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ADVENTURES FOR TSR ROLE-PLAYING GAMES JANUARY/FEBRUARY 1991 ISSUE #27

COVER: The arrival of adventurers interrupts a lesson in "The School of Nekros." Tom Miller's cover shows the necromancer Mephista and the skeletal red dragon from whom she is learning lost spells.

"If I Made Games For TSR ..." The Readers LETTERS 4 At the 1990 ® Game Fair, two editors from TSR's Games Department (Anne Brown and ) con- ducted seminars to learn what gamers think about TSR products. I've just received a long report detailing what the Charles TARFIL'S TOMB gamers who attended these sessions had to say, and I couldn't Neverdowski (D&D® game, levels 10-14) A simple help but wonder how these preferences match with those of DUNGEON Adventures readers. cleric has a complicated vision—and Here are three suggestions that the GEN CON convention you've become part of it 8 participants wanted to see in TSR products: 1. "More visual aids and player handouts for adventures" (maps, notes from NPCs, menus, wanted posters, just about Roger E. Moore JUGGERNAUT anything that the DM can hand to the players). While we can't ® add loose items to DUNGEON Magazine (and I know you hate (AD&D game, levels 4-7) Meet a to cut up your issues!), we have been trying to include more of goblin who has the best (and these sorts of things; see the deck of many things in issue 19, deadliest) toy around 20 for example. What other kinds of visual aids and handouts would you like to see that you think would be possible to in- clude in DUNGEON Magazine's format? 2. "Make the modules more DM friendly." The DMs at the Ted James COURIER SERVICE seminars asked for anything that will cut down their prepara- Thomas Zuvich (AD&D game, levels 3-6) Only two tion time and make games run more quickly. This included such things as monster-statistics tables, more complete statis- things are certain: taxes . . . and tics, more subheads to direct the DM through the text, etc. To death 24 this list, I would include boxed text (on which we've had quite a debate in the past). For longer adventures with lots of mon- sters, we've used summary tables. Do you like these? In what other ways can we make DUNGEON Adventures more DM Craig Barrett BRIDE FOR A FOX friendly? (AD&D game, 3. "Add more flavor to adventures, particularly more com- levels 4-8) Treachery so deep that plete personalities for NPCs, and more detailed settings." I even the villains can't find the hope you've noticed that I insist on personality for NPCs and bottom 40 even monsters. And I look at each dungeon, castle, tavern, and town with an eye toward how functional it is for the creatures who live there. How are we doing in this regard? Does the THE SCHOOL OF NEKROS Continued on page 38 (AD&D game, levels 6-12) The loved their river until it filled up with dead things. That's Vol. V, No. 3 when they called you 54

PUBLISHER: James M. Ward ART DIRECTOR: EDITOR: Barbara G. Young Larry W. Smith Scan, OCR & proofing by Zenobia, ver 2 ASSOCIATE EDITOR: CARTOGRAPHER: Diesel (has some slight corrections) Roger E. Moore TYPESETTING: TSR EDITORIAL ASSISTANT: Graphic Arts Services Faire shields, gay steedes, bright armes be my delight: Dale A. Donovan SUBSCRIPTIONS: Those be the riches fit for an advent'rous knight. Janet L. Winters The Faerie Queene, Edmund Spenser LETTERS Money Talks—Loudly excellent magazines they are today, and I am sure they will continue to grow Down With Moonmelons! I finally feel compelled to respond to and improve into the future. However, I'm a running a low- one of the many criticisms I have heard in order to do so, it will always be neces- level AD&D® campaign, and I recently voiced over the years concerning both ® sary to insure that the bills are paid, ran "Of Kings Unknown" by Randy this magazine and DRAGON Maga- and I hope TSR, Inc. always will choose Maxwell (issue #25). Randy deserves a zine. Readers are constantly complain- to sell more advertising over raising the hearty round of applause! The players in ing about the amount of magazine space price of these extremely enjoyable and my group were shocked to see with devoted to advertising, the most recent informative magazines. horns, antlers, and eyestalks wreaking complaint being in the Letters section of ® As a final note, I am very much in havoc on their hapless PCs. In fact, when DUNGEON issue #26. favor of the new plastic mailing bags they found the melons from whence the Here is some clarification from an used for the magazines. I know they are orcish oddities originated, they destroyed avid gamer who also happens to be an not as environmentally beneficial as the them all in disgust, thus never collecting accountant. TSR, Inc. is first and fore- paper ones, but I've just gotten fed up the 100 gp per moonmelon. most a business enterprise. As such it with having my magazine arrive with Dylan Black exists to make money. The company has torn pages and frayed edges. No Address Given people and bills to pay. The fact that Debra L. Maxwell this business has the integrity to be Seattle, Washington genuinely concerned with the welfare of Perfect Since #1 its consumer public and attempts to bring us its products at the lowest possi- Going Monthly? I don't understand it at all. For over ble cost is a fantastic bonus but not I disagree with Chris Moulthrop (issue four years now, you guys have given the necessarily a requirement. #26) who wrote that using outside ad- role-playing world a special treat at a There are two methods by which a vertising in DUNGEON Magazine was very affordable price. Each and every publication makes money: the price a form of cheating us. All the ads you've module you print is outstanding, the charged for the product, and income printed so far seem perfectly legitimate. mix of different types of adventures you from advertising revenues. Therefore, The product I sent for was inexpensive, present is fair to everyone, and the the primary ways to increase revenue arrived quickly, and did everything that cover and inside artwork are like noth- (whether for the company's benefit or to was promised. ing else. Yet, in every issue, I see com- cover rising production costs), are to With all of these other changes going plaint after complaint about your increase advertising sales and/or to on, I'd very much like to ask when, if magazine, and I'm sick of it. increase the sale price of the magazine. ever, is DUNGEON Adventures going It seems that every time you decide to We have been fortunate that TSR man- monthly? DRAGON Magazine has had try something new, whether it's perma- agement has most often desired to do this advantage for longer than I can nent or for just a couple of issues, the the former and rarely has resorted to remember. We're all tired of waiting two letters come pouring in. Oh, sure, there the latter. It should be clear that there long months for five or six modules are always a few nice people who com- is a direct and opposite relationship which can be played in one month's mend you for the innovation, but there between the price of a magazine and the time. are always many more negative, often amount of advertising therein. By in- Mike Kinol cruel remarks demanding that you creasing the advertising space sold, the Nome, Alaska publish only a certain type of game. company can cover rising production Take the MARVEL SUPER HEROES™ costs without resorting to a price in- We've had several discussions here adventure you printed in issue #25, for crease. It has also been my observation about the feasibility of producing example. Just because you thought an that, with increased advertisements, DUNGEON Adventures as a monthly experiment with a different type of the magazine has typically increased magazine. I have so far been reluctant to game system would be nice (and it was), the number of pages per issue to main- suggest this because I don't feel that the everybody had to write in and tell you tain the amount of space devoted to volume and quality of adventures we how much they hated it. gaming material. receive is sufficient to fill a monthly I am truly sorry that you receive so It has been my experience that these magazine. I want to keep the quality many of these awful letters, and can publications have continually improved high, even if you have to wait a bit only imagine how seeing them ruins in quality over the years to become the longer for each issue. your day. Your magazine has been per-

DUNGEON® (ISSN 0890-7102) is published bimonthly by TSR, Inc. 201 Sheridan Springs Rd., Lake Geneva, WI 53147. The mailing address for all material except subscription orders is DUNGEON, P.O. Box 111, Lake Geneva WI 53147; telephone (414) 248-3625. Subscriptions: Subscription rates via second-class mail are as follows: $18 in U.S. funds for six issues sent to an address in the U.S. or Canada, $35 in U.S. funds for surface mail delivery to any other address, and $52 in U.S. funds for air mail delivery to any other address. Prices are subject to change without notice. Payment in full must accompany all subscription orders. Payment should be by check or money order, made payable to TSR, Inc., or by charges to valid MasterCard or VISA credit cards. Send subscription orders with payments to: TSR, Inc., P.O. Box 5695, Boston MA 02206. The issue of expiration of each subscription is printed on the mailing label for each subscriber's copy of the magazine. Changes of address for the delivery of subscription copies must be received at least six weeks prior to the effective date of the change, in order to assure uninterrupted delivery. Back issues: Limited back issues of this magazine are available from the TSR Mail Order Hobby Shop, P.O. Box 756, Lake Geneva WI 53147. For a copy of the current mail-order catalog, write to the above address. Submissions: All material published in DUNGEON becomes the exclusive property of the publisher, unless special arrangements to the contrary are made prior to publication. DUNGEON welcomes unsolicited submissions of written material and artwork; however, no responsibility for such submissions can be assumed by the publisher in any event. Any submission accompanied by a self-addressed, stamped envelope of sufficient size will be returned if it cannot be published. Please write for our writers' guidelines before sending a module to us; send a self-addressed, stamped envelope (91⁄2" long preferred) to: Module Guidelines, DUNGEON, TSR, Inc., P.O. Box 111, Lake Geneva WI 53147. DUNGEON is a registered trademark for the TSR role-playing adventure periodical published by TSR, Inc. All rights to the contents of this publication are reserved, and nothing may be reproduced from it in whole or in part, without first obtaining written permission from the publisher. ® designates registered trademarks owned by TSR, Inc. ™ designates trademarks owned by TSR, Inc. Most other product names are trademarks owned by the companies publishing those products. Use of the name of any product without mention of trademark status should not be construed as a challenge to such status. ©1990 TSR, Inc. All Rights Reserved. Printed in the U.S.A. Second-class postage paid at Lake Geneva, Wisc., USA and additional mailing offices. Postmaster: Send address changes to DUNGEON, c/o TSR, Inc., P.O. Box 111, Lake Geneva WI 53147.

4 Issue No. 27 LETTERS fect since issue one, and I hate to see Fantasy Triumphs! no. So, unless you have the time to people put down a good thing. Keep up enthusiastically embrace all the TSR the good work. There were many arguments in issue game systems, you're essentially wast- P.S. When are you going to print an- #26 both for and against the inclusion of ing your money. other solo adventure? I haven't seen one other TSR games in the pages of Finally, I don't know how high a value since issue #20. DUNGEON magazine. Well, I must cast you place on a single subscriber, but if Barb Brkovich my vote against their inclusion. This is you continue to print these modules, Pittsburgh, Pennsylvania not because I am close minded about you will lose this one. these games, but I have very little time Greg Hickman We do get lots of mail praising our to play RPGs, and I prefer the AD&D Collinsville, Illinois efforts, and I try to be fair in printing system to the others. both the nice and the negative mail. I Consider that, until you published the As of the end of October, the tally of encourage our readers to express their MARVEL SUPER HEROES module in letters about non-D&D/AD&D modules opinions about the magazine, both good issue #25, a creative DM willing to put stands at 19 for including these in and bad. An editor can't afford to let the in a little extra work could have con- DUNGEON Adventures, and 36 against mail ruin his or her day. Besides, we too verted any of the modules in these publishing them. We enjoyed hearing must send out negative mail (rejection pages to suit his own system and cam- from all of you and are sorry that we letters), which we hope the recipients do paign world, even if they were solo or have space to publish only a representa- not take personally. Oriental modules. These other games, tive sampling of your letters. As I've said before, we'll print solo however, cannot be converted and are Publisher and I have dis- adventures when we receive some. practically useless to those running cussed this question at length and have some type of D&D game. Thus, for those decided that, for the present time, we Thanks for Changes who play the D&D or AD&D games, the will not publish any further non-D&D/ magazine no longer retains its full AD&D adventures. As I stated in issue Standard TSR modules can get quite value. #25, this was something of an experi- expensive for the low-budget DM. On the other side of the coin, you have ment. In the end, our thinking ran much DUNGEON Adventures is an excellent those who play these other TSR games like that in Greg Hickman's letter: Add- source for inexpensive, well-written getting a module for their particular ing one adventure per issue for other adventures. This is the reason I pur- game once every few issues. Would it be TSR game systems won't really gain us chase your magazine, and I commend worth their money to buy a DUNGEON new readers, and we certainly don't you on a fantastic job. magazine for one module? My guess is want to alienate our loyal readers. Ω I used to subscribe to DUNGEON Magazine until I started receiving my issues in not-so-good shape due to Mother Nature (those brown sacks don't hold up so well in the rain). After hear- ing news that you have switched to plastic wrappers, I've decided to resub- scribe. I want to thank you for the change. Another change I want to thank you for is the inclusion of adventures other than for D&D®/AD&D games. I thought the printing of the MARVEL SUPER HEROES (issue #25) and the TOP SECRET/S.I.™ (issue #26) adventures was an interesting idea. Even though I don't play these two games, it still gives me newfound hope that you might in- clude a STAR FRONTIERS® adventure (hint, hint). Mug Shots As a last word, I would like to thank the writers, artists (great work on the When Dan Killoran sent us his recent change-of-address notice, we couldn't be- cover of issue #26, Scott), Barbara, lieve that he really lives on Dungeon Avenue, so we asked for proof. Dan mailed Roger, and the rest of the DUNGEON us the photo reproduced above and prompted yet another idea for a contest. staff for a great job. If you see other amusing indications of role-playing transplanted into the real Jeffrey J. Hanshaw world, grab your camera and send us a snapshot. We'll publish the best for your Ooltewah, Tennessee amusement, and those readers whose photos are chosen for publication will each receive a mug with the DUNGEON Adventures and DRAGON Magazine logos. All photos submitted become the property of TSR, Inc. and DUNGEON Adven- tures, and cannot be returned.

6 Issue No. 27 Charles wrote "Tarfil's Tomb" in his spare time while studying electrical engineering. A recent graduate, he is currently seeking employment in the real world. This module is dedicated to the memory of Jeff Burns, who introduced Charles to the D&D® game in 1981. "Tarfil's Tomb" is a D&D® game adven- ture for Expert-level characters. It is designed for a resourceful party of 5-7 characters of levels 10-14 (around 70 total levels). This adventure is set in the D&D Known World, starting in the city of Kelvin and proceeding eastward onto the Nameless Moor, in the Grand Duchy of Karameikos. Several monsters in this adventure, such as the beholder and the banshee, have been taken from the D&D Companion Set. The D&D game accessory GAZ1 The Grand Duchy of Karameikos may be useful in setting up the background, but it is not required. The adventure may easily be placed on a moor or in a swamp nearly anywhere the DM wishes.

For the Player Characters Read or paraphrase the following infor- mation to the players at the start of the adventure: It is early autumn, and you have re- cently arrived in the city of Kelvin, a stopover on your long and arduous jour- ney southward. After a successful sum- mer adventuring in the north, you have decided to spend the winter months in a more hospitable climate. Unfortunately, the weather for the past 10 days has been poor. You entered the mountains expecting a comfortable change from the grueling late-summer heat of the lowlands, but chilling wind TARFIL'S TOMB and lashing rain made your trek over the Black Peaks extremely unpleasant. You entered the city longing for a hot BY CHARLES J. NEVERDOWSKI meal, a warm bath, and a soft bed. You have been in Kelvin for several days now, with the weather showing little sign of change. With your supplies He died a good man. restocked and your mounts well rested, you anxiously wait for the weather to change so that you can continue your He'd like to stay that way. journey. As comfortable as the Silver Ladle Inn has been these days past, you still find yourself ready to push on. Your fourth evening in town finds you Artwork by Tom Baxa all gathered around a heavily laden trestle at the Ladle, gloomily awaiting a break in the weather as you take long pulls from your flagons of ale. As you

8 Issue No. 27 TARFIL'S TOMB ponder a trip to the seedier section of land. Even the foul weather of late The army marched off to join our lord in town for another night of city life, stems from the displeasure of revered the final battle, and the barrows now lie dreading the long tramp through the Halav. forgotten upon a windswept moor. muddy streets, you notice someone so "I went to Bishop Pyotrevich, the " 'A fortnight ago, evil entered my odd looking as to stand out from the Prelate of the Church of Traladara here resting place and now torments me in crowd in the expensive establishment of in Kelvin. I spoke to him of my vision the spirit world. Even now I am pursued the Ladle. and my firm belief of its validity. His by fell beasts summoned by one who Your attention has been attracted by a Grace spurned me, saying I shouldn't chants binding spells over the dust that pale, bespectacled little man in a muddy waste my time or his with such fantasy, was my body in life. He desires to en- gray cloak and sandals. A small metal- telling me that I was forbidden to pur- snare my soul for some evil but un- lic holy symbol that represents the sue the matter further at risk of being known purpose.' Church of Traladara dangles around the excommunicated from the church for "Suddenly, I heard an eerie baying gangly man's neck. my blasphemy. Although I did not un- and, looking out across the plain, I Upon entering the common room, the derstand his anger and denial, I still could make out four black shapes racing little man scuttles up to the proprietor, fear acting against his word. Just to act like the wind across the swaying grass. who greets the odd looking man as against his will is sin, so you must see " 'They come,' the spirit said. 'I have "Brother" and asks him how he may be how imperative it is that you believe me tarried far too long, for the beasts again of service. The muddy man replies by and help right the wrongs being done, draw near. taking the barman by his sleeve and as I dare not risk approaching anyone " 'Awake, disciple of Halav, for in pulling him toward a quiet corner of the with my story ever again. your dreams these fell creatures of room. "But I stray from my purpose. As I darkness may steal your soul. Awake As the pair draws away, the small said earlier, it has been two days since I and aid me!' man begins to speak furtively, gesturing had this dream. In my vision I saw a "Tarfil turned away, and with the rapidly with his hands. The innkeeper warrior—actually, the spirit of a long- grace of the swiftest deer bounded gives the man his full attention. When dead warrior. He was running toward across the plain, leaving his pursuers the little man finishes, the owner gives me across a wide, grassy plain. He wore far behind. Even as he fled, I turned to him a curt nod and motions toward your a breastplate of bronze, and upon his see more clearly the beasts that pursued table. The little man peers at you head was a gilded helm with a horsetail him: great, fiercesome hounds, black as through his spectacles for a second, plume. He carried a long spear and held jet, with gaping maws and glowing bows to the larger man, and inches a large round shield of embossed yellow eyes. toward your table. leather. "I awoke in my bed, with the vision of Clasping his hands in a most suppli- "This warrior spoke to me in an ar- those ghastly beasts etched in my mem- ant manner, the small man introduces chaic tongue, yet his voice was pure and ory. As I lay there pondering the events himself as, "Ivan Sumanov, your hum- angelic, and I understood him clearly. of my sleep, I could faintly hear the ble servant." 'Greetings, disciple of Halav,' the distant baying of hounds. "The gracious innkeeper," the gleaming warrior said. 'I require the aid "Since that night I have slept ill. I scrivenly looking man continues, "has of a mortal, and my lord has bade that I have labored ceaselessly, searching told me that you are adventurers of seek you, as you are destined for great- through ancient scrolls and forgotten some renown, and by appearances I do ness in his service. texts, looking for some clue to the loca- believe that he spoke most truthfully of " 'I am Tarfil, Warlord of Clan Tarvon, tion of the spirit-warrior's tomb. Then, you. It is to my extreme good fortune vassal to King Halav. Two millennia last night, as I prayed for guidance, a that I have found you here, as I have ago, I was slain upon this field.' As he certain scroll I had missed was revealed never before had need for the services of waved his arm out across the plain, I to me. Written upon it in a nearly inde- the likes of yourselves." The small man could see two great armies locked in a cipherable text was a description of the pauses for a brief second to allow him- pitched battle. Bronze-armored men and barrows I sought and their location. I self a breath and then continues. tall, jackal-headed beastmen chopped believe the battlefield that Tarfil spoke "I have a story that must be told and, and stabbed at one another in a chaotic, of is somewhere on the nameless moor although I am but a lowly novice of the churning melee. to the east, where the River Volaga Church of Traladara, I implore you to at " 'We won the field that day long past, flows down from the Wulfwolde Hills." least hear my story before passing judg- though I and many of my companions Brother Sumanov shows the adventur- ment upon me." never lived to see our victory,' the man in ers a rough map (see The Unnamed The man glances suspiciously around my vision said. Again he waved his arm, Moor map). the room and takes a seat. Then, push- and the scene changed. Now only men "Why the Immortals would choose one ing his spectacles up his nose, he begins moved about, picking out the wounded so unworthy as myself to be their in- his tale. from the dying and the dead. The warrior strument, I cannot say. I know not what "Three days ago I had a dream. Not continued, 'The men labored long, laying evil you may encounter, but I must beg just an ordinary dream, you see, but a their slain comrades in turf-covered you to journey to Tarfil's tomb and free vision. I say 'vision' because it con- mounds and building huge pyres to burn him from his torment. I have neither cerned happenings that none of the wise the carcasses of the beastmen. the ways nor means to do so myself, men of Karameikos are aware of, yet " 'My own bones still lie within the though I would give my life to save his these events are of great concern and tallest of those barrows, a mound soul. Please, noble ones, go with all of displeasure to the divine patrons of this marked only by seven pillars of granite. my prayers."

DUNGEON 9 TARFIL'S TOMB

Ivan Sumanov: AC 10; C2; hp 8; #AT spell requires a great amount of power a long sword +1, +2 vs. lycanthropes, a 1; Dmg by weapon type; MV 120' (40'); and energy but, if successful, will give silver dagger, a long bow, and a quiver Save C2; ML 7; AL L; W 18, Ch 14. Ivan Annakarr control over the soul of the with 11 silver arrows, eight arrows +1, is unarmed and unarmored at the time spirit warrior, bringing the warrior and an arrow of lycanthrope slaying. of this meeting, and has only a cure back to life in a form similar to that of a When the party approaches Sergei light wounds spell memorized. ghost. This warrior-ghost would be about guiding them across the moor, he completely under Annakarr's control, demands that they give him a full ex- For the Dungeon Master forced to do whatever evil deeds are planation of the purpose of their jour- commanded of it. ney. He has no desire to lead a band of Ivan Sumanov is an adept in the Once Annakarr has control of the thrill-seekers on a foolish ; Church of Traladara in Kelvin, and has warrior, he plans to raise an army of he has done that before and returned been contacted in his dreams by a spirit Undead and Chaotic monsters and put alone. for reasons detailed later. Ivan was the Traldar spirit at their head. Anna- If the PCs truthfully explain their chosen because he is destined to rise to karr feels that the Traladaran peasants greatness in the service of the Three expedition, Sergei will quickly agree to around Kelvin would never have the guide them. Sergei has a great deal of Immortals. However, he has far to go to courage to resist one claiming to be the meet his destiny. Luck should always be common sense and is very capable of spirit of their ancestor. Thus, Annakarr guiding the party across the moor to with Ivan, and the DM should go to could force them to accept him as their great pains, short of divine interven- Tarfil's tomb. He is a devout follower of leader, making Kelvin a new stronghold the Traladaran church and will gladly tion, to prevent Ivan's death. Anyone for the forces of Chaos. who insists on harming him, however, serve revered Halav. All he asks in will be inflicted with a subtle but pow- payment is a magical item or two that erful curse: All Traladarans coming into Journey to the Barrows will make his future journeys across the moor a bit safer, and a small portion of contact with the assailant will have a After the PCs meet Ivan Sumanov and feeling of uneasiness and distrust, even any treasure for provisions and dona- accept his mission, they must decide on tion to the church. if they have been lifelong friends. The a path to the barrow grounds. If they degree of this uneasiness and distrust is ask about the moor, people will tell Sergei was a sheepherder living on proportional to the Traladaran's piety. them that it is indeed most treacherous. the eastern border of the barony until Also, members of the Cult of Halav can Danger, both natural and otherwise, seven years ago when his farm was actually see the curse as an evil aura abounds. Marked paths are few, and burned and his family butchered by a and will secretly try to cause the cursed many of these lead nowhere or directly ravaging band of werewolves. He has person trouble or harm at every turn. into treacherous bogs. Seemingly solid since labored upon the moor, hunting Only the undertaking of a grand quest ground offering safe passage may turn creatures of Chaos and trying to give (beyond the scope of this adventure) will out to be a sucking morass capable of some protection to the farmers and peat allow some redemption in the eyes of swallowing a rider and his mount in a diggers who eke out a living on the edge immortal Halav and undo the effects of matter of minutes, leaving no trace of of the vast moor. the curse. their passage. As for the denizens of the If the PCs do not seek a guide, they In spite of Bishop Pyotrevich's strong moor, the Traladaran peasants speak of will find it hard going on the moor. The reprimand, the prelate is simply ex- werewolves and trolls, flying dragons normally poor terrain is made even tremely paranoid about his position in come down from the Wulfwolde Hills to worse by the inclement weather of late. the church, as he obtained it more hunt, and strange flickering lights that If the PCs consider traveling by river, through manipulation and politics than lead the unwary into the fatal bogs. they find that the many days of rain have turned the Volaga into a raging by piousness. The suggestion that the Should the PCs seek a guide, they are Immortals might send dreams to a nov- torrent. No river captain is willing to directed to the taverns near the eastern pilot a boat for them, and any small ice instead of to himself causes the gate of the city. Few people know the bishop to react rather vehemently. After craft they might buy would be of little winding paths of the moor, and fewer use against the dangerous current. all, he is only human. still willingly tread its paths. All that Ivan told the PCs is true, but Near the east gate, the party is told If the adventurers opt to travel by there is a good deal of information that about a man named Sergei Mishev, a horseback, they may skirt around the he does not possess. Traladaran man known to wander the moor to the north or south for a day, or they, may strike directly eastward The spirit warrior was a Traldar chief- moor at times. "Look for Sergei at the Grinnin' Bear," the party is told. across it. Either way, the trip by horse- tain slain in battle against gnolls 2,000 back will take two full days. The same years ago and lain in a barrow near the Within the dim confines of the Inn of trip on foot will take four days. Travel Volaga River. Recently, however, an evil the Grinning Werebear, the PCs find across the moor is slow going, and skirt- patriarch by the name of Annakarr Sergei Mishev speaking quietly with ing the moor takes the party well out of entered the barrow. several Traladaran miners. Sergei its way. Thus, the routes balance out, For the past fortnight, Annakarr and seems a simple man, with weathered with the trip taking the same amount of his followers have been chanting an evil features and thick, graying hair. time no matter which route is chosen. spell of binding. The knowledge to cast Sergei Mishev: AC 2; F7; hp 36; #AT There are no practical shortcuts, as such a spell was a gift, in the form of an 1; Dmg by weapon type; MV 120' (40'); even flying is made hazardous by the ancient tome of power, from the Chaotic Save F7; ML 8; AL L; S 15, W 14, D 16. storms. If Sergei is leading the party, he beings they worship. The casting of the Sergei wears scale mail +2 and carries crosses the river at Kelvin and travels

10 Issue No. 27 TARFIL'S TOMB along the southeast border of the moor during the first half of the trip. Although the western third of the moor is claimed by Baron Kelvin as part of his dominion, the area claimed is sparsely populated by herdsmen and peat diggers dwelling in small, isolated villages of wattle and daub huts. This area is only slightly less dangerous than the eastern portion of the moor. While the party travels across the moor, the DM should try to play up the atmos- phere created by the foul weather and the nature of the moor itself. Nights upon the moor are cold and wet. The days are miserably humid when it isn't raining and miserably chill when it is. Insects, mud, mist, wind, and fog all affect travel on the moor; working these into the de- scription of travel can add to the atmos- phere. The PCs will see very little sunlight on their trip to the barrow. Travel on the moor without a guide is extremely hazardous. For every two hours of daylight during which the party travels on the paths, there is a l-in-20 chance that the lead PCs will stumble into a well-disguised bog. This chance takes into consideration those that a wary party saw and bypassed along their route; a careless party should be penalized accordingly. The rate at which the trapped characters he quickly rouses the PCs and tells Wolves (10): AC 7; HD 2 +2; hp 16, sink and subsequently drown is left to them to prepare for an attack. 14, 13 x 3, 12 x 2, 11, 10, 9; #AT 1 bite; the DM's discretion. If any of the PCs Soon thereafter, more howls sound Dmg 1-6; MV 180' (60'); Save F1; ML 8 wander around or try to travel at night, from several directions around the en- or 6; AL N; XP 25; BD/39. the chance of falling into a bog becomes campment. From the distance comes a Dire wolves (6): AC 6; HD 4 +1; hp 1 in 6, checked every turn. short yipping bark. In another direc- 30, 25 x 2, 23, 20 x 2; #AT 1 bite; Dmg Check for wandering monsters every tion, rustling noises emanate from a 2-8; MV 150' (50'); Save F2; ML 8; AL four hours; an encounter occurs on a 1 thicket of heather only yards from the N; XP 125; BD/39 (Wolf). on 1d12. Three encounter tables are camp. Suddenly, from yet another direc- Werewolves (9): AC 5 (9); HD 4*; hp given; the DM should choose the appro- tion in the darkness, a great dark shape 30, 29, 26 x 3, 24, 22 x 2, 20; #AT 1 bite; priate table for the path taken. hurtles upon the adventurers. Dmg 2-8; MV 180' (60'); Save F4; ML 8; At the halfway point in the journey It is a huge wolf with gleaming fangs, AL C; XP 125; BD/33 (Lycanthrope). (the first night by horseback or the its sable coat glistening in the damp The great she-wolf is viciously cun- second night by foot), when the party is night. The wolf crouches in the center of ning, directing the pack with snarls and camped on the moor, only the following the camp for a brief second, snarling barks from a hillock or rock outcropping encounter occurs. If the party is on foot, viciously, then leaps upon anyone stand- near the edge of the campsite. Valeria roll normally for wandering encounters ing (or lying) nearby. Within seconds, pits the weaker wolves against horses during the first and third nights. the campsite is overrun by wolves of all or sleeping characters, and sends the sizes. The pack seems to be directed by werewolves against any points of strong Werewolf Attack a huge she-wolf of unnatural propor- resistance. She avoids facing a strong tions, with a thick silver coat and enor- PC but will not hesitate to strike the At midnight on the evening when the mous fangs. weak or to strike from behind. PCs reached the halfway point of their This werewolf pack consists of 10 If Sergei is with the party, he uses his journey, as a thick fog rolls across the normal wolves, six dire wolves, and silver and magical arrows to help any- sodden moor and the full moon glim- nine werewolves. The werewolf with 30 one hard pressed by the fanged mers a deep orange in the southeastern hp is the pack leader, who attacks as a onslaught. If Sergei was not with the sky, a long howl breaks the silence of 5-HD monster and adds +2 to damage PCs when they left Kelvin, he joins the night. If Sergei is with the party rolls. This is Valeria, Sergei's sister. It them now, having been hunting this and not on guard, he awakens immedi- was she who betrayed her kin and slew band of werewolves for several nights. ately and strings his bow. If on guard, the rest of Sergei's family. He runs howling into the encampment,

DUNGEON 11 TARFIL'S TOMB

firing silver arrows as he comes. If none Encounters En Route to the Barrows of the party members slay the pack's leader, Sergei saves his arrow of lycan- (Roll 1d6) thrope slaying until he gets a clear shot Northern Route Eastern Route Southern Route at his sister. Then he screams, "Valeria, (Hills) (Moor) (Forests) I do this for you!" and looses his arrow. The shaft pierces the great silver wolf 1. Patrol: 3-18 horsemen 1. 5-20 bugbears 1. 2-24 elves in the ribs, and it falls to the ground (plus horses) with a shuddering howl. 2. 1-4 mountain lions 2. 2-16 ghouls 2. Caer Wedgewood After the PCs slay or drive off the rest 3. 3-30 bandits 3. 1-8 trolls 3. 3-18 sprites of the pack, they find Sergei holding a 4. 3-30 gnomes 4. 3-18 wolves 4. 1-4 treants beautiful woman in his arms, caressing 5. 2-16 hippogriffs 5. 1-8 spectres 5. 2-8 black widow spiders her long hair and singing softly. Wiping 6. 1-6 hill giants 6. 2-12 ogres 6. 1-4 dryads a tear from his eye as he looks up at them, he says, "It was necessary, so she Bandit: AC 6; HD 1; #AT 1; Dmg by weapon type; MV 90' (30'); Save T1; ML 8; wouldn't kill again." Then, taking his AL C; XP 10; BD/25. dead sister in his arms, he walks a short Black widow spider: AC 6; HD 3*; #AT 1 bite; Dmg 2-12 plus poison; MV 60' distance from the campsite and quietly ((20'), in web 120' (40'); Save F2; ML 8; AL N; XP 50; BD/38 (Spider, giant). buries her. If any of the party members Bugbear: AC 5; HD 3 +1; #AT 1; Dmg by weapon type +1; MV 90' (30'); Save try to follow him, he insists that he be F3; ML 9; AL C; XP 75; BD/27. left alone. Caer Wedgewood (druid): AC 9; D9; hp 31; #AT 1; Dmg by spell or weapon About an hour later, Sergei returns to type; MV 120' (40'); Save C9; ML 10; AL N; W 16, C 15; quarterstaff; DM's choice the camp. If Sergei was not previously of spells. Wedgewood is a cleric who has attained 9th level and is beginning his with the party, he joins them here, offer- training as a druid. He has been living and meditating in the forest for a month ing to guide them on the same terms as now, but no high-level druid mentor has yet appeared to him. if the party had met him in Kelvin. Dryad: AC 5; HD 2*; #AT special; Dmg nil; MV 120' (40'; Save E4; ML 6; AL N; If the party's horses were slain in the ER/48. werewolf attack, the trip will take two : AC 5; HD 1*; #AT 1; Dmg by weapon type; MV 120' (40'); Save E1; ML 8 or days from this point. The party should 10; AL N; BD/30. These elves are traveling to the wedding of a relative and have arrive at the barrow grounds at dusk on no knowledge of Tarfil's tomb. the last day of their journey. Ghoul: AC 6; HD 2*; #AT 2 claws/1 bite; Dmg 1-3/1-3/1-3 plus special; MV 90' (30'); Save F2; ML 9; AL C; XP 25; BD/30. The Barrows on the Moor Gnome: AC 5; HD 1; #AT 1; Dmg by weapon type; MV 60' (20'); Save D1; ML 8 or 10; AL N; BD/30. This group of gnomes have left their overcrowded village and Read or paraphrase the following to the are scouting a site for a new town. They have no interest in ancient human - players as the party approaches the riors and know nothing about tombs on the moor. barrows: Hill giant: AC 4; HD 8; #AT 1; Dmg by weapon type; MV 120' (40'); Save F8; Ahead of you, rising from the steamy ML 8; AL C; XP 650; ER/50 (Giant). fens of the gray-green moor like small Hippogriff: AC 5; HD 3 +1; #AT 2 claws/1 bite; Dmg 1-6/1-6/1-10; MV 180' (60'); islands, are the mounds of which Ivan flying 360' (120'); Save F2; ML 8; AL N; XP 50. spoke. Through the mist and fog, you Horseman: AC 7; F1; #AT 1; Dmg by weapon type; MV 120' (40'); Save F1; ML can make out four or five mounds, 8; AL L; leather armor, sword, dagger. This patrol from Kelvin is investigating some topped with great pillars of reports of a bandit gang operating from a base in the Wulfwolde Hills. stone, others with only thick tufts of Horse, riding: AC 7; HD 2; #AT 2 hooves; Dmg 1-4/1-4; MV 240' (80'); Save F1; gray-green grass. No trees or bushes ML 7; AL N; ER/51. grow on the mounds. Only around Mountain lion: AC 6; HD 3 +2; #AT 2 claws/1 bite; Dmg 1-3/1-3/1-6; MV 150' their bases does the gorse and heather (50'); Save F2; ML 8; AL N; XP 50; BD/27 (Cat, great). common on the moor grow thick. A Ogre: AC 5; HD 4 +1; #AT 1 club; Dmg by weapon type +2; MV 90' (30'); Save small stream meanders among the F4; ML 10; AL C; XP 125; BD/35. grave-mounds; upon its banks grow Spectre: AC 2; HD 6**; #AT 1 touch; Dmg 1-8 plus double energy drain; MV short, stunted trees. 150' (50'), flying 300' (100'); Save F6; ML 11; AL C; XP 725; ER/56. As you move closer, you can make Sprite: AC 5; HD 1⁄2*; #AT 1 spell; Dmg nil; MV 60' (20'), flying 180' (60'); Save out more shapes looming in the mist, E1; ML 7; AL N; BD/38. perhaps 20 mounds in all. Treant: AC 2; HD 8*; #AT 2 branches; Dmg 2-12/2-12; MV 60' (20'); Save F8; As you near the first barrow- ML 9; AL L; ER/56. mound you hear, not far off, a long, Troll: AC 4; HD 6 + 3*; #AT 2 claws/1 bite; Dmg 1-6/1-6/1-10; MV 120' (40'); mournful wail. In the darkening Save F6; ML 10 (8); AL C; XP 650; ER/56. twilight ahead, Sergei freezes in mid- Wolf: AC 7; HD 2 +2; #AT 1 bite; Dmg 1-6; MV 180' (60'); Save F1; ML 8 or 6; step. Slowly he turns, and you see AL N; XP 25; BD/39. that his eyes are wide and filled with

12 Issue No. 27 TARFIL'S TOMB

The ghostly figure is the banshee fear. "Sasmirella," he mutters, and Sasmirella, who walked out from be- collapses to his knees, shaking and hind one of the stones and thence into muttering prayers to the Immortals. the Ethereal Plane. Sasmirella (banshee): AC -3; HD After several moments of shaking and 13****; hp 57; #AT 1 touch/1 gaze; Dmg praying, Sergei gradually regains his age 10-40 years/paralysis; MV 60' (20'); wits. A remove fear spell will immedi- Save special; ML 9; AL C; XP 5,150; ately banish the fear. As soon as he is CD/32 (Haunt). himself again, Sergei explains his terror: The evil patriarch, Annakarr, talked her into guarding the entrance to the "Two years ago, while I was out on violated barrow from any other in- the moor alone, I encountered a ban- truders. She will not leave the ring of shee who has wandered the moor for stones to attack the party, as they have years. I had never encountered any- no other way into the barrow than thing as fearsome as Sasmirella and through the hole made by Annakarr. still haven't. She almost killed me! She waits on the Ethereal Plane as the That encounter aged me 10 years adventurers advance up the mound. and gave me this gray hair before my If anyone in the party walks up the time." mound, or if the party splits up to go around the mound, Sasmirella tries to No matter what the adventurers try, get the attention of one of the male Sergei refuses to continue on with the characters. She materializes next to one party. He'll wait here, he says emphati- of the stones near that character so that cally. Besides, he led the party to the only he notices her. Then she ducks burial mounds, and someone must stay behind a pillar and re-enters the Ethe- behind to watch the horses. real Plane. To the male character who sees her, Sasmirella appears as she did As Sergei leads the horses toward in life, as a stunningly beautiful elf the shelter of a small copse of maiden. However, any female charac- stunted trees, he turns to say, "Be- ters who are close enough to see Sas- ware Sasmirella. She smells the mirella see her in her true form, as will blood of living souls and knows you any helpless male character foolish wail attack and flees to the Ethereal draw near." enough or bold enough to follow her into Plane so that she may continue to Leaving Sergei Mishev behind, you the standing stones alone. haunt the moor. enter the area of mounds under which, If any male character attempts to Once the PCs defeat Sasmirella (ei- you assume, are interred the remains follow Sasmirella into the stones, he ther destroying her or driving her off), of the ancient warriors killed in the finds himself alone in the circle, with give them the following information: battle with the beast-men. Sasmirella nowhere to be found. Sud- Some of the mounds, however, are denly, Sasmirella erupts out of the The top of the mound is relatively marked by squat pillars of weathered ground at the character's feet in her flat, covered with the thick, coarse granite, the size and number of true form, a grotesque corpse with hol- grass common on the moors. The stones proportional to the height and lowed eyes and a gaping mouth! (Sas- stone pillars are cracked and weath- girth of the mound on which they mirella is really coming "up" out of the ered, covered with brown and gray stand. It is this observation that Ethereal Plane.) Unless the character is lichen. None of them bear any dis- brings you to the tallest mound in the Ethereal Plane as well, Sasmirel- tinctive marks. among the barrows, one marked by a la's attack surprises him on a roll of 1-5 ring of seven huge pillars of lichen- on 1d6. Sasmirella strikes at the charac- If the PCs carefully search the area, covered granite. ter and uses her gaze attack before they can find a potion of ethereality and The mound ahead of you is 15' high beginning to weave her ectoplasmic net. an emerald necklace valued at 5,000 gp at its flat, grassy top. The great If the character's companions rush to craftily hidden in a clump of grass be- stones stand 10' high and form a ring his aid, Sasmirella uses her second wail side one of the standing stones. These approximately 25' in diameter, the attack (the first was the wailing moan were gifts from Annakarr for Sasmirel- whole mound being 75'-80' wide at the adventurers heard out on the moor). la's service. The PCs may use the potion its base. Everyone in range must make a Saving to send someone into the Ethereal Plane For an instant, you see what ap- Throw vs. Spells or age 10-40 years. See to rescue any party members ensnared pears to be the pale figure of a Companion, pages in Sasmirella's ectoplasmic net. maiden in shimmering white stand- 32-33, for details on the effects of a In the approximate center of the bar- ing between two of the pillars. But as haunt's aging attack. row top, a gaping hole plunges down quickly as you notice it, the figure Sasmirella fights fiercely to defend into darkness. Torchlight at the mouth disappears. the entrance to the tomb, but if things of this 4'-diameter hole reveals a rough go badly against her, she uses her final tunnel descending into the barrow at a

DUNGEON 13 TARFIL'S TOMB

50° angle. The sides of the tunnel are of 50; #AT 4; Dmg by weapon type; MV The chest is filled with a dozen large loose, damp earth, making descent by 120' (40'); ML 12; AL N; XP 500; ER/50 rocks and a batch of yellow mold that, anyone without climbing ability sheer (Golem). These creatures may each after being jostled around as the PCs folly. The earth-walled tunnel seems to attack up to two opponents and are lowered the chest to the ground, bursts go down for 8' before passing through 6' immune to fire, cold, and electrical forth a huge cloud of spores that fills of jagged rock. Past this point, the tun- attacks. the entrance. nel appears to open into a chamber of If the PCs dispel the darkness, they Yellow mold: AC not applicable; HD indiscernible proportions. Those peering can see a small, wooden door identical 2*; hp 14; #AT spores; Dmg 1-6 plus down into the darkness can make out to the ones facing north and east. But choking spores; MV 0'; Save F2; ML not jumbled stone blocks 20'-25' below. the door in the western wall stands half applicable; AL N; XP 25; BD/39. Infravision provides even less informa- open. There is nothing of value in this tion, showing only that all below is cold chamber. 3. Western Tomb. This room and the and motionless. A light spell shows the After the party defeats the bone go- entire length of passage leading to it, PCs little more. Dropping a torch or lems, the adventurers hear the faint including part of the entry chamber similar light source briefly illuminates howl of a lone wolf out on the moor. (area 1), are under the effects of a con- the layer of stone that forms the ceiling Thoughts of Sergei out on the moor tinual darkness spell. As the PCs battle and then the jumbled blocks on the floor alone may creep across their minds. the bone golems in the entry chamber, before it is quickly extinguished in a the creatures within this room are set- dark pool of water on the floor of the 2. Original Entrance/Dead End. ting up their trap. chamber. This short passage slants noticeably If the PCs dispel the magical darkness By attaching a rope to one of the upward and ends in a wall of rough rock so that they can view the contents of standing stones, the PCs should have set with now-dusty mortar. If the PCs this chamber, they see the following: little trouble climbing down into the spend a few minutes removing blocks chamber below. from the wall, they find a small metal The narrow passage beyond the chest shoved into a narrow hole in the small door is short and slopes gently 1. Entry Chamber. The following earthen wall behind the rock. If the PCs downward. At its end is a domed description should be given to the play- show even the slightest incentive in chamber slightly smaller than the ers when their characters enter the studying the chest, they realize that it chamber through which you entered barrow: does not show any signs of age or decay. the barrow. In the center of the It hardly seems possible that it could chamber are two stone slabs, each You stand in a damp, domed chamber have been placed here 2,000 years ago. about 6' long, 3' wide, and 2' high. approximately 20' in diameter and The space in which the chest is Upon each of these slabs lies the 12' high at its highest point. The crammed, however, is too small to open dusty remains of a body dressed in floor is earth, and a small pile of the lid, so the chest must be removed to tattered cloth. The corpses wear jumbled stone blocks lies in a shal- open it. ancient-looking tarnished bronze low pool of water beneath the gaping Behind the chest, coiled in the dark, breastplates, and their heads are hole in the ceiling. Small wooden lie three pit vipers. Unless the PCs are covered by great helmets. Warped doors with ornate bronze hinges face specifically watching for something and decayed shields cover their feet, north and east. To the south, a 5' behind the chest, they are automati- and each clasps a short bronze sword wide by 5' high passage slants up- cally surprised by the serpents lashing at his breast. All around the cham- ward. The northern door is locked out as the chest is being lowered to the ber lie huge vases and urns, rotting with a shiny metal padlock of unu- ground. chests, and several ancient weapons. sual design, having two keyholes. Pit vipers (3): AC 6; HD 2*; hp 12, 10, Straddling the stone biers is an The western portion of the chamber 15; #AT 1 bite; Dmg 1-4 plus poison; MV inky figure: a stunted, vicious- is shrouded in impenetrable 90' (30'); Save F1; ML 7; AL N; XP 25; looking man-thing with an evil grim- darkness. BD/37 (Snake). ace and long bony claws. Through Deathly silence commands the The starving vipers have been the creature, you can vaguely make barrow, except for the occasional soft crammed in the hole for several days out the far wall of the room. tap of water falling into the pool now and want only to make a hasty As you look upon this horrifying from the outside. escape. The snakes strike out from the sight, a wispy, chilling mist begins to hole at the first opportunity, then try to swirl about the room. The darkness hiding the western make a break for the entry chamber as they continue to strike at anyone they This room currently houses a motley quarter of the chamber from view is band of Undead, followers of Annakarr. caused by a continual darkness spell. pass. Serpents that are cornered will continue to strike until slain. The creature straddling the stone slabs Annakarr cast this spell to hide those is an apparition that, to Annakarr's who guard the entry into the barrow. Once the vipers are dealt with, the PCs can get on with examining the glee, had been haunting the barrow for After the PCs have had a moment to several decades and was quite willing to glance around the room, Annakarr's chest, which was put here by Annakarr to distract and harm the unwary. It is join the patriarch. Annakarr quickly two guardians step out from the put the apparition in command of the shadows of the spell. The two guardians locked and trapped with a poison (Save vs. Poison to avoid death in 2-5 rest of his Undead entourage. Hiding are bone golems, each with four swords. behind and beneath the various con- Bone golems (2): AC 2; HD 6*; hp 54, rounds).

14 Issue No. 27 TARFIL'S TOMB tents of the tomb are the tortured souls who were attracted to (or doomed within) Annakarr's Temple of Chaos. These crea- tures include eight wights and two wraiths, one of which (hp 25) hides in a huge urn near the doorway, putting him behind the party if they enter the room. The two figures lying on the slabs are mummies, ready to rise to the attack. Apparition: AC 0; HD 10***; hp 53; #AT 2 claws; Dmg 3-8/3-8; MV 180' (60'; Save MU10; ML 10; AL C; XP 3,000; CD/35 (Phantom). Wights (8): AC 5; HD 3*; hp 20 (x 2), 18, 17, 16, 15, 14 (x 2); #AT 1; Dmg energy drain; MV 90' (30'); Save F3; ML 12; AL C; XP 50; BD/39. Wraith (2): AC 3; HD 4**; hp 30, 25; #AT 1; Dmg 1-6 plus energy drain; MV 120' (40'), flying: 240' (80'); Save F4; ML 12; AL C; XP 175; ER/57. Mummies (2): AC 3; HD 5 +1**; hp 33, 25; #AT 1 touch; Dmg 1-12 plus disease; MV 60' (20'); Save F5; ML 12; AL C; XP 575; ER/54. Do not forget their paralyzing fear effects. As the party enters this room, the apparition begins the creation of its deadly mist, which will fill the chamber and a good portion of the entry hall within one round (maximum extent: 10' high, 20' radius). Everyone within the room or several feet into the entry tun- nel must make a Saving Throw vs. Spells or be entranced, standing help- less before the swarm of undead. Those remaining within the mist must save each round until the mist vanishes in 12 rounds. As soon as at least one PC is entranced, the apparition materializes and attack the helpless adventurer. When the apparition materializes, the mummies sit up from the slabs and the wights and wraiths rise up from their hiding places among the shadows and debris. The undead will not pursue the party beyond the door of the chamber. Should keys that are required to open the spe- small electrum wolf's-head brooch the PCs venture into the room under cial padlock to the northern tomb. On (worth 1,000 gp); a plain platinum arm the effect of the magical darkness, the the floor beneath the battle axes sits a band (worth 2,000 gp); an ornate gold undead attack will come in much the chest that contains the skulls of eight of and platinum crown, crafted in the form same fashion but without the theatrics the gnoll-beastmen. of intertwined oak leaves (worth 10,000 and the PC's knowledge of their fate! If a party member carefully searches gp); a wand of magic detection (20 The room is filled with rotting chests around the stone biers, he notices that charges); a scroll of creation; and three and large clay vessels, all filled with the earthen floor of the chamber has potions (green dragon control, undead long-decayed foodstuffs and moldering been disturbed near the head end of the control, antidote). garments. The remains of an ancient southern slab. If the slab is pushed chariot stand among the wreckage. aside or overturned (requiring a com- 4. Eastern Tomb. If someone in the Upon the wall hang six crossed battle bined strength of 50 or more), the ad- party successfully listens at the door to axes of a viciously hooked design, and venturers discover the monsters' this tomb, he hears faint, deep-throated from one of these hangs a silver key on treasure cached in a small hole. The laughter. After the PCs open the door, a leather thong. This is one of the two following items are located there: a describe the following scene to them:

DUNGEON 15 TARFIL'S TOMB

holding that contains 5,000 gp in gold From the doorway, torchlight flickers coin, plate, and bars. The largest of the with a 20'-high ceiling. Hovering in on the walls of the short passage that group bears the second key required to the center of the room near the far slopes down into a chamber of indis- open the north door in area 1. This key end, about 10' off the floor, is a cernible size. Harsh voices and vul- is gold and is strung on a leather thong scaled, sphere-shaped creature ap- gar laughter echo up from the room around his neck. His dagger is a dagger proximately 4' in diameter, with a below. +2/+4 vs. Undead. gaping maw, one huge eye, and a multitude of short stalks sprouting When the party has traveled the short 5. Antechamber. As mentioned ear- in a ring around its top. corridor, give the PCs the following lier, the door to this chamber is locked description: by a very powerful and quasi-magical The grinning monstrosity is a be- padlock. The lock was crafted by a long- holder who has allied itself with Anna- Two smoldering torches illuminate a dead dwarflike race, and the knowledge karr to further its own twisted ends. chamber somewhat smaller than the and power to make such a lock is now Annakarr placed it here to act as a final entry area. The center of the room lost. defense against any intrusion in his contains three stone slabs upon This lock has two keyholes and can be work. which sit four brutish warriors with Beholder: AC 0/2/7; HD 11*****; hp shaggy hair and wild eyes. All the opened only with the two keys found in areas 3 and 4. Without these keys, en- 50/20/12; #AT 1 bite plus special; Dmg warriors are clad in plaid kilts and 2-16 plus special; MV 30' (10'); Save leather vests. trance to Tarfil's tomb is impossible. Besides, if the PCs are too weak to de- MU11; ML 12; AL C; XP 5,100; CD/28. The center of attention seems to be feat Annakarr's hench-creatures and The monster immediately attacks the largest of the warriors, every bit attain possession of the keys, how could anything that enters the room. The of 7' tall, who is sitting on the cen- they possibly hope to overcome the monster tries to hold a position in the tral slab, holding up a giant rat by beings behind this door? center of the room, about 10' or 12' off its tail, and teasing it with the point the floor, and uses as many of its eyes as of a dagger. Two warriors are sitting The lock is immune to any thief's attempt to pick it, although trying to do possible against the intruders. If the on the northern slab, each with a beholder's safety appears severely battle axe in hand and a bastard so has no ill effects. This special padlock empowers whatever it locks (in this case threatened, and if someone attempts to sword nearby. The fourth warrior sits parley, it may offer to allow the party to on the southern slab, toying with a the door, hinges, frame, and all) with the equivalent of 750 hp of resiliency. pass in exchange for 5,000 gp in gems or two-handed sword. A second sword is two scrolls or potions. If the party ac- strapped to his back. This strength is by no means perma- nent. It is in effect only while the lock is cepts such terms, the beholder asks that attached and properly fastened. In addi- the items be put in a pouch or sack. It If the PCs draw any attention to tion, the lock is immune to the effects of then takes up the parcel in its mouth themselves when they look into this knock spells and any other magics ex- and leaves the tomb. The beholder cer- room, the largest warrior looks up from cept a wish. As said before, only the two tainly doesn't feel it owes Annakarr its his sport. "I grow tired of battling ro- keys may open the lock. If someone life. dents. Are there any among ye worthy decides to take the lock, it may be sold This room is filled with chests, coffers, of a fight?" he challenges. With that he for 5,000 gp or more if the right buyer and urns, most of which are brimming hurls the rat at the PCs and grabs two can be found. Those interested in such a over with copper and silver (30,000 cp hefty maces from beside him on the lock include wealthy nobles and mer- and 19,000 sp). There is also one large stone bier. This is the signal for all four chants, dwarven craftsmen of great urn containing 2,000 gp. A rack of warriors to leap to the attack with skill, and powerful mages. Of course, weapons, containing mostly rusted bloodcurdling screams. the powers of the lock are not reproduc- spears, swords, and axes, stands against The four warriors are actually mujina ible, nor are copies of its keys. If noth- the west wall. One spear, however, bears mercenaries hired by Annakarr. The ing else, it could provide an adventurer no sign of its age except the ancient mujina fight ferociously and will pursue with a very safe way of protecting his carvings engraved in its haft. It is a a weakened party to the barrow top if valuables, providing that he doesn't spear +3, returning. the PCs leave them some means by misplace the keys. which to climb out. Once the lock is open, the door swings 6. Tarfil's Tomb. Beyond the ante- Mujina (4): AC 4; HD 8*; hp 58, 50, open easily. When the PCs enter the chamber guarded by the "sphere of 45, 43; #AT 2 weapons plus special; chamber beyond, read the following to many eyes" lies the final (?) resting Dmg by weapon type plus fear; MV 120' the players: place of Tarfil, warlord of the ancient (40'); Save F8; ML 9; AL C; XP 1,750; Traldar. Double doors covered with CD/34. The room beyond the padlocked door bronze plate bar entry to the chamber The only items of value in this room is dimly illuminated by two lanterns in which Annakarr and his minions are carried by the monsters. Of the two whose wicks have been trimmed very work the spell to bind Tarfil's soul to armed with sword and axe, one wears a low. You stand on the landing of a their evil will. Etched into the bronze of jewelled arm band valued at 3,000 gp, short flight of stairs that leads down the doors are runes in the tongue of and the other has a pouch containing to the floor 10' below. The oval- ancient Traldar that read: "Herein lies five gems (1,000 gp (x 2), 500 gp (x 2), shaped room is 15' wide and 20' long, Tarfil Tarfun's son, who fell glorious in 100 gp). The third mujina has a bag of battle and rests in everlasting peace

16 Issue No. 27 TARFIL'S TOMB amongst the gods." Carved in bas-relief on either side of the portal are stone figures, warriors in horse-tail-plumed helmets, holding short swords at atten- tion before their breastplates. The bolt to the doors is unfastened, but the doors themselves have been enchanted with a hold portal spell, cast at 11th level. If the PCs have no magical means to pass beyond these doors, it will require 200 hp of damage to destroy the doors by hammer and axe, though axes used will be quickly blunted by the bronze plating and severely impaired for use in battle. If someone successfully listens at the doors, he can hear a monotonous chanting. As the party member listens, the chant begins to increase in intensity and pitch. Shortly thereafter, the sound becomes discernable by everyone in the antechamber. The spell being cast within is approaching its climax. Even if the PCs must break down the doors, the chanting will continue. Anna- karr is too close to his goal to stop now. When the adventurers enter the room, either by overpowering the magics on the doors or by battering their way through, give them the following description:

The room beyond the bronze doors is smoky and dimly lit by several lan- terns and two large candelabra hold- ing thick black candles. The oval chamber is 30' long and 20' wide. Five feet inside the doors, wide stone steps lead down 3' to a lower level of the floor. The ceiling height is ap- proximately 12' where you stand and 15' on the main floor. Standing at the top of the stairs are three grossly fat, grim-faced men, each bearing a huge pole axe raised menacingly above his head. The fat men are dressed in leather jerkins and breeches, but are dirty and reek of filth. On each of their faces you 2-12 or by weapon type; MV 180' (60'), can see an evil leer, their teeth seem- enter, a wall of translucent ice forms human form 120' (40'); Save F9; ML 10; ing almost tusk-like in the dim light. at the foot of the stairs, shooting up AL C; XP 1,600; ER/48. Beyond these monsters, six hu- toward the ceiling and sealing off When the party enters the room, the mans stand chanting in a half circle most of the chamber. devil swine are in human form, but around an open sarcophagus, their each round thereafter one of the swine attention fixed upon a maroon-robed Regardless of how long the PCs have drops to the floor and transforms into a man holding aloft a blood-red candle spent elsewhere in the barrow, they huge hog. Each devil swine may make in one hand and an ancient tome in enter Tarfil's tomb just as the spell of up to three special charm person attacks the other. Above the sarcophagus, a binding nears success. The three crea- per day, with the victim saving at -2. swirling, sickly green mist is rapidly tures at the door are devil swine who The man in the glyph-embroidered forming. Another man, dressed in have been enlisted by Annakarr to fight robes is Cargilon Darkbringer, a wizard long robes covered in glyphs, is ges- for Chaos. who has been watching the PCs through turing dramatically. Just as you Devil swine (3): AC 3 (9); HD 9*; hp a crystal ball since they entered the 46, 45, 42; #AT 1 gore or weapon; Dmg barrow. Knowing that they were about

DUNGEON 17 TARFIL'S TOMB to enter the chamber, he began casting have the ability to cast some spells. The ening, swirling with greater and a wall of ice spell to prevent the party stronger of the pair wears plate mail +1 greater intensity. On the fourth round it from disrupting the incantation. and bears a staff of striking with 20 takes the form of a man, emanating a Cargilon Darkbringer: AC 1 (with charges. He has a cause light wounds luminous green light that floods the ring and shield); MU 11; hp 30; #AT 1; and a fear spell available. The other chamber with an unwholesome emerald Dmg by spell or weapon type; MV 120' wears plate mail and a ring of protection hue. Floating above the sarcophagus, (400; Save MU11; ML 10; AL C; I 17; + 1, carries a snake staff and can cast the spirit appears just as described by XP 2,700. Cargilon possesses a dagger cause light wounds and hold person Ivan Sumanov, with the presence and +2, a crystal ball, a ring of protection spells. These men each wear large gold bearing of a man who in life possessed + 3, and a potion of healing. He has just holy symbols (Chaotic) valued at 1,000 great strength and a powerful personal finished imbibing a potion of sight and gp apiece. aura. casting shield and detect invisible spells Lodigris the Wicked, lama of Chaos: As he takes shape, Tarfil looks at the on himself, as well as casting the wall of AC 1; C8; hp 36; #AT 1; Dmg by spell or PCs, and upon his face they may see a ice spell and a protective spell on Anna- weapon type; MV 60' (20'); Save C8; ML look of tragic sorrow, as though the kar the Conquerer (see following). 11; AL C; S 16, W 17; XP 1,750. Lodi- spirit already felt great remorse for the Cargilon has the following spells memo- gris has plate mail +2, a mace +3, and wrongs he must commit against human- rized: charm person, magic missile (x 2), a potion of giant strength. He also has ity. But as the adventurers continue to invisibility, continual darkness, web, the following spells at his disposal: battle the minions of Annakarr, a dra- fireball, lightning bolt, confusion, poly- light, hold person, silence 15' radius, matic change comes over the counte- morph other, feeblemind, teleport. poison, finger of death. Lodigris has a nance of the spirit that was Tarfil Gathered around the sarcophagus are ruby necklace valued at 900 gp and a Tarfun's son. The look of sorrow shifts to Annakarr and his followers. For nearly key to the iron chest near the back of a menacing grimace, and evil seems to a fortnight they have worked in shifts, the chamber. permeate the air of the chamber, magni- two or three at a time, invoking the Annakarr the Conqueror, patriarch fied by the sickening emerald glow. powers of Chaos to bind Tarfil's soul. of Chaos: AC -2; C13; hp 50; #AT 1; Annakarr speaks words of great While not chanting the incantation, Dmg by spell or weapon type; MV 60' power. On round five after the party's they prayed, ate, and slept, never leav- (20'); Save C 13; ML 12; AL C; I 17, W entrance, the Traldar ghost raises his ing the tomb. As Tarfil's spirit began to 18, C 16; XP 3,250. Annakarr wears spear and charges the strongest looking weaken, they gradually increased the plate mail of gaseous form +3 and warrior in the party, running across the intensity of their chant until all seven wields a mace of slowing +3. He also air as though it were soft turf. From of them joined in 20 hours ago, focusing wears a ring of spell turning and is this point on (round six and beyond), their combined power against the Trala- under the effect of a protection from Annakarr is also free to join the melee. dar warlord. Now the five lesser clerics normal missiles spell recently cast upon Spirit of Tarfil, warlord of ancient are exhausted, not being powerful him by Cargilon Darkbringer. Anna- Traldar: AC -2; HD 14; hp 75; #AT 2; enough to sustain their physical karr has the following spells available: Dmg 4-14/4-14; MV 120' (40'); Save F14; strength, and have a gaunt look about cause fear (x 2), cure light wounds (x 3), ML 12; AL C; XP 3,500. them. Lodigris the Wicked, a Chaotic hold person (x 3), bless, blight, continual Tarfil appears much as he did in life, lama converted to Annakarr's beliefs darkness (x 2); curse (x 2), poison, cure dressed in the helmet, breastplate, and long ago, has retained much of his serious wounds, cause serious wounds, greaves of his ancient civilization and strength due to his faith. Still, only cure critical wounds (x 2), barrier (x 2). carrying his great spear and leathered Annakarr bears no sign of physical Annakarr wears a jewelled pendant warboard. The fighter whom Tarfil's strain, having drawn a great deal of his worth 5,000 gp and four finger rings spirit has marked for single combat power directly from the Tome of Bind- valued at 1,200 gp, 500 gp, 250 gp, and must make a Saving Throw vs. Spells ing Souls, a powerful relic of Chaos. 50 gp. 'The Conqueror' is Annakarr's every round or be affected as if by a fear Lesser clerics of Chaos (3): AC 3; self-given (and somewhat premature) spell. Tarfil ignores all others until the C3; hp 15, 12, 10; #AT 1; Dmg by title. one he has challenged lies slain. (Other weapon type; MV 60' (20') from exhaus- The round after the PCs enter the PCs who attack Tarfil at this time need tion and encumbrance; Save C3; ML 11; chamber, the three lesser priests break not make Saving Throws.) AL C; XP 50. These clerics wear plate off from the incantation, as it is in its All the agents of Chaos in this room mail beneath their robes, and each is final stages and they are no longer fight to the best of their abilities, using armed with a mace +1. Although their needed for its completion. As soon as spells aggressively and sparing no mag- weakened condition has no effect on the wall of ice is destroyed, they rush ical items. Annakarr has come too far in their combat abilities due to their reli- the party. On the following round, the his grand scheme and will not see it gious fanaticism, none of them has the two Elders break off as well, as does ruined now by a handful of would-be power left to cast spells. Each wears a Lodigris on the round thereafter. Once heroes. platinum chain worth 200 gp. the PCs have entered the chamber, the In order to control Tarfil, Annakarr Elders of Chaos (2): AC 2; C6; hp 32, only way to reverse the spell before its must stay alive and retain possession of 25; #AT 1; Dmg by spell or weapon type; completion is by slaying Annakarr, an the Tome of Binding Souls. He fights MV 60' (20') from exhaustion and en- occurrence his followers are willing to with the book grasped in one hand and cumbrance; ML 11; AL C; W 16; XP give their lives to prevent. his mace in the other. Should anyone 725. These men are not quite as drained For the first three rounds, the PCs manage to wrest the book from Anna- as their lesser brethren, and they still may notice that the green mist is thick- karr, the spell is broken. Treat such an

18 Issue No. 27 TARFIL'S TOMB attempt as a wrestling attack (Players three of the higher-level clerics slain, cureall) and 1,000 pp. This is Annakarr's Companion, pages 6-7), giving Anna- Annakarr's minions run for the surface, "traveling money." Also in the chamber karr the initiative to strike first with hoping to escape with their lives. Only are several chests partially filled with his mace each time (he has a wrestling Lodigris will give no quarter, fighting to rations, and three casks, one containing rating of 10). To take the book away the last. If, of the high-level clerics, only wine and two filled with water. All the requires beating Annakarr by 10 or Lodigris lives, he attempts to rally the casks have been broached, but the food more on a wrestling roll. If the PC beats other human clerics. Cargilon will cast and water are palatable and the wine is Annakarr by less than 10, however, he a continual darkness spell and flee by exceptionally good. needs best Annakarr by only 8 on his teleporting away should the battle look next attempt, provided that Annakarr hopeless. Leaving the Barrow does not hit the PC with his mace before If Tarfil's spirit is banished and the the PC attempts his next wrestling roll. When the PCs finally exit the barrow, Chaotic priests are being soundly they are greeted by a pale dawn, the Should the tome be taken from Anna- beaten, Annakarr screams curses at the yellow sun just peeking over the eastern karr, Tarfil's spirit howls with delight. PCs and vows to hunt them down along mountains. To the west, they see Sergei Tarfil immediately attacks Annakarr, with their families and friends to see leading their string of horses along the ignoring his previous opponent. Anna- that they all die horrible deaths. Then, small brook. He stops at the base of the karr fights back desperately, but he no screaming hysterically for his minions mound, saying, "M'lords, I knew that ye longer has any magical power over the to slay the PCs in the name of Chaos, were successful, for the dark clouds that spirit and is no match for Tarfil in bat- Annakarr transforms into a gaseous have hung over the land for weeks sud- tle. Upon the death of Annakarr, cloud and flees the barrow, determined denly boiled and churned and raced whether by Tarfil's spear or at the to someday be avenged. away to the south, leaving behind this hands of the PCs, Tarfil's shade fades Near the rear of the chamber is a small beautiful dawn. I deem you have done a away, looking extremely satisfied and locked iron chest, to which Lodigris has great thing for Traladara today." smiling at the PCs, even if they are still the key. It is trapped with four poisoned engaged with Annakarr's followers. darts and contains a clerical scroll with Should the spell be broken and all three spells (raise dead fully, restore, Continued on page 38

The Tome of Binding Souls The tome is written in an archaic same effect as breaking off the form of the Chaotic alignment lan- incantation. Bound in demon hide, this item is a guage and can be fully understood only Once ensnared, however, there is small, thick book roughly 9" high, 6" by a Chaotic cleric of at least 10th little hope for the spirit, as the power wide, and 11⁄2" thick. It strongly radi- level, although such a cleric may then of the tome quickly binds it to a mate- ates a pulsing aura of evil, noticeable pass on some of this knowledge to rial form from which escape occurs even without magical detection. Its others. These followers can then add only when its new form is destroyed or worn pages of thin flesh are covered their power to the cleric's own to in- when the caster loses control of the with strange sigils and glyphs. Merely crease the strength of the incantation. tome. This doesn't mean that the looking at the tome's evil writings will caster must sleep with the tome cause any non-Chaotic being to take The casting of the incantation re- quires that the spell be cast over the clutched to his breast, but it does re- 3-18 hp electrical damage and make a quire that the book always be in a Saving Throw vs. Spells or go insane. remains of the soul's former body, and that the caster know the spirit's name. place of the caster's choosing and The form that this insanity takes is accessible to him. left for the DM to decide, but requires Success of the incantation begins at a the casting of a cureall spell by a cleric base 1% chance, rolled once every 12 Should the caster lose control of the of 18th level or higher to dispel. Any hours of the incantation. This chance is tome, the spirit becomes free to direct non-Chaotic being who retains the modified by the following: For every all its energies toward the death of its book in his possession for more than level of the spirit, subtract 2%. For captor, attacking until destroyed or the three days will suffer from a vile rot- every level of the caster (and those of caster is killed, at which point the ting disease, as that caused by a any assistants chanting at the same), spirit is allowed to return to its final mummy, with no save allowed. The add 1%. Lastly, add 1% for each 12- plane of existence. curing of this effect requires the cast- hour period in which the incantation The tome is immune to normal and ing of a cure disease spell, also by a has been in progress. most magical destruction, such as cleric of 18th or higher level. Should the incantation be inter- burning or ripping. It must be de- rupted or halted at any time, all prog- stroyed by some special means, such as The tome is a relic that contains the ress made to that point is lost, and any being thrown into a particular volcano, knowledge and power to ensnare the new attempts to ensnare the soul begin perhaps on the Elemental Plane of soul of a deceased being and bind it to at the base 1% chance again. Also, Fire, or by immersion in the acidic one's will. The captured soul manifests should a 99% or greater (unmodified) blood of some huge ancient black itself in a form similar to that of a chance be rolled in any ensnaring dragon. The particular means of the ghost, except that its hit dice are equal attempt, the soul eludes his pursuers tome's destruction are left to the DM to that which it possessed in life. This (fell hounds from the Abyss) and and could provide an exciting and spirit-ghost is completely under the breaks the spell's hold. This has the dangerous quest. power of the tome's user.

DUNGEON 19 Roger E. Moore is the editor of DRAGON® Magazine and offered to write a two-page mini-adventure. We may give him another chance.

"Juggernaut" is an AD&D® 2nd Edition scenario for 5-8 characters of 4th to 7th level (about 33 total levels). The players should be willing to find unique ways of dealing with a dangerous problem that could overwhelm them in direct hand- to-hand combat. This brief scenario may be dropped into any ongoing campaign; it takes place along a wilderness stretch of a major overland trade route. The "Adventure Background" may be changed to reflect the circumstances of the current game campaign, thus con- necting this encounter with a setting already involving goblins.

Adventure Background Sub-chief Konkar looked down at the carved marble object he had pulled free from the still-smoking ruins of the chest. His eyes ran from the stench of burned flesh and baked leather, the remains of the overeager goblins who had unlatched the chest before the sha- man could check it for the usual clever magical traps. The explosion had blown all the doors loose in this section of the dungeon and reduced the scouting par- 's numbers by three. Not that we needed the weak and the stupid among our numbers anyway, reflected Konkar, turning the sooty object over in his dark-red hands. The object appeared to be a statuette of some remarkable beast: a massive, thick-bodied, four-legged creature the likes of which Konkar could scarcely imagine. It seemed to have a long nose JUGGERNAUT or arm projecting from its face, with huge teeth or horns to either side of the nose. A demon, no doubt, he thought. BY ROGER E. MOORE Dizaker will want to see it. He'll also want to take it away for "further study," and I'll finally have an excuse to cut that arrogant shaman's hands off at the wrists. Considerably cheered, Konkar Traffic is sometimes very strode from the smoke-filled room and left his troops to their thorough and heavy at night. emotionless looting. He found Dizaker at the entrance to the newly discovered dungeon complex. The pile of bodies tossed to the side of the entryway showed that now six more Artwork by Jim Holloway goblins had fallen victim to the various charms of this old tomb. Dizaker's eyes narrowed when he saw the sub-chief

20 Issue No. 27 JUGGERNAUT approach with the smooth marble carv- ever, and his mace blocked the down- the ground. The goblin carefully cleared ing in his hands, and the shaman held ward slash of the sword. Splinters and his throat before he spoke. out a yellow-green palm to take it. sparks flew from the weapons as they "You obey me," he said, making it half Konkar laughed. "The hands that clanged and flew apart. Konkar twisted a question. grasp are the hands that keep, Godser- his grip and brought the sword back, *Yes. Unto death. * The demon's tiny vant. This will make a fine souvenir of and again Dizaker blocked the strike- eye blinked calmly. our visit, a charm that doubles as a but something else was happening. The Wild emotion began to grow inside whetstone. Perhaps you could polish it shaman now looked at Konkar—no, he Konkar. He almost stepped back. It was for me when you have the time." was looking behind Konkar—with open too much to believe. His own demon! A muscle twitched in Dizaker's terror, backpedaling for all he was Konkar turned and glanced at his scarred right cheek. "You lack respect worth. Konkar advanced. A pitiable troops, the few who had not run away. for your betters, Sub-chief. Your foray trick from a wretch of a Godservant! And his gaze fell on Dizaker, who into this worthless ruin has cost us over "Great Lord of Darkness!" howled the crouched on the ground with his bony a handful of warriors, lives that could shaman, dropping his mace and falling arms raised over his head in a craven have been better spent slaying human backward over a stone. The fool tripped! gesture. vermin. We were sent here to find new But he's not faking his fear, the sub-chief Konkar looked back at the demon. lands for our people, not to waste time realized suddenly. Konkar was also "You obey only me, demon!" he said and blood looking for treasure. Give suddenly aware that all of his goblin more loudly. "You will always obey only that worthless trinket over and finish soldiers were screaming now, and they me! I am your master!" your duties." were all looking behind him, too, point- The monster's black eye seemed to The smile on Konkar's face pulled ing with round, wide eyes and drawn wink. *Yes, for as long as you own the back until all of his daggerlike teeth weapons. stone. * could be seen. Yellow flames burned in He whirled, braced for an attack from Konkar turned again to look at his his eyes. "You will breed with dwarves this new threat or from the cowardly troops. More were filtering back now, before you take this prize from me," he shaman. The blood in his veins froze weapons still raised but their fiery eyes said slowly. "This is a statue of a de- when his gaze fell upon the statuette— fixed solidly on their sub-chief. mon, and it will be my own. And you at least, it must have once been the "I have subdued this demon!" shouted lack respect for your betters, Godser- statuette. Now it was growing. Konkar, raising his arms over his head. vant. Your place is to support me, not to Never run! was the first thought that "It is now my demon!" He glanced at give me orders." flashed though the sub-chief's mind. Dizaker's terror-filled face, then looked "I'll give you orders when I see fit!" Never run from anything! Yet he shook back at the shaggy monster and pointed shrieked Dizaker, showing all of his like a newborn worg cub as the black at the shaman. "And I now command rotting fangs. His fingers wrapped marble carving arose to the size of a you to slay this traitor!" themselves around the leather-banded great dog, now a horse, now to a mighty The massive head nodded once. *As hilt of his stone-headed mace. "I serve shape that towered above him like the you wish. * The titanic beast shifted, the Lord of the Depths and Darkness, Lord of the Depths and Darkness him- then moved forward. It stepped slightly the Mighty One who is our creator, not self. The demon was covered with black sideways to avoid the sub-chief, then a petty officer who sends his goblins shaggy hair, and all of the features of strode like a walking mountain toward away to be slain on a whim!" the original statuette were now re- the trembling shaman. Weeks of frustration and hatred boiled vealed in their horrific glory. Two giant "NOOOOO!" Dizaker howled. He over in an instant. Konkar whirled and horns that could each spit a worg stuck struggled to rise. "I am the Godservant set the marble statue aside on the out from the monster's face over its of the Lord of the Depths! I am his—" ground. In the same motion, he pulled mouth, and a snakelike limb coiled and The shaman's sudden terrorized scream his sword free and faced Dizaker, his uncoiled itself between them. made even Konkar's blood run cold. The brick-red face swollen with rage. The Abruptly the monster stopped grow- scream cut off abruptly with the sounds dozen or so goblin soldiers who had ing at a fantastic height. It looked like of bones snapping, many bones at once. drawn closer to hear the argument now it must weigh as much as a mountain. The distant echoes of his death cry hung pulled back from harm's way, still stay- A thick animal odor drifted from it. The in the silence that followed. ing within earshot to catch every detail monster turned its head and fixed After many long minutes, a goblin of this long-expected and too-long- Konkar with a tiny, gleaming black eye. warrior raised his weapon into the air. delayed showdown. *You have called me to life* came a "All hail Konkar, master of demons!" "When you get to the Hells," Konkar slow, alien voice inside Konkar's head. he cried shrilly. "All hail Konkar!" roared, "tell them you were sent there *What is your command?* A ragged shout went up, then a louder by Konkar!" Gripping the sword with For perhaps half a minute, the sub- one, then one stronger and louder still both hands and scorning his shield, chief said nothing. His fingers ached until wild shrieking and cries of victory Konkar whipped his blade over his head from the grip on his useless sword. He rebounded from hillside to hillside and lashed out at the shaman. He studied the creature, examining it and across the land. knows only one spell, Konkar thought, waiting for any move. And he digested In the midst of it all, Konkar looked and the coward probably picked one to the demon's words with growing with wonder and pride at his demon— heal his wounds. He'll need it—and awareness. and, after a time, he began to think of dozens more. Slowly Konkar straightened his back. some plans. The shaman was equally fast, how- The tip of his sword fell until it touched

DUNGEON 21 JUGGERNAUT

Konkar the Conqueror their dungeon in triumph. Only a few regarding combat, warnings, and forma- times has an attack been called off; tions reasonably well. Second, these Two months have passed. Konkar's Konkar has been careful to select only goblins always gain a +2 bonus to original orders to scout for caves and easy victories to keep his troops happy avoid being surprised when on patrol, ruins suitable for goblin colonization and relatively safe so far. He plans for as they use the marble mastodon only have been abandoned. Now he concen- bigger takings in the future, however. when planning an assault (so they al- trates on exploiting the powers of his ready expect trouble). new magical item—a marble mastodon (a figurine of wondrous power, as per the Players' Background Marble mastodon: Int semi; AL N; DMG, page 168). The figurine's com- The most obvious way to involve the AC 6; MV 15; HD 12; hp 96; THAC0 9; mand word is the shouted Common PCs in this adventure is for them to be #AT 5; Dmg 2-16/2-16/2-12/2-12/2-12; SD word, "Conquer!" (from which Konkar's contacted and hired by a local baron or immune to sleep and to certain other own name was derived). Mental com- merchant prince, or a representative spells as if it had a wisdom of 25; radi- munication with the beast has revealed thereof. Several small wagon trains ates protection from normal missiles to all of its powers to him, but Konkar has have recently been overrun by a force of all within a 10' radius; SZ L (10' at passed along little of this knowledge to goblins and wolves while the former shoulder); ML 20 (special); XP 7,000; his underlings. His command over his were camped out at night. Among the MC (elephant) and DMG/168, with small group of goblin soldiers is abso- attackers was a titanic black beast on variations. lute (after all, a demon arrives at the which some of the goblins rode, a mon- In its normal form, the marble masto- mention of his name), and they will ster so huge that it crushed whole wag- don is a smooth black statuette of gleefully obey him even at great risk of ons beneath its feet and flung horses vaguely elephantine shape, the size of their lives. The goblins are now forbid- and riders aside with its arms. an outspread human hand. When placed den to use the name "Konkar" when on the ground and a special command The DM should create many exagger- word ("Conquer!" in Common—or addressing or speaking of their sub- ated accounts of the monster's attacks, chief; they simply call him "Sub-chief." "Konkar!") is uttered, the figurine adding in lots of vivid details. Masto- rapidly grows within one round to its Konkar is currently focusing on at- dons should be unknown in this area of full mastodon size. It then obeys simple tacking and destroying some of the the campaign, and their size and verbal commands given within a 90' trade traffic along a major but poorly strength should be beyond most people's radius by its owner. The figurine weighs patrolled caravan route, striking from imaginings. However, such attacks are 6 lbs. and makes all saving throws as the dungeon tomb mentioned earlier not consistent, and some have either metal or rock crystal, whichever (see "Further Adventures"). His origi- reported no attacks whatsoever, though is better (DMG, page 39). nal force of goblins and worgs is supple- all have heard the howling of wolves mented once per week by the marble nearby at night. In animal form, the marble mastodon mastodon in animal form, with which The PCs might join a small caravan or looks exactly like an exceptionally power- he strikes against small caravan en- set up their own, but with no real valu- ful specimen of mastodon—a monster that campments and travelers. Larger cara- ables in the wagons. They might also virtually no one in this campaign area is vans and military patrols are not set out for the wilderness in secret if likely to have seen. At best, an experi- bothered. A few humans and elves have rangers and thieves are among their enced adventurer would think of it as a escaped the surprise attacks and have group, hoping to track and ambush the huge, black, shaggy, small-eared ele- returned to civilization to warn of this goblins. phant. However, prolonged observation and the attempted use of certain combat threat, but their stories are somewhat The PCs might also meet the goblins confused given their circumstances. tactics will reveal that this creature is without any warning at all if the party unusual in a number of ways. Konkar's tactics are simple. Worgs happens to be camped by the highway and worg-riding goblins scout the high- on a moonless evening. Normal chances The monster can be observed over a way from cover at night in search of for surprise should be rolled. The gob- few hours time to never eat, sleep, or likely victims. When a suitable encamp- lins and worgs are trained to move rest. It always seems to be exceptionally ment is spotted, the rest of the lair is quietly (no surprise penalties or bo- well behaved and obedient (a quality warned by one or two scouts while the nuses), and the mastodon (like all ele- that is not immediately obvious when it others continue to monitor their vic- phants) moves much more quietly than is attacking, though it never spooks or tims' progress. Konkar leaves the one would assume, right up to the point jumps at sudden stimuli), and it has no dungeon with his troops and has his when the goblins charge in for the immediate reaction to fire except to marble mastodon turned into animal attack. avoid stepping in it. The monster moves form, after it has been placed under a easily through darkness, as it has infra- vision out to 90'. When not engaged in heavy rope net on which his troops will The Juggernaut and Crew ride (see "The Juggernaut & Crew"). melee, the mammoth can be seen to Once enlarged, the mastodon waits The goblins of this heavy assault force calmly tolerate large numbers of goblins while the goblins tie the net securely have several unique features. First, tugging on its fur, climbing onto its back, around it and climb aboard. Then the when on patrol they communicate with slapping and petting it, and playing with entire group sets off for the attack. Once each other in the worgs' language: a its trunk (although the goblins have the battle is done, the ruined camp is collection of barks, yips, snarls, and learned not to poke the mastodon with searched, prisoners are slain, weapons howls that almost no one else speaks. sharp objects, as this earns a slap with are collected, and the goblins return to Worg-speech is limited in many re- the trunk for 1-3 hp damage). Finally, spects, but it communicates concepts there is a 5% chance per hour of observa-

22 Issue No. 27 JUGGERNAUT tion that a goblin will be seen to throw a rock at the shaggy beast; the rock bounces off but has absolutely no effect on the monster's attitude. The goblins (except for Konkar) have not figured out that the creature's innate protection from normal missiles defense extends 10' out from its hide, thus protecting them from missile fire within that radius. If destroyed in statuette form, the marble mastodon becomes forever use- less. If slain in mastodon form, the figurine permanently loses 1 HD (8 hp) from its total but can be reused. After having been slain for the 12th time, the mastodon reverts to statuette form forever. If the user of this device is slain while it is in statuette form, anyone else may pick up the device and use it nor- mally. In mastodon form, the device responds to only the person who acti- vated it. If the user is slain while the device is in mastodon form, the masto- don becomes confused (as per the wizard spell confusion) for 12 rounds; treat reactions of "act normally for one round" as "attack nearest creature for one round." After this time, it reverts to statuette form and will not work for one week. Konkar the goblin sub-chief: Int 10; AL LE; AC 5; MV 6 (on foot); HD 1+1; hp 8; THAC0 19; #AT 1; Dmg by throwing axes from other goblins and axes, and daggers are all hurled at weapon type; SA +1 to hit ground tar- use those once the javelins run out. opponents as the mastodon charges into gets from mastodon (but -1 to hit when Grant him a +2 bonus to saving throws a camp or caravan. Note the usual mastodon is moving); SZ S (41⁄2' tall); vs. mind-affecting spells (see PHB, page range penalties for hurled weapons and ML 12; XP 35; MC; 10 javelins in con- 17) under combat conditions. the previously noted penalty for attack- tainer on his back, short sword, dagger Goblin mastodon-riders (13): Int ing from a moving mastodon. These in each boot. low-avg; AL LE; AC 7; MV 6 (on foot); goblins are not given to subtlety and Konkar is a goblin who's found the HD1-1; hp 7 (x 2), 6 (x 3), 5 (x 4), 4 will shriek up a storm when an attack best goblin toy of all: It's big, it's magi- (x 3), 3; THAC0 20; #AT 1; Dmg by begins. cal, it crushes his enemies, it's com- weapon type; SA +1 to hit ground tar- Worg mounts (8): Int low; AL N(E); pletely loyal, and it fits right under his gets from mastodon (but -1 to hit when AC 6; MV 18; HD 3 + 3; hp 26, 25, 22, pillow at night. Best of all, it responds mastodon is moving); SZ S (4' tall); ML 21, 18 (x 2), 17, 15; THAC0 17; #AT 1; to his own name! It's a toy with which 10; XP 15; MC. Dmg 2-8; SZ M (5-7' long); ML 11; XP he intends to eventually slay the cur- These riders wear studded leather 120; MC (wolf). rent goblin chief in the home lair, seiz- armor but cannot use shields, since they The worgs and their riders serve as ing the position for himself. He is must always have one hand free with scouts and escorts for the mastodon and ferociously protective of his marble which to hang on to the mastodon's fur its riders. Two worgs travel about 100 mastodon and is very aware of how or netting. Three goblins use light 12'- yards in advance of the rest of the much power and influence it has given long pikes to stab at anyone getting group, which travels around the masto- him among his fellow goblins, who close to the mastodon; the pikes are don in formation. One worg travels believe that Konkar was chosen by the directed to either side and to the rear of ahead and one behind the mastodon by gods for greatness. the beast. These goblins ride 10' above 30'. Two worgs travel, one to either Konkar has gone a little crazy with the ground and so are difficult to attack side, by the same distance. The worgs his toy and will revert to childish be- in hand-to-hand combat. have exceptional senses, giving them a havior when he rides on its back. In The other 10 goblins each carry an + 2 bonus to avoid being surprised. battle he screams wildly, clutching the assortment of 1-2 clubs, 1-2 throwing Though they are a bit leery of the mas- mammoth's fur with one gnarled hand axes, and 2-5 daggers each, with an- todon, the worgs have sense enough to and flinging javelin after javelin in his other 3-18 clubs and 2-12 throwing axes leave it alone. excitement (-1 to hit when mastodon is strapped to the netting so that they can moving). He will grab a pike or some be easily freed for combat. The clubs, Continued on page 39

DUNGEON 23 Ted works as a sage for a very large Alu- minum Dragon in Seattle, Washington. He would like to thank his play-testers; his wife, Eilidh; and John Dawson for help during the writing of this adventure. This is Ted's first publication in DUNGEON® Adventures ("and I'm damn glad to finally make it!").

"Courier Service" is an AD&D® 2nd Edition adventure for 5-8 player charac- ters of levels 3-6, with at least 25 total party levels. The PC group should con- tain a ranger; a cleric or druid would also be very helpful. The party should be either neutral or good in overall outlook, or the major NPC in this ad- venture will not have anything to do with them. The adventurers should have horses, ponies, mules, or similar pack animals as well as equipment for adventuring in a winter environment. This adventure makes use of the op- tional nonweapon proficiency system in the AD&D 2nd Edition rules. The heal- ing, direction-sense, and weather-sense proficiencies are particularly useful. This adventure assumes that a typical 5th-level PC has few magical items. As a guideline, each magical item in the party should have an experience point value of 750 xp or less. Representative items include scrolls, potions, and +1 weapons. The DM should be able to adapt this feature to a more conven- tional style with a minimum of effort. "Courier Service" gives the PCs a chance to earn the gratitude of a power- ful NPC, and it provides a way for the COURIER DM to ease the PCs into a highly vola- tile political arena. The DM can easily adapt the feud between the major NPCs of this adventure to fit the political SERVICE situation of any campaign. For the Dungeon Master

BY TED JAMES THOMAS ZUVICH One of the most often-cursed laws of the nation of Volkrad is the one specifying that each citizen must deliver his an- nual taxes to the Tax Office in the capi- tal city (also known as Volkrad) by Neither rain, nor snow, midnight, December 31st. In outlying communities, people usually deal with nor tricky foes ... this awkward (and rigidly enforced) law by giving their tax money to the army, which then transports it to Volkrad. In the frontier city of L'Trel, which is hun- dreds of miles from Volkrad, the dead- Artwork by Steve Schwartz line for giving tax money to the army is several months before December 31st. Under Volkrad law, it is possible to

24 Issue No. 27 COURIER SERVICE

avoid paying taxes, albeit only tempo- rarily. Until recently, when a person was granted lord status (the equivalent of being knighted) he or she was also exempt from taxation for a period of five years. Three months before this year's deadline for giving tax money to the army, however, the period of exemption was reduced to three years. Three years ago, X'Celsiah Mia of L'Trel (see sidebar) was given the honor of lord status. Because of a miscommunica- tion with her accountants (possibly caused by an unfriendly outside agent), Lord X'Celsiah was unaware of the change in the exemption period until just before the army tax deadline, and consequently did not have enough money in liquid assets to pay her taxes. Delay followed delay, but finally (November 9th) Lord X'Celsiah has enough money to pay her taxes. Her only problem is finding a way to deliver the money. X'Celsiah must find someone willing to journey the 370+ miles to Volkrad in the middle of winter. Most of the local mercenary companies are either too expensive or not reliable enough, and would probably refuse to make the dangerous wintertime journey anyway. Nor does X'Celsiah have enough people in her service to send out her own re- tainers for the three to four months the round-trip journey will take. far from your dwelling. The invita- and dismal park. tion specified that you come alone. "Well, then, on to business. I've After listening to advice from her Ordinarily, you never would have retainers and contacts (who suggest word from the street that you and accepted such an invitation, but your your friends are reliable sorts and that the PCs are reliable, trustworthy, curiosity got the better of you. X'Cel- and might be interested in this sort of available for hire on rather delicate siah is a figure of legend: the Dragon missions. I've got one for you. How job), X'Celsiah decides to approach the General, the army officer responsible PCs with her problem. would you like to deliver my taxes for the death of the red dragon Cin- this year? I need them delivered to To further complicate matters, X'Cel- nabar three years ago. The offer the tax offices in Volkrad by mid- siah has several enemies in positions of sounded interesting enough that you night, December 31st. I'll pay your power, people whom she's alienated in agreed to the meeting—after taking group 1,200 gold pieces for delivering her past. The two most persistent of the precaution of telling your friends, the taxes and returning with my these are Lord Rhet Corsuhn, a wealthy of course. receipt. And I'll give it all to you in playboy from L'Trel, and Lord Ira Sar- advance. That way I can claim the vice, a corrupt civil servant in Volkrad. Now it is just a few minutes until your midnight rendezvous. As you delivery fee as a deduction on my These two men will do just about any- taxes. thing to humiliate X'Celsiah, and her shuffle down the ice-slicked path, you current tax difficulty provides them spy a lone figure sitting on an icy "We can sign papers if you want, with a perfect opportunity. park bench. When you approach, the but I'd prefer just to shake hands on figure stands, displaying the grace- it. I need you answer right now, as I ful, catlike movements of a longtime would like you to leave soon after Midnight Meeting warrior. It is a woman, dressed for dawn. What do you say?" To start the adventure, read or para- the frigid weather in long woolen It is past midnight, so it is already phrase the following to the leader of the coat and a heavy scarf; a long sword the early morning of November 10th. PC party (or to the party as a whole, if hangs near her right hand. A plait of The journey from L'Trel to Volkrad the text is modified slightly): thick black hair reaches nearly to takes at least a month, even in the her waist. After introducing herself summer when the weather is cooper- Earlier in the day, a messenger as Lord X'Celsiah, she takes a deep ative. The unpredictable winter asked you to meet with Lord X'Cel- breath and launches into her reason weather in the mountains has killed siah Mia at midnight in a park not for summoning you to this cold more than its fair share of people

DUNGEON 25 COURIER SERVICE

were available, and what she has heard the DM should pressure the PC for a over the years. Because of the of their reputation indicates that they fast answer. weather, the army does not patrol the are trustworthy), or "Why don't you If the PC agrees to the mission, X'Cel- Overmountain Highway in the have your retainers do it?" (see "For the siah tells the PC to "get your compan- winter, which means that the high- Dungeon Master"). ions ready and meet me outside my way becomes a magnet for trouble. If the PC bargains shrewdly, X'Cel- house at dawn (7:15 A.M.), ready for the You feel hesitant about answering for siah may increase her original offer by road. I'll have your payment ready." She your companions, but the pay sounds as much as 200 gp. If the PC insists on gives the PC directions to her house, good. You consider your reply. more money than this, or delays too bids the PC a cheery "good night," and much, X'Celsiah simply walks away wanders off into the darkness. X'Celsiah may answer a few more and the adventure ends here. X'Celsiah questions, such as "Why do you want to is desperate to send someone off with hire as to deliver your taxes?" (the PCs her tax money as soon as possible, so

Major NPCs Lord Rhet Corsuhn: Statistics for few years ago, X'Celsiah and Ira clashed Rhet are purposely omitted, because over the funding of some of X'Celsiah's Lord X'Celsiah Mia: AL CG; AC 6; the PCs should not meet him during proposed army projects. One of the pro- MV 12; F12; hp 139; THAC0 9; #AT the course of this adventure. The DM jects would have interfered with Ira's 3/2; Dmg by weapon type; S 16, D 14, C should feel free to develop a profile embezzlement schemes, so he used his 18, I 13, W 15, Ch 16; ML 16; has had that suits his campaign. influence over Volkrad's budget to elimi- armor spell (17 points) cast on her Rhet is a master shipbuilder with a nate the mission. X'Celsiah managed to person, long sword +3, dagger, long large business based in L'Trel. In addi- get the funding restored by bringing the bow, short sword, spear; proficiencies: tion to being a thoroughly hedonistic matter to the attention of the tax minis- riding (horse), endurance, running, playboy and lout, Rhet has many con- ter himself, Lord Hiram Parma, who is heraldry, etiquette, read/write Com- tacts and friends among the seedy, wild an old friend from her army days. Thus, mon; age 42; height 6'2"; weight X'Celsiah earned Service's undying 180 lbs. elements of L'Trellian society. Rhet attempted to win X'Celsiah's enmity. On any issue related to war, warfare, hand in marriage for several years, but On top of this, although Volkrad or the military, consider X'Celsiah to she continually refused his advances. society as a whole is not male chauvin- have genius-level intelligence (18). A few months ago, X'Celsiah discour- istic, Ira is. He considers X'Celsiah to X'Celsiah has waist-length black hair, aged Rhet from pursuing her further be a boorish, crass, cheeky, ill-educated dark olive skin, and jet-black eyes. by humiliating him in a practice com- upstart who is not aware of her proper Lord X'Celsiah Mia began her career bat. Rhet has been using his many (subservient) place in society. in the army as a private, at the age of contacts in L'Trel's underworld to tail 13, and earned her way into general's X'Celsiah for the last two weeks (prior rank through her sheer military ge- Lord Hiram Parma: AL LG; AC 5; to November 9th), to find a way to take MV 12; M7; hp 19; THAC0 18; #AT 1; nius. Although all officers in the exquisite revenge on her. Volkrad Army are promoted from the Dmg by spell or weapon type; S 10, D ranks, promotions are usually given to 10, C 8, I 14, W 17, Ch 15; ML 14; the offspring of lords and former army Lord Ira Sarvice: AL LE; AC 6; MV armor spell (15 points), ring of protec- officers. X'Celsiah was neither of 12; M9; hp 20; THAC0 18; #AT 1; Dmg tion + 1; spells: comprehend lan- these, so she ended up fighting the by spell or weapon type; S 8, D 11, C guages, light, message, unseen servant, system for her entire career. She re- 10, I 17, W 15, Ch 14; ML 8; XP 3,000; ESP, knock, levitate, dispel magic, tired from the army three years ago, has had armor spell (17 points) cast tongues, detect scrying. just after she and her troops killed the upon him, dagger +1; spells: hypno- Lord Hiram is the tax minister for red dragon known as Cinnabar. tism, read magic, shocking grasp, un- Volkrad, a position that he has held for seen servant, forget, glitterdust, the past 10 years. He is nearly 90 X'Celsiah was assigned the task of misdirection, delude, suggestion (x 2), years old but is very hale and hearty slaying Cinnabar (a wyrm of great improved invisibility, shout, false vi- for his age. It is not generally known power) by a faction of lords and mili- sion. that he is a mage, which is the way he tary leaders who did not like her "up- Lord Ira Sarvice has been Volkrad's prefers it. Hiram started out his pity ways." Neither she nor the decades-long career in the government members of her unit were expected to deputy tax minister (an appointed position) for the last 20 years. Ira's of Volkrad as a clerk in the army and survive the mission. X'Celsiah's troops slowly worked his way up. Hiram (a force of 100 elite army fighters, all position has allowed him to slowly introduce elements of corruption into knows X'Celsiah from her time in the 2nd or 3rd level) spent 14 months pur- army, and he thinks highly of her. suing Cinnabar through the hills and Volkrad's government. He is also a leader in the mafia-style thieves' guild Hiram is a friendly, open-minded man mountains of Volkrad before they who does what he can to interject a brought the monster to bay. Less than of Volkrad, although his membership in the guild is one of Volkrad's most little leniency and justice into the a quarter of her troops survived the harsh (and sometimes corrupt) tax final confrontation. carefully kept secrets. Ira does not like X'Celsiah at all. A system of Volkrad.

26 Issue No. 27 COURIER SERVICE

For the Player Characters shelter includes a common room with Wait until after running the "Midnight a large fireplace, and a barn for Meeting" scenario to give the players horses (or other animals). Some of the following information. The DM may the shelters have wells or cisterns for also wish to provide some background drinking water. on Volkrad's tax laws and any informa- The army does not patrol the sec- tion about X'Celsiah that he feels would tion of the highway between Wath be common knowledge. and K'Pass during the winter, but it Either read this section aloud or give does see to it that each shelter is the players a copy: repaired and stocked with firewood before patrols cease. These stocks of The nation of Volkrad is ruled by a wood could save the life of someone Council of Lords selected from the who absolutely must travel the Over- general populace on the basis of mountain Highway during the exemplary service to Volkrad. Gain- winter season. ing lord status is roughly equivalent to being knighted. Every 10 years, The code of conduct for the shelters the lords elect 10 of their number to is chiseled in Common into the stone function as the ruling council of slab above the fireplace of each of the Volkrad. The council governs as it shelters. The code reads as follows: sees fit, appoints various people to 1. Make room. Deny no man shel- fill government positions, and settles ter from a storm. matters of national law. 2. Leave this shelter in better Volkrad is a sparsely populated shape than you found it. nation with widely scattered villages 3. Cut and stack new wood. and cities. A vast, nearly impenetra- 4. Shelter vandalism is a hanging ble mountain range known as the offense. Dividing Mountains splits the coun- try into two sections, tenuously con- nected by the Overmountain A Change of Heart Highway. The relatively young city An hour after the PC leader returns of L'Trel (pronounced lah-TREL) home after accepting X'Celsiah's offer of holds sway over the northern section employment, a loud knock comes at the X'Celsiah's situation, he hired this man of the country. The southern half is door. A deep, obnoxious male voice asks (through the thieves' guild) in an at- dominated by the ancient capital city by name for the PC whom X'Celsiah tempt to throw the PCs off. If this sub- of Volkrad. In the 370 + mile journey talked to. Read or paraphrase the fol- terfuge delays the PCs' departure (and between L'Trel and Volkrad, the lowing to the players: X'Celsiah's plans) by even a day, Rhet Overmountain Highway passes di- will consider his 25 gp well spent. rectly through the villages of Nalv, The loud, disruptive knocking con- Make a proficiency check for any PC Grace, P'Arte, Fidirth Ridge, Wath, tinues, now accompanied by an uni- in the group with either the heraldry or and K'Pass. dentified male voice demanding to the local history proficiency. If the check As an aid for travelers, Volkrad's speak to [leader PC]. One of you is successful, inform the PC that some- army maintains a series of shelters opens the door, revealing a tall, gan- thing about the man's uniform is "not along the length of the Overmoun- gling man in Lord X'Celsiah's livery. quite right." Alternatively, if the player tain Highway. In the valley areas of The man states that he has a mes- who met with X'Celsiah in the park L'Trel and Volkrad, the shelters are sage from X'Celsiah. A look of con- asks if there is anything odd about the usually spaced about four miles centration crosses the man's face as messenger, make an intelligence check. apart. This spacing corresponds to a he rushes through the words: "X'Cel- If the check is successful, tell the player quarter-day of travel during the siah here. Sorry for the inconven- that something about the messenger winter. Along the hilly, low-mountain ience, but it looks as if I won't be seems wrong. areas between the foothills and needing you after all. Here's 25 gp to If the PCs attempt to give chase to the Wath, the shelters are also spaced make up for your trouble. I'll contact false messenger, he quickly disappears every four miles, which represents a you again if anything else comes up." into the night. He is a very slippery fish half-day of travel in the winter. In His message finished, the man hands to catch and does not know who hired the high-mountain areas of the road, you a heavy bag, turns on his heel, him, only that his superiors told him to between Wath and K'Pass, the shel- and swiftly departs. deliver the above message. ters are spaced every two miles, Thieves' guild messenger: AL CN; which is also a half-day of winter The local thieves' guild naturally had AC 8; MV 12; T4; hp 11; THAC0 19; travel. a spy placed in the park to overhear the #AT 1; Dmg by weapon type; D 16; I 12; The roadside shelters are of very conversation that took place between Ch 10; ML 16; short sword; move si- standardized construction. Each X'Celsiah and the PC. Once Lord Rhet lently 95%, hide in shadows 85%; profi- Corsuhn heard from his contacts about ciencies: disguise, jumping, read lips.

DUNGEON 27 COURIER SERVICE

At X'Celsiah's House taining my taxes to Lord Hiram night and tell him that you were If the PCs get suckered into Rhet's trap Parma by midnight, December 31st. coming, so he should be on the look- and do not go to X'Celsiah's house in Late fees on my taxes will amount to out for you. the morning, the adventure ends here. 20 gold pieces per day. Use the 200 "The message tube is magically X'Celsiah quickly hires another merce- gold pieces contained in the wooden locked so that it will open only for nary group to take her tax money to chest to pay any necessary late fees, myself and Lord Hiram. It contains Volkrad. and you are welcome to keep the enough gems, coins, and other small If the PCs do show up at X'Celsiah's remainder. The absolute limit for the valuables to pay the taxes owed. I house in the morning, they find her delivery is January 10th. If you tried to make it as light as possible. waiting for them on the front step along make the delivery after this date, my Two servants come out the front with several of her retainers. scribes tell me that I will owe more door and set another wooden chest on X'Celsiah first introduces herself to than 26,000 gold pieces in back taxes the steps while X'Celsiah continues all the PCs, then gets down to business. and fines. Please do not be that late. to speak. "As you can see, I also have She gives the PCs two items: a heavy When you have completed the deliv- your payment, in advance, as I prom- metal scroll tube with screw-cap ends; ery, return here with the receipt. ised. This chest contains 1,200 gp in and a small, unlocked wooden chest. There is no reason for you to rush various valuables. If you prefer, I The scroll tube is engraved with X'Cel- back, but do not dawdle in Volkrad. could give you mounts and supplies siah's coat of arms and runes that read, Even though I have paid you in ad- as part of your payment. My animals "To Lord Hiram Parma, Volkrad Tax vance, I expect the complete mission are all battle trained and very reli- Office, Payment in Full for Lord X'Cel- to be carried out. able. To tell the truth, I prefer that siah Mia's Taxes." "You'll find Lord Hiram in the you take at least part of your pay- Read or paraphrase the following to minister's office at the Volkrad Tax ment in this fashion." the players: Office. He's an old, skinny, white- haired man with a salt-and-pepper After placing the heavy metal scroll The message tube that contains X'Cel- beard, bad taste in clothing, and a siah's taxes has a special 9th-level wiz- tube and the small wooden chest in smile like sunshine. That should be your care, Lord X'Celsiah issues the ard lock spell placed upon it (it will open enough of a description to allow you automatically for Lord Parma). As X'Cel- following orders. "You are to person- to recognize him. Just to be safe, I ally deliver the message tube con- siah told the PCs, the wooden chest con- had a mage contact Lord Hiram last taining their payment contains 1,200 gp in assorted valuables. The exact contents of the tube and the chest are left up to the DM. Each of these two items has an Overland Travel Rates encumbrance value of 15 lbs. There is nothing to prevent the PCs Section Rate Miles Days from taking their payment, hiring a L'Trel to Foothills 16 60 4 high-level mage to open the message Foothills to Nalv 8 48 6 tube, and waltzing off with all the Nalv to Grace 8 48 6 money. However, the PCs would first Grace to P'Arte 8 30 4 have to find a mage willing to risk the P'Arte to Fidirth Ridge 8 66 8 enmity of X'Celsiah (remember, the Fidirth Ridge to Wath 8 18 2 tube is engraved). When X'Celsiah Wath to K'Pass 4 30 71⁄2 found out that the PCs had betrayed K'Pass to Volkrad 16 70 41⁄2 and robbed her, she would use her influ- ence to make sure that the PCs would 370 42 never get another contract in the nation of Volkrad. In all likelihood, X'Celsiah This chart lists the movement rates for the various stretches of the Overmountain Highway. could convince the army to declare the The "Rate" column is the party's movement rate in miles per day. The "Miles" column PCs as outlaws (and the mage who shows the distance between the various villages and landmarks along the road. The "Days" opened the message tube) and place a column shows how many days it will take the PCs to cover the distance between the points large price on their heads. at the listed movement rate. This chart contains information any ranger would know; you may show the chart to the player of any ranger PC. If the PCs accept X'Celsiah's offer of The times and rates given here assume that the party has a base movement rate of 12, alternative payment, she can give them and that everyone in the party wears snowshoes while walking. Wearing snowshoes reduces light war horses (no more than five), a person's base movement by one-third, to a movement rate of 8. If someone in the party mules, ponies, saddles, and trail food as walks without wearing snowshoes, cut the movement rate shown on the chart in half. Be- partial or full payment. All of X'Cel- cause of the adverse traveling conditions, the maximum movement rate along the highway siah's animals have a +2 morale bonus is 8, even if the PCs have mounts with a base movement rating greater than 12. because of their training, and have close For more information on overland travel, the DM should review pages 123-125 of the DMG. to maximum hit points. The animals In addition, the PCs will probably elect to try force-marching at least once during this adven- are worth twice the Player's Handbook ture, so please review the section on force-marching on page 120 of the Player's Handbook. value, per the "high-spirited horse" rule on page 36 of the Dungeon Master's

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Guide. Other items of equipment given Although the weather conditions along thawed. Frostbite affects the extremi- to the PCs are of normal value. Once the highway are harsh, the PCs will not ties first; ears, fingers, toes, lips, and negotiations about the form of payment be affected by the weather under normal cheeks are especially vulnerable. The are settled, read or paraphrase the circumstances, assuming that they dress DM should decide what part of the char- following to the players: in warm, insulating furs and water- acter's anatomy is affected by frostbite resistant clothing. However, the light based on his judgment of what area is Once all of your supplies are settled snow, heavy snow, high winds, and bliz- most exposed to the weather. and you are ready to set off on your zard results on the Weather and Random Curative spells function normally long journey, X'Celsiah comes to you Encounters table do present dangers to when used to repair damage caused by with a few final words. With a grin the PCs. If the PCs travel in these types hypothermia. Spells such as resist cold that does much to hide the worry of weather, they can be affected by hypo- render the character immune to hypo- that you know she must be feeling, thermia. During each check interval thermia for the duration of the spell. A the warrior-woman says, "I wish you (listed in the table), each PC must make PC with the healing proficiency can all good luck and a swift journey. I'm a constitution check or take 1-6 hp dam- save frostbitten extremities by making putting a lot of faith in what I've age. If the check is successful, the PC a successful proficiency check. heard about you. Do me this favor, takes half damage but always at least 1 Because of the strain imposed by the and I'll see to it that you are repaid hp. Horses, ponies, and other beasts are adverse traveling conditions, the PCs in kind." also susceptible to hypothermia and cannot recover hit points during this must save vs. death magic when making adventure except under very special The Overmountain Highway hypothermia checks, since they lack conditions. The PCs can recover 1 hp constitution scores. per day (maximum) if they stay in a Please review and become familiar with If a character or animal takes 50% or shelter for a full day (24 hours). They the following information before at- more of his base hit points in hypother- must light a fire, get complete bed rest, tempting to run the section of the ad- mia damage, he must make a system and be tended by someone with the venture that deals with the PCs' shock roll or immediately fall uncon- healing proficiency. Because of this journey from L'Trel to Volkrad. scious and begin losing 1 hp per round ruling, spell use will be the primary Several things will remain constant thereafter. Even if the system shock roll means used to recover hit points. This during the PCs' journey along the Over- is successful, the character develops restriction also makes the monster mountain Highway. Traveling condi- frostbite. One part of the body "dies" encounters many times deadlier than tions are fairly predictable: 2'-3' of snow and eventually rots and falls off when they would normally be. on the road at all times, sub-zero tem- peratures, high winds, and hilly terrain. It will snow for several hours each day. This type of snow has no affect on travel Example Calendar rates (see "Overland Travel Rates"), unlike the snowstorms discussed in the Date Event Weather and Random Encounters table. Nov 9 X'Celsiah contacts PC leader (night) Another constant is the presence of Nov 10 PCs leave L'Trel; The Bandits (encounter 1) people. Although traffic is sparse this Nov 11 High winds; PCs stop and lose one day time of year, the PCs will encounter Nov 14 PCs reach foothills (adjusted for lost day) people on the highway every day or so: Nov 15 The Wolf (encounter 2) merchants, soldiers, trappers, and other Nov 16 Clear day wanderers. The DM should take care to Nov 20 PCs reach Nalv (encounter 3) mention both the weather and the trav- Nov 23 PCs reach Isig Chasm Bridge (morning; encounter 4) elers along the road. Nov 24 Clear day Nov 26 As an aid to the flow of game play, the PCs reach Grace (afternoon) Nov 27 Heavy snow; lose one day DM should make a calendar of the per- Dec 1 iod from November 10th to a few days PCs reach P'Arte (afternoon) Dec 4 Blizzard hits at end of day (encounter 5) past December 31st. One such calendar Dec 7 is shown in the sidebar as an example Blizzard clears and PCs can move on Dec 8 Random monster encounter only; the DM should make up his own Dec 11 calendar. Roll all random encounters PCs reach Fidirth Ridge (afternoon) Dec 12 Heavy snow; lose one day before play begins and mark them on Dec 14 the calendar. The dates of the various PCs reach Wath (evening) Dec 15 Random monster encounter set encounters should be marked on the Dec 16 calendar as well. By using the move- Random monster encounter Dec 17 The Roaring Dragon (encounter 6) ment rates shown in the Overland Dec 21 Travel Rates table, and by keeping Heavy snow; lose one day Dec 22 PCs reach K'Pass (morning) track of any delays caused by the Dec 24 weather or monster encounters, the DM Heavy snow; lose one day Dec 25 Random monster encounter can determine whether the PCs arrive Dec 28 in Volkrad on time. PCs reach Volkrad (afternoon)

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Weather and Random 33-35 Blizzard: MV x 1⁄4, V x 1⁄4 Lost fire. This is an extremely stupid (and Encounters 50%. Duration: 1-3 days; 30% likely to strong) ogre. become light snow the day after the The Volkrad Army offers a 2-gp To determine random encounters, roll 1d6 blizzard stops. Wind speed is 2d10 + 30 bounty on pairs of ears, which the once per day. A roll of 1 or 2 indicates an MPH. Roll hypothermia checks every PCs can collect at any army garrison. encounter occurs. When an encounter is turn and apply the penalties for high This bounty should be common knowl- indicated, roll percentile dice and consult winds as above. If this result is indi- edge to the PCs. Every orc carries 1-6 the table below. cated more than once during the ad- sp and 1-10 cp in orcish coinage. The Weather results apply to the whole day. venture, treat the encounter as heavy orcs also have a snow-sled (hidden in Do not roll on this table on days with a snow instead. the trees) that they use to carry vari- fixed encounter, as the encounter descrip- ous disgusting food items and 150 gp tion covers the weather conditions. Cer- 36-45 Clear day: The day is mild with worth of furs and hides: deer, beaver, tain creature encounters will occur only clear, bright blue skies and lots of wolf, otter, muskrat, elk, etc. The ogre in specific areas as noted in the encoun- sun—perhaps too much sun. Any PC wears a badly mangled gold bracelet ter description. Each creature encounter who does not cover his eyes must worth 10 gp for its gold content, not its is intended to be used only once during make a wisdom check or become snow- workmanship. the adventure, although the orc/ogre blind for 1-3 days. Snow-blindness encounter can be reworked and used Orcs (15): Int avg; AL LE; AC 6; MV duplicates the effect of having a light 9; HD1; hp 5 (x 2), 6 (x 3), 7 (x 4), 8 again. Reroll if a duplicate monster spell cast in one's eyes: -4 to all at- encounter is indicated. (x 5), 9; THAC0 19; #AT 1; Dmg by tack rolls and +4 to be hit by any weapon type; SZ M; ML 13; XP 15; If the DM wants more realism and can opponents. MC; ring mail, shield, axe, short bow. handle a few more details, he can roll Ogre: Int low; AL CE; AC 5; MV 9; 1d10 to determine the hour of the travel- 46-50 White pudding: Int nil; AL N; HD 4 +1; hp 30; THAC0 14; #AT 1; ing day during which bad weather starts. AC 8; MV 9; HD 9; hp 48; THAC0 11; Dmg 2-12 (as 18/00 strength with This may allow a party to get to the next #AT 1; Dmg 7-28; SA 50% likely to be normal weapons); SZ L; ML 13; XP shelter before a snowstorm hits, thus mistaken for ice or snow; SD immune 175; MC. This ogre was raised by the gaining time over the journey. For exam- to acid, cold, poison; lightning and orcs as a sort of heavy infantry. He ple, the DM has determined that a heavy blows from weapons divide it into was taught to use a giant, cruelly snowstorm will hit the PCs on the 7th smaller puddings; dissolves animal or spiked tree branch as a club, and he is hour of the traveling day. A PC who vegetable matter in one round; SZ M; now quite expert in its use. The ogre's makes a successful weather-sense profi- ML special; XP 4,000; MC (puddings, blows have a 30% chance of stunning ciency check can advise the others that deadly). man-sized or smaller creatures for 1-4 they should be able to make it to the next rounds. If the ogre gets a "stun" re- shelter before the storm hits. This encounter occurs only if the party is in the high-pass area between sult, his opponent is batted into the The following abbreviations have spe- Wath and K'Pass. The pudding is hunt- air and lands l'-20' away. While cial meaning when used in this table: ing by the trail in the hope of finding a stunned, the unfortunate victim has a MV = effect on movement rating. meal. Because it resembles a snow- - 2 penalty on all attack rolls. V = effect on all types of vision. bank, it has a +4 to its surprise roll. Lost = base chance of becoming lost. If there is a ranger in the party, the chance 64-68 Cave bear: Int semi; AL N; AC 6; of getting lost is reduced by 2% per level 51-63 Orcish scouting force: Orcs and MV 12; HD 6 + 6; hp 40; THAC0 15; of the ranger (cumulative for multiple their associates often prowl along the #AT 3; Dmg 1-8/1-8/1-12; SA hug; SZ rangers). highway during the winter, looking for H; ML 8; XP 650; MC. the opportunity to waylay any group This encounter occurs only between 01-14 Light snowstorm: MV x 1⁄2, V they outnumber. This group (of 15 orcs Nalv and K'Pass. The cave bear may x 1⁄2, Lost 20%. Roll hypothermia and one ogre) has hidden itself in a not attack the PCs if they do not saves every five hours. small copse of trees to the side of the bother him. If the PCs disturb him, road. The force gains a +1 on its the bear attacks ferociously, display- 15-22 Heavy snowstorm: MV x 1⁄2, V surprise roll. If the surprise succeeds, ing his less-than-pleasant temper. If x 1⁄4, Lost 30%. There is a 50% chance the orcs fire a volley of two arrows the bear rolls an 18 or greater to at- that heavy snow becomes light snow each, aiming for unarmored PCs first. tack with his paw, he hugs for an on the next day. Roll hypothermia The orcs then ditch their short bows additional 2-16 hp damage. saves every five hours. and run forward through the snow to engage in melee combat. 69-78 Eagle Rider: This encounter 23-32 High winds: MV x 3⁄4, V x 3⁄4. Even if surprise is indicated, how- occurs only between Nalv and K'Pass. The winds drive loose snow around in ever, there is a 30% chance that the Sol the Elf is an eagle rider and scout fierce gusts; sometimes the wind chill ogre charges forth too soon, spoiling for a tribe of elves that lives in the factor increases to deadly levels. Roll the ores' aim. The ogre's charge does mountains. If the party has trouble 3d10 + 20 for the wind speed in miles not negate the surprise, but it does with the orc/ogre encounter, the DM per hour. Roll hypothermia checks prevent the orcs from shooting more may wish to merge the two encounters hourly, with a -1 penalty per 5 MPH than one arrow each at the PCs, be- so that Sol and his giant eagle, above 25 MPH of wind speed. cause the ogre crosses their field of Killsoft, can help out the PCs. Other- wise, Sol is merely curious about travelers along the highway. He may

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direct Killsoft to "buzz" the PCs, and the foothills and between K'Pass Set Encounters skimming low enough to let the PCs and Volkrad. Army patrols usually feel the breeze of their passage. If the number 10 or more and are led by a 1. The Bandits. This encounter oc- PCs make no hostile moves, Sol even- sergeant (F2 or F3). Every citizen of curs when the PCs are about 10 miles tually lands and talks with the party. Volkrad serves at least three years in away from L'Trel, on the same day that Both Sol and Killsoft are curious the army, at a young age. These sol- they leave. If the PCs left when X'Cel- about anyone daring enough to travel diers are all young (between 14 and 20 siah asked them to, it should be the the highway during the winter. years old), fresh, and eager. afternoon of November 10th. Sol the elf: AL CG; AC 3 (5); MV 12; Soldiers (10): AL any N or G; AC 4; A group of bandits hired by Rhet F5/M5; hp 25; THAC0 16; #AT 1; Dmg MV 9; F3 (x 1), F1 (x 5), F0 (x 4); hp Corsuhn (through a thieves' guild inter- by spell or weapon type; SA +1 to hit 23, 8 (x 5), 6 (x 4); THAC0 18, 20; #AT mediary) is hiding around a corner in with bow or long sword; SD infra- 1; Dmg by weapon type; ML 14; chain the road, ready to ambush the PCs. The vision 60'; MR 90% resistant to sleep mail, shield, short sword, long bow, bandits are actually a mercenary com- and charm spells; S 14, D 16, C 10, I dagger, spear. pany from L'Trel, but their leader some- 17, W 12, Ch 14; ML 15; elven chain times accepts contracts on the shady mail, long sword, long bow; spells: 93-98 Blink dogs (4-16): Int avg; AL side of the law. Their primary mission dancing lights, feather fall, phantas- LG; AC 5; MV 12; HD 4; hp varied; is to get the scroll tube that holds X'Cel- mal force, wall of fog, glitterdust, THAC0 17; #AT 1; Dmg 1-6; SA attack siah's taxes, but the bandits are not locate object, invisibility 10' radius. from rear 75% of the time; SD telepor- averse to taking anything else the PCs Killsoft (giant eagle): Int avg; AL tation; SZ M; ML 12; MC. have of value as well. N(G); AC 7; MV 3, fly 48 (D); HD 4; hp On an exceptionally cold night, a 27; THAC0 15; #AT 3; Dmg 1-6/1-6/2- pack of blink dogs (a mountain variety Because of their careful preparations, 12; SA dive; SD cannot be surprised in similar to the plains-dwelling blink the bandits gain a + 4 bonus to surprise daylight; SZ L; ML 13; MC. Killsoft dogs described in the Monstrous Com- the PCs. If the bandits do not surprise has a limited form of telepathy that pendium) blinks into the roadside the PCs, the consequences are left to the allows him to communicate with most shelter to spend the night with the DM to decide. If the PCs are surprised, intelligent creatures. PCs. The dogs are intelligent and can read or paraphrase the following to the respond to human communication players: 79-83 Troll Raider: This encounter nonverbally. If threatened, the pack occurs only between Nalv and K'Pass. blinks out. This encounter can be What a dismal way to start a jour- On a night with heavy snow, a troll highly entertaining if the DM takes ney. Wet sleet falls constantly, soak- and his winter wolf companion care- the time to role-play the part of the ing everything and making you cold fully sneak up on the PCs' shelter, dogs. and miserable. You slog along the gaining a + 2 on surprise rolls. The road, battling to maintain your bal- troll and wolf burst into the barn area 99-00 Ice serpent: Int animal; AL N(E); ance on the thin coating of icy slush, of the shelter, and the troll uses his AC 4; MV 18; HD 9; hp 45; THAC0 11; but the distant mountains to the surprise segment to kill one of the #AT 2; Dmg 2-12/3-12; SA +3 to sur- south never seem to get any nearer. riding or pack animals, using an old prise, constriction; SZ G (45' long, 1' At least here in the lowlands you are long sword to chop the animal in half. diameter); ML 16; XP 2,000; MC making relatively good time. Sud- The raiders then flee into the night, (snake, giant constrictor, variant). denly, as you come around a corner carrying half of the carcass with them. This encounter occurs only between in the road, a loud, hoarse shout Both the troll and the wolf can move Wath and K'Pass. The ice serpent comes from high up in a tree. You at full speed under these conditions, attacks twice in a round, once with a have just enough time to curse your- because they are well adapted to the bite and once with a lash of its tail. self for your inattention to the dan- winter environment. If the PCs at- The tail-lash can send man-size or gers of the road when leather-clad tempt to follow, their movement rat- smaller creatures flying through the men, at least a dozen in number, rise ing should be penalized for both air for great distances. Instead of 1 out of the trees in front of you and darkness (x 1⁄2) and heavy snow (x /3). using its normal bite/lash attacks, the Troll: Int low; AL CE; AC 4; MV 12; ice serpent can opt to constrict its prey send a flight of black-shafted arrows HD 6 +6; hp 41; THAC0 13; #AT 3; for 3-12 hp damage per round. If using winging your way. Dmg 5-8/5-8/5-12; SA can attack multi- its constriction attack, the serpent ple opponents; SD regeneration; SZ L; does not need to roll to hit each round. A lookout is stationed high up in a fir- S 18 (92); ML 14; XP 1,400; MC. Ice serpents are covered in white fur, tree above the position marked A on the Winter wolf: Int avg; AL NE; AC 5; to match the snowy realms where they Bandit Ambush map. Ten bandits are MV 18; HD 6; hp 37; THAC0 15; #AT live. The coloration of the serpent crouched down on the ground near A as 1; Dmg 2-8; SA frost; SD immune to gives it a greater than normal chance well, behind the 4'-high stone wall. cold-based attacks; SZ L; ML 13; XP to surprise opponents. The fur of ice The second-in-command for the ban- 975; MC. serpents is much prized for making dits and 11 other bandits are hiding in warm, waterproof garments that the trees and bushes near position B. 84-92 Military Patrol: This encounter protect the wearer from extremely A mage, the bandit leader, and three occurs only in the section of the Over- cold weather. The fur can be sold for bandits who serve as bodyguards for the mountain Highway between L'Trel up to 40 gp per square yard. mage are hiding at position C, which is 15' farther back in the trees than posi- tion A.

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turers, tie them up, and leave them in charm person (x 2), enlarge, light, read BANDIT Area 1 the bushes. The bandits then return to magic, forget, levitate, slow. For this L'Trel and promptly disappear in its short trip, the mage has left her spell seedy underworld. book in her quarters in L'Trel. AMBUSH If the PCs defeat the bandits and 1 square = 5' manage to capture any of them for ques- 2. The Wolf. This encounter occurs in tioning, none of the rank-and-file ban- the evening, just as the PCs are ap- dits know who hired them for the proaching one of the roadside shelters robbery attempt. The bandit leader is about three days travel (24 miles) before the only one who knows anything, and reaching the mountain village of Nalv. he must fail a morale check by three or Read or paraphrase the following to the more points or he will refuse to answer. players: The commission came to the bandit leader through a friend in the L'Trellian Today's trek was long and difficult. thieves' guild; even the leader does not This shelter must be abnormally far know who really commissioned the from its fellows, because you pushed robbery. If the PCs can convince the hard during the afternoon and you leader to talk, they may be able trace are just now reaching the shelter. this attack back to Rhet by finding the Although it is not fully dark yet, the thieves' guild contact. temperature is already well below If the PCs capture any bandits, they zero. As you stumble along in the soon encounter an army road-patrol (see numbing cold, the outline of the Random Encounters Table for typical shelter ahead serves as an incentive statistics and composition) that will to hurry. gladly take charge of any prisoners. The There must be someone in the leader of the patrol recognizes several of shelter already; a thin wisp of smoke the bandits as wanted felons and in- is coming out of the chimney. You are forms the PCs that there is a 300-gp about 150' from the humble stone reward for the bandits. The PCs must building when you hear strange claim the reward within 30 days, in sounds are coming from the shelter. L'Trel, or it will be forfeited to the army. A low-pitched, evil-sounding growl- Tell the PCs that the army takes at ing noise fills the freezing night air, The lookout watches the PCs come up least three days to verify identities of coupled with occasional cursing and the road and shouts when they reach criminals before it pays out any reward swearing in the Common tongue. the position marked X. Once the look- money; let them decide if they want to out shouts his warning, the bandits at A delay long enough to return to L'Trel Inside the shelter, a ranger named and B stand up and begin firing arrows and press their claim. Harkone is doing his best to defend in an attempt to catch the PCs in a Bandits (25): AL N; AC 6; MV 12; F1 himself from the malicious attentions of crossfire. or F0; hp 8 (x 11), 6 (x 14); THAC0 20; a werewolf. The werewolf is toying with The bandits aim for the PCs' mounts #AT 1; Dmg by weapon type; ML 15; XP Harkone, prolonging the fight. Harkone first, to prevent the PCs from riding 35; studded leather armor, shield, short is having a hard time keeping the huge away. After that, the bandits aim for bow, short sword, dagger, 1-6 gp in black werewolf at bay, because his only any obvious mages or clerics in order to cheap jewelry, rings, etc. weapon usable against the werewolf is a knock out the PCs' spell power. The Second-in-command: AL N; AC 6; silver crossbow quarrel, and he has only bandits fire two arrows each during the MV 12; F2; hp 16; THAC0 19; #AT 1; one. He is currently using the quarrel first round. After this, bandit tactics are Dmg by weapon type; S 16; ML 15; XP in his hand, jabbing it at the wolf (the left to the DM. 65; studded leather armor, shield, short quarrel does 1-2 hp damage when used The bandit mage has many useful bow, short sword, dagger, 62 gp in gold as a hand weapon). spells (consider the effects of a slow jewelry. If the PCs are cautious, they can spell cast into the middle of the PC Bandit leader: AL N; AC 4; MV 12; sneak up to the shelter without alerting group, or the effects of an enlarge spell F5; hp 34; THAC0 16; #AT 1; Dmg by the werewolf; it is intent on its fight cast upon the bandit leader) for an am- weapon type; S 18/07, Ch 15; ML 15; XP with Harkone. Show the players the bush situation. 175; chain mail, shield, long sword floor plan of the Roadside Shelter. The bandits will use the cover pro- (worth 45 gp), short sword, dagger, 6 gp, If the PCs try to save Harkone, the vided by the 4' wall and the trees and 25 gp in rings. werewolf's first reaction is to attempt bushes for as long as possible before Bandit mage: AL NE; AC 4; MV 12; escape. The door to the barn is open, engaging the PCs in melee combat. M5; hp 15; THAC0 19; #AT 1; Dmg by and it tries to run out this way. The wolf Remember that the bandits' mission is spell or weapon type; S 10, D 16, C 10, I fights only if the PCs block its escape. to rob the PCs, not necessarily to kill or 15, W 12, Ch 14; ML 15; XP 975; armor If the PCs manage to save Harkone, maim them. spell (13 points), dagger, potion of gas- he expresses his gratitude and talks If the bandits defeat the PCs (or get eous form, 20-gp glass prism (for read freely with the PCs. Harkone explains them to surrender), they rob the adven- magic spell), 50-gp pearl, 6 gp; spells: that an hour or so after he reached the

32 Issue No. 27 COURIER SERVICE shelter, the door opened and a shaggy, Fidirth Ridge, Wath, K'Pass) fit the dark-haired man came in. Harkone did same pattern as Nalv, varying slightly which grows in intensity as you not like the look of him, but the code of in population and price of supplies. The approach the Isig Chasm. The Isig the shelters states "Make room," so he DM should use the description of Nalv river valley extends all the way to did. Harkone suspected that the man as a template for the other towns along Naka's Ocean and runs straight for a was a bandit, so he faked going to sleep. the way. good deal of that length. A fierce, As soon as the wolf-man was convinced If the PCs are interested in finding a howling wind blows down off the that Harkone was asleep and that no place to stay in Nalv, its dour-but- Dividing Mountains, funnelled and one else would be coming into the shel- friendly inhabitants quickly inform channeled by the walls of the chasm. ter, he changed to his wolf-form and them that the Ice Serpent is the only The turnoff to the small army fort attacked. inn in town. The Serpent's dim, smoky, that guards the bridge falls behind If the PCs explain their mission to noise-filled interior holds off-duty sol- as you trudge on, and eventually the Harkone, he offers to guide them along diers, drunken trappers, silent moun- bridge itself comes within sight. A the Overmountain Highway as far as tain men, whispering villagers, and the woman in an army uniform comes Wath. Harkone is very familiar with the occasional tribal elf or clan-dwarf. out of the guardhouse beside the highway. If the PCs accept his offer and Sleeping rooms at the Ice Serpent cost 7 bridge as you approach. Several allow him to travel with them, Harkone sp per person per night; a space in the other people remain inside the small manages to shave two days off the PCs' common room is 4 sp per night. These silver-granite building. The woman journey time. prices includes dinner. keeps a tight grip on the wooden railing that runs along the guard The werewolf had some belongings If the PCs wish to stay at the Ice Ser- post, and you notice a rope around with him. Searching through these pent, they must deal with its bartender/ her waist connects her to something items reveals the following: a long owner, a balding, extroverted man sturdy inside the guardhouse. Even sword (worth 10 gp), a long bow (100 named Marcus. Marcus is a retired so, she stumbles several times as the gp), some spices (25 gp), a bearskin coat army captain, and his favorite subject is fierce winds contrive to lift her off (75 gp), 12 gp, 22 sp, 18 cp, and a jade why his inn is called the Ice Serpent. It her feet. The bridge gates are shut, belt buckle (27 gp). is named (as Marcus proudly points out) and the narrow bridge surface is Harkone: AL CG; AC 7; MV 12; R2; for the three stuffed ice serpent heads coated with a thick layer of ice. hp 20 (15 after werewolf attack); mounted above the bar. The ice serpents THAC0 19; #AT 1 or 2; Dmg by weapon were killed by the army (Marcus led a type; S 15, D 10, C 15, I 10, W 14, Ch patrol that killed one), and the heads Private Baker (the woman coming out 12; ML 13; studded leather armor, short were donated to the tavern. of the guardhouse) waves the party to a sword, light crossbow, dagger, silver Ice serpents are huge, white-furred stop about 50' from the edge of the quarrel; proficiencies: tracking, set snakes that sometimes haunt the pass chasm and shouts over the wind, "The snare, direction sense, read/write Com- between Wath and K'Pass. Marcus bridge is closed down for as long as the mon, riding (horse). tends to expound at great length on the wind lasts. We shut it down earlier Werewolf: Int avg; AL CE; AC 5; MV various aspects of the serpents, espe- today after a soldier got blown off." The 15; HD 4 + 3; hp 31 (28 after fight with cially about the legendary hair- bridge looks very unsafe. Great gusts of Harkone); THAC0 15; #AT 1; Dmg 2-8 restoring properties of ice-serpent liver wind blast out of the chasm, battering in wolf form; SA surprise; SD silver or oil. the PCs even where they stand. The Isig +1 or better weapon to hit; ML 13; XP Marcus: AL CG; AC 10; MV 10; F6; river is frozen beneath the bridge, more 420; MC. hp 41; THAC0 15; #AT 1; Dmg by than 800' below. weapon type; S 12, D 10, C 9, I 13, W After giving the PCs a few minutes to 3. The Village of Nalv. Nalv is a 15, Ch 16; ML 15; short sword, club, absorb the situation, Baker recom- highland town with a civilian popula- dagger. mends that the PCs stay at the inn tion of 1,500 and an army garrison that adjacent to the garrison, at least until houses more than 500 soldiers during 4. Isig Chasm Bridge. The Isig the wind dies down a bit. The Soldier's the winter. Nalv serves as a rendezvous Chasm Bridge is 20 miles away from Arm's Inn is a clean, efficient, army-run point and winter shelter for trappers, the village of Nalv, or about two and a hostel located two miles back up the mountain men, and the occasional half days travel. The bridge is an impor- Overmountain Highway, off the small ranger. The nature of its population tant (and vulnerable) part of the Over- turn-off that leads to the army fort. The makes Nalv the center of the fur trade mountain Highway, so a permanent hostel makes a great deal of money this for the nation of Volkrad. Prices in Nalv army garrison is stationed in a nearby time of year, because the fierce winter are generally high (at least 10% over fort. As the PCs approach the bridge, winds can shut down the bridge for days Player's Handbook prices), and only read or paraphrase the following to the at a time. A night's lodging costs 5 sp common items are available. The PCs players: per person for a room, including meals. can negotiate with the quartermaster of A berth in the common room costs 3 sp the army garrison for armor, armor Today's weather has been truly hell- per night, also including meals. repairs, weapons, and pack animals. ish. Snow comes down in fits and If the PCs elect to stay at the Soldier's Such items and services cost at least starts, and the temperature is well Arms, the wind delays the PCs for two twice the normal price. below freezing. Conditions are aggra- days before it dies down enough to The other highland towns along the vated by the ever-present wind, make the bridge safe to cross. Overmountain Highway (Grace, P'Arte,

DUNGEON 33 COURIER SERVICE

Baker and her companions will let the 5. The Blizzard. On the third day is cloudy with a few flakes of snow PCs cross immediately, if they insist. after the PCs leave P'Arte, a blizzard (standard), and the next minute the The soldiers loudly disclaim any respon- hits the Overmountain Highway in the wind picks up and great gusts of snow sibility for whatever happens to the vicinity of the PCs. The blizzard strikes howl down out of the sky. party. Baker does not even charge the in mid-afternoon. (Please review the It will take the PCs four turns to PCs the normal 1 sp per head toll, say- information on blizzards found in the cover the remaining distance to the ing, "Anyone crazy enough to cross that Random Encounters table.) shelter. The wind speed is 40 MPH, so bridge deserves a break." Normal procedure for traveling along everyone in the party must make four The DM should allow the success of the highway is to stop at a shelter for a hypothermia saves (one every turn) any reasonable scheme for crossing the noon meal and rest. When the PCs stop with a - 3 penalty to each roll. The bridge. Someone with the mountaineer- at noon on this day, roll a proficiency chance of getting lost is 30% (rather ing proficiency can easily rig up a rope check for any in the party with the than 50%) because of the short distance harness to convey PCs and animals weather-sense proficiency. If the check is involved. If someone with the direction across the bridge in relative safety. Or successful, inform that PC that "a bliz- sense ability makes a successful profi- the DM could allow rogue characters to zard is going to hit this area sometime in ciency check, the PCs will not get lost. use their wall climbing ability. Obvi- the next 3-6 hours." Since it typically Once it hits, the blizzard lasts the rest ously, if the PCs try to simply waltz takes 4-5 hours to cover the distance of that day plus two more days. The across the bridge, the wind (gusts up to between shelters, the PCs may want to weather clears up on the morning of the 100 MPH) will blow them off to their stay here to ride out the blizzard. third day, and the PCs can move on (see deaths. Anyone who attempts to fly or If no one in the party has the weather- the example calendar). This encounter levitate across the chasm takes 2-8 hp sense proficiency (or a suitable spell), do drives home the deadly nature of the battering damage from the wind during not give the PCs any warning about the winter weather along the highway. the crossing. A saving throw vs. Paraly- imminent blizzard. Storms, blizzards, zation for half damage is allowed. and snow can strike with lightning 6. The Roaring Dragon. The section Soldiers (5, including Baker): AL NG; speed and little or no warning along the of the Overmountain Highway between AC 6; MV 12; F1; hp 7; THAC0 20; #AT highway! Wath and K'Pass is confined to a nar- 1; Dmg by weapon type; ML 14; studded If the PCs proceed after the noon rest row, high-altitude pass. The surround- leather armor, shield, short sword, short stop, the blizzard hits when the PCs are ing mountains tower thousands of feet bow, dagger. half a mile from the next shelter. There above the road through the pass. Al- is no warning. One minute the weather though the road itself is classified as

34 Issue No. 27 COURIER SERVICE

"low mountain" terrain, the elevation ask about possible cover, assume that ask a few of Volkrad's notoriously un- is still extreme (see pages 123-125 of the they are too flustered to take a look friendly inhabitants how to find it. The DMG). If any combat (from random around and assess the situation. DM can give the PCs a little hassle encounters) occurs in the pass, the PCs If the PCs take cover behind the boul- about finding the office if he wishes, but suffer a -1 penalty to all combat rolls der, the front wave of the avalanche if the PCs have done well up to this because of the elevation. crashes down around them just as they point, they probably deserve a break. When the PCs are about 10 miles (two reach its leeward side. The PCs get Volkrad's tax office is a multistoried, and a half days hard travel) past Wath, buried up to waist height (3') in the almost palatial building made primarily read or paraphrase the following to the snow that spills around the sides of the of marble. During the day, people run in players: boulder, but this snow is loose enough and out of it in droves, and the tempo that no one will have a problem getting does not slow down much at night. The elevation of the pass makes bat- out. If the party takes refuge behind the From December 25th to January 10th, tling through the snow an immensely boulder, they can move on without any the office is open to the public from 5:00 difficult task. It is only mid-afternoon, significant delay. A.M. to midnight, seven days a week. and already your limbs protest their The culprit behind the avalanche is During all other times of the year, it is limits and scream "enough!" At least an old white dragon known as Weiss- open from 9:00 A.M. to 5:00 P.M., Monday it isn't snowing, and the sun occasion- hammar. After causing the avalanche, through Friday. ally peeks its way through the clouds. Weisshammar gains a few thousand feet In order to gain entrance to the tax Suddenly, far above you near the of altitude, then circles around to watch offices, the PCs must check their weap- peaks of the tall mountains that the fun. Weisshammar does not attack ons at the door. The guards are very tower above the pass, you see a the PCs after causing the avalanche; he thorough and demand that the PCs di- dragon! The magnificent white beast was just having fun. He is also very vest themselves of all weapons. People swoops and dives through the air, just leery of attacking anything on the Over- sometimes get a little upset in this build- visible through gaps in the cloud mountain Highway; this caution which ing, and catastrophe could result if the cover. For a moment you simply is one of the reasons why he is an old guards let so much as a dagger slip by. watch in admiration; the dragon looks dragon. Weisshammar lives in an ice Guards (6): AL any N or G; AC 5,; truly beautiful, a creature at home in cave far up one of the mountain gla- MV 9; F2, F1 (x 5); hp 15, 7 (x 5); its element. ciers. The DM is free to develop details THAC0 19, 20; #AT 1; Dmg by weapon With a dawning sense of alarm, on his lair if necessary. type; ML 15; chain mail, spear, short you watch as the dragon banks to- Weisshammar (white dragon): Int 7; sword, dagger. ward one of the snowy slopes above AL CE; AC -3; MV 12, fly 40 (C), bur- you. The white beast turns and flies row 6, swim 12; HD 15; hp 92; THAC0 Confrontation with Ira roughly parallel to a huge, tenuously -3; #AT 3 plus special; Dmg 1d6+8/ balanced snowbank. The dragon 1d6+8 / 2d8+8; SA fear (30 yards), spell- After the PCs clear the minor hurdle of inhales with a visible effort, then lets like abilities, create avalanche, breath finding and gaining entrance to the tax out an earsplitting roar. Seconds weapon; SD special; MR 20%; SZ G (77'); office, read or paraphrase the following later, in answer to the dragon's call, ML 15; XP 11,000; MC. to the players: a deep bass roar booms down the mountainside. The dragon has After having a little trouble finding caused an avalanche, and now thou- Volkrad the tax office, things start going sands of tons of ice and snow are The circumstances surrounding the smoothly for once in this accursed barreling down the mountainside final delivery of X'Celsiah's tax money journey. The sealed message tube toward your current position! are intentionally left somewhat vague. bearing Lord X'Celsiah's engraved The DM can make the actual delivery seal is like having a magical wand. A simple wave of the tube causes the The PCs have 1d3+1 rounds to pre- as easy or as challenging as he desires. The scenario outlined below gives the various minor functionaries to go pare for the onslaught of the avalanche, through an abrupt change of atti- which is a small one despite its fear- DM a starting point but certainly does not touch on all the difficulties the PCs tude, from surly and taciturn to some appearance. Anyone (or anything) cheerful and overly helpful. A bab- that gets hit by the avalanche takes 2- could have during their stay in the capital city of Volkrad. bling young man guides you deep 20 hp damage (save vs. paralyzation for into the building, through several half damage). If any PCs or animals Volkrad is a sprawling port city on the coast of the Unbandig Sea, near the impressive offices that he assures take damage from the avalanche, get- you are "just waiting rooms." Fi- ting them dug out, cleaned up, and past mouth of the Tieglen River. The city has a population of roughly 80,000. Com- nally, in an out-of-the-way back corri- the now-blocked pass delays the party dor, you come to a heavily carved for half a day. pared to L'Trel, Volkrad is an enormous metropolis, so it will be very easy for door labeled "Hiram Parma, Tax If the PCs ask (quickly!), the DM Minister." The eager fellow opens the should tell them that there is a natural the PCs to get lost in the byways and far-flung districts of Volkrad. door for you and gestures for you to formation nearby that will serve to step inside. protect them from the avalanche. If the The Tax Office The office inside is spacious, beau- PCs react immediately, they can all run tiful, and opulent. The room is kept behind a boulder (about 30' in diameter) The PCs will not be able to find the tax warm by a large marble fireplace that is located nearby. If the PCs do not office by themselves; they will have to

DUNGEON 35 COURIER SERVICE

He's a snake." Why don't you come back tomorrow? that dominates one wall. A window Lord Ira was told by Lord Hiram to He's very busy, and he'd literally kill of crystal-clear glass covers another look for the PCs arrival in connection me if I let him be disturbed. Here's a wall, revealing a view of the street with the delivery of X'Celsiah's taxes. voucher to stay at the Lion's Pryde Inn far below. A small door in one wall Ira has realized that if he can get X'Cel- for a few days. It's on us." If the PCs evidently leads to a closet or perhaps siah's money away from the PCs, he arrive on (or after) December 31st, the a washroom. A painfully thin, im- will have an ideal opportunity for re- DM will have to change this ploy. maculately dressed, white-haired old venge. Once Ira has the money in his The PCs can easily bluff their way man with hawklike features is hands, he will see to it that the official past Ira and get to see Lord Hiram seated behind a massive oak desk. copy of the receipt is "accidently" directly. One of the easiest ways is to He does not look up when you enter, burned with the trash, removing all simply make as large a disturbance as even though your armor clinks official record of X'Celsiah's payment. possible. Eventually, guards (see the loudly and the thump of your boots Then the message tube containing the statistics at the beginning of this sec- reverberates throughout the entire money will "accidently" be placed on a tion) will show up to see what all the room. Finally the man looks up, but back shelf under a pile of junk. fuss is about. Lord Hiram then pokes only when your young guide breath- As a result of Ira's scheme, Volkrad's his head out of the small door leading to lessly spills out, "My lord, these bureaucracy will count X'Celsiah as the inner office and gruffly inquires as people are here to deliver Lord X'Cel- delinquent in paying her taxes. She will to what is going on. At this point, Ira siah's taxes!" then be fined 26,000 gp (double the knows he is defeated and he backs The man behind the desk pushes amount she would have owed over the down. The PCs have just made a real his chair back and stands, a slow last three years, if she had not been enemy, though. Inventive PCs will come smile spreading across his face. exempt), more than enough to exhaust up with a myriad nonviolent ways to "Good to see you! I didn't expect you all of her cash reserves. Even if the get past Ira, once they determine that this soon. Frankly, when I heard of "mistake" is uncovered a few months he is not Lord Hiram. X'Celsiah's predicament, I expected later, Ira will plead that it was an inno- the weather to slow you down more cent error, and the damage to X'Cel- Meeting with Lord Hiram Parma than it evidently did. Well done! siah's finances will be irreparable. Once the PCs bluff their way into the Have a seat, and I'll see about get- Ira has thought of several schemes to ting you a receipt." inner office or otherwise get in contact trick the PCs into giving him the with Lord Hiram, he spends a few min- money. Ira's first tactic is to simply let The introductory paragraphs are utes looking over X'Celsiah's tax forms. the PCs assume that he is Hiram. Ira After a short time he expresses satisfac- deliberately worded to give the players never actually says that he is Hiram, several false impressions. The introduc- tion and gives the PCs a receipt to take but if the PCs assume that he is, do not back to X'Celsiah. tion suggests that the man behind the do anything to correct their mistake! If desk is Lord Hiram Parma. However, this simple tactic fails, Ira makes some Hiram has a good laugh over any the man is actually Lord Ira Sarvice, sort of diversion (dropping a pen on the confrontations the PCs had with Lord the deputy tax minister of Volkrad. The floor and scrambling under the desk to Ira and acknowledges that his deputy small door really leads to Lord Hiram's recover it, etc.) and uses one or more of minister is a cad of the vilest kind. Lord inner office. As the deputy tax minister, his suggestion spells to suggest to the Hiram does not have any choice about part of Ira's job is to sit in the outer PCs that they should give him the mes- having Ira as his deputy minister (Ira office and deal with mundane matters sage tube containing the tax money. and Hiram are both appointed by the so that Lord Hiram is not unnecessarily The DM should come up with several ruling Council of Lords), so Hiram tries bothered. Ira sometimes does his job a other ways for Ira to deceive the PCs to keep him too busy to do any damage. little too well. Astute players will be into giving him the money. Ira is a This tactic also allows Hiram to keep a suspicious of this set-up, since the de- smooth, utterly ruthless master of de- watchful eye on Ira's doings. scription of the man behind the desk ception, so it should be very difficult to does not quite match the description of actually catch him doing anything ille- The Lion's Pryde Lord Hiram that X'Celsiah gave to the gal or telling any actual lies. Ira has a The Lion's Pryde is a small luxury inn PCs. legitimate-sounding excuse for every- located in one of the finest sections of Playing out this part of the adventure thing he does. ("I'm sorry I tried to cast Volkrad. Lord Ira Sarvice is the owner requires the DM to use a very delicate a spell on you," he'll say, "but Lord of the inn, although this is a carefully touch. The DM must give the players Hiram would have my hide on the wall kept secret. Not even the head inn- enough information so that, if they are if I let him be disturbed right now. I'm keeper knows who actually owns the clever, they can determine this is not just trying to do my job.") inn. Ira gives orders to the innkeeper by Lord Hiram, but the DM must also If everything fails and the PCs find relaying them through several people. make sure that he does not give this out that he is not Hiram, Ira still If the PCs follow Ira's suggestion and fact away. If the DM feels that the clues refuses to let the PCs see the tax minis- stay at the Lion's Pryde, Ira orders in the description for this encounter are ter. Ira has one final ploy. If he can get (through a relay involving several peo- insufficient to make the PCs paranoid, the PCs to stay at the Lion's Pryde Inn ple, of course) his section of the local perhaps X'Celsiah could warn the PCs (see encounter description), he can have thieves' guild to rob the PCs of X'Cel- at the beginning of the adventure to "be them robbed. He tells the PCs, "I can't siah's tax money. Remember that this is careful of Lord Hiram's deputy minister. possibly let you in to see him today. a well-organized, guild-backed robbery

36 Issue No. 27 COURIER SERVICE attempt. The DM should feel free to crossbow. Their first action is to subdue allow Volkrad to repel a massive orc modify the actions of the robbers in any conscious PCs. Then they tie and invasion. response to PC actions. The robbers do gag all of the PCs. Four of the heavies If the PCs' mission is successful, everything they can to cover up the real then stand guard over the PCs while X'Celsiah will be very grateful to the reason for the robbery and to hide the the others help the thief-in-charge party and will prove to be a valuable fact that Ira ordered it. search the room. If the PCs hid X'Cel- contact. The DM can use X'Celsiah to When the PCs check in for the night, siah's tube carefully, it will take the feed the PCs information about future the manager gives them a fine, sumptu- robbers 1-10 rounds to find it. The rob- adventures. X'Celsiah will also be more ous suite of rooms (the DM is free to bers also take any other valuable items than willing to provide PC fighters with develop a map if he desires). Ira's people that they find (DM's discretion), in order level training, either for free or at a then begin to watch the PCs from adja- to disguise the intent of the robbery. greatly reduced cost. Lord Hiram cent buildings and from within the inn If any of the bound and gagged PCs Parma of Volkrad can also be used to itself (thieves' guild people work in the wiggles too much, the guards discour- introduce new adventures. Perhaps he inn as bellhops, maids, etc.). The thieves age them by motioning with their cross- has a dangerous mission of a delicate wait for a good opportunity to rob the bows. If the PC continues to move, the nature that he dare not assign to the PCs. Ideally, they are waiting for a time guards shoot to kill. The inescapable military. when most of the PCs are out of their death rule (page 75 of the DMG) applies The PCs will also make at least two rooms and away from the tube. Such an here. new enemies if they succeed in their opportunity may arise when the PCs go After the robbers leave, the PCs can mission. Lord Rhet and Lord Ira are to dinner. If all else fails, the robbers begin extracting themselves from the primarily interested in making X'Cel- wait until night, when most of the PCs ropes. Roll against half of each PC's siah miserable, but they may shift some are asleep. bend-bars/lift gate ability, or allow a of their energies toward the PCs. Both If the players state that the PCs take character with the rope-use proficiency of these NPCs are dangerous, not so a good look around the hotel and the to work himself loose in 1d10 +10 much because of their personal prowess surrounding buildings, the DM may rounds. Otherwise, it takes three turns but because of their extensive connec- wish to assign a small chance that they to wiggle free of the ropes. tions and wealth, and the number of spot the watchers. Allow thieves the use Thief-in-charge: AL LE; AC 8; MV people at their command. Also, al- of their ability to find traps in order to 12; T6, hp 24; THAC0 18; #AT 1; Dmg though Rhet and Ira do not know each detect the watchers. by weapon type; SA special; ML 15; XP other now, they are likely to meet at To cover the real intent of the robbery, 975; leather armor, short sword, light some time in the future and discover several people (in cooperation with the crossbow. The thief's first crossbow their mutual hatred of X'Celsiah and robbers) posing as merchants, or trad- quarrel is poisoned (save vs. poison for the PCs. ers, move into the rooms adjacent to the half damage or take 6-36 hp damage). If the PCs fail in their mission (deliver PCs' suite. When the robbers move Heavies (7): AL N; AC 8; MV 12; F2; the taxes after January 10th, or not at against the PCs, these "merchants" are hp 15, 14, 12, 9 (x 2), 8, 7; THAC0 19; all), X'Celsiah will be very displeased also robbed. This ploy should serve to #AT 1; Dmg by weapon type; ML 14; XP with them and will not hesitate to tell disguise the fact that the robbers are 65; leather armor, short sword, light everyone in L'Trel the tale of how they really interested in only X'Celsiah's crossbow. failed her. The hardship brought on by money. The PCs may be suspicious, but paying the fines and back taxes will this decoy will serve to convince the Concluding the Adventure prevent X'Celsiah from writing her local police that it was a normal revolutionary military textbook. It is up robbery. If the PCs successfully deliver the tax to the DM to decide on any further money to Lord Hiram on or before the When the robbers decide to make consequences of the book's absence. December 31st deadline, the DM should their move (DM's judgment), they intro- Perhaps the nation of Volkrad will fall consider awarding a 2,000-xp bonus (to duce sleeping gas into each PC's room to the invading orc hordes after all. be split among the PCs). through the crack under the hall door. Presumably, the PCs will return to If the PCs meet (or beat) the deadline, Everyone in the PCs' suite must save L'Trel along the Overmountain High- Lord Hiram sponsors new tax legisla- vs. poison or fall asleep for 1d20 +20 way. Along the way, there are many tion at the next meeting of the Council rounds. A successful save means that chances for side adventures. The moun- of Lords. This legislation grants tax the PC detected something amiss and tain villages of K'Pass, Wath, Grace, immunity for life to anyone of lord sta- managed to hold his breath. A PC can Nalv, P'Arte, and Fidirth Ridge make tus who is also recognized as a hero of continue to hold his breath for a num- ideal tie-in points for many of the short the realm. After the new tax law passes, ber of rounds equal to his constitution adventures found in DUNGEON X'Celsiah is given a lifetime exemption scores divided by three. If the PC Adventures. Ω breathes again, he must save vs. poison from taxation. X'Celsiah uses the again, this time with a -4 penalty. Five money that she would have spent on rounds after the gas is first introduced paying taxes to complete her greatest into the room, it dissipates and becomes work, a military text titled "Observa- harmless. At this point, the robbers tions of the Long Campaign." The enter the room. Volkrad military schools quickly adopt this work as a standard text. Years from Each of the thieves carries a loaded now, the insights offered in the text

DUNGEON 37 TARFIL'S TOMB

Continued from page 2 Continued from page 19 thoughts of conquest will be set aside in his desire for revenge, and Annakarr detail help you set an atmosphere, or Shortly thereafter, as the mounted will spare none of his diverse resources, does it simply take up space? PCs near the edge of the barrow including several spies based in Kelvin. Some other items on the gamers' wish grounds, they see a lone figure standing If the PCs flee the barrow after failing lists were: mini adventures (we've near a small tree beside the bank of the to defeat Annakarr, they may be asked started a new section for this); guide- stream. Sunlight reflects off the war- at a later time to help stave off Anna- lines for awarding experience points rior's bronze armor and the plumed karr's Undead army. Baron Kelvin may (we've added XP as a statistic for each helmet he holds in the crook of his arm. ask them to lead a force of mercenaries "bad guy," but we could be doing more A great shield and spear lean against against Annakarr in battle on the moor to reward good role-playing); solo adven- the tree. or in the mountains. Or perhaps an tures (we've probably discussed this to "Greetings, heroes," the warrior says. embarrassed Bishop Pyotrevich will death); one-on-one adventures (I'll print "I have been granted this brief stay on send them to Annakarr's mountain them if you'll write them); low-level and your world to give you my thanks." stronghold to free Tarfil at the request high-level adventures (mostly I get Tarfil then moves to each member of the of the Immortals. modules for levels 3-8). party and gently lays a hand upon his If any of the PCs were captured by Did the convention participants re- shoulder. To the living, his touch has Annakarr in the tomb, they are taken flect your views, or are there other the effect of a double strength restore back to the patriarch's stronghold for items on your "wish list" for spell, or a cureall spell for anyone who sacrifice in the Temple of Chaos as grat- DUNGEON Adventures? Write and let has lost no experience levels. If any itude for the mission's success. This me know. members of the party died in the bar- leaves the defeated party some, albeit This issue's quote was sent in by Dan- row, Tarfil's touch will raise dead fully. bleak, hope of escape. iel B. Cordez of Little Neck, New York. After he has touched each party mem- If the PCs successfully defeat Anna- Ω ber, Tarfil places his hand upon Sergei's karr and return to Kelvin, there will be shoulder, saying, "Guide well, traveler," no official recognition of their accom- and gives Sergei a scarab of protection. plishment unless they bring Annakarr Any other character who lost no levels back in chains. However, should the and needed no curing will also receive a adventurers pass through Karameikos scarab of protection. again in the next year or two, they may Having said his thanks, Tarfil bows to hear a Traladaran minstrel singing the party, takes up his spear and shield, about a noble band of heroes who and says, "Farewell, adventurers. May thwarted the aims of Chaos, dealing you all find high places amongst the terrible justice upon an evil patriarch gods!" With that, Tarfil leaps away, named Annakarr the Despised. The Mail from the Gulf running at first across the moor, then Karameikan nobility and prelacy may gradually up into the sky. With a brief have ignored the PCs achievements, but with the help of a Traladaran com- Dear Dungeon, flash of light, the ancient warrior disap- pears from the mortal world. moner named Sergei Mishev, word of I have a sad story to tell you. A few of their deeds has spread and been put to my friends and I have been deployed Concluding the Adventure song. to Saudi Arabia, part of the 1st Ma- Many years later, Ivan Sumanov will rine Expeditionary Force. Unfortu- If the PCs destroy Annakarr and his rise to wield much power in the Church nately, we didn't bring any gaming followers and obtain the Tome of Bind- of Traladara, as he truly has been materials with us. Would you please ing Souls, they must decide what to do marked for greatness by the Three (pretty please) print my address in with the book. Annakarr's other fol- Immortals. Ivan will become a very your magazine. DMs wanted! Any lowers (those he left behind at his influential person in Karameikos, and gamers interested in running a pen- stronghold in the mountains) will scat- thus a good person with whom to be on pal game for a few Marines who are in tered without his guidance, but the DM favorable terms. Ω Saudi Arabia, please write! may decide to have some vengeful lieu- Semper Fi! tenant learn of his leader's demise and plague the party at a later time. The Cp. Don W. Peterson The Oops File escape of Cargilon Darkbringer will Co. "A" 3rd AA BN have little effect on the party, as he was There is an error in the map of Caer HQ PLT simply a hired rogue mage and will not Thome, Level Four, on page 58 of FPO San Francisco, California consider the party members as enemies issue #25. There should be a small 96608-5522 should they meet again. spiral staircase that gives access to room 58. The placement of this stair- I'm sure Don and his buddies would If Lodigris or the two elders escape after the party's success, they will even- case can be seen in room 47 on the like to hear from any of our readers, previous map (page 57). even if you can't help run a game by tually seek retribution. But the escape mail. Even a postcard would surely be of Annakarr will be of most concern to welcome. the party, as he meant every threat he uttered when he fled the barrow. All

38 Issue No. 27 JUGGERNAUT

Continued from page 23 wish to save this encounter for a time Captured goblins are fiercely loyal to when no fireball-toting wizards are Konkar if he has not yet been slain. The Goblin worg-riders (8): Int avg; AL present, but even a clever mage might goblins refuse to talk except to unceas- LE; AC 6; MV 6 (on foot); HD 1 -1; hp 7, find the worgs difficult to handle ingly curse their captors and threaten 6, 5 (x 3), 4 (x 2), 3; THAC0 20; #AT 1; prior to the main combat. them with hideous deaths at the Dmg by weapon type; SA charge on "hands" (or feet) of the "demon," about worgback (+2 to hit, double damage Further Adventures which they say nothing else. The use of with light lance, MV 27 for one round, ESP or charm person spells should but with - 2 to opponent's initiative and Assuming that the goblins are defeated produce some accurate but confusing AC loss of one point); SZ S (4' tall); ML and the marble mastodon is seized, the information for the PCs (the goblins 10; XP 15; MC. most obvious questions are: Where did believe that the mastodon really is a these goblins come from, and how did Worg-riders wear studded leather demon, and battle memories tend to be they get a mastodon? A ranger might be greatly exaggerated). Remember that armor, use small shields, and carry able to track the goblins back to their spears that are the equivalent of light goblins are cowardly, treacherous, lair (discovering, of course, that the crude, and somewhat stupid. horse lances (5 lbs., speed 6, 1d6/1d8 or mastodon's footprints abruptly cease 2d6/2d8 if used while charging). Each part of the way back!). Konkar and his It should become obvious that, given goblin also carries a short sword. In troops are currently staying in the the lack of females and young in the combat, they are charged with keeping small hillside dungeon system where lair and given its spartan conditions, warriors away from the mastodon and the marble mastodon was found, several the goblins must have come from a disabling spell-casters as quickly as miles from the trade route. A map is larger lair elsewhere. Tracking down they can be found. provided of this lair, about which the this home lair would be a tricky opera- Free worgs (12): statistics as per DM should keep a few points in mind: tion given its distance (a minimum of worg mounts; hp 25, 24, 21 (x 2), 20, 17 15-20 miles is suggested). The DM can (x 2), 16,15 (x 2), 14, 13, 11. These worg —The dungeon is an old tomb with thus connect this encounter to any gob- act as regular soldiers. Their mission is only a few corridors and rooms, now all lin or humanoid stronghold, such as to leap into combat and attack all foes thoroughly explored by the goblins. The "Tallow's Deep," from DUNGEON® impartially, not worrying about any original traps have all been sprung, but issue #18. the goblins have reset two of the pit other goblins or worgs unless a call for Any goblins who escape the PCs will retreat is given. They also scout around traps in areas they don't frequent. They have also covered the single dungeon flee the area, heading back for the home as the goblin juggernaut sets out for a lair (although they will make some raid, looking for areas of potential trou- entrance with brush and tree limbs to prevent its easy discovery (a roll for effort to scout the PCs briefly after a ble and communicating this to the gob- battle to get a better idea of who their lins and other worgs. detecting concealed doors is required by an elf or half-elf, or a ranger must make enemies are). The goblins will inform a successful tracking roll). the home lair's chief of the existence of Handling the Problem Konkar's device (which they, of course, —There is no obvious place that a had planned to bring to the chief as a It is obvious that a mastodon loaded monster the size of the mastodon could gift all along). It is then a certainty that with goblins, backed up by worgs and enter the tomb (it is always reduced in a major raiding party (if not an army) of goblin cavalry, is a very tough customer. size when Konkar takes it inside). goblins and humanoids will swiftly set Direct combat with the monster is possi- —Living arrangements are crude in out to recapture the marble mastodon. ble for high-level groups, but other the extreme, though Konkar does have Word of the device will spread like wild- adventurers might want to think of a rough sort of bed assembled from cloth fire among other humanoid and mon- sneakier ways of eliminating this and debris from destroyed wagons. ster tribes in the region and, eventually, annoying situation. —A total of 2,000 gp of treasure can be among human and demihuman thieves Obvious tactics include picking off the found in the lair, most of it in the form and treasure hunters—all with predicta- worgs, mounted worgs, and worg-riders of trade goods, armor, weapons, tools, ble results. Ω in small batches using missiles or and loose coins (as designed by the DM). spells. Ambushes, traps, and illusions No other magical items are present. may be used to divide or misdirect the —A dozen goblins and four worgs goblins and worgs. Especially careful remain at the tomb as guards during PCs such as rangers and thieves might the times when Konkar is out raiding. The Oops File be able to track the goblins back to The statistics for these guards may be The map of the Hellfire Club on page their local dungeon lair after a battle, taken from those in the section, "The 19 of issue #25 was printed with an staging an attack when the goblins Juggernaut & Crew." error. On the First Floor, the diago- least expect or are prepared for it. —The being originally buried in the nally shaded area that is over the Goblins have relatively few hit points, tomb might now be Undead and might Kitchen should be moved so that the and a single fireball would clean all of take a dislike to anyone, goblin or hu- right edge of the shaded area touches them from the mastodon in a moment— man, whom it finds dismantling its the west wall of the Kitchen. This with the result that the mastodon ap- "home." This being might still be en- shaded area denotes the second floor pears to go wild for a short time before tombed but slowly becoming more ac- overhang above the east side of the vanishing from sight (having turned tive, preparing an attack on the Ballroom. into a statuette again). The DM might intruders.

DUNGEON 39 Craig sends the following advice for readers who would like to sell adven- tures or articles to DUNGEON® Adven- tures or DRAGON® Magazine: "Write what you would like to read. Write with this in mind: If you had not written the article or module, would it be worth the cost of an issue for you to read this piece? If you regularly read and enjoy these magazines, you know the kind of mate- rial they print. If you have any talent at all, and if you write with this in mind, I believe you will sell. Be warned, how- ever, that a painful level of self-honesty is required."

"Bride for a Fox" is an AD&D® Orien- tal adventure for 4-6 player characters of levels 4-8 (about 30 total levels). One of these characters should be a shu- kenja; at least one should be a samurai of 5th level or higher, thus immune to fear. All should be capable of riding. Vital equipment should include at least two flasks of sake and one magical ring (of any kind). The PCs should also have weapons to defend themselves against airborne attackers, and should have at least one + 3 magical weapon. It will be convenient if the party includes enough henchmen or followers to bring the group's total up to eight members. This adventure takes place in the T'u Lung province of Ausa, beginning in the city of Chunming in the Shin District, but can be easily set in any similarly placed city in any civilized nation of Kara-Tur. The Kara-Tur: The Eastern Realms boxed set is useful but not nec- BRIDE FOR essary for play. For the Dungeon Master Five years ago, the merchant Mah A FOX Tehwa made a bargain with the hu hsien O-me-sa (whose current lair was not far from Jengse village, northwest BY CRAIG BARRETT of Chunming): If the hu hsien helped Tehwa's business to prosper, the mer- chant would give his daughter to the hu hsien when she was 15 years old. Al- though O-me-sa was one of those rare This web of deceit snares hu hsien whose second form is that of an attractive teenage boy rather than a victim, hero, and villain maiden, Tehwa had the distinct impres- sion that he wanted the girl for some- thing other than the obvious reasons. alike. This didn't deter Tehwa from making the bargain. Over the years, Mah Tehwa's business prospered greatly due to O-me-sa's re- Artwork by Jim Holloway ward spells. When his daughter, Mah

40 Issue No. 27 BRIDE FOR A FOX

Su-liang, approached her 15th birthday, Thus, at dawn on her birthday, it was a message arrived from O-me-sa with Su-liang (suitably attired as if to be a "Before dawn this morning, a slave instructions to have the girl ready to bride, but masked to hide her identity) girl was stolen from my master, the depart at dawn on the fateful day. who rose first and presented herself to merchant Mah Tehwa. He desires The timing could not have been worse O-me-sa's emissary. that the girl be returned to him im- for Mah Tehwa. The elderly Prince Wan Shortly after Su-liang left her father's mediately. The contract I offer is to had seen the girl and become attracted house, Kui-lo (whom Su-liang had ar- recover this girl at all costs, before to her. By adroit maneuver, Tehwa had ranged to be delayed by other servants) her abductors reach their destina- arranged for Su-liang to be married to presented herself to Tehwa's servants, tion, which is less than a day's jour- Prince Wan, giving Tehwa much honor and Tehwa quickly learned of the mis- ney from here. If you bring her back through a connection many steps above take. He immediately made plans to to my master's house by dusk tomor- his own station. Prince Wan was also in take Kui-lo after the emissary and ex- row, you will each earn 10 tael and a position to arrange for Tehwa to re- change the two girls, explaining that a perhaps a bonus. Are you willing to ceive highly valuable trade concessions. mistake had been made. Tehwa knew undertake this contract?" If Su-liang were surrendered to O-me- all this girl-switching might look like sa, these important plans would be some kind of treachery to O-me-sa, but ruined. Not only that, Tehwa would what choice did he have? If Su-liang The House of Mah have to explain the girl's disappear- inexplicably disappeared, the Prince If the PCs ask any questions about the ance—and Imperial law imposed a pen- would institute inquiries, and if that contract (such as why the girl is so im- alty of death by torture for bargains brought out the truth of Tehwa's bar- portant, or why Mah Tehwa doesn't such as Tehwa had made. gain, the merchant could quite literally report the theft to the city magistrates), But Tehwa had already decided to end up as dog meat. He had to recover the man tells them: cheat the hu hsien. Three months before Su-liang at all costs! "My master will answer all questions. Su-liang's 15th birthday, he visited a Tehwa sent for his steward, Meng, and If you are not satisfied, you will be free center of the local slave trade. There he ordered Meng to go into the city and to refuse the contract." found and purchased a slave girl named hire a half-dozen adventurers to serve If the PCs want to get their mounts Kui-lo, of approximately Su-liang's age as bodyguards for a short period of time. from the inn's stables before leaving, and appearance. Since then, Kui-lo has He intended to recover Su-liang, "if I the man says: been his daughter's companion and have to go all the way to Jengse." Meng "Please do not trouble yourselves. My maid—and, much to Tehwa's delight, was to follow on his heels with the ad- master desires to see you at once. If you the two girls have become close friends. venturers. Tehwa's orders weren't clear, accept the contract, fresh mounts will The morning after O-me-sa's message though, and Meng was left believing be provided." If the PCs do not agree to arrived, at the start of Su-liang's that Tehwa would wait for him before this, he tells them: "Very well, I regret birthweek, Tehwa brought Kui-lo to his leaving—and that it was Kui-lo who'd that you do not wish to accept this con- private study and told her a long and been stolen. tract," and leaves immediately unless involved story—utterly false—about how the PCs reconsider quickly. an ancient secret of family shame had For the Player Characters If the PCs accept the contract, the fallen into the hands of a hu hsien. In thin man tells them: order to preserve his family's honor, The DM should read or paraphrase the following to the players: Tehwa would have to turn Su-liang over "My name is Meng. Please come to the hu hsien. But, he said, Kui-lo had Last night you took rooms in the Inn with me now." it in her power to save her new friend, if of a Thousand Swords. Being early Meng guides you through the city she would take her place. The young, risers, as befits adventurers, at dawn directly to Mah Tehwa's house near impressionable slave had no will to fight this morning you're in the inn's com- the southwestern city gate. This Tehwa's persuasiveness and agreed to mon room. Suddenly, without cere- early in the day, no one bothers you impersonate Su-liang when O-me-sa's mony, a thin man in an expensive or even pays you much attention. emissary came to collect the girl. robe enters. He looks around as if to The Mah house is large but modest So far as Tehwa was concerned, his pry the secrets out of every corner. looking from the outside. A clean- plan was working perfectly, for he had When he sees no one else adventur- shaven deferential servant opens the little fear that the hu hsien would con- ous looking in the inn, he comes front door. As Meng stalks past the cern himself with news of princely wed- immediately to your table and says servant, leading you into the wide dings. Once Su-liang's birthweek ended, to you: entrance hall of the house, your she could wed Prince Wan. However, "Gentlemen, are you available for guide says: unknown to him, Su-liang had adopted employment? I have a contract to "Inform the master that I have a balcony beneath the roof as her pri- offer, 10 tael to each of you for two returned with the bodyguards he vate mediation place. By a trick of days' service." requires." acoustics she heard the entire interview The servant, with a servile bow, with Kui-lo. Believing Tehwa's story to If the PCs express interest, the man replies, "Meng-sama, the master has be true, Su-liang determined that if continues: already left." anyone must be sacrificed for the sake Meng stops abruptly, and it's obvi- of the family's honor, it must be her, not ous that he's surprised and upset by Kui-lo.

DUNGEON 41 BRIDE FOR A FOX

If the PCs agree to Meng's contract this announcement. His voice is terms: It is still early in the day, and no one harsh as he interrogates the servant pays any attention to you as you ride in front of you. Meng commands the servant to run through the streets to the southwest- "Left? When? With whom? to the stables and see that the horses ern gate. The gate has just opened to Answer!" are saddled and ready. He leads you admit local tradesfolk from the The servant is cringing now. "An through the house by silent corridors nearby farms. The gate guards sim- hour ago, sir. Two personal servants where the doors are all closed, until ply watch as you ride through. accompanied him, and four ware- you come to a makeshift arsenal. On house guards, and a woman of the racks against the walls are a dozen Meng is a traitor, a spy planted in household—Kui-lo, I think." javelins, four naginatas, one heavy Tehwa's household by Yu Po, a rival Meng's agitation visibly increases, and two light crossbows, an open merchant prince. When Tehwa sent and he makes no effort to hide it chest of quarrels for the crossbows, Meng into the city after adventurers, from you. two daikyus, five quivers containing the steward immediately went to Yu Po "Impossible!" he says. "Kui-lo was normal arrows, and six throwing and told him as much of the story as he stolen last night. It must have been axes. There are also a dozen closed knew. Meng does not know about someone else. Who?" but unlatched flat boxes. Meng tells Tehwa's bargain with O-me-sa, but he The servant, very low, whispers, you: does tell Yu Po that Tehwa mentioned "Su-liang?" "This is the arsenal of my master's the village of Jengse. Yu Po is delighted Meng's eyes narrow. You hear him guardsmen. Please examine the to learn that Tehwa is exposing himself say, very softly, "Not. . . possible." weapons and select any you believe with only a few guards. He dispatches Meng turns to you and says, "The you will need. I will return in a Meng with orders to do as Tehwa in- master has decided to precede us. I moment." structed: to find adventurers in the city, must therefore offer you my master's hire them, and join Tehwa—but do contract on my own authority. Will If the PCs examine the weapons, they everything possible to delay Tehwa. In you accept the contract?" find that they are of good quality but the meantime, Yu Po will assemble a unexceptional; none are magical. The band of assassins to follow and destroy If the PCs question him, Meng will be open chest contains 50 crossbow quar- Tehwa. If the PCs accept Meng's con- very guarded in his answers. They will rels. Each quiver contains 20 arrows. tract, the DM should keep in mind that get a stock answer if they ask the fol- Four of the closed boxes contain 10 these assassins are following the party. lowing questions: Why is this slave girl arrows each, each box with one kind of Meng (human): AL N; AC 10; MV 12; so important? Who took her? Where is arrows: armor piercing, frog crotch, Bus 3; hp 25; #AT 1; Dmg by weapon she being taken (and how do you know)? humming bulb, and leaf head. The fifth type; SA ki power (+ 2 levels) once per Why aren't the authorities involved? box contains a dozen shurikens. The day for one turn; S 10, D 11, C 9, I 15, Meng's answer: "That is the affair of sixth contains four uchi-ne (small jave- W 9, Ch 10; ML 13; XP 270; proficien- my master, Mah Tehwa. You must ask lins). The seventh contains 20 tetsu- cies: weaponsmith, armorer, bowyer, him. The best thing is to mount and bishi (caltrops) and a mesh sack for stewardship. He now wears expensive follow my master at once." carrying them. The eighth box contains riding leathers with no armor value. He If the PCs ask how much opposition three parangs. The remaining four carries a dagger in a belt sheath, an- they'll have to face, Meng replies: boxes are empty, but indentations in other in his right boot, and a stiletto in "Whatever lies between us and per- their felt linings show they once con- a sheath on his left forearm (hidden by haps the village of Jengse, to the north- tained katanas. the sleeve of his silk shirt). On the sad- west. Now tell me: Will you accept the Examining and selecting weapons dle of his horse is a case containing a contract, or must I look elsewhere?" should take a little time. When the PCs short horseman's bow and a quiver of 20 If the PCs bargain, Meng will increase are finished—or immediately if any PC normal arrows. In his purse he carries the pay offered them in increments of should discourteously decide to explore 1,000 ch'ao and 150 tael. two tael per PC to a maximum of 20 some of the house—Meng returns, Horses, medium: Int animal; AL N; tael per PC (and a promise they can dressed in expensive riding leathers. AC 7; MV 18; HD 2 +2; THAC0 19; #AT keep any loot taken during the adven- Meng asks if the PCs are ready to go. 3; Dmg 1-6/1-6/1-3; SZ L; ML 5; MC. ture). At that point, Meng loses his When they are: Each horse has a standard riding saddle patience and says: (and blanket), bit, bridle, and small sad- "Tell me at once! Do you accept the Meng leads you through other silent dle bags, but no barding. One horse is contract or not?" corridors and out into a dusty stable provided for Meng and one for each PC. If the PCs refuse Meng's final offer, he yard. Here the grooms have horses dismisses them. If the adventurers saddled and ready, one for each of Out of the City attempt to watch the house or follow you. The horses are good but unre- Meng when he leaves, they will fail— markable, with nothing to choose between them. Meng mounts his own Meng leads you a short distance the house is extensive, and Meng will along the high road southwest to- leave by a hidden door to consult with horse and, as soon as you are mounted, leads you out by the stable ward Ka Han and Chempka. He then his true master after the PCs are dis- turns and circles north to intercept missed. In this case, the adventure yard gate. should end at this point.

42 Issue No. 27 BRIDE FOR A FOX

are merely traveled paths across the the track that leads northwest from countryside. Only Kangsun and been felled by powerful lightning the city toward a branch of the Tsengdo are large enough to have rid- strikes. E'sang Yi hills that reaches out in ing horses for sale. If the PCs ask about Meng dismounts beside the the direction of the coast, north of Tehwa's party, the villagers have no wounded man and addresses him by Chunming. This is clear country, information but advise against going name, speaking loudly enough for much of it farmland, with no mili- into the hills. Strange flying creatures you to hear: tary patrols to be seen. Meng leads have been seen there recently. "Akemu! What happened here?" you at a rapid pace. Akemu bows his head but is too 1. Ambush in the E'sang Yi Hills. badly injured to try to rise. His Meng wants to join up with Tehwa as When the PCs enter the hills, their pace wounds appear freshly bandaged quickly as possible, in order to find will be reduced (see the DMG, page 125, though without much skill, as ways to delay Tehwa for Yu Po's assas- values for rolling hills). though he'd done it himself. sins. He won't, however, push the horses "Meng-san," he says, and gestures hard enough to ruin them. At optimum After leaving the agricultural plain at the corpses. "These crea- speed, it will take the PCs approxi- northwest of Chunming, you enter a tures ambushed us without warning. mately half a day to reach the edge of wide pass that leads directly into the We killed some, and the others fled the E'sang Yi hills (19 or 20 miles). If E'sang Yi hills. Two miles into that when the master threw lightning at the PCs try to push harder than this, pass you come upon a fork in the them from his ring." there is a chance that a horse will give trail, with one branch leading due Meng turns to you. "This man is out or come up lame (see the AD&D 2nd north and the other leading south- one of Mah Tehwa's guards. He can Edition Dungeon Master's Guide, page west. Beside the fork you find a give us more information. Akemu! 123). wounded warrior lying propped Why did the master leave without If the PCs require remounts, they can against a small boulder, a short bow waiting for me to return?" purchase them at certain villages along in one hand and arrows lined up on "I don't know, Meng-san," Akemu the way. Meng will stand the cost out of the ground close by, ready for use. says. Though weariness masks much the cash he's carrying, but bargaining Not far from him you can see the of his emotions, you can see from his will take 1d6 +4 turns—a serious delay. corpses of several kenku. Three have expression that he has little respect All villages are small farming com- been killed by arrows and naginatas, for Meng. "The master commanded munities. The tracks connecting them while four others appear to have me, with three other guardsmen, two

DUNGEON 43 BRIDE FOR A FOX

If it appears that the PCs need stronger servants, and Kui-lo, to accompany opposition, the kenku can be used to time consuming. On the north, the him in pursuit of the stolen slave attack the PCs at any stage of the ad- terrain favors a stealthy approach. girl. He took no more guards from venture. From your present position, you can the warehouses for fear of thieves." Akemu (human): AL N; AC 7; MV 12; see a route by which you can quickly "Kui-lo!" Meng exclaims. "Are you Bus 1; hp 1 (7); #AT 1; Dmg by weapon reach the north gate without being certain?" type; SA ki power (+ 2 levels) once per observed. On the east and south the "Yes, Meng-san." day for one turn (used); S 12, D 15, C 12, terrain is more open, and any ap- "But Kui-lo is the stolen slave I 10, W 15, Ch 11; ML 11; proficiencies: proach has a chance of being detected girl," Meng corrects him. naginata, weaponsmith, armorer, bow- by one of the giants before you reach "No, Meng-san," Akemu tells him. yer. Akemu's naginata is broken, but he the temple. "I don't know who was stolen." retains his bow (12 normal arrows) and Meng thinks about that for a min- katana; he wears leather armor. If the PCs decide not to circle around ute, obviously very troubled, before Kenku (3d4 +6): Int avg.; AL N; AC 5; the temple and not interfere, they will telling Akemu, "Go on." MV 6, fly 18 (D); HD 3; #AT 3 or 1; Dmg lose Tehwa's trail and not be able to find Akemu continues: "We made good 1-4/1-4/1-6 (claws and bite) or by weapon it again. Tehwa has been pinned down time until we came here. As I said, type; SA magic missile (3rd level) once in the ruins by the hill giants. The the flying creatures attacked without per day; SD shape change; MR 30%; SZ merchant and his party would have warning. Only the master's magical M; ML 13; XP 650; FF/56. These bipedal skirted the temple, turning northwest ring drove the creatures off, or we humanoid birds are all 4th-level thieves at this point, but they were frightened might all be dead. I was too badly and expert fighters armed with quarter- into the temple ruins by the sudden wounded to continue, so the master staves and katanas. They can shape attack of the giants. left me here and continued on, say- change once every 30 days (with a maxi- If the PCs decide to avoid the giants, ing he would come back this way." mum of seven days spent in the new Meng should advise them to find out Akemu gives the distinct impression shape) and have a 50% chance of pass- what the giants are hunting among the that he's glad he didn't have to go ing for human (with a 5% chance of ruins, for he suspects it might be one of any farther, and he doesn't trust successfully impersonating Meng, Tehwa's people. Since he is in effect Tehwa to come back for him. Akemu, or any PC). They do not speak, their employer until they find Tehwa, "Which way did the master go?" but communicate telepathically among the PCs ought to agree. If the PCs over- Meng demands. themselves. They will not attack any- rule him, the DM should let them wan- Akemu points southwest and Meng one who's not following Su-liang der indefinitely among the hills, nods, as though this merely confirms (Akemu, for example, is safe once he's without encounters, until they tire and what he already suspected. left behind). The kenku do not carry any return to Chunming. A - 2 honor pen- "And the ambushers?" treasure. alty is imposed for the improper social "They flew in that—" Akemu behavior of disobedience. starts to point due west, then stops 2. The Ruined Temple. After leaving If the PCs return to the temple after abruptly. "They are back!" he ex- the site of the ambush, if the PCs go in this, the DM must decide if they can claims. the direction Akemu indicates, they still rescue Tehwa. Under no circum- To the west, already close and reach a ruined temple after traveling stances should the PCs be allowed to skimming just over the hills, a num- four miles down the road. find O-me-sa or Su-liang without first ber of kenku can be seen approach- finding Tehwa; if they do get to Jengse ing in a wide arc. The southwest trail leads you village without first finding Tehwa, it through the hills, but the rugged will be only after O-me-sa has already O-me-sa, who does not trust Mah path winds so that at no point can accomplished his purpose and Su-liang Tehwa, set this band of kenku to watch you see more than half a mile ahead. is dead. the track from Chunming, with orders After about three miles, you come to If the PCs decide to investigate the to attack anyone who appears to be the northeastern lip of a small valley, ruined temple, they may make their chasing Su-liang. After attacking a kind of cup in the hills. final approach from any direction they Tehwa's party, they have been rein- Below you is a ruined temple. It choose. From the north or west, the PCs forced and are on watch again. When appears to have once been set can reach the temple without being the kenku saw Meng talking with the against cliffs to the west, but at some observed by the giants, but any ap- wounded Akemu, they assumed that point in the past those cliffs fell, proach from the east or south has a 25% Meng's party is also chasing Su-liang. burying much of the monastery and or 15% chance (respectively) of being The kenku attack immediately and will reducing other parts to rubble. You detected by one of the giants before the do all they can to turn the PCs back, can see activity around the remain- PCs reach the temple. but will retreat after taking 25% ing portions of the temple. It soon When the PCs reach the temple, the casualties. becomes clear that half a dozen hill giants and Tehwa's people are at the Hereafter, at any given time, the PCs giants are hunting for something locations indicated by the circled letters may notice that they're being followed among the ruins. shown on the Area 2 map. On the east by flying kenku, who maintain a dis- West of the temple, the debris of side of the temple, near the northern- crete distance but persist in keeping the fallen cliffs will make any ap- most gate on that side, the two S's and them in sight and are a constant threat. proach to the temple difficult and the H indicate where two of Tehwa's

44 Issue No. 27 BRIDE FOR A FOX servants and one horse were killed by the giants. Two of Tehwa's guardsmen (indicated by circled B's, for bushi) have taken refuge in one of the monks' cells, where the giants haven't yet investi- gated because of the cramped space. Two terrified horses are trapped in one of the larger rooms, where a giant herded them and is keeping them con- tained (fresh meat!) until Tehwa's peo- ple are hunted down. The rest of the giants (indicated by circled G's) have spread out through the temple in search of Tehwa's people. Tehwa himself (circled T) is in the west- ernmost of the larger rooms, where a fallen roof gives him a chance to scram- ble up and out over the debris should the giants locate him. Kui-lo (circled K) is trapped in the remaining central tower, unable to move because of the giant near the tower (who has not yet located her). The last guard (bushi) is in the ruins of the main temple hall, where two giants are playing cat-and- mouse with him before closing in for the kill. All the rooms in the monastery are empty of furnishings, having been sys- tematically stripped at the time the cliffs fell and in subsequent decades. The monks' cells are reasonably intact except where the falling cliffs crushed If Kui-lo dies or is badly injured, of lightning, "lightning bolt" effect). He the westernmost of them and brought Tehwa will be furious but will want to doesn't know how many lightning the roof down on that side. The larger continue the pursuit anyway; no extra charges are left in the ring (there are 12 rooms just south of the monks' cells are pay will be offered. If Kui-lo is alive but now, and it can be recharged), and he also largely intact. The inner temple injured, Tehwa will want to take her intends to conserve the ring as much as hall and the main temple hall are in along if she can be moved at all. he can. He won't use it against the complete ruin, with only fragments of Hill giants (6): Int 6; AL CE; AC 5; giants unless he or Kui-lo is in mortal their outer walls still standing but MV 12; HD 12 +1-2; #AT 1; Dmg 1-6 or danger. The DM should preserve enough plenty of debris in their interiors. Kui- by weapon type (2-12 + 7 for oversized charges for Tehwa to be a serious threat lo's tower is reasonably intact, with a clubs); SA hurl rocks for 2-16 hp dam- to the PCs if he's still alive and free at central circular stair leading up five age; SD 30% chance to catch thrown the end of the adventure. He carries a stories to a flat, walled-in roof (where rocks; SZ H; ML 13; XP 3,000; MC. wakizashi (a weapon of quality, +1 to she is now cowering in fear). Each story The giants do their best to kill every- hit, nonmagical) and a normal dagger; consists of a single open room that occu- one they find in the temple. If the gi- he also carries 1,500 ch'ao and 250 tael. pies the entire floor. The other two ants suffer 50% casualties, they try to Kui Lo (human): AL LG; AC 10; MV structures indicated on the east side of escape unless final victory appears 12; 0-level; hp 3; #AT 1; Dmg by weapon the temple map have been entirely close. They carry no treasure. type; S 10, D 15, C 16, I 13, W 12, Ch gutted by fires many years in the past. Mah Tehwa (human): AL LE; AC 3; 16; ML 9. She has two gold rings worth The remaining walls of the temple are MV 12; Bus 6; hp 48; #AT 1; Dmg by 50 and 75 tael, pearl earrings worth 100 intact as indicated. weapon type; SA ki power (+ 2 levels) tael each, and two bracelets worth 10 If the PCs can rescue Tehwa, he will once per day for one turn; S 9, D 15, C tael each, all supplied by Tehwa. She be greatly pleased—but only if Kui-lo is 12, I 17, W 10, Ch 15; ML 13; XP 650; carries a stiletto in a small sheath in- also rescued alive and unharmed. In proficiencies: weaponsmith, armorer, side her left sleeve and is dressed simi- that case, he congratulates Meng for his bowyer, horsemanship, etiquette, for- larly to Su-liang. She will not talk to good work and offers a substantial re- gery, wakizashi. the PCs any more than she can help, ward to the PCs (twice whatever Meng Tehwa has two magical items with and will not betray any of Su-liang's or has agreed to pay them), payable when him: bracers of defense AC 5 (obtained Mah Tehwa's secrets. they all return to Chunming. Tehwa is from his foreign merchant contacts; his Guards (3): AL N; AC 7; MV 12; Bus frantic to continue the pursuit of Su- dexterity and bushi skills lower this to 1; hp 7 each; #AT 1; Dmg by weapon liang at the fastest possible pace. AC 3) and a ring of lightning (as a wand type; statistics as for Akemu; ML 12;

DUNGEON 45 BRIDE FOR A FOX

they were ridden at twice the normal movement rate while ridden in this manner (see the DMG, page 123).

3. The Bridge. If the PCs fail to res- cue Tehwa, treat this encounter as if they had refused to investigate the ruined temple. If Tehwa is dead, Meng will consider his orders from Yu Po to be fulfilled and will want to return to Chunming. If Kui-lo survives, she is unlikely to speak in the presence of any strange men, and in any case knows nothing about where Su-liang is being taken. Without Tehwa, any further pursuit is hopeless. (Meng, if coerced, could lead the PCs to Jengse village, but not to where Su-liang is really being taken.) If the PCs rescue Tehwa, he leads the party northwest from the ruined temple toward Jengse village (Tehwa has been this way before, and so is very certain of where Su-liang is being taken). If Meng is still alive, he attempts to delay the party at every opportunity. The DM should play Meng's part to the hilt and give him every reasonable opportunity to delay the party. For example, before leaving the temple, he advises Tehwa to let the party rest for a couple of hours. If he can, he interferes with any effort to recapture Tehwa's surviving horses. When the PCs reach the "Jengse" hex on the Shin District map, go to the Jengse Valley Map. The party enters this map from the southeast corner. A little over 21⁄2 miles northwest of the ruined temple, you pass between two hills and find your way blocked by a deep gorge spanned by a narrow suspension bridge. The bridge is un- suitable for horses, and it will be impossible to get them across at this point. Tehwa dismounts and com- mands: "We will proceed on foot from here. proficiencies: naginata, weaponsmith, Tehwa's original party had five more Get your gear ready. One of you find armorer, bowyer. These guards are horses. If the DM feels the party needs a place to tether the horses. We will armed with katanas, naginatas, and additional mounts, he may rule that be coming back this way." bows (2-20 arrows remaining each); each these horses were freed but stayed near While the rest of you do the work, wears leather armor. the temple when Tehwa's party was Meng stands with his fists on his Horses, medium: Int animal; AL N; attacked by the giants. Even if the DM hips, studying the country on the AC 7; MV 18; HD 2 +2; THAC0 19; #AT allows the PCs to discover one or more other side of the gorge. When you are 3; Dmg 1-6/1-6/1-3; SZ L; ML 5; MC. of the loose horses, they will not be easy ready to cross, he says: The DM should decide whether the to capture. "I've been this way before. We may PCs can get the two horses the giants If the number of horses is inadequate have trouble crossing. One of you have penned inside the temple. If so, to mount the entire party, the PCs will stand ready on this side with your these horses will be badly frightened have to make the best arrangements bow to cover us." and will need gentle handling before they can for continuing the pursuit. Tehwa draws his wakizashi. anyone can mount them. In addition to Any horses that are ridden by two peo- these two horses and the dead horse, ple at once suffer the same effects as if

46 Issue No. 27 BRIDE FOR A FOX

If there are enough survivors in the party, Tehwa may order two archers to cover the crossing. If possible, he will order one of his guards or a PC to pre- cede him across the bridge. The moment the first person reaches the north side of the bridge, the group is attacked by keches who are hiding in the trees and among the bushes on the north side of the gorge. The keches have deliberately waited until the party is as vulnerable as possible before showing themselves. The keches have been sent to guard the bridge by O-me-sa (who has enlisted them with bribes and cowed them with threats), and it won't occur to them to cross the gorge to get at the PCs, or to destroy the bridge. If the PCs can kill 50% of the keches, the remain- der withdraw and let them pass. Meng, however, will attempt to cut the bridge in order to trap the party against the gorge when Yu Po's assas- sins arrive. If challenged, he'll give the feeble excuse that he's trying to save everyone from the keches. The DM should play this as an opportunity for the PCs to become suspicious of Meng and perhaps even to guess that Meng is a traitor. If Meng has already begun to "look over his shoulder" (see "The Pur- suit"), the PCs may even guess that a new enemy is coming up behind them. However, it's possible that Meng can persuade the PCs that he's just inexpe- rienced in this kind of combat, and the episode will pass. If the PCs are alert, they can stop him before much damage is done. If the bridge is destroyed, the sheer sides of the gorge prevent the PCs from climbing down one side and up the other. Approximately 500' southwest of the bridge are six great cables that the keches have woven from forest vines and stretched across the gorge for their own use. These are visible if the PCs climb the hill south of the bridge. If the the back of the strongest man present diate vicinity are unscalable, and the PCs attempt to cross the gorge on these and let him take her across. fallen PC will have to make his way cables, the keches will fight them des- The distance to the bottom of the downstream (northeast) until he finds a perately (unless they have already suf- gorge is 60'. Anyone falling into the place where he can climb out (DM fered 50% or greater losses) but will not gorge suffers 6d6 hp damage from the option). attempt to cut the cables (which are fall (see the DMG, page 72, for further Keches (15): Int avg; AL NE; AC 4; important to them and were difficult to details on falling damage). The gorge's MV 15, 6 climbing; HD 5; #AT 3; Dmg make). bottom varies from hard rock to soft 2-5/2-5/1-6; SA -5 to opponents' sur- Getting Kui-lo across the gorge by mud in the center (where a small prise rolls; SD camouflage (reduced this route presents a problem, though, stream trickles through), and the pre- chances to be tracked, 50% chance to since she's terrified of heights. The PCs cise damage from a fall is left to the DM move silently); SZ M; ML 12; XP 650; will have to show some imagination and should depend on the needs of his MC (® supplement). here, since Mah Tehwa will not allow adventure. If the PCs have a rope, they her to be left behind. One way to get her can try to rescue a fallen companion. across is to blindfold her, then tie her to Without a rope, the walls in the imme-

DUNGEON 47 BRIDE FOR A FOX

4. Spider Webs. The Pursuit the clearing is a single tree. Stand- Yu Po's assassins are following the On the northern side of the gorge, ing near the tree, looking due west, PCs as rapidly as they can. Since the track forks again, one branch is a humanlike creature with clawed Meng told Yu Po that Tehwa's desti- leading southwest and the other hands and the feet of a bird. No one nation is the village of Jengse, they north. The hills around you are else can be seen. know where Tehwa is going, so Meng thickly wooded. Stretched between Tehwa motions for everyone to be didn't have to leave a trail for them the trees, you can see great webs still and whispers: to follow. However, if the DM wants such as giant spiders might spin. "Quiet, now. He's dangerous, and the PCs to guess that trouble's com- Tehwa tells you: "We follow the we must take him alive! Threaten to ing from behind, he may have Meng northern track from here. And stay destroy the tree and he will start "looking over his shoulder" in out of the trees!" surrender." anticipation of the assassins' arrival, beginning at the ruined temple (area If the PCs walk between the trees, the The creature is Dwa, a bajang, and 2). Since it took Yu Po some time to spiders drop on them, attempting to this is his tree. Dwa's life force is tied to assemble his assassins and they were seize the party as prey. As long as the the tree, and if it is destroyed he will late in starting out, they should not PCs are on the track, the spiders won't instantly die. catch up to the PCs until after the attempt to attack them until they reach Tehwa is perfectly aware of who and bridge is reached. Like the kenku, the spot marked "4" on the map, where what Dwa is. Dwa is the emissary that the assassins can be used to apply webs bracket the trail. At this point, O-me-sa sent to get Su-liang. Originally, extra pressure on the PCs, at the particularly aggressive spiders may O-me-sa tried to bargain for Tehwa DM's option. One possibility is to attack the party from two or three direc- himself to deliver Su-liang here, but delay the arrival of the assassins tions simultaneously. This decision Tehwa refused. Dwa is here when the until O-me-sa is caught. After de- should be based on the present condi- PCs arrive, but O-me-sa has already stroying O-me-sa, the PCs must pro- tion of the party and the degree of oppo- taken Su-liang away. tect Tehwa and Su-liang from the sition they've faced so far. Particularly A threat to destroy his tree will easily assassins—and then have to face lucky PCs can expect to be tested at this force Dwa to betray O-me-sa's destina- Tehwa himself! Under the right cir- point. If, however, the PCs have been tion and his purpose in wanting Su- cumstances, this would make a very hard pressed, the DM may prefer to let liang. The trick will be to take Dwa by interesting climax.) them pass without a spider attack. surprise and to establish the threat as The assassins are a motley group, Giant spiders (1d4 +2): Int low; AL soon as possible. Tehwa's ring of light- the best that Yu Po could call to- CE; AC 4; MV 3, web 12; HD 4 +4; ning will be an excellent tool for this gether at the spur of the moment. THAC0 15; #AT 1; Dmg 1-8; SA bitten purpose, and Tehwa will use it to Their instructions are quite simple: victims save vs. poison or die; SZ L; ML threaten Dwa if the PCs don't have an Kill Tehwa and anyone with him 13; XP 650; MC. appropriate weapon of their own. (At (except Meng, of course). The spiders' lairs are high in the this point, Tehwa won't care if Dwa Assassin captain: AL NE; AC 8; trees, and the sticky webs guarding reveals the whole truth to the PCs. MV 12; Bus 3; hp 25; #AT 1; Dmg by them are festooned with the bones of Even without Dwa, very soon the ad- weapon type; SA ki power ( + 2 levels) the spiders' victims. The treasure to be venturers will know too much to be once per day for one turn; S 15, D 12, found in the spiders' lairs will vary, of allowed to live. The penalty for making C 13, I 14, W 12, Ch 10; ML 14; XP course, but in each lair the PCs can a deal such as Tehwa made with O-me- 175; leather armor, shield; proficien- expect to find 50-100 tael, two or three sa is death by torture, and he will not cies: naginata, weaponsmith, ar- gems (valued at 10 to 100 ch'ien each), risk any chance of betrayal.) morer, bowyer. The assassin captain an art object such as a small silk paint- When the PCs arrive in the vicinity of carries a katana, a short bow, 20 ing or a brooch (worth 10-100 ch'ien), his tree, Dwa's attention is fixed on the normal arrows, three daggers, two and a single magical item (perhaps a direction O-me-sa took Su-liang. He is strings of fen (200 total), and a string dagger +1, a wakizashi +1, or a ki- also tired from the journey from of yuan (75). mono of protection +1— see cloak of Chunming today (he left Chunming protection in the DMG, page 164), all Assassins (8): AL N; AC 7; MV 12; well before dawn and pushed hard with mixed in with a lot of useless junk. If Su-liang in order to get here quickly). Bus 1; hp 4-7 each; #AT 1; Dmg by more than one lair is raided, the DM weapon type; statistics as for Akemu; He therefore has only a 10% chance of should keep in mind that this is a rela- detecting the PCs before they get to his ML 13; XP 65; proficiencies: nagi- tively remote rural area, so few of the nata, weaponsmith, armorer, bowyer. tree, or a 25% chance if the PCs make a spiders will have accumulated a size- lot of noise getting through the giant Each assassin carries a naginata, a able store of treasure. short bow, 20 arrows, 1-3 daggers, spiders (the DM should adjust these and 1-6 strings of 100 fen; each wears chances to suit the circumstances.) leather armor. 5. Dwa's Tree. Dwa (bajang, lesser spirit): Int high; AL CE; AC 2; MV 12; HD 6; hp 30; #AT Horses, medium (9): Int animal; The track curves around to the west. AL N; AC 7; MV 18; HD 2 +2; 2; Dmg 1-4/1-4; SA spells, poison; MR About 2,500' beyond the fork, you 10%; SZ S; ML 12; XP 2,000; OA/116; THAC0 19; #AT 3; Dmg 1-6/1-6/1-3; come to a long, open clearing in the SZ L; ML 5; MC. spells: (three times/day) curse, omen, woods. A third of the way into divination, fate, ghost light, wind

48 Issue No. 27 BRIDE FOR A FOX breath, steam breath, transfix; (once/day) ancient curse. Dwa can change shape at will to a small wildcat. Anyone struck by a bajang must save vs. poison or suffer — 1 on all hit and saving rolls for 2-7 rounds (effect is cumulative).

What Dwa Says In return for a promise not to destroy his tree, Dwa will tell the PCs every- thing he knows about O-me-sa, includ- ing as much as the DM wants to reveal concerning Tehwa's bargain with the hu hsien. (Dwa knows nothing about Kui-lo or how Tehwa intended to give her to O-me-sa in Su-liang's place. If the PCs get this information, it will have to be from Tehwa or Kui-lo.) The PCs may interrupt the following dialog and question Dwa on their own. In this case, Dwa can answer the PCs directly. "My master took Su-liang that way," Dwa tells you, pointing west through the trees, "to an ancient tomb. He doesn't want her for what you think." Tehwa doesn't look surprised at this statement. He glances at you in a calculating way before he says: "Why does he want her, then?" Dwa answers, "The doc cu'o'c who electricity into the substance of this Su-liang magical herbs that create protects Jengse village keeps a magi- plane, so it can never be taken to the poison within her system, feeding cal ring in an old tomb. A renegade another plane. I swear it!" them to her very slowly so as not to wu jen made the ring centuries ago, "Then why doesn't your master just harm her. By now her system is so to give the wearer immunity to any call his kenku and keches and take filled with the poison, which is harm- kind of electrical attack. The Em- the ring?" Tehwa demands. less to a human, that if the doc cu'o'c peror of Shou Lung, who feared the "My master ... is not brave," Dwa only touches Su-liang he will be para- vengeance of the Thunder God if lifts his ugly head, "and he does not lyzed at once and will die within an such a thing were perfected within trust others like he trusts me. He hour if the antidote isn't used. his domain, had the wu jen assassi- does not want too many to know he "My master will send Su-liang into nated. But the ring wasn't destroyed, wants the ring, for fear the Celestial the tomb after the ring. She will cer- and many years ago my master dis- Emperor will learn of it." tainly obey him, for you have given covered its existence. Tehwa shakes his head impatiently. her to him. If she can get the ring "My master is terrified of thunder- "What has this to do with my without attracting the doc cu'o'c's storms, because the Celestial Em- daughter?" attention, well and good. If not, the peror often sends the Thunder God to Dwa answers, "My master, by dili- doc cu'o'c won't hurt her because she punish hu hsiens for their wicked- gent research, learned of a contact is good. Since my master will ness. This ring would be an excellent poison that will kill a doc cu'o'c. But threaten your life if she doesn't bring defense, which is why my master it is a very difficult poison to use. him the ring, she will persist and the wants it. But the doc cu'o'c's power Only human flesh makes it active. doc cu'o'c will have to lay hands on comes from electrical force, so the doc That is why my master made his her to turn her away. When the doc cu'o'c won't let the ring go to anyone." bargain with you five years ago, to cu'o'c is dead, my master will "You lie," Tehwa growls. "Everyone take your daughter. She is perfect for dispose of Su-liang, too." knows that a doc cu'o'c keeps its trea- his plan: protected in a stable envi- Tehwa is agitated by that threat. sures on the Astral plane." He points ronment, beautiful, kind, and with a "Exactly where is the tomb?" he his ring of lightning at the tree. nurse who could be bribed. You do not demands. Frightened, Dwa answers quickly, know it, Tehwa-san, but for these five "Go west along the track," Dwa "The ring's power is to dissipate years that nurse has been feeding says, "and take the northern fork."

DUNGEON 49 BRIDE FOR A FOX

If any of the PCs asks about the anti- of responsibility for his fate. If he is dote to the poison, Dwa tells them, much occurs, use the bell to protect Su- revived, she will take great care not to amused, "It is sake. Who would believe a liang. I worked for months to arrange touch him again. hu hsien's weakness could save a doc her marriage. Save her! I charge you O-me-sa, once he has the ring of protec- cu'o'c?" with that mission above all other tion from electricity, will be determined purposes!" to destroy Tehwa, Su-liang, and anyone Tehwa tells you, "Follow the track, as else who could possibly let the Celestial he instructs." He motions you to go If Kui-lo is still with the party, she Bureaucracy know that he has the ring. west and north, then says to Dwa, should certainly hear this instruction. He will not rest until all witnesses are "Your tree is safe, but if you betray dead, and he is willing to expend all of me you are doomed." 6. The Ancient Tomb. By the time his spiders (and kenku, if any are Tehwa waits until everyone has the PCs reach the ancient tomb, O-me- present) to that end. However, he will preceded him along the track, then sa's plan has already worked. Su-liang, not show himself to the PCs in his hu- follows. After a few yards, he abruptly sent to the tomb to get the ring, was man form. If the fight goes against him, turns and sends a bolt of lightning stopped by the doc cu'o'c. When the doc he can retreat, to return later as a hu- from his magical ring to destroy cu'o'c touched her to turn her back, the man and claim to be one of the villagers Dwa's tree. When the tree splits and poison paralyzed him. Su-liang, stunned who's been caught in the fighting. Obvi- falls, Dwa too falls dead. and under great stress, dropped to her ously, this trick will fool neither Tehwa knees in tears, and O-me-sa went past nor Su-liang, but it might work against If the PCs challenge Tehwa for this her to enter the tomb and retrieve the the PCs. treacherous act, he tells them, "We don't ring. This happens just minutes before If Kui-lo is still with the party, she will need a foul creature like that waiting the arrival of the PCs, so that O-me-sa is concentrate on finding a way to give Su- behind us. He might have followed to still in the innermost chamber of the liang the code word for the small bell, attack us, or he might have found a way ancient tomb. Su-liang and the fallen doc hoping to use the magic to save her to ambush us when we come back this cu'o'c are just outside the southern en- friend. way." trance to the tomb. The tomb itself is O-me-sa (hu hsien, lesser spirit): Int empty of all items other than the ring, genius; AL CE; AC 7; MV 15; HD 6; hp The Northern Fork having been thoroughly looted in the 40; #AT 1; Dmg 1-6 or by weapon type; centuries since its construction. SA drains life force from fascinated vic- Soon after passing the fork in the O-me-sa, however, did not come here tims (one experience level/day); SD + 3 track, you find the nature of the coun- alone with Su-liang. He is accompanied or better weapon to hit, heals 2 hp/hour, try has abruptly changed. The land is by his bodyguards, four giant wolf spi- immune to fire, half damage from cold more "pacified" in appearance, as ders who stand guard at the four corners attacks (saving throw applicable); MR though you had crossed an actual of the tomb, hidden among the trees and 50%; SZ M; ML 14; XP 4,000; OA/122. border. No spider webs are visible on bushes (the DM should arrange the pre- O-me-sa's true form is that of a fox, but this side of that invisible border. cise placement according to how the PCs he is one of those rare hu hsien whose "The doc cu'o'c defends this area," decide to approach the tomb). second form is an attractive teenage boy Tehwa says. O-me-sa controls these spiders with his (Ch 18, Co 25) rather than a human When the track's northern fork ring of spider control. The spiders try to maiden. Even in human form he retains comes out of the hills, you can see a prevent anyone from entering the tomb, his tail. He can use the following spells: pond and a cistern where the vil- and attack on O-me-sa's command. At (at will, once/round) become invisible, lagers of Jengse have improved and the DM's discretion, some of the kenku polymorph self, disguise, chameleon, built up the natural spring. The aque- may also have followed the PCs this far know history, hypnotism, read magic, duct they've built over many centu- and will attack to support O-me-sa, their comprehend languages, ventriloquism, ries leads away to the south and west, erstwhile master. The DM should use as apparition, ESP, hypnotic pattern; (once/ taking the water to their fields. Be- many kenku as the situation requires, day) possess, servant horde, major crea- yond the cistern is an ancient tomb, while still giving the PCs a fair chance tion; (three times/week) reward or almost hidden among trees and of victory. ancient curse. When in human form, the bushes. Tehwa will be in a rush to get to the hu hsien's 25 comeliness gives him the Tehwa tells you, "My daughter Su- tomb and rescue Su-liang before O-me-sa power of fascination. O-me-sa's weak- liang has a magical bell, a family kills her. He won't have much patience nesses include suffering double damage heirloom. I looked for it this morning with any attempt at stealth by the PCs. from electrical-based attacks, greatly and it was gone, so she must have Tehwa is also painfully aware that once fearing thunderstorms, an inability to taken it with her. She may know that O-me-sa has the ring of protection from resist wine, and reversion to fox form it is a magical protection against electricity, he will be immune to the ring when intoxicated. He has a ring of spider spirits, but I have told no one that it of lightning, so Tehwa hopes to arrive control (see ring of mammal control in requires command words to make it before that happens. Once Tehwa has Su- the DMG, page 148, for basic effects). He function. Now you must know, for liang, he will withdraw immediately, also has three vials containing potions of this bell may save her. The command having no further concern about the doc evil dragon control, tengu control, and is 'House of Mah.' The bell will pro- cu'o'c or O-me-sa's new ring. Su-liang, vitality. tect just two individuals. If the chance however, will want to do something to help the doc cu'o'c, since she has a sense

50 Issue No. 27 BRIDE FOR A FOX

Su-liang doesn't know that more than poison, surprise; SZ M; ML 8; XP 270; make the wearer immune to all electri- one magical ring will cancel each other if MC. cal attacks (of any kind) and all associ- worn, but she does know that O-me-sa Doc cu'o'c: Int genius; AL CG; AC ated effects. When the PCs arrive at the will instantly put on any magical ring -3; MV 24; HD 10; 75 hp; THAC0 11; tomb, O-me-sa is in the tomb's inner- that comes into his possession, since the #AT 2; Dmg 1-8/1-8 plus special; SA most chamber and already has the ring. hu hsien immediately examined her axe, spells; SD hit only by + 3 or three rings (but not her bell) when Dwa greater weapons; MR 70%; SZ M; ML The Final Danger brought her to him. If the DM decides 15; MC (Kara-Tur appendix); spells: it's necessary, she can give this informa- (once/day) cure diseases, remove paraly- If the PCs succeed in destroying O-me- tion to the PCs when she has a chance. sis, cure blindness, oath, remove curse; sa and his spiders (and kenku), and if Su-liang (human): AL LG; AC 10; MV (three times/day) control weather, be- Yu Po's assassins haven't yet appeared, 12; 0-level; hp 5; #AT 1; Dmg by weapon come astral; (at will) become invisible, now would be a good time for them to type; S 9, D 17, C 14, I 15, W 10, Ch 16; detect invisibility. arrive. If the PCs have taken considera- ML 9; three gold rings (200, 150, 100 The doc cu'o'c normally appears as ble damage, they may be hard put to tael), pearl earrings (worth 250 tael half a man standing on one leg and stop the assassins. If the doc cu'o'c has each), two bracelets (worth 20 tael each), carrying an axe in his one hand (he's been revived, however, he will willingly stiletto in a small sheath inside her left collapsed and has dropped his weapon aid them. See "The Pursuit" for assas- sleeve. She is dressed in bridal silks. Su- at the moment). He can see invisible sin statistics. liang's heirloom is a palm-sized, hand- objects and spirits at all times. The axe Once all other dangers are dealt with, held bell of protection (OA, page 134), a inflicts electrical damage equal to the the PCs face a final danger from Mah smaller version of the large type of bell. doc cu'o'c's current hit points when it Tehwa, who will attempt to kill them in This bell creates a barrier sufficient to strikes; a successful save vs. spells re- order to silence their knowledge of his protect only two persons, and the magic duces the damage by half. The poisoned bargain with O-me-sa. If any of Tehwa's works only when the command word is doc cu'o'c will die five turns and five guards are left, they will help him. In spoken (not just when the bell is rounds after the PCs arrive at the tomb, this situation, the doc cu'o'c will protect sounded). Su-liang doesn't know the unless he is revived with a drink of whoever gave him the sake but other- command words. sake; if the sake is administered, he will wise will stand aloof from "human affairs." Huge spiders (4): Int animal; AL N; be restored to full power in 1-6 rounds. AC 6; MV 18; HD 2 +2; hp 18, 15, 12, 10; The ring of protection from electricity THAC0 19; #AT 1; Dmg 1-6; SA 30' leap, that O-me-sa wants has the power to

DUNGEON 51 BRIDE FOR A FOX

Concluding the Adventure ing her to Chunming before the next to the nearest provincial magistrates for night no longer applies, but the PCs Once O-me-sa and Mah Tehwa are dead, punishment, for having had dealings will still be honor bound to see her (and the revived doc cu'o'c will first restore with O-me-sa. If this is done, his rela- Kui-lo, if she survives) returned safely, the ring of protection from electricity to tives will consider him as good as dead since that was their original contract. the tomb, then offer the PCs rewards and will reward the PCs as described When they return the two girls to the from his lair on the Astral plane: a vial previously, expressing disgust at Mah house, Tehwa's surviving relatives of potion for each of them (roll on Table Tehwa's perfidy. will take custody of them. Su-liang's 89, DMG page 135). The doc cu'o'c It is possible (though unlikely) that marriage to Prince Wan is out of the knows with perfect accuracy what each Meng will survive the adventure. His question now that Tehwa's connection to potion does and will tell the PCs. If a survival, however, is immaterial to the O-me-sa is revealed, but Tehwa's rela- harmful potion is rolled (poison, for conclusion of the adventure, since his tives will be just as happy that the example), roll again until a beneficial orders from Yu Po concern only Tehwa dictatorial Tehwa is dead and will re- potion is obtained. The doc cu'o'c will and not the PCs or Su-liang. As men- ward the PCs in accordance with what also instruct the PCs on how Su-liang (if tioned before, the survival of Tehwa and they were promised (even if they are she has survived) can be purged of the the survival of the PCs are mutually "late" getting Su-liang back). Any bo- poison in her system, a long and tedious exclusive. If Tehwa survives he will kill nuses Tehwa or Meng promised them process requiring 12 successive doses of Meng, either because Meng knows too will be paid, but the ring of lightning, potions of extra healing, given at one- much or because it's obvious that he's a the bracers of defense AC 5, Tehwa's week intervals. The doc cu'o'c will not traitor. If the PCs survive, Meng will wakizashi, and the bell of protection will be concerned with any other magical have no reason to oppose them (al- have to be properly returned. If the PCs items the PCs may have won, only with though they may have a harsh word to foolishly left any of these in the Jengse the ring of protection from electricity. say to him). Valley, they'll have to go back and get If Su-liang dies, no matter how the If any of the PCs have survived, it can them. rest of the adventure turns out, the PCs be presumed that Mah Tehwa is dead, If Tehwa survives and is subdued—an will get no reward from Tehwa or any- since he will not stop attacking them extremely unlikely event—he should be one else. Ω until he is killed. Therefore, if Su-liang returned to Chunming and turned over has survived, the time limit of return-

STATEMENT OF OWNERSHIP, MANAGEMENT, AND CIRCULATION

Title of publication: DUNGEON® Adventures Date of filing: 1 October 1990 Publication no.: 0890-7102 No. of issues published annually: 6 Frequency of issue: Bimonthly Annual subscription price: $18.00 Complete mailing address of known office of publication: DUNGEON® Adventures, P.O. Box 111, Lake Geneva WI 53147 Complete mailing address of the headquarters of general business offices of the publisher: TSR, Inc., P.O. Box 756, Lake Geneva WI 53147 Publisher: James M. Ward, P.O. Box 756, Lake Geneva WI 53147 Editor: Barbara G. Young, P.O. Box 111, Lake Geneva WI 53147 Owner: TSR, Inc., P.O. Box 756, Lake Geneva WI 53147 Known bondholders, mortgages, and other security holders owning or holding 1 percent or more of total amount of bonds, mort- gages, or other securities: None

Average no. copies each Actual no. copies of single issue during preceding issue published nearest Extent and nature of circulation 12 months to filing date

Total no. copies 32,891 34,102 Paid circulation 1. Sales through dealers and carriers 23,218 24,200 2. Mail subscriptions 9,375 9,390 Total paid circulation 32,593 33,590 Free distribution by any means 106 109 Total distribution 32,699 33,699 Copies not distributed 1. Office use, left over, etc. 192 403 2. Return from news agents — — Total 32,891 34,102 I certify that the statements made by me above are correct and complete. James M. Ward, Publisher

52 Issue No. 27 Lisa has been playing the AD&D® game for nine years, and her gaming articles have appeared in DRAGON® Magazine. She is an editor and journalist who organizes science-fiction conventions in her spare time. Lisa offers us an adven- ture that is a blend of horror and humor and gives as her excuse: "I like to have pun with words."

"The School of Nekros" uses the AD&D® 2nd Edition rules and is de- signed for 4-6 characters of levels 6-12 (about 45 total levels). Ideally, the party should include a thief, a priest with anti-poison capabilities, elven charac- ters (for their immunities to paralysis), and wizards, preferably of the illusion/ phantasm or enchantment/charm magic schools, which are opposed to the necro- mancy school of magic. Alternatively, the DM might like to run a high-level thief through this mod- ule as a solo adventure solely for per- sonal gain. If so, the encounter with the NPC student in "The Graveyard" should definitely occur, giving the thief an opportunity to gain information to help him pass for one of the students at the school. Many of the student necromancers at the School of Necros enjoy using the spell in ways that suit their individual personalities. To preserve this flavor, the names of these favorite cantrip effects, as given in , have been included for each student. The spell cantrip, however, is treated as a first-level spell with varia- THE SCHOOL ble effects, as per the AD&D 2nd Edi- tion rules.

For the Player Characters OF NEKROS Something is rotten in the Shire of Denmock—and it's starting to smell. The first halflings to get a whiff of the BY LISA SMEDMAN trouble lived in the village of Willow Whisp (named for the fireflies that flicker in the willows at the edge of the River Sticks). From these willow branches (the "sticks" that give the The students are dying to river its name), the halflings of Willow Whisp weave the baskets that consti- study here. tute the bulk of their trade with the "big folks." About a year ago, strange things started happening to the Sticks River, which flows past Willow Whisp and on Artwork by Ruth Thompson through the length of the Shire of Den- mock. One morning, the halflings woke to find a dark muddy stripe down the

54 Issue No. 27 THE SCHOOL OF NEKROS middle of their river. After a time, how- river are dying, and the basket-weaving with powerful secrets locked in her ever, they paid it no heed, thinking the business seems doomed. Demoralized, skull, awaiting the day she can return river had merely acquired silt from many of the halflings in Willow Whisp to a normal existence. heavy rains upstream. are packing their belongings, boarding Centuries ago, Flagros was the victim But a few months ago, bits of rotten up their homes, and preparing to set out of one of her own spells, a reversed air meat began appearing in the river. In a for cleaner ground. to flesh spell (see sidebar, page 56) that matter of days, the river water acquired You have answered the call for heroes. she had taught to an ungrateful wizard. a strange taint. The prudent began to The halflings don't have much to offer Still an animate, living creature, the boil their water before drinking it. in return for this service and are hoping now-skeletal dragon at first terrorized Just three weeks ago, a strange- that you have come to their aid for innocent people in the surrounding looking carcass was found stuck in the altruistic motives. For it is clear that countryside but soon learned how vul- mill wheel of Willow Whisp. The wheel something must be done or the village nerable she was without flight, spells, had crushed much of the corpse, and will become a ghost town, and the once or breath weapons to protect her. After decomposition had already set in. But prosperous halflings will become impov- a humiliating defeat in which a party of the halflings could see that the body, erished refugees. What little the re- adventurers almost killed her, Flagros although it appeared human, had the maining halflings can offer, however, crept off to her cavern; a rock slide head of a dog, the feathers of a bird, and they have posted as a reward: title to a eventually sealed the entrance. She has the tail of a reptile. small plot of land in the village, and a been in a sulk ever since. Day by day the problem only grew. guarantee of aid and welcome wherever While Flagros has retained her excep- Strangely twisted skeletons, some with folk are to be found. The people tional intelligence even while skeletal, chunks of rotting flesh still clinging to of Willow Whisp only hope these are she is unable to cast spells on her own. their bones, washed up on the banks of incentive enough. Like any other creature affected by a the river. Occasionally, an intact corpse reversed air to flesh spell, she can still could be seen floating downstream For the Dungeon Master think, but the special portion of the (none of the halflings were brave brain that allows a being to cast magi- enough to pull these to shore). The The problem faced by the halflings is cal spells is missing while she is in River Sticks, once clear and clean, came indeed originating from the area of the living skeletal form. Also missing are to be called the "River Stinks." ancient graveyard. But the problem lies the dragon's vocal cords and the fleshy much deeper than the graves' molder- structures (such as lungs and wing Five days ago, a band of the bravest ing occupants. halflings returned from a journey up- membranes) with which she could pro- Unbeknownst to the halflings down- duce her breath weapon and with which stream into the wild lands. They had stream, a pair of powerful, evil wizards reached the source of the River Sticks, a she could fly. While she can still move named Morphias and Mephista, who and can magically see and hear, she is mighty waterfall that pours out of a specialize in necromancy, have relocated cave halfway up the steep escarpment thus mute—both in terms of speech and their school of the arcane arts to a site spell-casting. that marks the edge of the shire. After a directly under the graveyard. They difficult journey along a narrow path to were drawn to the site when they The wizards hope to learn the spells the top of the cliff, the halflings came learned years ago from grave robbers this dragon once knew, many of which upon an overgrown open space that that the skeleton of a very special an- were lost to humans over the interven- appeared to have once been a burial cient red dragon lay buried there, far ing centuries since Flagros's disappear- ground of the big folk. But the head- below the human graveyard. ance. Both Morphias and Mephista are stones were tumbled over, graves were in communication with Flagros, who disturbed, and the forest beyond seemed The wizards have smoothed down and scratches the words and instructions for dark and menacing. finished off some upper caverns once her spells with a skeletal claw in the hollowed out by the river, furnishing hard floor of her chamber. Just as the halflings were working up them as classrooms and residential their courage to see if any of the con- quarters. In the course of constructing In return for learning her spells, the tents of the graves had somehow gotten their new academy with dig and trans- two deans of the School of Nekros have into the river, huge black birds loomed mute rock to mud spells, the necroman- signed a pact with Flagros (a pact that out of the sky, swooping down upon cers dumped earth into the under- Morphias, at least, will honor unto them. The frightened halflings turned ground channels of the River Sticks death) to reclothe her in flesh, using the and fled in a mad scramble down the (causing the brown muddy stripe in the ancient dragon's own powerful spells. cliff face. river). Now, the necromancers use the Little do they realize that Flagros is so Now the halfling explorers have re- river as a natural disposal system for bitter toward humans that she will go turned to Willow Whisp with their tale the carcasses that are the by-products of on a killing spree once restored—and of eerie graveyards and horrible black their students' experiments in magic. that her first victim will be the nearest birds. The halfling villagers—none of wizard! them true adventurers—have put out an The School of Nekros, as the necro- mancers call their academy, was relo- The resolution of the halflings' prob- appeal far and wide for heroes to find lems lies in the destruction of the evil and eliminate the source of the pollu- cated to this area because this is the home of the red dragon Flagros. Once a school and of Flagros herself. While she tion of the river, which now is beginning cannot be turned (because she is not to waft its foul odors throughout the normal living creature, today she rests in her lair, alive but in a living skeletal truly undead), the skeletal Flagros will, length of the Shire of Denmock. Worst if the situation looks bad enough for of all, the willow trees at the edge of the form, incapable of casting magic but

DUNGEON 55 THE SCHOOL OF NEKROS

Spells of the School of Nekros By means of this spell, a wizard can Area of Effect: 1 living (not Undead) look through the eyes of any living creature The School of Nekros specializes in creature within range. If the wizard Saving Throw: None teaching spells that have a dualistic knows a specific creature or person is nature; it teaches both the power to within range, the spell can be made to With this spell, a wizard can clothe in preserve and restore life—and to take take effect upon that specific creature. flesh (a term that includes muscles, it away. Otherwise, the wizard will find himself inner organs, brain tissue, etc.) any The specialty spells taught at the looking through the eyes of any crea- one being turned into a "living skele- School of Nekros (drawn from the ture within range, determined ran- ton" by the reverse of this spell, restor- AD&D 2nd Edition Players Manual) domly. ing the body to its original appearance include: and abilities (dead skeletons simply The creature thus affected will expe- turn into dead bodies). The spell may First level: cantrip, chill touch, detect rience nothing to indicate that a spell also be reversed, to vaporize the flesh Undead is acting upon it and will remain in from any one living creature, leaving it Second level: spectral hand control of is own actions. (In other an animated special skeleton as de- Third level: feign death, hold Undead, words, the wizard cannot force the scribed in area 1A and area 5 (see vampiric touch subject to look at something, and takes "living skeletons"). As an animated Fourth level: contagion, enervation a chance as to what he will see.) Look- skeleton, the individual thus affected Fifth level: animate dead, magic jar, ing through another's eyes gives the can be controlled as per an Undead summon shadow wizard all of the visual capabilities of creature, but since he is not truly un- Sixth level: death spell, reincarnation that creature (e.g., infravision). dead he cannot be turned. These living Seventh level: control Undead, finger of skeletons can magically see and hear death Brainkill (Necromancy) but cannot talk or cast spells. Eighth level: clone Ninth level: energy drain Level: 4 The effects of this spell may be ne- Range: Touch gated by casting first a remove curse Additional necromancer spells from Components: V, S spell and then a dispel magic spell. No DRAGON® Magazine ("Arcane Lore," Duration: Permanent system-shock roll is required. issue #148, and "The Savant," issue Casting time: 1 round #140) include: Area of Effect: 1 creature Fourth level: empath (#148), life force Saving Throw: Neg. transfer (#148) Fifth level: life steal (#140) A wizard using this spell, which oper- Sixth level: vampire dagger (#148) ates much like a forget spell, can per- Eighth level: exchange (#148) manently burn from the memory of any one creature all knowledge of New spells developed for this module either a specific place or person, or a include: time period of up to one year (the spell- Second level: see through other eyes caster chooses the deserved result). The Fourth level: brainkill, air to flesh spell works on any intelligent creature (reversible) by destroying a portion of its brain if it All of the students encountered in the fails a saving throw vs. death magic, School of Nekros are specialist wizards. leaving it with selected gaps in mem- As such, they are opposed to the magic ory. For example, a person thus af- schools of enchantment/charm and fected might be completely unable to illusion/phantasm. When a necroman- remember details of a place; the name, cer is casting spells within his spe- appearance, or any traits of a person; cialty, victims must save at a -1 or might have a one-year blank in his penalty. And when the specialists at memory. This lost knowledge can never the School of Nekros save against be regained except by a wish. necromancy spells, they do so with a +1 bonus. Air to Flesh (Necromancy) (reversible) See Through Other Eyes (Divination) Level: 4 Range: 10 yards Level: 2 Components: V, S Range: 90 yards Duration: Permanent Components: V, S Casting Time: 5 rounds per each Duration: 1 round/level of caster original hit dice of creature to be Casting time: 2 made/unmade skeletal Area of Effect: 1 creature per probe Saving Throw: None

56 Issue No. 27 THE SCHOOL OF NEKROS her, turn and claw her way up and out when absolutely necessary and loves drop of blood as the ring is pushed onto of her cavern to the surface, destroying keeping poisonous creatures as pets. a finger. This effect allows the anti- much of the magic school above in the Aware that Morphias or Mephista will poison properties of the ring to directly process (see area 11 for details). She will always restore her to life (should her interact with the bloodstream. While then flee the area entirely for distant magical items fail to save her from the harmless in itself, the prick of the rings (and safer) lands. venom of her pets), she uses these crea- and the drop of blood may trick PCs into tures as weapons against those in the thinking twice before wearing these A School for Necromancers outside world who would do her ill. potentially helpful rings. A lawful-evil wizard in training, The School of Nekros caters to predomi- Morphias and Mephista can easily Meresger is devoted to the twins and identify true students of the School of nately evil wizards of all alignments; acts as a mother to them, their parents lawful, neutral, and chaotic characters Nekros by means of an invisible mark having long since died. Always guard- on the palm of each student's left hand. exist in an uneasy alliance under one ing their safety, she is quick to act roof. Some of these are novice students, This black half moon (put there by the against anyone whom she thinks poses second-level wizard spell wizard mark and some are more experienced practi- a threat to the twins. They are, after tioners of the magical arts. All have upon acceptance by the school) will be all, her "fountain of youth," and she is readily observable through a detect different motivations for studying the getting on in years. "dark arts of the dead." Some would use magic spell. Should outsiders try to this power to wither the living and to Initiates to the School of Nekros must disguise themselves as students, this raise the dead to do their bidding. Oth- undergo a terrifying test (held in area 4) mark serves as a litmus test for their ers would use their powers to restore before becoming students of the dark authenticity. life—for a hefty fee, of course. All are arts. Before their studies can begin, eager to study the ancient, newly redis- they must prove their trust (and loyalty) Journey to the School by allowing a master of necromancy to covered spells that can be learned only The DM should roll twice per day and at this academy (see sidebar). kill them—and then restore them to life through raise dead spells, cast from a once per night for random encounters The deans of the school are the twins ring of spell storing. The ring is charged between the halfling town and the Morphias and Mephista. Born under a by a 15th-level priest from the sphere of graveyard, using tables for inhabited perfect half moon on the fall equinox, necromancy who lives in a distant city; forest areas. one is dark skinned and one is fair, two he casts spells into the ring in exchange halves of a whole. for treasure and spells from the twins. The Cliff Face Morphias, a lawful-evil wizard, is (His statistics may be invented by the After a three-day journey up-river, the dark both in complexion and in his DM as necessary.) Students must make temperament. He will stand by any PCs reach the 200'-high escarpment the usual resurrection survival rolls. that marks the edge of the Shire of oath, especially that made to Flagros Those who fail their rolls are forever (whom he trusts) but is brooding be- Denmock and the beginning of the wild dead (they are deemed "unworthy"), lands above. The River Sticks pours cause he fears that his sister, a neutral- and their bodies are disposed of. evil wizard, may break her oath. Like a forth in a cascade from about 100' up sky filled with dark storm clouds, Mor- This ritual is an integral part of the the cliff face, surging out of a narrow phias is quick to anger; only his lawful school; the blood collected is used in cave. About 30' to the right of the cave oaths keep his temper in check. further magic working, and the ritual mouth is the closest approach of a path itself is a ceremonial occasion. At the that switchbacks up the cliff face. The Mephista has pale white skin set off ritual's successful conclusion, the stu- climb up the path to the heights above by raven-black hair, and she is said to dent is given a new name and begins appears to be a relatively easy one, shun the light of day. Like the moon, training. although the slopes beside the trail look she is cool and aloof. Of neutral-evil unsafe. alignment, she regards her brother's Once accepted by the academy, stu- outbursts with contempt and would not dents wear hooded robes of black velvet. Attempting to cross from the path to be averse to opposing him—for his own Each student is also given a silver- the cave mouth requires mountaineer- good, of course. But deep down, she plated bone ring with a skull's head set ing skills. There is no clear trail, and loves her brother and would never do with diamond chip eyes. This must be the rock face is crumbling. Should the anything to seriously harm him. worn on the little finger of the left PCs gain access to the cave mouth, they hand. The inside of the band of these find inside it a narrow and very slippery Both twins appear eternally young rings bears the inscription: "Death ledge just above the surface of the rush- and have been resurrected many times above all." ing water. It is possible to follow this on earlier adventures. Some of their These rings of Nekros give a +5 to ledge back to a point under the disposal students believe the pair to be vam- pit used by the academy, but a slip and pires, but in fact they are ordinary saving throws vs. poison when worn. They also have the same effect as a plunge into the river results in a PC mortals. (The PCs, however, can be led being hurled down the waterfall for to believe the vampire story.) permanent control undead (7th-level) wizard spell and are useful in control- 10d6 hp damage on the rocks below. (A Their servant (a permanent resident ling the special skeletons found in this slip off the ledge occurs unless a PC of the school) is Meresger, an older- adventure. makes a dexterity check on 1d20.) appearing woman who wears her gray- ing hair pulled back in a bun under a Wearing the silver skull rings, how- Those who make it to the farthest black lace net. Meresger speaks only ever, is mildly painful. On the inside of reaches of the cave see a 60' high shaft each ring are tiny barbs that draw a leading upward, cut into the rough

DUNGEON 57 allow the PCs to learn some of the secrets of the school before attempting to enter. Proditor is a student at the School of Nekros. A small man with brilliant red hair and pale skin, he dresses in expen- sive, embroidered black clothes and wears lots of gold rings (2-8 rings, aver- age value 50 gp each). He has a twitch in his left eye that causes him to appear as if he is winking at the party. Proditor: AL CE; AC 10; MV 12; W2; hp 7; THAC0 20; #AT 1; Dmg by spell or weapon type; S 10, D 12, C 12, I 16, W 16, Ch 14; ML 15; XP 175; ring of Ne- kros, dagger, belt, wineskin, six iron rations, 20 sp. Proditor, a 2nd-level wizard specializ- ing in necromancy, has memorized the following spells: chill touch; protection from good (which he casts upon himself if first alerted to the presence of the party); burning hands (which he will direct at the nearest threat if attacked, in an attempt to set clothing and hair afire). Proditor has high aspirations. He wants Flagros, the skeletal dragon, all to himself and doesn't care whose down- fall he causes to attain this goal. He will readily betray anyone, either the twins or the party, to gain sole posses- stone face of the ceiling of the cave. sion of Flagros. But he will be careful Climbing up this 10'-wide shaft is possi- door in one side. Once a gloriously not to let the party interfere with his ble with a dexterity check on 2d8, al- carved repository for the dead, the goal by destroying the dragon. Instead, though the walls are slippery with mud tomb now is pitted with age. he will use them to weaken others at and blood. The top of the shaft is sealed the school, sending the PCs in first and off by the trapdoor in area 1A. The The chimney from which the smoke is following at a safe distance, only to trapdoor opens down into the shaft, and rising leads down into the kitchen of the betray the party at its weakest moment. a spring device keeps it shut from be- academy (area 5). It is filled with hot, If questioned, Proditor might tell low. (The trapdoor can be easily opened choking smoke. strangers the proper combination by making a strength check on 1d10.) While in the graveyard area, the PCs needed to gain safe entrance to the are attacked by 2-8 giant ravens. These School of Nekros (for details, see "Out- The Graveyard birds try to drive intruders from the side the Tomb"). He might also reveal area but will not pursue once the PCs information about the routines of the Reaching the top of the escarpment, have climbed back down the cliff, nor inhabitants of the School of Nekros if he you see before you the ancient grave- will they fight to the death. These rav- feels this will further his aims. yard. It is a chaotic mass of tumbled ens, while they are sometimes used by grave markers, partially excavated the wizards, are not under their control. It should be obvious from the school graves, twisted vines, and overgrown They are longtime inhabitants of the schedule (see sidebar, page 60) that the grass. The graves occupy a cleared graveyard. PCs will need some method of knowing area about 500' across, at the edge of Giant ravens (2-8): Int low; AL N; AC what time it is—and a DM willing to which are the dark trees of a forest. 4; MV 3, fly 18; HD 3 +2; hp 19 each; keep careful track of time. Fortunately, At the far edge of the graveyard, a THAC0 17; #AT 1; Dmg 3-6; SA 10% all of the routines are announced by round metal pipe about 6" wide chance victim loses eye in attack; SZ Meresger by the sound of a gong (the emits a plume of black smoke and an M-L (6'-10' wingspread); ML 10; XP 270; gong is located at the statue in area 2). occasional spark. In front of the pipe MM2. Wake-up time is six gongs. Breakfast is and a bit to the left stands a square There is also a 50% chance that the a single gong, lunch is two gongs, and tomb, perhaps 20' x 20' in size, of PCs will encounter an academy student supper is three. The call to the lecture white and pink marble, with a heavy who is returning to the graveyard along hall in the "13th hour" of the night is a path through the forest. This encoun- announced with 13 gongs. ter would be a fortunate one, for it could The DM should take careful note of

58 Issue No. 27 THE SCHOOL OF NEKROS

THE GRAVEYARD

the time the PCs enter the School of itself, the rope is new. Inside the Tomb Nekros and the time that they enter The door has a normal lock. The three each area. Adjust the descriptions in the copies of the skull-headed key that The inside of the tomb is bare except for adventure in the following ways as opens this door are in the possession of a small stone altar against the far wall, applicable: If it is just before or after a Morphias, Mephista, and Meresger. upon which three silver bowls rest. On meal or lecture, students will be filing Each takes the key when leaving the ledges to either side of the door lie the through the school's central hallway. If school. moldering, almost skeletal remains of humans. just after wake-up, they will be stand- The door is not trapped and can be ing in line for the washroom (area 6). If unlocked from either side. Pulling the The necromancers have left the bodies it is mealtime, most of the students rope rings a bell down below in the of this husband and wife intact to pre- (2-12) will be gathered in the kitchen, school. Students identify themselves by serve the original appearance of the and if a lecture is in progress, almost a series of three rings, a pause, and tomb which is actually the entrance to every student (3-12) will be in the lec- three more rings. When this signal is the School of Nekros. The dead are ture hall. Of course, there will always heard below, one of the students is dressed in moldy clothing that crumbles be a few students who don't feel like given a key and sent to open the door when touched, and still have their origi- eating with the others or who are cut- (roll on the Random Encounters chart to nal jewelry: gold wedding rings (worth ting class, just as there will always be a determine which student answers the 50 gp each) a silver pendant of a uni- few suffering from insomnia or cram- door). corn (50 gp value), and a plain gold ming for exams in the middle of the day bracelet (100 gp value). Unless it is Strangers who do not know the code daylight when the tomb is entered, the when everyone else is asleep. Hence, but ring the bell will instead be care- the random encounter tables for the PCs will be attacked by two Undead fully scrutinized by Mephista (her sta- that rise up out of the bodies. school itself. tistics can be found at area 11), who teleports to the interior of the tomb and Wraiths (2): Int 11; AL LE; AC 4; MV 12, fly 24 (B); HD 5 +3; hp 28 each; Outside the Tomb uses her see through other eyes spell (see sidebar for details) to look through the THAC0 15; #AT 1; Dmg 1-6; SA energy The door of the tomb is of bronze, green eyes of a raven and see who is at the drain; SD silver or magical weapons to with age but still strong. It is locked door. If she sees hostile-looking stran- hit; SZ M; ML 15; XP 3,000; MC. with a keyhole in dead center. Above gers, she may marshal the forces of the The students at the School of Nekros the door is the inscription "Eternal School of Nekros to attack. are usually able to control these wraiths Rest." A braided, black silk rope hangs (unless the wraiths make their saving at one side of the door. Unlike the tomb throws) by use of the rings of Nekros. To

DUNGEON 59 THE SCHOOL OF NEKROS really play it safe, some students will death appears certain, Timor will leap pass through this area only by day. At the far end of the hallway, a through the trapdoor at area 1A to take The bowls (which have been glued by smallish, blonde man with a droop- his chances in the river below. the necromancers to the altar so they do ing moustache and wearing black Timor, student: AL NE; AC 8; MV 12; not spill when it is moved) contain the robes is directing two skeletons who W1; hp 4; THAC0 20; #AT 1; Dmg by brown, crumbling remains of rose are carrying between them a vaguely spell or weapon type; S 9, D 10, C 13, I petals. Entrance to the School of Nekros humanoid corpse slung in a blanket. 16, W 16, Ch 8; ML 6; XP 120; ring of is gained by pushing a hidden button at The skeletons wear sword belts with Nekros, ring of protection +2, dagger. the base of the altar, which allows it to long swords strapped to their hips. Timor, a 1st-level wizard specializing be easily slid to one side, revealing the in necromancy, has the following spells flight of stairs below. A corresponding If the party has been relatively quiet, memorized: chill touch; hold portal button is found in plain sight on the a roll of 1-2 on 1d6 indicates that this (which he will use to close behind him wall near the top of the stairs. Pushing novice wizard is surprised. However, as whatever door he flees through, either this button causes the altar to slide soon as he has recovered, he sends the the secret door or the door of the tomb back into place—or to slide open for skeletons in to attack the party before above). those leaving the school. either fleeing (if possible) or casting The skeleton servants are a new type spells. of monster: living skeletons. They were The School of Nekros This black-robed figure is Timor, a both once human fighters who have student of the School of Nekros. Not a been transformed by a reversed air to 1. False Hall of Skulls. particularly brave person, he is often flesh spell. They are used for much of At the bottom of the flight of stairs teased by other students and usually the heavy work at the school. leading down from the tomb you see winds up with the dirty jobs like corpse Living skeletons (2): AL LN, N; AC a long hallway, 10' wide and 130' disposal. (In this case, he is grumpy 7; MV 12; HD 3, 2; hp 19, 11; THAC0 long, with a door at the far end. On because one of his fellow students in- 17, 19; #AT 1 each; Dmg by weapon type either side of the hallway, the walls formed on him after he killed one of (sword); S 17, 15; D 13, 12; C 15, 12; I are filled with long rows of wooden Meresger's pet spiders.) It is rumored 10, 3; W 12, 10; Ch 12, 9; SD cannot be shelves that hold skulls of every that Timor panicked at his ritual kill- turned; MR nil; SZ M; ML 14, 12; XP nil shape and description. Every inch of ing when trying to gain entrance to the (not enemies); new. shelf space is filled, and a small School of Nekros and thus was almost If not controlled by Timor, these crea- brass plaque is set on the shelf below not accepted by the school. tures will stop fighting and may even each skull. When the party encounters him, Ti- aid the party. (For a full description of Just beyond the bottom stair, fac- mor is in the act of directing the dis- the fate that has befallen these NPCs ing you, is the gilded, life-sized posal of a very mangled, headless elven and their current abilities, see the air to statue of a woman in clinging robes. corpse, its body magicked into strange flesh spell in the sidebar.) Her arms are raised as if to embrace, configurations. Timor knows the dan- The words at the base of the statue and on her head is a headdress in the gers of the trap at area 1A and will read: "Mighty Selket, protector of the shape of a scorpion. Carved letters avoid it at all costs. He will attempt to dead." The statue is in fact just that—a mark the base of the statue. fight his way back through the party so stone statue covered with a very thin that he can alert the others in the sheet of gold foil. But one round after school below. If this proves impossible, Unless the PCs enter this area be- PCs have set foot in the hallway at the he will flee up the stairs to the surface, base of the stairs (if Timor is not en- tween the hours of 6:00 A.M. and 2:00 using his ring of Nekros to force the P.M., they will also see the following: countered here), a panel in the back of skeletons to attack. If all else fails and the base opens up to release four small- ish giant scorpions. Giant scorpions (1-4 babies): Int non; AL N; AC 3; MV 15; HD 3 +2; hp 20 Normal Schedule of the School of Nekros each; THAC0 17; #AT 3; Dmg 1-6/1-6/ 1-4; SA poison sting; SZ S (2' long); ML Midnight-6:00 A.M. (13 gongs): Classes in session in lecture hall (area 4) 15; XP 270; MC. Each of these creatures 6:00 A.M.-2:00 P.M.: Most students asleep in their rooms (area 9). is about the size of a very small dog. 2:00 P.M.-2:30 P.M. (six gongs): Morning routines The scorpions will immediately at- 2:30 P.M.-3:00 P.M. (one gong): Breakfast in kitchen (area 5) tack. The only way to avoid this attack 7:00 P.M.-7:30 P.M. (two gongs): Lunch in kitchen (area 5) is by pulling the tail of the scorpion on 1:00 A.M.-1:30 A.M. (three gongs): Dinner in kitchen (area 5) the statue's head within one round of Between the hours of 3:00 P.M. and midnight, students are spread throughout the entering the hall—which Timor will academy in small groups, studying in the library (area 7), resting or writing spells already have done if he has been en- into their spell books in their rooms (area 9), practicing the mixing of spell compo- countered here. This locks the scorpion- nents in the laboratory (area 10), or having a quick snack in the kitchen (area 5). releasing mechanism (with a loud click) The adventure assumes that this is the time period in which the PCs are ventur- for two turns. Pulling the tail two or ing through the school. If not, the DM should adjust the placement of students more times immediately releases 1-8 and staff to suit the time of day. scorpions instead of 1-4.) The brass plaques beneath each skull

60 Issue No. 27 THE SCHOOL OF NEKROS are engraved; each lists the name and neither reverse nor augment its own race of the skull (e.g., "Thomas Trum- effects. To avoid it, students on disposal adorn the base of the statue. peter, Human"). The skulls themselves, duty simply toss a corpse through the A bell hangs from the ceiling at the however, are only plaster copies of the force field onto the trapdoor. west end of the hallway, mounted a real thing. This hallway is, in fact, a The force field's effects on creatures good 8' above the floor and 20' from lure for intruders. The real "library of may be dispelled through the consecu- the end wall. skulls" lies below. There is nothing of tive casting of remove curse and dispel value to be found by searching this magic spells. Otherwise, the effects are This hallway is similar in appearance hallway. permanent until removed by an air to to the false hall of skulls (area 1), with flesh spell. The force field itself may be the following changes: the statue of 1A. Disposal Trap. At the far end of removed by the casting of a dispel Selket does not release scorpions and is the hallway lies another trap. The door magic spell against 18th-level magic. at a different place in the hall; the gong is real and is locked, but beyond it lies PCs affected by this trap who agree to is engraved with the words "Awaken only a dead-end hallway lined with a faithfully serve the school for one year the Dead"; the skulls are real; there are series of false doors. The PCs are un- receive a promise that they will be more doors. The bell is activated manu- likely to learn this fact, however. re-clothed in flesh by Morphias through ally by the black silk rope in the tomb The final 10' x 10' section of the hall- the air to flesh spell. Until then, such above, and magically by the unauthor- way is a trapdoor, used as a garbage- characters are subject to control by ized opening of the secret back door of disposal system by the inhabitants of anyone who wears one of the pinkie the wardrobe in area 3. the School of Nekros. Hauling corpses rings of the School of Nekros. The hallway may contain wandering and trash up here is one of the students' monsters (including students). The DM least desirable chores, one assigned as a 1B. Secret Doors. A secret door open should roll to determine if anyone or punishment to those who cut classes, onto a flight of stairs leading down. At any creature is present as soon as the fall asleep during lectures, or otherwise the base of the stairs, another secret PCs enter the hallway. Depending on disobey the rules of the academy. door leads to the real Hall of Skulls the time of day, the hall may also con- When 10 lbs. or more of pressure is (area 2). tain students queued up at the door to placed upon it, this trapdoor swings the washroom (area 6) or rushing to or open to dump whatever it holds down a Once the PCs have entered the real from a meal in the dining room (area 5) shaft that leads to the River Sticks. Hall of Skulls at the bottom of the or a class in the lecture hall (area 4). (Observant PCs may see a little dried stairs, they are inside the School of (See Normal Schedule of the School of blood on the trapdoor where corpses for Nekros. Check once each round for Nekros for details on daily routines.) disposal have landed.) Any PC falling random encounters, unless it is between Students immediately attack any obvi- through the trap must then (assuming the hours of 6:00 A.M. and 2:00 P.M.- ously hostile intruders. he doesn't sink from the weight of his during which time the majority of the Even if a check on the Wandering armor) swim and scramble to gain the inhabitants are likely to be asleep. Monster table produces no results, there slippery cave ledge before being swept During these hours only, check for ran- is a further 20% chance (if it is between out into the waterfall and over the cliff dom encounters once each turn as per the hours of 2:00 P.M. and midnight) that face for 10d6 hp damage on the rocks the Wandering Encounters chart. 2-3 students (determine students at below. A PC can reach the ledge safely random from student wizards not yet if a dexterity check is made on 1d20. 2. The Hall of Skulls. encountered) are at the west end of the The students use this pit to dispose of hall in front of the door to area 3, busy playing a game that has been forbidden the gory results of botched necromantic You see a long hallway, 10' wide and spells into the river below. And just in by the deans of the school. On a roll of 130' long, with a total of nine more 1-2 on 1d6, the group is not immediately case anyone should try to gain entrance doors along its walls. On either side to the school by climbing up through aware of the party and the PCs see the of the hallway, the walls are filled following: the pit, there is an additional trap. with long rows of wooden shelves Some 11' from the false door (and 1' containing more skulls of every west of the trapdoor itself) is a force At the west end of the hallway, a shape and description. Every inch of group of humans in black robes is field that affects living creatures as shelf space is filled, and a small would a reversed air to flesh spell. Any- clustered in front of a door. As you brass plaque is set on the shelf below watch, one peers through a peep hole one passing west through the force field each skull. The shelves are inter- will turn into a living skeleton. in the door, then jumps back with a rupted at intervals by a series of scream and nervous laughter. The The transformation occurs as follows: wooden doors. others thump the person on the back All flesh is instantly vaporized, and the At the eastern end of the hallway, and exchange coins. PC loses the ability to talk and cast facing you, is the gilded, life-sized spells. The PC, however, is still in full statue of a woman in clinging robes. For details on the game the students control of his actions and can think, see, Her arms are raised as if to embrace, and hear as before. He retains all equip- are playing, see the door peephole trap and from them hang a brass gong described in area 3. ment and can continue to play out the and a padded mallet. On the head of adventure. These students attack and attempt to the statue is a headdress in the spread the alarm if the party is hostile. The force field works only upon those shape of a scorpion. Carved letters traveling west along the hallway. It can Otherwise, they approach with caution

DUNGEON 61 THE SCHOOL OF NEKROS while one runs off to find the deans or needle trap in the handle (save vs. pa- Meresger. ralysis at - 4 penalty or suffer paralysis This 30' x 30' room is lit by a dim The shelves lining the walls of this for 1-10 rounds). The second trap is purple light that seems to come from hallway contain Morphias's and found in the peephole itself. everywhere and that casts weird Mephista's private collection of skulls Looking out through the peephole shadows. The room contains two from around the world. There is at least from the room is possible, but trying to four-poster canopy beds, each with one skull from just about every sentient look into the room has the following black velvet curtains pulled tight humanoid race known, each neatly results: For the first 12 seconds, the around it. A huge, ornately carved, labelled with a bronze plaque on the person looking through the peephole inlaid wooden table is flanked by two shelf below. The skulls are consulted by sees an illusion of the thing he most chairs carved out of bone. Beside an the necromancers when they wish to fears. Then, in the 13th second, a jet of hourglass filled with gold dust, a gain information from the Undead. They acid is emitted from the peephole, doing glowing white orb sheds light on the are animated through an animate dead 1-4 hp damage and blinding one eye papers scattered across the table. A spell, clothed in flesh with an air to unless the person makes a save vs. half-eaten apple sit nearby. flesh spell, and consulted by Mephista, poison, in which case the eye is merely The walls are draped with black who picks up their thoughts with her weakened and vision goes blurry for a velvet curtains showing embroidered ESP spell. In effect, they constitute an few moments. The blindness is perma- and painted scenes of tombs, pyra- Undead "library" for the twins. There is nent unless a heal spell is cast on the mids, and battlefields filled with a 10% chance that a skull may have eye. corpses. On a dressing table beside accidentally been replaced on its shelf The students like to play with this the bed nearer the door sits a wooden with flesh still intact by a careless peephole, to see if they have the stam- head on which a black wig has been student. ina to look upon the things they most placed. Beside the wig are a brooch fear, and the timing and speed to pull and earrings (150 gp value each). A 3. Bedroom of Morphias and away just before the jet of acid shoots wardrobe at the back of the room is Mephista. This room has a locked door out of the hole (this is the possible slightly open; black robes hang in it. with a tiny round peephole at about the encounter mentioned in area 2). right height for a human to look into. In Once the door is open, read or para- If it is between the hours of 6:00 A.M. addition to a normal, deadbolt lock, this phrase the following to the players: and 2:00 P.M., Morphias (if not already door contains two traps. The first is a encountered elsewhere) is sleeping in the bed farther from the door. At any other time of day, he is sitting at the table reading. Morphias deals harshly Wandering Encounters with intruders and immediately attacks Roll Encounter For stats see Encountered yet? any who appear to be hostile. If Morphias is awake and reading at (1d12) (check if yes) 1-2 living skeletons (1-2) areas 1 & 5 the table, add the following: 3-4 poisonous spiders (1-4) area 8 A young man of dark complexion and 5-6 centipedes (1-4) area 8 jet-black eyes is sitting at the far end 7-8 small scorpions (1-4) area 8 of the long table, reading by the light 9-10 poisonous snakes (1-4) area 8 of the orb. He is dressed in robes of 11 Roll percentage dice: black velvet embroidered with metal- 01-33% = Meresger area 8 lic purple dragons, and a tiny silver 34-66% = Morphias area 3 key hangs on a chain around his 67-00% = Mephista area 11 neck. He looks up as you enter, 12 students (1-4). Roll 1d12 again to see which student(s) are encountered. frowns when he realizes you are not Reroll if student(s) have already been encountered. Delete students en- students, and mutters a few quick countered here from the rooms where they would otherwise be found. words. Roll Student Normally Sleeps in Encountered yet? (1d12) found in (if daytime) (check if yes) Morphias has no interest in talking to 1 Laridum area 5 area 9A intruders. He will call for help and then 2 Redux area 5 area 9I try to immobilize the PCs for later in- 3 Feralis area 10 area 9B terrogation by casting magic missile 4 Vado area 10 area 9E and summon swarm spells to keep the 5 Sicarius area 6 area 9G party busy while he casts a time stop 6 Carmen area 7 area 9L spell. 7 Malignus area 7 area 9F Morphias, dean of the School of Ne- 8 Timor area 1 area 9J kros: AL LE; AC 6; MV 12; W18; hp 40; 9 Cadaver area 9C area 9C THAC0 15; #AT 1; Dmg by spell or 10 Origo area 9K area 9K weapon type; S 10, D 12, C 10, I 17; W 11 Impavidus area 9M area 9M 17; Ch 15; ML 16; XP 12,000; potion of 12 Balatro area 9M area 9M human control, potion of extra healing,

62 Issue No. 27 THE SCHOOL OF NEKROS

ring of regeneration, ring of protection Once the false back of the wardrobe is cial; SZ M; ML 18; XP 650; MC. +4, ring of Nekros, a skull-headed key removed, read the following: Inside the false back of the wardrobe (in his pocket) that unlocks the door of are a broom of flying and the spell books the tomb above (see "Outside the Inside the secret compartment at the of Morphias and Mephista. The chest Tomb"), and a tiny silver key on a chain rear of the wardrobe you see a chest, contains 1,000 gp, 540 sp, 13 white around his neck, which unlocks the a broom, and 18 books bound in dark chalcedony stones (worth 50 gp each) chest in the laboratory (area 10). purple leather. Moving gold letters carved in the shape of skulls, a black Morphias, an 18th-level wizard spe- flicker along the spines of the books, scarab pin of carved jet that is actually cializing in necromancy spells, has the and on the spine of each book is a a scarab of death, and a scarab pin set following spells memorized: alarm, black half moon. with a blue star sapphire that is actu- cantrip (exterminate), chill touch, detect ally a scarab of protection. magic, hold portal, magic missile, detect Unless this half moon mark is first Finally, a secret trapdoor in the base good, knock, spectral hand, stinking touched by a person with the school's of the wardrobe opens to reveal a nar- cloud, summon swarm, wizard lock, wizard mark on his palm, any of these row, winding flight of roughly cut steps dispel magic, feign death, fireball, fly, magic texts inflicts increasing electrical that leads to the lair of the skeletal red lightning bolt, protection from good 10' damage per each six seconds touched or dragon (area 11). radius, air to flesh, dig, dimension door, held (half damage if the handler is enervation, minor globe of invulnerabil- wearing stout leather gloves). The pro- 4. Lecture Hall. If it is between the ity, wizard eye, animate dead, cloudkill, gression per six-second time period is: hours of 6:30 P.M. and 11:30 P.M., the dismissal, fabricate, magic jar, trans- First period 1d4 hp damage lecture hall will likely be empty; read mute rock to mud, death fog, death spell, Second period 1d6 hp damage the following: enchant an item, move earth, Bigby's Third period 1d8 hp damage grasping hand, control Undead, power Fourth period 1d10 hp damage This room is lit by hooded lanterns, word stun, spell turning, clone, mind Fifth period 1d12 hp damage is semicircular in shape, and is con- blank, permanency, energy drain, time Sixth period 1d20 hp damage structed in the fashion of an ancient stop. The progression continues for the sev- Greek theater. Carved into the rock Seeking to preserve and protect his enth through 12th period with two dice itself are tiers of stone seats; stairs school, Morphias will not use his more of each type, then three dice of each lead up to the higher seats. destructive spells but will attempt to type for the next six periods, etc. At the front of the room, a semicir- trap or kill hostile persons without Would-be thieves may not get this far, cular floor area is paved with black destroying anything valuable. Given however. As soon as anyone attempts to and gold tiles. At the center of this is enough casting time, he will use his touch or reach anything in the secret a round, raised dais of black stone. time stop spell to freeze the fighting and compartment of the wardrobe, he is The top of the dais is carved with deal with the intruders on his own attacked by special shadows summoned gold-lined channels that direct fluid terms. directly from the Negative Material down into the four gold skull-shaped The items immediately visible in this plane. One to four of these shadows pots on the floor. room are all mundane ones except for materialize for each person who reaches The wall between the two doors to the orb, which is simply a round white past the back panel of the wardrobe, the hallway is smooth and white. At rock with a dimmer than usual contin- and they materialize only the first time the back of the room, at the level of ual light spell cast on it. The purple a person reaches in. The dim light in the top row of seats, is a strange light filling the room can be eliminated this room is designed to aid the shadows brass object covered by a black cloth. by simply speaking the word "dark- in their attacks. Morphias and A small wooden box sits nearby. ness" and can be restored by speaking Mephista control the shadows through the work "light." The command their control Undead spells. The white wall is a screen upon which "brighter" increases the amount of Unlike regular shadows, which are images are projected. The brass lantern purple light, while "dimmer" has the humanoid shaped, these shadows are under the cloth contains a stone upon opposite effect. shaped like lions. Otherwise, they at- which a continual light spell has been Morphias and Mephista store their tack and move like regular shadows. cast. This stone projects its light treasure and spell books behind the They are summoned from the Negative through a lens at the front of the lan- secret false back of the wardrobe. This Material plane when any object (e.g., an tern. Painted squares of glass sit in back is easily removed once discovered, arm, a stick, a rope, etc.) forms a link slots in the nearby wooden. If a painted but anyone who does so without first between the interior of the wardrobe glass square is placed in the "magic pushing a secret button in the handle of and the secret chamber beyond its back lantern," an image of one of the steps of the wardrobe's front door triggers a wall, and they emerge with a roar (oth- a necromancy spell is projected on the trap. With a slight hissing sound, this erwise being 90% undetectable). This screen at the front of the room (the DM trap releases an odorless, colorless gas one-way passage can be negated by a may decide which spell the slides show; that puts everyone within 10' of the dispel magic spell. a label to this effect will be found on the wardrobe to sleep (treat as a sleep spell) Shadows: Int low; AL CE; AC 7; MV lid of the box). unless a saving throw vs. poison is 12; HD 3 +3; hp 21 each; THAC0 17; The gold pots are each worth 300 gp. made (at a -4 penalty). Simultaneously, if AT 1; Dmg 2-5; SA strength drain; SD This lecture hall is where magic is the school's bell (unless already dis- +1 or better weapons to hit; immune to taught and sacrifices to the gods and abled) starts to ring an alarm. sleep, charm, and hold spells; MR spe- goddesses of death are performed. It is

DUNGEON 63 THE SCHOOL OF NEKROS

the stove, stirring pots of bubbling SCHOOL OF NEKROS Side View stew, and adding a centerpiece of white lilies to the table. Sitting at one end of the table, eating a snack of bread and cheese and drinking a blood-red liquid, are a man and a woman in black velvet cloaks. He is a stout, deceptively jolly-looking man with only a fringe of brown hair on an otherwise bald pate. She is a woman with long brown tightly curled hair, and strik- ing eyes—one green and one blue. Beside her, resting against the table, is a staff carved with ivy patterns. They are facing the door and notice you immediately as it opens.

The cooks and servants are special skeletons who once were two neutral human priests, a dwarven fighter, and a half-elven thief. All fell victim to the force field trap (area 1A) in the False Hall of Skulls, and now are serving the school for one year in the hope that their bodies will be restored to them (a promise the school will keep, but only after wiping all knowledge of that year from their minds through the brainkill spell). These living skeletons will not fight unless attacked, and may even also where would-be students are tested and 6:30 A.M. or 11:30 P.M. and midnight, give aid to PCs who present the possibil- by being killed and then brought back students are filing out of or into this ity of returning them to normal. These to life. The ritual involves stabbing the room (1-6 are inside. Either Morphias or skeletons cannot speak or cast spells prospective student with a dragon-tooth Mephista is also present on a roll of 1 on but can see, hear, think, and control dagger as the other students stand in a 1d8.). their own actions (when not being con- circle, hands clasped, and chant. The trolled by one of the rings of Nekros). dead novice is then brought back to life 5. Kitchen. Read the following to the They cannot be turned. through a raise dead spell, then is players, unless it is time for one of the Living skeletons (4): AL NG, LG, marked with the invisible wizard mark school's three meals of the day. Omit NG, N; AC 7; MV 12; P3, P4, F2, T9; hp half moon. Laridum and Redux if they have al- 20, 24, 14, 43; THAC0 20, 18, 20, 16; If it is between the hours of midnight ready been encountered elsewhere: #AT 1 each; Dmg by weapon type; SD as and 6:00 A.M., there is a 25% chance per racial characteristics, cannot be that this ritualistic admission ceremony A huge wood-burning stove occupies turned; ML 10; XP nil (not enemies); is being performed on the promising the southeast corner of this room. In new. new student Impavidus (see area 9M). the center of the room there is a long The two students having a quick Morphias is present, leading a group of table with 16 chairs around it. The snack between meals are Redux and 3-12 students. (This assumes that nei- table is set with black plates, black Laridum. The barrels contain water and ther Morphias nor Impavidus have been glass goblets, and cutlery made of blood-red wine. encountered elsewhere. If either has brass and bone. Black candles sit in Laridum may look slow and harmless, been encountered, the ceremony may silver candlesticks at the center of but he is surprisingly agile and has not be going on. In addition, when ran- the table, and the room is lit by lan- muscles of steel beneath his expansive domly determining the students terns on the walls. In the southwest belly. He would have made an excellent present, remember to omit those al- corner, a bucket hangs on a rope from fighter, but his keen intelligence led ready encountered elsewhere.) a wooden cross beam over a well. him to study magic instead. If a ritual is not going on between the Large barrels line the west wall. Laridum, student: AL LE; AC 8; MV hours of midnight and 6:00 A.M., then Shelves on the south wall contain 12; W5; hp 18; THAC0 19; #AT 1 or 2; either Morphias or Mephista (50% foodstuffs. A pile of wood sits near Dmg by spell or weapon type (uses two chance for each) is teaching a class of the stove. Four skeletons bustle daggers at once); S 18, D 16, C 12, I 17, 3-12 students, using the slide projector.) about the room, adding kindling to W 17, Ch 10; ML 10; XP 975; two dag- If it is between the hours of 6:00 A.M. gers, ring of invisibility, ring of Nekros.

64 Issue No. 27 THE SCHOOL OF NEKROS

Laridum has chosen his spells either dead together—and no longer in need of because they inflict pain or because a mushroom, about 6" tall. The room anything but each other. they are good "fighting spells." But, smells sweet, like incense. The door One of the keenest students at the like many bullies, he'll run if the going locks from the inside with a simple school, Sicarius has the following spells gets really rough, using his ring of in- sliding bolt. memorized: cantrip (change), chill touch, visibility to aid him. He has memorized comprehend languages, message, protec- the following spells: burning hands, The hole under the toilet opens into a tion from good, knock, protection from chill touch, magic missile, protection narrow shaft that leads down to the , spectral hand, clairaudience, from good, shield, Melf's acid arrow, river below. The mushroom is a magical hold undead, vampiric touch. pyrotechnics, spectral hand, Melf's min- item, a 'stool of sweet smelling. It will ute meteors (x 2). An ambidextrous purify the air in any one room, overcom- 7. Library. character, he fights with matching ing all other odors. If the magical mush- black daggers. room is removed, the washroom will This room is filled with shelves con- Laridum suspects (wrongly) that Re- begin to smell. taining a multitude of books. From dux is a neutral-good priest in disguise If it is between the hours of 3:00 P.M. the ceiling hang a dozen silver and would love to expose her as such to and midnight, the washroom is occupied chains, each suspending a glass skull the twins. Whenever he finds her alone, (if Sicarius has not already been en- that glows with a steady yellow he questions her subtly on her motives countered elsewhere). The PCs must light. behind coming to the School of Nekros force the locked door to get inside, at Some of the books on the shelves and is trying to catch her out in which time they see: are old, with cracked leather bind- conversation. ings, while others appear quite new. Washing her hands at the basin is a One shelf, fronted with glass doors, Redux, in fact, must tread warily. The woman whose black robes match the only nonevil student at the School of contains a row of nine exquisite ebony hue of her skin. She jumps, books bound in black leather with Nekros, she is true neutral in align- startled, as the door opens, and you ment. (Her nonevil alignment was gold titles along their spines. The can see that her hands are covered in glass doors are locked with a press- missed when the twins cast a detect a sticky white substance. good spell; it did not pick up her neu- button combination lock. Armchairs trality.) She has measured the risks of are positioned around the room. learning the powerful restorative spells The woman washing her hands is the school has to teach—risks both to Sicarius, a promising student who has The glass skulls have a simple contin- her person and her soul—but has de- traveled from a distant country to join ual light spell cast on them and are cided they are worth it. She will not the School of Nekros. A close friend of used to illuminate the room. perform evil acts on her own initiative Malignus (see area 7), she shares with If it is between the hours of 2:00 P.M. but will fight to protect the knowledge him a love of poison. But where he is and midnight, add the following, omit- the school offers. careful with his venom, she courts ting Carmen and/or Malignus if either death at every turn. Secretly in love Redux, student: AL N; AC 7; MV 12; or both have already been encountered with Morphias, she yearns to have him elsewhere: W2; hp 12; THAC0 20; #AT 1; Dmg by resurrect her once more. Ultimately, she spell or weapon type; S 11, D 13, C 18, I would like to die with him and dwell In the armchair nearest the door sits 16, W 18, Ch 17; ML 12; XP 175 (nil if with him in the land of the dead. a beautiful young woman whose she is attacked first); staff, cloak of white-blonde hair is braided with protection +3 (observant PCs may no- Sicarius has just come from the labo- ratory, where she has been mixing up brilliant red feathers at the end of tice that her cloak is an extremely dark each braid. Resting against her fore- blue rather than true black), periapt of toxic substances; the white gluey stuff is contact poison, disguised to smell like head and hanging from a thin silver wound closure, ring of Nekros. Redux chain is a black stone, and lying on has the following spells memorized: medicine, and it is starting to make her hands tingle. The school ring saved her the floor beside her is a dragon- cantrip (change), hold portal, jump. headed quarterstaff. Across the If it is time for either breakfast, from death, but she is finding it hard to work with numb hands. room, an older man looks up from a lunch, or supper, 2-12 students are heavy tome he has been studying. seated at the table for a meal. In addi- Sicarius, student: AL NE; AC 6; MV 12; W6; hp 19; THAC0 19; #AT 1 or 2; His eyes are the thinnest of slits tion, there is a 10% chance (rolled once behind round wire-rim glasses, and for each) that Meresger and either Mor- Dmg by spell or by poison (not currently carrying a weapon, but uses both hands his receding hairline has given him a phias or Mephista (but not both twins) high forehead. Both he and the will be dining with the students. at once); SA poison; S 13, D 18, C 10, I 16, W 16, Ch 10; ML 20; XP 1,400; ring woman are wearing black velvet robes. Bone-hilted daggers rest in 6. Washroom. of Nekros. If attacked, Sicarius tries to smear sheaths at their hips. This small room contains a toilet PCs with the contact poison. Since it is (basically just an outhouse-style seat diluted now by water, the save vs. poi- This is the library of the School of with a cover) and a carved stone son is at a +4. She carries no other Nekros. Studying in it are the students wash basin of black marble. Beside magical items and has few possessions, Carmen and Malignus. the toilet sits a black stone carving of due to her firm belief that she and Mor- Carmen has come to the School of phias will soon dwell in the land of the Nekros seeking to further her knowl-

DUNGEON 65 THE SCHOOL OF NEKROS edge of dragons; the book she was read- pressing. All are marked, in the fashion ing deals with using dragon bones and of library books, with a black half moon Standing before the mirror, looking teeth as spell components. Her primary on the bottom of the spine. Touching into it with a critical eye, is an el- concern is that the books in the library any mundane text results in 1-4 hp derly woman whose graying hair is and Flagros herself not be harmed—at electrical damage per touch or per six pulled back in a tight bun under a least until Carmen has had a chance to seconds held. School of Nekros students black lace hair net. Crawling on the use them fully. are immune to this effect, however; the woman's shoulder is a hairy black Carmen, student: AL LE; AC 9; MV books "recognize" a student by the spider the size of a human fist. 12; W3; hp 9; THAC0 20; #AT 1; Dmg invisible half moon on his left hand, by spell or weapon type; S 10, D 15, C which must be pressed to the half moon This is the bedroom of Meresger, "she 10, I 17, W 17, Ch 15; ML 12; XP 270; on the book's spine before touching any who loves silence," servant to Mephista dagger, quarterstaff +1, ring of Nekros, other part of the book. and Morphias and keeper of the snakes dagger, jet stone on silver chain (50 gp The combination push-button lock on and other poisonous beasties that in- value). the glass-fronted cabinet has nine but- habit the corridors of the School of Ne- Carmen is a 3rd-level wizard specializ- tons, numbered 1 through 9. To success- kros. The pet on her shoulder is her ing in necromancy. She has the follow- fully open the lock, any combination of particular favorite—a baby giant black ing spells memorized: color spray, magic numbers adding up to 13 must be widow spider, newly hatched, which she missile (using either one at a distance pressed. When the numbers total pre- has named Perfidus, after the husband first), chill touch, detect invisibility, cisely 13, the lock clicks open. If num- Meresger murdered years ago. spectral hand. bers adding up to less than 13 are Meresger, servant: AL LE; AC 10; Malignus has also come to the school pushed, and 10 or more minutes pass, MV 12; W2; hp 7; THAC0 20; #AT 1; to study, but his area of interest is poi- the lock resets to a total of zero. But, at Dmg by spell or weapon type; SA poi- son, and the book he is reading concerns the precise moment that the total soned dagger (+ 2 save vs. poison or die); the preparation of poisons. A violent, ill- passes 13 (without adding up to exactly S 13, D 10, C 18, I 16, W 17, Ch 11; ML tempered older man, he would just as 13). the following occurs: A cloud of 18; XP 420; poisoned dagger, periapt of soon fight with his poisoned weapons as purple gas flows out of holes in the proof against poison +4, scarab vs. use his spells. These poisoned devices bottom of the bookcase, filling the li- golems, ring of Nekros, skull-headed key include a hollow dagger containing brary within 12 seconds and putting to to the tomb above the school. enough venom for four stabs (save vs. sleep all it engulfs. (This is a contact Meresger fights like a cornered poison or die); a glass vial of contact gas and does not need to be inhaled; mother cat, using an envenomed dagger. poison (save vs. paralysis or lapse into a save vs. Paralyzation; effects as per a She has the following spells memorized: coma for 1-4 days) in the breast pocket sleep spell.) The gas dissipates in 10 cantrip (spider), chill touch, magic of his robe, ready to be thrown; and a minutes. Breaking or forcing the glass missile. cheap-looking, snake-shaped brass cloak doors has the same effect. The urns (from left to right) contain pin, a prick from which will cause death The black and gold books are refer- the sleeping beasties Meresger feeds (save vs. poison). Believing each of his ence spell books—each also marked with and cares for as pets: victims to be a pleasing sacrifice to the an electrified half moon—used by the Urn 1: Centipedes, giant (2-24): Int gods of evil, he is happiest when killing students who study at the school. Each non; AL N; AC 9; MV 15; HD 1⁄4; hp 2 and is known to smile only in battle. contains necromancy spells of a particu- each; THAC0 20; #AT 1; Dmg nil; SA Malignus, student: AL NE; AC 6; MV lar level (see the sidebar list of necro- poison; SZ T; ML 6; XP 35; MC. 12; W6; hp 17; THAC0 19; #AT 1; Dmg mancy spells available at the school for Urn 2: Snakes, poisonous (1-3): Int by spell or weapon type; S 15, D 18, C details). animal; AL N; AC 6; MV 15; HD 2 +1; 10, I 16, W 16, Ch 5; ML 14; XP 2,000; #AT 1; Dmg 1; SA poison; SZ S; ML 8; ring of Nekros, poison dagger, vial of 8. Chamber of Meresger. XP 1/5; MC. contact poison, poison brooch. Urn 3: Scorpions, small (1-12): Int Malignus is a 6th-level wizard special- This 20' x 20' room contains a non; AL N; AC 5; MV 9; HD 2 +2; hp 20 izing in necromancy who has the follow- wooden chest at the foot of a brass each; THAC0 19; #AT 3; Dmg 1-4/1-4/1; ing spells memorized: chill touch, bed with white skull bedposts. The SA poison sting; SZ S; ML 0; XP 175; enlarge, magic missile (x 3), protection bed is neatly made with black sheets MC. from cantrips, spectral hand, strength, and blankets. On one wall hangs a Urn 4: Spiders, large (2-20): Int non; clairaudience, sepia snake sigil, vam- full length mirror, and a plush red AL N; AC 8; MV 6, web 15; HD 1 +1; hp piric touch. throw rug covers the center of the 5 each; THAC0 19; #AT 1; Dmg 1; SA Among the mundane books of the floor. Against the north wall are four poison bite; SZ S; ML 7; XP 120; MC. library, the PCs can find tomes on such large pottery urns, covered with Meresger often lets her pets out to topics as anatomy and dissection, medi- perforated lids. Beside them sits two roam throughout the school, where they cine, acupuncture, herbal lore, the col- small wicker baskets from which may be encountered by adventurers as lection of spell components, mummi- come rustling and clicking noises. wandering monsters. (Many of the stu- fication, tomb construction, poison, dents despise her pets and kill them surreptitiously; punishment for such burial practices of various races, gods Unless Meresger has been encoun- and goddesses of death, prophecies of tered elsewhere or is sleeping, also read acts is corpse disposal duty.) how the world will come to an end, the following: If attacked within this room, tanning and taxidermy, and flower Meresger tips over an urn (determine at

66 Issue No. 27 THE SCHOOL OF NEKROS random, rolling 1d4) so that her pets can aid her in battle. The wicker baskets (ironically, made by halflings!) contain insects and ro- dents that Meresger feeds to her pets. The chest contains Meresger's personal belongings; there's nothing special here, just a few robes and trinkets. The mir- ror, which is a mirror of inner beauty, is the only magical item in the room. Its only magical property is as follows: If a PC stands before it and chants: "Mirror, mirror, on the wall, who's the fairest of them all?" the mirror presents an X-ray picture of the PC, showing only the skeleton.

9. Student Dormitories. These small rooms are designed to house one student each. If it is between the hours of 6:30 A.M. and 2:00 P.M., the students will be sleeping in the following rooms (unless they have already been encountered elsewhere): 9A Laridum; 9B Feralis; 9C Cadaver; 9D empty; 9E Vado; 9F Ma- lignus; 9G Sicarius; 9H Balatro; 9I Redux; 9J Timor; 9K Origo; 9L Carmen; 9M Impavidus. Between 2:00 P.M. and midnight, most of the rooms will be empty; the students are elsewhere in the school, studying, eating, reading in the library, or experi- menting in the lab. During these times, note: There is a 10% chance that any of 19. a romance novel read the following description for any the necromancy spells in these books 20. an embroidered scabbard for a empty rooms (all of those except areas has been incorrectly copied and thus dagger 9C, 9H, 9K and 9M): will backfire if used as written. There are 1-4 miscellaneous items to 9C. Cadaver's Room. This room This 10' x 20' room contains a coffin be found in each room. Roll 1d20 to matches the general description for fitted out as a bed with padding and determine which items are found: student rooms given previously. After blankets, a plain wooden chest for reading the boxed text at area 9, con- belongings, a black velvet robe hang- 1. a bone dagger tinue with the following: ing on a peg, a brazier that gives off 2. 1-4 empty potion vials (still la- smoky red light, and a stool beside a belled) In the coffin lies a very pale, auburn- sturdy table. On top of the table are 3. a portrait of a succubus haired man. His hands are folded on glass containers of black, purple, and 4. a copper ring his chest, and a lily rests between gold ink; black quill pens; and sheets 5. a glass figurine of a snake them. Below the flower, a clove of of vellum. 6. a crudely sketched map of the garlic lies on the smooth black velvet school of his robe. He is extremely thin and The vellum is made from human skin 7. a practice wand (not magical) looks a little blue in the cheeks. It is and sometimes bears tattoos. Most of 8. a stuffed black cat impossible to tell if he is dead or the sheets are blank, but some may 9. a pewter goblet alive. contain half-finished spells. 10. a ball of string Each of the chests has a secret false 11. a pair of tweezers This is Cadaver, a student so named bottom where the spell books of the 12. a tinder box by the twins due to his appearance and students (made up of the bound vellum 13. a clove of garlic to his ability to sleep soundly and heav- sheets) are kept when not in use. To 14. a last will and testament ily through almost any disturbance. determine which spells a book has, the 15. 1-4 black candles Indeed, the PCs can clomp through the DM should note whose book it is, in- 16. a pair of dice, loaded to always room, making all the noise they want— clude all of the spells listed for that come up "snake eyes" he wakes up only 5% of the time! character, and add others that seem 17. a bottle of blood-red wine in a crys- Cadaver, student: AL LE; AC 9; MV appropriate to a wizard of that level tal decanter 12; W2: hp 6; THAC0 20; #AT 1; Dmg specializing in necromancy. But please 18. a chunk of cheese by spell or weapon type; S 8; D 9, C 10,

DUNGEON 67 THE SCHOOL OF NEKROS

I 17, W 16, Ch 12; ML 12; XP 175; ring This is Origo, the first student to come be necromancer who arrived at the of protection +1, ring of Nekros. to the School of Nekros. A brilliant school of Nekros today. He is busily Cadaver, a 2nd-level wizard specializ- peasant girl who left the farm to find writing a letter (which he will send by ing in necromancy, has the following adventure, she fell in with a bad crowd carrier pigeon, after the twins have spells memorized: chill touch, protection and her evil tendencies increased. Origo carefully scrutinized it) to one of his from good, shield. is a "teacher's pet" who can do no many lovers, and the text is full of ro- The garlic and lily have been placed wrong, and of whom Sicarius (see area mantic clichés and boasts. Confident on Cadaver by Balatro (see area 9M) as 4) is extremely jealous. that he will pass his initiation ritual a practical joke. In Cadaver's chest are Origo, student: AL NE; AC 10; MV with ease, and absolutely fearless in potions of diminution, healing, and 12; W3; hp 11; THAC0 20; #AT 1; Dmg everything he does, Impavidus is going gaseous form, the latter of which he by spell or weapon type; S 17, D 12, C through the usual hazing that Balatro plans to use to turn Balatro's joke 18, I 16, W 16, Ch 17; ML 15; XP 270; dishes out to any new student who will around on him by pretending to really dagger, ring of Nekros. tolerate him. The sleeve of Impavidus's be a vampire. Origo has memorized the spells chill new black robe is charred, and his pa- touch, continual light, sleep, see through tience is about to wear thin. 9H. Balatro's Room. After reading other eyes, and spectral hand. She fights Impavidus, student: AL LE; AC 7; the general description of a student's with a dagger, and the tattoos on her MV 12; W0; hp 5; THAC0 20; #AT 1; room, continue with the following: arms are a permanent record of her Dmg by weapon type; S 14, D 17, C 12, I dead victims; each skull has a series of 16, W 16, Ch 18; ML 16; XP 15; staff. A leather belt hangs on a peg beside three numbers (e.g., 12/24/1066) under Impavidus knows no spells and has not the robe. A curious brass bottle sits it, marking the date of the kill. yet been given a school ring. next to the quill pens and vellum. Trying to trick Impavidus—a second Scuttling across the floor is a white 9M. Impavidus's Room. time—into touching his hand, a finger of rat wearing a collar from which which has a firefinger cantrip cast upon hangs a tiny, tinkling brass bell. The sound of laughter comes from it, is the student Balatro, the chaotic- behind this door, which is open a few evil joker of the student body. The brass bottle is an eversmoking inches. Listening, you can hear two Balatro, student: AL CE; AC 9; MV bottle. Under his pillow, Balatro has male voices. 12; W7; hp 20; THAC0 19; #AT 1; Dmg hidden a silver flask of curses. In the by spell or weapon type (unarmed); S 11, secret compartment of the chest, in Peeking inside the door, the PCs see a D 15, C 10, I 16, W 16, Ch 7; ML 12; XP addition to Balatro's spell book (written standard student dormitory room (see 2,000; ring of Nekros, wand of wonder. entirely in pig Latin) is a bag of tricks. description at area 9). On top of the Balatro, most powerful of the student The belt on the wall peg is of tooled table, in addition to the other items wizards at the School of Nekros, has the leather that has been marked with a noted, is a cage containing a pigeon. following spells memorized: chill touch, series of circles ("male" and "female" cantrip (x 4: grease, hairy, ravel, spill), symbols) and is a girdle of femininity/ Sitting on the stool and leaning over ESP, protection from cantrips, spectral masculinity. While some of these items the table is a young, extremely hand, stinking cloud, delude, dispel are hidden, many are deliberately left comely man in black robes. Although magic, feign death, contagion, poly- unconcealed; Balatro is just waiting for his back is toward the door, he has morph other. turned slightly to his right so that someone to find them and use them! Willing to risk anything for a laugh- The rat is Balatro's pet, and is named you can just see the edges of his curly black beard from where you stand. preferably at someone else's pain and Twinkles (the name is carved into the expense—Balatro collects strange and studded leather collar). Balatro will kill Leaning against the table at which he is writing is a heavy metal staff. wonderfully tricky magical devices and anyone who harms Twinkles. always goes armed with his wand of Twinkles the rat: Int animal; AL N; To his right stands a man whose shaved head is already showing a wonder tucked into his belt. He has AC 7; MV 15; HD 1⁄4; hp 1; THAC0 20; come to the School of Nekros to learn #AT 1; Dmg 1; SZ T (1' long); ML 3; XP 7. shadow of hair. Resting on the stand- ing man's ears is a gold headband. such wonderfully amusing spells as chill touch, feign death, and contagion. 9K. Origo's Room. In addition to One of his eyes is covered with a black patch. Extremely fond of casting cantrips, he reading the standard description of a was almost expelled for using a scratch student's dormitory room, add the The bald man is extending his spell on Mephista during a lecture. The following: hand to the younger man (who is patch over his eye comes from playing doing his best to ignore him) and at the peephole in the door to the twins' Sitting on the stool, her back toward saying, "C'mon Impavidus, shake my room (area 3). He has no weapons aside the door, is a young woman with hand! C'mon! C'mon! I promise it's from a rubber dagger and a collapsible short black hair and broad shoulders. not loaded this time. C'mon—what tin dagger; he insists upon fighting with The sleeves of her black robe are are ya, scared or something?" only magic. The headband he is wearing rolled up, and you can see black If you leave quietly, they might not is worth 100 gp. tatoos of skulls snaking up her arms notice you. as she sits writing with a white quill pen on vellum. The younger man—whose looks are indeed perfect—is Impavidus, a would-

68 Issue No. 27 THE SCHOOL OF NEKROS

10. Laboratory. by spell or weapon type; S 13, D 9, C 15, ing the staircase and have no difficulty I 17, W 16, Ch 13; ML 12; XP 120; dag- with it. But each PC, walking on slip- This 20' x 20' room is fitted out as a ger, ring of Nekros. Feralis, a 1st-level pery steps in darkness, must roll a dex- laboratory. Long wooden tables are wizard specializing in necromancy, has terity check on 1d20 or slip and fall, filled with beakers, vials, stoppered memorized the spells cantrip (warm) possibly knocking PCs below them off of bottles, and lidded ceramic bowls. A and color spray. their feet (each PC below must roll a locked, heavy iron chest sits in one While many students refuse to work dexterity check on 1d12 to move aside corner of the room. in the laboratory with Feralis, Vado has in time). A tumble down the steps is chosen to do so as a test of her bravery, good for 1-6 hp damage. If it is between the hours of 2:30 P.M. while the now-absent Sicarius (see area Unless she has been encountered and and midnight, and if Feralis and Vado 4) does so because she embraces death. defeated elsewhere (the DM really have not already been encountered (Note: There is a 10% chance that the shouldn't let this happen but should elsewhere, add the following: experiment the two wizards are work- save her for this encounter), Mephista is ing on will violently explode, doing 1-4 in the area at the bottom of the stairs. If Sitting on stools, working together at hp damage from flying glass to every- she has been encountered, the DM could one of the benches with their backs one in the room.) substitute a student (select a student at to you, are two figures in black robes. random by rolling 1d12 on the Wander- One is a slender woman with gray Inside the chest are various gems (diamonds, emeralds, rubies, sapphires, ing Monsters table, ignoring those who hair and overly large ears. She is have been encountered elsewhere; be working with quick, nervous move- black pearls and quartz crystals), 1-4 of each type, grouped by type in neatly sure to give the student a good motive ments. The other, a blond man still for being here!). in his teens, is visibly angry and tied black velvet bags. A further bag holds a tiny grinding wheel, and its cursing over a beaker that is emit- The passageway opens at last onto a ting noxious green smoke. inside is dusted with mixed grindings from various gems. Like the other 80' x 50' rough cavern in which the The woman, hearing the door open, things to be found in this room, these skeleton of a huge, 50'-long dragon— calls over her shoulder, "Sicarius, is gems are material components used in obviously unearthed long after her that you? Come quickly! We need spell-casting. flesh rotted away—lies upon dis- your help!" The beaches and shelves hold a wide turbed soil. A wide crack in the ceil- range of spell components including: bat ing near the base of the staircase is The pair are two 1st-level students. fur, crystal beads, miniature shovels filled with large chunks of stone. The The woman, Vado, began to study magic and buckets, tiny bells, rolls of fine skeletal dragon shifts slightly, and a when her strength started to fail her silver wire, oranges and lemons, black thin trickle of dirt falls from it. after a long life of crime. Prior to com- powdered paint, scraps of red cloth, ing to the School of Nekros, she was the feathers, glass rods, incense, iron dag- If the party has made a noisy arrival, lover of a vicious bandit leader. So cal- gers, a small drum, candles, small Mephista is alert and ready for poten- lous was Vado that she gladly went leather bags, chunks of bone, and ram's tial attack. If, however, the PCs have along when he looted the village where horns. The jars and vials on the various the element of surprise, read the follow- she grew up, all for revenge against the shelves hold: powdered bone, saltpeter, ing also: townsfolk who teased and called her powdered gems, rotten eggs, bat guano, "Mouse" as a child due to her overly sulphur, blood, dung, clay, sand, lime, A figure in black robes is bent low, large ears and quick actions. Vado has soil, powdered pineal glands, brass watching as the skeletal dragon many nervous gestures but has trained shavings, bitumen, spider webs, and scratches arcane symbols into the herself to be cold as steel underneath. honey. floor of the cavern with a claw. Be- Vado, student: AL NE; AC 9; MV 12; side the human is a piece of vellum, an ink pot, and a quill pen. W1; hp 4; THAC0 20; #AT 1 or 2; Dmg 11. Lair of Flagros, the Red by spell or weapon type; S 6, D 15, C 12, Dragon. I 16, W 16, Ch 6; ML 13; XP 120; two Mephista immediately attacks in- daggers, ring of Nekros. A narrow, winding stair cut roughly truders who are obviously not part of Vado, a wizard specializing in necro- into the rock leads deep into the the school. There is a slim chance, of mancy, fights with throwing daggers earth. The stairs and walls are wet course, that fast-talking PCs with that are strapped to her arms under her with seeping moisture, and a dull enough knowledge will be able to con- robe. She has the following spells mem- roaring can be heard behind the wall vince her that they have come to apply orized: cantrip (dampen), chill touch. on one side. It is possible to walk as new students. Otherwise, the battle The man, Feralis, has a temper that only in single file along the stairs, is immediately joined, with Mephista erupts at a moment's notice. A brilliant and you cannot see where you are seeking to protect the dragon at all cost. alchemist even at his young age, his going. Mephista, dean of the School of Ne- concoctions often fail due to his impa- kros: AL NE; AC 10; MV 12; W18; hp tience. At all times he carries two po- The narrow, sometimes low-ceilinged 33; THAC0 15; #AT 1; Dmg by spell or tions of extra healing, necessary for stairway has been made more menacing weapon type; S 9, D 12, C 9, I 18, W 17, when his experiments go awry. by a series of permanent darkness, 15' Ch 9; ML 16; XP 12,000; dagger, scarab Feralis, student: AL NE; AC 10; MV radius spells cast along its length. Mor- of protection, pipes of pain, ring of suste- 12; W1; hp 7; THAC0 20; #AT 1; Dmg phias and Mephista are used to travel- nance, ring of Nekros, ring of spell stor-

DUNGEON 69 as 19th-level warrior, immune to fire and heat; MR 55%; SZ G; ML 18; XP 21,000; MC (Dragon, Red, with changes due to skeletal form). Due to her exceptional intelligence and memory, Flagros is able to use her claws to scratch out instructions that enable Morphias and Mephista to learn and use the spells that the dragon once knew. Because these spells are ancient and not currently in circulation among wizards, this information is extremely valuable to the twins. They have sworn an oath to use Flagros's air to flesh spell to restore her body to her once she has taught them an agreed upon number of spells. While Flagros does not take her pact with the twins seriously, she does need them to restore her fully to her original form through the air to flesh spell she has taught them. Thus, she is careful not to annoy or attack either the twins or their students. Only after she is a fully fledged red dragon once more will she betray them—after all, it was hu- mans who stole her treasure, wasn't it? If Mephista is killed and the PCs stand a good chance of defeating Fla- gros, read the following: With a great clattering of bones, the ing (three fifth-level raise dead spells; bones. The thieves first reached the skeletal dragon twists suddenly and not worn). In her left pocket she carries dragon's lair through the narrow fissure smashes a clawed hand into the a skull-headed key that unlocks the leading upward to ground level, an ceiling. In moments, rocks and dirt door of the tomb above. The tiny silver opening that has since been blocked off rain down upon you as she franti- key that unlocks the chest in the labora- with large chunks of stone. Disturbing cally claws her way to the surface. tory (area 10) is on a chain around her the rocks above is one way to get out, The earth trembles below, it is diffi- neck. but it is also the way to bring a few cult to remain standing, and dust Mephista, an 18th-level wizard spe- heavy stones crashing down upon any- and noise fill the air. The screams of cializing in necromancy, has the follow- one below, for 2-12 hp damage with your companions are the last thing ing spells memorized: burning hands, each disturbance. you hear as the ceiling comes crash- cantrip (sour), detect magic, light, protec- Extremely observant players (or those ing down upon you. tion from good, shield, continual light, with a kind DM) could find the follow- glitterdust, protection from cantrips, see ing treasure, overlooked because it fell Everyone in the cavern takes 2-24 hp through other eyes, spectral hand, web, into a crack and was later covered by damage from falling debris. Anyone clairvoyance, hold Undead, monster rubble: 1,044 cp, 1,785 sp, 3,837 gp, and suffering 10 or more hp damage in the summoning I, spectral force, vampiric 1-12 gems worth 50-500 each. cave-in is deemed to have been trapped touch, wraithform, brainkill, contagion, Flagros is (or was) a venerable red by rubble and, if unaided, must make a plant growth, remove curse, shout, wall dragon. Although her skeleton is ani- strength check on 1d20 to free himself. of ice, animal growth, avoidance, dis- mated, she is not Undead and thus can- The PCs can escape at this point by missal, distance distortion, summon not be turned. As mentioned previously, climbing up through the rubble to the shadow, teleport, death spell, ensnare- she cannot fly, use spells, speak, or use surface. ment, lower water, stone to flesh, banish- her breath weapon. She has the ability Those still trapped face further dan- ment, finger of death, power word stun, to detect invisible objects, but no other ger. Because Flagros claws her way to teleport without error, clone, perma- special visual talents. the surface through the underground nency, sink, energy drain, power word Flagros, skeletal red dragon: Int river, water begins to pour into the kill. exceptional; AL CE; AC -1; MV 9, cavern. While most of the PCs should The bulk of Flagros's treasure was burrow 6, jump 3; HD 19; hp 99; THAC0 easily be able to climb to the surface stolen long ago; it was from the thieves - 5 (5 with +10 to hit); #AT 3; Dmg before the entire school is flooded, any- that Morphias and Mephista learned 1d8 + 10/1d8 + 10/3d10 +10; SA kick and one pinned by debris and unable to free the location of the ancient dragon's tail slap, fear aura (- 2 save); SD save himself will drown. As the rooms of the

70 Issue No. 27 THE SCHOOL OF NEKROS school fill up with water, any light, destroyed as the skeletal dragon claws Nekros, they will presumably want to loose items are swept away to turn up her way up through it and the river return to Willow Whisp to announce the later downriver. water rushes in. successful conclusion of their quest. The Any inhabitants of the School of Ne- Of course, the survivors might bear a DM should roll as usual for wandering kros alive at the time Flagros claws her grudge against the party and might monsters in forest. There is a 50% way to the surface take damage and eventually return (once healthy and chance that any of these random wilder- risk being trapped and drowned as able) in subsequent adventures to take ness encounters along the way back to described above. Those who survive this their revenge upon the PCs. Willow Whisp is with a lone survivor of damage can also crawl up to the sur- Should the PCs be defeated by the the School of Nekros (determined at face. Should they have the strength, inhabitants of the School of Nekros, random from a DM-generated list of surviving necromancers may attack the they will be taken prisoner and stripped survivors). PCs in the rubble scattered across the of all valuables. The unlucky will be Back in Willow Whisp, the party will graveyard. Most, however, will flee; killed and raised over and over again in be welcomed with joy and much celebra- there is a flat 75% chance that each practice sessions by students. The lucky tion. The halflings reward the party survivor simply turns and runs as soon ones (those with a kind DM) will instead with a grand feast of whatever the re- as he is above ground. be subjected to one year's imprisonment maining halflings can scrounge up as a living skeleton, then upon release (including several very fine bottles of Concluding the Adventure will suffer erasure of all knowledge of wine). The PCs are also each given a that year through a brainkill spell. "key to the city," made by the village Driving Flagros away and mopping up They will then have their flesh restored blacksmith, that identifies them as the remaining evil wizards will effec- and will be blindfolded, taken some friends of all halflings. Finally, the tively accomplish the goal of this adven- distance from the school, and released adventurers are offered a "perpetual ture. The twins (if they survive) will to wander without equipment or weap- welcome" of one month's free food and follow Flagros, Meresger will follow the ons in the woods below the bluff. lodging per year in Willow Whisp for twins, the surviving students will scat- the rest of their lives. Ω ter, and the school itself will have been Whatever method the PCs use to defeat the inhabitants of the School of

DUNGEON 71