World of Krynn

TABLE OF CONTENTS

Post- Ansalon...... 2-3

The Tale...... 4

The Tower of Kyrie (by ) ...... 5

The Missing Master Lor (by Harold Johnson) ...... 33

Dargaard Keep (by Michael Gray)...... 49

The Dragon Peak of Palanthus (by Douglas Niles) ...... 8 8

COMBINED MONSTER STATISTICS CHART ...... 9 4 (Contains statistics for all monsters found in the adventures in this book.)

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The war is over! The dread might of notes for the dm the adventures the Queen of Darkness has been blocked from spreading across Krynn. The World of Krynn presents four The four adventures within this The forces of good, narrowly holding adventures for medium- to high-level module are briefly explained below: the line, have not been destroyed. characters. These adventures are set The “Tower of Kyrie” is set upon Nor have they prevailed. Much of on the continent of Ansalon, in the Mithas, the island of the minotaurs. Krynn still lies beneath the shadow of world of Krynn. These adventures can The PCs set out to discover the secret dragonarmy occupation. True, the be played in any order you desire— of the strange avian race, the kyrie, five dragonarmies are no longer unit- though the order in which they are and in the process uncover an ambi- ed in their grand strategy, but this is presented makes geographical sense, tious minotaur plan that could bring little consolation to those who have enabling the party to move from one ruin and despair to much of Eastern fallen under the sway of the Blue to the next with a minimum of globe- Ansalon. Army slavetraders in Sanction, or who hopping. “The Missing Master Lor” is an suffer the random cruelties of the Red In order to be true to the theme of adventure that can be set practically Army occupation in Nordmaar. the DRAGONLANCE® saga, these anywhere in Ansalon, though a Though the grand quest might be adventures are all designed along the region with some mountains or rough over, there are still countless opportu- lines of good challenging (and ideally terrain is best. The PCs are requested nities for brave characters to find triumphing over) evil. Though there to help a group of villagers find young adventure, challenge, and reward. are treasures to be gained, players Master Lor, the little boy who is the The continent of Ansalon is vast and who are not motivated to confront darling of the community. He also fraught with danger. The forces of and best the forces of darkness will happens to be prescient. evil are deployed in many lands, and not get all of the enjoyment available The “Dargaard Keep” adventure they covet many more. With no cen- out of these adventures. However, we takes place in that fearsome castle of tral and powerful nation emerging assume that anyone who has been undead, Dargaard Keep. The PCs can from the war, the fate of most of these adventuring in Krynn for some or all venture into this nightmare realm to conflicts rests in the hands of those of the DRAGONLANCE saga is the find some of the lost secrets of the generals and captains powerful caliber of hero we seek! DRAGONLANCE® saga. If they are enough to exert their will into a sur- Another assumption made in the successful, they will release the tor- rounding area, or with those dragons design of this product was that this is mented to his final resting and other monsters great enough to not your first DRAGONLANCE place, at last. Also, the mystery of terrorize a section of the countryside. module. Such items as the nature of Kitiara’s ultimate fate is at last made About the only impediment to the , draconians, and other details plain. . . . aims of these tyrannical figures is the are not described here as they have In “The Dragon Peak of Palan- courage of heroes willing to stand up been covered in other DL modules. thus,” the characters are asked to to the bullying tactics and treacherous This is a stand-alone product in invade the volcanic lair of a maraud- violence of these petty villains. that you can play it even if you have ing dragon. Can the PCs defeat the But, as is often the case, there are no prior knowledge of Krynn. A more dragon’s minions and vanquish their valuable treasures that await those detailed description of the world, scaly foe? heroes. They have but to wrest them however, can be gained from Karen from the evil forces now hoarding Wynn Fonstad’s book, The Atlas of the Monsters them. And of course, for a character the DRAGONLANCE World. The who wishes to see the forces of good AD&D® hardcover rule book, At the end of this book is the Com- once again prevail over Krynn, the Dragonlance Adventures, contains all bined Monster Statistics Chart. It conquest of evil is a necessary objec- of the rules for running an AD&D contains the stats for all monsters tive. game campaign that is specific to (listed alphabetically) used in these And so we take you again to Krynn. Krynn. And of course, the game adventures. It is no longer a world locked in a modules from DL 1 to DL 15 provide titanic war, but violence still exists in a look at many areas of Krynn in many little wars. Your characters game-oriented detail. might be anywhere on the face of the continent, for adventure beckons eve- rywhere. Good Hunting! Return with your shield, or on it!

4 The island of Mithas, to the east of common in the city of Lacynos. The can be easily modified to reflect a Ansalon and the Bloodsea, is a realm minotaurs lack natural timber for variety of starting locales. seldom visited by men. Its rugged ter- their ships, so they buy both com- rain and inhospitable climate doubt- pleted vessels and vast cargoes of lum- the Situation less have something to do with this. ber from Flotsam, Saifhum, and even The population of the island, how- farther ports. The chaos that reigns over all of ever, is the main reason that Mithas Ansalon in the wake of the War of the receives few human travelers. the Player Characters Lance is nowhere more prevalent than For Mithas is an island of mino- among the islands and mainland taurs. The “Tower of Kyrie” adventure provinces of the eastern part of the These brutish, powerful creatures can be played by a group of characters continent, especially those locales own all of the land on the island, and of middle levels of experience. An adjacent to the Bloodsea. control all of the business. Gaining average spread would be six to eight Much of the Goodlund Peninsula, income from mining and fishing, and characters of 4th or 5th level, or four to the south of the Bloodsea, lies especially piracy and privateering, the to six characters of 6th or 7th levels. under the pall of the Black Dragonar- minotaurs are confident of their Obviously, the DM can adjust the bal- my occupation forces. This bleak supremacy upon Mithas. ance of many of the combat encoun- reach is barren and practically devoid There are other inhabitants of the ters in order to reflect parties that are of nonmonstrous inhabitants— island, of course. Several hundred more or less powerful than recom- except, of course, those unfortunate human shepherds tend flocks of har- mended. human slaves of the dragonarmy. dy sheep throughout most of the The party can be drawn into the The port of Flotsam lies outside the island’s interior. This work is too adventure from virtually anywhere on area of dragonarmy control. In fact, it mundane for minotaurs, so they tol- Ansalon, though it is most conven- lies beyond any control at all. The city erate human workers—though mino- ient if they are somewhere in the east- is a chaotic jumble of merchants, taurs own the sheep and the land they ern part of the continent. The mercenaries, harlots, and thieves. It feed upon. encounter at the start of the adven- currently has no central government, Also, human and ogre traders are ture, while ostensibly set in Flotsam, though the various factions have

5 shown a remarkable willingness to lie the twin minotaur isles of Mithas swelled the ranks of Chot ‘s forces, band together in the face of Black and Kothas. Mithas is the richer of the giving him easily the largest army of Dragonarmy aggression. two. Its city of Lacynos contains a any nation in Eastern Ansalon. The Kernish Peninsula, northwest higher concentration of minotaurs Now Chot has gathered his troops of the Bloodsea, is the haven of the than anywhere else on Krynn. The in Lacynos. Thou h he controls many Red Dragonarmy. Kern’s native pop- lands are wild, but occasionally home ships, his fleet is far too small to carry ulation of ogres has been absorbed to large flocks of sheep. Kothas, on this army overseas. Also, he lacks into the army, making this nation the the other hand, is much more barren. skilled navigators for all but a few of strongest, militarily, in the region. It is covered by a profusion of tiny his ships. Thus Chot has two objec- However, an almost total lack of city-states-perhaps village-states is tives to achieve before unleashing his seapower, and sailing skills, serves to more accurate-and each of these is forces against Saifhum, Flotsam, and restrain the aggressiveness of the ruled by a powerful, suspicious war- who knows, perhaps even the dragon- Highlord and his ogres. Such expan- lord. The minotaurs of Kothas are too held lands of Goodlund and Nord- sion as is attempted gets directed busy worrying about their immediate maar. toward the unfortunate regions neighbors to be any threat to the rest First, he must train enough naviga- inland of Kern, including Nordmaar, of the continent. tors to guide his ships through the Kalaman, and Estwilde. But not so with the minotaurs of treacherous waters of the east. The The island of Saifhum, directly Mithas. Therein lies our adventure. Maelstrom is the most obvious hazard north of the Bloodsea, is a region of to marine activity, but the storms that relative calm among these tempestu- the Plot sweep in from the Courrain Ocean are ous lands. Inhabited primarily by also very dangerous. Until he can humans who value their indepen- Chot Es-Kahn cannot believe how place a skilled navigator aboard every dence and privacy, Saifhum is avoid- well things have turned out following vessel, Chot risks losing many ships if ed by pirates and most travelers. The the War of the Lance. Not that the he sends a fleet to sea. The treacher- folk of Saifhum have developed their war wasn’t good to Chot, who is the ous waters surrounding the Mael- island carefully, working stone retain- leader of the minotaurs of Mithas, strom make this a higher priority than ing walls into hillsides to create long, but the “peace” that followed has anywhere else in the world. sweeping terraces. They are cold to been even better. He also needs more ships before he outsiders and implacable to During the war, Chot had to swal- can send more than a fraction of his enemies-and they often assume that low his pride and accept orders from army against any foe. any outsider is an enemy. These peo- whichever of the Dragon Highlords ple have several heavy war galleys. was in command of the Eastern the northstone The ships are unsuited to naval Reaches. (At one time or another, he actions on the high seas, but serve had served the Black, Red, and Blue The key to both of Chot’s desires is admirably as coastal defense vessels. Highlords-and hated each one of locked securely away from prying They sally forth at the approach of them.) eves, high in a tower upon Mithas. It pirate or draconian shipping, and Now the Highlords are gone, each is a gem of fabulous value, and potent have never failed to drive the to his own petty wars and territorial magic. It is called the Northstone. intruders away. disputes. Chot has been left with a The Northstone is imbued with a Northeast of Saifhum, far from the fleet of fast sailing vessels, a band of magical sense of direction that can be mainland, lies a barren island known skilled sailors, and many veteran transferred to an individual who simply as Worldscap. The island is minotaur troops. The sailors and war- spends time in the vicinity of the known primarily for its ruins, includ- riors grow bored with the pace of stone. Thus the stone is the key to the ing the remnants of the once-great peaceful life, for shipping commerce development of Chot’s legion of navi- city of Karthay. The city was buried in is so limited that even piracy no long- gators. a landslide at the time of the Cata- er provides much excitement. Chot It was not until very recently that clysm. Along the southern shore of Es-Kahn has a plan to change all that. the minotaur king discovered this the island stands the imposing pillar Although his historical title was hidden ability of the stone. Prior to of Winston’s Tower, a 130-foot-tall Chieftain, Chot has changed this to that, Chot (and his predecessors) monolith that at one time served as a King. He has already embarked upon thought the stone was simply a beacon for travelers across Istar. It is the subjugation of Kothas-a simple unique, diamond-like gem of incal- now abandoned, and rumors say that task, as that backward land, already culable value. Legends tell of its dis- the place is cursed. friendly to Mithas, was quite recep- covery, high above the Mithan South of Worldscap, and very near tive to the arrival of the Mithas fleet. Glacier, in a time far in the past. It to the eastern edge of the Bloodsea, In fact, the minotaurs of Kothas have has been a talisman of minotaur

6 might since then. common to draconian or ogre mas- the kyrie One minotaur chieftain, his name ters. long forgotten, had a tower built to The minotaurs also handle their FREQUENCY: Very Rare house the gem, near the place where own populace roughly, with flogging # APPEARING: 2d6 it was found. The Northstone has and bound imprisonment common ARMOR CLASS: 5 been kept there for centuries. for most infractions against the com- MOVE: 6”/18” Now Chot sends the brightest of mon good. Such crimes include theft HIT DICE: 4 his young minotaur officers to study from, or abuse of, members of mino- % IN LAIR: 100% TREASURE TYPE: B navigation in the Tower of the North- taur society-especially those youn- stone. Aided by the magical emana- ger or weaker members of that society. # ATTACKS: 1 DAMAGE: 1d6 or 1d8 tions of the stone, these navigators For more serious crimes, such as mur- develop an uncanny ability to deter- der, the guilty party is sentenced to SPECIAL ATTACKS: Druid Spells SPECIAL DEFENSES: Nil mine direction and even distance to death in the form of gladitorial com- MAGIC RESISTANCE: 25% shore while they are at sea. Chot has bat. A crude arena has been carved Intelligence: Average discovered that a large group of stu- into a natural swale near Lacynos, and ALIGNMENT: Neutral dents seems to disperse the effect of every month condemned prisoners the gem, so he has these navigators fight a series of battles there. The SIZE: M (7’) trained in groups of eight. Each train- winners get the right to live until the XP VALUE: 175 + 4/hp ing session takes about a week. The next month’s contests. The kyrie are a race from the dis- minotaur king has decided that 30 Strong and stubborn, minotaurs more navigators are necessary for the can be very hard workers. They have tant past of Krynn. Small in num- bers, their only holdings across safety of his fleet, so he will leave the developed some skills in shipbuild- Ansalon are a few high, steep-walled gem in the tower for four more weeks. ing, fishing, and sailing. Sturdy, After this time, he will send a full albeit somewhat slow, minotaur ves- valleys along the Dragon’s Spine— company of his elite minotaurs to the sels ply the waters of the Bloodsea and the mountain ridge that forms the backbone of Mithas. tower. They will remove the North- beyond, carrying cargo to Mithas, or Resembling a bizarre mix of hawk stone and bring it to Lacynos. There, serving as commissioned cargo vessels in a ceremony before all the populace for human customers. and human, a mature kyrie stands of the city, he will have skilled gem- Of course, piracy is still a major upright, a little taller than a man on cutters cut the stone into dozens of activity among the minotaurs of both the average. Kyrie are much lighter large diamonds. Using the massive Mithas and Kothas. They use sleek, than humans, however. With a hol- wealth from this one stone, he will light longships of Kalamanite origin low bone structure and thin but wiry purchase the remaining vessels for his for this purpose, as minotaur-made musculature, it is rare for one of these war fleet. Equipped with navigators vessels lack the speed and agility creatures to reach 100 pounds in and bloodthirsty sailors, the mino- required to catch and overcome their weight. taurs will sail to war. victims. A kyrie has a human torso and On the island of Mithas itself, the head. The arms are actually wings, though they have human hands half- the Minotaurs minotaurs have only one enemy-the kyrie. The battles between these races way out from the body. The legs are Brutish and violent to be sure, the have gone on for centuries, with the long and wiry, and end in bird-like minotaurs are nevertheless not with- minotaurs slowly gaining the upper claws. The back and wings of a kyrie out their redeeming qualities. The hand. A few more victories should be are covered with brown feathers. minotaur culture upon Mithas is the enough to ensure the annihilation of The kyrie are nimble fliers (Maneu- highest development of that race, in the race of bird-men, but this has tak- verability Class A) with powerful one of the few geographic areas where en a lower priority in Chot ‘s ambi- wings. They can climb as much as 6” minotaurs have lived without a great tions for the time being. He can per round, though the distance deal of interference from the rest of eliminate the kyrie at his leisure, after climbed counts double for their total the world. he has established his empire. move for the round. (For example, a On the less tasteful side, aspects of And after all, a race of feathered climb of 6” uses 12 of of the kyrie’s minotaur brutality are visible humans hiding high in the moun- movement allowance for a turn.) throughout Mithas. The smithies and tains can’t be much of a threat. Can A kyrie often will carry one or two sawmills of Lacynos are, for the most they? fist-sized stones into the air with it. A part, manned by slaves. These usually favorite combat tactic is to drop these human laborers are treated harshly, stones upon an opponent, one per though not with the wanton cruelty round, for 1d8 points of damage with

7 a successful hit. After they have The minotaurs regard the kyrie as player characters? attacked with these, they land and pests and are doing their best to Or you can use the starting encoun- melee with the lightweight stone axes remove the kyrie from the island. ter described here. Simply arrange carried by all adult kyrie (1d6 points This manifests itself in annual raids the details of the setting to apply to damage). performed by well-armed bands of wherever the PCs happen to be at the Kyrie are also capable of casting minotaurs, occasionally aided by Siv- moment, run the encounter, and take druid spells as a 3d-level druid. The ak draconians. The Sivak allies are off with the adventure! most common spells used by kyrie are valued because of their flying ability. animal friendship, invisibility to ani- The kyrie are a fierce, proud peo- adventure Summary mals, predict weather, charm person le. They do not allow themselves to or mammal, warp wood, and hold be subjugated—in all cases preferring The PCs learn of some of the prob- animal—though not all kyrie have death to slavery. Their war with the lems on Mithas from an escaped slave. these spells. In fact, all 1st- to 3d-level minotaurs has gone on for a century This slave is accompanied by a tiny druidical spells are available to a or more, until they have been driven creature, half man and half bird. The kyrie . to their final, remote valleys. And slave also knows stories of treasure The origin of the race is shrouded even these are slowly falling to the and rewards hidden upon the isle of in mystery, but-as with so many of minotaur raiders. the minotaurs. the more bizarre inhabitants of The weakness of the race is that the Next the characters can arrange Krynn—the Graystone of Gargath is young cannot fly for the first few years passage to Mithas via one of a number suspected to have played a role. of life. Thus, though the mature kyrie of ships that ply the eastern seas. Because of their resemblance to both could easily avoid the rapacious raid- Whether they choose to land surrepti- humans and birds, some intermin- ers, the young cannot. The mino- tiously along the coast, or disguised as gling of these creature types is sus- taurs, under the command of Chot pirates (the only disguise that enables pected. Es-Kalin, exploit this weakness ruth- humans to walk around unmolested) For many years the kyrie inhabited lessly, eliminating the young kyrie in the capital city of Lacynos, they numerous islands around the periph- whenever they can be reached. must try to learn about the island. ery of Ansalon. Then, as now, they The source of the kyrie’s difficulties Through rumors and exploration, preferred high, remote mountain is the lack of the Northstone. This is they learn that their objective is held regions for their nesting complexes, the same gem used by Chot Es-Kalin in the top of a tower somewhere on called aeries. But in the past, the kyrie to train his navigators. When the the island. If they acquaint them- migrated from island to island, com- minotaur chieftain has concluded his selves with the five guard towers pleting a circuit of the world over the current training program, the stone along the southern coast, they learn course of several decades. will be broken into pieces and sold to of a sixth tower, higher than these, The kyrie migrate no longer. Their raise the funds for Chot’s grand fleet. situated near the glacier to the north. long, soaring flights over water were If that is allowed to happen, not only It is here that the adventure reaches made possible by the possession of a will the minotaurs become a true its climax. They must journey to the magical device that enabled their force to be reckoned with, but the tower of the kyrie, pass the labyrinth leaders to keep track of direction. By race of the kyrie will be doomed to a protecting the tower, and gain access depending on this device, the kyrie certain, albeit gradual, extinction to the Northstone-and the other gradually lost the ability to navigate upon Mithas-and upon all of treasures within. on their own. Now, without it, the Krynn. They are then free to decide if they race is effectively stranded upon wish to return the Northstone to the Mithas, where it is subject to the gen- Starting the adventure kyrie, ensuring the gratitude of all ocidal practices of the minotaurs. members of that race, or keep it for The minotaurs and kyrie strike at The PCs can be drawn into this themselves and turn the kyrie into each other with regularity. Kyrie leg- adventure in several ways. If you have their implacable enemies for all time. end says that the minotaurs are a relatively mercenary group of char- The characters know very little responsible for stealing the talisman acters, a few rumors of vast treasure about their overall objective when that used to guide them about the concealed upon the island of Mithas they first reach the island. They need world this is in fact true). The kyrie might entice them in. If your group is to check around while staying out of typically raid small mining villages the altruistic type, then information trouble. Allow them to identify the and supply across Mithas. about the vast armada being assem- sources of clues (Chot’s palace, the They kill minotaurs ruthlessly, steal- bled at Lacynos could serve as a call slaves in Lacynos, and the watch- ing food, weapons, and particularly that something must be done, and towers along the island’s southern strong drink. who better to do it than these heroic coast) if they do some investigating,

8 so that they can face some of these She is frightened and tired, but is pirate vessels dock in Lacynos, and the encounters. Only gradually should intent on protecting the infant with pirates would come ashore for recrea- they come to realize that there is a her life. If offered assistance, protec- tion, spending their plunder liberally. sixth tower on the island and that this tion, or even food, she accepts cau- After the death of her parents, she is the real object of their quest. tiously. It takes several hours to win was taken to one of the houses in the her trust, but if this is done, the PCs city that the pirates visited, there to encounter 1: Runaway Slave find that she knows a great deal about serve as entertainment for these Mithas. She tells her story only to vicious visitors. Fortunately, she This encounter can be set any- characters whom she trusts. escaped immediately, stowing away where. An inn works well, but so does Missiva offers the following pieces on one of the pirate vessels and some- an isolated wilderness camp, or even a of information, if the PCs treat her how remaining undiscovered as it private residence. It is designed to well: journeyed to wherever she happens to appeal to greed, altruism, and decen- Mithas is mobilizing for some- be now. cy all at the same time. Depending in thing. Many ships have gathered in Missiva has no weapons, armor, or how well you know your players, you the harbor at Lacynos, and she has other equipment. She has the skills of can fine tune it to tug at their own seen provisions loaded onto them. a 3d-level thief, with 9 hit points. If motivations. Warehouses are bulging with sup- she learns that the PCs have decided Have this encounter occur at night. plies. There is an air of tension in the to journey to Mithas, she begs to If the characters are alone somewhere capital city that she cannot define. accompany them, claiming that she (camping, or in a lonely inn) they The Arena of Games is the place knows the city of Lacynos well enough might suspect that something is where prisoners are taken. It lies a to be a guide. Her real motivations sneaking up on them. In a public short distance from Lacynos, in a are a desire to return Fledge to his place, they see the young woman bowl-shaped valley in the hills. Here people, and perhaps to gain a share of enter, her eyes darting fearfully is where she and her parents were tak- the vast treasure that she is certain can around. en, following their capture. Her par- be found upon the island. After all, ents both died in the games, forced to she has nowhere else to go. She hates She is little more than a girl. Her battle a pair of kyrie who had been the minotaurs, but does not fear slender face, framed by straggles of stripped of their feathers so that they them any more than common sense brown hair, is dominated by a pair could not fly away. The young kyrie, dictates. of wide brown eyes. Those eyes whom she calls Fledge, was the off- If she is taken along, she carefully dart from here to there, seeking spring of her parents’ opponents. sketches out a map of the island for something, anything that might One kyrie died in the fight, and the the characters. If the PCs refuse to offer a glimmer of hope. She wears other was badly wounded and subse- take her, she uses the offer of the map a tattered brown dress-little more quently killed by the minotaurs. as a bribe to change their minds. In than a rag, actually. She clutches a The kyrie are a much misunder- any event, if she prepares the map, tiny bundle to herself, wrapping stood race, not really as savage as use the PC handout on page 12 as the both arms protectively about it. minotaur legend has it. They are player map for this adventure. You Suddenly, the bundle emits a tiny motivated by some deep racial quest can tear the map out of the module wail, and a little hand pushes aside that she does not understand. and hand it to the players, or make a the rough blanket. Treasure of fabulous varieties and photocopy and give them that A baby’s face pokes out, blink- huge quantities was rumored to be ing quickly. Despite the girl’s rag- held by the minotaurs. Such tales Missiva speaks minotaur quite flu- ged state, the baby looks clean and were common among the slaves, ently, and she uses this as another well scrubbed. It reaches out a many of whom claimed to have been argument to bring her along. Indeed, hand, as its mouth opens, ready to captured with valuable hoards of steel the PCs will find the services of an cry. and gems. The treasure was rumored, interpreter to be quite useful on the And you see quite clearly that at various times, to be hidden in isle of the minotaurs. the baby’s arm is attached to a Chot’s own manor, at the heart of the It is not essential that Missiva long, feathery wing. Death Maze near the Arena, and in a accompany the PCs for this adven- tall tower somewhere on Mithas dis- ture. Give it your best shot-she The girl is Missiva, a former slave tant from the capital city. might even break down and cry if who has escaped from the Pits of Pirates are the only humans who they turn her down! But if the players Despair in Lacynos, where both her seem to move among the minotaur don’t want to take her and Fledge parents and the parents of the infant society without harassment and along (of course, she won’t go with- kyrie perished in Chot’s cruel imprisonment. Missiva saw many out him), then so be it. “games.”

9 transport to Mithas throats do not molest other pirate volcanic rock, hardened lava from a ships or merchant ships carrying cargo multitude of previous eruptions. A The PCs can get to the island in a to Mithas. If the PCs travel via private spine of granite bedrock runs across number of ways. Of course, if they boat, or charter a fishing boat, how- the island, however, providing the have their own boat, or access to a ves- ever, they run a 25% chance per day minerals that are vigorously sought by sel, they can arrange a private cruise in the Bloodsea of encountering a the minotaurs in their many deep to deliver them wherever on the pirate vessel. Assume a 1d6+6 day tunnel mines. island they wish to go. Journey, unless you have a suitable The coastline of Mithas is a gravelly Several other possible avenues of world map that enables you to play beach in most places, though the approach are as follows: the journey however the characters beach is often interrupted by-craggy * Fishing Boat: The PCs can charter wish. boulders jutting into the sea. Even a small craft from anywhere on east- A pirate ship will give chase upon the relatively Smooth parts of the ern Ansalon. The cost is anywhere discoverin the PCs, with a 65% shore are treacherous for ships, since from 100-400 stl per person. Cut the chance of catching them before the depth of the water increases dra- cost in half if they leave from Flotsam. nightfall. (After dark, of course, the matically as one moves away from the Double it if they leave from any place PCs can alter course and escape). If land. This makes for short, violent farther west than Nordmaar. This is a caught, the party’s boat is boarded by breakers that can smash a poorly han- risky task for some poor fisherman, 15 pirates armed with cutlasses. Treat dled, or unlucky, boat to pieces. The and he will only perform it because he these as 2d-level fighters, AC 8, with beaches vary in width from 20 feet to can make more money than he could 8 hit points apiece. If the PCs are as much as a quarter mile. in a year of plying his trade. overcome, they are hauled to Lacynos Except for the sheltered coves and * Merchant Vessel: If the characters as slaves. bays, the beach is backed up immedi- do a little checking in Flotsam, Bali- All ships run the risk of a mon- ately by an eroded embankment of for, or Kalaman, they find a merchant strous encounter at sea. If the PCs are loose rock. This cliff ranges from 20 to ship leaving for Lacynos within 1d4 subject to pirate attack, make that 120 feet high. Though it is relatively days. The ship is carrying a load of check first-then check to see if they easy to climb, it nonetheless provides timber for Chot’s Es-Kahn’s shipyards encounter a monster. For merchant or a difficult obstacle for those who (or canvas for sails, in the case of Kala- pirate vessels, simply roll to see if would attempt to move inland quick- man). The passage costs 25 stl per monsters are encountered. There is a ly- character. The crew of the vessel does 10% chance per day that one of the Characters who venture onto or not go ashore on Mithas. Instead, following attacks the ship: along the shoreline have a 60% minotaur longshoremen board the chance per day of sighting a vessel. vessel and remove the cargo while the This is either a fishing vessel contain- D4 Roll Encounter ship is at the dock in Lacynos. It is up ing minotaurs (30%) or humans to the PCs to slip ashore. If the PCs 1 2d6 Skrags (marine trolls) (30 %), a trading vessel carrying cargo cannot afford the fare, they can work 2 2d6 Lacedons to or from Lacynos (30%), or a pirate their way across. (marine ghouls) vessel (10%). There is also a 10 % * Pirates: Many a pirate ship jour- 3 1 Sea Dragon chance per day that PCs on the coast neys to Mithas, and these are always 4 1 Giant Eel encounter marine creatures such as looking for new crew members. The 1d8 skrags (30%), a giant eel (20%), PCs can try to join one of these bands the Island of Mithas 1d6 sea elves (20%), 1d8 lacedons of cutthroats, but they will be expect- (20%), or a sea dragon (10%). ed to prove their worth in battle-or All of the remaining encounters for The lowlands cover most of Mithas, with spells. The wars have greatly the adventure can be found on this except for the belt of the coastline and thinned the ranks of the pirates, so island. The entire island is mapped the spine of mountains running even Missiva can demonstrate enough on page 11, with specific encounters. across the island. Virtually all the ability to gain passage. Of course, communities, including the city of Fledge would have to be concealed or General terrain types Lacynos, are located in this type of abandoned. terrain. Mithas is a relatively dry and barren Except as shown on the map of Seagoing encounters island, unsuited for most types of Mithas, the lowlands are devoid of agriculture or woodland. The color of waterways. They are characterized by The waters of the Bloodsea are per- the land, including the mountains, is rolling ground, barren except for a ilous, and no journey there can be a pale brown. few scraggly bushes and a hardy, guaranteed to pass safely. The biggest The land is made up primarily of brown form of grass. Tall, willowy danger is from pirates, but these cut-

10 trees grow along the waterways, but and the flocks of sheep follow it to the volcanic crest lies a range of much old- these are never found more than a few high ground during the summer er mountains. Now overshadowed by hundred feet from open water. months. The three highest moun- the volcanoes, this range was once the Communities are described as spe- tains are all volcanoes that have lain backbone of the land-before it was cific encounters (starting on page 22). dormant since the time of the Cata- reduced to island status during the The rest of the land is virtually unin- clysm. The tallest of these, Bullshorn Cataclysm. This range is marked by habited, except for flocks of hardy, (the northernmost of the three), is tall escarpments of granite, and is the long-wooled sheep and the occasional over 10,000 feet high, while the other source of the mineral wealth that shepherd who tends them. These two reach higher than 8,000 feet. draws minotaur miners into the hills. shepherds are mostly human (70%) At altitudes above 5,000 feet, the Iron, co per, gold, and coal are all though a few minotaurs have accept- mountains are devoid of vegetation. pulled from deep mines along this ed the stigma attached to a member The rocky soil crumbles underfoot, range. of their race who performs such an and its abrasive powder is hard on This lower range is crossed by many ignominious task. hands and other exposed skin. The deep canyons, marking the sites of The only encounters that characters lower slopes of the mountains climb active or dry rivers and streams. In are likely to have in this region, aside gradually away from the plain, but those canyons where the water still from the sheep and shepherds, are the upper reaches soar steeply toward flows, a heavy mist settles across the with the occasional band of 1d20 the sky. Erosion, from the infrequent land from shortly before dawn until minotaurs going about their showers, has carved steep-sided gul- approximately noon. The mist does business-either escorting a load of lies and ravines into these slopes. not extend above the canyon walls, ore from the mines to the city or Travelers find these mountains cov- but it is as dense as a heavy fog within hunting some fugitive reported to be ered with steam vents, geysers, bub- the canyon itself. roaming the countryside. bling pools of mud, and hot springs. The only creatures dwelling among The mountainous regions of The areas around these features are the highest mountains are the kyrie, Mithas are just as barren as the low- heavily crusted with lime, and the and groups of 1d8 might be encoun- lands. The ubiquitous brown grass smell of rotten eggs permeates the air. tered there. In the lower range, char- grows far up the slopes of the range, Below and to the west of the main acters might run into the kyrie (30%) or a band of 2d6 minotaur miners (70%).

humans on Mithas

The characters do not exactly blend into the populace on Mithas—unless you have one of those rare all- minotaur groups of PCs! In Lacynos, the presence of a few humans-even armed humans-does not create much of a stir, because of the many pirates that visit the city. However, humans that are obviously not equipped for nautical adventur- ing Stand a 10% chance per turn on the street of being stopped and ques- tioned by minotaur guards. Non- nautical equipment includes plate mail armor, or chain mail that is not covered up by a cloak or tunic. In the smaller villages, humans are less common-especially in the min- ing villages. If the characters enter one of these communities, there is a 30% chance (60% in a mining vil- lage) that the local minotaur boss sends four of his strong-arm types

11 around to find out what the PCs are easily—minotaurs are terrible at dis- say something like: “We’ll show your up to, and to let them know who is in tinguishing one human from stuff to the king-then maybe he’ll charge. If the PCs get into a fight, another. know what to do with you!” they find 3d6 minotaurs quickly If they get surrounded by a superi- showing up to help the first team. If or force of minotaurs, however, the the City of Lacynos the PCs are obviously frightened and bull-men demand that the characters nervous, they incite minotaur suspi- surrender. If this happens, the PCs (Encounter Area 2) cions, and encourage further bully- are disarmed and sent to the slave ing. pits. There is a 50% chance that small This, the center of the minotaur If the PCs stand up for their rights weapons, spell components, even culture upon Krynn, is a city unlike confidently, however, without being potions, rings, and scrolls that have any other. Lacynos is large, with a overly aggressive-and perhaps even been concealed on a character’s body population of several thousand mino- offering a bribe in the form of drinks are missed by the searching mino- taurs, perhaps half that many human or money-they can pass through or taurs. Check separately for each hid- pirates, and a large number of slaves. stay in a village without too much den item. The latter are primarily human, but trouble. The slave pits (see page 18) are ripe elves, dwarves, and even ogres have for an uprising. If the PCs do even a been enslaved by the bull-men. If the PCs get Captured little bit to help this cause, the slaves make a break for it and the characters general appearances There are a number of ways the should be able to slip away in the con- characters can get into trouble with Specific encounter areas in Lacynos fusion. the authorities, ranging from getting are detailed later. Certain things When the PCs are taken prisoner, into a fight in a tavern to being dis- become obvious to PCs as soon as they their weapons and other equipment covered sneaking around the king’s enter the city. are taken to Chot’s palace. There the palace. If the party escapes before a The streets of Lacynos are all paved stuff will be stored in the Storeroom large detachment of guards can reach with dirt, or more accurately, mud. on the ground level of the palace. the scene, they can disappear pretty Even after periods of dry weather, the One of the characters’ captors should rutted lanes and filth-strewn alleys between the buildings consist of a gooey mire that slows the normal walking movement rate to 1/2 of nor- mal. The streets of Lacynos are hardly ever deserted, but neither are they very busy. Drunken revelry among pirates and minotaur sailors goes on all day and all night. Every turn the PCs spend on the street means a 50% chance of meeting 2d4 minotaurs or 2d6 human pirates that have been “out on the town.” These rabble- rousers do not automaticall pick a fight, but they are rude and obnox- ious to anyone in their way. If insulted, of course, they attack savagely—and they regard anything other than polite deference as an insult. Other passersby include the nor- mal citizens of Lacynos, and their slaves, going about their business of shopping, working, and socializing. At any given time, players can see 1d12 minotaurs on the streets, and there is a 50% chance of finding 1d6 human slaves.

12 The buildings of Lacynos, except because they know the minotaurs do B. harbor where specifically noted otherwise, not have enough skilled sailors to nav- are made of wood. The carpentry is igate them. However, there are also The harbor of Lacynos is always crude, and most of the structures have rumors of a school of magic, some- crowded, though there never seems to a very dilapidated look. Painting a where on the island, where minotaurs be a lot of work getting done. A building is unheard of, so all of them are quickly trained in the ways of the dozen or more ships, including heavy are of the same ruddy brown color. stars. There are also rumors of a great minotaur war galleys and light, fast Many of the wooden foundations are treasure, hoarded by Chot Es-Kalin pirate ships powered by sail, bob at rotting away, but this is of little con- and stored somewhere in the interior rest in the dirty water. A few mer- cern to the minotaurs—they just of the island. A common rumor says chantmen are tied up to the wharf, build a new one when the old one that this is stored in a high tower but most of these show no signs of falls down. somewhere, but other tales indicate activity. On one, a heavy crane is Most of the buildings are small that it is in the mountains, or hidden being used to off-load huge bundles clanholds, with 3d6 minotaurs of all under the glacier. The only towers, of lumber. These are stacked on the ages and sexes living in them. These outside of Lacynos, that anyone wharf next to the shipyard. structures are one or two storeys tall, knows of are the towers that overlook A small fleet of fishing boats is with one huge central room where the the stormy strait known as the Eye of based at the southern end of the har- cooking, eating, and most everything the Bull, to the south of Mithas (and bor. Most of these are gone during else is done. Mature males, and their north of Kothas). days when the weather is good, but at mates, have private sleeping quarters. About 20% of the inns are owned night, and during periods of storms Most often, these are separated from by humans who count many pirates and rough seas, several dozen small, the rest of the building with a hang- among their clientele. These estab- decrepit sailboats bob at anchor here. ing curtain. The minotaurs in two- lishments are more conventional than Each of the merchants and war- storey buildings do not use stairways. the minotaur-owned establishments, ships at anchor in the harbor has a sin- Instead, sturdy wooden ladders are with rooms to rent. Also, the food gle guard on board at all times, used to climb from the ground floor and drink is generally a little better in though there is a good chance that the through a hole in the ceiling. The sec- a human-owned inn. guard is drunk (20%) or asleep ond storeys, most commonly, are used Prices in Lacynos are inflated above (2 5%). The guard is of the same race to as places for the younger minotaurs the standard for the AD&D® game as the crew of the ship-a minotaur to live and play. (and even for Krynn) because of the on a galley or a human on a sailing Every block of buildings contains at influx of plundered money. For ship. least one tavern or inn. These places starters, assume costs are 200% of The water in the harbor is thick and feature a large, open room where those listed in the players Handbook brown. Many forms of scum and gar- drinking and eating goes on at all (prior to conversion to Krynn’s steel bage float in it, including broken hours of day and night. A really fancy standard, of course). Prices should pieces of lumber, barrels, an occasion- inn has a stable out back where a naturally be subject to whatever types al body, and sewage. The smell is hor- guest seeking to stay the night can of negotiation are standard in your rendous. sleep with the horses. The minotaur- campaign. owned inns do not rent out sleeping C. City Wall rooms. Lacynos encounter areas The city is surrounded by a stone The PCs might be able to pick up a. the Breakwater wall that is 30 feet high and wide. some information in one of these The wall is not really necessary for inns. Human merchants and pirates A solid barrier of stone extends into defense, since any likely invader of are the most likely sources for this the water from both sides of the har- Lacynos would almost certainly come information. Of course, there is the bor at Lacynos. The breakwater is 40 from the sea. But several former chance that charismatic PCs can ply feet wide at the top, and 60 feet wide minotaur chieftains, having a great some minotaur pirate with a few where its base enters the water. The deal of stone on hand, and many drinks and get him to talk, but this top is 10 feet above the water level. It slaves that needed to be put to work, tactic is more likely to result in a fight does its job well, but during heavy decided that Lacynos would have a than a conversation. storms waves batter the top of the wall. The top is protected from the Rumors that float around the tav- wall, driving any character failing a outside by a three-foot-high wall run- erns include the common knowledge Dexterity Check into the water. The ning along the outer rim of the city of the great fleet that Chot has been check is required every turn in a mod- wall. There is no rim on the inside of assembling. Some Mithas residents erate storm, and every round during a the wall. Wooden ladders descend are skeptical of the number of ships, major gale. from the inner side of the wall to the

13 city streets every 100 feet or so along shadows across the city, the harbor, with a little more respect than the the wall’s length. and the sea. rest. These humans are typically The wall is solid stone, for the most working with tools such as adzes, part. In three places it is crossed by e. Market Squares saws, and drills. heavy wooden gates. Each of these is In fact, these are skilled workers These shopping districts are lively guarded by a company of a dozen employed by Chot Es-Kalin at very during daylight hours. They smell minotaurs. Security is very lax, high pay) to help finish his fleet. If strongly of fish, and indeed that is the however-the gates stand open from any of these individuals are ques- most common commodity to be dawn until dusk, and those passing tioned, they know that the minotaurs found here. Smoked, canned, and through are only challenged by the are desperate to increase the size of fresh (and not-so-fresh) varieties are minotaurs if they look suspicious or if the war fleet. They also have heard the guards are bored and business is available. rumors about navigators being train- Other common goods here are slow. The latter circumstance is likely ed somewhere in the center of the wool and woolen products, weapons only about 30% of the time. island to steer the ships to the far cor- and armor, particularly leather armor At night the gates are closed, and ners of Krynn. and shields, and jewelry. Minotaurs can only be opened upon personal have shown a preference for silver order of Chot Es-Kalin himself. In g. Palace of Chot es-Kalin addition, the number of minotaurs jewelry in particular, and many pieces of surprisingly fine craftsmanship can The most imposing building in on guard is increased to 24. be discovered among the cheap junk Lacynos is naturally the residence of d. towers that is the norm. the city’s Most Important Citizen. In general, prices asked in the mar- The self-proclaimed “king” of the These localized strong points are ket squares are about four times the minotaurs dwells in a palace that has placed at intervals along the city wall. worth of a given item. Bargaining is been gradually built by his predeces- A pair of towers guards the entrance expected, however, and anyone who sors. The mansion has increased in to the breakwater. The towers stand does not try to knock down the price size until it resembles a collection of atop the wall (or breakwater), rising of an item is regarded with scorn by small buildings, haphazardly thrown another 40 feet above their founda- the shopkeepers. together. tions. Each market square is an open Each tower has a locked wooden expanse of mud, covered with a cha- NPC Capsule door granting entrance at its foot. otic collection of stalls, tents, and These doors are guarded by a pair of booths. They are not crowded during Chot es-Kalin minotaurs. The towers are cylindrical, the day, but there are always many and a stairway spirals up the inside minotaurs and slaves about. At night, King of Mithas wall of the tower to a platform just the stalls are boarded up and the mar- below the roof. From here, a hatch ket square is practically deserted, Strength: 18/99 can be opened to allow entrance to except for small contingents of 1d6 Intelligence: 9 the upper platform of the tower. guards that wander about the square, Wisdom: 10 These platforms are flat, and sur- protecting the goods of the shop- Dexterity: 12 rounded by a three-foot-high wall. keepers. Constitution: 16 Four minotaurs stand guard on top of Charisma: 8 most of the towers. The six towers f. Shipyard adjacent to the harbor and the bay, Hit Dice: 10 Several large galleys are in however, have a double complement hit points: 80 advanced stages of construction in of guards. In addition, each of these Armor Class: 4 (chain mail +1) this drydock. Vast stacks of lumber towers is equipped with a large bea- THAC0: 8 are piled on the wharf beside the con. Consisting of a bright oil- # of Attacks: 2 or 1 shipyard. Work proceeds around the burning lantern and an arrangement Weapons: Horns (2d4) and Bite (1d4) the clock, with torches illuminating of mirrors, the beacons are illumi- or Battle Axe 1d10 +4 (x2) nated at night. Each casts a cone- the area all night long. Most of the shaped beam of light for 300 feet. work is done by human slaves, over- seen by a dozen whip-wielding mino- The cone is 60 feet wide at its 300- Chot Es-Kalin is a cruel and violent taurs. foot limit. The minotaurs constantly leader, ruling the minotaurs through There are about 200 slaves at work swing the beacons around, at night, terror. He speaks Common only very here. If the PCs observe the yard, they casting their eerie beams and long crudely, and employs a translator note that some humans are treated

15 when interrogating prisoners. He these columns. The tapestries depict a adorn it in any way. avoids contact with humans whenever variety of locales around Ansalon— A air of minotaur guards stand at possible. after all, they represent the plunder the door to Chot’s entry hall at all He looks upon other races as inferi- of several hundred years of far- times. If these guards see anything or to minotaurs, and considers it the amiss, they ring an alarm bell (hang- just order of things that his own peo- The floor of the hall is likewise ing on the wall) that summons all of ple will soon control the world (or at marble. There is no furniture in the the guards from the barracks. east the part of it that matters). He room, save for a massive oaken throne The entry hall to Chot’s living served the Dragon Highlords, and that is normally pushed into a corner, quarters is furnished in some luxury, was well aid for his efforts, but he only hauled out to the center of the with a dining table, several soft bears no love for his former masters. room for ceremonial occasions. chairs, a fireplace, plush rugs, and A bully at heart, he much prefers A pair of crystal doors are concealed even a chandelier. finding enemies that fall to his forces behind one of the tapestries. These Another pair of crystal glass doors easily and quickly. doors lead into the garden. The doors leads from the entry to the garden. He enjoys tormenting prisoners, are obviously very valuable, though These provide a lovely view of the especially spies. He arranges an several panes of the glass-like crystal fountain and pool from the room immediate test in the Arena for any have been broken and replaced, itself. A lockable, and usually locked, suspicious intruders who are brought crudely, with wooden boards. door leads from the entry to Chot’s before him. He always attends such The mansion’s garden is probably apartment itself. games. If a prisoner can insult him or the most lushly vegetated area on the Chot’s apartment is also luxuri- anger him sufficiently, Chot himself entire island. Chot keeps a pair of ously furnished. His harem lives here. takes up his axe and faces that pris- slaves at work constantly in the These are four full-grown female oner in the labyrinth. dungeon below the mansion, pump- minotaurs (same stats as males) who ing water from a deep well to a foun- fight every bit as ferociously as their tain in the garden. The fountain is in masculine counterparts. In addition, The wall around the grounds is the center of the pool, and the over- Chot himself is always here at night, made of large bricks. It is 20 feet flow is used to irrigate the rest of the and 50 % of the time during the day. high, with a row of spikes along the garden. The apartment floor is covered top. These serve more to look nasty The garden is surrounded by a 10- with rich rugs and mattresses. Oil than to deter someone climbing the foot-high wall, without any spikes or lamps burn in the corners of the wall, since they are placed at 18-inch other barriers atop it. There are a room, and the strong smell of incense intervals. number of exotic plants growing fills the air. Hanging on the wall to The real security system for the pal- here: tropical ferns, bushy conifers, the left of the door is a massive battle ace is the troop of minotaur guards and a dazzling array of flowers. The axe. The weapon requires a Strength always on duty there. At least 12 of water from the fountain is clear and of at least 18/75 just to wield it. In these guards wander the grounds at cool, as is the pool surrounding it. the hands of one this strong, or all times. Two more are posted at the That pool is deep enough for swim- stronger, it functions as a halberd gate in the outer wall, and four ming. The stream then winds its way +4. Additionally, it bestows upon its guards are on duty at the front doors through the plants, into a small pond wielder one extra attack per round. to the mansion itself. There are 20 covered with lily pads, and out The axe, of course, is Chot’s personal guards in the barracks, off duty. through a small grate in the garden weapon. These can grab their weapons and wall, and then through another grate Other items of value in the room respond to an alarm in 1d4+1 in the wall surrounding the palace include a crystal decanter and a dozen rounds, however. There are no guards grounds. glasses (worth a total of 250 stl), a posted in the garden. Within the roy- During the day there is a 10% painting of a ship in a storm upon one al mansion itself, intruders encounter chance that Chot Es-Kalin is found in wall that is worth perhaps 1,000 stl, guards where they are specifically list- the garden. If he is here, 75% of the and a chandelier, glittering with dia- ed. There is also a 1-in-6 chance per time he is accompanied by 1d6 monds, that hangs in the center of the turn of encountering a patrol of four guards. ceiling. The chandelier is worth no minotaur guards within the mansion. The Great Hall is connected to the less than 2,500 stl. All of these items The Great Hall of the palace is rest of the manor by an L-shaped hall- are very fragile and hard to transport. done in the style best described as way. This hallway is considerably The barracks are the filth-strewn “Early Ostentatious.” The walls are plainer than the formal hall-its walls quarters of the minotaur guards. At lined with marble columns, and silk- and floor are worn wooden planks, least 20 of them are in here at any one en and woolen tapestries hang behind and no attempt has been made to time, sleeping, drinking, or gam-

16 bling. Their weapons are always close at hand, and the guards drop every- thing (except the winnings from the gambling table, of course) to leap into action. At the end of the hallway is a small wooden door, firmly locked. It leads to a room with a stairway going down to the dungeon level below the man- sion. The office of the translator houses a minotaur officer on duty in the man- sion at all times. This minotaur is one of the few who speaks Common and is used to interrogate prisoners and to perform other command functions that are below Chot himself. The translator has a key to all of the locked rooms in the manor. The translator has 8 HD and 55 hp. He is armed with a halberd +2. His office contains a desk, several chairs, and a locked cabinet containing records of the lumber purchases from Flotsam and Saifhum. If PCs peruse the papers, they find that all of the lumber has been delivered, and that all scheduled ship construction is nearly done. The storeroom is next to the trans- lator’s office. In here are the finest foods and wines to be found on all of Mithas. Chot hoards them, even to the point of letting some of the food rot, rather than sharing them with his countrymen. The last office here is the personal workplace of Chot Es-Kalin himself-not that he does much work, of course. The room is fur- nished more as an extra apartment where the minotaur king goes to get away from his harem every now and then. He does have a small desk in here, with a locked drawer that is protected by a poisoned trap. The trap is activated by any failed attempt to pick the lock, but not by an attempt to open the drawer itself. Within the drawer is the master plan, crudely sketched on parchment, for the sub- jugation of Eastern Ansalon. Also in the drawer is the copy of a written

17 order to his legions, commanding The cells at the end of the corridor h. Slave Pits them to annihilate the kyrie for once are used to hold spies destined for and for all. Though the order is dated interrogation. They are empty, unless This area is a deep pit in the from several years before the War of one or more of the PCs is incarcerated ground used as a pen for the many the Lance, it indicates his feeling for here. slaves of Lacynos. The steep sides are his neighbors upon Mithas. The keys to the cells are kept with nearly 100 feet high, and consist of The back room to the office is a pri- the guards in the dungeon level soft, crumbly dirt. Climbing them is vate meeting room, with sitting rugs, guardroom. virtually impossible without using a a low table, and decanters of wine and The palace treasury is a locked thief’s climb sheer surfaces ability. brandy. room, protected by a crushing block Even a thief must check five times trap. If the door is smashed, or the during the course of his climb, at 20- Palace dungeon Level lock is unsuccessfully picked, a block foot intervals. of stone 20 feet long, and as wide as At night, there are about 700 slaves The stairway from the corner room the corridor, falls from the ceiling, imprisoned here. During the day, this descends in a region of dark, damp inflicting 6d8 points of damage upon number drops to about 200 as most of tunnels. There are no sources of light anyone beneath it. them are taken into the city to work. down here, as minotaur infravision Only Chot and the translator have A file of 80 minotaur guards arrives at allows them to get around. And they keys to this room. If the PCs somehow the pit at dawn every day. Aided by like to let the human prisoners suffer gain access to it, they find six massive the 40 guards on permanent duty in the darkness, in any event. oaken chests. Each of them stands there, they march down a ramp to The guardroom near the foot of the open, and each is empty. If you want enter the pit and organize the slaves stairs is always garrisoned by two to be really mean to the PCs, allow into a column 12 abreast. Thus bun- minotaur guards. They hear any them to find a few copper pieces and ched, the slaves are marched up the intruders coming down the stairs, one tarnished steel piece lying in a ramp, into the city, and to the ship- unless the trespassers are covered by corner of the room. yards. Small groups of slaves assigned some form of silence. The money from the treasury has to other tasks (cleanup, building con- The torture chamber is used to been spent on the lumber and ship- struction, etc.) are broken off from extract information from captured building costs to increase the size of the main column. spies. Torture for its own sake is not Chot’s fleet. He is not bankrupt, At dusk, the process is repeated in used by Chot for entertainment-he however-his cash reserves, stored in reverse, with the column originating has the Arena and the Games for the tower of the Northstone, are still at the shipyard, and gathering other that, of course. But one of the lessons quite substantial. slaves as it marches through the city he learned from his temporary alli- The pump room is located directly toward the pit. ance with the Dragon Highlords was below the pool in the garden. The air The guards at the it maintain a that pain can be a very persuasive tool in this part of the dungeon is cool and post at the bottom of the ramp (10 in loosening a tongue that is reluctant moist, because of the open pool of minotaurs), but the bulk of the 40 to talk. water beside the pump. This pool is permanent guards are deployed The chamber contains all the latest deep and cool, fed by a natural around the rim of the pit. There is devices, imported from the Dark spring. another post of 10 at the top of the Queen’s own painmasters from Sanc- One minotaur guard is kept in this ramp. In the event of an uprising, tion and Neraka—before the end of room to make sure the slaves operate there are several retaining walls that the war, of course. There are racks to the pump diligently. There is a 50% can be collapsed within two rounds. stretch the unfortunate interrogatees chance that he is asleep. These will drop tons of earth onto the upon, and spike boxes that close to Two human laborers stand at the ramp, burying any mob trying to cause severe, but non-fatal wounds. pump for 12-hour shifts, raising and charge upward. There are braziers and branding lowering levers to keep the water The slaves are fed by a detail of their irons, and an assortment of hooks, flowing from the fountain above. own that marches up the ramp at the gougers, squeezers, and clippers-all Fresh slaves are brought from the end of the day, after the workers have of which have uses not suitable for slave pen every day. If helped by the returned. This detail (50 slaves) lugs polite discussion. PCs, these slaves have no thoughts huge vats of slop down the ramp, where Several of the braziers are kept other than escape from the island. it is distributed to the other slaves. This warm, filled with slow-burning coal. They do know the layout of the slave is the only regular meal, though slaves These shed an eerie, very faint light pens, however, and provide the PCs involved in heavy construction activities that is the only illumination normally with any knowledge that they can. are fed during the day, once, in order to found down here. keep up their strength.

18 The slaves are a downtrodden lot, slaves-and has seen the deaths of cool but dry. Torches in wall sconces but they have not given up all hope. many more for the entertainment of illuminate the area in flickering light. There are several in particular who its barbaric throngs. It is constructed The various bars used to separate will lend support and encouragement of the brownish stone common to parts of the catacombs from other to an uprising attempt. Such an much of Mithas. The brown color and parts are made of solid iron, and are uprising only occurs with some out- crude architecture give it an undeni- thicker than normal human construc- side (i.e., PC) agitation during the ably hideous appearance. tion. Thus, all attempts to bend them course of the adventure. If Missiva is A wide entryway from the city gives suffer a -10% modifier. The doors with the PCs, she constantly encour- access the the huge viewing galleries. are all made of solid iron and cannot ages them to aid in such an escape Chot and other VIMs, of course, have be broken down by brute strength. attempt. a private box near the floor of the are- The locks are crude, however, and all Some significant slave NPCs: na, directly opposite the entrance. use the same key. Once a thief has suc- * Erick the Severed: This former Every two weeks or so the minotaur cessfully picked one, he receives a Knight of Solamnia (10th level, 72 king declares a day of games. The city + 20% modifier to all future hp) has lost his left hand. He is rarely becomes virtually empty (even guard attempts. called upon to work because of this, details are cut in half) as everyone but he is the spiritual leader of the troops to the arena. I1. Guardroom slaves. He counsels those near The games are almost always fights The portcullis leading to this area despair, and aids any small-scale to the death. In any one day, perhaps can only be opened from inside the escape attempt he discovers. He is 20 slaves lose their lives, as well as a room, though no key is required to do respected by the other slaves, and is a host of other creatures from the cages so. The room always contains a single capable fighter despite his handicap. below the arena. minotaur guard, except when slaves * Sondra Mishasa: This stalwart The populace enters the arena are in the catacombs or the games are woman is a cleric of Mishakal (9th through the main entry, to the south, in session. In those cases, 1d6+1 level, hp 45). Her faith and healing and climbs into the stands via huge guards are here. The guard (or powers have contributed greatly to stone stairways that go up to the right guards) has a key to open the doors the survival of the slaves. She gener- and left. Also at the entrance is a pas- within the catacombs. ates food and water to enhance the sageway going down to the catacombs poor rations of their captors, despite below the arena. These hold the cages I2. Office of the Pit Boss the threat of death—for sellcasting and rooms for the “entertainers” This large, dark office smells of by any slave is a capital offense. She (displayed on a separate map). beer, sweat, and more unpleasant rasps at any hope to lead the slaves to substances. It contains a chair and a freedom. Arena Floor table, as well as a large, locked cabi- * Dalton James: This courageous The actual combat area of the arena net. The cabinet is trapped with a vial thief (7th level, hp 31) plays the role is a hard surface of packed dirt. It is of highly poisonous gas. If it is of a deaf-mute around his minotaur surrounded on all sides by a sheer, 20- smashed open, the gas fills the room masters. He understands the mino- foot-high wall of smooth stone. The immediately. Characters in the room taur tongue and is a willing and eager only entrance into the interior of the must roll successful saving throws vs. worker. Thus he often overhears coliseum is the gate that connects to poison or die. Even those who save are things from the minotaur overseers area 112. able only to stagger to the door, where who take no notice of him. He knows, At the southern end of the arena, they gasp helplessly for 1d6 rounds. for example, of three large galleys where the public gains access to the There is a 75% chance that the gas lashed to the wharf in Lacynos—fully stands, a pair of tall iron gates stands is released following an unsuccessful provisioned for sea. The ships are closed. These are flush with the stone attempt to pick the lock, and a 40% large enough to carry all the slaves, if wall, and can only be opened from chance if the cabinet lock is picked they can but reach them. He has also the outside. When opened, they cre- without the proper key. The key is car- heard that, within a month, hun- ate a 20-foot-wide aperture in the ried only by Bruud Saggar, the pit dreds of slaves will be assigned to the wall that connects the floor of the are- boss (see following). galleys as the fleet prepares to put to na to the outside at ground level. The cabinet contains a small chest sea. with 550 stl pieces in it, as well as Lower Level records for past contests and sched- I. arena of games The ramp from the entrance ules of future events. In addition, descends smoothly into this under- Bruud has a shield +3 in here, and This imposing coliseum is a testa- ground region. The catacombs have two bottles of liquid. Both are magi- ment to the labor of thousands of been carved from solid rock. The air is cal potions, in four-dose bottles: a

19 potion of gaseous form and a potion casses of fish, sheep, and slaves that I7. Hydra Pen of speed. have recently died. These are fed, The five-headed hydra kept in this Bruud Saggar works and lives here. sparingly, to the monsters in the cage is a favorite of the minotaur It would be difficult to find a more cages. The monsters are fed just crowd. Stories are still told, with little sadistic, vile, and unlikable character enough to keep them alive, since the exaggeration, of the time when the in all of Eastern Ansalon. Bruud is in minotaurs want them hungry for the hydra simultaneously devoured five charge of the Arena and all its activi- arena. slaves during the Games! Like the ties. He appoints, with considerable Finally, there are 15 long pikes manticores, the hydra attacks any- relish, the slaves destined for the hanging on the wall in here. These are thing and everything in its path. Games, oversees the contests, takes used by the minotaur keepers to han- care of the animals and slaves so that dle the monsters when they move the I8. Draconian Pen they are capable of defending them- creatures to and from the arena. This cage holds five Kapak, three selves when their numbers are up, Baaz, and one Aurak draconian. They and generally bullies everyone in I5. Cage Room were captured by minotaurs at the sight-except Chot Es-Kalin, of This cavernous chamber provides end of the War of the Lance, and are course. Bruud is unfailingly polite access to the five animal cages below kept here secretly. Chot still does not and deferential to his king. the arena. Torches flicker in the walls, want his former allies and masters to Bruud is big, even for a minotaur. and the smell is a mixture of smoke know that he is holding some of their (49 hp). His pride is fragile, and if his and animal filth. The barred doors to minions in his cages, so the dracon- strength or prowess is insulted in any each cage can only be opened from ians have not yet been used in the are- way, he battles the insulter himself. the outside, but they are latched— na. Of course, before the fight (which not locked. The wings of the draconians have will be in the center of the cage room) This is where Bruud brings insolent been clipped so that they can no long- he drinks a dose of his potion of prisoners for his private duels. A er glide, nor do they receive their nor- speed. favorite tactic is to drive the prisoner mally enhanced movement rate when against the bars to one or another of charging. I3. Guard Quarters the cages, where the imprisoned and While these are a brutish and angry The minotaur guards posted per- half-starved animals strike through lot of monsters, they are more intelli- manently to the arena live here. The the bars to the best of their abilities. gent than the previous two lots. The room is empty during feeding times The monsters are fed every day at draconians hate the minotaurs with a (see Cage descriptions on this page) sunset. The minotaurs drag in what- burning passion. They are disciplined and during events at the Arena. At ever old meat seems most likely to rot, enough to respond to the commands other times, 2d6 minotaurs are here. and toss it through the bars into the of the Aurak draconian, and will not The room is lain, with a sleeping various cages. Each cage also has a automatically attack when given a mat for each of the 12 guards, and a trough of water, half in and half out chance. The Aurak is determined to crude stone table. Each of the guards of the cage, which is filled once per lead this band to safety, reporting also has a small footlocker containing day. Chot’s treachery to one of the weapons and 3d12 stl pieces. Highlords. It will not harm, nor allow I6. Manticore Cage the others to harm, anyone who res- I4. Weapons and Food Locker Three adult manticores are kept in cues them. It will even create a diver- This is the storage room for the here. When their cage door is sion by its own escape should the PCs weapons that are given to the slaves opened, they attack whatever target is ask it. before releasing them in the arena. nearest. If given an equal choice The Aurak is trained in navigation Weapons that can be found here between minotaurs and others, how- by starlight. It can lead the other dra- include swords, axes, and spears. All ever, the manticores strike at the conians to the waterfront, where they of them are dull and in terrible condi- minotaurs—they have been here for a try to steal a boat and head for the tion. There is a 10 % chance each time long time, and the bull-men have not mainland. one of these weapons scores a hit that been gentle captors. Of course, these draconians are by the weapon breaks. Whether or not The tail-spikes of the manticores nature evil creatures, enemies of the weapon breaks, the dullness of have been plucked in order to keep man. Should the PCs attack them or the blades causes a -1 penalty to all them from shooting them at the even antagonize them, the normal damage rolls inflicted with that weap- wrong victims. All of their other state of affairs (combat) will erupt on. fighting tools have been left intact. between the two parties. The room is also used to store bar- rels of salted meat and hanging car-

20 I9. Ogre Pen adult female kyrie in this cage. All The slaves that are kept here are The hapless monsters imprisoned have had their wings plucked clean of those that have proven troublesome here were also once allies of the mino- feathers, so they cannot fly. They are to the guards, usually through defi- taurs. Now they, too, are used to humiliated by this state of affairs, and ance or resistance. They are a spirited entertain the brutal masses of the want more than anything to die with lot, and prefer anything to facing bull-folk in the Arena of Games. honor-preferably in battle with a death for the entertainment of their There are 12 ogre males in the cage. minotaur. captors. Like the draconians, they are sensible If Missiva is with the PCs, she can The slaves are fed through the bars enough to be motivated by a desire to probably convince the kyrie to escape at the southern end of their enclo- escape, not just to kill anything they and go on living and fighting. These sure. The minotaur guards simply can. If liberated, they do not actually kyrie know about the tower and the approach, throw a few stale loaves of help whoever set them free, but nei- Northstone, and share this informa- bread, and perhaps some rotted ther do they attack them. They make tion with the PCs if the characters meat, through the bars and then for the waterfront to try to steal a help them to escape. leave. ship. Since none of them know how to sail, chances are very good that the I11. Slave Pens I12. Exit to Arena lot of them will end up in the Mael- This room is used to hold the The portcullis barring access to this strom. human slaves destined for combat in area can be opened only from the If the draconians and the ogres are the arena. It is empty after the inside. It leads into a long, curving released at the same time, the two Games, but slaves are gradually passage that slopes upward through a groups of monsters try to make their brought here in the weeks before the full circle. The passage ends at the escape together. The Aurak draconian next event. arena floor, directly opposite the takes charge of the group, and the There are 1d12 slaves in here when entrance to the coliseum. There ogres grudgingly follow. the PCs reach this area. Half of these another portcullis—also opened from are fighters, levels 1d6 (roll random- within-allows passage into the stadi- I10. Kyrie Pen ly). The other half are O-level um itself. There are 10 adult male and three humans. I13. Exit to Pits of Doom Prisoners led down this tunnel can sense the warmth in the air almost as soon as they are led past the portcullis (which, of course, opens only from the inside). The tunnel floor descends at a shallow angle for about 400 feet until it reaches the entrance into the Pits (area J).

J. the Pits of doom Sometimes, for the execution of very special prisoners, or when Chot decides to treat his subjects to a par- ticularly cruel spectacle, the duels in the arena are moved to the Pits of Doom. A great, semicircular gallery sits to the east of the pits. Thou h it cannot hold quite as large an audience as the arena itself, its capacity is large. The stage for this activity is unique, and deadly. The Pits of Doom are actually one large bowl, superheated by a deep geothermal source. The base of the bowl is made of lava with a thin crust. In places, the crust has bro-

21 ken apart to reveal fiery, liquified rock horror that is about to be released The actual manor house of the lord bubbling and seething below. Any behind it. (The horror is usually one is as filthy as any hut, but he has bet- individual coming into contact with of the other monsters from the cages ter food and drink. He might (60% this blistering surface suffers 4d6 below the arena, but sometimes it chance) also have a randomly deter- points of damage per round. might be a band of minotaur warriors mined magical item, and he has Scattered around this hellish hole who have volunteered to prove their 1d100x2 stl pieces worth of treasure are islands of black rock, rising some bravery before their king.) The vic- locked in some secure hiding place. 40 feet from the lava itself. These tims are often provided with the low- His house might consist of as many as islands are connected by a pattern of quality weapons from room 14. four or five rooms. bridges as shown on the map of Then there is a merry chase from The village temple does not look Lacynos (page 14). One of these bridge to island to bridge, until a like a church from the outside, but it bridges leads under the viewing gal- fight is forced. If the loser is not is a large, one-room temple. It is lery, connecting to the tunnel that ris- pushed into the pits during the course staffed by a minotaur cleric of 3d to es to area 113, under the arena. of the fight, the corpse is unceremo- 6th level. This cleric, a devotee of The bridges are 20 feet wide, but niously dumped there following the Sargas, has little time for non- have no railings along the sides. They conclusion of the combat. minotaurs. However, a suitable pay- arch high over the lava pits, so a fall ment may entice him to help any from one of them usually means cer- Other encounter areas travelers requesting his aid. “Suit- tain death. A character who slips or able” means as much money as the gets pushed from a bridge can be cleric thinks he can pry from the visi- given a single Dexterity Check to see 3. Villages of Mithas tors’ purses. if he arrests his fall. If successful, he The small villages in the interior of Most of the villages (80%) have manages to wriggle back onto the the island have many things in com- one or two inns, of the minotaur type bridge-but of course, he is com- mon. The following description described in Lacynos. They generally pletely vulnerable to all attackers dur- applies to most. (One village, Thora- have few craftsmen of any sort, ing the round he does so ( +4 penalty dor, is described in more detail in although a weaver and leather-worker to AC). module DL15, Mists of Krynn.) can be found in most towns. There is Characters falling from the bridges The village is a rude collection of a 25% chance of finding a black- or islands onto the lava suffer 1d12 shabby huts, centered around a cou- smith, carpenter, or miller. points of damage from the fall, as ple of stone buildings. One stone The villages have a few humans liv- well as the heat damage (per round) building is the residence of the local ing among the minotaurs, since indicated earlier. chieftain, sometimes referred to as humans take many of the shepherd- The heat rising from the lava is “Lord.” The other stone building is a ing tasks shunned by the minotaurs. extremely debilitating to anyone on temple tended by a minotaur sha- There are many sheep in and around the rock islands or bridges, such that man. The rest of the structures are the each village. he must roll a successful saving throw hovels in which the bulk of the popu- Some of the villages-those that vs. breath weapon every other round lation live and work. are located in the mountains-are that he spends exposed to the heat. The lord’s manor contains 2d6 centered around mining operations. Each failure reduces a character’s minotaurs—the chieftain and his These villages differ significantly Constitution score by 1, temporarily. bodyguards. This group swaggers from the lowland villages. When a character’s Constitution through the town, bullying anything The mining villages generally have reaches 1, he can no longer move or and everything in their path. If word more robust economies. Each con- fight-in effect, he loses conscious- reaches the lord of strangers in the vil- tains several inns or taverns, and these ness. lage (which takes about 1d6 turns), are lively places around the clock, A creature without a Constitution he and his entourage seek out the filled with drinking and drunken score saves as a fighter of the same intruders and put them in their place. minotaur miners. level as its hit dice. Each failed saving This does not necessarily mean beat- Mining towns always have a smelter throw vs. breath weapon results in a ing them into the mud; the chieftain and several smithies. The smoke from loss of 1d4 hit points. asserts that he is in charge in this vil- these places gives the air a heavy, dirty Chot’s idea of sport is to release a lage, and if the visitors don’t like it, appearance-much like the towns captive-usually a human slave, but they can fight him or leave. If the lord themselves. In addition, there are one sometimes a kyrie or other unfortu- doesn’t like the attitude of visitors, he or two corrals with heavy wagons for nate creature, at the beginning of the might attack (with his henchmen, of hauling the metal to Lacynos. These bridge to the first island. The victim is course) for the purpose of driving wagons are hauled by oxen, not given a minute or so to flee from the them out of town. horses.

22

The mining camps, and their wag- on the inside. windows have been placed in the wall on caravans of metal, are occasional The large room at the base of the here. Each window is three feet wide targets of kyrie raids. About once per tower has several tables and chairs in and six feet tall. They have no bars or week the birdmen stage an attack on it. During the day, light enters from panes of any kind on them. some aspect of the mining operation the narrow windows set halfway up on Mithas. If the PCs visit one of the sides of the tower (shown on the Top Level these communities, feel free to stage Middle Level map). an attack then, so that they can see A wide staircase spirals up the The spiral staircase ends in a short firsthand the enmity between the inside wall of the tower, as shown on ladder that leads to a trapdoor in the minotaurs and kyrie. the map. It spirals in three revolu- roof of the tower. The trapdoor is nev- tions around the inside of the tower er locked, but it opens upward so a 4. the Watchtowers before reaching the top level. heavy weight upon it will force a To the right of the entrance, a door Strength Check from someone trying Along the southern shore of leads into a large room, designed as a to push it open from below. Mithas, overlooking the strait called barracks for the tower’s guardians. The beacon consists of a large vat of the Eye of the Bull, stand five sturdy This room is furnished with six rough- highly flammable oil topped by a towers. Each is located upon a high hewn beds, another table, and a wick that burns within a glass ball. rocky promontory and offers a view footlocker beside each bed. The top of the glass ball is open, to across the strait as far as Kothas. The To the left of the entrance, a door allow the heat and air to escape, while bases of the towers stand at the tops of leads into a hallway with the stairs several draft adjustments on the bot- coastal cliffs, 200 to 300 feet above leading down to the underground tom of the ball determine how the sea. The towers themselves rise level. Another door, locked with an brightly the fire burns. another 60 feet into the air. iron latch and requiring a key usually Sitting upright, on the landward Atop each tower is a powerful kept by the captain of the guard, side of the flame, is a huge, curved beacon-a bright lamp with a huge leads into an office and storeroom. silver mirror. It reflects and amplifies reflectin mirror behind it. These are This room was designed to hold the the light from the wick into a beacon lighted from dusk until dawn every important records of the tower’s sen- that can be seen for 20 or 30 miles. All night, and serve to enable safe pas- tries, as well as spare oil for the lamp, of the watchlights can easily be seen sage. for minotaur vessels through the weapons for the guards, and other from the northern shore of Kothas on straits. odds and ends. a reasonably clear night. Each tower uses the same architec- ture. The encounters. residents. and Underground Level Specific Watchtowers traps of the towers vary however. The following description covers the phys- This cellar has been hewn from the The towers are inhabited by differ- ical layout of the structures and rock and dirt of the ground beneath ent creatures and challenges, Several applies to all five watchtowers. Fol- the foundation of the tower. It is of them offer clues to the location of lowing this, the specific features of damp and dark, with no source of the Northstone. The towers are each tower are described. illumination down here at all. described from left to right (as they The outside of each tower is not The one room with a door on it is a are shown on the map of Mithas). exceptionally smooth-thieves can cell for the occasional prisoners that Thus, tower #1 is the westernmost climb the walls at their normal rates might be apprehended by the tower tower and tower #5 is the easternmost and chances of falling. However, the guards-pirates or spies trying to slip tower. top of the tower is protected by an ashore along the southern coast, or overhanging parapet. It is impossible fugitives trying to escape Chot Es- Tower #1 to move from the wall to the top with- Kahn’s swift forms of justice. out some kind of magical aid to The large chamber at the far end of The beacon on this tower is operat- climbing—or perhaps through the the cellar is used to store food and ed by a human slave who lives on the use of tools and climbing proficiency drink for the guards. It contains bar- top of the tower. He is fed every two as explained in the Dungeoneer‘s rels of saltpork and bacon, dried fish, or three days by the minotaur guards Survival Guide. and a variety of really cheap wines. from tower #2, who leave him rations and water for several days at a time. Ground Level Middle Level The slave is kept up here by his jailers-three carrion crawlers that The single access door into the tow- There is no platform or floor at the roam freely about the inside of the er is a sturdy wooden slab. It is barred middle level of the tower, but a row of tower. The minotaur guards throw

24 raw meat to the hideous insects upon Tower #3 cealed at the back of the main ground their arrival. This gives them just floor room. For this is the lair of the enough time to get up to the slave, This beacon is tended by a creature medusa. drop off the food, and leave. At all tamed by Chot Es-Kalin himself-a She lurks in the shadows at the other times, anyone entering the tow- lamia. This monstrous thing stays back of the room. Her torso is visible er is attacked almost immediately. here and tends the beacon in to any PCs standing at the door, but The slave is an old man from Nord- exchange for the occasional slave that her head is not. As with all medusae, maar. He wants to steal a boat and Chot has brought to her. her body is exceptionally return home if he is rescued. He can The lamia stays in the main ground voluptuous-and clothed to reveal also share this bit of information with floor room of the tower at all times, this to full advantage. She will softly the PCs: “There is great treasure to be except for 15 minutes each at dawn invite the characters into the room. had in the sixth tower!” and dusk when she climbs to the top When one or more members of the He has overheard that statement, to extinguish or light the beacon. party come within 30 feet, she sud- but does not know where the sixth She is essentially very cowardly, denly turns up the lamp that she has tower is. He does know that there are which is why she has chosen this safe concealed beside her and gazes at the five beacon towers on this stretch of lifestyle for herself. She enjoys devour- intruders with her horrifying eyes. coast. in helpless prey. The lamia can put up The medusa defends the tower as a front of great ferocity when confront- savagely as possible, but she will not Tower #2 ed by an attack. However, each time leave it to pursue the PCs. If she is she is struck by a weapon or spell, there somehow subdued and questioned, This tower is manned by a detach- is a 50% chance that she runs to a far she knows that Chot’s treasure is ment of minotaur guards. Twelve of corner of the room and cringes there, somewhere on the northern end of the bull-men live here, making sure pleading with the characters to hurt her the island. that the lamp is lit and sending out no more. patrols to the other towers. There is a In exchange for her life, she prom- 5. Bullshorn Peak and the 50% chance that all of the minotaurs ises to reveal the secret to a great trea- great glacier are here. If not, 1d4+2 of them are sure. If the PCs take her up on the out on patrol. offer, she tells them “The path to The PCs should eventually figure At night, two minotaurs are on top riches lies over ice and snow.” She out that their destination is near the of the tower, tending the beacon. doesn’t know what it means, but highest mountain on Mithas, or near Half of the others are sleeping in the believes it to be true, for this is what the only icefield on the island. Both barracks room, while the rest are gam- Chot has told her. of these clues should lead them to bling in the main room of the tower. Bullshorn Peak. It takes the sleeping minotaurs 1d4+ Tower #4 There are no trails into the region, 2 rounds to arm themselves and of course. The party must make its respond to an emergency. The mino- Tower #4 is garrisoned by a mino- way overland across terrain covered by taurs on top of the tower stay there. taur detachment that functions iden- steam vents, sharp cliffs, jagged, During the day, all of the mino- tically to that of Tower #2. abrasive rock, and enemies. taurs are armed and alert. Half occu- The only difference is that in this The exact occurrences along the py the main room and the others are tower, instead of a potion locked in a route are determined by the PCs’ in the cellar, the weapons room, or strongbox, the characters find a small direction of approach. If they climb other parts of the tower. The other jar, crudely labeled in Common the glacier on the north side of the minotaurs require 1d4 rounds to “Unpettrefukashun Ointmunt.” tower, they will generally have an eas- reach the main room. Inside the jar is a pasty substance. If ier time of it than if they try to cross Locked in a strongbox in the supply smeared all over a creature that has the mountains to the east, south, or room of the tower is a small vial con- been turned to stone, it returns that west. taining one dose of potion of invisi- creature to flesh. The PCs might note bility that the jar holds enough to coat two Glacier Route If a minotaur from this tower is human-sized bodies-it once held captured, it can give no clues about more, but quite a lot has been used. The tower is visible from the foot of the location of the Northstone. How- the glacier, but only to characters ever, if persuaded to talk by charm or Tower #5 directly below it. Ridgelines block the other means, it willingly details the view to anyone west or east of that inhabitants of the other four watch- This tower has perhaps the most spot. towers. fearsome guardian of them all, con- Snow covers the glacier to a depth

26

of about a foot. The surface climbs lets of ogre power. est minotaur in known history. Chot steeply from the north to south, but avoids family embarrassment , and not so steeply that climbing checks Mountain Route gives Garth something meaningful to are required. Characters who climb it do, by assigning him guard duty on early in the day find the footing Characters deciding to climb over top of Bullshorn. secure, though they have to kick steps Bullshorn Peak have to do more work, Garth has 12 + 6 HD, for 86 hit into the crusty surface. It takes five and more fighting, than those opting points. In other respects, he is treated hours to climb the glacier. for the glacier route. In addition, the as a minotaur. The only language Characters climbing later in the tower cannot be seen from anywhere Garth speaks is minotaur (and that day encounter softer snow and a risk else in the area except from the very only barely!). If the PCs try to com- of avalanche. For each hour after summit of Bullshorn. municate with him in that language, noon, until 6 PM, there is a 5 % Chot takes great pains to see that he can probably be confused into not chance (cumulative) of a snowslide this area remains isolated and secret. attacking them. Otherwise, however, starting. For example, by 4 : 00 there is To that end, he has numerous patrols his full bulk is thrown into the a 20% chance. Check once every roaming the region of the peak and defense of his post. hour. the mountains to the south and east If the PCs have not encountered An avalanche affects all characters. of it. The valley leading to the west is Garth on their journey up the moun- Each gets a chance to make a Dexteri- barren of any cover, so any daylight tain, they find him when they reach ty Check to avoid any effects, throw- approach is spotted. the top. Also there, incidentally, they ing himself prone and staying put. A Once an intrusion is spotted, the see the Tower of the Northstone character who is swept away suffers minotaurs quickly gather their forces below them. 3d6 points of damage and can make (40 minotaurs) and move toward the another Dexterity Check halfway intruders. This band includes Garth 6. aerie of the kyrie down the slope (he is swept to the Kalin and a dozen dire wolves as well bottom if he is less than halfway up as the minotaur troops. The PCs, if If the PCs move into the more the slope). Failure in the second Dex- they are at all observant, see this gath- remote and mountainous regions of terity Check means the character ering and have the option to flee. Mithas, they spot the graceful soaring slides all the way to the bottom, and However, the wolves stay on their trail shapes of the kyrie occasionally diving suffers an additional 2d6 points of and race ahead of the minotaurs. among the peaks. If they spend a lit- damage. Unless the PCs lose the pack by cross- tle time observing the birdmen, they The Yeti: The lair of a yeti lies ing streams repeatedly (50 % chance will be able to identify the location of squarely in the path from glacier’s each crossing) or using some magical some kyrie lairs. base to the tower. The lair is invisible means, they have to fight the wolves The lairs of the bird-men are few, from the outside, but it lies between a eventually. and those are scattered among the pair of rocky outcrops that are easily If characters try a different highest, most inaccessible peaks of seen. In order to bypass the lair, approach to the high mountain the island. These aeries are located climbers must go to the right or left of region, they avoid having to face all halfway up sheer cliffs, or atop craggy the rocks, and this adds an extra hour the monsters at once. However, there pinnacles that are difficult or impos- to the climb. is a 10% chance every turn that a sible for land-bound creatures to If the PCs have been warned by the group of sentries finds and attacks scale. kyrie, they can either avoid the yeti them. These groups are as follows: The location of one aerie is shown encounter, or sneak up on the crea- on the Bullshorn Peak map. There are ture’s lair and attack it there. Other- D6 Roll Sentry Group perhaps half a dozen on the island, so wise, the characters stumble upon the 1-4 1d4+2 Minotaur the PCs can have this encounter else- creature in its lair. The lead character Guards where, as long as they spend some time making their way through the (or two or three characters if they are 5 1d6 Dire Wolves climbing abreast of each other) must 6 Garth Kalin high mountains. make an Intelligence Check to avoid If they have the baby kyrie with suffering the paralysis of the yeti sur- garth Kalin them, they will have a straightfor- prise ability. ward way of establishing their If the PCs get into the lair, they Garth is a cousin of the minotaur friendliness-if they return the fledg- find it to be a snowcave tucked into king. Poor Garth never quite got it all ling to its own race, they become an icy crevasse. Amid the bones and together, being far less intelligent known as allies worthy of aid. If they belt buckles of the yeti’s previous vic- than even the average minotaur. do not have the fledgling, the kyrie tims, the PCs can find a pair of gaunt- However, he is the largest and strong- are suspicious of them. They do not

28 attack the PCs, however. In fact, if the the slopes of Bullshorn. Here they can C. Hallway PCs fight a group of minotaurs within find the Northstone and the remains sight of the kyrie, there is an 80 % of Chot ‘s treasury. In addition, of This room connects most of the chance that the bird-men help the course, they must face some horrid areas on the ground floor of the tow- characters out. monsters and treacherous traps. er. The doors leading into and out of it are unlocked, except for the door to Aerie Description Exterior room D.

Each aerie is a located in a cave. The tower is an 80-foot monolith D. Treasury of Chot Es-Kalin The caves are shallow and wide, giv- rising from a blockhouse. It has no ing them lots of light and air. A layer windows, and only the door shown on The metal door protecting this of straw lines the floor of the entire the map connects the interior of the room is fitted with two locks. Both chamber. tower to the outside. must be picked before the door can be The aeries are clean and pleasant The top of the tower branches out opened. Because of the solid nature places, offering spectacular views of into four “wings”— platforms of the portal, all attempts to smash it surrounding mountainscapes. They extending onto overhangs beyond the down suffer a -10% modifier to the are difficult to reach, but any thief actual tower walls. However, unlike character’s chance of opening it. can ascend to an aerie by successfully the watchtowers, there is no continu- Within the room, the party finds climbing the sheer surface below it. ous overhang that prevents a climber four heavy wooden chests. The one These cliff faces offer enough wide from getting on top of the tower. closest to the door is not locked, but ledges that a thief can usually trail a Instead, the sticky trap on the top of the other three are. rope of 100 feet or more in length to the tower (see encounter L) serves to If the unlocked chest is opened enable the other members of the par- discourage this means of illicit entry. even fractionally (like to see if it is ty to climb behind him. locked or not) a 16-HD fire elemental Of course, if the kyrie do not want A. Main Guardpost bursts out. It is the guardian here, the humans in the aerie, the climb is and its task is to drive away or slay all considerably more difficult, since These double doors lead into a intruders. Once there are no charac- adult kyrie attack the climbers along wide room. Six of Chot’s elite body- ters in the treasury room, the fire ele- the entirely exposed climb. guard are stationed on permanent mental returns to the chest and closes Each aerie contains 3d6 mature duty here. These are minotaurs with it. kyrie, equally split between males the maximum number of hit points The other chests contain the trea- and females, and 4d6 kyrie young. (5 1). Each is armed with a halberd, sure hoard of Chot Es-Kalin. One They have little in the way of treasure and they receive a + 1 modifier to all contains 5,600 stl. Another contains or possessions, save for their stone damage rolls because of their 50,000 stl worth of gems. The third axes and a supply of rocks to use as strength. contains 1,000 pp and 6,200 sp. missiles or bombs. These minotaurs live, eat, and sleep in this room, so they are always E. Teacher’s Quarters Information encountered here. The room contains several chairs, a desk (for taking the The instructor for the School of The kyrie speak Common, in a very records of newly arrived students), Navigation sleeps here. He can always clipped and precise fashion. If they and sleeping mats. be found here during the hours of sense that the PCs are allies, they darkness. Otherwise, he is in the speak of their missing talisman-the B. Dining Hall classroom (J). Northstone. They suspect that it is in His name is Master Tauro, and he is the tower above the glacier. If the PCs This is the room where the students a brutal taskmaster. His surly nature express an interest in retrieving it, the are fed. It contains three long tables, extends doubly to intruders into the kyrie tell them that the glacier route each flanked by a pair of benches, and school. Though Tauro is not a great seems the safest of the land approach- a small kitchen and cooking area. A fighter himself, he is smart. If he es. They will also warn the characters large pot of unidentifiable gruel is becomes aware of an attack in the about the yeti lair. kept boiling over the hearth. Twice tower, he gathers his students and daily-just after dawn and just before prepares an ambush for the characters 7. the tower of the Northside dusk-the students of the navigator’s when they reach the third level. school come here to eat. Tauro’s room contains a huge, com- The PCs’ quest brings them to the fortable bed, a desk, and several foot of this stone building, high on chairs. He keeps a cool jug of wine on

29 the floor next to the bed. TOWER OF THE NORTHSTONE

F. Look Out—It’s a Trap!

The door to this room opens easily. The chamber looks like a short hall- way, with another door at the far end. The second door, in reality, is a fake. If it is opened, the floor in here drops away to lunge the characters into a 40-foot-deep pit trap (4d6 points of damage). Characters can attempt a Dexterity Check, with a -6 penalty to Dexteri- ty, when the trap is triggered. Success means that the character has caught one of the edges of the trap and now hangs there precariously, instead of falling. If this trap is triggered, it makes enough noise to alert all of the mino- taurs in the tower. They gather just outside this area and kill or capture the characters as they emerge.

G. Dormitory

This room houses the navigation students at the school. There are ten hard bunks in the room, as well as several tables and chairs. The room is occupied by the eight students during hours of darkness. Otherwise, the class is in the dining hall or the class- room.

H. Illusory Chamber

This looks like a large, empty room-which, in fact, it is. However, the door leading to the ladder to climb farther up the tower is in a cor- ner alcove of this room. That alcove is concealed by a permanent illusion of a typical stone wall, which completely blocks sight of the alcove. The wall has no substance , and any attempt to pass through it is success- ful. The illusion remains, however. An unlocked door in the alcove leads to a small, cylindrical passage containing a sturdy ladder. The lad- der climbs 20 feet to a small platform, where a door leads into room I.

30 I. Guardian of the Tower The naga’s magic-user spells are as L. Tower Top follows: This room is patrolled restlessly by The top of the tower provides no a gorgon. The creature attacks any Level 1: detect magic, darkness, mag- access into the interior. It is covered non-minotaurs that enter the cham- ic missile, sleep with a sticky, glue-like substance that ber. It always attacks with its breath Level 2: mirror image, web grasps an creature or object touching weapon first. Level 3: slow it. The adhesive does not grasp metal- A stairway against the outer wall of lic objects, however. the room curves gently upward, lead- Her clerical spells are as follows: The adhesive is so strong that it is ing directly into the level above. almost impossible to break free. Of Level 1: detect good, cause fear course, if gloves or boots are stuck, J. Classroom Level 2: silence, 15’ radius removal of those items free a charac- ter’s limbs. Otherwise, to pull a body The stairway from the second level The Northstone itself rests securely part free of the glue requires a passes through the floor into this on the pedestal. However, any dili- Strength Check with a -10 modifier large room. Six curved stone benches gent effort to pry it free succeeds. The to the character’s Strength score. He is are grouped on the floor, facing a stone, undamaged, is worth 20,000 allowed only one check per stuck slightly raised platform at the front of stl. If cut into smaller gems, it is body part. the class. worth twice that much-though a The glue is highly flammable. From one hour after dawn until gemcutter would require 5,000 stl for When an intruder has been trapped one hour before sunset, the students the task. by it, the minotaurs carry torches into and their teacher, Master Tauro, study Of course, if returned to the kyrie it the chamber with the Northstone. navigation in this room. At other is priceless. The kyrie will be able, There are small slits in the ceiling of times, the room is empty, unless once again, to migrate around the that room that lead to the top of the Tauro has set up an ambush for the world. tower, and the torches are thrust PCs here (as explained in E). If the PCs return the gem to the through these to ignite the glue. If the PCs encounter the gorgon kyrie , the party receives 40,000 XP for The stuff burns for 1d4+1 rounds. below this room while this room is this magnanimous deed. If they keep Anyone or anything stuck up there occupied, the minotaurs are certain to it for themselves, they get the money, when the fire is lit suffers 2d6 points hear the commotion. but no XP. of heat damage per round. After the The small closet off to the side of fire is out, the glue loses its adhesion the room actually contains another and survivors can break free. ladder, similar to the one connecting the ground level to the gorgon’s lair, which leads to the fourth level.

K. Naga and Northstone

This room is dark. except for a soft glow emanating from the top of a pedestal in the center of the room. This is the Northstone. Wrapped around the base of the pedestal, nearly invisible in the dark- ness, is the true guardian of the stone. Only her crimson eyes, shining with evil, give the presence of the spirit naga away. The naga dwells here always, guard- ing the stone in exchange for the occa- sional human or kyrie prisoner the minotaurs throw her way. She will try to charm the first character into the room with her gaze, and then use her spells unless driven to melee.

31

This short adventure is designed to the best storyteller the plains of their liquor and passed out, but challenge a small group of characters Abanasinia can boast. luckily I could hold my drink-as (4-6) of levels 5-7. As with any adven- everyone knows. Unfortunately ture, the game balance can be adjust- “Once’t, when the land was young, and we were just rebuildin’ they had bound my feet and one ed to take into account stronger or from those terrible times before arm together, so It’weren’t goin’ weaker groups of PCs. the blight of dragons descended nowhere. It can be set anywhere on the world from the void to rend our world, I “So there I sat, havin’ real trouble of Krynn. The initial encounter, to was wandrin’ in the Tirhan Moun- with the knots, which jus’ didn’t get the story rolling, involves the tains south of here, as young men want to come loose, when suddenly characters listening to an old man tell I thought I heard somethin’ in the a tale. This story is best set in an inn, are wont to do, upon the ridge called the Comb by folks here- wind-somethin’ that sounded like because of the social interaction about, I had me an encounter so “Helllp commmesss...” and then at among many NPCs. amazin’ if you heard it you’d think my feet was this squirrel. Now there Read the following story to start off me daft. But bein’ an old man now was nothing special about the critter, the adventure. As you progress through has privileges, and since I don’t jus’ our everyday variety of tufted- the encounters, you can read the boxed care a hoot what others think I’ll be ear fox squirrel, but that rodent— text descriptions to your players, or tellin’ it just the same. and I’m not makin’ it up—just set paraphrase them as you wish. “There’s tales you see, about to gnawin’ on those ropes without a Several random events are listed at spirits of nature, from a time when by-your-leave or thank-you, and in the end of the adventure. Add these the world was created, and just no time I was staggering to my feet. wherever you would like, in order to such a spirit haunts the Comb to “Now, perhaps I had a bit much enhance to mood or heighten the sus- this day, a friend to man and , to drink, and I know it wasn’t the pense of the game. though no lover of those destroyers best decision, but it just seemed This adventure can be played in a unfair to go and leave without single gaming session, if the charac- of nature, the ogre and goblin races. Well sir, I was out after dark, relieving those villains of their ters keep moving. Thus you may wish illgot gains. So’s I stumbled over to to consider playing it to fill a gap where a man ought not to be by himself unless he’s a fool or a damn one big galoot and began goin’ between larger adventures, or during sight crazy, when I stumbled upon through his pouch when suddenly a gaming session where your entire a band of half-drunk ogres. Now a hand closed around my ankle and group cannot be present. right way I knew I was in trouble, the ogre lifted me up and threw me On the other hand, by fleshing out oh not from the way they snagged across the clearing—musta been 10 the setting, and expanding on the cam- me by one leg and hoisted me into feet if a yard. Then he stumbles up paign background, you can add a great the air, nor by the dirk at my groggily, mutterin’ something deal of detail to the adventure and cre- about lacka trust, and seizes a club ate something that will occupy your par- gullet—though that did have me a might bothered—but because they the size of a sapling to bash my ty for several gaming sessions. In offered to give me a chance to brains out. I never prayed so fast in addition, if the PCs successfully con- drink with them. my life, and sometimes prayers are clude the adventure, they may find that “Seein’ as how I had no choice, I answered. whatever town you base it in becomes so graciously accepted, an’ soon they “Outa the dark sprung some grateful that the community becomes a was slappin’ me on the back-like demon of nature and lit right on useful base of operations for the PCs for to knock the wind out of me-and the back of my would-be execu- some time to come. swappin’ lies with the best of tioner and then he was too busy to them. One ogre seemed a might do anything, and I was hightailin’ the tale concerned that what I was after was it outa there as from behind came the secret of the ages, the Find of the most fearsome yowlin’ and As breakfast is being finished, the Gherkhin—you’ve all heard of caterwaulin’ you’d ever heard. Inn begins to fill with noonday it—Jarl’s Vein, a mountain thick They say that the spirit of the wind customers, and it becomes difficult with enough silver to bring good can change form, and believe you to screen out the drone of voices at fortune to all and ringed with the me...” other tables. That is until the protection of the white nature spir- A loud crash interrupts the sto- words, “I remember when...” are it. It seems this bunch was just rytelling, drawing all eyes to the heard from the crusty old gent Far- drunk enough to think they could embarrassed figure of a gully dwarf ley. Things quickly quiet as people take on the spirits themselves-it’s standing over a shattered pitcher of strain to hear the creaky voice of a good thing they couldn’t hold cider.

33 the Bullies comical, she is often the brunt of His father is the wealthiest man in jokes from local bullies. Solace, a philanthropic soul who is The gully dwarf tries helplessly to Magpie speaks as if she has a con- embarrassed by his son’s antics. piece the pitcher together and scoop stant cold in the nose, and some of Carlotti speaks boldly, often noting the cider back in, until Melody the her words may be distorted in a form that any who do him harm will have barmaid comes forward and gently of babytalk, for instance “free” to face imprisonment for assault, as pushes her away. Most people return instead of “three.” his father has pressed this charge on to their private conversations, and old The rest of this encounter is pre- several occasions to protect his worth- Farley pushes back his chair and sented in general outline. It is left for less son. ambles out-he never could tolerate the DM to create the exact NPC Carlotti’s second-in-command is gully dwarves. speeches and actions. Emil Frendren, just called Frendren. The odd-looking dwarf shifts ner- Trying to act invisible, Magpie The son of the local miller, Frendren vously from side to side looking kind scans the room with lowered eyes, and is a weasel who aspires to be rich. To of perplexed and puzzled, as if trying eventually spots the adventurers. On curry favor with Carlotti, he acts the to remember something. This is Mag- seeing them a light goes on in her eyes part of a snob to anyone not in the pie, also called Maggoty by those who as if she remembers what she came upper class financially. Frendren detest the Aghar race or don’t know for. Be sure the players note this. speaks with a sly, whiny voice and any better. The sad creature responds Four local bullies and known ne’er- moves in small, jerky motions. cheerfully to either name, being too do-wells, coming from respected local The other two characters, Blodger stupid to even know she’s being families but having proven that and Leek, are typical bullies with low insulted. Magpie can be either sex, money does not breed respect or com- mentalities and boastful natures, but depending on the DM’s choice, mon sense, are sitting at a table near basically have no spine when threat- though the dwarf is presented as a Magpie and begin to make rude ened with actual duress. woman in the adventure. remarks regarding the poor creature’s These bullies have decided to have She is well known in town, working brains, lack of dexterity, and sundry some fun with Magpie, and begin to for Mistress Egil, who has a kind heart uses for the Aghar race. tease her for bothering decent folk. and patient way. Though considered The ringleader is named Carlotti. Magpie has a one-track mind and

34 doesn’t pay any attention, at last try- must buy them a round of drinks of If Magpie succeeds, the crowd ing to walk past the bullies to reach the inn’s best ale. Magpie will happily applauds wildly. Carlotti turns beet the heroes. As she passes, Carlotti agree, swearing that she will show red, makes an apology under his intentionally trips her with his foot them! breath, pays his debt, and then turns and she sprawls on the floor. All four Give the heroes a chance to reply his anger on Frendren as they beat a laugh in derision. and negotiate. The task is that Mag- hasty retreat. Upset now, Magpie forgets her pie must drink an entire mug of ale, mission and turns to berate the bul- without spilling a drop, and while the Message lies for tripping her. Carlotti assures standing on her head. Carlotti sets Once the bully situation is her she must be mistaken for why the wager before he appends the task, resolved, Magpie looks gratefully up should he waste his time on a slug, noting that the deal was that he could at her champions, and then gets a she must have tripped over her own assign the terms of the task. puzzled look on her face. She knows big feet. As she persists, he spills his Carlotti then leans back in his chair she was supposed to come see the drink on her, and then insists that she to watch the show. For Magpie to suc- bumped him and now owes him a ceed, she must make three successful heroes, and that it was important, but she can’t remember what she was to drink. Dexterity Checks: One to get up on tell them. If this does not motivate the char- her hands and head (she gets as many The characters must question Mag- acters to act, Melody steps up to the tries as she wants, since she won’t be pie to help her remember the mes- PCs and begs that they help break up given the ale until after she is up), sage. Her memory can triggered by the trouble before someone gets hurt! another check to maintain her bal- key words that cause her to remember When the PCs confront the bullies, ance while she picks up and drinks the other key words, but not all of the Carlotti does most of the talking with mug, and the final check when Fren- message. For instance, the characters Frendren chiming in with some sup- dren further modifies the conditions could remind her she said it was porting retorts. of the bet. important, which would trigger the Carlotti does his best to avoid Magpie clears a table to stand on word “desperate” or that “help is fights, using intimidation and for her performance. If she fails when reminding characters of the conse- trying to stand on her head, the fol- needed.” Here are the key phrases and possible relations. quences of harming him. Further he lowing things may happen: she may asserts that it is the “maggot” who is fall into Carlotti’s lap-much to his causing the trouble, tripping all over anger-but PCs can note she hasn’t Important— Your help is needed Help?— Someone is lost/missing the place with her clumsy nature. He failed the bet yet; she can nearly miss might even threaten to have Magpie his second mug of brew, causing him Someone?— Someone special arrested for negligence. to leap back, and she can knock the Who?— Doesn’t trigger any answer If the PCs accuse the bullies of chair out from under him. What Happened?— He wandered starting the trouble, they band Magpie’s broad lips capture every off together and note “Who’s the council drop if she succeeds with the second Who Sent?— Her mistress, Lady Egil going to believe, four respectable and third checks. If she fails the sec- Who did Egif lose?— Her child, Mas- gentlemen or a ragtag party?” ond check, she dumps the mu down ter Lor, he’s only three years old! When things begin to get close to Carlotti’s pants, causing Frendren to What did she want?— They must the boiling point, Carlotti offers to unthinkingly roar with laughter. If come with Magpie, quickly The entire message is as follows: prove his point, that gully dwarfs are she succeeds with the second check, clumsy oafs, even offering to wager Frendren snatches up a platter of “Master Lor has wandered off into the woods south of town and is lost. on the matter. steaming potatoes and balances them Come quickly to Mistress Egil’s, they If the PCs don’t bite, the bullies on her feet, adding, “While balanc- must help her find her child!” make a triumphant exit having made ing this platter of food!” much to the If the characters cannot decipher their point, Frendren shoving Ma pie delight of his comrades. If Magpie the message, then a young lad sticks as they leave. Melody intercedes if any fails the third roll, she dumps her his head in the door and berates Mag- of the heroes look like they are going drink and the platter of potatoes on pie for not bringing the heroes at to offer violence—“Hsst, not here!” Carlotti. once, their aid is desperately needed. Carlotti declares that he will choose If Carlotti is the victim of a dous- a simple task for the maggot. If she ing, he leaps up mad at Frendren and succeeds, he will make an official embarrassed to have all the other apology and pay restitution of 10 sil- patrons of the Inn laughing at him. ver. If she fails, as he knows she will, He storms off threatening dire conse- the heroes owe him an apology and quences to his lieutenant.

35 the Mission agree to let her come, Mistress Egil the carpet of needles and stately firs insists that Magpie stays behind with tower before granite cliffs. Here The walk through the autumn her. mountain outcroppings divide the streets of Solace is quick, the PCs’ feet valley into narrow canyons and blind kicking up clouds of dust from the dry the adventure Begins vales that climb to the ridgeline paths. Mistress Egil is the wife of one behind. Above the valley floors, occa- of the councilmen in town-a veteran 1. the trail sional mountain meadows drape the from the War of the Lance who paid ridges and stands of fir trees muster the price of one of his legs in the serv- The last sighting of Master Lor places him wandering south through along the treeline, like soldiers on ice of his nation. parade. Their child, Master Lor, is the dar- the Glimmerglade toward the foot of the Comb, a northeastern arm of the The trail leads up a cliff face that is ling of the town. He is a towheaded treacherous for anyone who is not a little boy with the face of an angel, Tirhan Mountains. Luckily, cool mists mantle the morning woods at this mountain goat or a three-year-old whose intelligence and inquisitive child. Then it dances along the nature have endeared him to many a time of year, dampening the earth with the rising sun. Master Lor’s treeline and romps in a hidden scholar. The clerics of Paladine sense mountain meadow. A daring rock- the mark of the gods on the child and tracks are clear to the trained eye, but they are already several hours old. hopping crossing over a sparkling believe that one day he is destined for stream leads into more barren, wind- great things. They often ask the There is no telling what harm may befall a child in these rugged lands. scoured rock where snow, ice, and child’s advice on major problems. rain have loosened the rock face and It is generally said around town Master Lor can be tracked by a ranger or by a character with Tracking cause occasional rockfalls. The path that the child is prescient and may then leads out toward the top of a cliff have the ability to interpret the paths proficiency. A Tracking check needs to be made only if the trail takes an bluff, crosses a log bridge above a of the future at times. roaring river chasm, and climbs down unexpected turn or enters a new type Once the PCs reach the house, they a treacherous bluff to the treeline at are told by Mistress Egil that Master of terrain. A Tracking check may also be made on an identified trail in an its base. Then the path wends home- Lor wandered off this morning after a ward. deer he was trying to feed a crust of attempt to discern more information regarding the state of the hunted, As the heroes follow the child’s bread. When the deer ran away he path, they may also discover other turned in tears to his mother and how long since he passed, and per- haps what he was doing. tracks crossing or paralleling those of asked her to bring it back. Though the child, giving them cause for alarm Mistress Egil tried to explain that the Even should the Tracking check fail, the tracker may backtrack and try or at least incentive to press on. These deer was a wild creature, the child tracks may be the hobnailed boots of could not be consoled and now he has again. Whatever the player’s choice, the party’s path should continue to hobgoblins, the spoor of a wolf pack, vanished and his rucksack and some the clawed territorial markings of the food from the kitchen table is miss- lead them from one encounter to another even if the DM must provide great grizzly bear, or the spoor of a ing, including a loaf of bread. great mountain cat. Inquiries around town discovered them with a lucky find, such as a missing sandal, a blue thread, a bro- that the child was last seen playing 2. Briar Patch along the wooded side of the road to ken branch, a picked flower or gar- land of leaves, a footprint in the mud, the south, and it is feared that he has The path appears to lead into a some scratchings on a tree or rock with become lost in the woods. tangle of brambles and thorny a chalky stone, and so forth. The pur- Mistress Egil leads with the heroes plum trees. The air is abuzz with pose is to give them hope when it to find her child, and to leave at once, insects and crackling branches as a starts to flag and to reward their for every passing minute may lead her small animal scuttles for shelter in efforts after they have overcome an child closer to danger. the thorny cover. Master Lor has sun- bleached, sandy encounter. The trail leads south through leafy blonde hair, and was wearing a bright The patch is 100 feet wide. Close forests, alive with the songs of birds blue tunic, leather breeches, and san- examination reveals a tangle of and the smell of elms and dogwood. dals . blonde hair snagged on a bramble Then it meanders through the foot- Magpie is anxious to accompany proving the child passed this way, hills through the purple heather and the heroes, clucking her tongue sym- Toward the center of the grove, the rippling waist-high grasses, past pathetically about the poor lost child buzz of flies is loudest as if dancing stands of pine. The trail then climbs and certain that she can find the boy about some rotting delight. toward the mountain ridge where if she just tries. Even if the heroes To enter the brambles requires that outcroppings of rock erupt through

36 one either hacks one’s way in, or of this flock is one of those rare This encounter is intended to be crawls through. Someone who hacks breeds, a blue ‘wary, and the PCs played as a game of cat and mouse may be caught by a thorny branch sight the flash of blue wandering here until the players corner Magpie. that snaps back (THAC0 16, Dmg 1- and there in the flock. Begin by having one of the party 2). Someone crawling may become ‘Waries are spooked by loud noises catch a fleeting glimpse of her as she snared, requiring a number of rounds and the smell of blood. They are curi- dashes for cover. If the party moves to to tear free equal to 18 minus the ous yet stupid and eat anything, investigate, she has moved to another character’s Strength. The PC suffers 1 including small lizards and rodents, location, or climbed to hide in a tree point of damage and tearing clothes. fruit, bright objects, and hats. by the time the reach her last noted Fighting while in the brambles entails If ‘waries are spooked, they stam- hiding lace. If the heroes stop and a penalty of -2 to attacks and a +2 pede away. Any creature caught in wait and watch, they see her scurry to penalty to the character’s AC. their path is trampled for 1d10 + 2 a new location, always one step ahead The heroes need not penetrate the points of damage each round, unless of them. briars to ascertain that the lad exited it finds some sort of cover. Meanwhile, the hobgoblins beneath a tangled root. But to detect An old wolf has crept down wind of become incautious, and one may be this requires two Tracking checks. the ‘waries and slain one of their spotted watching from cover and then Thcrc is something blue and red number. After a turn for the party to running away. The creature is as uni- lying in the midst of the grove that examine the birds (and note the flash dentifiable as Magpie, and the heroes can be viewed from 20 feet away. It is of blue in the flock), the wind shifts may think they are one and the same. the strangled remains of a hobgoblin, and brings the scent of blood, stam- Finally, there is a fourth watcher, with a rusting dagger and the livery of peding the creatures. Characters may totally unseen-a large mountain cat Throtyl hobgoblins. There are 10 sil- climb trees to escape the stampede. that pads quietly along the leafy ver pieces and a flask of oil in a pouch. Master Lor’s trail continues up the ground or leaps from branch to No matter what the heroes’ valley to the south and into the rocky branch. actions, just as they prepare to leave foothills. Since there are several hobgoblins the grove, a leafy tentacle snakes out and Magpie hiding here, and since and drags one of the characters back 4. Watcher in the Woods the first half dozen times that the par- in. There is a single choke creeper in ty closes with Magpie she has moved, the heart of the grove. It can attack The stony slope rises quickly, swift- the party may well now be following a with six vines each round if the char- ly tiring those who climb uphill. A scurrying hobgoblin, instead of still acters enter the grove. Otherwise, it cold mountain wind stirs the tow- being on the trail of Magpie. attacks outside the grove with only ering pines, which groan and creak Eventually, you should build the two vines at a time. as they sway. Occasionally, the feeling that the PCs are closing in on mountain quiet is broken by the their pursuer and let them tighten 3. ’Waries sound of crackling branches or their cordon. If they fire at the crea- crunch-crunch of feet on pine nee- ture, a hit actually indicates that they A muted warbling sounds from dles. The eeriness of the lonely have pinned their prey’s clothing to a ahead. Here the woods thin as the mountainside brings the feeling of tree with an arrow, or nicked an ear, foothills arise, forming a grassy being watched, as if some tireless causing a squeal of dismay, but no vale at the foot of the mountains. eyes study your every move. damage. To the west, rugged outcroppings The chase should end with the of rock stud the land, and beyond a The heroes are indeed being watch- heroes treeing Magpie. As they order sheer cliff rises 100 feet or so to a ed. They have an uninvited guest. her to come down, she falls from the barren ridge. The gully dwarf Magpie has followed tree, crashing through the branches A flock of bronze and gold them, still desiring to help the party to land on any character who is nearby ‘waries, the great flightless birds of in some way. However, scared of rejec- (1d4 points of damage) unless he the foothills, is foraging up ahead. tion, she scurries from cover to cover, makes a successful Dexterity Check to Renowned for their stupidity and at best being sighted only as a small, avoid the plummeting gully dwarf. unpredictability, ‘waries let even a dark, figure in the shadows of the Here is a suggested sequence of events wolf walk amidst them without woods. for the game of cat-and-mouse. alarm. There are others watching the party 1. The prey is spotted and she dodg- at this time. A patrol of hobgoblins, es behind a boulder. Upon inves- ‘Waries have great clawed feet and searching the countryside for the secret tigation, the PCs find the creature hard, bony beaks with which they lair of an ogress shaman, has sighted has slipped through a burrow may attack if so inclined. In the midst the party and is creeping closer. beneath the stone.

38 2. A hobgoblin is indiscreet and to work out of her, and she is adamant goblin may be questioned; after snaps a branch, then dives for in her desire to help with the search growling in torment and snarling cover. As the heroes approach, for Master Lor. She begs, pleads, and something about finding one who Magpie sneezes from behind a grovels for the party to let her help. If can tell the future, he dies from his tree to their right and then dodg- the party orders her away, she just wounds. es into some undergrowth. goes into the bushes and starts follow- Magpie then pulls the heroes back 3. Dodging behind some rocks, ing them all over again. to her hiding tree, where in the bush- Magpie scurries across the trail Just as the argument is being set- es is the crumpled form of a large, about 100 feet away and rushes tled, the hobgoblin patrol closes to white mountain panther, a red stain into the trees, giggling nervous- attack. There are 12 hobgoblins and blossoming on her shoulder from a ly. two wolf mounts. If the party is not goblin warshaft. 4. One hobgoblin dodges from one paying attention, the hobgoblins Magpie insists that the party help tree to a clump of bushes 100 feet launch a flight of arrows with sur- the great cat-it helped Magpie, and to the right of Magpie. A second prise. Otherwise, the heroes spot the it deserves tit for tat. If the party hobgoblin then makes a scurry hobgoblins and can ready their weap- refuses, Magpie bandages the wound and dive from the far end of the ons. as best she can. The cat licks the hand bushes to a pile of boulders. The patrol leader croaks out orders of the one who helps it. Then it tries 5. As a hero approaches the last in Goblin to surround and capture to get the party to follow it, until the sighting, he startles a hobgoblin one of the heroes and to slay the rest. party agrees. It limps off into the as he rounds a tree and is himself He also notes to one soldier that rein- woods toward a cliff face. surprised. The hobgoblin snarls, forcements will be here shortly! This trips the hero, and makes a half- can be understood by someone who 5. flight hearted stabbing attack, then speaks Goblin, though the message flees into the woods. The hero may be somewhat garbled. The injured mountain cat leads may be able to identify what he Four of the hobgoblins fire arrows you to the foot of a stony cliff. saw (Intelligence Check at ½ the at the party from cover of the woods Scraggly brush and thin trailing character’s Intelligence). (gaining -4 to their AC versus return vines cling precariously to the bare 6. Magpie is sighted scurrying down fire, due to 50% cover), while six oth- rock providing treacherous support the trail away from them and ers charge the left flank of the party. at best. The mountain wind has then behind a small ridge. While chaos follows in the issuing risen in power and grey clouds 7. The mountain cat yowls from the melee, the remaining two hobgoblins darken the horizon. woods to the left. then charge in on wolf back and A hunting horn sounds in the 8. A hobgoblin growls, steps from attack. valley behind, and you can see a cover and fires a bow at the cat’s Once the meleed hobgoblins are large, armed party of hobgoblins location. There is a dismayed cry dispatched, the archers flee to bring in hot pursuit. But the trail appar- from the cat. The hobgoblin reinforcements. One hobgoblin ently ends in this dead end. then rushes into the bushes to should escape. investigate. There comes a sud- If queried as to how many other If the party uses tracking here, they den shriek. hobgoblins there might be, discover that Master Lor passed this 9. Arriving at the last site of activity, Magpie-who like most other gully way before them and that he appar- the PCs find the hobgoblin lying dwarfs can only count to two-does ently found someway to climb the torn to shreds. A bloody trail her best to assert that there are two imposing cliff, since the child’s leads away into dense under- and two and two and two and two and weight could easily be supported by growth. two, etc. Indeed there are three dozen the vines. 10. Magpie rustles in the branches more hobgoblins, plus a couple of The characters may attempt to overhead. The bloody trail leads outlaw draconians, and special com- climb the 80-foot cliff here, but they to the tree. panion beasts. Any watch mounted have to make three Dexterity Checks 11. Magpie falls out of the branches to alert the party to the arrival of rein- to successfully climb the cliff. The last and greets the party. forcements sights the hobgoblins in two characters have just begun to time to provide a sense of an over- climb when the hobgoblins arrive and At this point, Magpie is flustered whelming force. The watch also gives start to fire arrows. and apologetic, happy that the nasty heroes enough advanced warning to If the heroes pay attention to the slime man is dead. However, she now have time to retreat. mountain cat guide before ascending wants to warn the party of the hob- Magpie does not know what the the cliff, it leads them to an outcrop- goblins , though this may take a while hobgoblins want. A captured hob- ping of rock. Behind the rock is a nat-

39 ural stairstep of stone rising 30 feet child. In delight, she declares that mum damage without Strength and ending in a stone chimney shaft they have found him, Master Lor. bonuses. up which ascent is easier (only one Tugging at the party, she hurries for- Eventually the bear should drop, Dexterity Check is needed to reach ward to wade through the meadow to and Magpie escapes relatively the top). the child’s side. If the party listens unharmed. Investigation of the The cat bounds up the rocks to the carefully they hear sniffling and meadow, despite the-swarm of bees, chimney, looks suggestively upward, snorting as if someone were crying. uncovers something of Master Lor’s, a and then scrambles up the escarp- It is difficult to talk in the gusty sandal or some such, showing that he ment using its claws to cling to the mountain breeze, and voices don’t passed this way. stone. It then runs off. seem to carry very far, so it should be The hobgoblins arrive in five no surprise that the figure does not 7. Waterfall Crossing rounds. This is not the time for the respond to shouts. party to fight, and you should This is really a great golden grizzly The sound of crashing water grows encourage the heroes to choose flight bear, in the process of ripping open a louder as you approach the spume as the better part of valor. Magpie beehive buried in the ground, to get of rising mist. The white, clinging assists anyone having problems at the honey. mist dampens clothes and brings a climbing, climbing back to rescue Magpie rushes up to the bear and chill with the rising mountain anyone who slips. Then from the top slaps it on the rump, happy to at last breeze. Grey clouds mantle the sky of the cliff, she hurls insults at their find the child. At which point the and reflect off the grey waters of a pursuers, until an arrow comes too bear rears up on hind legs and roars, mountain stream where it roils close. petrifying the poor gully dwarf with among rocks only to go crashing 60 If the characters insist on a fight, fear. feet to a deep, icy pool far below. there are 36 hobgoblins, two Baaz, Now Magpie is in jeopardy and the A precariously balanced log lies one Bozak (spells: magic missile (x2), PCs should try to rescue her (unless across the stream, one end thrust- burning hands, levitation, web), and they are totally evil). However, the ing up into the air, like a giant see- two giant weasels. They seek cover (- heroes should not be allowed to stand saw, dripping icy waters. With 4 bonus to AC) and pepper the heroes back and just pepper the poor bear some luck, this makeshift bridge with arrows. If any hobgoblins die, with arrows without risking them- could be used to cross the swift- they are replaced on a basis of one for selves, so one of two ploys should be flowing stream to reach the other every two slain. used. side. Either the bear sweeps Magpie up 6. an Unexpected encounter beneath one arm and lurches toward Tracking check reveals a muddy the party, or the bear lurches to attack bare footprint of a child beside the At last your heart stops pounding the party and Magpie bravely leaps on log and also mud tracked across the and a cool mountain breeze rises to its back and attempts to beat the poor log. This is the path of Master Lor. refreshen you. Grey clouds scud creature to death. Either way, the par- All the heroes must do is cross the across the sky. A dirt game trail ty is faced with the difficulty of waterfall. This is not as easy as it leads away from the cliffs edge defeating the bear without causing might seem. The stream, though only along the ridge of this mountain harm to Magpie. There is a 50% chest deep, is very swift and requires a finger. chance that any missiles hit Magpie successful Strength Check (with a -4 instead of the bear. penalty) to wade. Further the icy The trail of Master Lor leads up the To create even more jeopardy, you waters are so numbing that halfway mountain to a hidden mountain could have the bear fight beside the across, a Constitution Check must be meadow. A patch of sunlight trans- edge of the cliff, and point out to the made. If this is failed, a second forms the meadow into a faerie land heroes that if they aren’t careful, Strength Check (also at -4) must be as honey bees dance above the Magpie may fall to her death, if the made or the character is swept toward expanse of swaying golden blossoms bear falls. the falls. If a fallen character can and lush green grasses, all about hip To make matters worse, anyone make a successful Dexterity Check as high. From beyond comes a muffled approaching within 10 feet of the he passes the log, he can grab on, but roar of water, and a spume of mist bear is attacked by a swarm of angry can only maintain his grip for a num- attests to a waterfall beyond the bees. Magpie suffers only half dam- ber of rounds equal to 1/3 his Consti- meadow. age from the bees. The bear is unaf- tution score. Otherwise the character Magpie’s keen eyes sight a figure in fected by the bees. Smoke, fire, and is swept over the falls. the middle of the grove with long poison gases inflict full damage to the Crossing the stream via the log blonde hair, about the height of a swarm. Any blows cause only mini- requires team cooperation. It is

41 indeed a giant seesaw, and as soon as 8. avalanche and must be freed. A Strength Check someone reaches the far end of the (with a -2 penalty) can be used to log, it topples over and the character Beyond the crashing waters stands free oneself, but then the character must make a Dexterity Check (vs. ½ a small copse of trees huddled must make a Constitution Check or his Dexterity score) or fall into the against the cliff face. A harvest of suffer a sprain for the rest of the water, and suffer as if wading. The log winter apples swings from the adventure (reduces movement rate to then crashes back into the original branches and litters the ground. half and causes a -2 penalty to position, sending up a spray of icy The grey mist has turned to a bleak attacks and a +2 penalty to AC). water. drizzle as the mountain air drops Another character may free a pinned If a character stands or sits on the in temperature with the approach character with a successful Strength near end of the log while someone of evening. Check. else crosses, this causes the log to To dig out the rubble requires a lower gently as the crossing character Here is a moment for the party to series of six successful Strength nears the far side. The character on rest and recover. Master Lor stopped Checks and failure results in damage the near end of the log suffers 1d3 here too, and the heroes may find similar to a failed Dexterity Check as points of damage as his end of the log signs of his passing. The drizzle per- above. smashes down when the crossing sists as the PCs’ path turns to wander The real danger is in setting off character leaps off the far end (Dex- north and west; they should realize another rockslide. Sudden loud nois- terity Check for no damage). that if they don’t move fast, they will es and digging without bracing the Any character swept over the falls lose the trail. rock in some manner requires the suffers 2d6 points of damage (Dexter- After a turn of rest, the ground offending character to make a saving ity Check for half damage) and shudders, and characters may be throw vs. petrification. If the roll plunges into the icy mountain pool. thrown off balance. The sounds of life fails, a 20-foot-wide rockfall comes He must then make a Constitution on the mountain cease for a moment, crashing down causing 4d6 points of Check each round or fall unconscious. and then slowly resume. damage (saving throw vs. petrifica- The roiling waters of the pool prevent Two turns down the trail, the party tion for half damage) and may either a character from escaping the waters discovers a rockslide that blocks the bury victims who failed to dive for unaided for a number of rounds path between a steep cliff wall and cover, or knock victims over the cliff- equal to 18 minus the character’s the river gorge. Rocks still shift and face to land on a ledge 20 feet down Strength. Each round sent in the roll down the slope to drop into the the canyon wall (suffer an additional water inflicts another 1d4 points of canyon. 1d6 points of damage). damage. Escape from the water The rockslide remains unstable, In the knapsack are some apples, a means the character has managed to and new rock has just fallen again. piece of cheese and black bread, and climb onto a boulder for safety. The trail of Master Lor leads beneath the sheath for a small dagger. If a character falls unconscious, he the rockslide, and searching reveals sinks under the water and has to start his knapsack wedged beneath some 9. the Cave making drowning checks (Constitu- rock. tion Check, minus 1 per round after Magpie is in a panic that the child The rockslide now at your back, the initial round) or die after a num- is buried beneath the rock. Indeed, the trail continues up the path ber of rounds equal to 1/6 his Consti- careful listening detects a muffled, obscured by the veil of rain. The tution have elapsed. Thus a character frightened bleating from beneath the trail is soon lost in the building with a Constitution of 12 must start rock. Magpie tries to dig out the child streams of water cascading down making drowning checks on the third from beneath the rubble. The the cliff-face and all you can do is round and thereafter. “child” is a baby mountain goat continue up the path. A rescuer may intentionally dive trapped by the rockfall. Master Lor To your right the cliff leans back into the pool, suffering only 1d6 was not trapped here. into a steep rocky slope, pocked points of damage from the plunge The difficulty of this situation is with cracks and crevices. Perhaps (Dexterity Check for no damage). If that the rubble remains unstable. In you can find some shelter while unprotected from the cold, he must order to cross the rubble, a successful you take council. start making Constitution Checks for Dexterity Check must be rolled or the Scanning the hillside, a shout fatigue starting on the third round in character slips and suffers 1-2 points from Magpie turns your attention the water. of damage and must make a success- to a thin curl of smoke rising from a ful saving throw vs. petrification. dark hole 50 yards up the slope. Failure indicates the character has Suddenly lightning flashes, and a pinned a leg or arm beneath a rock

42 thunderous peal answers, shaking Grisling speaks in a growly old spells: detect snares & pits, cure fight the ground as the sky rips open and woman voice, and occasionally wounds, cure disease, entangle, neu- the land is obscured by a deluge. strokes her hair as she talks. tralize poison, in visibility to animals, She welcomes the strangers, pick- flame blade, protection from fire, The slope is slippery and water ing up and stroking the rat like a cat. speak with animals, obscurement, splashes over the rocks in ever- She tries to learn why they have come. cure serious wounds. increasing streams. Though the climb If they won’t tell her, she wanders The climb to the stony spire is to the cave entrance need not cause over to her pot and gazes into its treacherous. The characters must first any damage, you might create some depths, afterward calling the stran- climb 150 feet of steepening slope, turmoil by having a character slip and gers by name and showing knowledge and then another 100 feet to the top fall in a stream, or wind up on a wet of the trials of their journey. of a stone spire. The way is mostly and wild water slide back to the base She will happily feed the characters barren stone, with only a few twisted of the slope before they reach the a spicy rabbit stew drawn from the shrubs worming into the cracks and shelter of the cave. cauldron. If Magpie is injured, Grisl- crevices. Ropes may be used to assist Inside the cave is warm and dry, ing heals the gully dwarfs wounds, the climb and add 5% to the chance and there comes the dull flickering muttering something about “Poor of success, though a roll of 00 still glow of a fire from deeper within. child, there now, a debt repaid.” fails. The first 150 feet may be Careful examination of the floor may She offers to provide advice and climbed by the entire party, but only reveal a partial print of a child’s bare guidance to help them find the one those with climbing ability, including foot, if it has not been obscured by they seek in return for a small service Magpie, can attempt to climb the last the party’s milling about. to her. Her white shawl, given to her 100 feet of the spire. Listening reveals the muffled by her dear grandmama, bless her Every time that unusual stress (four sounds of bubbling liquid. The inte- soul, has been stolen by some nasty or more characters, or three or more rior of the cave is smoke-filled and birds and dropped in their nest. She characters and one caught after a fall) consists of two linked chambers. greatly desires the shawl be regained is put on a rope there is 1 chance in 10 In the center of the first room is a to warm her from the cold of the that it breaks. See the Dungeoneer’s vast, bubbling cauldron, the fire night, but she is too old and frail to Survival Guide, pages 18 and 19, for beneath mere glowing coals, occa- attempt the climb to retrieve it. The rules on catching falling characters sionally flaring up. A cord of wood birds roost atop the cliff at the back of while roped together. stands against one wall. Sleeping in this slope, on a spire of rock. The obstacles on the way include the shadows beside the wood, Grisling says it will take her a while the following: obscured by the smoke, is a rat. to divine the child’s path and she * Treacherous ground: The path Those looking into the cauldron begins the reparations while the ends with no path, or only a narrow may think they see all manner of heroes are off running her errand. ledge to inch across. Dexterity Check things, odd items floating in the The party really doesn’t have a to cross. broth, things they once lost, faces of choice but to accept. Threats make the * Loose rock: The rock here is loose old friends, and perhaps even a old lady cower, but she states she can’t and shifts suddenly, causing a charac- glimpse of the hobgoblins waiting work her augury without the shawl. ter to lose a hand- or foot-hold out the rain beneath a stand of pine Grisling is actually a 7th-level shaman abruptly. The character must roll a in the valley below. Someone looking with druidical ability. The shawl gives Strength Check to avoid falling. in the cauldron accidentally steps on the owner the power to transform into a * Falling rock: A stone comes crash- the rat, awakening it, and it scurries variety of animal shapes if you speak ing down from above. Any characters into the next chamber. the command word-which only she within five feet of it must roll a saving Within the second chamber, in a knows-but all these animal shapes are throw vs. petrification or suffer 1d6 pile of smelly furs, sleeps Grisling. If white in coloration. points of damage; they must also roll the heroes surprise her, she appears to If the party complains of the rain, successful Dexterity Checks to retain be a comely wench in rags. However, the ogress points out that it ended their holds on the mountain. this image bends and flows upon some time ago. Indeed, upon looking * Mountain goat: A stubborn awakening, into that of an ogrish out it appears that it has; the moun- mountain goat blocks their way and hag, with hunched shoulders, broken tainside is now blanketed with a thick charges, trying to knock a character fangs, milky eyes, and scabby skin. white mist that swirls in the wind, over and off the slope. Use the same Anyone watching carefully notices obscuring vision more than 20 feet stats as wolf for a mountain goat. A that she favors her right shoulder. distant. As the characters climb, the character must make a Strength Her hair is a wet stringy mess, and fog slowly clears. Check to hang on after attacked by attests that she has been out in the rain. Grisling can cast the following the goat.

43 * High winds: This causes all saves She then answers any other ques- check by 4 or less indicates that the from this point on to be made at a -4 tions the heroes may pose, except to character slips back 10 feet; failing by (-20%) penalty. interpret her message. Just as the more than 4 points indicates that the * Dangerous climb: From the base questioning ends, the shawl moves character falls. of the spire to the nest near its top quickly into the cave (her rat has If a rope is tied to the character and requires two successful climbing rolls sneaked out of a hole in the rock and held by one end, the character swings and then a third to return to the grabbed the shawl). into the canyon wall, suffering 2d8 ground. The white shawl can be seen No further answers come from the points of damage (successful Dexteri- fluttering from the nest. The features cave. If the heroes try to search it, a ty Check cuts this in half). of this climb include a series of small white dove darts out of the cave A crawling character reduces the handholds, a narrow ledge walk to a mouth as they enter and flies off. wind penalty to -2, but may need to crack in the rock, and then an There is no sign of the old witch. make more than two checks to cross, opposed hands crawl up the rock face depending on speed of movement. using the crevice to hold on, and 10. Log Bridge A levitating character is carried finally a desperate reach to snag the southward at 24” per round. shawl while maintaining a single The land rises as the trail leads If a character is not roped for safety, hand grip on the cliff. north. The scant vegetation aban- his first fall means he is hanging onto * Squirrel: After the first climbing dons the land, leaving only bare the log and must make a Strength check, a squirrel startles the lead grey rock and hard-packed earth. Check with a -4 penalty. to climb climber causing him to make a Wis- The high mountain wind moans back up. If he fails the check, he falls dom Check or lose his grip. loudly, whipping stinging grit into the raging water, suffering 4d6 * Eagles: Two golden eagles nest on against bare skin, and scouring the points of damage and requiring a the summit and the shawl lies in their lonesome boulders. Constitution Check to remain con- nest. They attack trespassers who A darksome gash splits the scious. Conscious and unconscious approach within 50 feet of their nest mountainside with a river gorge. victims are swept to a boulder in the and must be distracted long enough Black waters crash and boil in its stream and then suffer 1d4 points of for someone to grab the shawl. Fight- depths. Yet fortune seems to smile, damage each round until rescued. ing the eagles while climbing the for a once-mighty forest giant has spire requires a Dexterity Check for fallen to bridge the gap to the bluff 11. Precarious Precipice each attack and each time the eagles on the far side. attack. Failure means that the charac- The path leads to the edge of a ter slips and must make a Strength The floor of the ravine drops away steep cliff that drops to the valley Check (with a -4 penalty) to recover 80 feet to the roaring waters below. below. The bitter wind whips our or fall. A character attempting to The mountain wind sets wisps of mist hair and cloak; your exposed flesh fight while climbing attacks with a - writhing and dancing above the grows numb as a sinking feeling 4 penalty to his attack rolls. ravine. overcomes you as you study the sit- For sake of this climb, Magpie is not A Tracking check reveals freshly uation. subject to the high wind modifier. broken bark and an apple core. The When the heroes have retrieved the apple has been eaten by a humanoid The cliff is 80 feet tall and bears shawl and return, old Grisling calls to with a small mouth and normal teeth. shrubs and vines that would support them from the cave not to enter, but The trick is to cross the log in the the weight of a child, but not one of to lay the shawl on a rock in front of high winds. It is only wide enough to the heroes. Two Dexterity Checks are the cave. Then she calls forth what she cross one at a time. The ravine is 65 required to climb down the cliff face. has learned: feet wide and requires two Dexterity If a rope that is long enough to reach Checks, with -4 penalties due to the base can be fashioned, the charac- “The child’s path has lead him into high winds, to successfully cross. A ters can slide down the rope and danger. There are those who seek to rope railing held sturdy on each side require only one Dexterity Check to do him ill. Journey north and cross reduces the penalty to -2. reach the base. the great divide on the back of a Failure of a Dexterity Check results Even as the party studies the situa- fallen giant. The path leads then to in the character slipping. If he is hold- tion, the howl of a wolf echoes the brink of despair and you must ing onto a rope railing, he falls off the through the valley and several wolves descend swiftly into the gathering log and hangs in space, swaying back race across the clearing at the base of dusk or the child, I fear, will fall prey and forth, and must now make a the cliff and into the woods. Three to the slathering pack!” Strength Check for every 25 feet he rounds later there is a high-pitched has to climb up the rope. Failing the shriek from the woods as the wolves

44 fall on their prey. The party should probably be Whenever the heroes decide to There are 13 wolves in the pack rav- bloodied at this point and the PCs stand and fight, they have three turns enously devouring a young deer, should quickly realize that the scent to prepare. If they attempt to use the dragging the head and legs off into will panic the creatures and cause time to climb out of the canyon, the woods so that nothing remains them to stampede. If they do not real- begin the melee when the first group that could identify it as a deer. Near- ize this, have the ‘waries chase the is halfway up the canyon wall. This is by, two younger cubs wrestle over a party back into the canyon they have the grand finale of the adventure and bloodied blue tunic while they await just left, without causing a lot of should not be avoidable. their chance at the kill. The wolves harm. The birds then return to graze resent intruders and attack any who at the mouth of the valley. 13. dire Straits venture within 50 feet or who attack The wind is blowing at such an them. Once eight of the wolves have angle that if the party could climb a The place you have chosen to stand fallen, the rest flee into the woods, small side ridge to the right, they can and fight is the best that you could leaving the tragic scene behind, a move downwind to avoid the crea- find. It forms a swell in the land, mute testimony to the heroes’ tardi- tures. fronted by a bowl-shaped clearing ness. Once they crest the ridge, one of with steep sides that the enemy has The wolves’ den is at the base of the party hears something. The to cross before engaging you. the cliff the characters descended. sounds of several gulping, gargling There is only minimal cover within Master Lor actually climbed down the hobgoblin voices can be heard and a the bowl: several rock outcrop- cliff and discovered the wolf cubs discriminating listener (Intelligence pings and a few fir trees. The while the pack was out hunting. He Check) also hears a soft whimper. ground is carpeted with dried nee- wrestled and played with the cubs, The hobgoblins seem to be threat- dles and pine cones. A game trail picking up the wolf scent. When the ening all sorts of dire consequences, leads across the clearing and then pack returned, this scent brought though their subject does not seem to winds up the rocky slope on your them to accept the mancub. Wres- answer. Investigation of the noise side. tling with the cubs resulted in the uncovers a band of five hobgoblins Flanking the bowl on the right, boy’s tunic being torn off and left interrogating a shorter figure. Unless a mere 100 feet away, is the moun- behind. One of the cubs has been car- the heroes take the time to check, tainside, while on the left is a steep rying the shirt around as a plaything they are unable to determine who is slope down the mountain. The since. the subject of the questioning. It is bowl is surrounded on all sides by This encounter should leave the Master Lor—with bare feet, dirty stands of pine trees marked with PCs thinking that they have failed blond hair, shirtless, and totally occasional rocky outcroppings. and they should turn homeward in filthy. despair. If the part attempts a rescue, one The enemy force comprises 36 hob- If someone wants to carefully of the hobgoblins is alerted at the last goblins, six Baaz, two spell-casting examine the remains, they determine minute and places a whistle to his lips Bozak draconians, two giant weasels, that the body is not that of a human if and blows. In response to the whistle, and the force’s commander. The lead- they succeed with an Intelligence a horn sounds, and then a second er of the hobgoblins looks exactly like Check (vs. ½ the character’s Intelli- more distant horn. A hobgoblin ani- that famous coward, Lord Toede, who gence score). mal handler and three large wolves is said to have died in the great War of arrive in one round and harass the the Lance. But that can’t be, can it? 12. a Sad Return party. However, the heroes should The commander is a bully and a discern that reinforcements are on the braggart, but is not a bad tactician. The trip home is made in silence way and that they had best make a He speaks with a croaking, gulping through the valleys, seemingly run for it. If need be, Magpie will voice, licking his lips often with a longer and more arduous than the point out this course of action. broad tongue and generally acting previous trials even though it is all Flight should lead them deeper uncouth. down hill. Each of you keeps his into the box canyon, and after three He is searching for the ogress, in own council, pondering what turns, they should realize they are hopes of getting her to scry the loca- might have been. trapped between 200-foot-tall cliffs tion of a legendary sceptre of com- At the mouth of the vale the and the advancing enemy. mand that was lost ages ago. He has sound of warbling fills the air, and Master Lor is shaken, but no idea that Master Lor is also a bud- the familiar forms of the stupid, unharmed and happy to see familiar ding prescient. The commander flightless ‘wary flock is sighted.. faces. He doesn’t know why the mean assumes that the heroes are protecting men are after him. the Oracle and he wants to get her

45 location out of one once he has elimi- pattern of tactics to fight the heroes, mander is furious that his attacks have nated the others. always attacking in a spread-out for- failed and he shouts and stomps For purposes of this combat, the mation to prevent the effective use of about, kicking his troops and gener- following special features should be area-effect spells. ally working out his frustrations. used: The hobgoblin patrol marches up Then he signals for a horn to blow * Cover: The brush provides con- the trail with 18 hobgoblins and one after a moment of thought, and it cealment and +3 to AC vs. missiles. Bozak acting in command. The sec- sounds its long and moaning anthem Rocks provide cover and +3 to AC vs ond squad, comprising the other half across the vale. missiles. of the force, is about five rounds Then he appears to boldly step * Movement: Most of the terrain, behind the first. forth atop a rock outcropping and whether on the game trail or off, is Magpie is unable to hold back and declare that this is the heroes’ last treated as open terrain and normal flings stones and insults once the ene- chance for a peaceful surrender. He movement rates are used. Shrubs my is within range. The draconian has has sent for reinforcements! He cluster near the base of some trees and already alerted his squad to the pres- attempts to ply them with guile, on the edge of the bowl, providing ence of intruders in the woods using assuring that he means no harm, and some concealment. hand signs and they move to engage is upset that they have, as usual, Use indoor ground scale for this any they can sight. Only eight hob- struck without giving him a chance to outdoor encounter (every inch of goblins can be meleed at a time. parley. All he wants to do is talk to the movement equals 10 feet). Rocky You should position the Bozak to Oracle and get the answer to a simple outcroppings and brush slow move- strategically use his spells to catch as question. He will then gladly leave ment to half normal. many characters as possible. He may everyone alone. * Slopes: Charging up a slope use levitate to lift off the ground so he The commander states that if any reduces the characters’ movement to can gain a charging attack by swoop- further aggression is made against his half normal. Charging down a slope ing down on wing. When you think party, any survivors will make sure doubles the movement rate. the Bozak is about to die, be sure to that the entire clan hears of this out- * Battlefield Dimensions: The size move him within 10 feet of as many rage and they will come hunting the of the clearing is 120 feet across by characters as possible so that when he heroes. 200 feet long. The slope is a total of explodes he harms as many as he can. The commander is trying to be as 30 feet wide on both sides of the Once the Bozak, or eight of the convincing as possible while actually bowl. The area of trees within sight of hobgoblins, has fallen in battle, the stalling for time. He has sent the ani- the bowl is no more than 150 feet rest make an orderly retreat to the mal handlers and the two giant wea- wide. There are six boulders in the other side of the vale to rejoin the sec- sels around to the right flank and is clearing and nine outcroppings of ond squad. awaiting their attack to sound the rock on either side of the bowl, with Second wave of attack: The PCs see charge. one outcropping on each side being the hobgoblins seeking cover and The commander is not really stand- triple sized. The standard dimensions attempting to regroup on the other ing out in the open-the figure is of an outcropping or boulder are nine side of the bowl. If any of the heroes only a hapless hobgoblin standing at feet wide by 15 feet long; they vary in steps out in the open, eight hobgob- bow point, acting like the com- height from six to nine feet tall. The lins fire arrows at him. mander, who is shouting from behind large outcroppings are 27 feet long by Once the troops have found cover, the boulders. 45 feet wide and tower 15 feet tall. the commander shouts for the villains When the attack be ins on the * Time of Day: The time of day is to surrender the Oracle. He continues right flank, he sends half the remain- dusk. Shadows are long and plentiful to talk until, stopping abruptly in ing hobgoblins and two Baaz across for hiding. The enemy does not suffer midsentence, he waves his archers to the clearing, including the hobgoblin any penalties if the battle lasts into lay down a hail of fire as he sends (or another if the first is killed) who is darkness. three of the hobgoblins dodging masquerading as the commander. * Detection: The commander, dra- across the clearing as a distraction Once over two-thirds of the attack conians, and weasels are able to detect from the real attack. falls to the defenders, the rest run. the presence of invisible creatures Charging up the left flank comes a Magpie proves a bit bloodthirsty within 100 feet and are able to pin- force comprising half the remaining shouting, “Don’t let any get away! point location and suffer only a -2 Baaz and eight hobgoblins without They’ll bring others, we can stop penalty when attacking invisible crea- bows. them now!” and goes chasing after tures within 50 feet, because of their When the hobgoblins or the Baaz the hobgoblins. heightened sense of smell. die, the rest retreat. This pursuit is just what the com- The hobgoblins use the following Third wave of attacks: The com- mander hopes for, for he has hidden

46 the last of his troops on either side of a Turn Back Time: narrow defile with outcroppings of “Well done, well done indeed. We The old hag shakes her head in dis- rocks to either side, waiting in have vanquished the villains who may. But then with a pass of her ambush. sought to force my service. But this hand, as if cleaning a slate, she If no one pursues the retreating vil- has been trying, very trying for says, “It is done. The sands of time lains, they appear to run away, and you, and at what price?” She have been turned back!” Then, in join the ambush. The characters will shakes her head sadly. a flurry of wind driven leaves she is encounter this last battle as they leave “A reward then, that is what’s gone, or perhaps she was never the valley! called for, a reward. Ah, but I am there. You rub your watering eyes Ambush: The ambush begins with weakened and can not hold this and stretch in the morning air, the last Bozak casting a web spell in form long, so you must choose.” savoring the aroma of fresh baked front of the heroes. The remaining Her form shudders, but her eye is bread, spiced potatoes, and boiled Baaz then attacks from the gap keen and shrewd. “What will it sausage. It will be a fine breakfast behind, while the hobgoblins throws be? Will you accept my thanks and with good friends and then you rocks (1d4 points of damage) and gratitude? Perhaps someday I can must be about the business you shoot the last of their arrows (five bring you good or-tune and offer have planned for this glorious day. flights) at the trapped characters and some boon you seek. Or perhaps I You glance at your five compan- then descend to melee. There is some can magic my most prized posses- ions and pause a moment as if you cover (-2 bonus to AC) in the defile. sion here for you, a treasure were recalling a shared dream, an The commander himself joins the beyond compare, payment enough adventure that might have been. attack, but he flees, leaping away like for all the agony you have suffered the coward he is, when he suffers half and perhaps you can buy some All the heroes are back in the inn, damage. ease? Still, you have suffered long alive and well despite their fates dur- If the battle is going against the and hard perhaps t’were best you ing the adventure. They are having characters or only three hobgoblins had avoided this ill adventure. difficulty remembering their adven- remain, a white panther will join the Would you have me turn back time ture. During the confusion that fol- battle, terrifying the hobgoblins and so you will be healed of all harms lows, Magpie comes rushing in all chasing them away. This panther suffered and this adventure will flustered. She does not remember favors its right shoulder and is the have never been? For this too, I can anything about the adventure, but same one the PCs saved earlier. do. What shall it be?” The old she does bring important news. hag’s milky eyes look at you with 14. Rewarded calculating intelligence, awaiting “Have you heard?...Um...There’s your decision. a celebration for the heroes...You The great cat pads back into the know...Carlotti, and that snob center of the defile, licks Magpie’s If the PCs think to seek the council Frendren...an’ them guys!... Ya face with its big tongue, and grins of the prescient Master Lor, he makes see...they just rescued...M-m- at the rest of the party licking the a little speech. master Lor-r-r...and stopped some blood from its chops. nasty nasties...them globulin- He concentrates, and then his eyes Then the creature’s form seems s...and they got jus’ heaps and roll up into his head and he intones to bend and shift and for a heaps of treasure...” in a hollow voice, “Choice is moment; there stands a beautiful The flustered gully dwarf then always difficult; the way is murky. maiden, and then it is only old spins and bounds out of the room In the past lies succor, but all that Grisling, the ogress. Silence fills to share the tale with others. A has been done will be undone. The the glade. sinking feeling fills your hearts as present is fleeting and of ever- you fight to recall fleeting memo- shifting substance. But the future Master Lor comes forward to greet ries of the past hours, and dream of holds both promise and risk. More his friend and Magpie is very aston- some some reward you might have I cannot say. ished and babbles to herself and any- won! one else who will listen about where You have won the coward’s The result of each choice is detailed did the pretty kitty go? reward! Certainly all are well and as follows. Grisling twists her ugly face into a whole again, as if nothing had ever snagletoothed smile, and rubs her happened, for indeed it did not! hands together in appreciation. You never accepted the mission, you never took the risk, and now

47 the reward belongs to someone the sky before you can overcome It seems that fate is not yet done else! It seems that with every trea- your shock. toying with you. You are drawn to sure, some price must be paid, Shaking your head in disap- the foot of the cliff. The dark band some challenge met to reap the pointment, you watch as your of strata etched in the cliff first bounty. Ah well, a hard lesson reward vanishes over the treetops. seems black in the failing light, learned. You have learned a lesson, that for- then glints silvery in the twilight, tune, like the present, is fleeting. like a beacon drawing you in. Treasure: At least you have the satisfaction of There is something oddly famil- knowing that you completed your iar about the band of ore. You can The old hag rubs her hands togeth- mission and have reunited Master scarcely contain your wonder when er in delight and chuckles to her- Lor and his parents. further examination confirms your self, “So it will be! Ever the same suspicions. This is one of the larg- with the children of adventure!” Future Favor: est veins of silver you have ever She stirs the air with a finger and heard of! What value may be a dark whirlwind as tall as a man The old hag cackles her delight. mined from this rock you can only springs into being and races off “An’ so it will be! Nothing for begin to calculate, but it should over the treetops. Then motioning now, but a debt to be repaid!” Her easily be enough to make the Master Lor to her side she embraces laughter echoes off the canyon entire town wealthy! the child and says, “My blessing on walls. She turns and tosses a teas- The wind in the pines seems to thee, child. May your eyes open as ing wink at Master Lor. “Your share your delight, hooting with the weight of your years gives you champions are heroes of foresight. laughter at your discovery. Some the strength to bear that which you Why strip a poor lady’s larder bare reward indeed! As the old hag had must see...” A wracking cough to pay a debt for a life. They shall said, perhaps she could bring you overcomes the crone, and with a have their reward yet!” good fortune! Now the debt is paid sad smile, she becomes transparent Her laughter seems to swallow in full. and fades in the dying sunlight. her and nothing remains but a The roar of the returning whirl- dancing wind that swirls about Random events wind echoes through the valley as each hero with a parting gentle it descends before you, its strands caress and then races off over the * Startled Birds: A flock of birds of wind unraveling to reveal its trees. Strength floods your limbs flutters into the sky some distance precious bundle. The white statu- and you feel whole again, as if away, amidst a flurry of wings and ette is carved from the finest ivory some mighty weight had been lift- cries. Something has disturbed them you have ever seen, into a life-sized ed from your shoulders. from their roost. statue of a great horned owl. Truly * Fog Rising: In the foothills of the this is worth a king’s ransom. The heroes have been healed of any Tirhan mountains, a fog arises with- wounds they may have suffered. In out warning, blanketing the valleys in The statuette is about two feet tall addition, any of their comrades who a veil of white, causing the unwary to and weighs about as much as a half- fell in the final battles are found stir- wander in circles, to stumble to the ling. The PCs may load the treasure ring weakly, alive again. edge of a drop-off (ten-foot fall), or to into any properly sized container and In high spirits the party should collide with a barrier. turn their steps homeward. As they turn toward town, though the sun has * Tree Fall: In these woods the trees travel, the burden seems to become sunk below the horizon and paints are old and rotten with age; a branch lighter and lighter, until it feels like it the sky crimson. The path leads the or entire tree may snap and fall at any weighs nothing at all. When the char- party toward the mouth of the can- time. And in these woods, if someone acters open their bundle, they make a yon, but as they approach, someone is near enough to hear the sound, sad discovery. sights the oddest band of black they may be a victim—a successful etched in the strata of the near right saving throw vs. wands to jump aside Perplexed by the mystery of your canyon wall. If the PCs are not drawn or else suffer 2d6 points of damage. lightening burden, you at last to investigate the stone, the wind * Broken Path: The path ahead is untie the bindings and unwrap tosses someone’s hat into the air and broken by a raw-edged ditch, as if the your precious bundle. To your dis- blows it to the base of the cliff. earth could no longer bear to be trod may, where once was an ivory on. Shudders of horror fill all who statue of an owl is now a living owl. cross it. It spreads its wings and leaps into

48 Prologue men (and women) to help the Archmaster Bergg then speaks: Knights of Solamnia in this time of “Sirrion has informed us that a great The lair of Lord Soth is a fearsome peril! Great danger and great rewards imbalance is occurring at Dargaard adventure into the kingdom of the will come to those who succeed.” Keep. Evil creatures now reign undead. It is recommended for char- Asking for more details, the party supreme. It is suspected that Lord acters of 9th to 12th levels in parties gathers around the Knight out of Soth himself has harnessed the bro- of six or more player characters. It is curiosity. “Looks like the augury was ken forces of an ancient artifact of highly recommended that one or two accurate! I’ve found some heroes Good to create an Abyssal rift!” of these be clerics. here! Follow me!” “Bergg! You’re getting ahead of This adventure will enable the The party follows the Knight out of yourself!” scolds Siswik. “Let us tell players to wrap up the loose ends left the tavern and through a crowd of the story from the beginning.” dangling at the end of the townspeople who have gathered on “But we know where they are!” DRAGONLANCE® Legends trilogy: the green to get a close look at the says Bergg. “Right up there, across What happened to Lord Soth? What Knight’s dragons. Each of the the chasm. In the keep. A small happened to Kitiara’s dead body? dragons is a metallic color. On the group of adventurers could penetrate The outer wall of the keep was par- back of each dragon is an armored the fog that surrounds the keep and tially destroyed long ago by the Cata- Knight sitting in a great saddle that slip in without alerting the draconian clysm. The rest of the keep is will easily accommodate several pas- guards. These adventurers must find essentially intact. Built as a fortress of sengers. “Come, by the Oath and the the five parts of the rod, assemble it the Knights of Solamnia, the keep is Measure, we will return you here if correctly, and jam it into the Abyssal not rife with traps, tricks, or puzzles. you choose to refuse our mission.” rift. This should seal the rift forever! There is some logic to its construction Still curious, the party decides to Only a lawful good paladin or cleric and only minor changes have been learn more of this mysterious quest. can touch the parts of the rod. Do not made since the undead claimed it Once the characters are strapped in, the attempt to use the rod for yourself-it hundreds of years ago. During take off with a leap and a flap. will fry your brain. Even Soth himself War of the Lance, many of the weaker The journey is long but breathtaking! has not been able to use it as intend- undead creatures were imprisoned The dragons land in a field at the edge ed.” and driven off by the draconian army of a mountain forest. After dismount- Stroking his white beard, Siswik that occupied the keep as part of a ing, the PCs follow the Knights along a scans the party and says, “The keep deal made with Lord Soth. path into the woods. On the other side certainly contains a great deal of loot, Here is a brief list of the alterations of a small stream is a clearing that con- fabulous weapons, and magical to the keep since the Cataclysm. tains four wooden huts. items. That which you recover is * The wings of Level 5 were altered As you enter the clearing, an old yours. Will you accept this quest?” by Soth to maintain the morale and man in a blue robe appears in the Give the players time to decide fitness of his minions. doorway of the nearest hut. He whether they wish to play this adven- * Levels 7 and 9 have been made motions to the Knights and the party ture. If they accept, go to “Quest deadly by Soth’s skeletal warriors in to approach. “Greetings, Elmorr!” Accepted.” If they refuse the quest, the 100-year competition of the the old one said. “I see you’ve go to “Quest Rejected.” Deadly Doorways. brought us some heroes.” Needless to say, Siswik and Bergg * Level 8 is sealed off entirely. “Yes, Prophet. These are the ones cannot be harmed. They will both There is no entrance for physical you sent for.” disappear with all four huts if beings. “Thank you, Elmorr. Please wait attacked. Then, if the party emerges * Level 11 has been altered to house with your dragons should these peo- from the forest, the Knights and the stable for the 14 nightmares ple choose to return home.” dragons fly away in disgust, leaving reside within. “Yes, Prophet!” Elmorr spins the party in the foothills of the Dar- * One of the outer entrances to around and with his companions gaard Mountains. Level 12 remains blocked by rubble strides off across the creek and down from the time of the Cataclysm. the path through the forest. quest Rejected “I am Prophet Siswik and this is my If the party declines, the old clerics friend, Archmaster Bergg.” Everyone the Story act disappointed and the Knights turns to see another old man walking return to escort the party back to the The player characters, relaxing at a slowly out of the next hut. “We are dragons. They are then flown home tavern, are startled when a fully monitoring the growing evil that in silence. The adventure is over. Fun, armored Knight clanks into the dwells in the mountains north of this eh? room. “We’re looking for a few good forest.”

49 quest accepted the two clerics Bergg will not the the party another hair-charm if they break it. It If the party accepts the quest, Siswik is a 17th-level cleric and the either returns them (dead or alive) to Prophet Siswik holds his medallion of chosen Prophet of Mishakal (Misha- the clearing or summons Bergg to the Mishakal at arm’s length and casts the kal is the Goddess of Healing). Siswik keep. quest spell on the party. No saving is capable of healing the entire party Siswik and Bergg are greatly bless- throws are made. Bergg then pulls a when it returns to the clearing during ed and protected by their deities. No long hair from his head and ties it the adventure. He will not join the harm can come to them. around the wrist of the most experi- party, nor will he enter the keep. enced non-evil cleric in the party. Bergg is a 15th-level cleric and the “Break this hair for limited divine aid Archmaster of Sirrion. He also is Background on or to return the entire party to us capable of healing the party during dargaard keep here.” the adventure. He has a crystal ball “Do you need any supplies?” that permits him to watch the area The War of the Lance has long been Siswik asks. If the party needs any- surrounding the cleric he tied his won, but its toll on the people of thing reasonable, like rope, holy hair-charm onto. At the DM’s discre- Krynn was great. The civilizations of water, etc., Bergg goes into one of the tion, he may even windwalk into the Ansalon are slowly rebuilding. The other huts and returns with the keep to aid the party in a desperate Knights of Solamnia have regained required items. Food and water can situation. Do not let the party think their role as the guardians of Good. also be supplied. Nothing magical is that he will appear every time they are But the small circles of Knights in the available. in trouble. Wait until things are really scattered towns and villages can bare- Then the PCs are directed to desperate to use him in this way. He ly keep up with the lawlessness that another path that leads to the road to will not attack anything, but he will pervades Ansalon. the keep. It is a 20-minute walk to the attempt to turn undead if necessary. Remnants of the once-powerful road and a two-hour walk uphill to He will leave the party as soon as he dragonarmies still roam the wilder- the keep. has improved the situation (probably ness, scavenging off the land and its by doing healing or resurrecting). peoples. The best-known stronghold of evil forces, Dargaard Keep, stands

50 at the north end of the Dargaard fell under the spell of Soth’s saintly himself. Her prayers were answered, Mountains, to the west of Kalaman. strength. A fortnight later, he left her Mishakal told her how Soth could The legends say that a thick, ray with a promise to return within the stop the great Cataclysm that was to fog covers of the year. occur. Through her love and spell- Dargaard Mountains. The fog radi- Upon returning to his keep, Denis- induced visions, she convinced Soth ates fear and evil. Goatherds tell sto- sa haunted his thoughts. A plan that he could redeem himself by find- ries of brigades of Knights that were emerged out of tormented passion for ing the rod of omniscient wisdom and “eaten by the fog itself.” The hill his elven cleric: Lady Korinne had to putting it into the hands of the bandits are said to camp outside the disappear-permanently. Korinne Kingpriest at the Temple of Istar. fog, surrounding themselves with was no longer seen in the keep. It was Questing deep into the Dargaard bonfire barriers at night. Small rumored that she was pregnant and Mountains, Soth and his hand-picked groups have ventured into the fog had taken to bed. band of Knights fought their way and returned with tales of wolfmen The Knights and regular servants down to the bottom of a maze of vol- roaming the forests, giant bats in the were told that it was a difficult preg- canic caverns to claim the legendary sky, and zombies sprouting from the nancy. Special attendants were hired rod. earth. by Soth to care for his wife. Only The adamantite coffer that held The keep was built by the Knights these hand-picked servants were the rod bore the inscription “He who in homage to Paladine, the God of allowed to see Korinne. Then came removes this artifact from its resting Good. As the strategic headquarters the announcement that Soth’s wife place shall replace it with his soul.” of the Knights of the Rose, the keep and the baby died in childbirth. The Believing himself on a holy quest, was built of a very rare rose-colored truth was that she was strangled by an Soth cracked open the coffer lid and granite. assassin hired by Soth himself. peeked inside. He was the only one to The rose-colored walls rise from the She was buried in the huge ceme- see the purple drawstring bag, bear- rock in the very likeness of a rose tery across the chasm from the keep. ing the five segments of the rod, and itself. Complete with a beautiful Her hired attendants were quickly 13 gold circlets. He reached in and temple to Paladine, the keep served dismissed and sent packing. Soth, in removed the purple bag. Suddenly, as the northeastern outpost of Solam- his apparent grief, rode off to the the room became unbearably hot. nic justice. Built on the northern rim east. Soth and his thirteen Knights passed of a 1,000-foot-deep chasm, the keep Weeks later he returned with a out in a delirium. When they is nearly impregnable. The only group of elfmaiden clerics, disciples regained consciousness, Soth could entrance is across a sturdy bridge over of the Kingpriest. not help but wonder if he had just the chasm and through the well- His closest friends knew that Soth lost his soul. He went to the coffer guarded outer gates. was not the same man they had cam- which was now closed. It would not Several years before the Cataclysm, paigned with. Something had open. So they left the caves and set off Lord Loren Soth, a Knight of the changed since his wife died. They toward Istar with the holy artifact. Rose, came to fame among the watched as he quickly became enam- Halfway across Thoradin, they Knights of Solamnia. Born a leader, ored of one of the elfmaidens. In the made camp by a shallow river. There Soth rose through the ranks of the spring they were married. Within the were no moons visible in the sky when Knights by winning many battles in year she gave birth to a handsome lit- the group was approached by four the name of justice. tle boy. dark elven maidens, all disciples of Upon his promotion to the rank of Lady Denissa earned the love and the Kingpriest of Istar. They had Archknight, he married Lady respect of the Knights and servants sought him out after learning of his Korinne of Palanthus. Soon after, he quickly. She was very wise, very kind, murderous deed and his present accepted the command of Dargaard and never showed the grief she felt quest. Keep to escape the court intrigues when she learned of the sinful deeds Here he was, risking his life to that surrounded Lady Korinne’s of her husband. In commune with reach Istar and the Gods were telling noble family. Five years passed, and her goddess, she was told that a holo- every female cleric of his sins! Then Korinne still had not given Soth any caust would occur, that the Gods were the elfmaidens threatened to betray children. displeased with the selfishness of the him to the Kingpriest and destroy his While on a mission far to the east, rulers of Ansalon and the very clergy quest. His dear wife Denissa, they Soth, an intensely passionate man, itself! She warned Soth of the said, was at that very moment sleep- met and fell in love with a beautiful impending disaster, but he scoffed at ing with Greyspawn, Knight of elfmaiden cleric. Denissa was a disci- her religious hysteria. Heart. ple of the Kingpriest of Istar. Not She prayed to the Goddess Misha- This was more than Soth could knowing that Soth was married, she kal that Soth be allowed to redeem bear! He ordered his men to break

51 camp at once and to bring the women entered the temple for nearly 200 occasionally surprise the party b cast- with them. They were returning to years. Lord Soth spent this time learn- ing a spell around a corner or from a Dargaard Keep. ing dark magical spells. He now wor- hidden place. If these accursed elves knew of his shiped , the five-headed The third and final encounter will crimes, how could they be wrong Goddess of Evil. It was she who gave be in Soth’s lair on level 7. Here he about his wife? This was his ironic him the spell that allowed him to will attack on sight. If his hit points fate-he had been unfaithful to his temporarily handle the pieces of the go to 0, he dissipates and does not first wife and now his second wife had rod. So he sealed the five parts of the return. He will try to escape by going been unfaithful to him. As he had rod in five separate but similar places ethereal when his hit points get low. murdered Korinne, Denissa had sent in the keep where no one would ever He cannot be killed because he has him on a deadly quest so she could be find them. The aura of holiness lost his soul and is under a powerful alone with her lover! Had he lost his would forever be kept scattered and curse. soul? And she was cavorting with his diffused. Soth’s abilities are as follows: He long-standing friend! Betrayal and Each night, for hundreds of years, cannot be turned or dispelled. He has double betrayal! Soth surrounded himself with his loy- 75% magic resistance and a 55% Soon after their arrival, the rod was al knights, and listened again and chance of reflecting any spells cast on placed on the temple altar and council again to the four dark elven banshee him back at the caster. He generates meeting was called in the great circular clerics who wail his tale of horror. Liv- fear in a 5’ radius. He can create a wall Entry Hall. His wife was summoned ing creatures who hear the wail of the of ice at will and has the innate before all and accused of infidelity by banshees will most likely die. So the powers of detect magic and detect the treacherous dark elves. kee could only be inhabited by the invisibility Twice a day he can dispel Innocent, stunned, and shamed undead. magic and gate in draconians: 20 before all, she ran to him, clutching her During the War Soth spent time in Baaz (30%) or 15 Kapaks (25%) or 10 young child to her breast. At that the service of the female human Sivaks (25%) or 10 Bozaks (15%) or moment, the world shook and every- Dragon Highlord, Kitiara, who com- three Auraks (5%), with a 75% one was knocked to the floor. The great manded the Blue Dragonarmy. Over chance of success. Once per day he chandelier fell from the ceiling above time, he came to desire her. Kitiara can use any one of the power word the hall and caused a blazing inferno in and the draconians were terrified but spells, he can use one symbol of pain/ the heart of the keep. No one escaped otherwise unaffected by the ban- fear, and he can generate a 20-dice the deadly flames. But before Denissa shees’ song. Years later when Kitiara fireball whose blast area he can con- died, she called down a curse upon died, Lord Soth came to take her body trol. In addition, he can cast all magi- Soth, condemning him and his away with him. cal spells at the 2d experience level. Knights to eternal dreadful life. Soth No one has seen either of them As a type of lich, he is immune to and his men were “reborn” as a death since. (and will thus reflect) the following knight and 13 skeletal warriors. spells: charm, sleep, enfeeblement, The keep was largely left intact after Lord Soth polymorph, cold, electricity, insanity the Cataclysm. The fire scorched the (and any other mind spells), and Lord Loren Soth of the Black Rose is lower floors and charred the outside of death spells and symbols. the tower. The southeastern wall of the a death knight. He will appear to the party at opportune times chosen by keep had crumbled and fallen into the Lord Soth the DM to add tension and suspense. chasm as a result of the earthquake. Solamnic Death Knight From a distance, the keep now looked He will first appear and command the party to leave at once with their lives like a withered black rose. Strength 18/99 and souls intact. Then he will create a Forever wearing his enchanted Intelligence 10 wall of ice between himself and the armor, Soth became the Knight of the Wisdom 9 party. Black Rose. Soth soon found that he Dexterity 14 The next time he appears, he will was quite different in form and power Constitution 17 warn the party that they have chosen from his loyal followers. The men Charisma 17 who had accompanied him on his to ignore his generosity so they should enjoy his keep while they can because quest had become skeletal warriors AC 0 they are about to die. He will then and the rest of his men had become THAC0 12 create a wall of ice behind the party, undead creatures of every type. HD 9 gate in 20 Baaz (hp 12) with short Feeling the awesome holy power of hp 59 swords, and vanish. From this point the rod, which had been placed on AL CE the temple altar, none of the undead until the final encounter, Soth will

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He wears plate mail +3 with a haste to secure the rod of omniscient the keep road. The party has three helm of etherealness that is mentally wisdom. The mere sight of a skeletal random encounters in the cemetery triggered; the helm allows him to warrior will cause a creature below 5 on the road to the keep, if they hurry. materialize and dissipate at will, Hit Dice to flee in panic. They are + 3 As soon as they destroy one group of making him practically invulnerable. to hit with any weapon. monsters, roll for another group He carries a two-handed sword +3 approaching them from the direction and the legendary rod of elemental the Undead of dargaard keep of the keep. When they reach the fire that only Soth can use. bridge, be sure to have them being Dargaard Keep is a very unholy The rod of elemental fire was won pursued by monsters. No cemetery place. All attempts by clerics to turn by Lord Soth in a battle long ago in monsters will set foot on the bridge or or dispel undead suffer a two-row the plane of Fire. The rod is three feet cross the chasm in any way. They all shift down on the Clerics Turning long, decorated with carved skulls know about Jariket (see “The Main Undead table. This means that a cler- and learing faces. It exudes a grey Gate,” following). ic turns a mummy on the vampire smoke from its top end constantly. line, which is two rows down. When manually triggered by Soth, it D10 Roll Monsters randomly does one of the following 1 3 Were bears (roll 1d10): Use the following common undead 2 4 Wereboars equivalents when consulting the 3 7 Wererats turning table for the unusual undead D10 4 3 Weretigers monsters in this adventure. Roll Result 5 5 Werewolves Ghast = Monster Zombie Fireball (10 dice) 6 20 Zombies Wraith = Coffer Corpse Huecuva 2 Fire Shield 7 10 Juju Zombies Sheet Phantom 3 Wall of Fire 8 5 Monster Zombies Mummy = Son of Kyuss 4 Summon 4 Fire Elementals 4 Storopers Spectre = Apparition 9 5 Summon 4 Efreeti 10 12 Vargouilles Juju Zombie 6 Summon 10 Magmen Sheet Ghoul 7 Summon 5 Salamanders the exterior of the Keep 8 Summon 20 Fire Bats Revenants, skeletal warriors, and 9 Summon 10 Azer (HD 5+4) The keep’s exterior consists of the the death knight cannot be turned or 10 Summon 1 Imix main gate point, five wall-top points dispelled. (A-E), four courtyard areas (F-I), the Fire elementals, efreeti, and sala- four wall-top level (level 6) terraces (J- manders are found in the Monster Wandering Undead table M), and the three level-10 balconies (N-P). The exterior of the keep is Manual. Magmen, fire bats, and azer Use this table in the courtyards and guarded by draconian troops during are found in II. terraces of the keep. Also use it at the day and by random wandering Imix, the Prince of Evil Fire Crea- your discretion in the halls and corri- ® undead at night. tures, is found in the FlEND FOLIO dors of the keep, day or night. tome. All but Imix will fight to the the Main gate death. D10 Roll Undead Soth’s nightmare, Moggi, is in the 1 20 Skeletons The main gate stands open during stable on level 11. 2 20 Zombies the day and is closed at dusk. Over Soth’s 13 skeletal warriors are on 3 10 Ghouls the gate doors is carved, “Est Sularus levels 7, 9, and 11. They are only 4 8 Shadows Oth Mithas,” which means “My Hon- affected by magical weapons, are 5 6 Wights or is my Life.” During the day, there 90% magic resistant, and cannot be 6 6 Ghasts are four Baaz draconian guards at the turned or dispelled! Their appearance 7 4 Wraiths outer end of the bridge (across the is similar to that of a lich. Each war- 4 Mummies chasm from the keep). rior’s soul is trapped in a golden cir- 9 2 Spectres There are also four draconian clet. These circlets are in an 10 2 Ghosts guards (three Sivaks and one Bozak) adamantite coffer with Soth’s soul, standing outside the main gate doors, hidden deep in the Dargaard Moun- Cemetery which open wide enough to permit a tains. The Knights are not aware of horse to pass through. The keep cemetery is huge. It the location of these circlets, nor is There is little chance that the party extends from the bridge across the Soth aware of their significance, even can approach the bridge unobserved. chasm for 1,000 feet on both sides of though he saw them briefly in his The outer guards stop the PCs and ask

55 what their business is and who they flights). The troops at the wall points the skeletons and zombies that crawl are. There is a 50 % chance that one of are responsible for guarding the walls up out of their graves to guard the the eight gatetop draconian guards halfway out from their wall point in walls. The ground over each grave (Baaz-hp 12, 12, 11, 10, 10, 10, 9, both directions toward the adjacent contains a pile of loose dirt, as if each 9) runs into the keep to announce the wall points. grave had been recently dug up. presence of strangers. During the day, each intact wall During the day each courtyard area At night, the main gate is closed point is patrolled by 11 Baaz (hp 12) is patrolled by six Baaz draconians (hp and guarded by a lich who sits with and one Bozak (hp 22). Wall point E 12). At night, roll on the Wandering his back against the outer doors and is a hollow shell-its stairs are crum- Undead table in each area (F-I). fancies he can handle just about any- bling and strewn with rubble. one who survives the walk through At night, each of the intact wall terraces the cemetery. During the day he can points is occupied by 10 skeletons (hp be found in Room 7 on level 8. 6) and 10 ghouls (hp 15). These low- During the day, each terrace is level undead carry spears. They can be patrolled by 11 Kapak draconians (hp Emerging from the cemetery, you seen standing on the wall tops, sway- 17) and one Bozak (hp 22). At night, approach the bridge. Close exami- ing back and forth in the moonlit fog. roll on the Wandering Undead table nation reveals claw marks in the for each terrace. Characters should be dirt at the edge of the bridge. The Courtyards in range of the obliviax moss on the fog rises heavily out of the chasm. keep’s walls and roll saving throws Visibility is low. You can barely see These courtyards are overgrown each round (see obliviax stats follow- the massive doors to the keep with grass and weeds. Against the ing). framed by two torches. walls are the weathered remains of horse stables and merchant stalls. In Outer Stairs Any character who gets to the keep the center areas are scattered grave end of the bridge sees a dark lump in sites. During the day, each grave has a These stairways up the outside of front of the keep door. It could be a shabby spear stuck in the ground next the tower are never used by the dra- rock, a piece of wood, a large bag, or to it. At night the spears are used by conians. They and most of the keep an animal. Closer examination above the fifth level are covered with reveals a lich (roll saving throws vs. fear) with a spell already prepared.

Lich (Jariket): AC 0; MV 6”; MU 20; HD 11 + 9; hp 60; #AT 1; Dmg 1d10 and paralyze by touch; AL NE; affected only by magical attacks; sight causes fear; immune to mind spells, polymorph, cold, electricity, and death spells/symbols.

Jariket warns the PCs to stay on the bridge if they want to talk. He does not tell them anything useful or true, but he does try to find out why they are here. Then he offers them the opportunity to turn back. He does not let them pass. And he wins initia- tive each round. He escapes to his room by any number of spells if he is bested by the party.

Wall Points a-e The only access to the main gate wall top, and to keep levels 5 and up, is to climb the stairs from the court- yard up any wall point (up five

57 black obliviax moss that gives the three skeletal warriors (from either 5. family Room Keep the look of a burnt black rose. Level 3 or Level 11—they alternate The draconians and undead are nights), and Lord Soth himself. The There is a dirty human female (hp immune to this moss. banshees (also called groaning spirits) 4), a large bed, a chest, and a table The way to run this encounter is to are all wailing the Song of Soth from in this room. occasionally have the players make pages 148-9 of the paperback version of saving throws for no reason. When a Volume 3 of the DRAGONLANCE® The chest is full of clothes. The player fails the moss saving throw, Chronicles. The sight of a banshee woman’s name is Brenda. She is the pass him a message that says “You are causes fear unless a saving throw is cook’s wife. She only knows about the confused. You cannot seem to made. If the characters are in the hall- first level. She has never been remember the events of the last day.” ways of Level 1 or 3 at night, they must upstairs. Her husband, Al, is working Should the player’s PC try to cast a save vs. spell or die from hearing the in the kitchen. spell, tell the player, “You can’t seem wail of the banshees. to remember the spell.” 6. Barmaids’s Room 2. Soth’s throne During the day, this room is empty. Balconies (N-P) The throne is empty during the At night, six human slave barmaids The balconies are empty except for day, but at night Soth is sitting on his (hp3) sleep here. There are no Weap- a covering of obliviax moss. throne. The nightly festivities may be ons or gold here. They do not want to cut short if the party is wreaking hav- leave as they are under a permanent Level 1 oc in the keep. geas to serve here.

Level 1 contains the massive entry Up several semicircular steps is a There are six dirty beds, dresses hall, the kitchen, storerooms, offi- great black, bat-winged throne. and aprons hanging from wall cer’s tavern, mess and dining halls, Hideous carved black skulls adorn pegs, and wooden boxes full of war room, barracks for the guards of the ends of each arm of the throne. folded clothing under each bed. Level 1 to 4, and servants’ quarters. The throne area is scrubbed clean. There is a clean purple velvet cush- 7. Waiters’ Room ion on the seat. There is a strange 1. entry hall During the day, this room is empty. human-shaped red stain draped At night, the six male human waiters During the day there are two Sivak across several steps. It appears to be (hp 5) sleep here. There are no weap- (hp 31) guards standing at the front permanent in spite of some abra- ons or treasure here. They are under a doors. The entry hall is empty. sive scrubbing. permanent geas to serve here. The grand entry hall is a huge cir- 3. Coat Room cular room full of burnt, charred There are six dirty beds, pants, and shirts hanging from wall pegs, and pews facing the great throne at the This room is full of coats, cloaks, wooden boxes full of clothing far end of the hall. Four huge cir- robes, and other clothing. cular daises stand four feet high, under each bed. two on each side of the room. The A detect magic spell will reveal a burnt and twisted remains of a very 8. arms Rooms robe of useful items and cloak of poi- large chandelier sit in the center of sonousness, and a robe of powerless- There are two of these rooms, one the room where it fell long ago ness. off hall 12 and one off hall 52. These from above. The ceiling is four rooms are filled with normal weap- levels above. Circular stairways rise 4. Cook’s Room ons, arrows, and shields. The weap- from each side of the wall, ascend- ons are passed through the slot at the ing to a landing on the third level. The heavy door to this room is end of the hallway to the warning Black rubble is strewn along the always locked. rooms (rooms 9). The characters can walls. Bones and skulls can be seen choose any type of normal non- This smelly room contains a table under the chandelier. Footprints magical weapons from here. are visible up and down the out- and four bench-chairs. Dirty dishes are on the table. There are coats side aisles. The soot on the tops of 9. Warning Rooms the daises has been rubbed off. and aprons hanging on pegs by the door and colorful, empty food The heavy iron door to this room sacks hanging like pictures on the At night, the entry hall contains four has a large barred window in it. banshees (from rooms 21-24, Level 4), wall above the bed.

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The Bozak guard inside casts web tains a bed, table, and chairs. There is 15. Bartender’s Room at the party through the window, a kitchen knife under the pillow on The door to this room is locked. then casts invisibility on himself. So the bed. There is a locked chest in the when the party finally gets into one of corner. If the chest is opened, it con- As the door to this room swings these rooms, read the following: tains dried beef. open, you smell stale wine. There is a bed, table, and chairs and a tall The heavy door slowly opens and 12. hallway wooden closet in the back of the the room is dark and smelly. Closer room. There are three empty bot- examination reveals the room to be Looking down this 40-foot hallway, tles on the table, the bed is empty except for a half-eaten meal you see a door on the left and unmade, and the closet doors are in one corner. Opposite the door is another door 30 feet down on the closed. a slot in the far wall. The slot runs right. There is a large vertical slot vertically from the floor; it is 12 in the wall at the far end of the The closet is locked and the lock inches wide and three feet tall. No hall. has a poison needle trap on it. If the human or draconian could fit trap is triggered, the poison will para- through it. 13. hallway lyze the thief for 2d6 hours. There are clothes, a shield, and a short sword in These rooms serve as false entrances The door to the hallway is heavy the closet. Closer examination of the (to draw attackers away from the front and has a bright holy symbol closet reveals a secret door that hides doors). They also serve as conduits for painted on it. There is garlic hang- 400 steel pieces and a dragon’s tooth. additional weapons and supplies to ing on the back of the door. At night, the bartender (hp 6) can troops in the courtyard. The guards in be found sleeping here. He is a burly, these rooms can quickly pass informa- 14. Chef’s Room balding man with several black snake- tion into the keep from outside with- like tattoos on his arms. He has been out opening any doors. The door to this room is locked and is covered with contact poison (which geased to serve here and is not inter- ested in escaping. 10. Sick Waiter inflicts 2 points of damage per round for five rounds, once it is touched by a The heavy door to this room is bare hand). The human male chef 16. foodmaster (hp 6) lives in this room. He is a pris- locked. There is a splotch of dried This is the Foodmaster’s room. He oner, but he lives a good life within purple dye on the door. The room is in charge of securing food and drink the keep. He will be found in the gives off a horrendous stench. for the inhabitants of the keep. The kitchen by day and here by night. If door to his room is locked. Like the the door is opened, read the follow- If the room is opened, read the fol- chef, he lives better than the other ing : lowing: human servants in the keep. This room is neat as a pin. Cup- There is a figure in bed with dirty This room is nicely furnished. boards line the walls. They are full covers pulled over its head. There is a carpet on the floor and of food and relatively clean cloth- Upon closer examination, it tapestries on the walls. The silver- ing. There is a bed with thick blan- turns out to be a comatose human ware and plates on the table are kets in the corner. There is a holy male in the bed. He has purple clean. There is a wine rack on a side medallion of Mishakal under the sores all over his body. table with four unopened bottles. pillow and a wreath of garlic hang- A bookrack on the wall contains ing on a peg on the back of the This man has a plague virus. He dozens of ledgers. A clay pot holds door. A jar of dried purple flowers will remain unconscious even if several quills. cured. The members of the party sits on the floor by the bed. There is a jar of water, two clean plates, must save vs. poison or contract the The Foodmaster (hp 6) sleeps here and silverware on the table. same disease. Diseased characters at night. He would love to escape but develop the purple pox in 24 hours knows that escape by night is impos- The dried flowers are belladonna. and go into a coma 24 hours later. sible through the cemetery and he has In the bottom of an urn full of flour Death comes on the third day. been threatened by one of the keep are three rubies worth 300 stl each. In vampires-if he tries to escape, he a small pouch hidden under one of 11. Cook’s Room will be sought out and slain. So he is the chair seats there are 51 pp. rather reluctant to leave. The heavy door to this room is There is a dagger +2 under the He carries his treasure in a pouch locked. If it is opened, the room con- bed’s straw mattress.

60 during the day and hides it in his boot locks. There is a guard here during (hp 31) by night. The draconians car- at night. He has 12 small gems worth the day. All forms of weird carcasses ry their treasure with them. These a total of 600 stl and 32 sp. are dragged into the meat lockers draconians guard the first four levels through this door. of the keep. 17. Banquet hall 34. Mess hall 47. War Room The large banquet hall is full of tables and benches. It is empty at This is where the Baaz and Kapaks The doors to this room are heavily night. During the day it contains eat. It is empty at night, but it con- locked (-30% to pick the locks). If 2d10 Sivaks (hp 31 each) and 1d10 tains 2d10 Baaz (hp 12 each) and the PCs get in, read the following: Bozaks (hp 22 each). They attack any 2d10 Kapaks (hp 17 each) during the strangers they see. day. They attack adventurers on sight. This is the War Room. The walls are covered with maps and charts. 18. dining Closet 35. tavern There is a rack in one corner that contains 12 Sivak wicked-edged This is the tableware and plate This is the tavern for officers only. swords. A suit of ceremonial plate closet. The tableware is not valuable. It is staffed by a human bartender mail is in a display case. There are Sorry. who lives in room 15, and by human plans for an attack on the city of waitresses (all ugly) who live in room Kalaman on a great table in the 19. kitchen 6. It is empty at night. (Why? center of the room. Because there are lots of undead walk- The kitchen is empty at night and ing around at night. The dracs don’t One of the Sivak swords is magical bustling by day. During the day, there like undead. Soth does, and his ( +2 vs. undead). The plate mail is are about 10 humans cooking food orders are to leave ‘em be. Got that?) +2 also. and cleaning dishes. Most of them are During the day, there are 1d10 geased not to leave the keep. There is Bozaks and 1d10 Sivaks in this room. 48. Servants’ Bath a Sivak guard (hp 33) at the outer They don’t like adventurers either. door (area 33). The door to this room is not 36. hall locked, but it can be bolted from 20. Stairwell the inside. This room is where the This broad hall connects the Level 1 human slave servants can get This is a stairwell to the elves’ quar- barracks with the mess hall, tavern, ters on Level 2. This stairway was used cleaned up. There is a large pool in kitchen, and banquet hall. There is a the back of the room, urns of to bring specially prepared food for Sivak guard (hp 31) at each end of the elves up to the elven dining room. water, and several sponges on the this hall. side of the pool. There is a lot of 21-32. Storerooms clothing hanging from a rope tied 37. Jail Stairs across the back of the room. Rooms 21 through 26 are full of This spiral staircase leads up to the animal carcasses, many partially keep jail. 49. Ore Room butchered. Rooms 27 an 28 are full The door to this room is not locked. of kitchen utensils, pots, kettles, and 38. Corridor spices. Rooms 29 and 30 are full of The room contains bins full of coal grain. Room 31 contains a well with a This is the barracks corridor. It is and various kinds of ore. bucket on a crank. It is 1,000 feet well-traveled as it is the way all of the deep (the work of an earth elemen- draconian troops get to the mess hall 50. Smithy tal). Room 32 reeks because it con- (area 34). There is always a Sivak guard The door to this room has an unu- tains a 30-foot-deep garbage pit with (hp 31) on duty at the outside door. sual lock (-30% to pick). an otyugh (hp 37) in it. The otyugh During the day, there are guards out- attacks unless the party is holding a side each of the inside doors too. This room contains a forge, bel- torch or lit lantern. lows, anvils, hammers, and a large 39-46. Barracks bile of coal and wood. The walls 33. exit These eight barrack rooms are all are covered with half-finished The exit to the kitchen supply area the same. They each contain six beds, weaponry, pieces of armor, dented can be sealed off by a series of sliding a long table, and six chairs. They are helms, and other metal delights. metal doors, bars, latches, bolts, and empty by day and full of sleepy Sivaks

61 During the day, the blacksmith (area 36). Now this wing is occupied saving throws vs. spell or go to sleep, from room 51 is here (see room 51 for by . regardless of level. The sandmen try his stats). His geas has worn off and DM NOTE: Stair areas 20 and 37 to touch each party member to put he is just waiting for an excuse to are listed in numerical order but are him to sleep and then try to escape leave. He will gladly join the party. not listed under the correct wings. the jail. This was done to give the stairs the 51. Blacksmith same room number on both levels. 2. Cell The jail wing (rooms 1-35) is acces- This cell is empty. Drig Warhammer is a 6th-level sible only by the stairs (area 37). dwarven fighter. His original geas has There are five Sivak guards in the jail worn off, but he has not let it show. wing. 3. Cell He knows that he cannot escape at The wings were This room contains an eight-foot- night through the cemetery, nor by for Knights of the Sword and Knights tall disfigured humanoid creature day under the eyes of the guards. So of the Crown who visited the keep. that turns to attack the party and he is biding his time to escape. He can These areas extend upward to Level 3 escape. assemble bits and pieces of chain mail via stairways. that will fit him in room 50. The creature is a flesh golem (hp He carries a hammer from that the Jail Wing room as his weapon. He does have a 31). secret problem though. There is a 1-34. Jail Cells 100% chance that he runs away, 4. Cell Cells 1-32 appear to be 10 feet by shrieking in terror, from any creature 20 feet, but actually the thick walls that is nonmaterial (spectre, ghost, Upon opening this cell, the party mean that the cells actually measure 8 haunt, shadow, banshee, etc.). He hears a faint chirping sound com- feet by 16 feet. Each cell contains a will not admit to this problem, even ing from somewhere in the back of heavy stone urn filled with water, a after he has run away and is eventu- the cell. chamber pot, and two stone shelves ally found. (one on each side of the cell) that The chirping is coming from a serve as beds. Cells 1-9 have heavy 52. hallway common cricket. The floor of this cell iron doors with no windows and no is covered with a thin layer of gray There are three doors off this 40- food slots. Cells 10-32 have heavy ooze (hp 20). foot hallway. At the end of the hall wooden doors with a small barred is a three-foot-tall vertical slot, window and enough room under the 5. Cell approximately 12 inches wide. door to slide a plate of food under it. It is also just the right size for a rat to As the door to this cell is opened, 53. hallway crawl under. Cells 33 and 34 are spe- the party smells a noxious vapor cial. The doors to these cells are made and a gorgon (hp 48) crashes out of The door to this hallway is not of pure steel (too heavy to lift but the cell into the hallway. Anyone locked, but it has a large holy sym- worth 5,000 stl each). These rooms standing near the doorway is bol hanging on the outside. were meant for captive royalty. All knocked over for 2 points of dam- cells are locked. No jailed creature age. have any gold or weapons. Level two 6. Cell 1. Cell This cell contains Level Two is made up of four wings: two men dressed the elven wing, the jail wing, the There are two men lying on their as Knights of the Sword. One man Crown wing, and the Sword wing. All backs on their beds in this room. is blonde and the other has black guards on this level are Sivaks (hp 3 1). As the party opens the door, they hair. They both have beards. They The elven wing (rooms 38-54) was see two naked human man-shapes cover their eyes as the light enters reserved for the elven residents of the sit up and turn to look at the party. the room. keep. The elves preferred to keep to A moment’s scrutiny reveals that themselves and ate a different diet they are not human and appear to These are two doppelgangers (hp than the Solamnic Knights who once be made of sand! 24 each). occupied the keep. The two entrances to this wing are the kitchen stairs (area These are two sandmen (hp 2 5). 20) and the stairs from the landing The party members must all make

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7. Cell The two females will not stir, no mat- bish is searched, a note is found that ter how much noise the party makes. reads “I sensed powerful good as I As the door to this cell is opened, a They are illusions. There is a trapper (hp came up the stairs!” black panther-like beast pushes its 70) on the floor of the room. way into the hallway. Then it turns 26. Cell and snarls as black tentacles writhe 16. Cell There is a gibbering, insane man in on its back. There is a Baaz draconian (hp 12) this cell. He is a werewolf at night (hp This is a displacer beast (hp 38). in this cell. He was caught sleeping on 23). duty. 27. Cell 8. Cell 17. Cell There is a large bearded man in this There are four rooster-like birds in This cell is empty. There are bones room. He cannot speak and is too stu- this cell with long yellow green and rubbish on the floor. pid to communicate. He is a werebear serpentine tails. at night (hp 37). 18. Cell These are four cockatrices (hp 26 28. Cell each). There is a Baaz draconian (hp 11) in this cell. He was caught stealing There are four dirty children in this 9. teleportal food from the kitchen. cell. They know no language. They are wererats at night (hp 15 each). This cell appears to be empty. 19. Cell There is a black snakelike marking 29. Cell on the far wall. This cell is empty. There are bones and rubbish on the floor. This room is empty. There are The black mark is an S-shaped sym, bones and rubbish on the floor. bol of Soth. Those who touch it are 20. Stairs If the rubbish is searched, a note is teleported to rod room 1 on this level. found that reads “The guard says These stairs are in the elven wing. there’s a big black snake in the room They connect the Level 1 kitchen with around the corner!” 10. Cell the Level 2 elven dining room (area There is a troglodyte (hp 12) in this 48). 30. Cell room. 21. Cell There are two sickly lizard men (hp 6) in this cell. They were captured at 11. Cell There are two skeletons (hp 5) in the bottom of the chasm. There is a troglodyte (hp 10) in this this cell. They reach out and grab at cell. anything that passes. 31. Cell

12. Cell 22. Cell This cell is empty. There are bones and rubbish on the floor. There is a troll (hp 35) in this cell. Same as Cell 2 1. 32. Cell 13. Cell 23. Cell This cell is empty. There are bones There is a troll (hp 3 1) in this cell. This cell is empty. There are bones and rubbish on the floor. and rubbish on the floor. 14. Cell 33. Cell 24. Cell This cell is empty. When the door to this cell is There is a Sivak draconian (hp 33) unlocked, a giant creature bursts in this cell. He was accused of assault- 15. Cell out of the cell into the hall. The ing an officer. creature looks like a headless ape, There are two sleeping human moving on all four limbs. As it females in this room. There is a 25. Cell moves you hear a gentle droning crude chest in the center of the cell. This cell is empty. There are bones song, like the sound of wind and rubbish on the floor. If the rub-

64 table, chairs, wall pegs for clothing, eating in room 48 when the party through the trees. It turns and some shelves, a desk, etc. Thus they invades this level. attacks the nearest party member will not be described individually. who is carrying a torch or lantern. This is a well-furnished room. A 36. Landing sword and a shield hang on the The creature is a sussurus (hp 50). wall. This is a landing. Stairs go up and 34. Cell down from here. There is a heavy There is a silver coffer (worth 300 unlocked door off each end of the There are eight tentamorts (hp 8 stl alone) under the bed with a poison landing. each) in this small cell. gas trap on the lock (-20% penalty to pick). Inside the coffer are 35 pp 37. Circular Stairs and four gems worth 800 stl each. A 35. Guard Room shield +2 hangs on the wall next to a These stairs are in the jail wing. There is a Sivak guard (hp 30) here black scabbard. The sword inside is a They connect the Level 1 barracks with his two pet disenchanters (hp 28 long sword +3 vs. draconians with a with the Level 2 jail. each). The guard will ring a bell and curse on it. If a non-drow handles the then attack the party. The creatures sword, the creature immediately tries 38. guard Room will stand passively by. Each will zap a to cut its own throat, hitting auto- visible magical item (such as a sword, There are two Sivak guards (hp 3 1) matically and doing maximum dam- shield, helm, or armor) and drain it of in this room. As the party enters the age each round. its magical powers as a player passes room, one of the guards pulls a lever by. The item gets a save vs. crushing that alerts the drow an floods the 42. Bath blow to avoid being drained. The hallway behind the room with green player is unaware of this effect. slime from room 40. This is the bathing area for the drow. There is a murky pool here with Sitting behind a table is a Sivak floating sponges. Towels hang on wall 39. Powder Room guard stroking the trunk of a tall, pegs. our-legged creature that looks like The hallway outside this room is in a small camel with an elephant’s continual darkness. This room is 43. fighter/thief trunk. Another similar creature is filled with wooden crates. If the crates This is the room of a 7th-level in the corner. The guard rings a are opened, they contain a red dusty fighter/thief. He is most likely bell and pushes the creature aside. powder. Any character who handles encountered in the hall battle. Grabbing two wicked-edged or gets close enough to breath the swords, he attacks. powder must roll a saving throw vs. poison at a -2 penalty or lose half his Fardik Fleetfingers: F/T 7; AC 0; MV 12”; HD 7 + 7; hp 35; #AT 2; dark elven Wing hit points over the next ten rounds. The powder kills green slime on con- Dmg 1d6+2 (x2) from long dagger +2 and short sword +2; AL CE; 75% This wing is inhabited by drow. tact. When the party enters room 38 or 48, chance to surprise; all saves at +2 the dark elves are alerted and the hall- 40. Slime Room way between rooms 48 and 38 is If the party enters his room, which flooded with green slime from room The hallway outside this room is in is unlocked if there was a battle, read 40. The halls of this wing have a per- continual darkness. This room which the following: manent continual darkness cast on is not magically dark) is full oI green them. The elves gather in two groups, slimes. If the door is opened by the The door opens easily. The room is one at the intersection between rooms party or by the lever in room 38, the not presently inhabited. It con- 44 and 45, and the other at the inter- slimes spill out into the hallway. The tains a bed, table, chairs etc. section between rooms 5 1 and 52. amount the party would have to deal There are well-made tapestries on Spells and weapons ready, they attack with is the equivalent of ten green the wall showing dark caverns the PCs if the party steps into the area slimes. There is a Symbol of Soth on filled with icy stalactites. There is a in front of the door to room 48. This the back wall. It teleports anyone who box of daggers on a shelf. defensive maneuver has been prac- touches it to rod room 2 on Level 3. ticed regularly as the drow distrust the The PCs find no treasure here draconians. 41. drow unless they move the bed and notice a All of the living quarters on this loose brick low in the wall behind the level are furnished similarly: bed, The drow who lives in this room is bed. If they remove the brick, they

65 find a sack with coins in it. There are which he wears proudly, enraging filled with acrid vinegarish liquid. 90 pp, 592 stl, and 5 goldbugs in the even his friends sometimes. Strange fungus coats the edges of bag. Watch out for those bugs! this vessel. 51. Magic-User 44. fighters 48. dining Room This room belongs to a 12th-level This is the room of an 8th-level male drow MU. There is one Sivak guard (hp 31) at female fighter. If she is not fought in the stairway door and one dark elf eat- the hallway, she will be here. The Larri Harriharri: MU12; AC 2; ing here. The room contains many room is furnished as usual. She carries (bracers AC 2); MV 12”; hp 37: #AT tables and dozens of chairs. her treasure in a bag around her neck: 1; Dmg 1d4+4 (dagger +4); AL CE; four gems worth 1,000 stl each. MR 74%; surprise 75%; saves at +2; Davud Gilliwocken: F5/MU5; AC Spells memorized: globe of invulner- Fleega Neckbreaker: F8; AC -1; 0, MV 12”; hp 30; #AT 1; Dmg 6d6 ability, wall of force, teleport, MV 12”; HD 8; hp 46; #AT 3/2; (cone of cold from wand of frost with cloudkill, conjure elemental, wizard Dmg 1d6+3 from short sword +3; four charges left); AL CE; MR 60%; eye, polymorph self, ice storm, poly- AL CE; saves at + 2; 75% chance to 75% surprise; Spells memorized: morph other, fly fireball, lightning surprise slow, invisibility, web, charm, dark, bolt, dispel magic, invisibility, web, sleep, and magic missile. wizard lock, ESP continual darkness, 45. fighter sleep, magic missile (x3). Davud tries to web the party, go This is the room of a 6th-level male invisible, and leave the room before Larri responds to the alarm by run- fighter and his pet hellhound. If the the hallway fills with slime. ning out of his room and throwing up fighter is engaged in the hall, the a wall of force. Then he and the other hellhound is shut inside this room. magic-users wait to see what happens. 49. Magic-User The dog sleeps on a dirty bearskin. Larri has dozens of small black S- Inside the bearskin are two rubies This is the room of a 7th-level male shaped markings on his arms. He (800 stl each), three sapphires (300 stl drow MU. At the alarm he rushes out keeps his treasure in a pouch tied to each), and a diamond worth 2,000 into the hallway. his belt. He carries a 3,000-stl dia- stl. mond with the initials “A&A” carved Glento Killbride: F6; AC 1; MV Jake Doorand: MU7; AC 4 (bracers the face, a gem of seeing, and a cube 12”; HD 6; hp 34; #AT 1; Dmg AC 4); MV 12”; hp 22; #AT 1; Dmg of force. 1d6+2 by short sword +2 vs. 1d6 by dagger +2; AL CE; MR 64%; humans; AL CE; 75% surprise; saves surprise 75%; saves at +2; Spells 52 & 53. fighter/thief at +2 memorized: minor globe of invulner- ability, fireball, lightning bolt, detect Each room is occupied by a 7th- Hellhound (Shoobark): AC 4; MV good, continual darkness, pyrotech- level female drow fighter/thief. Her 12”; HD 6; hp 34: #AT 1; Dmg 1d10 nics, spider climb, shrink, magic mis- treasure is kept in a bag around her (bite) and 7 hp/breath attack; AL LE; sile (x2). His treasure is a necklace of neck. She carries three 1,500-stl breathes fire. adaptation, which he is wearing. emeralds. She has a collection of three magically cursed swords on her wall. 46. empty Room 50. Magic-User The sword on the left causes paralysis (no save) for 1d8 hours if held. The This room is empty. This room belongs to a 6th-level middle sword steals 1d4 hit points male drow MU. At the alarm, he permanently (no save) if held. The 47. Penanggalan Lair opens his door and peers out. He has rightmost sword causes blindness for a cautious disposition. This room, behind a secret door, is 1d4 hours (no save) if held. one of Kitiara’s several penanggalan Waynoh Castermaster: MU6; AC lairs. Two female thieves: F7/T7; AC 1; 8; MV 12”; hp 17; #AT 1; Dmg MV 15”; hp 50: #AT 3/2; Dmg The odor of vinegar nearly over- 1d4+1 (dagger of venom); AL CE; 1d8+3 (long sword +5 vs. lawful whelms you as the door opens. MR 62%; Saves at +2; surprise 75%; good); AL CE: MR 64%; surprise This room contains one chair and Spells memorized: fly, lightning bolt, 75%; saves at +2 invisibility, wizard lock, feather fall, one bed. The floor is littered with Each responds to the alarm imme- refuse. In the corner of the room, sleep, dark, magic missile. His trea- sure is a scarab of enraging enemies diately, sword in hand, and waits away from the window slit, is a vat behind the wall of force.

66 54. Locked Room to the Sword Wing is locked (-30% wall, is a large iron statue of a penalty to pick) and even they do not The door to this room has a 12th- Knight of the Crown, each carry- have a key to it. Occasionally they level wizard lock on it. Inside is the ing a giant broadsword. There are have been asked to wait on the land- room of a 12th-level drow MU who is four of these statues. ing with orders to let no one enter the off on his own adventure. There is an guard room. Their superior officers invisible stalker (hp 46) in the room, The chests contain thousands of disappear into the guard room and do guarding it until the magic-user copper, silver, and electrum pieces, not return for at least 15 minutes. returns. 2,550 stl, 235 pp, and 25,000 stl worth of various gems. Everything is 71. dracodrug Cache Crown Wing mixed together so it would take hours to find the gems. The statues are iron 55. guard Room golems (hp 80) that stand guard over There is a steel chest on top of a wooden table in this room. This room is guarded by two Sivak the treasure. Anyone who touches a draconians (hp 32). The door to the chest is attacked by the nearest golem This room contains a large table Crown wing is wizard locked (at 6th- (the others attack the rest of the par- that has a wizard-locked (4th level), level) and has a large medallion of ty). These golems do not leave the sturdy, steel chest on it. The chest Mishakal painted on it (on both treasury room, but they try their best contains pouches filled with a pun- sides). Neither of the guards has ever to prevent anything from being gent purple herb. These pouches con- been through that door. They don’t stolen. They move only if a chest is tain a narcotic that causes powerful even have a key. The hallway behind touched. hallucinations in draconians. The PCs this door is completely mold-free. 62. Pennanggalan Lair do not know what it is. But if they 56. Closet take any with them, draconians will This room is similar to room 47. It smell it and attack in a berserk rage This closet has some moldy coats reeks from the vinegar vat in the cor- ( + 4 bonus to attack and damage with yellow mold on them. ner. The window is cracked open. rolls).

57. Bath 63-67. Mummies 72. drug Money This was once the bath for the These five locked rooms, once well- Knights of the Crown who lived here. furnished for the warriors of the This room is empty except for a Now it is empty. Crown, are each occupied by a mum- medium-sized iron strongbox at my (hp 35) that rises up out of a sar- the back of the room. 58. Closet cophagus as the door is opened. Each of the sarcophagi is cake with brown The box is wizard-locked (4th This closet has three shelves in it. mold. No treasure here! level). In the box are 4,535 cp, 2,346 On the top shelf are some folded tow- sp, and 982 stl. This money repre- els. There is yellow mold on the top Sword Wing sents the collective drug profits of towel. small cadre of Bozak officers. 68. Landing 59. Stairs Room This landing has a secret door at 73. hallway This room has a circular stairway up one end and a regular, unlocked door This hallway is deserted. to Level 3 in it. There is a secret door at the other end. Stairs lead up and in the far corner. down from here. 74. Closet

60. Closet 69. Pennanggalan Lair There are old moldy coats in this closet. This closet is empty. (Whew!) This room reeks of vinegar like rooms 47 and 62. The vinegar vat is in 75. Bath 61. treasury the corner. The door is unlocked. This long, narrow room contains 70. guard Room This room was once the bathroom dozens of large chests. Every ten There are two Sivak guards (hp 3 1) of the Knights of Sword who feet from the door, against the left in this room. They are unaware of the lived at the keep. It has not been secret door. The other door that leads

67 used for centuries. A thick red and feet high and 12 inches in diame- As the door opens you see a well- green scum fills the empty stone ter. There is a pentagram inscribed furnished room. Candles are lit on pool. There is a door in the back on the top of this pedestal. Jutting the table, which is covered with a corner. out of the center of the pentagram velvet tablecloth. The table is set is a ten-inch-long section of a red for two, but only one plate has 76. Closet rod. You notice that the interior food on it-a large prime rib walls of the room and the ceiling cooked rare. A beautiful dark- This closet contains moth-eaten, (which is 20 feet above) are covered haired woman with a pretty but moldy towels. with black soot. The faceless figure crooked smile looks up at you in turns to greet you. surprise. “Who are you?” she asks. 77-82. huecuvas Each of these locked rooms is inhab- The hooded figure is an eye of fear Play it by ear. She wants to come ited by a huecuva (hp 12) that has poly- and flame (hp 80). It commands each with the PCs. She is Kitiara, a former morphed itself into a thin and lawful or neutral oriented player to Dragon Highlord who claims to have ragged-looking Knight of the Sword. slay the others. If they disobey, it been healed or resurrected by the Each “man” looks different and has a pulls back its hood to reveal a bare dark elven clerics who live upstairs. different name. But all are wearing rag- skull with a red jewel in one eye sock- She has been held captive in the keep ged and torn Solamnic garb. They have et and a black jewel in the other. for years as a slave companion for Lord no weapons and claim to have been These gems are worth 1,500 stl each. Soth himself. prisoners for about three weeks. They After the rod part is removed from She shudders as she mentions his state that they were captured by dra- the pedestal, the pentagram on the name. She begins to weep as she conians in an early morning fog. top of the pedestal vanishes and a remembers the awful things he has “Release me and my companions and Symbol of Soth appears. Touching done to her! “Give me a sword and we will fight for you!” this Symbol sends the toucher to the shield and I will fight with you.” Her Play it up as if these were six real jail cell (area 9) on Level 2. reputation as a fighter is renowned. You should now read the section in Knights. When they are all released, ® or when the party gets suspicious, the FIEND FOLIO tome (a page and they attack, spreading disease to all Level three a half) on the penanggalan. Kitiara they touch. They have no treasure, so knows the keep well. This is a great This level is accessible from side they are eager to take the possessions opportunity for the DM to lead the stairs and from the great circular stair- of the party. players around using her suggestions. well to the Entry Hall on the first She doesn’t know where the rod parts level. No living creature comes out at Knight Names: are or how to get to them. night for fear of hearing the horrible Room 77 : Sir Michael Kaffrey If you have trouble extracting her wail of the banshee women. All of the Room 78: Sir Marcus Houser from the party at night when she regular inhabitants of the keep do not Room 79: Sir Mycos Pitruska must leave her body, have Soth pop have to make saving throws to survive Room 80: Sir Geoffrey Chambert in, trigger his fiery rod, and spirit her the wail. The party has to. All the Room 8 1: Sir Edvard Vood away behind a wall of ice! Have fun! guards (labeled “G” on the map) on Room 82: Sir Kristos Kongry this level are Sivaks (hp 31). 2. Bedroom They claim to have been with the 1. Kitiara’s Room This locked, empty room is clean 23rd Sword Elite Cavalry. and well-furnished. It is a spare guest This has been Kitiara’s room since room. Rod Room 1 the War of the Lance. She is now a penanggalan, though the party might This room is dark. If there is a not know this, even after discovering source of light, read the box below. the vinegar vats in rooms with window This room is full of weapons and Otherwise, the PCs sense something access throughout the keep. armor of all nonmagical types. else in the darkness with them, but There are guards outside this room they don’t know what or where it is! and a big heavy lock on the door. Sup- There is a hooded, man-sized fig- posedly only Soth has the key. Actu- ure in this large room. It stands by ally, Kitiara has the key on a chain a circular stone pedestal that is four around her neck where it cannot be seen.

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4. Corpse 9. Cleric to three shiny silver pieces.

This locked room reeks of death This unlocked room is dark inside, 11. Sheet Phantom and decay. There is a skeletal but the light from your torch corpse sitting in a chair behind a reveals the form of a dark elven This locked, regally-furnished desk. The papers on the desk are female cleric kneeling with her face room is empty. There is a beautiful covered with dried blood and dust. away from the door. She is mum- woven carpet on the floor and the bling a prayer to a small shrine bed is covered in silk. There is an If the papers are examined, one against the far wall. There is a size- iron chest by the bed. section is readable: “...rod parts are a pile pile of platinum pieces next to here in the castle! I can sense them the shrine. There is a sheet phantom on the within the walls. Overheard some ceiling where it cannot be seen. It guards talking about Soth coming in If a character enters the room, he attacks the first player to enter the through the bathroom window. Have might notice that the shrine is dedi- room. The chest is empty. looked for a bathroom with a win- cated to Paladine. No dark elf would dow. Can’t find one. Must be in one be praying to Paladine, so something dm Notes for Rooms 12-13-14 of the Sword or Crown wings or up should seem wrong here. If the PCs above somewhere.” try to get her attention, she raises her These rooms are inhabited by three left hand with one finger in the air skeletal warriors (hp 63, 62, 60, 5. temple Warehouse (guess which one) then lowers it and respectively). All of the doors are continues mumbling. locked and coated with a powerful This room is full of holy robes of the The cleric (a juju zombie, hp 27) contact poison (saving throw vs poi- good and neutral gods. They are old and the platinum are illusions cast by son at a -2 penalty or die). If any of and moldy. However there are sev- a glob of symbiotic jelly (hp 9) on the the doors or locks is fiddled with, read eral silver-coated iron holy symbols ceiling. The zombie and the jelly are the following boxed text, then the here, as well as some medallions and starving. The juju zombie attacks other two doors open and the other hand-held standards. when a character is standing right two skeletal warriors appear in their next to or behind it. doorways, ready to fight. 6. Sheet ghoul 10. Sons of Kyuss 12-14. Skeletons This locked room smells of decay and death. There is a moldy bed, If the party opens this locked door, When this door’s lock is fiddled long unused, in the corner of the all must make saving throws vs. spell with, the door opens and the PCs room. A desk covered with papers or flee in panic. Read the following if see a tall skeleton clad in faded and sits in the center of the room. The the party looks in. rotting fighter’s garb, holding a desk chair is on its side behind the fine-looking two-handed sword. This locked room is a bathroom. desk. “Looking for us?” it says with an There are clean towels on a table undead hiss. Two other doors open next to the door and footprints can There is a large sheet ghoul (hp 28) on the same side of the hall. You be seen leading from the table to hanging on the ceiling of this room. It now face three of these fellows. the pool and back. The water in attacks the party member with the the pool is clean. highest Armor Class in the room. The three of them step out into the hall, closing the doors behind them. Closer approach to the pool reveals 7. Cot Room The doors automatically lock. These the glint of metal (perhaps a coin?) at creatures are three of Soth’s skeletal This locked room is filled with the bottom of the pool. At an oppor- warriors. wooden cots, stacked together and tune moment, three sons of Kyuss They attack the party with the plan leaning against the wall. If the PCs (hp 22 each) surprise the party by of knocking each player out without examine the room, they see a few gold splashing up from the front part of killing him. The final blow is always a pieces in the corner behind some cots. the pool to attack. If the party ignores smack with the flat of the sword, the pool and leaves the room, the sons knocking the player unconscious. 8. guest Bedroom emerge from the room and make an (Live beings sell for a premium to the attack from behind when the party vampires in the keep.) This locked room is well-furnished has gone down the corridor outside These warriors are under a power- but unoccupied. It is another spare rooms 12-13-14. ful curse. They cannot be killed. The guest bedroom. The treasure in the pool amounts killing blow will result in a puff of

70 smoke and the creature vanishes. It commanders are in their locked quar- locked coffer containing 324 will reform over the next month. ters only at night. If confronted, they platinum-painted lead pieces (poison Only by finding their souls can they will probably surrender to a powerful needle, save or die), a burlap bag full party. of costume jewelry (looks like it’s Treasure in the three rooms is worth a fortune!), two carved rods located in chests in the back of each 19-22. Kapaks radiate magic, no powers), and a six- regally furnished room. foot-long black wooden staff (which Room 12 contains 26 various gems These four locked rooms are the does nothing). sparsely furnished quarters of four (worth 20,000 stl) in a small coffer (poison needle), 19 pieces of precious high-ranking Kapak draconian com- 26. Vampire manders (hp 24 each). Their treasures jewelry (worth 12,000 stl) in a small This room contains a spare coffin coffer (contact poison), a ring of spell are found around their necks, in vel- for one of the vampires that lives turning on a table, and a staff of strik- vet bags. Each has several small gems above. ing. worth 2d10 x 100 stl total. They too Room 13 holds 6,000 cp in one are in their quarters only at night and will probably surrender to a powerful As the door to this room is opened, chest (no trap), 5,000 sp in another party. hundreds of common rats start chest (no trap), 22 gems worth 11,200 pouring out of the room. Then a stl in a small steel coffer (wizard 23-25. Skeletons pre-set clerical spell, insect plague locked at 12th level), a shield -4, (11th-level caster), is set off at the and a cursed mace +3 that changes its These three regally-furnished, nearby end of the hall. wielder’s alignment to Chaotic Evil. locked rooms are the same as rooms The squalid room contains rats Room 14 contains 500 sp in one 12-14. They belong to three more of and bugs crawling over a large chest (no trap), 5,000 ep in another Soth’s skeletal warriors. Read the DM black coffin that rests against the chest (no trap), 3,000 stl in another Note listed before rooms 12-14 and wall near the open window. larger chest (poison gas trap, acts as conduct the hallway battle as before, cloudkill), 200 pp in a small coffer with all three skeletal warriors fight- The coffin is full of black dirt. (wizard locked at 3rd level), and six ing. There is one significant differ- potions of healing. ence, however. One of the warriors 27. Bath If the party members get killed, hurls a flask of slow gas onto the floor and no one uses the hair-charms to in the hall. The party members must This abandoned bathroom has a teleport the party back to the high roll successful saving throws vs. dry pool at one end and a window clerics, have the PCs wake up the next breath weapon or be slowed. in the far wall. morning in room 2, each with 1 hp, Room 23 has 3,000 cp in a wooden bound hand and foot. Everything unlocked chest, 6,000 ep in a locked The window is an illusion. The wall they owned is gone, except for their metal chest (no trap), 22 gems worth behind the window illusion is covered clothes. They should know where to 8,000 stl in a small coffer (acid blast with stunjelly (hp 23). find normal weapons by now-room trap, 2d10 points of damage, -2 per- 3 is an armory. The spell books are manent Charisma loss), and a 28. empty Room torn up and strewn around the platinum-gilded sword worth at least This room is completely bare. room-messy, but still quite useable. 7,000 stl (radiates magic, cursed: After they have suffered a bit and fig- owner will use and never sell, -6 to ured out what they’re going to do, attack roll, +10 to damage). Upper Crown Wing have Bergg pop in and heal them, Room 24 contains a sack with 2,000 29. Bath even if they don’t use a hair-charm. cp, a sack with 4,000 sp, an iron chest with 2,500 stl (locked, -40% penal- This room is locked. The window 15-18. Baaz ty to pick), 21 gems worth 14,000 stl to this room is special: The lower sill in a wizard locked (10th level) steel slants downward so its lip cannot be These four rooms are the quarters seen unless someone is standing at the of four high-ranking Baaz draconian tube, a potion of extra healing, a ring window and looking down at the sill. commanders (hp 16 each). Each room of constitution stealing (cursed, -1 There is a 75% chance that a player is sparsely furnished for the com- Constitution per day until dead, can- who looks out of the window sees the mander who lives there. Treasure in not remove). Room 25 holds no real treasure; the Symbol of Soth on the sill. Touching each room is in a small chest: 1d10 cp, warrior keeps it hidden in the moun- the Symbol teleports the player to 1d10 sp, 1d10 stl, 1d10 pp, and a tains. There is a locked chest contain- Rod Room 3 (page 73). 50% chance of a 300-stl gem. The ing 4,000 gold-painted lead pieces, a

71 There are four of these yellow musk This was the upper bath for the message: One is on two, by ‘trice. If creeper plant systems (hp 15 each) in you achieve your quest, I will finally commanding Knights of the the area. The plants can be hacked die in peace.” It smiles and will com- Crown. The stone pool is bone dry. away, but the only way to kill them municate no more. Fresh air blows in from the open and keep them from rapidly regener- The message means that the first window. ating is to hack and stab at the bul- Symbol of Soth, which leads to the first bous roots that are buried beneath part of the Rod, is on the second level 30. Shadows one foot of soil in the bath pool in in the cell next to the cockatrices. This locked room contains 12 room 3 5. Normal fire will not work. shadows (hp 19 each) and no treasure. Players within ten feet are subject 37. haunt to a hypnotic dust attack by the 3-HD Same as in room 36 except the mes- 31. Wights plants. Victims must roll successful saving throws vs. spell or walk into the sage is “The second is dark then This locked room contains eight heart of the plant where their Intelli- green.” This means that the second wights (hp 25 each) and no treasure. gence stats are reduced by 1d4 points Symbol of Soth (which leads to the per round. Reduction to 1 or 2 Intelli- second rod part) is in the continually 32. Wraiths gence results in a yellow musk zom- dark hallway (in the dark elven wing) bie. Reduction to 0 or less results in in the green slime room. This locked room contains six death. The party could hack its way to wraiths (hp 32 each). A banner is held rooms 35 and 36 fairly easily. But to 38. haunt up by a golden rod that is resting ver- get to rooms 37 and 38, the PCs have tically on two wall pegs. The gold rod This is the same as 36 and 37, to hack their way into room 35 and is a rod of restoration ( 15 charges except that the message is “The third kill the four bulbs. left). on the third past the bath is observed.” This means that the third As you peer into this room, the 35. Bath Symbol of Soth (which leads to the light from the window reveals a This room is crammed full of yel- third rod room) is on Level 3 past the very attractive banner on the wall low musk creeper vines. The old pool Crown bath pool at the window. This that reads “Welcome.” Then you in the bathroom has been filled with is the only bath with a window on the see the wraiths that are here to wel- dirt and there are four creeper bulbs third floor. come you! buried in the dirt. If these our bulbs are hacked up, the vines die. 39. haunt 33. Silent hall A heal spell restores all lost mem- Same as the others. Here the mes- This hallway has a permanent o to a character who is not dead. It sage is “Takhisis is the logical solu- silence spell cast on it. The spell does takes a neutralize poison spell fol- tion.” This means that to assemble not extend into any of the rooms. The lowed by a heal spell to return a yel- the rod properly, put it in the same characters notice the lack of noise low musk zombie to human form, order as the heads of Takhisis on her right away. Do not let them commu- but it will take four weeks for the vic- body. (Do not reveal the order!) The nicate. Also, when they are fighting tim to get back to normal. PCs have to figure it out from a pic- the undead in rooms 30-32, a spell- ture in the keep or by looking into the caster has to be inside a room to suc- 36. haunt rift on Level 7. cessfully vocalize a spell. (The correct rod order is White- This locked room is still furnished, Black-Green-Blue-Red.) Upper Sword Wing but it is very dusty. A translucent image of a Knight of the Sword sits Rod Room 2 34. top of the Stairs in a chair by the bed. This room is dark. If there is a As the PCs reach the top of the This creature looks like it could be a source of light, read the box below. stairs, they find the hall above to banshee, spectre, or ghost. But it does Otherwise, the PCs hear very heavy be very dark and completely over- not rise to attack. It is a haunt (hp 45) breathing in the dark. grown by a light-green ivy-like and it has been waiting for adventurers. plant. The doorway at the top of If the characters try to communi- You are in an oddly shaped room. the stairs is completely blocked. cate with it, rather than ignore it or There is a circular stone pedestal, The plant has bright yellow buds. attack it immediately, it tells them, “I four feet high and one foot wide, have been waiting to give you this in the northeast corner of the

72 The four wings are the library wing, 4. Reading Room room. The top surface of the pedes- the living dark elven clerics’ wing, the tal is inscribe with a pentagram and banshee dark elven clerics’ wing, and This room has several chairs and out of the pentagram rises a ten- the museum wing. tables in it. A sign on the wall reads inch-long black rod. Lying on the “Reading Room.” There is a floor in front of the pedestal is a 1. the temple female dark elven cleric reading a strange, eight-legged black dragon book in the back of the room. with a horn on its snout. It will not This was once a beautiful temple of “Oh!” she exclaims. “How did let you approach the pedestal. In Paladine. Now it is a filthy desecra- you get past the guards?” fact, it smells you and seems to think tion. The rose-colored statues are you might taste good. smashed and broken. The wall This encounter should be fun. It frescoes are splattered with excre- will require some preparation and a Chances of meeting the basilisk’s ment. On the altar is the rotting flair for role play. The female cleric is gaze are as follows: corpse of a Rose Knight with its actually an Aurak draconian who has chest cut open. Black snakes slither changed self into this form. It will act If the character is: over and under the wooden pews. intelligently and will not fight an Completely surprised — 90% entire party of adventurers. It will Surprised — 70% Though rotten and foul, there is a admit to being an evil cleric, but not Viewing monster — 50% parchment note on the sleeve of the to being a stupid one. It will try to Attacking normally — 30% dead knight. It reads “Grayspawn, find out as much as possible before Avoiding gaze — 10 % while doing research for my new book acting aggressively. An Aurak has a last night, I was mysteriously trans- lot of options at its disposal: it can Once the rod is lifted from the ped- ported with a small candle in my dimension door out, go invisible, or estal, the pentagram vanishes and is hand from the library to a large, odd- use mind control on one of the char- replaced by a Symbol of Soth, which ly shaped room within the keep. acters. You decide. Its mission is to sends its toucher to room 40 on Level 2. When my candle went out I pan- prevent them from entering the icked! There were no doors or win- library. It has 10 potions of extra heal- Rod Room 3 dows in the room. I thought I was ing stored on a high shelf in the back trapped in a tomb! Searching the of the library. If seriously injured, it This room is dark. If there is a light walls for a hidden door, I suddenly will dimension door there and quick- source, read the box below. Otherwise, found myself back in the dark library. ly heal himself to ambush the PCs the PCs are attacked (by wraiths) from Through commune, I have learned back in room 4 as they attempt to all sides in the darkness. that Soth will return to the Keep later leave the library. You are in an oddly shaped room. today. He has forsaken his holy quest! There is a four-foot-high circular What shall we do? Signed—Pietro 5. Library pedestal in the southwestern cor- Kristofsky, Prefect of Paladine.” ner of the room. Inserted vertically This huge room is full of musty, in the top of the pedestal is a small 2. Landing dusty books. There are tables and white rod part. Hovering near the chairs between the bookshelves pedestal are five wispy shapes that There is a Sivak guard (hp 31) and in front of each window. look remarkably like wraiths! They sleeping in a chair in the indicated move quickly to surround you! corner of this room. Behind the This is a wonderful library. There chair is a wooden door with an are many rare and beautiful books Once the rod part is lifted from the open book carved on it. here. The more intelligent members pedestal, the pentagram on top of the of the party will notice this very pedestal vanishes and a Symbol of 3. Recording Room quickly. The only thing worth doing Soth appears in its place. Touching in this library is to find the book that the Symbol sends the toucher to room This room has survived a small fire. the Prefect (see Room 1) was reading 29 of Level 3. Most of the back of the room is full when he mysteriously teleported to of racks of scrolls and record books. Rod Room 4. The book is called the A Bozak (hp 22) stands ready Undead Compendium. It is on the Level four (behind a bookshelf) to greet the top shelf (five feet off the ground) in party with a web spell. the lower right corner of the room. The fourth level is divided into five On this shelf, right under the book, is sections: four wings and the Temple. the Symbol of Soth. If this is touched,

73 it teleports the character to Rod Room Rooms 10-14 engraved with a very unholy holy 4 (see page 78). symbol. Lawful good creatures These rooms are sparsely furnished The books are arranged alphabeti- shrink from this door. Undead and in perpetual darkness. Each room cally by title, so the book can be avoid it like the plague. Chaotic contains a straw mat, a water jar, a found in the “U” section. There is a evil worshipers of Takhisis find it small table and a chair, a hairbrush on 60% chance that a PC who is at least indescribably beautiful. the table, and wall pegs with robes 5’6” tall sees the black, snakelike “S” From the door, a bright red car- hung on them. A female dark elven as soon as the book is removed from pet leads up to a desk-sized shrine cleric lives in each room. the shelf. Clues to the book’s exist- to Takhisis. On the altar are miner- All five clerics know some magical ence are found in Kristofsky’s room al carvings of twisted and spells (see the FIEND FOLIO® tome). (room 15). deformed beings from the Abyss. They are all wearing heavy robes (AC The wall is decorated with paint- 8), but all have +3 Dexterity dark elven Cleric Wing ings of a beautiful dark-haired bonuses, so they are all AC 5 before This cloister is occupied by six dark woman and of a fearsome chromat- any magical adjustments. elven female clerics. These women are ic dragon. There is a large black rarely seen by anyone other than the burning candle on each end of the 10. Cleric shrine. Human skulls are imbed- dark elves from Level 2 who bring Katrin Oakenfeld: Cl 7; AC 3; MV ded in the candle wax, skeletal food up to them twice a day. Meals are 12” ; H D 7 ; h p 42; #AT 1; Dmg served in room 7. faces leering out from the slick 1d6+2 (from +2 mace); MR 64%; black surface. surprises 75%; AL CE; knows some 6. hallway magical spells; clerical spells: cause This is a very evil place. In fact, the serious wounds, cause blindness, This is a highly magical hallway. The entire room is permanently protected cause disease, silence, hold person, doors at either end automatically close by the 6th-level clerical spell (from augury, detect good, cause light in 30 seconds if they are not spiked or UA) forbiddance. Cast by a 12th- wounds, sanctuary. She has a mace tied open. The hallway has permanent level chaotic evil dark elven cleric, the +2, bracers AC 3, a necklace of pray- and renewing cold and continual dark- spell is meant to secure this conse- er beads, and some incense of obses- ness spells cast on it. So it will forever be crated area. The effects of this shrine sion. She is short for a drow, but dark and very cold (20 degrees F). The is based on the ethics (law/chaos) and sturdy, and has a humorous disposi- inside of the doors are shielded in a morality (good/evil) of those trying tion. shiny silver sheet of metal. If anything to enter. Chaotic evil PCs cannot other than a chaotic evil dark elf enters enter unless they know the password. this hallway, one minute later a 6d8 Those of different ethics must roll a 11. Cleric flame strike spell rushes down the corri- successful saving throw vs. spell to Dorodot Hardingstone: Cl 6; AC dor. Damage is halved if a saving throw enter, otherwise, they suffer 2d6 5; MV 12”; HD 6; HP 35; #AT 1; is made. points of damage and can never enter. Dmg 1d6+3 (from mace +3); MR Those of different morality must roll 62%; surprises 75%; AL CE; knows 7. dining Room a successful saving throw vs. spell to some magical spells; clerical spells: enter, otherwise they suffer 4d6 curse, dispel magic, silence, cause There are eight chairs around a points of damage and can never enter. fight wounds (x3). She has a mace black obsidian table in this room. Effects are cumulative and both sav- +3, a ring of invisibility, boots of There are silver candelabra with ing throws might have to be made. elvenkind, and a wand of fear with black candles on the table, along There is a secret door on the right nine charges. She is tall, thin, has red with silver plates and tableware. side of the altar that leads to the clois- hair and takes no guff from strangers. There are swirling, murky-colored ter. paintings hanging on the walls. 12. Cleric The room is incredibly clean. 9. Cloister hallway Sheri Robineater: Cl 12; AC 1; MV 8. Shrine This hallway (and the insides of 12”; HD 9+6; hp 60; #AT 1; Dmg rooms 10-14) has a permanent renew- 1d6+4 (from mace +4); MR 74%; The door leading into this room ing continual darkness spell on it. surprises 75%; knows some magical from the long hall is made of pure Players without infravision will have a spells; clerical spells: blade barrier silver. The outside surface is like a tough time in areas like this. Dark harm, cause critical wounds, dispel mirror. The inside surface is elves prefer it. good, flame strike, cause serious

75 wounds (x3), cause blindness, cause Banshee Wing disease, dispel magic (x3), cure light turns. When he sees the party, his wounds (x6), causelight wounds (x5). eyes blaze with unnatural intensi- The door to this wing has a parch- She has a mace +4, bracers AC 3, a ty. In his rotting left hand is a holy ment note on it. The message is ring of protection +4, a cube of symbol of Paladine. A powerful written in good, evil, and dracon- force, and a rod of resurrection with magical force field prevents you ian dialects. It reads “This is a one- 24 charges left. from entering the room. No sound way door. It leads to your death.” It passes through the field either. is signed “Marantha.” 13. Cleric The force field can be dispelled by 17. hallway Florencia Moranistan: Cl 9; AC 5; a dispel magic spell from a spellcaster MV 12”; HD 9; hp 50; #AT 1; Dmg of 8th level or higher. This hallway smells strange and 1d6+2 (from mace +2); AL CE; MR The creature is the revenant of Pie- you are unable to hear here. 68%; surprises 75%; knows some tro Kristofsky, Prefect of Paladine. He magical spells; clerical spells: insect has waited for over 300 years to get The hall has a permanent renewing plague, poison, cause serious revenge on Lord Soth and his skeletal silence spell cast on it. wounds, curse, dispel magic, animate warriors for killing him. He attacks dead, chant, silence, find traps, only in defense. He will gladly accom- 18. Shrine detect magic (x2), darkness (x2). She pany the party, staying in the back out has a mace +2, a scarab of death, a of action until he sees a skeletal war- Emerging from the silent hall, you talisman of ultimate evil, a wand of rior or Soth—then he attacks. If the enter an unlocked door into a dark magic missiles, and a ring of human PCs attack him, he will not join them. 20-foot-long hall that opens up to influence. Pietro Kristofsky (Revenant): C7; a larger room. There is a door on AC 10; MV 9”; HD 8; hp 60; #AT 1; the north wall of the hallway. 14. Cleric Dmg 2d8 (strangle); AL N; cannot be Entering the room you see it is a turned or destroyed by clerics; perfectly preserved shrine to Mis- Katrid Consolinus: Cl 7; AC 0; MV immune to all normal and magical hakal. A large wooden medallion 12”; HD 7; hp 40; #AT 1; Dmg weapons; immune to mind and body of Mishakal hangs on the wall on 1d6+3 (from mace +3); AL CE; MR control spells; limbs function inde- each side of the small altar on the 64%; surprises 75%; knows some pendently if severed, regenerate 3 back wall. magical spells; clerical spells: cure hp/round even after death (unless serious wounds, speak with dead, death is by burning, which is perma- Heavy pressure on the left wall curse, silence, hold person, cure light nent); stare causes paralysis or 2d8 medallion opens a secret door into wounds (x3). She has a mace +3, rounds to Soth and warriors if saving banshee territory. bracers AC 2, a ring ofprotection + 2, throw vs. spell is not made. boots of speed, dust of If asked about the teleporting busi- 19. dining Room disappearance, a potion of gaseous ness, he will say that he was pulling a form, and a ring of vampiric regener- book called the Undead Compendi- This musty room contains the trap- ation. um from a shelf when he was trans- pings of a dining room. There is ported to the strange burial room of nothing of value here. 15. Revenant Lady Korinne. If the party destroys This room is not under a continual Pietro, there are papers on a desk that 20. Cross hall darkness spell like rooms 10-14. The are part of a treatise on undead. A As you open the secret door behind door to this room is locked and has a note on the top sheet is circled. It the medallion, you hear the sound large wooden bar across it-on the reads “Check Undead Compendium of a seal cracking open. That door outside! for any information on revenants.” must have remained closed for a Unlike in the hallway, you can see 16. Bath Room long, long time. in this room. The window is sealed shut. The furniture in the room is This unlocked room is unoccupied. If it is nighttime, read the follow- very dusty. Sitting on the bed is a It contains a large stone pool filled ing: pale, corpse-like male human cler- with cold soapy water, a long table At this point you all get a nauseat- ic. His weird hair stands up as if it with combs and brushes on it, and ing feeling in the pits of your stom- has never been combed. His head a strip of polished silver on the wall over the table. achs and your brains reel with

76 total. There is a broom of flying in the 27. Bath Room pain. You hear a terrible, horrible, corner. unbearable wailing coming from Nothing here but a dry stone pool. the rooms beyond. You are hearing 24. Banshee the wail of the banshee! Museum Wing There is a banshee named Leedara This wing has four Sivak guards (G) here. Leedara’s treasure is in a chest Each character must make a suc- in it. The museum is dusty. No one that is adhered to the outside wall of cessful saving throw vs. spell or die. has been in it for over 300 years. If it is daytime, the PCs hear noth- the keep, outside of her window. The ing. chest is locked ( -35% penalty to pick). Inside the chest is a scarab of 28. Landing insanity (all must save vs. spell at a - Rooms 21-24 This is the landing at the top of the 2 penalty or go insane), 300 pp, and a stairs. There is a Kapak guard (hp Each of these rooms is inhabited by scroll with six passwall spells on it. a banshee (groaning spirit, hp 39). 17) in the far right corner of this room. As you reach the top of the The rooms are dusty? and the windows 25. Bat Room are open. The banshees enter and stairs, you see the Kapak disappear leave through the windows. These This room is occupied by four behind the door and you hear this banshees were once the dark elven mobats (hp 34 each). If the door is door click shut, locked from the cleric maidens who came to deter opened, they rush out into the hallway. other side. Then you hear a wood- Soth from his holy mission. Each en bolt being dropped in the next night they float down to the entry hall 26. Basidironds room. Two draconians are arguing and sit on the four daises to wail the loudly. There are two basidironds (hp 34 Song of Soth for Soth himself. each) in the room. Spore clouds spill These banshees are very intelligent 29. Waiting Room out of the room and into the hall to and will escape through the windows affect the whole party. There are two draconians in this if necessary. room. one with sword raised high. Hallucinations (roll 1d8): the other is readying a spell. The 21. Banshee room is furnished with padded D8 Roll Effect benches, chairs and tables. There is a banshee named Marantha 1 Sinking in swamp, remove here. Marantha’s treasure is in an iron armor strongbox. The lock is trapped with a 2 Being attacked by tiny spi- There are a Kapak (hp 17) and a poison needle (save or die). Inside are ders, attack floors Bozak guard (hp 22) here. 1,500 stl, a flask of curses, a ring of 3 Think you’ve shrunk in size, giant strength, and a magic scroll with call for help 30. Mummies delayed blast fireball, stone to flesh, 4 Think you’re holding a This room is full of decorated cof- disintegrate, and phase door. viper, drop what you’re fins and diagrams on the walls. holding The coffins are empty, however, as 22. Banshee 5 Suffocating, run around in there are four mummies (hp 3 5 There is a banshee named Gisela panic 6 each) waiting behind the door! here. Gisela’s treasure is in a brass Think party is diseased, run chest. The lock is wizard locked shut away from party 7 31. Museum (3d level). Inside are 2,589 ep, a Think you’re melting, howl and moan about “holding potion of healing, a potion of neu- As you open the door, you see a together.” tralize poison, a ring of protection Sivak draconian guard (hp 31) Leech on your back, tear off from lycanthropes, and a rod of 8 standing, sword raised, 30 feet anything on your back and beguiling. There is an ordinary away. It warns you to go back. broom in the corner. attack it You see two seven-foot-tall crea- If the party approaches, the Sivak 23. Banshee tures that look like upturned bowls attacks. supported by five wooden legs. The following paragraphs describe There is a banshee named Joanee the museum exhibits. here. Joanee’s treasure is stuffed in Then you start to feel woozy.. . her mattress. She has 200 pp, a pearl of power, and 12 gems worth 8,000 stl No treasure, sorry!

77 32. geography Rod Room 4 Level five This display shows a large pre- This room is dark. If there is a light Level 5 is a barracks level. During Cataclysm map of Ansalon. Each source, read the box below. Other- the day it is mostly deserted; at night nation is described in a faded colored wise, the PCs hear several whip-like it is full of sleepy draconians. box. lashes and some slithering. 1. Crypt thing 33. knights You find yourselves in the center of an oddly shaped room. In each of This large hall at the bottom of the This display describes the history of the three corners of the room is a stairs is empty during the day, but at the Knights of Solamnia. large mound. Suddenly the night it is guarded by a crypt thing mounds move. Long tentacles (hp 41). 34. the gods whip out to grab you! As you reach the bottom of the cir- This display discusses the gods of There are three storopers here (hp cular stairway, you see a lone fig- Ansalon and their places in the eve- 35 each). Behind one of the creatures ure. It is a pale skeletal being ning sky. is a four-foot-high circular pedestal wearing a brown hooded robe. It with a blue lo-inch-long rod part turns to face the party, mumbling 35. Races of ansalon stuck in it. The top of the pedestal is in some strange tongue. This display shows pictures of the inscribed with a pentagram. When many intelligent races that dwell in the rod part is removed, the penta- Have each member of the party make a saving throw vs. spell with a Ansalon, detailing where they live gram vanishes and a Symbol of Soth and their special traits and customs. appears in its place. Touching the -4 penalty. Those who fail are tele- symbol sends the toucher to the ported to training rooms 2, 3, 4, or 5 as directed below. Those who succeed 36. Legend of huma library (room 5, this level). must roll again with a -2 penalty. This display tells the legend of Rod Room 5 Those who fail this second saving Huma and his silver dragon. throw are turned invisible and are This room is dark. If there is a paralyzed for 3d6 rounds. The 37. Soth’s quest source of light, read the box below. remainder may attack or converse Otherwise. the PCs should prepare to with the crypt thing. It is only harmed This display was prepared by Lady die! by magical weapons. Denissa (in Soth’s absence) to honor The crypt thing can communicate You are in an oddly shaped room. him for his acceptance of the deadly in the neutral tongue. If asked, it says In one corner is a pedestal with a quest to recover the rod of omniscient that the party members have been green rod part protruding from the wisdom from the volcanic labyrinth disintegrated. In truth, party mem- top of it. Hovering nearby is a fear- deep in the Dargaard Mountains. A bers have gone to ancient training some demonic creature. It has a map of the area where the rod was rooms where they must fight exact great horned head with a gaping supposed to be buried is shown. duplicates of themselves. This is all mouth filled with rows of sharp This map is crucial to complete a done magically. fangs. Its powerful arms and claws future quest. The process should be handled as seem to be tingling with negative follows. Magic-users fight in the electrical forces. It roars at you and 38. Weapons of ansalon rooms labeled “2,” fighters in rooms moves to engage.... Here are all the weapons of Ansa- 3, thieves in rooms 4, and clerics in rooms 5. If there are more than two of lon, from the draconian’s wicked- If the guardian daemon (hp ) is SO any class, have them wait in line. edged swords to the kender’s hoopak. struck by the four parts of the rod When the one-on-one battles are (screwed together in any way), it dis- over, the characters are dumped into 39. knights of the Rose appears, freed of its commitment to the hallways through one-way doors. guard the green rod part. Here is a history of the greatest men In the battles, the DM is fighting Once the green rod part is lifted and deeds of the Knights of the Rose. each character against himself. The from the pedestal, the pentagram on Several Soth exploits are depicted. fight is done until one participant top of the pedestal disappears and is goes unconscious. The wounds are replaced by a Symbol of Soth. Touch- not real. If the real character wins, ing the symbol sends the toucher to then he immediately gains enough the top of the tower on Level 12. experience points to rise one level. If

78

the character loses to the DM, he loses down to the Baaz barracks. All doors 2. Supply Room all experience points above the mini- have lawful good holy symbols on mum for his current level and loses them (to keep the undead out). This locked room contains clean one random magical item or weapon. linen, sharp knives for surgery, and Win or lose, the character is dumped I. Medical Room other medical necessities. outside the room to wake up our rounds later. When the players During the day there is a dark elven 3. drug Room emerge into the barracks area again, female cleric here to heal the wounds This locked room contains drugs of the crypt thing has either been killed of any human slave or draconian sol- all kinds. Everything from pain- by the remaining players or has left on dier who is ill or wounded. At night killers to poisons to hallucinogens. its own. the room is empty and the iron door is heavily locked (-40% penalty to 2-5. training Rooms pick). These rooms can only be entered via teleportarion from the crypt thing in room 1. Once a PC leaves one of these rooms, he can never enter that room or another training room again. When a character materializes in one of these rooms, he sees a duplicate of himself standing in an aggressive pos- ture, poised for attack. The double does not communicate. Doubles of spellcasters know the spells of their originals. The first round of combat is simultaneous. Killing or neutralizing serves as a victory. a-I. Barrack Rooms These rooms are empty by day and contain six sleeping Baaz at night. Each room contains six smelly beds and assorted draconian armor and weaponry, but no treasure.

a*-I* Leader’s Rooms The A* room belongs to the Bozak leader who commands the troops who sleep in the “A” barracks. Likewise for the other starred rooms.

BC, DF, GH, aI. Bathrooms These rooms contain pools of dirty, soapy water and wet towels. Level Six

This level is also a barracks level. It is at the same height as the wall top. It contains Kapak barracks J, K, L, and M, a tavern, a medical room, a casino, and an armory. In the center of the level is a circular stairway that leads

80 4. tavern 2d6 Sivaks, and 1d6 Bozaks in here but not from each other. So they hide gambling. Most of the coins on the their treasures in caves in the Dar- From noon until midnight, this tables are silver and electrum. gaard Mountains, not in the keep. room is full of draconians, waited on Nothing is easy. The doors to this by human slave barmaids. At any 11. Supply Room level are magical, to provide some time, there are 2d10 Baaz, 2d8 Kap- entertainment. aks, 2d6 Sivaks, and 1d10 Bozaks This unlocked room contains cards, Upon opening the trapped doors to here, drinking their little brains out. dice, cleaning supplies, and other rooms 2 through 8, the party actually Behind the bar is a human bar- useful items. sees a different room. Then when a tender, geased to serve. There is a character steps through the doorway, chest with 368 stl, 288 ep, 167 sp, 449 12. Bank he is teleported to the room that the cp, and 3 pp in it behind the bar. This is the bank for the casino. other PCs are looking into. There is a large lockbox here that con- For example, opening the door to 5. keg Room tains 1d6 x 2,000 cp, 1d6 x 1,000 sp, room 6, the characters are actuall looking into room 8. And if they walk This room is full of kegs of ale. 1d6 x 1,000 ep, 841 stl and 36 pp. into room 6, they are actually walking There is a permanent cold spell cast into room 8. When they leave room on the room. J-M. Barrack Rooms 8, they see the corridor outside room These rooms are empty by day and 8. Nothing happens when the PCs 6. Records Room filled with sleeping Kapaks by night. exit a room, only when they enter it. There is a table and chairs in this The room letters correspond to the However, PCs who enter room 8 (via room and a large immovable iron assigned outside posts of the troops room 6) and then walk out of room 8 lockbox in the corner. This is the safe. within. Each room contains six beds and look back into room 8 from the It is loaded with money that is depos- and various clothing, armor, and hall actually see the inside of room 6. ited in a slot at the top. The box is weapons. No treasure. If they left other party members in wizard locked shut (12th level). It room 8, these PCs will not be seen. contains 1d6 x 1,000 coins of each J *-M *. Leaders’ Rooms Then if they attempt to reenter the type, except there are only 1d6 x 10 room they just left (room 8), they These rooms are occupied by the really walk into room 6. PP. Bozak leaders of troops J, K, L, and M, respectively. 7. armory The teleport code is as follows: Enter 2, go to 3 This locked room contains weapons JJ-MM. Bath Rooms Enter 3, go to 4 and armor of all types useable by dra- Enter 4, go to 5 conians and humans. No magic. These rooms contain pools of soapy, dirty water and wet towels. Enter 5, go to 7 Enter 6, go to 8 8. Weapons Enter 7, go to 2 This room contains magical weap- Level Seven Enter 8, go to 6 ons, all + 1. Take your pick. The puzzle on this level is to figure 1. Pentagram Room 9. armor out how to get across the anti-magical barrier that nearly isolates Soth’s lair This room has a large pentagram This room contains magical armor, from the rest of the level. By mapping on the floor. In the pentagram is a all +1. Only human and elven sizes the level it should be obvious that star. In the center of the star is a are available. there is a hole between rooms 2, 7, small hole in the floor. There are and 8. A few passwall spells should four doors leading out of this 10. Casino eventually gain the players entry to room. the cross-shaped hallway that leads This room reeks of draconians and (through the wall) to room 9. If the five-part rod is assembled ale. Loud voices and laughter fill Rooms 2 through 8 each contain a and inserted into the hole in the pen- the air. Dozens of draconians are black ebony coffin. In each coffin is a tagram, everything inside the penta- sitting on stools around tables vampire. The vampires come and go gram (including the rod) is teleported playing at card and dice games. in gaseous form through the tiny to room 7 on Level 8. cracks in the walls of this level. They All of the doors on this level are There are 2d8 Baaz, 2d8 Kapaks, feel quite safe from vampire-hunters, trapped with magic missiles. When a

81 door is opened, each player gets hit by 7. Vampire wears a ring of haste. The room has a a magic missile-no saves, no chance permanentsilence spell cast on it. to disarm except by casting a dispel This room can only be reached by entering room 5. Entering this room magic on the door. 9. Soth’s Lair via the door takes you to room 2. 2. Vampire The vampire (hp 49) in this room If Soth has not already been cannot be turned or dispelled. “destroyed,” he is here. If he is no Entering this room takes a player longer in physical form, the PCs are into room 3. You can only get to this 8. Vampire greeted by a magic mouth emanating room by entering room 7. from the back of Soth’s throne. This vampire (hp 50) is alert. As This room can only be reached by soon as the PCs enter the room, he entering room 6. Entering this room The room smells of vinegar. On the opens his coffin and attacks. via the door takes you to room 6. back wall is a great black throne, This vampire has an ioun stone The vampire (hp 46) in this room whirling about his head. It absorbs 26 spell levels before it burns out.

3. Vampire This room can only be entered by entering room 2. Entering this room via the door takes you to room 4. The vampire (h 48) in this room has a black, upside-down medallion of Mishakal on a black chain around his neck. This magical item makes him immune to holy symbols.

4. Vampire This room can only be entered by entering room 3. Entering this room via the door takes you to room 5. There are 50 bats (hp 2 each) hang- ing from the ceiling. The vampire (hp 51) has no special attributes.

5. Vampire This room can only be entered by entering room 4. Entering this room via the door takes you to room 7. The vampire (hp 45) in this room has a ring of regeneration that aug- ments his regeneration per round from 3 hp to 6 hp.

6. Vampire/ghost This room can only be reached by entering room 8. Entering this room via the door will take you to room 8. The “vampire” in this room has no vampiric powers. He is a ghost (hp 58) and looks like a transparent vampire.

82 loud, booming laugh that echoes Vat A is full of a black, oily, tar- just like the one in the entry hall, bat through the corridors until the party like substance. wings and all. Sitting in the throne is a comes to room 6 to investigate. So do Vat B is full of an olive green, death knight. A quick look around not read the boxed text in room 6 until pea soup substance. reveals a doorway at each far end of the the level has been completely cleared Vat C is full of white, creamy, room. (except for room 7). “So. You’ve recovered the rod! Its lotion-like substance. Vat D is full of a brown, thick, emanations are fouling my room. Pre- 1. darkroom pare to fight your final battle!” Soth muddy substance. waves his hand and the door to his This room has a permanently right bangs open and an incredible renewing continual darkness spell Vat A is a black pudding (hp 60). behemoth lurches forward. Everyone cast on it. It is in the shape of a rod Floating in it are six potions of extra must roll a saving throw vs. paralyza- room. There is even a pedestal in the healing. tion upon sighting the thing. Then in room with a crystal rod in it. But the Vat B is an olive slime (hp 12). a flash, there is a wall of ice behind crystal rod is a false rod part. If it is Floating in it are six potions of hero- you, sealing you in the room. Soth screwed onto any other part of the ism. vanishes with an evil chuckle. rod, all connected pieces vanish and Vat C is a white pudding (hp 57). magically return to their original Floating in it are six potions of heal- The room that the tarrasque (hp 300) rooms. Thus, the crystal rod is found ing. came from is empty. The other room is back in its pedestal in the darkness. Vat D contains brown pudding (hp locked and trapped with a poison needle The false rod part is meant to foil 70). Floating in it are six potions: two (-30% to disarm). Inside the PCs find players who have only four or fewer of speed, two of giant strength, and Lord Soth standing, sword raised in front rod parts at this point. There is a two of invisibility of a strange black jagged gash in the air. secret door in the corner of this room. This is the rift that must be closed. Soth A three-foot-wide hole in the ceil- 4. Beholder ing leads to room 9) in Level 9. orders the first player through the door to There is a beholder (hp 60) in this die by power word. He avoids the touch room. It calls itself Lanjiri and offers of the rod, which can inflict 10 points of 2. Lightning to let the party go if each character damage to him. If he is struck twice by The locked door to this room has a gives it two magical items and one the rod, he flees into the rift. (Remember jagged white line running diagonally potion. It says its treasure hoard was that he cannot be killed. ) Also remember across it. Anyone who touches the stolen by a cursed lich that lives that he can cast any magical spells. metal doorknob receives a 2d6 point behind the wall down the hall. Note If a character looks into the rift, he sees electrical jolt. that it can escape out the window. a great chromatic dragon. If the rod is Inside this room, hovering near an screwed together in the same order as the 5. Vargouilles heads of the dragon, and then inserted open window, is a small ball of into the rift, the rift closes around the lightning about one foot in diam- This room is unlocked. Upon rod, sucks it in, and then disappears. eter, with lightning-like tentacles opening the door, 15 bat-like crea- If the rod is incorrectly assembled, the that zap in and out. tures fly out into the hallway to holder suffers 10 points of energy damage attack you. They look like hideous as the rod touches the rift. If the party The thing is a quasi-elemental flying heads with tentacles. doesn’t know what to do, have Sargonnas lightning (hp 55). It has no treasure. appear after a while and say “Takhisis is The vargouilles (hp 7 each) have no the key!” 3. Potion Room treasure.

Level eight There are four stone vats in this 6. Sargonnas room. Each is eight feet in diame- This odd level is the home of Jari- ter and stands our feet up from Read this encounter only after the ket the lich. To get to Jariket’s lair the floor. Each vat is filled to the characters have explored the whole (room 7), you need a passwall spell. brim with a thick substance. In level (except for room 7). When the characters have finished each vat, just below the surface, are the level (except for room 7) and don’t You hear a loud crack, like a light- six potion flasks with labels on ning bolt, and then you hear loud, know what to do, the evil god Sargon- them. Unfortunately, the labels are booming laughter coming from nas (a consort of Takhisis) materializes not readable through the goo. the hallway of this level. in room 6 and begins to laugh. It is a

83 When the players reach area 6, read vs. undead. a scroll of protection from By screwing the five rod parts the following: demons, a’ potion of giant control, together and putting one end in the and a wand of wonder. hole, all players within the penta- You see an eight-foot-tall, hand- gram will be teleported to room 1 on some black male humanoid with There is a pentagram inscribed on Level 7. The rod teleports with them. tiny horns sprouting from his tem- the floor against the outside wall. ples. He glares at you with flaming In the center of this pentagram is a 8. Skeletal Warrior red eyes and says, “So you’ve come star. In the center of the star is a This room is occupied by a skeletal to close the gap, eh? Well, well, round hole in the floor approxi- warrior (hp 55) of high rank. Charac- well. Takhisis has been spending mately an inch and a half in diame- ters below 6th level have to roll a suc- far too much time on this second ter. cessful saving throw vs. paralyzation foray into this plane and far too lit- or flee in terror. In a centuries-old tle time with me! So I bring a gift and some information. “You must have all five parts of the rod and must screw them together in the correct sequence for the rod to work. I truly don’t know what the correct sequence is, but I do know where the five parts are hidden. You’ll need all five to get to the next level. The entry is in the lich’s lair. You’ 11 also need this (he hands a wand to one of yours PCs) to reach the lich and get to Soth’s inner sanctum. There are ten passwall charges on this wand. The trigger is the word ‘xit.’ Good luck!” He disappears in smoke.

7. Lich Jariket is here if he wasn’t destroyed earlier in the adventure. See the “Exterior” section (page 57) for his stats. He orders that the party leave his room or face the conse- quences. He is already protected by a major globe of invulnerability

There are four stone sarcophagi in this room. They are labeled “Mey- er,” “Keifer,” “Donie,” and “Gil- bert.” Each large coffin is carved with demonic faces and bat-like grotesqueries.

There is a ghost in each sarcopha- gus. Jariket’s treasure is in the bottom of the sarcophagus labeled “Keifer” beneath a thick layer of velvet. It includes 3,600 ep, 4,750 stl, 345 pp, 30 gems worth 20,000 stl, 17 pieces of jewelry worth 23,000 stl, a sword +4

84 common tongue he says, “Leave this 3. ant Lion 6. Zombies place or you will die.” He then blows a whistle and turns invisible. Then, if After crawling about 60 feet As you crawl into this opening, you any of the nightmares on Level 10 are through a dirty, insect-laden tun- find it clear of bones and debris still alive, within a minute the party nel, you come to a circular opening The floor is smooth and sandy. sees a black horse hovering outside that is deeper in the center than the window and then soaring away. around the edges. You notice that As soon as the lead player reaches The warrior is gone. The room con- the tunnel continues on across the the other side of this chamber, zom- tains nothing of value. room. bies (hp 12 each) sprout up from the ground to attack the players. Each 9. Skeletal Warrior As the first player enters the open player is attacked by two zombies. area, there is a 50% chance that he This room also contains a skeletal slides down to the center of the 7. gambados warrior (hp 65) of high rank. Charac- depression. Players must roll each ters below 6th level have to roll a suc- round that they are in the area. When There is a hole in the center of this cessful saving throw vs. paralyzation this eventually happens, an ant lion dead-end chamber. No sound can or flee in fear. In an ancient tongue he (hp 43) bursts up out of the sand and be heard coming from the hole. says, “Prepare to die, mortals!” and attempts to grab its prey in its huge Then an eight-inch-long roach attacks. mandibles. crawls out of the hole and then The treasure is buried six feet goes back in, fleeing the light. Level Nine below the center of the lair: 38 stl, 12 pp, a shield +1, two normal long In the hole are two gambados. As This should be a terrifying level— swords, and a ring of protection +2. the party approaches the hole, two the players have to crawl through it! The tunnel on the other side of the skull-headed gambados (hp 20 each) Torches are impractical in the three- lair goes nowhere. pop up to stare at the lead players. foot-high crawlspace. Crawling char- Treasure consists of 34 cp, 23 sp, 16 acters suffer a -3 penalty to attacks 4. Slicer Beetle stl, and gauntlets of ogre power. and damage. As you enter a 20-foot, circular 8. death Beetle 1. Entrance opening, you see a room full of bones, old rusted armor, and small As you approach the opening in At the bottom of the stairs is a beetles. You look across the open- this part of the tunnel, you see the doorway with no door. As you peer ing and see that the tunnel con- ground shudder in the clearing inside the doorway, you see that tinues beyond. Suddenly, a large, ahead of you. Then you hear a loud this level is filled with rock and smooth-sided red beetle bursts sound that pierces your ears with dirt! A dirt ramp angles upward for from the wall to attack with razor sonic-induced pain. Through the about 30 feet to a crawlspace that is sharp mandibles. pain you see a giant death watch only three feet from the ceiling. beetle scuttling forward, mandi- This is a slicer beetle (hp 36). There bles gleaming. 2. Nexus is no treasure. Each character must roll a saving The ramp leads up to this 40-foot- 5. Rust Monsters throw vs. death magic. by-20-foot open area. This room is There is no treasure. only three feet high. It makes As you crawl into this area, you see everyone claustrophobic. There are hundreds of bones in the chamber. 9. Necrophidius four openings (other than the The chamber twists to the left. rampway) leading out of this This tunnel slowly descends and room. If the players poke around, they heightens so that a human can find a silver cross, a ring worth 10 stl, stand up by the time the tunnel Most characters have to crawl on a bag of 75 sp, and a scroll with five opens into a large room with open- their stomachs, dragging any back- cure fight wound spells. At this point, ings to the right and left. There is packs or larger items (though kender the rust monsters (hp 25) attack. nothing menacing in sight. might be able to walk bent over). This is the lair of the necrophidius (hp 12) that was put here to guard the

85 entrance to Level 8. If the necrophi- 1. Warrior 4. Warrior dius surprises the party, if does its The door to this room is locked and Dance o Death to hypnotize any par- The door to this room is locked and ty member who does not roll a suc- has a symbol of discord on it. Inside is has a symbol of insanity on it. Inside is a skeletal warrior (hp 58) who is not cessful saving throw vs. spell. a skeletal warrior (hp 61). It walks through the wall to room 2 like a interested in fighting a large party by Suddenly a large skeletal snake ghost. If the PCs search for 20 min- himself. So he will pick up a small sil- jumps out of the corridor on the utes, they find a hollow bed post with ver coffer and walk through the wall right and snaps its fangs at you. an ivory scroll tube in it. There is a to room 3. If he is followed, he goes Then it does a weird snake dance magical scroll inside. The spells on outside and climbs the wall to Level that holds you entranced. the scroll are meteor swarm, clone, 10, where he gets on his nightmare power word stun, and stone to flesh. and rides away. There is another crawlspace at the end of the right corridor. It leads to a 2. Warrior Level twelve dark hole in a stone floor. The hole The door to this room is locked and leads down to room 1 on Level 8. There is a fog giant living on this has a symbol of discord on it. The level. He controls the evil fog that warrior from room 1 may be here. plagues the countryside. He does this Level ten (There is an illusionary wall between with the aid of a giant-sized ring of the two rooms. ) This room is occu- fog control that he won from a cloud Do not forget the obliviax moss pied by a skeletal warrior (hp 64) who giant in a bad breath contest. that grows on the stairs up to this checks the size of the party and then level! This level serves as the stable for walks through the wall to room 1. If 1. giant room the 14 nightmares (hp 40 each) that the warrior from room 1 is here, then are ridden by Soth and his 13 war- the two of them stay and fight. When you reach the top of the riors. The hallways are patrolled by six There is a locked chest in the cor- stairs, you are in a huge round hellhounds (hp 35 each). ner. The chest is trapped with a poi- room with a 30-foot-high ceiling. son gas trap; all characters must roll The smell of rotting meat pervades Upon opening the door, you are saving throws vs. poison at a -3 pen- the room, as you see the huge, pounced on by six snarling black alty or lose half their hit points. The half-eaten carcass of a giant winged dogs with flaming jaws! chest contains 2,000 stl and a cursed creature lying against the wall. 1. Store Room ring. The player who puts it on is There are two 20-foot-long beds reduced in size to six inches tall. The beside the stairwell and a 12-foot- This room contains saddles, horse ring cannot be removed except by a long ornately carved sword leaning armor, horse food, dog food, etc. remove curse spell. Damage caused up against the wall next to a 20- by this tiny character is reduced to his foot-tall door. 2. Nightmares weapon’s magical pluses only. The door is not latched shut, so if These rooms each contain one 3. Warrior everyone pushes on it, it might move nightmare (hp 40 each). just a crack so that the players can get The door to this room is locked and outside. Inside the very large unlocked door has a symbol of hopelessness on it. to this room is a very large, gaunt Inside is a skeletal warrior (h 62) who 2. fog giant black horse with glowing red eyes, blasts them with his ring of frost. His flaming orange nostrils, and treasure is hidden in the wall under a Outside on the great round view- hooves that burn like embers. long piece of stone that serves as the ing deck is a fog giant (hp 100). He window sill. It includes a pouch that attacks intruders at once. Level Eleven contains 15,000 stl worth of rare The giant’s treasure is a 10,000-stl gems, a ring of delusion, a bag of diamond that is embedded in an ear- Don’t forget the obliviax moss that devouring, a flask of curses, and a ring that weighs 100 lbs. grows over the steps up to this level. horn of bubbles. Going out the door, and moving all The outer door to this level has a the way around to the back of the symbol of pain on it. Inside is a hall tower, there is a symbol of Soth on the leading to a spiral staircase that wall. It teleports each character who ascends and descends from it. There touches it to Rod Room 5 on Level 4. are two doors on each side of the hall.

87 This is a short (but very deadly) that the other cities got what they there’s a fire-breathing dragon tear- adventure for 5-7 characters, levels 6- deserved. ing through your marketplace, seiz- 8. Naturally, Palanthians are not well ing maidens, and toasting the few Of all the cities of Ansalon, the one liked among the other folk of Krynn. fighters bold enough to try to stop it. that fared best through the dark years They still remain aloof in their arro- So Palanthus needs help. The call of the War of the Lance was Palan- gance, convinced that they are the has gone out, across the land: “Dra- thus. While Kalaman endured its people destined to carry civilization gonslayers needed, short hours, good siege, Tarsis suffered its conquest, and into its next century-to save the cul- pay.” Many brave heroes have already Sanction, Neraka, and Flotsam all ture and heritage of Krynn that the answered the summons, and this squirmed under the boot of occupy- other nations so foolishly would have much has proven true: The hours ing Dragonarmies, Palanthus squandered. have been very short, about long remained free. Untouched by death, In the context of this adventure, enough to get into the volcano, find Palanthus remained aloof to the the Palanthians currently have a rath- the dragon, and get breathed on. war-indeed, most of the residents er embarrassing problem. It seems Consequently, the reward offered has still do not know how close they came that a huge, ancient red dragon by gone up, but fewer and fewer heroes to disaster when the Blue Dragonar- the name of Flagratius has taken up have been showing up to attempt the my attempted to invade through the residence in a dormant volcano over- deed. mountains. Only the heroism and looking the very heart of the city! The Palanthus’s image as an unscathed sacrifice of the Knights of Solamnia, Palanthians, of course, know that and beautiful city is suffering, as who stood and died at the High they don’t deserve this scourge, and more and more buildings get Clerist’s Tower, saved the city from this shakes their faith in the overall torched, and the prime of young the invader’s sword. scheme of things. Also, the dragon is womanhood gets snatched away, But of all this, Palanthians remain prone to performing acts that tend to invited to the volcano for dinner-or by and large ignorant. The common tarnish the city’s progressive image. worse. attitude is that the city was spared After all, it’s hard to convince peo- The going rate is up to 50,000 stl. because it deserved to be spared. The ple that your city is the harbinger of They’re looking for a few good logical extension of this thought is future civilization and culture when adventurers-are you up for the job? 88 Starting Off Of course, he speaks too. ing skills or Climbing checks are nec- Flagratius has lived a long, rich life, essary to reach the crest. The caldera is Word has spread throughout Ansa- full of the kinds of things dragons a narrow shaft, about 100 feet across lon of the little problem being suffered love. (I don’t have to go into details, at the summit but tapering to a much by Palanthus. In most corners of the do I?) Never in all those years has he narrower tunnel below. land, of course, the news is greeted had as much evil fun as since he has The dragon has not posted any of with rim humor—“It’s about time taken residence here in Dragon Peak. his minions outside of the lair, partly those foppish dandies got a taste of the Not only are the Palanthians incredi- out of arrogance and partly because real world” is a common sentiment. bly easy to terrorize, but they are far they would be vulnerable to the Because the dragon is such com- and away the best-fed humans ever to troops of Palanthus. mon knowledge, the PCs can hear serve as his food supply. In short, about him (and the reward, of course) things have never been better. 1. the Shaft just about anywhere. If they are But Flagratius hasn’t lived to this already in town, it can be effective to ripe old age by being careless and The volcano has long been dor- have them witness a raid. inattentive. He knows that the Palan- mant, but wisps of steam and sul- When the PCs arrive in town, and thians are eager to be rid of him, and phur gasses still drift upward from let it be known they are prepared to he has taken some precautions to see the long shaft. The walls are rough claim the reward and deal with the that they don’t get their wish. His and rocky and very steep. The bot- dragon, they are courted by Palan- lair, for example, is designed to weed tom of the shaft is invisible in the thian nobility. They are wined and out the less adept adventurers before darkness below, but the opening dined in the best possible style, and they ever reach the dragon’s chamber. plummets at least 100 feet before housed in the finest of the private Those who find him there have to lack of light blocks any further manors around the fringes of the city. contend not only with Flagratius, but inspection. For one night. with his servants as well. After this, they are expected to pro- The dragon always leaves and The shaft actually plummets 300 duce results. The most recent raid is enters his lair by night, except when feet, growing narrower all the way described in gory detail, and can be returning from a raid upon Palanthus down until it ends when the walls assumed to have occurred 1d6 days itself, so the humans in the valley meet in the center. Along the way are before the characters’ arrival in Palan- have no way to keep track of his two tunnel mouths leading into the thus (or their offer to take the job). hours. In fact, he leaves the lair once mountain. The first of these, leading every 10 days, and is gone for 1d4 to area 2, is about halfway down the flagratius, the dragon days, flying over western Ansalon. shaft. The other, to area 4, lies within Every fortnight or so he stages another 10 feet of the bottom. Huge, Ancient Red Dragon raid on the city returning with a cap- Though the walls do not make for tive whom he keeps alive for 1d6 days extremely difficult climbing, charac- AC: -1 before hunger gets the best of him. ters must have thieving skills, make Move: 3”/24” Like all great dragons, Flagratius Climbing checks, or use a rope in Hit Dice: 11 loves flattery and witty conversation. order to have a chance of descending hit points: 88 If he feels he has the upper hand over safely. They also have to contend with % in lair: (see below) intruders, he postpones the coup de the first of the dragon’s minions, a # Attacks: 3 grace indefinitely, as long as they wyvern . Damage/Attack: 1d8/1d8/3d10 keep him entertained with compli- This creature lurks just inside the Special Attacks: Breath weapon and ments and humor. upper of the two tunnel mouths. It spells waits until intruders get to within 40 Alignment: Chaotic Evil the Volcano feet or so of its tunnel mouth, and Size: 50’ long then it emerges, striving to attack Chance of Sleeping: 20% This formerly nameless mountain characters on the wall with its stinger (now, of course, it’s called Dragon and its bite. Any character struck Spells: Peak) is one of the smaller mountains while on the wall must make an that fringe Palanthus on three sides. immediate Dexterity check or fall. 1st Level: charm person, read magic It lies to the west of the city, and its Because of the cramped confines of 2nd Level: darkness 15’ radius, magic summit is a mere four hours walk the tunnel, the wyvern cannot make mouth from the city limits. sustained attacks. Instead, it emerges 3rd Level: dispel magic, hold person The slopes are barren and rocky, and attacks immediately, and then 4th Level: fumble, polymorph other but not difficult to climb—no thiev- soars upward for a round, turns and

89 dives for another round, and attacks droning or buzzing noise from the The monster is a gas spore, but it is again. Thus, it essentially attacks only chamber to their left (area 3). 90% likely that the thing is mistaken one round out of every three. for a beholder. It moves toward the 3. Beehive PCs as quickly as it can, for it seeks to 2. gorgeous grotto touch one of them, sacrificing its life This chamber has a dank, earthy in order to infect that character with A glittering array of stalactites and smell, very unlike the rock passages its insidious, and potentially fatal, stalagmites grace this chamber, throughout the rest of the lair. The rhizomes. which is illuminated by a yellowish buzzing sound has ceased, Any character so infected becomes phosphorescence emanating from replaced by a much quieter crack- nauseous and fatigued. All ability the rocks themselves. In several plac- ling, as if someone is crumpling a scores are reduced to 1/2 of normal, es the rock formations have met to sheet of parchment. rounded down. If a cure disease spell form giant pillars, but most of the is not cast upon the character within cavern is filled with the pointed If the party has light of 40-foot range 24 hours, death results. columns rising from the floor or or greater, they can see the ceiling of If the PCs enter the room, they see, hanging from the ceiling like gigan- this chamber. (Infravision also enables inscribed on the wall behind the gas tic fangs. this.) There they note a number of spore, the words “Flagratius Invitus.” large, bulb-like objects hanging from This is a password they can use to A number of the stalactites on the the rock itself. The outside of the bulbs bypass the iron golem in area 8. ceiling are actually piercers, waiting seems to be covered with damp mud. Now the nice part. The waterfall is for prey to pass beneath them. They These bulbs are the nests of eight a fountain of enchanted water with are indistinguishable from real rock giant wasps, which together with potent magical properties. It has no formations. their larvae have claimed this room as effect upon living creatures, but has In normal circumstances a piercer their own. The wasps buzz around the ability to enchant nonmagical surprises its prey 95% of the time. If the chamber when no one is here, but items. If a detect magic spell is used, the characters suspect the existence of at the first sound of intrusion they the fountain radiates powerful magic. these monsters, however, and watch retreat to their nests-the cause of the If a mundane weapon, shield, or the ceiling as they walk, there is only a rustling sound as the party enters the piece of armor is placed under the 50% chance that a piercer surprises room. If the PCs try to pass through water and immersed, it becomes them. In crossing the chamber, each the room, the wasps attack them in enchanted. Roll 1d10 on the follow- character passes beneath 1d4+1 pierc- the center of the chamber. ing table to determine the nature of ers . the blessing: Of course, characters who are look- 4. enchanted fall ing up cannot watch where they step, Magic Fountain Effects which brings us to the second hazard A brilliant shower of water tum- D10 Roll Effect in this grotto-the yellow phospho- bles across the far wall of this 1-4 + 1 rescence actually emanates from a chamber. Hues of orange, red, 5-7 +2 magical type of yellow mold. This blue, green-all the colors of the 8-9 + 3 deadly fungus reacts like normal yel- rainbow-pour in a graceful 10 +4 low mold in all respects; the only stream across the wall, disappear- effect of the magic is the glow that ing through a hole in the floor. The If the object immersed is a contain- illuminates the chamber. Patches of water casts its own illumination, er of wine, water, or other liquid, the the mold are all over. There is a 50% filling the room with light that stuff becomes a potion of healing. chance, per character, that a character spills into the corridor beyond. Food of a bread or grain nature steps in yellow mold if he decides to From a shadowy niche to the becomes enchanted such that it serves watch the ceiling. right of the fall, a hideous figure as a potion of speed, while food of a The only exit from this chamber is a moves forward. It is a bulbous meat or dairy nature becomes a secret door that Flagratius ordered a floating mass, with a writhing potion of invisibility The latter cate- captured stonemason to create for him. series of tentacles sprouting like an gory includes iron rations. It is exactly opposite the entrance, and obscene growth of hair atop it. The fountain has enough enchant- is opened by twisting a small stalagmite One great, gleaming eye fixes a ment to work on eight different on the floor next to the door. baleful glare on the entrance to the items, with each dose of potion Characters passing through the door chamber. counting as one item. notice a reddish glow down the corridor There is a catch, of course. If an to their right (area 6) and hear a faint item that is already enchanted is

91 placed under the fountain, the item to talk. (In which case only his head is explodes and inflicts 3d6 points of along the cavern wall, connecting the visible). If he is awake, or if intruders damage upon every character within tunnel to another corridor on the far make a loud noise and awaken him, he 10 feet, and 1d6 points on every other side. Below, hundreds of feet down a calls attention to himself with a loud character in the chamber. yawning pit, roaring fires bum and a “Ahem.” He enjoys conversation, and small pond of lava seethes and bub- intimidation-he makes all kinds of bles. Overhead, a ceiling covered 5. fast track to death threats about the fate he will dish out to with stalactites flickers in shadow as the characters if they don’t help him the fires surge and die. A large portion of the floor here has out. Then he tries to extort cash or trea- been made into a slide trap. It is sure from them, in return for their lives. This chamber is the lair of one of Fla- sprung by the weight of one or more Play this dragon as a real dandy, not a gratius’s offspring, “little” Flagrantis. characters within 5 feet of the middle tough customer like his daddy While This cute tyke is now a average young of the trap. the PCs might not be certain this is not adult red dragon. Occasionally Flagra- The trapdoor is in four sections that Flagratius, Flagrantis’s character should tius allows his youngster to share in the meet in the middle of the trap. Each certainly make them wonder if they’ve prey and other spoils of a raid. of these sections is a triangle 20 feet come to the wrong lair. If any character wide at the outside (hinged) edge of gets a look at Flagrantis’s full length, he flagrants the trap, and 10 feet long from the realizes for certain that this is not a huge base of the triangle to the point. Young adult red dragon ancient dragon. When the trap is sprung, all char- AC: -1 If Flagrantis is subdued, bribed, or acters upon it, except those at the out- Move: 9” 124” otherwise coerced into giving infor- side edge, automatically fall in. Hit Dice: 10 mation to the PCs, he tells them Those near the edges are allowed a about the trap at area 5 and the Dexterity check, modified by the DM hit points: 40 # Attacks: 3 password to neutralize the iron golem for their distance from the center of in area 8 (“Flagratius Invitus”). the trap. Those succeeding manage to Damage/Attack: 1d8/1d8/3d10 Special Attacks: Fiery Breath Flagrantis has little real treasure of grab the edge and hang on, while his own, aside from thousands of sil- those failing go down the slide with Alignment: Chaotic Evil Size: PDB * (25 ft. long) ver, copper, and gold coins strewn the rest of the PCs. across his ledge. Among the coins are The slide itself is a greased shaft * Pretty Darn Big a bag of holding, a figurine of won- that plummets into the heart of the This one doesn’t use magic, but he drous power (a serpentine owl), a ring dragon’s lair. Characters plopping out speaks. of fire resistance, and a spear +3. the low end find themselves landing Flagrantis is a foppish young Near the bottom of the fiery pit, in front of the dragon’s bed (in area dragon, more concerned with appear- invisible in the flame and smoke 9), automatically waking him if he ances, treasures, and trinkets than he unless a character makes a studied should happen to be asleep. Good is with combat. In fact, he is a great attempt to observe down there and luck from here on in! coward, even for a dragon. He speaks passes an Intelligence check (vs. ½ The trap does not get reset for some with a lisp, and is very sensitive about his Intelligence score), is a wide tun- time after being sprung, so if the players this characteristic-if anyone insults nel mouth. This connects to a long do discover it, and return to the area, him or mocks him he forgets his doc- passage leading to Flagratius’s lair, the trapdoors are still hanging down. ile nature and attacks. and serves as his back door and escape The trap spans the corridor, leaving no He desires, very much, to be king hatch in the unlikely event that such a space to walk around the edges. of the mountain, but he knows this thing ever becomes necessary. will never happen as long as the old 6. Little flagrants man is around. Because of this moti- 7. Pardon Me vation, he might be willing to help a A rich crimson glow fills this room group of PCs overcome his patriarch, The corridor winds steeply down- and spills along the corridor lead- if a plan was presented that offered ward, fluctuating in width from 40 ing here. The glow brightens and little risk for Flagrantis and the lion’s feet or more to less than 10 feet then dies away, only to brighten portion of Flagratius‘s treasure. wide. The floor is smooth, but the once again. A wash of warm air Flagrantis lies on a high ledge, across ceiling is marked with occasional sta- floats up the passageway. the cavern from the passageway and well lactites. A dull roaring can be heard The corridor opens into a vast above the ledge. He cannot be seen in the distance. cavern. A passage forms a ledge from the path, unless he raises his head

92 Once every turn, an explosion of hot, sent into area 7, the two pits shown in feet of the dragon (marked with the poisonous gasses erupts from the bowels this room erupt with a solid column of “F” on the map) before being of the volcano, racing upward along this bluish orange flame. Noise roars noticed. If Flagratius happens to be pair of corridors until it dissipates in area through the room at this time, and for asleep, they can get even closer, but 6 and up the chimney-like shaft of 7A, two rounds afterward smoke fills the air have the players roll Dexterity checks where it collects in a vast chamber and so thickly that visibility is limited to 20 as the PCs approach the sleeping slowly filters through the rock. feet. dragon. Failure means one stumbles There are no effects from the gas The room actually consists of three or clanks a weapon or makes some either in area 6 or in area 7A. Nor are large chambers. One of these is the other noise that awakens the dragon. these bursts concentrated enough to connecting passage to the rest of the Also, if the PCs fought the iron affect anyone in area 8. Between these caverns. The second is a dead-end golem, Flagratius is awake and alert. areas, however, any characters in the passage, with an approach over a haz- The locations marked “T” on the corridors of area 7 feel the brunt of ardous lo-foot-wide rock bridge. To map are treasure piles. Since Flagra- the gas at ten-minute intervals. the left and right of the bridge are tius has assembled such a large horde, To determine when an explosion yawning chasms filled with bubbling he is forced to keep it in several piles. occurs, roll 1d10 when the PCs first lava and surging gasses, offering cer- The one next to his bed is the largest, enter the area of effect. That many tain death to those who fall in. with the others representing the less rounds later, a blast of gas erupts past The third passage from the room is valuable portions of his holdings. them. (It is possible for fast-moving the one that leads to the dragon’s lair. Characters exploring the treasure parties to pass through the area of Before anyone can pass, however, pile closest to the cavern entrance can effect in less than a turn, and miss the they must cope with the guardian of do so without attracting the attention eruption altogether.) this pathway: a massive iron golem of the dragon. Any attempt to touch The round before the gas blast, the (marked with an “X” on the map). the two piles in the middle of the PCs hear a roaring and rumbling The golem attacks and tries to kill cavern is noticed by Flagratius, sound, and their ears pop from the anyone trying to pass it, unless the however-the clinking of a coin or a suddenly changing air pressure. Any intruder speaks the passwords: Fla- shifting pattern of reflection alerts him. characters with the presence of mind gratius Invitus. The treasure pile closest to area 8 to take a deep breath and hold it contains the usual assortment of gold, avoid the poison gas effects, though 9. Lair of the dragon silver, and steel coins, with perhaps all are affected by the heat. 25,000 stl worth of gems scattered Characters caught in the rush of hot A winding cavern twists back into among them. If characters sift gas suffer 2d6 points of fire damage, the darkness. It is huge-the roof is through the pile they find a wand of although a successful saving throw vs. easily 50 or 60 feet above the rough frost near the bottom. breath weapon reduces this to half. In floor. Fiery pits of lava or burning oil The piles in the middle of the room addition, characters who have not held seem to be scattered randomly contain similar values in coins and their breath inhale the noxious stuff around it, giving the whole place a gems. The one to the north also con- and suffer a further 2d6 points of dam- sinister, fiery glob. Long spires dan- tains a polymorph self potion, while to age. These characters also must make a gle from the ceiling, while others the south PCs can find a potion of Constitution check. Failure means that reach upward from the floor. speed. Each bottle has two doses, but they are immobilized by coughing, In the distance, among the remember that any attempt to disturb choking, gagging, and other fun activi- shadows, gleams a hint of silver these piles is noticed by Flagratius. ties for 1d10 rounds. and gold. The floor is rough, and If Flagratius has a living captive in walking isn’t easy. On the other here, she is in the cage marked “C.” 8. Iron guardian hand, many rock formations offer The great pile of treasure beneath some scant protection and cover. the dragon contains 100,000 stl value This is a chamber of smoke and fire. in coins, with a total of over 500,000 Blazing gouts of orange flame erupt The chamber of Flagratius is a long silver, copper, and steel coins. (That’s from two deep pits, scorching the cavern, replete with stalactites, stalag- about 25 tons). There’s another ceiling and sending clouds of smoke mites, and pools of lava. The place is 50,000 stl in gems, and the following rolling in all directions. A heavy well lit by underground standards, magical items: a medallion of ESP a haze lingers in the air, obscuring though the niches and alcoves along the long sword of defending +4, a staff- vision, stinging eyes, and drifting walls remain in perpetual shadow. of power, a ring of protection +3, a lazily through the thick atmosphere. The floor is indeed quite rough, clerical scroll of heal, true seeing, and characters attempting to remain Lower water, cure critical wounds, and During the round before the gas gets concealed can move within 70-120 regeneration .

93 Combined Monster Statistics Chart

Name AC MV HD hp #AT DMG SA SD AL THAC0 BOOK Ant Lion 2 9”[1”] 843 1 5d4 Y N N 12 MMII-10 Banshee 0 15” 7 39 1 1d8 Y Y CE 13 MMI-50 Basidirond 4 6” 5+5 32 1 2d4 Y Y N(E) 13 MMII-15 Basilisk 4 6” 6+1 31 1 1d10 Gaze N N 13 MMI-8 Bat 8 24” ¼ 21 1 N N N 20 MMII-15 Bear, Grizzly 6 12” 5+5 35 3 1d6/1d6/1d8 Hug N N 13 MMI-9 Bee 6 9”/30” 3+1 10 1 1d3 + poison N N N 16 MMII-17 Beetle, Death Watch 3 12” 9” 50 1 3d4 Y Y N 12 MMII-17 Slicer 3 6” 6 36 1 2d8 Y N N 13 MMII-17 Beholder 0/2/7 3” 10 60 1 2d4 Y Y LE 10 MMI-10 Bully (Carlotti. etc.) 9 12” 2 81 1d4 N N N 20 MMI-69 Carrion Crawler 3/7 12” 3+1 14 8 Paralysis N N N 16 MMI-13 Choke Creeper 615 ½” 25 100 2 or 6 1d4 Y Y N 7 MMII-25 Coati 8 9” 131 1 N N N 20 — Cockatrice 6 6”/18” 5 30 1 1d3 Y N N 15 MMI-15 Crypt Thing 3 12” 6 41 1 1d8 Y Y N 13 FF-21 Disenchanter 5 12” 5301 Spc Y Y N 15 FF27 Displacer Beast 4 15” 6 36 2 2d4/2d4 N Y N 13 MMI-28 Dopplegangers 5 9” 4241 1d12 Y Y N 15 MMI-29 Dracolisk 3 9”/15” 7+3 48 3 1d6/1d6/3d4 Y N CE 13 MMII-55 Draconian Aurak 0 15” 8502or1 1d8+2(x2) Spell +4 Save LE 12 DL14-15 Baaz 4 6”/[15”]/18” 2 12 2or1 1d4 or weap. N N LE(C) 16 DL14-16 Bozak 2 6”[15”]/18” 4 24 2 or 1 1d4 or weap. Spell +2 Save LE 15 DL14-16 Kapak 4 6”/[15”]/18” 3 18 1 1d4 Poison Acid LE 16 DLl4-16 Sivak 1 6”/[15”]/18” 6 31 3 1d6/1d6/2d6 N +2 Save NE 13 DL14-15 Drelbs 2 6” 5+3 29 1 3d4 Y Y N(E) 15 MMII-60 Eagle, Golden 7 3”/48” 4 25 3 1d6/1d6/2d6 Dive Y N 16 MMI-36 Eel, Giant 6 9” 5 30 1 3d6 N N N 15 MMI-36 Elemental, Fire 2 12” 16 100 1 3d8 Y Y N 7 MMI-38 Eye of Fear and Flame 2 9” 12 80 Nil Nil Y Y CE Nil FF-35 Gambado 6 12” 4 20 3 1d8/1d4/1d4 N N CN 15 FF-41 Gas Spore 9 3” — 1 1 Special Y Y N Nil MMI-42 Ghast 4 15” 4 22 3 1d4/1d4/1d8 Y Y CE 15 MMI-43 Ghost 0/8 9” 10 52 1 Age 10-40 yrs Y Y LE 10 MMI-43 Ghoul 6 9” 2 10 3 1d3/1d3/1d6 Paralysis Y CE 16 MMI-43 Ghoul, Sheet 2 9” 4+2 28 3 1d3/1d3/1d6 Y Y CE 15 FF-78 Giant, Fog 1 15” 14 100 1 4d6 Y Y N 8 FF-42 Goat, Mountain 7 15” 1+2 61 1d3 Charge N N 18 MMII-70 Goldbug 9 1” 131 1d4 Y N N 19 FF-46 Golem, Flesh 9 8” 8 40 2 2d8/2d8 Y Y N 12 MMI-48 6” Golem, Iron 3 16 80 1 4d10 Y Y N 7 MM-48 Gorgon 2 12” 8 48 1 2d6 Y N N 12 MMI-49 Gray Ooze 8 1 3+3 19 1 2d8 Y Y N 16 MMI-49 Green Slime 9 0” 2 12 Nil Nil N Nil N — MMI-49 Grisling 9 12” 7 35 1 1d4 or spell Spell Y N 16 PH-20

94 Combined Monster Statistics Chart

Name AC MV HD hp #AT DMG SA SD AL THAC0 BOOK Guardian Daemon 1 9” 8503 1d6/1d12/1d12 Y Y N 12 FF-49 Haunt 0456” 6 3 1 -2 Dex Y Y Any 13 MMII- 74 Hellhound 4 12” 6 35 1 1d10 Y Y LE 13 MMI-51 Hobgoblin 5 9” 1+1 6 1 1d8 NN LE18 MMI-52 Leader 3 9” 2+2 13 1 1d8 NN LE16 MMI-52 Huecuva 3 9” 2 10 1 1d6 Disease Y CE 16 FF-51 Human Fisherman 9 12” 1 4 1 1d4 NNN20 MMI-69 Pirate 8 12” 2 8 1 1d6 N N N 20 MMI-67 Shepherd 9 12” 1 4 1 1d4 NNN20 MMI-69 Slave 10 12” 1 4 1 1d2 NNN20 MMI-69 Hydra 5 9” 5 40 5 1d6 NNN15 MMI-53 Invisible Stalker 3 12” 846 1 4d4 YY N 12 MMI-55 Kyrie 5 6”/18” 4 25 1 1d6 or 1d8 Spell N N 15 WoK-7 Lacedon 2 9” 2 13 3 1d3/1d3/1d6 Paralysis YCE 16 MMI-43 Lamia 3 24” 9 60 1 1d4 Spell N CE 12 MMI-59 Lizard Man 5 6” 2+1 12 3 1d2/1d2/1d8 Y N N 16 MMI-62 Magpie (Aghar) 7 12” 2 7 2 1d4 NYCN16 DL14-17 Manticore 4 12”/18” 6+3 39 3 1d3/1d3/1d8 N N LE 13 MMI-65 Medusa 5 9” 6 40 1 1d4 Gaze N LE 13 MMI-66 Minotaur 6 12” 6+3 38 2 Weapon/2d4 or 1d4 N Y CE 13 MMI-71 Elite 3 9” 6+3 51 2 Weapon/2d6 or 1d8 N Y CE 12 MMI-71 Guard 5 12” 6+3 43 2 Weapon/2d4 or 1d6 N Y CE 13 MMI-71 Shaman 6 12” 6+3 34 2 2d4 or 1d4/1d10 + 1 Spell N CE 13 MMI-71 Missiva 10 12” 9 1 by weapon Backstab N NC 20 PH-27 Mobat 7/10 3”/15” 6 34 1 2d4 Y Y N(E) 13 MMII-15 Mold, Yellow 9 0” Nil Nil 1 1d8 Y N Nil MMI-71 Mountain Lion 6 15” 3+1 20 3 1d3/1d3/1d6 Claws Y N 16 MMI-61 Mummy 3 6” 6+3 35 1 1d12 Fear Y LE 13 MMI-72 Naga, Spirit 4 12” 10 60 1 1d3 Spell N CE 10 MMI-72 Necrophidius 2 9” 2 12 1 1d8 Paralysis YN 16 FF-67 Nightmare -4 15”/36”6+6 40 3 2d4/2d4+2/2d4+2 Y Y N(E) 13 MMI-74 Obliviax 10 Nil ¼ 2 Nil Nil Y Y NE Nil MMII-96 Ogre 5 9” 4+1 25 1 1d10 N N CE 15 MMI-75 Opossum 7 3” 2 6 1 1d3 YNN16 - Otyugh 3 6” 8 37 1 1d8/1ds/1d4+1 Y Y N 12 MMI-77 Penanggalan 10/8 12”/12” 9+21 71 or 20 1 1d6+2 or 1d6 Y Y LE 8 FF-71 or 4 Piercer 3 1” 3 14 1 3d6 Y N N 16 MMI-78 Porcupine 6 3” 2 6 5 1d4 (quills) N N N 16 - Pudding, Black 6 6” 10 6 0 5 3d8 YY N10 MMI-10 Brown 5 6” 11 70 1 5d4 YY N10 MMII-102 White 8 9” 9 57 1 4d8 Y Y N 12 MMII-102

95 Combined Monster Statistics Chart

Name AC MV HD hp #AT DMG SA SD AL THAC0 BOOK Quasi-Elem. Lightning 2 18” 9 55 1 1d6+9 Y Y N 12 MMII-103 Rust Monster 2 18” 5 25 2 Nil Y N N 15 MMI-83 Sandman 3 9” 424Nil Nil Sleep Y N(E) Nil FF-77 Scrag 2 3”//12” 6+12 45 3 1d4/1d4/1d8+8 Y Regen CE 12 MMII-121 Sea Dragon 0 3”//19” 12 60 3 1d12/1d12/3d12 Y N N 9 FF-28 Shadow 7 12” 3+3 19 1 1d4+1 Y Y CE 16 MMI-86 Sheet Phantom 3 6” 3 15 1 1d4 Y N CE 16 FF-78 Skeletal Warrior 2 2 9+6 60 2 1d8+6 Y Y NE 10 WOK-Var. Skeleton 7 12” 1 5 1 1d6 N Y N 19 MMI-87 Slime, Olive 9 0” 2+2 12 Nil Nil Y Y N Nil MMII-110 Son of Kyuss 10 9” 4221 1d8 Y Y CE 15 FF-83 Spectre 2 15”/30” 7+3 39 1 1d8 Y Y LE 13 MMI-89 Storoper 0 1” 6 31 1 1d10 Y Y CE 13 MMII-115 Stunjelly 8 3” 4 23 1 1d8 Y N N 15 FF-84 Sussurus 4 15” 8502 1d8/1d8 Y Y N 12 FF-84 Symbiotic Jelly 8 1” 66 10 Nil Nil Y Y N Nil FF-85 Tarrasque - 3 9” 60 300 6 1d12/1d12/2d12/5d10/ Y Y N 7 MMII-117 1d10/1d10 Tentamorts 3/1 1” 882 1d6/1d6 Y N N 12 FF-86 Trapper 3 3” 12 62 4+ 4+AC Y Y N 9 MMI-95 Troglodyte 5 12” 2 12 3 1d3/1d3/1d4+1 Y Y CE 16 MMI-97 Troll 4 12” 6+6 39 3 2d6/1d4+4/1d4+4 Y Y CE 13 MMI-97 Vampire 1 12”/18” 8+3 50 1 1d6+4 YYCE 12 MMI-99 VargouiIIe 8 /12” 1+1 6 1 1d4 Y N NE 18 MMII-123 ’Waries 6 15” 3 14 1 1d10+2 N N N 16 WOK-38 Wasp, Giant 4 6”/21” 4202 2d4/1d4 Poison N N 15 MMI-99 Weasel, Giant 6 15” 3 + 3 18 1 2d6 Drain N N 16 MMI-100 Werebear 29”7+3 37 3 1d3/1d3/2d4 Y Y CG 13 MMI-63 Wereboar 4 12” 5+2 25 1 2d6 N Y N 15 MMI-63 Wererat 6 12” 3+1 16 1 1d8 Y Y LE 16 MM-63 Weretiger 3 12” 6+2 31 3 1d4/1d4/1d12 Y Y N 13 MMI-63 Werewolf 5 15” 4+3 25 1 2d4 Y Y CE 15 MMI-63 Wight 5 12” 4+3 21 1 1d4 Y Y LE 15 MMI-100 Wolf 7 18” 2+2 11 1 1d4+1 N N N 16 MMI-101 Dire (Worg) 6 18” 4+4 24 1 2d4 N N CE 15 MMI-101 Wraith 4 12”/24” 5+3 26 1 1d6 Y Y LE 15 MMI-102 Wyvern 3 6”/24” 7+7 40 2 2d8/1d6 Poison N N (E) 12 MMI-102 Yellow Musk Creeper 7 0” 3 15 2d6 Special N N N 16 FF-97 Yeti 6 15” 4+4 27 2 1d6/1d6 Squeeze Y N 15 MMI-103 Zombie 86” 2 8 1 1d8 N N N 16 MMI-103 Juju 6 9” 3+12 27 1 3d4 Y y N(E) 13 MMII-131 Monster 69” 6 29 1 4d4 N Y N 13 MMII-131

Book Abbreviations: FF = FIEND FOLIO® Tome; MMI = Monster Manual; MMII = Monster Manual II; PH = Player’s Handbook; WOK = World of Krynn.

96 You are cordially invited to enter the dangerous world of the DRAGONLANCE® saga. The World of Krynn brings you to previously unexplored corners of Krynn with new challenges for your characters.

Explore Dargaard Keep, the vast and perilous lair of Lord Soth, and perhaps you will discover what really happened to Kitiara! Journey into the volcanic lair of a dragon to defend the city of Palanthus. Run a merry chase over hill and heath in search of a lost boy—can you find Master Lor before other, more sinister searchers? Travel to the far-away isle of Mithas and save the remnants of a dying race of bird-men from the savage minotaurs, while simultaneously trying to thwart a massive invasion of Ansalon.

The World of Krynn beckons to you; return to adventure once again in the world of fearsome dragons and vile draconians.