Adventure from the UK for a level 7 elf I TABLE OF CONTENTS

BLADE OF VENGEANCE 2

HOMECOMING (Map 1 - areas la-g) 4 Approach to Dorneryll, Dorneryll 4 I Vengeance is Mine 7 THE EMERLAS (Map E - areas 2-20) 8 Storyline: Jim Bambra & Starblooms 8 Phil Gallagher Wandering Monsters, Events 9 Production: Phil Gallagher & Set Encounters 11 TSR UK Design Team The Elfin Smith, Oakendale 11 Vanished Hermit, Fairy Ring 14 Editing: Graeme Morris, Tom Kirby Herbalists 16 Carole Morris The Treanu 17 Typesetting: Phil Gallagher, Paul Circle of Dreams, Scenes of Destruction 18 Cockburn, Kim Daniel Shattered Pillars 19 Artwork: Jeremy Goodwin Cartography: Paul Ruiz THE SHINING ISLE (Map S - areas Sl-S4) 20 Playtesting: Pat Whitehead & Scorbane 22 Gerard Lonergan THE MISTY HILLS (Map E - areas 21-22) 23 Wandering Monsters, Set Encounters 23

LAIR OF KHORDARG (Map K - areas K1-K13) 24 Death of Khordarg, A New Beginning 26 DUNGEONS & DRAGONS and D&D ace m@rnccd trademarks ownd byTSR,lnc ThcTSRlogo. and PRODUCTSOPYOUR IMAGINATION arc tradrmarks owned by TSR. Inc NEW MONSTERS 27 '198+ TSR,Inc. AI1 Rights Rrrcncd. Princcd in USA Shargugh, Flitterlings 27 Faedorne, Silver Warrior 28

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LIST OF TABLES 9 I A." Table 1: Wandering Monsters (the Emeilas) Table 2: Mushrooms 15 I Table 3 Wandering Monsters (the Misty Hills) 23 TSR, Inc. PnODUCTS OF YOUR IMAGINATION" LIST OF MAPS Map E - Emerlas Outside Cover Maps 1, 2, 4, 7, 9, 11, 12, 16 & 20 Inside Cover ISBN 0-88038-190-6 Map S Shining Isle Inside Cover 9108 - Map K - Khordarg's Lair Inside Cover Printed in the USA This is an adventure for one player and one south. Karelia sent a raven as her messenger smith to the north west (area 2). All other Dungeon Master. The module is for use with to Galannor Nightflame to lead him from elves live to the south, deep in Canolbarth the DUNGEONS & DRAGONSO game sys- Alfheim. Galannor made haste to the Forest. tem and requires a copy of the Basic and Emerlas and sought out Gorkalk’s lair in Expert rules in order to play. the Misty Hills. There, a terrible fight As a youngster, Erystelle was never allowed ensued and, in spite of his wounds, to wander far in the Emerlas and con- Galannor slew the dragon. Karelia was sequently the character’s knowledge of the Blade of Vengeance concerns the adventures impressed with Galannor’s bravery. In her area is sketchy. On reaching maturity, of Erystelle of Dorneryll, a level 7 elf. silver ship, she carried the wounded hero to Erystelle headed south to Alfheim, the elf Erystelle can be a male or a female the Shining Isle where he now lives beyond king’s court, and to lands beyond. character as this will make no difference to his span of years. the flow of the adventure. Alternatively, the DM may allow another character to be used Since then the Emerlas has been peaceful ERYSTELLE’S DESTINY instead of Erystelle. In this case the DM and many creatuies have made it their may have to limit the spells and magical home. Recently, however, the red dragon HOMECOMING (page 4): After years of equipment available to the character, as Khordarg has moved into the lair of her adventuring in distant lands, Erystelle has this adventure has been specifically des- great grandfather, Gorkalk. By employing decided to return home. But the home- igned around Erystelle’s abilities, spells threats and promises of wealth she has coming will be far from pleasant; most of and equipment. brought many humanoid bands under her Dorneryll’s inhabitants lie dead, slain by control. Khordarg now plans to lay waste the red dragon Khordarg, while Dorneryll to the area, and she has already destroyed itself is in flames. This vicious attack THE EMERLAS the dwarven stronghold of Granitgape cannot go unavenged ... (area 17 -see Map E) and the human hamlet The northern tip of Canolbarth Forest of Scrubton (area 18). At the start of the THE EMERLAS (page 8): A letter found (Map 2 Expert Rulebook - page 33) is a wild adventure, only Erystelle’s great uncle by the burning trunk of Dorneryll will lead and beautiful area known as the Emerlas. Druinder (area 2) suspects Khordarg’s to the forge of Erystelle’s great uncle (area Shrouded in mystery and legend, the existence. 2). Druinder will suggest that Erystelle Emerlas is home to numerous creatures. attempts to recall Galannor Nightflame. Floating high above the Emerlas is the Druinder thinks that the hermit of the Shining Isle of Karelia, a faedorne (see page DORNERYLL north (area 6) will know how this is to be 28). The Shining Isle is only visible at done and gives directions to the hermit’s night and appears as a bright star in the Erystelle’s home, Dorneryll (area 1 -Map 1) cave. Unfortunately, the hermit has gone heavens, known to the elves as the Star of is a large oak tree on the southern edge of into hiding and Erystelle will be unable to Galannor. the Emerlas. On brightly painted platforms find him until much later in the quest. high in the branches of Dorneryll, the elves However, Fate has chosen Erystelle to save Two thousand years ago, the red dragon of Erystelle’s family have made their the Emerlas and to be as great a hero as Gorkalk flew out of the northern mount- homes. The area around the tree is laid out Galannor Nightflame. After collecting ains and destroyed large tracts of the with pleasant flower, vegetable and herb numerous clues, Erystelle will discover the Emerlas. Seeking a champion to combat gardens. To the east of the tree are a few location and secret of the Shattered Pillars the dragon, Karelia’s attention lighted on outbuildings and stables for the family’s (area 20). From here, Erystelle will journey Galannor Nightflame, an elfin hero of horses. The nearest elfin dwelling to to the Shining Isle aboard the silver ship of great renown, dwelling in Alfheim to the Dorneryll is that of Druinder, the elfin Karelia the faedorne. 2 BLADE OF VENGEANCE THE SHINING ISLE (pagr 20):Two trst~ face Erystelle on the Shining Isle. If the ROLE PLAYING SETTING OUT Silver Warrior (area S2) is defeated and the Bridge of Change (area S3) successfully Unlike group adrentu~rs,whcrr players negotiated, Erystelle will arrive at the ran discuss rhr couisc of the adrrnturr and Silver Glade (area 54). Here, Karelia the puzzlrs with othei playrrs, rhr playtw in faedorne awaits with the magical items of this moduk cannot do this. Thr Dhl Galannor - including the sentient sword, should ubc conwrsations with friendly Scorbane. NPCs as a mrans of hrlping E~~ystrllr.By having NPCs a\k qurstions and olfri THE MISTY HILLS (page 23): Journey- advice, thr D.\I can assist tli~playri in ing to Khordarg's lair. Erystelle will coming to con I:.r)stcllc is returning home, no will be able to make a chargc attack (see longcr a young elf hut a skilled fighter and Expert rulebook - page IO) and continue powerful wielder of magic. A joyful home- At the start of the adventure, Erystelle is along the track past the hobgoblins. coming is not to he, for Khordarg, grand- riding along the southern trail towards daughter of Gorkalk, the red dragon slain Dorneryll (area I). 4hobgoblins:AC6;HD 1+1; hp4each;MV by Galannor, has visited Dorneryll first. 90'(30');#ATIsword;D I-&SaveFl;ML8: AL C XP 15 each; THACO 18; B31. la. Homeward Bound The Burning of Dorneryll If forced to do so, thr hobgoblins will tell the elf about the other hobgoblins at the While a group of hobgoblins and ogres Adventuring has taken you far from tree (area Id). Each hobgoblin has llsp. caused a distraction by attacking the home, to many strange and exotic stables, Khordarg flew in low over the trees. lands. After facingmany perilswhich The elves failed to see her approach and her tempered you and increased your Ib. First View of the Tree breath weapon turned Dorneryll from a power, you longed to return to home into a raging inferno. Most of the Dorneryll, the great tree where you Half a mile past the hobgoblins, Erystelle elves fleeing the tree died in her next pass. were raised. Saying farewell to your will encounter two ogres on a bridge: Erystelle's parents and the other survivors fellow adventurers, you headed home- put up a valiant fight against the advancing wards on your trusty warhorse Star- humanoid hordes, slayingmanywith iheir brow, accompanied by your two war You ride onwards to the wooded magicand weapons. Secing this, Khordarg dogs Eslin and Tarcil. valley where yourclan live. From the turned back to the tree; bravinga lightning topofthe ridgeabove thevalley, your bolt she swooped in low. Frenzied by the The journey has been uneventful worst fears are confirmed. Dorneryll smell of blood she slashed right and left and you are now winding your way is blackened, and tongues of flame with her claws and rent mightily with her along the forest track that leads to lick hungrily across its branches. jaws until no elves remained alive in the home. Up ahead you see smoke The sound of shouting and the clash vicinity of the tree. Having sated her curling lazily into the sky. Your of weapons carries to you on the killing urgr, Khordarg took to the wing to mouth waters in expectation of breeze. oversee the looting. Satisfied that all was homecookingand you urgestarbrow well, Khordarg gleefully headed for home on, eager to be home. Down the valley-side you gallop followed by the majority of her raiders. towards the bridge that spans the Your nostalgic reverie is broken by a river. To your horror, two ogres are A hobgohlin king was left to seek out any column of red flame shooting high sittingon theothersideof the bridge, elves that might he in hidingand heand his into the sky ahead. Black clouds talking and laughing in their foul bodyguards are still here when Erystelle billowuparounditandsoon thesky speech. arrives. None of the monsters encountered isfilledwith darkcolumnsof smoke. in the vicinity of the tree know where Khordarg's lair is. Your heart leaps in fear! Fire coming The ogres are 30 yards away at this point. from the direction of home - none As a result of the noise of the burning tree OnceErystellearrives at Dorneryll, the DM of your kin would have been so they will not hear Erystelle's approach, should keep a careful track of the time. If foolish as to allow a fire to get out of giving the elf 1 round of surprise. Erystelle decides to observe the tree from hand. Dorneryll must he under hiding, all theremainingraiders will head attack. Leaning low over Starbrow's 2 ogres: AC 5; HD 4+1; hp 23, 19; MV 90' north-cast along the trail (area If), 1 hour head, you urge her on. Responding (30'); #AT 1 club D 3-8; Save F4; ML IO later. to your plea, she surges forwards, AL C XP 125 each; THACO 15; 835. running swiftly along the track with your two dogs close on her heels. Near the ogres are the battered bodies of Dorneryll's Inhabitants two elves - Evandele and Troicuies - a What was only a few short miles younger brother and sister of Erystelle. There were 17 elves living at Dorneryll before, now seems like a never- heIoretheattack.Two1iedeadatthebridge ending journey as you desperately The ogres have 300gp and 2OOgp res- (area lh), nine around the tree (area Id), urge Starhrow to greater speeds. Her pectively. One of them has a small silver two at the stahles (area le) and two on the hooves thunder against the ground broochin theformofaflyingswan (value- trail (area If). A count of the bodies will and hernostrilsflareopen. Upahead 3gp). Erystelle will recognise this as the reveal that two elves are missing - a group of tall figures stand in the brooch given to Troicuies before leaving Corrunal and Tormalline, Erystelle's cou- middle of the track. Hearing your home. The elves' bodies have nothing of sins. They have already been taken to approach, they rapidly draw their value on them. Khordarg's lair for her entertainment. weapons and turn their ugly, hob- goblin faces in your direction. During the exploration of the tree, DORNERYLL Erystelle will discover a letter from great uncle Druinder, leading to Druinder's There are four hobgoblins here. They will Erystelle will arrive at the tree too late to forge (area 2) and the next part of the attempt to block the track in order to stop help theclan. Dorneryll is burningfiercely, adventure. Erystelle from passing. If desired, Erystelle allowing no access to its upper branches. HOMECOMING (encounter areas la-lb) 5 / E L_,-AH’ /’ All magical items and useful equipmen have either been carried off by the raiders o burned.

The smoke from the burning tree reduce vision to 60 feet while within the clearing making it impossible to see the whole are; at once. The DM should therefore only rea( the boxed descriptions when Erystelle i within 60 feet of an encounter area Occasionally the wind will clear a sectior of smoke allowing a clear view of thc - --VIa------, 3uu-uY. 1-Y Y, IIY 1, surrounding area for 1-2 rounds. The DM Id. The King of the Hobgoblins hp 17, 14; MV 90’ (30’); #AT 1 sword +l; should use this to aid Erystelle by allowing D 2-9; Save F4; ML 11; AL C; XP 75 each; potential enemies to be sighted, rather than The cracking and splintering sound of THACO 15; B31. as a means of bringing them in to attack. Dorneryll as it burns, allows Erystelle to surprise the hobgoblin king and his The king carries a sword +1, a shield +1, The burnt grass around the tree is witness bodyguards automatically: and a potion of giant strength in a small to thedragon’s breath weapon. It should be glass bottle. The potion is red brown in apparent that something other than the colour and has an earthy taste. The king hobgoblins and ogres was responsible for Peering through the smoke you see does not know what the potion is and will the destruction here. the charred trunk of Dorneryll. Next not drink it. He also wears a gold coronet of to it, three big and burly hobgoblins elvish make (value - 2500gp) and is stand amongst the mutilated bodies carrying 13 gems (value - 3x5OOgp, 4xIOOgp, IC. Mounted Looters of your clan. They are deep in 6xlOgp) and 97gp in his pouch. All these conversation and have failed to notice items have been looted from Ardil, Erys- The following encounter will occur when you. Your parents’ corpses Iie amidst telle’s father. Erystelle first enters the clearing, regardless the remains of numerous goblins, of the direction from which the tree is hobgoblins and ogres - evidence of The bodyguards each have a sword +1 and a approached: their valiant deaths. The largest shield +1, looted from members of Erys- hobgoblin throws down a piece of telle’s family. One carries Erystelle’s parchment and turns round, his mother’s short bow +2, and her 12 arrows Smoke swirls thickly around you. bright bloodstained cloak flapping +1. To add to Erystelle’s personal involve- Not only is Dorneryll burning, in the breeze. He heads in the ment the DM may similarly assign the but the outlying buildings as well. direction of the stables followed by original ownership of magical swoicl~and Through the smoke you catch glimp- the other two and you notice your shields toother family members. The body- ses of Dorneryll. It is badly blackened mother’s bow and quiver slung guards have 100-3OOgp each. and scorched, and the ground by it across one of their backs. smoulders. A lump rises in your Around the tree are the signs of Khordarg’s throat for nowhere is there any sign presence - the scorched ground, the burnt of living elves. The only things that The hobgoblin king and his bodyguards bodies, the deep wounds inflicted on some move are large shadowy shapes, are heading for the stables where horses of the elves and the footprints on the obscured by smoke.

The wind blows the smoke away THE LETTER revealing two large wolves sniffing the air in your direction. Two ugly The DM should copy the letter and give it to the player when it is discovered. The top half is Pnhlins siirvev rhr wnnds from the doodstained and illegible. The remainder is blotted with blood and reads as follows:

time to time. ghe events ob which he spoke thoubled me deepPy and caused my blood to nun cold. &s you know. eveh since gahnnon slew the hed dhagon Qonkalk and put an end to its Pine. ue hare Pili peace in the 8menPas. Jaw it seems things have changed, bh the hehalt spoke ob sthange events. ghe human violage 06 Schubton is no mohe. to the ghound. its population gone. SimdmPy tke dwmues ob Qhanitgape have disappemed. the doohs to the& majestic bhthess tonn asunder and tkein wohbrngs desttoyed. Flhe hehait thinks it is tke wonk 06 chaos spawn as he bo ob tkeih phesence. dohe distunbing is that tke cheatuhes seem to be wohking together. in both pheshe bund t~m apons. (3ke lnehmrt i venehaboe penson: even bh a human he knows much. 9dou 04s. ognes. goblins me tkeh. Some new poweh has misen in the us all. 9uhge you to gumd qohneh who knows how long it wi00 be bebte and theaten oulc eObin thees. Aay tke Stm 01 QaPannoh watch ouelt you. qhuindeh ground. The DM should simply describe Following the Raiders 1 giant draco lizard AC 5; HD 4+2 hp 19 them as thry wouldappear and let Erystelle MV 120'(4O')/Glide 150'(50'); #AT 1 bite; draw conclusions as to their cause. The main band of raiders has left a clear D 1-10; Save F3: ML 7; AL N; XP 125: trail of its passage and the hobgoblin king THACO 15; B32. There are nine dead elves around the tree: and his bodyguards will travel thi&way if Erystelle's mother (Thiondil), and uncle they are able to Here the raiders headed along the river in (Rossilear) bear deep slashes from the order to obscure their trail. They cannot be dragon's claws. Erystelle's father, Ardil, followed beyond the river. Moreover, if has been badly mauled by the dragon's If. The Trail Erystelle has followed the hobgoblin king jaws. The other six show signs of death by to thispoint, theelfwill losehis trail when burning, and any non-magical equipment Thepath taken by theraiders windsnorth- thelizardattacksandwill be unable topick has heen destroyed. Thereare three cousins east through the woods. After 1 mile the it up again. - Joytil, Fermnatars and Erustile; two bodies of two more elves will be found aunts -GorfiselandTyroul; andan uncle - Firhorlin. All of their bodies have heen VENGEANCE IS MINE stripped of valuables. The ground next to Trampled grass and broken boughs them bears the marks of Khordarg's large indicate that a large force passed After searching the area of the tree, it clawed footprints. both ways recently along this path. should be apparent to Erystelle that the The ground bears the marks of large burning was caused by something more The parchment dropped by the hobgoblin footprints and wolf tracks. Blood- than the hobgoblins and their allies. Clues kinglies next to the bodiesof theelves. It is stains streak the ground as though point strongly towards the work of a large a letter from Druinder, Erystelle's great somethingwere beingdraggcdalong. red dragon - an opponent too tough for uncle, toErystelle's father and mother. Itis Your worst fears areconfirmed when Erystelle. Some form of vengeance should important that Erystelle finds this letter you find a medallion which your be foremost in Erystelle's mind at this and the DM should, if necessary, draw the brother Astarisealways used to wear, point. The need for an ally to aid in the player's attention to it. lying by the side of the path. quest is called for and it is important that Erystelle visits Druinder for more infor- Further along you see two slender mation. If Erystelle fails to make this le. Stable forms which can only be elves, lying connection, theDM shouldsuggest it to the at the end of the bloody tracks. player.

Outside the burning stables two Before Erystelle leaves for Druinder's tree hobgoblins hold the bridler of six The bodies are of Erystelle's brothers the DM should read the following boxed horses. They are busily talking and Astarise and Coroumdarl. They have been description: are unaware of your presence. dragged along the ground behind two dire wolves. Once they were dead the goblins tired of the sport and cut them loose. The Saying farewell to your kin all those Two hobgoblins await their king by the straps of leather used to tie them are still years ago was easy compared to now. burningstables. Ifattacked, thehobgoblins around their wrists. Then,alifeofRloriousadventure lay will shout to raise the alarm. If the king ahead and home would always be and his bodyguards (area Id) are still alive, there to return to. they will arrive in 3 rounds. Ig. End of the Trail Having returned with expectations 2 hobgoblins: AC 6; HD 1+1; hp 7, 4: The trail continues for abut 3 miles and of a joyful homecoming, you now MV 90' (30'); #AT 1 sword; D 1-8; Save FI; ends on an area of broken ground next to a face a painful farrwell. Around you ML 8: AL C XP 15 each; THACO 18; B31. river. Here a giant draco lizard will glide lie scattered your dead kin, fallen in 6warhorses:AC7;HD3;hpl9(~4),12, 14; out of the trees to attack Erystelle: battle against heinous foes. Their MV 120' (40'); #AT 2 hooves; D 1-WI-k spirits have already departed for Save F2: ML 9 AL N; THACO 17: E51. brighter lands and now it is time for The trail continues for some few their mortal frames to return to the The hobgoblins each have 1Osp. The miles to a hare rocky area where it air and earth. horses are saddled and ready to be ridden. disappears, lost against the hardness The saddlebags all contain looted treasure. of the rock. Slowly you feel the anger again Each one has 200-5OOgp and a similar rising in you. Those responsible for amount of electrum. One of them also A movement to the left catches your this slaughter and destruction will contains an ivory stag statuette (value - eye; it looks like a dragon flying pay dearly. The very woods echo to 350gp) and a gold bowl encrusted with towards you, its jaw, full of razor your cry. "Vengeance will be mine!" gems (value - l5OOgp). sharp teeth, opens as it swoops down. The stables will burn down entirely in the The DM should suggest that the bodies of next turn, destroying all items in them. If the elves are burned and their ashes spread they are searched later, the bodies of The giant draco lizard will reach Erystelle into the air. By this time night will have Sacroisil and Fredenala, F.rystellr's grand- at thr rnd of the round, automatically fallen and thp DM should suggest that father and grandmother will be discovered. giving Erystelle the initiative. Erystelle rest and replenish spells here. HOMECOMING (encounter areas le-lg) 7 During this part of the adventure, Erystelle SHINING ISLE (page 20) by performing rhyme of Galannor, Erystelle will sum- is involved in a search for the elfin hero the ritual at the Shattered Pillars (area 20). mon the silver ship and be taken to the Galannor Nightflame (see Legend of Gal- In order to do so, Erystelle needs to know: Isle. The book in the hermit’s cave (area annor - Pull-out Sheet). This will lead to 6) will give Erystelle some information, THE SHINING ISLE (page 20). - That the pillars exist and where they and the treants (area 14) and pixies (area can be found. Erystelle may see the 8) will provide more clues. Erystelle should first visit Druinder who pillars at a distance (area 19), and the will suggest that information be sought pixies (area 8) will also give a clue as to If Erystelle makes poor progress on the from the hermit of the north (area 6). their location. The Cave of Visions (area quest, aid can be given through the However, by the time Erystelle reaches the 11) will show Erystelle what the pillars reappearance of the hermit (see EVENTS hermit’s cave he will have fled into hiding. look like and, if the elf is able to give a -page 11) who will explain to Erystelle Erystelle will have to search for him and description, the treants (area 14) will about the Shattered Pillars and the ritual will find out about Galannor and the give directions to them. for reaching the Shining Isle. Shining Isle along the way. - The rhyme of Galannor. The shargugh Encounters are divided into two groups: (area 5) living near Oakendale (area 4) STARBLOOMS Events and Set Encounters. Some of the will tell Erystelle the rhyme. The Events represent the spread of the forces of burned book in the hermit’s home (area Starblooms occur in encounter areas 14 and chaos from the Misty Hills and should 6) also contains part of it. 20. They are small flowers that grow only encourage Erystelle to make haste on the in the Emerlas. They flower only at night. quest - the others are provided to help the - How to reach the Shining Isle. Toreach During daylight they appear as dead and adventure along. the Shining Isle, Erystelle has to be at shrivelled flowers. At night they are won- the Shattered Pillars at night and facing drous to behold. Each flower resembles a The overall aim of this part of the the pool of water. By wearing a wreath glowing star, the blooms consist of points adventure is for Erystelle to reach THE of starblooms (see below) and speaking the of light which twinkle in the breeze. 8 EMERLAS A black raven watches you from a Acheckforwanderingmonstersshouldbemadetwiceadayandonceatnight.Arollof 1 or tree next to the track. Its head cocked 2on ld6indicates that an encounter has occurred. When determiningexactly what has been to one side, it shuffles along the encountered, Id6 should herolledand the table helow consulted. The wandering monsters branch. When it is directly over the numbered 7 to 10 come into use following the three ‘Spread of Chaos’ Events (pages 9-1 I), middle of the Dath it SODS and fixes which alter the type of die to be rolled. you with a SLdre. J TABLE 1 - WANDERING MONSTERS If Erystelle speaks to the raven or gives it food it will speak in a cawing voice, “Srek die roll Monster thr hooded one in the cave of blue.” - a reference to the honr golem in the Caw of

~ ~~ ~ ~~ Visions (area 11). It will then fly away in ; MY 120‘ (40‘1; *AT 2 claws/l birr; the direction of thc Cave of Visions. S;XP lis;1~H.AC:O 13; U26.

2 Robber fly (2.5): AC 6 HD 2; hp 9 each; MV 90’ (SO’l/Flying 180’ (60’); *Day 5. Turpin the Centaur #AT I bile; D 1-8; Save F1; ML 8; AL N; XP 20 each; THACO 18; 836. At any convenient time during the day,

I, ...... ,. -.. ~~ . . , Erystellewill meet Turpin -an aggressive 7; ND 2t2; hp 10 zach;’ MI‘ 180’ 160’): *.AT I birr; D 16; centaur given to feats of gallantry, who or & \L N: XP 2.5 cxh; ‘IHiCO 17; R39, could possibly he persuaded to accompany Errstelle. When encountered he will chall- 4 Giantferrets(2-5):AC5;HD I+l:hp6each;~~’150‘(50’);#ATIhitr;D 1-8; mge Erystelle to a duel: Save FI; ML 8: AL N; XP 15 each; THACO 18; B30.

Thr strady beat of hooves warns you of an approaching rider, hut leavcs you unprepared for what comrs into 6 Stirge (2-5): AC 7; HD 1’; hp 5 each; MV 30’ (IO’)/Flving 180’ (60’); view. This is [io ordinary horse and HATI heak;D 1-3tdrainblond;SaveFZh.iL9ALN;XP13each;THACO 19 rider. From the body of a horse risrs (17 on 1st round); B38. the torso of a strong man. His hand

,,., ~ grasps a stout lance and across his AC 6:’HD I+]; hp 5 rarh: MI’ 90’ 130’): *AT 1 sivord;’ back is slung a bow and quiver. D 1-8; Savr PI; AIL 8; AI- C; SP 13 mch: TH-iCO 18: R31. The creature stops and throws hack 8 Gnolls (3-6): AC 5; HD 2; hp H each; MI’ YO’ (30’); #AT I sword; D 2-9; its head proudly. “I am Turpin rhe Saw F2; ML 8; AL C, XP 20 each; THACO 18; B30. crntaur, ruler 01 the roads. None may pass without first battling me in singlc combat”. Hc looks again at you and hastily adds, “Er, without spells that is. only wrapons to he 10 Troll (1). AC 4; HD 6+3*, hp 30 MI’ 120’ (40’); *AT 2 claws/l bite; used. Do you agree to a jousting D 1-6/1-6/1-10; Save F6: ML 10(8); AL C XP 650; THACO 13; E56. competition!” k

Turpin will add that thc competition is to be the brst of thrrc rharges (or passe). The on? who inflicts the most damage nn the EVENTS Otherwise the DM should prntpone thr other to beconsidrredthcwinner. Whethrr Event until Erystelle has left the affectrd Erystelleagrcrsornot, Turpin will chargr. Unlike encounters which take place in area. specific areas, Events occur at specific Turpin the Centaur: AC 3; HD 4; hp 30: times. There are two kinds of Events: those If there is no location specilied in the MV 180‘ (60’);#AT 2 hoovedl lance or I which involve Erystelle directly, and those description of an Event, then it can occur short how: D 1-6/1-6/1-10 or 1-6; Save F4; which take placr in the elf‘s ahscnce and anywhere in the Emerlas. Therc will only ML 8; AL N; XP 75; THACO 16: E47. affect the other inhabitants of the Ernerlas. be one Event per day at most, occuring in Events involving Erystelle personally are the order shown. Each Event has a number Personal trca~ure:shield; silvcr headhand, marked with an asterisk. The DM may according to which day it occurs on. which has identical proprrties to a ring wish to develop some suitable means of 01 protection +I; 35gp. communicating news of the other Events to Erystelle. The Events which donot require *Day 3. Raven Turpin has nowish to kill hisopponent. If he presence of Erystelle should only be Erystellewillencounterarar.enwhich will Erystelle is hadly wounded, Turpin will (sed if the elf is not in the area involved. supply a clue: give thrrlfan opportunity to surrmdrr. In EMERLAS (Wandering Monsters; Events) 9 this event he will demand a magic item *Day 13. Black Horseman a short but bloody encounter the raiders are from Erystelle - preferably the short bow At any convenient location (on a road or a beaten off. Nevertheless, the village suffers +2 (from area Id) if Erystelle has it. bridge, for example), Erystelle will find the grievous casualties: 12 halflings are killed way blocked by a Black Horseman: (including Bella Fairtoe - see area 4a) and If wounded to 8 hit points or less Turpin another 16are badlyinjured. Nearly halfof will drop his lance and surrender. If I the buildings in the village are burnt to Erystelle has not cast any spells in the A figure dressed in black plate mail some degree and the Foaming Flagon is combat, Turpin will be impressed and will armour sits upon a huge black completely destroyed. offer to join the quest. He will on no charger. A black pennant bearing a account leave the forest tracks or enter the skull flutters from a lance held firmly foothills and mountains to the north. in a mailed fist. In one smooth *Day 18. Ambush Turpin will not accompany Erystelle if the motion the lance is lowered and the When Erystelle gets within 15 miles (five elf cast any spells in the combat. He will charger begins to move towards you. hexes) of Doak Evergreen’s home (area 14), insist that it was unfair and depart at the t J and provided that it has not already been first opportunity. used, the DM should run encounter 13 The Black Horseman is a 5th level fighter “Ambush” (see page 17). If Erystelle does Turpin has a hard belligerent exterior. At and will charge anyone in the way with his not movc into this area today, the Event heart he is a reasonable character and a lance. He will then use his sword +l. should he postponed until an appropriate loyal friend. His quick tongue and hot time. If the encounter has already occured temper could cause a few problems as he Black Horseman: AC 0; F5; hp 32; there will be no Event today. will be rude to anyone encountered. The MV 90’ (30’); #AT 1 lance or sword +l; DM can gain a lot of entertainment by D 1-10 or 2-9; Save F5; ML 10; AL C; playing Turpin’s personality to the full - XP 175; THACO 17 lance/l6 sword. *Day 19. Scorched Ground a loyal friend but prone to causing trouble. 1 war horse: AC 7; HD 3; hp 19; MV 120’ See Day 7. (40’); #AT 2 hooves; D 1-6/16; Save F2; ML 9; AL N; XP 35; THACO 17; E51. *Day 7. Scorched Ground “Day 20. Dragon Attack Erystelle will discover an area that bears The Black Horseman possesses a sword +1, At any suitable moment during the day, witness to the devastation of Khordarg. a shield +I and plate mail +l. In his Erystelle will spot Histizt flying over the Erystelle will not find anything of value saddlebags are a 50-foot-length of rope, two trees to attack. The dragon is still wounded here, but the DM should take the oppor- potions of healing, 50gp and a map to the from his attack on Oakendale (see above), tunity to instil a sense of urgency in the Cave of Visions (area 11). The DM should and will take 2 rounds to get within breath player. As the adventure proceeds this event prepare a rough sketch map and give it to weapon range. He will not surprise Erys- is repeated. Other areas will become the player. telle. Histizt has already used one of his devastated and the DM should mark these breath weapon attacks today and has only on Map E as they occur. This Event will two remaining. recur with the passage of time but with an “Day 14. Pixie Messenger ever-increasing degree of severity. The DM Provided that Erystelle comes within 15 Histizt (red dragon):AC -1; HD 10””; hp 24 shoulddescribe, for example, the burnt and miles (five hexes) of the pixies’ dwelling (50); MV 90’ (SO’)/Flying 240’ (80’); #AT 2 blackened ground; the once homely woods- (area 8), Rosemary the pixie will be clawdlbite; D 1-8/1-8/4-32; Save F10; man’s cottage that has been reduced to encountered. If this area is not entered ML 12; AL C; XP 2300; THACO 10; B28. smouldering embers; the piles of dead today, the DM should postpone this Event woodland creatures; the surrounding trees until Erystelle reaches it. that have been wantonly hewed; and so on. “Day 22. Dragon Overhead Rosemary has been sent to try to find See Day 10. someone who can save the pixies and their Day 9. Spread of Chaos home from destruction by a vicious troll As time passes, the size and frequency of (see area 8). She will try to persuade Day 23. Spread of Chaos humanoid raiding parties into the Emerlas Erystelle to help her. If Erystelle agrees, she The increasing raids by evil humanoids increase. From now on the DM should use will be overjoyed and insist on escorting means that the DM should now use ld4+6 ld6+1 when rolling for Wandering Mon- the elf to the pixie glade at once. The DM when rolling for wandering monsters. sters (see page 9). should now use encounter 8. Day 25. Death on the Wing *Day 10. Dragon Overhead Day 16. Spread of Chaos Rhonda and Ragnal Redleaf (area 12) are Erystelle will spot Khordarg, the red The increasing raids by evil humanoids both killed in one of Khordarg’s vicious dragon, flying over the Emerlas some 1-3 means that the DM should now use ld6+3 attacks and their home destroyed. miles away. The DM may wish to use an when rolling for wandering monsters. extra “Scorched Ground” area (see above) if Erystelle hurries to investigate. Day 27. Death on the March Day 17. Assault on Oakendale A raiding party of gnolls assails the The halfling village of Oakendale (area 4) flitterlings’ mushroom ring (area 10) des- *Day 11. Scorched Ground is attacked by Khordarg’s mate, Histizt; two troying the fairy creatures and all of their See Day 7. manticores; three ogres and 20 gnolls. After magical mushrooms. 10 EMERLAS (events) Day 29. Death of the Pixies Day 34. Destruction of Oakendale at theearliestopportunity. Koark is 1~11~ Khordarg's two olfspring, Fagtorx and This second assault on the halfling village and he will helpErystellepiece together all Shalkmog, attack the pixie glade (area 8) (area 4) is led by Khordarg herself. The the information collected so far. He will killing all its inhabitants. village is razed to the ,ground and a further also work out how to summon the silver 30 of the inhabitants killed (including ship (Ice area 20). Cadwallader see area 4bl. Day 31. Attack on the Treants Roark Mdstoel: AC 9; C4; hp 19 MV 120' Khordarg and her minions find Doak's (40'); #AT I staff; D 1-6 Saw C4; ML IO; glade (area 14) and kill Watt Woodchip. *Day 35. The Hermit .ZL N; THACO 19. Doak willnowseckoutErystelletojointhe If Erystelle has not already visited the Sprlls memorired: quest. He will take I-2days to find Erystelle Shininglslr, Roark Melstoel, thehcrmit of First level: cure light wounds (x2) hut will never leave the Emerlas. the north, will be encountered by Ergstelle Second level: speak with animals.

SET ENCOUNTERS

All encounter descriptions which mention Druinder wears a thick leather apron and Before Erystclle laws,Diuinder will makr Erystelle also includeany companions that wearsaringofprotection+l.Heisoldand apreseritofliisringofprotection +1.:li the may be present. walks with a limp, he will on no account same time hr will wish Erystellr luck on join Erystclleon an adventurr. If prcssed he the quest saying "The futurp 01 the will scndoncof thegnomec with Erystrlle, Emrrlas rests with you, you must restore The Elfin Smith but will he vrry reluctant to do so. Galannor 10 the worldinorder todefeat the dragon and avrnge your family. Without Erystelle will have no problem finding Galannor's aid we are doomed." Druinder's forge (see Map 2). Erystelle's great uncle chore to live apart from the short sword; D 1-6 Save DI; ML 8; .4L N; ThcDM shouldread the followingdescrip- family long ago and has been engaged in THACO 19; B30. tion when Erystelle Imvc1s Druinder's: making wraponr and metal implements ever since. He is assisted in his work by Druinder will listen attentively to threr gnomes. Druinder is knowledgrable Erystelle's tale and then take thr elf to his Sunlight C~SC~~CSdown through thr about rlfin lore and will advise Erystrlle to home. In a chamber overlooking the forest leaws of thr tires, hathing thr seek out the hrrmit who lives to the north. they will he srrved food by the gnomes and ground in its warm light. Ewry- Druinder will come to the conclusion (if rvhme, on the warm brrezr, is thr Erystelle has not already done so) that the singing of birds and the chirp 01 2. Druinder's Forge (Map 2) destruction around thetrerwas theworkof insrrts. It is difficult to imagine that a red dragon. He will be profoundly all this will be destroycd if you are disturbed by the news that evil humanoids no1 successful, thegrren forest turned The hammer of iron against iron are in league with the dragon, indicating into a blackened waste land. Thc comes from a wooden shed. A friendly that all woodland creatures are in danger. futurc of thr Enierlas rem in your gnomish face pops around the door He will fix Erystelle with a deep gaze and hands. You must not fail. togrect you. At least this place isstill say 'You are our only hope. We must be safe, but for how long? avenged, thedragonanditsspawn must be destroyed. Alas, I fear that a loneellsrrking Grimble the gnome runs up to you vengeance will find only death. Aid is Oakendale and makes a joke about how much required.' you have grown. His expression The halllings of Oakendalc are friendly changes as he xes the grief etched At this point theD;Mshouldgivetheplayer and the local store(4d)hasrnost equipment. into your face. His previously happy the bottom half of the Pull-out Sheet face grows long as he mutters, 'I will entitled the Legendof Galannor, andallow Approaching Oakendalr, Erystrlle will be fetch Druinder for you.' Shaking his the player to rcad it before continuing. robbrd by Sunn tho shargugh (we NEW head he goes back into the forge. MONSTERS - page 27). In the villa:r Shortly Druinder appears and limps Druinder will point out that theappeamnce Erystellc will discover wherr Sutan can br over to you. His silver hair, tied in a of a red dragon is a sign that the time has found and how to deal with him. If pony tail, bobs behind. come to recall Galannor Nightflamr to Erystellr approaches Sutan corrrctly, the protect the Emerlas. Druinder will urge shargughwill rrrite the rhymrof Galannor Erystelletodosobuthedoesnotknowhow and return thc stolcn item(r) Druinder: AC 6; Elf 5; hp 12; MV 90' (30'); thiscan beachieved. After musingover this #AT I, sword +2; D 3-10; Save E5; ML 8; for a few minutes, he will suggest that AL N; THACO 15; B30. Erystelle visit the hermit to the north (area 3. First Encounter with the Shargugh Spells Memorised: 6) who has spent a lifetime studying thr First level: charm person, detect magic Emerlas. Druinder will give directions to Erystelle will encounter Sutan the shar- Second level: invisiblity, web the hermit's caw via the halfling villas? of gugh upon first entrring any of the six Third level: clairvoyance Oakendale (area 4). hexer surroundins Oakendale. For the EMERLAS (encounter areas 2-3) 11 purposes of this encounter the shargugh Erystelle’s Arrival During the evening Erystelle will notlcc will automatically gain surprise. He will The halflings will welcome Erystelle as Bella filling a tray with food and a tankard leap onto the back of Erystelle’s horse and, soon as the elf arrives: of ale. She will carry this to the front door if at all possible steal the ring of protection and leave it on the step for the shargugh. If +1 given to Erystelle by Druinder. If this is f 1 Erystelle asks, Bella will explain that it is hidden, Sutan will steal any magical item A sleepy village lies at the bottom of an offering for the shargugh - a brown, that comes to hand, for example Erystelle’s this valley. Neatly ordered fields and furry man who visits the village at night. dagger +1, a potion of healing, the short orchards surround small low houses. The shargugh is considered by the halflings bow +2, etc: The houses face onto a village green to be a good luck symbol, who occasionally where a stone bridge crosses a stream. carries out tasks around the village such as f At one side of the green is a tavern, its sharpening sickles, mending horse traces The track slopes gently down the hill sign of a foaming flagon swings and roofs. One night when she was young and sunlight filters through the trees lazily in the breeze. Numerous half- she was walking by the brook and was above. With a thump something lings turn towards you with bright surprised when the shargugh stepped out lands behind you. Spinning round, smiling faces and a cry of ‘Bella’ in front of her. “All wild and hairy! He you see a small shaggy brown human- comes from one of them. Shortly hew my name and said that I would oid leaping from the back of your afterwards, a portly female halfling prosper. He then disappeared, leaving only mount. Its manic laugh is strangely comes out of the tavern bearing a tray a ringing laugh behind. Since then I have distorted as it somersaults away and with a mug of foaming beer and a left food for him every night.” lands on its feet. It turns to look back platter of mouth-watering food. at you, its deep brown eyes full of Erystelle will recognise the shargugh as the mirth and its beard full of twigs. It creature from area 3. Bella does not know turns on its heel and bolts into the The halfling with the tray is Annabella where the shargugh lives and feels it would undergrowth. ‘Bella’ Fairtoe, the landlady of the Foaming be unwise to molest him in the village, as it I J Flagon tavern (area 4a). She will greet would be bound to bring bad luck. Instead Erystelle, making the elf feel very welcome she will suggest that Erystelle visits Being surprised, Erystelle is unable to do and will offer food and ale for free. Erystelle Cadwallader Gutzon, the village leader anything other than watch the shargugh will be invited into the tavern where eight (area 4b), as he is very knowledgeable. If disappear into the woods. After Sutan has halflings will gather round and ask for Erystelle tries to catch or talk to the fled, Erystelle will notice the theft and is news. shargugh in the village, Sutan will not free to act. The shargugh will have used his come to take the food. ability to travel via trees and will be over 4a. The Foaming Flagon 600 yards away by now. 4b. House of Cadwallader Bella is a plump middle-aged halfling, who is fond of wearing bright clothes. She The village leader, Cadwallader ‘Wally’ 4. Village of Oakendale (Map 4) haw very warm personality and will do her Gutzon, lives here with his family - his utmost to make Erystelle at home. wife Petunia and their three children: The village of Oakendale is home to 46 halflings - 35 normal halflings, lomilitia The Foaming Flagon is friendly and and a 5th level leader. Next to the village is relaxed; most halflings gather here in the This house with its neat garden is the a shrine of Law run by Lina Vauzel, a 5th evening to drink, tell stories, and sing and most impressive dwelling in the level cleric. Oakendale is surrounded by dance to the tunes of Healdon the Fiddler. village. It is very large and obviously fields where wheat, fruit andvegetables are Healdon is an old halfling who helps belongs to a person of importance. grown. Bella, doubling as a barman and entertain- er. Most evenings he works behind the bar Unless otherwise stated all normal half- until dark, when he takes out his fiddle and No matter when Erystelle calls, Wally will lings have the following statistics: plays for the customers. be in his dressing gown and will have a pipe in his hand. He will offer Erystelle 35 halflings: AC 7; HD 1-1; hp 4 each; The halflings are isolated in this area and food anddrink. If asked, Wally will say that MV 90’ (30’); #AT 1 short sword or dagger; know little of what is happening elsewhere. the shargugh lives on Hookham Hill (area D 1-6 or 1-4; Save HI; ML 7; AL L; xp 5 Although they have seen smoke in the 5), adding that he is shy and should be each; THACO 19; B31. distance, they have assumed that it was approached carefully. Some form of gift is caused by woodsmen clearing the forest. required - food, drink or a trinket, Each halfling dwelling is a simple affair Normally carefree folk, they will be shocked preferably all three. Wally will stress that consisting of a hearth, a kitchen and two by the news of a red dragon in the area. no harm should come to the shargugh, for bedrooms. They contain items which that would mean grmt ill for the area. might be found in a well provisioned A room (lgp per night) and stabling (lsp) country cottage. All halflings will have are available at the tavern. Wally Gutzon (halfling leader): AC 9; H5; 3d8cp and 2d8gp each. hp 22; #AT 1 dagger +l;D 2-5; Save H5; Learning about the Shargugh ML 9; AL L; THACO 16; B31. If desired, the DM may expand upon the While in the Foaming Flagon, any en- descriptions below, adding more names quiries about the shargugh will come to In times of emergency, Wally will use his and personalities, since only a few char- Bella’s attention who will gladly tell chainmail +1, a shield, a short sword +1 acters have been described in any detail. Erystelle all she knows about the creature. and a short bow. 12 EMERLAS (encounter areas3-4b) 4c. Militia Standing by theopen doorsisLinaVauzel, The shargugh will await a rrply or at1 a 5th level cleric. She and her two adepts action lrom Erystelle. 11 food is oilcred, have recently moved here at the invitation Sutan will cautiously move towards it This building is drab in comparison of the village leader, Wally. Consequently while keeping a close eye on Erystelle. He to the other halfling dwellings. No they know little of the Emerlas' people or will eat and drink greedily while watching attempt has been made todecorate it. geography.Theywill not leave thevillage. Erystelle. At the first sign of danger, Sutan Outside on a bench, two halflings are Cure light wounds spells are freely willpassintoatreeandleave thearea. Ifno relaxing in the sun. available to any hallling in need - food is offered, Sutan will wait, ignoring Erystelle will be charged 50gp per spell. Erystclle lor 2 turns and then wander away.

This building is the headquarterslor the 10 LinaVauzel:AC3;C5; hp30;MV90'(30'); Sutan the shargugh: AC 7; HD 3*; hp 16 halflings who make up the militia. There #AT 1mace +2; D 3-8; Save C5: ML 8; ALL; MV 150' (50'); #AT 1 bite or dagger; D 1-4; are two militia members here at all times. THACO 15. Save E6 ML 7; AL N; XP 50 THACO 17; The militia normally wear leather armour Spells memorised - New monster p27. and carry short swords and short bows. In First level: cure light wounds x2 times of trouble, the 10 suits of chainmail Second level: blm, hold person Aftereating, Sutan will simply tell Erystellc and 10 shields kept in the building will be to wait herr. He will go to a brokrn trer worn. Wally is the head of the militia and Ida Cutler and Astra Smiemass: AC 5; C2; stump and climh inside. After 5 minutes, will always lead them in battle. hp 7, IO; MV90'(30'); #AT I mace; D 1-6; Sutan will return with the itrm or items Save CZ; ML 8; AL L; THACO 19. stolen from Erystellr, plus a magical IO halfling militia: AC 7 or 4; H2 hp 10 Spells memorised - lantern. The items are so wcll hidden that MV 90' (30'); #AT I short sword or 1 short First level: cure light wounds Erystellewill beunableto find them even if bow;D 1-6;SaveH2;ML8;ALL;THACO the tree trunk is entered. Thr shargugh 19 (18 short bow); BSI. The shrine is a simple affair lacking any will place these items in lront of Erystdlr. ostentation. Thereisvery little wealth here The lantern is made of brass and burns 4d. General Store as all money put into thecollertion box is without oil. It lights upon rommarid and spent on food and other essentials. illuminates the same area as a normal The store is open from morning to early lantern. It will burn until commanded to evening: 4f. Livestock stop, but it cannot bc used to start lire, a\ it gives out no heat. The rommand words The halflings' liwntock, consisting of 12 'Shine' and 'Dark' are inscribed around its The sign that hangs lrom this cows, 24 sheep, 5 horses and three goats base and are only comprehrnsible with a building proclaims it as the general graze in these two fields. read magic sprll. Thr shargugh will oflrr stoic. Outside, an overweight middle- no cxplanation as to why hr stole froin aged hallling is sitting in a chair Erystelle, or how thr lantcrn works. with his fwt proppcd on a stool. 5. Hunt For the Shargugh Numerous barrels and household Sutan will speak nonsens? mostol thr timc items surround him. The shargugh lives on Hookham Hill. andthcDMshouldimprovise thisasmurh Following directions Irom Wally the hall- as possible, throwing in thr odd insult. ling, Erystellr will be ablc to find the hill: Pracard Futterkins' usual customers are Before Erystclle leaves, Sutan will trll local halflingsand thegoodson salerellect Erystrlle the rhymr of Galannor: this trade. Most of the equipment listed on The track winds its way up the page 19oltheExpertrulesisavailablehere stceply sloping hillside to where at a cost ol 5% extra. The DM should use large oaks stand against the sky. A The creaturr stares keenly into your discretion in deciding what exactly is ringing laugh draws your atrmtion face, all trace of mischief gone. Its available. For instance, catapults and boats towards the branches of one ol the eyes, so wild normally, take on a arc not stocked, but items such as ropr and trees. A brown face grins inanely strange intmsity. spikes are. Pracard is jolly and is overly from amongst thr foliage. It titters to fondofaleandfood.In theevening, hewill itsell and then begins to speak: "So long, so long. The yrars pass be found dancing and drinking in the swiftly hut I so on. It war said that Foaming Flagon. "Staring eyes, wet with tears onpwouldcomelonkingf~,raway to For the ones lost beyond the yedm othpr lands. Mark well thcw word\: 4e. Shrine of Law Fated elf. you will lose yoursell." '&,fore me lirs tht silver moon The sharguah laughs and darts And stars encirrlr my brow, This woode-n building ret back along the branch and says: Let the hidden way I,? opm soon. among the trees, is different from the Galannor Nightflame hear mr now!' halfling dwellings elsewhere along "The wheel revolves and seasons the brook. Its tall square stru~ture change. Winter snow. summer sun, "Forgot not thaw words, lert your task and the presence of a cleric by the fall of leaves and sprout of seeds. go unlullillrd." Its mischievous open doorway, proclaims it as a Elves may die. the sun does not, time exprrssion returns as it lap*into thc religioor building. will show what you have not.'' lower branches of the trw.

EMERLAS (encounter areas 4c-5) 13 Although its meaning may not be clear moon LS kigk. 18 hobgoblins: AC 6; HD 1+1; hp 5 each, until more clues have been gathered, the iaP pdhs with MV 90’ (30’); #AT I spear; D 1-6; Save FI; rhyme of Galannor will be very vivid to how. the suppoicant ML 8; AL C; XP 15 each; THACO 18; B3 1. Erystelle. The DM should write the rhyme wing Wok&: on a piece of paper and give it to the player. e siPveh moon The hobgoblins have 18sp and the ogre has cPe my brow. 450gp. The creature knows of Erystelle’s destiny n way be open soon. (see page 2) but will only allude to it. On no igktpame kern me nowl’ account will he tell Erystelle exactly what Fairy Ring is likely to happen. The creature is very old, The last page originally read: and was young when Galannor Nightflame This section of the adventure involves a walked the woods. He will talk of Galannor “On a clear night when the moon is high, group of pixies troubled by a troll. and say he is gone from the world. standing between the celestial pillars with Erystelle will become involved either by starblooms around the brow, the supplicant meeting the pixies (area 8) or by the Event The shargugh will observe Erystelle from shall speak the following words: which occurs on Day 14 (see EVENTS 42 the tree, speaking nonsense as before. He ‘Before me lies the silver moon - page IO). If Erystelle destroys the troll, will eventually grow bored and depart. And stars encircle my brow, they will mention the Shattered Pillars - I Let the hidden way be open soon. (area 20) and the flitterlings (area 10). m2 71 Galannor Nightflame hear me now!’ ” r Vanished Hermit u 8. The Pixies -c The hermit of the north, Roark Melstoel 7. Hobgoblin Camp (Map 7) m lives in a cave at the north-eastern edge of \g 4z the woods. Just before Erystelle arrives The trail leads from the hermit’s cave for 6 The air is filled with the sweet * here, the hermit will have been captured by miles to where the hobgoblins and ogres fragrance of many flowers. Above 2 a band of hobgoblins led by an ogre. A clear have made their camp. The camp is in colourful petals, small delicate crea- t and easy to follow trail leads north-east turmoil and noise from it can be heard 300 tures fly on gossamer wings. A soft Z from the cave to area 7. The hermit has yards away. Erystelle will be able to sneak cry goes up from the small creatures 3 already escaped, however, and will not be up on the camp unseen: and they instantly disappear. 3 found by Erystelle until Day 35 (see EVENTS - page 11). Examination of the f 1 trail will reveal that a large group of A huge yellow-green ogre with bright humanoids passed by here recently. orange blotches, stands menacing a group of cowering hobgoblins. Else- where, other hobgoblins nervously 6. Hermit’s Cave watch the proceedings, apparently afraid of the angry ogre. Evidently When Erystelle is half a mile away from the annoyed, the ogre roars and savagely cave, smoke will be seen rising into the sky. swings its club. With a splinteringof When the elf reaches the cave the DM bone it smashes into one of the should read the following: hobgoblins’ heads. With arms flail- ing the hobgoblin flies backwards into a tree and slumps to the floor. Across a well cultivated garden, L J smoke belches from a cave mouth. Broken and trampled plants are The unfortunate hobgoblin is dead, leaving evidence that a struggle has taken 18 hobgoblins and the ogre. After killing place. The presence of a hobgoblin the hobgoblin, the ogre will notice Erystelle lying face down in the cave mouth unless the elf has hidden among the trees. further confirms this impression. In the latter case the monsters will travel back to the hermit’s cave in the hope that he has returned there. After that they will Inside the cave, Erystelle will find the search the woods in a random direction. hermit’s few personal possessions and furniture smoulderingon the floor. Next to 1 ogre: AC 5; HD 4+1; hp 30; MV 90’ (30’); the bed is a scorched leather-bound book #AT 1 club; D 3-8; Save F4; ML IO; AL C; which contains the legend of Galannor XP 125; THACO 15; B35. Nightflame, which is the same tale as told by Druinder. The book also contained the There are 4 groups of hobgoblins in the means of summoning the silver ship at the clearing, these are marked on the map with Shattered Pillars, but these pages are badly letter codes. The numbers in each group If Erystelle has already encountered and scorched and most of the writing has been are: group A = 4; group B = 6; group C = 3 killed the troll, Tarragorn will require obliterated. The DM should write this out and group D = 5. They all have the proof - a visit to the empty house to see the and give it to the player: following statistics: troll’s ashes will be sufficient. 14 EMERLAS (encounter areas 6-8) Erystelle will hr invited to stay the night of the house leads to an open upstairs Themotesoflight arc 120flittcrh1~~s,lairy and will be shown to a bed of moss and window (see below). Erystelle will be able creatures (see NEW MONSTERS - pa.;? leaves. There will he no wandering mon- to climb this without difficulty. 27). Their song will affect Erystrlle as a sters at the pixies' glade. If Erystelle does charm monster spell unlcss a successful not deal with the troll the next day, it will Ground Floor: contains simple furniture saving throw vs. Spells is m;&. If thr elf attack the glade the following night with and a fire with cooking utensils. Most of fails, the flitterlings will continue singing its bugbear companions. the furniture lies smashed and broken. fora few minutcs longer then fly ovcr to ask Unless surprised, the troll will hide behind Erystelle come qurstions. If the elf kills and destroys the troll, the the front door when it hears anyone pixies will thank Erystelle profusely and he approach. A flight of stairs lcads up to the If thr elf makrr thr raving throw, thc very pleased. Tarragorn will need remin- room with the sleeping bugbears. flirterlings will continue to sing whilc ding of his promise, hut once reminded he watching Erystclle closely. Hostile actions will tell Erystelle of how the pixies of old 1 troll: 4C 4; HD 6+3'; hp 30; MV 120' will caux them to hide in the rrd and blnc watchedcalannor sail along theCreenilow (40'); #AT 2 claws/l bite; D 1-6/1-6/1-10 mushroom. If Erystellc attacks. thr flitrrr- in a beautiful silver boat. The place where Save F6; ML IO (8):AL C; XP 650 THACO lings will sing thcir fear song (make a the boat sailed from is not known, hut the 13; €56. saving throw vs. Spells or flcr for 2 turns). pixie legends speak of the moon being A friendly approach will C~USCthe flittcr- rcflected in a pool of water next to two tall The troll will regeneratc 3 points per lings to fly round and couverstl. pillars. These tales have been passed down round, starting in the third round after it is ovcr the centuries and a lot of information firstdamaged. lfattackrd by fireoracid, the In this carr, thr flitterlirigs will rprak in has been lost in the retelling. They do troll's morale drops to 8. their hardy audible voices and ark why know that Galannor was wounded and Erystelle is hrrc. Talk of the qurst will never returnrd from the voyage. First Floor: thereare two sleeping bugbears make thrm nmvous, for they grcatly [car in hew. thr humanoids. Thcy will offer Erystrllr Tarragorn knows little more and if asked, someof thr mushrooms, pointingout thcir will go into great detail ahout the pixies' 2 hughean: AC 5; HD 3+1; hp 13 each; MV proprrties. Onlyonrmushroom is requirrd attire for the occasion: "shimmering spider 90' (30'); #AT I sword; D 2-9; Savr F3; for the desired rffect. Thrre are 80 mush- silk robes, beautiful pearls and slippers ML 9 AL C XP 75 each; THACO 16; B27. rooms in the ring, divided into fivr tvpcs. made from fox gloves." Erystellr can safely pick half of each typc. This room contains a large bed, a cot, and Before Erystellc !eaves, Tarragorn will some adult and children's clothing. Con- remember the other pirce of information cealed behind a brick in thr fireplace is a he intended to tell Erystelle: the location of hag rontaining ZOOgp, 200ep. 450sp. three TABLE 2 - MUSHROOMS a magical mushroom ring (area 10). 50gp gems, a pocionof invisibility (rilvrry, Mushroom Effects Total tastrs of Icmons) and a potion of invul- Colour (of 1 mushroom) No. nerability (red, tastes of garlic) 9. The Troll's House (Map 9) Blue as a neutralise poison 6 A) Boat House: this building contains two sprll When Erystelle arrives the troll is down- canoes (see Expert rulebook pp42-43). Red as a haste sprll for 1 turn 6 stairs and two hugbearsareupstairsasleep. Yellow asaclairvoyancespell for 1 Any loud noise will wake them and they Threestirgesliw hereandwillattackwhen I turn will descend the stairs 4 rounds later: the door is opened. Green as a cure light wounds IO sprll 3 stirges: AC 7; HD I*;hp 5 each; .MV 30' Orangc provides a nourishing 54 Behind a broken white fence, a once (10')/Flying180'(60');#AT I heak;D 1-3+ mcal, (3 will providc well kept cottage shows signs of drain blood Sai~eF2; ML 9 AL N; XP 13 sustenant? for nnr rhar- neglect. In places the thatch has each; THACO 19 (17 on first round); 838. actei for onr dav). fallen from the roof, exposing thr rafters underneath. The brightly painted window frames now hold 10. The Mushroom Ring If Erystelle pickc only thox muhnmns only broken glass. A polichcd offered,they will .;row hack in a mont11. I1 wooden door hangs half torn from its Erystellc trirs to takr morr, thc llittrrlings hinges and large dirty footprints kad In the middle of a ring of brightly will atrack. Picking mow will bwak thr hothintoandoutof thehousc,parta coloured mushrooms. grows a largr magic of thr circlr, killing all the mush- pilr of bleached hones. redand hluespottedmushroom. The rooms and thc flitterlings in 5 days. air around it dancrs with tiny motes of light which change colour as thcy 1'20 flitterlings: AC 6; HD X'; hp I I'd<.h; This two-storey house has hrcn ransacked move. A quiet, gentlc melody drifts M\' 30' (IO'j/Flying 60' (20'); PA1 1 per by the troll and the hones are theremains of from thering, barely audibleoverthe group of 5 (small silvcr swords); D I ot 2 thr house's previous inhabitants. The soundof yourown hrrathing. Words according to AC; Saw El; ML 8; ALL; XP footprints arr those of the troll and the drift through your mind - their 6 Each; THACO 19; New momtri 1'27. bugbears. The strong smell of troll is very meaning strange and unclear, hut noticeable up to 10 yards from the house. fascinating. They will attack in 24 groups of 5, (.ad1 An ivy-covered trellis against the south side group attacking as ii 1-1 IID monster. EMERLAS (encounter areas 9-10) 15 I \\ 1 . I

11. Cave of Visions (Map 11) Its lair is a small cave containing a few This area bears a powerful enchantment. pieces of jewellery: a necklace (value - Even if destroyed, the bone golem will This cave contains a magical pool which 20Ogp), an armband (value - 150gp) and a always be here on subsequent visits. It will will reveal a vision to Erystelle of the ring (value - 300gp). go through the same routine each time. Shattered Pillars (area 20). The cave is also the lair of an owlbear. 1 IC. Pool of Visions The Vision

1I la. Entrance A pale blue light from the pool can be seen The pool will slowly swirl in a hypnotic from the bottom of the stairs. Inside the pattern. To anyone watching, it will seem chamber waits the guardian of the pool, a as though they are being drawn into it. A pathway leads up to a dark passage bone golem: However, this is not the case and it is into the rock. An old and rotted door possible to look away from the pool at any lies halfway up the slope, its hinges time. If Erystelle continues to look, a vision twisted and torn as though the door A chamber at the foot of the stairs is of theShatteredPil1a.rsat night(seearea20) was ripped from the wall. A musty bathed in a cool blue light from a will appear. smell and scratching noises drift out clear pool in its centre. Across the of the cave. A large hulking shape pool, a hooded black figure sits on a emerges and a deep growl issues from carved chair. It leans slowly forward Herbalists its throat as its heavy clawed hands until its elbows rest on two double reach towards you. handed swords laid across the chair Ragnal and Rhonda Redleaf, the herbalists, arms. For a few moments it surveys live in a wooden shack with their pet wolf you, seeming to look into your very Rabidty. The wolf is well trained and will 1 owlbear: AC 5; HD 5; hp 23; MV 120’ soul. Then from the dark recesses of not attack Erystelle’s dogs. When Erystelle (40’); #AT 2 clawdl bite + hug; D 1-8/ its hood, a cracked and broken voice first arrives here, their home will be attack- 1-8/14 + 2-16; Save F3; ML 9; AL N; rasps, “What is your name?” ed by a group of gnolls and a troll. The XP 175; THACO 15; B35. herbalists will tell Erystelle of the existence of the treant Doak Evergreen (area 14). The owlbear’s lair is littered with the old The bone golem will wait for an answer. bones and skulls of its animal and human- Once one has been given, whether truthful oid victims. The door on the north-western or not, the golem will continue, “Why have 12. The Redleafs (Map 12) wall is very old and rotten. A turn spent you come to this ancient place?” If both searching through the debris will reveal answers given by Erystelle are truthful, the four 500gp gems and a magic user/elf scroll bone golem will again speak, “A gift for A cultivated herb and vegetable with charm person, magic missile, phan- the pool. Throw magic into its waters and a garden lies behind a rickety fence. In tasmal force and protection from normal vision you shall see.” If Erystelle has the middle of the garden is a wooden missiles spells, all at 10th level. answered the questions truthfully, then shack. A wolf is stretched out on its dropping any magical item into the pool or porch and an old woman sits in a 11b. Web filled stairs casting a spell into it will cause a vision to rocking chair. She draws thought- appear (see below). Items dropped into the fully on her pipe and eyes you sus- The stairs descend steeply to a dimly lit pool cannot be recovered. piciously. She mutters something to chamber. A thick web made by a crab spider the wolf who goes into the shack. fills the entire length of the stairs: If Erystelle has answered either question falsely, the golem will rise from its throne , while drawing back its hood. It will grasp The Redleafs raised the wolf from a cub Dense, sticky webs fill the space its two double-handed swords and move to and are able to communicate with it. The beyond the door. Barely visible attack, saying, “Those who speak not the wolf will inform Ragnal, who is in the through the strands is a flight of truth are fated to die. Your time has come.” shack, that a strangrr approaches. Ragnal worn steps leading down. will then cast his detect evil spell on At this point the door at the top of the stairs Erystelle. If satisfied that Erystelle intends will close with an ominous clunk. Erystelle no harm, he will walk out onto the porch to A torch will quickly burn the webs away will be unable to open it for the duration of greet his visitor. and cause the spider to scurry for cover in the combat its lair in the roof of the passage. The spider 1 wolf: AC 7; HD 2+2; hp 11; MV 180’ (60’); will attack when Erystelle passes under its 1 bone golem: AC 2; HD 6#; hp 36; MV 120’ #AT 1 bite; D 1-6; Save F1; ML 10; AL N; lair. (40’); #AT 2 two-handed swords; THACO 17; B39. D 1-10/1-10; Save F4; ML 12; AL N; 1 crab spider: AC 7; HD 2*; hp 9; MV 120’ XP 500; THACO 14; E50. Ragnal Redleaf: AC 6; C5; hp 16; MV 120’ (40’); #AT 1 bite; D 1-8 + poison; Save F1; (40’); #AT 1 staff; D 1-6; Save C5; ML 11; ML 7; AL N; XP 25; THACO 18; B38. The golem is unintelligent and is only AL N; THACO 17. capable of speakinga few phrases. Commun- Spells memorised - The poison of this spider does not auto- ication with it will be impossible other First level: cure light wounds, detect matically kill its victim if a saving throw than by answering its questions. If the evil vs. Poison (at +2) is failed. Instead it causes golem is defeated, a vision will appear in Second level: hold person, speak with an additional 6 points of damage. the pool (see below). animals 16 EMERLAS (encounter areas 11-12 Rhonda Redleaf AC 6; C6; hp2l; MV 120' 13. Ambush (40'); #AT 1 staff; D 1-6; Save C6 ML 11; A well laid out garden lies under the AL N; THACO 17. branches of a majestic oak tree. Spells memorised - The rustle of leaves and the singing Hundreds of small plants stand in First level: cure light wounds x 2 of birds raises your spirits as you neatrows. Aslender treanr is bending Second level: hold person, speak with travel along this narrow path. A over some saplings. A gentle, yet anim a I s sharpcrackofa snapping twigwarns deep rumhlingcomes from the treant Third level: growth of animal you that all is not well. Movements as it caresses the young plants. to the right and left confirm this, as Hearing you approach, it straightens Rhonda Redleaf will watch Erystelle ,gnolls burst howling from the under- up so that it towers abovr you. cautiously, and will not offer any form of growth, brandishing swords. Although not as tall as Doak, it greeting, although she will respond toany stands over 10 fret high. given by Erystelle. She will be guarded in her hehaviour while she waits for her The 12 gnolls will move to surround husband to appear. When Ragnal has Erystelle, cutting off any escape and will The two treants will explain that thry are arrived, Rhonda will relax a little and the then viciously attack. engaged in growing young tires with Redleafs will both question Erystelle. which to rcplant the Emerlas. This is 12 gnolls: AC 5; HD 2 hp 14 each; MV 90' something they haw done for ccnturies. While they are talking, the wolf will snarl, (30'); #AT 1 battle axe; D 2-9; Save F2: Recently their work has bren inrreasrd by attrarting the Redleafs' attention to where ML 8: AL C XP 20 each; THACO 18; B30. the wanton destruction of the humanoids agroupofgnollsledbyatrollaresneaking and the burning of arras by [he dragon. up to the fencr. After 2 rounds (or earlier if Erystelle is in danger of being killed) Doak will arrive Thr usefulness of the tieants deprnds on 1 troll: AC 4; HD 6+3'; hp 30 MV 120' and animate two trees to attack the gnolls. what inlormation Erystellr has alrcady (40'); #AT 2 clawdl bite; D 1-6/1-6/l-10 In the following round Doak will join the collected. Thry have heard of Galannor hut Save F6; ML 10 (8); AL C; XP 650; fight. If the gnolls' morale fails Doak will donot know whrreheisorwhat brrameof THACO 13; E56. attempt to stop any escaping by animating him. Thr treants know most areas of the 16 gnolls: AC 5; HD 2 hp 9 each; MV 90' trees in their path. Emerlas and will give dirwtions to any (30'); #AT 1 battle axe; D 2-9; Save F2; encountrrarea which Erystellr drxribcs to ML 8; AL C; XP 20 each; THACO 18; B30. Doak Evergreen (treant): AC 2; HD 8.; thrm. For examplr, they know thc locarion hp 36; MI' 60' (20'): #AT 2 branches: of the Shatterpd Pillars (arca 20) but not Each of the gnolls has ZOcp, while the troll D~ 2-12/2-12; Sa'vc 'F8; ML 9; AL L; thrir significanrr (i.?. that they arr thc sitc has 1Ogp. THACO IZ E%. for summoning thc silvcr ship - scc THE Panimated trees: AC2: HD 8: ho36: MV.40' SHININGISLE). Dodkwillalso bcablr,to The Redleafs know nothing of the dragon (IO'); #AT 2 branchrs; D'2-12/2-12; interpl-rt the firct two linrs of the rhvrnr of and will hr very concerned to hear that the Save F8; ML 9 AL N; THACO 12 €56. Galannor: forest is being despoiled. If Erystelle mentions thrlegendof Galannor, they will Doak Evergreen is an ancient treant with a "Before m? lies the dvcr moor1 say that they heard something likc it from long green heard, who has lived in the And stars encirrlr my brow" an old treant named Doak Evrrgrren. They Emerlasall his life. After thecombat, Doak will give directions tn Doak's home (area will introduce himself, speaking very Aftcr some thought Doak will ray that thc 14) via the crossroads (area 13). slowly and deeply, and will invite Erystelle stars must refer to starblooms and th~ to his home (area 14). moon must be rrflrcted in a pod OT mirror. Rhonda and Ragnal are too old lor He docs not know whwt, this could bc or adventuringandwill not accompany Erys- Doak is adorned in starblooms (see page 8) whar thr other linrs rcfcr to. HI. will telle. If necessary, they will use their cure which appear to he dead flowers. If asked explain that starbloonis only flowrr at light wounds spells to heal Erystelle's why heiswearingthem, hewillmerely say night and arc' vriy bcautiful. If thwe at wounds. Just before leaving, Erystelle will that all will hc rcvealed with the setting of night, Erystcllr will he ahlr to sec the oncs he given a pouch by Rhonda, containing the sun. He will speak litrle on the way worn by Doak in all thcir glory. 14-days supply of a curing herb. She will back to his home. explain that thirty minutes after being The 1rc.ants' main concern is with growing eaten, the herb cures 1-4 points of damag-e, things and thc wcll-bring of the Erricrlas. but can only be used once per day. 14. Doak's Glade They will bras hrlplul as possihlc within their limits. Doak will suggest that thc This glade will only be discovered if Doak Circleof Dreams(area 16) hevisited, unl~s The Treants is with Erystelle. It is well hidden,accessible Erystellr has already hwn rhrrc. A vi-it to only by secret paths. Having been here thehcrhalists(arra 12)wilIalso hcsug:crt- The two treants which live in this part of once, Erystelle will always be able to find ed. Thry will not travd with Erystellr lor thr Emerlas will provide Erystelle with a the way hack. While travelling along fcar of thpir nurrrry being discowred in partial inrerpretation of the rhyme of Doak's secret paths, theell's movement rate their ahsencr. On Day 31 Doak will bcgin Galannor. While travellingalong the track is unaffected. Living here with Doak is a searching 101 Ery5tellr (see EVENTS - not far from the trcants' glade, Erystelk young treant - Watt Woodchip. When pagr 1 I). HrwilI not lravrtheEmerla\and will be attacked by a hand of gnolls and Erystellc arrives, Watt will be busy culti- if Erystrlle is in thr Misty Hills, Doak will will be aided by the treant Doak Evergrern. vating some young shoots: he unsucccssfull in his search. EMERLAS (encounte:r arms 13-14) 17 Circle of Dreams The stag has led the elf here to test Erystelle’s ability in combat and magic. It You awake on the bed of leaves still Karelia the faedorne (see page 28) will will take the ogre 1 round to close. clothed in the woodland garb. It is send a white stag to lead Erystelle to the dark and the stars shine brightly Circle of Dreams, where Galannor Night- 1 armoured ogre: AC 2; HD 4+1; hp 32; overhead. It is impossible to tell how flame will appear. MV 60’ (20’); #AT 1 club; D 3-8; Save F4; long you have slept. All is quiet ML 10; AL C; XP 125; THACO 15; B35. within the circle, nothing stirs, no wind, no chirp of insects or call of 15. The Great White Stag The ogre’s armour is crude in workman- birds. At the edge of the circle a misty ship and too big for anything other than an insubstantial figure appears. It is the The white stag will he encountered the first ogre. The ogre has no treasure. After the figure of an elf and it moves towards time Erystelle enters any of the hexes ogre is defeated the white stag will nod its you, seemingly drifting across the marked 15: head in satisfaction and continue to lead ground. When 15 feet away it stops Erystelle onwards. and throws hack its hood revealing f I an elvish face framed by long dark Upon a rock stands a great stag with hair. Around his brow is a gold a coat as white as the purest cloud. Its 16. Circle of Dreams (Map 16) circlet, set with a red gem. high antlers are held proudly as it watches you with intelligent brown The figure bows, “Greetings Erys- eyes. With a majestic shake of its The stag leads you to an ancient and telle, I am Galannor Nightflame. head, it leaps down from the rock weathered stone circle. Most of the Time moves like a river and no one and starts to walk away. It stops, large stones have toppled and broken, can stop its flow. I am beyond my turns its head and gazes at you. After hut a few still point proudly to the natural span and appear to you in a moment the stag walks a few more sky. Ivy clings to both standing and dreamtime. Each age requires a new paces and again stops to look at you. fallen stones and in the centre is a hero, and you have proven yourself L J large, granite slab covered in oak to be the hero of this age. Take this leaves. circlet, it will protect you on your If attacked, the stag will bolt. Should one of quest. Other items await you on the these hexes he entered later, the stag will The stag leaps onto the slab and Shining Isle.” Galannor quickly reappear and again attempt to lead Erys- stamps its front foot. The beast then fades away and you find yourself telle. If Erystelle follows the stag, the DM shimmers and begins to slowly fade lying on the rock slab in the circle. should read the following description: away. Soon it is gone; only the stones and the oaken slab remain. Erystelle has now awoken from the dream, The stag leads you deeper into the the circle is as it was when first entered, wood. A path appears ahead of the The stag has returned to the Shining Isle. except that the cloak and crown have stag, as hushes and undergrowth part On the slab is a cloak of oak leaves and a disappeared. Galannor’sgold circlet is still before it. Behind, the way is blocked crown of holly, laid out on a bed of oak in Erystelle’s possession. It has an apparent by brambles and undergrowth. leaves. If the cloak and crown are worn value of 500gp and acts as a resist fire spell while within the circle, Erystelle will fall (Expert rulebook - page 5) on the wearer. If into a deep slumber and enter the land of this one is worn with Turpin’s circlet of The stag will lead Erystelle by the most dreams. If the items are taken out of the protection +1, neither will function until direct route to the Circle of Dreams circle nothing will occur. the other is removed. (encounter area 16). Wherever this path crosses the Greenflow, the following en- If the items are worn by Erystelle: counter will occur: Scenes of Destruction

Ogre Bridge The stones seem to move. Where Encounter areas 17 and 18 are the ruined there was previously only a few settlements of Granitgape and Scrubton, f 7 stones standing, there are now only a mentioned by Druinder in his letter. You follow the stag to where a log few fallen ones. As you watch, these bridge crosses the river. Standing on slowly rise upwards until the circle is the log is a monstrous figure dressed whole. The stones start to rotate, 17. Granitgape in plate mail and wielding a vicious each one moving smoothly round spiked club. The creature is over the circle. The spinning grows faster The clan of dwarves of Granitgape strong- nine feet tall and its armour, bowed and faster until the stones blur into hold has been exterminated by Khordarg out in front to accommodate its huge one. The urge to rest comes upon you and her minions. The stronghold is in paunch, adds to its fearsome aspect. and your eyes feel heavy as you sink ruins, the great halls have been torn down With a growl the creature lumbers down onto the oak leaves. and the corridors arr blocked with rubble. and clanks towards you, its club raised high to strike. Nimbly the stag The main entrance is scorched and the leaps the river, it turns and watches Erystelle will fall into a deep slumber and great stone doors lie shattered on the you as though judging your actions. dream. In the dream it will appear as if ground. The tunnel behind goes for only Erystelle has just awoken in the circle: 20 feet before being blocked. Although it ~~ 18 EMERLAS (encounter areas 15-17) would he possible to clear this rubble, The brambles are 30 feet thick and will Erystelle should he discouraged from doing animate to prwent Erystelle reaching the so. The DM should hint strongly that this pillars, unless wearing [he circlet of Gal- is not the dragon's lair. No amount of annor(seearea 16).Ifthecircletisworn, the searching will reveal another entrance to brambles will part to lei Erystelle pass. .4 the stronghold. 2-foot-squareareacan heclearedin 1 round with a sword or axe, and a fireball or lightning bolt spell will clear all brambles 18. Scrubton in itsareaof effect.Any hramhlesdestroyed will grow hack in 2 hours. The human hamlet of Scruhton is destroyed; burn1 to the ground by Khor- Animated brambles: AC 6: HD 2; hp N/A: darg. All that remains are the charred MVlZ'(4');iiATI hramhle:D1-6;SaveFl: timbers of the wooden buildings and the ML 12; AL N; XP N/A; THACO 18: New bones of the inhabitants,

If thr pillars arc cxamincd, Erystrlle will Shattered Pillars see thq aw covrwd with carvings of moons, stars 2nd comrts. Fragments of From the Shattered Pillars Galannor Night- rock liearound thc bascofthrpillars: somc flame was taken to the Shining Isle by still bear tiacc's 01 wvxn engravings. Bci- Karelia the faedorne. Here the ceremony to wccn thr pillars and the river bank lics a summon the silver ship must heperfomed. 20-foot-diamcter rock pool. It is 1 frct deep Once summoned, the ship will carry andcontaiiis wwdsanda lrw watrr ins~cts. Erystelle to the Shining Isle.

Until they were struck by lightning and shattered. many years ago, the pillars were taller and complete. Even so, they are still 60 feet tall.

19. View of Shattered Pillars All aroundis a thick, dense, shimmer- ingmist.1tslowly fadestorweal two During the daytime, the tops of the tall pillars glowing in the rays of the Shattered Pillars can he seen rising above moon. Stars and comets xcm to the surrounding trees: swim across their surface, leaving trails of light behind. Around the base of thc pillars, amazing flowers From this hillside you can see the sway in the strangrly warm air, river Greenflow, winding its way through theEmerlas. In thedistance, by a bend in the rivrr, two green fingers pokeupwards fromthewoods into the clear blue sky. At night, thismysricspotappears in its full glory. Thr pillars stand 90 feet tall and If thrseareasarevisitedatnight, thepillars will he visible as a dim glow (see area 20) . shining through the trees in the distance. its normal cy&, and is reflected in the now crystal clear pool. The flowers ar~star- blooms (see page 8). Erystrlle must stand 20. Shattered Pillars (Map 20) between the pillars and look down on the pool while wearinga wreath olstarhlooms. During the day the pillars appear to he The silver ship can then br summoned hy nothing more than carved, ivy-covered I speaking thr rhyme of Galannor: rock. At night the runes inscribed on their The singing of the birds and the surface pulsate and glow under the light of I gentle laovine of the river carries to the moon. you. Ahead, the tops of two ivy- Andstars endrdo my bmw. covered columns thrust skywards. ut & hidhnway 6e opar soon, Day Time Thewaytothesepillarsis hlockedby Galmmor Nighytrme, horn me ml" If Ervstelle aooroaches the Pillars during many sharp and vicious brambles the day, the DM should readthe following that rustle in the breeze. Whrn Erystelle has done this, the DM description: should turn to THE SHINING ISLE. EMERLAS (encounter areas 18-20) 19 I. ./

The Shining Isle is home to Karelia, the appears as a star. The Isle is enchanted and summons the silver ship that will take faedorne of the Emerlas (see NEW MON- neither dispel magic, fly nor levitate spells Erystelle to the Shining Isle. On the STERS p28). It is here that Galannor will function there unlesscast by a creature Shining Isle, two tests await Erystelle. Nightflame was taken after his battle with native to the Isle. Speaking the Rhyme of Once passed, Erystelle will he given Gal- Gorkalk. The Isle floats in the sky over the Galannor at the Shattered Pillars (area 20), annor’s sentient sword and other magical Emerlas and is only visibleat night when it while wearing a wreath of Starblooms, items by Karelia. 20 SHINING ISLE l-hl \ii\C( \,:’,lllo, l~i,hrcomc iiwi\ible and is <-loringIU 2Ittack. Erystellc has 1 After Erystelle has performcd the ceremony round in which to act heforr it attacks. A at the Shattered Pillars, the DM should In front, a pale shimmering disc detect invisibility sp#ell will show where the read the following description: gradually ,grows larger; around it silverwarrior is. In t he followinground the swirl clusters of stars in long lazy silver warrior wil 1 automatically gain arcs. The disc continues to grow and initiative and attacli, unless detected. The As you finish speaking, rhe pillars the ship’s prow cuts into it. Mist silver warrior is ab1e to attack and remain glow white and stars shoot up into swirls around you and only the blue invisible; all to hit I-011s are at a -4 penalty the sky. The pillars fade, losing their stone is visible. Slowly the mists fall unless Erystelle has detected it by magical radiance and all goes still. From the behind, revealing a beach of golden means. In subseqlent rounds initiative direction of the river comes a gentle sand ahead, washed by crystal blue should be rolled no,-mally. If the warrior is lapping sound and a clear blue light waves. Across the beach, the rich defeated, both it an(i its gear will melt into bobs towards you. Soon a high- smell of flowers and trees floats to the silver path. prowed silver boat appears, its bow you from a lush green wood. cutting through themist likea knife, Silver Warrior: AC 2 (-2); HD 7.; hp 42; while a blue stone set high in the MV 120’ (40’); #Ar 1 swmd +I; D 2-9 prow bathes the pillars in its glow. Erystelle has arrived on the Shining Isle Save F7; ML 1: I; AL N; XP 850; Its deep blue sail comes into view where it is daytime. The silver ship will THACO 12; New IIionstei p28. bearing a shining silver moon against beach itself and wait until Eryrtrlle fulfills a backgroundof twinklingstarr.The the quest here. Once beached, the magical Ifdefeated bythewa rrior, Erystellewill not ship turns and draws up to the river barrier around the ship is lowered, and be killed, but given a second chance. bank.Themistclings to itssides and Elystelle will be able to leave the ship. Erystelle will be ret urnrd to the Shattered mast making it difficult to see if Pillars (area 20) WI th only one hit point anyone is aboard. remaining. S1. The Silver Path

The silver ship is 30 feet long and has a When Erystelle arrives, a magical silver S3. Bridge of Chang:e single-masted rail. If Erystelle does not path will appear. leading from the ship to board, it will remain until dawn and then the silver warrior (area S2): slide back into the mist. If the elf walks The shining picth you have been towards theship, Erystellewill suddenly be I I following come!i to an abrupt end teleported aboard it. Only Erystelle will be The sun dances on a reflection in the brtween two si1lvcr pillars, whose transported, and any companions will woods. A r*rave of silver breaks surfaces are alive with intricate trac- have to wait by the pillars for the elf to through the trees. Once clear of the ings of iridescen t goldm threads. A return. wood, the wave falls and flows bottomless gulf yawns at your feet towards you leavinga silver pathway just a step hey ,and the towering in its wake. columns. Thr ctiasm stretches away Stars on the Water toeither side, for as far as you can see, and as you peer downwards you ser The ship contains no items of interest. A The path is solid and leads to the silver only the sheer TIxk walls - for the magical barrier surrounds the ship and warrior (see below). A magical wall of gulf is seeming11I bottomless. On thr prevents Erystelle from leaving it during force, siniilar to the one surrounding thr far side you can make out another the voyage silver ship, prevents Erystelle from leaving pair of pillars glinting in the rays of the path. the sun.

You find yourself standing in the prow of the magnificent shipgliding SZ. The Silver Warrior The pillars arc 50 feet tall and are the smoothly through the mist. The haze supports of an invir,ible suspmqion bridge slowly clears to reveal the heavens . spanning the 60-foot-wide chasm. The above and the reflection of stars on Following the silver path you are charm is bottomler s and should Erystelle the water. Strangely, the ship’s prow soon walking through tl.e woods. fallintoit, theelfwilldie.Thewallsofthc does not part the water and the deck Without warning the path ahead chasm are smooth a nd sheer andcannot be is unnaturally steady underfoot. twistsand bulges, andacreatureclad climbed. in silver armour springs up out of it. A bright object appears in the water In a clear voice it says: “Erystelle! To cross the gull1 Erystelle must first aheadofyouandgrowsintoa bright You have come seeking the treasure discover the invisi ble bridge (by usc of multi-hued comet trailing millions of Galannor. To prove yourself detect invisibility, dletect magic spells or by of stars in its wake. In wonder, you worthy you must first defeat me.” feeling for it). Ho.wever, the bridge will watch it fly by with the realisation always point Erysltelle towards the start that you are sailing no normal ri\,er. Thecreature rapidly fades from view when the middle is reached. This will The stars beneath your ship are leaving only the sound of its happen so quick1y and smoothly that indeed stars! approaching footsteps. Erystellewill notncxiceit.Theonlyway to cross the bridge is to walk to the middle SHINING ISLE lencot mter areas SI-3) 21 The Return If Ersytelle has not visited the Circle of Dreams (area 16), the silver ship will go there and then fade away. Otherwise it will return to the Shattered Pillars.

SCORBANE ‘Scorbane’ - sword +2/+4 vs. dragons, triple damage vs. red dragons. Int 11; Ego 11; Will Power 23. (Erystelle’s Will Power is 27). Alignment Neutral.

Scorbane’s blade is inscribed with an enamelled red dragon and the hilt is in the form of a dragon’s head. At Scorbane’s pommel, a magical green gem is clenched in the dragon’s teeth. This gem has the property of being able to cure light wounds (as the spell) on the sword’s owner only, three times per day.

In addition, Scorbane has the following powers:

Detect magic - 20’ range, 3 times per day. Find traps - 10’ range, 3 times per day. Find secret doors - 10’ range, 3 times per day . Read magic - as the first level magic- user spell, at will. Immune to the charm spells of red dragons. This power is passed onto the bearer of the sword. Languages: Common, dragon, elvish, neutral.

Scorbane is proud of its abilities and expects respect even from its owner. It will always seek to kill chaotic and lawful dragons, subduing only if forced.

When Erystelle gains Scorbane, it is with- out a scabbard and will insist that one is found or made for at as soon as possible. It will always crave the finest gems for the adornment of its scabbardand demand that Erystelle discard any magical swords al- ready possessed.

If its demands are denied, Scorbane will sulk and be surly in its attitudes. Given the opportunity, Scorbane will point out to others how niggardly Erystelle is in treating it as though it were nothing more than a normal sword.

However, if Scorbane is well treated, (Le. Erystelle gives in to its demands and flatters its ego), Scorbane’s vanity will be appeased and it will be a willing tool, eager to aid in Erystelle’s quest. While in the Misty Hills, Erystelle’s move- ment rate is reduced to half normal. After seeing thr vision on the SHINING ISLE Erystelle will he able to journey through the mists to THE LAIR OF KHORDARG (see page 24)

Wandering Monsters

While Erystelle is in the Misty Hills, the DM should roll twice each day and once rach night for wandering monsters. A roll of I, 2 or 3 on Id6 indicates that an encounter has occurred. The DM should then roll ld6 andoonsultTablc3. Encoun- ters occur at a distance of 2d4x10 yards.

Set Encounters

Misty Hill enounters start whmewr Erys- telle crosses the line of mist (see area 21 - Map E).

21. The Misty Hills

Mist rolls slowly down the hillside; its tendrils roil around the tires cloaking them in white. Underfoot The 1y5rin will rea li Eivitcllr in 2 If, after bring b~ru(k by thv wy\rn’\ ail. 21 thr ground slopes upwards and soon rounds. Itwill not attack withits tail in the saving throw vs. Poison is failed, Ei?str.Ilc the ties thin out. Without them the first round of combar. will die in 3 rounds unless thc poison i\ landscape is transformed into a neutralised. white wonderland where rocks and I wyvern: AC 3; HD 7.; hp 34; MV 90’ bushes loom out of the mist at you. (30’)/Flying240’ (80’): #AT I bite/l sting; On top of throutcrop is a human skelrtori D2-16/1-6+poison:SaveF4;ML9ALC; in rustrd chain mail. Next to it air I8 XP 850 THACO 13; E.57. arrows +1, a dagger +l and a short bow. If the faedorne on thr Shining Isle has not yet bcen visited, Erystelle will automatic- ally becomr lost upon entering the hills. TABLE 3 -WANDERING MONSTERS Aftcr wandering aimlessly for ldfi hours Erystellr will return to the Emerlas, near die roll Monster where the hills were first entered. Once the faedornc has hem visitrd, Erystelle will hr 1 Grizzly beari1-2):.lCR: HD3:hp23carh:>IT l~~~’f~~~’l:~AT2~l~~~~~/lbit?: able to travel through thr mist to Khor- D l-4/l-X/l-10: saw Fl: 111. IO: :\L s;SP 175 &,; 1ll:ZC:~l 15; 1326 darg’s lair, by following the Hidden Trail (see Map E). 2 Mountain lion (1-2): AC 6; HD 312; lip 16 rach: MV 150’ (50’); *AT 2 clawr/l bite; D l-3/1-3/1-6 Save F2; ML R; AL N; XP 50 rach; THACO 16 B27. 22. Wyvern 3 Wolf (3-6):AC; 7; HU 2tZ; hp 11 each; M\’ IHO‘ (bLl’i; #AI 1 hire; 1) I-b: Save I-1: ML X or 6 ;ZL S;Sf 2.5 GN 1,; TH.\C:O 17: R.99 A clattering of rocks draws your attention to amist-shroudedoutcrop 4 Troll (I):AC 4; HD 6+3*; hp 30 MI’ 120’ (40’): @AT2 clawdl bite: where a vague lizard-like creature is D I-6/1-6/1-10; Save F6; ML 10 (8);AL C: XP 650; THACO 13; E56. peeringdownat you. N’ithalumber- ing motion the monster sweeps out 5 Gnolls (5-81: AC i;HD 2; hp 9 rach: MV 90’ (YO’): from the rock, and flies towards you Sac F2; SII. 8; .AL C:: XP 20 each: Tl€.l(Xl 18; FWI. with outstretched wings. Its tail swishes revealing a deadly sting. 6 Ogres (2-5): AC 5; HD 4+1; lip 19 each; MV 90’ (30’); *AT 1 club D 3-8: Closing fast is a wyvernl Save F4; ML 10AL C; XP 125 each; THACO 15; 835.

MISTY HILLS (encountpr areas 21-22) 23 stakingly carved out of the rock by dwarven wan / \ slaves at the order of Khordarg’s great Squatting on the floor by a pile of grandfather Gorkalk. There are two ways loot are five ugly brutes. A large hill into the lair - through the skull’s eye K2. giant is drinking from a barrel, sockets (K13 - the route used by Khordarg), watched enviously by three ogres. or via a natural rock fault (K10) behind the Meanwhile, unseen by the others, a manticore’s lair (K9). The eye sockets are Benina tne bushes, a passage leads sly troll is nimbly helping itself to 200’ above ground level and a humanoid into the rock. From it comes the the treasure. army is camped in the valley below (see

. .. .

t You enter a rocky and wooded valley / ’ The DM may suggest that the player roll which rises steadily towards the A large group of orcs is struggling to the giant’s hit and damage rolls in this mountains until, after three miles, get a good view of the centre of the combat. After the fight, the survivors will the mist thins and disappears. Fur- room where four ogres are cheering chase after the troll leaving 1032gp on the ther on, sheer rock walls block your excitedly. An angry roar rises as an floor. The barrel contains cheap wine. passage. As you wonder what to do, a ogre flings one of the orcs across the band of gnolls appears from a clump chamber. As the others fall back in of trees and bushes a hundred or so fear, you see two rats, tied together by K5. Army of the Dragon yards ahead. Unaware of your pre- their tails, fighting on a dirty and / * sence, they make their way down the delapidated table. valley. \ / The muffled sound of many voices echoes from the walls ahead. Around b / One of the rats will kill the other in 2 the corner, the passage ends at a Erystelle has surprised the 16 gnolls. The rounds. There are 30 orcs and 4 ogres in valley full of humanoids. Groups of boulders, trees and bushes here provide here gamblingon the outcome of the fight. gnolls, ogres, bugbears and hill excellent cover and Erystelle will be able to giants sit around their tribal stan- hide until the gnolls pass. The gnolls each 30 orcs: AC 6; HD 1; hp 5 each; MV 120’ dards, sharpening weapons and pre- have 1Ogp. (40’); #AT 1 sword; D 1-8; Save FI; ML 8; paring for war. It is impossible to tell AL C; XP 10 each; THACO 19; B35. how far the army stretches across the 16 gnolls: AC 5; HD 2; hp 10 each; MV 90’ 4 ogres: AC 5; HD 4+1; hp 19 each; MV 90’ valley, for your view is blocked by (30’); #AT 1 sword; D 2-9; Save F2; ML 8; (30’); #AT 1 club; D 3-8; Save F4; ML 10; their sheer numbers. Towering above AL C; XP 20 each; THACO 18; B30. AL C; XP 125 each; THACO 15; B35. the horde is a huge skull carved out the far rock wall. Its empty eye If the place where the gnolls emerged is On the table are their combined stakes of sockets seem to glare at you, aware of inspected, Erystelle will discover the con- 1200ep, 750gp and 2x5Ogp gems. The rest your presence. cealed entrance to the caves. Entry into of the room contains dirty sleeping furs. b I There alr approximately 3000 humanoids Agolden tapestry (value - 1500gp). showing Igriffon:AC5:HD7;hp50;MV120'(40')/ camped in this valley - tribes of hob- Gorkalk burningavillage, covers thenorth Flvina 360' (120'); #AT 2 clawdl bit?: goblins, orcs, gnolls, bugbears, ogres, trolls wall and conceals a staircase leading up to D 1-4/1-4/z-is; save ~4;ML 11; AL N: and giants. More are constantly arriving to the cliff face. Around Mynra's neck is a THACO 13: E51. swell the horde and on Day 42 they will gold medallion (value - 250gp). leave to attack Alfheim. After the combat, the griffon will squat down on the ground next to Erystelle so Erystelle will recognise the skull as the K7. View of the Enemy that it can easily be mounted. If Erystelle same one seen while on the Shining Isle does not do so, Scorbane will sarcastically (see area S4). The eye sockets are not r 3 point out that this is the aid promised by actually watching Erystellr, but give a You are on a ledge overlooking a the faedorne and to spurn it would he very strong impression of doing so. The DM large valley. Its far side is dominated foolish. Scorbane will insist that Erystelle should discourage Erystelle from attempt- by the skull visage you saw while on climbs onto the griffon's back. If Erystelle ing to cross the valley by pointing out how the enchanted isle. The ground in does so, the griffon will spread its wings closely the humanoids are camped together front of the skull is teeming with and fly towards LO the manticore's cave and the height of the skull above the humanoids. Hundreds of banners (K9). Erystelle will not be able to direct the ground. Evenif Erystellemadeitaaossthe and standards rise above the throng, griffon during its flight. valley, thecliff below theskull is impossible giving some semblance of order to to scale. Should Erystelle attempt to sneak the combined forces of chaos. by, the DMshouldcheckeveryroundtosee K9. Manticore Attack if the elf is seen. If Erystelle is seen, the As you watch. a band of gnolls enters humanoids will raise thealarm and attack. the valley from one of the many Five rounds after the attack starts Khordarg gulleys that lead into it. Time is fast The griffon carries you swiftly up- (see area KI 1) will arrive. runningout.Toyourright, theledge wards until you are flying high continurs around the mountain. above the dragon's army. Ahead arr the eye sockets leading to the dragon's K6. Bluffing Magic User lair. Your mount veers offand flies The ledge is 200' above the valley floor. around the mountain, away from thr There are approximately 3000 humanoids hordes helorv.Aftrrashortwhile. the Across the room, a wild-eyed woman camped in this valley (see area K5). griffon turns again and heads for a faces you. A layer of filth and grime cave in the rock fare. Soon a ledge covers her once white robes. In her comes into vicw. A maned human hand she holds a wand, "Stay back or KB. Hill Giant head poker out of a cave followed by 1'11 let you have it," she screams. a lion's body. Its bat-likr wings flap Inoisily as it takes to the air. A loud belch attracts your attention Mynra Myrtle was captured at Scrubton to a boulder, from which comes the (area 18) and charmed by Khordarg. She strong smell of decaying meat and At this point, the bulk of the mountain holds a wand of enemy detection (3 stale sweat. A moment later a giant prevents Erystelle from being seen by the charges). Mynra has detected Erystelle's peers over the rock, rubs his hlood- monsters below. The manticore i* 250 presence and cast her protection from evil shot eyes and stares at you with a yards away, and will fire its tail spikes spell. The wand's command word 'Dimaz' stupid expression. (ranger 50/100/180) as soon as Erystelle i? is inscribed in hrr spell book. Mynra will in range. Half will be aimed at Erystdle, wave the wand threateningly to try to get the other half at the griffon. Erytselle to leave. If this fails, Mynra will This hill giant is supposed to be on guard. throw the wand at Erystelle and cast her but has been sleeping instead. The giant 1 manticore: AC 4; HD fi+1*; hp 30: MV mirror image spell. She will then attempt will automatically notice Eryrtelleand will 120' (40')/Flvine.. ,I 180' (60'):#AT 2 clawdl to flee up thr stairs to the ledge above. rush to attack, taking I round to close to bite or 6 spikes: D 1-4/l-4/2-8 or I-fi each: melee. He has no treasure. The height of Save Ffi; ML 9: AL C;XP 650; THACO 13; Mynra Myrtle: AC 9; MU3; hp IO MV thecliff andthenoise from thevalley below E52. 120'(40'); #AT 1 dagger +I; D 2-5; Save (area K5) stops this combat from beina seen MU3; ML 8; AL C; XP 50 THACO 19. or heard by Khordarg's army. The griffon will attack until the manticore Remaining spells memorised - isdrivenofforslain.Afterthecombat, orif First level: sleep 1 hill giant: AC 4; HD 8; hp 42; MV 120' wounded below I2 bit points, the griffon Second level: mirror image (40'); #AT 1 club: D 2-16; Save F8; ML 8; will carry Erystelle to the manticore's cave. AL C; XP 650; THACO 12; E50. The cave contains only the mantirore's The room contains a bed and a table with bedding. At the back of the cave is a crack her spell book upon it. Mynra's spell bok After 2 rounds, a silvery-white griffon will which is just wide enough to allow contains: arriveandattack thegiant. Thegriffonhas Erystelle to crawl through. The griffon been sent by Karelia the faedorne. Around will wait in the cave for Erystelle to return. First level: detect magic, read languages, its neck is a gold band set with a blue gem If Erystrlle has been weakenrd by the read magic, sleep (total value - 500gp). Erystelle will recog- preceding combats, Scorbane will suggest Second level: levitate, locate object, mirror nise this as being similar to the headband that this is a good place to rest in ordrr to image worn by Karelia. recover used spells and lost hit points. KHORDARG'S LAIR (encounter areas K6-9) 25 K10. Rock Fault Khordarg will use her breath weapon first. In subsequent rounds, the DM should This crack is a natural rock fault which decide which of her attack forms (breath, soon widens to allow Erystelle to stand up. claw/claw/bite or spells) is the most At the point shown, an 8-foot section of the appropriate. floor is unsafe and will collapse if stood upon. Erystelle will take 2d6 points of After 4 rounds, the two young dragons (see falling damage (halved by a successful area K12) will arrive and join the fight. saving throw vs. Wands). If Erystelle is using Scorbane to search for traps, this Tormalline is chained to the wall and is section of floor will automatically be unable to help Erystelle. She and Corrunal discovered. It can easily be avoided by (Erystelle’s other cousin) were carried here jumping across it. The pit created by the by Khordarg. The chains have no locks; collapse is 11 feet deep and Erystelle will Khordarg simply closes them by squeezing experience no difficulties in scaling its them in her claws. Erystelle will be unable rough walls. When Erystelle reaches the to open them normally. Drinking a potion point marked * , the DM should read the of giant strength will allow Erystelle to following boxed description: open them easily. Corrunal has been eaten by Khordarg, and Tormalline is weak from ill-treatment. She requires a day’s rest Loud hissing and rhythmic scraping before being able to walk without aid. come from up ahead. A bright red, scaly tail swings lazily past the endof Tormalline: AC 9; E2; hp 1 (9 if healed); the passage. MV 120’ (40’); #AT 1; D By weapon; Save E2; ML 8; AL N; THACO 19; B30.

Khordarg is asleep and her tail is swishing Khordarg’s hoard consists of: back and forth at the end of the rock fault. If - 20000~~;50000~~; 22OOOgp; 5000pp the opportunity is taken to prepare for the - 87 gems (value - 6xlOOOgp, 8x5OOgp, forthcoming combat, Erystelle will not be 23x 1OOgp, 1Ox5Ogp, 40x 1Ogp) disturbed. Khordarg will continue to sleep - three suits of exquisitely made dwarven until the elf leaves the rock fault. chainmail armour (value - 1500gp each) - an onyx figurine on a jet base (value - 2650gp), which can be unscrewed to K11. Khordarg reveal a scroll of protection from earth elementals When Erystelle enters this chamber from - a golden sceptre bearing three large therock fault (area K10) 1 roundof surprise emeralds (value - 12500gp) will be gained over Khordarg: - a diamond necklace (value - 3000gp) - a large pearl set in a gold and silver pendant (value - 1500gp) Coiled around a huge mound of - a white dragon-hide sword scabbard treasure is the powerful form of your studded with emeralds (value - 5000gp) enemy, the red dragon. The hiss of - three matching engraved gold armbands f \ her breath echoes loudly in this (value - 750gp each) confined space. Across the room, - a silver circlet bearing a large opal After your fight against the dragon it your cousin Tormalline hangs from (value - 3000gp) feels good to be back in the Emerlas. chains set into the wall. Slowly the - a scarab of protection (8 charges) The gentle sound of elvish voices dragon moves, an eyelid opens and a - a bag of holding comes to you, accompanied by the baleful eye glares at you. - a potion of giant strength (brown with deep rumbling of Doak Evergreen. an earthy taste) Soon you see them rushing towards - a wand of fire balls (12 charges), the you, their arms outstretched in joyful Khordarg (red dragon): AC -1; HD 11**; command word “Fraztle” is engraved greeting. hp 66; MV 90’ (30’)/ Flying 240’ (80’); on it \ J #AT 2 claws/l bite; D 1-8/1-8/4-32 + - two potions of flying (yellow, tastes of breath; Save F10; ML 10; AL C; XP 2300; lemons) THACO 10; B28.

Spells memorised - K12. Young Dragons First level: charm person, read magic, sleep Second level: detect invisible, ESP, locate The young dragons, Fagtorx and Shalk- object mog, are coiled together in this small Third level: clairvoyance, fireball, invisi- cavern. They are both young and neither of bility 10’ radius them can speak or cast spells. 26 KHORDARG’S LAIR (encounter areas KIO-13) OF PURCHASE WA MONS I."I*

ortrees will grow. Existingplantsand trees willcontinuetogrow, but will not bearany fruitorflowers. Adruidwhocastsartmove cursespell can restore fertility to the landat any time. Druids are Neutral clerics of 9th level orgreater whostudyand maintain the balance of nature - see the D&D@ Companion Set for more information.

A shargugh has the ability to transport itself instmtaneously up to GOO yards. It does this by pasing into one trre and emerging lrom another in its destination area. A shargugh can use this ability 5 timrs per day.

Shargugh aremischievousandare likely to Sled] valuable objects from any crraturr rncountering thcm. They are able to pick pockets with an 85%chance of success and move silently 85% of the time. To dissuade shai~gugh from straling, woodland folk often leave offerings of food and drink for thr creatures. In return for this, shargugh have been known to carry out small but useful tasks. They are also able to hide in woods in the same way as halflings, with a 90% chance of succcss (src Players Manual - pagc 47).

Flitterlings are small. silver- coloured Flitrerlings liveinold hollow tree trunksor humanoids about one-quartrr o fan inch amain specially hollowrdout mushrooms. tall Thev are 01 delicate amear.. 'ance and Flitterlings are so closely linked with their look like small pixies arnied wit h slcndrr home that they will die in 1-6 days if any silver swords. damage is done to it. Their homes are always surrounded by rings of magical Flitterlings attack only in self-delencc, and mushrooms which the flitterlings tend. their preferred means of doing so is by These rings consist of mushrooms of singing. A group of 50 flitterl ings can VdriOUS colours. Eating one mushroom create a song that has the same t~ffect as a will havevarious magical effects according charm monster spell on one aNpponent. on their colour. Additional groups ol flitterl ings can attempt to charm other creatures,,hut two Thc numbcrs of mushrooins in a typical groups cannot attempt to charm the samr ring and the effrcts are listcd below : one. Flitterlings are also able tiI creatr a song which has the same effect as a fear 5-8 Blue - acts as a neutralise poison spell (therewrse of thrclerical re move fear spell spell - Expcrt Rulehook page 5). Both 5-8 Rrd -acts as a haste spell for I songs havea rangrolG0 feetand fI!itterlings turn are able to usc each song once pt'r day. 3-6 Yrllow - acts as a clairvoyance spell for 1 turn Hit Dice: iB* (I hp each) Flittering5 are not aggressive, hu t if forced 7.12 Grrcn - acts as a cure light Move: 30' (IO') to they will attack in groups 01 5, using wounds spell /Flying: 60' (20') their small swords. Roll once per.round for 40-60 Orange -acts as a nourishing Attacks: I small szluersword or song each group of five. Armoured vic tims (and meal, thrw will providesurtmanrr Damage: 1 or 2 and see below monstcrr of AC 5 or better) suffer1 pointof for one character for one ddg No. Appearing: 0 (50.300) damage for each successful at1.ack. Un- SaveAs: Elf1 armouredvictims(and monsters,ofAC6or The mushroom rings are vital to the Morale: 8 less) suffer2 points. Attacks on fl itterlings flitterlings' existcnce and picking more Treasure Type: Nd will kill a number equal to th'e damage than half of any particular kind will kill Alignment: L rolled, hut never more than five from one the ring and cause the flitterlings to sicken XPValue: 6 attack. and die in 1-6 days. NEW MONSTERS 27

s 0 N

Class: Elf Alignment: Neutral Level: 7 ChampiodSorcerer Armour Class: 1 Hit points: 40

Strength: 14 +I to hit/damage rolls (melee weapons only) Intelligence: 16 Wisdom: 11 Dexterity: 16 +2 bonus to hit roll with missiles; -2AC bonus Constitution: 13 +1 hp per hit die (included in total above) Charisma: 10

SAVING THROWS Poison or Death Ray: 4 Magic Wand: 7 Turn to Stone or Paralysis: 7 Dragon Breath: 7 Spells or Magic Staff: 7

SPECIAL ABILITIES: infravision 60’, find secret doors on a roll of 1 or 2 on ld6, and immune to the paralysing attacks of ghouls.

LANGUAGES: common, elf, gnoll, gnome, hobgoblin, orc, pixie SPELLS

1st Level 2nd Level 3rd Level 4th Level 3 3 2 1

STARTING EQUIPMENT

Ordinary Weapons/Armour: lance (does double damage if charging 20 or more yards); short bow; shield.

Money: 22 gems (value - 2x5OOOgp, 3x5OOgp, 5xIOOgp, 12xlOgp); 450gp; 23sp

Magical Items: chain mail +l;sword +I; dagger +l;two potions of healing (restore ld6+1 lost hit points or cure paralysis for one crea t ure).

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THE LEGEND OF GALANNOR

AS RELATED BY DRUINDER, THE ELFIN SMITH

Druinder pours you a glass of wine and relaxes in his chair. He starrs into the distance, though his eyes seem not to focus. After sipping from his glass he begins to spcak.

'Jn ages past, we ekes Jived deep in CanoQbahthFTOheSt and had bew dealings with the Qessek-hued within the sa{ety 01 the AOheSt, we phospehed and gheW hich in song and the beauty 01 natuhe. g0hsome h adventuhe came upon them, the desihe to visit new phes and see sthange peopoes. 01 the dohest {ew hetuhned, bh in those da s aP@hands tuhned against us One who Jight#ame, the mi hty heho and mage, who was $be no otheh and in song. Fpoh had he thaueoled and the wehe phoud ob his vai ouh; many elbin enemies died by his was he that even the short-Pived his name. aPannoh was hestBess in AAQbheint; tabs 01 a bie bheathin dhagon Baying waste to the &nehPas saw gaPannon mounting his ahgeh and hiding bhth to meet it. Jn the &ehPas he s1 ew many cheatuhes 01 chaos and IinaQPy thachd gohbaQb, the havaging ked hagon, to his hi. 'CPlrotected by a magic gem and mmed with his sentient swocd Scohbane. alannoh aced the WO~M.Jn vain it bkeathed its ~rgalannon dodged aside and then slashed with Scohbane. dIe swond s iced though the dhagons hide as though hiehyit weite boast* naugk t mote than waten. and dhank deep ob its blood. %owlin with huge goitkalk tukned on its tohmentoft. Jt hived alannoit with hatebul ked eyes and snaked its huge bod honwmds. jaws sna ped hungcil . and claws thashed. sttiking lalannon oh*-balance. Suhe ob his pey. gonkalb heane 2up on his hind legs anjgloated. Jbatehul mistake. 101 galannoh swept his hands in mystic passes sending lightning speeding against the dnagon.

the powen ob elbin magic. galannoh leapt with Sconbane held bebolre him. ghe swohd. shouting o~kalk'sthnoat. FThe dmgon thashed and habed with its claws thyin to dislod e the blade. gitowled angd as galannoh loosened it. heady bok anothen blow. di!mdly ab e to beep his spilled blood. balannon stluck again. and sevehed gonkalb's head b~omits body.

'%e battle was not oveh. galannoit was to suhbelr mole wounds as he went thou h gokbalk's Paih slaying the dnagons youn and puttin an end to the wohm's line. Seuehely wounded. galannoit headed hac i towmds Alhheim takin the dhagons heai with him. &e nevelr hetuhned; weak lrom lack ob blood he colla sed by the banks 08 the giteen low. %is$llowehs gatkehed Bok theu Qoitd.an d in theu hieh none noticed t Re mkival 08 the most beautibut 8 ady eveit to visit mohtal lands. ioite galattnok to a Sikeh si! ip. and sunlrounded b ivies. sailed away dong the hilieh and into the moonlight. disappeahed. heh voice came cleah to the assem11 ed moulrnehs phOmiSing that when the &nendas is again theatened. mighty galannooh would hetulrn to photect it.

Druinder takes another sip of his wine and his gaze returns to the room and you.

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i I ISION! I L,Y

:5, ::::, .+?,- U :...... Pathhrack 1..... River Brambles Silver Path Treedforest

w;.:>;:?f...... Cliffs _-:, ...___ ....3; '. L.. -..e ...... ;.:-,' ...... ) -...... =.-.HERBALISTS

...... -.. OF DREAMS

'W....

. -. .*<.:, ..p. ., , :. .-*:.y; ...... ~ ~ . .,...... - . .I IMAP K - KHORDARG'S LAIR 1 square = 10 feet

L i MAP E -I THE EMERLAS

I Encounters and paths I River and woodland

1 Mist and Hills