeon (a small, foul-smelling cell) under one of the guardhouse towers. They are left to languish there for a few days. After this, they are brought out, shackled and manacled and given over to a passing caravan. They are now slaves bound for the gloomy recesses of Zhentil Keep. The Tour If the characters are shown about the outpost, they get a very limited and selective tour. The officer of the watch freely shows them into one of the barracks near the front gate. This is occupied by 50 men with all their gear. He will point out the other bar- racks, but will not let the characters get too close to them (particularly pitality for strangers, etc. Their true ters start a fight and then surrender those at the back of the camp). Most of reason is that they are suspicious of (due to overwhelming odds), the these barracks are empty or virtually any possibility the characters might Zhentarians will take them to sell as so. The commandant wants to portray be advance scouts for some army, slaves. It is a gloomy end to their the image that the outpost is much particularly that of Tyranthraxus. They adventures. more strongly manned than it actually have noted his operations with grow- is. Men come and go from the other ing concern since he may threaten Inside the Outpost barracks, but no one stays there at their own ambitions over the lands night. Likewise the characters are not around the Moonsea. If the characters enter the outpost allowed to closely inspect the stables, If the characters refuse the invita- without a fight and explain their busi- lest they are able to get a count on the tion, the request will become an order. ness, they are taken before the garri- number of horses. (This information The guard wilt bring the characters in son commander and his advisors. All would also give a good estimate of the by force, if necessary. If a battle proper formalities are observed as is strength of the garrison.) In general, develops, the riders get reinforce- due to emmisaries of a possible ally. the characters are given a fairly per- ments in 2-5 rounds. At first this will be Once the characters turn over the functory tour. another squadron of cavalry, 24 packet, the commander orders the Once the tour is over, the officer strong led by a 4th level fighter. If nec- officer of the watch to show them suit- shows them to their quarters on one of essary, all but ten of the outpost’s gar- able quarters and give them a tour of the guardtowers. The room has only rison will arrive on the scene to defeat the outpost. one entrance and four guards are the player characters. The garrison is If the characers enter freely but do posted outside. The characters are competent, trained and well- not reveal their mission, they are not allowed to leave the room. If they commanded. It is not likely they are assigned simple quarters and four insist, the guards will first restrain going to fight foolishly. If the charac- guards (all 2nd level fighters). These them, then sound the alarm. Ten more guards are not so much to stop the guardsmen will arrive in 1-3 rounds

61 and every four rounds thereafter until few legends of the place, but nothing way. Sometime after midnight, the there are either 40 guards present or more. First, he tells the tale of Dirg, four guards, accompanied by three there are no guards remaining in the Warrior of the Snow People. It is an old 4th level fighters and one 3rd level outpost. story of the Northmen he heard while magic user, enter the player charac- serving at the Citadel of the Raven ters’ chambers. Their goal is to dis- Dinner across the Dragonspine Mountains. patch the characters one by one. The That evening the characters are Dirg was, has he puts it, the usual bar- latter four will do the deed while the invited to dine with the commandant. barian hero—the type able to snap guards remain on watch. The first It is assumed they will attend, and five men’s backs with his bare hands, attack against each character auto- since they are on a diplomatic mis- wrestle and tame the cloud horses, matically hits, doing double damage; sion, they should attend. The dinner pierce a man with a javelin from miles also, all saving throws fail. When the will be as formal and fancy as can be away, and other equally preposterous PCs fight back, the would-be assas- managed at such a lonely outpost. things. The story goes that Dirg, while sins fight for two rounds, and if they The commandant and his advisors will wandering with his men in the snowy are not winning handily, then attempt be polite and cordial, although they wastes, found a pool of unfrozen to flee. First, they did not expect hav- are by no means good friends. Neither water. The water was so hot it boiled ing to deal with a dangerous oppo- the commandant nor his advisors the skin from his pet Jezma, a little liz- nent. Second, the commandant have finished the papers, so they do ard that wandered too close. Angered, wanted the whole job done quietly, not know what they are supposed to he thrust his spear into the pool and since one can never be too sure do to the player characters yet. That roiled the waters. This disturbed a whose spies might be in his camp. happens later in the night. Instead the demon of fire who rose out to do battle After all, he figures, there is no point in commandant asks questions of the with Dirg. The demon leapt from man taking unecessary chances. charcters, gently probing for what to man, consuming them but could not If the attackers escape the player they know of New Phlan, its defenses, defeat Dirg, but neither could Dirg find characters or the battle is loud (fire- Tyranthraxus and his armies. In a weapon strong enough to withstand balls going off, lightning bolts crack- return, the characters can ask ques- the creature’s heat. After battling for ling through the air) the rest of the tions of him about Tyranthraxus and an entire day, Dirg finally called upon compound is alerted. The other sol- the Pool of Radiance. While he knows his totem god for aid. With this magi- diers have no idea what is really hap- a fair amount about Tyranthraxus, he cal power, Dirg was able to trap the pening. They think the compound reveals as little as possible, instead flaming demon in a triangle of power, itself is being attacked and the com- giving mysterious answers couched in where it supposedly is even to this mandant, standing near the central phrases like “I’ve heard it said...” and day. Beyond this colorful tale he can keep isn’t going to tell them otherwise. “Mind you, I’ve never really seen the only say that the Northlands are filled In the confusion, the player charac- fellow, but...” Things that he will sug- with many undiscovered wonders. ters can slip away to reach the main gest are that Tyranthraxus might not If the commandant does see the gate. This gate is barred. It will take be of this world, that he is an connection between Tyranthraxus the effort of all survivng player charac- extremely formidable and dangerous and the Pool of Radiance, he sudden- ters (regardless of numbers) to get the opponent and that the he is associ- ly becomes uncommunicative. He gate open in 6-10 rounds. During that ated with fire—either he breathes doesn’t know anything and he cannot time there is a 75% chance the char- flame or is able to cast lots of fire- help the characters—or so he says. acters will be seen by 2-20 guards- based spells. There is no doubt that Actually, the player characters have men. Seeing the characters at the Tyranthraxus is an extremely ancient just supplied him (and his masters) gate, the guards will assume the char- being. To prove his point, the com- with a very useful peice of information. acters have betrayed the keep and mandant cites a legend of the North- He is not going to give away informa- attack. At the same time, 6-10 guards ern Tribes about a being of flame, tion to a potential enemy at this point. will. be summoned, arriving in 2-5 Tirantikus, who came out of the Tortur- After dinner, the player characters rounds. No more than half the remain- ed Lands. There is a good chance, are escorted back to their quarters. ing guard force will arrive at the scene according to the commandant, that in any case. The guardsmen will chain Tyranthraxus and Tirantikus could be The Attack any characters they capture. The one and the same. It is not until well after dinner that characters will be treated as prisoners If the characters bring up the sub- the commandant and his advisors (see above). Alternatively, the charac- ject of the Pool of Radiance, the com- read Cardona’s request for the death ters can get out by climbing over the mandant does not make any of the characters. Without much wall or hiding until the commotion dies connection between this and Tyran- debate, they agree to do the task. down and then sneaking out at their thraxus (unless the player characters Being intensely lawful evil, they have leisure. If the characters capture one spell it out for him). He has heard a few moral convictions to get in their of their attackers, they can learn a lit-

62 tle about the reason for the attack. lost, alI lower ranks are promoted in Troops: These men know the commandant title accordingly although the promo- was carrying out some orders he tion does not confer any extra levels. Ten 4th level sergeants— +1 received that very day and they were swords, +1 chain mail. supposed to bring back the heads of Commandant: 9th level human their victims. The commandant knows fighter, +2 sword, 2 javelins of light- Ten 3rd level aides—no magic the full nature of the message and will ning, +1 dagger, +2 plate mail, +1 items, AC 5. reveal it if forced. shield, ring of fire resistance, 3 potions Once the characters have escaped, of extra-healing. Thirty 2nd level coporals—no magic they can either leave or remain in the items, AC 6. area. If they remain, mounted patrols Advisors: of ten guardsmen led by a 4th level One hundred 0-level guardsmen— fighter will be searching for them. 6th level human magic user—wand no magic items. These patrols are only trying to harry of cold, robe of displacement, ring of the characters, not overpower them. protection +3, dagger +2/+3 vs. One 4th level magic user —master However, if the player characters cap- regenerating creatures, potion of clair- of the magics, net of entrapment, brac- ture any of the riders, they can learn audience, scroll with 4 spells random- ers of defense AC 6. the reason why they are being hunted. ly selected The word has leaked out of the com- One 3rd level apprentice magic mandant’s office by now. 7th level cleric of Bane —mace +2/ user—potion of delusion (a failed +4 vs. undead, +2 banded mail, attempt at potion creation). Garrison of the Outpost scroll of protection from magic, potion of healing. Three 1st level lackeys (all magic- The garrison of the post is a finite users)—no magic items. group. They are not endlessly 6th Ievel dwarven fighter— +1 replaced. Instead they can only be sword; +1 chain mail, potion of hero- One 5th level cleric of Bane (clerical replaced at the rate of one man every ism, ring of telekinesis, gauntlets of corps)— staff of striking, banded armor other day from local recruits (bandits ogre power. +2, 2 pieces of incense of meditation. and the like). However, green recruits arrive every 5-7 weeks in groups of 10- 6th level human fighter— +1 sword, Two 3rd level clerics of Bane (cleri- 40 men. The garrison is never greater crossbow of speed, 20 +2 quarrels, cal corps)—two potions of healing, than its starting strength. If a leader is bronze horn of Valhalla. one scroll with remove curse (clerical).

63 This encounter has no connection bones and equipment is in the far cor- or by weapon type + 2; THAC0 13; SA to the fight to retake Phlan, other than ner of the room, on the other side of see below; SD dodge missiles on 9 or the Thri-Kreen have acquired a sub- the pillar from the chamber’s better on 1d20; AL CN stantial amount of treasure that the entrances. (In the pile: ring of protec- The thri-kreen have two specialized PCs could use either directly or indi- tion +2, short sword +3, dagger +2, weapons unique to their race. One is a rectly against the hordes of Old Phlan. shield +2, 7,000 gp, four gems, two polearm that has blades on both The Thri-Kreen mounds can easily jewels, and about ten regular swords ends—treat one end as a glaive, and be seen within two hexes of #3 on the and shields, plus one set each of the other a throwing spear (damage 3- referee’s map of the area. lf the PCs human-sized leather, chain, and plate 8). The other is carved crystalline are not inclined to investigate, or nev- mail. “throwing wedge” that has a range of er go near the area, the DM could use 9”, does 3-6 damage, and will return other means to entice the adventur- Living here are 13 thri-kreen (one in to the thrower if it misses. Each thri- ers. For example, rumors of a new each of the small mounds, two in the kreen has ten throwing wedges and “insect cult” in the area could spring largest mounds, two always in the one polearm. up, or the relative of a wealthy NPC large underground chamber serving. could disappear in the area, and the as guards for the statue, plus Grap, lf the thri-kreen aren’t expecting the party would be hired to investigate. It the chieftain/high priest, who is PCs (that is, if they’re surprised), then shouldn’t be too hard to figure out a always in the large underground five are out hunting and will return in way to get the characters involved. chamber). 1-4 rounds once the fighting starts; five are above ground in mounds, and Area Description Thri-kreen (13): AC 5: MV 18” ; MD three (the ones noted above) are 6 + 3; hp variable, depending on die always in the large chamber. Low (15-foot-high) dirt mounds rise rolls; #AT 5 or 1; Dmg 1d4(x4)/1d4 + 1 If the thri-kreen aren’t surprised, above the level grasslands. The small mounds have one opening, while the two largest mounds have two open- ings each (all openings are irregular, crudely dug out). The mounds were obviously built by the thri-kreen (obvi- ous, that is, to anyone with previous experience with them) and are crudely excavated on the inside as well. The interiors of the mounds contain debris, scattered bones (some large enough to be human), and an easy-to- spot, five-foot-wide hole leading down (to the underground level).

The corridors and large chamber are crudely excavated. The corridors are six feet high and four feet wide. (These narrow corridors mean the PCs must walk in single file; Weapons such as long swords, broad swords, etc., suffer a -4 penalty to both attack roll and damage. No missile weapons can be used in the corridors. Short swords, daggers, maces, hammers, etc., suffer no penalties. These restrictions do not apply in the large chamber.) The large room has a central pillar of unexcavated material. A crude golden statue of a preying mantis (worth 10,000 gp) is in an alcove dug into the pillar. A large pile of human

64 then there’s one in each mound above ground, with the others in the large chamber, clinging to the ceiling. When the party enters the large chamber, all five attack with surprise, each landing on a different PC. Each attacked PC has a 75% chance of being knocked down and having to spend the next round getting up. Whenever a fight starts, all thri- kreen (except the three that stay in the large underground chamber) reach the fight in 1-4 rounds, coming from all possible directions (this means the party should be attacked from both the rear and the front, as well as the sides, if there is room). If the PCs cast offensive damage spells underground (such as fireball, lightning bolt, etc.), there is a 20% chance of the entire ceiling caving in from the caster to the target. Each PC (and monster) in the area will suffer 5d6 points of damage, and that sec- tion of the corridor wilt be impassible. Anyone caught in a cave-in but still alive can crawl out in ten rounds. This time is reduced by one round for each person on the outside helping clear the area.

65 ln a tavern in Phlan, the PCs can Orc Subchiefs (2): AC 2; MV 9”; hear a rumor: “Orcs have been raid- HD 3; hp 15; #AT 1; Dmg 4-9; THAC0 total). Each guardhouse has an arque- ing throughout the forest and hills to 16; AL LE the northeast of Phlan. They’ve deci- rounds). Three of the orcs man the mated all the human settlements for arquebus while the other 7 wield miles. It’s said they have vast trea- HD 9; hp 53; #AT 1; Dmg 2d8; THAC0 heavy crossbows (Dmg 2-5 pts, fires sures from their looting.” 12; SA throws boulders for 2d8 dam- once per 2 rounds). In addition to the rumors, there are age; AL CE If the adventurers have eluded other ways to interest the PCs in this detection, the rest of the orcs will be encounter: There are also 45 slaves (men, unprepared for battle, milling about in When the PCs are within two hexes women, and children) kept in the slave- the compound, doing day-to-day orc of #4 on the area map, they have a pen. (See accompanying map.) things. One patrol of 50 regular orcs 25% chance, per hex entered, of are away from the compound, but they being ambushed (automatic surprise) The orcs have an excellent perime- will arrive 10 rounds after the fighting by a group of 21-40 orcs. When 60% ter warning system. Unless the PCs starts. of the orcs are dead, the rest flee in enter the area within 200 yards of the If the adventurers have been the direction of #4. camp invisible or otherwise hidden, detected (which is much more likely), Anywhere within five hexes of Area 100 regular orcs are circling around #4, the orc camp, the adventurers have the PCs, and will attack from behind a 20% chance, per hex entered, of find- four rounds after the assault begins. ing a ravaged village. If the party investi- chance for surprise. Half of this surprise force will use gates, they will find the village is Whether the PCs are detected or short bows (1-4 damage, 2 shots per completely destroyed and still smoking. not, there are always ten regular orcs round); the rest will use short swords. As they wander through, they will hear a low moan coming from one building. There, they will find an old man near death. The man tells them, “Yesterday, a huge band of orcs, maybe 100 or more, came and pillaged our village, killing all who fought and carrying away the rest. They came from the (indicates direction of the orc camp). Please, I beg you, rescue those who still live and avenge those who have died!” Unless immediate action is taken, the old man dies right after his speech. If he is healed by the party, he stays in the vil- lage to bury the dead and salvage what he can. The Orcs

hordes: “Regular” orcs (300): AC 6; MV 9” ; HD 1; hp variable; #AT 1; Dmg 1d8; THAC0 19; AL LE

1; hp 8; #AT 1; Dmg 1d8; THAC0 19; AL LE

Orc Guards (30): AC 4; MV 9” ; HD 2; hp 11; #AT 1; Dmg 2-7; THAC0 16; AL LE

66 If the PCs try to escape, they will have them as a screen while he lobs boul- get away with it. to fight through this force. ders from a safe distance. Gorg will In the compound, 40 regular orcs target magic-users first, then clerics. When all the orcs are dead except are in the open and charge the party. for the reserve force, and the reserve force is down to 40 orcs, the orcs will Eighty more regular orcs, plus all the The Slaves big orcs, guard orcs, subchiefs, and break off the fight (this includes Gorg, Gorg, are hiding in the underground Five rounds after the fight begins (or if he’s still alive). They leave a rear- tunnels. Every time 20 regular orcs as soon as 30 orcs have died), the orcs guard of ten orcs to hold the PCs off are killed in the compound, 20 regular start to kill slaves, one every other while the rest escape. The survivors orcs come up from the tunnels to round (the PCs hear screams coming will track the adventurers and attack replace them. The orcs’ underground from the direction of the slave pens). their camp that night, when only a few tunnels are very extensive, so the orc Ten orcs are standing around the pens, PCs are up. They fight to the death in reinforcements can appear just about firing crossbows into the slaves. If the this final attack. anywhere they could gain a tactical PCs attack them, the orcs will stop kill- Treasure: Hidden under the floor advantage. Any orcs in guardhouses ing helpless slaves and defend them- boards of the chief’s hut (check as if away from the fight will join the fray. selves). If the PCs do not try to rescue for a secret door to find it) is a treasure The big orcs, orc guards, subchiefs, the slaves, worsen their alignments by chest containing the following: 30,000 and Gorg do not enter the fray until one level (good to neutral or neutral to sp, 12,000 gp, 25 gems, 15 jewels, a there are only 20 regular orcs left in evil). If this seems too drastic, feel free spell storing, necklace of the compound, including the to come up with another suitable pun- strangulation, a staff of the serpent, guradhouse orcs. Gorg will continue ishment. But the PCs shouldn’t let the plate mail +1, leather +1, and bracers to send the orcs into battle, using slaves be mercilessly slaughtered and of defense, AC 6.

67 When the PCs are within three causes the camp to awaken—in addi- hexes (#5 on the area map), they have tion to the ten men on sentry duty, the stand around him as if to protect a 50% chance per hex of running men and women in the tents take two him. The biggest nomad, appar- across a deserted campsite (4-6 days rounds to arm and get out into the ently the chief or headman, old). Tracks lead from the site in the camp. acknowledges you with a nod and direction of #5. If the PCs follow the At night, there are ten men on sen- invites you to a feast to be held in try duty (five in the forest, five along your honor tonight. Do you campsite, more recent (two days old the river). The central tent holds the accept?” or so) than the first. Again, tracks lead headman, his 5 guards (outside the in the direction of #5. If the PCs con- tent), five women, and five kids. Each If the characters refuse, then the tinue to follow the tracks, they will find other tent holds four men, three wom- nomads ask the PCs to leave the vil- the nomad camp fairly easily. en, and one kid. lage. If the PCs refuse, then the During the day, all but ten men and nomads attack (they have initiative on The Nomads ten women are in the camp, doing the first round). chores, playing, cooking, watching If the characters accept the A tribe of 100 nomads (50 men, 35 kids, etc. The 20 missing folk are in nomads’ invitation, then read the fol- women, 15 kids) plus a headman, his the forest hunting and gathering food. lowing: (If a fight starts, the 20 nomads in the user. Stats are as follows (stats are not forest reach the camp in five rounds.) given for the kids, who do not fight): “You are treated as honored Regardless of when the PCs guests for the rest of the day (or all approach the camp, when they reach the next day, if the initial meeting Headman: AC 2, MV 12” ; HD 6; hp the camp, read the following (unless 45; #AT 1; Dmg 3-10; THAC0 16; AL was at night). There are contests of the PCs attack immediately, in which strength and skill held in your hon- LN; +2 long sword, +1 shield, +2 case skip all text and go directly to scale mail or. As night falls, the nomads build combat): a huge campfire in the center of the Magic-User: AC 2; MV 12”; HD 5; camp. The whole tribe gathers for “A crowd of scruffy-looking the feast. After the feast there is hp 20; Dmg 3-6; THAC0 20; AL LN; nomads gathers as hidden sentries +2 dagger; bracers of defense, AC 2; dancing and wild celebrations. Dur- give word of your approach. There ing the festivities, the headman (his wand of magic missiles, 50 charges are about equal numbers of men left tongue loosened somewhat by and women in the group. All the drink) tells you of the dangers of the Spells: nomads hold their swords at the 1st level: magic missile(x2), sleep(x2) region you are in. To the northeast ready, watching you warily. More he warns of the pyramid of evil, 2d level: invisibility(x2) nomads are appearing from out of 3d level: fireball long avoided by all sensible men. tents in the camp. You can see chil- Far to the west is said to be a lair of dren peering out of the tent open- Guards (5): AC 4; MV 12” ; HD 4; hp insect-men, worshipers of a golden ings, only to be pushed back inside idol of their god. Many have set out 30; Dmg 2-9; THAC0 18; AL LN; +1 by their mothers. The nomads wait long sword in search of this idol, but none have for you to make the first move.” ever returned. The areas to the Nomad Men and Women (95): AC southwest, the headman claims, What happens next is up to the are inhabited by evil men— 6; MV 12” ; HD 1; hp 6; Dmg 1-6; players. If they attack, the nomads will THAC0 20; AL LN buccaneers, marauders, and sol- fight back, and to the death. If they diers of an evil empire far to the run, the nomads will double their The nomads are initially disposed to west. watch the next 24 hours, but will not “The headman seems very be friendly to the PCs. They will not chase the adventurers. If the charac- initiate any hostilities and are actually uneasy as he continues to speak. ters offer a gift, greet the nomad chief He practically begs you to stay for a eager to aid the PCs. Any attacks by in a friendly manner, or do anything few more days, rather than leave in the PCs wipe out this goodwill and else that is remotely civilized, read the the morning as you planned. He cause the entire tribe (except the chil- following: tells you that he is worried about dren, who run away) to fight to the reports from his scouts that there is death. evidence of a large band of kobolds If the PCs approach at night, they “The biggest, meanest, dirtiest nomad pushes his way to the front in the vicinity and he is worried have a good chance of tripping the about the safety of his people. He string of warning bells (thieves get of the crowd. Five other nomads standard chance to detect). Any alarm

68 Kobolds (150): AC 7, MV 6”, HD would greatly appreciate it if you for your generous aid. One of the 1/2; hp variable; Dmg 1-4 or by weapon would stay until the danger from the tents in the camp is given to you as type; THAC0 20; AL LE kobolds is over. He tells you to think your residence during your stay." about it overnight. There are three kobold “leaders” “The next morning, the head- among the 150, with AC 6, 4 hp, and man comes to you and asks for Combat doing 1-6 points of damage. your decision. What will it be?” If the kobolds turn and run, the The night following the feast, a nomads will pursue if they have lost If the player’s answer is “no,” then: group of 150 kobolds attacks the less than 20% of their number, and camp. None of the PCs will be on the headman is still alive. Once the "The headman disappointedly watch (ten nomads are on watch). The decision to pursue is made, the sends you on your way, wishing you yelling of the sentries automatically nomads will hunt them to the last good luck in your travels." wakes the PCs (and the other kobold. The PCs will be expected to nomads). join in the pursuit. If the losses are The horde of kobolds is undisciplin- The PCs are now out of this encoun- greater than that, the nomads will let ter and may continue on their way. ed, disorganized, and desperate. the kobolds go, and prepare to break They only have one tactic, the camp and move in a matter of hours. “Kobold Wave.” Once they’ve lost 100 If the player’s answer is “yes,” then: troops, the remainder will break and Treasure: lf the PCs were the differ- run. ence in the nomads’ defeat of the “The headman is profusely kobolds, the headman gratefully gives grateful and promises you a reward the PCs a +2 sword and 5,000 gp. The PCs are also allowed to take all the kobolds’ treasure (3,000 gp). If the PCs were helpful but not crucial to the nomad victory, they get the kobolds’ treasure and an additional 2,000 gp. If the nomads suffered more than 20% casualties, this is the most they will get. If the headman is killed in the bat- tle, the characters will only get the kobolds’ treasure, and nothing else.

69 When the party gets within two collapse if an area-effect damage- first PC through the door. If the PCs hexes of #6 on the area map, they causing spell (firebalI, lightning bolt, search the building, they find 1 gem, 1 come upon a ravaged village: etc.) is cast in the compound. This jewel, and 1,000 gp in treasure. inflicts 4-24 points of damage to all Stables: The fence outside the “As you enter a clearing in the beings inside the collapsed building. building is almost entirely fallen down. swampland, you stumble upon the The building is mainly intact, but the remains of a village. It looks to have Storeroom: The walls of this build- southeastern corner has collapsed. been decimated in the last week or ing are still pretty much intact, but the There is debris and rubble through- so. Looking around, you come ceiling is entirely collapsed. The interi- out, but the PCs can walk easily. Two upon tracks of clawed feet that lead or of the building is full of rubble that lizard men are in here, spying on the farther into the swamp. Do you wish must be tossed aside and clambered PCs. If the PCs enter, the lizard men to follow the tracks?” over to get around. When the first PC jump out a window in the northern wall walks in the door (which is missing), and run for the hidden tunnel entrance Obviously, if the PCs decline, then two lizard men and one giant lizard in the marshy area to the north. the encounter is over. attack him, leaping from cover (50% Central Keep: This was once a But if they want to investigate fur- chance of complete surprise). three-story building. The ceiling and ther, they can follow the tracks to #6 Servant Quarters: This L-shaped walls have collapsed everywhere but on the area map, where they see the building is fairly intact, but some parts in a few places. Large piles of rubble following: of the walls and ceiling have col- cover the interior floor. Progress is dif- lapsed. The PCs can walk around eas- ficult (movement is halved) and the “Before you lie the crumbled ily, but there are piles of rubble PCs’ attacks are at a -3 penalty due walls of an ancient keep, appar- throughtout the interior. Three giant to the unsure footing inside the keep. ently deserted for centuries. The lizards leap out of the rubble at the Hidden in the rubble are three con- moat is overgrown, filled in with plants. Beyond the walls you can make out the partial outlines of sev- Sauros Island Overview of Lizard Men Compound eral buildings in various stages of collapse. Climbing over a broken section of wall, you see an almost entirely collapsed central keep sur- rounded by several other dilapi- dated buildings. Large sections of the courtyard have reverted to swamp.”

The Lizardmen There are, all told, 30 lizardmen, 20 lizardwomen, and 10 giant lizards. Their statistics are as follows:

Lizardmen and Lizardwomen (50): AC 5; MV 6”//12” ; HD 2 + 1; hp varia- ble; #AT 3; Dmg 1-2/1-2/1 -8; THAC0 16;AL N

Giant Lizards (10): AC 5; MV 15” ; HD 3 + 1; hp variable; #AT 1; Dmg 1-8; THAC0 16; AL N Area Description When the PCs enter the compound, they see no lizard folk. All buildings in the compound will

70 cealed entrances to tunnels that lead to the subterranean lairs beneath the compound. As the PCs enter the building, they can barely make out the remains of a staircase leading below ground (the main entrance to the keep is in the center of the southern wall; the stairway is to the right, in the mid- dle of the eastern wall). Just as the PCs spot this, they are attacked by liz- ard men and giant lizards. At the Xs marked on the enclosed map are two lizard men apiece (20 lizardmen all told). When the first two adventurers enter the keep, these liz- ard men pop up and toss javelins (1-6 points of damage). They automatically surprise the PCs. Each lizardman has ten javelins. The lizardmen are in 50% cover (AC 0, +4 to saving throws). They don’t charge the PCs, they just toss javelins. As soon as the attack starts, one giant lizard charges out of each hidden tunnel entrance and engages the PCs in melee. The lizard- men retreat down the tunnel entrances when half their number are dead. The giant lizards fight to the death. Once all the monsters are cleared from the keep, the party will have no trouble finding all four entrances to the subterranean lair (the stairs and the foremost and rearmost characters very well hidden (treat as secret the three concealed tunnel in the battle order will be engaged in doors), and the tunnels themselves entrances). melee with one giant lizard each. No are completely underwater. So the Subterranean Lair: The pools of other characters or lizards get into lizardmen can use them to get from water are 20 feet deep. They all have combat until someone dies. pool to pool with ease, but the adven- side tunnels that connect to all the oth- If any of the characters are inclined turers should not be able to even find er pools. The “dry” tunnels drawn on to enter the pools to fight the remain- them, much less take advantage of the map are all 5 feet wide (the stand- ing lizardmen, let them. Any character them. ard combat penalties for narrow corri- fighting while swimming is at -4 to hit The lizardmen will use the tunnels dors apply). and damage, and their AC goes up by to escape combat situations where The “dry” tunnels drawn on the 4, too. The lizardmen will press any they are outnumbered, as well as flee- map are only dry relative to the swamp advantage like this, staying to fight ing from powerful magic (like lightning and the pools of water in the lair. The even if more than two characters bolts). Throughout the battle, the tunnel walls and floors are oozy and show up. lizardmen will use their superior slimey and nasty. Movement is half Swimming in or across the pools will maneuverability and knowledge of the normal because of the poor footing. become necessary sooner or later— area to dictate the pace of battle. Neither the attack penalties nor the the pools block the underground tun- Treasure: There is at least some movement penalty affect the lizard nels at two points on the map. Also, treasure at the bottom of each pool, men or giant lizards (they love slime). the lizardmen have all their treasure at though not everything listed will be in When the adventurers enter a tun- the bottom of various pools. The pools each pool: nel, they are attacked by the remain- are all 20 to 30 feet deep. There are ing giant lizards (however many are connecting tunnels at the bottom of 1,000 sp, 1,000 gp, one gem, two left of the original ten). The lizards each pool, but their entrances are jewels (35% chance), sword +2 (5% come from both ends of the tunnel, so 71 chance), wand of fire (5% chance), nize as two of the lizardmen they res- told, is a sign of everlasting friendship shield +2 (10% chance), five arrows cued from Sorcerer’s Island. between the wearer and all lizardmen +2 (15% chance), ring of shooting The tribal chief will welcome the everywhere. No lizardman will attack stars (5% chance). characters and invite them to a great someone wearing this medallion, feast in their honor. The details of the except in self-defense. Anyone wear- Alternate Lizardman Adven- three-day celebration are left up to the ing this medallion, along with any ture DM, but by the end of it all, the PCs will companions, is guaranteed safe pas- have gained the following: sage through lizardman territory, and If the characters have already been one night’s hospitality with any tribe to Sorcerer’s Island, and if they have Four intricately carved wood encountered. A special dweomer is already rescued the lizardmen held statues of lizardmen in various poses, placed on the medallion by the lizard- captive there, they might be in this worth 2,000 gp each because of their man shaman who makes it so that any area for an entirely different reason: workmanship and rarity; duplicates that are made will be They were invited! A sword +2; instantly recognized as such by any When the freed lizardmen left the Seven gems, worth a total of 8,400 lizardman, provoking an attack at +2 adventurers at Yarash’s pyramid in gp; on all die rolls. Also, the benefits of the Sorcerer’s Island, they pledged their And for each member of the party medallion apply only to the person tribe’s help to the party. They gave the that participated in the rescue at Sor- given the medallion originally and his PCs directions to their tribal home cerer’s Island (including any NPCs rightful heirs. If the medallion is ever (this overgrown keep), and the ritual that were there), a large bronze sold or stolen, its magic is lost, and password to keep from being attacked medallion showing a lizardman in cer- any lizardman seeing it will react to it on sight. emonial robes, arms outstretched. as if it was a copy. The password is the lizardman word This medallion, the characters are for “special friend” (exactly what the word is is not important—make up something if you must). If the charac- ters say it loudly as they approach the keep, the lizardmen who were set up to ambush the party will instead scurry unseen down the hidden tunnels to the underground, taking their giant liz- ards with them. By the time the char- acters get to the keep, the ground level will be deserted. If the adventurers wait until they are attacked to shout out the password, their attackers will stop immediately, then talk confusedly among them- selves (in lizardman) for two rounds. If the characters take advantage of the confusion to press the attack, then the fight will be on in earnest as described above, with no chance for a negoti- ated settlement. If the party waits the discussion out, one lizardman will stay with the party (telling them in a difficult-to-understand common to stay where they are) while the rest dis- appear down the tunnels. In either case, within a matter of minutes, the characters will find them- selves surrounded by some very formal-acting lizardmen and women—about 50. One older lizard- man will step forward, accompanied by two others the PCs should recog-

72 It shouldn’t be too hard to interest The Kobolds spring out of as the PCs pass by. the characters in this mission. First, travelers met in taverns in Here are the stats on the inhabitants Room 1: 20 kobolds here wait for Phlan tell of “Marauding bands of of the Kobold Kingdom: the PCs to pass by, then jump out the kobolds waylaying caravans that pass two secret doors. Ten attack the front south of the Dragonspine Mountains. Kobolds (300): AC 7; MV 6”; HD of the party and ten attack the back. Most attacks occur in the hills to the 1/2; hp variable; #AT 1; Dmg 1-4 or by The survivors will flee toward room 5 west of the Barren River.” weapon type; THAC0 20; AL LE when there are only five kobolds left. In addition, the PCs might see a notice somewhere in Phlan of the King’s Guards (20): AC 6; MV 6”; Room 2: 30 kobolds attack here Town Council’s offer of a 10,000 gp HD 1; hp 7; #AT 1; Dmg 1-6 or by when the PCs pass the secret door to reward for any adventurers who end weapon type; THAC0 19; AL LE this room (after the characters have the depredations of the kobold bands dealt with the kobolds in room 19). south of the Dragonspine Mountains, Kobold King: AC 5; MV 9”; HD They will retreat into room 2 when only to the west of the Barren River. 1 + 1; hp 11; #AT 1; Dmg 1-8 or by ten of them are left, and run to the far weapon type; THAC0 18; AL LE back wall. When the adventurers Outisde the Kingdom reach the opening with room 3, the 20 Area Description kobolds in room 3 charge in and If the adventurers come within two The entire complex is carved from attack. (When only five of the room 2 hexes of #7 on the area map, they are and room 3 kobolds are left, they attacked by a band of 30 kobolds. The rock. The walls, floors, and ceilings are rough and irregular. The corridors retreat to room 3 and fight to the kobolds are ambushing patrols sent death. Room 2 is a barracks; there are out from the main lair—they have a and small rooms (#6-9, 11, 12, 14-16, 19, & 20) have 4-foot-high ceilings, 30 pallets of straw on the floor. A 50% chance of surprising the party. search uncovers 35 gp. After half of the kobolds are killed, the with the following effects on human- rest flee in the direction of #7. This sized characters (halflings and dwarves suffer no penalties): Move- Room 3: There are 30 kobolds here. happens in every hex within two of #7 If they don’t rush into room 2 to help that the party enters. ment is cut in half, AC goes up by 2 (e.g., from AC 4 to AC 6), and attack the kobolds in there (see room 2 for When the characters reach #7, read details), they help in the defense of the following: and damage rolls suffer -2 penalties. Rooms 1-4, 10, 13, 17, & 18 have 10- room 5 if the PCs enter it. When the characters reach room 5, the ballistae “Looking toward the hills nestled foot-high ceilings. Room 5 has a 25- foot-high ceiling. in rooms 20 all fire (see room 20 at the foot of the Dragonspine description), and the kobolds in room Mountains, you notice a group of The corridors and rooms are filthy— trash, bones, and dirt cover the floors 3 (if they’re still alive) charge through kobolds fleeing into openings in the one of the room 20s that adjoins room rock. The openings fade from view and piles of refuse fill every corner of every room. Every door in the com- 3 and attack the PCs in room 5. There after the kobolds pass through. Do are pallets here for 50 kobolds. A you want to follow?” plex is a secret door, and they are dis- covered with the usual checks, search reveals 100 gp. including elven special ability. Obviously, if the characters decide Rooms 4 and 17: Each room has not to follow, that’s it for this encoun- Entrance Hall: There are ten four ballista (big crossbows, 2-12 ter. Except that they’ll be ambushed damage, fires once per 3 rounds, fires by groups of 30 kobolds in every hex kobolds waiting for whoever breaks in and falls into the corridor. When he as a 4-HD monster (THAC0 15)), within two they enter as they leave the manned by five kobolds apiece. The area. does, the kobolds attack. As men- tioned earlier, they get one round of ballistae are set up, one per hex, in the If they want to proceed, they first hexes behind the secret doors into must find the secret doors the kobolds free attacks (fortunately, only four of them can get at him at one time), then room 5. There are 15 other kobolds in used as an entrance. Once found, each room. The kobolds in both rooms they must be forced open. The doors the door-breaker and one other char- acter can fight the kobolds in the corri- wait until the adventurers get into the are designed to require a great deal of center of room 5, then they kick open effort to open, then give suddenly. The dor (with appropriate penalties if they are man-sized). When only three the secret doors and fire the ballistae result is that whoever pushes on the at the PCs. The ballistae crews then door to open it will tumble in to the cor- kobolds are left, they run away to room 5. If the PCs give chase, note (in frantically reload the ballistae, while ridor as the door gives way, giving the the 15 other kobolds in each room kobolds on the other side a free the room descriptions below) all the rooms along that corridor that kobolds stand in front to guard the ballistae attack. from attack. Then, after three rounds,

73 the ballistae are ready to fire, so the slowly retreat across room 5, hoping 15 guards move aside and the ballis- Room 5: The adventurers see noth- to draw the PCs toward the center. tae blast away again at the PCs. (The ing when they first enter. There are Once there, the secret doors from kobolds aren’t particularly careful 100 kobolds with the king and his rooms 4 and 17 will open, and the about who they hit with the ballistae guards in the southern half of the characters will get to deal with more bolts, so if a ballista misses its attack, room, but they are too far away for the ballistae fire. The Kobold King will not give it every chance to skewer a PCs to see. participate in the battle, but will direct kobold.) This continues for as long as After the PCs get 30 feet or so into the troops from a safe place. If things the PCs are in view and the ballistae the room, the secret doors to rooms start to get too hot in room 5, the king crews and guards are alive. If the PCs 20 (all ten of them) crash open and the will retreat, hiding in room 12 with five get into room 4 or 17 through the back ten ballistae in those rooms fire. After of his guards, leaving the other 15 in entrance (through room 3 or 18, this, all the kobolds left alive from room 10 to attack the PCs and fight to respectively), the kobolds will hear rooms 2, 3, and 18 pour through the the death, if necessary. them coming, turn the ballistae rooms 20 (while the crews are reload- If the king is not killed, and the PCs around, and fire when the PCs come ing) and engage the adventurers. At get away (whether they get the trea- through the doorway. The guards the same time, 75 of the 100 kobolds sure or not), the king will round up 100 engage the party after the first round with the king charge into melee (in kobolds from the nearby hills and of ballistae fire. Once again, the crews waves of 25). As with the ballistae in attack the PCs at night, fighting to the fire as long as they are alive and the rooms 4 and 17, the ones in rooms 20 death. PCs are in view. Rooms 4 and 17 also keep firing as long as the crews are serve as barracks for 50 kobolds— alive and the PCs are in view. Room 6: This room has no furnish- pallets, refuse, the works. A search As the adventurers continue to ings of any kind. The ten kobolds here will turn up 150 gp in each room. wade through the kobolds, they will charge when the PCs get within five hexes. Room 7: This is a storeroom with lots of stuff, but nothing of value. The 20 kobolds in here charge when the PCs get within five hexes of the door to this room.

Room 8: Another storeroom, with 100 week’s worth of iron rations and several normal swords. The 20 kobolds here charge when the PCs enter room 7.

Room 9: Armory. There are 100 each normal short swords and wood- en shields.

Room 10: Empty room (unless occupied by retreating kobolds from other areas). Room 11: The kobold treasury. There are 20 kobolds here who attack as soon as the PCs open the door. They fight to the death. The floor is heaped with gold, silver, gems, jewels, and the occasional odd magic item to a depth of about one foot. There are 50,000 sp, 10,000 gp, 50 gems, 35 jewels, a silver sword, and a long bow +2 with five +2 arrows.

74 Room 12: This is where the king and five guards hide out if the battle goes against the kobolds. No furnishings here except six quivering kobolds.

Room 13: 30 kobolds will charge the adventurers when they get within five hexes of the door to this room. This is a torture chamber; gruesome imple- ments adorn the walls, and racks and benches of spikes are at the back of the room.

Room 14: A filthy prison cell. A few skeletons litter the floor, but there are no living inhabitants.

Room 15: Same as room 14. Room 16: From the pallets and piles of trash, this room appears to be the living quarters for about 30 kobolds.

Room 17: See room 4.

Room 18: The 60 kobolds in here charge into room 5 (through rooms 20) when the ballistae in rooms 20 fire. Thirty of them attack the PCs, while the other 30 stand in front of the ballis- tae to guard them while the crews reload.

Room 19: These 30 kobolds charge out (15 per secret door) when the kobolds from room 2 attack the adven- turers. This is a guard room with a few tables and about 15 chairs.

Room 20: Each of these one-space rooms contains a ballista and a crew of five kobolds. Ballistae crews reload and fire until the PCs are gone or the crews are dead.

75 There are two ways for the PCs to spell storing (teleport, cone of cold, enter this mission: Stumbling upon fireball, sleep, and charm person). ing an abundance of riches. All I the lair, or being coaxed here by a The man’s name is Domo, which is ask in return for my considerable young boy named Domo. what the “boy” gives as his name. magical powers is one magical item Domo is after the magical bottle that of my choosing. You get to keep all Stumbling In he believes is in the hobgoblin’s the rest of everything we earn, horde. This bottle is reputed to bestow including a 20,000 gold piece When the adventurers are within great powers upon its possessor. reward that the Town Council just two hexes of #8 on the area map, in Domo wants to get the PCs to invade offered for those who end the dep- each hex they enter they are attacked the hobgoblin lair to aid him in his redations of the hobgoblin horde.” by a group of 25 hobgoblins. The hob- quest to acquire the bottle. If the PCs goblins attack until there are only 10 cast detect magic on Domo, he says If Domo does not need to save the left; the survivors flee in the direction that his magical items were gifts from party in the above fashion, he retains of #8. When the PCs are within one his father. his little boy identity until the party space of #8, they are attacked by 50 Domo will insist on going with the gets into room 13 in the hobgoblin lair. hobgoblins, who attack until only 20 PCs, since he can show them the Once there, he will grab the bottle and are left. Again, the survivors flee exact location to which his parents cast the teleport spell in his ring in the toward #8. When the adventurers were taken. If the adventurers refuse, following round. He and the bottle dis- reach #8, they see about ten hobgob- or find a way to elude him, he follows appear forever from the PCs’ lives lins running into a door in a hillside the group surreptitiously and joins the unless the PCs manage to kill him or (the door is the secret door to the hall- party the next day, far from Phlan, knock him unconscious in the one way between rooms 1 and 2). The begging the PCs to take him with round of actions they get before he door fades from view after the hob- them. If the PCs refuse, they should teleports away. goblins pass through it. The PCs can suffer alignment penalties for leaving locate the door by secret door checks a little boy alone in the wilderness. The Hobgoblins (after two rounds of checking, they Besides, Domo just follows the party automatically find it, since they know again and keeps doing it until they Here are the stats for the inhabit- where it is). agree to take him in or until they reach ants of the Hobgoblin Kingdom: the hobgoblin lair. Domo When the adventurers enter into Hobgoblins (210): AC 5; MV 9” ; HD combat, Domo hides. If the party is 1 + 1; hp variable; #AT 1; Dmg 1-8 or As the adventurers are walking by weapons type; THAC0 18; AL LE down the streets of New Phlan, a dis- really in trouble (more than half of the characters are dead or unconscious traught young boy approaches them Subchiefs (2): AC 3; MV 9” ; HD 3; and begs them to rescue his parents, and the remaining characters’ total hit points are less than the total hit points hp 16; #AT 1; Dmg 3-10 or by weapon who were captured when a caravan type +2; THAC0 16; AL LE was attacked near the eastern edge of of the bad guys), Domo will pop out, blowing his cover to save the party. He the Dragonspine Mountains. The boy Hobgoblin Chief: AC 2; MV 9”; HD and a caravan guard escaped the will cast ice storms, fireballs, and the rest of his offensive arsenal to wipe 4; hp 22; #AT 1; Dmg 5-12 or by weap- ambush on a horse and the boy is now on type +4; THAC0 15; AL LE looking for brave adventurers to res- out the bad guys without further dam- cue his mother and father. He tells the aging the party. If this happens, Domo will revert to Hobgoblin Females (300): AC 10; PCs that his father is a rich merchant hp 3; do not fight from the lands of Damara, far to the his normal appearance (a 45-year-old east of Phlan. His father will gladly pay magic-user in sparkling gray robes) and explain as follows: Hobgoblin Children (600): AC 10; any fee to be returned to Phlan safely, hp 1; do not fight the boy says. The boy is actually a polymophed “I am sorry to have deceived neutral magic-user: you. My name really is Domo, but I Area Description 9th level, AC 0 (bracers AC2 and am actually a magic-user of some As indicated on the map, there are ring of protection +2), hp 32, #AT 1, repute. I was looking for a hardy several secret entrances to the Dmg 4-7 (dagger +3), Spells: magic band of adventurers to aid me in hobgob kingdom. The only one the missile, charm person, protection from ending the hobgoblin menace. If adventurers know about at the start of evil, invisibiliity, fireball, haste, lightning we join forces we stand a good the encounter is the one they saw the bolt, ice storm, minor globe of invulner- chance of defeating them and gain- hobgoblins using (the one between ability, teleport. He also wears a ring of rooms 1 and 2). If they explore the hill

76 before entering, they have the usual 15), Dmg 2-5). spread around the room. Three hob- chances of discovering the other goblins are asleep on their pallets. secret doors. Room 5: Barracks for 50 hobgob- They wake up if the characters open The corridors and rooms are all lins. Ten are here, lounging around. the door, but the PCs get initiative on roughly hewn from the rock of the hill. The cots for the hobgoblins are strewn the first round. Searching the pallets The corridors are 10 feet wide and all over the room. Piles of trash reach reveals 20 gp per pallet. high. Most of the rooms are also 10 the ceiling in all corners of the room. feet high. Rooms 12, 22, and 29 have There are 1,000 gp, six gems, and two Room 7: Mess hall. There are lots of 25-foot-high ceilings. jewels scattered throughout the piles. tables and chairs here (10 tables, 60 These hobgoblins do not leave the chairs). There are 15 hobgoblins eat- Room 1: Guardroom. It contains room—they fight to the death to pro- ing. They attack the PCs if the party five hobgoblins on guard duty. They tect the stairs that lead down to the enters the room. When eight are rush out into the corridor when the lower level. The stairs are just crudely dead, the rest try to flee out the secret PCs are past their secret door so as to hacked out of the stone. Each PC has door to the outside, then re-enter the attack the party from the rear. If the a 10% chance of falling when he lair through the exterior secret door to adventurers discover the secret door descends the stairs— 1-6 points of room 9. If they make it, add them to before the hobgoblins rush out, the damage. Hobgoblins in any part of the the hobgoblins in room 9 (and those hobgoblins defend in the room and lower level cannot be surprised in any hobgoblins will be alerted. the hobgoblins in room 2 attack the encounter if a PC has slipped down rear of the party (likewise, if the PCs the stairs. Room 8: Guard room. Three hob- discover the door to room 2 and attack goblins wait in here. As the party that room first, the hobgoblins in room Room 6: Barracks for 15 hobgob- passes this room, the hobgoblins 1 attack the rear of the party as the lins. Fifteen straw sleeping pallets are crash through the door, take one look PCs go after the hobgoblins in room 2). This room is furnished with two crude tables with four chairs around each table. A pile of broken chairs and debris in the southwest corner hides the hobgoblins’ cache of 50 gp and one gem.

Room 2: Same as room 1, except the pile of trash is in the southeast cor- ner and it contains no treasure. Room 3: Barracks for the guards. There are five more hobgoblins here. They are sleeping, but they will wake up and fight to the death when the adventurers enter. They do not attack unless the PCs open their door. There are ten wooden cots in the room, a pot of disgusting-smelling stuff is bub- bling over a small fire at the far end of the room, and a pile of debris in the northeast corner hides 250 gp and two gems.

Room 4: These are the barracks for the guards in room 2. It is the same as room 3, except that the pile is in the southeast corner, holds 350 gp and no gems, and is booby-trapped. The trap (if not detected and disarmed) fires three crossbow bolts into the victim (attack as 5-HD monsters (THAC0 77 at the party, then shriek in terror and them killed): Into room 10, down the while still climbing out, each round he run away. (If the PCs don’t kill them, stairs, and then along the corridor fights he has a 25% chance of slip- add them to the hobgoblins in room toward room 31. When they reach the ping and falling to the bottom of the 30.) If the PCs open the door, the hob- space between the secret doors to pit, suffering 1-8 points of damage. goblins fight to the death. This room rooms 25 and 31, all the hobgoblinlins (PCs who fly or levitate or otherwise contains a table and four chairs. The in both rooms charge out and attack avoid climbing out of the pit can land table has a secret compartment that the PCs. The hobgoblin the party is on the edge and attack the hobgoblins holds a dagger +1 and a scroll of pro- following cowers in the corridor until with no penalty.) If the PCs just stand tection from evil. the fight is over. Assuming the PCs on the bottom of the pit and pick off win, the hobgoblin springs up and the hobgoblins with missile weapons Room 9: See room 6. leads them onward. He leads them or spells, the hobgoblins withdraw toward room 22 (when the PCs pass after five of them die. Room 10: Guard room. Three hob- the doors to rooms 24 and 23, the hob- If the PCs don’t kill the hobgoblin goblin guards flee in terror down the goblins in there rush out and attack). who lead them here with missiles or stone stairs if the adventurers break When they get to room 22, the non- spells, he runs away, never to be seen into this room. They yell and scream combatants flee in panic. The hob- again, when he sees the PCs climbing to alert the lower level. One of the hob- goblin then leads the PCs to one of the out of the pit. goblins falls on the stairs and breaks secret doors leading to room 14. his neck. See room 5 for PCs’ When the PCs get within 2 spaces, the Room 13: The treasury. Five hob- chances of falling and effects. There doors fly open and the ballistae open goblin guards fight to the death and is one table and five chairs. fire (see the room 14 description). The will not leave this room. Found here hobgoblin falls to the ground as soon are 15,000 gp and 25,000 sp, 15 Room 11: Guard room. 11 hobgob- as he sees the doors open and he gems, five jewels, a ring of feather fall- lins are here. They fight until only four doesn’t get hit by the ballistae bolts or ing, a wand of secret door and trap are left, then the four flee down the by the hobgoblins that rush the PCs. location, a horn of collapsing, a heavy stairs, all four tripping and falling After the PCs explore room 14 and crossbow of accuracy, and a portable down the stairs. Two get up and run find nothing of value, the hobgoblin hole. into the lower level; the other two died says: from the fall. See room 5 for stair Room 14: This room has ten hob- effects. Searching the hobgoblins’ "Me sorry. King must have goblin guards. There are cots and pal- bodies uncovers 35 gp per hobgoblin. moved treasure. Me lead you to his lets for 50 hobgoblins strewn about other hiding place. Come, come." the floor. Each pallet or cot has 25 gp Room 12: This large room is a train- hidden in it. The five small rooms that ing area for hobgoblin martial arts. If the player still wants the PCs to lead into this room each contain one There are broken swords and shat- follow the hobgoblin, he leads them ballista with a crew of three hobgob- tered helmets strewn about the floor. into the nearest secret door for room lins. The secret doors leading to room Five badly chewed-up hacking posts 26, then goes to the other secret door 22 are opened if the hobgoblins hear a are set in the floor. There are five hob- leading out of the room. Once there, disturbance in room 22 (but they wait goblins practicing here. Four of them he pulls a concealed lever that causes until the noncombatants are out of the fight to the death. When there is only all the PCs (and the stuff in room 26— room before they pop the doors open one left, read the following: see its description) to fall into a 20- and blast away at the PCs). After the foot-deep pit. Each character. suffers ballistae fire, the 10 hobgoblins in “The last hobgoblinlin throws 2-12 damage from the fall, plus 1-4 room 14 charge the PCs in room 22 down his sword and quails in terror points’ from stuff falling on him. The (there are also some hobgoblin fight- at your feet. If you promise to spare hobgoblin laughs at the edge of the ers in that room and they should be his life, he says he will lead you to pit. engaging the PCs also). The ballistae the hobgoblin king’s vast treasure. The crash attracts the attention of crews reload and fire until the adven- Do you agree?” any remaining hobgoblins in rooms turers get into melee range. Any bal- 22,25,21,27, and 29. These hobgob- lista shot, after the first round of shots, If the adventurers turn the hobgob- lins rush to room 26 and attack the that misses a party member has a lin down, the the hobgoblin tries to adventurers as they try to climb out of good chance to hit a hobgoblin. These run to room 9 and hide out there. the pit. Three hobgoblins get one hobgoblins fight to the death. If the adventurers agree, then the round of free attacks attacks as each The ballistae fire once every three hobgoblin tries to lead them on the fol- adventurer climbs out. If the PC rounds, doing 2-12 points of damage, lowing route (he’s going to try to get decides to draw his weapon and fight and attack as a 4-HD monster (THAC0 15).

78 Room 15: Guard room. Three hob- wall. It is trapped—when the lid is automatically detect this secret door if goblins here attack when they hear opened (unless the trap is detected they walk by—the noises from inside the PCs outside their door. The room and disarmed), a long pole arm with a tell the PCs where the door is, even if has a table and six chairs. Each hob- scythe-like blade swings out of the they can’t see it at first). When they goblin has 15 gp. The table has a wall. If the character attempting to kick in the door, a scene of bedlam secret compartment with five gems, open the chest is a human, elf, or oth- greets them. In this tiny room are five two jewels, and five arrows +2. er human-sized being, the blade hits hobgoblin females and 50 hobgoblin and inflicts 2-12 points of damage. tots. The babes are wailing, shrieking, Room 16: Same as room 15, but Dwarves, halflings, and other similarly hitting each other with rocks, climbing there is no treasure in the table. sized characters will feel the blade the walls, dumping dishes of food, etc. slice the air over their heads, just And this is before they spot the char- Room 17: Five hobgoblin guards. barely missing them. The chest con- acters. Then they get really upset. The The guards will charge out if the tains 150 gp, a ring of contrariness, females scream and the tots start adventurers pass their door, and will and a shield -1, missile attractor. tossing food at the two lead charac- fight to the death. There is a table and ters. five chairs in the room. Room 19: Same as room 17, but The best thing for the PCs to do is to each hobgoblin has 150 gp, if the leave quickly. If they wade in and start Room 18: Ten hobgoblin guards, adventurers bother to search. killing, they should receive huge align- who will charge out if the adventurers ment penalties for this slaughter of go past their door. Two tables, 12 Room 20: Hobgoblin nursery. When defenseless beings. Also, every hob- chairs, and five cots clutter the room. the adventurers pass by the door, they goblin in the lair is enraged at this In the eastern-most hex of the room, hear vague murmuring sounds com- attack—add +2 to both their attack there is a chest sitting against the ing from the other side (the PCs will and damage rolls for the rest of the adventure. If the adventurers leave the door open for more than one round, on eve- ry round after round 1, 1-3 hobgoblins arrive and attack. Once the door is shut, no more hobgoblins appear, but the party must deal with the ones that have already shown up.

Room 21: This is a temple to Maglu- biyet, god of goblins and hobgoblins. In this room are nine hobgoblins and two hobgoblin clerics. The regular hobgoblins charge into melee while the clerics stand back and cast spells. Spells (both clerics have the same spells—5th level): curse, cause light wounds (x2), hold person, silence 15’ radius, spiritual hammer and prayer. In the first round of battle, the clerics both cast prayer. Next round they both cast curses on the PCs. Then both cast cause light wounds on any magic-users for two rounds. Then they both cast spiritual hammers. If the battle lasts this long, the PCs may be dead, but just in case they aren’t, the clerics then melee. In a niche in a wall, the characters see a statue of Maglubiyet. It is made of solid gold and is worth 10,000 gp. Lifting it out of its niche causes the 10’

79 x 10’ part of the ceiling above the room, the other secret door opens (or PCs) who pushes through the door once everyone is in the room, and a stumbles into the pit. No matter what removes the statue (and anyone else hobgoblin grins evilly and yanks down armor he has on, he floats on the in the affected area). This causes 5-20 the hidden trap trigger (there is a trig- semi-solid mass in the pit. He cannot points of damage. ger next to each door). The same get out by himself. thing happens to the party as outlined Anyone trying to help him out must Room 22: There are 100 hobgoblin in the text for room 12. first make a Constitution check (1d20 females and 250 hobgoblin kids living roll against Constitution score, a roll in here. Pandemonium erupts when Room 27: Storeroom. See room 24. equal to or lower than Con score indi- the PCs enter the room. Females and cates success, above Con score is kids are screaming and running eve- Room 28: Guard room. Five hob- failure). Failure means the character rywhere. Charging through the chaos goblins are here, as well as a table succumbs to nausea induced by the toward the PCs are 20 hobgoblin and five chairs. The hobgoblins will contents of the pit and cannot help guards. Once the noncombatants are enter the hall and attack if they hear anyone out of the pit or take any out of the room, the ballistae from the PCs pass their room. Each hob- actions for three rounds. A successful room 14 open up on the PCs. (This goblin has 10 gp. Con check means he can try to help happens on round three of the one person in the pit get out. Roll a fighting—see also room 14 descrip- Room 29: Another communal living Strength Check (1d20 vs. Str score); tion.) Each hobgoblin fighter has 25 area, with 190 female hobgoblins, 300 success means that he pulls one per- gp. hobgoblins kids, and 15 hobgoblin son out of the pit, but failure by 3 or guards. See the room 22 description more points (for example, a character Room 23: This is a store room with for what happens, except there are no with a Strength of 12 rolls a 15 or high- foodstuffs (nothing the PCs would baltistae. er) means that the rescuer, instead of think of eating) and boxes all over the pulling someone out of the pit, has place. There is nothing else of inter- Room 30: The royal suite, contain- been pulled in himself and needs to be est. ing the chief, two subchiefs, five rescued. guards, ten females, and 50 kids. The lf all the characters are in the pit, Room 24: Same as room 23, but this females and kids scream and run each character can try to climb out on storeroom has two hobgoblins taking around, getting in the way. Any char- his own, by making a successful Str inventory. They run into the corners of acter who strikes a female or kid Check. the room when they see the PCs. enrages the hobgoblins—they attack If the party doesn’t escape the pit in They are unarmed and if the PCs that character with +4 bonuses to five rounds, a group of 15 hobgoblins attack, they both die of fright before their attack and damage rolls, and attacks. they even get hit. they attack the rest of the party with Anyone who fell in the pit suffers a +2 bonuses. The guards, subchiefs, -10 modifier to Charisma until he Room 25: This is the hobgoblins' and the chief all attack. The room con- washes off. He can wash off back in smithy and armory. There are 23 hob- tains several beds, a table, and ten town, or in any stream the party goblins in here, hammering new chairs. Hidden in the beds and table comes to. No NPC will get within 10’ of swords over the forges, trying on new are the following: 20,000 sp, 10,000 a befouled character unless it’s a mat- pieces of armor, hanging weapons on gp, 1,000 pp, 1,000 ep, 25 gems, and ter of life and death (the NPC’s, not the the walls, etc. When the characters ten jewels. dirty character’s). Player characters enter, the hobgoblins attack. Five of The chief has a sword +3, the sub- should be encouraged to stay away the hobgoblins are armed with red-hot chiefs have swords +2, and each from the offensive party member as swords (each hit inflicts 2-6 points of guard has a sword +1. The king also well. burn damage in addition to normal has a ring of regeneration. The sword damage). When 18 of the hob- guards, subchiefs, and chief all fight goblins are dead, the rest try to flee to the death while the females and out one of the secret doors (the one kids get away. farthest from the party). Room 31: Pit of unspeakable vile- Room 26: This is another store- ness. This is where the hobgoblins room, but it is trapped. (See also the throw all their trash, rotten food (and it description of room 12, which tells has to be awfully rotten for a hobgob- about the hobgoblin who might lead lin to throw it away), as well as empty- the PCs here. The trap is detailed in ing the contents of all their chamber that text.) If the adventurers enter the pots. The pit is 20 feet deep. The PC

80 What follows is 16 random encounter charts for use in Ruins of Adventure. Use the Chart listed below that cor- responds with the terrain or area the characters are in:

Chart 1 ...... Forest Chart 2 ...... Grasslands Chart 3 ...... River & Coast Areas Chart 4 ...... Low Hills Chart 5 ...... Mountains Chart 6 ...... Human Town Areas Chart 7 ...... Unorganized Human Town Areas Chart 8 ...... Organized Inhuman Town Areas Chart 9 ...... Outside Town Areas Chart 10 ...... Specials Chart 11 ...... Evil Specials II Chart 12 ...... Humans Chart 13 ...... Inhumans Chart 14 ...... Random Monsters Chart 15 ...... Swamp

81 1) Elves (MM 2, AC 6, HD 1 + 1, Damage 1-6 + 1 ‘bow’, # appearing 2-24) 2) Refer to Chart 10 3) Refer to Chart 11 4) Refer to Chart 12 (Humans) 5) Refer to Chart 13 (Inhumans) 6) Elves (same as #1) 7) Wild Boar (MM 1, AC 7, HD 3 +3, Damage 3-12, # appearing 1-1 2) 8) Refer to Chart 14 (Castle) 9) Ogre (MM 1, AC 5, HD 4 + 1, Damage 1-10, # appearing 2-20) 10) Stirge (MM 1, AC 8, HD 1 + 1, Damage 1-3, # appearing 3-24) 11) Bandit (MM 1, AC Variable, HD 1-6 points, Damage variable.) These should be weighted to the size and level of the adventuring party. If the party is strong, a weak group of bandits would never face them; there- fore the stronger the party, the stronger the group of bandits should be. 12) Hill Giant (MM 1, AC 4, HD 8 + 1-2, Damage 2-16, # appearing 1-10) 13) Phase Spider (MM 1, AC 7, HD 5 +5, Damage 1-6, # appearing 1-4) 14) Snake (constricter) (MM 1, AC 5, HD 6 + 1, Damage 1-4/2-8, # appearing 1-2) 15) Refer to Chart 13 (Inhumans) 16) Black bears (MM 1, AC 7, HD 3 + 3, Damage 1-3/1-3/1-6, # appearing 1-3) 17) Jackal (MM 1, AC 7, HD 1-4 points, Damage 1-2, # appearing 2-24) 18) Pilgrim (under attack): roll again to determine attacker. 19) Refer to Chart 15 (Random Monster) 20) Leopard (MM 1, AC 6, HD 3 + 2, Damage 1-3/1-3/1 -6, # appearing 1-6)

82 1) Refer to Chart 10 2) Refer to Chart 11 3) Refer to Chart 12 4) Refer to Chart 13 5) Refer to Chart 14 6) Refer to Chart 15 7) Pilgrim (under attack) 8) Wolves (MM 1, AC 7, HD 2 +2, Damage 2-5, # appearing 2-20) 9) Ghouls (MM 1, AC 6, HD 2, Damage 1-3/1-3/1-6, # appearing 2-24) 10) Dinosaur (pick one with HD similar to that of the adventurers) 11) War Dogs (MM 1, AC 6, HD 2 +2, Damage 2-8, # appearing 2-24) 12) Bandit (same as above) 13) Snake (constrictor) (same as above) 14) Young intelligent dragon (Suggestion: The dragon wants something (picked at random) from the adven- turers. The dragon’s size should be based on the party’s average HD.) 15) Displacer Beast (MM 1, AC 4, HD 6, Damage 2-8/2-8, # appearing 2-5) 16) Lions (MM 1, AC 5/6, HD 6 +2, Damage 1-4/1-4/1-12, # appearing 2-8) 17) Tigers (MM 1, AC 6, HD 5 +5, Damage 2-5/2-5/1-10, # appearing 1-4) 18) Apes (MM 1, AC 6, HD 5, Damage 1-4/1-4/1 -8, # appearing 2-8) 19) Mastodon (MM 1, HD 12, AC 6, Damage 2-16/2-16/2-12/2-12/2-12, only two attacks per enemy, # appear- ing 1-12) 20) Refer to Chart 10

83 1) Refer to Chart 10 2) Refer to Chart 11 3) Refer to Chart 12 Refer to Chart 13 5) Refer to Chart 14 6) Refer to Chart 15 Pilgrim (under attack) 8) Giant Otter (MM 1, AC 5, HD 5; Damage 3-18, # appearing 2-5) 9) Marine Troll (MM 2, AC 3, HD 5 +5, Damage 2-5/2-5/3-12, # appearing 1-6) Lizardman (MM 1, AC 5, HD 2 + 1, Damage 1-2/1-2/1-8, # appearing 10-40) 11) Nymph (MM 1, AC 9, HD 3, Damage through a magical attack, # appearing 1-4) 12) Giant Squid (MM 1, AC 7/3, HD 12, Damage 1-6(x8)/5-20, # appearing 1) Merchant: Use this as a catalyst for an opportunity to sidetrack the party. The merchant could be under attack, or he could hire the PCs to track down bandits, or as guards. 14) Pirates (same as bandits, but from the water) 15) Island: An unexplored, unCharted island. A good place for that “special” encounter the DM’s been work- ing on. Aquatic Ogre (MM 2, AC 4, HD 4 +4, Damage 1-6/1-6/2-8, # appearing 2-24) 17) Giant Turtle (MM 1, AC 0/5, HD 10, Damage 6-24, # appearing 1-4) 18) Dinosaur (same as above) Sunken Ship: The ship is visible, but it should be mostly underwater. The idea is to provide a quick mon- ster encounter (roll again from this table) tied to a rich treasure of magic and gold. 20) Aquatic Elves (MM 1, helpful to the group and used to provide hints)

84 1) Refer to Chart 10 2) Refer to Chart 11 3) Refer to Chart 12 4) Refer to Chart 13 5) Refer to Chart 14 6) Refer to Chart 15 7) Pilgrim (under attack). 8) Dwarves (MM 1, AC 4, HD 1, Damage 1-8, # appearing 2-24): It should be noted that dwarves, like elves, could easily be beneficial to the party, especially if there was a dwarf in the group. On the other hand, they really like gold and could want more than their share. 9) Orcs (MM 1, AC 6, HD 1, Damage 1-8, # appearing 2-24): As the party gets more powerful, increase the number of orcs encountered substantially. 10) Ogre (MM 1, AC 5, HD 4 + 1, Damage 1-10, # appearing 2-20) 11) Dire Wolves (MM 1, AC 6, HD 4 +4, Damage 2-8, # appearing 3-12) 12) Hill Giant (MM 1, AC 4, HD 8 + 1-2, Damage 2-16, # appearing 1-10) 13) Zombies (MM 1, AC 8, HD 2, Damage 1-8, # appearing 3-24) 14) Ruins: Ruins always have random monsters of higher level than the PCs and very little treasure. 15) Fire Giant (MM 1, AC 3, HD 11 +2-5, Damage 5-30, # appearing 1-8) 16) Lions (See earlier Chart) 17) Dinosaur (See earlier Chart) 18) Cave Men (MM 1, AC 8(7), HD 2(1), Damage 1-6 + 2, # appearing Special): Cave men should be a steadily increasing threat. They should come in numbers and strength large enough to cause the PCs real trouble. These cave men should come more and more often until the PCs wipe out a nest of 50 of them in the low hills to the north of Phlan. 19) Merchants (See earlier Chart) 20) Refer to Chart 15

85 1) Refer to Chart 10 2) Refer to Chart 11 3) Refer to Chart 12 4) Refer to Chart 13 5) Refer to Chart 14 6) Refer to Chart 15 7) Pilgrim (under attack) 8-11) Dwarves: The dwarves rule part of these hills and don’t take kindly to strangers. 12) Minotaur (MM 1, AC 6, HD 6 +3, Damage 2-8, # appearing 1-8) 13) Ruins (See earlier Chart) 14) Tiger (See earlier Chart) 15) Gorilla (See “Ape” on earlier Chart) 16) Character Party 17) Ogre (See earlier Chart) 18) Bandit (See earlier Chart) 19) Hill Giant (See earlier Chart) 20) Refer to Chart 11

86 1) Refer to Chart 10 2) Refer to Chart 11 3) Refer to Chart 12 4) Refer to Chart 13 5) Meet Anton: See. “Stock Non-Player Characters,” p.6. (If rolled a second time, go instead to Chart 12) 6) Meet Banyun: See “Stock Non-Player Characters,” p.6. (If rolled a second time, go instead to Chart 12) 7) Meet Mendacant: See “Stock Non-Player Characters,” p.6. (If rolled a second time, go instead to Chart 13) 8) Meet Doral: See “Stock Non-Player Characters,” p.6. (If rolled a second time, go instead to Chart 13) 9) Meet Eartha: See “Stock Non-Player Characters,” p.6. (If rolled a second time, go instead to Chart 13) 10) Random band of human fighters 11) Random band of human thieves 12) Random character party 13) Random merchant 14) Bard: Will provide clues for gold 15) Random Assassin: Sent by persons unknown to do in the most powerful PC. 16) Random cleric 17) Rumor Monger: The job of a rumor monger is to spread interesting rumors—always at a price. The more money given, the better the information. The information can be clues, reports of the actions of the PCs themselves, or anything else. 18) Town guards: Town guards always want to be bribed to leave the adventurers alone. If the bribe isn’t there, the PCs spend a hard night in jail. The bribes start at 100 gp, and increase by 100 gp every time the guards are encountered. 19) Attacking inhuman band: The PCs are attacked by a band of inhumans from the nearest such group in their area. These inhumans always have more hit dice than the group. 20) Single powerful inhuman raider: A single evil fighter of power offers a challenge to a random member of the group. If the challenge isn’t taken, the weakest member of the party is attacked. If the challenge is tak- en, then the fight in on.

87 1-3) Refer to Chart 10 4) Orc band: These always appear in groups slightly less than the hit dice of the party 5) Goblin band: Same as orc bands 6) Hobgoblin band: These always appear in groups slightly more than the hit dice of the party 7) Useful ruins: Useful ruins are ruins that have some magic item the characters can use. These ruins are guarded by a single monster powerful enough to give the PCs problems (DM’s option). 8) Undead band: Pick a random batch of undead to throw at the party. 9) Kobold band: They attack with missiles first and then run at first sign of trouble. 10) Ogre band: See earlier Chart, but there are more of them in this encounter. 11) Good human adventurers: Provide healing and good advice. 12-16) Refer to Chart 11 17) Ruins (See earlier Chart) 18) Gnoll band: Attack much like kobolds, above 19) Human Fighter Band 20) Refer to Chart 15

88 1-10) Band of inhumans controlling that area: All of the nonhuman town areas are controlled by patrol- ling bands of inhumans. These patrols appear to attack the adventurers. When the PCs get too big to attack the patrols snipe at them with missile weapons while hiding. 11-15) Refer to Chart 11 16) Ruins (See earlier Chart) 17) Undead band (See earlier Chart) 18) Useful ruins (See earlier Chart) 19) Evil cleric band: There are always exactly the same number of clerics as PCs. The highest cleric has 2 more HD than the highest PC. The lowest cleric has 1 less HD than the lowest PC. These clerics exist only to destroy the PCs. They even go so far as to carry off any bodies that fall during a battle. 20) Evil magic-user band: These average higher levels than the PCs. They always exist only to destroy the PCs. They will, however, have magic items useful to the party if defeated.

89 1-6) Tong the orc chieftain and his band: Tong, the orc chieftain, first appears with two or three orcs and is easily defeated by the adventurers. But give Tong every chance to escape, vowing revenge. From then on, Tong appears with more and more orcs. When numbers don’t do it, he appears with stronger and stronger orcs, creatures that have more and more magic armor and/or weapons. Eve- ry time Tong is defeated, he runs away swearing vengence next time. 7-10) Jurin the human bandit chieftain and his band: Jurin is a classier, stronger version of Tong. He gets defeated, and comes back stronger, but with more and more humans. Jurin’s early bands have a few fighters. Then he gets some archers. Then he gets better armored fighters; then some clerics, then some magic-users; then his group attacks with protection spells already up and running. Jurin himself always escapes with a cavalier message warning of good sport to come from him next time. 11) Ruins (See earlier Chart) 12) Lawful Character Party (See earlier Chart) 13) Refer to Chart 15 14) Random orc band (See earlier Chart) 15) Random goblin band (See earlier Chart) 16) Evil Cleric band (See earlier Chart) 17) Evil magic-user band (See earlier Chart) 18) Refer to Chart 10 19-20) Refer to Chart 11

90 1) Lawful Cleric (HD 10; hp 57; AC 2; Damage 1-6 +4) 2) Lawful Magic User (HD 10; hp 41; AC 3; Damage spells; already has several protective spells up and running) 3) Lawful Fighter (HD 10; hp 81; AC 1; Damage 1-10 + 2) 4) Thieves Guild Protection: The local Thieves Guild offers the party “protection” from their activities for 30 days; the price depends on the alignment of the party and the negotiations (roleplay it out). 5) Blessing of the Bard: Turan the Bard: HD 6; hp 37; AC 5; Damage 1-6 6) A visit from your faerie god mother: A tired old woman comes to the leader of the party and says that he or she looks like her son or daughter. Then her hands glow and all of the characters feel wonderful. For the next five battle encounters, the party’s armor class is raised by 2; they will be unable to detect this change. 7) The raising of karma: The group meets a beggar asking for a bit of gold to help fill his stomach. If the party gives gold, the beggar tells them a generic pass word good for several places in the inhuman areas. It they don’t pay up, he gives the “curse of the beggars;” for the next ten encounters, there are 2 hit dice more of whatever faces the party than there should be. 8) Authur the Paladin: HD 5; hp 21; damage 1-8; AC 1 9) Merchant (See earlier Chart) 10) The young prince: the city is filled with deposed royalty and each and every one of these fools wants to win back a portion of the city. Every prince is capable of getting the PCs past the first level of guards in the spe- cial encounters placed about the city, but they always die right after that in the attack of the second ring of traps and guards, leaving the players high and dry. In this encounter, a prince tries to talk the players into going with him to a randomly-selected section of the inhuman portion of the city. 11) The Challenge: A single inhuman warrior comes up to the adventurers and challenges one of them to per- sonnal combat. The fight is to the death and the winner takes the equipment of the loser. If the PCs all attack, the challenger simply runs. There should be a 10% chance of magical treasure with every fight. The list of monsters should include: orcs, ogres, humans of various types, goblins, and hobgoblins. 12) The ambush: Two crossbowmen for every PC fire at them (using the party hit die average to determine their level) and then the ambushers run away. 13) The hole in the ground: The earth shifts at the feet of the adventurers, and a hole opens up revealing a tun- nel. The tunnel leads to a small underground complex, stocked with generic monsters and treasure. The PCs can adventure in this area or they can ignore it. 14) The Wild Hunt! The sound of dogs baying can be heard in the distance and then the “wild hunt” sweeps over the party. All those that make their magical saving throws aren’t affected, but those that don’t are forced to join the haunting “wild hunt”! The hunt will take those failing party members to some random area of the town or wilderness. It is possible for the nonaffected members to come along if they so desire. No one knows what brings the wild hunt, but the only sure way to avoid it is to be behind doors when the haunting comes. If the party is inside they hear the dogs, but aren’t forced to make a saving throw. 15) The High Lord Jonnel: HD 8; hp 51; damage 1-6 +2; AC 3. Jonnel is haughty and arrogant, and will try and pick a fight with the party, accusing them of getting in his way and demanding some sort of repayment for his inconvenience. 16) Magic for magic’s sake: Pick a random spell from all the lists, and it hits the party, as if a 6th level spell caster threw it. 17) A trap: the inhumans have trapped this area recently and the party has sprung the trap. The characters still get the regular chance to defuse it through the proper use of thieves or dwarves. 18) A Raid of Evils: The PCs hear the sound of battle a short way off, and can check it out or leave it alone. If they investigate, they discover a raid by inhumans on some pilgrims; but the inhumans attack the charac- ters as soon as they appear. 19) Refer to Chart 15 20) Refer to Chart 12

91 1) Another challenge from a powerful inhuman 2) Another raid from an inhuman band 3) A castle of evil, newly set up 4 The black knight (AC 1, HD 10, hasted, Damage 1-10 +3) 5) The red knight (AC 0, HD 12, hasted, Damage 1-10 +4) 6) The white knight (AC -1, HD 15, Damage 1-10 +6, only fights neutrals and evils) 7) The princess with a problem: This encounter is designed to get the PCs to go to Sokal Keep, Kuto’s Well, or Kovel Mansion if they haven’t been there already, by having a beautiful princess hire them to go to one of them and retrieve a particular item or clear out the block, or something. 8) Orc chief’s raid: Another Tong special 9) Goblin chief’s raid: Wherever the PCs are, they face lots of goblins (about 8-to-1 in favor of the goblins). 10) Hobgoblin chief’s raid: Surprising and outnumberng the characters wherever they are. 11) Kobold chief’s raid: Constantly raining missiles fall from dodging kobolds. 12) The unhelpful dwarf: This dwarf offers to help the party, then gets them lost, or gives them bad informa- tion, or something equally stupid. 13) The evil elven warlock: Leads the party into an evil trap. 14) A night of monsters: Random monsters attack the party until two party members are killed. 15) The doppleganger attack: The dopplegangers are designed to replace PCs that fall in battle. These dop- plegangers then start attracting large numbers of other dopplegangers in a series of constant attacks on the party. 16) The ambush: No matter where the PCs are, they are pinned down by a hail of crossbow quarrels flying in on them. Then they are offered the choice of surrendering or dying. There are as many crossbowmen as there are hit dice in the PC party. 17) The evil characters: These bad guys always have the same hit dice as the characters and always want all the gold they can get. 18) The evil wizard’s challenge: These bad guys always have lots more hit dice than the PCs and always want all the magic items then can get. 19) The evil fighter’s challenge: This guy has twice as many armored men as the PCs and offers them a choice of fighting him in single combat or being all destroyed. He has 5 more hit dice than the strongest party member. If the adventurers win the battle, they get the knight’s armor and the rest leave. 20) Tricks & Traps: Use selection from Dungeon Masters Guide

92 NOTE: The characters referred to in this table are “stock characters” common to many fantasy settings. For more details on them, see the list of NPCs on p. 6.

1) The bard Wren appears to give advice 2) The evil cleric Sentar appears to give bad advice 3) The good low-level magic user appears to try and help 4) The evil fighter attacks 5) The middle level thief tries to pick a pocket 6) The Rumor Monger appears with news 7) The old beggar woman comes to curse or cure 8) The young warrior wants to join the band 9) The powerful evil wizard wants to join the band 10) The higher level thief tries to take a magic item 11) The lovely young merchant’s daughter has a problem 12) The young female thief needs a rescue 13) A ghostly king appears to warn the PCs not to carry magic for two days 14) The bardess Tabat wishes to join the group for 3 adventures 15) The young illusionist wishes to join the group for his pick of magic items 16) The unconsious knight is found 17) The dead wizard is found 18) The assassin makes his attempt on the group 19) The beggar trades gold for clues 20) The tired old cleric asks for help

93 NOTE: Many of the characters listed on this table are “stock characters” common to many fantasy settings. For more details on each one, see the NPC listings on p. 6.

1) The dwarven fighter with a problem 2) The dwarven cleric needs help 3) The gnomish illusionist wishes to join the band 4) The gnomish fumbling fighter wishes to join the band 5) The half elf bard wishes to join for three adventures 6) The evil half elf fighter attacks the group 7) The crazed elf has a map to a wonderful treasure 8) The dragon appears and wants help 9) The half-orc assassin attacks 10) The female elf princess says trick or treat 11) The dwarven goldsmith has a quest 12) The evil dwarf cleric leads the group into a trap 13) The ogre black knight makes a challenge 14) The kobolds make a raid 15) The evil gnomish illusionist attacks 16) The halfling thief joins the group to steal from them 17) The young halfling warrior wants to join the band 18) The begging halfling trades maps for coins 19) The half-orc cleric attacks 20) The old dwarf trades magic weapons for completed quests

94 1) Dinosaur (MM 2, Ankisaurus, AC 7, HD 2, Damage 1-4, # appearing 1-10) 2) Korred (MM 2, AC 5, HD 6 + 1, Damage 1-2 +4, # appearing 1-4) 3) Giant Mantis (MM 2, AC 3, HD 10, Damage 2-12) 4) Quickling (MM 2, AC -3, HD 1 1/2, Damage 1-4 (X 3), # appearing 4-16) 5) Skeletal Dragon (Zombie Monster, AC 6, HD 6, Damage 4-16, appearing 1-6) 6) Thri-Kreen (MM 2, AC 5, HD 6 +3, Damage 1-4 (X 4), # appearing 2-12) 7) Anhkheg (MM 1, AC 2, HD 3-8, Damage 3-18, # appearing 1-6) 8) Bombardier Beetle (MM 1 ,AC 4, MD 2 +2, Damage 2-12, # appearing 3-12) 9) Dinosaur (Iguanadon, MM 1, AC 4, HD 6, Damage 1-3/1-3/2-8; # appearing 3-18) 10) Displacer Beasts (MM 1, AC 4, HD 6, Damage 2-8/2-8, # appearing 2-5) 11) Ghoul (MM 1, AC 6, HD 2, Damage 1-3/1-3/1-6, # appearing 2-24) 12) Hippogriffs (MM 1, AC 5, HD 3 +3, Damage 1-6/1-6/1-10, # appearing 2-16) 13) Minotaur (MM 1, AC 6, HD 6 +3, Damage 2-8, # appearing 1-8) 14) Ogre (MM 1, AC 5, HD 4 + 1, Damage 1-10, # appearing 2-20) 15) Spectre (MM 1, AC 2, HD 7 +3, Damage 1-8 plus energy drain, # appearing 1-6) 16) Wights (MM 1, AC 5, HD 4 +3, Damage 1-4 plus energy drain, # appearing 2-16) 17) Troll (MM 1, AC 4, HD 6 +6, Damage 5-8/5-8/2-12, # appearing 1-12) 18) Vampire (MM 1, AC 1, HD 8 +3, Damage 5-10 plus 2 levels of energy drain, # appearing 1-4) 19) Zombie (MM 1, AC 8, HD 2, Damage 1-8, # appearing 3-24) 20) Flightless Bird (MM 1, AC 7, HD 1-3, Damage 2-8, # appearing 2-20)

95 1) Refer to Chart 10 2) Refer to Chart 11 3) Refer to Chart 12 4) Refer to Chart 13 5) Refer to Chart 14 6) Refer to Chart 3 7) Pilgrim (under attack) 8) Lizard men (MM 1, AC 5(4), HD 2 + 1, Damage 1-2/1-2/1 -8, # appearing 2-24) 9) Large Scorpion (MM 1, AC 3, HD 5 +5, Damage 1-10/1-10/1-4, # appearing 1-4) 10) Dinosaur: (DM should pick one based on the hit dice of the party. 11) Giant Poisonous Frog (MM 1, AC 8, HD 1, Damage 1, # appearing 2-12) 12) Werewolf (MM 1, AC 5, HD 4 +3, Damage 2-8, # appearing 3-18) 13) Doppleganger (See earlier Chart) 14) Marsh gas explodes: PCs must save versus breath weapon for 5d6 damage from gas; successful save means half damage. 15) Mummy (MM 1, AC-3, HD 6 +3, Damage 1-12, # appearing 2-8) 16) Quickling (See earlier Chart) 17) Wight (See earlier Chart) 18) Vampire (See earlier Chart) 19) Spectre (See earlier Chart) 20) Troll (See earlier Chart)

96