The words you are searching are inside this book. To get more targeted content, please make full-text search by clicking here.

AD&D - WG10 - Child's Play (2e) (lvl 13-15)

Discover the best professional documents and content resources in AnyFlip Document Base.
Search
Published by Capn_Ragnar, 2023-01-10 01:24:08

AD&D - WG10 - Child's Play (2e) (lvl 13-15)

AD&D - WG10 - Child's Play (2e) (lvl 13-15)

Keywords: Dungeons & Dragons,DnD,AD&D,TSR,TTRPG,Greyhawk

C;REYHAWI<@ADVENZURES

Official Game Adventure

Child's Play

Credits Table of Contents

Design: Jean Rahe and Skip Williams Introduction ................................. 2
Editing: Deborah Christian DM's Background ............................ 2
Cover Art and Interior Art: John and Players' Introduction .......................... 3
The Adventure ............................... 4
Laura Lakey
Cartography: Diesel
Typography: Kathleen C. MacDonald

Distnbuted to the book trade in the United States by
Random House, Inc.. and in Canada by Random House of
Canada, Ltd. Distributed to the toy and hobby trade by
regional distributors. Distributed in the United Kingdom by
TSR Ltd. ADVANCED DUNGEONS & DRAGONS,
GREYHAWK, PRODUCTS OFYOUR IMAGINATION, and
the TSR logo are trademarks owned by TSR, Inc. RPGA is a
service mark owned by TSR, Inc.

This adventure is protected under the copyright laws of the

U.S.A. Any reproduction or other unauthorized use of the
material or artwork contained herein is prohibited without
the express written consent of TSR, Inc.

81989 TSR Inc. AU Rights Reserved

Stock Y: 9265
ISBN 0-88038.756~4
Price 55.95 US

TSR, Inc. TSR Ltd.

POB 756 120Church End, Cherry Hinton

Cambidge CB13LB
United Kingdom
Lake Geneva

.WI 53147 USA

TSR, Ins.

PRODUCTSOF VOUR IMAQINATION'"

intlzoouction

Child‘s Play was on&* created as an Spells equates to prolonged life, because the
RPGA”’ Network Tournament module for royal regalia grants its wearer two addi-
characters of levels 13through 15.It is pre- Speak with animals and dispel magic tional Lifespans. And the crown need only
sented here as a stand-alone adventure are two spells which are almost essential be worn a year for this magic to take ef-
suitablefor play in regular gamingsessions. to the successful completion of Child’s fect. This is a closely guarded secret
Play. The pregenerated player charac- which is kept from the public eye through
Pregenerated Characters ters already have these spells available to the passing of the crown. Each monarch

Pregenerated player characters are them. If PCs are used who do not know reigns from 40 to 60 years, handmg over
provided and may be runif desired. These these spells, it is recommended that the the rulership to a child or grandchild of
characters are referred to throughout the DM contrive to give spellcasters speak the monarch’s choice.
c o m e of this module. Background infor- with animalsand dispelm a g ibefore they
mation is given about these adventurers The grandchildren who have banded
so that players can role-play them in char- are very far into the adventure. The sim-
acter. Character cards containing that in- plest way to do so is for Queen Joanna to together have made a pact to share the
formation are printed on pull-out sheets in bestow scrolls on the party which contain power of the crown if this “democracy”
the middle of this module for use by the these spells, perhaps with one or two can be instituted. Each grandchild does
players. In addition, player character at-. others which may or may not prove to be not want to take the chance he or she will
trihutes are summarized on a separate of use during their adventure. be passed over when it comes time to
sheet for the DM, so that pregenerated
PC stats can be easily referred to when DM BACKGROUND choose a successor, so they decided this
needed during the game. agreement would meet all of their needs.
The monarchy of Rhesdain, nestled
If players are running their own charac- They have not divulged the secret of the
ters in this adventure, the DM should omit deep in Greyhawk, somewhere on the crown to the other humans they have
PC descriptionsin the text or alter them to wrapped up in their democratic cause.
fit the characters being played. edge of the Yetil Mountains, is in danger
The group has been spreading word of
Changing PCs of toppling. A group of young noblemen, the democracy through the smaller vi-
lages in the kmgdom and will soon take
Two pregenerated characters leave among them a few of Queen Joanna their campaign to more populated envi-
the adventuring party at the mid-point of rons. They say the original constitution
the module, and two NPC characters Lune’s grandchildren, have launched a rests with King Jacohus, who took it to
(Wolf and Ateinne) are taken over by his tomb to prevent power from being
players. This allows players to further campaign to turn the country into a de- taken from his heirs. They claim to have
challenge their role-playing abilities, and
gives the party two powerful characters mocracy. The group claims a Constitution stumbled across an ancient copy hidden
to aid in the completion of their quest. in a secret vault. In fact, the copy is a re-
exists which proves Rhesdain was never cent fake. The grandchildrenare certain
If players are running their own charac- Jacobus’ tomb is lost, as the people who
ters in this adventure, it is not necessary intended to be a monarchy. The rebels knew of its location are long since dead.
for a PC to “leave” the game. The pres-
ence of Wolf and Ateinne are not essential claim the land is free and the people who Queen Joanna needs to prove the
to the completion of the adventure. How- rebels’ scrap of paper does not exist. She
ever, if the DM feels that the party could live there, according to the constitution, has no desire to humiliate her grandcbil-
use the help of two powerful characters, dren-or to make it public that it is her
he can run Wolf and Ateinne as NPCs in are free to choose their own rulers. The grandchildren who are doing this and
the second half of the adventure. Alterna-
tively, selected players may be allowed to constitution is a fake, but it is loosely why-but she wants their bid for power
run Wolf or Ateinne as a secondary player stopped. She is a just and wise monarch
character. based on a document written 300 years who has led the people of Rhesdain into

ago by King Jacobus Fanchion, reputedly prosperity, and she does not want to see
the land fall into the hands of a fewpower-
the founding monarch of Rhesdain. hungry youths who want to live to the age

The grandchildren have started this of 300. Unbeknownst to the rebels, the
crown only works once every 100years,
trouble because they do not wish to wait so only one rebel can benefit fromits use.

several decades to inherit the crown. The Queen hopes her grandmother,
Amber Lune, the retired monarch, knows
They want control of the country now.

They believe that if they can get the pop-

ulace behind this idea of a constitution,

they would be elected as the ruling body.

Once power is firmly in their grasp they

intend to turn the government into an oli-

successorsgarchy, guaranteeing themselves (and
their hand-picked control.

They know that power in this kingdom

2

where the tomb of Jacohus is. amber is a So far, the ranger rabbit has been able man male cavalier who has won more
reclusive magic-user who has disap- to successfully elude all hunters and jousts than anyone in this part of
peared, probably to distance herself from predators. This “rabbit” has more than Greyhawk; and Alan of the Sunset, the
100hit points and has been seen jumping generous human churchman who is
politics, and the Queen does not know 20 feet straight up, due to Wolfs boots of never without a cookbook and a mace.
where to findher. However, she is hopeful striding and leaping.
Wolf can. Wolf, the Queen’s champion, Allow the players five to ten minutes of
whom she affectionately refers to as Her The PCs in this tournament will real time to role-play before continuing
encounter the rabbit hunting forces, a with the introduction.
Majesty’s Indispensable Minister, had oc- group of giants having a good time, and
casionally worked for the former queen will travel to the champion’s house and The drawbridge drops almost si-
and doubtless knows where she can be eventually h d the champion/rabbit. lently on well-oiled hinges and chains,
and a knight motions you inside. A
found. Unfortunately, Wolf has not visited PLAYERS’ veritable feast is laid out before you in
Queen Joanna for nearly two weeks, and INTRODUCTION the castle’s great hall. Several of the
she can no longer put off addressing the Queen’s advisors and local noblemen
democraticthreat. Read the following text out loud to the sit at tables spaced evenly throughout
players. the room. The knight beckons you for-
Enter the heroes. The Queen has sum- ward. It seems the head table has
moned six of Rhesdain’s finest to go to You stand before Castle Spring, res- been reserved for you. Eight chairs
Wolfs home and make him aware of the idence of Rhesdain‘s Queen, Joanna are arranged about the table, one large
Lune. chair each at the north and south ends,
problem. The group, under Wolf‘s direc- and three on each side. Yahscba walks
tion, will then travel to the retired mon- The monarch has summonedyou for to one of the head chairs and begins to
arch, learn the location of the dead king’s a purpose that certainly must be pull it out, but stops when the knight
pressing. You are Rhesdain’s h e s t , glares. You take up your usual seating
tomb, and recover the original document. the highest-level adventurers in the arrangements and wait for the Queen.
The group must prove the rebel’s scrap realm. You came by invitation only,
of paper is a forgery. If they are not suc- wearing your best clothes and armor, As you sit at the side chairs waiting
cessful, the monarchy could fall. and carrying your most powerful for Her Majesty to enter from the
weapons. If the Queen is in trouble or north, servants begin pouring wine
To complicate matters, however, Wolf the land in jeopardy, you will not hesi- and bringing fruit. You turn to see
is not himself. He has been turned into a tate to offer your aid. Queen Joanna already seated at the
rabbit by the mage Tymgereth, one of southern chair. She moved so silently
the Queen’s grandchildren who felt that You puzzle at the invitations, each you didn’t hear her enter. The servant
stopping Her Majesty’s Indispensable one hand written by the monarch her- moves to pour her wine, but the
self. ‘Yoin me at Castle Springat noon Queen waves the girl away. Her Maj-
Minister would mean eliminating a road- on the morrow. There is a matter of esty looks pale and tired, but her eyes
block in the bid for the crown. Wolf, re- grave importance to discuss. I need are intense. She looks at each of you in
taining his mind, was able to elude your aid.” An adventure is in the off- turn, then speaks.
Tymgereth’s grasp. Ironically, Tym- ing, you are certain. You only wish you
gereth was not able to elude the grasp of had a clue what all of this was about. “My friends, a threat to Rhesdain’s
a large group of gnolls hunting nearby. monarchy has reared its ugly head. A
The six of you stand outside the close-knit group of very young, very
The mage traded his life for information raised drawbridge discussing the pos- power-hungry humans has decided
about the ranger’s present state of body. sibilities and the invitations-Karmyn, they want control of the kingdom.
the female valley elf magic user, who They claim a constitution exists,
Now, Yeenoghu, lower-planar lord of has an astonishing command of magi- which states Rhesdain is a free coun-
the gnolls, knows about the champion’s cal forces; The Professor, the halfling try that is supposed to be governed by
condition. Wolf was single-handedly re- thief who is more of a scholar than a elections and the populace’s decrees.
sponsible for the defeat of several gnoll lockpick; Scotty, the jovial dwarf
fighter-thief; Coeur, the human female
hands, and Yeenoghu wants to pay the who is in charge of the kingdom’s
ranger back for those acts. Yeenoghu has watch; Yahscha von Nurvie, the hu-

sent dozens of gnolls and a few demons to
search the conntrysidefor this specialrab-
bit. In questioning some of the other less-
than-good residents of the area about

rabbits, Yeenoghu has piqued the interest
of two lamianobles and their crew. The la-
mias do not know what is special about the
rabbit. But they know it must be important
for Yeenoghu to be interested. The lamias
are capturing as many rabbits as possible
and ulan to sell them.

3

They are gaining support, and I am volved in causes if there are giants in sider setting up camp. The trip so far
certain they believe they could win a the area to slay. So, if you are unable has been uneventful, but you’ve just
public election. If that happens, I be- to persuade him to lead this expedition spied something that could change
lieve the democracy would be short to the retired queen’s, you will have to that. Ahead and to your right, ahout 40
lived. I know these youngsters, and I locate the druidess, Ateinne, who yards from the road, you see several
think they would keep power indefi- does not live too far from Wolf. They nets strung up on poles. The nets
nitely once elected. Rhesdain is pros- have like minds when it comes to pro- range from 10 to 30 feet off the
perous now. It flourishes. I don’t want tecting the wilderness, and I know for ground. One of the nets hangs twisted
these upstarts to change that. Even if certain she could persuade him to in a tree.
they lost such an election, or the ma- help. Besides, she could prove a valu-
able addition to your party. For all her The nets have been set up by a group
jority of people decided they want me attachments to nature, she is very of six mongrelmen. These mongrelmen
to remain in power, the kingdom would loyal to this throne. are among the few dozen working for a
be weakened and divided. pair of lamia nobles. The lamias were ap-
“Help me. Help Rhesdain. You are proached recently by Yeenoghu, demon
“The monarchy has remained in my my best hope. You must prove this lord of the gnolls, and asked if they had
familyfor centuries. I know there is no scrap of paper doesn’t exist. The fate seen any rabbits. The lamias, realizing
such ‘constitution,’ no such scrap of of the kingdom and all my prayers ride rabbits must he a very valuable commod-
paper that would throw this country with you. I realize this mission could ity if the demon lord wanted one, began
into utter turmoil. But it seems I am he dangerous. And at any time if you setting up traps and catching as many as
going to have to prove it. The youths feel your hearts are not in this, please they could. They plan to find out what is
go your own ways.” so special ahout these creatures and sell
say this constitution lies in the tomb of them for as much gold as possible. They
the first Rhesdain King, Jacohus Fan- A servant girl comes to your table to were able to hire the servicesof the mon-
chion. The youths also know that the bring more wine. The Queen vanishes grelmen by giving each one a fancy outfit
location of this tomb is a mystery, as while you are distracted. The knight and a few pieces of gold. Otherwise, the
approaches. “Her Majesty wants you lamia nobles treat the mongrelmen
those who knew its whereabouts are to start on this mission as soon as pos- poorly.
long dead. However, I believe my sible. Your horses have been fed and
grandmother, who passed the crown watered and are ready.” These six mongrelmen hunters saw a
to me, has a clue to its location. The very special rabbit that could jump ahout
former queen is a recluse now, keep- He escorts you outside into the 20 feet straight up in the air. That’s the
ing away from politics and power crisp October air. In several days No- rahhit they’re after, because they figure
struggles. I don’t know where to find vember will arrive, and the whipping it will get them a big bonus from the la-
her, hut I am hopeful Wolf can track her winds of winter will not be far behind mias. Therefore, rather than string their
down. Unfortunately, he did not re- it. You hope this mission is finished be- nets along the ground, they have put
spond to my invitation.” fore the cold weather sets in. their nets on poles at about the height the
special rabbit jumps. They almost had
The Queen looks forlornly at the THE ADVENTURE him once. The net in the tree, which has a
large empty chair at the end of the ta- big hole in it, held the special rabbit for al-
ble. After a moment she lowers her THE RABBIT HUNT most a minute. These mongrelmen are
gaze, sighs, then looks up at you again. using their ability to blend into the hack-
The Nets ground to avoid being seen by the PCs.
The intensity is gone from her eyes. They donly be noticed if the PCs spe-
“Wolf, my champion, perhaps better Once the party has started on its jour- cifically state they are scrutinizing the
ney, read the followingtext out loud. trees and bushes. These mongrelmen do
known to you as Her Majesty’s Indis- not want to fight. Theyjust want to catch
pensable Minister, must he apprised of ~~ rabbits. And that’s exactly what they’ll
the situation. If he knows ahout this tell the PCs if they are caught and ques-
power struggle he will come to my aid. The castle is five hours behind you, tioned: “We were hired to catch rabbits.”
and the sun is starting to slip toward These mongrelmen are exceptionally
And you will he the ones to do the ap- the horizon. You have one or two well dressed. Their snappy attire is ex-
prising. Here is a map to his home. You hours more of travel time before you plained under “The Tent”.
will instruct him to lead you to my must stop to rest the horses and con-
grandmother, whom you will respect-
fully ask for information ahout the 6rst
king’s tomb. Wolfs home is a three-
day journey hy horse, so you must
start today. Sometimes Wolf is a little
headstrong, refusing to become in-

4

Mongrelmen (6): AC 5; MV 9; HD 2; disfigured man, looks up at you and outside the tent, and one inside, plus the
hp 11each; #AT I; Dmg 1-6; AL LN; Size waves. It seems he is motioning you lamia, who looks like a mongrelman. The
M; wealth 2 gp each. THACO 16 to approach the tent. remaining 12 mongrelmen are at the
nearby Rabbit Fields (see encounter he-
The Tent As you get closer, you note the fig- low). A fight at the tent will bring the
ures are mongrelmen, members of a mongrelmen and the male lamia running
If the PCs go over to the nets, they will misshapen race. They look out of from the Rabbit Fields. The mongrelmen
catch sight of a red flag waving in the place in velvet capes, silk clothes, and at the nets stay put. The lamia noble will
breeze. Read the followingout loud. fine thigh-high boots. The mon- first fight with spells, avoiding direct me-
grelman who motioned to you is lee if possible.
As you approach the nets you notice dressed in a deep purple velvet top
something else. About seven hundred coat, which is trimmed in silver braid. Mongrelmen (8):AC 5; MV 9; HD 2,2,
yards distant, down a gently sloping His fuschia leotards dip into a pair of 2,2,3,3,3,3; hp l l , l l , l l , l l , l 9 , l 9 , l 9 ,
hill, is the top of a big, beautiful tent. finely-tooled leather hoots that are 19: #AT 1:Dmg 1-6(2 HD creatures). 1-
The red flag on top waves menily in embroidered with leaf designs. He 8 (3 HD creatures); AL LN; Size’ M;
the breeze. It looks just like a tent wears a wide-brimmed purple hat fes- wealth 2 gp each. THACO 16
Yahscha used to own. tooned with a three-foot white plume.
He wipes his nose on his coat sleeve, Female Lamia Noble: AC 3; MV 9; HD
This is the base camp of the two lamias, scratcheshis chin, and extends a dirty, 10+1; hp 64;#AT 1; Dmg 1-6; AL CE;
who appear in the guise of mongrelmen, calloused hand. Size M; SA spells. THACO 10.

and their 26 mongrelmen flunkies. Six of “Didja bring some rabbits fer da Spells (innate, once per day): sugges-
boss? Big uns? Didn’t hurt em much, tion, charm person, mirror image, and
these are encountered under “Nets”, didja?Boss don’t want em if pieces are illusion.
eight at “The Tent”, and 12 under “Rab- missin. An dey better not be dead, ei-
bit Fields”. ther. Boss kilt Harry ’cause he acci- Spells:
dently stepped on a little one’s head. 1st: burning hands, detect magic,
The tent comes from a rod of splendor Ifnyakiltarahbitandstuckitinoneof magic missile x2
once owned by Yahscha. The lamias ac- yer bags thinkin ta pass it off on da
quired it when they killed a couple of hap- boss, ya better hightail it outta here.” 2nd: stinking cloud, web xZ
less evil adventurers. If asked, however,
they will say this tent has been in the fam- “Shhhh!” interrupts another 3rd: dispel magic, fireball, lightning
ily for years. A tip-off that this is from a garishly-dressed mongrelman, who bolt
rod of splendor should be the clothes ambles up behind the first. “You know
worn by the mongrelmen. Each mon- the rules. You’resupposed to be quiet 4th: ice storm, wall of ice
grelman has an outfit worth hundreds of on the field during the hunt. You make A lamia noble’s touch permanently
gold pieces. Each ouffit is different and is too much noise and you’ll scare away drains one point of wisdom from the tar-
made of silks,velvets, and brocades. The the rabbits before we can net them. get creature. When wisdom drops below
clothes fit perfectly, but are loudly mis- Hey, who are you anyway? You’renot three, the creature willingly serves the
matched. supposed to be here. We’re hunting lamia. This lamia functions as an 8th-
here. This is our stake-out. You better level magic user. She has a ring of pro-
The tent stands proudly in the mid- get inside and talk to the boss.” tection +3, a wand of fire (9 charges
dle of an open field. About 100 feet remaining), a wand offrost(11 charges
from the tent are wooden crates, set If the PCs comply, they will be led in- remaining), and a ring offire resistance.
upside down, but with one end side the tent. The DM should inform the In addition, she carries two potions of
propped up by a wooden stick. Under Yahscha player that the fighter recog- extra healing and a potion of gaseous
the crates are carrots. And leading nizes the tent. This, indeed, is the tent form.
from the sticks are long pieces of produced by his rod of splendor. If the
twine that are held by seven odd- PCs do not go in the tent, one of the two with silk hangings, large ostrich
lookingfigures. The figures, which are mongrelmen outside will enter to get the plumes, and plush furniture. Two
standing very, very still, are decked boss (the female lamia) unless the PCs mongrelmen are inside, one female
out in seemingly one-of-a-kind, splen- prevent him. If a mongrelman is pre- reclining on a setee, and a male in-
did, and obviously very expensive gar- vented from goinginto the tent, the boss specting rabbits. A few dozen rabbits
ments. One of the figures, an ugly, will eventually come out, hearing the are caged along the far tent wall. The
ruckus. There are seven mongrelmen female mongrelman, draped in pink
silks and chiffons, sits up and looks

5

The lamia, who continues the ruse of The field before you is filled with pull something out of a pocket and turn it
being a mongrelman. asks the PCs what nearly a hundred rabbits contentedly over and over in his hands, apparently
thcy are doing here. She also wants to munching on carefully-tended car- scrutinizing the object. If a PC tries to
know if they are looking for rabbits, if rots. They do not seem to acknowl- grab the object, he is touched automati-
they’ve been successful, and if they edge your presence, not evenlooking cally. Another tactic is for the lamia to
have any rabbits they might want to part up for a moment to interrupt their “trip” in a rabbit hole and get a PC to as-
with for a gold piece each. She tries to sist him to rise.
avoid answering why the mongrelmen The male lamia and the 12 remaining
are looking for rabbits, but ifthe PCs are mongrelmen are in this field. The lamia Each mongrelman has 2 gp. The male
very insistent, she says they are start- has used illusions to generate about a hun- lamia canies 10 platinum pieces, 10 gp,
ing a rabbit farm and plan to sell the meat dred little rabbits happily munching on and a 200 gp ruby. The female lamia has
to butchers and the skins to fumers. thousands of carrots. There isn’t a weed 10 gp and a gold and ruby necklace worth
However, she has not yet figured out in the patch. This is the lamia’srabbit trap. 4,200 gp. In the pocket of one of the mon-
what is so important about the rabbits. He hopes real rabbits willbe drawn by the grelmen’s fancy jacket is a small bunny,
Until she is certain, she is keeping the illusory rabbits and carrots. All of his rah- only two weeks old. This particular mon-
rabbits alive and whole. bits have brown tails (to help the mon- grelman thought it was too cute to turn
grelmen tell them from the real ones). The over to the lamias, so he has been caring
The lamia tries to find out what the mongrelmen, who are well hidden in the for it as a pet. If the PCs forcibly take any
PCs are doing here, and she cautions surrounding foliage, periodically bark to of the clothes from the mongrelmen, the
them to stay out of the fieldjust south of clothes disappear (this is a property of
the tent, not wanting the adventurers to startle the real rabbits. If any rabbits are the rod of splendor).
disrupt the mongrelmen’s operations.
She is adamant that her people found seen running, the mongrelmen go after Mongrelmen (12): AC 5; MV 9; HD
this spot first, and that if the PCs insist them with large nets on poles, resembling 4x2; 4x3,4x4; hp 4xl1,4~19,4x26#;AT
on searching for rabbits too, they must sturdy hutterrly nets. These mongrelmen
do it quite a distance away-and prefera- have a dozen weasels. The weasels go 1; Dmg 1-6 (2 HD creatures), 1-8 (3
bly in the desert. If the PCs agree to down into holes to help chase out any rab- HD), 1-10 (4 HD); AL LN; Size M;
leave, she has one of her mongrelmen bits that escape. This lamia also does not wealth 2 gp each. THACO 16/16/15
follow them to make sure they really know the real reason for pursuing rabbits.
leave the area. If Yahscha or another Male Lamia Noble: AC 3; MV 9; HD
character presses her about the tent, If the PCs enter this field, the male la- 10+l;hp71;#ATl;Dmg 1-6(+2);AL
the lamia becomes irritable. She will not mia, looking like a mongrelman, comes CE; Size M; SA spells. THACO 10
relinquish it. If Yahscha mentions his forward and attempts to shoo them away.
stolen rod of splendor, the lamia retorts He suspects they are not recruits hired Spells (at will): suggestion, charm per-
that all rods of splendor produce the by the femalelamia because of their fancy son, mirror image. illusion
same tent. The mongrelmen also defend armor. He becomes belligerent if they
the tent, as they know it is somehow refuse to leave, citing the fact that he Spells:
linked to their fine clothes. In addition to found this rabbit hunting ground first. 1st: color spray. hypnotism, phantas-
the fine furnishings, the tent contains mal force, spook
3,100 gp and 2,500 sp. If a fight starts on the field, the mon- 2nd: fog cloud, improved phantasmal
grelmen and lamia noble from the tent run force (used to create the rabbit field illu-
If the PCs are being argumentative to their comrades’ aid. The mongrelmen sion), invisibility
and refuse to leave, the lamia suggests at the nets stay where they are. Charac- 3rd: spectral force
they do so by means of her suggestion ters searching the perimeter of the field This lamia functions as a 6th-level illu-
power (see statistics for description). If will find 12 large sacks containing a total sionist. His touch permanently drains one
that doesn’t work, she begins using of 28 rabbits. point of wisdom from a PC. He wears a
other innate abilities and then begins cloak of protection +3, carries a short
casting spells. The mongrelmen join the If either lamia is caught and forced to
fray. Any fight here brings the mon- talk about the rabbits, they reveal that sword of quickness (+Z), potions of
grelmen and the other lamia noble from they heard rabbits are valuable in this growth and storm giant strength ( +12
the Rabbit Fields encounter area. part of the country. They will not, under
any circumstances, mention Yeenoghu. damage bonus), and oil of etherealness.
The Rabbit Fields They are afraid of him. If the PCs prove
pesty, the lamia noble tries to touch the Well-Done Moose
If the characters enter the area south PCs and drain them of a point of wisdom.
of the tent, read the following out loud: One tactic he uses to accomplish this is to This encounter occurs the 6rst evening
the PCs make camp, no matter where
they camp. Characters on the second
watch hear a “whump,” “thud,” “whump,”
“sploosh” every few minutes. The noise

R

is followed shortly by the sound of several f “Hey guys. There’s little people here.
deep, throaty voices exclaiming “aha!”, Maybe we can get them to play, too.”
“lucky shot!” and “oops.” The noise is not Another giant takes his place on the
loud enough to wake sleeping PCs. If the throwing line and preyres to heave If this does not cause the characters to
PCs on watch do not investigate the the moose haunch. He stumbles, attack, the giant tries to get the PCs to
sound, the source of the disturbance probably from the effects of the alco- play. Again, if that doesn’t work he sug-
eventually comes to them. hol, and then sniffs the wind. He turns gests to the other giants that the PCs be
to face you. “Hey, there’s liddle peo- used instead of moose haunches.
The noise is from eight fomorian giants ple here. Maybe we can git one of
who are holding a convention here be- them ta play! Wanna play? Hey you, If the PCs battle the giants and take
cause they learned the ranger who pro- the little guy wearin all the metal, how time to search the clearing afterward,
tects this area has vanished. To them, about givin’ it a toss?” they find 22 barrels (five of which are half
Wolf’s disappearance is a great opportu- fullof wine), six partial moose carcasses,
nity to celebrate and wreak havoc. These The giants are not immediately hostile one very fancyhuman-sized hat with a big
giants have been drinking barrels of wine to the PCs, preferring instead that they red plume, and the following treasure
they “obtained” from a traveling mer- join the game. The giants try to coax which is kept in bags near the carcasses:
chant. Bored with solely drinking, the gi- Yahscha into the sport, believing him to 2,000 copper, 2,000 silver, 2,000 elec-
ants have created a game: tossing moose be the largest and strongest of the group. trum, 1,000 gold, and a gold and pearl
haunches into an abandoned well. This If he hesitates, they chide himwith taunts necklace (worth 3,500 gp).
game is similar to horse shoes. The such as “puny human,” !‘little loser,” and
“whumps” and “thuds” are misses. The “baboon breath.” Fomorian giants (8): AC 1 (crude ar-
“splooshes” are successful tosses. mor); MV 9; HD 13 +1-3; #AT 1; Dmg
If the taunts produce a contestant, one 2-16+8 (large spiked clubs), or 4-32
If the PCs investigate the noise, they of the fomorians tosses a moose haunch (moose haunches swung as club), or 3-24
see the eight giants and the legless car- to that PC. The PC must have a strength (moose haunches thrown); AL NE; Size
casses of six moose. The giants are at- of 18/50 or better to participate in the H (13:5‘ tall); THACO 9.
tempting to toss the moose haunches into game. A PC must hit AC 2 to get the
the well. Some of the giants do not do haunch into the well. This attack roll must WOLF’S DEN
well. Fomorians are monstrosities with be made at a non-proficiency penalty and
limbs at odd angles. For example, one of can include DEX bonus, hut not STR bo- As the PCs proceed to Wolfs house,
the giants is having a hard time participat- nus. The armor class takes into account read the following.
ing because he has a right arm where the unweildy object that is being thrown.
right arms should be, but his other arm If a PC is successful in getting the moose The trek up the rocky mountainside
extends from his back. haunch in the well, the giants are furious, was tiring, but you reach the top by
as they haven’t been very lucky with it. late afternoon. The view is inspiring.
When PCs investigate, read the follow- If, however, the PC is unsuccessful, the A deep ravine, about one mile wide,
ing out loud. giants remain friendly. stretches across your line of sight. Be-
yond the ravine is a tall hill. You can
Followingthe sounds, you come to a If the taunts do not get a PC to join the see steps leading up from the depths
small clearing with a well in the center. game, the giants openly discuss using the of the ravine to a small manor built into
There are eight giants here, disfigured PCs instead of moose haunches. Their the hillside. According to the Queen’s
monstrosities with gruesome fea- first choice is Scotty, or the smallest map, this is Wolf‘s home. You should
tures. The giants appear to be drunk. member of the PC party. The PCs may be able to make it there before sunset.
Indeed, one of them is hoisting a bar- wander away from this encounter with-
rel to his mouth, which is on the right out a fight, unless they insult the giants at The PCs have no encounters on their
side of his face, and drinking deep. any point in the game. Insults result in the way to the house. The ravine’s sides are
Each of the other giants has a moose giants grabbing the moose haunches and steep, and the path is narrow, making de-
leg in his hands. The largest giant using them as clubs or projectiles. scent difficult for characters on foot, har-
flexes his muscles, tests the weight of rowing for any who tryit mounted. At the
the leg, and tosses it at the well sev- If the PCs do not investigate the noise, bottom, a crystal-clear stream runs
eral yards away. The leg bounces off their camp is visited by a fomorian, who through the center of the ravine. The
the side of the well with a sickening has had more than a little too much to stream is as wide and straight as a city
“thump.” The giant appears dejected. drink. He is stumbling away from his street, but appears natural, not man-
“S’okay,” he mutters. “I’ll gid da nex peers, tired of them makingfun of him be- made. The 153stone steps that lead up to
one in. Hic. Hic. Hic. S’cuse me.” cause he can’t get the haunch into the
well. He immediately spots the PCs and
gets the other giants’ attention, yelling,

7

Wolf’s house are low and wide, allowing with their big hairy feet. If you’re thing to mar the beauty of the home. If
horses to negotiate them. As the PCs looking for Master Wolf, you’ve made their clothes are dirty, she offersto clean
reach the stairs, they hear a dog barking. a long trip up those stairs for nothing. them, providing blankets until the clothes
The barking persists throughout their He’s not here. I don’t know where he are dry.
climb, but the PCs are not able to see a is. I don’t know when be’s coming
dog in the foliage or near the house. back, but you’re welcome to come in- She invites them to spend the night
side. Just don’t track in any dirt. Say, here, telling them there are temble pred-
with vines covering the walls and the are you all friends of Wolf? Do you ators after dark. Actually, she isjust look-
trees nearly surrounding it. The mas- know where he might be? Maybe he’s ing for a little company to help keep her
sive walnut door is adorned with a with the Queen. It’sjust not like him to mind off Wolf.
brass wolf’s head, the lolling tongue go off this long without telling me.”
serving as the knocker. Wild flowers Eeanna immediately becomes inter-
grow along the path that leads to the The maid leads you into the house, ested and more hospitable if the PCs tell
door and in profusion under the first- which smells of pine and jasmine. The her they are looking for Wolf. She is very
floor windows. The brass wolfs right wooden floors are so highly polished proud of the ranger and asks if they want
they reflect the carved walnut furnish- to see his medals and awards-he has 26
If the PCs look around the outside of ings. As the maid ushers you in, she of them! However, she can only display
the house before trying to gain entrance, stops in front of a small walnut shelf
they see a large pond to the right of the that hangs at about eye level. A small, one on the wall at any given time, since
house and a large dog house to the left. but highly polished, gold medal rests Master Wolf doesn’t like showing off. If
There is no sign of a dog, althoughif the on it. She sighs, takes it down from the PCs are interested, she explains what
PCs go near the dog house they hear the shelf, and opens a flatwalnut chest some of the awards are for: the Queen’s
barking again. The PCs will notice the on the table underneath. Putting the Award of Valor, the platinum medal of Out-
tracks of a large dog and a large human- small gold medal inside of it, she pulls
oid. They can find nothing else of signifi out another larger medal and sets it on standing Service, the Lavender Heart,
cance. The barking wiU rouse the maid. the shelf. There must be about as etc. Eeanna doesn’t know it, but she is
Otherwise, they have to knock at the many medals in that chest as Yahscha
door to get her attention. The eye on the wears. Then she runs her feather wearing one of Wolf’s awards-the purple
wolf knocker is a permanent Wizard eye, duster across the top of the case and sash. It is identical to the one Yahscha
which allows the maid or Wolf to see who the newly-displayedmedalon the shelf wears. If the Yahscha player states his
is coming to visit. The maid recognizes before taking you into the living room. character is watching the maid, quietly let
Yahscha and Coeur from descriptions him know he recognizes the award she is
Wolf provided in a few of his adventuring “Tea and cookies?I’ve been baking using as a bandanna. The maid found the
tales. She knows Scotty because be has a l l morning. Somebody might as well sash laying around the house and decided
been to visit on several occasions. How- eat them up.” She humes from the to put it to use. If Eeanna discovers she is
ever, she does not tell Yahscha and Coeur room, dusting the top of a bookcase as wearing one of Wolf‘s awards she is dis-
that she knows who they are. she goes. mayed and immediately rushes offto clean

The woman who opens the door is Eeanna the maid is Wolf‘s storm giant and press it.
large, nearly seven feet tall. She follower. She lives in the large pond out- Eeanna makes sure the PCs are well
wears a plain dress, partially covered side the home. She is very attached to
by a red checkered apron. Her long the ranger and very concerned about his fed and have plenty to drink. She has
black hair is tied with a wide purple disappearance. She asks the PCs all sorts been cooking and baking to keep herself
sash embroidered in gold designs. She of questions about what is going on in the occupied and is happy to findpeople to eat
looks down at you with her steely blue kingdom in the hopes she might pick up her efforts.She is tired of feedingmost of
eyes and purses her lips. “Hmrmn,” on any event that could have drawn Wolf it to the dog.
she says. “More visitors. Well, at away. She fears for his safety, as she
least you’re a change from those noi- knows he is not the most popular person If the PCs ask Eeanna about what has
some hakhgs who track dirt all over in this part of the country. been going on in this area, she tells them

Normally a fastidious creature, Eeanna about a few halflings from the nearby vi-
has become obsessed with cleanliness to
keep her mind off Wolf. She scrutinizes lage who have been here looking for
the PCs to make certain they do not track Wolf-wanting to give him some kind of
in any dirt, move the furniture, or do any- Golden Foot award for something or

other-and the pesky rabbit that has been
getting in the house and making a mess of
the library. She explains she got the dog
from her sister to keep the rabbit away,
but it hasn’t been working too well. Still,

the dog comes in handy for eating the left-
overs. Also, one of Wolfs druidess
friends, Atienne, came for a visit, also
looking for Wolf. Eeanna can give the

8

WOLF’S HOUSE

1 square = 5feet

Tower

party directions to both the village (1 day’s sparkly, but decided he should put it on to and carries two potions ofextra healing, a
satisfy the queen (since it must have potion of ESP, and a potion of invisihdity.
ride away) and Atienne’s grove (3 day’s taken a very long time to have it made).
ride away). Eeanna notes that the halflings Wolf was planning to visit the queen and Blink wolfhound: AC 5; MV 15;HD 4;
seem to have seen Wolf most recently. talk about a few of her grandchildren. He bp 32; #AT 1;Dmg 1-6; AL LG; Size M;
spotted two of them with a small group of THACO 15
If the PCs cause a disturbance or harm unsavory-looking humans, and has de-
the house, Eeanna orders them outside. If cided to check them out, reporting his Rabbit Chase
they attack her, she goes outside to pre- findings to the queen. He planned on be-
vent the house from being damaged and ing gone only four or five days. Wolf was At midnight the PCs hear the dog bark-
in an I-told-you-so mode, lecturing the ing frantically, then a crash, quickly fol-
retaliates with her storm giant abilities. mirror as if it were the queen. “I toldyou lowed by Eeanna’s heavy footsteps
The “dog” is a blink dog the size of an yourrelatives were up tono good. One of coming up stairs from the ground floor. If
these days you’re going to listen to me.” the PCs investigate, they see Eeanna
Irish wolfhound. It has not been able to According to the mirror, Wolf left one burst into Wolfs room, feather duster up-
catch the rabbit. The dog stays out of sight week ago to see the queen. The only raised. If the PCs follow her inside they
other recent conversation the mirror see the maid rush to the window, brand-
until it becomes injured (see below). picked up was Eeanna frustrated about ishing her feather duster. After taking a
Wolfs two-story home consists of a the dust in the room and the dirty little swipe at something, she leans out the
footprints caused by “the darned rabbit” broken window and furiously orders the
kitchen, dining room, living room, study, that keeps getting in this house. The rab- dog to “get the rabbit.” Ifthe PCs inspect
and library on the first floor, and four bed- bit also talked to the mirror, but only said, the room, they see rabbit tracks on the
rooms, a den, and a sun room on the sec- “Fftt, Fffftt, Mmmft, Pppfpt!” floor and notice an overturned inkwell on
ond floor. Each room contains carved the writing desk. A closer look reveals a
walnut furniture and an assortment of Four other magic items are in this rabbit print on a piece of paper. The
knicknacks, which are mementos from room: Wolfs crystal baU; a wickless can- rabbit-Wolf-was trying to leave a mes-
dle by the bed, which produces enough sage for someone to let them know about
adventures and gdts from friends. The light to read by when the command word his predicament. The dog fails to catch
PCs will not be able to spot a speck of “on” is spoken (“off‘ turns out the light); the rabbit and Eeanna begins cleaning up
dust anywhere, no matter bow hard they a pillow which gives the sleeper the the desk and fussing over the inky rabbit
look. A map is not needed for this equivalent of eight hours’ sleep in the prints on the floor. She spends the next
span of three hours; and a golden quill two hours cleaning this room. If ques-
encounter. The DM is free to create one that writes whatever the commander tioned, the maid simply rants on and on
if desired. says (command words are “Too Easy”). about the pesky rabbit that keeps break-
ing into the house.
If the PCs agree to spend the night, The majority of Wolfs wealth is stored
they are ushered back to the three guest in a hidden compartment in his closet, A Rude Awakening
bedrooms. Eeanna does not let them which is filled with brown and green
sleep in Wolfs suite. There is nothing out clothes. His treasure consists of five At 3 a.m. the PCs hear a pained howl-
of the ordinary in any of the rooms, al- dozen gems worth a total of 40,000 gp. ing outside. The dog has been hurt. If the
though the DM should feel free to list PCs do not immediately tend to the ani-
normal bedroom contents if the PCs are Eeanna (storm giant maid): AC -1;MV mal, Eeanna asks for their help. The dog
curious. Wolfs bedroom is simply fur- 15; HD 15+2-7; hp 97; #AT 1; Dmg 7- has a broken jaw and needs a cure light
nished and, of course, spotless. A 42; AL CG; Size Gt; THACO 7. wounds spell cast on it. A speak with ani-
walnut-framed floor-length mirror occu- mals spell reveals that the dog chased the
pies the northwest comer of the room. SA %die lightning bolt once per day, rabbit and finally cornered it. Just as the
The mirror is magical. Wolf, a loner, likes levitate twice per day. In addition, once dog was ready to move in for the kill, the
to talk to himself. The ’’mirror of recall” per day at will Eeanna can perform the rabbit turned around and kicked it in the
acts like a tape recorder, taking in every- following: predict weather, call lightning jaw. The dog is upset and frightened, as
thing he says and repeating phrases or (3 bolts of 10-156 sided die each), control chasing rabbits always had been an easy
winds and weather summoning. Eeanna task. He relates that the rabbit leaped
points of discussion when asked. The uses her large feather duster to swat into a tree and got away. He doesn’t in-
mirror operates automatically; it does not things, the “swat” causing 2-20 points of tend going after any more rabbits, even if
need a command word. If the PCs get damage. Eeanna wears a pinky ring of it means no more Eeanna-cooked meals.
Eeanna concerned enough about Wolf or protection i 2 , feather falling, a medal-
ask for her help in locating him, she men- lion of diminution (which allows her to
look like a seven-foot-tall human female),
tions the mirror and tells the characters
that perhaps Wolf talked to it about where

he was going.
If the PCs talk to the mirror, specifi-

cally asking about Wolfs last conversation
with it, it relates that the ranger was up-
set about wearing some silly, ostenta-
tious uniform. He thought it was too

10

The dog explains that the rabbit has been The “griolls” know the PCs are there, the larger gnoll counters. “That thing
hanging around this house for the past so the PC:s will not be able to surprise bit me, and rabbits are supposed to be
several days. On previous occasions it them. HOwTever, the gnolls have better soft and cuddly.”
moved too quickly. The dog surmises the things to Clo than waste their time on ad-
rabbit must have been tired tonight-but venturers, so they are continuing their “Yeah?” the smaller one sneers.
definitely not weak. He asks to sleep in- fishing opefration.They willnot talk to the “So what? At least I didn’t climb up
side for the remainder of the evening. The PCs unless they come closer. If the PCs that cliff to get that putrid smelling
dog can provide no further information. move down the hill toward the pond, read leathery creature with wings. You
the foUowing. should have known rabbits can’t fly.
Fishing For Rabbits Or can they? Anyway, just shaddup
“Do yiXIthink that’s a rabbit?” the and try to catch one of these slippery
When the PCs continue their search for larger g~IOU says, pointing at some- things. That old farmer said there
the missing ranger, read the following. thing in the pond. were plenty of rabbits around. Sooner
or later we’re going to catch one.”
Your journey in search of the missing “Don’it know. Doesn’t look like that
Wolf takes you through a peaceful glen last scal.y thing we caught that you Suddenly, the larger of the two
and down a gently sloping hill covered thought was a rabbit. That thing had gnolls dives beneath the surface of the
with yellow and pink wild flowers. legs. TOICbad you got hungry and ate pond and emerges a moment later
However, in several places the wild it. That 1thing better not have been a with a two-foot-long, blue-and-green
flowers have been smashed into the rabbit ’cause I haven’t seen one of speckled fish. The pair amble out of
ground. The trail of crushed blossoms them since. But maybe you’re right. the pond and sits in the shade of a large
points to a large pond at the foot of the Maybe tlus thing is a rabbit.” oak tree. Next to the trunk are two
hill. Two gnolls stand thigh-deepin the crates and three large sacks. The gnoll
water, facing each other and looking in- “Well, at least this is a better bet tosses the fish in one of the sacks and
tently at somethingunder the surface. than youir hunch that the big green reclines against a crate. His associate
furry critter with suikes was a rabbit,”

11

has other ideas, however. Something wand), levitate as a 10th-level mage, read languages, detect invisible objects,
in the tree has caught his attention. A polymorph self, cause pyrotechnics, tele- invisibdity, fly, hold person, dispel magic
squirrel is leaping from branch to (as a 20th-level mage), suggestion, poly-
branch, and the gnoll’syellow eyes fol- kinese 4,000 gp weight, and teleport morph self, fear(as the wand), telekinese
low its every move. without error. Glabrezu are capable of 10,000 gp weight, transmute rock to
gatingin others of their kind, but will not mud, and mass charm. Yeenoghu is capa-
These aren’t really gnolls. They are ble of gating in additional lower-planar
glabrezu, lower-planar beings poly- do so duringthe course of this adventure. minions, hut will not do so during the
morphed to look like gnolls. When they course of this adventure.
came to this area, gnolls were the first If the characters spend more than four
humanoid creatures they saw, so assum- rounds chatting with the “gnolls,” or if a If the PCs go near the crates or sacks,
ing their shape was the first thing that
came to mind. These glabrezu are work- fight breaks out before then, they will see they hear scratching, thumping, and other
ing for Yeenoghu, lower-planarlord of the assorted animal noises. The crates and
gnolls, who has instructed them to find a young, beautiful woman join the sacks smell musty. The “gnolls” do not
rabbits. Yeenoghu wants one rabbit in “gnolls.” If a fight hasn’t started, she willingly show them what is in the crates
particular, but he didn’t want to waste asks the “gnolls” about their catch. The and sacks, simply saying they contain “rab-
time explaining that to his minions. The woman is Yeenoghu, polymorphed to look bits.” The glabrezu decline to open the
glabrezu don’t know what a rabbit looks like a sylph or a dryad. The PCs shouldn’t sacks and crates because they don’t want
like, so they have been wandering the be too sure just what she is. They might the rabbits to get out.
countryside, catching any animals under even believe her to be a druid. Yeenoghu
50 pounds. They plan to take their prizes, is just checking up on the glabrezu and If the PCs defeat the glabrezu, or if the
kept in the crates and large sacks, to will be a little curious about the PCs- planar beings and their lord beat up the PCs
Yeenoghn, and let him pick out the rabbit. and leave, the characters can 6nd the ani-
especially if they seem toshow any inter- mals in the crates and sacks. In addition,
The glabrezu did not want to ask their est in the “gnolls”’ catch or in rabbits. behind’the larger crate is a leather sack
master what a rabbit looked l i e , as they containing 150 pp and a carved figurine of
did not want to appear stupid in front of If Yeenoghu becomes involved in a fight an elephant. The figurine is exquisite and is
him. If the PCs make any noise or come worth 400 gp. Early in their hunt the gla-
out into the clearing where the glabrezu with the PCs, he does not initially sum- brezu took thisfrom a merchant,thinking it
can see them, the creatures will act very mon gnolls to his side, as he believes he might be a stuffed rabbit.
friendly, since they can use a little infor-
mation from the adventurers. They con- and his lower-planar minions can handle The “gnolls” have captured the follow-
tinue to speak in common, and ask ing creatures:
questions such as the following: the PCs. He also wants to keep his iden-
tity a secret. Yeenoghu avoids melee, let- Crate #1: giant ant, beaver, otter
“Do you guys have any rabbits you ting the glabrezu act as fighters while he Crate #2: dead owl, dead giant frog,
might want to part With?“ dead giant rat, dead snake, dead tortoise,
uses his spells and magical abilities. In live wolverine
“Have you seen any rabbits around any event, Yeenoghu teleports away if he Sack #1: dead blue-and-geen speckled
here?” fish, cave cricket, rabbit, mole, raccoon
sustains more than 40 points of damage, Sack #2: minimal wild camel, minimalba-
“Doyoumndtellingusjust whatarab- or when one of the glabrezu is killed. The boon, rat, chipmunk, three baby possums
bit looks like?” Sack #3: muck dweller (with its month
glabrezu escape via teleportation when tied shut), giant black squirrel, skunk
If the PCs act hostile or attack the Yeenoghu does.
“gnolls,” the glabrezu fight back. They Using a speak with animals spell on
are quite confident and arrogant, and are Yeenoghu: AC -5; MV 18;hp 100; #AT anything in a crate or sack produces little
not at all afraid of the PCs. 1 (special); Dmg 3-18 (plus special); AL information. The animals know only that
they were captured by these powerful,
Glabrezu (2): AC -4; MV 9; HD 10; hp CE; Size L; THACO 5. ugly, dog-like creatures, which seemed
50,67; #AT 5; Dmg2-12/2-12/1-3/1-3/2- SA See below. SD +1or better weapon intent on finding a particular species of
5 ; magic resistance 60%; AL CE; Size L; something. The only thing on the ani-
THACO 10. Glabrezu can cause darkness needed to bit: magic resistance 80%. mals’ minds is escape. The skunk, which
in a 10-foot radius at will. In addition, and Yeenoghu carries a flail with three ada- is upset and confused, is mad enough to
also at will, they can cause fear (per the be a real stinker about things.
mantite heads (a separate attack roll
must be made for each head). The first

head does 3-18 points of damage; the
second will paralyze a victim unless the
victim saves vs. wands; the third will con-

fuse the victim unless he saves vs. magic.
Yeenoghu can teleport without error and
can summon 6-66 gnolls (he uses the lat-
ter ability only under extreme circnm-

stances in this encounter). In addition, he
can perform any of the followingonce per

melee round: darkness lO’radius, magic

missile (3X a day, 6 missiles per use each
doing 2-8 points of damage and having a

+ 2 to hit), detect magic, read magic,

12

Bulette Business lodge and cookingpit and have been work- help him out of his predicament, hut he
was unable to communicate with them.
When PCs approach the halfling 4- ing on smoothingout the huge ruts leading He eventually left the village and went to
lage, read the following. to their burrows. The halflings have also Ateinne’s grove.

The halfling village is buzzing with been putting the dead bulette to good use. All h a g s ’ attempts to chase the rab-
activity. There are a half a dozen mus- They have strippedit of its tough exterior, bit away were unsuccessful. The halflings
cularfolk smoothingout large ruts that creating h e shields, and they have pulled would have tried to catchit and cook it for
run through the village and up to sev- a lot of meat from its bones, which they dinner if the little halfling girl hadn’t made
eral of the halfling burrows. Women are still smoking to put away for winter. a “pet” out of it. Her father made a Little
and older children move behind them, cage for the rabbit, but it got out by
breaking up the dirt into smaller The halflings buried the bones, but the bu- breaking through the wire sides. The lit-
chunks and planting grass seed. lette’s skeletal head now adornsthe top of tle girl is heart-broken. The rabbit she
the door into the lodge. describes is white with a few black spots
In the center of the village a few and brown “boots” on its bind legs. It is
halllings are busy polishing many large If the PCs ask what happenedto the vil- very soft, and it is very, very smart, she
shields. And to their right, several lage, the residents are quick to relate the claims. She tells the PCs it can jump as
more halflings work at drying and defeat of the bulette, pointing out spots high as a tree and can frighten away dogs.
cooking large strips of meat. She has named her pet Harvey, and she
where “Harry thrashed it severely” and would like very much to get it back.
A few halfling children spot you and where “Monsun Jones stood when he
tug on their parents’ clothes. The fired an arrow with deadly accuracy.” The The Grove, or Rabbit Rampage,
adults smile and wave. halflings describe in great detail how they or, One Bugged Bunny
did the beast in; a score of their best
A total of 88halflings live in this village, archers peppering it with arrows, while By now the PCs should have figured
-0of them male adults. The followingsta- halflings in the burrows poked up at it out that Wolf is a rabbit. This encounter is
tistics apply to the male adults: with their very, very long spears. The ar- meant to cement that notion.
rows, the halflings continue, were coated
Halflings (40):AC 7; MV 9; HD 2; hp When the PCs arrive at the druid’s
12 each; #AT 1;Dmg 1-6 (spears or ar- with deadly poison culled from the gigan- grove, they see a large hill with ancient
rows); AI. CG; Size S; THACO 20 oak trees growing on its slopes. The bill
tic snake they killed the week before. is crowned with an ancient ring of mono-
One week ago a very large bulette These stories should be a bit too wild liths arranged in an oval.
foundthis village and began tearing up the
ground around the halfling burrows. This for the PCs to believe. The PCs might In spite of what the Queen and Eeanna
particular hulette liked the taste of half- questionjust how long spears could fitin- told the party, Ateinne, Wolfs druidess
lings and saw a feast laid out before its side halfling burrows, but the halflings friend, does not live here. This is just a
tiny eyes. The bulette devastated a few will respond that the PCs have never place where she comes on her frequent
burrows and the above-ground meeting been inside a burrow in this village to trips to determine the state of the wilder-
lodge. The halflings’ attempts at driving know precisely what would fit. The half- ness. Ateinne 6nds the oak trees excellent
it away were futile. The entire village lings will not let the PCs into their bur- for spells which allow her to transport her-
could have succumbed to the monster’s rows, claiming they are all dirty and are selfvia plants, and feels this is a good set-
hunger if Wolf hadn’t stopped by. being cleaned. ting for communing with nature.

Wolf was on his way to spy on a small However, the halflings will invite the The place is deserted when the PCs ar-
group of humans, which included two of party to stay for lunch or dinner (depend- rive, but they can sense something
the Queen’s grandchildren, and then re- ing on what time of day it is). This invita- watching them from the woods. The
port back to Her Majesty. He stopped at tion should be made very tempting to watchers are two unicorns, Ateinne’s
the village when he heard cries and friendslservants. They do not approach
screams. He quickly killed the creature, Alan of the Sunset. During the meal they the party unless the PCs try to hann the
stopping only for a few hours to enjoy a will ask if the PCs are friends of Wolf,who place; then they attack. If karmyn tries
thank-you feast, which filled him up but is loved and admired by all the halflings in to communicate with “whomever is
also slowed him down. Wolf, being mod- the village. The halflings haven’t seen watching”, the unicorns allow them-
est, asked the halflings not to publicize him for several days and would like to find selves to be seen, but do not allow any
his actions. The halflings, ever grateful, PC to get close. The unicorns have no
are diligently following his request. him so they can give him a special award. useful information, although they know
They will not admit-under any circum- about the flurry of rabbit hunting and
The haltlings are still recovering from
the disaster. They have repaired their stances short of being charmed-that
Wolf killed the bulette.

During dinner, a small halfling child
tuns up to the head table, crying and talk-
ing almost intelligibly. The little girl’srab-

bit has run away again! The rabbit wolf

appeared in the village several days ago.
Wolf hoped the grateful halflings might

13

about Wolf‘s disappearance. They don’t feet straight up) so the party can get the characters to leave their horses at his
know when the druidess will return. The idea that he is more than your garden- home, since the journey will have to he
unicorns will speak to the party only variety rabbit. Karmyn or Alan can allevi- made on foot.
briefly, warning them not to harm the ate his polymorphed “condition” with
grove, then disappearinginto the forest. dispel magic. When this is done, Wolf will If Yahscha has anything to say to Wolf,
the ranger carelessly shrugs it off. If the
Wolf has come here hoping to catch he very pleased, very duty, and dishev- Yahscha player follows his character
Ateinne. He’ll have to wait a long time, as eled, as he bas been through a lot of background and tries to tell Wolf to be-
her last visit was days ago. The unicorns brambles in his successful attempts to come more political, the ranger tells
didn’t notice the rabbit. avoid the rabbit hunters. His fancv uni- Yahscha that it is service that is impor-
form is stained. tant, not personal power or getting rec-
By now the ranger is getting upset. ognition for service. Wolf declares that
He’s tired of being a wolf in rabbitskin Rabbit Wolf AC -2; MV 12; HD there are too many people who have
clothing, and bas not been able to make 15th-level ranger; hp 110; #AT 1(bunny joined the royal service just to advance
the halflings or Eeanna realize who he re- kick); Dmg 1-3 +7; AL NG; Size S; themselves, and glares accusingly at
ally is. Eeanna considers him a pest. The THACO 6 Yahscha. When the party is ready to
halflings consider him a pet. His already leave, Wolf leaves a note for Ateinne in
had temper is making him one hot, cross When Wolf has been returned to his el- the hollow of a tree and leads the way
bunny. To top it off, he knows something vish form, he explainsthat he saw a group hack to his manor.
had is happening to the queen and the
kingdom (he’s picked that much up by of humans camping in the woods not too Yeenoghu and Company
spying on the queen’s grandchildren), far from his home. Curious, he moved
and is frustrated because in his current closer to observe them and overheard a On the way to Wolf’s manor, read the
condition he can’t do anythingto help. In following:
plot to overthrow the Queen by turning
Wolf’s mind, it is time to pull out all the the country into a democracy. This de- The trip back to the manor goes
mocracy would last a year or so, until the quickly-Wolf knows a few shortcuts.
proverbial stops and get someone to pay small groupof humans could shape it into One of these leads you past a glade.
attention to him. He’s going to get the an oligarchy of their own design. You stop and stare when you hear a pe-
PCs to help him,even if it kiUs him-an culiar sound in the clearing. Dozens of
act which isn’t very likely consideringhis Wolf knows about the magical power of gnolls move into the field ahead of you.
hit points and armor class. the crown, which is in part the reason for They are thrashing the bushes and tall
the treasonous plot, but he does not di- grass with their weapons. A few of the
Just before dawn, Wolf quietly enters vulge that information to the PCs. Wolf lead gnolls sniff the air, look up, and no-
the PCs’ camp, no matter where the tice you. They move forward to attack.
camp is, and hops over to Alan of the Sun- explains that among the small group of
set, or any clerical character. Wolf knows humans were two of the Queen’s grand- Yeenoghu, 66 gnolls, and two lower-
clerics can cast speak with animalsspells, children. (Someof the PCs may be a little planar beings called nalfescbnee are beat-
and he hopes Alan had the presence of curious at this point, as the queen didn’t ing the grass and bushes with their
mind to carry such a spell. The PCs on weapons to scare up rabbits. Yeenogbu
watch will not notice Wolf’s approach, as look quite old enough to have grandchi- and the nalfeschnee appear as normal
the ranger moves very quietly and is very dren.) Very concerned with this threat, gnolls. If Yeenoghu recognizes the PCs
low to the ground. Wolf decided to rush this news to the from a previous encounter with them, he
Queen. However, he was spotted by one orders his gnolls to attack. Assuming the
Read the following to the cleric char- PCs know what he is up to, he wants to
acter: of her grandchildren, Tymgereth, a pow- put an end to their threat. Even if he
erful magic user. Tymgereth was some- doesn’t recognize the PCs, he has his
by a thumping sound and a small shower how able to follow him, and in a force attack so the adventurers cannot
of dirt in your face. Yon open your eyes confrontation turned him into a rabbit. escape to summon help. He wants his
and findyourselfface to facewith a small The rabbitlwolf eluded the mage, leading rabbit hunting operation kept quiet.
blaack-and-white rahbit. The rabbit con- him straight into a hand of gnolls. Wolf
tinues to thump its hack leg, almost as if Yeenoghu sends the gnolls against the
it is waiting for something. didn’t stick around to 6nd out the results PCs while he summons 10 ghouls, then
of that encounter, although he has a good begins his spell assault. It will take three
Wolf tries to avoid being captured.
However, he isn’t going to leave the PCs idea of what happened by witnessing the
alone until they talk to him. He begins rabbit-hunting gnolls.
jumping very high for a rabbit (about 20
Wolf is stillconcerned about this threat
to the monarchy, and insists the PCs help
him save the kingdom. He does not know
they are out to do just that and were sent
to find him to apprise him of the at-
tempted overthrow. Wolf will, of course,

agree to take them to the home of the re-
tired monarch. However. he instructs the

14

rounds for the ghouls to arrive. If the bat- no trouble locating Ateinne, the Great guardians whose presence made your
tle is going against Yeenoghu, he tele- Druid, and recruiting her for the mission. spine tingle. The stone mansion was
ports away to plan other rabbit-hunting If PCs do not think to do so, Ateinne ap- impossibly vast inside, attesting to the
tactics and revenge against the PCs. If proaches the party on her own. The magic which guards the former mon-
the battle is going too quickly in favor of Druid’s grove is not farfrom the scene of arch and her solitude.
the gnoll force, Ateinne arrives on the this last encounter (see map).
scene to help the player characters. You and your companionssat before
Meeting the Retired Queen the former queen in a sunroom fdled
Yeenoghu bas the same statistics noted with plants and chirping canaries. The
under “Fishing for Rabbits”. It is not necessary to play out the de- lines on the woman’s face made her
tails of the party’s travel to find the re- appear only middle-aged, althoughyou
Gnolls (66): AC 5; MV 9; HD 2 ; hp 10; tired queen, Amber Lune. Read the had heard she must be well over 100.
#AT 1; Dmg 2-8; AL CE; Size L; THACO following to the characters. She chatted with you briefly, while
16. knitting a long-sleeved sweater, and
You spent several days traveling on revealed that she honestly didn’t
Ghouls (10): AC 6; MV 9; HD 2; #AT foot to the retired monarch’s hidden know where the tomb was.
3; Dmg 1-3/1-3/1-6; SA paralyzation; AL abode. Wolf took you over tall hills and
CE; Size M; THACO 16. through a swampand a very dense for- Amber said she was at the tomb
est, until even Ateinne was thoroughly once-about seventy or eighty years
Nalfeschnee (2): AC -1;MV 9. Fl 12; lost. Clearly the ranger did this on pur- ago, and she does not remember its
HD 11; hp 68,59; #AT 3; Dmg 1-4/1-4/2- pose so that no one could find the re- exact location. However, she went
8; MR 65%; AL CE; Size L; THACO 9. clusive monarch again. You arrived at there in the company of August, an old
the house of Amber Lune after work- sage who frequently counseled her fa-
SA Once per round, can create illusion, ing your way past hallucinatory terrain ther the king.
cause fear, levitate, detect magic, read and passing under the eyes of unseen
languages, dispel magic, polymorph self, “If anyone can help, August can. He
telekinese, project image, symbol of fear lives in the ruins a day’s journey east
or discord, gate another nalfeschnee,
60% chance.

Once the obstacle of the gnolls is over-
come and Wolf is restored, the group has

15

of here. He is kind and most wise, and The rebels have gathered lots of infor- opened cask. He sets them on a huge
he will imparthis sage advicefor a gift. If mation about the queen’s six champions trestle table draped with a checkered
you are successful, please give my best through a few carefully placed spies in tablecloth. A few other hunters are
to the king. Although I never met him,I Castle Spring. They know the champions dressing the carcasses of three large
heard he was a wonderful ruler. My li- were directed to find the tomb and to deer.
brary is 6Ued with works on his military prove the constitution does not exist.
strategies and politicaltheorems.” They also have good estimates of each “G’day, mate!” One of the hunters
character’s power. near the fre calls. “You’rewelcome to
The former queen graciously es- join us if you keep your weapons
corted you out of her home and Mallus has been carefully tracking the sheathed and you help with the dishes.
pointed you toward the ruins. party’s progress with his crystal ball. He There’s plentv of pig for all of us.”
knows of the encounters with the mon-
If players are using pregenerated char- grelmen, demons, and the ranger rabbit. If the PCs enter the camp, the vam-
acters, this transition phase is an appro- Mallus also knows the PCs went to the pires’ attack plan goes into effect. If the
priate point at which to let players former monarch and have been directed to PCs leave or refuse to enter the camp,
assume the roles of Wolf and Ateinne. someone who knows where the tomb re- the vampires attack anyway, following
This can easily be done by having Yahscha ally is. Mallus and Luigi have decided to at- their attack plan as closely as possible.
and the Professor bow out of the groups’ tack the champions before they can reach The vampires do not talk to the PCs so
adventures, Yahscha because of a per- August using Scotty’s weakness-roast they won’t have to show their fangs and
sonality clash with Wolf (see character hoar and lots of ale-as bait for a trap. their true natures. The charmed hunters
notes), and the Professor in order to re- will do the talking. If questioned, they
main with Amber Lune and study in her If the PCs do not come to the vampire’s claim to be out hunting (they are), and
well-supplied library. camp, a few of the charmed “hunters” add there’s no season like fall for getting
will go to the PCs and invite them to din- boar. (Actually, winter is the traditional
Yeth or No ner. If this does not work, the vampires, boar season. Ateinne and Wolf know this,
charmed hunters, and yeth hounds will but don’t give this information unless
As PCs head for the ruins, read the fol- come to the PCs’ camp and attack. somebody asks).
lowing.
However, if the vampires’ original ploy Play up the role-playing phase of this
you notice a campfire ahout a half mile works, the PCs approach a camp that encounter, and do your best to get the
away. Despite the distance, you can contains a very large boar roasting over a PCs to enter the camp.
tell what the campers are doing even campfire, a dozen hunters (two of whom
though you can’t see them. They are are Luigi and Mallus), a few hoar car- The vampires have several spells al-
obviously preparing dinner. Scotty casses, and four large hunting dogs (yeth ready cast: baste on Luigi and the yeth
notes the smell of roasting boar waft- hounds). Two of the charmed “hunters” hounds, which are staying still at their
ing through the trees. invite the PCs into the camp to share the masters’ commands; protection from
roast boar. This is an attempt to get the good on Luigi; minor globe of invulnera-
This is a trap set up by rebel agents, PCs close together so the vampires’ bfity on Mallus; and obscure alignment
Mallus and Luigi. spells can affect as many as possible. on both vampires.

Mallus, a 12th-level magic-user vam- The fire is about 40 yards in front of a During this encounter, the vampires
pire, and Lnigi, a 10th-level clerical vam- large, dark red tent. Several horses are use these tactics. The hunter at the table
pire, were hired by the rebels to kill the tethered outside the tent. (Luigi) crawls under the table to retrieve
queen’s team of champions. In exchange a dropped glass. The PCs will not be able
for their services, the vampires were When PCs see this scene, read the fol- to see him, as the red-and-white checked
promised a safe place to keep their cof- lowing out loud. tablecloth extends to the ground. While
fins. The young humans also agreed-if he is under the table, he activates his ring
they successfully get elected-to place The boar roasting on the spit is of invisibility, casts silence on a coin,
the vampires in charge of the planned se- huge. It must have been cooking for tums into bat form and flies intothe air to
cret police, which would provide the foul hours. Its skin is a deep brown and observe the party.
creatures a steady supply of victims and glistens with succulent drippings and
would keep the kingdom’s streets clean. seasonings. A few hunters in trail- While this is going on, Mallus is men-
dirtied clothes sit around the fire, tally summoning bats. The bats swoop
watching the boar cook and casually down on the party, in particular around
peeling vegetables. At a table nearby Karmyn or any other PC magic-user. The
another hunter works at filling a few invisible Luigi follows with his silenced
huge pitchers with ale from a freshly-

16

coin. Luigi flits around Karmyn close to 2nd: web, stinking cloud, detect invisi- will not do so during the course of this
the ground to keep her in the area of the bility**, wizardlock encounter. Their Strength is 18/76.
magical silence. Only if the Karmyn char- These vampires assume gaseous form if
acter states she is feeling around her per- 3rd: slow, haste**, dispelmagic, light- reduced to 0 hp. They recoil from garlic,
son will she notice something flitting ning bolt holy symbols, or mirrors (latter only if
about her, which she can’t see. After two there is enough light to see the mirror,
rounds Luigi attempts to drop the coin in 4th: minor globe of invulnerability**, infravision notwithstanding). They are
Karmyn’s clothes so he can fly away and Rary’s mnemonic enhancer””, fire shield slain by sunlight (1turn exposure), run-
begin his spell assault and attempts to ning water (3 round exposure), wooden
drain the PCs’ life levels. 5th: wall of force, cone of cold, hold stake through heart, or by decapitation
monster and the placement of a holy wafer in the
While the hats are fluttering about, mouth. (Pregenerated PCs have no holy
Mallus casts slowon as many party mem- * learned and cast with Rary’s mnemonic wafers in this adventure). Holy water in-
bers as possible, covering his attack by flicts 2-7 hp damage.
having the 10 charmed hunters gesture enhancer
along with him. He then motions the Hunters (10): AC 7; MV 12; HD 1;hp 5
hastedyeth hounds forward to attack the * * cast and running at the beginning of each; #AT 1or two; Dmg 1-8 (sword) or
PCS. 1-6; AL CE; Size M; THACO 18.
the encounter
Next, Mallus begins a vicious spell as- Yeth Hounds (4): AC 0; MV 15, FI 27;
sault, again using the c h m e d hunters as Mallus carries the following magic HD 3+3; hp 24 each; #AT 1;D 2-8; AL
cover. His position in the line is as fol- items: a robe of stars (+1to saves, 5 CE; Size M; THACO 16.
lows: “stars”, range 6”,damage 2d4), wand of
flameextinguishing(6 charges, command The Yeth hounds are hasted. Thisgives
After attempting to place the coin in word “splash”), ring of fire resistance, them double normal movement, a + 4 de-
Karmyn’s clothing, Luigi lands, changes crystal hall. fensive bonus, and two melee attacks.
to his humanoid form, casts flame strike
and one or two other heavy damaging Luigi (Vampire): AC 1; MV 12 FI 18 Ummm
spells. He then moves forward invisibly (B); HD 10+3 (P10); hp 51; #AT 1; Dmg
to engage a party member in melee on 5-10 + 2-level energydrain; AL CE; Size Read the following when the party
the fringes of the group in an attempt to M; THACO 12. reaches the ruins where they hope to find
drain him or her of life levels. August the sage.
Spells:
While the vampires are fightingaggres- You have followed the retired mon-
sively in this attack, they will not fight to 1st: command x2, protection from arch’s directions to these old ruins nes-
the death. If they are reduced to 10 hps good**, cause fear*, sanctuary tled amidst climax forest on a steep
or less each, they turn gaseous and es- hillside. Massive trunks of ancient trees
cape, leaving the yeth hounds and the 2nd: silence 15’radius, hold person seem to he trying to crowd the ruined
hunters to their own fates. The vampires x3, obscure alignment x2** wall off the slope. Entering the ruins is
figure they can try to take the PCs on like steppinginto anotherworld. On the
their way back to the Queen, although 3rd: prayer, dispelmagic, cause paral- few building walls still standing you see
they do not accomplish that in the course ysis x2 faint mosaics of dryads and dragons
of this adventure. dancingaround a fountain. Other beasts
4th: undetectable lie, spell immunity, are depicted, but the years have worn
Be familiar with the vampire’s abilities poison, sticks to snakes away the images, leaving only frag-
as detailed in the Monstrous Compen- ments of the creatures. It is peaceful
dium, and with Luigi’s and Mallus’ spells 5th: flame strike, slay living here and very, very pleasant. Fall is in
and magic items detailed below. Luigi carries the followingmagicitems: full display, with brightly colored leaves
ring ofinvisibility, ring of water walking. framingthe ruins and the musky scentof
Mallus (Vampire): AC 1; MV 12 FI 18 Luigi is hasted. This gives him double dying wild flowers permeating the air.
(B); HD 1 2 + 3 (WZ12); hp 48; #AT 1; normal movement, a +4 defensive bo- Fallen leaves coat the surface of a pool
Dmg 5-10 + 2-level energy drain; AL nus, and two melee attacks. However, he buzzing with insect life, which reaches
CE; Size M; THACO 12. can only cast one spell per round, and can close to the doorway of a nearly-imtact
drain levels only once per round. building.
Spells:
1st: magic missile x4, unseen ser- Both vampires are immune to sleep,
vant*, feather fall*, ventriloquism* charm, hold, poison, paralysis. They suf-
fer half-damage from cold and electricity,
are hit only by +1or better weapons,
and regenerate 3 hplround.

At will, they can shapechange to gas
cloud or bat, charmby gaze (save at (MS)
2), summon 10-100 bats (arriving in 2
rounds for purposes of this adventure);
they can also summon wolves or rats, but

17

young girl pokes out of the doorway of her left pocket. have a change of heart.
that building and then retreats into the In the form of the girl, August is posing If the PCs want to fight, August and his
shadows inside.
as his own maid. The girl talks quietly water elemental oblige them. If a fight
This is August, the ancient gold dragon, when addressing the PCs, frequently breaks out, do your best to kill the PCs.
in one of his favoriteguises, a very young, casting her eyes down, only meeting However, give them a chance to surren-
very shy girl named Ninon. The “girl” will their gazes for the briefest of moments der after the first PC casualty. Ifthe party
keep poking her head out of the doorway before blushing. She fidgets with her fin- surrenders, August escorts them back to
una she is certain the PCs have noticed her gers, alternately twisting the first finger the old queen, on the off chance they
and will come to visit. August does not get and little finger of her right hand in the were actually sent by her. If this happens,
many Visitors, and these visitors look palm of her left hand. She occasionally the ex-monarchgives them a royal chew-
pretty impressive-for humans and demi- shuffles her right foot and strikes a de- ing out and persuades the dragon to give
humans. mure, coquettish pose when the PCs talk the PCs the location of the tomb. Do your
to her. Her dialog goes something like best to embarrass the players for failing
The girl is young, maybe 14 or 1 E this: to negotiate.
years old. Her round brown eyes meet
your gaze for only a moment before she “ U r n , August isn’t here. He, August (ancient gold dragon): AC -11;
casts her head down to carefully study ummm, he has gone away on a trip,” M Y 12, F140 (C)Jp 3Sw 12 (15); HD 16;
her plain shoes. She is dressed in a sim- she says, as she twists her finger and
ple, but clean, beige peasant dress, studies something on the dirt floor. hp 120; #AT 3 + special; Dmg 1-1011-101
partially covered by a white apron. Her
hair is tied back with a white ribbon, “ U r n ,he wasn’t expecting any, 6-36, or by spell, or 22d12 +11for fire or
and her face, although beautiful, is plain
and free of makeup. She smiles and ummm, Visitors. And u r n , well, gas, Save vs. breath weaponfor half; Size
cocks her bead to look at you out of the I’m sure he’ll, ummm, be upset he Giant: AL LG: THACO 7.
comer of her eyes. missed you. Ummm, I don’t expect
him back for oh, ummm, maybe four SA Polymobh self three times per
“ U r n , ” she says, twisting her lit- or five years. Ummm, is there any- day; casts spells at 12th level of skill; wa-
tle finger. “I’m Ninon. I, u r n , work thing I can do to help you?” ter breathing at will; immune to 6re and
forAugust. Looking for him?” gas; bless, detect lie, detect gems 3x
If the PCs mention their need to find day; animal summomhg, quest l x day;
The girl seems to gain a little more the tomb of the first Rhesdain h g , the luck bonus l x day ( +1to STs);
confidence and escorts you into a sit- girl will be very eager to help, offeringto
ting room filled with sturdy furniture go through some of August’s notes. She Wizard Spells:
that presents a sharp contrast to the will not permit the PCs to go through the
ruins. Ninon presents a bit of a con- notes. However, if at any point the PCs 1st: magic missile, shield* *
trast, too. As she takes off her apronto try to search August’s records on their 2nd: ray of enfeeblement, web
sit and chat, you notice a cheap, gaudy own, ignoring her protests, Ninon begins 3 r d dispelmagic. protection fromnor-
3aubleabout her neck and two platinum to decrease the number of “ummms” she
rings set with very large stones on her uses in her speech and lowers her voice. mal missiles
eft hand. A carved ivory stick, possibly This should give the PCs an idea that allis 4th: dimension door, shout
3 wand, pokes out of her right dress not as it seems. If the PCs foolishly act 5th: wall offorce, cloudkill
,&et. belligerently to Ninon, or make any 6 t h chain lightning, death spell
threats to her, she exits the ruined build- 7th: power word stun, reversegravity
The necklace is a necklace ofmissiles. ing after grabbing the bowl from the ta- Priest Spells:
From it, Ninon can cast four fireballs each ble. Once outside she uses the bowl to 1st: commandx2
of 4d6 damage. One ring is a ringofre- summon a water elementalfrom the pool 2nd: silence 15’ radius, know align-
generation, the other is a ringofhre re- and turns into August the gold dragon.
sistance. The ivory stick is a wand of She tells the PCs they have blown it, and ment**
illumination. In addition, on the low table now they will have to find the tomb on 3rd: cure disease, remove curse
before her is a bowlofcommandingwater their own. However, it is possible for the August carries these magic items: ring
elementals. She has four beads offorcein PCs to make amends by apologizingpro-
fusely and offering lots of &s. Their of fire resistance, ring of regeneration,
apologies will have to be good, and their necklace ofmissiles (four 4-die missiles),
sincerity tembly obvious for August to four beads of force, wand of illumination
(22 chgs), bowl ofcommanding water el-
ementals.

**castand runningat the beginningof the
encounter

Water Elemental (1)):AC 2; MV 6 Sw
18; HD 12; hp 66; #AT 1; Dmg 5-30; AL
N; Size H (12’); THACO 9.

18

SD Hit only by + 2 or better magical “He must have been, ummm, a very ing the tomb of the first king, who was a
weapons. The elemental always remains nice man, ummm, to he king and all. So good friend to the gold dragon. They pass
within 60 yards of the pool. When out of why do you ummm, need to go there? the firsttest if they are kind to Ninon and
the pool, the elemental’s attacks do -1 You’re ummm, not going to ummm, rob apparently are honest with her. The sec-
point of damage per die (minimum of 1 the tomb or anythmgummm, like that, ond test is the absurdly big monster in the
point per die.) umnun, are you? I won’t help you if small lake. August will watch the PCs to
ummm, you’re going to umnun, do see if they avoid the monster, which he
The PCs have to specifically mention something like that. thinks is the best move. However, he will
they are looking for a tomb or the resthg not be too upset if they kffl it, as it does
place of the first Rhesdain king to get any “Well, umnun, if I remember what pose a threat to the area. August will
help from August. August respects hon- August told me, ummm, the tomb is in watch the characters to see how they ap-
esty, and auickl.v hel.ps the PCs ifthev are the face of a cliff. You umnun, have to proach the enigma presented by the signs
honest. walk, nmmm, through some water to and how they deal with what’s in the lake.
get there. Ummm, but first you have to See “Frog Legs”, below.
If the PCs act appropriately, Nmon go through this, ummm, little glade
says something like this: with lots of very pretty flowers and Frog Legs
over a smalllake. Ummm, it’s that way.
“Ummm, the tomb of Rhesdain’s Ummm about five or six miles toward When the PCs head for the tomb of
first king. Ummm, yeah, I remember that big, umnun, rock. Just ummm, Rhesdain’s first king, read the following.
August talking about the ummm, the keep goingin that direction, and ummm
ummm, the king. I ummm, bet August you’ll eventually see the water you The terrain has been relatively easy
have to walk ummm, through. Umnun, to negotiate, the few low foothills pre-
would sure like a &,maybe a couple nice meeting you. Umnun.” senting little problem and taking little
of gems for my imparting ummm, this exertion to cross. It is mid-afternoon
knowledge to ummm. YOU. Well?” August has been testing the patience of by the time you reach a pleasant field.
the PCs to see if they are worthy of find-
If the PCs comply with this request,
Ninon says the following.

19

The flat ground apparently stretches damage on it), tentacle attacks do double Many of August’s human friends are
for several miles and is broken only by damage (2d4 +8). buried here, and he has taken it upon him-
a wide stream. A wooden bridge self to keep the place free of weeds. He is
crosses the stream, and several Read the following after the PCs have also using the cemetery as a vehicle for a
crudely-lettered signs decorate the dealt with the monster. practical joke. He has set up a false
grave, 10 feet hack from the front gate.
If the PCs move closer and express in- As the monster’s form goes limp, Characters walking in through the front
terest in the signs, read the following in- the stream begins to boil. A large gate and continuing on into the cemetery
formationout loud. Each sign is written in mauve tentacle, at least ten feet in di-
Common, Elvish, Gnome, Dwarvish, and ameter, rises from the surface of the trigger a pressure plate in front of this
Halfling. stream, wraps around the inert body, grave. A two-dimensional wooden vam-
and dram it under. pire springs up, its wooden fangs dripping
Sign #1: No Fishing with red paint. A billowy, dirty black cape
Sign #2: Positively No Swimming This monster is the dreaded flatilus, a is tied ahout the construct’sneck to make
Sign #3: warining kry deadly Ab- 40-hit-die amphibian, which is lurking at it look more lifelike.
surdly Big Monster! the bottom of the stream. For the pur-
On closer inspection, the party sees poses of this adventure it does not make Unless the lead character who trig-
that the bridge is quite rotted through. another appearance and does not under gered the plate states he or she was he-
They may or may not wish to try crossing any circumstances attack the PCs (it’s ing especially alert, the PCs do not
it; instead, perhaps they would prefer to too busy making a light snack of the initially realize this is not a real man. Im-
try wading, swimming, or boating (i they froghemoth). The characters wouldn’t mediately ask the PCs what they are do-
have a boat). In the water is a froghe- stand a chance against this monster, but
moth, waiting for tasty prey. If the party hopefully it will serve to speed them ing. The characters are automatically
uses the bridge to quietly cross the along their way. Neither the froghemoth
stream, it leaves them alone. However, if nor the flatilus has any treasure. surprised unless the PCs stated they
they wade, skim stones, swim, boat, were being cautious. If the PCs made
fish, lean over the bridge railing, throw Like, The King’s Not Here such a statement, the DM should roll for
things in the water, or make loud noises surp’rise. If the PCs are surprised, they
or carry on prolonged conversations, it Eveningis quickly approaching. The
comes out and attacks. The monster king’s tomb can’t be too much farther. do not realize what the “vampire” is until
fights to the death. Ahead you see a small, fenced-in cem- four segments have passed. In other
Froghemoth: AC 2/4/6; M V 2 Sw 8; etery. Despite its isolated position, it words, give them four segments to take
appears to be well-tended. You can see actions.
HD 16; hp 88 + 4 tentacles (22 hp each) a man moving about inside the ceme-
+ tongue 16hp; #AT 1bite or 4 tentacles tery, putting flowers on a few graves. After the four segments have passed,
August the caretaker comes forward
or tongue; Dmg 5-50 (bite) or l d 4 + 4 The caretaker is August, the ancient
(tentacle); AL N; Size H; THACO 7. gold dragon from the encounter snickering, pleased that his prank
“Ummm”. He has the same statistics as worked. He is mildly upset if the PCs de-
The froghemoth is immune to normal noted under that encounter description.
fire. Very large or very hot fires inflict half He is bere to check up on the PCs. Au- stroy his construct. In this persona Au-
damage and force the monster to retreat gust watched their progress over the gust has a different speech problem.
for one round. Magicalfire inflictingmore bridge and decided to test them further. Like, he uses the word “like” a lot. “It’s
than 10 hp of damage also drive the crea- In this encounter August appears elderly like this, you know.” “Like, this grave-
ture back for one round. Electricity in- and dresses in worn work clothes, which yard has been here for, like, three or four
nicts one point per die and and slows the are clean and very much out of style. A hundred years.” “Like, I take care of it,
monster for one round. big blue handkerchief hangs out of his left like, pretty good.” And so on. There are
pocket, and a bunch of fall-blooming wild no undead or hostile creatures in the
Its 10-foot-long tongue, with an 18/50 flowers protrude from his right pocket.
Strength, drags a victim instantly to its He wears a wide-brimmed leather cap cemetery.
mouth. The victim is swallowed whole on and sports a short, stubbly white beard. If the PCs are being difficult or belliger-
an attack roll of 19-20(size M opponents)
or 14-20 (size S opponents); otherwise, ent, he pretends to be hard of hearing. If
damageis 5-50 hp from bitinglchewing. If
the tongue is severed (by inflicting 15 hp the PCs attack him, he turns into his
dragon form and nies upwards from the
cemetery. He does not want a battle in
that place to hurt the graves of his
friends. August flies away, giving the
party no further help in locating the king’s

tomb.
However, if the PCs are friendly and

cooperative August is helpful and pro-
vides as much information as possible (id,
of course, the characters ask). If the PCs

20

inquire ahout the cemetery, he takes about the first king of Rhesdain, the old hard time moving forward through the
them on a tour, talking in this manner: man is attentive and asks why they want fast-rnshing stream.
to know. If they continue to be coopera-
“Like, this is the grave of silus Smith, tive, he gives them very precise direc- “I’m The King!”
who in life was a delightful miller, like, tions and wishes them well.
who had seven sons and an ugly ill- When PCs enter the tomb, read the fol-
tempered wife. Like, Sius and I used to Tomb It May Concern lowing.
go fishing, oh, ahout a hundred years ago.
If the PCs were cordial to August in The heavy door opens on stiff,
And, like, this here is...” both of his disguises, they have no trou- creaking hinges, and dank, musty air
ble locating the tomb. However, if they pours out. The room beyond the door
If the adventurers ask about the king, were less than cordial and did not receive is small, 20 feet by 20 feet, and dark.
read the following out loud. precise directions, they eventually find The sunlight coming through the door-
the tomb anyway. In the latter case they way casts only enough light to make
“Well, like, you know seven Kings may not initially realize what they have the place seem eerie and cloaked in
are buried here. I’ll, like, show you if stumbled onto. Read the following to the shadows.
you want me to. Nobody has come to characters.
visit a King for, like, like, eighty or Up against the wall opposite from
more years. Like, it’ll he nice. I’ve It is late morning by the time you the entrance is a stone sarcophagusin-
been keeping their graves clean like.” reach the rock-covered hill. Despite laid with precious metals. A ghostly
the sun, the cool wind of November is form rises from the sarcophagus lid.
The old man leads you to a row of making its presence felt. Overhead, Although nearly translucent, the form
small, very weathered tombstones. rows of birds fly south. Perhaps you of a man dressed in regal robes is visi-
They are so old you cannot make out will he able to finish with this mission ble to you. about his neck is a key on a
all the writing on them. However, on before it gets too cold. Ahead in the chain. His ghostly fingers are covered
the largest you can read the word, face of the hillside you see a massive in rings.
“King.” door. A stream trickles out of the
rocks near it. “Who has come to pay their re-
“Like, this is the grave of Henry spects to me, the first king of Rhes-
King. He was a miner from down in The door is ancient, its wood nearly dain? Who dares disturb my resting
the valley. And, like, this is the grave turned to stone with the years. It is place? Who interrupts my royal sleep?
of his step-sister Henrietta. I, like, hound with discolored brass and held Speak quickly and bow before me, the
liked Henrietta a lot. She made a real together with heavy brass bolts. Its king!”
nice chicken soup. But that was, like, iron hinges are covered with thick
a long time ago. And I ain’t never had rust. There are no markings or sym- This really isn’t the king. It’s Guillaume
as good a, like, chicken soup since. bols to identify what is inside. the Steadfast, a very special ghost who
has been ensorceled to guard this tomb.
“And this here is the grave of This door is not locked or trapped. Guillaume has been here for nearly 300
Ethram King. He’s no relation. I don’t However, it takes a character with an 18 years and has gotten very bored. After
know much about him other than, like, or greater Strengthto get it open. No one the first few decades he began to fancy
he was, like, hung for stealing some- has visited this tomb for several decades, himself as the king instead of just the
thing from somebody. And here’s Jo- and the hinges have become rusty with guardian of the king.
sey and Posey King, twin sisters who disuse. There are two ways for the PCs
delved, like, a little too much in, like, to enter the tomb. They can go in the Guillaume (ghost): AC O B ; MV 9; HD
alchemy and, like, one of their experi- front door, or they can cast passwall on 10;hp 55; #AT 1;Dmg age 10-40years;
ments got them. the rock where the stream trickles out. If AL LE; Size M; THACO 11.
they use the latter method, the character
“And this here is the grave of King or characters attempting to enter must SA Victims save vs. Magic on sight or
King. Like, he’s the only dog buried also he very small-six inches tall or age 10 years and flee in fear for 2d6
here. Like, the last King is a little oh- less-and not need to breath air. The turns; clerics of 7th level and above are
scure. I‘m not quite sure of, like, his stream travels through a very narrow immune, all others get + 2 to the roll if
first name. It’s like either Nathan or channel, filling the channel and leaving no 9th level or above. AC 8 on astral plane.
Marshal or David. I couldn’t, like, space for air. In addition, they will have a Can magicjar once per day (personality
quite make out the letters. Can’t no- factors 36), range 6”. GuiUaume cannot
body make them out now. Like the he turned. Will dissipate and reform in
years have worked away at the stone
too much.”

If the PCs stop him at any point or ask

21

three rounds if reduced to 0 hit points. cause fear or aging on sight. Guillaume been instructed to kill all intruders. They
Can be “slain”by convincinghim he’s not cannot pass beyond area B (so a quick are a little more deadly than most mum-
the king of Rhesdain. exit through the secret door there rids mies, for these are permeated with
the party of him), and he does not know brown mold. Setting fire to these mum-
Guillaume’s chamber is only one small what lies inside the tomb. mies or casting fire-based spells at them
part of the real king’s tomb. However, sets off the brown mold, which could spell
the ghost does not tell the PCs there is There are several ways to prove Guil- death for the party. If the mummies are
more to the complex than this. They have laume is not the king. The easiest is to set on fire, Karmyn’s cold spells (i she’s
to h d that out by detecting for secret point out that KingJacobusis supposed to memorized them) could save them.
doors or by using the X-ray vision capa- be buried here, and that Guillaume must
bility of Coeur’s sword. Guillaume ex- be a servant or guardian or he wouldn’t Mummies (3): AC 3; MV 6;HD 6 +3;
plains that this is the entire tomb. A be wearing a key.
humble servant of the people, he did not hp 51 each; #AT 1;Dmg 1-12 + disease;
want much wealth spent on a burial place The secret entrance to the remainder
for himself. of the tomb is behind Guillaume’s sar- AL LE; Size M; THACO 15.
cophagus. The sarcophagus must he SA Save vs Spells on sight or be para-
If the PCs have not tried to attack him, moved before the wall can be swung
Guillaumebegins to expoundon the great aside. The secret door is magically lyzed ld4 rounds; humans receive + 2
accomplishments he made while in locked. The key around Guillaume’sneck bonus to save. Members of large parties
charge of the kingdom. DMs can be as opens it. Otherwise, the PCs need to
creative and pompous as they like, as cast two knock spells in succession, or a outnumberingmummies 6 to 1gain +1to
Guillaume is making all of this up. How- passwall. Inside Guillaume’ssarcophagus
ever, if the PCs listen to Guillaume for is 1,000 sp, 1,000 gp, and a love poem savingthrow. Touch causes disease; fatal
more than four rounds, they must save from an old flame.The poem is addressed in Id6 months, disease negates all cure
vs. spell or become confused (as per the to Wiiy Dearest. wounds spells and slows non-magical
spell) for 10 rounds. During this time healing to 10% of n o d . Creatures
Guillaume will attack. If the PCs meet the requirements to killed by mummies cannot be resurrected
unless cure diseaseand raise deadare ap-
If the PCs begin to search this area, open the secret door, they again are bit plied within 6 turns.
Guillaume becomes aggravated and at- by a wave of musty, dank air.
tacks. He also attacks if they begin look- Mummies are immune to normalweap-
ing around his sarcophagus or declare Wrapped-Up Followers ons, sleep, charm, hold, cold, paralysis;
they do not believe be is the king. ‘/z damage from all weapons (round
When the party opens the secret door, down); magical fire does + I per die;
If the PCs ask about a constitution, read the following to them. torch does 1-3 per blow; flaming oil does
Guillaume says he created one. “It is the Id8 first round, 2d8 second round; holy
hest constitution Rbesdain ever had.” The 20-foot-wide comdor beyond water does 2d4.
angles sharply to the southeast. The
Guillaume doesn’t know what a constitu- walls of the comdor are covered with Brown mold infestation draws heat
perfectly preserved murals of the from living creatures in 5’ radius, doing
tion is, but he tries to bluff his way Rhesdain countryside. You recognize 4d8 damagelround to humans and demi-
through it. If the PCs ask where it is, he several of the landmarks, including humans. Cold magic (ice storm, wall of
says the present ruler has it. ice) causes dormancy for 5d6 turns;
Wolfs hill. But many changes have conelwand of cold kills. Fire causes
If the PCs question him about the key growth; torch 2x, oil 4x, keeball 6x, red
he wears, Guillaume becomes very eva- taken place in the past few hundred dragon breath 8x. Ultraviolet light (sun-
sive. They must either guess correctly years. Where a large grove of trees is light) kills.
what it is, or convince him he is not the depicted a village stands, and where
king before he admits the key opens the small trees are painted now stands a If the PCs beat Guillaume down to 0 hit
secret door in this chamber. PCs must climax forest. Your admiration of the points in the other room, he is rejuve-
defeat Guillaume b o c k him down to 0 artist’s work is cut short as you feel a nated by now and enters right behind the
hit points) to get the key from him. wave of numbing cold hit you. Before mummies. Remember that Guillaume
you recover from your shivers, three continues to come back and plague the
Guillanmeis specialbecause of his con- mummies shuffle into sight. party until they convince him he is not the
fusion effect and because the PCs cannot king, or until they exit the secret door to
kill him unless they convincebim he is not The mummies are under Guillaume’s the east.
the real king. Gndlaume dissipates when control, so they cannot be turned unless
he reaches 0 hit points. However, three he is destroyed. The mummies have When the PCs defeat the mummies
rounds later he returns at full hit points. (and Guillaume). continue with the fol-
Guillaume cannot be turned. When not lowing:
angry or attacking, Guillaume does not

22



A crumbling staircase can be seen to has holes too small even for six-inch tall encounter. Consult the map for the loca-
the south. It descends into a burial characters to pass through. tion of the “fun house” mirrors. These
vault containing three stone caskets. mirrors make the characters appear tall,
The murals continue on the walls on Directly behind the waterfall is a stone fat, short, and splitin two as they move in
both sides of the stairs and down into door with a bas relief of a hydra on it. It front of the glass. The mirrors radiate
the vault. serves as a second guardian to the tomb. magic. However, the only magical prop-
When approached, four of the heads ani- erty about them is their sturdiness.
The mummies’ treasure, kept in the mate and attack. The heads act just as if These mirrors cannot he broken until
stone caskets, totals 1,000 gp and a they were heads from a lernean hydra of seven structural points of damage are
dozen carved ivory and coral statues the largest size. That is, they regenerate done to each.
(worth about 800 gp each). (seehydra statistics) unless fireis applied
to the slain heads. However, the spray These corridors are lined in lead so
There is a secret door in this complex from the waterfall drenches the entire Coeur’ssword is not able to use its X-ray
just north of the stairs leading to this room, making normal fires impossible vision. Follow the PCs’ progress, and
vault. It is in the east wall. The secret and making all fire-based spells 100%in- when they reach the appropriate point on
door is not locked or trapped. However, effective. the map, continue with the following
because it is so massive, it will take a encounter.
character with an 18 or greater Strength Hydra Construct: AC 5; MV none (10’
to open it. reach); HD 10 pointslhead; #AT l/head; Threading The Needle
D 2-12; AL N; Size H: THACO 9.
Behind the secret door a 10-foot- As you continue down the comdor,
wide stairway climbs into the Stygian The hydra has four heads. Each slain you notice a brief spark of red light
darkness. The air is very stale here head regrows 2 heads in ld4 rounds up to ahead. As you get closer, you see that
and feels cool. The stairs continue to a maximum of 12, unless fireis applied to the corridor ends in a wall with a nar-
ascend, then turn sharply south, and slain member or stump. row slit in the center; it reminds you of
ascend more steeply to a landing. the eye of a needle. The “eye” is just
From this landing more stairs can be The characters have to deal with the wide enough for an unequipped human
seen going up and to the east. The air water before they can effectively deal to walk through. As you study the
feels moist now, and from somewhere with the hydra. The following spells will crack, a small ball of light flashes by on
above you hear rushing water. As you accomplish this: lower watec part water, the other side of the crack, about four
ascend, the noise becomes louder. or two create water spells cast in reverse feet off the floor. The ball was going
form. Other options might work depend- north.
If the PCs continue up the stairs they ing on what the characters do. However,
reach a water-slick landing. Ten feet DMs must not let the players solve this This is an elaborate trap that leads to
ahead of them is a rushing waterfall. problem easily. the third and final guardian of the tomb,
an iron golem which stands at the north
Rough Headwater PCs cannotgo throughthe grate unless end of the comdor beyond the “eye.”
they are less than six inches tall, do not The balls of light are delayed blast fire-
Read the followingout loud when PCs need to breathe air, and can cast passwd balls. They appear at the south end of the
encounter the waterfall. when they reach the rocky area the water corridor and streak toward the golem.
spurts out of (see the description of the The golem picks up the ball and loads it
The water thunders in a churningfall stream gurgling out by the tomb en- into a slot high in the wall (9feet up), thus
from a space near the ceiling. It trance). reloading the fireball mechanism.
gushes into a large grating in the floor
of the chamber. stairs leading down into the earth. The The trap produces seven fireballs per
air is getting colder and a little uncom- day, and recycles them indefinitely as
The PCs must pass through the water- fortable as you continueyour descent. long as they are picked up and put in the
fall to continue their journey into the The stairs end at a small landing. Cor- slot. One of these delayed blast fireballs
tomb. If they have used the stream to en- ridors heading north and south lead off arrives every other round. If the golem
ter the tomb they come out here, but the landing. does not put it back in the wall, it will ex-
they must still deal with the grate, which plode three segments after it appears.
These corridors linkup, then separate, Each delayed blast fireball does 8d6 +8
points of damage. The blast range is indi-
with the north one leading to a dead end, cated by dots on the map. Characters in
and the south one leading to the next

24

the blast range take fulldamage unless you find the passage forks, then re- If the PCs remove the lid of the sar-
they save vs. wands. In addition to dam- joins, then leads into a small empty cophagus, which is very heavy because it
aging the characters, the delayed blast room. The walls of the corridors and is solid gold, they see the magically-
fireball repairs damage to the iron golem. the empty room are covered with preserved remains of a man dressed in
For every point of damage caused by the more preserved murals, these featur- silks and velvets. A scepter rests in his
blast, the golem heals one point. ing beautiful nature scenes of animals, right hand. This really is the first king of
birds, dryads, and centaurs. Rhesdain. The characters have to use
The walls here contain lead, making it speak with dead spells to communicate
impossible to spot the golem with X-ray There is nothing else of interest in this with him. However, unless the charac-
vision. chamber. ters limit their questions to yes or no an-
swers, Jacohus gives endlessly elaborate
To get through the “eye of the needle” “Really, I’m The King” answers, exhausting the spell duration
and into the room with the golem, the while imparting very little information
characters have to take off backpacksand If the PCs take the eastward comdor, (see below).
shields and squeeze through one at a ead the following:
time. The golem will attempt to prevent ~
the PCs from continuing; the characters This corridor to the east forks, re-
must deal with the golem and the delayed joins, narrows, and leads to a small If the king is aware of the PCs taking
blast fireballs to go farther. For example, empty room. The walls here are cov- anv of his treasures. he will not helu them
if the PCs realize they must put the balls ered in murals of palace scenes: heau- because this causes’himto distrust‘them.
in the slot in the wall, they may be able to tiful women waiting on well dressed However, he will he cooperative if they
avoid some of the blasts. To do this, how- gentlemen, minstrels playing a variety leave his things alone.
ever, they must reach the slot. The DM of instruments, and young girls danc-
might allow a human to jump and stuffthe ing. The king is glad to have visitors and de-
hall in. This requires a successful attack tails the treasure he accumulated during
roll vs. AC 0. To discover the entrance to King Jaco- his life, which the builders of the tomb
bus’s resting place, the PCs have to huried with him. He is also proud of his
Iron Golem: AC 3; MV 6; HD 18;hp move the blocks marked on the map. The sarcophagus, which he is certain cost a
80; #AT 1; Dmg 4-40; AL N; Size L; best way to discover this is to tap on the great deal of wealth to construct. He ex-
THACO 7. walls, noting a hollow sound behind the plains that he is a little dismayedabout his
walls in these comdors. There is no such tomb, however, as they didn’t use the
SD Hit only by + 3 or better weapons; hollow sound in the comdors to the south floor plan which he designed.
immune to most spells; electricity slows (E). These blocks cannot he found by
the golem for 3 rounds; fire heals, curing searching for secret doors; they aren’t Kmg Jacohus rambles on in the follow-
as many hp as there are points of damage secret doors, they are solid pieces of ing manner in response to PC questions:
inflicted. Once per 7 rounds the golem stone. However, Scotty can spot them
breathes poison gas in a 10’ cube. with a successful check for shifting walls. ~~
It takes a combined strength of 35 to
There is a secret door beyond the go- move a block. “See that sword to my right, the
lem. It leads to the real king’s tomb. The one sticking in the 34,000 platinum
corridor (E) which extends to the south, Behind the block is a gleaming gold
forks and rejoins, and then leads into a sarcophagus covered in designs made pieces?I got that as a &from a knight
small room, is of no sigmiicance. The cor- of chipped rubies, emeralds, and of the kingdom of, oh, I forgot. Any-
ridor (F) which extends to the east, pearls. The visage on the sarcopha-
seems to fork and rejoin, and then leads gus’lid is square-jawedand regal. Sur- way, it’s quite valuable. I know it’s
to a small room, leads to the object of the rounding the sarcophagus are piles of magical. I slew a small red dragon with
PCs’ quest. These corridors are lined gold, platinum, and gems. Weapons it single-handedly. Well, the dragon
with lead. and armor jut from the piles. was actually very large. Very, very
large. And see that thick gold chain
A Waste Of Time with the large emerald on it? When I
traveled abroad one year I saw that in
The secret door beyond the iron golem an exclusive jeweler’s shop and
leads to two comdors, one to the south bought it. And that urn....”
and one to the east. If the PCs take the
one to the south, read the following: “My plan for a tomb was much bet-
ter. And it really wouldn’t have been
any more difficult to build. I wouldn’t
have put allthese stairsin. I would have
made it all on one level, but there would
have been lots of mazes and more im-
pressive traps. If they had done things
my way, you wouldn’t be here.”

25

If the PCs are eventually able to explain Conclusion ~~
about the threat ofthe democracy and the
rebels’ claims of a constitutional charter, With the discovely of the lost charter, herself. Her words of praise are
the king is aghast. He emphasizes that the adventurers have completed their veiled, for the recent threat to the
Rhesdain always has been a monarchy. mission. They have only to return to Cas- monarchy has never been discussed
The “charter” the rebels have referred tle Springwith the documentand present openly by the Queen. Yet the aristo-
to is actually a legacy Jacobus left for his it to Queen Joanna. The journey can be crats and nobility present have no
successors, instructions on how to rule. expanded on with random encounters, or doubt what she is referingto when she
He will be very upset if he learns that the be summarized with a simple statement says, “You have thwarted disloyal en-
present monarch is not followingit to the that the trip is uneventful. If played as emies of the throne, and upheld the
letter. There is a copy of the charter care- part of a campaign, the return journey legacy of King Jacobus. You are truly
fully preserved in a secret compartment might he a suitable time for the PCs to heroes of the realm.”
have an encounter with one of the
inside the sarcophagus. A successful Queen’s treasonous grandchddren or If this adventure is played as part of an
search for secret doors inside the sar- their minions. Any such side-adventures ongoing campaign, it may he appropriate
cophagus reveals the compartment with- are for the DM to devise, and are beyond for the Queen to bestow cash rewards or
the scope of this module. minor titles and rank on the successful
out having to talk to the king. PCs. Further adventures might include
The document interred with the king is Queen Joanna greets the PCs on their the PCs having to contend with the
return, and a feast is proclaimed in their Queens disgruntled grandchildren, upset
a charter of rule signed by Rhesdainian honor. Read the following to the PCs. at the derailment of their bid for power.
nobles from ancient times. The docu-
ment is proof that the monarchy of Rhes- trumpets. With pomp and ceremony

dain is the sole sovereign government of
the state, thus putting the lie to any
claims of parliamentary rule. This docu-
ment bears the king’s signature and seal
and is irrefutably genuine. It provides ab-
solute proof that Kmg Jacobus never in-
tended Rhesdain to be a democracy.

26

Player Characters

Karmyn 14th Level Mage/Female Elf

ST 12, IN 18, WS 12, DX 14, CN 11,CH 18;AC 2; MV 12; hp 31; 5th: airy water, animalgrowth, cloudkill, feeblemjnd

#AT 1; Dmg by weapon; AL NG; THACO 15. 6th: control weather, Tenser’s transformation

Spells: 7th: delayed blast &ebd

1st: cham person, detect magic, jump, readmagic, unseen semant Weapon Proficiencies: dagger, dart, staff.

2nd deep pockets, ESP, invisibilit4: Melfs acid m o w , web Nonweapon Proficiencies: desert survival (18);heat suMval (18);

3rd: detect illusion, dispel magic, lightning bolt, slow, protection fire-building (11); weather sense (11).

from evil 10‘ Languages: Common, Elvish, Dwarvish, Gnome, Blue Dragon,

4th: charm monster, Evard’s black tentacles, Rary’s mnemonic Red Dragon, Gold Dragon, Green Dragon.

enhancer, remove curse

Karmyn cames a large bag ofholding, a belt pouch ofholding, a crystal ball, helm of telepathy (enchantedwith a permanent tongues spell), a

staff of striking, cloak of displacement,ring of warmth, ring of regeneration, eanings ofprotection + I (10’radius), and a pouch of usefulitems.

The pouch contains a dagger, lantern, 30 feet of rope, 8’ pole, small sack, 18’wooden ladder, 8’ rowboat, small campfire, 1gallon canteen of

fresh water.

Description: Karmyn is 479 years old, an elf from a remote wilderness valley. She is 5‘6” tau and weighs 100Ibs. Her hair is silver blond and

her eyes are kelly green.

The Professor 15th Level ThieflHalfling

ST 10, IN 18, WS 14, DX 18,CN 15, CH 14; AC 0: MV 9: hp 57: Weapon Proficiencies: dagger, dart, sling, club, short sword

#AT 1;Dmg by weapon; AL CG; THACO 11. Nonweapon Proficiencies: Animal Lore (181, Plant Lore (181,

Thief Skills: PP 95, OL 95, FT 85, MS 95, HS 95, DN 60, CW 85, Rope Use (18),Fungus Identification (1.9, Andent History (17)

RL 65 Languages: Halfling, Common, Gnome, Plxie, Hill Giant, Elvish

The Professor wears leather armor and cames a short sword +2, three silver daggers, a 2’ metal rod and an 8’metal rod stored in his

portable hole; he uses these rods to deliver shockinggrasp at a distance. In addition he has Quad’s feather tokens (bird, tree, whip), a ring of

shockinggrasp, wand ofmagic detection, wand of wonder, cloak of the bat, bracers ofdefense (AC 6), boots ofspeed, portable hole, bag of

tricks, spectacles ofcomprehendinglan~agesg, loves ofmissile snaring, continuallight rock, and a potion ofgrowth.

Description: The Professor is 50 years old, 3’2” tall and weighs 76 Ibs. His hair and eyes are brown.

Personal History

This halfling likes to be called “The Professor”: a name that fits better than his real one, which he never reveals. Learning is his vice, for
knowledge is more valuable to him than any treasure. The Professor also likes to share his knowledge with others, especially children.

Scott)’ 10th Level Fighter113th Level ThieflDwarf

ST 18/00, IN 10, WS 14, DX 18,CN 15, CH 14, CM 14; AC 2: MV battle ax,hand ax, crossbow

9; hp 62; #AT 312; Dmg by weapon; AL CG; THACO 11. Nonweapon Proficiencies: blacksmith (18), weaponsmith (7).

Thief Skills: PP 95, OL 80, FT 90, MS 95, HS 60, DN 40, CW 89, armorer (14), bowyerhletcher (171, rope use ( 1 8 , stone mason (16)

RL 51. Languages: Dwarvish, Common, Gnoll

Weapon Proficiencies: short sword, bastard sword, scimitar, dagger,

Scotty wears leather armor +2and cames five doses of Keoghtom’s Ointment, a short sword ofquickness, crossbow of distance, 12

q u a n e s +2, a dwarven throwinghammer +3, three pinches of dust of disappearance, boots oflevitation, a figurine of wondrous power (golden

boar), and a potion [email protected] also cames magical bagpipes, which cause fear in opponents within 100yards (ST vs Spell at + 2 to the

roll),

Description: Scotty is 100 years old. He is 4‘2” tall, weighs 156 Ibs., and has brown hair and green eyes.

27

Personal History

Orphanedin a village raid as a youngster, Karmyn and other survivingelf children were discoveredand taken in by wandering priests, who found
homes for most of the orphans. K m y n , however, stayed with the clerics and grew up in the temple, where she was taught to respect all races of
good alignments

Karmyn’s magical talent was recognized early on by the temple mage, a woman who gave the elf her initial training in magic. But Kamyn’s ambi-
tion eventually drove her to leave the temple, in hopes of increasing her abilities beyond the limits normal for mages of her race. Nearly obsessed
with this dream, she pursues all opportunitiesto acquire magic items and arcane knowledge. Most of all, she wants to find a ring of wishes or some
other powerful magic that can boost her personal powers.

Karmyn has been with her present comrades for about a year and has come to think of several of them as close friends. She is always with at least
one of them, for as a result of her childhood trauma she is afraid of being by herself. She masks her fear behind a facade of bravery and self-
importance, bragging about her abilitiesand constantlypointing out the value of her presence in the group. She often goes out of her way to show off
her powers, and always tries to find ways to impress others

Kamyn’s favorite vehicle for showing offis using her linguistic ability. She likes to learn languages and gladly teaches them to others. This mage
takes offensequickly, exhibitinga short and dangeroustemper when insulted or questioned. But she is also quick to forgive, one ofher better traits.

The Professor is at his best when surrounded by books and children. Books are his best friends, and children of all races always seem eager to
learn, so he gets along well with them. He loves to tell them stories of his adventures and what he has learned from his hooks.

This halflingis easy going and finds somethinggood in everyone, even though the scholar in him studies the faults of others. Taking life slowly, he
soaks in every experience, every sound, every blade of grass. He likes to adventure because it lets him experience as much as possihle. Some day
the Professor plans on writing a book ahout his exploits.

The Professor likes to be in the limelight and recognized for his accomplishments, sometimesgoing out ofhis way to get attention. Nevertheless,
he is a down-to-earth fellow who makes friends easily, and would do almost anything for those he considers close.

The Professer is acquainted with the retired queen, Amber Lune, and is happy to serve the reigning queen, Joanna, in this quest. He has little tol-
erance for this nonsense about a democracy-the Professor recalls from his ancient history that Rhesdain was always intended to he a monarchy.
Unfortunately, the proof to that is in a library a thousand miles distant. Besides, the halflingknows that not everyone would believe his historical pro-
nouncements ahout this matter-especially not the upstarts who are trying to depose the queen.

Personal History

When he has a magical short sword in his right hand, ajug of good ale in his left, and a few stalwart companions at his side, life can’t get any better.
His favorite recollectionsare those of evenings spent in crowded inns with big wild pigs roasting over open fires and ale pouring freely and often.
Why, it wasn’t too long ago that his friend, Wolf, speared a giant boar that fed everyone in the tavern at least twice.

He was horn Soctoryn the Bold, fourth son of Soctorynthe Red of the Great Clan of the Cave Boar. However, he calls himself Scotty because it is
more friendly and easier for humans to pronounce. He lives life to its fullest, grabbing all the ale and good times he can get. He enjoys a good fight, a
goodjoke, and a good party-not necessarilyin that order. Sometimeshe goes out of his way to get all three. He likes thieving, too. It’s a great thrill
to steal a well-guarded treasure. But he’s careful not to steal from people less fortunate than himself. He’s even been known to do a little robbing
from the rich to give to the poor.

Scotty proudly wears the red-and-green tartan of his family and canies his magical bagpipes wherever he goes. He is never without his grandfa-
ther’s shield that is etched with the head of a cave boar, a familyheirloom he intends to pass on to his children. Scotty has eight children and a wife at
home.

Scotty gets along with everyone and does his best to get everyone to like him. He is jovial and easy-going and almost never without a smile. Life is
much too short, even fordwarves, to carry around a bad temper. That’s the problem with some humans,he thinks: they anger too easily and look for
the bad in people rather than the good. It’s unfortunate that some of them can’t adopt his philosophy.

28

Player Characters

COeUr 15th Level FightedFemale Human

ST 17, IN 16, WS 16, DX 10, CN 18, CH 13, CM 15; AC -1;MV 9: Languages: Common, Elvish, Dwarvish, Lizardman, Gnome,

hp 104; #AT 2; Dmg by weapon; AL LN; THACO 6 . Goblin

Weapon Proficiencies: long sword, short sword, two-handed Coeur wears plate mail +2, and carries a shield +2, a scarah of

sword, bastard sword, broad sword, scimitar, falchion, khopesh protection (2 charges), 3 javelins oflightning, gauntlets ofogre

Nonweapon Proficiencies: blind fighting, tracking (16), running power, oilofsharpness (xZ), oilofimpact ( ~ 3 1o, il ofprotection (x3),

(12). endurance (18) and an intelligent long sword + 3 named Ruddas.

~.~Ruddas: INT 17, EGO 13, AL LN. X-Ray vision twice per day, detect charm five times per day, detect large traps. All abilities work in a

ranee.30-foot.. ~~~~~~~~y~ Soeaks Common. Dwarvish. Woodland Mammal, Burrowing Mammal. Ruddas does not want its possessor to carry additional
swords. The sword takes over when Coeur drops below 44 hit points.

Description: Coeur is 31. She is 5'5" tall and weighs 120 Ibs. Her hair is flame red and her eyes cobalt blue.

Personal Histom

Coeur is an absolute perfectionist. When faced with a problem she considers everything carefully until she reaches the perfect solution; then
she makes a plan and proceeds with a fervor few possess. She never.backs down from a mission or refuses one. She pays attention to detail.

Nothing gets by her.

Yahscha von Nurvie 14th Level FightedHuman

ST 18/00. IN 15, WS 13, DX 15, CN 18, CH 14: AC -2: MV 9: hp Nonweapon Proficiencies: Riding Horses (16),Blind-fighting,

103; #AT 2; Dmg by weapon: AL LG; THACO 7. Tracking (13), Fire-building (12), Endurance (18)

Wranon Proficiencies: lance. broadsword. horseman's flail, Languages: Common, Elvish, Dwarvish, Halfling
~ ~~ ~~

~~~~ ~~

horseman's mace, scimitar, javelin, militaw'pick.

Yahscha wears full date mail and bears a shield + 1 . In addition, he carries a broad sword +3 called Aloysius, a lance +1, horseman's f7d~
~~~~~~~~~~

+1, horseman'smace +1, scimitar + l ,javelin + I , horseman's militatypick + l , arodofcancellation, beakerofplentifulpotions,ringoffree

action, Bucknard's e v e h l purse, a scroll ofprotection vs. illusion, scroll ofprotection kom possession, and a jewel offlawlessness (5 facets

remaining). Former magic items include a rod ofsplendor, which was stolen. His preferred weapon is his intelligent broad sword, Aloysius.

Aloysius: INT 16, EGO 15, AL LG. Detects precious metals, their kind and amount; detects evil, invisible, and magic; clairaudience 3x day;

speaks Common and Lawful Good. Aloysius has an intense desire to overthrow chaos.

Description: Yahscha is 43 years old. He is 5'10" tall, weighs 170 pounds, has black hair and blue eyes. He wears his 25 medals and awards

visibly at all times.

Atienne 14th Level Druid (The Great Druid)/HalfElf

ST 14, IN 10, WS 18, DX 15, CN 16, CH 18; AC 4; MV 12; hp 91; 2 n d barkskin, charm mammal, dust d e d , heat metal, messenger,
#AT 1; Dmg by weapon; AL N THACO 12. obscurement, resist cold, slowpoison

Weapon Proficiencies: staff,scimitar, sling, dagger 3 r d call lightning, plant growth, pyrotechnics, snare, stone shape,
Nonweapon Proficiencies: direction sense (19). weather sense summon insects, water walk
( 1 3 , riding horses (21)
Languages: Common, Druidic, Elvish, Gnoll, Dryad, Hill Giant, 4 t h animal summoningI, cure serious wounds, hallucinatory
forest, hold plant, lower water, neutralize poison, speak with plants
Treantish
Spells: 5th air walk, animalgrowth, commune with nature, rainbow,
1st: animalfiendship, create water. cure light wounds, detect transmute rock to mud

poison, detect snares &pits, entangle, locate animals orplants, 6 t h conjure animals, conjure fire elementals, turn wood, weather
shillelagh summoning

7th: changestaff, earthquake, wind wak

Druidical Abilities: +2 to STs vs fire or electrical attacks; idenacation of plants, animals, and pure water; pass without trace through
overgrown areas; immunity to charm spells cast by woodland creatures; shape change mto reptile, bird, or mammal, 3X per day.

Atienne wears leather armor + 3 and bears a wooden shield +3.She carries a staffof the woodlands, a hornblade +2, dagger +2, periapt of

health, robe of blending, amulet vs. undead, and one stick of incense ofmeditation
Description: Atienne is 101years old. She is 5'1" tall, weighs 110 pounds, has pale blond hair and violet eyes.

29

Personal History

Yahscha von Nurvie is the highest-levelnoble fighter in the Kingdom of Rhesdain-and the richest. He wears his medals and awards like a duke
wears a crown. He is proud of his great achievements and wants to be recognized by his peers as a true champion.

Yahscha tries to take charge of any undertaking, especiallymissions like this one. He wants the Queen to realize that he shouldbe consideredher
champion-not some upstart elvish ranger who isn't a proper nobleman. Yahscha will do all he can to make the current mission successful, and will
take full credit for doing so.

This noble fighter loves battle, where he is free to independently exercise his unmatched fighting skill. He shows no restraint in pointing out a sub-
ordinate's (orfriend's) faulty techniques. His chiefgoal is to fight enough battles and defeat enough monsters in the kingdomto improve his prowess,
level, and status. Yahscha fears nothing and will dare anything. contident of his incrediblestrength and his magic sword, Aloysius. He is vain about his
personal appearance and always appears dressed in uniform and medals.

This nobleman comes from an impeccable family. His father, a duke, is very old; Yahscha is the eldest son and next in line for the title. He dislikes
Wolf, Her Majesty's Indispensible Minister, seeing him as a rival for Queenloanna's favor. When Yahscha inherits his father's title, the Queen and the
rest of the populace- includingWolf-will have to deal with this fighter on his own terms.

Yahscha's favorite possession is a big black warhorse named Wolf. This Wolf does what he tells him to.

Personal History

Atienne, the Great Druid, is one with nature and usually finds the company of animals to be better than the company of humans. She likes the out-
doors, especially seashores and the beaches, but admires all natural beauty. She will defend nature to her death, dealing out harsh justice to those
who needlessly injure plants and animals. For example, evilcreatures have recently flockedinto her territory in search of rabbits, and far too many of
the cute, furry creatures have been trapped and killed. The beings who have instigatedthis attack-whatever the reason-are going to pay.

Atienne shows respect to all creatures and plants by talking with them whenever practical. Their outlook on lifenearly matches her own, untainted
by the conuption of civilization, although their ideas and goals are simplistic.

There are times when this druid feels a need to be with people who are not among her druidic circle of associates. Afterwards, she better appreci-
ates nature and the behavior of animals, since she feels that people are a little too preoccupied with civilized achievements.Her own position of lead-
ership among the druidsis "natural," since she received that rank through merit. She feels superior to others who search for success in their artificial
civilization. Atienne enjoys defeatingchallengersto her position, and looks forward to the day when she will he experienced enough to challenge the
Grand Druid. She is certain she will win.

Civilizationis one of the few things the Great Druid fears. She becomes overly cautious around the trappings of man, relying on her friends to help
her fit into society when necessary. She has much to learn about civilization, and feels she will never fit in.

30

Player Characters

Man of the Sunset 14th Level Priest/Human

ST 16, IN 12, WS 18, DX 12, CN 18, CH 16; AC 2; MV 12; hp 79; 2nd chant, enthrall, fire trap, goodbeq, holdperson, silence 15:

#AT 1;Dmg by weapon; AL NG; THACO 12. spiritualhammer, wyvern watch

Weapon Proficiencies:mace, staff,club, flail, hammer 3rd: continuallight, create food & water, cure blindness, cure
disease, dispelmagi?, glyph of warding, remove paralysis
(ln,Nonweapon Proficiencies: riding horses (21).fishing healing
(16), swimming (161, cooking (14) 4 t h cloak of bravery, control temperature 10: detect lie,

Languages: Common, Dwarvish, Elvish, Orcish protection from evil 10: spellimmunity, tongues

Spells: 5th: atonement, flame strike, true seeing

1st: bless. create water. cure lizht wounds. invisib*ty to undead, 6th: blade banier, heroes’ feast

light, punfy’foodand drink,remove fear. sanctuary

In addition, as a cleric of Ulaa, Alan has gained the following spells: detect invisibile objects, dig, passwall, and stone to flesh. Furthermore,

his special chosen foe is hill giants, against which in melee he attacks at +4.

.A.la~n w..e.~a~rs~c~hain~mail +3~.,which disoels exhaustion l x dav. He cames a mace +I, hammer +I, a large bag ofholding, girdle ofhillgiant
~~~~~~~~~~~~~ ~~

strength, alchemyjug, ring of sustena&e, and 10 vials of hoiy water.

Description: Alan of the Sunset is 32 years old. He is 6’ tall and weighs 180 pounds. His hair is black and his eyes gray.

Personal History

Alan is a priest, a chef, and a gentleman. He likes to eat good food, and lots of it. A true gourmand, he cames with him all the essential
supplies for making a good meal-except, of course, fresh meat-that must he acquired shortly before meal time. He insists on stopping early
enough each evening during an adventure to properly prepare a repast. A good meal will keep any group of adventurers happy and healthy. Alan
firmly believes it isn’t good to fight and explore on an empty stomach. Hungry adventurers have slower reflexes, and the priest doesn’t want to
see friends die in battle because they couldn’t dodge a killing blow for lack of proper nourishment.

Actually, Alan believes his companions have little to complain about anyway. He performs excellently in a fight. Wlth his gkde ofhagiant
strength he can cut down any foe. And when physical might doesn’t work, he always has an assortment of clerical spells that deal out damage.
So, not only can he save the party’s bacon, hut he can cook it as well.

Alan admits he has a few faults. He isn’t the snappiest dresser, choosing to wear clothes in shades of green or brown that others might have
discarded a few years ago. But he is comfortablein them. He’s just a jovial churchman who is more interested in serving people other than
himself with wealth. He is incredibly generous, always putting others before himself. His deity is Ulaa, patroness of miners, hillmen,
mountaineers, and quanymen. His deity doesn’t care for violence. Neither does Alan, although he realizes it is necessaly sometimes.

wolf 15th Level Ranger/Elf

ST 18/M),IN 17, WS 18, DX 13, CN 18, CH 10:AC 2; MV 12;hp 110: Halfling, Gnoll

#KT 2/1 (Si2 with long sword); Dmg hy weapon; AI. NG; THACO 6. Ranger Abfities: In studded armor or lighter, can fight two-handed
Weapon Proficiencies:long sword (specialized; +1to hit/ +2 h d . , at no penalty; move silently 99%; hide in shadows 99%; + 4 to

long how, spear, dagger, hand axe, bec de corbin, quarterstaff, sling attacks vs gnolls; animal empathy.

Nonweapon Proficiencies: endurance (18).running (12). riding Spells (cast at 8th level of skill):
1st: detect snares &pits, invisibility to animals, pass without trace
(ln,horses (211, animal lore (ln,wilderness survival swimming
(18).hunting (17), tracking (22). 2nd: barkskin, snake charm, speak withanimals

Languages: Common, Elvish, Gnomish, Centaur, Brownie, Pixie, 3 r d hold animal, plant growth

Wolf wears bracers of defense (AC 2). a ring ofprotection i 2 , doak ofprotection +2, and boots of striding and [email protected] is anned with a

long sword + 4 Defender, long bow +2, quiver of Ehlonna, 10 arrows +3, and 8 arrows +2. Wolf has Heward’s handy haversack, a periapt of

health, an amulet vs. undead, a ring ofmind shielding, 2 potions ofextra healing, 2 potions of sweet water, 1potion ofrainbow hues, and a gem

of life energy protection (3 charges).

Description: Wolf is 481 years of age. He is 5’2” tall and weighs 110 pounds. His hair is sandy brown and his eyes are hazel.

Personal History

Wolf is embarrassed by his title, “Her Majesty’s Indispensable Minister”, hut is flattered by it nonetheless. He has little tolerance for the
favor-cunying courtiers or the gaudy uniform that came with the title. Wolf avoids court when he can, residing in his modest wilderness castle.
There he spends time in reflection and wilderness patrols, recently saving a halflingvillage from a hullette. Though the halflings wanted to
glamorize the deed, Wolf vowed them to silence, reluctant to be made out a hero for a simple task.

Wolf is content with his level of accomplishments and no longer cares to advance himself. He continues to adventure for the fun of it, and to
keep the less fortunate safe from things they can’t handle. Wolf realizes that he is unpopular with some important people in the kingdom because
of the favor shown him by the Queen. Regardless, he continues his loyal service to Queen Joanna and wiU do all he can to keep the Kingdom of
Rhesdain and the monarchy from harm.

Wolf is a natural leader, capable of taking charge of a situation and making decisions quickly. However, he does not seek the leadership
position, preferring instead that one of his companions takes that role. If no one assumes leadership (of if the party hegins to dawdle), he speaks
up. Wolf is a driving force in many adventuringparties because of his strong desire to succeed. He never accepts defeat as long as he has a
chance to survive and accomplish his goals.

31

e

e

-

r c"

r
0
r
N

N

a

s?ii

7



Child's Play

by Jean Rabe and Skip Williams

isaction-packedadventure module is especial1
designed to give beginning dungeonmasters an
players help in learning the AD&D@game system.

But don't be fooled by the title! The adventure is

far from easy - in fact, it has challenges that can

bring the careless character's adventuring career to
an abrupt halt!

Filled with surprises and excitement, the

adventure is still easy to referee - and during the


Click to View FlipBook Version