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B asic Game A dventure

C a stle Caldwell and Beyond

H a rry W. N uckols

CONTENTS

IN T R ODUCTION ...... 2 Th e Clearing of C astle Caldwell ...... 4 D ungeons of T error ...... 8 Th e A bduction of Princess Sylvia ...... 13 The Great Escape ...... 18 The Sanctuary of Elw yn the Ardent ...... 25

L I S T OF M APS, C H A R TS AND PLAYING AIDS M A P 1: C astle Caldwell, G round Level ...... 5 M A P 2: C astle Caldwell, D ungeon Level ...... 10 Editor: Michael S. Dobson M A P 3: T reasure M ap ...... 12 G r a phic Designer: Ruth Hoyer M A P 4: R iddle ...... 12 C o v e r Artist: M A P 5: F ortress of Oliver of H orn ...... 15 In te r io r Artist: D ou g W atson M A P 6: E ne m y O utpost ...... 21 C a r to g r a pher: D iesel M A P 7: S anctuary of Elw yn the Ardent ...... 27 T y p o g r a pher: B etty Elmore M A P 8: T reasure M ap #1 ...... 29 M A P 9: T rea su re M ap #2 ...... 3 1 © 1985 TSR, Inc D U NGEONS & DRAGONS, D& D. P R ODUCTS OF YOUR M aster Encounter Table ...... Inside Cover I M AGINATION, a nd th e TSR lo go are tr ad e m ark s owned by T S R . In c . D is tr ibuted to the book trade in the U n i t e d S ta te s by R andom A d venture for character levels 1-3 H ouse, In c., a n d in Canada by Random House of Canada, Ltd . D is trib u ted to the to y and hobby trad e b y region al d i s t r i b u t o r s . D is- tr ibuted in the United K in g dom by TSR UK Ltd. T h is m odule is p ro tec ted under t h e copyright law s of the U n ited S t a t e s o f A m eric a. Any r ep roduction or unauthorized u s e of th e m ail- rial o r artw o rk contained h erein is prohibited w ithout the express written p erm iss ion o f TSR. In c.

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TSR, Inc. P R O DUCTS OF YOUR IMAGINATIONT M

I S B N 0 -8 8038-200-7 9143 IN T R O DUCTION

T h e five adventures in this module are kn ow where to look things up quickly. Other- a d v e n tu r e , and how you would deal w ith the d e si gned for a party of four to eight player w ise , the game can bog down while you are c h a llenges presented here. Second, m ake any ch a ra cte rs of levels 1-3 . The adventures are looking up some rule or spell. c h a n g e s necessary to bring this module in line a rranged in order of increasing difficulty. It is quite useful (but not absolutely neces- w ith your existing campaign, if you have one, E a c h adventure is designed to be played in sar y) if you are also familiar with the D&D ® o r adapt it to fit t h e s ty le of your gam e. one session of three to four hours, not includ- E xpert Set. Some of the and trea- F in a lly, prepare any special aids that you in g the time needed to roll up new characters. su re s found here arc described more fully in th in k might enhance the gam e for the play- T h e first tw o adventures are connected, th a t game. e rs, such as encounter maps in prope r minia- th e other three are not. They can be used as a A good DM not only knows the rules, he or tu r e scale. series of adventures for a single party, with all sh e knows when to break them. D on't be a O n c e you've done all that, you 're ready to ch ara cters beginning at first level, or they can sla ve to the dice if they get too far out of line c h a llenge your players and create an exciting b e used independently. It is not necessary to w ith common sense. But don 't let your game D & D ® game adventure! u se the same or the same b e c o m e a giveaway cam paign, either! The grou p of player characters for all five adven- b e st kind of D & D ® game is challenging for S ta tistic s for all m on sters and creatures tures. th e players, but not so difficult that the party e n c o untered in this adventure are provided on If a part y of player characters completes all is easily wiped out. th e M aster Encounter Chart on the insid e fi v e adventures as a series, each character W h e n you are confronted with some c o v e r. The inform ation is keyed to adventure sh ould reach at least third level (higher if you stra n ge situation that is not exactly covered a n d room, so all the inform ation you need is p la n to m ove on to the D&D® Expert Set), b y the ru le s, you may have to improvise. in one single place. a nd the players themselves should become S o m e ti m e s you may have to invent new or T h e room descriptions are given in boxed quite familiar with the game, if they are n ot sp e cia l rules to cover the unforseen. There's f o r m a t. W hen your party first approa ch es a a lready. Of course, some of the players' firs t n oth in g wrong with that, as long as you are r oom, read ahead to know what they will c h a ra ct e rs may not survive all five adven- con sistent. e n c ounter. The copy i n s i d e th e box is tu re s, but this, too, can be a learning experi- T he encounters in this module are d e s ig n e d to be read aloud when t h e c h a ra c - e n ce ... d e si gn e d to be a challenge for four to eight te r s first enter the room. Y ou may have to Y our players can either use existing charac- low -le ve l player characters. If your group is m o d ify the inform ation slightly if, for exam - te rs or roll up new ones, using the character sm a ll and all are first level, you might reduce p le , the party enters by a different door than g e n e r a ti on procedu re s in the D&D® Basic th e number or strength of the monsters to th e one assumed in the copy. B elow the box e d R u l e s. Encourage the players to choose a gi v e your party a fighting chance. If your c o p y is special in form ation for the D M , w id e variety of character classes. M any situa- gr oup is large and has members of third or in c lu d in g descriptions of m onsters, traps, tions throughout these adventures assume high er levels, you might mak e the monsters a tr ic k s , treasure, or other information about th a t there is at least one cleric or magic-u se r b it tougher. th e room. Y ou m a y end up revealin g some, a b le to read a scroll or use a magic item of If you raise or lower the number or n o n e, or all of this information, depending on som e kind. stre n gth of the monsters, adjust the treasure th e actions of the players. T h e adventures in this module assume that in the same manner. S o m e , but not all, of these adventures have at least the DM (and preferably the players as A s DM , it is your responsibility to prepare w a ndering monsters listed for them . A wan- w ell) is familiar with the entire D&D® Basic yourself. First, read each adventure com- d er in g monster table is given at th e beginning S et. To make the game run smoothly, the DM p letely several times, making notes ab ou t the o f each adventure that uses them. R oll the n eeds to know the rules thoroughly. If you m ore difficult encounters. Think about how d ic e as indicated to see when and if a wander- d on 't know all the rules by heart yet, at least you might act if you were a player in this in g monster encounter occurs.

2 THE CLEARING OF CASTLE CALDWELL

B ackgro u nd o p p o r tunity to purchase supplies and equip- W a ndering Monsters m e n t w ith the m oney they have on hand. C lifton Caldwell, a local merchant, has T h e r e arc four goblins wandering the h a ll- C lifton takes the characters to the castle, and, re ce n tl y purchased a small castle, located a w a y s . Th ey arc arm ed with short bow s and if asked, furnish es them with a map of the out- fe w miles out of town. The castle had not d a g g e r s . R oll 1d6 every turn that the party is sid e of the castle (trace the outline of the castle b een occupied for some time. Clifton had in the hallway. On a roll of 1, the goblins on Map 1, and give it to the players.) You can purchased the castle for a ridiculously high a ppear com ing around the nearest corner. p la ce wandering m onster encounters in the forest p rice , since he had always wanted to own T h e goblins are cautious, but not necessarily su rrounding th e castle if you wish. one. B ut w hen he went to v i s it his new home, h o stile . R olepla y their actions based on th e A ll the rooms on the first level of the castle he found that it was overrun by m onsters! H e s itu a tion and the actions of the party. Use th e h a v e windows, so the party will not need w as lucky to escape with his life. M o n s te r R eaction Chart on p. 22 of the lig h t. Th e windows are too high for m onsters H e has hired a party of adventurers (the D ungeon Masters Rulebook to determine how to look out, and too high and narrow for the pla ye r characters) to rid the castle of its mon- th e goblins act. p a rty to climb through. The hallway is lit by strou s inhabitants so that he can move in. T h e goblins live with the rest of their kind sk y lights similar to those found in rooms 3, 5, in room 2, Th ey are carrying 6 ep, 7 ep, 10 ep, 14, and 18. Th e walls, ceilings, and floors N otes for the Dungeon Master a n d 3 ep, respectively. ( e x c e p t for room 31) are made of stone. The If you wish, y ou can roleplay Clifton's negoti- doors are all m ade of heavy oak, but are T h e adventure begins with the party standing a tio n s with the player characters for clearing unlocked and open easily unless otherw ise outside the double doors leading into the cas- out the castle. Although Clifton is wealthy, he is sta te d . Th e ceiling in all rooms are about 10 tle . The doors are unlocked, and swing open a shrewd bargainer, and initially offers the f eet high, except for the four tower rooms at easily… c h a ra c te r s 100 gold pieces apiece, in additio n , th e corners (rooms 6, 12, 20, and 26), w h ere o f course, to all th e treasure they find. If th e y are about 25 feet high. 1 . A B A N D O N E D DINING ROOM p r ess e d , he grudgingly increases his offer, but E x c e p t for those m onsters that are living in no case offers m ore than 250 gp apiece. If to g e th e r , the m onsters don't form a group. you don't w ant to roleplay the initial b arga in - T h e y happen to be using this otherw ise- T h is room appears to have once been used in g , just tell th e players that their characters a b a ndoned c a s tle by chance. If one of the a s a dining room. There are tables and w ill receive 100 gp apiece. H alf the m oney is in te lligent m onsters should happen to dis- b en c h es scattered throughout the room, g iv e n in advance; th e rem ainder when the c o v e r the party without being detected, it w ill m a n y turned on their sides or upside down, castle is cleared out. p r o b a b ly attempt to flee with its life and as E ve r yth in g is covered with cobwebs. T h e c h a r a cte r s should b e given ample m u c h treasure as it can manage.

3 THE CLEARING OF CASTLE CALDWELL

T h e room is empty of m onsters, but there is a 4. BEDROOM truthfully any three questions put to it by lawful la r g e sack under one of the tables. Th e party characters once per day. It will not respond at all w ill find it if they take a turn to search the Y ou see a man lying on a bed. H e is arm ed to characters of other alignments, and after it has r oom. The sack contains 500 sp and three w ith an axe. There is a door at the far end answered a total of three questions in any one g e m s , one worth 300 gp and two worth 50 gp o f the room . O n either side of the door are day, it will not respond at all until 24 hours have e a c h . The gem s cannot be seen unless the w in d o w s high up on the wall. passed. The statue has 100 hit points. If it is hit c o n te n ts of the sack are dumped out. by an edged weapon, there is a 15% chance that the weapon will break (5% chance for magical 2. GUARDROOM S e e the note for room 3. The m a n lying on the weapons). A broken edged weapon is forever b ed is a human trader arm ed with an a xe + 1. useless. If the party listens at the door before opening H e is allied with the traders in rooms 3 and 5. it, they hear sounds of an argument in a If he is in trouble, he pounds on either the ea st 8 . STO R ER O OM stran g e language. If any characters under- or west wall to alert his fellows. Sim ilarly, h e stan d the goblin tongue, they realize that w ill respond to a signal from either room 3 o r 5 th ere are goblins in the room arguing about b y first alerting the other trader and then g o in g T h e east w all of this room has a ledge about sp litting up their loot. W hen the party opens to his friend's aid. H e has a small pou ch with s e ve n feet from the floor. There are tw o th e door... th r e e gem s (worth 60 gp, 40 gp, a n d 10 gp) in sm a ll w indows above t h e ledge. E x cept for i t . s o m e trash on the floor, the room appears to b e em pty. Y ou see four sm all hum anoids, each arm ed with a short sw ord. They are argu- 5 . B ED R OOM in g with each other, evidently over tw o E x c e p t for the trash on the floor (which is large piles of coins on the floor. Y ou see a man lying on a bed. H e is armed w o rth le ss), the room is empty. w ith a short sw ord. T h e room is inhabited by four goblins, each 9. STOREROOM arm ed with a short sw ord. A treasure of 3,000 S ee the note for room 3. T he m an lying on the cp, 4,000 sp, and one gem worth 50 gp is sit- be d is a human trader arm ed w i t h a T h e east w all of this room has a ledge tin g on the floor, sorted roughly into two sh o rtsw o rd . H e is allied with the traders in a b o u t seven feet from the floor. There are p iles. The goblins will fight fe ro c iously to rooms 4 and 5. If he is in trouble, he pounds tw o small w indows above the ledge. d e fen d their treasure. on the east w all to alert his fellows. Sim ilarly, E x c e p t for som e trash on the floor, the In addition to the treasure on the floor, the h e w ill respond to a signal from room 4 by r o o m appears to be empty. goblins carry 4 ep, 7 ep, 8 ep, and 7 ep, first alerting the trader in room 3 and then respe ctive ly, in their pockets. going to his friend's aid. H e has no treasure. E x c e p t for the trash on the floor (which is T h is room is lit by a skylight identical to th e w o r th le s s), the room is empty. 3 . B ED R OOM on e in room 3. NOTE: T h e traders in rooms 3, 4, and 5 want 10. STO RER O OM to save their treasure and their lives. T h e y 6. TOWER ROOM pre fe r to deal w ith the party rather than figh t. T he east w all of this room has a ledge about F o r exam ple, they m ight be w illing to trade Y o u see a circular room, about 40 feet in se v en feet from the floor. There are tw o in fo rm ation about the other m onsters in the d ia m eter, w ith eight op enin gs spaced evenly sm all w indow s above the ledge. E xcept for castle in return for being allowed to leave in a b ou t the outside wall. The windows extend tw o long tables along the south wall, the pe ac e. The traders are using the castle as a fr o m about waist height to about head room appears to be em pty. As you enter the tem porary residence far from their h om es. h eigh t for a normal human. Th ese are obvi- room , you hear the sound of sm all w ings. o u s ly ports through which arrows can be Y ou see a m an armed with a shortsw ord fir ed . The room appears to be em pty. T h e ledge in this room is used as a nesting lying on a bed. a re a by three stirges. The sound that the party T h e room is em p ty . hears is the sound of the stirges flying to a ttack. T h e room is lit by a skylight in the northeast T h e party has a normal chance to be c o rn er of the room that lets in the light, but 7 . U TILITY ROOM su rprise d by the stirges, but the stirges cann ot not the rain. The m an l y i n g on the bed is a b e surprised. human trader arm ed with a shortsw ord. H e is T h e east w all of this room has a ledge A flying stirge gains a bonus of + 2 on its a llie d with the traders in rooms 4 and 5. If he a b o u t seven feet from the floor, w ith two first hit roll again st any opponent because of is in trouble, he pounds on the east w all w ith s m a ll w indows above the ledge. The room its speed in the air. Any successful hit by a th e butt of his sw ord to call the others. a ppears to be empty except for a statue of a stirge means that the stirge has attached itself S im ila rly, he w ill respond to a signal from sh e pherd in the northeast corner. to the victim . E ach round after the first hit, room 4 by first alerting the trader in room 5 th e stirge autom atically inflicts 1-3 points of dam age (blood drain) until eith er it or i t s vic - an d then going to his friend's aid. H e has a T h e statue is made of stone. If there is a lawful la rge pouch with 8 gp and 20 sp in it. t i m is dead. If the victim dies, the stirge w ill c h a ra cte r in the party when it enters the room, attack another opponent. th e statue says, "G reetings. M ay I help you?" S tirges like shiny things. O n their ledge are T h e statue is able to answer questions about th e th ree gems worth 500 gp, 100 gp, and 50 gp, c a stle and its inhabitants. It w ill answ er

4

T H E CLEARING OF CASTLE CALDWELL

r e sp e c tively. Th e ledge can be easily reached p a rty member (choose at random ), surprising T h e y know about th e w olves in room 31. If the if a character of norm al hum an size stands on on a roll of 1-4 on 1d6. If the crab spider makes p a rty attacks, they open the door to the o n e of the tables. a successfu l h it, it inflicts its normal d a m a ge c ourtyard. The wolves, how ever, are as likely a nd the victim must then make a saving throw to attack the kobolds as they are the PCs. 1 1 . C H A P E L vs . P oison (with a + 2 bonus because the spi- d er 's poison is weak) or die. 17. STOREROOM T h e east w all of this room has a ledge 15. STO R ER OOM a b ou t seven feet from the floor, w ith two T h e north wall of this room has a ledge sm a ll w indows above the ledge. T here is a a b o u t seven feet from the floor, w ith two sm a ll altar on the diagonal northw est w all. T h e north wall of this room has a ledge s m a ll w indow s above the ledge. The room T h ere are several lon g benches in the room. a bout seven feet from the floor, w ith tw o a p p e a rs to be em pty. T w o of them have been pushed together in sm a ll w indows above the ledge. Three th e southeast corner to form a rude bed. A m e n lie on pallets near the north wall. T h e room is empty. w om an wearing arm or and carrying a T h e y are wearing leather arm or and arc m ace knee ls at the altar. a rm e d with swords. A pack m ule stands 18. B ED R OOM n ear the east w all. The room contains a lot o f what seems to be personal gear and T h e w om an is an acolyte (1st level cleric) of E x c e p t for an unoccupied bed, this room ch ao tic alignm ent. She is armed with a m ace. eq u ip m e n t. a p p e a rs to be em pty. S h e is w earing plate m ail an d receives an arm or class bonus of + 1 for high dexterity. T h e three m en are bandits (1 st level th ieves) T h ere are religious item s on the altar, but no w h o are using this room as a tem porary hide- T h e room is lit by a skylight in the southeast sin g le item is worth more than a few silver o u t. A ll three m en are arm ed w ith short c o r n e r that lets in the light, but not the rain. pieces. There is a small cabinet under the altar sw o rd s. O ne bandit has a cu rsed short sword - T h e room is empty. that contains tw o vials, each a potion of healing. 1 th at on ly inflicts 1-5 points of dam age (d6-1 , If the characters do not im m ediately attack but never less than 1) and gives its user a 19. G UARDROOM th e acolyte, she offers to lead them in worship. p e n a lt y of -1 on hit rolls. She, like the traders in rooms 3 , 4, and 5, is anx- T h e bandits have obviously been success- T h e north wall of this room has a ledge ious to avoid fighting with a large party. fu l at their trade. In addition to their person al a b ou t seven feet from the floor, w ith small g e ar (bedrolls, food, etc.), they have six large w in d o w s above the ledge. The room looks 12. TOWER ROOM sac ks, each containing 500 sp. T hey also have a a s if it m ight have been a guard post. sm a ll w ooden box that holds six gem s (w orth T h e r e are a few beds, som e pegs on the Y o u see a circular room, about 40 feet in a total of 520 gp) an d tw o pear] neck-lac es w a lls for clothing, a rack to hold weapons, d ia m e te r, with eight openings spaced w o rth 400 gp each. a nd a long table with a drawer that might e v e n ly and from about waist height to T h e beast is a pack mule that the bandits o n c e have served as a desk. There are a b o u t head height for a normal human. kee p in their room so that it w ill not be stolen. m o th -e a te n clothes on the bed, but the T h e s e are obviously ports through which T h e m ule fights only in its ow n defense, but is r oom otherwise appears to be empty. a rr o w s can be fired. The floor of the room likely to get in the w ay of any com bat in the ro o m . If the party should win a fight w ith the is covered with rubbish. If the party searches the room, it will find ban d its, they m ay, of course, use the mule for u nder one of t h e b e d s a small sack that con- its own purposes. ta in s 100 sp and 20 gp. T h e room is empty. T h e bandits, like the other intelligent m on- sters in this castle, w ill try to escape with their 20. TO W ER ROOM 1 3 . U TILITY ROOM lives and treasure, in that order. If they e s c a p e and the party takes their treasure, T h e north wall of this room has a le dge th e y m ay return to take revenge, at th e option Y ou see a circular room , about 40 feet in a b o u t seven feet from t h e flo o r , w ith two o f the D M . d ia m e ter , w ith eight openings spaced s m a ll w indows above the ledge. The room e v e n ly about the outside wall. The win- a p p e a rs to be em pty. 16. B ED R OOM dows extend from about w aist height to a b o u t head height for a normal human. T h e s e are obviously ports through which T h e room is empty. T h is room contains three sm all humanoids a rrows can be fired. The room appears to w ith scaly, rust-b r o w n skin and no hair. b e empty except for the remains of a skele- T h e y are arm ed with spears. There is a 14. B ED R O O M ton on the floor. do or at the far end of the room, flanked by sm a ll w indow s high up on the w all. E x c e p t for an unoccupied bed, this room T h e skeleton has been there for many years. It a p p e a rs to be em pty. w a s once a defender of this castle. The r o o m T h e door leads to the courtyard (room 31). is otherwise em pty. T h e humanoids are kobolds. They have no T h is room is lit by a skylight in the southwest tre asu re. 2 1 . U TILITY ROOM c o rn er of the room that lets in the light, but not T h e kobolds do not speak the common th e rain. A crab spider is clinging to the ceilin g to n g u e , and are very wary of a large party. T h e door to this room is w iz a rd locked, a n d w h e n the party enters, and drops down on a cannot be opened by anyone in the party.

6 T H E CLEARING OF CASTLE CALDWELL

If the party asks the statue in room 7 about the 28. B ED R OOM d oor, it w ill say, "M u ch danger, strange a nd shelves line the wall. In the middle of m a g ic , and great treasure lies behind the door, th e floor lies the body of a goblin with a T h is trash- filled room contains an empty b u t it cannot be opened by any means s u c h as h orribl y sw ollen arm. Trash and old sacks b ed . There is a chest next to the bed. Oth- you possess." See the second adventu r e in this a re scattered about the floor. e r w is e , the room appears to be em pty. A m o dule for m ore details about w hat lies door on the east wall is flanked by tw o b e h ind this door. F or the tim e being, m ake it If the characters examine the swollen arm they s m a ll w ind ow s about seven feet from the a n unsolvable mystery for the p a rty to ponder. find the marks of a snakebite. One of the sacks floor. in the southwest corner contains a spitting 22. STO RER O OM cobra. The cobra attacks only if its nest is dis- T h e chest is empty. The room contains noth- turbe d. If the cobra is disturbed, it spits at the in g of value. T h e west wall of this room has a ledge n earest party m em ber, automatically gaining initiative on the first round of com bat. T h e re is a b o u t seven fe e t from the floor, with two 29. B ED R O O M s m a ll w ind ow s above the ledge. Except for n o treasure here. s o m e trash on the floor, the room appears to be em pty. 2 5 . K IT C H E N T h is trash-fille d room contains an empty b ed with all its slats removed. The room a p p e a rs to be otherwise em pty. A door on A s soon as any character enters the room, a T h e west w all of this room has a ledge about th e east wall is flanked by two small w in - g ia n t shrew attacks. Th e giant shrew "sees" seven feet from the floor, w ith two small w in - d o w s about seven feet from the floor. b y sound, and is not affected by light or th e dows above the ledge. The room seems to be a la c k of it. Th e creature is very quick, and k itc h e n . It contains four tables, a pump, a u to m a tic a lly gains initiative on the first a n d an old stove. A large leather chest rests T h e room is empty. a ttack. It receives a bonus of + 1 on its initia- b y the middle of the west w a ll. tiv e roll for all subsequent rounds of com bat. 30. B ED R OOM B ecause of the ferocity of its attack, any vic- T h e chest is closed and strapped with leather tim of 3rd level or le s s must m ak e a saving b e lts , but is not locked. The chest is trapped. T h is trash-fille d room contains an empty th r o w vs. D eath Ray or run away in fear. If opened, a cloud of poison gas issues forth, b e d . There are scorch marks on the wall. If the party searches the room after dealing c a t c h in g the character who opens the chest T h e room appears to be otherwise empty. w ith the shrew, they find a hole in the west a nd anyone else within five feet. A n yon e A door on the east w a ll is flanked by two w a ll th a t th e shrew used to enter and leave the c a u g h t by the cloud must m ak e a saving s m a ll w indows about seven feet from the c a s tle. The hole is not large enough for a th ro w vs. Poison for half dam age or receive 3- floor. m a n -s ized cr e a tu r e to climb through. 12 points of dam age. T h e r e is no treasure here. T h e chest is empty, but is worth 50 gp if T h e room is empty. s o ld . It is large enough to hold 2,000 coins. 23. LIBRARY 31. C O URTYARD 26. TO W ER ROOM T h e west wall of this room has a ledge NOTE: If the party encountered the wolves in r o o m 16, you must change the following a b o u t seve n feet from the floor, with two Y ou see a circular room, about 40 feet in d e s c r ip tio n to account for the earlier meetin g . s m a ll w indows above the ledge. B ook- dia m eter, with eight openings spaced If the party has already found out about the s h e lv e s line the north and south walls; a e ve n l y a b out the outside wall. The win- w o lv e s (for example, by looking through th e f e w motheaten books remain on them. d o w s extend from about w aist height to w indows i n t o th e courtyard, or by asking th e T w o huge beetles sit on the dusty carpet in a b ou t head height for a normal human. A sta tu e in room 7), they cannot be surp r is e d th e middle of the room . tree limb has grown through one of the h e r e . O therw ise, the wolves have the normal w indows. These are obviously ports c h a n ce to surprise the party. T h e s e are fire beetles. Th ey have been eating th r o u gh which arrows can be fired. The th e carpet, and would love a real m eal. roo m appears to be empty. T h e r e is no treasure here, but if the party Y ou se e a grassy courtyard open to the sky. S ix doors, including the one by which you k ills the fire beetles, they can remove the T h e room is empty. g lo w in g glands from the creatures to use as a e n te r e d , line the walls. There are two large w o lv e s in the middle of the courtyard. light source. The glands give off light in a 10 27. B ED R OOM f o o t radius, and glow for 1-6 d a y s after they a r e rem oved. T he wolves had been using room 4 to get into T h is trash-filled room contains an empty the castle, but the traders had barred the door 24. PANTRY b e d . The bed clothes are rotten and w he n they arrived a few days ago. The wolves d e c a y e d . Th e room appears to be other- are very hungry. w is e em pty. A door on the east wall is T h e west w all of this room has a ledge fla n k ed by two small w ind ow s about se ven a b ou t seven feet from the floor, w ith two fe et from the floor. s m a ll w indow s above the ledge. C abinets T h e r e is a large sack under the bed clothes th a t contains 300 sp and 50 gp.

7 DUNGEONS OF TERROR

B ackgro u nd n e w adventurers what took place in the pre- o u s ly uncom pleted. A ll doors are made of v io u s adventure. h e a vy oak. Except as noted in the text, all T h is is the second part of the adventure in Y ou can, if you wish, roleplay Clifton's d o ors are unlocked and open easily, The ceil- C a stle Caldwell. W hen the characters cleared n e g o tia tio n s with the party for this new mis- in g s are about 10 feet high throughout, but o u t the first level of the castle, they found a s io n . C laim ing that the adventurers took so th e ceilings in the unfinished areas are irregula r m y ste r io u s locked room (room 21) that could m u c h treasure in the previous mission, and in height. n o t be opened by any means available to the th a t there m ust surely be m ore treasure down E x cept for those m onsters that are living p a rty . C lifton Caldwell, concerned about the b e lo w , he offers 100 gp apiece. If pressed for together, the m onsters on this level d o not m y ste r ious room, hired an Enchanter to unlock m o r e m oney, he asks for a percentage of any w o rk together again st the party. All th e intel- th e door. tr e a s u r e found in the dungeon. lig e n t m onsters know how to get out of t h i s T h e room behind the door was totally If you don't want to roleplay the negotia- le v e l, but none are willing to tell the party e m p ty, except for a trap door in the floor. The tions, tell th e players that the fee for this mis- how to leave, even if threatened. w indows in the room had bee n bricked up. s io n is 100 gp plus treasure found in the Id e a lly, the party should first clear all th e T h e trap door in the floor opened easily, but dungeon. H a lf of the fee is paid in adva n c e , rooms in this dungeon except for rooms 5 and th e area below was totally dark. W h en the th e rest w hen the m ission succeeds. 1 4 , and then fin d the key that opens room 5. If m a g ic -u s e r cast a light s p e ll through the trap T h e characters should be given ample p o s s ib le , avoid letting the party into that d oor, she saw an empty room with an opening o p p o r tunity to purchase supplies and equip- r o o m until a ll the other areas of the dungeon le a d in g to a corridor. She was not willing to m e n t with the m oney they have on hand. h a v e been explored. e x p lo r e further, e ith e r on her own o r in the T h e characters can travel to the castle and If the party should take heavy damage and c o m p a n y of a larger party. So, Clifto n has once e n t e r room 21 without incident, unless you s eem in danger of not surviving this level, a g a in contacted the adventurers who cleared c h o o s e to add wandering monster encoun- you should place several p otion s of h e a ting in o u t the castle to tackle the dungeons down ter s. There are no wandering monsters on the o n e of the rooms. D o this no m ore than once. b e lo w ... d ungeon level. B e f o r e the gam e begins, prepare copies of N otes for the Dungeon Master E x cept as noted in the text, n on e of the th e treasure map and riddle on page 12 to r ooms on the dungeon level ha ve light h a n d out to the players when their characters T h is adventure is designed as a follow-up to sources, so the party will need light. Th e hall- d is c o v e r those items in the adventure. Use a th e previous adventure, but you may decide w a y s are also dark. s e p a ra te sheet of paper for each one. to have a different party explore the T h e walls and floors of the dungeon level dungeons (especially if the first party did not h a v e been cut from the rock. Som e of the su r v i v e !). In that case, Clifton must tell the r ooms (including 2, 3, and 9- 13) are obvi-

8 D UNGEONS OF TERROR

1 . DUNGEON E N T R A N C E d o or. O nce the final party m e m b e r is inside, T h e flies are hiding in their nests when the th e door slam s shut, and then disappears! It p a r ty enters. They surprise the party on a roll NOTE: T he monster that is about to appear d oe s this even if special m eans were used to o f 1-4 on 1d6 unless someone in the party has is a doppleganger. It chooses as its first victim prop the door open. K nock sp ells, thief abili- h e a r d the noise. th e weakest m em ber of the party (probably a ties, other m agic, or other skills cannot open T h e r e are 10 gp, 50 sp, and 100 cp scat- m a gic-u ser). Choose the doppleganger's vic- th e trap door from the inside. The party m ust ter e d on the floor. tim first, then fill in the blanks when you read find the secret exit from the dungeon or else alou d the copy below. re m a in forever stuck. 4 . EM P TY ROOM T h e doppleganger's "escape route" does T he room appears to be empty. As the last n ot exist. It knows of the secret exit, but w ill This room appears to be empty. p a rt y m em ber conies through the trap n ot reveal it to the party under any circum - d oor, the door slams shut above you. At stances. The room is empty. th e same moment a ______(man/ w o m a n) enters the room from the corrid or 2 . M A G IC - U S E R LAIR 5 . TELEPORTATION CHAMBER t o the north. ______(He/She) is d r e ss e d in ______(robes/arm or/ NOTE: The key to this room is located in T h is room contains a sleepin g area with leather) and looks q u ite a b i t like eith er room 9, 10, 11, 12, or 13— w h ich e ver the tw o pallets, a couple of chairs, and various ______( i n t e n d e d vi cti m ). ch a ra cters search last— e ve n if the room is oth- oth e r pieces of furniture in the southwest ______(He/She) says, "O h, don't w orr y erw ise em pty. Any attempt to pick the lock fails, c or n e r. There is a crude laboratory alon g a b ou t that old trap door. There's an e x it at regard less of dice roll (m ake the roll secretly and th e north wall. It has a w ork bench with a th e end of this corridor. W h a t are you te ll th e player the attempt failed). The door is fe w basic tools for doing experiments and down here for?" im bued with a special d isp e l m agic sp e ll that a n assortment of common chemi ca ls. w ill foil any k nock sp ell cast on it. T h e re is a faint odor of m arsh gas in the P la y the part of the doppleganger carefully. It air. A few candles provide light. T w o men, a ppears to only want to help the party, and d re ssed in ragged robes, sit at the bench. T h e door to this room is securely locked. m a y actually fight alongside them against T h e r e is an ornate keyhole in the door. o t h e r dungeon monsters. Its objective is to T he men are mediums ( 1 s t le vel m agic users). fin d an opportunity to "talk" to its intended T he y have high dexterity, w hich gives t h e m a C h a r a c te r s can see nothing if they look vi c ti m alone. It m ight tell its ''friend" that it + 1 bonus to arm or class. Each is a r m e d th r o u g h the keyhole. knows of a special treasure that they can steal w ith a dagger. The first has a m a g i c m issile W h e n the cha r a c te r s finally manage to t ogether— b u t it will be ruined if the other sp ell, the other has a sleep spell. e n te r the room, they see the following: p art y m em bers find out about it. T h e se magic users are insane. They speak If it can get its victim alone, the d opple- so ftl y and appear to be gentle, but they have ga n ger attacks. If it kills its victim, it changes T h e room appears to be empty except for m u r d e r on their m inds. They approach the its shape to that of its victim and rejoins the a n open corner cabinet in the southeast party with seeming friendliness, but if they get p a rt y, m aking up the best excuse it can for c o r n e r. The shelves of the cabinet are close enough, they try to bury their daggers in w h a t happened to the "other" person. It h eaped high with treasure— b r illiant gem s som e one 's ribs. They use spells only after m elee m i ght even say, speaking as the person it is a nd elaborate pieces of jew elr y . Three has begun. Their m orale is 12 because of their n o w impersonating, th a t it killed a dopple- la r g e sacks on the bottom shelf are over- insanity, so they fight to the death. ga n ge r that tried to impersonate it. U se your flo w in g w ith shiny coins. The cabinet and b e st judgement and skill in handling this E ach of the mediums carries a gem worth th e area around it seem s to be bathed in a 2 0 gp. The laboratory equipm ent is w orth 50 sh ou ld it occur. The doppleganger then tries p a le green glow. gp to a magic user. to get each member of the party alone in turn, a nd attacks them when they are alone. T h e cabinet is an illusion. Any character who 3 . U NF IN ISH E D ROOM If the dopplegan g e r should impersonate a p p r o a c h e s w i t h i n 10 feet of the cabinet is one of the party m em bers, talk to that charac- N O T E : If any party m em ber listens at this in sta n tly te le ported to room 14. O ther char- ter 's player privately. The player should play door, a low humming sound is heard. a cte rs in the room see the character vanish in a th e part of the doppleganger without letting b u r st of green light. a n y other player know what is going on. T h e r e is an invisible barrier that extends 1 0 T h is room is 80 feet w ide, but only about T h e doppleganger has no treasure with i t , 1 0 feet deep. The north wall is unfinish e d feet from the northeast corner of the room a s but it knows that a treasure of 500 gp is con- a nd honeycombed with natural-lo ok in g lo n g as the cabinet appears to be in the ce ale d in the west w all of this room, near the h oles and indentations. The floor has sev- s o u th e a st corner. If the invisible barrier is n orth w e st corner. It is covered up and looks eral coins scattered about. Y ou hear a faint stru ck , it yields slightly and then returns to its s o m uch like the rest of the wall that it is h u m m in g sound. o r ig in a l position. n early im possible to find without the help of R o o m s 5 and 14 are connected by a special the doppleganger or the treasure map that the te le p o r ta tio n device. Th e tw o "terminals" of ch a ra cters may discover later. E ven with T h e holes and indentations in the north wall th e teleporter are t h e illusory cabinet in room 5 knowledge of where the treasure is, the char- a re the nests of four robber flies. There are a n d a coffin (called the "switching coffin") in a cte rs must spend at least tw o turns digging tw o exit passages that lead to the outside, but r o o m 14. The direction of the teleporter (from into the wall to reveal the treasure. th e y are much too small for any party m em - r o o m 5 to 14 or the reverse) is depend e n t on T h e trap door above is a magical one-w a y b e r to use. th e location of the cabinet and the

9

DUNGEONS OF TERROR

sw itch in g coffin. If the party spends one turn gathering coins, w o rth 100 gp (x2) and 50 gp (x2), respectively. W h en the illusory cabinet is in the south- th e y find 400 sp and 100 gp. If the party east corner of room 5 and the sw itching coffin s p e nds two or m ore turns, they find 600 sp 14. TOM B is shut, the teleporter operates from room 5 to a n d 150 gp. room 14. The invisible barrier in the north- T h e r e is a 1 in 6 chance the first turn, a 2 in T h is rectangular cham ber contains ten east corner of the room is operating. 6 chance the second turn, a 3 in 6 chance the ston e sarcophagi w ith ornately carved lids. If t h e sw itch in g coffin in room 14 is th ir d turn, and so o n , as long as the party is E ach is about seven feet long and four feet opened, the teleporter sw itches directions and s e a r c h in g the room, that the berserkers from w id e . There are no doors, w indows, or operates from room 14 back to room 5. T h e r oom 10 discover the party and attack. v is ib le exits from the room. A dec o -rate d Illusory cabinet in room 5 instantly m oves c irc le is inscribed on the floor. from the southeast to the northeast co rn e r 10. CAVERN an d th e invisible barrier stops operatin g. Any ch aracter who steps into the glow ing gre en NOTE: Th e following description is what the T h e coffins them selves are far too heavy to be circ le in room 14 (see the description of th a t c h a r a c te r s see from room 9. m oved. T he stone lids can be slid aside only room) is instantly teleported back to room 5, b y a group of characters whose strength an d appears to walk out of the illusor y T h e r e seems to be a feeble light com ing scores total 29 or higher. A character attem pt- ca b in et. fr o m the easternm ost o f the three open- in g to slide a stone lid must use both hands, W h e n e v e r any characters are te le ported in g s in the south wall. and so must put dow n weapons and shields. aw a y from the rest of the party, separate those T h e contents of the coffins are as follow s: p la ye r s from the others. T ell the rest of the T h is is the lair of four berserkers. Three are C off in 1 or 10 (whichever of the two the grou p only that the teleported characters h a v e a r m e d with shortswords. O n e, the leader, is p a rty opens first): T h is coffin is the sw itch- m yste r io u sly vanished. The rest of the grou p a r m e d with a s w o rd + 1, + 2 vs. undead. i n g c o ffin that changes the direction of the sh ou ld not know what happened to the T h is area is dimly l i t b y a single torch stuck te le p orte r (see description for room 5). W hen v an ish e d characters, or whether they are a liv e i n t o th e west w all. There are 7,000 cp scat- th e lid is removed, there is a flash of light and o r dead. Keep the players separated un til the y ter e d on the floor here. the floor w i t h i n th e in scribed circle (see map) all end up again in t h e sa m e room. glow s a pale green for about 30 seconds, then S ec the description of room 14 for m ore 11. CAVERN fa d e s. B ack in room 5, the illusory cabinet detail. m o ve s from the southeast corner of the room to the northeast corner. The coffin is em pty. T h e floor here is covered with rubble. 6 . ANTECHAMBER C off in 1 or 10 (whichever of the two the E x c e p t for a large, poorly defined shape party opens last): T he coffin contains 1,000 sp. n ear the south wall, the area appears to be T h is room appears to be em pty. There is C offin 2: T h e coffin contains 1,200 sp. em p ty. tra sh on the floor, and a door on the far C off in 3: T h e coffin contains a w ight, w all. w h ich attacks immedia te ly. It surprises on a T h e shape near the south wall is a chest, ro ll of 1-3 on 1d 6 . T h e coffin also contains la tc h e d but not locked. It is trapped with three 200 pp. T h e room is empty. s p r in g darts that fire at anyone who o p e n s it C o ffin 4: T h e coffin contains 1,000 sp. u n le ss the trap is successfully deactiv a te d or C o ffin 5: T h is coffin is trapped with a spe- 7 . S T O R E R O O M o th e r precautions are taken. Th e d arts (D 1-4 c ia l spra y that a ffects metal as if a rust m on- ea ch ) h i t a s if they were fired by a 4 HD ster. All non-m a g ic a l w eapons and armor are T h is room appears to be em pty. m o n s te r . R oll separately for eac h dart. Th e a ffected the player m akes a saving throw vs. c h e s t contains 700 sp and 100 gp. D eath Ray. M agical arm or and weapons and In fact, the room contains a p r ecious metals (silver, gold, or platinum) are th a t surprises the party on a roll of 1-4 on 1 2 . C O N ST RUCTION n ot affected. The spray affects all m eta l in a 5 1 d6 . Inside the cube are 72 sp and a d agger ft. radius. The coffin also contains 300 gp. + 1. T h is a r e a a ppears to b e e m p ty . C o ffin 6: T h e coffin contains 1,000 ep. C o ffin 7: T h e coffin contains a treasure map 8 . STO R ER O OM T h e area is empty. sh o w in g the location of the treasure in r oom 1, a scroll of floating disc, a nd the piece o f paper (s e c below) with the instru c tions for escaping T h is room appears to be em pty except for 13. CAVERN th e dungeon level. The floating disc sp e ll can tra s h on the floor. ca rr y most of the coins found in this r oom. It A long, narrow passageway opens up into w ill go through the teleporter circle w ith it s T h e room is empty. a rough-h e w n chamber in the rock. Three ow n er. u g ly humanoid figures w ith pale, earthy C o ffin 8: T h e coffin contains a wight, 9. EXCAVATION s k in are n e a r the far wall. w h ic h attacks immediately. It surprises on a ro ll of 1-3 on d6. The coffin also contains two T h e ground in this area is covered with T h e humanoids look exactly like hobgoblins, b ra celets worth 300 gp and 500 gp, respec- ru bb le from excavation work. Q uite a few b u t are actually thouls. tively, and 5 gems worth 100gp(x3)and 50 gp sh in y coins are visible throughout the rub- T h e northeast corner of t h i s ch a m b e r holds (x2 ), respectively. ble. tw o large sacks. O ne sack contains 500 ep. T h e second contains 500 ep and four gems

11 DUNGEONS OF TERROR

C offin 9: T h e coffin contains 1,100 sp.

1 5 . E SCAPE TUNNEL C op y the scroll that tells the characters how to e s ca p e the level, and give it to the players w h e n they discover the scroll in the coffin. T h e magic w ords "O W AH TAGOO S IA M " are pronounced "Oh, what a goose I a m ." The phrase must be pronounced cor- re ctl y for the magic to work. W h e n e v e r any character in the corridor outside rooms 4 and 5 chants those words, the ten foot section of the east wall of the east cor- rid or marked on the map disappears, reveal- in g the exit corridor. The wall returns after tw o turns have passed, but disappears again w h e ne ve r the magic phrase is said. Although this exit is shown on the map as a secret door, or d in a r y attemp ts to detect secret doors do n ot w ork on it. T h e corridor leads to a door to the outside. T he door is not locked. B rush and scrub covers the doorway, but once the characters clear it a w a y, they are able to look up and see the ca stle above them. There is a faint path a rou nd the outside of the castle, but the area to the east is heavily forested.

12

© 1985 TSR , Inc. A ll R ights R es erved. THE ABDUCTION OF PRINCESS SYLVIA

B ack g ro und N o tes for the Dungeon M aster oth e rw ise noted, the rooms are not lit, so the ch aracters must carry their own light sources. T h e country in which the player characters T h e princess has been abducted by a group of R e m e m be r that a -4 penalty applies to the hit live is ruled by a good king. H is daughter, c reatures who are led by O liver of H orn, an ro lls of human characters fighting in the P rin ce ss Sylvia, is very beautiful and is loved e v il m agic-u se r. H e has taken her to his d a r k . If the characters cannot see and the b y all her countrymen. This coming Satur- g ang's hideout, w hich has been carved out of a en e m y can, the enem y receives a + 4 bonus d a y , she is to marry Prince Frederick, the h ill in a distant corner of the kingdom. O li- to its hit rolls. crow n prince of a neighboring kingdom. The v e r's gang consists primarily of lizard men T h e re are no wandering m onsters in this m a rr ia g e w ill cem ent relations betw een the an d goblins. G erard can describe the crea- a dventure. tw o kingdom s for years to come. tu re s who attacked, but cannot identify them B u t last w eek, w hile taking a ride in the sp ecifically. Only if the party m e m b e rs are 1. ENTRANCEWAY c o untry, the princess and her guard detail q u ite fam iliar with the m onsters in question w e re overwh e lm e d by a large party of w ou ld they be able to identify them from the h u m a n o id creatures. The guards were all boy's description. T h e entrance tunnel is about 20 feet wide k illed, and the princess w as kidnapped. O liv e r is very sure of his abilities, and a nd slopes gradually down into the hill. F o rtu n a te ly, Gerard, a peasant boy of b e lie v e s that he and his gang can withstand A b o u t 30 feet from the entrance, there is a a b o u t fourteen, w as hunting in the forest an yth in g short of a full-sc a le w ar. H e is not p a s sa g e w a y to the right. At the point n earby when the incident occured. W hen he aw are that the kidnapping was witnessed. w h e r e the passageway begins, there is a h eard the commotion, he went to see what O liver has been hired by the prim e m inis- s m a ll hu m a n oid with chalky tan skin, sit- w a s h appening. H e w as sm art enough not to t e r o f Prince Frederick's country, who does tin g in a crude chair. The chair is tilted a ttem pt a rescue, and instead follow ed the n ot w ant the alliance to take place. H ow ever, b a c k against the far wall. The humanoid creatures back to their hideout w ithout show - O liver has decided to play his own game, and a p p e a rs to be asleep. in g himself. p la n s to ransom the princess to the highest T h e king has chosen the player characters bidder. T h e humanoid is a goblin armed with a short from among dozens of volunteers to try to O n request, G erard will lead th e party to s w o r d and a spear. H e carries a small pouch re sc u e the princess. H e w ill pay a reward of th e place where the kidnappers w ent under- c ontaining 20 ep and 10 sp. H e is supposed to 5 0 0 gp to each rescuer if Princess Sylvia is ground, but is not w illing to assist the party in b e on guard, but he has fallen asleep. W hen re tu rn e d unharmed. th e ir rescue attem pt. th e party has dealt w ith the goblin, the follow- T h e w alls, floors, and ceiling of Oliver's in g occurs: h id e o u t are made of packed earth. U nless

13 T H E ABDUCTION OF PRINCESS SYLVIA

im p ossible to surprise Oliver when he is s w in g s out on i t s o w n , and a handle inside A large hum anoid w i t h s c a ly s k i n a n d a e n countered. a llow s it to be pulled shut. O n ce the door is ta il enters from the east passageway. It is If the tunnel is entered from room 5, read o p e n e d , read the following to the pla y e r s : carrying a spear, and a large club hangs the following: fr o m its belt. It readies i t s s p ea r, and says T h e r e is a high stool at the far end of the in a low hissing voice, "H ey, w hat arc you Y ou see a tunnel with earthen walls. It r o o m . Otherwise, the room appears to be g u y ss s doing here? You are not w ith usss! cu rve s to the right after 10 or 15 feet. The em pty. W h a t have you monssstersss done with w a lls and ceiling are streaked with color. T h or n ? " T h e ceiling has a greenish tinge, and t h e T h e room is empty except for the stool. Any- w a lls have r e d , o r a n g e , and brown streaks. o n e sitting on the stool sees the peephole into T h e humanoid is a lizard man carrying a room 3. spe ar. It attacks the party as soon as it finishes T h e ceiling near the door has a green slime on talk in g. If the part y has not killed Thorn (the it. T he slime drops on t h e first character pass- 5. GOBLIN LEADER'S QUARTERS goblin), t h e goblin wakes up. grabs its spear, in g beneath, surprising on a roll of 1-4 on a n d helps the lizard man. 1 d6. T h e r e arc tw o beds in the northeast corner 2 . G UARD POST o f this room. A rack between them has two 3 . TR A IN IN G ROOM s w o rd s, tw o bows, and two quivers hang- in g on i t . S itting on each bed is an ugly T h e room contains a desk along the north T h is huge room is about 60 feet wide and h u m a n o id w i t h c h a lk y tan skin. There is a w a ll w ith a chair behind it, tw o other over 100 feet long. It is d i m l y lit by a few ta b le in t h e n o rth w e st corner, and an c h a ir s, a rack on the west w a ll near the torch es in brackets along t h e w alls. B ales o p en in g in t h e s ou th wall. d e s k with several sp ea rs in i t , a n d two o f hay at t h e f a r e n d of the room have c rude pallets on the floor in the south part cru d e targets painted on them. Dum mies o f the room. T h e humanoids are goblins. It takes one melee a nd padded posts, obviously used for r ound for them to grab their short sw ords or w e a p on s practice, line the east w all. The sh o r t bow s and quivers. T h e desk has three drawers. Th e top dr a w e r w est w all is lined w ith shackles. Also along T h e goblins are guarding the goblin leader c o n ta in s a scroll w ith a cure d is e a s e s p e ll on the west w all, seated in a chair, is a young w h o lives in the south half of this room. The i t . C u r e d ise a s e is a spell from the D& D ® w om a n , bound and gagged. Standing over goblin leader is armed with a short sword + 1 E x p e rt set. It w ill cure any disease once. O nly her is a huge creature that looks l i k e a b ear a n d has high strength, for a + 1 bonus to c le r ic s can use the scroll. It is there in case w ith the head of a bird. d a m a g e . If the party fights the goblins, the s o m e o n e fails to avoid t h e g r e e n slime in goblin leader com es to aid his men. r o o m 2a. All th e gang m e m b e r s know about A s noted earlie r, Oliver has been notified of E a c h of the goblin guards carries a small th e scroll. t h e p a rt y's arrival. He has gone into room 4, p o u c h with three gems totallin g 100 gp. A T h e secret door leading to room 2a is acti- from which he can see most of room 3. W hen lo c k e d chest under one of the beds in the v a te d by stepping on a special spot in the th e party entered, he cast a phantasmal force g u a r d s ' q u a r te rs contains 720 sp. The leader e x tr e m e northeast corner of the room. If this sp ell, and created an illusion of Princess Syl- w e a rs a belt w ith a silver buckle worth 100 sp o t is stepped on, there is an audible "click," v i a b e in g guarded by an owl bear. The illu- g p . The wardrobe in the leader's room has a a n d the secret door slid es open. sor y owl bear appears to attack, and if the fa ls e bottom; inside are 90 gp and 900 sp. a ttack hits, it will appear as if dam age has 2 a . SE CRET TUNNEL T h e secret door in the leader's room is sim - b een done. H owever, the illusory dam age ila r to the one in room 2. It is opened by step- If the tunnel is entered from room 2, read the disa pp ea rs when the illusion ceases. p in g on a section of the floor in the extrem e follo w in g: B oth illusory beings vanish instantly if the y southwest corner of the room. If the section is a re hit in combat or touched. ste pped on, the party hears an loud "click " and W h e n e ve r the illusion ceases, the party th e secret door opens slightly. The party can Y o u see a tunnel w ith earthen walls. It h ears a loud, sinister laugh coming from t h e th e n open the door into the tunnel. c u r v e s to the left after 10 or 15 feet. The east. If they inspect the cast wall, they find a w a lls and ceiling are str e a k e d with color. peephole, but there is no way to enter room 4 6 . GOB L I N QUARTERS T h e right-h a n d wall is yellow, and other from this side. O liver immediately leaves p a rts of the wall h a ve red, orange, and room 4 and heads for his laboratory (room b r o w n streaks. T h is long, narrow room has several p a l- 13). He will arrive there before the party can le ts on the floor close to the door. Five lo ca te him or find the entrance to room 4. T h e yellow on the south wall near room 2 is sm a ll, u g l y humanoids are s t a nding a r o und talking. Each carries a spear and y e llo w mold, All the m onsters know about the 4 . OB SERVATION ROOM m o ld and avoid it w hen passing through the h a s a sword hanging from his belt. tunnel. N O TE: A n yon e who examines t h e w a ll F r o m the inside, the doors to rooms 2 and 5 a round the secret door closely discovers a t h i n T h e hum anoids are goblins arm ed with spears a r e obviously doors. Th e m onsters use the line around the door. The door can be opened a n d short sw ords. Each carries a small p o u c h tunnel to escape from these rooms if they are b y pressing a spot near the left (south) edge c o n ta in in g 20 ep and 9 sp. tr a pped. In fact, a second goblin has just gone a b o u t tw o feet from the floor. The door fr o m the guard post through the tunnel to tell O liv e r about the intruders. It w ill be

14

T H E ABDUCTION OF PRINCESS SYLVIA

7. OLIVER'S BEDROOM a b ove the pool forms a shallow dome. There T h e r e is also a handle sticking out slightly is a space of about six feet between the surface fr o m the north wall near the door. It is now N O T E : The door to this room has an o f the water and the highest part of the ceil- p o in tin g upward. It can be turned easily in ord in a r y-l o ok in g doorknob on the left. It is a in g. The corridor on the other side of the pool a n y direction. B efore any of the party moves dummy, and is trapped with a poison . leads to room 9. in to the east half of the room , the handle m ust A thief has a normal chance to detect and T h e water in the pool is cold but not harm - b e turned so that it is horizontal an d points to re m ove the needle. Any character who grabs fu l. The lizard men keep most of their trea- th e west, If this is not don e, any character w h o th e trapped dummy doorknob must m ake a su re at th e bottom of this pool— a total of ste p s into the east half of the room trigg e rs a sa vin g throw vs. Poison or suffer 3-1 8 points 1,50 0 gp and 5,000 sp. Because of the reflec- tra p that moves the metal w all. B ehind th e wall o f dam age. The door is actually opened by tive qualities of the water and the poor light- a r e three zomb ie s who attack immed ia te ly if pulling on a rope that hangs in the corner to in g conditions here, the coins can only be th e wall is moved. th e right of the door. The rope is dirty a nd disc overed if a character actually dives down to O liv e r 's treasure trove is impressive. One b le n d s in with the walls, so that it is hard to the bottom and feels around. C asting so m e s ort sa c k holds 100 gems w orth 5 gp each. A n o th e r d e te ct. W hen the characters open the door, o f magical light into the area above the s m a ll sack holds 50 gems, w orth 20 gp each. rea d the following aloud: surfa ce of the water also allows the treasure to A small leather pouch holds 4 gems w o rth 50 be seen. gp each, 2 gems w orth 100 gp e a ch , a nd 1 gem T his room contains a bed, tw o chairs, and a C h a ra cte rs who dive into the pool wearing w o rth 300 gp. A small, intricately w o r k e d , few small rugs on the floor. It is dimly lit by a m e ta l arm or cannot stay afloat. A character le a th e r -b o und box (worth 60 gp its e lf) is filled single candle on a table by the bed. There is a ca n stay submerged for as many m elee w ith jewelry: 5 bracelets worth 200 gp each, a large open closet in the southwest corner rou nds as the character has points of constitu- p a ir of earrings w orth 400 gp, a ruby pendant w ith clothing hanging on racks, tion. It will take at least tw o hours of diving to w o rth 700 gp, and a diam ond necklace worth c om p le te ly clear the pool of treasure. If Oli- 1 ,100 gp. Tw elve large sacks h o ld 400 pp, 500 T h e re is nothing of value here. There is a v e r and any of his men are still alive, of p p , and 500 sp (xl0), resp ectively. se cre t door in the west wall of the closet that cou rse, they will use this opportunity to strike lea ds to room 13. b a ck ... 11. D IN IN G ROOM NOTE: If the party is quiet, they hear a low 9 . LIZARD MEN QUARTERS 8 . LIZ ARD MAN v o ic e com in g from this room before they L E A D E R 'S QUARTERS NOTE: T h e follow ing description assumes th e e n te r. Any character who speaks goblin rec- N O TE: Th e follow ing description assu m es the p a rty enters this room from the hallw ay. If th e y ognizes the language. p arty has entered this room from the corridor. If e n te r from the pool, you must m odify th e d e s cr ip tio n accordingly. th e y enter from the pool, you must m ak e the T h is is apparently a dining room. The a ppropriate changes in the description. re m a in s of a meal are being cleaned off the T h r ee humanoids with scaly skin and tails ta b le s by a single small humanoid with S itting on each of the two beds in the sit on pallets on the floor of this long, nar- p a le , earthy skin. Th e sm all humanoid ha s s outheast corner is a humanoid with scaly r o w room. E a c h is holding a spear and has a its back to the door and is mum bling to sk in and a tail. A rack on t h e w a ll b etw een la r g e club hanging from its belt. itse lf. th e beds contains many spears. Th ere is a ta b le in the southwest corner. Th e west T h e humanoids are lizard men. They have no T h e humanoid is a goblin armed with a dag- w a ll has an opening in it. tr e a s u r e . Th eir quarters are unrem arkable, g e r . It is com plaining to itself in the goblin e x cept that the floor in the southwest corner is to n g u e about how unfair it is that it alw a ys T h e humanoids are lizard men. Each is a r m e d d a m p . Th e tunnel lead in g to the pool is sim ilar g e ts stuck with KP duty. Its morale is low and w ith a spear and a large club. They are g u a r d s to the one leading from room 8 to the pool. th e r e is a 50% chance tha t it w ill coop erate fo r the lizard man leader who lives in th e west w ith the party after a little persuasion. It can h a lf of this room. The lizard man leader has 10. TR EA SURE ROOM te ll th e party exactly how many people are in th e gang (goblin leader, 9 goblins, lizard man unusual stren gth, and so inflicts one point N O T E : C haracters searching this wall find a le a d e r , 6 lizard men, and Oliver), but not m o r e dam age than other lizard m e n . The line around the edge of the door to this room w h e r e they all are. It knows that O liver is a liz a r d man leader com es to aid the guards if th at is just barely visible. The secret door can p o w e r fu l m a gic user, but does not kn ow Oli- th e r e is a fight. b e opened by pressing a spot near the left v e r 's level or which spells he knows. E a c h of the three lizard men has a potion of (n orth ) edge o f the door about tw o feet from T h e goblin knows that there is a secret door h e aling. the floor. The door swings out on its own, and a in room 12, but doesn't know where it leads T h e leader's quarters in the western part of h a ndle inside allows it to be pulled shut. If the or what lies beyond. It know s about th e secret th e room are unremarkable, except that the p a rt y opens the door, read the following doors in rooms 2 and 5 and about the tunnel flo o r in the northw est corner is damp. Th e aloud : n a rrow corridor to the northw est leads to a c o n n ecting them. It does not know about the s m a ll spring- f e d pool that is about eight feet s e c r e t door in Oliver's bedroom (room 7), n o r d eep. The ceiling of the tunnel slope s down- T h e far half of the right-h a n d wall of this a b o u t the secret doors to rooms 4 or 10. w a r d so that at the entrance to the pool, the r oom seems to be made of m etal. T h e r e c o rr id o r is only about 4 feet tall. If a character a re a number of sacks piled in the far left kneels down to look through the entrance (if c orn e r of the room. lig h t is available), he sees that the ceiling

16 THE ABDUCTION OF PRINCESS SYLVIA

12. K ITCH EN th e party after him . If the party follows O li- w ith bookshelves. In the northeast corner v e r down one of the 10 feet w ide corridors, N O T E : If the party is quiet, they hear a low o f the room is a w om an, bound and th e evil m agic user casts his w e b sp e ll and vo ice com ing from this room, recognizable as g a gged, tied to a chair. A large bear-like tries to capture as many of the party members th e goblin tongue to anyone who speaks that c re atu re w ith a bird's beak stands guard a s possible, allow ing him to kill them easily. lan gu ag e. over her. A small m an wearing robes If O liver takes a lot of dam age, he drinks stan ds at one of the benches. As you enter, h is potion of h e a ling. If all else fails, he drinks T h is room is obviously a kitchen. It con- h e looks up. H e has a disappointed look h is potion of in v isib ility a nd flees with his life. tain s a large basin with a pum p in the cen- on his face. H e says, "O h, w ell, it seems as If the party successfully defeats O liver and te r, and cabinets on the w alls. A small, if m y soldiers have failed to elim inate this th e ow l b ear, they can search the room . There u g ly hum anoid with livid gray skin is n u isan c e. B ut as I alw ays say, if you w ant a r e cabinets under the w ork benches. O ne of stan d in g at a large table in the m iddle of som eth in g done properly, do it yourself." th e m contains 8 vials of potions, all d ifferen t th e room, facing the door. It has a dagger in appearance. There are 2 potions of h e a lin g , in its belt, and it is using a kitchen knife to T h e woman is the real P rincess Sylvia. Sh e is 2 potions o f invisibility, 1 potion o f dimin u tio n , slice into a haunch of m eat on the table. It be in g guarded by an owl bear w hich has been 1 potion of gaseous fo r m , 1 potion of g r o w th , is mum bling angrily to itself. ch a rm ed b y O liver to protect him . (O liver a n d 1 potion o f poison. N o n e of the vials is fou n d the ch a rm m on ster spell on a scroll.) la b e le d . The party can sample each vial to see T h e hum anoid is a goblin. It is com plaining T h e sm all m an is Oliver of H orn. O liver is w h a t is contained therein. A small sip will tell u n d e r its breath about the ingratitude of the a rm e d with a d agger + 1. H is norm al spells w h a t kind of p o tion is there. D eter m in e p eople it cooks for (evidently they didn't like are: ra ndomly which vial is being samp le d . If the th eir last m eal). v ia l contains poison, the drinker m ust m ake a shield, sleep It is unhappy and its mora le is low. There 1st Level: sa vin g throw vs. P oison or die. O live r 's spell is a 50% chance it w ill cooperate w ith the 2nd L e v e l: p h a n ta s m a l force, web b o ok is also hidden under one of th e work p a rty with appropriate persuasion. It know s O liver's phantasmal force sp e ll h as already b e n c h e s . It contains all the spells listed above , th e sam e inform ation as the goblin in room b e en used up. H e has also cast sh ie ld on h im - p lu s r e a d magic, read languages, a n d 11. se lf. Oliver is wearing a ring o f protection + 1 in v isib ility . A n open cabinet on the east w all contains a nd carrying potions of h e a ling and invisibility. P rin c ess Sylvia is very grateful to be res- dish es. A latch on the right side of the cabinet O liver is an intelligent, skilled magic-u s e r , cu e d , but w ill snub any party m em ber who a llo w s the en tire cabinet to be swung out a n d uses his resources to the best of his ability. a pproaches her rom antically. She is pledged from the wall, revealing a door to room 13. S in c e he knows that the party is on its way, he to Prince Frederick and does not care for T h e re is nothing of value in the kitchen. h a s already cast sh ie ld on h im s e lf. After mak- commoners. in g his speech, above, he casts sle e p a t the If the party captures O liver alive, and 13. LABORATORY p a rty . If the party d e c id e s to concentrate on the retu rn s him to the king, the king gives each o w l bear, O liver attacks with his dagger + 1. If p a rty m em ber an additional 500 gp reward. If O liver should escape, he harbors deep T h is room is well lit by candles on the five th e m elee goes against O liver, he flees th r o u gh o n e of the secret doors hoping to lure re se n tm en t against the party, and m ay com e r o w s of w ork benches that run north-s o u th . b ac k to exact revenge... T h e entire north wall is covered

17 THE GREAT ESCAPE

B ack ground re co ve r their equipm ent, if they play well. p ie d by people who are awake always have T h e party members start this adventure light, either through a window or by a candle T h e country in which the player characters w ith no arm or or weapons. The spell books of o r lantern. D oors are not locked unless the te xt live is at with a neighboring kingdom an y magic users have been taken away. H ow - sp ecifically says otherwise, and open easily. (n ot the kingdom of Prince Frederick and his ever, all spell casters in the party have memo- T h e occupants of the outpost are intellig e n t n e w bride, Princess Sylvia). rize d spells (their choice), and can cast them s o ld ie r s . They w ork together, and once the F or the purposes of t h i s ad ve nture, assum e n orm all y. All obvious magic item s have been a la r m is raised or the escaping prisoners are th a t the party enlisted in the service of the re m o ve d from all characters. There is a 20% s ig h te d , they pursue the party in the most k in g and traveled behind enemy lines to gain ch a n ce that small m agic item s (such as rings) e fficient way possible. in te lligence about enem y troop movements, m a y have been missed when the enemy sol- R e m e m b e r , the players cannot m ap the supplies, and outposts. Unfortunately, the diers searched t h e i r prisoners. o u tp o s t until (or unless) their characters find p a rty was surprised by a large enemy patrol, O n ce the characters have escaped t h e i r m a pping implements and supplies. a nd captured. The party m e m b e rs were ce ll, they can search for their equipment or T h e corridors and hallways of the outpost b lindfolded and taken to a large enemy out- leave the fortress immediately. If the y leave w ill be em pty for exactly 10 turns after the p ost near where they were captured, and w ithout recovering their equipment, and p a rty escapes from room 1. A fter that, the m en pla ce d in a cell. m a ke it back to their hom e kingdom, the king a n d women currently eating a m eal in room 2 N ote s for the Dungeon M a ster w ill equip the party w ith n on -m a gical weap- le a v e the dining room by ones and twos, w ith ons and armor (and possibly a few scroll o n e group leaving every other turn . There is a If you like, you can design the intelligence spells for magic users, since they will not have 1 in 6 chance each t u r n th a t the party w ill m ission and the capture of the player charac- th e ir spell books) so they can go b a c k and h a v e a random encounter with 1 or 2 veterans. te rs, and run it as part of your cam paign. If clear out the enemy outpost. They can then T h e veterans w ill attem pt to sound the alarm if you do this, be careful, because intelligent re co ve r their equipment. If t h i s o c cu rs, th e y get initiative and are not surprised. If the a n d crafty players have a way of m aking the re p lace all the men and monsters that the a la r m is raised, the chance for an encounter m ost cleverly-d e signed scenario go awry! p a rt y killed during their escape. The entire in c r e a s e s to 3 in 6 each turn. If the party is If the players complain that it is unfair for ou tp ost will be on alert when the party a lr e a d y engaged in combat, there is a 1 in 6 th e m to start the adventure already captured, re tu rn s, and surprise will be impossible. c h a n ce each melee r o u nd that 1 additional te ll them that the enem y force greatly out- R ooms that are empty or in which some- v e te ra n arrives to join the fight. numbered them— a nd that their only realistic one is sleeping are considered dark unless t h e c h o i ce was to surrender or die. They w ill room has windows or t h e te x t specifically h a v e ample opportunity to escape and sta te s the room is lit. Rooms that are occu-

18 THE GREAT ESCAPE

1. PRISON CELL le a d in g into the dining room, and one door T he flickering torchlight barely illum i- Y o u hear heavy footsteps approach, and (c lo se d ) leading into the kitchen. If the party nates the prison cell that you have occu- th e sound of a key turning in the door. It is p eers through either door into the dining pied for the past tw o days. Talking quietly your jailer, com ing with your noon meal. roo m , read the follow ing: a m ongst yourselves, you have pooled a It enters alone, grum bling about som e- th in g under its breath. It appears dis- pitifully scant am ount of inform ation Y ou see a large room with many tables and tra cte d. ab out your plight. Y ou were captured by ben ch es. A bout 20 people are s it t in g at th e a n enemy p a tro l, blindfolded, and tables; they are laughing, talking, and eat- brou ght to this outpost. Y ou were herded T h e jailer is a gnoll arm ed with a dagger and a in g. B oth women and men are present; all through corridors and finally shackled in m a c e . It carries a key ring with six keys. a re dressed in leather arm or and seem to leg irons in this narrow cell. O n ly tw o are used in this adventure: one b e soldiers. There is an open kitchen in It is clear that you did not tra v e l far unlocks all the leg irons, and the othe r opens on e section of the room; a door leads out from where you are captured, but that is th e prison door. of the kitchen. about all you know. A re you above T h e gnoll is not particularly bright, and will g round? Underground? In a cave? In a go along with any reasonably subtle trick, such If the party opens the door into the kitchen, tow n? Y ou cannot tell. as feigned illness on the part of a party m em ber. read the follow ing: O nce you were securely shackled, your If captured and threatened, it w ill cooperate blind folds were rem oved, and you could w ith the party, but w ill loo k for the first opportu- see your surroundings. Y our prison cell is n ity to doublecross them. It knows the party's A n open kitchen reveals a dining room ab out 20 feet w ide and 80 feet long. Iron eq u ip m en t is in room 13, but does not have a b e yond, filled with people. T w o wom en d ouble doors, securely locked, are along key to that room. It does know that all th e w ar- are preparing and serving a m eal. A deli- on e of the long walls. The leg irons are riors (2nd level fighters) have keys. c iou s arom a of cooking m eat com es from attached to each other w ith a sturdy chain, In order to g i v e th e party a fighting th e kitchen. a b ou t five feet long. The chain passes c h a n ce, the first m agic spell that any party through a ring that is securely em bedded m e m b er casts in this adventure automatically T h e tw o women in the kitchen and t e n of the in the floor of the cell. The torches that su cceeds, even if the v i c t i m is entitled to a p eople seated at the table are non-c o m ba tan t light the room are in brackets high on the sa v in g throw. This benefit only happens once serv an ts. The rest are fighters w earing leather w all— too high for you to reach. fo r the entire party. arm o r and armed with daggers. Y ou have heard human voices from If the party's plan does not succeed, the T h e re are 6 male servants, 6 female ser- tim e to tim e, but until this morning, the ja ile r leaves, taking the noon meal. It does v a n ts, 8 veterans (1st level fighters), and 2 only creature you have s e en is a large n ot report the escape attem pt because it w arriors ( 2 n d leve l fighters). T w o of the vet- humanoid who bears a strong doesn't w ant to look bad. It returns w ith the eran s are w om en. E ach of the w arriors has a rese m b len c e to a hyena. It has brought even in g meal, t h i s t i m e very alert. ke y to t h e arm ory (room 13). you food and water three tim es each day. It G iv e the party m em bers several chances to is armed with a dagger and a mace, and arran g e an escape, both during feeding tim es 3 . M EN'S COMMON QUARTERS ca rries a large key ring with several keys an d when they are alone. on it. It has muttered and complained in If the party does not escape w ithin two th e common tongue because the com- d a y s (six meals), a party of arm ed human T h is room contains a number of beds and w a rd ro b e s, a few chairs, and a couple of m and er has not let it torture you. gu ard s escorts them out of their cell, and they T h is morning, the human commander arc taken (in leg irons) to the prisoner-o f-w ar ta b le s. It otherw ise appears to be empty. of the outpost and a visitor, a female offi- ca m p. A n y furth er escape attem pts are at t h e T h e re is an open doorway on the far side c er from another outfit, cam e into your d iscretion of the D M (rem em ber that m agic- of the room. cell and bragged about having captured u se r s cannot re-le a rn spells without a spell you. H e told the visitor that you are about b ook). It is possible that the characters w ill T h is room provides quarters for the m ale ser- to be transferred to a prisoner-of-w ar h a v e to sit out the rest of the war, or never v a n ts. T here is no one here at the moment. cam p in the capital city of the enem y king- retu rn . This effectively ends the adventure. U n der one m attress is 12 sp and 14 cp. U nder d om , far from the front. There, you will If the party escapes the room, read the fol- a second m attress is 6 sp and 15 cp. A third have no hope of escape. low in g aloud: m a ttress conceals 8 sp and 6 cp. A fourth If you are ever to see your hom e again, h olds 3 sp and 19 cp. you must act soon. Soon, it w ill be tim e I A s you carefully peer out the door of your 4 . M EN'S BATH for your noon meal... c e ll, you see a corridor stretching to the left and right. Y ou hear the sounds of con- G ive the players up to 10 minutes of real tim e v e rs a t ion and laughter com ing from the T h is long, narrow room has an open door- to create a plan. If they decide on a plan in le ft. In both directions you se e branching w a y at the far end. T here are several less than 10 minutes, the jailer arrives as soon c orridors and several doors. w ooden tubs on the floor, and what looks as the plan is set. If the players have not fin- like a stove in the m iddle of the room. The ish ed their planning when their tim e is up, flo or is wet, and there is a soap smell. The th e jailer arrives anyway. W hen the jailer is 2 . K IT CH EN AND room appears to be em pty. ab out to enter the room, read the following: C O MMON D IN IN G ROOM T h is room is a bath. T he stove is used to heat N O T E : T here are tw o openings (no doors) w a te r for the tubs. The room is currently

19 THE GREAT ESCAPE

em pty. The floor is very slippery; if a charac- 7. W OM EN'S COMMON QUARTERS te r searches here, the player m ust roll the T h is looks lik e a work- o u t room. There ch a ra cter's Dexterity or less, using 3d6, or a r e mats on the floor, w eights, and other T his room contains a number of beds and th e character slips on the floor and twists an e q u ip m e n t. The room otherwise seems to w a rd rob es, a few chairs, and a couple of ankle. A twisted ankle cuts a character's b e empty. tab les. It otherw ise appears to be empty. m ovement rate by half for 1d6 turns. T h ere is an open doorway on the far side of the room. T h e r e is nothing of value in this room. If 5. M EN'S DRESSING ROOM p a r ty members choose, the y can use the w e ig h ts as maces, but receive a -1 penalty to NOTE: The follow ing description assumes T h is room provides quarters for the fem ale b o th hit and damage rolls when using them. th e party enters this room from the east. If servan ts. There is no one here at the m om ent. th e y enter from room 6, you must m ake the U nder one mattress can be found 7 sp and 5 a ppropriate adjustments. The small cp. Under a second mattress ca n be found 8 11. P ANTRY entra n ceway to the east of this room is cur- sp and 20 cp. rently em pty. B oth doors are swinging doors, T h is room is lin ed with shelves, and tw o and can easily be pushed open. 8. W OM E N'S BATH a d d itional ro w s of shelves are in the m id- d le of the room . Sacks and barrels are sta c k e d along the le ft w all. T h e left w all of this long, narrow room This long, narrow room has an open door- seems to be a curtain. The right w all is w a y at the far end. There are several lined with pegs. O ne of the pegs has some w ooden tubs on the floor, and a stove in T h e sacks contain flour, potatoes, beans, and cloth ing on it. There is a basket near the th e middle of the room. The floor is wet, o th e r food. Th e barrels hold pickles, dried fa r end of the room that has some cloth and there is a soap smell. The room fis h , dried meat, and other preserved food. things on it. O therw ise, the room appears appears to be empty. T h e shelves are not very well stocked, but to be em pty. th er e are wooden boxes filled with vegetables a n d bottles. O n one she lf, together with bot- This room is a bath. The s t o v e is used to heat tle s of vinegar, oil, and other common liq- T h is area is used by the men to change w a ter for the tubs. The room is currently u id s , are five vials. Three contain potions of cloth es before using the bath or the exercise em pty. The floor is very slippery; if a character h e a lin g , o n e contains a potion of in v isib ility, room (room 6). The curtain has several gaps sea rc h es here, the player m ust roll the and one contains a potion of poison. th rough which one can enter room 6. The ch a ra cter's Dexterity or less, using 3d6, or cloth ing belongs to the man in room 6, and th e character slips on the floor and twists an includes leather arm or and a belt w ith a dag- ankle. A twisted ankle cuts a character's 1 2 . T RAINING ROOM ger. The basket is filled with wet tow els. m ovement rate by half for 1d6 turns. A t the far end of this room is a window, 6. M EN 'S E X E R C IS E ROOM 9. W O M E N'S DRESSING ROOM an d three m ore windows line the long wall to the left. All are barred. The floor is cov- N O T E : The following description assumes N O T E : The follow ing description assumes ere d with straw, bales of hay, and padded th e party enters this room from the south. If th e party enters this room from the east. If posts. they com e from room 5, m ake the appropri-ate they enter from room 10, you must m ake the adjustm ents. a ppropriate adjustments. The small entra n ceway to the east of this room is cur- T h is room is used for com bat practice. The p a rt y cannot escape through the wind o w s. T h is looks like a work-ou t room. There rently empty. B oth doors are swinging doors, are mats on the floor, w eights, and other and can easily be pushed open. T w o battered shields have been tossed into equipment. A man dressed only in short th e northeast corner of the room . The shields can be used. pants is doing push-ups near a rack in the T h e left w all of this long, narrow room near left corner of the room. seems to be a curtain. The right w all is 13. ARMORY lined with pegs. There is a basket near the This man is a veteran ( 1 s t level fighter) with fa r end of t h e room that has some cloth B oth doors to this room are locked. The com - better-than-norm al arm or class r e s u l ting from things on it. Otherw ise, the room appears m an d er and all the warriors (2nd level fight- good dexterity. W hen he sees the party, h e to be empty. ers) have keys. g ra b s a w eight from the rack and uses it like a mace (D 2-7, due to strength). He is too far T h is area is used by the w om en to change T h is room is full of racks on wh ich hang a from the dining room to call to the others, but cloth es before using the bath or the exercise la rg e assortment of arm or and weapons. h e tights as best he can. H e runs to alert th e room (room 10). The curtain has several gaps oth ers if he can. th rough which one can enter room 10. The T h is room contains leather and chain mail T h ere is nothing of value in this room. If basket is filled with wet tow els. arm or in all human sizes, and a large number party m em bers ch oose, they can use the of short bow s and arrows, short sw ords, w eights as maces, but a -1 penalty to hit rolls 10. W OM EN'S EXERCISE ROOM sp ears, and shields (more than enough of and to damage applies when using them. N O T E : The follow ing description assumes ea ch for all party m em bers). t h e pa rty enters this room from the north. If A ll the party's equipment, including m agic they com e from room 5, m ake the appropri- ite m s and spell books, are stored here. ate adjustments.

20

E N E M Y O U T P O S T 1 SQUARE = 10 FEET N

THE GREAT ESCAPE

14. IN TE R R O G A TIO N CHAMBER a roll of 1-5 on 1d6. The gamblin g stakes on 20. C O MMANDER'S BEDROOM th e table consist of 24 gp and 52 sp. If the fighters are attacked but not killed or T h e straw on the floor of this room is d i s - T h is is obviously a bedroom. There are s ilen ced immediately, they yell for help. M a k e c o lo r e d . A number of strange devices lin e tw o large beds, tw o wardrobes, a desk, a a n immediate check to see if any of the th e west w a ll. In the m iddle of the wall is a ta b le , and several chairs. Th ere are ornate w a ndering fighters come to help. W andering sh a llow pit. ru g s on the floor There is a large window fig h te r s arrive in 1-3 rounds. in the outside wall, a door directly across fr o m the door by which y o u entered, and T h is is an interrogation chamber. Th e stains 1 8 . C O M M ANDER'S DINING ROOM on the floor are blood. Th e pit is a fire pit w ith a n open doorway in the wall op p osite the th e ashes of an earlier fire in it. The room w indow. c o n ta in s various interrogation devices and tw o T h is appears to be a dining room. There w ic k e d -looking whips (D 1-2 ). is a large oval table in the middle of the If the commander was not alerted, a s hort room surrounded by straight chairs. The s w o r d + 1, p la te mail arm or, and a s h ie ld + 1 1 5 . JA ILER'S Q UARTERS fl oor is carpeted. A closed cabinet is in a r e hanging on the wall. th e near left corner. Tw o large windows If the party goes through the open doorway a re on the far wall, and there is a door in in to room 20a, read the follow ing: T h is messy bedroom contains a bed. a th e righ t wall, near the entrance. ta b le, a chair, and a lot of ragged clothing. T h is area appears to be a bath. There is a T h is room is used by the com mander when s m a ll stove at the far end and a large T h e gnoll jailer lives in this room. He has a e n te rta in in g visitors. Inside the cabinet is a m e ta l tub nearby. C loser to the door is a la r g e chest hidden under the floorboards se t of silverw are (worth 600 gp) and fine d r e ssing table with a mirror. b e n eath his bed. It is trapped with a poison c h in a (worth 200 gp). There is nobody here n eedle. Anyone who opens the chest w ithout now . fir st finding and removing the poison needle A drawer in the dressing table has a false bot- m u s t m ake a savin g throw vs. P oison or die. 1 9 . C O M M ANDER'S DINING ROOM to m that con ceals 94 pp, 17 gp, and a c u rsed T h e chest contains 300 gp. d agger -1 .

16. W IN E STORAGE ROOM T h is seems to be a livin g room. T h ere are 21. VISITOR'S QUARTERS s o m e tables and a number of com fortable c h a ir s around the room. The floor is car- T h is room contains barrels and kegs of p e t e d . There is a window along the left T h is is obviously a bedroom, w i t h a large va r io u s sizes. Several racks around the w a ll and a door in the far wall directly b e d , a wardrobe, a desk, a table, and sev- r o o m are filled with bottles lying on their o p p o s it e the entrance. Th ere are three e r a l ch a irs. Th ere are a few small rugs on s id e s. p e o p le seated in chairs around a tab le th e floor. There is a large window in the a c r o ss from the door through which you le ft wall, and an open doorway to your T h is room is used to store liquor. The barrels e n t e r e d . Y ou recognize two of them as the r ig h t. O th erw ise, the room appears to be a r e filled with ale, and the kegs and bottles a r e c o m m a n d e r and the visiting officer. Th ey e m pty, filled with wine. A wine rack in the south- w e s t a r e wearing leather arm or. Th e third per- c o r n e r doubles as a secret door to the treasury s o n is a woman dressed in ordinary T h e room is empty. If the party goes through (r o o m 42). To operate the door, one must pull c lo th e s . Each holds a glass of wine. th e open doorway into room 21a, read the fol- on the second wine bottle from the left on the lo w in g: b o tto m shelf. T h e three people are the com m ander, his w if e , and the visiting officer. B oth the com - T h is area appears to be a bath . There is a 1 7 . C O M M O N LIVING ROOM m a n d e r and the visiting officer are arm ed s m a ll sto ve at the far end and a large m etal NOTE: The following description assumes the w i t h d a ggers. Their AC and damage reflect tub nearby. C loser to the door is a dressing p a rty enters this room from the west along the b o n u s e s from dexterity and strength. Th e ta b le with a mirror. n o rth wall. If they enter from a n oth er c o mmander's wife does not fight. If the alarm h a s been raised, the com - d i r e c t i on, a d ju st t h e d es crip tion a cc ord in gly. T h is room is empty. m a n d e r is arm ed with a s h o r t sword + 1 a nd is wearing plate mail and a s h ie ld + 1. B o th 22. VISITOR'S QUARTERS T h is is an en o r m o u s room with many tables th e s e item s are located in room 20 when not a n d comfortable chairs. The wall to your w o r n . The visitor carries a short sw ord. They le ft and t h e fa r wall each have four c a n n o t be surprised once the alarm has been T h is is obviously a bedroom, with a large w indows. There is a door in the m iddle of give n . b ed , a wardrobe, a desk, a table, and several th e far wall that seem s to lead outside. T w o T h e com mander carries two keys: on e c h a irs . There are a few small rugs on the m e n dressed in leather are seated at a ta b le u n lo c k s room 1, the other room 13, He wears a flo o r. There is a large window in the left in the far left c o r n e r, rolling dice. p a ir of gem earrings worth 100 gp, tw o gold w a ll, and an open doorway to your right. b r acelets worth 300 gp each, and a gold and O th erw ise the room appears to be empty. T h e two men are veterans (1st level fighters) d ia m o n d necklace worth 750 gp. The visiting a r m e d with daggers. They are com pletely o fficer is wearing a r i n g w o rth 100 gp. T h e room is empty. If the party goes through a b s o r b e d in their gam e, and are surprised on th e open doorway into room 22a, read the fol- lo w in g:

22 THE GREAT ESCAPE

26. F EM A L E VETERAN'S QUARTERS T h e man who lives in this room is currently T h is area appears to be a bath. Th ere is a in the lunchroom. The sword is a short s w o r d . T h e woman who live s in this room is cur- s m a ll sto ve at the far end and a large m etal T h e r e is chain mail arm or in the wardrobe. tub nearby. C loser to the door is a dressing re n tly in the lunchroom. There is chain mail T h e r e are 4 gp and 7 sp hidden under the ta b le with a mirror. a rm or in the wardrobe. m a ttress, 27. F EM A LE WARRIOR'S Q UARTERS T h is room is empty. 32. MALE VETERAN'S QUARTERS

T h is room is slightly different from the 2 3 . V ISIT O R 'S Q UARTERS T h er e is a sword on the low table and ch a in othe rs. Set apart from the rest of the room m a il arm or draped over the chair. A man in the near left corner is a low table sur- w ea rin g leather arm or is asleep on the bed. T h is is obviously a bedroom, with a large rounded by four com fortable chairs. T h ere b e d , a wardrobe, a desk, a table, and sev- is a desk in the far left corner, and a sw ord e ral chairs. There are a few small rugs on h a n gs on the wall beside it. Seated at the T h e man is a veteran (1st level fighter). The th e floor. There is a large window in the d e sk is a woman dressed in leather, w riting s w o rd is a short sw ord. The drawer in the table left w all, another across the room from the a letter. c o n ta in s 6 gp, 8 sp, and 2 cp. door, and an open doorway to your right. O th erw ise, the room appears to be empty. T h is woman is a warrior (2nd level fighter). 33. Q U A R T ER S In easy reach of her is a sh o rt sword + 1. T h e v i s iting o fficer is quartered here. H er B e cause of her strength, she does 1 extra T h is is identical to the other bedrooms, th ings are in the wardrobe. In addition to p oi n t of dam age per attack. She carries a but it appears to be unused. c l o t h i n g , th e re is plate mail armor, a shield, la r g e pouch on her belt containing 10 gp, 21 and a long sword. There is also a b ag of hold- sp , and 20 cp. She has a key ring with two T h is room is empty. ing that con ta in s 2,000 gp and 6,000 sp. k e ys : one to her room and one to the armory If the party goes through the open doorway (r oom 13). 35. MALE VETERAN'S QUARTERS in to room 23a, read the following: 28. MALE VETERAN'S QUARTERS T h is area appears to be a bath. There is a T here is a sword hanging on a rack on the w all. sm all stove at the far end and a large metal T h e r e is a sword hanging on a rack on the tub nearby. Closer to the door is a dressing w a ll. ta ble with a mirror. T h e occupant of this room is working out in th e exercise room (room 6). The sword is a T h e m an who lives in this room is currently in sh ort sw ord. There is chain mail arm or in the T his room is empty. th e lunchroom. Th e sw ord is a short sw ord. w ardrob e. T h er e is chain mail arm or in the wardrobe. 24-41. O FFICERS'QUARTERS 29. MALE VETERAN'S QUARTERS 36. MALE VETERAN'S QUARTERS A ll th e officers at this outpost have private q u a r t e r s . Th e rooms in this section are all T h ere is a sword on the low table and chain id e n tical. Th ey contain a single bed, a ward- T h e r e is a sword hanging on a rack on the m a il arm or draped over the chair. A man r o b e , a table with a chair pulled up to it, a w all. w ea r in g leather arm or is asleep on the bed. lo w table near the bed, and a chair near the lo w table. T h e m an who lives in this room is currently T h e m an is a veteran (1st level fighter). The in the lunchroom. Th e sword is a short s w o r d . s w o rd is a short sw ord. A pouch attached to 24. FEMALE VETERAN'S QUARTERS T h e r e is chain mail arm or in the w a r d r o b e . h is belt contains 3 gp, 4 sp, and 2 cp. T h e drawer in the table contains 1 g p and 3 sp. T h e r e is a sw ord on the low table and 37. MALE VETERAN'S QUARTERS ch ain mail arm or draped over the chair. A 30. MALE VETERAN'S QUARTERS w o m a n in leather arm or is asleep on the bed. T h e re is a sword hanging on a rack on the T h e r e is a sword hanging on a rack on the w a ll. w a ll. T h e woman is a veteran (1st level fighter). T h e sw ord is a short sw ord. She has hidden 4 T h e man who lives in this room is currently in T h e man who lives in this room is currently gp, 4 sp, and 4 cp under her mattress. th e lunchroom. T h e sw ord is a short s w o rd . in the lunchroom. Th e sword is a short sw ord. T h e re is chain mail arm or in t h e w a rd rob e. T h e r e is chain mail a rm or in the wardrobe. 2 5 . F EM A L E VETERAN'S QUARTERS T h e wardrobe also holds a small p ou ch 31. MALE VETERAN'S QUARTERS c o n ta in in g 6 gp and 2 sp. T h e woman who lives in this room is cur- r e n tly in the lunchroom. There is chain mail 38. MALE VETERAN'S QUARTERS a r m o r and a short sw ord in the wardrobe. T h e r e is a sword hanging on a rack on the T h e r e is a false bottom in the table drawer that w a ll. c o n c e a ls 7 gp, 5 sp, and 10 cp. T h er e is a sword hanging on a ra ck on the w a ll.

23 THE GREAT ESCAPE

T h e m an who lives in this room is currently T h e west w all of this room is paneled with in the lunchroom. The sw ord is a short T h e man who lives in th is room is cur- w o o d . If the pan e l nearest the north wall is sw o rd . There is chain mail arm or in the r e n tly in the lunchroom. The sword is a p r e ssed just above eye level for a normal w ardrob e. n o r m a l short sw ord; the shield is a s h ie ld + h u m a n , the secret door to the treasury will 1 . T h e r e is a set of chain mail arm or in th e o p e n . O ne of the chairs surrounding the table 39. M A LE WARRIOR'S QUARTERS w a r d r o b e . A secret com partm ent in the in this corner is backed up into this corner, so b o ttom of the wardrobe conceals 8 gp a n d th e chair must be m oved in order to open the 2 0 sp. T h is room is different from the other bed- door. r o o m s . Set apart from the rest of the room in the left corner is a low table surrounded 42. TR EA SURY b y four com fortable chairs. There is a d e sk 41. M A LE WARRIOR'S QUARTERS in the far left corner, and a sword and a T h is room is empty except for a number of s h ie ld hang on the wall besid e it. T h is room is different from the other bed- sa c k s along the far wall. r o o m s . Set apart from the rest of the room T h e man who lives in this room is currently in in the left corner is a low table surrounded T h is room contains m ost of the valuables of th e lunchroom. The sword is a short s w o r d ; b y four com fortable chairs. Th ere is a d e s k th e outpost. T w o small sacks contain 200 pp a n d the shield is of norm al m ake. There is a in the far left corner, and a sword and a e a c h . Six large s a c k s contain 500 gp each. s e t of c hain mail + 1 in the ward-r o b e . A sh ie ld hang on the wall beside it. A man T h r e e large sacks contain 500 sp each. s m a ll purse hidden in a chair conta in s 7 gp d r e ssed in leather is asleep on the bed. A m o n g the sacks is a m edium-s iz e d iron box a n d 12 sp. th a t is securely locked. It w eighs 100 cn, and T h is man is a warrior (2nd level fighter). H is c a n n o t be opened by force. A thief can pick 40. M A LE WARRIOR'S QUARTERS s uperior strength gives him + 1 to damage in th e lock, or a k nock s p e ll w ill op en it, but the a n y attack. H e is wearing leather arm or and b ox cannot be forced open. Th e box contains T h is room is different from the other bed- h a s a dagger in his belt. The short sw ord and th r e e vials, each containing a potion of r o o m s . S et apart from the rest of the room s h ie ld are of norm al m ak e. There is plate mail g ro w th , a s well as a ring of fire resistance a n d a in the left corner is a low table surrounded a r m o r in the wardrobe. A key on bed-s id e ro d of cancellation. b y four com fortable chairs. There is a d e sk ta b le unlocks the arm ory (room 13). A locked in the far left corner, and a sword and a m e ta l box in the bottom of the ward-r o b e sh ie ld hang on the wall beside it. c o n ta in s 19 gp and 20 sp.

24 THE SANCTUARY OF ELWYN THE ARDENT

B ackgro u nd In ste a d , it rang magically whenever it was fu l still com e to the Sanctuary on the holy pick ed up. d a y, but there have been no miraculous cures T h e following legend is very well known. T he story of the miracle in the Holy Sanc- s in c e the bell vanish ed. Th e numbers of the A ll the player characters should be quite tu a ry has spread far and wide. Each year, on fa ith fu l h a ve decreased in recent years. fa m iliar with it. The information of this sec- th e anniversary of the miracle, thousands of A b o u t tw o years ago, rum ors of a powerful tion can be freely given to the players. p e op le flock to the small building, hoping to force began to spring up. It w as said that som e- T h e Church of the Holy Sanctuary is one b e cured by Nam yats. They crowd into the o n e had built a large, m onstrous fortress in a o f the largest and most popular religions of sa n ctu a r y, a hundred or so at a tim e, and p ra y d ista n t section of the country, and that those th e country in which the player characters a s the clergy sings the sacred words and lifts w h o attempted to investigate it had not live. The religion is an offshoot from the poly- th e magical bell. M ost are disappointed, but so retu rn ed . R ecently, ru m ors have been circulat- theistic faith practiced throughout m ost of the m a n y have had their prayers answered that the in g that E lw yn might be behind this mystery. su rrounding lands. It grew out of an incident re ligion has flourished ever since. B ecause of the party's g r o w in g reputation, th a t happened more than 300 years ago. At A ll that changed about five years ago. At th e y have been asked by the King to investi- th a t time, there were many places dedicated th a t time, there was a cleric of the Church of g a te the fortress, determ in e if E lw yn is to the worship of the gods. A small sanctuary the Holy Sanctuary w hose name was Elw yn. in v o lv e d , recover the sacred bell if it can be in the capital city of the kingdom was one of E lw yn was very dedicated to the Church, and fo u nd, and bring Elwyn to justice if possible. those sites. ha d been well rew arded by the Patriarchs and T h e party is promised 500 gp apiece to O ne day, a woman who was very sick went M a tria rch s of the Church. B ut that, appar- in v e s tigate the for tr e ss, 1,000 gp apiece to to this sanctu a r y to pray to the gods to make e n tl y, was n ot enough. There were rumors r ecover the bell, and an additional 1,000 gp h e r well again. W hile she was praying alone th a t Elw yn had begun practicing with edged a p iece if they are able to bring Elw yn to jus- in the sanctuary, a being called Nam yats w e a p on s and researching the spells of the tic e . If the party so requests, they are given a ppeared to the woman. He told the woman m a gic users, trying to learn the abilities of the a n advance paym ent of 50% with which they th at the religion of her people was false, and oth e r classes. This was a serious charge, c a n buy non- m a g ic a l equ ip m ent and sup- th a t he was the only true god. To prove this, indeed. But before anyone could prove the p lies. he laid his hands on the woman and cured her c h a r ge s, Elw yn vanished without a trace. A loc a l gu id e is provided to take the party of her illness. He also left behind on the altar A n d to the horror of the people, the sacred th ro u gh the wilderness to the m ysterious for- a wonderful magical bell. b e ll of Nam yats that was kept in the Holy tr e s s. H e will n ot, under any circumstances, T h e bell, of ordinary size and shape, was S a n ctu a ry was gone, too! a ccom pany the party into the fortress. m a d e of purest platinum. W hat made it T h e Church of the Holy Sanctuary has T h e party arrives on the anniversary of the re m a rk a b le was that it had no clapper, been in a state of crisis ever since. The faith- m ir a c le.

25 THE SANCTUARY OF ELWYN THE ARDENT

N otes for the Dungeon Master o pponents make a saving throw vs. poison. T his is the voice of Elwyn, speaking from her T h e lair of the troglodytes can be found in se cre t observation corridor. The party is free E lw yn is a woman, but the information above th e forest a short d i s t a n c e fr o m the path. It to take her advice and leave— but t h i s e nds h a s been written in such a way so the party con sists of a hollow in a small clearing w ith a n th e adventure. If the party continues, wait w ill assume Elwyn is male. Allow the party to o p e n in g that leads to an underground lair. T h e until the entire party has crossed t h e are a on believe this so that they will not realize imme- tr oglodytes' trea su re consists of five la r g e th e map indicated by a dotte d line (between d ia te ly that the woman's voice they hear sa c k s , tw o vials, and a piece of parch m e n t roo m s 1 and 2). then read the following: w h e n exploring the fortress is actually the w ith some faded writing on i t . T w o of the voice of Elw yn. sa c k s contain 500 sp each, tw o contain 500 gp N o te that the fortress is built as a double Suddenly, you h ear a r e s o unding e a c h , and one contains 500 pp. Th e tw o vials sp ira l. There is a secret corridor that runs " B O O M !" behind you. W hen you turn e a ch contain potions of h e a ling. T h e parchm ent alon gside of the roo m s and corridors through a round, you see that a solid iron door has is Treasure M ap #1 (give a copy of t h e m a p to w h i c h the party will travel. This corridor is descended into the corridor, blocking your t h e p la yers at t h is t i m e ) , showing th e location use d by Elw yn to observe the party along t h e a ve n u e of escape. Y ou also notice that a o f the treasure in room 5. w a y. She occasionally provides h i n t s to t h e sm a ll panel in the east w all has opened. T h e party must defeat the troglodytes b efor e part y when they get bogged down (always, of th ey can e n t e r th e fortress. It is importa n t that c o u rs e , in a derogatory voice accompanied th e y find the lair and locate the potions and T h e open panel reveals an obvious keyhole. b y a diabolical laugh), feeling secure in her th e treasure map. G ive the players h in t s , or W h e n the proper key is inserted into the hole p ow er and ability to defeat t h e p arty anytim e e ven a little a d vic e, to get them to lo ok for t h e a nd turned, the door will rise. Elwyn has the she chooses. la ir. only key. The lock and the door cannot be U n le ss otherwise stated, the rooms are not opened by a t h i e f 's op en Jocks skill, or with a lit. The party m ust provide their own light. 1 . EN T RANCE kno ck spell. T h e only doors in the fortress (except for the e n tra n ce and the ir on door between rooms 1 2 . D AIS a n d 2) arc secret. Once detected, they open A s you emerge once again from the forest, easily. you finally get a good look at the fortress. T h e DM should copy the two treasure T h e walls are fully 30 feet high, and the T o your left you see an open area about 30 m a p s ahead of time and be prepared to hand ja gged shape of the outside looks lik e a feet north-s outh by about 20 feet east- th e m out to the players. The treasure maps b la c k dragon's teeth when it op ens its w e st. The area seems to be empty except n eed not be drawn to scale. m outh to breathe. The walls are indeed for a raised area occupying the middle of T h e re are no wandering m onste rs in m a d e of iron. There is a door visible in t h e the west w all. The raised area is about half a E lw yn 's fortress. If desired, you can add s ou th w e st corner. fo ot above the floor and looks like pol- w a n de rin g m onster encounters in the wilder- ished stone. There is a pedestal in the middle of t h e raise d area. It is about three feet h i gh n e ss through which the party travels to reach T h e only entrances to the building a r e the th e fortress, but it is important not to have the a nd two feet square, and appears to be v is ib le entrance and the secret door near it. m ad e of w ood. On top of the pedestal is a p a rt y seriously weakened before the adven- ( T h e secret door between rooms 2 and 3 on bla ck bell. ture begins! th e map leads to the lower level, not to the o u ts id e .) It is recom mended that you not O U T S I D E THE FORTRESS a llo w the party to find t h e s ecret entrance at T h e altar is made of m arble, too heavy to be Y ou have traveled far into the wilderness, th is tim e— if they do. T h e y avoid all th e traps, m oved. The pedestal is a solid block of a nd finally you have arrived at your tr ic k s , and encounters, and find Elwyn at m a h o ga n y; it can be moved, although it is d e stin a ti on — th e m ysterious fortress that r oom 16a. extrem ely heavy. At least four party m em bers y ou suspect m a y harbor Elwyn and the T h e visible entrance opens easily. The cor- are needed to m ove it. It w ould be worth 500 m ys ti c bell of N am yats. Y our guide has r id o r behind the door is dark. gp on the open market. The bell is a normal tu r n e d back after pointing out the final b e ll made of wrought ir on , and is worth dire ction you must travel. ab ou t 1 gp. T h e corridor proceeds north from the door. Y ou follow a path that leads out of the T h e secret door between rooms 2 and 3 A fte r about ten feet, it opens up into a wide fo re st and into a clearing. There, before lea ds to a stairway that is more fully d e s crib e d a r e a to your left about 30 feet n o rth -s o u th you, is an enorm ous building. It is nearly under room 5. It is better if the p art y does not b y 20 feet east- w e s t. The area appears to be bla ck , and looks as if it m ight be made of disc over it at this t i m e . e m p ty . iron. S uddenly, there is a horrid smell as four 3. ALTAR T h e area is em pty. W h en the party has u g l y humanoids suddenly em erge from If the parly has been quiet as they proceed th e forest to your left! a ssembled in this room, read the following: n orth through the corridor, read the follow - ing: T h e humanoids are troglodytes. Because t h e y A musical, low -p it c h e d female voice fills h a v e the ability to blend in with their th e air, sayin g, "W ho dares to enter the Y ou hear a low murmur of voices coming su rr o undings, they surprise on a 1-4 on d6. S h r in e of Elw yn unbidden? Turn back! fro m the north. T h eir sm ell is nauseating, giving their op p o- T U R N BACK NOW, for ahead lies cer- n e n ts a -2 penalty to their hit rolls unless the ta in death!" Th e voice then breaks into a d ia b o lic a l laugh. A s the party enters the room:

26 F O R T R E SS OF ELW YN THE ARDENT 1 SQUARE = 10 FEET

THE SANCTUARY OF ELWYN THE ARDENT

W h e n the party returns to room 5, they T o your left you see an open area about 30 you fall into the darkness, landing on the find that th ere is a visible border around the fe et east-w est by about 20 feet n orth-s outh. fl o o r below. The floor swings back into c o llapsing floor that is about three feet w id e. T h e entire length of the w est wall is occupied p osition above you, creating a strong gust If they wish, they can easily and safely move b y an altar. The room is dim ly lit by a few of air that extinguishes all torches and lan- in single file to the spot m arked with an "X " ca ndles on the altar. K n e elin g at the altar are terns. o n the map. six human figures wearing plate mail arm or; A t the spot m a r k e d "X," th ere is a loose stone th e y are m aking a low, chanting sound. 5a. TRAP ROOM a b o u t three feet from the floor. W h en the N o one in the party takes any damage from ston e is removed, a cavity behind the stone is T h es e are six acolytes (1st level clerics) arm ed th e slide. Party members w ith infravision can fo und containing the following: a clerical w ith maces. They are followers of Elw yn. If the s ee. W hen light is restored, the remaining s c r o ll w ith three cure light wounds s p e lls, a d o or trap was triggered or the party was noisy p a r ty members also see the following: p otion of polymorph self (la b e led ), a potion of c o m in g down the corridor, the acolytes are g r o w th ( a ls o labeled), a w a r hammer + 1, a w a r e of their com ing; oth erw ise the party can a n d another treasure m ap (this one leading to Y ou are in a room about 30 feet square. It su rp ris e the acolytes. If the party tries to sneak th e treasure in room 9, Treasure M ap #2). a p p e a r s to be empty. A corridor leads off p a s t this room without alerting the acolytes, T h e potion o f polym orph self is from the in one direction. th ere is a 25 % chance they can do so. If the aco- D & D ® Expert Set. It allow s the user to lytes notice the party, th e y attack. c h a nge shape into that of any living creature T h e r e is nothing of value in this room, and T h e room is empty. Th e party is now on the w ith hit dice or level equ a l to or less than his th e acolytes are not carrying any wealth. lo w e r level of the fortress. The corridor leads o r her own. Th e transform ation does not to room 5b, and then to a series of steps that c h a nge the user's hit points, hit rolls, or sav- 4 . D AIS w ill return the p a r ty to the upper level, as in g throws. The user gains the physical ab ili- shown on the m ap of the low er level, ties of the new shape, but none of the special a b ilitie s (spell use, breath weapon, paralyza- T o your left you see an open area about 30 5b. LAIR tion attacks, etc.) The effect of the potion lasts fe et east-w est by about 20 feet n orth-s outh. fo r 7-1 2 (1d6 + 6) turns. If the user is a sp e ll T h e area seems to be empty except for an ca ster, he cannot use his own spells while Y ou see a large room, perhaps 50 feet long a ltar sim ilar to th e one you saw earlier. p oly m orphed. T h er e is a pedestal in the middle of the altar. a n d 30 feet w ide. There are a number of p a llets about the room. Standing am ong O n top of the pedestal is a bell that appears 6 . EM P TY ROOM to be m ade of a reddish metal. th e pallets are six small, ugly humanoids that look like a combination of anim al and m a n . They are armed with short sw ords. T o your left you see an open a r ea a b ou t 30 T h e altar is made of m arble, too heavy to be feet north-s outh by about 20 feet east-w e s t. m o v e d . The pedestal is a solid block of T h e area seems to be em pty. m a h ogany; it can be m ov e d , although it is T h ese are five armed with short sw ords, e x tr e m e ly heavy. At least four party members a nd an orc leader armed with a short sword a r e needed to move it. It would be w orth 500 + 1. T he orcs attack the party as soon as they T h is room is empty. g p on the open market. The bell is a normal sp ot them . b e ll m ade of copper, and is w orth about 5 gp. If the party is using light, th e orcs cannot 7 . D AIS b e surprised. If there is no light, the orcs can b e surprised, but all hum ans without infra- 5 . TR E A SURE T o your left you see an open area about 30 v isi o n receive a -4 penalty to hit rolls, and O F THE TROGLODYTES fe e t north-s o u th by about 20 feet east-w e s t. o pponents who can see them receive a + 4 T h e area seems to be empty except for an b on u s to hit rolls. a lta r sim ilar to the one you saw ear-lier. T o your left you see an open area about 30 T h e room contains six small sacks. O ne T h e r e is a pedestal in the m iddle of the fe e t east-w e s t by about 20 feet north-s o u th . c o n ta i n s 200 gp, the others contain 200 sp a ltar. O n top of the pedestal is a bell that T h e area seems to be empty. each. The orc leader carries a small pouch a p p e a r s to be made of a shiny metal. c o n ta i n i n g 7 gems (w orth 200 gp, 100 gp T h is is the room indicated on the treasure map (x5), and 50 gp, respectively). The floor is lit- fo und in the lair of the troglodytes. The room te re d with an assortment of bones, m ostly T h e altar is made of m arble, too heavy to be is empty except for the secret treasure located human and humanoid. These are the m o v e d . Th e pedestal is a solid block of a t the spot on the m ap marked with a n "X." re m a ins of previous adventurers. m a h ogany; it can be m oved, although it is T h e floor in the room is hinged along th e south T h e corridor leads to a stairway The stair- e xtr e m e ly heavy. At least four party members w a ll. W hen the entire party has entered this w a y ends in a door that op ens easily. T his is the a r e needed to m ove it. It w ould be w orth 500 r o o m , Elw yn, w ho is observing from her s e c r e t door betw een rooms 2 a n d 3. D o not tell gp on the open market. The bell is a normal c o rridor, triggers a m echanism that causes the th e party where they are; let th em discover it. A s b e ll m ade of brass, and is w orth about 10 gp. floor to open up under the party... th e party passes through rooms 3 and 4, read th e d e s c r i p ti o n s of the rooms, m o dified by whatever 8 . GOLEM CHAMBER h a s happened in the m eantim e. F or e x a m p le , if S uddenly, you feel th e floor begin to move b e n eath your feet. As the floor swings- th e party killed the acolytes in room 3, they find Y o u sec an area to your left about 30 feet c o r p s e s . If they did not, the acolytes a r e still d o w n from a hinge near the south wall, n o r th -s o u th by about 20 feet east- w e s t. th e r e , pray in g .

28 THE SANCTUARY OF ELWYN THE ARDENT

T h e room contains a strange, hu m anoid c r e a tu r e , about three feet tall and appar- e n tly made of w ood. It is m oving stiffly to w a r d you.

T h e creature is a wood golem. A golem is a m o n ster create d by a high-le v e l m a gic user or c le r ic . G olem s can be hit only by magical w e a p o n s . M agical attacks will w ork, but the golem is immune to s leep, charm, a nd h o ld sp e lls, and to all ga s es. B ecause it is clumsy, it h a s a penalty of -1 on its initiative roll, a nd b e ca u s e it is made of w ood, it has a penalty of - 2 on its saving throws vs. fire-b a s e d attacks. If it is hit b y fire, it also takes an extra point of d a m a g e per die. T h e room is otherwise empty.

9 . T RE ASUR E ROOM T o your left you see an open area about 30 f eet east- w e s t by about 20 feet north-s o u th . T h e area seems to be empty.

T h e room is empty, except for the secret trea- sure located behind the wall in the spot m a r k e d w ith an "X" on the m ap. Th e treas u r e map ( T r e a su r e M ap #2) found in room 5 w ill re ve a l its location to the party. As in room 5 , the tr e a s u r e is hidden behind a block of loose sto n e at w aist height. B ehind t h e sto n e is the fo llow ing treasure: caster, who must cast the replacem ent spell T h e altar is made of m arble, too heavy to be A smooth stick about 18 inches long. This d ir ectly at the ring. The ring will n ot absorb m o v e d . The pedestal is a solid block of is a c t u a l l y a wand of p a ra ly z a tion (3 sp ells cast at the wearer. The spells in t h e r i ng m a h o g a n y ; it can be m oved, although it is ch a r g es) — a n y e l f or magic-u s er recognizes it h a v e the duration, range, and effect equal to the e xtr e m e ly heavy. At least four party m em bers f o r what it is, and only an or m agic-u s e r lo w e s t level of m agic u s e needed in order to a r e needed to move it. It w ould be w orth 500 c a n wield i t . T h e command word is written cast them. This ring has two m a g ic missile g p on the open market. Th e bell is a normal on the wand. sp e lls, a w e b s p e ll, and a lig h tn ing bolt sp e ll. b e ll m a d e of silver, and is w orth about 50 gp. A sword. Th is is actually a normal s w ord + T h e lightning bolt s p e ll creates a 5 foot w ide, 1. 60 foot long bolt of lightning a n yw h ere within 11. STATUE A piece of rolled-u p parchment. This is actu- its range (180 feet). Any creature in the area of a lly a clerical scroll contain in g a c u r e light e ffect takes 5d6 points of dam age. If the T o your right you see an open area about 10 w ounds sp ell and a sile n ce 15' radius sp ell. The v i c t i m m a k es a saving throw vs. Spells, dam - fe et east-w est b y about 20 feet north -south. silence 15' rad ius spell is described in the D & D ® a g e is halved. If the lig h tn in g bolt s t r i k e s a T h e area appears to be em pty except for a E xp ert Set. It w ill m ak e an area 30 feet in diam- s o lid surface before reaching its 60 foot length, la r g e stone statue in th e northeast corner. eter totally silent for 12 turns. C on versation and it rebounds back toward i t s caster until it T h e statue is an image of N am yats. sp ell use in the area of the silen ce sp ell are pre- r ea c h e s full length. If it hits its caster, th e caster v e n te d . If cast on a person, the victim must ta k es full da m a ge (or half dam age if th e caster m a k e a saving throw vs. Spells, or the spell m a k es a saving throw vs. Spells). T h e statue is a living rock statue. It attacks by e ffect w ill m ove with the victim. If the saving s q u ir tin g magma from its fingertips as soon th ro w is successful, th e spell still w ork s, but it 10. DAIS a s any party member enters the space. A sta ys in one place. The victim can then leave the w o m a n 's diabolical lau ghter (Elwyn, again) area and speak normally. is heard as the creatur e attacks. Th ere is no A ring. This is actually a ring of spell stor- T o your left you see an open area about 30 tr e a s u r e here. in g . I t s o p e r a tio n is fully described in the feet east-w e s t by about 20 feet north-s o u th . D & D ® Expert Set. O n ce the ring is put on, T h e area seems to be em pty except for an 12. EM P TY ROOM th e wearer knows what spells are in the ring a lta r sim ilar to the ones you have seen a n d how to cast them from i t . A fte r a spell is th r o u g h out this strange sanctuary. There is T o your right you see an open area about u s e d , the ring may be recharged by a spell a pedestal in the middle of the altar. On top o f the pedestal is a bell that appears to be 10 feet east- w e s t by about 20 feet north- m a d e of a silvery metal. s o u th . The area appears to be em pty.

29 THE SANCTUARY OF ELWYN THE ARDENT

W h en the first character enters the room, a pit c an drink it, change into a creature small trap covering the entire 10x20 area opens up. enough to slip through the bars, exit the cell, e xt end out from the center aisle: tw o about T he pit is 10 feet deep, and the victim takes 1 - w ait for the potion to wear off (or change to a 30 feet from this end of the hall and tw o 6 points of damage from the fall. The room is larg er or norm al form), then turn the key. A m ore alm o st at the end. The far ends se em s otherw is e empty. ch aracter can attempt to lasso the key and turn to fade away into darkness. The walls that it in the lock by twisting the rope. This you can sec are painted with abstract 13. STATUE req u ire s a successful hit roll w ith a -3 penalty, d esigns in soft colors. but unlimited attempts are allowed. Charac- ters with a combined strength of 36 or more T he corridor widens here to form a room T his is the innermost sanctuary of Elwyn's c an bend the bars of the cell enough to allow about 30 feet north-s outh by about 20 feet fortress . The party will presum ably explore th e p ass a g e; how ever, each character helping to eas t-w es t. T he corridor continues off to th e are a as they approach area 21. N ote that th e b end the bars must m ake a saving throw vs. east. The room appears to be em pty e xc ep t w om a n portrayed in the m urals located behind P araly sis or strain a m uscle. The effect of a for a statue of a sm all horse in the southeast th e curtains is the sam e in each m ural. If the strain ed muscle is to give a character a -2 pen- c om er. The statue is m ade of a yellowish party does not realize this, tell th em after they alty to hit rolls for the rest of the adventure. m etal. h av e seen the third mural. C reative players may com e up with other u nusual m ethods to escape this trap. R ew ard 17. ALCOVE T h e statue is m ade of solid bronze, and cannot clever and creative thinking by allowing any be moved. It is immune to any damage. If it is re as on ab ly good suggestion to succeed. Give a struc k by a hand-held metal weapon, the sp ec ial aw ard of 100 experience points to th e T h e west w all of this area is covered by a w ield e r of the w eapon suffers 2-5 points of p lay e r who com e s up with a w orkable and blac k curtain. dam ag e from electrical shock (no saving creative solution to the trap. thr ow ). There is n othing else in the room. If the party looks behind the curtain, they sec: 16. BLACK DRAGON 14. DAIS Y ou see a m ural depicting a w om an in a T he corridor widens here to form a room bright yellow robe with a drawn sword in T he corridor widens here to form a room ab out 20 feet square. T he corridor con- her hand. She is surrounded by human about 30 feet north-s outh by about 20 feet tin u es off to the west. A huge, black lizard- victim s. eas t-w es t. T he corridor continues off to the like creature with wings is asleep and east. This area contains an altar, identic al to snoring in the comer. It has an iron c ollar 18. ALCOVE th e ones you have seen before. The b ell on around its neck and it is chained to th e w all. th e altar is made of a golden metal. T h ere are several large sacks in the northw est corner. T h e east w all of this area is covered by a T h e altar is m ade of m arble, too heavy to be blac k curtain. m oved. The pedestal is a solid block of T he creature is a young black dragon, asleep. m ah og an y; it can be moved, although it is T he party gets one round of free attacks, with If the party looks behind the curtain, they s ee: extrem ely heavy. At least four party members a + 2 bonus on all hit rolls. T he chain on the arc needed to m ove it. It w ould be w orth 500 gp d ra g on allows it to m ove up to 30 feet in any Y ou see a mural depicting a woman in a on the open market. T he bell is a normal b ell d irec tion . If the party tries to sneak past the lav ender robe kneeling at an altar. She is m a d e of gold, and is worth about 500 gp. dr ag on, it automatically wakes up. flan k ed by six m en wearing black robes and T h e area on the m ap m arked 16a is a secret arm ed with maces. T hey arc standing at 15. CELL d oor leading to the corridor from which E lw y n attention. The glint of metal arm or can be h a s been spying on the party. It is b ett er if th e s een under their robes. T o your right you see an open area about p arty does not find the door at this tim e. If they do, proceed to the final enc ounter with 10 feet east-w est by about 20 feet north- 19. ALC OVE s outh. The area appears to b e em pty. E lw yn. Otherwise, the party w ill m eet Elwyn h ere after they have been to area 21. T he final enc ounter with Elwyn tak e s place here when T h e w est w all of this area is covered by a T he area is empty. If the entire party enters th e th e party tries to leave. blac k curtain. ro om , an iron grate suddenly descends (trigg er ed by Elwyn, who is watching, as us ual), trapping the party in the room. Elwyn 17-21. THE If the parry looks behind the curtain, they see: laughs diabolically. A panel opens up in the east INNERMOST SANCTUARY w all of the corridor, across from the cell. R ead the following to the players as they Y ou see a m ural depicting a wom an in a B ehind the panel is a keyhole with a key stuck enter the corridor that leads to area 21. w h ite robe. She is about to shoot an arrow in it. "Just turn the key, and freedom is y ou rs," from a longbow at a being who is begin- sh e says m ockingly. The key, w hen tu rn ed, ning to disappear into the sky. You recog- Y ou see a large open area, about 20 feet c a u s e s the portcullis to raise. nize the being as Namyats. w id e and more than 100 feet long. It is dimly T h ere are several solutions available to m e lit by a few candles in sconces along the p arty. A knock spell cast on th e keyhole c au s e s w alls. There are four niches that m e key to turn magically. If the party h a s the p olym o rph self potion, one m em ber

30 THE SANCTUARY OF ELWYN THE ARDENT

20. ALCOVE T h e horned creatures are flying gargoyles: th e other tw o creatures are shadows. They h a v e emerged through the one-w a y secret The east wall of this area is revered by a doors in areas 19 and 20, and immediately black curtain. attack the party. G argo yle s can only be h it w ith magic or If the party looks behind the curtain, they see: m a g ic a l w eapons. They arc not affected by sle ep an d charm spe lls. Shadow s ran only be You see a mural depicting a woman in a h it by m agical w eapons. W hen a shadow black robe about to descend into a great sto re s a hit on an opponent, it drains one chasm. Leading her into the chasm is an po in t of Strength from i t s v ic t im in addition enormous male humanoid figure covered to causing norm al dam age. The loss of with short, dark fur. Only his hands and feet S tren g th lasts fo r eight turns, but any c rea- are uncovered. He wears no clothing. tu r e w h o se Strength is reduced to zero b e c om es a shadow. Shadow s, like gargoyles, are unaffected by an d spe lls. The party member with the highest intelligence sle ep charm recognizes this being as Leptar, a chaotic crea- ture who was long ago defeated by Namyats. 16a. ELWYN THE ARDENT If the party defeats the monsters and recovers 2 1 . ALT AR t h e sacred bell, they can then leave the for- tre ss. H ow ever, as they leave, Elw yn the U n til the party has examined all four m urals, A rden t leaves her secret corridor and is wait- th is area is shrouded in darkness, caused by in g for the party in area I6a. th e clerical spell darkness, c a st by Elwyn. ( D a rk n e ss is the reverse o f light, a nd creates a Y ou see a w om an sta n d i n g in the corridor 3 0 foot circle of darkness.) As soon as the to the east. She is w earing a striped robe of p a rty has exam ined the last of t h e lo u r brigh t yellow , lavender, w hite, and black, m u ra ls, the following occurs: an d she carries a glow ing shield. She is c le arly the wom an depicted in the m urals. T h e re is a glint of m etal arm or beneath A s you turn away from the mural, the h er robe, and on her belt is a key ring and a d a r k n e ss in the area to the north dissolves, m ace. As she begins to speak, you recog- r e ve a ling an area about 20 feet square. The n i z e t h e voice that has taunted you e n tir e area is raised about half a foot above th rou g h ou t this expedition: th e floor and looks like polished stone. " In the name of Leptar, w elcom e to M Y T h e r e is a pedestal in the m iddle of the h o ly sanctuary. Y ou have done very w ell; ra is e d area. It is about three feet high , live m u ch better than all the other m iser-a ble fe e t deep, and t e n feet w ide, and appears to w retch es that have tried to assault m y b e m ade of of w ood. O n top of the pedestal fo rtre ss. I presum e you found their bones is a bell that appears to be m a d e of a silver afte r you defeated m y orcs. O h, w ell, orcs m e ta l. are easy to find, and they like working for E lw yn the Ardent. T he new ones w ill T h e altar is made of m arble, too heavy to be en jo y feasting on YOUR bones w hen I get m o v e d . The pedestal is a solid block of th rou gh w ith you!" m a hogany; it can be m ov e d , although it is e x tr e m e ly heavy. At least four party members E lw yn is w earing plate m ail arm or and car- a re needed to move it. It w ould be worth 500 rie s a sh ie ld +1. The key ring on her belt gp on the open market. The bell is, of course, opens the iron door betw een rooms 1 and 2. th e sacred platinum bell for which the party S h e is armed with a m a ce of draning + 1. In h a s been seeking. If som eone picks it up. the a ddition to norm al dam age, t h i s m ace w ill, fo llo w in g occurs: on command, drain one experien ce level from the character it h it, a s a w ight. It can A s you pick up the sacred bell, it begins to o n l y absorb a total of three levels. After those r in g . At almost the sam e lime, four crea- lev e ls are used up. it becom es a norm al m a ce tu res appear and swoop down upon you, as + 1. if culled by the sound of the bell. Two of the N o te that E lw yn has superior strength, crea tu r e s are ugly things w ith horns and w h ich gives her an additional + 1 to damage lon g fangs. The other two are hard to make on any attack. o u t. Their outlines seem to shimmer and y ou can almost see through them.

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E lw yn 's spells are as follows: H o ld person a ffects humans or hum an-like If the black dragon is still alive, she frees it b e in g s . Each victim must m ake a saving throw from its chain and it also attacks the party. 1 st level: c ause fear, darkness ( u s ed ) vs . Spells or be paralyzed for 9 turns. T h e spell U n a w a re that the party has acquired a w e b 2nd level: b light, hold person 3 rd m a y be cast at a single person or at a g r o up. If sp e ll, she is standing in the narrow corridor, le ve l: curse c a st at a single person, a -2 penalty a p p lies to a nd can be quickly im prisoned if the party is M o st of these spells are contained in the th e saving throw. If cast at a group, it will cle v e r. If the party uses the lightning bolt, D & D ® Expert Set. a ffect up to 4 persons (at the cleric's choice), th e y should be careful, because the rebound C a u se fear is th e reverse of r e m o v e fear. It b u t w ith no penalty to their rolls. The can cause a great deal of dam age to their ow n w ill m a k e any one creature flee for two turns. p a r a ly s is may be only removed by the r e v e r s e side. T h e victim may make a saving throw vs. sp e ll or by a d isp e l m agic sp e ll. E lw yn should be a tough opponent, but not S p e lls to avoid the effect. This reversed spell C u r s e is the reverse of rem ove c u r se . It im p ossible to defeat. She will never surren- h a s a range of 120 feet. c a u s e s a misfortune or penalty to affect the der. O nce she is defeated, the party autom ati- D a rk n e s s is the reverse of light. It creates a v ic tim. C urses are limited only by the caster's cally sees the slightly-open secret door behind circle of darkness 30 feet in diameter. Elw yn has im a g in a tio n , but if an attempted curse is too h e r. J u s t in sid e the secret door is Elwyn's a lrea d y used this spell on the altar. powerful, it m ay return to the caster! Elw yn is trea sure : a small w ooden chest con tain in g 11 B lig h t is the reverse of b le ss. It places a -1 c onsidering a curse to make one of the par-ty 's ge m s (worth a total of 1650 gp), and 2 pairs of p e n a lt y on enemies' m ora le, hit rolls, and shoes turn to glue a n d stick to the floor. The m atchin g bracelets (one worth 1.000 gp each d a m a g e rolls. Each victim may make a saving D M , of course, m ay think of a more ingenious a nd the other worth 1,100 gp each). Beside th r o w vs. Spells to avoid the penalties. It c u r s e . Th e victim is entitled to a saving throw th e chest is a sta ff of healing. a ff e c ts all creatures within a 20 foot square vs . Spells against the curse. T h e party can use the key on Elwyn's belt to a r e a , and lasts for six turns. E lw yn casts this o p e n the iron door between room s 1 and 2, and E lw y n 's strategy is to cast b lig h t b e f o r e the s p e ll on the party when they first lea ve the e x it through the front door, or they can follow p a rty arrives. She w ill th en cast hold person a lta r . Th e DM should make a secret savin g E lw y n 's secret corridor to the secret door that fo llo w e d by c u r s e . Th en, she will cast cause th r o w for each party member before they le a d s to the outside. fe a r. A fte r w a r d , she will pull out her m a c e + re a c h Elwyn. 1 , drains life energy, a nd attack the party.

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