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AD&D - DL12 - Dragons of Faith (lvl 9-10)

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Published by Capn_Ragnar, 2022-11-17 01:20:27

AD&D - DL12 - Dragons of Faith (lvl 9-10)

AD&D - DL12 - Dragons of Faith (lvl 9-10)

Keywords: Dungeons & Dragons,DnD,AD&D,Dragonlance,TTRPG

[r" -11

of the mosaic, a gigantic monster seems to 1I . the sea hqs' ben 13. h t R OF the ktnG 06 the bEEp
leap from their heads. It has horrible tenta-
cles, claws, pincers. and a repulsive mane. Three green, horrible old women stand When the party gets to this point, assume that
around a table upon which lies the remains the Battle of Istar has just began (Game
The pit in the center of the room contains of a dead elven warrior. On h i face is an Round #3). For each three melee rounds the
thousands of bones, victims of the lacedons expression ofterror. Hi leather armor has party spends from there on. one Game Round
over the centuries ofsvugglc for the city. The been torn open and his c o d sword lies in a elapses for the battle.
King of the Deep keeps them here to eventu- comer of the cavern.
ally restock his re~~rvoefsundead creatures. mouth of a huge cavern. On the northern
One of the hags utters a blood chilling side are twelve thrones. On each sits the
A c o d door shuts the exit to area 8. It is shriek, and brandishes a thin wooden rod petrified shape of a man. Each has glowing
possible to see area 8 through some interstices in her webbed hand. In a croaking voice eyes and seems to be staring straight
of c o d . she reads mme runes on the side of the ahead. In the middle of the cave is a large
item and the wand produces a small flash depression,where a thick bed of dark algae
IO.howwan's cjaave of light followed by a lamentable fizz. and grows.
a few bubbles float up. The three creatures The petrified statues (see death statues in the
In the middle of this cavern lies a large stone then burst out laughing with gut wrench- Appendix) are the creators of the King of the
sarcophagus. This is the grave of an elven lord ing shrills. Deep. The King of the Deep will immediately
who died while attempting to defeat the King become aware of the pmy's presence in its
of the Deep. He was the owner of the giant The three creatures arcsea hags. They dragged lair. It can control the death statues while
slug in area #I. After slaying the lord, the a dead elven officerfrom the battldield down commanding its troops on the battlefield.
monster ordered its minions to build him a to their den. They have found some c o d They wear priests' armor covered with a thin
grave. Then the King of the Deep enchanted coins and a wand offire balls,which does not coat of dust and lime. If the party approaches
the stonesand called the lord's spirit from the work under water. The creatureswill not spot within 20' of a death statue. all twelve will
dead. The elven lord is now a spectre, under the PCI at the door. Shortly after their arrival. stand up and hurl their maces. The weapons
the control of the monster. they will start fighting for the magic item. will not be hampered by the water resistance
If the party has not yet met the spectre (see because of their demonic nature. The death
C"Fhoaopltse.r.5.)Y. iotucohmaevseouctoomfethteogrfaavre,ianntod says There are two exits to this cavern, one in the statues will keep on moving, trying to circle
the northwest leading to the northeast pass of around the PCsand push them back out of the
demon's den and soon you will meet your Istar, seved miles away. The second exit lair and into the pit. Any character that is
death. I, once, undertook your mission, and opens directly onto the Pit of Istar. The swirl. blinded by their gaze will must make a Dex
naottwu,eIdheaavteh.bBeeewnabraen,nfeodr hfreo..m." the decency of ing vortex can be easily seen from the party's check at -4 if pushed back into the pit.
Suddenly, the position.
ghostly form twists. shrivels and moans in €nnblnq ChapiXR 8
agony. The spectre now appears as M impres- 12. the ptt OF Ism
sive monarch, neither a man nor elf, glowing Optional Ending 111: when playing the
in sparklingarmorand brandishing a sword of ~~ BATIZESYSTEM" NICS depicted in Chapter
light. The King of the Deep has taken control 9, once the party has destroyed the creatureof
of Howwan and now adds "Come now my huge whirlpool roars in the shaft. the deep, resume the remaining combat on
sons,come and join me. Your destiny lies not Despite the inhuman strength of the vor- the playing surface, as per the combat NICS.
with the elves, but with the ultimate power. tex. dark and sinister shapes can be xen
Abandon your foolish plan to destroy me. swimming and slithering upward. On the Optional Ending #2: if the
Cevoemr..e."up the pit and lead my hordes for- south side of the pit is a narrow ledge that BATIZESYSTEM tules aren't available to the
Should the pnny be foolih enough to fol- diappears behind the swirlingmass water. DM, assume the elves win the Battle of Istar
low the spectre up the shaft, they will have to NothinQcan be seen bevond. when the party manages to destroy the King
fight the King of the Deep directly. If the of the Deep's life force. If the party fails to
party attacks the spectre, the creature will About 120feet above the pit is the King of the destroy the creature, the sea elves loose the
attempt to flee in the direction of the pit (area Deep. The pmy should be barely able to see battle and flee Istar. In both case, the party
#12). Should the party destroy the spectre. it its shape from their position. The silhouettes should be able to leave through the tunnel
will cry out "You have destroyed the King of swimming up the center of funnel are Iace- (area #13).
the Deep! Bur all is not over yet, fbr I cutse dons.
you all, and your descendents. My hordes M
now fm and will roam the undencn and ror- The narrow ledge on the south side of the
menralllifeforrver.."TheKingoftheDeep pitlendstouca#13(thelairoftheKingofthe
isn't dead, but is trying to fool the party into
believing they have succeeded their mission. Deep). Each PC stepping on the ledge must

make a Dex check to avoid being dragged
away by the water current. Using spikes and
ropesshould give the PCs a +2 bonuson their
check. Characters looaing foot arc pulled into
the vortex (unless held by a rope), with a 90%
chance of being thrown out of the pit. 1-100
feet away from the King of the Deep. Other-
wise, the victim is dragged into the plane of
Abyss. and is considered lost.

49

inu sectiondeals with the Sea Elves' battle to passes and a secret t u n d phyinq pieces
defeat the monstrous King of the Deep and
drive out evil from the ruins of sunken Istar. Settinti Up the playins S u a W The following units are included in this mod-
This battle may be played separatelyas part of ule: South and North Mermen Tribes. Elven
the adventure or even ignored. If the battle is The battle should be played on a square sur. Watches I and 11, The Lords of Istar, Swift
not played you should we the events as a face, roughly seven feet by seven feet. Place Doom, 1st and 2nd Light Guards, the Sea
background to the adventure. Several of the the fold.up map from thiu module on the Rovers of the Reaches, Night Hordes 1.4, the
leadersmay be used as f o n encountered while northeast comerof the table. Use regulartwo- Death Squad, and the 1st Dragon Wing.
exploring the ruins. inch-wide masking tape to mark the avenues
leading away from the map. Use the original BATTLESYSTEM"
th€Battle SIT€ counters for the following units: 5th Sea Ser-
The MM between the avenues M ruined
The battle will take place in or above the old pent Wing (use dragon counten), Wardens of
sunken city of Istar. The city extends to the piles ofb u i l d m . The edges of the table rep- Pelish (use wyvern counters),Koalinth Battal-
table edges which represent the high moun- ions A, B and C (use OK counters). For fuh
tain border surrounding latar. tmnt impassable mountains.
The center COUK where the Temple of Istar Mark the thhm mountain pwes leading to uniu, use the 112" blank counters. Use min-
once stood is now a large dark pit. Five ave-
nues lead away from the place, crcwsing the Istar with maskihg tape. They should be iatures for the H e m s and leaden.
city like narrow CMYOM through mountains. located in the northwcst corner and on the
The buildings are a mass of ruins, tubble. west and south sidesof the table. Do not mark You must create your own battle rosters
the location of the secret tunnel on the east using monster stats and NPC cards. A list of
side of Istar. Do not show the Sea ROVCNof the the army units and their commanders is pro-
Reaches to the players yet, nor the attacking
forces (except the hobgoblins). vided below. Each commander may possess

one magic item of the DM's choice. Kronn

and Sea Elf leaden arc mounted onsea horses.

mazes, and coral caves.
The maelstromat the heart of the Blood Sea
rises ftom the bottomlesspit of Istar. The pit is bY TYPE WPG All Dmg(SM/L) CmdI spcirl
sSonuBthlv&eINooflnahu'Ol b ReglInf 10 18 'Odd6+1/3d4
actually a minor gate to the plane of the S 3 HookedNcta'
Abyss, from which a demonic wind sun the Elven WaKh l&Il Rcpllnf IO 18 lkld6+1/3d4 S 4 HookedNnr'
watersI.The vortex created sucks waters from Dolphin PMuu ReglPirh IO 16 W 2 d 4 None
Prickleback ReglPirh 12 20 Spinesd6(X4) None Poison +2 to AR ofvictim
the surface down into the red valley of Istar Lards of lstpl BlitelCDv 12 15 Lncd6+1/2d6 S 5 Sea Horse mounts (HD 4: AC 7)
where it then rushes out acrossthe sea bed stir-
ring up the red sands. M~nt ~2~d4~..
Swift Doom ChdAn 5 20 ~ d6/d~ 8 3) S 6 MatanAeCuvleor::DCm:gHP3rdp6o)on (Hits
The battle OCNN at four different levels. ( X
Elf
Mnt d4 ( X 2)
Ground Level: (Street level) Troops CM 1st & 2nd Lt. GupldReg/An 8 16 Swdd6/d8 S7 SSeawHodrsin1(H+D1 3; AC7; Dmgd4+l)
only maneuver in streeu, or enter buildings. 99th Warpvk ReglPkh 10 18 W 2 d 6
None
The strong current at street level reduces Reg/CDv 4 21 Trdd6+4/3d4+3 Rgr9 Acidspit(d12);HookedNets*
Sea Rovers
movement by -3" when travelling toward the Dragon Army AUilnrr
pit or sideways to it, and adds +3" if travel. 1st S. Dragon Wing Reg/Cav 5 19 Bitc4d8 D 1 s a l y Caninand. Dnpon Awe,Det Inv.
Breath (26 HD)
ling away from it. 5rh S. Setpent WingReg/Mst 5 17 Bite dlO+poison D 2 Poison, save or lose 1figure;Squeeze
la AlaNdc: Thii is roof level, approxi-
mately 30 feet above the ground level (1" in Squeeze 3d12 only 1figure/serpent.
BMPcuda RCg/Pkh 8 16 Bite 2d4 None
the BAlTLESYSTEM" ~ 1 ~ sTh)e. troops CM Wudenr of Pelish Reg/Fkh 6 17 Bite 3d4 Sting 2d10 None Paralysis,remove 1wounded figure
fight above the streets and the city without
restriction, but they cannot sight a unit in a Batallion A-C Regllnf 18 18 Swd + 1: Cbw D 8 -1 to hit in daylight
DeathSquad Mob 8 16 Dgrd4/d3 D 5 Fright, MVCVI Spell or +tIo AR
street (ogrrwouitnhdinle1v"elo)funtlheesssttrheeeyt sMidea. bove the Night Horde l l 4 4 ReglInf 12 16 Claws 2d3 Bite ld6 D 7 Wimomuonbdieldilzcfidg:uNreosmsaovdeeVcIhePckasra, or
street
Medium Altitude: 120 feet above the Horror Pack Rcg/Pirh 6 16i Bntaclcs d10 None Wounded fgures save vs Poison or die

ground lcvcl (4"). No combat restrictions
&I. All units arc visible at any altitude, up
to the limits of underwater sighting. NUne CLILVI &IL CB NUne CL/Lrl &IL CB
F4/M6Self Army Cmd + 1 D1 Gildentongue Aurak BrgCmd + I
High AltiNde: 240 feet above ground SI Apolnta P41T5Kdr DnUnrCm 0 D2 Gufdehorn Snccm DPUnrCm 0
level (8"). Due to strong curtenu and turbu- S2 Kmnn

lence, all movement is halved at this altitude.
All combau suffer a + I Attack Rating (AR)
penalty (-5 to hit in AD&D@tules).
At higher altitudes, troops M caught by S7 GuardCmdr P8 SElf Unt Cmd 0 D7 Shadcsoflrrrr Wraith H& 0
1-12 hobolized; Dmgd2. D8 KoahhCpo Kdinth 0
the maelstrom and swept 5d6 miles from the UntCmd

battle field. These troops take no damage and
CMlater return after the battle has ended.
High mountain ridges surround the battle
site. Because of the strong water turbulence
caused by the maelstrom. the mountains CM
only be crossed at high altitude through a few

50

~ a t t kStRatqy in ISUR sa aves OF 1staR . lacedons and move out of the pit. This OCNIS
every two rounds, until the King of the Deep
The party should have been alerted to the prc. The Green Wing staw at the south edge of is eliminated. Destroyed units may be
carious nature of the alliance between the evil the battlefield, within 10" of the mountain reformed more than once. If there are not
monstersof the deep, the Dragonarmies, and border, but no more than 15"from the south enough destroyed figuresavailableto reform a
the sea hobgoblins. All the strength of these mountain pass. full unit, the King of the Deep must wait for
hordeslieswith their leaders. Ifthese u e elim. The Blue Wing should be set uthpawn i5th"inno1r5th" more casualties.
inated or captured. their trwps will flee. of the west border, but no more
of the west pas. Every time Iacedons or koalinrhs are killed
Gildentongue, disguised as Kitiara Do not set-up the Sea Rovers of the Reaches on the battlefield. the DM should indicate to
mounted on Duktide. commands the Drag on the battlefield yet. the players that the destroyed corpsesdissolve.
onarmyBrigade, including the 1stSeaDrngon Eventually, the DM should describe the
Wing, 5th Sea Serpent Wing, 79th Barracuda Battle timetask returned forces as scarred undead versions of
Squadron and the Wardens of Pelish. forces already destroyed. The King of the
Game Round 1: Toede's Koalinth Battalions Deep may control no more than seven units of
Highmaster W e , mounted on Hopsloth. B and C move toward the elves positions from Iacedons. one of sea hags, and one of Heroes.
commands the 9th Koalinth Brigade consist- the northwest side of Istar. He tries to sur-
ing of Battalions A, B, and C. round one unit from the Blue Wing. If the From High Altitude to Ground Level, the
battle goes awry, Highmaster Toede becomes bottom of the maelstrom turns into a narrow
The King ofthe Deep commands the Dark an independent Hero figure. water funnel spinling down into the Pit of
Hordes of Istar, including the Night Hordes, GdevnaienRtohuenPdi2t :anTdhecaKstisngdaorfktnheesDs,e5ep" is hid- Istar. All movement rates within a 3 "radius of
the Death Squad, and the Horror Pack. If the about the pit. radius the pit u e halved and the charge bonuses
King of the Deep dies, the Horror Pack stops. (including double damage) are negated. If a
Game Round 3: The King of the Deep exits unit attacks creatures over the pit from above,
The party's forces consist of two brigades: the pit. remaining within the darkness. Night treat as ifcharging. due to the strong current.
the Blue and Green Wings. Apoletta is the Hordes 1 and 2 exit the pit and move out of However, each figure involved in this diving
army commander of both brigades. There are the dark sphere. attack must save vs. spell or be dispersedat the
no brigade commanders. Game Round 4: Two more lacedon units end of the game round. On the next round,
move out of the pit (Night Hordes 3 and 4). reform the units 30" away from the pit, in a
The Blue Wing includes two merman units GameRound 5: The Death Squad exits the pit. random direction. Cavalry saves at + 2 , fish
(the South and North Mermen Bibes), two units at t 4 . and chariots at -2.
sea elf units (the Elven Watches I & 11). the
Dolphin Phalanx, and the Pridileback School Game Round 6: Gildentongue's Dragon- the kinc, OF the beep
(see Appendix Section). army Brigade arrives at high altitude through
the south pass.
The Green Wing includes one unit of elite A messenger from the Reaches informs the This quasi-divine creature controls the Dark
cavalry (The Lards of Istar), one unit of mobile Hordesof Istu. When it comes out of the pit,
artillery (the Swift Doom), two units of party that the Sea Rovers is coming to help. it remains at Medium Altitude. It will not
mounted archers (the 1st and 2nd Light The playersdecide through which pass the Sea
Guards), and one fish unit (99th Warpack). Rovers enter Istu. m.oTvheaanwkasytforoimts the pit.
Gildentongue may delay his Sea Dragon inhuman Intelligence, the
set-up King of the Deep has unlimited telepathic
Wing one turn so that they may enter Istar control over all the creatures of the pit. In
' bwionanmy alliance through a secret tunnel on the east side of the
city. Gurglehorn controls the rest of the bri- BATTLESYSTEM* tules terms. it can act as an
Set up the evil forces first. Koalinth Battalions a m y commander and unit commander for
B and C should be located within 10" of the gade. Duktide and Gildentongue always use every one of its units. The creature also con-
north mountain border, but no more than 20 " invisibilitybefore entering Istar.
away from the northwest pass. They can be at Game Round 7: The Sea Rovers of the trols any of its Heroes, provided they remain
any altitude and in any formation. within the limits of Istar. If the party used ESP
Reaches enter Istar. If applicable, Gildenton- on such C ~ C ~ N I ~tSh.ey would actually touch
Koalinth Battalion A should be hidden guc enters Istar from the east at medium alti-
anywhere inside a building 20" from the tude, with the 1st Sea Dragon Wing through the King's unearthly mind.
northwest corner of the playing surface. Once As long as the King of the Deep remains
Battalion A's position is determined. the DM the secret tunnel. Destroyed lacedon or above the pit, it can reform undead units.
should secretly choose the location of the koalinth units start returning from the pit.
entrance to the building,within 6" of Battal- When it is destroyed. all the undead vanish.
ion A. k d e and Battalion A know the loca-
tion of that door. Keep the counters the t h e plt OF ISUR Fish Unit Reln~oRc€ments
hidden battalion offthe table until they enter
combat. Highmaster Toede may be with any The pit is an utterly evil place. controlled by a At the beginning of each movement phase, a
battalion. in or out of the building. quasi-divinecreature that calls itself the King destroyed fish unit has a 25 % chance of being
of the Deep. This horrid, giganticmonster has replaced. This rule does not apply to the Hor-
The DM should choose a secret location for the power to recall the spirit of weak creatures
the jellyfish unit. It should not be more than destroyed on the battlefield, and reform them -ror Pack or the Warden of Pelish. These rein-
20"awayfrom thepit. Keep allothercounters into undead hordes in the pit.
off the playing surface. forcement enter the battlefield at high
Starting on Game Round 7, if the King of altitude through one of the mountain passes
the Deep still lives, destroyed lacedon or (roll ld6: 1-2 = northwest; 3.4 west: 5.6
koalinth reform into a new unit (12 figures)of = south).

51

Cjoans anb OBJ€CtlV€S tules options with its balliistae. However it dispcllcd, &de's bubble will enable him to
bnacpnanmy ~ U ~ I M C E should be clear that the'chariots cannot charge breathe and talk normally. Without the bub-
into another unit and split-fire during the ble, &de will immediately drink his potion
Gildentongue and &de's goal is to capture same game round. If the unit has been using ofwater bmthingand attempt to swim to the
the party. The King ofthe Deep's objective is split-fire, it must spend one round to reload. surface with or without his mount, Hopsloth.
to annihilate all the Sea Elves and mermen, Kspl of the Pit, and Hornnn: These two
and to prevent the party from entering the Zebulah rides in one of the chariots. If at creatures are Heroesunder the mental control
pit. At the bottom is the creature's bane. If it the beginning of the round he becomes a of the King of the Deep. Their first task is to
is destroyed, the King of the Deep dies. Hero, he may cast spells as his chariot moves. seek out the party and destroy them. Howwan
and Kaal of the Pit will remain together until
S a €IV€S OF ISTAR Enrn Playing Picces: for the DM's conven. the end of the battle.
Apoletta's plan isto taunt the King away from ience, more playing pieces M given on the Do not place the two creatures in one spe-
the pit. She wants it to come away so that the counters sheet than are needed for play, nota- cific location at the beginning of the battle.
party may enter the pit through one of the bly extra Sea Elves and mermen, and four sea Instead, if all the PCS are together inside the
many tunnels. slug cavalry counters. These are not originally there is a 10% chance of meeting
included in the battle mters, but they may be buildings,
The party's mission is to get to the pit and used to replace lost counters or as reinforce. them each Gahe Round. If at the beginning
destroy the receptacle holding the King o f h e ments if the DM feels the players lack experi- of h e Round 6 the PCS are out of the
Deep's spirit. The elves do not think their ence in this type of battle. buildings, or scattered. The King of the Deep
army is strong enough to hold against the will instruct the two creatures to act as inde-
Dragonarmin. They hope that the King of The sea slug cavalry M Sea Elf rangers pendent Hems. The two monsters may be
the Deep's death will disperse the monstersof mounted on seaslugs.This unit's rangers have located anywhere within 20" from the Pit.
the pit so that the elves can triumph. dl abilities and bonuses described for normal Their mission is to attack elven leaders or
rangers. They gain a -5 bonus to AR when Heroes whenever possible, or to cause the
The elven army's mission is to destroy the attacking hobgoblins. elven tmops to roll m o d e checks, using their
koalinthsand then face the monster of the pit. special abilities. If the leader of a unit does not
possibly attackingit to keep its attention away The unit's commander always fights as part face Howwan as a Hero, the troops are faced
from the pit. Once the menace of the pit is of the force. Use the same scores asRivetwind. with a foe they cannot harm.
reduced, they will fight the coming Dragon The unit will only enter the battlefield
Wing. If the players think about it. sentries through one of the passes, only after the sea €nbing the Battle or Istan
can be posted at the passes. In this case, the dragons have entered. The players may hold
arrival of the Dragonarmy should be revealed off the rangers' arrival as long as they want, If the elven army wins the battle. they will
one round in advance. without penalty. The rangers could be used to realize the i m p o ~ ~ n cofc forming a potent
help the party escape from the city, should the undersea army to deal with the growing Drag
Upon the PCS'm u m to the batddield, the elves lose the battle. onarmy's menace in their world. The party is
acclaimedto be Heroesand may stay as long as
elves will instruct them to seek the leader of The sea slugs swim at 12" per round. they l i e (see Event 48, "Leave Taking").
the Dragonmy and destroy him. If Gurgle- Although they ue slow compared to other sea
horn is destroyed while in command of his creatures, they resist fatigue better. During If the elven annia losc the bade, remnants
part of the Dragonarmy, then that part flees the battle. the sea slugscan force march with a
the battlefield. If Gildentongue is destroyed. -2 bonus to their ML checks. flee towmn h e orher undersea nations.Thk will
then the entire Dragonarmy flees.
bnacpnanmy alliance c a w the ~ ~ N I CofSthe sea to build up their
Prior to the party's departure, the sea elves fOKU 10 C i X U C the drpgons do MI WkC OW1
will advise them that it will be safest to travel Night Hordes: The lacedons arc not &ectcd
by dragonawe or the King of the Deep's roar. theirworld. hhasthe pury is concerned they
through the buildings. Each PC has been The lacedons do not check morale for losing
troops. have two ways of leaving Istar. Pcs who were
given awater whistle to call dolphins. The PCS
may use them to send messages or to move Death Squad: The sea hags are not undcad with elven troops should be dowcd to flee
fasterthrough the water and attack enemies at and the King of the Deep's roar will affect through one ofthe mountain passes.Cthc~~ix
higher altitude. The party's movement in the them. The sea hags roll for m o d e as normal the party may hide in the buildings and evcntu-
buildings or on the battldicld is 16" per unit. The death squad is a mob unit. d y h r a way into the secret tunnelleaving
round with the dolphins and 6"without. Istar to the ens. Later,hgitive troops from Istar
- -1st Sen Dragon Wing: This unit is com- should meet thc party and help them track to
Sea elven cavalry units and chariots are not
immune to the Iacedon's paralysis. due to the D a d solelv of dragons. These d m o n s must any ~oouaf mund the Blood Sea of Istar.
fact that their steeds M not resistant to ,the remain as one unit.
undead's poison. Special Unbensea Rules
Their n a t u d leader is Darktide. an old sea sea movement
S d Doom: this is a chariot unit fitted dragon. Darktide has agreed to fight with
with ballistae. Each chariot is pulled by two Gildentongue to rid Istar of the Sea Elves and All PCSmove at ground level unleps they have
giant hippaampi. and has a crcw ofthree sea
elves to guide the hippaampi and fathe steal their tteasures. However, if Gildenton. inherent magical or swimming abilities.
BATIZESYSTEM'"tule [15.11 applies only to
ballisfa. The chariots have large fins on the gue is destroyed,he will remat. Darktide CM chariots. Creatures with inherent swimming
side which act as stabilizers. cast invisibilitytwiccper day, and ESPat will. abilities can change altitude or turn without
All the sea dragons can use Scaly Command penalty. Heavy equipment like chariotshave a
This unit may use Split-Fire [l0.5]and (see Special Rules) and radiate dmgonawc. Maneuverability Class of C.
Pass-Through Fire [10.61 BA'ITUSYSTEM'"
HighmnstcrTocdc:The hobgoblindoesnot
normally breathe water. He wears a perma-
nent .airy water spell around his head. Until

52

I---- -
7~J

To change altitude, the moving unit must a vertical defense rather than a defense in instinctive self-command.
deduct the difference in altitudes from its depth. The tmaps arc positioned one atop the Once a player decides which unit to attack
movement allowance. There is no penalty or other, rather than one behind the other.
bonus for going up or down. with the fish, the unit must continue attack-
By-PPU Movements: Within the same alti- A double formation may be either in open ing until the target or the fuh are destroyed.
tude range (ground, low, medium or high or until the fuh fail their morale check. If the
level), one unit ofsmall or human sized crea- or closed configuration.To pnrs from a regular defender flees, the fish will pursue them.
tures CM attempt to swim past another of that
samesize, either right under it or above it. By- dosed or open formation to a double fonna- Figure bases for normal fuh units should be
pass movement cannot be used over or under tion, the unit must spend 1/3 of its mwe- the ones wed for small creatures (1/2 "). Pro.
large creatures, or a unit in double formation ment allowance. The double formation vision must be made for uncommon shapes
(see combat rules). preventsotherunirsfrom swimmingpast. The and sires of fuh, however. The manta rays, for
The bypassed unit may intercept the by- double formation also enables both layers of example, would require a large base size
passer. Roll initiative for the two units. If the fwres to attack a regular formation unit, thus because of their huge wings.
doubling the attacker's damage potential in
melee. Only rwo figures can be stacked. Scaly Cornmano

bypassed unit gains initiative. melee occurs, SiGhtinc, Sea dragons have the ability to control nor-
otherwise the passing unit swims past. mal fuh within a 20" radius. Any fwh unit
MovementInside Buildings: All the build- Light in Istaris very poor. The party's vision is that comes within thir range must immedi-
limited to 6", either with a magical tight ately make a Discipline Check. If it succeeds,
ings are interconnected, so hidden unit or source or with infravision. Within buildings, the fuh unit turn away and remains out of the
Hero movement is possible. The DM will have 20" range. If the Discipline Check fails, the
to monitor this. the party has normal sighting ranges.
All of the oufn2d0e"r.wTahteisriscdreuaetutoretshehiravkeeena fwh unit comes under the control of the sea
At my location a unit or Hero has a 25% sighting range
d w c e of finding a doorway. When a door is dragon. (Fish units must make one Discipline
laated, mark rhe laation. If there is no door, hearing. smell, and sensitivity to vibrations. Check per individual dragon every time they
This is especially i m p o t r ~wt hen dealingwith are in range).
the unit or Hero must move at Imt 6" nvax dragons: a sea unit cannot see a dragon at
before it contry again. Doorscan b e d e d for Thu power is limited against the dolphins
pt ground lcvel or on building roofs (low alti- more than 20" and therefore is not yet
affected by the dragonawe. which are mammals rather than fuh with
tude). There is a 10% chance that a unit inside a Troops that arc out of sighting range CMbe scales. Dolphins will automatically save
building CMfind a nannel that UMSCS bene& against the dragons' powers but will seek tb
an avenue. If 1n2o"nManonreel is found the unit must spotted as a vague moving mass. Only the stay away ps other fuh.
move at least xarching again. i m p o m c e of the mass CM be estimated. The
exact troop numbers, their type and arma- bRWMW€
It takes one full round for a unit to enter a ment can only be determined within sighting
building. The movement rate in buildings is The awe of the dragon only affects those who
9" for all units. To exit, the unit must find range. When troops entering the battldield CM see the dragon.
are out of sight of all the players' units, just
another door. tell the players the location ofan unidentified Units that are forced to make a M o d e
The round the unit exits into a street, it is in Check due to the dragonawe must only make
broken formation (just like rallying from a mass. Place a few counterson the table to indi- one check per individualdragonfor the entire
cate the shape of the unidentifed unit. battle. Once a unit saves versus a certain
rout). On the next turn it CM adopt a combat dragon, it need not check its M o d e again.
formation and move. Spell Castinq Mark on the unit's roster against which
A unit that entered a building may barri- dragons the unit has successfully saved.
cade the entrance, provided it stays at the Spellcasting underwater issignifcantlymodi-
entrance for at least two rounds. To break in fied. Rules arc ddined in the DMG, page 56). u n u m v a t a nets
only has a 15% cumulative chance of success Any spell casting by underwater creatures is
per round. No combat can occur inside the limited to a 20" range. Some units wield hooked nets. Roll for dam.
age normally, but instead of removing casual-
buildings except for Hero battles. Chariots Corneat ties from a unit, treat the affected figures as
and cavalry cannot enter buildings. The same immobilized. One humanoid figure can free
applies to large monsters such as sea serpents, The bonus for attackinga unit from above still another in IWO rounds if it does nothing else.
sea dragons and the King of the Deep. applies in the water, but missile-using units Any trapped figures have a 10% chance per
Hopsloth CM crawl into the passages but should not treat short range as medium or round to free themselves.
fights at -3 to hit inside. medium as long.
The hooks cause 1 HD damage per trapped
barnations Creatures with fm do not quplify as crea-
tures with win and thus should not be fylure. While trapped, figures arc considered
Ignore tule [ 15.21on Formations for creatures forced to land &amaged. AC 10 and cannot fight.
with inherent swimmingabilities. ShieldWall
formation [ 11.61still applies, but Set Spears/ Bombing [15.4] is inefficient unlns using The net CMonly be used against figures at
Pikes [ 11.71 is no longer possible. unless the harpoons, nets, or javelins. the same level (must be touching the
unit is at ground level. attacker), or against figuresdirectly below the
Fish Units
Double Formation: This new formation is attacker. Each unit has one set of new. Once
only possible underwater and with troops F a units ue considered autonomous: They
trained to fight in M aquatic environment. do not require a commander and do not qual- attack has been performed, they are gone.
ify for the -1 combat bonus for a commander Throwing or dropping a net is considered a
A double formation m e m the troops form missile attack, but it can be used in melee.
fighting ps part of the unit. Pith units have an

53

Chaptee 10: FRienbs in

€vent 44: b v s takinq rivalry with Mandracore has come to a head. hear of the Perechon or Berm, she will want
But he made a mistake in bringing his prize to set out immediatelyto rescue them. insist-
If the sea elves were victorious they will prpix ing on a raid on Mithas first. as she hears Len-
the PCs as h e w and throw a grand p m y of back to K o t h ~to show off before he killed dlc is also there.
the generals, feasting on strange dishes of the them. She has nrong allies in town, and Man-
deep. The PCs may stay as long as they like. €vent 46: Wlcome to mithas
but the m o r a should motivatethem to move 4dracore had been forced to agree to a ’Rial by
on. The elves will aid the Pc( to gain any Thk event may be played two ways: one if the
ndedsupplies. Apolnrngives them acarvcd Amw if Maq could find some champions
shell with a pledge of alliance to the lead^^ of limn days. Her h e was about up and none PCs travel here directly, and a second if Maq
the free MUOM. of her allies has been willing to commit.
brought them from Kothas.
If the elves lose, xouw will find the fleeing The h e m look like they arc being forced It should be clear to the PCs that they are
PCs and d e them to the elf l e a d c ~in d e . into the role. The rules PIC simple. Two equal
These leaders feel the PCS failed their duty, teamsof six or more M narcmbled. They enter entering unfriendly territory and cannot just
but have a debt of honor they will fulfii by a ruined town cupped in a n m valley from expect to walk in and have their demands
aiding them to rem to the land. opposite sides. The winner is the one who met. Their best bet is to sneak into town
walks out alive. There is added spice to this under the cover of night.
Elven scouts have learned wed things game, if Maqucna wins she becomes the new
chieftain ofthe pirates. However, she expects If the P O try to sneak into town they can
that might prove of interest to the heroes. Mandracore to cheat. now that he must fight. grab a human slave or a minotaur guard to try
The h e m s will be allowed any gear they own and gain information on the whereabouts of
-The body of the master of the Koalinths except magical wands. theirfriends. The characterwill either be tcrri.
could not be found after the battle. tied or ddiant but the information that they
Thc Battlekld: You should create the bat- might find them in the gladiator pits of the
-The dolphins report that the PCS friends tle site using the outdoor ruins or city Arena may be gained.
were “rescued” by the Reaver. The villain
fed her c m to the fish. geomorphs. Nenplsce these eight encounters The Arena is guarded by many minotaurs.
somewhere on the map: Eventually an alarm will be sounded and they
-Fish report a strange man with a glowing 1) 6 covered piu (10’ deep; Dmg ld6) will face the minotaur patrols below.
2) 2 crumbling w& (may push over; Dmg
stone in his chest who walked beneath the If they walk into town, have a patrol of 10
waves. The f& were frightened by the 2d6 iffnil to save vs Petrify) minotaurs try to arrest them, with 8 more
rtrnngc creature or would have turned him arriving each turn after a fight starts. They will
from his path which lead straight to the 3) 1chasm (20’ deep, bridged by a log) use nets IO capture characters. Anyone
shore of Mithas, d e of the bullmen! 4) 1geyser (erupts every 2nd turn; Dmg 2d6) arrested will be striped of their g c u and taken
-And good news their craft did not sink,but 5) 1 dust cloud (10x10 yards; explodes when before Chieftain Chot.
was flung out of the maelstrom and was last
seen drifting toward W a y . The heroes ignited, Dmg 3d6) Chot Ed-Kdin is the chieftain of the mino-
must decide where they will go. 6) 1patch of oil (30x10 yards) t a m , see his NPC cud. At his court are a
There M two ways you may get the PCs to
their goal. First, you may allow them to jour. Both teams may discover thne features squad of 12 Bsnr, 8 Bozak and an Aumk
ncy undersea crossing volcanic mountain while exploring during the battle. leader (Gildentongue if still alive) who are
ranga and mud flats, over trenches, through
kelp jungles and up c o d reefs. You will have The Fog: Mandramre’s team will seem negotiatingfurther details of an alliance. Also
to create any adventuresthey have on the way qual in size to the pnny’s but he will cheat hia own bodyguard of 8 minornun.
and has planted smral reinfolccments.
there.Or smdof the Dargonestiin dolphin Chot will ask what their mission is. If PCs
form may carry the h e m s to the shore oftheir Mandracore-see NPC card tell him, he will note that though he usually
Karllung-Illusionist, use Wizard NPC doesn’tdeal with h u m m . he is a sportingsort
desire. card and would be willing to give them what they
Slig Champion want if they can succeed at a little contest he
@a4t5: pi-= holb 2 Ogre Chieftains has in mind. If they refuse, he will relegate the
The ICSt U C PLntC WarnOK. weaker PCs to being slaves and the stronger
At the pirate port of Kalpcthis (42), the There PIC 3 Warriors and a Spotted Lion ones to the Arena.
h e m Mwelcomed with awe at their tale of already hiding in the ruins. Also in the M a
marvel. They will be brought drinks and dry are 4 minotaurs, who are fighting because The Aurak will be smooth tongued and
clothcs. If the PCs mention Maquata or the glib, chuckling at the heroes fate, but whis-
Perechon, there will be chuckling, and some they M feprhrl of Mandracore but may be pering to Chot that he should not underesti-
will note that she’ll be glad at word of their mate them.
arrival. The pirates will CSCOK them to her. convinced to betray him.
Fog’ Tktia: Mandracore’s philosophy is A patrol of 16 draconim. led by a mino-
Maqucsrn is in a building dug into the cliff taut will take the PCs offto prison for the eve-
face. With her are Fritz and a badly beaten to divide and conquer,using the chasm or the ning. As the h e m s we herded into their cell,
Kof (hdfhit points). Maq will look up in sur- crumblingw d to split up the pprty. His team
p r k with a half grin. Then with a snarl she CM use 3 secret doors. placed before play one of the Borak will wink at them and hiss
will spring at them and throw them aside, but Mandracore will UM decoy and ambush. He
with a guffaw, the door will be slnmmed, may even have Karl use his (improved phan- that they never can tell who their friends
IOcLing all into the room with her. might be.
tasmal force] to make the PCs think they have
After some biting remarks, Maq will c h €vent 47: Reunitcb
down and explain what has happened. Her defeated all of hia forces.
Special Rules: ’Ib climb onto rwfs or into In the cell already is tendlc Chdka, his nose
red from a bad cold. If Maq did not bring the
building rafters rcquim a Dcx check. To hide PCs,she and Fritron Malso prisoners here.

successfully requiresa Wia check.
If the party should win Maquesta is

awarded the chieftainship and her d i e s will
flock to c m her new ship. Should ma quest^

54

Maq will #hare the story how she, with the and rrmally have 35 rounds to complete the the other end in 1round.
help ofsomc allies defenred the Reaver. Then obstacle c o w that lies before them. l a d y 8. lnrt Dplh: About 100ynrds lie between
she d e d herewith a new c m , Kof and Fritz kngstrien and the Wizard M left with them the edge of the chasm to kndle. it takes 1
to rescue k n d l e and Bcm. Unfortunate~y and will help them win or lose despite their round to c m . If the P G M too slow, kndle
she ran into a bit of bad luck. Kofis on the own motives. The course hec 8 obstacles. falls but manages to grab onto the edge for 3
ship ntlcborrdin a hidden cove. BLda: Thrce blades scythe a m the rounds. The pit damage = Sd6.
1.
Bmm is m here. long story corridor ahead(Dmg Ids). Their awing ksyn- Chot will be plewd with the h e m ' vic-
of how he WM 6hed kndle h e a by mino- chronized every 2 rounds. PCImay either tun tory, and with a nasty chortle inform them
out oft =a past in groups of3makingDa checks. Or the once all have arrived that they will make excel-
oun and brought here as a slave. Berem WM lent gladiatorsfor future battles in the Arena.
blades may be jammed. On the other side is a He has no intentions to let them go.
already here somehow. He seemed to get
buddy-buddywith a draconianand conwted lever that will stop than for 1 round.
some d e of knowing the my to a fibdous 2. Jugpnaut: In the 200 yard long hall At this point a Bozak neps forward and pro-
treasure on ruiaed Karthay. The minotours beyond is a spiked bridge over a pool of acid. testa that this is unfair,the PCIwon. Chot and
bought thetale and hauled Berem &to lead A living juggernaut rolls out of a accret mom his guard of 8 minotaurs, 3 B w and the
them to it. behind them (HD 20; AC 0: MV 9"; THACO
Aumk. will be bemused, laughing at the crea-
While the ppml is compating stoties, there Io; Dmg 3d6; hp 100). As the juggernaut
tuie's f w l i i m . To everyone's dismay the
is a commotion at the door. The door opens c h w s the party, the bridge slowly Fpisea on Bozak seem indignant and says that he
and a minotour guard haula a veiled lady in their side. To leap the bridge acm the 10' gueates he'll just have to take actions into his
h&g and spitting at him. swearing in pool takes a Dex check. The acid damage = own hands. To everyone's amazement he
,%hnia. Naf a d quiet man is roughly ldS/round. Or someone may leap onto the undergoes a transformation into the bronze
shhooldvehderinb. uHke. gce to the lady and tries to juggernaut ( D u check -2and blind the crea- dragon Clarion and attacks.
The Aumk peen in the door ture which will crash into the pit and then may In the followingc h m or after the battle the
be w d as a bridge. h e m may flee to the safety of Maq's boat.
nnd hissea, "bur fate shall be the same as 3. Chimney Here is a narrow 50' toll rock The lady and her wizard will be anxious to go
these wretches lady!' Then the door is c l o d .
ThcM two Mthe Lady Lcngntien and the chimney that must be cliibed (Dachecks). with them. You will have to create any
Blue W i d . They will at fm be haughty and Only 1 character per round CMclimb the encounters they will face in their tlight. Clar-
unapproachable, but the evening we- on chimney. ion should ncape after he has made sure that
the Wizard will apologizefor hi8Lady and will 3. S M : Here is a narrow 30' deep shaft. the PCIget amy.
talk with thus.See the NPC cards. To climb down requires a Dex check per pet- Ftom here the hems journey should lead
The night will p w uneventfully. There is son and takes a round each. The mom below them to W a y and the fmt event of the next
no chance for escape for the door is triple holds 5 ' of water and may be jumped down chapter. You may use a sea event on the way
barredfromthe outaide. into for only ld6 points of damage (2d6 if a there.
Dex check is Wed. Four charactem CMjump
€vent 48: maze OF b a t h down each round.
4. Plooding Rwm:When the false door to
The next morning d the prisoners M fed a
brcpldnn ofgruel and then they Mled off to the pool chamber is tried, it will begin to
the Arena. k n d l e is separated from the flood with water. There is a scaled trapdoor
under the mter that may be opened with a
P UAPh.aughty Chot explains the tules of the total of 25 Str points. Swimming PCs must
conteat. Heshowathem k n d l e hanging above
make Con checks each round or suffer Id6
points of damage.
a apiked pit by a rope tied around his h 5. Shark Pool: When the trapdoor is besm-
opened everyonewill be sucked down a sluice
"yt",cnnhead. Got holds a d i n g tat by
x& piogfbhliosondeocnk.thWehraotpehwe hisergeoiitaigs to do is that spins and turns for 1round and emptier
drip tied to a into a 50' wide pool. FCd must make Con Tkaq HicLmnn. Series Conecpt
p a t and theqaet the tat fm.He f w r e s they checks or will be stunned for 1 round. There Harold Johnson, Director of Design
have about 30 rounds to make it through his M2 bullaharks in the pool. A pwnge leaves
little tmppedmaze and grab the rope before it Margaret Weis Douglas Niles
is gnawed through. It the PCI succeed, they the mom from a ledge on the opposite side. JdTGtubb Linda Bakk
6.W u : Up a tlight of scoirS is a mom Larry Elmore
will gaio their freedom, if they hil. their fate with a checkerboard pattern. There M holes BNCCNesmith Mike Breault
will be the m e Lndlc's. He will stm the in the right wall. Each of the black sppces in Garry Spiegle Michael Dobson
contest with a tnunpet blm. kndle looks t h e f m row will h X a Hickman
very desperate. trigger 6 a r m to be f m d Carl Smith
(THACO12:Dmgld6).Therrstofthespllccs Roger Moore
A squad of dnconians will lead the PCI
* down some stairs and to the start of the hid- pMlrodfemar,6bmutowevse.ryThspeascpeacinestMhe l5e'stwriodwe will
den maze. T k y Mhanded a half hour glass. and
may be leapt with a Da check.
Just before t h q Mlocked in, one Bozak will 7. chrun: Time should be almost up. The
whupcr to a PC that he I& them someweap
otu mide. The FCs will fmd d their (*u rpoaprctyi'sstpiaetdhtios blocked by a 15' wide chasm. A
pikdattheRprtofthemaze. the h e ofa pole on each side.
It takca 3 roundsto moa the mpe,otthiiend
The chprpncrs have 3 rounds to get ready may be niaed and a c h m t e r codd slide to

55

€V€tlt 4 9 the WR€Ck OF the Pen€- Wizard should help, possibly saving someone the tower and activate its automatic defenses
from a s n d attack. Trapping the p q while they escape.
chon
Riding at anchor in the bay is one of the €vent 51: boom Faom Below € V a t 5 3 Ch-k h V € R
small, swiftgalleys used by minotaurs. It
On second day oftravel inland thii occurs. The tower is five stories tall (90'). Each ofthe
appears to be crewless, and several long- first three floors u e 20' tall and the l u t two
h t s pulled up on the shore seem to con- Sand and locusts have stripped the land are 15' tall. Like all gnomish machines chis
bare. There is only an occasional sand lir. tower is full of gears, pulleys, wheels, bells,
firm this. u d . the size of a stag, striding across the and levers without purpose.
dunes. You have just encountered one of
Resting on a sandbar, listing to one side Every machine has a chance (on Idlo) to
is the Perechon. its hull is unbreached. these beasts basking. He stares at you, lick- malfunction, noted as (MU). Whenever an
Only shattered shafrs remain of its two item is used, roll for malfunctioning. and if
m w . It looks salvageable with a little ing his reptilian lips. Suddenly, he rpises one occurs check below for the effect.
his head looks around. Then in a flurry of
If the PCS had the sea elves bring them to Kar. sand he digs into the ground burying him. Roll EtrcR
thay, they will see Maquesta's borrowed ship
sail into the harbor. With her will be Fritz. The sand lizard was responding to the 1 Mechanism tw fast. snaps shut on
Kof and kndle. plus Lady Lengstrien and rhe approach of a giant sand worm. If the charac- PC (Dmg ld4; AC 4; hp So)
Blue Wizard. Maq can sharethe tale of slaying ters pay attention, they will feel the ground
Capt. Mandracore and becoming chid of the tremor and might even sight the telltale wave 7 Mechanism tw slow (Crash ld6)
pirates, Event 49. She will also note found in of sand rippling to one side. The sand worm 3 Mechanism stuck,restarts suddenly
Event 49.She rescued Lendle and h i two fel- (use the sea serpent's statistics) will c ~ pint
low prisoners from the minotaurs. 1 chance in 6 each round
-the midst of the largest group causing all to 4 Mechanism too strong, moves item
If the PCS fmt visited Mithas and rescued
kndle, the Lady and the Wizard, they will make Dcx checks at -2 to stay on their feet. twice as far as needed (Dmg 2d6)
meet Maq, Fritz, and Kof here having fol- Any crew members arc treated as having Dex 5 Repeau action rapidly
lowed a mysterious minotaur galley heading 6 Smoulders & Smokes, obscures vision
north. 12. 7 Red Hot. treat as hear mctd
8 Breaks so it can't be wed
There is no one on the minotaur ship. A The Lady should appear a likely target of Whenever levers, wheels or buttons are
trail seems to lead in land. the worm so she can be saved. She will express toyed with use the following table for effects.
her thank and admiration through the wiz- Roll Effect
€VfJlt 5 0 IllGht P I E S ard. 1 Jcr of s t e m (Dmg ld6)
2 Noise sounds
After a day's journey this encounter occurs. A mile further, the characters will fmd the 3 Something breaks off
About evening of the first day, you sight remainsof three minotaurs. earlier victims of 4 Clothing is caught by machine
some campfim. Approaching cautiously, the worm. There is no sign of Berem. 5 Somethingstam up
you find a minotaur camp. Sailcloth tents 6 Somethingflies a c m rwm
have been built as shelter from the wind €vent 52: S U B ~ X R $ ~ 7 Sparks
and fm Mringed with stone. T h e mino- 8 Oil pools; may ignite with sparks
taurs become uneasy as the evening dark- ~
em. Each floor is linked by a series ofstain and
On the evening of the xcond day, you catapult/slidepole shafts. The stairs will van.
This camp has 13 minotaur, though the full sight a tower standing on a steep hill sev- ish or become traps when the alarm is acti-
number is not readily apparent. They do not vated. Each shaft (MZ) only works one way,
lie thishaunted land and are easilypanicked. eral miles away. Lendle Chafka. the though a levermay change its direction. To go
This group is waiting for their chieftain and gnome, is excited and says that it is of down, one slides down a pole. To go up, one
his pards and &rem to return from the gnomish design. What treasures might it grab the pole and is launched by a hydraulic
N&. There is a 20% chance each turn that contain he wonders. catapult. If a shaft goes 2 levels, there is a
anyone sneaking into campwill be discovered. valve door in between that should slide open
If attacked, the minotnun will rally around Camping for the night, Lndy Lengsnien gocs when approached. The poles are greasy and
the campfues. If things look grim, they will off to "meditate". while she actudy contacts require a Str check -3 to stop from sliding.
flee. Should they reach the bay, they will There are severnl automatons in the tower
sneak out to the pirate ship and cut its anchor the Queen of Darkness to scry Berm's loca- which perform various duties. They all have
sothat it NNaground. Then they will wait for the same scats (AC0; M V 15 ";THACO 10; hp
the return of the pany. tion. Later she will hold private counsel with 50).
C1. En- The tower entranceis on the
In the camp are 3 casks of mead, 50 days the Wizard. Thii is their plan. third level and is reached by climbing a series
rations. and a sack of 100steel. One minotaur The Dark Queen conftms that &rem is of collapsible stairs up the wall. The door is
has a worthlns treasure map to Misty Island. featureless m e d with no handles. There is a
nearby. The Lady and the W i z d desire to bell chain hanging to one side. If the chain is
If the pany attacks. Lady Lengstrien and the delay the pany, while they go capture Bcrem. pulled, there is the sound of clanging s n a p
To this end, when the party approaches the
tower, the Wizard will cas i m p m d p h a n w .
mal fom, showing Berm entering the tower.

To do this, the Wizard will ask others what

Berem, looks like. There is a 20% chance that

one PC will notice something odd.

The Lady will stay at the front of the pnrty
while the Wizard moves slowly to maintain
the illusion. They wmt to lure the party inm

ping metaland one door opens outward, wide and will open!’ There is a hidden button on Lendle’slast name and he may talk to himself,
enough for a kender, and stops. The hinges one side, but when pmsed, a small spring The PCs will be able to see where Berem is.
Mb d y rustedand will snap ifpulled with a brenks out. The lock has AC 0. hp 8.
1;hDimdge1t-h3e+chpeositsisona;nTiHroAnCcOob1ra8:(hApC40).: HD C17. WntChrmlL: This place is harmless
total of 35 Strength points or more.All PCs The until the almis activated. Any ropes thrown
ybclepenfhfaevcetfdoirlu1t.e4ddiatys sp.oTishoencshomithcaouldsess3apfeupmll-s over the side are cut. The metal walls are -50%
pulling must make a Dcx check or suffer 4d6. to climb and strongwinds will c a w any flying
worth 250 steel each. or levitating to save vs Petrify each round or
CZ. bay Hak This hall is lined with C11. Workshop: This crash into the wall for 3d6 points of damage.
room is hll of noise. The door will c a w ld4 points of shock dam-
metallif p i l h and a door to the right is ajar. A conveyor belt feeds through one wall into age each time it is touched. It requires a total
h p e t s . cymbals and bchwill sound when- the laundry. Shaft “c” leads down from Level of 25 Str points to open.
everanyone calks.After the almis sounded, 4,whileshaft“d”leadsuptoLcvcl5.Thereis C18. Rooftop: On the roofrop is a garden a
if a character gets dose to a pillar (M3), it a valet automaton here. It will do one of two bell, a flagpole. a chimney and a trapdoor.
sprouts tentacles and tries to seize an item. things: seizes characten and locks them in M The garden is overgrown and has strangle
p e s t room or throws character onto conveyor. vines and giant puffballs that explode into a
The item is then passed to by pillars and C12. Gum Room: Empty: metal door stinkingcloud for 1-4roundson a loud noise.
dropped through a slot into STORAGE. (hPC1330.).Lnundq: Laundry is fed into, a hot The bell is the tower darm. When tung it
pool and beaten by a water wheel (ld4/ will activate the defensemechanismsand lock
0 .M o w S p i n : Here is a mechanical round). Then it is lifted out and dumped into d of the doors.
stairway the moves upward (M4). Anyone The fl~gpoleis rotten. If it is touched it will
the drying room.PCs thrown in will knock a topple causing Id8 points of damage.
stepping on the stairs is swiftly lifted to the box of soap in the water, and suds will fill the The chimney is big enough for a kender.
nmfloor. If the alarm is sounded. these stairs room.
move at high speedsand none can walk down

them. If rhev break. a mp(s of twisted metal

will blcck th; MI.’
C4. cellpr Shaft: This shaft lends down to

Lcvcl 1. The shaft seems to end in a metal
plate one floor down, but this is a valve.
When the valve snaps shut it will cut ropes. C14. Drying Tunnel: Upon enuring this € v a t 54: 6€tFZayal
CS. Machinq Room: This room is fded room a gust of hot air buffets the PC.Make a When the pmy reaches the top of the tower,
with a jumble ofnoisy, shuddering machines. Dex check or stumble into the drying tunnel.
Shaft ”b” leadsup to Level 4. These machines This tunnel spins and hot air buffets the char- the Lady insists that she sees someone hiding
s t e m driven by subterranean heated watcn. in the garden. While this is being searched she
DCStIOyhg mpchinu in scalding acter Con check each round or take ld4 will stumble and ring the alm. activating
stepm (Dmg ld8) and a M+ 1dttos malfunction points. ’b escape the tunnel require a Dex the tower‘s defenses. While all rush about to
check at -2. seewhat is happening, she and the wizard will
ChMCCS.
ClS.Quanem Thiisisabedmom.Ashaft
There is a trash chute n m shaft “b”.An leads up from Level 2. There is a metal ladder withdraw from the DMV.
up to a trapdoor in the ceiling. There is a fm-
automacon appcpn to pick up anything fall- place with a large chimney on one w d . Alarms ring, bells chime and homs hoot.
ing down the chute and throw it into a furnace Behind a curtain is a narrow elm, *hen Above it all comes the sound ofa mocking
(2d6 points per round). someone steps inside they arc instantly laugh. Lpdy Lengstrien and her wizard
drenched with icy water. have retired to one edge of the roof and it
C6. Anomlio: This hallway is lined with is she who m& the party. “The time has
arrow slits. When the alarm is activated. a This shnft ha a valet function and works come to end this charade,”she says. With a
crossbow bolt fms every time someone paws whenever used. Roll ld4 for effect. gesture from her dainty hand, the blue
a scli7t:(TaHnAmCpOs&1:4). Thwe M stain up to
RauBffM wizard is suddenly twisted and deformed.
k l 5 . When the alm is activated they turn 1 Metal hands pull off boot and stick His size doubles and triples. and wings
into a greased m p when stepped on and sprout from his back. till there perches a
a nightcap on feet, cannot get blue dragon.
chanctets slide down into a 10’ pit of gbo free of pole without help

(ld6).
C8. Kitchen: Shaft “b” comes up from 2 Metal hands tear offbelt and shove
Level 1. There is a trash chute here. When 3 Lpdy Lengstrien doffs her veil and wig and
entered an automaton activates and SMS to 4 slippen into mouth reveals her true identity as she swiftly mounts.
throw flow everywhere. After a while it will Metd hands slides gight She bids farewell to her comrades, saying that
h e characten around with a pepper shaker. shirt over body and pole this is for the best, now none will be h m c d .
There is a f q l a c e here with a smallchimney Metal hands rip offdothes, stick a And before the PCI CMreact, Skie lifu into
C9. Dormitory: When the door to this pipe and brush in mouth and douse
room is opened an automatonwill bunt out of with cold water. Then throws the air with the beat of mighty pinions.

the c h c t and attempt to catch characten and victim onto broken bed (ld4) €vent 55: the cjwntlet

dump them down the trashchute in C8. All pments pulled off victim are thrown
C10. Study: This room has a smd table Dragon and booted tmks lead in among
and stool of metal and a shaft leadingdown to down laundry chute. Chute is too steep to the abandoned buildings to a keep built
Level 2. Diagrams lifter the table. Lendle
fmds them particularly interesting and can’t climb. The ladder becomes red hot if the into the side of the cliff. Before stain that
rem totake enough along. Under onetable is
a metal chest with a rustylock. There is a note alarm M g s . dexend to an open door lie the mangled
attached saying, “Lost key, but pres on side claw, one by sword. Dragon tracks leave,
C16. Den: There is a draped stone table but the booted continue.

here. Beneath the cover a crystal hemisphere is
fastened. It works as a crystid ball when the

commpnd word “Ch&a” is spoken. This is

ChapteR 11 €vents

This building is i facade for a network of ten entering the cloud must save nPoison or 100' in diameter. There is a cliffoppite the
chamberscarved out of the mountain. Within they C Mnot move. The cloud will last for 5 entrance, and 20' above the floor is a 10'
is Clarion's lair, and the refbge of Berem.The more rounds. wide opening. A boulder sits in the middle of
dragon's entrance is an inaccessible cave high the entrance and must be climbed over.
above in the clii. The roofs of the lair M G5. A Mire: Beyond this point is a maze
missing, but the walls and rubble arc so unsta- of corridors that lead nowhere. A trailof water Shonly after the parry enters the room.
ble it is suicide to try to cross them. leads to a bolted door. Beyond is a room lit. Cladon will cast difpel magic at 18th level on
tered with rubble. In the far wall M odd hole the Inrgest group possible.
Kitiara is hunring Berem and is only i few shimmers, it is a pawall. The spell will fade
rounds ahead of the pnrty, delayed by earlier after the party steps through. Beyond the hole N m he will enlarge the boulder to block
fon. Clarion has retreated before her casting is i 10' drop to i tunnel.
spells from xrolls in his defense. He has cast their retreat. Then he will cast a wpll of fa
clairaudience above the ruins to watch the G6. Roller Brill: These tunnels appear oat-
progrcss of the intruders. u d and there M no doors out. The tunnels halfway across the chamber pinning the char.
stilGl 1w.aPrmirefrTormap:thTehdeisecnhtarragnecdefiiamchtarrarpe.d and form a circuit about 600' long. Clarion will
use relekinnw to roll i large boulder around 9B"nst the entrance, and slowly move
GZ. Broken Bri+ The hall divides. one the corridor. The boulder will circle once every
branch ends in a collapsed passage. the other 2 rounds.Characters must make a Dex check athcetewnal toward them. He will growl that at
stops before a chasm with a broken bridge. to avoid b&g hit for 2d6 points of damage. last the minions of evil are his. If the cham.
The boulder ittacksfor 14 rounds.There are 2 ters CMconvince hm that they are good, he
To cross the collapsed M a , each PC must pits i t 150' from the exit. Each pit is 5'decp will end the spelland call to them to climbthe
save vs Petrify or take 2d4 points. Beyond are and can hold 3 characters. P G in i pit do not cliff.
stairs that lead up to a windy open room. take damage. but the rock may stop on cop of
Blowing grit scours the flesh and blinds, but it. requiring i t o d of 45 Str points to move. €vent 56: btwon ben
PCs can spot Kitiara just ahead, and Berem
Nnning down a hall looking for a r&ge. Some 300' from the entrance is a ramp The chamber beyond the cave mouth is the
leading up. However, Clarion had cast a gmwc lpir of Clarion, the bronze dragon. It is 40'
The broken bridge is a phantwnal force, spcll on the ramp. Characters who stand up tall and 100' in diameter. Water cascades
there is really a complete bridge here. The down the left wall forming a pool, and side
chasm is 30' wide and 30' deep. from a fall or climb out of a pit arc i t .2 on rwms can be seen behind stony pillars. Coins
litter the floor. A tunnel in back leads out.
G3. mooded Room: S t a h lead down into their Der check for that round.
this rwm which ir flooded with 10' of icy Clplion lies here dying from poison used by
water, resultingfrom a melted wallofice. The G7. SmokyChamber: This chamber isvery
first PC in will see Kit woss the room,leave Kitiara. If he finds the Pcs to be friends he
through another raised door. If characters uy warm and filled with blinding, choking will ask them to bring him the neurdizepoi-
to swim, they must make a Con check each smoke from a pyrokinesir spell. The room is son potion from a side room.
round or suffer Id4 paints. '0 climb out divided by a 10' wide river of lava. 2d8 points
requires a successful Der check at -4. of damage each round stood 00. There is a Initially wary, Clarionwill use his repulsion
chandelier overhead that is strong enough to breath when 2-3 characters climb up the diff.
For those who look carefully a submerged hold one character i t i time and will break on
arch and stain up CM be sighted. Successful i 1-2013ld8ifcwocharacrersuseitatthesame He will only use his last breath w lightning if
Der checks are not needed to climb the stairs. time. The chandelier is 10' overhead. the PCs continue to attack. If Clarion is
These stairs lead to a locked room. The rear of helped he will help, offering his UCMUT for
the mom has i hole in the floor that drops to GB. Muddy SlOUBh: A transmute rock ro their aid. Hdfof his magic treasures M hid.
mudcwt on the tunnel will has filled the hall
the hallway before G4.On the floor arc the with a muddy m o w . 60' long. From cover den beneath a boulder that requires total
shattered bones of some poor soul and his fit- ahead, Kitiari fires c m b o w bolts i t the party Strength of 20 to move.
tered clook. It is a robe of usefulirems, The for 2-5 roundsor until it looks like they might
cross. She tells them to give up and turn back. His trcwre includes 4,000 cp, 10,000ep,
pitches it hw are: Then she continues on. 2.000 stl, 20,000 sp, 16,000 gp, 1,000 pp,
4 Potions: Climbing, Extra-Heding, Speed
Ladder Pit Potion: Extra Heal G9. Ebony Depth: This narrow pwsage is Neutralize Poison, & Speed
Window Door Bag of 100 steel flanked by stony stalagmites. Four lie toppled Boots of Striding &LeipingWand of Fire, 32
Rowboat Pit and shattered in the middle of the room. charges Scrollof ProtectionVI BreathWeipons
Dagger htem 10 Gems (100 sd) These M r d y E d ' s black renwln. There (Half damage, save for none)
Scroll: Dispel Mag are 8 tentlrles remaining.
€vent 57: bespemte Chax
Mirror (18) G10. Dead End: Here the corridor
Rope, 50' branches. To the right is blocked by i web buildings. More you towers i cliff, a nar-
Sack Pole, 10' WPI dog row trail winds back and forth up its face.
Torch Rope, 50' Meat haunch holding back debris. This is the way Kit went. You CMsee the dragon highlord halfway
Mouse Sack Cask of brandy Clarion. cast the webto trip her, but Kit man. up the trail with Berem in tow.At the crest
Bonfire Cdnops, 10 aged to comer Berm and fmd a xcret door. of the cliff1blue d m o n bugles a wminn.
Crowbar WaspNest She collipsed the passage to block the way. If
~~
G4. Gpa cloud Wet footprints lead down the web is removed, anyone in front of it in
the hall ahead into i noxiousgreen cloud that the corridor will be hit for 2d6 points of dam- Kitiara is escapingwith Berem! The PCs must
fdls the passage. This is i stinkhg cloud. It stop her before she reaches Skie who is
fills the hall for 50 feet. On the floor before age (save n Petrify for half). It will take 2 perched atop the cliff. High winds in the val-
the cloud is an empty potion bottle. Charac- rounds to dig the passage clear. ley, present i risk that MYflying or levitating
will crash into a cliffhce. Save VI Pctrifj each
The orherpwsage empties out into a luge round or take 3d6 points of damage.
rooflcss chamber.

G11. End of the Line: Thii chamber is

Chapter2 1 1 €vents 1Y

Kitiua is 300 yards away from Skie,and it eplloqu€
will take 10 rounds for her to reach the top. If
the characters are unhindered, they can over- The adventure may end in different ways
take K i t h in 6 rounds, closing 50 yards each depending on the outcome of the final chap
round. For every round the P O ue delayed, ter. You will have to create the mood of victory
attacking or crossing an obstacle, Kit opens by making it seem that the party's actions
her lead by 50 yards. caused the success and not the hand of the
gods. The following event occurs after Kitiara
Skie will attempt to delay the characters by
dropping boulders (2d8) starting at -8 to hit, Wits.

but gaining + 1 every round the PCs climb. If &rem fell to his "death" at the base of
He will cut spells when the puty gets in the c l i s . one of the P O will see that he still
moves, if but feebly. Encourage the P O to
range. On the thiid round that the PO climb believe, that if they move swiftly and cute
Skiewill breathe lightning once on the cliff to &rem he will yet live.
cause an avalanche (3d8, save vs Petrify for
half). It cakes 2 rounds to c m the rock slide. If Berem fell to his "death" in the ocean
then this event occurs when they return to the
One charactermay try to ride Clarion in the Perechon. Dolphins leap and cavort in the
high winds. He may only use one handed waves. One is Apolena. and she will try to get
weapons, and when attacking from dragon. the PCs to meet her in an isolated place where
back. mustmakeaDnrcheckorslip. Ifachar. the others can not see her change shape. She
acter slips, he must make a Str check to pull saw Berem fall. and sent some fuh friends to
himselfbackup;ifherollsa1.4hefells.C h see ifthey could help. If the characters desire,
ion has only one breath left, and has 30 hp. I she will have the body brought to them.
will take 4 rounds to reach the cliff top. H
To everyone's b y , when Bcmn is brought
will not pursue Skie if he flees. he is found t o b e b d y plive and can be saved if
If Kitiara takes 45 points of damage, sh the Pc9 Clm him immediately.

staggers and Berm wrenches free. But s n m If some other mse wu used to save Berem
then he remains alive and well.
bling. he pitches off the trail and folL to hi
death. Kit will be rescued by Skie. Once Berm is saved, you should give the
PCs a chance to mt and plan what they will do
If Kit reaches the top, it takes her 2 round n m . If the characters are to continue on and
to mount and fly away. Should K i t h escap play DL13, Dragons of Ihrrh. then either
with &rem they will fly out to sea. There, 10 Apolena or Zebullah, or the bronze dragon
or Skie. due to apparent wounds from fight Clarion. counsels the PCs 10 seek out the King
falters and Berem wrenches free and plum of All Good Dragons. If they can find his
mets to his "death" in the sea. domicile and prove themselves worthy, he
may advise them how they might yet defeat
e e n t 58: a ~ R C W ~ I @I .R now... the Dark Queen's plans. The King lives in a
place called, Glitterpalace which is many
Once Berm has died or Kit escapes, she wi places and none. The best starting point is to
return for one Last taunt from d m n b a c k . seek the Earth Dragon, the keeper of the
secret to the Gate. Legend last mentions his
So fate, has turned its back this time?Well appearanceon an island far to the north.
enough1 Be glad that I have no further
quarrel with you. You ax worthy oppo' If the chasacundo desk to continue on they
nents, why not join me? Together, we may Wpit for Maquntp to complete repairs on
would be invincible! I await your answer the Pmchon (3-18dap), then she will transport
when n m we meet again. F m e l l ! For than as basPort Kalaman where they can hire
now... anothership. Orthey may appeal to the sea elm
to let than drink the elhir of w p m breachkg
and have them take them to a shore near Kda.
man.

If the P O choose not to continue on, they
will find plenty of adventure exploringother
mins. helping Maquesta invade the minotaun
to carry off their treasure. searching the secrets
of the deep sea, or helping the rebels hams
the Dragonarmy.

The characters have survived their most dif.
ficult ordeal. From here. victory is but a short

journey, if they prove worthy.

LId=-

b w n , sa The sea elves of Krynn are divided into two
races, the Dimernesti and the Dargonesti.
FREQUENCY: Rnrc FREQUENCY: R a e Both races have webbed hands and feet, p
Y A F T E N U N G . Id6 sess gills, and CM breathe either water or air.
#APPEARING: Id4 ARMORCLASS: 0 Both races arc also shapeshiften.
ARMORCLASS: 5
MOVE: 6W8'//12' MOVE: 3"//9" The Dimemnti (Shoal Elves)live in shallow
HITDICB: 7 HITDICE: 13
SINLAIR: 50% %INLAIR: 10% waters in kelp beds, reds,and shipwrecks.
T#REmASURmETY3P0Br:I F TREASURETYPB: C.H
Y m C m 30rl They have light blue skin and braided silver
DAMAGE 2d6/2d6/4d8 hair.
DAMAGE 2-5/2-S/3d6 SPECIALAIUCKS: Breath
SpBcUC ATucKs: TongdSpit Dimernesti once traded with land dwellers,
SPBCULDEPENSBS: Acid Wsm SPECIALDEFENSES: Nil but have rarely been seen since the Cataclysm.
MAGIC RESISTANCE: Stpndnrd They live in small family groups and hide by
MAGIC RESISTANCE: Staadnrd INTELLIGENCE: Hithlv day. By night they may sneak ashore to raid
INTBLLIGENCE: Very neuby settlementsfor tools and other necessi-
ALIGN- N e u d Evil ALIGN- N e u d Evil ties. They M a cautiouspeople, wary of stran-
XSPISPZIVEOA:NL1I(CU30AE.fBrI4.L,9dIT0ip0Ym:+eNrUeidi/ h p gers.
SIZB: L (25 fr. long)
PSIONIC ABILITY: Nil Dimerncsti can change shape into that of a
WVALUE 825 + 8/hp sea otter, but cannot use spells.

Thi creatureis a unique crossbreed between a The sea dragon ofK r y m~embles a giant sea The Dugonesti (Deep Elves) live in the
gmn dragon and a sea dragon. Though it turtle with a dragon's head and clawed flip-
bears some of the identifying features of a pen. It is awkwprd on land. depths of the sea in mountain caves, ancient
g m n dragon, it looks most Wre a giant toad A sea dragon possesses all ofthe abilities of sunken cities, or huge seashell citadels. They
with a tail and s m d v n t i g d wings. Thu normal dragons. It CM 6d"e.tIetcptohatiedsdseesns and
beast cannot fly and moves awkwardly on invisiblecreatureswithin onu arc a tall, slenderrace with deep blue skin and
that allows it to see up to 36" in the OCCM. It hair the color of seaweed.
land. H m e r , it C M leap a distanceof 18"Of causes dragon awe while charging.
a height of 6" once every other round. It is Dugonesti once traded with the Silvanesti
amphibious and CM swim and breathe water. A sea dragon attacks with either its two House Mariner for forged weapons and tools.
claws and a vicious bite or it breathes a cloud But quarrels with the haughty SilvDdesti sev-
An amphi dragon possesses all normal of s t a m (6W"x4") three times a day, even ered the old ties. The Dargonesti have
dragon abilities. It can d7e"taencdt hidden and retreated from the affairs of the surface world
invisible creatures within has infravis- while underwater. The steam causes damage where madness seems to tule. Even their term
equal to the hit poinu of the dragon. A save for outsiders, "kreeaQUEKH," holds the
ion (60-foot range). It also radiates dragon vs. breath weapon reduces the damage to half. d e g m of rmlsion and distaste they feel for
aw while chuging. the surface dwellers and their scheming,
It has the ability to change the color of its A sea dragonCMuseESPat will. Also it can betrayals, and wars.
skin to match the surroundings. If it remains use the ability of d y command. No fish or
still while camouflaged, it is undetectable aquatic reptile will attack the dragon. and All Dargonesti can change shape into that
once per day it CUI command all fuh within of their companion of the sea, the dolphin.
80% ofthe time. 30" for 2d6 turns. Intelligentfuh may save vs. The lenders of the Dargonesti may use spells.
An amphi dragon CMattack with two fore
claws and a bite. It may also project its tongue spell to avoid control, but if successful must PRickbaCk
up to 40 feet to capture a foe. To catch a foe, stay at least 30"away from the dragon.
the dragon must make a nrcccssful to hit roll FREQUENCY: Uncommon
vs. AC 10. A mature stuck to the tonguC is sa #APPEARING Zd6
pulled inm the dragon's mouth at the end of ARMORCLASS: 7
the round. If the tongue suffers 12 or more FREQUENCY: VeryRnrc
#APPEARING lodl0 MOVE: //12"
points of damage that round. it relenses its ARMORCLASS: 5
prey. A victim caught in the dragon's mouth is HITDICE: 4 + 4
automaticallybitten each round. If the victim HMOITVDEI:C%9a:/2/1+6"2ar30x %INLAIR: 10%
reaches 0 hit points, it is swallowed the next TREASURETYPE Q(x3)
round. %IN LAIR: 20% XDAAlMTAACGKE:S:1-120or14Id6 (x4)
#TREmASURuET(Y1%PB: G, Sinlnir SPECIAL ATTACKS: Pim spines
The amphi dragonCM spit a streamof acid SPECIAL DEFENSES: Camoufl~ge
up to 6" (three times a day). The acid causes MAGIC RESISUNCB: Standard
damage qual to the dragon's hit points. A DAMAGE Idlo INTELLIGENCE Low
save vs. breath weapon h a l w the h a g e SPEcUCAlTAClZ& +1 uident/cmbow ALIGNMEhT N e u d
SPEcUCDEPENES: Spella/shapech.oge S m L (IZ-fr. long)
received. MAGIC W " C E 90% ro sleep k PSIONIC ABILITY Nil
The skin of this creature is covered with XPVALUE 85 +4/hp
ugly yellow WPM containing acid. Each time a chum
chnrncter attacks the dragon in melee, the INTELLIGENCE: High + The prickleback is an aquatic version of the
attacker must make a Dexterity Check or take ALIGN- WlaoticGood
SIZE: M manticore. It appears to be a fishy pincushion
ld6 poinu of damage from the acid. WPSVIOANLIUCEA:BIsLoIT+Y:3fNhpil and CM fire up to four spines a mund causing
ld6 points of damage each. They can fue

60

eight such volleys. Further, the spines have a created from the life euences of 10 former These 10were priestlings of Istar, hurled by
weakpoison(sa~~+at4). Ifthevictimshould priestlings of Istu. Their wicked minds have the Cataclysm across the barriers of time and
fail to save, he suffers 2 additional points of joined together to form this monster, but they space to the Abyss. There the Queen of Dark-
damage and is overcome with weakness and can still animate their petrified forms to pro- ness welcomed and reshaped them. Now they
trembling, attacking at -2 to hit, damage, and tect themselves. If these forms am destroyed, serve Her pu’pose and reach out from the Pit
+2 to Armor Class. The creature has a weak the King dissipates into nothing. of Istu to spread the reign of evil.
bite for 1-2 points damage. It is 80% unde- The King of the Deep has the body of a fish
tectable hiding in sea w e d . covered with a silky tangle of hair, the head of The death statues can only be struck by + I
a squid, and two monstrous pincers. or better magical weapons. They take only
School or Salmon The creature is immune to all mind.related half damage from cold, electrical. fire. and
spells (Le., charm, sleep and hold) and all gaseous attacks. They are immune to spells
FREOIJENCY: Common cold-based spells. It has 60% magic resistance that nffect the mind (Le., c h m , hold, and
#”G: 3d6(x 10) sleep).
ARMORCLASS: 9 to all other spells. The King of the Deep can
regenernre 20 hit points per round. It CMalso Death statues wield mystical war maces.
MOVE: //IS” c u t darkness radius, three times a Drawing from their link with the Abyss. they
HITDICE: 1each with a 5 ” charge their weapons with a demonic energy
day. The CEaNre is covered by a shadowy that crackles about the maces, making them
%INLAIR: 0% mane and razor-sharp scales that CM snare +2 to hit and damage. These creatures may
TREASURE TYPE: Nil hurl their maces to strike targets and then
# ATUCKS: 10 on each target attackersand their weapons. Each time a’char- return to their hands at the end of the round.
acter strikes the creature, he must make a
DAMAGE: 1(xl0) Strength Check to retain h i weapon. If a character looks into the hollow pits
SPECIALATTACKS: Nil where the statue’s eyes should be, he sees into
SPECIAL DEPENSBS: Obscure Once per day the King of the Deep can pro- the Abyss and must save vs. death or be
duce a horrendous roar that strikes terror in blinded for 2d4 rounds. Blinded characters
MAGIC RESISTANCE: Standard the h e m of all who fail to save vs. spells and are -4 to hit and save and may be attacked at
INTELLIGENCE: Animd + 4 by others. If a character tries to avoid the
ASILZIEG:NsMENT: Neurml causes them to flee for ld4 rounds. creature’sgaze, he must fight at -2.
The King of the Deep attacksat +3with its
six tentacles and two pincers. A tentacle can- For each statue destroyed, the King of the
PSIOMC ABILITY: Nil not be severed. When a tentacle hits on a nat- Deep loser eight hit dice. If the Iut statue is
XPVALUE: 18 t I/hp destroyed, the King vanishes forever.
ural roll of 20, it seizes its prey and pulls it to
A school of salmon is harmless unless there is the creature’s mouth in two rounds. If 20 SkYrlSheR
blood in the water. Blood brings on a feeding poinrs of damage is inflicted on the tentacle in
frenzy Anyone caught in the midst of the one round, it drops the prey. Or a total of 30 FREQUENCY: Rare
swirling school is treated u if surrounded by points of Strength may pull against the tenta. #APPEARING 2d4
~ o b ~ ~ u ~ s Tpheslchl o.olis60feetindiam- cle and hold it back. The King’s mouth is a ARMORCLASS: 3
cter, and attacks everyone caught within this gate directly to the Abyss. This creature can-
area, causing 10 points automatically each not be turned by a cleric. MOVE: 3”/24”
round. If the victim is wearing metal armor
the damage is reduced by 7 each round. The b a t h Statues HITDICE: 4
school scattersonce it loses half its original hit %INLAIR: 15%
points. PREOUENCY: Unioue
# APkARlNG 10‘ TREASURE TYPE: L, M,N, & Q
ARMORCLASS: 5
ktnq or the be&p MOVE: 6” # ARACKS: 1or2
DAMAGE: Id8 t 2 or Id6/ld6
FREQUENCY: Unique HFTDICE: 9 t 9 SPECIAL ATTACKS: Dive/Drop
%INLAIR: 100% SPECIAL DEPENSES: Nil
#“G 1 TREASURETYPE: Nil MAGIC RESISTANCE Standard
ARMORCLASS: -5 INTELLIGENCE: Animd
MOVE: 3”//18” #A.!..lT..A.CKS! 1. ALIGNMENT: Neutral
DAMAGE 2d4 + I SIZE: M
HITDICE 80 SPECIAL ATTACKS: Blinding Gaze PSIONICABILITY: Nil
%INLAIR: 65%
TREASURE TYPE: A, H SPECIAL DEPENSES +1 wpn ro hit WVALUB: 85 + 4/hp
IIAITACKS: 8 MAGIC RESISTANCE: Saves ar t 4 The skyfiisheris M aerial predator. It lookslike
DAMAGE Id6 + INTELLIGENCE: High a c m s between a giant bat and a vulture and
7(x8) ALIGNMENT: Chaotic Evil
SPECIAL ATUCKS: RodDarkness dbhieuvaeklof(onIrgdi,8tsdaf+nmg2tl)iantogtrachtkainlgodanifsnei(enltdg. 6I+t1la2dttt6ao)c.khsiIttwacinathnd
SPECIAL DEPENSES: Hail net/Regcnerntes SIZE: M
MAGIC RESISTANCE: 60% PSIONIC A Bm +N1il4/hp doubling damage caused.
INTELLIGENCE Godlike WVALUE: 1,800 A skyfiiher tries to capture prey, lift it aloft,

sm:ALIGN- Chaoric Evil These 10 figures contain the life force of the and drop it onto rmky ground or impale it on
L (80-ft. long) King of the Deep. They appear to be the pet- the branches of a tree. Each time a skyfiiher
PSIONlC ABILITY: Nil rified remains of men, their flesh turned to hits with its claws, the victim must make a
W VALUE: 23,600 t 3Vhp slate. But they am still vessels of life and may
be animated by the minds creating the King.
The King of the Deep is a shadow-like being

61

new monsteRs

Dmcrity Check to avoid the beast's grip. If a atatistics as land sligs. U n b a Redst
- - c h w t e r fails hi check, he is carried aloft for
SVlb€R, WhISWR FREQUENCY: V e i y R m
Id4 rounds and then dropped. Damage from #APPEARING: 1
the fall is Id6 for ench round aloft plus ld6 FREQUENCY: R m ARMORCLASS: 6
poinw of damage from impaling or smashing YAPPEARING: Id8 MOVE: 9*//9"
on stony ground. A skyfkher also drops its ARMORCLASS: 4
MHIOTVDEI:C9E":*182"+ 8 HITDICE: I2 + 12
prey if it takes 10 poinw of damage. % IN LAIR: 35%
TREASURETYPE: G
s l (C~jhac;c;ld Yo IN- 70% c
#ATTACKS: 3
FREQUENCY: Uncommon TREASURETYPE: DAMAGE 3-9/3-9/3d8
#APPEARING 6d6 #ATTACKS: I SPECIALATTACKS: E m n m &fling
~~~~ ~ + sleep poison -2 SPECIAL DEFENSES: See below
MAGICRESISTANCE: 20%
ARMORCLASS: 3 DAMAGE 2d6 INTELLIGENCE: None
SPECIALATTACKS: Webs ALIGNMENT: Ncutd Evil
MOVE: 9*(//1Sa) SPECIALDEFENSES Jump
IiiTDICB: 3 + 3 SIZE: L (20 fi. long)
% I N W 25% MAGICRESISTANCE: Smndprd
TREASURETYPE: L, M,B in laif INTELLIGENCE: Low PSIONICABILITY: Nil
ALIGNMEm Chaotic Evil
#ATTACKS: I + 2 SIZB: L ( I S fr. long) WVALUE: 3,9SO + 18/hp
DAMAGE: Id6 PSIONIC ABILITY: Nil This beast's origins arc unknown. The sizeof a
SPECIAL ATUCKS: Spitde Id6 small dragon, iw bones protrude from rotting
SPECIALDEPENSES: &nor b u m XPVALm 1,200 + I2/hp flesh. It has a great homed h a d . It walks on
MAGICRESISTANCE: 10% all fours, but can r e a on its hind legs, balanc-
INTELLIGENCE: Average The whisper spider is a me breed. A hunter ing with iw stubby tail. to bring its powerful
ALIGN116ENT: Lawful Evil and a trapper, it weighs no more than a man forelimbsto bear. It ribs are bare and barbed,
SIZB. M (6 fi. d l ) despite its size. It moves so quietly that it SUI- forming a nasty cage.
PWSIOVNAILCmABIILIIoTY+:4N/hilp p r k s on 1-5 in 6.
This creature's motives arc uncertain. It
Slip are distant, larger cousins of goblins and A whisper spider can flatten iwelf against seems drawn to destroy the living, but moves
hobgoblins. They have been known to ally the ground and become 80%undetectable. It 08 if a mindless juggernaut. The beast is
with these races. bur always take the lion's can jump 6" in MYdirection. turned as a special monster. The beast
share of any reward. Sligs are 6-fwt tall atracks with iw sweeping claws and homed
fanged humanoids with tough, horny, hairless Thii breed uses lures and misdirection to head. Any characterstruck by a claw must save
skin and large ears. They u e very strong. capture prey, spinning its silk into a wide array vs. death or be flung for Id20 additional
Crlfty and sadistic, they are believed to be of shapes. It might create a false spider, a flap
flesh eaters. ping banner, a filmy barrier to hide behind, or poinw of damage. The beast may also charge
Slig hides are impervious to flame and they other shapes. This spider uses IO-foot-wide
take no damage from normal fire; they take. 1 web shecw to trap prey and gain a better iw victims, crying to trample them (save w.
point per die of damage from magical fue. chance for the killing bite. Prey is snared if it death or take 3d8 poinw of damage). Anyone
Sligs fight with heavy war clubs and large. fails to save vs. wand. A whiper spider may trampled must also save vs. wand or be snared
bladed polearms such as bardiches and also shoot web strands up to 2 " away to bind
voulges. Their strength ad& +Z to the dun. foes (treat as if target is AC 10). in the rib cage and take ld4 points ofdamage
age they cause. Slip may also bite with their
fangs for ld4 points of damage. The spider's poison causes the victim to fall from the barbs each round the beast moves.
into a SIUDOI for 2d4 turns if he fails to save vs. This creature is unaffected by flame and
poison at -2.
suffers only minimum damage (1 point plus
AsThis sDider is one of the few sDecics that bonuses) from edged ot pointed weapons.
Blunt weapons affect the beast normally.
actua~~y its young, carrying&em about
All sligs have a caustic spittle that they CM on irs back.
spit into an opponent's eyes up to three times
a day. The spittle causes Id6 points of damage
and the victim must save vs. poison or be
blinded for Id4 + 1rounds.
Every party of digs is lead by a slig warrior
with 6 HD able to cause +3 points of damage.
A slig tribe is lead by four warriors and a
champion with 9 HD, able to a t t d mice a
round causing + 4 points of damage.
Sligs e n d to lpir in grottoes, canyons, and
b+arr1engilaanntdsb.oIrnnth(e6i0r%laicrhtahneycem) oayr have Id4
allies (40% chance). ld4 ogre

GhagBIerare a marine species of dig. They
live in deep, open water and specializein way.
laying and sinking ships. They have the same

bmconians

D m n i a n s . or dragonmen. Mspecial troops and when they M slain, the odd enchant. The sew8 of Aurak Mheightened so that
ofthe Dragon Highlords. Thq Mmote pte- mcnts that fomed them cmte spatDcvla~ they have infravisiongocd to 60 feet,and can
&table than human ~OKCpSnd mote apt to and deadly death MI. detect hidden and invisible CIC~NICSwithin
follow orders than the ogm and goblins that 4". They EMdw sec thmugh all iUusions.
make up the bdkofthe my.D d a n s M Avnlu have aevenl natud defenses that
not frightened by dngon am, rather they they C a n invokeat will. They can turnmviaible
secm to d y around the nil dragons. once each turn until they at&. They can
DrrroniratoJo +lrohirwhenm'thh12* polymorph sclfinto the shape of MYnnimd
of~cpnrdculrrevildngoncbegwm. thck size, thrce times per day. But the most
Pourtypaofdraconh have kerr encoun- diabolical ability is to changeselfthree times
tered thus fic: the stony Bsnr. the magic- per day to rrrcmble any individual human or
wieldingBonlu,thcpiwn-tonguedKnp9tc, humanoid and to perfectly imitate ita voice.
and the hpc-rhifring Sivnlu. S i d dmcon- Thk &cct only lasts for 2d6 + 6 rounds.
ipDI, fm encountered in DL7, Dngonr of Aurpks have three modes of attack. They
light, Mfunnotfopurwl ecnvptcirn thii adventure. ctahenirgehnaenrdaste(Ibdla8sts+of2 energy from each of
The have damage with each),
of dtpcwipar
wings, but only the Si& CMd y fly. The stri!xing targets up to 6" distant. When using
duce movement rata given Mfor d i n g , change scK they a p p to be using the
running while flapping wings, and gliding. appropriate weapon, but M d y attacking
They can glide a distance of four times the with energy blasts. They also may attack with
height they launch from. claws and fangs (ld4/ld4/ld6). Thrcc times
A fifrh rgpc of d r a c b d ~is introduced per day they can breathe a nowiouS cloud (5-
foot range). Victims caught in the cloud must
hcte. the mind-bending Aumks AurPlw do save M. b m t h weapon for half damage or suf-
not pou~sswings and cannot fly, but they do
popsur a limited dimension doorability. fer 20 points of damage and be blinded for
D m n i a n s sem many roles for the Dragon ld4 rounds.
Highlords. Kapaks, wielding p o h n blade A U d S C M d W CMt tW0 SpClb COCh Of 1st to
and MOH,M used as prrpcrinr and prchcra. 4th-levcl magic-user spells. Their p & d
akThe mapic-uainn Bozak. wieldinc short rpelb include these: enlarge, rhakinggnrcp,
ESl! stinkingcloud, blink, lightning hlr,fire
swords, used P( special forccs a n d b com.
mand draconiansa&. Si& form the elite AURAK shield, and wnll offm.
forces. Wenring heivy armorand able to swing The AurnLs' most insidious power i mind
two-handed swords d y . Banr Mthe Eom- control. They CM use suggestiononce per turn
mon sol die^. the bulk ofthe troop. They M at will, but they must concentrate. And once
&scnlwsuinserdobteos%. Foinunt allsy,tthhqe CMdisguise them- per day thcy may mind controlone cmtuteof
Au& Mfate and YOYB: 19" equalorfewer hit dice for 2d6 rounds through
8
special gene& ofthe drsconion armies. They €UTDICE: 10% unbroken concentration. Mind mnrml lets
M dw used as special agents who can paw kINLiiR: the castercontrol the actions of the target as if
undetected among humans. TRBASUBBTYPB: Kz &. I .i+N2'. V it were his own body. The target may try to
Thm who have played DL9. Dnyoas of Y KIUCKS: ~ aavc M.breath weapon to avoid the effm.
M t , dixoveml that drpconians Mcreated DAMAGE: Id8 fx f ) or me11 When M Aurpk reaches 0hit points, it docs

by corrupting g o d dragon eggs. Bpaz 9 not die, but immolates itself with eerie green
rderived from brpueggs, BozJufrombronz'e flamn and enters a fighting frenzy ( +2 to hit
MAGIC IUWSlXNCE:30% damage damage). Anyone attacking it suffers
eggs. Kapplu from cop I eggs, S i d s from LN'IUUGENCB: EXCCDUOIY~ ld6 points of damage each round from the
silvereggs, and Auraka rom gold eggs. These
Mthe vety eggs that the Queen of Dprknm flames, unless a save w. petrify is made. Six
swore to protect in return for the good rounds later, or when the cmtute teaches .2O
dragons' pledge not to interfere in her war hit points,it trpnrfo~msinto a whizzing ball
PspinnthepcoplesofICrynn. oflightning, striking as a 13-HDmonster and
eviTl hteriacodr.ruWptyiorlnliorhfththeeegcglseriisct,heDw~porckporrfthane TcahurseienrgoZudn6dspolaintetrsiotfadpalmodaegse to those struck.
Aurpb M the s p d agents of the Dragon with a thunder-
Highlords. They M the moot powerful of dl
mage and the ancient ml dragon Harkid. the b n i a n s and the moot devious. ous boom, stunning dl within 10feet for ld4
Bender. ThIUU& MMC rpCh they CDWC the rounds (2d4 if underwater) and causing 3d6
egg^ to grow and i o occupants to multiply focItn-tnalla,rindmfo,rmb,Aunraksh nppcpr to be 7- points to d within 10feet (no save dlowcd).
Then Wy&h O ~ C Mthe p t e w the Abyas, with &OK Any itma within mgc must save VI. crushing
and no wings. tpilr

and wulr of the Dark Quem's minions,the Aunlw cannot fly, but move as fastas Other blow or be destroyed.
ab&, rushf o h to inhibit the new bodies.
"Ma diabolical corruption is not yet known draconians on the ground. moving 15" run-
ning or swimming. Aurpb, hcmcvcr, do pas-
to the h m m of this adventure, nor to the ses a limited ability to dimension doorup
good dragons hete. per day at will. to
6" away, thrce times
D m n i o m M mtum of magid origin

63

BMZ WAK

PnaQvIcNCy: Uncammon PBBQUBNCX Uncommon
YAPPEARWG 2dlO XAPPURlNG: 2d10
AglyOEcwSs: 4 ARMORCLASS: 4
6 #/l5 " / I 8 MOVE: 6V1S */I8' MOVE 6v15 "/IS'
rMOnVDE:ICE HI? D I C E HIT DICE: 3
2 4 %INLAIR: 15%
5% 15% TI RmBASaUBsBT:YPE: K,L,M

l d 4 / l d 4 mby wnpon DAMAGE: 1
1d4
SpBclAL ATTACKS: None S p B w A L m U I s : Poion
SI". DEFENSES Acid Rml
SWQAL DBPBNSBS:None MAGIC RBpIsUNcB:20 %
MAGIC ESBTANCE:20% IANLI%IGLNLIIIGIBENNCTE: High INI%LLIGENCE Avemgc
Lawful Evil
M(6fr. +) ALIGNMENT La& Evil
pSsIPloI:mc ABILITY: ~ i l wPslSzIavOA:NLlmC ABILITY: SIZB: M (6ft.)
Nil PSONIC ABILlTX Nil
XP VALUE 81 + l / h p 17s + 4/hp XP VALUE: 105 +3/hp

BllazMtheamdlenoftheuspecierMdw Bozakl M magic wielders and Can CM rpeh Kppaks Mdisringuisbed by their venomous
themoltplenrifulofthednconlac.TheyM ~ 4 t h - l ~ vmc lagic-wra. Very intelligent, they tdhveyaf.nwilhticohsppyye.lvV.Irespoviciont .hTfhoery2do6frteunrnlicikf
the Dragon Highlords' common ground MCruel and Cunning W W i o n , &g a fi
troopc.Atthehtomofthedraconiand only if it bendits them. thekwcapons(~onetound)beforrartnck-
order. thac dmconiaas often tend to be cha- burning hands, ing. Thii venom lasts three rounds.
otic in nature and self rrving when they CM Their favored spells:
get away with it. beinJlirqgeI,mrnmrg?i,csmrinidkier.yschlooucdki,nagngdnwrpe,bi.n&- KpppL Mlarger thanBaaz and &n bully
aod abuse their smnller cousins. Becaw of
BapE M ofccn encountered in disgui,~~. When a Bozak d e r 0 hit points, its d y the Kppak'a venomtu MNIC, the Dragon
They c o d their winga under robes ad. flesh shrivelsand crumbles fromits bona b Highlordr employ rhnc dmeonians M was-
a Sinl M We11 PI W#.lThS. h&M dy and con-
wearing a large hood and mask, CM ppu cloud ofdun. Then the boner explode, caw-
through civilized h d s M spies. ir@ ld6 points of damageto dlwithin 10fm niving, seeking to lure prey into traps and
Whcn a Ban2 reacher 0 hit points, it Nms (norpvingthrow). u i p p i q foa to gain M advantage.
into a stone atatue. The personwho mckthe Whena Kppak reaches0hit points,its body
death blow must make a Dexterity Check at -3 inrtpntly dissolver into a 10-foot-widepool of
Or hit "CnpOnk S d in the SePtuC. The Statue acid. All within rtohuenadcitdhepyoroelmta&ke Id8 points
crumble tn dust within Id4 munds, freeing there. The
the weapon. Its 'urnor and Weapon$ l ' e d n . ofdrmpoecpdr
acid evaporates in ld6 munds. All items pos.
r n e d by the Kapak Musclcac.

64

t-lea of Istar

I Master Caperling’s
r
Scale: one square = 10 ft

1 Front Porch, nee + Veranda
2 Dusty Foyer
3 Hallway
4 Spiral Staircase
5 Guesting Hall
6 Library
7 RUoptsttianigrsKHitaclhl e+n
8 Balcony
9 Salon
1 0 Den
11 Guest Room
1 2 Bedroom
1 3 Attic
14 Private Study
15 Small Balcony Geon
1 6 Captain’s Watch
17 Root Cellar The scal
1 8 Waterdraw Ledge
5

iorphic Ruins
e depends on the DM’s needs. Suggested scale is one square = 10 ft or 10 yds

itagnant pools river landings
IrnlIlOlIII

Scale: onesquare = 20ft

main street

slums marketplace

firand facade

- mines caves

T*caverns
m
I"I
L.

Perechon

.,.

window \
trap door
0trap door in ceiilng
p porthole

1 Main Deck 6 Upper Bow Deck --1 1 Passengers’ Cabin Starboard
2 Maquesta’s Room 7 Combat Thrret
3 Kitchen 8 Lower Deck 12 Passengers’ Cabln Stern
4 Armory 1 3 Cargo Hold
5 Upper Aft Deck -9 Crew’s Quarters 14 Prlson Cell
15 Storage Area
1 0 Passengers’ Cabln Port

Bcale: onesquare = 6ft n

Scale:



\- 9 Passenaer-s camn 1 7 Larder
IO steera& 1 8 Balllsta Decks
1 Main Deck (wlCargo Bays + Lifebo-at.) 11 Galley 1 9 Surgeon
1 2 Navigator’s Cabln 20 Arnrnunitlon
2 Fore Deck 1 3 Shipwright’s Cabin
3 Aft Castle 1 4 Crew Quarters 2 1 Brig .
4 Catapult on Turntable 4 5 Crew Quarters
5 Armory 1 6 Mid Deck 22 Brig
6 Passenger’s Cabln 23 Cargo Hold
- 7 Flrst Mate’s Cabln 24 StoragelFresh Water
8 Captaln’s Cabln

Gnome Tower

Scale: onesquare = 6 f t

level 5 level 6

‘I e door

doubledoor

level opendoor

---u- concealed door
@ shaft
window

arrow slit
crenelation

5Q water
Pit

I l lIIIII conveyer
&d machinery

- fireplace
chimney

ladder

IIIII~ stairs

curtain

@ polelhole in floor

garden

llllll~ level 1111111111 level 2

a 1986 TSR Inc. All Rlghtr twrrrvw.























II - I



CUT OUT CARDS . :aq,., i--R---b--S--------------'---------- 1

cjolbmoon 9 ~HUMAN C. LWC ~
THAC016
STRr6 -13 CONII THACOI~ STRn -16 CON11
I N T n DBX16 CliRiy ALLG HP41
ALNG HP61 INTn DEX14 CliR17

AC 4 (raA7YfERAMOR + z; DEX BONUS)

WEAPONS #AT ) I t
LONGSWORD + 2 ().lo/ 3.14)

LONGBOW, QUIVERwI IO ARROWS (1-6I1.6)

DAGG0n(1.4/1~))
EQUIPMENT As sElw3eD BY PLAYER;

snlrooo GPW MAXIMUM
LANGUAGES COMMON, QUNNESTI BE. '

HrU DWARP,PLAINSMAN

RlVsRWlnb ~ ~ . ~ V H L H U H A N R ~ G L W

STR18I35 WlSq CONI) THACO 11
INTI) DBXt6CHll13ALLG H P > t

AC 3 (CHAIN MA% DBX BONUS) #AT 311
WBAPO" DAGGER + I (1.5Ir.4). LONDSWORD

+ z (3-10,3.14), SHOm BOW.QUIVER WI LO
ARROWS (WEAPONS P a M u W n o N IN BOW;
#AT 3), AVIg Of WINDDANWnrc

SPBLLS Druid 1st M:I

STRm WIS14 CONm THACO19 I'

INTr7 DEX16 CHRlo ALN H P n

AC 5 (STAFFOF MAGNS; DEX BONUS)
WEAPONS STAFFOPMAONS +t(1.8/1-8)

+ 3 PROTECTION; CAN CAS7 COhTNUN
LIGHT AND FEATHER FAU ONCB PER M Y )
DAGGER (1-4I1.3)

LANGUAGES COMMON, KBNDBLPPBAK.
GOBLIN, OGRE

Gddmow. THE LAST PRINCES OF THE VANISHBD QUE-SHU TXIBE, IS lbrlh IS A HNF.ELVBN WARRIOR WITH NO FMOLY. THOUGH RAISED
BY ELVES AND WAMOBBD OF LAUMNA. TANIS NBVBR PSLI ONE OF
THE MATB OF RIVERWIND. THE mGREAlES? WARRIOR THE QUB-SHUHAD
BVBI KNOWN. LONG WERE HIS WIN HBR. AND SAD THE CIR- THEM AND THUS BEcM(B A WAND=. IN HIS TRAWLS HE ENCOUN-
'IWLS
CTTHuHEMAsNDIOAAONNCMYBmsSHWEHHEANoDwAHIBGLLODAD.STSFTAIHNWEDYBaER~XOCUlXGuAHcmNTGHBMEDRWmVAOKWANNS.. OHF8FICBBEOmPEcNmBnD IBWD AND PBU.IN LOVE WITH KITlAKA. HALP.S"ZR OF CARAMON
Hn8 KITlAKA.
GODDESS OF AND R " L l N . HL~AMSNNAENVEDRAGmOuTIP@,NPBOIEYNEDR. LAURANA OR
HBROICAND saw SACRI.
TANISIS A r
FICING. H8 IS TORN B
HOME.WAm(.ANDHwMG. GREAIISGOWMOON'SRBSPONSIBWIY m HIS HUMAN AND BLVBN HALVES AND IS
DOUBTS ABOUT HIS WORTH. TANISTRUSTS AND
m PROIBCTHBR COMRADES IN nusSTRUGGU AGAINST m u . GIVEN TO MANY
SUPPORTS GOLDMOON. H8 IS ON6 OFTHE WHO CAN T N K W l I H
GOLDMOON IS BRAVE. DUTIPIIL. A N D DEEPLY RELIGIOUS. SHE RIVERWIND. HE IS PROUD OF ALL HIS COMRADW AND TAKES CAW TO
MOURNS THE LOSS OF HBR PBOPU. THOUGH WRY MUCH IN LOVE WITH
OF LATE HE SEEMS DISTANT. mUlD HBR llBswNSIBlLlws LBT BACH CONT?JBuIB IN THEIR OWN WAY. H8TNES TO UNDER-
-WIND. STAND R".TRUSIWG HIS CYNICAL INSTINCIS. TANIS SYMPA.

HAVE CAUSED THls GAP? CAN HE NOT SEE HBR LOVE AND PRIDE) NOW THEE9 WITH TUE MAGE'S HARD UPB AND WORRIBS ABOUT HIS INNER

SHB SYMPATHaBs WITH THE BURDEN THAT MACES CARRY A N D THE TURMOILS.

O19.6 l3a Lx All Pi#m

Rimmiad, ONCE PAR HUNYBR FOR THE QUE-SHU TRIBE. IS NOW ON6 / w mCkXmrn IS THE I"BROTHER OF R"THETWINS ARE AS
OF THE LhSl SURVIVORSOF ?HAT PROUD PBOPU. H8 IS THE CHOSEN DIFFERENTAS NIGHT AND DAY US" IS SBCllBIlw AND

MATE OF CHIEFINN'S DAUGHTER. GOLDMOON. FIRST CLBUC OF THE CYNICAL. CARAMON IS OPEN A N D TRUSIWG. CWBRFUL AND PSRSON-
lBBoW WDS. H8 DARED TO LOVE ABOVE HIS STATION AND HIS WVF. ABLE THEY WERE BOTH BAlsBD BY THEIR HALF-SISIPR KITlAKA, FOR

WAS WIURNBD. HI.5 ONLY CHANCE TO G N N GOLDMOON WAS WHOM THEY PBBL GREAT WARMTH AND LOYALTY CABAMON FEELS

W U G H T WITH HORROR AND DESPNR. BUT OPBNED THE DOOR TO THE RBSPONSBLE FOR HIS BROTHER. BUT DOBSN'T UNDERSTAND HIS CYNI-

OLD GODS. usd
A MAN OF FEW WORDS A N D QUICK ACTION. RIVERWIND IS AN
CABAMON IS VERY WYAL TO TANISAND GOLOMOON'S CAUSE.

D(P(MNG FIGURE. BUT NOW THAT GOLDMOON IS HIS. WUBT GNAWS THOUGH HE FINDS RNBRWINO A BIT STANWFFISH CARAMON LOVES
AI HIM.CAN HE^ REALLYR~SBABOVEHISSTANS. IS NOT GOLD
W O N STILL THE CHIBPTNN'S DAUGHTER AND HE HER'S TO COMMAND? ADvBNlllRE AND ENJOYS HANWIIP. BUT LATELY HR HAS BECOME

CONCEINED WITH TIKAW. HO IS BU)SSOMING I N M WOMANHOOD
BUT TAKES RECKLESS CHANCBS %MBONE HAS TO WATCH OYER HEB
RIVERWINDHAS SWORN M FOLLOW HBR UKlIL A FINN HOMP IS AT
lAsTSBCuReD. AND THEN llC3EWILL BE A RBCKONING. H8 IS QUI.
HILY PROUD OF M C S I OF HIS COMRADES AND 15 SWIF" To HELP A

~COaMHPAASDAENINmNm86mD.cHDISEIWXUOSOTDCORFAMPAI GISICA. BOON TO ALL THE PARTY
-.
01% IflLx.Au '1% TSI Inr AU I g b m lrrmd
J

Tih.A FOluIER BARMAID. ISTHE DAUGHTER OF A T H W AND CON R ~ ~ ~ ~ I FSRATUTWHINE BROTHER OF CARAMON THEY wesie BOTH
RAISBD BY THEIR HALF-SISIBR KmhRA A N D WZl AN ABIDING WARMTH
MAN WHO DISAPPEARED WHEN SHE WAS YOUNG. SHE HAD A BRIEF AND LOYALTYm w m HER RA~SIUN VALUES HIS BROTHER'S LOVE.

UILPBRASATHW. BUTIT ENDED WHEN A N I N " D 8 D VICIIM, BUT as AGNNST HIS OYERPR- SINCER A ~ S I U NLACKED
SANDATH. 0FPtW.D HER A JOB INslBAD OF JNL. H6 BECAb5 THE
FATHER SHE NBVBR KNXW. THE MIGHT OF HIS BROTHER, HE NRNED TO HIS INTELUGENCE A N D

TIKAIS B W H ANDSEEMSOLDERTHANHBR WYlL4p. BUTTHIS BECAME A MAG6 HIS SKIN IS A GOLDEN HUE AND HIS HOURGLASS.
SHAPBD PUPILS W EVERYTHING AGING AND DECAYING
F A W E HIDE9 HER NAIVETE AND WLNEMBILIN. INDPSD. SHE HAS WITH THE MANTLEOF THE MAGE. US" NsuM6D G W T

CBCIAM CHILDLIKE QUNITWS, A FASCINATIONWITH MAGIC AND rnWWNSIBILIN TU USB HIS POWER 7 0 DEFEAT THE EVIL THAT HAS

MACES AND A FEAR OF HEIGHT3 DUB TO A BAD FALL WNG AGO. SHE IS GRDPED THE WORLD LMBLY SOMBIHING s ~ w l s BE TEARING HIM
HISFRIENDS
CONFUSED BY ROUANCB. SHE DISLO(BS BOASTPUL MEN A N D LUCBS BH~VBBNHIS DUW AND HIS LOYNTY m

SRONO, SILENT Typgs(CARAMON IN PARTICULAR) R"IS A CYNIC, A N D NOT OVERLY FOND OF PEOPLE.SO HE
o m KBBpsm H~MSBLP ~6 HAS A STRONGSEN= OFJUSTICE AND
TlKA d NOW A WARRIOR. BUT U K I N N S HER lHWl"2,WILLS. SHE
KNOWS SLBIGHT OF HHEARNODNTLRYICLKISN.KSmHEHVBBRAPBASSAT.RTIINKGAPIRSOAM
FATHER SOME NECKIACE. HBR H8 UKPS Tu(A'S SPUNK, AND HER EFFORTS
ON A
DW.S NOT LlKB BULLIES
WABLS SWOPDSWOMAN, BUT SPOAHNBIOIRMSBSHIRBEUV)EmRTSS1H0ASHHERHBDRAmYS A.S A HISSELF
DARMND. SWINGING A m n N G m PROVE

*I%?3Rlm.AUlirb@-.

Kmnia-& ?lhdeknorIS THE O W SON OP THE liwiDBllHBRO &&Ida gMerrmd IS A S U V m HIGH ELF. HEU FAMILY MBI DEATH
KRONIN. Ha IS ANXIOUS 1u PROVE IUbISEUW O I l w y OF HIS FATHER AT THE HANDS OF THE DRAWNABMY. ONLY BECAUSE SHB WAS AWAY

'IHIIOUGH GRAND D ImS SOLOFWDAmIMWGI.TKHRDORANWN DEUoIlls IN DEVIOUS IN THE 681VICE OF A &A MERCHANT D m SHE BSCAPB THE SMlB PAT&
EATIZB TACIICS. BUT
ON- BNOAOBD. O N HBI R6'IURNSHE FOUND THAI BLVBS ARE HUNIBD AND THAT SHE

KIIONN IS ANXIOUSTO PLB~PBB, UT W I L Y Bow. MUST ALWAYS 88 ON WE MOVE.
AGO. WHEN THE WAR CAME.
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