Expert Game Adventure Quagmire! by Merle M. Rasmussen Expert Game Adventure by Merle M. Rasmussen

TABLE OF CONTENTS

PREPARING FOR THE EXPEDITION

Adventure background ...... WILD LANDS ADVENTURES Area encounters ......

SPIRAL CITY ADVENTURES Level 1: Well area ...... 22 Level 2: Entry areas ...... 22 Level 3: Barracks ...... 23 Editor: Tim Kilpin Level 4: Moneychamber...... 24 Cover Artist: Steve Peregrine Level 5: Marketarea ...... 24 Interior Artist: Jeffrey Butler Level 6: Servicearea ...... 25 Graphic Designer: Ruth Hoyer Level 7: Private quarters ...... 26 Maps: Diesel Level 8: Rentedrooms ...... 26 Level 9: Diningarea 26 encounters, p. 6 ...... Level 10: Ruler's quarters...... 27 Distributed to the book trade by Random House, Inc , and in Can- Levelll: Jail ...... 28 ada by Random House ofCanada, Ltd Distributed to the toy and hobby industry by regonal distributors Distributed In the United Level 12: Spiral staircase ...... 28 Kinsdorn by TSR (UK) Lid Level 13: Pinnacle of flame...... 28 DUNGEONS & DRAGONS and D&D are registered trademarks owned by TSR, Inc APPENDIX "1984 TSR, Inc All Rights Reserved Printed in U S A Monsters ...... 29

This adventure IS protected under the copyright laws ofthe United Thanegia wilderness encounter tables...... 30 States of America Any reproduction or other unauthorized use of Prerolled characters ...... 32 the material or artwork contained herein 1s prohibited without the express written permission of TSR, Inc New magic items...... 32 encounters, p. 14 LIST OF PLAYING AIDS TSR, Inc. Table 1: Gales &Hurricanes...... 4 POB 756 The Mill, Rathmore Road Table 2: Map Hex Distances...... 5 Lake Geneva, Cambridge CB14AD Table 3: AreaEncounters ...... 6 WI 53147 United Kingdom Table 4: StormstkEffects ...... 7 Table 5: Subsurfaces ...... 9 Table 6: Sandy Shoreline Debris...... 9 Table 7: Floating Flotsam ...... 10

Table 9: High Seas Encounters...... 14 , Table 10: Island Gravesites...... I9 TU Trade Items Chart...... 12 Thanegia Wilderness Encounter Tables ...... 30 TSR, Inc. DM Map 1: The Wild Lands ...... 16-17 DM Map 2: Quagmire Area...... 15 Appendix, p. 29 DM Map 3: Spiral City...... inside cover DM Map 4: Spiral City - Side View...... 18 Players' Map: The Wild Lands...... outside cover ISBN-0-88038-112-4 394-54006-9TSR0600 908 1 Plot synopsis Waste (p. 7 in adventure X4, Master of the About this adventure Desert Nomads). The adventure begins when the characters The Map of Hule on p. 3 1 of adventure X5 Quagmire is a receive an urgent plea from the leader of a (The Temple of Death) shows the port city of combined wilder- city called Quagmire. The city, once a thriv- Slagovich and some of its surrounding ter- ness and dungeon ing trading port, is now sinking into the sea, rain. You may also find Slagovich on DM adventure design- and the city’s leader is calling for help. Map 1 in this adventure. Map 2 in the D&D® ed to provide play- If the characters decide to help the people Expert rulebook (p. 33) shows the sea trade ers with a wide of Quagmire, they may set out from any of routes the characters may travel from Specu- variety of new set- these locations: Slagovich, Specularum, Pra- larum and Ierendi in this adventure. tings in which their mayama, Ierendi, or the Isle of Dread. When the characters reach Quagmire, characters may ex- Statistics and abbreviations plore. Throughout they find that it is under siege by creatures out the course of the adventure, characters from the surrounding swamp. Once the char- Monster statistics are listed in the following travel across strange seas, swampy peninsu- acters enter the city, survivors there ask the order: las, and burning deserts. Each terrain holds characters to escort them to the legendary new challenges for the characters, some that city of Thanopolis. According to the survi- Monster/NPC Name (No. appearing, if pertain to the characters’ goals, and some vors, Thanopolis lies on the southwest side of more than one): Armor Class; Hit Dice or Clas/Level; hit points; Movement per that simply provide excitement. The adven- the island of Thanegia. turn (round); No. of attacks per round; ture also allows for characters to explore three Thanopolis does indeed exist, but it is separate cities. infested with denizens of the surrounding Damage per attack; Save As: Class/Level; Morale; Alignment; Experience Point The adventure is also designed to provide swamps and jungles. Within the legendary city, you, the , with a wide range which is a duplicate of Quagmire, are clues to a value; and abilities for NPCs (such as of encounters set in various types of terrain. third sister city This third city sank centuries spells), when appropriate. How you run these encounters directly affects ago, and is now inhabited by mermen. The The following abbreviations are used in this how well the characters perform their duties, characters may also try to find this city adventure: and how excited the players get while taking part in the game. When characters are Encounter maps AC - Armor Class F - Fighter exploring swamps, give the encounters in HD - Hit Dice ML - Morale those areas an especially menacing and mys- DM Map 1 is a detailed view of the wild hp - hit points AL - Alignment terious feel. As characters move through the lands. It shows portions ofthe continent, Ser- MV - Movement L - Lawful desert or across the sea, describe their pent Peninsula, Thanegia Island, and the #AT - no. of attacks C - Chaotic encounters as sunny and monotonous. When surrounding seas. DM Map 2 shows the area D - Damage N - Neutral characters explore mudflats and estuaries, that surrounds the city of Quagmire. The Save - Save As XP - Experience describe these areas as sticky, dangerous, and large hexes on this map are equal in scale to Point value filled with thousands of strange life forms. the small hexes on DM Map 1. DM Map 3 There are six main areas of adventuring in shows the 13 levels of the spiral cities (Quag- The party of adventurers Quagmire: the continent, Serpent Penin- mire, Thanopolis, and the Sunken City). All Quagmire is designed for a party of 2-8 char- suia, the area surrounding the city of Quag- three cities utilize the same map. DM Map 4 acters. Each character should be between the mire, Thanegia Island, the spiral cities shows a side view of the spiral city. 4th and 10th levels of experience. A party of (Quagmire, Thanopolis, and the Sunken The outside cover gatefold features a play- characters should include a cleric who is no City), and the seas. ers’ map of the wild lands. Several areas on lower than 6th level. Each character should The areas introduced in Quagmire are this map have been left blank. As characters have two or three magical items, including designed to expand the D&D® world outlined explore the wild lands, the players may add magical swords and armor. All characters in the Expert rulebook and other Expert terrain and other notes to this map. The should be outfitted for a wilderness adven- adventures. reverse side of this map contains the parch- ture. You may also place the areas and events of ment the characters find at the start of the Quagmire within an already existing cam- adventure. It also features a rough map of the Wandering monsters paign setting, as long as you make sure the wild lands. This map shows how the wild geographical areas of your campaign match lands tie together with the areas of the world An east-west line runs through the city of those set forth in this adventure. outlined in adventures X1-X5. Quagmire on DM Maps 1 and 2. This line is Before beginning play, you should read the To get a better idea of how the wild lands the Wandering Monster line. entire adventure carefully and become com- relate to other areas of the D&D® world, note When you are checking for wandering pletely familiar with it. Most of the informa- that the eastern edge of DM Map 1 in this monster encounters, check to see if the char- tion given in the area descriptions is for your adventure is situated 11 hexes west of the acters are traveling above or below the Wan- eyes only, although you should read all boxed Continent Map on p. 16-17 in adventure X1, dering Monster line. If the characters are text to the players as their characters enter The Isle of Dread. above the line, use the Wilderness Encounter specific areas. Feel free to use your imagina- If you have adventure X4, you may line up Tables from the D&D® Expert rulebook (p. tion to embellish the encounters as you wish. the top 31/2 hex rows of DM Map 1 from this 30). If the characters are below the line, use Make sure you don’t give the players too adventure so that they overlap the bottom 3 the Thanegia Wilderness Encounter Tables many clues or suggestions, however. 1/2 hex rows on the Map of the Great on p. 31 of this booklet. 2 PREPARING FOR THE EXPEDITION

who fail their saving throws take ld4 points of damage from the intense heat. Burning Waste: This region of craggy, eroded rocks lies over an active geothermal subsurface. Minor quakes and avalanches rock this area frequently, and geysers and tar pits are common. The shifting rocks of the waste occasionally release natural gases, which then burst into flame. These gases burn for weeks, sending dark clouds of smoke into the desert sky. Because of the area’s vio- lent, unpredictable terrain, there are no per- manent dwellings or communities in the Burning Waste. Pitch, which is used for seal- ing ships, is the area’s only valuable com- Use the Thanegia Wilderness Encounter on the map. The key gives only a brief back- modity. Tables as you would the encounter tables in ground of most areas. You may “flesh out” Barren Plain: This sandy, rolling stretch the Expert rulebook. The Thanegia tables individual encounter areas with your own ofland is warm and windy. Little plant or ani- have been set up to represent the different, information. mal life survives here. It is bordered on the more exotic types of animals that characters To read the wild lands map, start at the top north by the Sind Desert and the Burning find in remote southern terrains. and read from left to right. The key below is Waste. A rocky shoreline that runs along the divided into seven parts: south central conti- Sea of Dread forms the plain’s southern bor- Capturing wild animals nent; Serpent Peninsula; Sea of Dread; Shal- der. The Silt River, which flows from the Burning Waste to the Sea of Dread, cuts the During the adventure, characters may want low Sea; Thanegia Island; Western plain in half. The Barren Plain is known for to capture wild herd animals (horses, mules, Thanegioth Archipelago; and the Western its inclement weather. and camels, for example). To capture a wild Sea. animal, a character must rope the animal. Wild lands map key Whether a character is on foot or on the Serpent Peninsula: How this stretch of land back of another animal, his chance of roping South central continent: This area of land earned its name is not known for sure. Some a wild animal is the same as if he were trying includes the city of Slagovich, Bush Country, have speculated that it was so named because to hit it with thrown oil or holy water. Con- the Sind Desert, the Burning Waste, and the of the serpentine trade route that ships must sider an animal roped once a lasso hits it. Barren Plain. follow along its coast. Others feel the name is For each character who ropes an animal, City of Slagovich: This opulent, Western a reference to the large number of snakes that roll 3d6. If the dice roll total is greater than Sea trading port stands at the western end of live throughout the area. A caravan route the character’s Strength score, the animal the Sind Desert Caravan Track. Characters known as “The Necklace” separates Serpent escapes. Otherwise, the animal is considered may find all kinds of exotic goods being Peninsula from the south central continent. to be roped. exchanged in the streets of this hilly city. Sla- The Necklace connects the east coast village Each rope on an animal eliminates one of govich’s rocky port features excellent, deep of Sea Camel to the west coast village of Mule the animal’s attacks. If an animal has two harbor facilities. Beach. The geographical features of Serpent attacks, characters must rope that animal Bush Country: This remote grassland Peninsula include: the Neck Grasslands; the twice before it can be considered captured. stretches southeast from Slagovich to the River Hills; the Rain Forest; the Lagoon Neck Grasslands. It is bordered on the east Lowlands; the Fangs; and the Serpent Keys. by the Sind Desert and on the west by a sandy Neck Grasslands: So named because of shoreline that runs along the Western Sea. the narrow isthmus they cover, the Neck Adventure setting: Various types of wildlife are abundant here; Grasslands are teeming with several kinds of so are nomadic hunters. dangerous creatures. The Throat River slices The wild lands Sind Desert: This desert is more barren through the center of the grasslands and emp- (DM Map 1) and stony than sandy. Rocky areas, craggy ties into the Western Sea at Mule Beach. Both bluffs, and patches of dry thorn bushes dot of this area’s coastlines are sandy. Pages 16-17 of this adventure feature a large- the landscape. During the daytime, tempera- River Hills: Grass and trees cover these scale wilderness map. Use this map as a guide tures often reach 100 degrees or higher. At rolling hills. Many of the peninsula’s mean- when characters travel by land or sea to night, the temperatures drop to as low as 30 dering rivers start here and run down into Quagmire and beyond. or 40 degrees. other types of terrain in the form of waterfalls. This map may also serve as an example of a Experienced travelers do not travel during Rain Forest: Daily thunderstorms drench large-scale wilderness design. You may want the noon or afternoon on the Sind Desert. this forest and form rivers that wind to the to base dungeon and wilderness adventures Most traveling is done during the morning, surrounding seas. The Sea of Dread borders on this map, or you may expand the map by late afternoon, and early night. If characters the forest on the east; the Western Sea bor- designing wilderness areas where the map insist on traveling through the desert during ders on the west. Wildlife abounds in this leaves off. the hottest part of the day, have each of them tropical region. Both of the forest’s coasts are Following is a key to the areas mentioned make a saving throw vs. death ray. Those muddy.

3 PREPARING FOR THE EXPEDITION

Lagoon Lowlands: Three large, fresh- tion. They stretch all along Thanegia Island’s Island. The climate of this area is similar to water lakes lie in this sticky region. The land northern coast, forming a natural break- that of Florida or Cuba. of this marshy bog gives with each footstep. water. The coasts of these keys tend to be Hurricanes: If you begin this adventure at The earth here is so low and swampy that it is muddy and swampy. the suggested time (around the beginning of difficult to tell where the muddy coastlines Thanegian Swamp: This swamp is similar summer), this part of the world is in the mid- end and the swampy lands begin. Seawater to the Lagoon Lowlands on Serpent Penin- dle of the hurricane season. There is a chance mingles with the roots of gnarled trees along sula. There are, however, no fresh-water that, when characters encounter gales at sea, the coasts. lakes in this swamp. This swamp forms the they find themselves in a hurricane. You may The Fangs: These muddy points of land coastline for the entire island, and is only bro- use the Optional Water Movement Modifica- are the southeast and southwest tips of Ser- ken by a few slow rivers. tion Chart (p. 44, D&D® Expert rulebook) to pent Peninsula. Traders use the Fangs as Thanegian Jungle: This jungle is similar determine if the characters encounter gales. landmarks. East Fang Cape is due north of to the Rain Forest on Serpent Peninsula. The percentage chance that a gale turns the city of Quagmire. A sea trade route that There is a greater variety of plant and animal into a hurricane is given on Table 1 below. runs between the two capes separates the life in this jungle, however. Find the percentage chance given for the Lagoon Lowlands and the Serpent Keys. month or season and roll percentile dice. If Serpent Keys: These low, swampy islets the dice roll is lower than or equal to the indi- lie just off the coast of the Lagoon Lowlands. cated percentage chance for that month or The keys serve as natural breakwaters to pro- season, the gale becomes a hurricane. tect trade ships from the direct force of the Sea of Dread. Some of the smaller keys are no more than offshore sandbars. Most of these TABLE 1 keys have muddy coastlines. GALES & HURRICANES

Sea of Dread: This body of water is bor- % Chance That Gale dered by the continent to the north, Serpent Season/Month Becomes Hurricane Peninsula to the west, and the Thanegioth Winter 6% Archipelago to the south. Many rivers empty January 6% from the continent and peninsula into the Sea February 6% of Dread. Sea Camel Gulf is a northwest March 6% extension of this sea. Spring 22 % Narrow channels from this sea run past the April 6% city of Quagmire into the Shallow Sea. May 20 % June 39 % Shallow Sea: This body of water is bordered Summer 61 % by Serpent Peninsula to the north and Hill Country: Grass and trees cover these July 50 % Thanegia Island to the south. Channels that rolling highlands. All of the island’s rivers August 71 % run past the city of Quagmire connect this sea flow from these hills. This region is so far September 63 % to the Sea of Dread. More channels run past a inland that no one has ever seen it from Autumn 44 % handful of islands at this sea’s western end, aboard a ship. Similarly, characters could October 47 7% connecting it to the Western Sea. stand on the highest hill of this region and still November 49 % not be able to see the water that surrounds the December 47 % island. Thanegia Island: The history of this island is shrouded in mystery. Legends speak of the The effects of a hurricane are the same as Western Thanegioth Archipelago: This Yavdlom, an early race of man that lived here the effects of a gale, except that extremely archipelago stretches northeastward from in harmony with the island’s natural beauty. heavy rains accompany hurricanes. These Thanegia Island’s eastern coast. These low, At that time, several different forms of life rains are likely to flood ships. Even if a ship swampy isles support more exotic forms of were said to have filled the island. The leg- survives the effects of the high winds, there is life than their sister islands to the east. Even ends also say, however, that some unknown a chance that it sinks from being filled with though most of these isles are swampy, their force eventually decimated the island’s life rainwater. coastlines are sandy. forms, and the Yavdlom apparently moved A galley has a 40 % chance of flooding and on to other lands. The unknown force was sinking. A sailing ship has a 20% chance of Western Sea: This body of water is bordered actually the slow sinking of the land that now flooding and sinking. Characters may by the Gulf of Hule to the north and by Ser- makes up the floor of the Shallow Sea. decrease the chance of sinking by throwing pent Peninsula to the west. Channels run- New forms of rare and exotic plant and cargo overboard. If characters throw all of ning through scattered islands connect this animal life now thrive on this mysterious their cargo overboard in such a situation, the sea to the Shallow Sea. island. The tropical island has four distinct chances of sinking are reduced to 20% for regions: the Sinking Keys; the Thanegian galleys, and 10% for sailing ships. Weather and climate Swamp; the Thanegian Jungle; and the Hill If the characters find themselves knee deep Country. The general weather patterns of this part of in water, you may tell the players that throw- Sinking Keys: These keys are little more the world move from east to west. The ing cargo overboard increases the characters’ than sandbars covered by swampy vegeta- world’s equator lies just south of Thanegia chances of staying afloat.

4 PREPARING FOR THE EXPEDITION

Adventure background When the characters find this parchment, cut If the characters decide to travel by land Finding the plea for help the third panel from the cover of this adventure, from any of the starting locations to the north and give it to the players. This panel features a or east of the wild lands area (except Ierendi), If your characters are at a sea coast, you may copy of the parchment and a map of the wild they should enter DM Map 1 at the hex have them find this plea for help. If they are lands. The players may use this map to chart marked “A,” Characters who follow the Sind not, have another party of adventurers find the wild lands as their characters explore them. Desert Caravan Track to its western end start the plea, and have this party carry word of You may read the following boxed text to the at the city of Slagovich. the plea to your characters. players, or you may let them read it themselves Characters discover the plea written on a from their copy of the parchment. The message Sailing to Quagmire piece of parchment that has been rolled up is written in Common. During the characters’ voyage to Quagmire, and sealed inside a glass bottle. use the wilderness rules from the D&D@ Expert rulebook. Remember to check for weather once each day. If a gale comes up, remember that there is a chance it may become a hurricane. See the rules on Weather and Climate in this section for details. While the characters are at sea, you should check for a wandering monster encounter at least once per day. See the rules on Wander- ing Monsters in this section for details. If the characters sail out of sight of land and have no navigator aboard, check to see if the characters become lost. Traveling by land to Quagmire Use the wilderness rules in the D&D@Expert rulebook. Check for wandering monster encounters at least once per day. See the rules on Wandering Monsters in this section for details.

Moving off the map Table 2 shows the distance (in numbers of hexes) from Specularum, Ierendi, Pramay- ama, and Tanaroa to particular hexes on DM Map 1. You may have encounters take place on these unseen hexes, or you may decide to give the characters a few “days off” while they travel through these areas.

If characters check around in the local tav- Desert Nomads), Ierendi, or Tanaroa on the erns and inns, they hear that Quagmire is a Isle of Dread (Xi, The Isle of Dread). You TABLE 2 rich trading capital. The characters also hear may have the characters start from some MAP HEX DISTANCES rumors that lizard men have been harassing other location more fitting to your campaign, the trading ships in the area around East if you decide to fit Quagmire and its sur- To Hex Lettered Fang Cape, near the southern tip of Serpent rounding areas into your campaign setting. From Location ABC Peninsula. The characters may travel to Quagmire by If characters investigate further, they find sea, by land, or in a combination of the two. Specularum that no one can recall the last time a ship If the characters decide to travel by sea, by land 39 - - - arrived from Quagmire. Some think the city they must acquire a ship. Most character par- by sea route 45 - is doomed. Others think it has already fallen. ties should have no trouble raising enough Ierendi money to buy a small sailing ship. If the char- by sea route - 33 - for Preparing the journey acters cannot afford a ship, you may arrange Pramayama If possible, this adventure should begin close matters so that the characters are able to get a by land 9 -- to the first day of summer. You may alter this, boat or small ship that can sail the seas. by river/sea route - 18 - however, depending on your time table and Characters who travel known river and sea Tanaroa -- your campaign. routes from the north or east should enter by sea 27 The characters may begin their journey in DM Map 1 at the hex marked “B.” Charac- any of these locations: Specularum, Sla- ters who travel from Tanaroa should enter govich, Pramayama (from X4, Master of the DM Map 1 at the hex marked “C.”

5 Area encounters (Use DM Map 1.)

These encounters do not take place in specific locations on the map. Rath- er, each of the en- counters is design- ed to take place in certain regions on DM Map 1. When the characters en- ter a specific region, check Table 3 to deter- mine which of the 25 encounters given here may take place in that area. Most regions have more than one possible encounter. For example, if the characters are traveling through the Hill Country on Thanegia Island, they may be involved in encounter 5 (Heat Plague), encounter 7 (Drenching Rains), or encounter 15 (Personal Servant). You may decide which of the three encounters takes place. You also have control over the timing of these encounters. If you want, you may have the characters involved in one encounter per day, or you may subject them to three or four encounters in one day, depending on the ter- rain. Such timing will help you prepare the characters for their work in Quagmire, or it may help you adapt the adventure to your own campaign more smoothly. Some of the encounters may occur only once. Others may occur several times, in dif- ferent terrain types. Try to separate repeating encounters with at least one wandering mon- ster encounter. The map areas listed on Table 3 are

arranged alphabetically. n I. RHINOHERD This encounter should occur only once.

Scrub brush dots this gently-rolling grass- land. A small herd of grazing animals moves slowly along the horizon. Thick, gray hides cover these creatures, which, at the shoulder, stand as high as a dwarf. AS the beasts amble closer, they appear to be much larger and heavier than they seemed at first. Suddenly, the lead animal stops and raises its horned head to sniff the air.

Twelve rhinoceros are moving in a direction that will intersect with the characters’ path in a few minutes. If the characters stand still or retreat, the lead animal lowers its head. Five minutes later, the herd crosses the characters’ path. If the characters move toward the herd, the lead animal paws the ground and faces the 6 WILD LANDS ADVENTURES characters, even if they are invisible. If the falls through the crust and into the hot water may not be good protection from flash floods, characters threaten, surprise, or charge the below after walking 100 feet. however. herd, the animals stampede in a random direc- The hot water causes ld6 points of damage If characters try to travel during storms, tion. These stampeding animals use their nose per round of contact. Characters or animals reduce their rates of movement as you see fit. horns to gore all in their path. The horns cause that fall through the crust cannot climb out of Cut characters’ visibility by half in this situa- double damage on the first attack. the water unassisted, because each attempt tion as well. Storms may last ld6 hours; the they make only breaks more of the crust. Rhinoceros (12): AC 5; HD 6; hp 27; MV height of a storm lasts 2d12 minutes. Characters could use magic to rescue a char- 120’ (40’); #AT butt or trample; D 2-8 acter or animal trapped in the water. Other- or 2-16; Save F3; ML 6; AL N; XP 275 5. HEAT PLAGUE wise, the characters should treat the crust as For a complete description of these creatures, thin ice when rescuing a trapped character or turn to the Appendix. animal. sun beats down relentlessly. The air is 2. MOBILE MIRAGE 4. INCLEMENT WEATHER thick with moisture; its stifling heat and heaviness make every action a major Tell the characters that huge, dark clouds are effort-even breathing. I A short hill rises just ahead. From the top massing on a distant horizon. The clouds of the hill, the land stretches outward in approach rapidly, driven by a howling wind. The storm hits 2 hours after the characters If the characters drink salty water or eat extra desolation. A green shimmer rises slowly salt in their meals, they replace the salt they on the horizon. A small clump of palm first spot it. Just before the storm hits, the wind dies for a moment. Even insects stop lose through perspiration while in this area. If trees sways in the waves of heat that dance the characters take in no salt, each must make on the sands. chirping. Roll ld6 and refer to Table 4 to determine a saving throw vs. dragon breath. Characters what kind of storm hits the area. If the char- who fail their saving throws contract heat The oasis is just a mirage. The distance to acters take precautions to protect themselves plague. Any animals that accompany the this mirage is about 24 miles. If characters before the storm hits, reduce the damage characters are also affected by the heat plague. walk toward the mirage, it still remains 24 given on the table by 1h. miles away. The mirage moves, tracing a cir- The symptoms of heat plague include cular pattern of 6 hexes around a central hex. blurred vision, dizzy spells, and shortness of The mirage continues to move for as long as TABLE 4 breath. The symptoms last for ld4 hours. A the characters follow it. If the characters STORMS & EFFECTS heat-plagued fighter suffers a -2 penalty to his ignore the mirage or do not travel toward it, hit rolls. Any monster that attacks a heat- it disappears. Die plagued character gains a +2hit roll bonus. A Roll Storm Effect cure disease spell remedies the effects of heat 3. THINCRUST plague. Hail ld4 points of damage to This encounter should occur only once, when anyone with AC 6 or 6. IMPERIAL MISSION the characters pass through the Burning lower; animals stampede if Waste. This encounter should occur only once. not tied Characters may already have searched for the Wind ld20 points of wind dam- expedition described here (see set location Geysers spout and mudpots bubble amid age; tents or shelters flat- encounter G). broken boulders and balanced rocks here. tened; anything not The smell of sulfur permeates the entire fastened blows away area. The ground sizzles continuously, Rain flash flood washes all light, Just ahead, a group of 12 men moves sending waves of heat upward. unattached items away, slowly over a low hill of grass. Two oxcarts A white patch of level ground lies just and causes heavy items to accompany the men, who are moving beyond spires of broken rock. No geother- sink out of sight toward the west. The group appears to be mal activity marks this patch, which is Sand ld4 points of damage well armed and provisioned. bare and lifeless. unless characters take shelter The men do not spot the characters, unless Thunder lightning bolt falls nearby; the characters try to get their attention. The The white patch of ground is actually a min- each character must make men do not appear to be traders or bandits. eral crust over boiling underground water. saving throw vs. breath In fact, they are members of an expedition The characters may circle around the patch attack or take 6d6 points of party sent by an aristocratic family of the by going through the surrounding rocks and damage; successful throw Kingdom of Ierendi to find a short route mudpots, but it takes them an hour to do so. reduces damage to 3d6 across the Neck Grasslands. Eleven of these If the characters send an animal or throw a Tornado combine rain and wind scouts are human warriors. A human swash- weight of some sort onto the patch, the effects ground cracks slightly. No cracks appear if buckler leads the party. the animal or item weighs less than 1,000 cn. Characters cannot outrun storms. If they Warriors (2nd level fighters): AC 7; HD 2; hp If the characters try to walk across the patch, take cover in depressions, they are likely to 9; MV 120’ (40‘); #AT 1; D 1-6 or by the first character weighing over 1,000 cn survive high winds or tornadoes. Depressions sword; Save F2; ML 8; AL N 7 WILD LANDS ADVENTURES

Swashbuckler (5th level fighter): AC 5; HD A severe tropical downpour moves in ld4 5;hp32; MV 120’ (40’); #AT 1; D 1-6 hours after the characters first spot the thun- I sack. They appear to be preoccupied, and I or by two-handed sword; Save F5; ML derheads. The storm lasts for id4 hours. do not investigate the area around them. 9; AL N During this time, cut each character’s move- They only look forward. ment rate and range of vision in half. The If the characters approach the men in a water from the rain carries away anything friendly manner, the men speak in Common Lizard Men (20): AC 5; HD 2+1; hp 10; MV that is light and unattached. All heavy items and offer to share their provisions with the 60’ (20’); #AT 1; D 1-6; Save F2; ML sink in the mud. characters. They tell the characters that their 12; AL N; XP 25 employer sent them by ship to Serpent Penin- 8. SWAMP SICKNESS The lizard men are headed toward the city of sula to find another short route across the Quagmire. They do not see the characters. grasslands so a new trade route could be set After the characters have been in this area for The characters may try to outrun the lizard up. The Kingdom of Ierendi, they say, no a while, tell them that they begin to feel sick men, hoping to head them off before they longer wants to use the expensive Necklace to their stomachs. They also develop mild reach the city. route across the isthmus. headaches. If the characters make too much noise as If the characters are specifically searching The heat and moisture of the tropics pro- they stalk the lizard men (even if they speak for this expedition (see set location encounter duce a breeding ground for diseases. Every in a whisper), the lizard men hear them and G), remind the players that their characters time characters move through a swamp or stop. They break into two groups of 10 lizard agreed to either escort the expedition back to jungle, there is a chance that they contract a men each and circle around, hoping to trap its parent ship, or to send word of the expedi- disease. Have each character make a saving the characters between the two groups. tion’s status to the ship’s captain. throw vs. death ray. Characters whose saving If the lizard men capture a character, or if throws fail take ld4 points of damage from they force him to surrender, they net the char- 7. DRENCHING RAINS the sickness. acter, search him for food and treasure, and then carry him toward their camp. The lizard 9. SCAVENGER PARTY men’s camp is located on East Fang Cape. Huge thunderheads tower over the hori- The captured character is set aside to “take zon and move rapidly closer. Lightning part” in the victory feast the lizard men have flashes and thunder echoes against the Twenty lizard men, armed with spears, planned to celebrate the eventual fall of hills as the storm approaches. shamble forward. Each carries a net and a Quagmire.

8 WILD LANDS ADVENTURES

10. THAT SINKING FEELING 11. SANDY SHORELINE DEBRIS past the ship, racing it through the waves. These salty waters abound with fish. Leaf debris and spotty growths of live veg- The water has stranded pieces of drift- etation mark the surface of the ground wood and dried seaweed along the shore Roll id12 and refer to Table 7 to determine here. In some places, a thin layer of water here. Worthless shells, rotting fish, and what type of flotsam the characters find float- covers the soggy ground. Roots and vines uprooted plants are scattered along the ing around their ship. seem to stretch outward, slithering across sand. The gentle rippling of waves is the the land and through the small puddles. only sound. 13. AMBUSH PARTY The ground grows softer with each step. Roll ld12 and refer to Table 6 to determine Murky puddles flood the ground in this If characters take the time to probe the what other items the characters find lying area. A low gurgle rises from behind a ground ahead, they are able to find firm foot- along the shore. thick stand of bushes 50 feet ahead. ing around the soft ground. If a character steps forward into the soft 12. FLOATING FLOTSAM ground without taking any precautions, the If the characters stop to listen, they hear a earth begins to slowly swallow him. A charac- The coast rises and falls in the distance momentary hissing sound coming from the ter cannot escape such a trap without the use with the ship’s bobbing. Sea birds wheel bushes. A band of 10 lizard men is hiding in of magic or without the help of other charac- overhead as the ship draws closer to the the bushes, preparing to ambush the charac- ters. A trapped character does not know how shoreline. A flying fish occasionally glides ters as soon as they draw near. The creatures, deep the subsurface is until he reaches bot- in groups of five, plan to attack both the front tom. Roll percentile dice and refer to Table 5 to TABLE 6 determine what kind of subsurface the char- SANDY SHORELINE DEBRIS acters have come upon. Roll the dice again to determine the subsurface’s maximum depth. Die Die Each subsurface has a fixed sinking rate listed Roll Debris Found Roll Debris Found on the table. Worthless seaweed mixed with green 9 A mound of sand, 3 feet in diameter. slime: AC can always be hit; HD If characters dig into the mound, TABLE 5 2**; hp 9; MV 3’ (1 ’); #AT 1; D spe- they find 30 newly-laid sea turtle SUBSURFACES cial; Save Fl; ML 7; AL L; XP 5. eggs. Characters may eat these eggs. Pirate skeleton buried in the sand 10 A large, empty conch shell worth 10 Dice Sinking Max. (AC 7; HD 1; hp 5; MV 60’ (20’); gp. The first character to hold the Roll Subsurface Rate* Depth** #AT 1; D 1-6 by rusty sword; Save shell to his ear hears a chanting voice: F1; ML 12; AL C; XP 01-50 Mud 112 1-3 10). “Seek a shell, unlike the one you hold; 51-79 Quicksand 1 1-12 Rotting wooden box containing ld20 By sailing north, to where you’re 80-94 Dangerous ancient gold pieces. Quicksand 1 ‘I2 1-12 told. 95 Giant Amoeba 2 5-30 A sealed bottle containing a parch- From West Fang follow coast to 96 Black Pudding 2l12 5-30 ment note from Molariah, ruler of river first; 97 Gelatinous Quagmire. The note is identical to In tidal pool floating, slake not Cube 2 1-10 the one the characters received at the your thirst. 98 Gray Ooze 2112 1-3 start of the adventure. Rescue me from my tiny sea, and three tasks shall I do for thee.” 99 Green Slime 2 112 1-3 A wrecked native canoe, holding Characters may find the answer to 00 Ochre Jelly 2 1-12 id6 shrunken heads. The canoe can- this puzzle by going to set location not be repaired but does provide 1 * in feet per round; if the victim struggles, encounter I. double the sinking rate day’s worth of firewood. 11 Dead giant marauder jellyfish ** in feet A trail of a tailprint and webbed foot- stranded on the beach. This dried- prints left by a lizard man. The trail out creature is 10 feet across and has Monsters: Characters may encounter leads in the direction of Quagmire. monsters while they are trying to deal with 40 tentacles. Even though the crea- the murk in this area. If the subsurface is A recently constructed sand castle of ture cannot attack, it inflicts ld6 mud, there is a 75 % chance that a wandering Quagmire. The structure depicts points of damage on any character monster appears. If the subsurface is quick- rafts attacking from East Fang Cape. who touches one of its tentacles. A character touching the creature must sand, there is a 50% chance that a wandering A crusty anchor weighing 150 also make a saving throw vs. paraly- monster appears. If the subsurface is danger- pounds. A rigid, 20-foot length of sis or be paralyzed for id6 rounds. ous quicksand, there is a 25% chance that a chain is attached to the anchor. The wandering monster appears. No monster rusty chain weighs 50 pounds. 12 A primitive, 20-foot-diameter fishing appears if any other subsurface is rolled on net, rimmed by wooden floats. Table 5.

9 WILD LANDS ADVENTURES

If the characters approach the man, they find TABLE 7 that he is close to death. Cuts and bruises FLOATING FLOTSAM cover much of his body. His clothes are torn and dirty. Die Die The man is lying on the ground when the Roll Flotsam Found Roll Flotsam Found characters draw near. Slowly, he raises his A bed of green kelp, edible but not (30’); #AT 1 claw; D 1-8; Save F1; head and tries to crawl a few more feet. He tasty. The kelp equals 2d20 rations. ML 12; AL C; XP 20). does not notice the characters until they are standing just before him. A light green bed of seaweed. If char- 8 A coconut floating on the waves. The acters come within 40 feet, they find milky fluid and lining inside the shell Dying Warrior: AC 9; HD 2; hp 6; MV that it is actually green slime (AC can is worth 1 ration. 60’(20’); #AT 1; D 1-4 by bare always be hit; HD 2**; hp 9; MV 3’ hands; Save F2; ML 5; AL N 9 A 2-inch-thick, 6-foot-long wooden (1 ’); #AT 1 ; D special; Save F1; ML staff. This is a staff ofhealing, which The man is extremely grateful to the charac- 7; AL L; XP 5). only clerics may use. ters if they try to help him. If the characters A sealed bottle containing a parch- ask, the man tells them that his name is 10 A 3-foot-diameter, wooden wagon ment note from Molariah, ruler of Gasker, and that he is a messenger from the wheel. Characters may use it for 2 Quagmire. The note is identical to city of Quagmire. If characters ask what he is hours’ worth of firewood. the one the characters received at the doing in this wasteland, he answers them in a start of the adventure. 11 A small, uncharted tropical isle, slow, uneven voice. approximately half a mile in diame- “I was on my way to Pramayama by raft An empty lifeboat. ter. Turtles, sea birds, and mussels when I was hit by strong winds. My raft Six elves clinging to a ship’s mast. If live here, and may serve as 2d20x5 broke up, and I drifted into Sea Camel. I characters rescue the sailors, they tell rations for the characters. Each hour, rode my horse, Blazer, from there, taking her of a giant octopus that crushed their the isle drifts 1 mile further away across the Barren Plain. She died where the sailing ship while they were on their from the coastline. Characters can- Silt River splits in two. I’ve come far, friends, way to rescue the good people of not detect this movement at first. but I’m afraid I won’t reach Pramayama Quagmire. They have a bottle that now. I’ve failed to complete my mission.” 12 A black film covering the water contains a parchment note identical If the characters ask Gasker about his mis- ahead of the boat. The film stretches to the one the characters received at sion, he tells them about the sinking city of for half a mile in each direction. The the start of the adventure. The sailors Quagmire and its search for rescuers. If the film is a crude oil spill. Characters are first level elves. characters tell Gasker that they are headed to may avoid the spill by turning their Quagmire for just that purpose, his eyes A wooden barrel containing 20 ship at least 90 degrees from their brighten considerably. rations of fresh water. current direction and sailing at least “Bless you, brave ones. I only wish I could 1 mile in a new direction. If the oil is help. I did leave behind apotion ofswimming A man floating on a plank. He waves ignited, it burns for a week. A ship and a pouch of gemstones in Blazer’s saddle- his arms to signal the characters, but caught in an oil fire suffers 2d12 bags. I figured I wouldn’t need any of that he does not yell. He is actually a zom- points of hull damage per round. out here-it would just weigh me down. It’s bie (AC 8; HD 2; hp 9; MV 90’ yours if you find it.” Gasker removes a ring from a thong hanging around his neck and hands it to the nearest character (determine and the rear of the character’s party. The liz- part” in the victory feast the lizard men have randomly, if necessary). “This is a ring of ard men attack no matter how many charac- planned to celebrate the eventual fall of water adaptation,” he tells the character. ters and NPCs are in the characters’ party. Quagmire. “You may need it. If you take me to civiliza- Lizard Men (10): AC 5; HD 2+1; hp 10; MV tion where I can heal, I’ll happily go with you 60’ (20’); #AT 1; D 1-6; Save F2; ML 14. SCORCHED PREY to Quagmire. 1’11 even lead you to Blazer’s 12; AL N; XP 25 This encounter should occur only once. saddlebags.” For a description of the ring, These creatures are armed with clubs. turn to the New Magic Items in the Appen- dix. ~ The characters may outrun the lizard men by A few hundred yards in the distance, scav- If the characters do not tell Gasker that fleeing to the right or left, rather than forward enger birds circle over a tiny speck in the they are headed for Quagmire, he asks if they or backward. The characters may also sneak rocky wasteland. The speck draws slowly will take him to civilization, where he can be around behind the bushes and surprise the closer. It is a human being. From time to healed and can recruit a party of rescuers. lizard men. time, the figure stops dragging its feet for- Gasker also tells the characters, “Another If the lizard men capture a character, or if ward and collapses. When this happens, messenger named Lenuwol was sent to Tana- they force him to surrender, they net the char- the huge birds call out to each other and roa. He traveled along the islands east of acter, search him for food and treasure, and swing lower in the sky. The figure man- Thanegia. I hope he made it.” then carry him toward their camp. The lizard ages to pull itself up and crawl forward. It If you want, you may have Gaskerjoin the men’s camp is located on East Fang Cape. is an unarmed man. characters as an NPC. When he has been The captured character is set aside to “take fully healed, his statistics are:

10 WILD LANDS ADVENTURES

Healed Warrior: AC 9; HD 2; hp 9; MV Roll l0dlO to determine how many wild 20. KILLER TREES 120’ (40’); #AT 1; D 1-8 by sword; horses are in the area. Characters cannot ride Save F2; ML 8; AL N wild horses, but they may sell them in Sla- govich, Sea Camel, or Mule Beach. If the Hundreds of animal bones lie scattered 15. PERSONAL SERVANT characters try to capture the horses, refer to beneath a stand of trees just ahead. This encounter should occur only once. the Capturing Wild Animals rules in the Pre- paring for the Expedition section. The trees here are actually 12 killer trees. Characters may avoid the area of bones by A few feet ahead, the bottom of a large, Wild Horses (10-100): AC 7; HD 2; hp 9; circling 150 feet around one side or the other. heavy-looking ceramic jug sticks out of the MV 240’ (80’); #AT 2 hooves; D 1-4/ If any character comes within 10 feet of one of ground. 1-4; Save F1; ML 7; AL N; XP 20 the bones, the nearest killer tree uses one of The horses stampede away in the opposite its 20-foot-long tentacles to reach out and If the characters dig up the jug, they find that direction as soon as the characters make any grab the character. it feels empty. There is no writing on the jug. loud noise, produce a bright light, or come Killer Trees (12): AC 5; HD 6; hp 27; MV 0; It is about 3 feet high. Wax and strips ofmetal within 250 feet of them. seal the jug’s stopper. #AT 4 limbdl mouth; D O/ 3-18; Save F3; ML 12; AL N; XP 275 Thejar is a magic efreeti bottle. If the char- 18. MULEHERD acters break the seal and pull out the stopper, For a complete description of these creatures, a puff of smoke snakes out of the bottle and A herd of mules meanders along a low hill in turn to the Appendix. slowly takes the form of an efreeti. The efreeti the distance. The mules do not flee as the has come forth to serve whoever opened the characters approach. A few of the mules wan- 21. SLAGOMANN CORRALS jug. The efreeti promises to act as that char- der curiously toward the characters. The oth- acter’s faithful servant for 101 days, or until it ers simply ignore the characters. Roll 2d6 to determine how many wild is slain. After its term of service has ended, barns stand at the edge of town. Wild the efreeti returns to its home (the fabled city mules are in the area. Characters cannot ride wild mules, but they may sell them in Sla- horses, camels, and mules run along the of Brass on the elemental plane of fire). corral fences. The efreeti serves only the character who govich, Sea Camel, or Mule Beach. If the opened the bottle. If several characters characters try to capture the mules, refer to opened the bottle at once, roll randomly to the Capturing Wild Animals rules in the Pre- Roll 2d6 to determine how many animals are determine who becomes the efreeti’s master. paring for the Expedition section. in each corral. Inside each barn are ld6 of If its master is killed, the efreeti vanishes each animal type tamed for riding. All of immediately, even if the master is later Mules (2-12): AC 7; HD 2; hp 9; MV 120’ these animals are for sale. An agent of Bon- brought back to life. (40’); #AT 1 kick or 1 bite; D 1-4 or 1- dee Slagomann, the man who owns these cor- 3; Save F1; ML 8; AL N; XP 20 rals, happily sells you an overpriced steed. 16. CAMEL HERD He also happily buys any horses, mules, or The mules stampede away in the opposite camels you bring in (for a very low price, of A herd of camels lopes along a low hill in the direction as soon as the characters make any course). distance. The camels do not flee as the char- loud noise, produce a bright light, or come If characters ask the agent where they can acters approach. Rather, they stop and stare within 250 feet of them. find wild horses, he says, “You can find large at you. horse herds out there in the Bush Country or Roll 2d4 to determine how many wild cam- 19. GRAB GRASS along the Neck Grasslands.” If characters ask els are in the area. Characters cannot ride him about wild mules, the man snorts and wild camels, but they may sell them in Sla- says, “Them animals and me, we don’t get govich, Sea Camel, or Mule Beach. If the Scores of bleached animal skeletons lie along. But if you want some for yourself, go characters try to capture the camels, refer to among the 4-foot-tall grass just ahead. It to the Burning Waste or down to the River the Capturing Wild Animals rules in the Pre- appears as if all of the animals just lay Hills.” If characters ask him about wild cam- paring for the Expedition section. down and died on the spot. els, he smiles and says, “Ah, the finest beast Camels (2-8): AC 7; HD 2; hp 9; MV 150’ of burden for these parts, I tell you. Ships of (50’); #AT 1 bite/l hoof; D 1/1-4; the desert! You can find camels out at the Characters may avoid the area of skeletons by Save F1; ML 7; AL N; XP 20 Twin Oases, about 2 weeks from here. Some circling 100 feet around one side or the other. say there’s camels in the eastern Sind. Now The camels stampede away in the opposite Grab grass takes hold of any character who there’s a good hot place to stay away from!” direction as soon as the characters make any walks within 5 feet of any skeleton. If characters ask the agent where the Twin loud noise, produce a bright light, or come Oases are, he tells them that they lie in the within 250 feet of them. Grab Grass: AC 9; HD 1 per 5-foot-square western Sind. area; hp 4 per 5-foot-square area; MV 17. WILD HORSES 0; #AT 1; D special; Save NM; ML 12; 22. MAGIC MONGERS AL N; XP 10 A herd of wild horses runs along a low hill in the distance. The horses do not flee as the For a complete description of this “creature,” A caravan of eight merchant wagons characters approach. A few gallop in wide turn to the Appendix. stands beside the trail here. Two oxen are circles around the characters, while others A wandering monster appears at the instant simply stop and stare. the grab grass takes hold of a character.

11 WILD LANDS ADVENTURES

1

entries on the chart correspond to the subt- are set up around the wagons. Each is TRADE ITEMS CHART ables on p. 36 of the Expert rulebook. Roll loaded with at least 40 items. The prices percentile dice on those subtables to deter- on the items range from 300 to 1,800 gp Expert mine which specific item on one of the magic each. Item Subtable mongers’ tables is magical. A sign has been painted on the side of If characters ask for an item not listed on Swords each wagon. The signs read, from the the chart, they are able to get the item from Other Weapons: front of the caravan to the back, “Magical the mongers at the prices listed on p. 19 of the arrows, axe, bow, dagger, Swords For Sale,” “Weapons for the Dis- Expert rulebook. mace, quarrels, sling, The magic mongers try to convince the criminating Master (No Swords Here),” spear, war hammer characters that all items on the tables are “Super Armor and Infallible Shields,” Armor and Shields: magical, but that they don’t know how to “Magic Potions at Low Costs,” “Scrolls leather armor, chain activate them. The mongers haggle on the Guaranteed Not to be Cursed,” “Power- mail armor, plate mail ful Rings of Various Uses,” “Slightly price of any item that they know is not actu- armor, shield Used Wands, Staves, and Rods,” and ally magical. Potions “Miscellaneous Magic Items.” Scrolls ~~ Rings 23. STILT VILLAGE Only one item on each of the tables is magi- WandsIStaveslRods Miscellaneous Items: cal. Characters may use detect magic to tell A small village stands beside the water a amulet, bag, boots, bottle, which of the items is genuine. Otherwise, few hundred yards ahead. The huts of the there is only a 3% chance per table that a bowl, brazier, broom, village stand on 3-foot to 9-foot-high stilts. character chooses the one magical item at carpet, censor, cloak, The huts are made of palm branches and random. The rest of the items are fake look- crystal ball, drums, mud. Canoes are tied to the stilts of all of gauntlets, girdle, helm, alikes. Because of this, many normal items on the huts. Smoke circles through holes in these tables have wildly inflated prices. Char- horn, medallion, mirror, the hut roofs. acters may sell their possessions to the magic rope, scarab, stone mongers manning the tables at normal prices, but the mongers are unwilling to sell A band of natives lives in this village. Roll anything on their tables at anything less than To determine which item on a table is mag- ldlO and multiply the result by 30 to deter- the inflated prices. All items listed on the ical, find the item category for a specific table mine how many natives live here. Trade Items Chart cost 3d6x100 gp each. on the Trade Items Chart. The subtable The natives do not notice the characters

12 unless the characters draw attention to them- selves. The characters may pass the village undetected by coming no closer than 300 feet to the village and by moving under the cover of vegetation. If the characters attack, the natives defend themselves. If the characters are friendly, the natives are friendly in return. The natives are willing to trade for gem- stones and normal items or animals, but they do not accept money. The natives do not understand the concept of coinage. If the characters try to trade an item that is obvi- ously magic, there is only a 25% chance the natives accept it. The natives of each village the characters visit all speak the same language, but each village has its own particular dialect. You ~ ~~~~ should also tell the characters that, as they TABLE 8 travel upriver, they notice that the natives ROCKY COASTLINE DEBRIS almost always build their villages on the left river bank. On the right river bank facing Die Die each village is a burned-out ceremonial clear- Roll Debris Found Roll Debris Found ing littered with the charred remains of the Worthless seaweed mixed with green sky. Characters may use the ribs to village’s dead. slime: AC can always be hit; HD build a shelter. If the characters dig Natives (30-300): AC 9; HD 1-1; hp 4; MV 2**;hp 9; MV 3’ (1 ’); #AT 1; D spe- up the whale’s skull, they find a 200- 120’(40’);#ATl;D 1-6orbyweapon; cial; Save F1; ML 7; AL L; XP 5. pound ivory tusk worth 4,000 gp. The whale was a narwhal. Save F1; ML 7; AL any; XP 5 Pirate skeleton buried in the sand (AC 7; HD 1; hp 5; MV 60’(20’); 9 A crusty anchor weighing 150 24. ROCKY COASTLINE DEBRIS #AT 1; D 1-6 by rusty sword; Save pounds. A rigid, 20-foot length of F1; ML 12; AL C; XP 10). chain is attached to the anchor. The rusty chain weighs 50 pounds. The water has stranded pieces of drift- Rotting wooden box containing ld20 wood and dried seaweed along the shore ancient gold pieces. 10 A large, empty conch shell worth 10 here. Worthless shells, rotting fish, and gp. The first character to hold the A wrecked, 3-foot-long ship’s figure- uprooted plants are scattered among the shell to his ear hears a chanting voice: head that is actually a wood golem rocks. The gentle rippling of waves is the “Seek a shell, unlike the one you (AC 7; HD 2+2*; hp 13; MV 120’ only sound. hold; (40’); #AT 1 fist; D 1-8; Save F1; By sailing north, to where you’re ML 12; AL N; XP 35). told. Roll ld12 and refer to Table 8 to determine A sealed bottle containing a parch- From West Fang follow coast to what other items the characters find lying ment note from Molariah, ruler of river first; along the shore. Quagmire. The note is identical to In tidal pool floating, slake not the one the characters received at the your thirst. 25. THE HIGH SEAS start of the adventure. Rescue me from my tiny sea, and three tasks shall I do for thee.” A wrecked native war canoe, holding The water seems to stretch forever, rolling id6 shrunken heads. The canoe can- 11 Dead giant marauder jellyfish out to where the sea and sky meet at the not be repaired but does provide 1 stranded on the beach. This dried- horizon. Their colors seem to mingle, day’s worth of firewood. out creature is 10 feet across and has 40 tentacles. Even though the crea- until it is impossible to distinguish the A 10-foot-deep tidal pool, which is 30 ture cannot attack, it inflicts id6 two. A sea bird occasionally wheels over- feet in diameter. The pool contains head, breaking the silence with its points of damage on any character starfish, three edible sea urchins, six squawk. Flying fish sometimes glide past who touches one of its tentacles. A edible mussels, and gray ooze (AC 8; character who touches the creature the ship, racing it through ‘the waves. HD 3*; hp 14; MV 10’ (3’); #AT 1; must also make a saving throw vs. These salty waters abound with fish. D 2-16; Save F2; ML 12; AL N; XP paralysis or be paralyzed for ld6 50). rounds. A 15-foot-long, beached whale skele- Roll ld12 and refer to Table 9 to determine 12 A primitive, 20-foot-diameter fishing ton. Its white ribs curve toward the what encounter the characters have on the net, rimmed by wooden floats. high seas.

13 WILD LANDS ADVENTURES

B. SEA TRADE ROUTE TABLE 9 HIGH SEAS ENCOUNTERS The characters are just off the coast of the Barren Plain. Die Die If the characters travel the sea trade routes Roll Encounter Roll Encounter to the northeast for 9 hexes, they reach the mouth of the Asanda River. If they pass the A sperm whale, locked in a battle 7 The captain (or navigator) mysteri- Asanda and follow the coast for 14 hexes, with a giant squid, smashes into the ously disappears from the ship. they come to a point of land. The characters bottom of the characters’ ship, caus- 8 The ship snags a huge fishnet. To set may then reach Ierendi by turning south at ing 2d12 points of hull damage. the ship free, characters must burn or this point and traveling for 10 hexes. If the The ship strikes an uncharted sea- cut the net. A storm giant then characters continue to follow the coast past mount, which causes 2d20 points of appears and demands 10,000 gp as the point of land, they reach Specularum hull damage and throws two men over- payment for the damaged net. The after traveling 22 hexes. board. The men are not injured, but characters may bargain the giant they do attract a wandering monster. down to 2,500 gp. C. SEA ROUTE A sealed bottle containing a parch- 9 A huge wave, higher than the main As characters approach this area, they see a ment from Molariah, the ruler of mast, plunges down on the ship and black pillar of smoke rising high into the sky Quagmire floats by. The note is iden- causes 2d10 points of hull damage. from an island to the south. If the charaLters tical to the one the characters The wave also tosses ld6 crew-mem- are here at night, they see a fire burning on received at the start of the adventure. bers overboard. The wave drives the the island’s beach. The island is part of the ship 24 miles in a random direction Western Thanegioth Archipelago. A lifeboat manned by a human and (roll ld6: 1-north; 2-northeast; 3- If the characters land on the island to an floats into view. If characters southeast; 4-south; 5-southwest; 6- investigate the smoke, go to encounter D. rescue them, the two tell how their northwest). If the characters travel east by northeast for ship’s crew mutinied and set them 15 hexes, they reach a point on an island in adrift. The man is a captain. The elf 10 A freakish current causes the ship to the Thanegioth Archipelago. From there, is a navigator. end the day where it started. they may reach Tanaroa on the Isle of Dread A shipboard fire destroys the sails 11 A doppleganger stowaway kills crew- by traveling east for 12 hexes. and rigging, stranding the ship. members and secretly throws their Rowers can move the sailing ship at bodies overboard. D. MAROONED MESSENGER l/3 speed, if the characters have no Doppleganger: AC 5; HD 4*; hp 20; A rickety lean-to made of palm branches spare sails aboard. MV 90’ (30’); #AT 1; D 1-12; Save stands at the edge of a clearing on the shore of F8; ML 12; AL C; XP 125 Worms infest and destroy all rations this island. A driftwood fire burns near the aboard the ship. 12 Skillful sailing adds an extra 24 miles hut. If characters go into the lean-to, they see to the distance the characters travel a man asleep on the ground. The characters’ in a day. movements do not wake him. His clothes are tattered, and he looks very ill. He has no weapon. Set location encounters describe the characters’ current surroundings. If any character makes a loud noise or (Use DM Map 1.) These encounters should occur as given touches the man, he awakens with a start.. here only once (the first time the characters Dying Warrior: AC 9; HD 2; hp 6; MV 60’ t Each of the en- enter that lettered hex). If the characters (20’); #AT 1; D 1-4 by bare hands; counters below is leave a lettered hex and return to it again - Save F2; ML 5; AL N set in a specific hex later, alter the encounter based on the charac- on DM Map 1. ters’ first visit to that area. The man is extremely grateful if the charac- When the charac- When appropriate, read the boxed text to ters try to help him. If the characters ask the ters enter a lettered the players as their characters enter the let- man who he is, he stands‘up very slowly and hex, refer to the tered hex. offers his hand to the characters. corresponding let- “I am Lenuwol. I’m a messenger from the tered encounter city of Quagmire. I was on a raft sailing here to determine A. LANDROUTE toward Tanaroa on the Isle of Dread when what, if anything, the characters see in that pirates attacked me. They captured me, and area. The characters are on the Barren Plain. They I think they planned to sell me as a slave. For- Some of.these encounters are no more than see no signs of life around them. tunately for me, I contracted some weakness, guidelines to help you mark the characters’ If the characters travel north for 7 hexes so instead of selling me, they marooned me movement toward or away from Quagmire. and then east for 2 hexes, they reach Pramay- on this island.” Lenuwol pauses and takes a When the characters are in a specific region ama. If they travel northeast for 15 hexes and long look at the characters. “I’m still weak, (the Burning Waste, for example), use the then east for another 14 hexes, they reach but now that you’re here, perhaps-. my mis- notes given under the Wild Lands Map Key to Specularum. sion won’t fail.”

14

,

I

DESERT

GRASSLANDS

TRADEROUTE

ONE HEX = 24 MILES

WILD LANDS ADVENTURES

If the characters ask Lenuwol about his F. PIRATE CACHE mission, he tells them about the sinking city TABLE 10 of Quagmire and its search for rescuers. If the Human and demi-human footprints cover ISLAND GRAVESITES characters tell Lenuwol that they are headed this small island. The prints crisscross the Dice to Quagmire for just that purpose, he smiles island from shore to shore and connect a Roll Gravesite Contents weakly and reaches out to shake the nearest number of clearings. Still-warm cookfires character’s hand. smolder in each of the clearings. Scores of 01-03 Pirate cache containing 50 iron “Ah, such good souls you are. Then there grave-size patches of piled stone, each rations, 50 fresh water rations, a is hope. I know where the pirates’ supply marked by weathered strips of leather and returning spear, a ring of water adap- cache is-you know, it may help. There’s a cloth, dot the island. tation, and a potion of water breath- returning spear there, and some magical ing (new magical items described in underwater devices. It’s all yours if you can There are two islands on DM Map 1 that are Appendix) find it, but I could surely lead you there.” marked with an “F.” If the characters are 04-06 Type A treasure horde Lenuwol stretches his aching muscles. “If with Lenuwol on the island marked F in the 07-50 Human corpse you could take me somewhere where I can Western Thanegioth Archipelago, Lenuwol 5 1-60 Elf corpse heal, I’ll gladly go with you to Quagmire.” leads them to a patch of large stones. He tells 61-70 Dwarf corpse If the characters do not tell Lenuwol that the characters that the pirates’ supply cache is 71-79 corpse they are headed for Quagmire, he asks if they buried beneath these stones (see the first 80-85 Skeleton angered at being disturbed: will take him to civilization, where he can be Gravesite Contents entry on Table 10 for the AC 7; HD 1; hp 6;MV 60’ (20’); healed and can recruit a party of rescuers. contents of the cache). #AT 1 ; D 1-4 with bare finger bones; Lenuwol also tells the characters, If Lenuwol is not with the characters, or if Save F1; ML 12; AL C; XP 10 “Another messenger named Gasker was sent the characters are on the island marked F in 86-90 Zombie angered at being disturbed: to Pramayama. I wonder if he was success- the Sinking Keys, the characters must dig up AC 8; HD 2; hp 9; MV 90’ (30’); ful.” the gravesites at random if they want to find #AT 1 claw; D 1-8; Save F1; ML 12; If you want, you may have Lenuwol join the pirate cache. Refer to Table 10 and roll AL C; XP 20 the characters as an NPC. When he has been percentile dice for each gravesite the charac- 91-94 Ghoul angered at being disturbed: fully healed, his statistics are: ters dig up. AC 6; HD 2*; hp 9; MV 90’ (30’);

#AT 2 clawdl bite; D 1-3/1-3/1-3 + Healed Warrior: AC 9; HD 2; hp 9; MV G. SURVEY SHIP 120’(40’); #AT 1; D 1-8 by sword; special; Save F2; ML 9; AL C; XP 25 Save F2; ML 8; AL N A large sailing ship manned by a crew of 20 is 95-97 Wight angered at being disturbed: anchored here, just off the coast of the Neck AC 5; HD 3*; hp 14; MV 90’ (30’); E. SADDLEBAGS Grasslands. The ship and crew appear to the #AT 1; D energy drain; Save F3; ML characters to be friendly. The crew-members 12; AL C; XP 50 wave as the characters’ ship approaches, but 98-99 Wraith angered at being disturbed: The Silt River winds north, cracking this they do not signal for the characters’ ship to AC 3; HD 4,:; hp 18; MV 120’ empty land in two. The river itself splits stop. (40 ‘) on land, 240’ (80’) flying; #AT

here, one tributary running to the north- If the characters hail the ship peacefully, 1 touch; D 1-6 + energy drain; Save west, the other to the northeast. the ship’s crew allows the characters to board. F4; ML 11; AL C; XP 175 Ferocious screams and growls rise on The ship is a private vessel sent by a wealthy 00 Mummy angered at being disturbed: the sticky wind. A band of rock baboons is merchant from the Kingdom of Ierendi. The AC 3; HD 5+l**; hp 25; MV 60’ gathered in a dry stream bed 300 feet crew is waiting for a 12-member expedition (20’); #AT 1 touch; D 1-12 +disease; away, hunched over an animal carcass. to return from the Serpent Peninsula. The Save F5; ML 12; AL C; XP 575 crew-members tell the characters that the expedition has been gone for a week. They set The characters may meet up with this If Gasker is with the characters, he recognizes out to look for a new, short trade route across expedition in area encounter 6. this area as the place where his horse Blazer the peninsula. If the expedition can find such Explain to the characters that if they agree died. The rock baboons are feeding on the a route, the crew-members explain, the to the captain’s offer, they must either return horse’s carcass. If the characters want to get Ierendi merchants won’t have to use the the expedition party to the ship, or they must to the horse, they must defeat or drive away expensive Necklace trade route between Sea send word of the expedition’s status. the rock baboons. Camel and Mule Beach. If the characters decide not to search for The crew-members are beginning to worry Rock Baboons (15): AC 6; HD 2; hp 12; MV the expedition, they may buy rations and that the expedition members are dead or lost. 120’ (40’); #AT 1 club/l bite; D 1-6/1- fresh water from the ship’s captain. The crew still has 500 iron rations and plenty 3; Save F2; ML 8; AL N; XP 20 of fresh water, but they fear that the expedi- H. STAIRWAY TO WATER If the characters get the creatures away from tion might have run out of provisions by now. the horse, they find that the horse’s leather The ship’s captain offers the characters 50 bridle, saddle, and saddlebags are still intact. gp and a fourth of his ship’s rations to search Apotion of swimmingis in one of the bags. A for his expedition party. He offers an extra overgrown with vegetation, lies in this leather pouch containing five 100 gp garnets 150 gp and another fourth of his ship’s rations area. Inside the circle, a 5-foot-wide spiral is in the other bag. See the Appendix for a if the characters return with any survivors staircase winds downward. description of the potion of swimming. from the expedition.

19 WILD LANDS ADVENTURES

If the characters go down these stairs, they The djinni ignores all voices except its libera- from the continent. Because of this, Mule come to a flat, stone landing resting 15 feet tor’s. It speaks in Common. The djinni tries Beach is a well-known village. It is here that below the ground. The landing leads east to a to do whatever its liberator commands, cargo from ships is loaded onto the backs of room shaped like a crescent moon. within its seven powers. It performs no more pack animals, and vice versa. Ships arrive at A 30-foot-deep stone well stands in the cen- than three tasks. Once the djinni has per- or leave the village wharf every other day. ter of the room. Pure water fills half of the formed its tasks, it vanishes in a flash of light Horses, camels, and mules stand all well. A carving of two triangles rests in the and a clap of thunder. around this village, waiting to be loaded or east wall behind the well. The bases of the Ifhe wants, the character who liberated the unloaded. leave every other day for equilateral triangles touch, forming a dia- djinni may command it to disappear or Sea Camel, which lies at the other end of The mond whose upper point tilts slightly to the return to its shell. Necklace. Characters can walk The Necklace left. A rough X has been carved at the top in 6 days. There is no charge to join a caravan point of the diamond. J. SLAGOVICH that travels The Necklace, but anyone who This carving was made by a Yavdlom map- This opulent trading city rises from the shore joins must provide his own transportation, maker. The triangles show the spatial rela- of the Western Sea at the end of the Sind Des- food, and water. Those who join such a cara- tionship of the cities of Quagmire, ert Caravan Track. Merchants fill the streets, van must also help defend the caravan if it is Thanopolis, and Yavdlom (now the Sunken hawking their goods. The city wharf never attacked. City). The diamond point marked by an X sleeps, as ships load and unload throughout If the characters take their time wandering shows the proposed location of the Yavdlom’s the day and night. Slagovich is a stopping through the streets of Mule Beach, tell them fourth city. Actually, this well room was to place between Hule to the north and Mule that they come across this advertisement have been that fourth city’s first level. The Beach to the south. A ship either arrives or posted on a wall: “Wanted. Wild horses, sinking lands of Serpent Peninsula decimated leaves Slagovich every day. mules, and camels. Best prices paid. 100 gp the Yavdlom race, however, and this city was Camels are everywhere around Slagovich. paid for wild camels. 75 gp paid for wild rid- never finished. If characters ask, they find out that caravans ing horses. 30 gp paid for wild mules. Bring leave weekly on 1,900-mile treks across the your roped animals to the agent of Bondee I. TIDALPOOL Sind Desert to Akesoli in the Republic of Slagomann at the corrals on the outskirts of Darokin. Other caravans wind even further, Slagovich, Mule Beach, or Sea Camel. No going an extra 300 miles to City in healthy beast of burden turned away. Broken A 30-foot-diameter tidal pool lies at the the Principalities of Glantri. animals also sold.” This advertisement was mouth of this river. A single coconut floats If the characters take their time wandering posted fairly recently. in the center of the rocky pool. Five edible through the streets of Slagovich, tell them If characters have animals they want to sea urchins and twelve edible mussels lie that they come across this advertisement take to Slagovich, hint to them that they at the bottom of the pool. posted on a wall: “Wanted. Wild horses, should probably not travel along the coast mules, and camels. Best prices paid. 100 gp from this city to Slagovich. The wild animals If a character breaks open the coconut, he paid for wild camels. 75 gp paid for wild rid- and brigands that live in the nearby Bush releases a djinni. (The coconut meat, inci- ing horses. 30 gp paid for wild mules. Bring Country would make such a trip treacherous. dentally, is worth 1 ration.) your roped animals to the agent of Bondee The characters should take animals to Sla- The djinni erupts from the shell in a burst Slagomann at the corrals on the outskirts of govich by ship. of smoke. As soon as it takes shape, the djinni Slagovich, Mule Beach, or Sea Camel. No Because the three cities of Slagovich, Mule turns toward the character who cracked the healthy beast of burden turned away. Broken Beach, and Sea Camel are so remote, the cost coconut shell (determine randomly if neces- animals also sold.” This advertisement was of transportation between them is doubled. sary). posted fairly recently. See p. 19 of the Expert rule book for normal “You are my liberator,” thunders the djinni If characters have animals they want to land and water transportation costs. in Common. “For you, I shall complete three take to Mule Beach, hint to them that they tasks, if they are within my power. I am yours should probably not travel along the coast L. SEACAMEL to command, liberator!” from this city to Mule Beach. The wild ani- This solitary jewel of a city rests on the shore mals and brigands that live in the nearby Djinni (Lesser): AC 6; HD 7+1**;hp 39; MV of its own gulf. Its white walls and red-tiled Bush Country would make such a trip treach- 90’ (30’) on land, 240’ (80’) flying; roofs greet sailors from the Sea of Dread and erous. The characters should take animals to #AT 1 (fist or whirlwind) + special; D 2- weary traders from The Necklace. This tiny, Mule Beach by ship. 16 (fist) or 2-12 (whirlwind); Save F14; clean village has an excellent, deep harbor. Because the three cities of Slagovich, Mule ML 12; AL C; XP 850 Ships arrive at or leave its docks every other Beach, and Sea Camel are so remote, the cost day. of transportation between them is doubled. Horses, camels, and mules graze on the See p. 19 of the Expert rule book for normal village green, waiting to be loaded with ship land and water transportation costs. cargo. Caravans of pack animals leave for K. MULEBEACH Mule Beach every other day. When a caravan is not leaving, one is arriving. The trip across This dusty-brown trading village stands at The Necklace lasts 6 days. the spot where the Throat River empties into If the characters take their time wandering the Western Sea. Mule Beach makes up the through the streets of Sea Camel, tell them west end of The Necklace, the ancient land that they come across this advertisement trade route that separates Serpent Peninsula posted on a wall: “Wanted. Wild horses,

20 WILD LANDS ADVENTURES mules, and camels. Best prices paid. 100 gp The river washes all thrown characters hp 10; MV 60’ (20’) on land, 120’ (40’) paid for wild camels. 75 gp paid for wild rid- downstream. Have each thrown character swimming; #AT 1 weapon; D by weapon ing horses. 30 gp paid for wild mules. Bring roll id20 to see if he is able to reach either riv- +l;Save F2; ML 12; AL N; XP 25 your roped animals to the agent of Bondee erbank without help. If the number rolled is Slagomann at the corrals on the outskirts of lower than or equal to that character’s 0. THANOPOLIS Slagovich, Mule Beach, or Sea Camel. No Strength score, the character reaches the healthy beast of burden turned away. Broken shore of his choice. If the number rolled is This ancient city, built in the shape of a giant animals also sold.” This advertisement was higher than that character’s Strength score, sea shell, rises from the swamp to a height of posted fairly recently. the character cannot reach either shore. He 150 feet. Green vegetation hangs down, If characters have animals they want to must remove any heavy armor that he has on, staining the city’s smooth outer walls of gray take to Slagovich, hint to them that they or he drowns. He may make another die roll stone. Swamp birds circle the spiral city’s should probably not travel through the grass- in the next round. pinnacle, calling out a welcome. Swamp lands to that city. The wild animals and brig- The brigands who live downstream claim vegetation chokes the area at the base of the ands that live in the surrounding Bush any pack animals or supplies lost by the char- city. Large spaces at the city’s pinnacle are Country would make such a trip treacherous. acters in the river. the only visible openings. The characters should take animals across If the characters try to defeat one of the The Necklace to Mule Beach and trade them brigand bands, the brigands on the other For more details about the city of Thanopo- there. bank are warned to be prepared for the char- lis, see the Spiral City Adventures section. Because the three cities of Slagovich, Mule acters when they cross. If the characters drive Beach, and Sea Camel are so remote, the cost the brigands off, all of the survivors regroup P. SUNKEN CITY of transportation between them is doubled. and attack the characters further along The See p. 19 of the Expert rule book for normal Necklace. Characters can see this city only during the land and water transportation costs. daytime. The city rests 50 feet underwater, so Brigands (10-40): AC variable; HD 1; hp 5; the characters can see it only if they are MV 120’ (40’); #AT 1 weapon; D by underwater themselves, or if they are in the M. BRIGAND FERRY weapon; Save F1; ML 8; AL C; XP 5 sky directly above it. A ferry, which can hold 50 passengers or 12 N. LIZARD MAN CAMP ~ pack animals, operates at the point where Fifty feet below the water’s surface in this The Necklace crosses the Throat River. Two area, the tip of a giant spiral sea shell ropes guide the raft from one landing to the The smoke and flame from a dozen cook- dances in the waves. The shell’s tip widens other. The passengers use the ropes to pull ing fires rise from the center of this island. to smooth walls of white stone, now the ferry across. Six rafts are tied up on the beach. Several stained green by vegetation. In some Bands of brigands, one on each river bank, lizard men mull around the beach, tend- spots, colorful coral clings to the walls of charge for the use of the ferry. Normally, use ing to their rafts. Each of the rafts looks the shell. Sea creatures swim in circles of the ferry would be free. The brigands large enough to hold 35 lizard men. around the pinnacle of the great underwa- demand 1 gp per human or demi-human and ter city during the day. Large spaces in the 2 gp per animal. If the characters don’t pay, pinnacle and a large space at the shell’s the brigands do not allow them to use the These two islands are lizard man camps. To base are the only visible openings in the ferry. determine how many lizard men are in a city’s walls. The Throat River is 500 feet wide at this camp at any one time, roll 6d6 and multiply point, and it flows quite fast. The only ways by 10. For more details about the Sunken City, see characters can avoid the brigands’ highway Not all of the lizard men in these camps the Spiral City Adventures section. robbery are to defeat the brigands and drive attack the characters or Quagmire during the them off the banks, or try to ford the river course of this adventure. The lizard men Q. QUAGMIRE themselves. maintain a large force so they can intimidate If a character tries to ford the river alone, the people of Quagmire and prevent supply This ancient city, built in the shape of a he has a 50% chance of success. A character ships from reaching that city. They hope to giant sea shell, rises from the sea to a riding an animal has a 75% chance of suc- starve out the survivors without having to height of 150 feet. Green vegetation hangs cessfully crossing the river. An animal that engage in combat. down, staining the city’s smooth outer has no rider has a 25 % chance of successfully The lizard men do not see the characters if walls of white stone. A black pillar of crossing the river. Increase these odds by the characters don’t draw attention to themsel- smoke rises from the spiral city’s pinnacle 10% if the animals and/or characters tie ves. If they do, however, the lizard men send during the day. At night, a small orange themselves together before crossing. There is out a raft of 6d6 lizard men to investigate. flame burns at the pinnacle. Fresh holes a risk to this approach, however. If any ani- A guard force of 2d4 lizard men positions have been punched into the city’s wall at mal tied to other animals fails to cross suc- itself on a raft just outside Quagmire. Its job the base. The water line seems to be very cessfully, all animals behind the fallen animal is to prevent anyone from entering the city. close to these holes. Large spaces near the are lost, unless the characters cut the fallen The lizard men of this force are also under city’s pinnacle are the only other visible animal loose. orders to capture anyone who tries to leave openings. If a character riding an animal fails to the city. cross, the animal throws the character. Con- sider any character who fails to cross alone as Lizard Men (2-8 by city, 6-36 on raft, For more details about the city of Quagmire, a “thrown” character, also. 60-360 in camp): AC 5; HD Z+l; see the Spiral City Adventures section.

21 The three spiral cit- cent hall (area 1) to the south spiral staircase. diamond. This X shows the location of the ies located on the Sunken City (or Yavdlom) in relation to the Thanopolis: The hall is damp and musty, Serpent Peninsula other Yavdlom cities. but is not flooded. area are described here. The three cit- 3. NORTH SPIRAL Level 2: ies are Quagmire, STAIRCASE PASSAGE Thanopolis, and the Entry areas This dark, flooded hallway connects the Sunken City crescent hall to the north spiral staircase. The layouts of 6. OUTERWARD these cities are identical. You may use DM Thanopolis: The hall is damp and musty, Quagmire: Fish swim around this sub- Maps 3 and 4 as a guide to all three cities. A but is not flooded. merged boat dock. Abandoned fishermen’s room on DM Map 3 might feature a different huts stand along the dock. encounter in each city, however. For exam- 4. BOTTOM OF THE STAIRWAY ple, the Money Exchange Chamber (area 22) Thanopolis: Mud and quicksand make the Quagmire: The dark, flooded landing at the in Quagmire features lizard men, while the footing here treacherous. See That Sinking bottom of these stairs leads to area 5. The same room in Thanopolis features a goblin Feeling (area encounter 10) for details on stairs spiral up to area 16 on Level 2. king, and the same room in the Sunken City how to run this encounter. features mermen. Thanopolis: Human bones clutter this dark Sunken City: Fish circle around the wall of Only one area description has been given landing. The landing is not flooded. the city. The remains of a wooden dock sway for rooms that are identical in all three cities. Sunken City: The dark, flooded landing at in the current. If a room in one city is different from the the bottom of these stairs is the home of a same room in another city, however, the dif- black pudding, which devours any debris that 7. MAIN GATEWAY fering descriptions are listed in the following falls down the stairs. order: Quagmire, Thanopolis, and the Double doors stand on each side of this Sunken City. Quagmire descriptions always Black Pudding: AC 6; HD lo*; hp 45; MV flooded, 10-foot-wide tunnel. Heavy beams list where a room’s doors or hallways lead. 60’ (20’); #AT 1; D 3-24; Save F5; ML bar the 5-foot-wide doors from the inside. This information is not repeated in the same 12; AL N; XP 1,600 Arrow slits mark the north and south walls. room’s Thanopolis and Sunken City descrip- Three slits in the north wall face area 14; tions, as it doesn’t change from city to city. 5. ROOM OF THE WELL three slits in the south wall face area 8. Two If a room’s contents differ only slightly in 1-foot-square murder holes rest in the ceiling Quagmire: A stone well stands in the center the other cities, a general description is given of the tunnel. These holes lead to area 17. of this flooded, crescent-shaped room. The first. The differing cities are then listed, along room is dark. A wooden bucket tied to a Thanopolis: The tunnel here is not flooded. with the features that make each city’s room 15-foot-long rope floats against the ceiling. slightly different. Sunken City: There are no doors or beams Salt water fills the 15-foot-deep well. A short here. Level 1: hallway leads west to area 4. Secret doors made of stone stand in the north and south 8. SOUTHEAST GATEHOUSE Vel1 area walls. They lead to area 1. A pattern of two equilateral triangles is Quagmire: Five warped longbows and 100 r HALL carved into the room’s east wall. The trian- warped arrows float against the ceiling of this gles’ bases touch, forming a diamond whose dark, flooded chamber. Three arrow slits in ‘inis aarK nail is totally flooded. A wooden upper point tilts slightly to the left. A rough X the east wall look out onto the outer ward door at the north end of the hall leads to area marks the diamond’s right point. This crude (area 6). Three more arrow slits pierce the 3; a wooden door at the south end leads to map shows Quagmire’s location in relation to north wall, connecting this area to the main area 2. Secret doors made of stone stand in the other Yavdlom cities (Thanopolis, the gateway (area 7). A single door in the west I he walls opposite these wooden (ioors. Each Sunken City, and the unfinished fourth wall leads into the inner ward (area 15). 1eads to area 5. city-see set location encounter H for Thanopolis: Five longbows and 100 arrows ‘Inanopoiis:-. .. -3.inis nail1 11 is not flooded. A details). lean against the south wall of this dark cham- lives in this dark hallway. Thanopolis: A stone well stands in the cen- ber. This chamber is not flooded. Characters must defeat the creature before ter of this dark, crescent-shaped room. A they can pass through the hall. Sunken City: This area is similar to the area wooden bucket tied to a 15-foot-long rope sits in Quagmire, except that the bows and Gelatinous Cube: AC 8; HD 4*; hp 18; MV beside the well. Fresh drinking water fills half arrows have rotted away, leaving 100 metal 60’ (20’); #AT 1; D 2-8 + special; Save of the 15-foot-deep well. arrowheads on the chamber floor. There is no F2; ML 12; AL N; XP 125 The triangle pattern on the wall is marked wooden door in this chamber. at the bottom diamond point by an X. This X Sunken City: The wooden doors here have shows the location of Thanopolis in relation rotted away. 9. SOUTH SPIRAL STAIRCASE to the other Yavdlom cities. A wooden door stands closed at this dark, 2. SOUTH SPIRAL Sunken City: This area is similar to the area flooded landing. The door opens onto the STAIRCASE PASSAGE in Quagmire, except that the X on the trian- inner ward. Spiral stairs lead up to area 17 This dark, flooded hallway connects the cres- gle pattern is carved on the left point of the on Level 3, and down to area 2 on Level 1.

22 SPIRAL CITY ADVENTURES

Thanopolis: The landing here is not 13. NORTH SPIRAL STAIRCASE door shut, lies across the threshold. This flooded. landing is not flooded. A wooden door stands closed at this dark, Sunken City: There is no wooden door at flooded landing. The door opens onto the Sunken City: The wooden doors have rot- this landing. inner ward. Spiral stairs lead up to area 17 ted away. 10. SOUTHWEST GATEHOUSE on Level 3, and down to area 3 on Level 1. Quagmire: Four warped longbows and 80 Thanopolis: The landing here is not Level 3: warped arrows float against the ceiling of this flooded. Barracks dark, flooded chamber. Three arrow slits in Sunken City: There is no wooden door at the west wall look out onto the outer ward this landing. (area 6). Three more arrow slits pierce the 17. CURTAIN WALKWAY north wall, connecting this area to the pos- 14. NORTHEAST GATEHOUSE A stone battlement (5 feet tall and 2’/2 feet tern gateway (area 11). A single door leads Quagmire: Two warped shortbows and 20 thick) runs around the wall of the city at this from the east wall into the inner ward (area level, protecting a 7’h-foot-wide walkway. 15). warped, silver-tipped arrows float against the ceiling of this dark, flooded chamber. Three The battlement, which consists of alternating Thanopolis: Four longbows and 80 arrows arrow slits in the east wall look out onto the high and low segments, protects the walkway lean against the south wall of this dark cham- outer ward (area 6). Three more arrow slits from the outer ward area. The entire walk- ber. This chamber is not flooded. pierce the south wall, connecting this area to way is flooded. the main gateway (area 7). A single door Spiral staircases lead down from the north Sunken City: This area is similar to the area and south positions on the walkway. The in Quagmire, except that the bows and leads from the west wall into the inner ward (area 15). northern staircase leads to area 13; the south- arrows have rotted away, leaving 80 metal ern staircase leads to area 9. Sets of murder arrowheads on the chamber floor. There is no Thanopolis: Two shortbows and 20 silver- holes are cut into the floors at the east and wooden door in this chamber. tipped arrows lean against the north wall of west positions on the walkway. Each murder this dark chamber. This chamber is not hole is 1 foot wide. A pile of rocks lies next to 11. POSTERN GATEWAY flooded. each hole. The western murder holes are cen- Double doors stand on each side of this Sunken City: This area is similar to the area tered over area 11; the eastern murder holes flooded, 5-foot-wide tunnel. Heavy beams in Quagmire, except that the bows and are centered over area 7. bar the 5-foot-wide doors from the inside. arrows have rotted away, leaving 20 silver- Thanopolis: This walkway is not flooded. Arrow slits mark the north and south walls. tipped arrowheads scattered on the chamber Six trolls patrol this walkway at all times. Three slits in the north wall face area 12; floor. There is no wooden door in this cham- three slits in the south wall face area 10. Two ber. Trolls (6): AC 4; HD 6+3*;hp 45; MV 120’ 1-foot-square murder holes rest in the ceiling (40’); #AT 2 clawdl bite; D 1-6/1-6/1- of the tunnel. These holes lead to area 17. 15. INNER WARD 10; Save F6; ML 10 (8); AL C; XP 650 Thanopolis: The tunnel here is not flooded. Quagmire: Fish swim around the flimsy, 18. SPIRAL LANDING Sunken City: The tunnel here has no doors submerged lean-tos and wooden huts that or beams. stand in this dark, flooded area. Quagmire: This dark, flooded landing leads to a 5-foot-wide hallway. Wooden doors stand Thanopolis: Twenty gnolls live in these in the north and south walls of this hallway. 12. NORTHWEST GATEHOUSE flimsy huts and lean-tos. This area is not The north door leads to area 20; the south flooded. Quagmire: Two crossbows (still usable) float door leads to area 19. Gray stone steps spiral against the ceiling of this dark, flooded cham- Gnolls (20): AC 5; HD 2; hp 9; MV 90’ up to area 21 on Level 4 and down to area 16 ber. Two wooden cases, each holding 30 (30’); #AT 1 club; D 2-5; Save F2; ML on Level 2. metal quarrels, lie on the floor. Three arrow 8; AL C; XP 20 Two holes, each 3 feet in diameter, have slits in the west wall look out onto the outer been punched into the stone of the hallway’s Sunken City: Fish and other sea creatures ward (area 6). Three more arrow slits pierce east wall. One hole is at floor level; the other circle around this flooded, enclosed area. the south wall, connecting this area to the is at ceiling level. Sea water, fish, and other Seaweed and other underwater plant life postern gateway (area 11). A single door sea creatures occasionally pass through these sway in the current. leads from the east wall into the inner ward rough-edged holes. (area 15). 16. SPIRAL ENTRANCE Thanopolis: This area is not flooded. There Thanopolis: Two crossbows and 60 metal are no holes in the east wall. quarrels lean against the north wall of this This dark, flooded landing leads to a 5-fOot- dark chamber. This chamber is not flooded. wide wooden door. A wooden beam rests Sunken City: There are no holes in the east across the door. Gray stone steps spiral up to wall of this area. The wooden doors have rot- Sunken City: This area is similar to the area area 18 on Level 3 and down to area 4 on ted away. in Quagmire, except that the crossbows and Level 1. quarrel boxes have rotted away, leaving 60 19. NIGHT BARRACKS metal quarrels scattered about on the cham- Thanopolis: This dark landing leads to a 5- ber floor. There is no wooden door in this foot-wide wooden door, which stands open. A Quagmire: The frames of six wooden chamber. heavy wooden beam, which is used to bar the bunkbeds bump against the ceiling of this

23 SPIRAL CITY ADVENTURES dark, flooded room. A wooden door in the 22. MONEY EXCHANGE CHAMBER tom step of the spiral staircase. Gray stone stairs spiral up to area 28 on Level 5. south wall leads to area 18. Two gray oozes Quagmire: Two spiral staircase landings live here. open into this dark, half-flooded chamber. Thanopolis: This landing is not flooded. Gray Oozes (2): AC 8; HD 3*; hp 14; MV One landing is in the center of the room (area Sunken City: This landing is totally the other stands along the north wall 10’ (3’); #AT 1; D 2-16; Save F2; ML 21); flooded. 12; AL N; XP 50 (area 23). A party of 2d4 lizard men stands inside this Thanopolis: Six wooden bunkbed frames 24. SOUTH NARROW chamber. They attack as soon as characters SPIRAL LANDING line the curved south wall of this dark cham- enter. ber. The bodyguards for a goblin king sleep This dark, humid landing leads to a dark Lizard Men (2-8 in chamber, 6-36 outside): here. They are here only at night. chamber (area 25). Gray stone steps spiral AC 5; HD 2.1; hp 10; MV 60’ (20’); from the landing up to area 29 on Level 5. Goblins (12): AC 8; HD 3*; hp 14; MV #AT 1 spear; D 2-7; Save F2; ML 12; 90’(30’); #AT 1 sword; D 1-8; Save AL N; XP 25 Sunken City: This landing is flooded. NM; ML 7 (9 with king); AL C; XP 5 Two holes, each 3 feet in diameter, have been punched into the east wall of the chamber. 25. TRIBUTE STORAGE Sunken City: This area is similar to the area One hole is at floor level; the other is at ceil- Quagmire: Ten metal chests stand in this in Quagmire, except that it has no door or ing level. Fish and other sea creatures occa- dark, humid room. Nine of the chests are bunkbeds. There are no gray oozes here, sionally swim through the lower hole. The unlocked and empty. The locked chest con- either. chamber floor is covered by 3 feet of salt tains two leather sacks. In one sack are 15 water. garnets, 10 topazes, and 5 rubies. These 20. DAY BARRACKS The characters will probably use the holes gems’ combined value is 11,500 gp. The in the east wall of this chamber to enter the Quagmire: The frames of six wooden other sack contains 500 gp. A landing in the city of Quagmire. A party of 6d6 lizard men southeast corner of the room leads to a spiral bunkbeds bump against the ceiling of this attacks the characters from a raft as charac- staircase (area 24). dark, flooded room. A wooden door in the ters enter or leave through these holes. north wall leads to area 18. A green slime Thanopolis: Ten metal chests stand in this clings to one corner of the room’s ceiling. Thanopolis: There is no water standing in this dark, humid room. The locks on the chests chamber. There are no holes in the east wall. have been broken. All of the chests are empty. Green Slime: AC can always be hit; HD 2**; A goblin king lives in this chamber. He hp 10; MV 3’ (1’); #AT special; D attacks the characters as soon as he sees them. Sunken City: A school of 10 giant goldfish is special; Save F1; ML 7; AL L; The king’s trained dire wolves also attack. swimming around this dark, flooded cham- XP 5 The king tries to escape if the battle goes ber. Treat the goldfish as an animal herd. Thanopolis: Six wooden bunkbed frames badly for him, but he commands his wolves to Giant Goldfish (10): AC 7; HD 2; hp 9; MV line the curved north wall of this dark cham- stay and fight. 240’ (80’); #AT 1 butt; D 1-4; Save F1; ber. The bodyguards for a goblin king sleep Goblin King: AC 6; HD 3; hp 15; MV 120’ ML 5; AL N; XP 20 here. They are here only during the day. (40’); #AT 1 sword; D 2-9; Save F2; The characters may try to herd the fish out of Goblins (12): AC 8; HD 3*; hp 14; MV ML 7; AL C; XP 35 the room rather than fight them. 90’(30’); #AT 1 sword; D 1-8; Save Dire Wolves (4): AC 6; HD 4.1; hp 22; MV Four locked metal boxes stand in the NM; ML 7 (9 with king); AL C; XP 5 150’ (50’); #AT 1 bite; D 2-8; Save F2; northwest corner of the chamber. Characters ML 8; AL N; XP 125 must get past at least five of the fish to see the Sunken City: This room has no door or boxes. The first box the characters open con- bunkbeds. There is no green slime here, Sunken City: This area is totally flooded. tains 2,450 gp. The second box contains 11 either. There are no holes in the east wall. garnets worth a total of 1,100 gp. The third This area is the barracks for 22 mermen. box contains 1,050 gp worth of jewelry. The Level 4: There are always at least 10 mermen and a fourth box contains a returning trident (treat Money chamber leader in this chamber. The mermen attack as a returning spear). See the Appendix for the characters on sight. details on this new magic item. 2 1. SPIRAL LANDING Mermen (10-22): AC 6; HD 1; hp 5; MV 120’(40’); #AT 1 trident; D 1-6; Save Quagmire: This dark, half-flooded landing F1; ML 8; AL N; XP 10 Level 5: leads to a large chamber (area 22). Three feet Market area of salt water covers the landing and the bot- Merman Leader: HD 2; hp 9; Save F2; XP tom step of the spiral staircase. Gray stone 20 26. SPIRAL LANDING stairs spiral up to area 26 on Level 5 and NORTH NARROW down to area 18 on Level 3. 23. Quagmire: This landing leads to a large SPIRAL LANDING chamber (area 27). Gray stone steps spiral Thanopolis: This landing is not flooded. Quagmire: This dark, half-flooded landing from the landing up to area 30 on Level 6 and Sunken City: This landing is totally leads to a large chamber (area 22). Three feet down to area 21 on Level 4. flooded. of salt water covers the landing and the bot- The first character to step onto this landing

24 SPIRAL CITY ADVENTURES comes face-to-face with 12 spear points. A to enter this chamber. Then they search the Thanopolis: This landing is dark. band of men wields the spears. characters. The men offer gold pieces for the charac- Sunken City: This landing is dark and Normal Humans (12): AC 9; HD 1; hp 6; ters’ rations. They pay 75 gp for a week’s flooded. MV 120’ (40’); #AT 1 spear; D 1-6; worth of iron rations, 25 gp for a week’s Save NM; ML 12; AL N; XP 5 worth of standard rations, and 5 gp for a 29. SOUTH NARROW One of the men says in Common, “If you quart of fresh water. These people are very SPIRAL LANDING come in peace, throw us your weapons and hungry and thirsty, so they are very eager to This landing leads to a large chamber (area we will welcome you.” bargain with the characters. 27). Gray stone steps spiral from this landing If the characters give up their weapons, the If the characters are friendly to the people, up to area 32 on Level 6 and down to area 24 men allow them to enter area 27. If the char- one of the men suggests that the characters go on Level 4. acters do not give up their weapons, the men up to speak to Molariah, the ruler of Quag- attack, fighting to the death. mire. If characters ask, the man tells them Thanopolis: This landing is dark. that Molariah’s chamber is five levels up. Thanopolis: This landing is empty. It is not Sunken City: This landing is dark and flooded. Thanopolis: This area is dark and empty. flooded. Sunken City: This landing is empty. Sunken City: This area is dark, flooded, and empty. Level 6: 27. MARKETPLACE CHAMBER NORTH NARROW Service area Quagmire: Three spiral staircase landings 28. SPIRAL LANDING stand in a row in this chamber. One stands in 30. SPIRAL LANDING the center of the room (area 26), one stands This landing leads to a large chamber (area near the north wall (area 28), and one stands 27). Gray stone steps spiral from this landing This landing leads to a large chamber (area near the south wall (area 29). up to area 33 on Level 6 and down to area 23 31). Gray stone steps spiral from this landing If the characters gave up their weapons in on Level 4. up to area 35 on Level 7 and down to area 26 area 26, the men from that area allow them on Level 5.

25 SPIRAL CITY ADVENTURES

Thanopolis: This landing is dark. mann, the daughter of a wealthy Slagovich spiral from the landing up to area 41 on merchant. Level 9 and down to area 35 on Level 7. Sunken City: This landing is dark and Once the characters have convinced flooded. Kazandra that they will not hurt her, she tells Sunken City: This landing is flooded. The them in Common, “My father, Bondee Sla- wooden doors have rotted away. 31. COMMERCE CHAMBER gomann, will pay you dearly for my safe Quagmire: Two spiral staircase landings return.” Kazandra tells the characters that 39. RENTED ROOMS stand in this chamber. One landing stands in mermen captured her a week ago and have These dark rooms are empty. The rooms’ the center of the room (area 30); the other kept her in this prison by herself ever since. wooden doors open onto a square corridor stands near the south wall (area 32). If characters return Kazandra safely to her (area 38). The doors can be locked. As the characters enter this area, a group of father in Slagovich, Slagomann rewards each women and children moves up the stairs from character with a free camel and a jeweled Sunken City: These rooms are flooded. The area 30 to area 35 on Level 7. There are 14 medallion worth 1,500 gp. wooden doors have rotted away. women and 16 children in the group. Level 40. PUBLIC BATHS Normal Humans (30): AC 9; HD 1; hp 4; 7: MV 120’ (40’); #AT 1; D 1-4; Save Private auarters Empty, human-sized bathtubs stand inside NM; ML 6; AL N these dark corner rooms. The room’s wooden 35. SPIRAL LANDING/ doors open onto a square corridor (area 38). Thanopolis: This area is dark and empty. SQUARE CORRIDOR The doors can be locked. Sunken City: This area is dark, flooded, This landing opens onto a square corridor Sunken City: These rooms are flooded. The and empty. lined with 16 closed, wooden doors. Gray tubs are filled with salt water. The wooden stone steps spiral from the landing up to area doors have rotted away. 32. SOUTH NARROW 38 on Level 8 and down to area 30 on Level 6. SPIRAL LANDING Thanopolis: The landing here is dark. Level 9: This landing leads to a large chamber (area DininP area 31). Gray stone steps spiral from this landing Sunken City: The landing here is dark and flooded. All of the wooden doors have rotted down to area 29 on Level 4. away. 41. SPIRAL LANDING Thanopolis: This landing is dark. 36. PRIVATE QUARTERS This dark landing leads to a dark, 5-foot-wide Sunken City: This landing is dark and hallway. Wooden doors stand in the hallway’s flooded. These rooms contain the personal possessions north and south walls. The north door leads of human families. The rooms’ wooden doors to area 43; the south door leads to area 42. 33. NORTH NARROW open onto a square corridor (area 35). These Gray stone steps spiral from the landing up to SPIRAL LANDING doors can be locked. area 44 on Level 10 and down to area 38 on This dark, humid landing leads to a dark Thanopolis: These rooms are dark and Level 8. chamber (area 34). Gray stone steps spiral empty. Sunken City: This landing is flooded. The from the landing down to area 28 on Level 5. Sunken City: These rooms are dark, empty, wooden doors have rotted away. and flooded. The wooden doors have rotted 34. DRY STORAGE away. 42. KITCHEN Quagmire: This dark, humid chamber con- This dark, musty room was once a kitchen. tains 100 iron rations and 25 full wineskins. A 37. PRIVATE BATHS Dust covers the floors and cupboards here. spiral staircase (area 33) leads down out of Each of these dark rooms contains an empty The room doesn’t appear to have been used the room. bathtub. These rooms’ wooden doors open in a long time. There is no food here. A Thanopolis: This dark, humid chamber is onto a square corridor (area 35). The doors wooden door in the northeast wall leads to the webbed lair of three giant black widow can be locked. area 41. spiders. Sunken City: These rooms are all flooded. Sunken City: Cooking equipment floats Giant Black Widow Spiders (3): AC 6; HD All of the tubs are filled with salt water. The against the ceiling of this flooded kitchen. 3*; hp 14; MV 60’ (ZO’), 120’ (40’) in wooden doors have rotted away. The wooden door has rotted away.

web; #AT 1 bite; D 2-12 + poison; Save F2; ML 8; AL N; XP 50 Level 8: 43. DINING HALL Sunken City: This dark, humid chamber is Rented rooms A long, wooden table surrounded by wooden the only room in this city that is not flooded. chairs stands in this dark, curved room. A A large air pocket in the room makes it possi- 38. SPIRAL LANDING/ thick layer of dust covers the table and chairs. ble for characters to breathe normally here, SQUARE CORRIDOR A wooden door in the southeast wall leads to although the air is quite stale. This dark landing leads to a square corridor area 41. This room is the prison of Kazandra Slago- lined with 16 wooden doors. Gray stone steps Sunken City: Bronze plates and eating

26 PROOF

ISM. 1°C.

SPIRAL CITY ADVENTURES

utensils float against the ceiling of this is a spiral city like ours. It stands on the jeweled crown worth 1,500 gp lies under the flooded room. The wooden door has rotted southwest shore of Thanegia Island. Please throne. away. lead my people safely to Thanopolis and help Sunken City: This dark, flooded room is a them resettle. If you do this, the people will Level 10: proclaim you leaders and will serve you in merman ruler’s throne room. The merman attacks as soon as characters enter the room. Ruler’s quarters your time of need. Go now, please, and seek out Thanopolis. My people will follow you Merman Ruler: AC 6; HD 4; hp 18; MV there, but I cannot. I will die soon-I will 120’ (40’); #AT 1 trident; D 1-6; 44. SPIRAL LANDING enter the sea within my own city. Farewell.” Save F4; ML 8; AL N; XP 75 This dark landing leads to a locked wooden In this room are Molariahs’ personal pos- door. A sign, written in Common, hangs on sessions, two tapestries worth 100 gp each, the door. It reads, “Ruler’s Private Apart- and a carved wooden throne. A wooden door ment.” The door leads to area 45. Gray in the east wall opens onto area 44. stone steps spiral from the landing up to area A total of 12 men, 14 women, and 16 chil- 46 on Level 11 and down to area 41 on Level dren live in Quagmire. They immediately 9. gather their belongings and supplies when characters tell them that they are taking them Sunken City: This landing is flooded. The to Thanopolis. The people will go only to wooden door has rotted away. Thanopolis. If the characters successfully resettle Mola- 45. RULER’S APARTMENT riah’s people in Thanopolis, the people thank Quagmire: This brightly-lit, ring-shaped the characters profusely and tell them that room is the home of Molariah, ruler of Quag- they will gladly help the characters in times of mire. Molariah is a very sick man (only 1 hp need. The people also give the characters the left). If characters do not attack him, Mola- remains of their treasury (listed in the riah speaks in Common as they enter. description of area 25, Level 4). “You must rescue my people from Quag- Thanopolis: Rotting tapestries hang on the mire before it sinks. You are our last hope. walls of this dark, ring-shaped room. A There is an ancient city called Thanopolis. It wooden throne stands along the west wall. A 27 SPIRAL CITY

Level 11: Jail

46. SPIRAL LANDING This dark landing leads to a locked wooden door. A sign, written in Common, hangs on the door. It reads, “Dangerous Prisoners.” The door leads to area 47. Gray stone steps spiral from the landing down to area 44 on Level 10.

Sunken City: This landing is flooded. The in Quagmire. During the day, however, it is floor of this open area. Three huge braziers wooden door has rotted away. the nesting place for 10 normal bats. stand around the outer edge of this level. Oil burns continuously in each of the braziers, Normal Bats (10): AC 6; HD l/4; hp 1; MV 47. RING CORRIDOR producing a bright orange flame at night and 9’ (3’) on land, 120’ (40’) flying; a black pillar of smoke during the day. A lad- Quagmire: Twelve lizard man prisoners are #AT confusion; D nil; Save NM; ML der leads down from this level to area 48 on living in this dark cell. The lizard men attack 6; AL N; XP 5 as soon as characters enter. Level 12. Sunken City: This flooded area serves as a Lizard Men (12): AC 5; HD 2+1; hp 7; MV merman guardpost. Two mermen are on Thanopolis: There is no oil in the braziers 60’ (20’); #AT 1; D 1-6; Save F2; ML guard here when the characters enter. As here. A flock of 24 piranha birds uses the bra- 12; AL N; XP 25 soon as characters enter, one merman ziers as nests. attacks, while the other swims off to alert the A wooden door in the east wall opens onto Piranha Birds (24): AC 6; HD l/z; hp 3; MV other mermen (in areas 22 and 25). area 46. A ladder leads from this corridor up 30’ (10’) on land, 180’ (60’) flying; to area 48 on Level 12. Mermen (2): AC 6; HD 1; hp 5; MV 120’ #AT 1 bite; D 1-4; Save NM; ML 9; AL (40’); #AT 1 trident; D 1-6; Save F1; N; XP 5 Thanopolis: Several items are scattered on ML 8; AL N; XP 10 the floor of this dark, ring-shaped room. For a complete description of these creatures, Characters may find apotion ofswimming, a Level 13: turn to the Appendix. potion of water breathing, a ring of water Sunken City: Nine sea snakes live in the adaptation, a returning spear, and a sealed Pinnacle of flame flooded braziers here. tube in this room. Inside the tube is a tat- tered, ancient scroll, written in Common. 49. BRAZIERS Sea Snakes (9): AC 6; HD 3*; hp 14; MV The surviving piece of parchment reads, Quagmire: Three metal beams support a 5- 90’ (30’); #AT 1 bite; D 1 + poison; “Equally distant from each city is yet another foot-tall metal cone 10 feet above the stone Save F2; ML 7; AL N; XP 50 constructed by the Yavdlom people. Destruc- tion fell upon them before they completed their fourth. Their third city, Yavdlom, now rests beneath the Shallow Sea. These tools I have collected in order to explore this sunken city.” A wooden door in the east wall opens onto area 46. Sunken City: This dark, flooded room is a merman living area. None of the creatures are here when the characters enter. Level 12: Soiral staircase

~~~ ~ 48. STAIRCASE Quagmire: Natural light floods this narrow spiral staircase. There is no landing at this level. A ladder leads up to area 49 on Level 13 and down to area 47 on Level 11. Thanopolis: This area is similar to the area

28 Killer Trees Piranha birds may be found in all climates except the very coldest or those barren of any Armor Class: 5 shade. They prefer to live in regions of dense Hit Dice: 6 forest or in underground caverns, and seem Monsters Move: 0 to have developed limited infravision, which Attacks: 4 limbdl mouth allows them to detect prey up to 30 feet away Fish, Giant Damage: 0 each13-18 even in total darkness. No. Appearing: 0 (2-12) Giant Giant Save As: Fighter: 3 Pocket Dragon Piranha Catfish Morale: 12 Armor Class: 6 4 Treasure Type: Nil Armor Class: 8 Hit Dice: 3.3 8 + 3* Alignment: Neutral Hit Dice: 3 Move XP Value: 275 Move: 90’ (30’) (swimming): 150’ (50’) 90’ (30’) 120’ (40’) flying Attacks: 1 bite 1 bite1 Killer trees look like large trees. They can Attacks: 1 bite 4 feelers resemble any tree species. Killer trees are Damage: 1-3 + venom Damage: . 1-8 2-161 part animal and part vegetable. They need No. Appearing: 1-6 (2-12) (1-4) ~4 both sunlight and meat to survive. Some of Save As: Magic-user: 3 No. Appearing: 0 (2-8) 0 (1-2) the limbs of a killer tree are actually tentacles. Morale: 8 Save As: Fighter: 2 Fighter: 4 These tentacles can reach out 20 feet and Treasure Type: K, L Morale: 7 8 grab victims. The tree then uses its tentacles Alignment: Neutral Treasure Type: Nil Nil to drag its victim to its mouth, which is dis- XPValue: 35 Alignment: Neutral Neutral guised as a large tree-bole. Each limb has 1 XP value: 50 1,200 Hit Die. If a character does 5 or more points The pocket dragon is a 3-foot-long lizard that of damage to a killer tree limb, the limb is resembles a small green dragon. It is usually Giant piranha. These deadly fish are 5 feet severed. One round after a limb grabs a char- found resting on a small pile of treasure and long and have green and black scales. They acter, the tree pulls the character into its other shiny objects. It is lazy and peaceful by attack anything that disturbs the water near mouth, causing 3d6 points of damage per nature, feeding on insects and plants and them. Up to eight giant piranha can attack round until the character cuts loose. rarely attacking larger creatures unless it is the same target. Once they draw blood, angered. It has no breath weapon, but its bite piranha go into a feeding frenzy (no morale Piranha Bird carries a venom that lowers both saving checks allowed). Piranha inhabit warm, fresh throws and hit rolls by 2 unless the victim waters and prefer rivers to lakes. Armor Class: 6 makes a successful saving throw vs. poison. A Giant catfish. This chalky-white fish is Hit Dice: ‘/z (1-4 hit points) cure disease spell cures this effect. The crea- about 15 feet long. It has two long feelers that Move: 30’ (10’) on ground ture shares with dragons a love of hoarding sprout from each side of its mouth. Giant cat- 180’ (60’) flying treasure, but its sense of value is not as fine as Attacks: 1 bite fish lurk in the cool muck of rivers and lake its larger cousin; its treasure often consists of bottoms. Damage: 1-4 broken glass and other shiny trinkets. No. Appearing: 4-24 (4-24) Grab Grass Save As: Normal Man Morale: 9 Spider, Giant Hunting Armor Class: 9 Treasure Type: Nil Armor Class: 8 Hit Dice: 1 per 5-foot-square area Alignment: Neutral Hit Dice: 2 Move: 0 XP Value: 5 Move: 120’ (40’) Attacks: 1 Attacks: 1 bite The piranha bird is a 1-foot-long, garishly Damage: special Damage: 1-6 colored bird always hungry for fresh meat. No. Appearing: not applicable No. Appearing: 1-4 (2-12) Individual piranha birds may have green, Save As: Normal Man Save As: Fighter: 2 blue, red, brown, black, or even purple feath- Morale: 12 Morale: 7 (wild), 8 (tamed) ers-the entire variety of colors displayed in a Treasure Type: Nil Treasure Type: U single flock. Their beaks are sharp and Alignment: Neutral Alignment: Neutral pointed, and have razorlike edges so that the XP value: 10 XP value: 20 bird can stick its beak into the flesh of a crea- Grab grass looks like ordinary, tall grass (3-5 ture, bite, and fly away with a snack. Hunting spiders are fur-covered spiders the feet tall). Grab grass is animated and tries to Piranha birds can fly with hummingbird- size of dogs, and are used as watch-animals hold any individual that moves into or like maneuverability; they can make sudden and hunters in several primitive societies. In through it. There is a 5 % chance per round changes in direction, or even hover in the air. the wild, hunting spiders run in packs to that anyone with a Strength score of 12 or When one piranha bird catches sight of a bring down their prey. They may be found in lower can break free of the grab grass. For potential meal, it utters a high-pitched whis- any terrain. Their fur matches the color of every point of strength greater than 12, the tle, thus alerting the entire flock. They their surroundings. The hunting spider does chance increases by 5 % (an individual with a always attack warm-blooded creatures, and not build a web, but rather stalks his prey Strength score of 16, for example, would do not have to check morale until half of the over almost any terrain, and attacks with have a 25 % chance each round to break free). flock has been eliminated. large but non-poisonous jaws.

29

APPENDIX

Prerolled characters Katharos the Pure Lawful 9th level Patriarch Seven different characters are listed below. rule book. You should also allow each charac- Strength 6 Dexterity 8 Each description includes a list of weapons, ter to start the adventure with 3d6x100 gp. Intelligence 11 Constitution 14 armor, and magic items (if the character has These characters must secure their own sup- Wisdom 14 Charisma to any). Allow the players to choose equipment plies and mounts, however. Armor Class 3 Hit points 57 for these characters from p. 19 of the Expert Weapons: mace +l; five bottles of holy water; three holy symbols Hugi Tunneltrue Magnus the Mage Armor: plate mail and shield Neutral 6th level Dwarven Myrmidon Neutral 7th level Sorcerer Strength 11 Dexterity 10 Strength 15 Dexterity 10 Spells. Intelligence 10 Constitution 14 Intelligence 15 Constitution 14 First level: cure light wounds, detect Wisdom 4 Charisma 12 Wisdom 13 Charisma 7 magic, protection from evil Second level: bless, resist fire, snake Armor Class 2 Hit points 50 Armor Class 9 Hit points 30 charm Weapons: war hammer ‘1; sword; dagger Weapons: dagger +l;wand of cold Third level: cure disease, remove curse, Armor: plate mail and shield striking Armor: ring ofprotection +1 Fourth level: cure serious wounds, Spells. sticks to snakes Hrothgar the Sly First level: read magic, magic missile, shield, sleep Neutral 7th level Pilferer Second level: ESI: mirror image Strength 5 Dexterity 15 Idris Darkelf Third level: fireball Intelligence 9 Constitution 9 flx Neutral 7th level Elven Champion Sorcerer Fourth level: charm monster Wisdom 11 Charisma 8 Strength 9 Dexterity 9 Intelligence 12 Constitution 9 Armor Class 6 Hit points 25 Wisdom 12 Charisma 15 Leander Lostburrow Weapons: dagger +1; sword Armor Class 2 Hit points 40 Chaotic 6th level Halfling Myrmidon Armor: leather armor Strength 5 Dexterity 11 Weapons: sword +l; dagger; bow and 10 Intelligence 11 Constitution 10 arrows Wisdom 14 Charisma 9 Harold Forkbeard Armor: plate mail and shield Neutral 7th level Champion Armor Class 3 Hit points 31 Spells. Strength 16 Dexterity 7 Weapons: dagger +1; shortsword; five jave- First level: charm person, detect magic, Intelligence 6 Constitution 14 lins floating disc, sleep Wisdom 17 Charisma 14 Second level: levitate, web Armor: plate mail Armor Class 4 Hit points 61 Third level: haste, lightning bolt These characters come from the Fourth level: charm monster Weapons: war hammer ‘2; hand axe; dag- DUNGEONS & DRAGONS@’ Game Acces- ger sory, “The Shady Dragon Inn,” which fea- Armor: chain mail byrnie (coat of mail) tures over 100 prerolled characters.

New magic items Potion of swimming. The user may swim in elemental adaptation for water. The wearer any liquid at the rate of 180’ (60’), even if he of this ring can freely breathe, see, and move is encumbered. The user does not sink (even through water as if it were air. if he is pushed below the surface) unless he is carrying more than 3,000 cn in weight. The Returning spear. This hand-hurled missile potion doesn’t allow the user to breathe weapon returns to the caster if it misses its water. The effects of this potion last for 8 target. It acts as a sort of “boomerang.” If it hours. misses its target, the spear returns at the end of the round; the character who threw the Potion of water breathing. The effects of this spear automatically catches the returning potion are identical to the 3rd level magic- spear, unless he is paralyzed, confused, user spell. immobile, etc. If it hits its target, the spear Ring of water adaptation. This is a ring of does not return by itself. 908 lXXX1501 32 ...... DOOR ...... i LOCKEDDOOR 0~

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WELL & BATTLEMENT LEVEL 13 1 =5FEET

LEVEL 12 :VEL 7

WATER SURFACE QUAGMIRE ENTRANCE 'EL 11

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