Adventure for Characters Levels 1-4

Official Competition Adventure

The Lost Island of Castanarnir Ken Rolston

CREDITS TABLE OF CONTENTS Editor: Marlene Weigel Graphic Designer: Elizabeth Riedel HOW TO RUN THE ADVENTURE ...... 2 Illustrator: Jeff Easley How to Use This Module ...... 2 Cartography: Diesel CASTANAMIR'S LIVING QUARTERS ...... 4 Starting the Adventure ...... 4 Thesetting ...... 4 EncounterKey ...... 4 CASTANAMIR'S LABORATORIES AND WORKROOMS ...... 21 Thesetting ...... 21 EncounterKey ...... 21 NEW MONSTERS ...... 28 PRE-ROLLED CHARACTERS ...... 3 1 TOURNAMENT SCORING 32 Distributed to the book trade in the United States by Random ...... House Inc. and in Canada by Random House of Canada, Ltd. ADVANCED DUNGEONS & DRAGONS, PRODUCTS OF MAPS ...... Insidecover YOUR IMAGINATION. and the TSR logo are trademarks of TSR, Inc. DM Map 1: Living Quarters ...... Inside Cover This module is protected under the copyright laws of the United DM Map 2: Laboratories and Workrooms ...... Inside Cover States of America. Any reproduction or other unauthorized use of the material or artwork contained herein is prohibited without the express written permission of TSR. Inc. O1984 TSR, Inc. All Rights Reserved. Printed in U.S.A.

TSR. lnc. TSR UK Ltd. POB 756 ™ The Mill, Rathmore Road Lake Geneva, Cambridge CBI 4AD WI 53 147 United Kingdom Fi2TSR, Inc. products OF your IMAGINATION-

Printed in U.S.A. ISBN 0-88038-189-2 91 10 When Castanamir withdrew from the Magi- the features of the one-way portal system. If of the principles of the teleport spell. They cians’ Guild, he was a wizard of the Elev- you wait until play begins, you will delay will teleport anyone to a single predeter- enth Circle, and only a handful of mages the game too long trying to figure out where mined location. When a character walks were more powerful than he. He was each character has been transported. through one, he arrives in a completely dif- renowned not only for his special spells, ferent room. There is no clue that he has some of which remain secret to this very Adventure Sections been teleported; the experience is indistin- day, but also for his scholarship. He knew guishable from walking through a normal The setting: This section briefly describes door. Since the PCs have no idea of where the legends of humans, demi-humans, each level and points out any special fea- giants, and goblins; theoretical and applied they really are after each teleportation, their tures. mapping attempts will contradict the facts. mathematics; dweomercraeft; metaphysics; Encounter key: The different rooms in and secrets of the astral, elemental, and On the maps, the portals in each room are which encounters take place are numbered marked with a code that tells which door a ethereal planes. He had also a sense of and keyed to the maps. humor, and while a visit to his home may character will actually emerge from, such as Non-player characters and monsters: SN, 6E, etc. The number refers to the room prove fatal, it is more likely to amuse. What NPCs’ and monsters’ abilities are indicated mysteries does his island contain? And why the character enters (to prevent confusion, where they first appear. New monsters are numbers are used on DM Map 1and roman have those who ventured there never covered in detail in the appendix. returned? numerals are used on DM Map 2). The letter part of the code tells which portal-north, THE LOST ISLAND OF CASTANAMIR Adventure Maps is an adventure for 5 to 8 player characters south, east, or west-the character enters of level 1 through 4, several of whom should DM Map 1: Living Quarters: This map by. For example, on DM Map 1, a character be magic-users or clerics. The island consists shows Castanamir’s living quarters and leaving Room 1by the southern portal (4E) of two series of rooms connected by means those rooms used for entertaining guests. will arrive in Room 4 through the eastern of magical portals which are described DM Map 2: Laboratories and Work- portal. There is no portal connection below. Unless PCs (player characters) man- rooms: This map shows Castanamir’s between the living quarters on DM Map 1 age to figure out the portal system, they will workrooms and laboratories, including a and the labs on DM Map 2. To go from one soon be hopelessly confused. However, a chapel, library, and exit to the islands sur- to the other, PCs must pass through a con- weak party of almost any character class face. cealed opening in the ceiling of Room 7 and combination may still escape the island-if the floor of Room 111. they are not too greedy, and if they stick Pre-Rolled Characters Another feature of these magical portals is that they permit only one-way passage. together and learn to cooperate. Pre-rolled characters are provided. Your If PCs are too greedy or eager to fight, No light, sound, magic, or material can players do not have to use these characters return once it has broken the plane of the they may not escape alive. Encourage them unless they want to. Their abilities are given to think before they act and to substitute portal. Anything reentering a portal will in the center of the booklet and may be cut emerge through the opening to which it is cleverness for strength. Discourage any into individual cards for convenience. attempts to split up the party as it will be keyed. For example, if PCs try to leave through the portal that brought them to weakened that way. Non-Player Characters If a PC wishes not to believe what is hap- Room 1, they will find themselves at the pening at any given time, the attempt will Whenever NPCs or monsters appear in the western end of Room 2. take the entire round. No movement, spells, text, their abilities are listed this way: Sooner or later PCs are bound to discover combat, etc., are possible during that time. that they are not where they thought they‘d Name [No.]; race/class/level. AC; MV; be. For example, they can walk south from Roll the die and then tell the PC he still HD; hp; AL; #AT; Dmg; SA; SD. Weap- believes. If the thing he has tried not to room to room and eventually end up in the ons; Equipment; Spells; other special as room they started from. However, you believe is real, the PC automatically fails noted. any applicable saving throws. should not give hints as to the organization of the portals. Because this adventure takes place on an New Monsters isolated island independent of politics, social organization, or related geography, it The gingwatzim, magical creatures who may be easily fitted into any campaign that appear in three forms, are fully described on can accept the existence of Castanamir. page 28. As they are complex, you should Once the players have completed this become familiar with them before beginning adventure, a number of follow-up adven- play. Other new monsters are also included tures can be improvised. in the appendix. How To Use This Module Magical Portals In preparation, be sure you read the text The magical portals that connect all the carefully, taking special care to understand rooms on the island are limited extensions

2 Abbreviations

3 Use DM Map 1: Living Quarters back whatever treasure you could find fortable sofas and two chairs are Starting the Adventure there. Since you were short on funds and arranged in front of a fireplace which winter was coming on, you decided to glows with a fire. Across from the fire- Read the following background to the play- risk the attempt. You anchored your ship place is what looks like a pitch-black ers. If you are fitting this adventure into a a distance away and swam to the island. doorway, and to the right a sort of hall- campaign, place names may be changed to The sea was rough, however, and much way leading to another black opening. In fit your world. of your equipment and provisions was the hallway is also a wooden door. lost, and when you looked back, your ship was sinking. Five years ago in the Sea of Pastures an At first glance the island is a disap- Anyone first entering this room does not island mysteriously appeared. When pointment. It is barren of all but rocks notice that he has emerged from an adventurers attempted to investigate, and short, wind-swept grass. There is no enchanted portal unless he happens to turn their ships developed gaps in the hulls or shelter, no edible plant life, and no wood around and look in that direction. The mov- were wrecked on invisible rocks. Those for a fire. You are wet and hungry and a ing metallic object is a cleaning golem. It is who managed to swim to the island were chill wind is blowing that promises to equipped with a disintegrator ray for clean- never heard from again. Those who bring a storm with it. But just as dark- ing purposes but will not harm any but the clung to the wreckage and flagged down ness falls, you discover at the center of most troublesome creatures. However, it is passing ships swore never to return. For the island a shallow depression with a nearly indestructible, and will defend itself a while no one dared go near the place. stone door. The door is unlocked and if attacked. Incredibly heavy, the golem Then one day a young magician heard of when opened reveals a descending stone seems rooted to the floor. It immediately the island and it reminded him of a leg- stairway. At its bottom is another door cleans up all messes, including destruction, end he knew. After a little further inves- of an unfamiliar material. debris, and corpses, but not unconscious tigation, he was almost certain the island creatures or valuable-looking items. belonged to Castanamir the Mad. Castanamir is not on the island. It will not leave this room. If a character Castanamir was an 18th-level mage stands in its path it will stop, wait for a few and hero of the Goblin Wars fought 200 The Setting rounds, and then detour around him and years ago. For a while he led the Council resume its regular pattern of movement. of Twelve and the Magician's Guild, but Castanamir's living quarters are homelike. he was a stubborn, willful mage and Although such things as books have col- Cleaning Golem [l]. AC 3; MV 2; HD 12; soon his popularity dwindled. Finally, lected dust, there are signs that someone hp 52; #AT 1; Dmg disintegration (ray feeling betrayed and resentful, he went may have been in the rooms recently. disintegrates everything in a cone with a to live on an island in the Sea of Pastures, Once inside, PCs may not return through radius of 6 inches at the source, 3 feet at and those who remained his friends the entry portal. If they attempt it, they are the far end, and a range of 60 feet). reported that he was growing eccentric sent immediately to Room 2. The only exit The door to the cabinet in the northeast cor- and had fallen in with characters of an to the outside is from Room 111 in the labora- ner is sealed with a strip of a rubber-like unsavory reputation. Then one day his tory area, DM Map 2. insulation. Inside the magically refrigerated island just disappeared. Those who All ceilings are 16 feet high. Unless noted cabinet, which has been cooled to -50 knew him were not surprised and they otherwise, light is continual and comes from degrees Fahrenheit, are what appear to be assumed he had cast powerful spells to fixtures about 30 feet apart along the walls clear crystal plates, goblets, and trophies, ward off intruders. As the years passed, at ceiling height. All fixtures have lead cov- all inscribed in some unfamiliar language. he was forgotten. ers that may be turned to block the light. The "crystal" is really ice and will melt if left Castanamir was an acknowledged too long outside the cabinet. The items will master of traditional spellcasting and a Encounter Key cause 1point of damage if handled without skilled enchanter. He was also a scholar protection. These are special trophies interested in the abstract mathematics of 1A. Living Room awarded Castanamir by ice creatures, and network topology. Some of his works the inscriptions read "Thanks to Cas- revealed a sense of humor, although tanamir, true friend of cold." those of a later date seemed rambling The room is dark green. On the walls are gold fabric wall hangings and paintings The mirror detects as magical, although it and confused. When his island disap- appears perfectly ordinary, and permits peared he was a rich man and possessed a of wilderness landscapes. A watermelon- shaped metal object is moving back and one-way viewing from Room 1B. It is formidable collection of arcane lore. securely fastened to the wall and cannot be Believing that Castanamir had either forth across the floor in a regular pat- tern. It has two stubby legs and feet but removed. If the mirror is smashed or dam- died or lost his faculties and that this aged, only wall will be found behind it, and accounts for the reappearance of the no head or arms. Against one wall is a simple oak table next to a large corner it will no longer function magically. It is sur- island, the magician hired your party of prisingly durable; it must take 10 points of adventurers to explore it and bring cabinet of dull metal. In the other corner is a wooden closet door. A mirror on the damage in a round to crack, and 15 points to opposite wall has a very heavy filigreed break. frame of unfamiliar metals. Two com- The fireplace is false; there is no real fire, only a visual illusion. This will be suspected

4 by anyone who passes within a few feet of they have never been out of this room; the Weapons: shortsword, short bow, dag- it. Inspection of the fireplace will reveal no magical portals frighten them, because Cas- ger. Magical Items, Doblin: potion of route for smoke to escape-only solid wall. tanamir told them never to go near them. extra healing (unmarked), two +1 Inside the closet is an incredible accumu- arrows, a pouch of dust of appearance lation of assorted junk, and two lepre- IB. Library (two doses, negates invisibility), and 80 gp. Joblo: potion of levitation (un- chauns. The contents of the closet are The scene described below should be read to blanketed by illusion upon illusion: what marked), javelin of lightning (ld6 +20 PCs only as they enter the room from the electrical jolt damage, saving throw looks like a hat is a wool blanket, which is Living Room for the first time. If they enter really a cookpot, which is really a dog col- reduces damage to 10 points). Lightning from a room other than the Living Room, bolt is 6 inches wide and 30 feet long. It lar, and so forth. The disguised objects in the Library will be deserted. the closet include 22 gp, 280 sp, 290 cp, a works only once. If the bolt is reflected sword +I,scroll of protection from demons, its backstroke causes 20 points of dam- scroll of three spells (tongues, invisibility There is a black portal in one wall. Book- age. Joblo will use the javelin only if cor- Io’, fly), a ring of free action, and a potion cases line two walls, and in the center is a nered, wounded, and desperate. He does of levitation. small table and four chairs. In another not know about the danger of a back- stroke. Leprechauns [2]; AC 8; MV 18; HD 1/2; hp wall is a clear glass window through 3,3; AL N; #AT 0; Dmg nil; magic resist- which the Living Room may be viewed. The desk contains none of Castanamir‘s pri- ance 80%; SA spells, 75% chance to In a corner are a desk and chair. The desk vate papers, and is intended for the use of snatch an object, 25% chance to drop if is messed up as though someone has visitors. There are supplies of paper, ink, pursued, can‘t be surprised; Spells (as searched it. On the floor lies a human fig- and pens, but no personal clutter. It has natural ability): invisibility, polymorph ure face down and motionless. The body been searched by the thieves who were non-living objects, create illusions, ven- has no visible injuries. looking for keys or plans to the dwelling. triloquism. The bookcases are full of light reading Two thieves are hiding in the room: Joblo is material on the following: the history of the If the door is opened, one leprechaun playing dead on the floor while Doblin Goblin Wars (in which Castanamir served becomes invisible, dashes out, snatches an hides behind the table with his bow ready. If with distinction, and is mentioned fre- item selected at random from the nearest party members survey the room for possible quently); the folklore of pixies, elves, grem- party member, and dances about the room, ambush, they will see Doblin hiding. Doblin lins, fairies, and other mythical creatures; giggling and teasing the characters. The waits until he has a clear shot at a party and the conjuration of demons, spirits, and other leprechaun cackles with glee from the member and gets two surprise bow shots. In other powers. safety of the closet. If the party permits the the next round Joblo gets up and runs for the If the party fails to kill or capture both escaped leprechaun to get back inside the black portal while Doblin tosses a potion Doblin and Joblo, there is a 10% chance closet, he may polymorph the stolen item bottle full of water on the floor in front of that any room in the living quarters con- into something unusual (for example, a but- the party. The potion bottle is a bluff tains another hit-and-run ambush set up by ter churn) and stash it with the other goods. intended to make the PCs hesitate long the thieves. If seriously wounded, they Unless the party captures a leprechaun and enough for the robbers to escape through retreat to Room 9E. convinces him (by threat or persuasion) to the portal. give up the item, it may be lost forever. The thieves only intend to weaken the However, pleading with the little fellows is party for the eventual kill. Then they hope . LOUNGE likely to soften their hearts, and they return to loot the bodies, looking for some magical any items the characters beg for. The lepre- item that will help them escape the island, This Lshaped room has light gray walls chauns may also donate something from where they‘ve been trapped for several and a deep, comfortable floor covering. their own store if the PCs’ argument is mov- months. They haven‘t figured out the pat- There are black openings in four of the ing enough. However, using polymorph tern of the portals yet, but they have a good walls. In one comer of the room is stacked they can pass off a piece of junk as treasure. idea where each portal in each room leads. a giant pile of furniture about 6 feet high. These fellows were pets of Castanamir. They have not discovered the laboratories. The stack of furniture seems carefully They speak rapidly in high, squeeky, giggly Joblo and Doblin stay alive by hitting and arranged. The floor covering shows signs voices, in the style of Mickey Mouse. They running. They are effective scavengers, and of heavy objects having been dragged are not malevolent; snatching stuff is just a they love to get someone alone for an inti- across it. In some places are stains which game with them and they are very puzzled if mate mugging. If captured, they will coop- might be blood, and there is a foul odor the PCs get upset about it. They know that erate with a party that might be able to here. this area was Castanamir’s living room and escape, but they will doublecross at the first that Castanamir hasn’t been around in a opportunity. They are dangerous, treacher- Heavy breathing can be heard on the other long time. They can give a vague descrip- ous, and sly, but far too smart to provoke an side of the pile of furniture. The pile is a barri- tion of Castanamir-an old man with gray open confrontation with the entire party. hair, a big nose, a good sense of humor, but cade, behind which a group of hobgoblins have taken refuge. Also behind the barricade no sense of fashion or taste in clothing. Doblin and Joblo; human/thieves/fourth are cushions for sleeping and the evidence of They can identify the cleaning golem and level. AC 7; MV 12; HD 4; hp 12; AL LE; several meals (bones and such, some human). they know about the library (1B) which #AT 1; Dmg 1-6 or 1-4; SA strike from The odor is garbage and offal. they‘ve occasionally visited. Otherwise, behind, double damage and +4 to hit. 5 Hobgoblins [15];AC 5; MV 9; HD 1.1; hp 8 have hidden two gold statues (2,000 gp on the island. They are very bored, how- each; AL LE; #AT 1; Dmg 1-6; Weap- each, encumbrance of 1,500 gp each), a ever, and love to break the monotony by ons: short sword and javelin. large steel pitcher (magical, fills with mead popping out of their stronghold and surpris- on command but has no directions for its ing humans or creatures, for fun and exer- The hobgoblins arrived involuntarily in the use), a large brazier, and two arm-length cise. They are rather slow witted and will Game Room about a month ago. There were gloves of fire resistance (protect wearer’s charge instantly into a fight, always giving a 28 of them originally, but accidents, preda- arms from normal or magical fire; adds +2to last hack at the enemy after he is down. For tors, and internal squabbles have taken their saving throws vs. magical fire damage). this attack they are 100% to hit and do the toll. They have taken over the lounge, and The cleaning golem is broken and doesn’t weapon’s full damage. They will do this have been living on rats and other hobgoblins. work. even if it means ignoring a dangerous oppo- They are too dumb to figure out their situation nent (who is then also 100% to hit, though and adapt; their tribal traditions often get in 4. THE KITCHEN he only rolls for his damage). These killers the way of clear thinking. They are becoming get two attacks every other round, and they increasingly desperate in their search for food, battle as 7th level fighters. Their weapons but their current leader still has them orga- This room contains two stoves, a three- cause only ld8 and ld6 in normal hands. nized and obedient. The leader has a gold doored oven, two sinks, a long work They don’t understand magic very well. The medallion worth 300 gp, a scroll with four table, and a giant spice cabinet. Pots and berserkers have only been here five days. clerical spells (sanmm, fire resistance, cure pans are strewn all over the floor. There They arrived through Room 5, and are terri- light wounds (a)),and a potion of healing are scraps of food lying about every- bly confused by the portals. (unmarked). He has no idea what his magic where, parcels of food ripped open and items are, though he has guessed they are sampled, then discarded, and partially 5. THE GAME ROOM valuable. gnawed bones. The contents of a spice The hobgoblins are sleeping when the cabinet can be seen in the rubbish. Mov- party enters the room, but they have five ing across the floor is impossible without This is a large, empty room with an guards on watch standing on chairs behind making noise. There is a black opening enclosed square area in the center which the wall and certainly know about the party in each wall; a wooden door and a large appears to have seams running from floor before the party discovers them. They are metal door are on either side of one of the to ceiling. There is a black opening in each likely to break and run when 25 % to 50% of openings. wall and a selection of weapons hanging their number are down. Once the party has on the left and right walls. The weapons physically intimidated them, they will be The wooden door leads to the pantry (the include 4 throwing daggers, 2 normal dag- eager to make deals. small room in the northwest) and the metal gers, 10 darts in a quiver, 1 shortsword, 2 one is the icebox door. Neither detects as quarterstaves, and 2 short spears. There 3. THE DINING HALL magical, but the portals do. The pantry are some vacant racks suggesting that shelves are filled with various kinds of food. other items have been removed. The supply replenishes itself every day. The A large U-shaped dining table and 12 freezer is likewise full of fresh carcasses of chairs take up half the room. Tapestries various animals, dressed and ready to cook; The seams in the enclosure are for sliding that once covered the walls have been the freezer refills itself automatically. The tom down and are mounded in one cor- doors. Sixty seconds in real time after one of oven and stoves detect as magical because ner to a depth of about 4 feet, covering the party enters this room, a monster is tele- several of the chairs and part of the table. they have a magical source of heat. The ported into the enclosure from an unknown sinks are magical, too, because they drain location and released by means of the slid- Giant rats sitting on the table scurry into another plane and the water is created immediately for cover under it and the ing doors. Two north and south doors rise at magically. By turning knobs and faucets the tapestries. The whole room is littered once into the ceiling, leaving walls on the party can learn to operate this equipment by with rat droppings. Two fireplaces glow east and west. The monster arrives facing trial and error. The pans have been scattered north. The teleport automatically resets with fires. There are black openings in about as a warning system for the two ber- each of the four walls. A short, two- itself, but will work only twice per day. serkers living in the pantry. legged, watermelon-shaped, metallic Monsters are teleported in the following object is partially hidden under the Berserker [2];fighter/5th level. AC 6; MV order: HD 5; hp AL N; #AT table. 12; 25, 36; 3/2; Feral Slasher: AC 2; MV 24; HD 2.3; hp 15; Dmg or Weapons: ax and 1-8.2 1-6.2; AL CN; #AT 4; Dmg 1-6/1-6/1-4/1-4. Giant Rats [20];AC 7; MV 12/6; HD I/z; throwing ax; second berserker carries a philter of love and a potion of climbing The slasher attacks the first creature it sees, hp 2 each; AL N;#AT 1; Dmg 1-3 + 5% chance of disease. but has no idea what they are, a jeweled but it is slow-witted-it reacts to a change in dagger handle worth 300 gp, and 50 cp in its situation on the round after the change. The rats provide an emergency source of cash; both keep fighting for two rounds The feral slasher won’t leave this room. food, but Doblin and Joblo (Room 1B) after their hit points drop below 1, or Until it is killed, it is encountered whenever really look on these beasts as their pets. The until their hit points reach -10. the characters enter the room. rats valiantly defend their home, but do not fight unless they have to. In the mound of The berserkers are in a position of real Ogres 121: AC 5: MV 9; HD 4.1; hp 25, 22; tapestries the rats use as a den, the thieves power, since they control the source of food AL CE; #AT 1; Dmg 1-10.

6 e

The ogres do not attack immediately; they mands, but an examination of rooms 8B and When a character sticks his head beyond first try to go home, futilely searching for a 8D may reveal them. one of the illusory walls, take the player path back through the teleport. They then aside and explain to him privately that his turn to assess the party's threat. If the party 6. FANTASY ROOM character is completely involved in a fan- attacks, of course, they return the attack. If tasy. The fantasy should be appropriate to the party seriously injures one of the ogres, the personality of the character. For exam- it flees through one of the portals and You seem to be in a closet-sized room ple, a fighter receiving the illusion of Love becomes a wandering monster. There is a with three blank walls facing you. When might think that the woman of his dreams the walls are touched they seem insub- 10% chance to encounter one of these crea- has been captured by a dragon and is tures thereafter in any room the characters stantial; anything that touches them beseeching his aid. The PC must make his enter, and there is also a 10% chance that seems to pass directly through and disap- saving roll against spells before he can tear the ogres will wander into any room where himself out of the fantasy. He must repeat the party has been for 10 minutes of real the roll once per round until he's successful. time. This is the equivalent of Castanamir's TV If other party members try to drag the The game room was designed for recrea- room, and he used it to produce some mar- affected person out of the area, he struggles tion. Castanamir used as little magic as he velous dramas of the imagination. Four with them and tries to return. If they merely could in fighting monsters teleported in, and powerful maronzim have been bound as call to him, he does not respond. If the char- often risked real harm. He usually returned small figurines that sit in the far corners. acter is pulled from the area of effect, or the creatures to their planes, slightly These spirits are compelled to provide illu- leaves the area after he has saved success- wounded, terrified, and confused. How- sions involving the greatest fears or desires fully, the illusion ends and he may return to ever, the party does not know the com- of any being entering their area. The room is the other PCs. In either case, he should be mands he used, and the recall system which divided into four sections corresponding to prepared to answer any questions the party sends the monster back where it came from four elemental human emotions: joy (north- may have about what he saw. It is possible is only automatic after 10 minutes of game west), despair (northeast), hate (south- that two or more players may enter the time (10 rounds). The command words for west), and love (southeast). The illusion a same area at once. They will have their own the room are: "start," which overrides the being receives depends on his location. private fantasies that are not related. room entry control and immediately Once one is accustomed to the experience, it Party members may protect themselves releases a creature; "end," which disarms the is possible to resist and shape the projec- from the full effect of the illusion by stop- automatic release until the start command is tions of the maronzim, but initially the ping their ears and covering their eyes. This used again; "file," which releases the most experience is overwhelming, and no will prevent them from being overwhelmed, recently filed creature. Of course, it is attempts at disbelief or dispelling the illu- but it will not confer permanent immunity. doubtful that the party will guess these com- sion affect it.

7

If the player should reenter the area again The first quadrant contains the tim the inanimate, intelligent form of a multi- without blocking his senses, he will be exhibit. The multiform has disappeared. form graegzim. In its free form it has the affected. Once a character has resisted one Remaining is the free form blue sphere, a same abilities as the first graegzim. In ani- illusion, he will recognize the other illusions tim bound in the form of the amulet, and a mate form it is a fremlin. If a character takes for what they are. However, recognizing tim bound in the form of the yellow musk possession of the graegzim in its inanimate that the experience is an illusion does not creeper with purple splotches. The free form sword form, the fremlin, too, will follow make it disappear; sights, sounds, and attacks any character entering its area each the owner's directions, though it will com- smells will persist, although he can use his round until successful, after which the vic- plain and drag its feet. Information gained sense of touch to investigate the surround- tim becomes paralyzed and loses 1point of from the fremlin form is essentially correct, ings. strength per round until unconscious and but often twisted to suit the fremlin's humor. The figurines/maronzim are located on exhausted. The amulet gives a +1on saving The owner may converse with it or com- shelves about 10 feet from the floor. They throws vs. spells, and the creeper is harm- mand it at will. Its knowledge of this world are concealed by the illusion and it is less. The hobgoblins are dead. is limited to what it has seen in this room, unlikely the party will discover them. but it could certainly reveal the entry to Free Form Tim: AC 0; MV 16; HD 2; hp 9; Castanamir's laboratories and other inter- 7. GINGWATZIM ROOM AL N; #AT 1; Dmg special; SA strength esting tidbits. Its self-knowledge is drain; SD +1 or better weapon to hit. extremely limited. It only knows that it is a The second quadrant contains a free form graegzim because it overheard Castanamir A sign hangs from the ceiling in the cen- pakim (a green sphere), a bound pakim in say so, and it has no notion of its origins or ter of this circular room which reads in the form of a staff +I, and a multiform nature. common, goblin, and magic argot. Its pakim currently in its free form (the other top line reads: "Gingwatzim exhibit: DO Free Form Graegzim: AC 0; MV 16; HD floating green sphere). The free form pakim 3.6; hp 18; AL N; #AT 1; Dmg special; NOT CROSS LINES." In each quadrant will attack any character entering its area of the floor is a bright orange painted line SA strength drain; SD +1 or better each round until an attack is successful, weapon to hit. extending in a semi-circle. Next to each is after which the victim becomes paralyzed a sign. In the first quadrant behind the and loses 3 points of strength per round Fremlin: AC 6; MV 12; HD 3.6; hp 18; AL line is a glass cabinet. From it shines a until he falls unconscious and exhausted. CN; #AT 1; Dmg 1-4; SD +1weapon to blue globe of light with a radius of 5 feet, The multiform pakim in animate form is a hit. and it seems to contain a plant and an baboon. If the pakim is under the control of The fourth quadrant no longer contains any amulet. Two hobgoblins lie motionless at a character, the baboon will follow that the foot of the cabinet. In the second eoluzim. The access to Room I11 in the labo- character's directions. In inanimate form it ratories is through the illusory ceiling. Cas- quadrant is a glass cabinet containing a is a dagger +I, with no intelligence and weak short staff and a globe of green light with tanamir used a pair of boots of levitation to empathy. This creature is able to change float through the ceiling illusion. This was a radius of 5 feet. Another green sphere from the free form globe to a baboon or to a witnessed numerous times by the graegzim, floats here and there to the right of the dagger on the command word cabinet but behind the line on the floor. +I which may in turn impart the information "Presto!"-a fact that may be revealed by to the PCS. In the third quadrant is a glass cabinet the graegzim in the third quadrant, who has and a spherical grey light with a radius of overheard the command numerous times. SA. GUEST ROOM CORRIDOR 5 feet. There is a short sword in the cabi- Anyone who handles the pakim in its inani- net and another lying on the floor to the mate form (the dagger) becomes its owner right of the cabinet behind the warning and may command it with or without the line. In the fourth quadrant is an empty command word. It cannot change forms of end of an apparently empty hallway. broken glass cabinet. No globe of light is its own free will. Two more black openings face one visible. Four black openings are located another halfway down the lengths of the at opposite points outside the warning Free Form Pakim: AC 0; MV 16; HD 2.4; longer walls. In each long wall is also a lines. hp 12; AL N; #AT 1; S special; SA wooden door. The doors are across from strength drain; SD +1or better weapon to one another and at one end of the length On the wall in each of the four quadrants is hit. of the hall. a placard: "Tim," "Pakim," "Graegzim," and "Eoluzim." The center sign has more in small Multiform Pakim: AC 7; MV 12; HD 1.1; hp 6; AL N; #AT 1; Dmg 1-4. Both wooden doors have locks which seem print: "In each area are found the three typi- to have been forced violently. One door cal forms and one multiform example of the The greyish globe in the third quadrant is a seems securely barred from the inside. The lower orders of Gingwatzim. Do not con- free form graegzim. Any character entering door to Room SD opens easily. The door to tact any objects or manifestations behind the area of its grey globe will be attacked Room 8B, on the other hand, must be bro- the warning lines." each round until an attack is successful, ken into. Even if the door is unbarred with a The Gingwatzim are described in detail at after which the victim becomes paralyzed knock spell, it will require two characters the end of this adventure. The room is a dis- and loses 4 points of strength per round with 16. strength to force their way in. play area for some of Castanamir's magical until he falls unconscious and exhausted. In handiwork-the sort of thing he would the cabinet is a graegzim bound as a short share with visiting magic-users. sword +2.The short sword +2on the floor is 9

8B & SD. GUEST ROOMS the attack and retreat.’They want to be left ease. There is nothing of value in this room, alone. They attempt to communicate if the but anyone who handles the corpse will The room has been exhaustively party shows signs of intelligence and peace- contract the goblin disease. The incubation searched. It contains comfortable furni- ful intent. period is one day. The second day after ture and stacks of books which have touching the corpse the character feels tired been ripped apart and carelessly tossed SA. CORRIDOR TO and ill, is incapable of strenuous activity in comers. The books are light reading SERVANTS’ QUARTERS like running or fighting, and has a mild tem- material on various topics, probably perature. The third day after he has touched selected with an eye to entertaining a There are two black openings at the ends the corpse he will wake with a high tempera- guest. There is a wooden door in the far of an apparently empty hallway. Two ture, totally disabled, retaining only 50% of corner. black openings face one another halfway his’normal hit points. This stage of the dis- down the length of the longer walls. In ease lasts for two days. On the fifth day after touching the corpse he will wake nor- The furniture in Room 8B has been piled each long wall is a wooden door. They mal and healthy again. against the outer door. A doorbar was are situated across from one another improvised from the leg of a broken chair. If toward one end of the hall. Both wooden the characters spend a total of two hours doors seem to have been forced open 9D. SERVANTS’ QUARTERS: examining the books, they come across ref- violently. KLEKO’S SITTING ROOM erences explaining the function of the Fan- tasy Room (Room 6). Another half-hour Both normal wooden doors open easily. This room is dark. In the light from the will yield a description of the Game Room hall you can see furniture and rubbish all (Room 5), the necessary command words, 9B. SERVANTS’ QUARTERS: over the floor. The light fixtures have and a caution about its dangers. MONNE‘S SITTING ROOM been shuttered. Four heavy crossbows The lizard men from Room 8C will not have been set up to face where you are bother anyone in Room 8B unless someone The room has been exhaustively standing. There is a wooden door in the tries to force the door to where they are hid- searched. It is filled with luxurious, over- far corner. ing. stuffed furniture and a host of tacky but expensive-looking trinkets and bric-a- If the players don’t check for traps, the SC & SE. GUEST ROOM brac: little statues, precious stone carv- crossbows fire when they step into the ings, and so forth. The effect is similar to room. If they examine the rubbish on the that of a souvenir/gift shop. There is a floor carefully before entering, they will This is an unremarkable, comfortably life-sized statue of a kobold in full battle notice the crossbow trigger concealed there. furnished bedroom. There are signs of a array in a far corner. In the opposite far Pushing a heavy weight through the door search and the beds have been used corner there is a wooden door. There are first will set off the trap. The trap attacks as recently. The linen is very old and musty; very few books-most of them full of a 4th level thief doing 2-5 damage for each it hasn’t been changed in a long time. colorful drawings. The majority are of four bolts. written in the Kobold language. There Lizard Men [2]: AC 5; MV 6/12; HD 2.1; are many games and toys here and there. 9E. SERVANTS’ QUARTERS: hp 10; AL N; #AT 3; Dmg 1-2/1-2/1-6; KLEKO’S BEDROOM Intelligence High. The lizard men hiding behind the bed leap 9C. SERVANTS’ QUARTERS: The light fixtures have been shuttered. out and hurl darts. They are rather puzzled, MONNE’S BEDROOM The room is dark. The walls are covered but are coping well. They are from a culture with colorful designs and there is a single where magic is suppressed, and they assume This room is filled with chests-20 or cot in the center of the room. A crude that all magic is simply incredibly advanced more-stacked around the outer walls. door bar has been made for the door. technology. They are very intelligent, but The lids of many are open, revealing The cot shows signs of recent occupancy. they do not speak any language that a PC expensive and colorful clothes. The bed The wall designs, starting at the wall can recognize. Their culture is so vastly dif- is a mess. There is a badly decomposed containg the door and proceeding clock body in the far corner of the room, the ferent that it is difficult for them to commu- wise around the room, show a small cot- nicate at any level, even with the use of a species of which is unclear. Whatever it tage with a real door worked into the spell. They fight only to defend themselves was, it was humanoid, short in stature, composition and set in a forest clearing, and steadfastly refuse to cooperate. They and shows no sign of a violent death. a dense forest with great straight- have stripped one of the weapon racks from There is a paper on the floor with the fol- trunked trees, a great cavern chamber, Room 5 and have cached the weapons here. lowing note written in common: and moonrise over a forest river. They are unfamiliar with the use of most of Master We kepe hows nice sins you bin these arms but have tried the darts in des- gone. Kleko got sik and dide. Me burnd This is the hideaway of the thieves found in peration. They are not fighters in the culture bahdee in oven. Me sik now. Not much Room 1B. (See statistics on page 5.) If they they come from and are actually more effec- time. Golum in dining hall broke. were seriously wounded, they have tive fighting without weapons. Monne retreated here. If found, they fight until The lizard men defend their refuge as long killed or captured. Except for eight days’ as the PCs continue aggressive behavior, Monne and Kleko were Castanamir’s goblin worth of cached emergency rations under but will not pursue them if they break off servants. Both died of a common goblin dis- the cot, there is nothing here of value.

11

ABNIR MREMHOUSE

2nd level human Magic-User

STRENGTH 12 Weight Allowance 1600 maximum/ll50 unencumbered Open Doors 1-2 Bend Bars/Lift Gates 4% INTELLIGENCE 15 Maximum Number of Languages 5 Chance to Know Each Listed Spell 65 % Spells/Level7 minimum/ll maximum WISDOM 11 (No adjustments) DEXTERITY 15 Defensive Adjustment -1 CONSTITUTION 17 Hit Point Adjustment +2 System Shock Survival 97% Resurrection Survival 98 % CHARISMA 10 Maximum Number of Henchmen 4

ARMOR CLASS 10/9 (dexterity) BASE MOVE 12" HIT POINTS 7 0000000

BASE-TO-HIT AC:

10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4

11 12 13 14 15 16 17 18 19 20 20 20 20 20 21

RELEK NOSHOUSE

3rd level human Magic-User

STRENGTH 14 Weight Allowance 1700 maximum/l250 unencumbered Open Doors 1-2 Bend Bars/Lift Gates 7% INTELLIGENCE 17 Maximum Number of Languages 7 Chance to Know Each Listed Spell 75% Spells/Level 8 minimum/l4 maximum WISDOM 7 -1 to saving throws vs. Mental Attacks DEXTERITY 14 (No adjustments) CONSTITUTION 15 Hit Point Adjustment +1 System Shock Survival 91 % Resurrection Survival 94% CHARISMA 11 Maximum Number of Henchmen 4

ARMOR CLASS 10 (no armor) BASE MOVE 12 " HIT POINTS 6 000000

BASE-TO-HIT AC:

10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4

11 12 13 14 15 16 17 18 19 20 20 20 20 20 21 13 SAVING THROWS Magic Items Paralyzation, Poison, or Death Magic 14 Rod of Spell Storing (non-rechargeable), has one each of the Petrification or Polymorph 13 following spells, detect invisibilitx locate object, identifx Rod, Staff, or Wand 11 ESP Breath Weapon 15 Spell 12

LANGUAGES Dwarven, , goblin, orcish WEAPONS

Rate Range Bonus To Hit DamagelBonus Dagger 1 1/2/3 N/A 1-4/1-3 EQUIPMENT Dagger, spell book, components Proficiencies: Dagger Non-Proficiency Penalty: -5

Abnir Mremhouse is a specialist in detection, anti-magic traps, and defensive magic. He is against killing, but might join a melee to pro- MAGIC tect the party. His morale is high; he is independent and exercises initiative in emergencies. Otherwise, he looks to Paterno, the pala- Spell Use two 1st level spells din, for direction. He is a scholar more than an adventurer, and he plays the role of peacemaker. Spell Book Comprehend Languages Hold Portal Read Magic Shield Sleep Unseen Servant Zden tifv

SAVING THROWS Magic Items Paralyzation, Poison, or Death Magic 14 Wand of Fireballs (2 charges) Petrification or Polymorph' 13 Rod, Staff, or Wand 11 Breath Weapon 15 Spell 12 LANGUAGES Dwarven, elven, halfling, goblin, gnoll, hill giant

WEAPONS EQUIPMENT Rate Range Bonus To Hit Damage/Bonus Dagger, spell book, components Dagger 1 1/2/3 N/A 1-4/1-3

Proficiencies: Dagger Non-Proficiency Penalty: -5 Relek Noshouse specializes in deadly magic, and has no qualms about killing evil creatures. His morale is only fair-not cowardly, but very conscious of his frailty. He tends to use up consumable magical items so fast that he is always short on magical support MAGIC when he needs it. He is always eager to obtain new items, particu- larly destructive ones. Spell Use two 1st level spells, one 2nd level spell

Spell Book First Level Spells: AffectNormal Fires Magic Missile Shield Read Magic Shocking grasp Sleep Unseen Servant Second Level Spells: Knock Stinking Cloud Web

14 GENTON STLINDHOUSE

3rd level human Cleric

STRENGTH 12 Weight Allowance 1600 maximum/ll50 unencumbered Open Doors 1-2 Bend Bars/Lift Gates 4% INTELLIGENCE 12 Maximum Number of Languages 4 WISDOM 15 Spell Bonus: two 1st level and one 2nd level spell +1to saving throws vs. Mental Attacks DEXTERITY 9 (No adjustments) CONSTITUTION 10 System Shock Survival 70% Resurrection Survival 75 % CHARISMA 12 Maximum Number of Henchmen 5

ARMOR CLASS 8 (leather armor) BASE MOVE 12 " HIT POINTS 19 0000000000 000000000

BASE-TO-HIT AC: (using magical mace)

10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4

~ 8 9 10 11 12 13 14 15 16 17 18 19 20 20 20

"BEETLE" FARHILLS

2nd level halfling Thief

STRENGTH 12 Weight Allowance 1600 maximum/ll50 unencumbered Open Doors 1-2 Bend Bars/Lift Gates 4% INTELLIGENCE 8 Additional Languages 0 WISDOM 13 (No adjustments) DEXTERITY 18 ReactiodAttacking Adjustment +3 Defensive Adjustment -4 CONSTITUTION 11 System Shock Survival 75 % Resurrection Survival 80% CHARISMA 11 Maximum Number of Henchmen 4

ARMOR CLASS 8 (leather armor)/4 (dexterity) BASE MOVE 9" HIT POINTS 8 00000000

BASE-TO-HIT AC (including reactiodattack adjustment)

10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4

8 9 10 11 12 13 14 15 16 17 18 19 20 20 20

15 SAVING THROWS LANGUAGES Paralyzation, Poison, or Death Magic 10 Dwarven, elven, goblin Petrification or Polymorph 13 Rod, Staff, or Wand 14 Breath Weapon 16 Spell 15 EQUIPMENT Leather armor, holy symbol, flask of holy water, components

WEAPONS Genton Stlindhouse is a specialist in healing and protection, with Rate Range Bonus To Hit Darnage/Bonus some fighting ability. He is conservative and cautious, a team man FootmanS with high morale, and he restrains the reckless impulses of others.

Mace +Z 1 N/A +2 (magic) 1-6 + 3/1-6 + 2 He is lawful and frowns on theft and destruction. He tends to be stuffy and wordy, but a cool and reliable hand in combat. Proficiencies: Footman's Mace, Flail Non-Proficiency Penalty: -3

MAGIC

Spell Use four 1st level spells, two 2nd level spells

Magic Items FootmanS Mace +2 Holy Ring (non-rechargeable), stores 1each of the following spells: detect evil, detect magic, protection from evil, sanctu- ary

SAVING THROWS ('3 bonus if dexterity adjustment applies) RACIAL ABILITIES Paralyzation, Poison, or Death Magic 13/10 Infravision 60' Petrification or Polymorph 12 Constitution bonus for saving throws vs. Poison Rod, Staff, or Wand 11 Determine if passage is up or down grade 75 % of time Breath Weapon 16 Determine direction 50% of time Spell 12 If alone and not in metal armor, can surprise on d6,l-2

WEAPONS MAGIC ITEMS

Rate Range Bonus To Hit Darnage/Bonus Dagger +l(I 12, E2, semi-emphathetic, detects magic within Dagger.1 1 1/2/3 +1 (magic) 2-5/2-4 1"up to once per turn.

Proficiencies: Dagger, short sword Non-Proficiency Penalty: -3 LANGUAGES Dwarven, halfling, goblin, orcish, gnome, elven

THIEF SKILLS

PP OL F/RT MS HS HN CW EQUIPMENT 50% 49% 35% 41% 40% 15% 71% Leather armor, thief tools, rope and grappling hook

+4 on attack from behind, double damage "Beetle" Farhills specializes in stealth, scouting, traps, and locks. He is independent, but understands his team role. He will avoid melee, but is willing to do what must be done. He has a high morale, and is more rash and impulsive than the others, but he is learning prudence through experience. He is eager to prove himself to his companions.

16 WATIM BERELSTANE

4th level dwmf Thief

STRENGTH 11 Weight Allowance 1500 maximum/1050 unencumbered Open Doors 1-2 Bend BardLift Gates 2% INTELLIGENCE 13 Additional Languages 0 WISDOM 16 +2to saving throws vs. Mental Attacks DEXTERITY 15 Defensive Adjustment -1 CONSTITUTION 16 Hit Point Adjustment +2 System Shock Survival 95 % Resurrection Survival 96% CHARISMA 10 Maximum Number of Henchmen 4

ARMOR CLASS 8 (leather armor) BASE MOVE 9“(24” with boots of speed) HIT POINTS 18 000000000 000000000

BASE-TO-HIT AC:

10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4

11 12 13 14 15 16 17 18 19 20 20 20 20 20 21

PORALL FREHOUSE

3rd level Fighter STRENGTH 16 Damage Adjustment +1 Weight Allowance 1850 maximum/1400 unencumbered Open Doors 1-3 Bend Bars/Lift Gates 10% INTELLIGENCE 12 Additional Languages 0 WISDOM 15 +1to saving throws vs. Mental Attacks DEXTERITY 16 ReactiodAttacking Adjustment +1 Defensive Adjustment -2 CONSTITUTION 11 System Shock Survival 75 % Resurrection Survival 80% CHARISMA 13 Maximum Number of Henchmen 5

ARMOR CLASS 8 (leather armor)/6 (shield +1)/4(dexterity) BASE MOVE 12” HIT POINTS 18 000000000 000000000

BASE-TO-HIT AC: (including reactionlattack adjustment)

10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4

7 8 9 10 11 12 13 14 15 16 17 18 19 20 20

17 SAVING THROWS RACIAL ABILITIES Paralyzation, Poison, or Death Magic 13/9 Infravision 60 Petrification or Polymorph 12 Detect slope 75 % Rod, Staff, or Wand 10 Detect new construction 75% Breath Weapon 16 Detect shifting walls 67% Spell 11 Detect stonework traps 50%

, Determine depth underground 50% +1vs. goblins, hobgoblins, or half-orcs -4 to AC vs. ogres, ogre magi, trolls, giants, titans WEAPONS

Rate Range Bonus To Hit DamagelBonus Broadsword +1 1 N/A +1(magic) 2-8 +1/1-6 +1 MAGIC ITEMS

Proficiencies: Broadsword, dagger, sling Broadsword +1 Non-Proficiency Penalty: -3 Boots of Speed

LANGUAGES THIEF SKILLS Dwarven, gnome, goblin, kobold, orcish

PP OL F/RT MS HS HN CW RL 45% 47% 40% 33% 25% 15% 78% 15% EQUIPMENT Leather armor +4 on attack from behind, double damage

Watim Berelstane is the old man of the party, a dwarf who will traf- fic with humans. Though beyond his physical prime, he adds ex- perience and maturity to the party. He is an expert on locks, traps, machines, and devices, including magical ones. He relies upon his magic resistance in a jam. He is a willing team man, but will defin- itely refuse a foolish or ineffective plan. He has high morale, but knows when to retreat. .

SAVING THROWS MAGIC ITEMS Paralyzation, Poison, or Death Magic 13 Petrification or Polymorph 14 Longsword +I Rod, Staff, or Wand 15 Shield +1 Breath Weapon 16 Spell 16

LANGUAGES Elvish, gnome, halfling, goblin, hobgoblin, orcish, gnoll WEAPONS

Rate Range Bonus To Hit Damage/Bonus Longsword +1 1 N/A +1(elf)/ 1-8.2 / 1-12.2 EQUIPMENT +1(magic) Leather armor, shortbow/quiver/20 arrows Short bow 2 5/10/15 +1(elf) 1-6/1-6

Proficiencies: Longsword, short bow, spear, dagger Non-Proficiency Penalty: -2 Porall Frehouse specializes in combat but prefers his bow to melee. His morale is fair; he is quick to suggest disengagement and retreat if the odds are not clearly favorable, as this is only common sense. He will disengage from melee and seek alternatives if the melee is not RACIAL ABILITIES going his way. He recognizes the importance of his combat role, and Infravision 60’ performs reliably. Detect secret door automatically, 1in 6 Detect secret door if searching, 2 in 6 Detect concealed door, 3 in 6 If alone and not in metal armor, surprise 4 in 6 +1 to hit with any bow other than crossbow, and short/long sword

18 GRO MEKADET 2nd level dwarf Fighter

STRENGTH 18 (57) Hit Probability +2 Damage Adjustment +3 Weight Allowance 2500 maximum/2050 unencumbered Open Doors 1-3 Bend Bars/Lift Gates 20% INTELLIGENCE 12 Additional Languages 0 WISDOM 10 (No adjustments) DEXTERITY 14 (No adjustments) CONSTITUTION 16 Hit Point Adjustment +2 System Shock Survival 95% Resurrection Survival 96% CHARISMA 13 Maximum Number of Henchmen 5

ARMOR CLASS 8 (leather armor) BASE MOVE 9" HIT POINTS 16 0000000 0 0000000 0

BASE-TO-HIT AC: (including strength "to hit" bonus)

10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4

8 9 10 11 12 13 14 15

PATERNO STLINDHOUSE 2nd level human Paladin

STRENGTH 16 Damage Adjustment +1 Weight Allowance 1850 maximum/1400 unencumbered Open Doors 1-3 Bend Bars/Lift Gates 10% INTELLIGENCE 15 Maximum Number of Languages 5 WISDOM 14 (No adjustments) DEXTERITY 14 (No adjustments) CONSTITUTION 13 System Shock Survival 85 % Resurrection Survival 90% CHARISMA 17 Loyalty Base +30% Reaction Adjustment +30% Maximum Number of Henchmen 10

ARMOR CLASS 8 (leather armor)/7 shield (-1with protection from evil) BASE MOVE 12 " HIT POINTS 17 000000000 00000000

BASE-TO-HIT AC:

10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4

10 'I1 12 13 14 15 16 17 18 19 20 20 20 20 20 19 SAVING THROWS MAGIC ITEMS Paralyzation, Poison, or Death Magic 14/10 Petrification or Polymorph 15 Hammer +Z Rod, Staff, or Wand 12 Breath Weapon 17 Spell 13 LANGUAGES Dwarvish, gnome, goblin, kobold, orcish

WEAPONS

Rate Range Bonus To Hit Damage/Bonus EQUIPMENT

Hammer +2 1 N/A +2 (strength)/ 1-4 + 6/1-4 + 5 Leather armor, backpack, sling and 10 bullets, 10 days’ rations +2 (magic)

Sling 1 5/10/20 +2 (strength) 1-4 + 4/1-6 +4

Proficiencies: Hammer, sling, battle ax, dagger Gro Mekadet is a combat specialist-very strong and very tough. Non-Proficiency Penalty: -2 He is fierce and fearless to a fault. His morale is very high. He is , young, impatient, and self-confident, but he follows orders. He doesn‘t stop to reckon the odds when he gets a shot at an opponent. Gro is headstrong with a low estimate of weedy humans and a RACIAL ABILITIES superstitious distrust of magic. Gro comes from a very ferocious Infravision 60 ’ clan of dwarves and knows little beyond the martial arts. Detect slope 75% Detect new construction 75% Detect shifting walls 67% Detect stonework traps 50% Determine depth underground 50% +I vs. goblins, hobgoblins, orcs or half-orcs -4 to AC vs. ogres, ogre magi, trolls, giants, titans

SAVING THROWS MAGIC ITEMS Paralyzation, Poison, or Death Magic 11 Petrification or Polymorph 12 Longsword +1,Luck Blade (unknown if wishes remain, gives Rod, Staff, or Wand 13 +Ito saving throws) Breath Weapon 14 Spell 14 LANGUAGES Dwarven, elven, halfling, goblin WEAPONS Rate Range Bonus To Hit Damage/Bonus Longsword +I 1 N/A +1(magic) 1-8+2/1-12.2 EQUIPMENT Light crossbow 1 6/12/18 N/A 1-4/1-4 Leather armor, shield, light crossbow, case/30 quarrels

Proficiencies: Longsword, light crossbow, dagger Non-Proficiency Penalty: -2 Paterno Stlindhouse specializes in leadership, planning, organiza- tion, and command decisions. He is deliberate and careful, highly concerned for the welfare of each party member. He is responsible PALADIN ABILITIES and orderly. His morale is very high. He intends to be a role model Detect evil 60’ as an adventurer, teaching morals through actions rather than Cure disease once per week words. He has tactical and strategic talent and well-bred social Protection from evil 10‘ radius skills. Lay on hands to cure wounds, 4 points/day Immune to disease

20 easlnnamir's Laboratories and Workrooms

Use DM Map 2: Laboratories throws his spells, then melees berserkly with fire damage, and the book instantly dis- and Workrooms his ornamental dagger. Bradvig answers solves in flame. only to his name; other commands given Certain other spell books are on high The Setting him by Castanamir were: shelves near the table. These are the spell The rooms, lighting, etc. are similar in gen- 1. "Stay here until I tell you otherwise." books of evil mages. Aside from the danger eral design to the living quarters. Access to of the possible curses and traps on these vol- 2. "Don't touch anything unless I tell you umes, the evil spells they contain are of little the living quarters is in Room IIIA and the otherwise ." exit to the surface in Room IIIB. use. If any character opens any of the spell 3. "Keep your mouth shut unless I tell books from the top three shelves, he you otherwise." receives an explosive runes blast for 6d4+6 Encounter Key 4. "Don't throw any spells unless I tell damage. A magic-user has a 5% per level I. THE LIBRARY you to." chance of detection, while a thief has a 5% 5. "If something goes wrong, you may chance. A saving throw vs. magic allows half damage. If the characters are smart defend yourself or the library in any way A black opening is in each of the four enough to check the library catalogue first, you can, as long as you don't kill anybody walls. The room is filled with book the entries will clearly indicate that these or damage my collection." shelves, and in the center is a large table books still have dangerous traps on them. and straight-backed chair. A tall grey- As with all simulacra, Bradvig is com- Castanamir's own spell books can be haired man wearing long robes covered pletely under Castanamir's orders; no other reached from the chair. There is one spell with magical writing is standing directly may command him. He will interpret com- book for each of the nine levels of conven- behind the chair. He is silent and motion- mand 5 to mean that no one may touch any- tional spells he knows, along with a com- less. On the table are several stacks of thing in the library, and that any attempt to plete set of traveling spell books containing manuscript paper held down with paper- touch him or move him is an attack. He will the identical information and four more weights and ample scribe's supplies not leave the library. The party will proba- books devoted to his own research. Each neatly arranged on a small stand next to bly have to kill or incapacitate him. book has a fire trap. Anyone touching one the chair. Unfortunately, the bulk of Castanamir's takes ld8.6 damage, and the book dissolves collection of scrolls, manuscripts, and in flames. One section of the room contains well-used tomes is located in his various other resi- Also right at hand is Castanamir's per- general reference materials covering every- dences. The titles here are quite valuable, sonal library catalog-a six-volume manu- thing from astronomy to zoology. Another nonetheless. The spell books are priceless, script divided into six subject areas: general section contains foreign language books, although they are well-protected against reference, magical reference, summoning numerous huge dictionaries, and other theft or tampering. None of the spell books references, magic spell books, scrolls and translation aids. One quarter of the library have any labels or identifying marks on the notes (older notes and materials from other is devoted to texts and treatises on magic. outside. They all have tiny catalog serial mages-no spells), and manuscripts (Cas- There is a large cabinet containing numer- numbers written on the outside spines, but tanamir's own notes on magic spells). The ous scrolls. On a shelf right next to the table the writing is so minute that a PC must spec- manuscript section contains a description of is a collection of standard and traveling ify that he is looking for catalog numbers gingwatzim and the general operating prin- spell books. before he can see them. The notes on the ciples of the magic portals. It takes a charac- table deal with summoning gingwatzim, the Bradvig simulacrum: AC10; MV 12; HD4; ter of 20 intelligence several hours to figure theory and techniques. One glass paper- out the general principles of the manuscripts hp 8; AL ?; #AT 1; Dmg 1-4; ST 12; Intel- weight is a magical device that stores Rary's ligent. regarding gingwatzim and magic portals, mnemonic enhancer (2 charges). The com- and a magic-user would despair of under- 1st Leve! spells: sleep (x2) mand word "Abrouzek is etched into the 2nd Level spells: stinking cloud, web standing the details in a lifetime. Once a glass. The other paperweights are character has spent the required time, Bradvig was a chaotic evil, 10th-level, rene- unmarked. explain the general nature of the enchanted gade mage brought to justice with Cas- Additional spell books were shelved close portals and gingwatzim, but be vague tanamir's help. Castanamir hated to see his to the floor. Now most of them are lying in because the concepts are advanced far fine mind go to waste, and it fed his ego to ashes. The books were booby-trapped, and beyond the PCs' understanding. keep a simulacrum of the mage as a com- each dissolved into flame as it was touched. Each entry in the catalog briefly describes mon library assistant. The simulacrum has a Hidden among the ashes, however, is one the background of the text, scroll, or manu- much-impaired intelligence, and functions incompletely destroyed spell book which script, the author or original owner, and the only as a 4th-level magic-user. He is still contains six 2nd-level spells and three 3rd- contents of the item. An entry clearly states knowledgeable about higher levels of level spells, at least four of which are unfa- whether there are traps on the material. For magic, but there are great and critical gaps miliar to the adventurers. You should example, spell books are listed as trapped. in what he recalls. In combat Bradvig choose the spells to meet the needs of the Castanamir's handwriting is crabbed and PCs and your campaign. tiny, and the codes on the texts, books, Still on the shelf are four more fire scrolls and manuscripts are hard to read. trapped spell books. Each character that Referencing and deciphering an entry takes touches a spell book receives ld8.6 points of 5-10 minutes, and finding the cited material

21 takes another 5 minutes. The catalog reveals like one. It derives no benefit from injuring about it for 1000 gp or one magical item.) that 90% of the books, scrolls, and manu- anyone and hopes the party will come to its ''I think he's dead, or in the process of scripts are only moderately valuable. Nine senses and pay a handsome fee for informa- dying. He may have escaped to some hundred of the volumes are worth about tion. It has no sense of humor about theft, plane I cannot perceive. Something tells one gp per volume. Their encumbrance is 10 having worked for his treasures, and it pun- me that he is gone for a long time, but I times their gp value, and it is impractical to ishes thieves. IJnder no circumstames will it would hesitate to say forever." remove them for monetary value alone. The permit anything to be taken from the pool. 4. "How can we safely leave the island?" remaining 10% of the library consists of Initially the naranzim says, ''I will answer (2000 gp or two magical items) "There valuable references on conjuration, provid- your questions if you pay me well. I will kill are many ways, but an answer in your ing a complete research library for any you if you do not." For each question the price range is to wait until a ship sails by, magic-user spells listed as "conjurations" in party asks, the creature asks for payment light a signal fire, and swim out to meet the Player's Handbook. Though most of the beforehand. For example, if the party says, the ship, warning it to stay 2000 feet spells are far beyond the current capabilities "What is 'well paid to you?," the naranzim from shore." If the party is so unimagina- of the PCs, the references could command replies, "What will you pay me for that tive as to need help figuring out how to an excellent price from the Magician's answer?" It answers the following without buoy themselves up, for another 1000 gp Guild-30 gp per volume for 100 volumes. charge: If the party asks for estimates of or a magical item it will tell you to makc prices, the creature tells them an estimate water wings from wineskins available in 11. CHAPEL costs 1000 gp or a magical item. If asked the kitchen. what currency it accepts, it tells them gold, silver, copper, platinum, magical items, 5. "What is the most valuable thing on this island?" (8000 gp, 8 magical items, or This is a circular room about 16 feet experience levels, and their lives. two experience levels) "Assuming that across with a pool in the center about 8 Its only attack is illusion. However, since you are more interested in loot than in feet across. There are four black open- the party cannot dispel the illusion, it can be dangerous. The naranzim warns the party your safety, 1 believe Castanamir's ings at 90 degrees, 180 degrees, 270 library is the greatest treasure." degrees, and 360 degrees around the cir- by turning someone into a poodle; if cumference of the room. Around the pressed, it gives someone the illusion of Requests for command words to magical pool is a low stone wall. blindness. If the party persists in refusing to items, abilities of unknown magical items, Filling the pool is a clear, water-like pay, in attacking the creature, or in trying to and warnings about dangers or guards in a liquid and at the bottom is an incredible steal from the pool, it will strike each char- specific room cost 1000 gp or a magical item. wealth of coins in all metals and denomi- acter with an illusionary mattock, knocking A list of the important treasures in any given nations, and a number of other items. him unconscious. When the party members room costs 2000 gp or 2 magical items.You Intermixed are human bones. return to consciousness, the naranzim is must price other services during play. Too gone, but it may be called again by touching expensive is better than too cheap; buying Naranzim: AC insubstantial; MV 24; HD the pool, and this time it will be in no mood information rather than working for it 12; hp 50; AL N; #AT special; SA illusion for funny business. It perceives everything defeats the purpose of the game. magic; SD see below. as through a gem of true sight (no invisible The naranzim is not a nitpicker, and it sneaking) and, to prevent folks from run- believes in giving a customer his money's Touching the water or tampering with the ning away with the treasures, it can make worth, but some questions can be more use- contents in any way will call the naranzim, the portals seem to disappear. ful than others. It knows practically every- who will appear from the pool as a cloud of Below is a sample list of questions, thing about Castanamir's home, but very orange light having a head but only two answers, and prices suggestive of the naran- little about his past or personal life. The indistinct eyes of a deep, fiery orange. It is zim's personality, scope of knowledge, style creature's expertise is in the study of the not affected by any physical weapons, mag- of response, and taste in riches. ethereal planes, the subject Castanamir was ical or not, He can be touched only by magic 1. "How can we get out of here?" (4000 gp, 4 investigating when he bound the naranzim missile or similar spells. He was bound here here. Any information you feel the PCs magical items, or an experience level) by Castanamir for service of a thousand should not have should be a weak spot in years but promised that he would be paid "Use the amulet ofplanes or the rear exit, both located in Castanamir's rest area." the creature's knowledge. It cheerfully for answers to any questions. Castanamir admits ignorance of unimportant matters. also answered the creature's questions for 2. "Where is this rest area?" (2000 gp or 2 Following is an inventory of items and similar prices. As a result the naranzim is magical items) "It is off the hallway with treasure in the pool: splint mail +2, chain satisfied and reasonably pleasant. It can the mirror." If the characters come back mail +2, shield +1,ring ofprotection +2, war answer most questions that the party asks, and complain that they couldn't find any hammer +2, boots of elvenkind, longsword but honestly admits when it doesn't know room off that hall, the naranzim points +I, bracers of defense (AC 6), one arrow +I, the answer and refunds the fee. The naran- out that they asked where it was, not wand offireballs (4 charges), potion of heal- zim demands payment in advance-no how to find it. The secret door and wiz- ing, potion of extra healing, potion of clair- information on credit. It is an absolute mas- ard lock information they need costs audience, spear +I, scroll of raise dead, ter of illusion. Though it can neither be 1000 gp or one magical item each. potion of speed, scroll of blindness and blur, harmed nor cause real injury (the bones in 3. "Where is Castanamir?" (It is not sure, 2 javelins of piercing, scroll of hold portal the pool are for show), it can make a charac- but they can buy everything he knows and suggestion, 2500 gp, 85,000 cp, 2000 ep, ter think he is a poodle and make him look and 1000 sp.

22 IIIA. REST AREA HALLWAY There is no ordinary bed. Castanamir rested As you look more closely, you perceive, with a waist belt of flying tethered to a poJe stretching all the way across the room, a in the middle of the room. The command solid but transparent floor, and a transpar- This seems to be a room or hall with a word is not inscribed on the belt; the word is ent but solid circular wall linking the four single distinctive feature: a floor-to- "Tromofantazek." The belt has 54 charges. black openings. ceiling mirror. There are black openings The belt is a possible resource for escape. PCs can cross the floor to the tower. visible on three walls. The corridor There are a number of chests full of elegant Inside the tower is a spiral stair that can be seems to turn a corner where the mirror but unused clothes. A few well-worn, dirty descended or climbed. It is pitch dark but is hung. Something seems to be moving garments lie scattered here and there. On torches or other lights may be used. The there. the floor near the normal-looking door in walls of the tower feel substantial but it has the southeast corner is a small sack of 1000 no windows or doors. At its top is a trap Giant Wolverine: AC 4; HD 2.4; hp 14; MV ep, a small bag of perfect gems worth 1000 door which opens onto a flat platform 15; #AT 1; AL N; Dmg 1-6; ST 16. gp, and an amulet of the planes. These were about twenty feet in diameter. Most of this The giant wolverine sneaks up the corridor the wizard's emergency escape cache. Dis- area is taken up by a nest containing three and attacks the party. It is a pakim in ani- covering the amulet's command word eggs about six inches in diameter and an mate form, and it will fight to the death. ("Bensonmenel") will require some serious assortment of odds and ends, including col- When killed, it disappears into thin air. Oth- research and contacting higher planes. orful stones and other natural objects and erwise, it does not leave this hall. If left However, the naranzim in Room I1 may be an embroidered silk bag with 70 gp, 4 gems alive, it attacks anyone who enters the room paid to reveal it. (100 gp each), a mangled jeweled breast- at any time. The normal-looking door to the southeast plate decorated with cheap gems (300 gp), If the PCs choose to go back to Room 7 in is the rear exit. If the PCs open this door and a figurine of an ebony fly. This figurine the living quarters, they do it through the they find themselves looking out on pound- of wondrous power is cursed, and if it is opening in the floor. They are free to come ing surf and a rocky shoreline. The door is a moved, the cursed person loses sight and and go between Room 7 and Room I11 at one-way teleport to a large rock on the very sp,eech until the fly is returned. The com- will. edge of the island. Surf splashes on the plane mand word for the figurine is "MacKoll." The mirror is ordinary. There is a secret of the door, but no water comes in-a hint that the door is one-way only. This is the Hippogriffs 121: AC 5; MV 18/36; HD 3.3; door in the south wall which is wizard hp 22; AL N;#AT 3; D 1-6/1-6/1-10. locked. The party may deduce the magical only exit from Castanamir's residence. If lock from the absence of a physical lock and anyone exits without proper procedures The hippogriffs are soaring at a great with the use of detect magic. A knock spell known only to Castanamir, the entrance height. They sense any meddling with their will permit entry. portal on the islands surface ceases func- nest and arrive in two rounds. They fight tioning, although the ground continues to until slain or until the PCs disappear back emanate a magical aura. into the tower. IIIB. REST AREA BEDROOM At the bottom of the tower is a small chamber about 30 feet in diameter. The Flesh Golem: AC 9; MV 8; HD 9; hp 40; AL IV. THE EYES OF SHADRAKIR N; #AT 2; D2-16/2-16; SD damaged chamber is empty except for an egg-shaped, only by magical weapons; ST 11; 7% When a character first enters this room, translucent object about 10 feet long. Barely feet tall; deactivated by darkness. secretly make his saving roll against spells. visible inside this egg is the figure of a sor- If he fails, tell him he is falling. This is to cerer. The figure wears dark-colored robes The flesh golem behind the secret door is a account for a panic reaction to the disorient- and conical hat and has a beard and great guard instructed to keep intruders out. The ing experience of the room. Thereafter pro- mane of grey hair. He lies motionless with golem is activated whenever the door is ceed to read the following to him. If he eyes open, apparently fixed in the substance opened. Because the creature was getting makes the save, he has no disorientation of the egg. Although there is no physical old and unreliable, Castanamir added a and you should simply read the description. clue that the eyes or any part of the figure is safety feature: total darkness deactivates it. alive and moving, it gives people a feeling of Normally the golem stands directly in the being watched. This is the seer Shadrakir, a doorway to prevent access. If the party Four black openings appear to hang in powerful mage who has placed himself in melees with it, the golem goes berserk and mid-air around a stone tower. You, too, suspended animation to await the end of the runs out into the hall and attacks anything are standing in mid-air, and the top of universe. The egg detects as magical and in sight. It will not go through a magic por- the tower is twenty feet above you. Its good but cannot be damaged or moved. tal. base is a broad rocky platform 46 feet The party may mistake Shadrakir for Once the party manages to get past the below. The tower stands on a 2000-foot- Castanamir the Mad. Nothing but very secret door and golem, they find that the high ridge rising out of an ocean of mist. powerful magic will enable them to question bedroom is littered with piles of dusty The sides of the ridge are sheer cliffs. The him, though the naranzim in Room I1 can junk-memorabilia of the Goblin Wars and air tastes funny and you are short of identify him. If the party establishes com- the good old days when Castanamir was a breath. The sky is an unusually deep munication with Shadrakir through some respected hero. On one wall is a single high blue, and two small suns hover above means such as limited wish, he answers their shelf with very old books. These are Cas- the horizon. questions with enigmatic riddles about tanamir's journals-untouched for 150 future kings and the fall of empires. ("Fire years. They are worth 2000 gp to a sage. and plague will come in a month of moon- 23 less nights,” or “Two brothers will unite four great nations; the one shall slay the other, with framed parchments and pictures of cil of Twelve, and other official-Iooking and the four nations will fall in a single all descriptions. items dealing with Castanamir’s tenure hour.”) The cabinets contain various as Master of Magicians in the Magician’s Shadrakir has no idea where Castanamir handsomely-designed and richly- Guild. went, but he admits that he misses the old decorated objects, including inlaid This is Castanamir‘s trophy room. In mage’s visits. boxes, gaudy belts, ceremonial robes the chests are original correspondence, and sashes, and other less familiar items. papers and notes from a happier era. The The art treasures include statues, sculp- chests have sat unopened and gathering V. TROPHY ROOM ture, paintings, musical instruments, dust for years. The decorated objects and pottery, glassware, exotic woven and art treasures are worth a total of 6000 gp, There are four black openings on the crafted materials and fabrics, rugs, and with an encumbrance of 60,000 gp. walls of the room. One half of the room tapestries, all heaped and jumbled as in a An old man in robes is bending down is devoted to numerous wood-and-glass grandmother’s attic. Some of the tapes- in front of one of the chests. A large crow cabinets filled with various items. The tries and rugs have been gathered stands on the floor next to him. There are other half of the room contains art trea- together to form a makeshift sleeping several open chests near him and papers sures: paintings; statues; objects pad and blankets. The walls are covered stacked helter-skelter. wrought in gold, silver, and other pre- with what appear to be illuminated cop- cious metals; and a large number of ies of ballads, testimonials, citations stacked chests. The walls are covered from the Magician‘s Guild and the Coun-

24 When the party enters, the old man leaps about how they got here. Then he suddenly VIA. ALCHEMICAL LAB HALLWAY in fear and surprise, and looks as though he and quietly asks the party, "Say, I don't sup- is about to prepare a spell. Unless the party pose you know how to get out of here?" At There are four black openings and a sim- can prevent it by interrupting the spell, the this point he goes back to pawing through ple wooden door in this small hallway. old man becomes invisible in the first the old papers frantically, explaining that he The wooden door is locked, though it round. He screams in a high shaky voice, seems to have forgotten something, but that does not seem very strong. "Leave me alone, or I'll roast the lot of you." he can't remember what it is. Thereafter he will frequently repeat himself, ramble on, Arriflex Mordel; magic-user/bth level. AC and sputter indignantly about intruders in The lock may be opened magically or 7; MV 12; HD 6; hp 21; AL LE; #AT 1; his home. At this point Arriflex is carefully picked by a thief, or the door may be broken Dmg 1-4; ST 10; wears bracers of defense feeling out the party's reaction to him. If the down in one turn. Immediately inside the (AC 7)and carries a dagger +I,and a staff party offers to help him find the way out, he door is a ghoul. +3 (used at -5 proficiency penalty). The will immediately offer to richly reward Ghoul: AC6; MV 9; HD 3-6; hp 18; AL N; crow is his familiar (AC 7; hp 3; confers them for their assistance. excellent vision) which always either #AT 1;Dmg 2-8; SD +1weapon to hit: ST Play Arriflex for laughs, because that is 14. rides on Arriflex's shoulder or hops along his best chance to catch the PCs off guard. behind him. Arriflex is blind. He tries to appeal to the generous nature of Roll initiative. If the ghoul wins, it does First level spells: read magic (Cls, DR12r); the lawful good characters, appearing as a nothing for 3 rounds. If it is attacked, it identify (Cls, DR6s); unseen servant helpless old man desperately in need of attacks berserkly. Otherwise, after 3 rounds (Cls DR12t); magic missile (Cls, R12, 3 assistance. Since he hasn't the appropriate of inactivity it will come to life and try to missiles). knowledge of the place to successfully push characters out of the room. If the char- Second level spells: invisibility (C2s); impersonate Castanamir, he assertively acters resist, it will attack berserkly. stinking cloud (C~S,R3, DR6r, 2x2~2 delivers obvious nonsense in response to Since the "ghoul" is not really undead, it cloud). questions that might reveal gaps in his cannot be turned and disappears when it is killed. It does not paralyze, but you may Third level spells: monster summoning I knowledge. For example, if asked where he fake saving rolls to avoid giving clues about (C~S,R3, DR8r, appear in 3 rounds, 5 gets the food he eats, he will say, "Oh, of its nature. PCs should receive no explana- orcs: AC 6; hp 7, 6, 5, 8, 2; D 1-6); course. The kitchen. Right over here," and tion of this unusual situation. This creature tongues ( C~S,DR6r, 6 " circle). he will walk off toward the pile of art trea- sures and begin to industriously search was once a docile lab assistant. It really The magical staff pretends to be inani- through them for the kitchen. As he stum- wants the PCs to leave for their own safety. mate; it listens but will not speak and is bles about through the room, he sooner or really an eoluzim in its bound form. It is later reveals the fact that he is blind, but he VIB. ALCHEMICAL LAB quite intelligent, but vicious in tempera- says it's unimportant, then falls over some- ment and ignorant of affairs on this plane. It thing. He'll explain that he is using the has no knowledge that it has not overheard The room contains two workbenches, a Crow's eyes to see, though the crow keeps pair of small ovens, many alembics with in Room 7 or in its recent travels with ignoring his commands and going to sleep. Arriflex. In campaign play it can become an glass tubing intertwining and curling If the party asks him to throw spells, he will around flasks, dishes, basins, jugs, inquisitive and unpleasant conversationalist sheepishly admit that he seems to have for- if it falls into a character's hands. It might retorts, sensitive measuring devices, gotten them all. If the party points out that scales, mortars and pestles, and other easily be mistaken for an intelligent magical he made himself invisible, he yelps with glee staff of great power by an inexperienced strange devices and containers. One wall and bounces around the room shouting, "I is covered with shelves of small glass and adventurer, though its only real magical vir- AM a magician! I AM a magician!" But he tue is as a melee weapon. crockery jars and bottles. Along the can't seem to remember how he did it. floor under these shelves are larger stor- When the party enters, Arriflex is busy The alert party may see through Arriflex's reading through the correspondence by age bins. A long shelf near one work- deception. The naranzim in Room I1 could bench bears a number of bound books. using the eyes of his crow familiar. Arriflex unmask his imposture. A know alignment is seeking some clue to a way out, and he There are several cabinets arranged near shows he's evil. If Arriflex is unmasked, he the workbenches. One cabinet contains has been reduced to searching through Cas- turns invisible and dashes through a portal, several hundred scroll cases. Another tanamir's papers, hoping to find notes on thereafter shadowing the party in case they the time period when the rooms were cabinet contains a number of potion bot- tmd a way out. If ambushing a party mem- tles, some full, some empty. designed and constructed. For more than a ber is in his interest, he does it cheerfully. month he has been sleeping and working in Arriflex's best bet, however, is to keep the 'he small bottles and jars on the shelves this room and in the library, making occa- party alive so that they can lead him to a contain spell components for familiar spells sional forays into the kitchen for provi- way out. Once he is confident that he knows and are marked almost illegibly in Cas- sions. Surprised by the party, Arriflex is the way out, he tries an all-out attack to tanamir's crabbed script. In addition to badly frightened, but he recovers quickly obtain a means of escape, (such as the amu- familiar components, there are many unfa- and attempts to masquerade as Castanamir. let of theplanes),to steal valuable treasures, miliar substances and materials. The large Pretending to be suffering from partial and to eliminate anyone with knowledge of storage bins contain bulk amounts of more amnesia and senility, he starts off by threat- Castanamir's treasure-filled dwelling. ening the party, then cautiously inquiring frequently used materials. The bound books

25 are reference works on alchemy and various to cough uncontrollably. His skin turns blu- vated by light, and as soon as the covers are notes on alchemical experiments- ish and waxy in about one minute, and he removed, the golems come to life and recognizable as quite valuable by any begins to cough blood in ten minutes. He attack. They will not travel through the magic-user (10tomes, 100 gp encumbrance, gets a second roll against poison at this magic portals. They are considerably less 1000 gp value). The scrolls in the cabinet are point. If he fails, he dies; if he succeeds, he powerful than full-scale iron golems, but references in alchemy (100gp encumbrance, has only another ten minutes before he must they are also distinctly faster. The only way 100 gp value). No spell scrolls are found make one more saving roll at -4 to his roll. If they can be deactivated is by putting them here. he saves, he falls unconscious, but he will back into darkness. They become peaceable One small rack on the door of the potions live. If he fails, he dies. Determine the value if covered with magical or ordinary dark- cabinet contains the potions identified in and nature of the spell components in ness. Dropping the cover back on will be Castanamir’s scribble as given below. The accordance with your campaign needs. sufficient only if it is done instantly and information in parenthesis is not marked on deliberately during the round that the golem the containers. None of the bottles are VIM. GOLEM LAB HALLWAY is activated. Thereafter a character must roll sealed with wax, but none has spoiled. his dexterity or less on Id20 to successfully 1. Animal Control (horse) enshroud the golem. Its poisonous cloud 2. No label (Diminuition) will be released in the second round and gle, unlocked, normal door on the walls 3. No label (ESP) every seventh round thereafter. Since the of this tiny room. 4. No label (Extra Healing) golem are almost invulnerable to the PCs, it 5. Fire Resistance would be foolish to fight them. They are 6. Healing enormously heavy; a total of 120 strength VIIB. GOLEM LAB ANTEROOM 7. Longevity points is necessary to lift or move one.

In the back of the potion cabinet is a trav- ~~ Iron Men [2]: AC 3; MV 12; HD 4; hp 20; eling case covered with dust. Its bottles are This is a small anteroom. A heavily rein- AL N; #AT 1; Dmg 1-10; SA poisonous clearly labeled. The wax seals have cracked forced door leads out of this anteroom cloud 1” x 1 ” x 1 ” once every 7 rounds, 1- and dried with age-a clue to a magic-user into another, larger room visible through 6 poison damage; SD can’t be hit by less that the contents may have spoiled. If any view slits. In the larger room can be seen than +3 weapons; only affected by elec- other character class inspects the bottles, the a metal shop with a forge and metal- trical magic attacks; ST 16; 3 feet tall. dust is the only hint that the potions may be working tools. There are a number of old and dangerous. On the list below, any shapes with thick cloth covers draped If the party runs instantly and without hesi- potion marked with an asterisk has spoiled over them in the back of the room. tation, they are able to beat the golem to the and acts as a poison potion. If a magic-user door. If some member of the party is encum- sniffs #3 or #4, he will know they are bered with armor or treasure, he might not spoiled. The others smell all right. VIIC. GOLEMLAB make it. Once PCs get to the door, they may 1. Healing slam it in the golem’s face. It takes the golem 2. Healing 20 rounds to smash through the reinforced 3. Extra Healing* On a workbench in this room are a door and 3 rounds to smash through the 4. Extra Healing * couple of greasy, frequently handled normal door. It then stops in the center of 5. Horse Control * books on golem design and repair. On the hallway. It does not leave this hall, but it 6. Speed* another bench there are several tiny attacks anything that enters it. 7. Wafer Breathing* scale-model golems of iron, stone, and As this is an alchemical lab, a magician steel-some with normal humanoid VIII. ENCHANTMENT LAB should be allowed to figure it out himself; form, some with four legs, some with no however, if he has looked at the reference legs, some that look like indistinct metal On each of the room’s four walls is a books and still doesn’t know, give him lumps. Three of these humanoid models black opening. In the center of the room clues. Anyone other than a magic-user are bending over and touching their toes is a small table, a small book stand with should find the references and scrolls incom- again and again. books, and a metal brazier about 5 feet in prehensible. diameter that is scorched and pitted. At A large number of spell components and Castanamir was experimenting with using one side of the table is a cot. In one cor- potion ingredients are also stored here, gingwatzim to power golems. All of the ner of the room is a table with a wand, a identifiable only by a mage, and then only functional models are powered by tim. The ring, and a glass sphere lying on cush- up to the level of his current spell knowl- three that are touching their toes are being ioned trays. Along the walls are 30 dif- edge. Investigating the known material spell wear-tested. They are moving smoothly ferent pieces of fabric woven with metal components is relatively safe for a magic- and quickly. Among the models are found thread in many unfamiliar colors and user, but any other character who investi- replicas of the golems in Room 1and Room alloys. Each is from one to four feet gates the contents of any of the flasks, 3. square, and each shows signs of exposure beakers, jars, or storage bins must make an Under the cloth covers are a number of to great heat. Around the walls of the intelligence check (roll his intelligence or half-finished golem projects. Unfortunately room are hung at eye level dozens of under on ld20) to avoid making a saving for the party, there are also two completed shallow metal bowls marked with magi- roll against poison. If he fails both saves, he and fully operational quarter-size models of cal inscriptions. immediately takes 4d4 damage and begins iron golems called iron men. They are acti-

26 The wand has a command word "Muforche- amulets and one graegzim bound as the dag- zek written on it. It stores a single repulsion of the room four large metal spheres ger. The charms improve magical saving spell. The ring has the command word float in midair. A small cabinet with a throws by one point each, and the dagger is "Isokgrotezek on it; it stores one monster transparent door is in one corner. a dagger +2, with little intelligence and summoning Zspell. The glass sphere has one The spheres are coated with some plenty of gripes. He wants to be set free, and command word and three modifiers written extremely slippery material. In each can constantly pleads for freedom. He was the on it. "Karabershtizek activates one Oti- be seen the seams of a door with no visi- equivalent of a baboon on his home plane, lukek freezing sphere spell. The user must ble handle. The door to one sphere is and he is eager to get back to his tribe. He then select the desired specific effect by open. Notes on summoning lie in disor- has no imagination, and cannot compre- using a modifier command word. "Meak" ganized stacks on the workbench, along hend the concepts of magic, enchantment, selects a globe of matter at absolute zero with several empty component jars, an and planar travel. All he knows is that he which freezes available water 6 inches deep unmarked parchment, an open, driedout wants to go home. inkwell, and a quill. There are signs of a over an area of 1800 square feet. "Feke" selects a thin ray of cold for 72 points of struggle; the stool is tipped over and ENDING THE ADVENTURE damage over a distance of 180 feet (save there are papers on the floor. The trans- parent door to the cabinet reveals a dag- The exit to the island surface is in Room negates damage). Anything along the path IIIB, but it is a one-way teleport. When of this one-foot-wide ray suffers the effects ger and two oval-shaped charms on silver chains. used, it automatically makes the stone of the damage. "Keak creates a sling-stone- entrance on the surface lock and disappear. sized globe which shatters on impact, doing Only Castanamir can make it appear again. 6d4 damage to all creatures within a 10 foot Free-Form Pakim [3]:AC 0; MV 16; HD Any exiting PCs find themselves stranded radius (half damage if save). If not used 2d.4; hp 12; AL N; #AT 1; Dmg special, on the barren island. They may have within 18 rounds of activation, the globe SD +1 weapon to hit; ST 16. obtained resources which permit them to automatically explodes, doing 72 points of escape or signal for help. If they have at damage. Castanamir did not do the perma- Here Castanamir conjured the gingwatzim. Each of the three unopened spheres contains least stocked up on food, they do not go nencyspells on these, so they are all one-use hungry. Otherwise, each PC loses one hit items. a pakim. The spheres detect as magic. The pakim, if released from the sphere, rushes to point per day for hunger and one hit point The books contain copies of many of Cas- per day for exposure. With judicious use of tanamir's spells, but they will burst into attack the nearest character and drain strength from him. If it is successful, the clerical healing, the party can stay alive flame if touched, delivering ld8.6 magical until it is rescued. The DM may permit sur- character is paralyzed and loses 3 points of fire damage to the victim. The fabrics on the vival techniques (fishing, improvised shel- wall were used in conjunction with the strength per melee round until his strength falls to zero and he loses consciousness. In ters, etc.) at his discretion. bowls to fix a dweomer within an object. Twenty days pass before a ship comes The bowls themselves were an unsuccessful addition, the pakim has a 10% chance to possess any character (except a paladin or within signaling distance. The rescuers experiment in enchanting a group of small charge a fair fee for saving the party mem- objects simultaneously that Castamir aban- other magically-protected character) per round of strength drain, and it automati- ber's lives: 1O%'of the treasure taken from doned. The bowls will not detect as magic. the island. The cloths detect as magic, but they are used cally possesses the character when he falls to store and imprint magic power on items unconscious. The pakim can be slain by in a method that only Castanamir truly magic missiles without harming the pos- understood. Even the naranzim in Room I1 sessed PC. A Drotection from evil will also doesn't know how they are used. protect a character, since a pakim is a con- There is a permanent unseen servant in jured creature. the room standing at the table, waiting for These pakim are the spirits of dog-like Castanamir's directions. If the characters creatures, and, if possessed while still con- walk into the room and investigate the scious, a character-behaves like a hyena and table, they bump into its invisible figure. is terrified of the unfamiliar surroundings Only a detect invisible spell will reveal the and hostile to any interference with its true nature of the invisible figure. Of course attempts to escape. These possessed charac- the unseen servant is unintelligent and does ters are effectively useless but may be cap- not respond to anyone but Castanamir. tured and taken out with the party. The possessed characters struggle to get as far IX. SUMMONING LAB from a paladin as possible, because of his protection from evil ability. A speak with A black opening is on each of the four animals spell or a charm mammal can be walls. In this room are two shelves, one used to coax the hyena-like spirit from the mind of the character and remove the pos- containing dozens of texts on conjura- session. tion and another that stores about 35 scroll tubes. Under the shelves are a The unlocked cabined in the corner of the workbench and a high stool. On one side room contains a dagger and two charms on silver chains. These are two tim bound as

27 NEW MONSTERS

GINGWATZIM

Tim Pakim Graegzim Eoluzim Maronzim Naranzim FREQUENCY: Very Rare Very Rare Very Rare Very Rare Very Rare Very Rare NO. APPEARING: 1 1 1 1 1 1 ARMOR CLASS: In animate form, according to form assumed (see below). In free form, AC 0 MOVE: 12” in animate form, 16” in free form HIT DICE: 2 2.4 3.6 4t4 5.4 6 to 14 % IN LAIR: Nil Nil Nil Nil Nil Nil TREASURE TYPE: Nil Nil Nil Nil Nil Nil NO. OF ATTACKS (in animate form): Nil 1 1 1 1 1 DAMAGE / ATTACK (in animate form): Nil 1-6 2-8 1-12 4-16 5-30 (or more) SPECIAL ATTACKS: Strength drain in free form per round -1 -3 -4 -5 -7/speI1 use -1O+/spelluse SPECIAL DEFENSES: In free form, cannot be damaged except by magic spells or weapons; in animate form, no special defenses. MAGIC RESISTANCE: Standard Standard Standard 25 % 50 % 75 70 INTELLIGENCE: Non- Animal Semi- Low/Average Average/Very Very/High ALIGNMENT Neutral, with tendency to evil directly proportional to power SIZE: S S-M S-M M M-L L PSIONIC ABILITY: Nil Nil Nil Nil Nil Nil AttackIDefense Modes: Nil/nil Nil/nil Nil/nil Nihil Nil/nil NiVnil

LEVEL/XP VALUE: 11/54 + 2/hp 11/95 + 3/hp III/160 + 4/hp IV/325 + 5/hp VU775 + 6/hp VI and up/775 + 6/hp and up

Gingwatzim are beings or raw spirit The less intelligent spirits are easier to mate form; it is broken while in inanimate energy from the Ethereal Plane, where they handle and serve placidly enough. The more form; or its conjurer or current owner dies. normally reside. There are six species of powerful and intelligent spirits vary greatly Once the conjurer has chosen the forms, gingwatzim: the tim, pakim, graegzim, in their willingness to cooperate, and their they are invariable. For example, if a eoluzim, maronzim, and naranzim. They behavior greatly depends on how the con- gingwatzim is bound as a raven and as a were conjured to this plane by Castanamir, jurer treats them and how long they have to dagger +I, those are the only forms it may and the necessary spells are considered to be remain his servants. They may do the job assume when shifting from form to form. It of seventh level, at least-probably much well and quickly or in a sloppy fashion. may, however, be bound in only one or two higher. They may even hope to cause the conjurer’s of the forms, as the conjurer wishes. The more intelligent species communicate death. On the other hand, some may come Control of the gingwatzim is transferred through a kind of telepathy. On basic and to love their masters and serve willingly. along with possession of the spirit when it is unambiguous matters, the communication The Three Forms in its inanimate form. This is the only means is reliable, but the more complex the sub- by which someone not the conjurer could ject, the more room for misunderstandings. Once the spirit, the free form, has been become the owner and commander of a Less intelligent spirits establish a rough bound to service, it may also be given either gingwatzim. empathic contact for communicating such an animate or inanimate form. These are the In their free form, gingwatzim are glow- things as ”hungry,” ”stay here,” etc. Once three typical states in which a gingwatzim ing spheres with distinct colors. For exam- conjured, these creatures must be bound to may be encountered. After conjured to this ple, the tim species is blue and the naranzim the service of the conjurer. The intelligence plane and bound in one of the forms, a is a bright red-orange. In free form, rating of the spirit is the percentage chance gingwatzim may not return to its own plane gingwatzim float or flit around like fireflies. that it will, instead, possess its conjurer. In unless it is freed by the conjurer; it is slain, Although they are nearly insubstantial, that case, the spirit must be slain or driven either by magic when in its free form or by they do not pass through solid objects, and away by spells before the victim is freed. ordinary or magic methods when in its ani- are subject to air currents.

28 Any living thing coming in contact with a ing. This means, for example, that a pakim on a rudimentary level. In their inanimate gingwatzim in its free form is engulfed while in the form of a black bear would have a form they are typically +1weapons. In ani- the gingwatzim feeds on the strength of its maximum of 20 hit points and could do no mate form they are often mammals and victim at a constant rate dependent on the more than 6 points of damage per round. birds, usually limited in size to those some- species of gingwatzim. For example, a tim Gingwatzim can mimic magical creatures or what smaller than man. As birds and mam- only drains one strength point per round, monsters, but the mimic form has none of mals, they can be trained and make loyal while a naranzim drains at least ten points the magical or monstrous abilities of the companions, but can learn only simple com- per round. Once the strength drain has imitated creatures. If the creature is wearing mands and phrases. begun, the victim is paralyzed and unable to armor, its armor class is enhanced. Graegzim possess true though limited defend itself, until it finally falls uncon- In the inanimate form, the gingwatzim is intelligence. They are typically fremlins, scious from exhaustion. The victim regains usually bound as a magical item such as a fairies, brownies, etc. These spirits commu- consciousness in 1-20 rounds at a strength of weapon. The more complex and sophisti- nicate telepathically in any of the three 3. If the victim is removed from the cated the gingwatzim, the more powerful forms, but they have weak memories, and gingwatzim’s presence, strength returns in the magical item, since the spirit provides cannot handle complicated instructions. increments of one point per day until the the power and dweomer. They are trustworthy, although capable of victim is back to normal. However, if a vic- The maronzim and naranzim have magic considerable mischief. Graegzim are usually tim does not leave the area, the gingwatzim use and retain that ability in their inanimate bound into +2weapons whose major fault is will continue to attack. Continuous expo- forms. They also retain most of their ability the tendency to chatter idly or whine and sure to the strength drain for more than 24 to communicate and the magic resistance complain when not in use. hours causes a deep coma. Thereafter the peculiar to their species. As weapons, they Eoluzim are only slightly more powerful victim must make a system shock check feed on the psychic distress of the than graegzim, and their magic resistance every 24 hours. Routine healing spells wounded-the more terrible the wound, the makes then very valuable. Eoluzim more return strength to normal, and as powerful greater the fear, the more powerful the satis- closely approximate human intelligence; as this strength drain is, it is not necessarily faction the weapon derives. They may also their only fault is a tendency to violence and fatal. give false counsel or follow commands in a an appetite for power. As +3 weapons they In free form, gingwatzim are often bound way not intended by the owner. Castanamir are eager to feed on the spirits of their vic- to an entryway in such a manner that any- created a number of these magical items in tims, and they always goad their owners to one who enters must walk through its glow. varying forms and levels of power, but the fight. In this case, the spirit has limited freedom of total number currently in existence proba- The powerful and intelligent maronzim movement or detailed directions about how bly does not exceed twenty, and may actu- vary greatly in attitude and ability. They use far it may wander and how it is to guard. ally be fewer than that. 1st and 2nd level illusionist spells as often as In their animate forms, the spirits take on desired, at will, and almost instantaneously. whatever appearance the conjurer wishes, The Six Species Their safest use is as a +4 magical item or a magical staff with the abilities of 1st and 2nd limited only by the power of the species. For Tim are the equivalents of very simple example, tim can only take on the appear- level illusionists. The maronzim are much animals and plants. They are most useful as better employed as intelligent counselors. ance of plants or simple animals. These guardians, minor charms, amulets, and tal- forms have physical substance and are simi- They have excellent memories and reason- ismans. Such items can be used only once a ing abilities and can ignore emotional fac- lar to the real thing in most ways. In this day, since they require a full day to recover form, gingwatzim may be slain. When an tors. Their danger is their subtlety and from the expenditure of energy, and they are tendency to treachery. In animate form, animate gingwatzim is slain, it disappears limited to only the simplest magic functions. immediately. maronzim are usually humans, though the- Usually a conjurer permits a tim to freely oretically any man-sized shape is possible. This animate form is of limited value shift from form to form since they are unin- since it is subject to the same limitations and Very little is known about naranzim. telligent and docile. Their animate forms They are so powerful that they are thought vulnerabilities as the real thing, except that include frogs, spiders, fish, insects, snakes, it does not require food. The animate form to be gods or demi-gods to other gingwat- and plants with unusual senses and aggres- zim. There probably are limits to the ani- is limited to the maximum hit points and sive behavior. damage of the original gingwatzim, but it mate and inanimate forms that a naranzim The pakim lack true reasoning or deduc- may assume. takes on the armor class, movement abili- tive abilities, and they communicate only ties, and appearance of the thing it is imitat-

29 FERAL SLASHER FREMLIN IRON MAN

FREQUENCY: Very Rare FREQUENCY: Very Rare FREQUENCY: Very Rare NO. APPEARING: 1-2 NO. APPEARING: 1-4 NO. APPEARING: 1 ARMORCLASS: 2 ARMOR CLASS: 6 ARMOR CLASS: 3 MOVE: 24” MOVE: 12” MOVE: 12” HIT DICE: 2.3 HIT DICE: 3.6 HITDICE: 4 % IN LAIR: 20% % INLAIR: 20% % IN LAIR: Nil TREASURE TYPE: Nil TREASURE TYPE: X TREASURE TYPE: Nil NO. OF ATTACKS: 4 NO. OF ATTACKS: 1 NO. OF ATTACKS: 1 DAMAGE ATTACK: 1-6 / 1-6 / 1-4/ 1-4 DAMAGE/ATTACK: 1-4 DAMAGE/ATTACK: 1-10 SPECIAL ATTACKS: Ferocity may stun or SPECIAL ATTACKS: None SPECIAL ATTACKS: See below cause fear SPECIAL DEFENSES: +1weapon to hit SPECIAL DEFENSES: +3 weapon to hit, SPECIAL DEFENSES: Nil MAGIC RESISTANCE: Standard magical fire repairs damage MAGIC RESISTANCE: Standard INTELLIGENCE: Average MAGIC RESISTANCE: Only affected by INTELLIGENCE: Animal ALIGNMENT Chaotic neutral electrical magic attacks ALIGNMENT: Chaotic Neutral SIZE: S (1’ tall) INTELLIGENCE: Non-intelligent SIZE: S (3’ tall) PSIONIC ABILITY: Nil ALIGNMENT: Neutral PSIONIC ABILITY: Nil Attack/Defense Modes: Nil/nil SIZE: S (3’ tall)

Attack/Defense Modes: Nil/Nil LEVEL/XP VALUE: III/85 + 4/hp PSIONIC ABILITY: Nil

LEVEL/XP VALUE: 11\65 + 3/hp Attack/Defense Modes: Nil/nil

A tiny, slate-colored, winged goblinoid of LEVEL/XP VALUE: IV/165 + 4/hp This three-foo t-tall mammalian carnivore the gremlin family, the fremlin is annoying relies on blinding speed and ferocity to stun but harmless. They alternate between whin- This is a miniature iron golem; it costs and panic its prey. It is dull-witted, attack- ing laziness and mischievous curiosity. one-third as much and requires only one ing regardless of the size of its victim, and Their original introduction to the Prime month to construct. Like a full-sized iron slow to respond to the unexpected. It resem- Material Plane was presumably the result of golem, it is under the control of the magic- bles a hyena but with oversized hind legs. careless conjuring. They are extremely long- user who created it. The poisonous cloud of The multiple attacks represent two jaw and lived, durable, and quick to disappear if the iron man is 1”x 1”x 1” every 7 rounds, two claw attacks per round. A victim must danger arises. Occasionally they become but causes only 1-6 points of damage, no roll his charisma or less on Id20 to avoid tolerable companions if they take a liking to save. It is smaller and less formidable than being stunned or panicked. If the roll fails, someone and are well-fed and entertained. an iron golem but twice as fast. It is dam- roll ld6. 1-4 indicates that the victim is aged only by +3 or better weapons. Only stunned for one melee round; 5-6 indicates electrical magical attacks affect it, slowing it panic, and the victim runs from the attack 50% for 3 rounds. Magical fire attacks for two rounds. repair damage on a one-hit-point for one- hit-point basis. An iron man is vulnerable to rust monster attacks.

30 PRE-ROLLED CHARACTERS-DM'S SUMMARY Tournament Characters: Revisions If you are using the pre-generated characters, open the staples at the center of this booklet for the Second Session and remove the center eight pages. These can be cut into eight character sheets and distrib- uted to the players. For the second session the same characters are used with the following additions and deletions which reflect the discovery of use- Abnir Mremhouse, magic-user, human 5. Watim Berelstane, thief, dwarven male ful items and the use of consumable male (AC 10/9 dex; MV 12; M2; HP 7; (AC 8/8 dex; MV 12; T4; HP 18; #AT 1; resources. #AT 1; Dmg by weapon; AL LG; S 12, I Dmg by weapon; AL LN; S 11,113, W 1. Abnir: scroll of tongues, fl~and invisi- 15, W 11, D 15, C 17, Ch 10). No armor. 16, D 15, C 16, Ch 10). Wears leather In spell book: comprehend languages, bility 10' radius. Used rod: ESE iden- armor and boots of speed, and owns tify hold portal, read magic, shield, sleep, dwarven axe +1. +2 versus mental unseen servant, and identify. Owns attacks. 2. Relek: combat staff +1 (other abilities magic storage rod: contains detect invisi- unknown) [no other abilities]. Used 6. Porall Frehouse, fighter, elven male (AC ble, locate object, identify, and ESE one wand: I fireball. 9/7 dex; MV 12; F3; HP 18; #AT 1; Dmg use each. by weapon; AL CG; S 16,112, W 15, D 3. Genton: scroll of sanctuav, fire resist- Relek Noshouse, magic-user, human 16, C 11, Ch 13). Wears leather padding, ance, and cure light wounds (a).Used: male (AC 10; MV 12; M3; HP 6; #AT 1; carries shield +I, broadsword +1, and ring: detect evil, protect against evil. Dmg by weapon; AL LG; S 14, I 17, W 7, bow. 4. "Beetle": graegzim multiform short- D 14, C 15, Ch 11).No armor. In spell 7. Gro Mekadet, fighter, dwarven male sword +2 from Room 7 (abilities known). book: affect normal fires, burning (AC 8; MV 12; F2; HP 16; #AT 1; Dmg hands, shield, shocking grasp, sleep, 5. Watim: potion of extra healing (abilities by weapon; AL CG; S 18(57),112, W 10, unseen servant, magic missle, knock, known). D 14, C 16, Ch 13). Wears leather pad- scare, stinking cloud, web. Owns wand ding, carries war hammer +2, sling with 6. Porall: javelin of lightning (abilities of fireballs (6d6 damage, 2 charges). 10bullets, and a backpack with 2 days of known; Porall has no proficiency with Genton Stlindhouse, cleric, human male rations. THACO 16 (sword), 18 (sling). this weapon). (AC 8; MV 12; C3; HP 19; #AT 1; Dmg 8. Paterno Stlindhouse, paladin, human 7. Gro: magical gloves of unknown ability by weapon; AL LG; S 12, I 12, W 15, D male (AC 7/5 prot/evil; MV 12; P2; HP (gloves of fire resistance). 9, C Ch 12.) Wears leather padding, 10, 17; #AT 1; Dmg by weapon; AL LG; S owns a mace +2, a flask of holy water, 8. Paterno: magical dust (unknown abil- 16,115, W 14, D 14, C 13, Ch 17). Wears and his holy symbol ring(stores one each ity) [dust of appearance] leather padding and shield, carries light of the following spells: sanctuav, detect crossbow and sword +1 (luck blade, no magic, detect evil, protection from evil). The following items are held in common wishes). by the party: ring of free action; ring of pro- "Beetle"Farhills, thief, halfling male (AC tection +I;potions of levitation, polymorph 8/4 dex; MV 12; T2; HP 8; #AT 1; Dmg self, and climbing. None of their properties by weapon; AL LN; S 12, 18, W 13, D are known. The party should decide who is 18, C 11, Ch 11).Wears leather armor carrying what before the session begins. and owns thief kit, rope and grappling hook, and dagger +1 (I 12, E 2, detects magic within 1 "; semi-empathic, usable once per turn.)

31 TOURNAMENT NOTE: Tournament Scoring- In tournament play with multiple teams, System running this adventure is easier if the party is not allowed to split up during the adven- The following scoring system can be used ture. A workable rationale is: for competition. Variations can be made to emphasize different styles of play. For exam- Castanamir’s house is actually semi- ple, to emphasize role playing, cut the pri- sentient, a security system to restrict the mary objective to 50 and double the awards movement of groups that might be hostile. for role-playing. This scoring system is The portals key on the life force auras of the designed for team play. group and selectively lock to keep the group together until the life force auras of the PRIMARY OBJECTIVE ...... 150 pts. group have been present long enough for (award all or none) the house to become used to them. Thus, Living Quarters-finding access to Room 111 once a character goes through a portal, all Laboratories-finding exit to surface remaining portals in the room will seal. Fur- ther, the character will be unable to leave SECONDARY OBJECTIVE ...... 30 pts. the room he entered. The effect disappears Living Quarters-stocking up on food when the house becomes used to its new Laboratories-finding the free spell book in inhabitants, and the player characters can the library then use the portals normally.

CHARACTER SURVIVAL ...... 40 pts. (5points for each surviving character)

ROLE PLAYING ...... 40 pts. (award points for each character, determine team total) No role playing 0 Some role playing 2 Generally in character 3 Always in character 5

TEAMWORK ...... 50 pts. (award 5 to 50 points, depending on DM‘s opinion of how well players worked as a team)

RULES KNOWLEDGE ...... 30 pts. (award 5 to 30 points, depending on DMs judgment of players’ knowledge of game rules)

INGENUITY ...... 30 pts. (award 3 points per ingenious solution, to maximum of 30 points)

For the second round, the characters are assumed to be exactly the same as in the first round, but with all wounds healed. The equipment/charges changes are summa- rized at the end of the adventure. This infor- mation does not appear on the character sheets.

32 Adv-qced Dun3eons&&)ra3mIS" Official Competition Adventure

The Lost Island of Castanamir Ken Rolston

It is terribly cold. You swam for your life to this mysterious island, losing most of your provisionr in the process, only to find it barren of all but grass A biting wind from the north drives through you] lothes, chilling you to the bone. Night is fallins mises even colder temperatures: you mi& e had even a bush to burn as firewood.

ch has just begun to complain about tht ~ of dinner, when one of your companions calls, anc you rush to his side, hoping he's found a way to turr grass into a sandwich. instead, he points to the ground in front of him. "Look there." Set in a shallow depression in the grounc tone door. Your friend reaches down and gi tug, and the door swings slowly open on creaking hinges, revealing a descending stair. The first thought that crosses your mind is whether it would be better to freeze to death up here in the wind or fall . ito th stanamir the Mad, the unpre. ictabl This aavc e IS for use with the ADVANCED UNGEON: DRAGONSO rules. This adventure rules by T! nc.