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...... , .. - .. ... Adva1ced •. DungeonsSlragons• -~· COMPUTER PRODUCT ,..r._, er--:•.. DFATll KrllCi111'S OP KRl'JYJY A DKAOONLANCE'" Fantasy Kole-Playing Epic, Vol. D CWBBOOK TABLE OF CONTENTS Introduction ...... 1 (jetting Help ...... 1 The Stoiy and Events ...... 1 Maps ...... 3 A. The Overland ...... 3 CREDITS B. Qargath Outpost ...... 4 Written by C. Kalaman ...... 6 Rhonda Gilbert, Ken Eklund, D. Vingaard Keep ...... 7 Carolyn Bickford, (jary Shockley, Cyrus Harris, E. Throtl Keep ...... ,.. 9 Alan Marenco, Dave Shelle~ Erik Rom, Ken Humphries F. Cekos ...... ,...... 11 Art, Qraphic Design and Desktop Publishing Q. Turef ...... 13 LOUIS SAEKOW DESl(iN: Peter (jascoyne & Kirk Nichols H. Qnome Village (Quazle) ...... 15 Printing I. Kuo-Toa Slave Ship ...... 17 American Lithographers, Inc. J. High Clerist's Tower ...... :19 K. Tunnels Beneath Tower ·...... ,...... 21 L. Dragon Pit ...... 23 M. CeJberus ...... 25 N. Qraveyard ...... •...... 27 0. Dulcimer ...... 29 P. Voice Wood ...... 31 Q. Dargaard Keep - First Floor ...... 33 R. Dargaard Keep - Second Floor ...... ,...... 35

Strategic Simulations, Inc. reserves the right to make improvements in the product described in this clue book at any· S. Dargaard Keep - Third Floor ...... 37 time and without notice. T. Shipwreck ...... 38 , Inc. makes no warranties, express or implied, with respect to this clue book, its quality, mer· chantability or fitness for any particular purpose. This clue book is provided "as is." V. Cursed Village ...... 39 ADVANCED DUNGEONS & DRAGONS, AD&D, and are trademarks owned by and used under license V. Fun House ...... 39 from TSR, Inc., Lake Geneva, WI USA. Copyright 1991 Strategic Simulations, Inc. Copyright 1991 TSR, Inc. All Rights Reserved. W. Father of Trees ...... ,...... ,...... 40 This clue book is copyrighted and includes proprietary information belonging to TSR, Inc. and Strategic Simulations, X. Challenge ...... 41 Inc. No one i~ permitted to sell copies of ~is clue book to any person or institution except as provided for by wr~ten agreement with Strategic Simulations, Inc. and TSR, Inc. No one may copy, photocopy, reproduce, translate, or reduce Monsters: How to Deal with Them ...... ~ ...... 42 to machine readable form this clue book without the prior written consent of TSR, Inc. Journal Entries ...... 43 Any persons reproducing any portion of this clue book for any reason, in any media, shall be guilty of copyright viola· lion and subject to the appropriate civil or criminal action at the discretion of the copyright holder(s). Magic Items: wt-Jere to Find Them ...... 44 INTRODUCTION Throughout the game, the party will run released an imprisoned red dragon. The char­ A key found on Ariela opens a secret tunnel across people who have taken these cursed acters pursue the marauders into tunnels into Dargaard Keep, 's castle. There DEATH KNIQHTS OF KRYNN is Strategic items. They will act thoroughly evil, despite below the tower. They learn that the evil the characters meet Lenore, a thief raiding the Simulations, lnc.'s sequel to CHAMPIONS their previous natures. If the characters can forces are directed by Sir Qarren, a good keep. She guides them past some traps, but OF l

A. nm OVERLAND B. GAKGATII OUIPOST

18 15 3

KEY 1 rn 6 Wall [QJ Door 18 Kitiara and tries to take the rod. She fails and Once Lord Soth has been defeated, the 12 gets transported to another dimension. The rod chance of encountering undead monsters is ~ is destroyed and the party is transported to the greatly reduced and the number of friendly Archway High Clerist's Tower. travellers increases. Wandering the overland is a good way to D MAPS: discover some of the unmarked encounters in Tunnel the game. Fighting monsters gains valuable experience points for the party. This is especial­ ~ A. The Overland Impassable The overland map is used to travel from ly useful if a party member is close to gaining Alea place to place in the game. This map shows another level. the area of Ansalon covered in the game and B. Gargath Outpost Wandering Monsters: Monsters are most 4. Main entry to the keep. Spiral stairs lead shows many of the major points of interest as frequently met outside the outpost walls. The to the upper floor. Synopsis: After meeting the undead Sir symbols on the terrain. party fights blue dragons, sivaks, evil mages Karl, the characters bring survivors to the 5. On the lower level, this door leads out­ Overland travel is filled with many mon­ and fighter mercenaries. Qargath Outpost. They meet an old knight side the outpost walls; on the upper level, it sters and other travellers. They may be friend­ Resting: The best place is the room opens onto the parapet walk. ly or hostile and thus may help or hinder your who sends them to find the Dream Merchant assigned by the innkeeper. 6. On the lower level, the keep's well; on progress during the game. in Kalaman. Map Locations: the upper level, the Commander's Office. The Your location and its terrain affects the The party may have to fight a besieging party receives work assignments and informa­ kinds of encounters you have. As you get clos­ force of sivaks to enter or leave the outpost. If 1. Main gates, the primary entrance to tion here. Sir Thom may be met here. er to Dargaard Keep or Qargath Outpost, the the party aids in healing, it receives a Ring of Qargath Outpost. The party leaves by moving characters encounter a higher percentage of Protection+ 1. On later trips, the outpost may away from the outside walls. 7. The alcove containing Sir Kart's empty undead monsters. They may meet hatori in the be besieged. For relieving this seige, the party 2. The outpost's postem, or rear exit. grave. The party meets the Dread Wolf here. plains regions or wyndlass in the forest receives a Wand of Fireballs. 3. Stairs lead to the upper level of towers Players should have a Charm Snakes spell regions. They are also more likely to battle and battlements. memorized to handle the swarm of carrion dragons in the regions near the Dragon Pit. snakes that pour from the empty grave. <]-. --El--· ..-===. . ======3> s 6 C.KALAMAN 8. The inn. The party returns to Kalaman with an ear­ 9. The Knights of Solamnia operate a bank ring implicating Ariela. Daine confronts Ariela, and she kills him. The party slays here. Note: this is the only such bank in the x 14 game. Ariela, but sivaks escape with Sebas. The party rescues another prisoner who relays a 1 D. A general store with weapons at fair message from Sebas about the Rod of prices. Omniscience in Voice Wood. He also gives 11. The temple. the party a Dart of the Hornet's Nest and 12. A training hall open only during the day. Banded Mail+2. 13. The outpost tavern. The party should Wandering Monsters: The party encoun­ come here often to listen for interesting tales. ters evil gangs, especially in the alley far from Ayn and Sir Thom may be met here. the bazaar gates. Once defeated a few times, 14. The party may elect to perform guard they learn to leave the party alone. duties at one or more of these stations. Resting: The best place is the inn. Other 15. When patrolling, the party encounters places are patrolled by knights by day and invaders at these locations. At night, the party thugs at night. After confronting Ariela, the finds a rope here, indicating that a spy is in the party may only rest briefly before cornering the outpost. The spy can be captured in the fleeing sivaks in the bazaar. 11 Commander's Office. Map Locations: -_J KEY 16. If besieging sivaks force the front gates, 1. Entrance and exit for Kalaman. rn the party must defeat them here to save the 2. Main gates into and out of the bazaar x Wall outpost. square. Closed at night. 17. Front gates. While besieged, knights pre­ 3. The Whistling Whale Inn; the only safe []] vent all parties from leaving. place to rest. After the Dream Merchant is 7 Door 18. Parties on patrol are eventually relieved kidnapped, a ransom note is left here. 3 here. If besieged by draconians, blue dragons rn 4. Quardhouse cell. The party is imprisoned One-way may attack. if arrested. 1 Door C. Kalaman 5. Temple of Kai. Healing services avail­ Synopsis: Following Sir Thom's advice, the able during the day. 9. The entrance to the Dream Pavilion. directed by the Dread Wolf. After defeating characters travel to Kalaman. They meet the 6. Bout Hall. Training services available Ariela's men reveal themselves to be sivaks the forces, the party receives a clerical scroll. It city commander, Daine. His consort, Ariela, is during the day. and fight a holding action while the Dream is wisest to do what the Blue Dragons ask. a red dragon in human form. The party learns 7. A warehouse during the day, at night a Merchant is kidnapped. Otherwise, you must battle as of the hunt for Sebas Astmoor. The Dream bar. Brawls and useful rumors are found here. 10. Apprentices point to a ripped wall, the well. Merchant is spirited away by Ariela's sivaks, 8. The house of the City Commander beginning of a trail of torn fabric walls. One 13. This is the only way to enter the bazaar and a midnight parley with Ariela in dragon where the characters meet Daine, Ariela and trail leads to the Commander's house. The at night. form is broken up by Soth's undead. The Major Terns. They hear a biased account of other, a diversion, leads to the back door of 14. When Daine confronts Ariela with the Dream Merchant escapes to Vingaard and the the activities of Sebas Astmoor. After the the inn. earring, she kills him. Knights and the party characters follow. Dream Merchant escapes, Ariela lets slip that 11. Patrolling knights. then fight her sivaks. The party is left to guard he has a shop in Vingaard. 12. A store during the day. This is where the Ariela who reveals herself to be a red dragon. After Sebas is kidnapped by Ariela, the party party meets the merchant's kidnappers. The party receives an Elixir of Youth for returns here with the earring proving Ariela's Keeping the truce earns the party experience defeating her. complicity. points. The parley is broken by Soth's forces, E,,. 7 8 ~==;::::::==-==-==...... ==... ==. "• .==)·· . -=;_,I>

D. VINGAARD KEEP 15. The cell where Sebas was imprisoned. 9. Training Halls. 16. The party fights sivaks. From here, a trail 10. The Temple. of slashed walls leads west, then north and 11. Back rooms. The party learns of the south. widespread manhunt for Sebas Astrnoor. 6 X. After defeating Ariela, the party rescues 12. Various evil parties wait here. a knight who tells them that the rod is in 13. Speakeasy. Bodyguards control entry to KEY Voice Wood and tells them the appropriate the rooms beyond. They are easily fooled. chant to enter the wood. rn 14. The party finds sivak spies searching for Wall D. Vingaard Keep Sebas. The party will likely fight both the Synopsis: In Vingaard, the party seeks the bosses and their bodyguards. (a) [Q] Dream Merchant. The Sleepstone reveals that 15. The Dream Merchant's shop. After the Door the key to defeating Lord Soth is held by Sebas Merchant leaves Kala.man, the party meets Astrnoor. The party finds Sebas by following a him here. If the party members broke truce in ~ winding route marked with red doors. Before Kala.man, they must fight a dream battle 11 9 tvchw~ Sebas will trust the characters, he sends them before he'll decipher the Sleepstone. They may [f] to stop Lord Soth at the High Clerist's Tower also fight a dream battle to earn an elixir rid­ and to destroy Sir Karl at the Dragon Pit. ding them of bad dreams. Once in a dream (b) Secret Door Vpon returning from the Dragon Pit, the battle, the characters should try to complete all [[] party finds that someone has seized Sebas. three steps. If damaged, you should awake. Special Red Evidence in his hideaway incriminates Ariela However, you will have to fight all the battles Door of Kala.man. over again. Wandering Monsters: Qangs of thieves The Dream Merchant shows the characters wander the streets, especially at night. They the dream in the Sleepstone, bidding them to leave the party alone after a few defeats. The find Sebas Astrnoor by starting at the entrance dark forces working for Lord Soth often slip 3 to the Candle Shop and opening only red away if confronted. doors. Resting: The party's room in the Inn is the 16. Entrance to the Candle Shop. only safe place. After visiting the Dream 17. The Candle Shop. Merchant, bad dreams plague the characters 11 until they complete his bidding. 18. The party members first discover Sebas. If they gain his trust, he sends them to defend Map Locations: the High Clerist's Tower. 1. Entrance/exits to Vingaard. After the Clerist's Tower, the party finds Sebas 2. Entrances to Crook Street. here. He sends the party to the Dragon Pit, 3. Shops. giving it a map that shows how to enter the 4. A fletcher's shop, with good prices. evil place. 5. An armorer's shop. Expensive, but will 19. After the party explores the Dragon Pit, buy surplus weapons. the red doors lead to a sivak ambush. Re-enter­ (b) 6. The Inn. ing the room after the battle, the party discov­ ers Ariela's earring, implicating her. 7. The party's room in the inn. Rest here is undisturbed except by bad dreams. 12 8. Taverns. .... ~ 9

E. TIIR01L KEEP 5. This is a vault requiring a Knock spell 14. This door is trapped, but can be disarmed cast by a 1Oth level mage or above to open. by a thief. The party is then ambushed by Inside is a Composite Long Bow+2, 1O priests of Takhisis carrying a Wand of Ice Arrows+2, as well as money. Storm. 6. The party is attacked by skeleton ­ 15. A priestess of Mishakal asks the party to riors and zombie minotaurs. save her love, Sir Michael, who was dragged 1. Evil priests and undead minotaurs guard northward by evil priests. this corridor. 16. Vndead dragons occupy this room. 8. The party meets wights, ghouls and 17. Skeleton warriors and zombie minotaurs ghasts led by an evil priest. attack the party. KEY 9. Dead bodies rise and attack the party. 18. The walls are scorched and the party The monsters include priests ofTakhisis, finds two piles of charred bodies1 one marked rn wights, ghouls and skeleton warriors. 'yes' and the other marked 'no.' The 'yes' pile Wall 10. If the party enters this room, it is attacked has been prepared for conversion into undead. by red dragons. 19. The party fights a large patrol of evil Door 11. Nightmares and skeleton warriors attack priests and wights. from this stable. 20. Lessiter awaits the party with a force of ~ 12. Skeleton warriors and wights are alerted priests, skeleton warriors, wights and ghasts. Archway by the party's approach. After defeating the evil forces, the party res­ [I] 13. The party defeats the evil priests and cues Sir Michael and reunites him with his Secret wights to gain booty. love. rnDoor One-way Door ~ Impassable Area

B. Throtl Keep Map Locations: Synopsis: The party learns that Throtl Keep 1. Entrance and exit for the keep. The party has been overrun by an evil priest named is met by Lessiter, a high priest ofTakhisis. If it Lessiter and his followers. They are using the stays, it is attacked by skeleton warriors and keep as a haven, where they can create undead wights while Lessiter retreats. to help fill the undead legions of Lord Soth. 2. The party is ambushed by undead Wandering Monsters: There are no wan­ dragons. dering monsters. 3. Lessiter flees while skeleton warriors and Resting: No place is entirely safe from zombie minotaurs attack the party. interruptions. 4. Skeleton warriors and zombie minotaurs attack. 11 12

F. CEKOS F. Cekos 8. A vagabond will tell the characters Synopsis: Evil blue dragons in Cekos have about Cekos if they offer him two steel pieces. set up a hierarchy of sivak guards, forbade Disguised sivaks attack before he can finish . If 13 magic in the town and turned the townspeo­ the characters kill the vagabond, the town ple into servants. Magic is only practiced cleric is outraged. behind closed doors, and both the townspeo­ 9. If this magic statue is approached at ple and the dragons are wary of visitors. night, it asks the characters to save the town [:ill Wandering Monsters: None. and gives them a white mage scroll. Resting: Some chance of interruption every­ 10. If the prisoners in this jail are spoken to 12 ~ where. before being freed, they tell why they were Map Locations: imprisoned. The party gains experience points CTI for freeing them. 8 1. Entrance/exit. 2. An old woman approaches and asks for 11. The clerk suggests speaking to the 5 6 help in locating her daughter. If the characters vagabond at location 8. agree to help, she gives them a Quarterstaff+2 12. Town hall, If the party tries to sneak past 9 KEY and an amulet. If they have the amulet while or join in the fight amongst sivaks, the sivaks 4 [] 7 rn in the dragon's lair, the princess joins them. If attack. Wall they return after this, the old woman rewards 13. The party finds a key that opens the them with gems. secret door of the dragons' lair after defeating []] lgorf, a copper dragon, asks to join the sivaks. Door 3. party. He can be helpful in battles, but some 14. The characters may be offered food or [I] townspeople won't let the party rest in their drink. They are damaged by poison if they Secret homes if he is present. accept. LJ2 LJ Door 4. A kitchen. During the day the party may 15. This is the passage to the dragons' lair. 16 m see a servant carrying a tray of food. A suc­ The party must have the Key from encounter D Mine cessful 'move silently' skill roll allows the 13 to pass through the secret door. Entrance party to follow her to the secret entrance of the 16. A wizard tells the party about the Cekos dragons' lair. tradition of magic. If attacked, he casts a i 18 5. The mayor is a sivak in disguise who Fireball spell and disappears. suggests that the party leave Cekos. If talked to 17. A cleric lets the characters rest if they are .. again or attacked, he attacks. without lgorf and haven't killed the vagabond . 6. The party receives information if it waits 18. This is the entrance to the dragons' lair. in this tavern without buying a drink. 19. This is the blue dragons' lair. If the char­ D 20lt'I 7. The innkeeper asks the characters to acters defeat the dragons, they receive a great 19 leave. If they refuse, sivaks attack. deal of treasure and a Wand of Paralyzation. 20. This is a sivak guard post. :;>

book, he tells how the ambush might be sacks of relics onto blue dragons, preparing to G.ruREF avoided through the secret door in the tavern. leave. The party must defeat the soldiers and prevent the dragons' escape. 1 3. The party spots a waiting ambush as it enters the square. The party should retreat, for 13. Exit from Turef. If the party has the wild 6 15 2 the ambush would overwhelm it. boar carcass, it must be dropped before leav­ 4. A mother seeks her captured son. If the ing. characters return after sparing the son, (the 14. The party encounters a patrol just as dwarf with a purple hat at location 6,) the Skomp spots his boar and gives chase. If the mother gives them a Cloak of Displacement. party doesn't follow Skomp, it later finds him 8 5 5. If the characters bring the boar carcass to badly injured. 12 9 this cook, they are rewarded with a Short 15. This barracks is full of sleeping soldiers, Sword+2. and a blue dragon sleeps in the back comer. KEY 6. A dwarf with a purple hat attacks. The Propped against it is a Shield+4. Taking the D shield reveals the book, Ambush Made Easy, party should WRESTLE him to the ground. rn hidden in its straps. Wall Evil soldiers then attack. When the dwarf regains consciousness, he tells of seeing a book If the soldiers awaken before the characters get []] hidden in a shield. the shield, they must leave the barracks and Li Door 7. The secret door in the back comer can't have another encounter before the soldiers fall be opened without a magic key from location back to sleep. ~ 10. 16. If the party members have several drinks Archway 8. After location 12, the Dread Wolf with Milo, he tells of the secret door in the slaughters Skomp's boar. Skomp leaves, and back wall. If they've returned Ambush Made [f] the party should take the boar carcass to loca­ Easy to the scholar, Milo says that the key 0 Secret 14 0 EJ Door tion 5. they seek is #88. 19 DJ 9. Mages and clerics attack the party. 17. The village magistrate is being tortured One-way here. The party fights to free her, after which 13 Door 10. The locksmith will sell keys to the party (100 S. P.J if it knows which key it wants. Key she rewards it with gems. number 88 opens the secret door at location 7. 18. The party surprises soldiers and spell G. Turef encounters vary radically in difficulty. Save the If the party takes more than one key, the keys casters. Synopsis: As the characters enter the vil­ game often.) rattle and increase the chances of random 19. The party surprises sentries and a fight lage, they see crazed hill dwarves attacking Resting: The characters may rest freely at encounters. The locksmith buys back all of the ensues. Skomp, a mountain dwarf. The party helps location 11. Otherwise, they risk interruption. keys for 10 steel each. 20. This building is full of traps. If the party Resting indoors is safer than outdoors. Skomp find his wild boar, which fled into the 11. The party finds gems if it searches in this searches, it can avoid them. village. The party then recovers the book, Map Locations: storeroom. The party may rest safely here. 21. Same as location 20. Ambush Made Easy. Finally, the party passes 1. Entrance/exit. Crazed dwarves attack 12. Evil mages use Sir Karl's cursed relics to 22. More sentries attack. an ambush to reach the center of the village, brainw;,sh the dwarves here. Soldiers toss where it ends the brainwashing of the Skomp, a mountain dwarf. The party should dwarves by evil mages. come to his aid and agree to help him recover Wandering Monsters: Creatures include his wild boar. wraiths, wights, vampires, ghouls, ghasts, 2. A scholar says that a book called crazed dwarves, black robe mages, priests of Ambush Made Easy fell into evil hands and Takhisis and evil warriors. (Note: The random must be recovered. If the party returns the Gj E ~ 15 ~ . ~ '® ~ ·· E ;:;> 1 6

H. GNOME VILLAGE (QUAZLE) to death. The characters may be pulled back 5. Sage Cinome guild. The sage gnomes later, in which case they must escape again. explain the recent history of the village. 2. Hall ofTechnological Innovation. This 6. A gnome spy sent by the Military building is filled with technological devices Planning guild is here. invented by the gnomes. 3 6 7. Cjrand Council of Bureaucracy. 3. The door can be opened by a Knock 8. If a cleric is in the party, he may help the 5 spell cast by a mage of 11 th level or better, wounded gnome soldiers. Casting a healing otherwise, bash the door or pick the lock. The 4 4 spell gives the party experience points. If a evil mage waits here with his remaining is in the party, he may pick up a rn undead beasts. His treasure includes Eyes of weapon lying on the floor. It is best to leave Charming, a Potion of Speed and a Potion of the weapons, because they sometimes mal­ 11 D Healing. function in spectacular ways. D 4. Each poisonous cloud damages the party. 11 9. Education guild. The best way to get through the clouds is to go 10. Military Planning and Weapons guild. 7 to the wizard's lair through the Mechanical Engineering Cjnomes' guild. 11. Mechanical Engineering guild. The party should destroy the machines here.

KEYrn Wall

1 8 10 9

Hint: There are a limited number of H. Gnome Village undead beasts in the town. Wander the town Synopsis: A mad gnome in this village until you find no more beasts. Then go to the once invented a picture making device. The battle at location 3. This makes that battle sage gnomes saw this as a threat and asked the much easier. mechanical engineering gnomes to create a Wandering Monsters: Vndead beasts. device to block the new invention. However, Resting: There is no safe place to rest until they created such dangerous devices that soon all of the undead beasts are destroyed. the town was up in arms, fearing it was under Map Locations: attack. An evil mage saw this as an opportuni­ ty to increase his power. He killed the mad 1. Entrance/exit. As soon as the characters gnome, put poisonous clouds outside his work­ enter, the Foreign Relations guild takes them shop and sent out undead beasts to continue to the Hall ofTechnological Innovation (loca­ the confusion. tion 2.) They must escape or risk being bored I. KUO-TOA SLAVE SHIP 4. A group of Kuo-Toa orders the characters initially. During the fight, torches are knocked to leave. If they disobey, the Kuo-Toa attack. from the walls and the boat begins to burn. The party hides the bodies after the fight, so After the battle, the walls are ablaze and it is no alarm is raised. · impossible to go back the way the party 5. Kuo-Toa attack. The party receives a entered. Long Bow+3, Chain Mail+4 and 10 12. These doors are aflame and impassible Arrows+3. Again, no alarm is raised. after location 11 . 6. This is the galley of the slave ship. A 13. Kuo-Toa search the room. After defeat­ slave asks the party to meet him in the pantry, ing them, the party is unable to find what they out of sight of the guards. were searching for. 7. This is the pantry. The slave gives the 14. This is the captain's room. The party is 18 party directions to the temple, where the attack still unable to find what the looters were against the Kuo-Toa will begin. searching for. 18 8. The Kuo-Toa in this dining room hurl 15. If the party members choose to search 18 insults at the party. Only by ignoring all of the this burning closet, they are burned. While insults can the characters pass. If they take they retreat, they find a box containing a offense and attack, the alarm is raised and it Mace+4. KEY becomes much harder to reach the temple. 16. Once the party has entered and left rn 9. If the party members passed safely through this door once, the flames around it Wall through the dining room, the Kuo-Toa ignore grow so intense that the characters are unable them. If the alarm has been raised, Kuo-Toa to re-enter the room. []] monitors the attack. 17. A large group of Kuo-Toa are preparing 2 2 2 2 11 Door 10. These are the sleeping quarters of the to jump from the bow of the ship. Combat Kuo-Toa monitors. 3 ensues if the party tries to pass. ~ 11. A human is about to be sacrificed. If the 18. The characters meet the slaves and are lmpassab~ Area party attacks, the Kuo-Toa are surprised and awarded experience points for their role in the only a few Kuo-Toa monitors and clerics uprising. The party and the slaves dive from I. Kuo-Toa Slave Ship Resting: The slave cells are the only safe attack. the ship and swim to freedom. Special Note: The characters enter this map places to rest. (Warning: It is impossible to If the party hides, it is discovered. The ensuing automatically while walking near the river on return to the cells after location 11. Make sure fight is much more difficult than if it attacked the overland map. the party is fully rested before that event.) Synopsis: The characters spy Kuo-Toa war­ Map Locations: riors herding peasants aboard a ship. They 1. The characters are led to this cell. This is dare not attack directly for fear that the slaves a safe place to rest. might be slaughtered. The characters disguise 2. Other slave cells. Also safe places to rest. themselves to be led aboard. Wandering Monsters: Random patrols 3. A group of slaves tells of its plan to bum only appear after the party raises the alarm in the boat and win freedom from the Kuo-Toa. locations 8 or 11. Then the party faces Kuo­ The meeting is interrupted by guards ordering Toa fighters, monitors and clerics, as well as the party to report to work in the galley. vodyanoi...... ~·- · - .. ·.( 19 ~~< =:;, ~·· =.. ,, ·.. =stmsQ3f)

J. tnGH CLBRISTS TOWBK 3. This is as far into the tower as the party 10. The party finds slain bodies here, after it may go until the attack is underway. has been to locations 11 or 13. 4. During the attack, the party will not be 11. When the party enters here or location allowed to climb higher in the tower. 13, it has a battle with undead skeletons and 1 2 5. The party finds Sir Durfey surrounded by wights. After the battle, it hears the enemy undead. When rescued, Durfey should be forces retreating through location 1O. allowed to join the party. 12. Evil forces are holding this room. 6-8. The party confronts undead and dis­ 13. See location 11 . covers that the tombs have been looted. 14. The empty tomb of Sturm Brightblade. Knights aid the party in battle. 15. The entrance into the tunnels. 6 9. Durfey warns the party that a dragon was held due west (location 13.) He also )

7 []] Door 11 10 9 [!] Stairs Down [!] 14 8 Stairs Up ~ 15 Impassable ~ Area J. High Clerist's Tower Wandering Monsters: When the undead Synopsis: Until Sebas Astmoor warns the invade, patrols of skeleton warriors and wights party of Lord Soth's imminent attack, the will confront the party. tower is merely a safe place to rest. The party Resting: Except when the undead are will be confined to the top level. attacking, the tower is completely safe to rest After the warning, the party is escorted in. During the attack it is possible to rest, but down to the crypts where it discovers Sir there is no guarantee that the party won't be Durfey holding out against the undead horde. disturbed by an undead patrol. With the aid of the tower's knights, the party Map Locations: discovers the theft of Sturm Brightblade's body 1. The entrance to the tower. and the escape of a red dragon. The characters 2. This is where the party is taken to rest. It descend into the tunnels dug by the undead. is also where the party meets a council knight when they learn of Lord Soth's attack. He escorts them to location 5. &&(-... .---,=:> 22

K. 1\JNNELS BENEATII TOWER 4. Zombie giants are digging away at the 9. The party confronts Sir Qarren. The tower's supports, trying to undermine it. They characters should take the cursed sword away tum and attack if approached. from him. They may take damage, but they 1 4 5. A rear guard of skeleton warriors tries to will free the knight. Once Sir Qarren is freed, stop the party. Lord Soth approaches and attempts to slay 6 6. The red dragon turns and attempts to him. Some members of the party should throw slay the party. Sir Qarren and the undead con­ themselves in the way. 2 tinue to retreat. 10. The corpses looted from the tombs are being loaded onto nightmares and flown 4 4 7. Another delaying action by skeleton warriors. The party finds some loot dropped by away. The party should attack immediately in the fleeing undead: a Short Sword+4 and a order to rescue as many bodies as possible. Staff Sling+3. Lord Soth will battle the party, but is not destroyed even if he is defeated. After one 8. Another delaying action. The party finds battle he will get up and leave. 7 a Hoopak+3. 3

9 8 KEY 4 rn Wall ~ Impassable 4 10 4 4 Area

K. Tunnels Beneath Tower Wandering Monsters: Various undead Synopsis: The party descends into these wander the tunnels and attack the party on tunnels in pursuit of the undead who have sight. looted the crypts. The characters also seek an Resting: No place is completely safe to rest. escaped red dragon. As they proceed along the Vndead seek the characters' lives. main corridor, they discover that the undead Map Locations: were lead .by a knight who is under the influ­ 1. The party descends from the tower here. ence of a cursed sword. Finally, after defeating 2. The party meets Sir Qarren and the red the dragon, rescuing the knight and recovering dragon. The dragon tosses a boulder at the many of the bodies, the party meets Lord Soth. party which collapses the tunnel. The evil He is not prepared to do battle and escapes forces retreat south and east. atop a nightmare. 3. Skeleton warriors attack, attempting to delay the party. ~ 24

L.DKAGONm 5. This is the main altar room. The Dread 12. The party confronts Sir Karl. He retreats Wolf harasses the party if he still lives. Under out the north door. a stone next to the altar the party finds Plate 13. Sir Karl continues to retreat down the Mail+3, a Shield+2, a white mage scroll and corridor. He calls on the Dread Wolf to slay a clerical scroll. the party. The party finally has the chance to 6. This long corridor is filled with undead battle and defeat the creature. dragons. Since few of them have been given 14. This area is open to the sky. Maya specific directions, they merely lay around in arrives when the party enters. As she D decaying lumps. Occasionally, one recognizes approaches, Sir Karl strikes her with the drag­ 6 KEY the party as an enemy and attacks. onlance from hiding. Though wounded, 7. This is a secondary altar to Takhisis. Maya lifts off with Sir Karl. The two disap­ rn Undead dragons protect the room. pear into the clouds. Wall 8. A red dragon is chained here. He gives Before the characters can do anything, they are directions to find Sir Karl. If the party frees confronted by the death dragon. After the Door him, he flies off, only to be slain by the wards dragon is slain, the dragonlance falls from the at location 9. If he is left, the Dread Wolf slays clouds. ~ him. 15. This is the lair of the death dragon. The Archway 9. This is the entrance used by the evil treasure includes a Short Bow+3, Leather forces. It is warded to kill anything living that Armor+3 and Plate Mail+2. rn passes through. 16. A rope bridge lies next to a deep chasm. 10 Secret Door 10. This is the stable where the nightmares The party can string the bridge and go across. 11 Iii are kept. Deep 11 . This is a barracks for the skeleton warriors. Chasm ~ 9 Impassable Area

L. Dragon Pit Map Locations: Synopsis: This is where Lord Soth has hid­ 1. This is the only entrance that the party den one of his attack forces. Sir Karl has been can reach. When the characters know about put in charge. Until Sebas has revealed the the secret door, Maya arrives and joins them. secret door at location 3, the party can't 2. This is next to a deep chasm. The party advance past that point. cannot cross before locating the rope bridge at Wandering Monsters: The main section of location 16. If Maya is with the party, she the temple is patrolled by skeleton warriors. crosses to the other side to seek Sir Karl. The large corridors along the west and south 3. This secret entrance to the temple can't edges of the temple contain undead dragons be opened without the information provided who may also attack. by Sebas. If Maya is with the party, she turns Resting: No place is absolutely safe from back and crosses the chasm at location 2. wandering patrols. 4. Wights have drained a knight and await his transformation into one of them. It occurs as the party arrives, and the wights attack. ·~······ · ·······

M.CERBEKUS been to location 4, they fight the fortune teller 7. Before the raid, the characters talk to the here and free Zakarie. Afterward, the party town cleric, Zakarie. He tells them of the should return to location 4. assassination of the mayor and also of the citi­ 7 8 3. During the raid, giant zombies guard the zens of Cerberus being forced to work as ser­ entrance to the town hall and must be battled vants in Dargaard Keep. before the party can enter. During the raid, when the party arrives, it 12 4. Before the raid, the town hall is aban­ finds that Zakarie has been kidnapped by doned while the townspeople prepare for the undead forces. mayor's funeral. 8. A magical barricade protects the armory. 12 Q12 4 12 During the raid, townspeople barricade them­ The party can only enter after freeing Zakarie 3 selves here. They say that only the town cleric, from the fortune teller's tent. Zakarie, can dispel the magic gateway guard­ 9. After Zakarie gives the party permission 10 ing the armory. in location 4, the treasure includes a Mace of 12 After the characters rescue Zakarie, when they Disruption, Chain Mail+2, a Ring of ~~ return here, he sends them to the armory (loca­ Protection+3 and Cjauntlets of Ogre Strength. tion 9) to claim a reward. The party earns 10. A vendor of oddities and artifacts will . experience points for bringing him here. buy one rug from the party for 1OOO silver 12~ 5. The party may sleep at this inn free of pieces. ~ KEY 1 charge before the raid. During the raid, spec­ 11. This is the town's common garden. rn tres lurk here. 12. These small houses are destroyed during II Wall 6. Before the raid, this tavernkeeper tells the the raid. 11 1 party about the assassination of the mayor and []] the impending funeral in the graveyard. L _J Door 11 1 ~ An:hway 2

M. Cerberus Random Encounters: The party only Synopsis: After the party completes the encounters monsters during the undead raid. Dragon Pit, it finds the citizens of Cerberus Resting: Before and after the raid, the party outraged by the assassination of the mayor. may only rest at the inn. During the raid, the They urge the party to go to the graveyard to party can rest anywhere, but there is danger of attend the mayor's funeral. wandering monsters. After the attack in the graveyard, Cerberus Map Locations: is raided by undead forces. The party must 1. The entrance to the Farmer's Market. reach the townspeople barricaded in the town 2. The fortune teller's tent. Before the raid, hall, then rescue the town cleric, Zakarie. the fortune teller gives the party a grim fortune Before this, the townspeople can't enter the if asked. armory and equip themselves to fight off the invaders. During the raid, if the party comes before talk­ ing to the townspeople in location 4, the for­ tune teller rushes away. If the characters have N. GRAVEYARD 4. A dial)' describes the odd behavior of 12. Inside this coffin, a tunnel leads to the gravedigger and that something is wrong Dargaard Keep. The party can only unlock the with the wards protecting the graveyard. 0 0 00 0 014 0 00 0 s 12 coffin with the iron key obtained from Ariela's ...... 5. The funeral for the mayor of Cerberus . body in Kalaman. 9 10 8 11 The characters see the body twitch, but the 13. The second evil ward. The party must townspeople refuse to heed any warnings. The replace it with one of the good wards from attack on the graveyard commences, begin­ location 1 0. ning with a fight as the undead mayor attacks. 14. The third evil ward. The party must 6. Empty coffins. replace it with one of the good wards from o 0 o; 0 : KEY 1. Coffins swarming with spiders. location 1 0. 0 : 7 6 8. If the attack has not yet begun, entering 15. The fourth evil ward. The party must 0 0 rn ~ Wall this square causes it to commence. Vndead replace it with one of the good wards from 0 0 : creatures attack the party. location 1 O. 13 0: 6 9. The insane gravedigger. If the party takes 16. After the graveyard attack begins, the 0 i []] Door characters find a young woman buried alive. If 0 his ruby, he's freed from its influence. He says 0°o: ...... that he killed the graveyard's cleric and stole they have the shovel or the dog, they can save o o 0 o 0 o; ~ the good wards from around the fence. her and earn experience points. ······················ An:hw3'f The party obtains a shovel no matter what 17. Vndead creatures hold a mourner cap­ they do to the gravedigger. tive. The party must fight to save him and D earn experience points. Low 10. The party uses the shovel from location 9 Fence to uncover the four good wards buried here. [eJ 11. If the attack on the graveyard has not yet Tombstone begun, stepping through this door (in either direction) initiates it. A group of undead ~ attacks. Impassable 4 Area

N. Graveyard Note: Cleric's turning ability is diminished Synopsis: After completing the Dragon Pit in the graveyard. and visiting Cerberus, the party finds the Map Locations: funeral of the assassinated mayor of Cerberus 1. The first evil ward. The party must taking place. (Before completing Dragon Pit, replace it with one of the good wards from the graveyard is empty.) The funeral is inter­ location 1 O. If the party is first entering the rupted by an undead assault, which the party graveyard, a man gives directions to the funer­ must repel. al at location 5. The magic wards placed around the grave­ 2. After the undead attack begins, this gate yard fence have been stolen and replaced by is guarded. The party must fight to leave this evil wards. The party must recover the good way. wards and replace them around the fence, where their power destroys all evil within the 3. If the characters are kind to the dog here, graveyard. it follows them throughout the graveyard. The chances of being able to rest during the attack are improved by having the dog. 30

0. DULCIMER the phylactery before attacking the lich in loca­ 8. A coop full of undead chickens. tion 7. 9. The passage to Voice Wood. The party 7 5 After the phylactery is destroyed, all the can't pass until the lich is dead. If they try undead creatures in Dulcimer fall to dust. The before then, a spectre appears and tells the party may then pass into Voice Wood at loca­ party how to destroy the lich. tion 9. 10. A living man is confined in these stocks. 3. A zombie ta.vemkeeper offers the party a If the party frees him, he gives them informa­ drink. It is poison and damages whoever drinks. tion. 0 4. The zombie innkeeper welcomes the 11. The Dulcimer town hall. party, but the atmosphere is unappealing. 12. A garden of rotted vegetables. 5. The lich's guards attack the characters. If 13. The farmer's market is a grim parody of they enter the room again, more guards attack. the market in Cerberus. It is unlikely that the I 0 D After the second combat, the lich 's entire party will want any of the goods being offered. guard is gone and the party faces none when it fights the lich. 14. After the party battles zombies, it finds a 9 Scroll of Protection against Dragon's Breath, a 6. If the party hasn't met the spectre at loca­ Potion of Invisibility, 4 Darts+3 and a Long o tion 9, he appears before the party passes Sword+4 D through this door. KEY rn 7. The lich's quarters. The lich attacks Wall when the party enters. After the battle, the 11 party should go to location 2 before the lich 12 13 [ID regenerates. 2 LJ Door 12 13 [}] 8 Archway

O. Dulcimer regenerates and attacks at regular intervals Synopsis: (Note: the map for Dulcimer is until the phylactery is destroyed. identical to the Cerberus map.) To reach Voice Resting: No place is immune from attacks. Wood the party must pass through Dulcimer, a Note: Cleric's turning ability is diminished twisted mirror image of Cerberus created by a while in Dulcimer. lich with fond memories of that town. Map Locations: Dulcimer is populated with undead who now 1. The entrance/exit to Dulcimer. Soon stagger through a parody of life. after entering, the mayor, a lich, greets the The party must slay the lich then destroy its party. He admonishes it to stay away from his phylactery, the jar housing its soul. With the personal chambers and from the entrance to lich destroyed, the party proceeds into Voice Voice Wood. Wood. 2. The phylactery containing the lich's soul Wandering Monsters: Most of the is buried here. The party must smash it to undead ignore the party, but there still are defeat the lich. The party won't be able to find infrequent attacks. After battling the lich, it t ·(13> ea-• E - ~ 32 ---.. - .,

P. VOICE WOOD destroyed here. They must have used a 9. This is the Hall of Voice Wood. A voice Protection from Qood spell to enter Voice coming from all the trees explains that it has Wood, but the spell expired before they could 10 15 2 the Rod of Omniscience. If the characters escape. swear to use it only against a foe they can't 5. The party is damaged by limbs and vines. defeat, they may take it. 10. Through this arch, the party sees Throtl. 2 6. The party enters a large clearing and confronts a band of evil creatures. The evil 11. Through this arch, the party sees the for­ ones are worried that their Protection spell is est north of Dulcimer. running out. 12. Through this arch, the party sees the _1--i I 7. The party fights a small army of black land west ofTuref. 1 6 2 7 wizards, wights and giant undead. 13. Through this arch, the party sees Turef. 8. Sprite warriors say that the Rod of 14. This leads back into Dulcimer. 5 KEY Omniscience must remain in Voice Wood. 15. Whisper spiders attack the party. t: 7 5 8 9 The party may attack or push forward without rn 16. A fiery rock rests in this glade. Fire min­ m Wall hurting the sprites. If the party attacks, it is 14 7 5 transported to location 14. ions leap from the rock to battle the party. 7 2 7 [Q] Door 1 2 5 ~ Archway rn 6 One-way Door 2 6 ~ Impassable 15 Area

P. Voice Wood Map Locations: Synopsis: After learning the chant from the 1. The first encounter at one of these clear­ young knight in Kalaman and destroying the ings reveals that the Rod of Omniscience is in lich of Dulcimer; the party may enter Voice Voice Wood, protected by the sprites. After Wood to claim the Rod of Omniscience. The the first encounter see location 2. party must find the Hall of the Voice and 2. The party enters a clearing and sprites agree to its terms before receiving the rod. flee. They shout different messages at the party. Wandering Monsters: There are no wan­ 3. Altar to Paladine. If the characters leave dering monsters. an offering, they are helped in their next com­ Resting: The sprites won't allow anyone to bats at locations 6 and 7. rest in Voice Wood. 4. Damaged area of Voice Wood. The Hint: use the area map if you have trouble party determines that evil creatures were finding location 8. 34

Q. DARGAARD KEEP- flRST fLOOK Lenore asks to follow the characters. If they 9. If the party approaches the commander's refuse, she leaves. If Durfey is with the party, chamber directly, a group of guards intercepts he leaves to escort her home. If the party it. The party must defeat two groups of guards 17 allows Lenore to join, she soon leaves with to pass. Durfey. 1D. Soth's throne. A panel beneath it leads If Durfey is in the party but dead, his body to a secret tunnel in the graveyard, but the disappears during this battle. panel can only be opened with the skull 4. These doors are welded shut. The party obtained in encounter 7. must find another way around them. If the party enters the keep through the grave­ KEY 5. If the characters talk to this maid, she yard tunnel, it emerges here. It can't re-enter gives them a key and instructs them to look for the tunnel without the skull. rn the locked door on the east side of the Keep. If 11. The characters hear chanting through the Wall they ignore her, she gives them the key but no door. If they wait and listen, the chanting [Q] explanation. eventually stops and they may enter safely. If Door 6. This locked door leads to the servants' the party enters before the chanting stops, it quarters. The characters can't enter unless they has a fight at location 1.2. ~ have the key from location 5. 12. If the party didn't wait at location 11 , Archway 7. The servants here are under a geas to clerics attack. serve in the keep. They beg the party to lift the 13. If the party fought the clerics at location [f] geas by slaying four patrols and smashing the 1.2, this altar has a .2-Handed Sword+.2 resting Secret Door commander's magical orb. The door at the far onit. ~ side of the room leads to the commander's 14. The party hears cries for help from with­ Stairs closet (location 8,) avoiding the guards outside in a coffin at location 15. Up his chamber. 15. Someone locked inside this coffin pleads ~ The four patrols appear randomly on this level for help. If the party opens the coffin, it is Impassable of the keep. 1 1 Area ambushed by many vampires. After the party smashes the orb and kills the 16. The first time the party enters one of patrols, the servants give it a skull stolen from these rooms, it finds evidence of a makeshift Q. Dargaard Keep - first Floor Map Locations: the commander. The skull can be used at loca­ prison. Whether it searches or leaves, it finds Synopsis: The characters finally enter the 1. This drawbridge is the main entrance to tion 1O . The party is also awarded experience an amulet engraved with the initials S.A. home of Lord Soth. On the first floor, they Dargaard Keep. The party can't enter before points. 17. Without the Rod of Omniscience, the meet the servants of the keep, young men and recovering an iron key from Ariela's body in 8. This is the commander's closet. The party is unable to climb these stairs to the sec­ women kidnapped from nearby Cerberus and Kalaman. The password inscribed on the key party finds his magical orb and destroys it. ond floor of the keep. bound to serve at the keep by a powerful geas. is 'DENISSA.' By destroying a magical orb and killing the If the party lingers here for too long, archers servant's captors, the party may lift the geas fire from nearby towers. and allow the servants to return home. 2. The party smashes the drawbridge con­ Wandering monsters: Other than the four trols here. The characters may enter and exit patrols, there are no wandering monsters. the keep freely thereafter. Resting: It is never completely safe to rest. 3. Quards ambush the party from both sides. Note: Cleric's turning ability is diminished After the battle, the characters meet Lenore throughout Dargaard Keep. (unless they met her in the throne room.) :;;:>- ~ ' :;:::::. (j: E 35 " ' } "iY

K. DAKGAARD KEEP - SECOND FLOOK If the party returns to this spot after sneaking Rod of Omniscience and begin her own evil past the vampires in location 4, the vampires rule. She tortured Sebas for information about see them and attack. the Rod. Before the party can question Sebas, 3. The party can't pass this closed portcullis he dies. 5 2 111U before pushing the lever at location 5. 13. A magical tome lies open to a circled incantation. If the party reads the incantation 2 14 4. A group of vampires is distracted by something outside. The party can attack or before location 14, nothing happens. If they've sneak past. If they sneak past, the vampires been to location 14, the incantation transforms leave when the party reaches the next room. the townspeople back into human form and the 5. This lever raises the portcullis in location 3. party gets experience points for saving them. 6. A group of guards, including black If the characters have not yet saved Cerberus mages, vampires and a death knight, attacks. from the invaders, the townspeople tell them KEY Its prisoners, clerics from the High Clerists of the undead invasion. Tower, tell the party that they seek the stolen 14. Captive townspeople are being trans­ rn formed into rats by evil clerics. The party can't Wall body of Sturm Brightblade. They prevail on the party to help them. prevent this, but if it tries to interrupt, the fight [Q] 7. Resh golems guard this room. is much easier than if it waits until the clerics spot it. Ooot' 8. This portcullis can only be passed by pulling the lever at location 9. 15. A Necklace of Missiles, a Potion of ~ Extra Healing, a Wand of Lightning, Plate Slalrs 9. This lever raises the portcullis at location 8. Down Mail+4 and a red mage scroll are hidden in 10. These empty cells are safe places for the this cleric's chamber. party to rest undisturbed. [!] 16. Evil mages and clerics are attempting to 16 Slalrs Up 11. Spectres, flesh golems and vampire mages raise Strum Brightblade from the dead. After a are posted here. fight, the body is recovered by the clerics and ~ 12. Sebas Astmoor is confined in this cell. Impassable the party is awarded experience points. Area He warns the party to beware of Kitiara, Soth's companion. Kitiara plots to obtain the K. Dargaard Keep-Second floor Wandering Monsters: There are no wan­ Synopsis: A group of guards rushes its pris­ dering monsters. oners away from the party as they enter the Resting: Only the cells (location 10) are second ftoor of the keep. A chase ensues, and completely safe. the party frees some of the prisoners. They are Map Locations: clerics from the High Clerist Tower who came 1. Stairs to first floor. If the clerics from loca­ to the keep to recover the body of Sturm tion 6 accompany the party, they ask the party Brightblade. The rest of the prisoners are not to leave until Sturm's body is recovered. If townspeople from Cerberus who are trans­ the party leaves, the clerics wait here for its formed into rats for the amusement of the return. guards. The party must restore the townspeo­ 2. A group of guards ftees from the party, ple and recover Sturm before his body is cor­ shoving prisoners ahead of them. rupted by Soth's evil power. S. DAR.GAARD KEBP-11DRD tU>OK 6. This door is protected with deadly spikes T. SHIPWKBCK and razors. It damages any party member attempting to open it. It is safer to follow the secret passage around this door. 7. Statues (iron golems) on either side of this door warn the party not to enter. If the - party attacks, a combat ensues. Otherwise, the statues refuse to speak further. 4 3 8. Sir Durfey is here. He has been slain and 5 KEY turned into an evil undead. He attacks the party, forcing them to put him to his final rest. 1 rn If the party didn't fight the statues (iron Wall golems) at location 7, they lumber in and 2 attack alongside Durfey. Door 9. Wraiths trap the party in this dead end. GJ 10. Soth awaits a final confrontation with Secret the party. A very tough battle ensues with KEY Door Soth, death knights and iron golems. If Soth is defeated, his body regenerates after the fight. rn rn rn C!J ~ DJ Wall Door Secret Stairs Stairs Dne-way He informs the party that as long as Dargaard Door DaNn Up Door Keep remains standing, he can't be destroyed. [!] The party should immediately strike Lord Soth Map Locations: Stairs with the Rod of Omniscience, sending him to 1. The gangway onto the ship. The deck Down another dimension. Lenore will now reveal has rotted away, so the party should use ropes ~ herself as Kitiara as she tries to take the rod to descend to the level below. Impassable herself. She activates the rod hoping to cast the 2. The party is attacked by some of the Area party into another dimension. Vnfortunately giant zombie crewmembers of the ship. for her, Sebas gave her false instructions for 3. The ship's officers, wraiths, attack when S. Dargaard Keep -Third Floor Map Locations: operating the device. The rod explodes, send­ you enter their quarters. Synopsis: On the final floor of Dargaard 1. A voice mocks the party in this small ing her into another dimension and the party 4. The party is surprised by an attack by the Keep the characters find Durfey who has been room, admonishing that two of the three doors to the High Clerist's Tower. spectre captain and some of his wraith officers. slain and made undead by Soth. They also ahead lead to death . CONQRATVLATIONS! The party will find a Mace +4. encounter Lenore who accompanies them to 2. These 'doors' are actually magical barri­ T. Shipwreck 5. This hold is filled with undead giant rats. their final battle with Soth under the premise ers that do severe damage when touched. Synopsis: The party finds the ruins of an 6. A crossbow fires on the party unless they that she needs their 'protection.' Soth is ban­ 3. Weretigers lie in wait in these rooms. old cursed pirate ship. The party recovers great detect and disarm the trap first. The treasure ished from Krynn. 4. Once the characters pass through these treasure by battling the pirate and his undead includes Banded Mail+3 and a Long Wandering Monsters: There are no wan­ doors, they are magically sealed behind them. crewmembers. Sword+3. dering monsters. Wandering Monsters: The party faces Resting: No place is completely safe. 5. Lenore awaits the party. She says that Sir Durfey has been killed and made undead by giant zombies, wraiths and giant undead rats. Soth's death knights, and that more death Resting: There is no safe place to rest. knights are pursuing her. She joins the party, Special note: Clerics' turning ability is pleading for its protection. diminished while on this ship. U. CURSED VILLAGE 5. Village sorcerer's house. An imposter Map Locations: W. FATHER OF TREES sorcerer claims the meteorite is harmless. 1. The party meets the maze's proprietor, a When the party returns with the real sorcerer, dwarf named Qluten. 5 4 the imposter and his fire minions attack. 2. If the party gives the answer 'WATER' 6 6. A tavern. The party fights the undead to this riddle, it teleports to location 3. remains of the former tavern patrons (wights, Otherwise it teleports to location 4. wraiths and spectres.) When the real sorcerer 3. If the party gives the answer 'HANDS' is present, he destroys the meteorite and to this riddle, it teleports to location 5. rewards the party with a Ring of Protection+.2, Otherwise it teleports to location 6. a white mage scroll and Olin's Quarterstaff. 4. After a battle consisting of zombie giants 2 and spectres, the party teleports to location 5. 5. If the party gives the answer 'RINQ' to V. fUNHOUSE this riddle, it receives experience points. 1 Correct or not, the party teleports to location 6. 6. The party is attacked by wraiths and 1 I spectres. KEY 6 5 7. The party teleports to location 6. KEY [] [Q] L 8. A lich and wights attack the party. The f{2J Wall Door ... party finds a Mace+4. Impassable - Area 9. The party teleports to location 1 and is L..-. rewarded by Qluten. The reward consists of a Map Locations: U. Cursed Village 8 2 red mage scroll and the Qirdle of Frost Qiant 1. This is the entrance into the tree. After Synopsis: Qood and evil forces battle for Ii Strength. 4 completing the adventure, the party is award­ possession of a magical meteorite that crashed ____!- in this village. The party must rescue the good 9 3 W. Father of Trees ed experience points here. - Synopsis: The party ventures inside the 2. The party is ambushed by a group of sorcerer, kill his evil imposter and destroy the 1 - heart of the Father ofTrees to recover the wights. meteorite. - Wandering Monsters: Vv'ights, wraiths wand of tree healing and free a captured faerie 3. A group of wraiths is trying to smash and spectres. warrior. With the wand, the party can heal the the tree from the inside. Resting: There is no safe place to rest until KEY tree and save the forest. 4. Wyndlass attack the party. Wandering Monsters: The party faces the meteorite is destroyed. 5. A black mage is using fire minions to rn rn rn rn wraiths. Map Locations: Wall Door One-way Secret bum the core of the great tree. The party must Door Door Resting: There is no safe place to rest until defeat the mage and his followers to free the 1. Entrance/exit. A boy sends the party to the tree is healed. faerie warrior and the Wand ofTree Healing. the sorcerer imposter. Special note: Magic does not work in V. Fun House The characters also recover a Periapt Proof vs. 2. This shopkeeper gives information about the tree. Synopsis: The characters discover a Poison and Boots of Speed. the village. Hint: Vse Paladins to heal injured 'training' maze of riddles and monsters. When 3. The party battles a group of black mages characters. 6. The party encounters a group of whisper they complete , they are awarded spiders. to save the real sorcerer. Without doing this, experience points. the party can't approach the meteorite. Wandering monsters: None. 4. Herbalist. Resting: No interruptions. X.CHALLENGE MONSTERS: Vndead Roe: This evil avian is immune to How to Deal with Them Fear, Sleep and Charm. Vnlike the undead beast, the roe is damaged by fire and takes full Below is a listing of all the monsters in damage from edged or pointed weapons. DEATH l

Death Knight: This fearsome enemy Sivak: The characters should have little MAGIC ITEMS: Scrolls throws a .20-1.20 hit point Fireball as his first trouble. Where to Find Them Protection from Dragon Breath Dulcimer attack, so cast Resist Fire on as many players Fire Lizard: No special defenses. Red Mage Scroll as possible before engaging this monster in Rhino Beetle: " " Weapons (Fire Shield, Iron Skin, Disintegrate) Vi ngaard Keep battle. Three out of four times, any magic Wyndlass: Darts+3 (x4) Dulcimer Red Mage Scroll (Iron Skin, Stone to Flesh, Stun) Fun House attack against him will fail - ten percent of Vodyanoi: Darts of the Homers Nest Kalaman the time, the spell is reflected back on the user, Hatori: Red Mage Scroll Mace+2 Gargath Outpost so be careful not to kill your mages or clerics. Kuo-Toa: These 'men-fish' have an intense (Mass Invisibility, Blind, Flesh to Stone) Dulcimer Mace+4 Kuo-Toa hatred of the other humanoid races. They are White Mage Scroll He generates an aura of Fear, causing your Mace+4 characters to run if they fail to save against it. immune to spells which affect other Fun House (Of Dance, Mind Blank, Mass Charm) Cekos Mace+4 Rush forward and kill him as quickly as possi- humanoids (Sleep, Charm, Hold, etc.) and are Shipwreck White Mage Scroll ble before this happens. Kender will be unaffected by poison or paralysis attacks Mace of Disruption Cerberus (Death Spell, Fireball, Invulnerability) Cursed Village immune to fear. (Stinking Clouds won't work). Magic missiles Scimitar+3 Shipwreck White Mage Scroll (Cloudkill, Cone of Cold, Hold Monster) Dragon Pit Whisper Spider: The poison bite of this have no effect, so hit their spell-casters with Long Sword+3 Vingaard Keep Long Sword+4 Dulcimer Clerical Scroll monster is its only real threat. normal weapons. (Resurrection, Restoration x2) Dragon Pit Short Sword+2 Turef Resh Qolem: A patchwork of body parts Dread Wolf: This vile servant of Takhisis is Clerical Scroll Short Sword+4 Tunnels Beneath Crypt animated by arcane magics, it is immune to all immune to all forms of magic. His low armor (Heal, Raise Dead, Restoration) Kalaman forms of magic attacks. Fire and cold based class combined with six attacks per round 2-H Sword+3 Dargaard level 1 attacks slow it for awhile, and electricity-based makes him a formidable opponent. For spell- Quarterstaff+2 Cekos Potions attacks actually heal any damage it may have casters, the best strategy would be to cast a Olin's Quarterstaff Cursed Village Speed Gnome Village suffered. Haste spell as soon as possible (or before corn- Dragon lance Dragon Pit Healing Gnome Village Iron Qolem: Magically animated by pow- bat), surround the beast and whittle him away Composite Long Bow+2 Thrall Keep Extra Healing Dargaard level 2 erful mages, the iron golem is three times with the best magical weapons you have (keep Long Bow+3 Kuo-Toa Invisibility Dulcimer stronger than the flesh golem and requires in mind that the dread wolf is larger than a Short Bow+3 Dragon Pit Elixir of Youth Kalaman magic weapons with a +3 or better to do dam- man when choosing your weapon.) Arrow+2 (x10) Thrall Keep Wands age. Electric-based attacks slow it for three Arrow+3 (x10) Kuo-Toa rounds. Fire-based attacks heal it, and cold JOURNAL ENTRIES Staff Sling+3 Tunnels Beneath Crypt Ice Storm Thrall Keep based attacks do normal damage. The following journal entries are TRVE: Hoopak+3 Tunnels Beneath Crypt Fireball Gargath Outpost Lycanthrope {Wereboar, Weretiger): The 1, 4, 5, 6, 7, 8, 10, 1.2, 14, 15, 16, 18, 19, .20, Lightning Dulcimer only notable limitation when attacking these .21, .2.2, .23, .25, .27, .28, .29, 31, 3.2, 33, 36, 37 Armor Paralyzati on Cekos monsters is their immunity to non-magic Leather+3 Dragon Pit {map), 38, 39, 40, 41 , 4.2, 44 (map), 45, 46, Rings weapons. 47, 48, 49, 51, 5.2, 54, 55, 57, 58, 59, 66. Chain Mail+2 Cerberus Protection+ 1 Chain Mail+4 Kuo-Toa Gargath Outpost Protection+2 Banded Mail+2 Kalaman Cursed Village Protection+3 Banded Mail+3 Shipwreck Cerberus Plate Mail+2 Dragon Pit Miscellaneous Plate Mail+3 Dragon Pit Necklace of Missiles Dargaard level 3 Plate Mai1+4 Dargaard level 2 Periapt Proof vs. Poison Father of Trees Shield+2 Dragon Pit Girdle of Frost Giant Strength Fun House Turef Shield+4 Gauntlets of Ogre Power Cerberus Boots of Speed Father of Trees Eyes of Charming Gnome Village Cloak of Displacement Turef