Ldvanced Dun3eons8
re
ADVANCEDDUNGEONS&DRAGONS
and PRZDUCTS OF YOUR IMAGIN
Advanced dungeons&dragons
Fantasy Word Adventure
Mordenkainen's Fantastic Adventure
by Robert J. Kuntz a n d Gary Gygax
credits
Editing: Frank Mentzer and special preface .............................. 2
Michael Dobson introduction ................................ 2
background for t h e dungeon master . . . . . . . . 3
Graphic Design: Elizabeth Riedel t h e adventure begins ........................ 4
Cover Art: Clyde Caldwell key to theFIRST level ......................... 6
Illustrator: Jeff Easley key to The seconb LeveL ..................... .12
Typographer: Betty Elmore key to the third level ....................... .20
Maps: Eric Nelson Shook appenbix I: magic items .................... . 2 5
Playtesting: Gary Gygax, appendix 2: new monsters .................. , 2 7
appendix pre-generated . . . . . . . . . . . . . . . . . .,30
Eric Nelson Shook,
Theron 0. Kuntz, and
J a m e s F. Goodfellow
Special Thanks to "Mordy and
t h e gang"; may they soon
adventure again!
Distributed to t h e book trade in t h e United States by Ran-
dom House, Inc.. and in Canada by Random House of Can-
ada, Ltd. Distributed t o t h e toy and hobby trade by regional
distributors. Distributed in t h e United Kingdom by t s r ( u k )
Ltd.
ADVANCED DUNGEONS & DRAGONS, AD&D, WORLD OF
GREYHAWK,and PRODUCTS OF YOUR IMAGINATIONare
registered trademarks owned by TSR, Inc.
"Copyright 1984 E. Gary Gygax. All Rights Reserved.
This adventure is protected under t h e copyright laws of t h e
United States of America. any reproduction or other unau-
thorized use of t h e material or artwork contained herein i s
prohibited without t h e express written permission of TSR,
Inc.
TSR, Inc. t s r ( u k ) Ltd.
POB 756 The Mill, Rathmore Road
Lake Geneva,
WI 53147 Cambridge c b 1 4 a d
United Kingdom
Printed in USA. 9112
ISBN 0-88038-168-X
The module you are about to read contains Thereafter, the quartet proceeded to investi- You will note that this is what is generally
the hasis for one of the most difficult adven- gate the lower dungeon levels to see what termed a “hack-and-slash” module. There is
tures that my character, Mordenkainen the they could discover. With a bit of luck and a lot plenty of real thinking necessary, but the
Mage, ever underwent. The characters and of hard work, they managed to clear out the action is nearly non-stop, so the former term
the events were slightlydifferentfrom what is whole place. Of course, they expended many is not inaccurate. If you are interested in
presented here: for, after some time, Rob potions and a wish or two in the process. developinga bit more background for the sce-
Kuntz and I sat down together as co-DMs of nario to work it into the whole of your per-
the Greyhawk Campaign to revise and expand Just to set the record straight, the statistics sonal campaign, a little effort will suffice to
the scenario. You now have substantiallywhat shown for the four are not entirely correct. accomplish the task. There are so many obvi-
we created at that time. Similarly, the magic items shown are not the ous reasons for regular characters to journey
ones that they actually took with them when to the area that a listingwould be superfluous.
For those who wonder about the outcome adventuring in this dungeon. The information On the other hand, here is a chance for play-
of the actual adventure, Mordenkainen and was changed for one principal reason-I still ers with lower level characters to try their
Bighy the Magic-User initially went it alone. have all four of the characters interacting in hand at some “high level” play.
The terrible iron golem on the first level the Greyhawk Campaign, and I even play one
spelled petrifaction for Mordenkainen, and or another on occasion. The Citadelof Eight is Whatever approachyou decide to take, Rob
Bighy teleported out in great haste to bring a serious force in the events of the WORLD and I sincerely hope that you will enjoy this
reinforcements. With the aid of Yrag and Rig- OF GREYHAWK‘“, and the four characters “Fantastic Adventure” as much as we have!
gby, the monster was finally destroyed, and are amongst the eight principals of the for-
Mordenkainen was restored to flesh again. tress. Gary GYg=
nt~obuctorn
This dungeon was originally designed for The Dungeon Master should read and study It is stronglyrecommended that rhose people
the members of the Lake Geneva Tactical the conrenrs ofthis module carefully. formans wishing to play in this module read no further!
Studies Association (LGTSA) back in 1972-
1973. Primarily, although not exclusively, I new monsters. magic items, and encounters which is more fun: knowin-g even.thim- in
created my Castle, “The Ruins of El Raja are included herein.
Kye:’ from which this dungeon is derived, for advance, or discoveriogthe tricks, traps, and
Gary Gygax, who deserved an opportunityfor The abbreviationsappendedbelow are used treasures as you adventure along?
some extensive play because of all the judging throughout this module:
Thisis one of a continuingseriesofmodules
(in between all the writing) he had done forthe AC = Armor Class MV = Move
players in his Greyhawk Campaign. These speciticdyrelated to the WORLD OF GREY
levels were originally adventured in by Gary’s HD = Hit Dice F = Fighter HAWK”Fantasy Game Setting. This scenario
player characters: Mordenkainen the Mage, places the adventurers in the Vicinity of
after whom this module is named, Yrag the hp = hitpoints MU = Magic-User Maure Castle, located on the WORLD OF
Lord, Riggby the Patriarch, and Bighy the #AT = Numherof C = Cleric GREYh’AWK map at grid coordinates X3 86.
Wizard, and later hy many others. All the
characters mentioned above, except Yrag, Attacks -T Thief Robert 1.Kuntz
were descrihed m the AD&D’” Rogues Gal-
lery, a TSR games booklet. When Gary took Dmg = Damage
me in as co-DM of the Greyhawk Campaign,
these levels became part of that world. Since SA = Special A = Assassin
that time, this scenario has undergone little
change, although the characters have been Attack
modified to ensure compatibility with the
AD&D’”game system. SD = Special S = Strength
Defense
This module is designed for four or more -I Intelligence
characters of at least 8th to 14th level. The MR = Magic
four original characters of Gary Gygax are
included as pre-generated characters for your Resistance
use. If you elect to use other characters, be
sure that such characters possess equal levels MS = Move W = Wisdom
and corresponding spells and magic.
Silently
HS = Hidein D = Dexterity
Shadows
-HN = Hear Noise Con = Constitution
CW = ClimbWalls Ch Charisma
DMG = Dungeon PH = Players
Masters Handbook
Guide
MM = Monster
Manual
2
Maure Castle has long been a “quiet insti- Of late, a strange story concerning the cas- Greyhawk, spread his tale, and then disap-
gator” of wonderment, adventure, and mys- tle has run rampant throughout the country- peared without a trace.
terious happenings in the Flanaess. The castle side around Greyhawk and Hardby. Though
is located south and east of the Free City of widespread, this story has remained for the Several adventurous inhabitants of the
Greyhawk, surrounded by an admixture of most part unchanged, although its originator Cairn Hills area have subsequently found the
hills, sparse trees, and brush. Rivulets run is nowhere to be found, and therefore cannot same passageways, but all have returned to
down from the uplands of the Cairn Hills to substantiate its content. say that the iron doors were indeed unopen-
form fens and bogs about the strange castle. It able!
is a forlorn and forboding place. The story begins thus: An unknown and
currently unlocatable adventurer descended Because of these mysterious discoveries,
Legends tell little about the history of into the depths of Maure Castle via a down- an influx of adventurers has been noted about
Maure Castle or of its reportedly strange ward slantingcorridor that had been hidden by the Greyhawk/Hardby area. Among them is
inhabitants. What little is known is told by brambles and brush. Several smooth-hewn one man, a powerful wizard, who, with his
sages and adventurers to allthose who would partners in adventure, deems this rumor
listen. Rumors about Maure Castle are always passages were discovered and briefly investi-
rife in the cities of Greyhawk and Hardby, gated. One of them led to two large iron ignatteiorenst.in.g. enough to warrant further investi-
although with so many in circulationit is often doors-doors without latch, lock, handle, or
hard to tell which of them are true. any other visible means of opening. The mys-
terious adventurer returned to the City of
3
E adventures E e S
Mordenkainen the Mage and his boon com- adventurers if approached, and have no Gems: 1 amethyst (500 gp), 1 dia-
panions, Yrag, Riggby, and Bigby (see useful information if they are somehow mond (1,000 gp), and 2 emeralds
APPENDIX 3 for complete character infor- captured. (5,000 gp each).
mation) have been tempted to explore Maure
Castle because of the widespread rumors con- 3 Wild Animal: Heavy movement and 6 GratingNoise: A sound like the grat-
cerning the “unopenable” doors. Preferring occasional animal noises are heard at a ing of iron on stone seems to originate
not to attract attention, they have traveled distance of 10-60 yards from the camp. beneath the ground. If the characters
from their abode, the Citadel of Eight, upon Roll ld4-and consult the listing below for investigate, they will discover that it
Mordenkainen’s carpet of flying. The party animal type and statistics. If left undis- issues from the slanting passage that
has encamped roughly a mile north of the cas- turbed, the animal will leave the leads down to the Unopenable Doors.
tle. Riggby has used the clerical spell Speak encampment area in 1-3turns.
with Animals, and has been told the general The Next Morning
direction and distance to the downward slant- 1 Bear, Black(AC7, MV 12”HD3.3,
ing passage leading to the doors. The party hp 21, #AT 3, D 1-3/1-311-6, SA The characters awaken at dawn and may
decides to rest for the night and plans to pro- hugs for 2-8) then proceed on the next leg of their adven-
ceed afresh the following morning. ture. Each carries provisions for a journey
2 Boar, Wild (AC 7, MV 15”,HD 3.3, beneath the ground.
Encounters During the Night hp 16, #AT 1, D 3-12)
Mordenkainen: 3 days’ food and water
Yrag elects to stand guard during the night, 3 Horse, Wild (AC 7, MV 24“,HD 2, Bigby: 3 days’ food and water
for he is oftimes uncomfortable and cannot hp 12, #AT 1, Dmg 1-3) 6 days’ food and water
sleep before undertaking a dangerous adven- Riggby: 7 days’ food and water
ture. He will maintain a quiet and careful 4 Wolverine (AC 5, MV 12”, HD 3, Yrag:
watch for the six hours remaining until day- hp 17, #AT 3, D 1-4/1-4/2-5,SA +4
light, intently surveying the terrain compris- on “to hit” rolls, squirts musk) If direly pressed, Riggby can magically cre-
ing the Maure Castle environs. ate food and water. Mordenkainen or Bigby
Winged Creature: Roll ld4 to deter- can teleport out and return with ample provi-
DM: Roll ld6 each hour; consult the table mine the type of flyer: 1= Wyvern, 2 = sions to sustain the whole party for 3 days’
and explanations that follow below if the roll is Dragon, 3 = Griffon, 4 = Roc. This mon- time. (If ’a teleport spell is used, the DM
6. ster is unconcerned with the characters should ensure that the spell caster teleports
unless accosted, but will fight if to a well-known destination, and returns to a
Nighttime Encounters Table attacked. The flyer will be of neutral or carefully studied locale).
evil alignment.
1 A passing owl or nightbird is heard. Entering the Level
Strange Light: This is a will-0-wisp
2 Torchlights can be seen to the south, (AC 8, MV 18”,HD 9, hp 57, #AT 1, The party discovers a passage heading
heading east toward Maure Castle. Dmg 2-16, SD only affected by Protec- east, slanting down at about a 30 degree
tion From Evil, Magic Missile, and angle, based on the information gained by Rig-
3 A wild animal is heard moving near the Maze spells) that has come upon the gby. They proceed along this 8 ft. wide, 2,000
encampment. camp while dimmed and invisible. This to 3,000 ft. long passage for some time.
creature will surprise Yrag or any others Unless the characters map, they will not be
4 A large winged shape passes in front of watching on a roll of 1-4 on ld6 since it able to tell how deep this passage goes. If the
the moon, casting its shadow earth- seemingly pops into existence in a twin- players map, increase the amount of time
ward. kling of an eye. It will attempt to lure all taken to cover the distance involved (PH, p.
those that might follow toward the fens 102) and increase the number of wandering
5 A strange floating light appears within to the north (see the MAURE CASTLE monsters encountered. This may speed them
10 yards of the camp. ENVIRONS MAP), hoping to trap its up considerably!
prey there. If the attempt fails, it will
6 Strange grating noises can be dimly attack. If confronted in force, it will After a long while, the adventurers will
heard below ground and to the south. retreat, never to return. If near death, it come to a corridor branching north and south
will reveal its treasure, described (refer to MAP OF THE FIRST LEVEL, Key
Encounter Explanations below, in exchange for its life. The box X) The northern passage ends after a short
is hidden in a hollow log near the fens distance.
1 Owl or Nightbird: The bird flies (see Key #T, MAURE CASTLE ENVI-
above the encampment and emits a RONS MAP). Characters who examine the floor here will
reverberating screech. Yrag is startled note that there is an eight-pointed star chis-
and all characters are awakened. Iron Box (1 cu. ft.): This box is eledinto the stone. Thepoints of the star are
rusted shut and must be pried open. It
2 Lights: Lights are seen heading east contains a scroll and four gems. entirely cleaned out, as if something is sup-
toward the castle at a steady pace. They posed to be set into them. The “something”
are torch and lantern lights held by 2-5 Scroll of Create Food and Water and which is meant to be inset is a set of eight
lepers (Level 0 humans) who roam the Find the Path, both at 20th level. (If metal triangles, each about the size of a half-
upper extremities of Maure Castle. Riggby uses the latter spell, there is a
These outcasts will deftly avoid the 10% chance of spell failure because of ling’s hand and each of a Merent hue. In the
the difference in levels). The scroll is
signed “Igniss Fatuus”. Greyhawk Campaign, each plate was
enchanted to a differentplane typically a spe-
cial demi-planeor similar place. Thus, a dou-
4
\
5
General Notes pleted, the characters lapse back to their nor- 4. r u g r o o m
mal selves, with (no doubt) great misgivings
All inhabitants of this dungeon complex are about their lost items. Each character may be This room is lit by two continuallightspells in
chaotic evil in alignment unless noted other- affected only once by this room; no additional the NE and SW corners. A variety of rugs are
wise. They will not take prisoners unless to saving throws are required, whether or not lying about, both flat and rolled up.
sacrifice them to their deity on Level 3. The the first save was made.
morale of the inhabitants varies, though they No.Size Make Design gpvalue
are more secure knowing that these are Disposal Table
“their levels.” 1. 6’x 3’ silk floral 1,150
1-5 The character drops one magical
The stonework on Level 1 is of ancient item of worth into the nearest hole. 2. 6’x 4’ silk geometric 1,300
workmanship and typically made of granite. An item in hand will always be
The floors are smooth-hewn and lightly cov- dropped first; if nothing magical is in 3. 8’x 4‘ wool floral/ 2,000
ered with dust. Unless otherwise noted, cor- hand, the most accessible item of
ridor width remains a constant 10 ft. Height worth will be dropped. geometric
varies where noted but is usually 20 ft. Doors
are of oak and metal-bound, or of bronze- 6-9 The character drops 2 magicalitems 4. 9’x 5’ siW hunting 3,500
wood, 7 ft. wide, 6 in. thick. They open of worth, as above.
inward unless specified otherwise. cotton scene
10 The character starts dropping all
I. THE items of worth in descending order 5. 9’x 6’ silk/ geometric special*
UNOPENABLE of value: magic, weapons, maps,
DOORS food, water, torches, lanterns, linen
clothes, etc.) at the rate of 1item
These massive doors are each 4 ft. wide and per segment. 6. 9‘x15’ cotton floral 2,600
made of 2 ft. thick iron. The doors and floor in
front of them are scraped and scratched, as if The holes will instantly contract to * Rug #5: Thisrug has a two-inch long golden pin
someone had unsuccessfully tried to force “crunch” all items disposed, with no saving
them open. No handles, keyholes, latches, or throws allowed. The holes will open again 1 stuck in it and the word “Aelem” embroidered
hinges seem available for their expeditious round later, exposing the mangled items. The beside it.
opening. It seems that they open inward, but items will be forever useless.
even this is debatable. These rugs are the only valuable and possi-
3. FIGHTEFRRESCOES bly dangerous items in this room. Rug #5 is
These doors are of magical manufacture. effectivelythe largest variety of flyingcarpet,
No amount of pushing, pulling, shoving or This room is lit by four small candles placed and can hold up to four persons while flying at
ramming will open them. “Opening” spells just inside each door. The inside of each door a 24” movement rate. Its command word
(Knock, Passwall, et al.) have no effect upon is painted in reds, purples, and yellows, and (“Aelem”) will control it, although its move-
them. Spells or items that cause damage will depicts a fresco of a fighter in full chainmail. ment will seem a bit sluggish. One drastic dif-
merely rebound and ricochet off these doors, Each fighter seems to be awaiting an onrush-
and will do no harm to them. Items or spells ing enemy, although no enemies of any type ference exists between this carpet and the
that allow astral or ethereal travel will, how- are shown. standard variety: the golden pin (worth 100
ever, provide passage. A wish will also cause
the doors to open. If the SilverKey ofPortals If any candle’s flame is extinguished, the gp)is magical, although the magic on it cannot
touches the doors, they will immediately fighter painted on the door behind it will come be distinguishedfrom the carpet’s magic. This
swing inward to allow ingress. to life, jump down from its fresco, and attack pin holds a captured air elemental (AC 2, MV
as a hasted Champion (F 7, AC 2, MV 18“,hp 36”, HD 16, hp 72, #AT 1, Dmg 2-20, SA +1
2. r o o m o f 39, 40, 45, 50, #AT 2, D 4-11; S 16, D 16; bonus to hit and +2to damage when fightingin
MISPLACEDFORTUNES longsword +Z,normal chainmail and round the air,whirlwind for 2-16). While a prisoner
shield). in the golden pin, Aelem will obey those who
This room is empty and a bit dusty. Nine 2 ft. speak his name, transporting them about as
round by 2 ft. deep holes are aligned at perfect There are three ways that the candles may does a normal carpet of flying. If the pin is
intervals about the periphery of the room. go out: removed, both it and the carpet will become
Characters who enter the room immediately forever non-magical, and Aelem will escape.
feel a slight “tingling” sensation, and must 1. characters may blow or snuff them out; He will come forth from his century-long
make a savingthrow vs. spells. Those who fail 2. each candle will go out on a roll of 1-2 on internment with great fury, attacking all those
their saving throws will become misguided in before him. If he should escape in the pres-
their thoughts and actions for the next 1-6 ld6, one chance for each candle once ence of Arley the Weaver (Key #5), he will
segments. The DM must roll 1d10 for each every two rounds spent by any charac-
affected character and consult the table ter in the room; direct all attacks against the Weaver, for it was
below. Once the room’s effects are com- 3. all of the candles will automatically go Arley who captured and imprisoned him.
out after one full turn spent by any
character in the room. 5. WEAVER’SCHAMBER
These fighters willfight to the death, pursuing This room is well-lit by continual light spells.
the characters automatically, no matter where Sitting on a stool before a table laden with
they attempt to flee. cloth is a fat, jovial-looking old man, rosy-
cheeked and balding. To his left is a loom, with
6 bolts of linen, wool, and silk spread before it.
To his right is a spinning wheel. Next to this is
a medium-sized box, piled high with many col-
ors of spooled thread. The room radiates
magic everywhere.
Arley the Weaver is actually a polymorphed (75%) to activate the golem or to Key #7 robe will wrap around whomever dons it, and
ogre mage (AC 4; MV 9”/15”;HD 5.2; hp 32; (25%), to lure them into the pool of the het- cannot be removed if the victim’s strength is
#AT 1; Dmg 1-12; SA llday charm person, fish. If all else fails, he will fight to the death! 14 or less. A character having a strength of 15
sleep, cone of cold for 8d8; SD regenerate 1 or more may break this devilish robe’s hold
hplround, at will; fly, polymorph to humanoid Arley’s Boxed Items: upon him in 10 rounds, sustaining only half
form, become invisible, cause darkness 10 ’ damage while doing this. Alternately, a
radius, llday assume gaseous form). 1. Girdle: Arley says it is a girdle of stone remove curse spell will utterly destroy the
giant strength. It is actually a girdle offeminn- item, leaving nothingbut a heap of smoldering
Arley will immediately turn and welcome ity/mascuhity (DMG, page 145). rags upon the floor in its place.
the characters when they enter his room. He
willintroduce himself by name, and explain his 2. Cap: Arley says it is a cap ofquick action. 6. Sash: Arley says it is a silken sash of
presence by briefly telling them, “I am a lowly It is actually a cap of evil, and will change the wishes. It is actually a sash of immolation.
weaver, forced to endeavor in this forsaken wearer’s alignment to evil (similarto a helm of Once wrapped around the waist, the sash will
opposite alignment (DMG, page 146). explode in a sheet of whirling flame about the
place because of an evil enchantment laid upon wearer. This item causes a total damage of 21-
me by a wizard who was none too pleased with 3. Gauntlets: Arley says they are silken 30 (ld10.20) points and then “burns out,” fall-
a robe I fashioned for him.” Arley will then gauntlets ofswimmingand climbing. They are ing to the ground in a stream of black ash.
proceed to produce his “valuables,” which he actually envenomed gauntlets; the linings
have been treated with a contact poison. A 7. Socks: Arley says they are socks of f i e
claims to have “fashioned for all those who saving throw vs. poison is required when they walking. They are actually socks of sweating.
are put on-failure means death! They appear to be the only good item out of
would trade for them.” He willattempt to turn the bunch; when worn, they will actually pro-
aside or brush off any questions. 4. Slippers: Arley says they are slippers of tect the wearer from fire, just as would a ring
speed. They are actually slippers of slowness offireresistance (DMG, page 130). This pro-
He will open the box next to the spinning (treat as a slow spell for as long as they are tection, however, lasts but six rounds. At that
wheel and bring forth the eight items listed on worn). They cannot be removed except by time,the wearer will start sweating profusely,
the table below. He will attempt to trade with the use of a dispel magic spell, by a remove losing 2 hit points per round to dehydration.
the characters for these items, garnering an curse at 12th level of spell use, or by a wish. Additionally, for every 6 points of damage
“equal item” in return. The trading is rigged accrued in this manner, the character’s
against those who partake, however, for all of 5. Robe: Arley says it is a robe ofeyes. It is strength, constitution, and charisma scores
the following items are evil or cursed, and actually a cursed robe of serration. When the are each reduced by 1 point. If any score
Arley will be more than happy to part with robe is donned, the wearer willnot see “magi- drops below 2, the character is incapacitated.
them. cal eyes” at all; instead, hundreds of half-inch If any score drops to 0, the character is dead.
mouths, sporting tiny teeth, will appear. They Lost ability points return in 1 day. These
If Arley is caught during one of his ruses, if will bite the victim for 10 points of damage socks will continue to cause the character to
his alignmentis detected, and/or if the players (total) per round that this robe is worn. The
do not believe his “evil enchantment” story,
he will assume gaseous formor turn invisible
to escape. He knows Level #1well, and if fol-
lowed he will lead the players to Key #19
7
sweat as long as they are worn. The continu- 6. TAPESTRRYOOM 8. THE
ous intake of water will lessen the damage EVER-CHANGING
dealt by 1hit point per round, and will negate This room is illuminated by two lamps sus- CHALICE
the loss of the aforementioned ability score pended from pegs on the northern and south-
points. ern walls. Strewn about and hung from the When first seen, this appears to be a 3ft. tall,
walls and ceilings are many beautiful tapes- 9-inch round silver chalice. It is enchanted,
8. Kaftan: Arley says it is a kaftan tries. and will appear, by illusion, to change color.
(sweater) of protection from evil. It is actually Roll ld6 once per turn per character to deter-
a kaftan of ogrishness When worn, this The lampshave enough oil in them to stay lit mine what color is seen by each character that
sweater will not actually protect anyone from for 3-30 turns each. The six tapestries listed tum. The characters may see the chalice in
evil. A peculiarity will shortly be noted by the below have no special value other than their different colors.
wearer. After a character wears the garment aesthetic andor monetary worth.
for one full day, he will start having cravings Colors:
for progressively rawer meat, and will be No.Size Make Design gpvalue
heard to mumble occasionally while leering at 1 = glisteningsilver
others. From time to time, the wearer will be 1. 3’x3’ linen floral 460 2 = palegreen
noticed drooling. The wearer will stillremem- 2. 3‘x5‘ 3 = radiant amber
ber his duties and his companions, althoughhe silk/ geometric 780 4 = warmred
will begin to talk to friends less and less fre- 3. 4‘x4’ 5 = cobaltblue
quently. 4. 5’x5’ gold 6 = sparklinggold
The kaftan is easily removed. If the wearer 5. 5’x5‘ thread The chalice has a worth of 6,000 gp if sold to
of the item removes it before the end of three those interested in such illusions. It has no
days, the effects will be reversed, and the 6. 6‘x6’ cotton floral 800 other properties except as described.
character will return to normal within 1-6
hours. Otherwise, the character will be sub- wooled hunting 1,275 9. EMPTYCHAMBER
jected to the full effect of the kaftan’s curse.
silver/ scene This room is unused and dusty.
The Curse of the Kaftan: On the second
day of wearing the garment, highly noticeable gold IO. DECORATEDCHAMBER
physical and mental effects will be apparent.
The character’s buk will increase by 20-50 thread Painted upon the north, east, and west walls
lbs.; height will increase to 6 ft. + ld12 in. (d of this 30 ft. x 30 ft. room are frescoes of ser-
the character was originally under that cotton/ floral/ 2,560 vile ladieslying upon many-coloredfurs near a
height); the eyes will appear squinty and filmy, fountain. The fountain water is depicted as
the tongue purplish-brown, the nose longer silk/ hunting bubbling lava, with a scaled, fire-enveloped
and rubbery, the skull more bulbous, the talk hand reaching forth from it.
slower and more guttural, and the walk will be platinum scene
reduced to a stiffer, more lumbering gait. This is an artist’s symbolic representation
Strength will increase to 18/00, but intelli- thread of the pool (Key #7) and the danger it repre-
gence and wisdom will decline by 6 points sents. The ladies represent the laxness of
each, or to a score of 7, whichever is lower. silk/ mosaic/ 3,100 those dealing with it carelessly. The scaled
Dexterity will drop to 7-9 (6+ld3), constitu- hand signifies the hetfish, while the bubbling
tion remains unchanged, and charisma crushed floral lava denotes the fiery inclination of these
changes to a range from -3 to 2 (ld6 roll). creatures.
During this time, the wearer will barely & mixed
remember events of only one or two days pre- 11. EMPTYCHAMBER
gemstones
vious. His mistrust of others will greatly 12. EMPTYCHAMBER
increase-there is a 50% chance that the vic- 7. THEAMBERPOOL
tim willwander off, not trusting his associates 13. BRONZESTATUREOOM
any more. Once departed, the victim will The water of this round pool is amber in color,
either avoid or attack former companions a bit murky, and moves just slightly, as if a One bronze statue is placed in each of the
(50% chance of each) if they approach. small but constant tidal influx were at work room’s comers (NE, NW, SE, SW). Each is 6
upon it. Its bottom cannot be seen because of ft. high and appears to be a grim fighter,
On the third day of wearing the kaftan, the a haze caused by an admixture of the colora- bedecked in plate mail and holding a long
victim irrevocably becomes a full-fledged tion, the murkiness, and the light shed by a spear. They are positioned so that each is
ogre! AlI previous knowledge and lifetime chalice which is set upon a raised 20 ft. round pointing its spear toward the center of the
experiences are wiped clean. The victim will area at the center of the pool (see Key #8).
think, act, eat, etc., as does an ogre. Align-
ment will, of course, change to chaotic evil. This 10 ft. deep pool is inhabitedby hetfish
(see Appendix 2; AC 5, MV 15” swimming,
Nothingless than a wish or divine intervention HD 1-3, hp 8-24 each, #AT 1-20 fish swarm
will restore the character to his or her former victim, Dmg 1-20 heat damage). If the pool is
self. entered, 1-20 of these fish will swarm each
character. No “to hit” roll is needed by the
fish, for their mode of attack (merely brushing
up against or ramming the target) allows
instant contact and heat damage. If the char-
acters do not immediately eliminate these fish
in melee, more and more fish will swarm to
the attack (1-20 additional fish per melee
round), until the entire pool is embroiled in a
thrashing, scorching uproar. hetfish appear
virtually identical to piranha, but with many
knobs and lumps protruding above the surface
of their scales. Their size varies from 1to 3ft.
There is nothing of value in the pool.
8
room. In the middle of this room is a 1 ft. spears. Damage caused is 2-8 points per c. This carving resembles a scholarly man
round blood mark, dried and aged-looking, as spear. Those characters who gained the pro- who seems to be deep in thought.
if someone from eons past had bled here. tection of the blood mark will find that these
spears do no harm, merely bouncing off them. d. This carving resembles a lithe man in fash-
These are just statues, nothing more. The ionable dress, possibly a representation of a
plate mail and spears are cast as part of the These 6 ft. long bronze spears radiate a dim bard or poet. He has a thin smile on his face
figures and are not removable. The blood magic. If used in combat, they will automati- and a dreamy expression.
mark radiates magic. Any character who cally hit, scoring 2-8 points of damage.
steps in, touches, or moves over this mark Against unarmored or lightly armored oppo- e. This carving resembles a sneering, regal
will gain the benefit of being unaffected by the nents, they do normal damage. When person. His eyes are turned upward, as if he
spears loosed from the trap at Key #15. The employed against metal-clad opponents, or were above all who pass.
blood is not useful in any other way. It cannot those beings with equivalent armor class rat-
be removed. ings, there is a 50% chance per use that they f. This carving resembles a beggar. He looks
will break, doing no damage in the process. off at an angle toward Key #19.
14.EMPTYCHAMBER
16. THEGREATDRAPERIES 18. VIEWINGSTANDS
This room appears to be empty and unused. A
secret trap door leading down is located in the These curtains divide this great room in half. These two areas are raised 15 ft. above the
northeast comer. It opens easily, allowing They are made from black satin and are sus- main floor, with steps leading to the seats
space for one person at a time to descend. A pended from numerous 20 ft. tall wooden above. The stands seat a maximum of 60 peo-
passage at the bottom leads off to the east for columns. ple (4booths, 15per booth), and are tiered so
30 ft., ending at a trap door set into the ceil- as to allow easy viewing of the area in front of
ing, which leads to Key #15. The ceiling south of the curtains is vaulted, them.
extending some 30 ft. upward. The whole of
15. DESERTEDCHAMBER Areas #17-19 is continuously lit by a dim, pur- The stands will seem to have a variety of
ple faeriefirespell effect. A magical aura per- beings in them when the iron golem attacks.
This room seems like the others, dusty and meates the entire area. (See Key #19d.)
unused. Examinationof the 10 sq. ft. alcove in
the southeastern portion of this room will 17. IVORPYILLARS 19. THRONEETATAUREEA
reveal a door to the north.
Keys #17a-f are each 30 ft. high, 5 ft. diame- This 50 ft. x 70 ft. raised area has 3 statues
When the door is opened, six bronze spears ter ivory pillars-possibly carved from huge upon it. Two stand on either side of the stairs,
shoot forth from a slotted trap on the far west- elephant tusks! Each pillar is sculpted to each raised 5 ft. above the floor. The other,
e m wall. The slots open as the door does, so resemble a male figure. more ominous, statue is seated upon a granite
unless the players specifically check for traps throne at the top of the stairs, 15ft. above the
on that wall they will not see the slots. The These pillars will seem to come to life when floor.
spears will hit anyone standing in the inter- the iron golem moves to attack intruders (see
vening space between the door and the west- Key #19d, “Room Conditions during Golem If this area is entered or touched (i.e., if the
em wall. (Divide the spears equally among Attack,” for details). characters attempt to walk or climb on any of
potential victims, randomly rolling for spears the raised areas, or touch the statues, or use
or victims left over.) All those characters who a. This carving resembles a nobleman in spells on any part of the throne area, etc.) the
did not gain the benefits of the blood mark at robes, looking straight ahead. iron golem described below will animate and
Key #13 will be automatically hit by these immediately move to attack the characters.
b. This carving resembles a scowling fighter (See Key #19d, “Room Conditions during
type, looking directly north. Golem Attack.”)
9
I g A . FIGHTESRTATUE its left hand, and a whip of long, broad, inter- Key #1 (%yo), awaiting their return. If the
woven feathers in its right hand. characters flee from the dungeon, it will wait
This statue is made of iron, and depicts a for their return at Key #1 for 1-4 days,
swarthy fighter in elaborately crafted plate This is the terrible iron golem (AC 3, MV unemotionally clanking back to resume its
mail armor. His visor is open, and he stares 6”, HD 15, hp 85, #AT-see below, D-see “sleeper position” on its throne after the pas-
downward. He holds an out-thrust longsword below, SA poison sword, flamingbreath, whip sage of time is complete.
in his right hand. petrifies, SD automaticlevitationat 2“lturn as
desired, MR immune to all physical and magi- I9d ROOMCONDITIONS
If the adventurers attempt to remove the cal attacks except from the “statue weapons” DURINGGOLEMATTACK
sword, which seems to be part of the whole detailed above). The golem will animate as
statue, the statue’s right hand will momentar- described in Key #19 above. The Ivory Pillars (Keys #17a-f) and the View-
ily turn to flesh and release its grasp upon the ing stands (Key #18) seem to come to life, ini-
sword. This sword is one of the only two The golem stands a full 8 ft. tall.Its head is tiated by the activation of the iron golem. A
weapons that may harm the iron golem. that of a regular iron golem, except that its strong, ingrained magic motivates and sus-
Against a golem, this weapon gains a +3bonus maw is wider and a small flicker of flame may tains these grand illusions and audible gla-
to hit and inflicts 3-30 points of damage per be seen therein. mers. Whatever the state or actions of the
hit, plus any other bonuses applicable. It is characters, these sight and sound occur-
otherwise a normal longsword +I. This monstrosity is exceptionally powerful rences will seem real to them. Although the
and terrible indeed. It may perform up to illusions cannot be dispelled or disbelieved,
If this half-ton statue is somehow moved, a three attack functions per melee round; roll they are more “bark than bite,” and cause no
small cavity below it (3ft. deep, 1ft. diame- ld6 and apply the results from the table real harm.
ter) will be revealed. In the cavity is a copper below.
urn containing 11 pieces of jewelry worth When the golem is defeated through com-
2,000-5,000 gp each, 27 gems (24 black opals 1-2 Attacks with sword only bat, or when the characters quit this area and
and 3 diamonds, worth a base 1,000gp each), 3-4 Attacks with sword and whip
and 1,275 pp. 5-6 Attacks with sword, whip, and flaming the golem returns to its former state of dor-
mancy, these illusionswill cease to function.
I g B . magic/user STATUE breath
The Pillars (Keys iY17a-f)
This iron statue depicts an old, bearded Sword: This 51/zft. long sword is wrought
magic-user, clothed in traditional garb. He from crystal-encased iron. A greenish, vis- The pillars now seem to be fleshly\ of
holds a dagger in his left hand, and peers down cous fluid appears to be on its surface. This
with a vengeful cast to his eyes. substance is poison. When the golem scores a the original carvings, moving and speaking to
hit, its victim takes 2-24points of immediate
If the adventurers attempt to remove the damage and must make a saving throw vs. one another as if they were heavenly beings,
dagger, the statue will transform to flesh and poison or die.
come to life. Instead of attacking, however, it viewing and wagering upon the outcome of
will immediately kneel and, with both hands, Whip of Feathers: This 6 ft. long whip is
present the dagger to the character in front of fashioned from many cockatrice feathers. this contest. Each watches the battle in pro-
it. It will then stand, resume its original posi- Upon each successful hit, the victim must
tion, and turn back to iron, winking to the make a saving throw vs. petrifaction or be gress closely, talking and comparing notes
recipient just before the flesh-to-iron trans- turned to stone. The whip is actually non-
formation is complete. magical, but a rare technique of preserving with others all the while. Each seems to look
cockatrice feathers has been employed here,
This dagger is the second of the two weap- thus making it usable as a weapon. at the characters, some pointing at times,
ons that may harm the iron golem. Against a
golem, this weapon gains a +2bonus to hit and Flaming Breath: A fiery sheet of flame, some merely observing intently, perhaps sav-
inflicts 2-16 points of damage, plus any other 12 ft. long and 2 ft. wide at its base, shoots
bonuses applicable. In addition, if the “to hit” forth from the golem’s mouth. It may hit sev- ing their comments for the eventual outcome
roll is a natural 19 or 20, a second attack may eral grouped opponents at once (1-4 in a mass
be made during the same round. It is other- ranked or packed column). If the golem is of the battle.
wise a normal dagger +2. involved in one-on-one melee, its breath is
capable of hitting one person only. The golem Viewing Stands (Key #IS>
If the right hand of the magic-user statue is is extremely accurate with this breath, requir-
grasped and pulled down, the statue’s head ing no “to hit” roll, nor may the targeted vic- These once-empty viewing stands now
willloosen and fall to the floor. The head is hol- tim make any saving throw (although appear to be filled to bursting with many char-
low, and contains a scroll of 3 clerical spells: protections against magical fire do apply).The acters of dead, living, ethereal, earthly,
neutralize poison, raise dead, and heal. damage inflicted is 5-30 points per breath. demonic, and angelic visages. The living,
earthly, and angelic types are heard to shout
1 g C . creaturestatue Once animated, the iron golem will pursue encouragements to the characters such as:
and attack all intruders who still roam this “Get that rust bucket! Don’t let him whip yah!
This iron statue is seated upon a granite dungeon level. It will seek out such inter- Get behind him!! GO! GO!” The dead, ethe-
throne. It holds a crystal, iron-hewn sword in lopers everywhere, tirelessly tracking them real, and demonic types will boo the charac-
down. If the characters descend to the lower ters and shout evil suggestions to the golem
levels, the iron golem will stand guard at such as: “Melt that magic-user! Crunch that
either Key #14 (50%), Key #19 (25%), or cleric! Killing’s too good for them!!”
10
eY e seco
General Notes the fighters will rush to Key #20 to kill or cap- oblong or ovoid in shape. All those who look
ture the characters. After an initial discharge upon this vision for more than one full round
The stonework here seems quite old and, as of crossbow bolts, they will attack with broad- will acquire a directional “feeling.” A charac-
on the first level, is composed of granite. The swords; those unable to change weapons will ter who attempts to follow this “feeling” will
floors are damp, but not overly so, and appear continue firing crossbows. be led to Key #47, THE PURPLE STONE.
mildewed in places. Unless noted, the corri-
dor width remains a constant 10 ft. and height Note that each Guard must also make a sav- 24. OCCUPIEDROOM
maintains a consistent 20 ft., as on the first ing throw vs. the tyrg’s howl. They have not
level. Doors are made of metal-bound oak, grown accustomed to the awful noise. This room is well lit by a continuallight spell.
and are 7 ft. wide and 6 in. thick, opening A man wearing grey and black robes can be
inward unless indicated otherwise. In all cases, these fighters will do battle until seen standing next to a table with many
their numbers are reduced to four or below, objects on it. This man begins to gesture at
20. ENTRY and will then attempt to flee to inform their the characters as they enter.
There is an 8 ft. x 10 ft. rough-hewn hole to Lord at Key #a.They know this dungeon This is the “Lord” Hubehn, who is the
the south. right-hand man of Eli Tomorast (see Key
level well, and if followed will dodge around #38).
A tyrg (seeAppendix 2; AC 5, MV 15”,HD comers and double back to elude the adven-
5, hp 32, #AT 1, Dmg 1-12, SA howl equals turers while proceeding to their lord. Hubehn has the following statistics: M-U
minor stunning within a 20 ft. radius; save vs. 8, AC 5, MV 12”, hp 31, #AT 1, Dmg 2-5; S
wands or penalties of -1to initiative, -2 to hit, 22. HUGETAPESTRY 10, 116, W 14, D 14, Con 15, Ch 9; robe of
lasts 3 rounds) stands a vigilant watch here. protection 4 , scroll of three spells: compre-
This giant mammal, which resembles a grey, A thick and very well-made 30 ft. x 10 ft. tap- hend languages, Raryk mnemonic enhancer,
black, and white-speckled wolfhound, leaps estry is hung along the southern wall. distance distortion;a small sack continingfour
out at anyone coming within 10 ft. of its den. Depicted upon a field of black are many sprinkles of dust of dullness, and a dagger +1
The tyrg will howl incessantly, causing all strange beings in very unusual surroundings. hidden beneath his robe; SA spells. See
those failing their saving throw vs. wands to A great city dominates the majority of this tap- Appendix 1for a full description of dust of dull-
be affected as noted above. Saving throws estry, with two huge, bronze, tuskless ele- ness.
must be made for each round of howling. The phants positioned before its wide gate. The
effects of the howling attack are not cumula- city itself seems lifeless. A single domed Hubehn’s s
tive, and a character may only be affected a building with cupola is shownjutting above the
second time if three consecutive rounds of city’s battlements. The sky above the city Level 1: hold porn, magic mssile, shocking
stunning have previously occurred. The howl- crackles with silver lightning. Two heads grasp, spider climb
ing will alert the occupants of Room #21, and appear among the bolts. One is of a larger-
they will arrive in 1round to do battle. than-normalwolfs head, its fur black and thick Level 2: invisibilitty,shatter, web
and its eyes like two silver pools of menacing
This hound’s lair contains scraps, bones, thought. The second is of a man, gaunt and Level 3: haste, hold person, slow
and dung. There is nothing of use or interest intense in features, who smiles as he looks
to adventurers here. down upon the city. Level 4: dimension door, polymorph other
21. GUARDROOM This tapestry was woven by Arley, and Hubehn will be awaitingthe characters if he
depicts the Lost City of the Elders, located in has been alerted by his guards (Key #21). He
Herein are eight fighters, who are lounging, a dimensionaccessible only through the use of willnot be surprised by their entrance (unless
standing, cleaning weapons, and so forth. a certain dagger guarded by Kerzit the the characters use magic, such as dimension
Some of them are recliningon bunks along the Demon (see Appendix 1, TOME OF THE door, shrinking down and slipping under the
southern and western walls. BLACK HEART). It radiates a faint magic of door, etc.) and gains a bonus of +2on all initia-
an indeterminate sort, but does nothing. The tive rolls because of his dexterity and pre-
These are the guards of the entryway to tapestry is worth 10,000gp, but it weighs 150 paredness. If he has not been alerted, normal
this dungeon level (F 4, AC 4, hp 30, 28, 26, pounds and requires three strong characters surprise and reaction rolls apply. Hubehn will
22, 21, 20, 20, 19, #AT 1, Dmg 1-8, all aver- to carry it even at encumbered speed. cast haste on himself and any other compatri-
age ability scores, chain mail armor, shields, ots present (maximum of 8), and will attempt
light crossbows, broadswords, and 2-20 gp 23. HALLWAY to subdue as much of the party as possible
each). They wear black surcoats with a blazon with his hold person spell. If this fails to stop
of a silver sun. Since they were provided with The middle 10 ft. expanse of this 20 ft. wide at least half of those attackinghim, he will cast
a puppy tyrg which eventually grew to hall is taken up by a pool of water. Its surface dimension door, go behind the secret door to
become the beast at Key #20, they have done is still and nothing lies within it. It appears to the south, and await the adventurers there. If
less of the guarding, allowing the tyrg to be be only 1 to 2 ft. deep at most, but closer he hears them poking around this door, he will
their warning system. If the characters do not examination (within 1 ft. of the edge) is cast invisibility and spider climb on himself,
disturb the tyrg in their approach, there is a required to verify this. and then crawl to the ceiling to hide, judging
50% chance that these fighters will be sur- the right time and distance between the party
prised for 5 segments by anyone entering When viewed from no more than a 1ft. dis- and himself to either ambush them or escape.
their room. If the characters disturb the tyrg, tance, a vision appears upon its surface that If he is discovered, he willfight with all means
can be seen by all those watching. The picture available, first throwing his dust of dullness
takes the form of a purplish object, possibly a upon the adventurers. If he escapes, he will
large rock or stone. It definitely appears to be
12
flee to Key #38 to warn his master, Eli that the thin wire between the two willbe bro- 29. UNWHOLESOMPEOOL
Tomorast, of the intrusion. In this event, the ken and the trap described below sprung.
whole of the 2nd and 3rd dungeon levels will Normal trap detection (by spell, item, or thief This 20 ft. wide pool is filled with a blackish,
be alerted and prepared for the characters’ ability) may detect this, but such attempts will smoking, acrid-smelling, gurgling brew. The
approach. fail if those attempting them are adversely smell is awful and causes dizziness, accompa-
affected by the dust of dullness. The DM nied by a burning sensation in the eyes, nose,
This room contains a simple bed and a table should determine the exact location of each and mouth.
with chair. There are a variety of objects on character when the trap is triggered. The trap
the table, including a bowl with dried fruit, a consists of eight arrows from each chest: four This is a pool of concentrated acid under
jug of thin wine, half a loaf of hard bread, a nor- straight out to the front, two straight up, and constant pressure from streams passing
mal knife, a clay cup, and a small wooden box two to either side. Each arrow has a 50% beneath Maure Castle. If touched by flesh,
(where Hubehn stores his change) containing chance of hitting a victim within the area spec- the minimum damage inflicted is 2-7 points, no
12 cp, 20 sp, 8 gp, 3 ep, and 2 zircon gems ifled. The arrows are poison-tipped, inflicting saving throw. All those thrown in o r
(worth 10 gp each). Otherwise this room 1-6 points of damage plus 1-8points of poison immersed are slain immediately, no save. The
appears empty and seldom used. damage unless a saving throw vs. poison is pool will explode 1-6 rounds after the charac-
made for each hit. ters arrive, and again every 0-9 (ld10-1)
25. STORAGREOOM rounds thereafter. Each explosion will spray
The chest along the west wall is empty. The all those standing in the outlined area (see
This rough-hewn place is a closet. Piled in east chest contains 1,652 sp, 3,075 gp, and a map) for 4-16 points of acid damage each (no
front of and around a 6 ft. round by 5 ft. deep map revealing the route to Key #27. save, but items carried need not be checked).
pit are 8 crates and boxes and 3 casks. All those standing next to this pool and/or
27. DEADEND viewing it closely (within 5 ft.) will also be
The boxes contain foodstuffs (dried meat, blinded for 1-6turns or until the acid is washed
flour, dried fruit, salt, etc.), but the casks, which This appears to be a dead-end comdor, with from their eyes. Any fully helmeted character
contain beer and wine, are nearly empty. The no visible exits. If the characters are following is protected from this blinding.
last barrel contains a h e wine and honey mix the map from Key #26, they will find that the
(mulse). The pit descends 5ft. and connects to a trail seems to end here, although the map 30. CHAMBER OF FUMES
5 ft. x 7 ft. passage going west-southwest. The appears to continue. A secret door to the
passage ends after 40 ft., and there is a 6 ft. x 5 west leads to a passageway south toward the This area seems to be rather hot. Smoke can
ft. chimney above the farend. stairs leading down to Level #3. be seen rising from the comers of the floor
and collecting near the ceiling.
26. CHESTROOM 28. STINKINCGHAMBER
The patterned area (see map) is a fire-pit
The chimney at Key #25 leads up to another The air here smells acrid and stale. The floor trap. If walked upon by any character, the
rough-hewn area. Within this area are two is stained and pitted as if eroded. The shaded floor will collapse, hurling all those upon it 20
large chests, positioned across from each area shown on the map is from the constantly ft. down into a raging fire pit. All within it take
other along the east and west walls. Each exploding,bubbling acid pit to the north. If the 2d20 points of fire damage per segment
chest is 4 ft. long, 2 ft. high, and 2 ft. wide. residual “film” on the floor here is checked for (20d20kound). This fire pit will destroy
taste, it will be bitter and will bum the mouth. nearly anything within it in two rounds; all
If the chests are examined (approached,
prodded, opened, etc.) there is a 75% chance
13
items must save vs. magical fire with a -8 pen- 37. BLACKHAND
alty to the roll. A wish can restore an inciner-
ated character, but without items canied. Beyond t h ~ sdoor is a spral staircase that This 25 ft. x 25 ft. hexagonalroom has a 3 ft. x
descends to Level #3. 7 ft. imprint of a black hand near its center.
31. ROOMOF ROBES Anyone touching this hand willhave an instan-
35. WEAPONS taneous mental contact with another being, as
This room is filled with racks of robes hanging PRACTICAEREA described below. Roll ld6:
from the ceiling and walls. Because of this, the
room’s dimensions cannot be properly made This 80 ft. x 70 ft. area houses many fighting 1-3a. Eli Tomorast Key #38
out, nor its entire contents viewed. props, large stones, straw and wooden dum-
mies dressed in leather jerkins, copper and 4-5 b. Kerzit the Demon Key #67
Hidden among the robes is a spectre (AC 2, brass urns, two small tables, three stools,
MV 15”/30”,HD 7.3, hp45, #AT 1, Dmg 1-8, two chairs, four bullseye targets, boxes of 6 c. One of the party members
SA energy drain, SD +1or better weapon to rocks, empty chests, and several weapons
hit). This undead creature will wait for those (swords, halberds, arrows and shields). It a. Tomorast will telepathically speak to his
examining this room to pass it by. It will float appears to be a place where fighters might contactor, attempting to find out as much as
out from its cover and attack, surprising oppo- work to improve their skills. A 2 ft. diameter possible. He will use every ruse in the book,
nents on a roll of 1-3 on ld6. hole is on the west wall, 7 ft. up; it will not be even saying that he is a good spirit (ki-rin,
noticed unless the room is carefully examined.
There is nothing of value or interest here shedu, e t al.) who can guide the characters
except the robes, which are worth 1cp each. This is actually a magical practice area for through the dungeon level and to safety or
Characters may take robes for themselves if Tomorast (Key #38) and his apprentice riches if they so desire. If they listen to his
they like. Each adds 50 gp encumbrance. advice, he will either guide them to an ambush
Hubehn (Key #a).In here they practice
32. SPECIAGLUARDROOM (where he, Hubehn, and his special guards
mock battles and hone their dexterity and tim- will be waiting-see Keys #24 and #32), or
Upon enteringthisroom, the characterssee two ing. The eastern wall has obviously been give precise directions to the fire-pit trap
knightly figures in black armor. Emblazoned “blasted” a number of times, as the holes and (Key #30) to destroy the party. If the charac-
upon their breastplates are silver suns. They singe marks silently attest. Some blood marks ters ighore this advice and/or “call his bluff,”
draw longswords and attack immediately. are also here, left by those prisoners who Tomorast will gather the aforementioned
were given a weapon and “let loose” upon forces and immediatelyproceed to this room,
These two fighters (F 7, AC 2, MV 6”, hp one of the two mages to meet a swift death by attempting to track the adventurers by the
47, 44,#AT 1, Dmg 2-9; Strength 17, plate spells. Except for the weapons present (two
mail and shield) are fanatical followers of bastard swords, three halberds, fifteen mental contact.
Tomorast. Once engaged in combat, they will arrows, and two target shields) nothing is of
fight to the death. They will be of no help to value or further interest. b. Kerzit the Demon appears as a picture in
the characters if they are captured; instead, the contacting character’s mind, but no com-
they will lead them astray toward areas other If the hole in the western wall is checked,
than their master’s. peek holes #K and #L will be seen (see Key munication occurs. The image is greatly for-
#41). bidding, depicting a wolf-headed, tentacled
This room contains two bunks. All that
these fighters own is stored in a box near one 36. LONGCORRIDOR being. The image is quite distorted and some-
of the bunks. Within the box are two small what disproportionate, so the contactor will
pouches, each containing four rubies worth a As the characters walk down this 20 ft. wide see little else depicted besides this.
base 1,000 gp each. Everything else is of nor- corridor, which appears to extend to the south
mal manufacture (towels, cups, aglass mirror, for a considerable distance, they are suddenly c. A telepathic link is established with a ran-
rations, etc.) faced with a dead end! domly selected party member. This link will
remain in effect as long as the two in contact
33. SOUTH The characters have actually been tele- do not leave this room (Key #37).
STORAGREOOM ported from Key #36a to Key #36b. No mat-
ter which way they go, they will always be Unless specifiedotherwise, any contact will
This room contains three large kegs, five teleportedback to Key #36b. The easiest way remain for only 2-7 (d6 +1)rounds. The link is
boxes, three casks, three large sacks, and an to escape this trap is to walk backward to Key then broken, and the only way to reestablish it
intricately carved coffer. The kegs contain #36b, thus reversing the magic and allowing is to again touch the black hand. Communica-
wine, water, and vinegar water. The five the characters’ return. Other ways to foil this tion with Tomorast or with a character may
boxes contain dried fruit, vegetables, dark trap require the employment of magical spells extend up to 1mile, as long as the spell is in
cheese, salted meats, and nuts. The sacks or items that allow teleportation or other effect. The hand does not provide communi-
contain flour, salt, and beans. The small coffer methods of magical passage. A dispelmagicor cation with anyone else.
(made of ironwood and festooned with minia- similar abjuration will “calm” the teleporter
ture flowers, worth 55 gp) contains a variety for 1-3rounds, allowing those who pass dur- 38. ROUNDCHAMBER
of spices including sage, pepper, nutmeg, ing that time to avoid being sent back to Key
mustard, dill, and basil. #36b. The characters see a wizardly figure
bedecked in black, grey and silver garb. His
overallvisage is glaring, and he quickly exam-
ines the group’s position within his quarters.
This room is laden with many objects, but
there is no time to study the place. The robed
man raises his odd-looking hands, gesturing
14
and making strange signs in the air before Tomorast’s Spells: Right Hand: This hand automatically
him. As he does, his luminous amber eyes improves Tomorast’schance to hit by +3while
seem to bum into your souls. The battle is Level 1: affectnormalfires,jump, magicm’s- wielding weapons in his right hand. When
joined at last! sile (x2), protection from good used in combination with other spells or
items, the total “plus” to hit may not exceed
This is Eli Tomorast, wizard, artifcer, and Level 2: darkness 15’radius, invisibilitx lev- +6due to the restraining nature of this hand.
madman. His statistics are: M-U 14, AC var- itate, web, wizard lock
ies-see below, MV E ” , hp 45, #AT 1,Dmg Both Hands In Attack: When both unoc-
Level 3: dispel magic, flamearrow, lightning cupied hands strike the same opponent simul-
3-6, SA spells and see below, SD see below; S bolt, phantasmal force, suggestion taneously, two things occur:
14,118, W 10, D 17, Con 16, Ch 11,dagger Level 4: confusion, dimension door, poly- 1. The victim hit must make a saving throw
+2,ring of spell tuming, potion of controlling morph otheG wall ofice vs. paralyzation or be immobile for 2-12
damage. (See Appendix 1for potion descrip- rounds, and:
tion.) Level 5: cone of cold, feeblemind,magicjaq
teleport 2. The victim hit must make a saving throw
Tomorast willattack all intruders with grow- vs. spell or lose one level of experience (as
ing ferocity each turn. The characters will Level 6: repulsion, spiritwrack if struck by a wight).
notice his hands immediately, for they are
black and scaly, and have many unnatural Level 7: monster summoning V Both Hands In Defense: When both
spikes upon their surface. Tomorast’s great- hands are clasped in prayer, Tomorast accrues
est weapons, outside of his spells, are these Tomorast’s Hands the following benefits:
hands, described below.
Eli’s original hands have undergone a grisly 1. Flitting non-corporeal black shadows
Tomorast will use every contrivance availa- experiment, involving their removal and hover between him and his opponents,
ble to him to kill the characters. Since he will replacement by the strange appendages S‘”Y’6 him‘“111 u -5 bonus to Armor Class; and
be somewhat warded from spells due to his described below. These were grafted onto
ring, he will lodge his first attacks upon him, presumably by the same demon or 2. He immedi:ately gains a temporary
fighters and clerics in the group, with the nether-world creature that supplied them. increase of 4.-24 hit points, and
imagined hope of dispatching them and then When striking in melee, the spikes (12 per
concentrating, through melee with his hands, hand) will cause 1 point of damage per spike 3. Hspeel.g.l,aiannsd.aa+3+1 2bobnounsustoosnavalilngotthherrowsasvvinsg.
upon any magic-users present. He will al- contacting the target. Roll ld12 (or 2d12 if throws.
ways opt to use killing spells rather than both hands hit) to determine the number of
slowing, controlling, or transformation-type spikes connecting and damage subsequently When his hands are removed from this
dweomers. caused. In addition to this melee capability, clasped position, all benefits cease immedi-
Tomorast has many other abilities inherent in ately. Tomorast may not cast spells nor carry
If all else fails, and if he seems near certain these hands. on any other combative measures that require
death, he may (50%) continue the battle by the use of his hands while maintaining this
magicjx,using one of the gems adorning the Left Hand: This hand can improve defensive posture. He may move, but only at
ceiling for soulcontainment. Otherwise (50%) Tomorast’s dexterity by 2 points (raising it to a movement rate of 3 ” per turn slower than
he will teleport to Key #64, with which he is 18, adjusting his reaction die roll by +3 and normal. If Tomorast’s original hit points fall
very familiar. Once there, he will rouse the improving his Armor Class by -2). To use this below zero during this period, he will die.
entirety of Level #3 against the adventurers, power, which lasts for 2-12 rounds, Tomorast Damage sustained when in defensive mode
positioning gnolls (Keys #35 and #38a) and need only touch his thumb to his index finger, comes first from additional points gained.
assassins (Key #55) to guard the stairs down but he can do no spell casting that round. Defensive posture can be taken as often as
to this dungeon level. The magic-users (Key desired.
#60) will wait with Tomorast at Key #61, 15
where the last stand for this dungeon will be
made.
ToiIiurilssL s nuum tne pillars, the viewing stands, the iron Raging fire (bonfire, cask of oil, etc.): 2-12
golem, the fighter and magic-user statues, points per round in the fire; rug catches fire
Since the adventurers will most probably and the weaver Arley (as he appears in ogre for six rounds, 2-8 points per round
become engaged in combat with Tomorast mage form). Each carving will bring 200-500
immediately upon entry to this chamber, they gp if sold. Magical fire: No effect!
willprobably not have a chance to examine the
room extensively until the wizard is defeated. Rug: This rug is finely made from rich WEAPONS
The area is plush, in its own way-the floors silks. Depicted upon its surface is an alien wil-
are carpeted in black, the walls are hewn from derness comprised of trees of a many-hued Pointed and blunt weapons inflict only the
grayish stone, and the ceiling has many inlaid and rooted nature, with multi-headed animals magical and character strength bonuses, if
gems (700 sunstones, base 100 gp each), and gaudily plumed saw-tooth birds among any. Sharp-edged weapons inflict those
which sparkle like baleful demonic eyes when their crooked, dun-colored branches. Double bonuses plus the following “normal” damage
met by light. Many candelabra and cressets suns, one red and the other white, can be per hit:
(bowl lamps) provide illumination. Positioned seen rising, shedding their opulent, mingling
about the room are sundry objects, including hues upon a twisted, purplish river, which Dagger: 1 point
an oaken table carved with spiralingcolumns flows through greenish-yellow plants set Short swordlhand axe: 1-2 points
for legs, a chair, a divan of cherrywood and along its banks. In the distance is a grandiose 1-4 points
black velvet, a bookstand with a large book city, a miniature in perspective, but the dis- Long sword:
upon it, a curved mantle hung on the north- tance to it seems endless, suggesting that the Bastard swordledged 1-6 points
east wall containing some miniature carvings, artist’s depth is distorted or that the city is
and a rug next to it. Positioned 5 ft. above the gargantuan in size. pole arm: 1-8 points
floor on the northern wall (see map) is a 2 ft. Battle axelbroadswordl 1-10 points
round, rough-hewn tunnel. It leads to the This rug radiates magic and is actually an
north for a short distance and then branches item known to Tomorast as “The Accursed halberd:
(see Key #39, peek holes A-F.) Carpet.” When handled, the rug takes on one Two-handed sword:
of the following two aspects (50% chance of
Oaken table: On this table is a pen knife, each): Tomorast’s History
a quill pen, a bottle of scroll ink, 12 sheets of
vellum, a bottle three-quarters filled with A. The rug animates, moving and attackingof Tomorast apparently settled into a life of study
wine, and an incense burner. A small box on its own accord as if it were semi-intelligent. and debauchery around Maure Castle nearly
the table contains many teeth, scented pow- The rug’s characteristics are: AC 5 ; MV 15” ten years ago. He chose to elaborate on these
ders, flora samples, glass and gem pieces, and flying; HD 7; hp 40; #AT 1; Dmg 2-20 points dungeonlevels since they were removed from
other miscellany which could be spell compo- smothering; SA once attached, smothers for the Castle, yet close to it at the same time.
nents. A partial diary is next to the box, con- automatic damage; SD see below. The rug Tomorast seeks more and more arcane knowl-
taining the information in “Tomorast’s fliesabout, attempting to land on and smother edge. It is indicatedin his diaryljournalthat he
History,” below. Nothing else of interest or a victim below it. When it hits, it inflicts has traveled far for the mysticalknowledge he
value is in the box. The contents of the table smothering damage automatically until owns and uses. He has been many places,
might be sold to a person interested in magical destroyed. The victim trapped under it moves including a long-past visit to the Forgotten
supplies (apothecary, magic-user, etc.) for at half speed, has a -2 penalty to initiative, and Temple of Tharizdun (Dungeon Module WG-
about 800 gp. if the weapon used is trapped inside the rug 4)some years back, where he was instructed
(50% chance), it may only inflict ‘12 damage. by priests concerning the ways of hidden
Chair: The legs of this chair are made of knowledge as taught by the once-powerful
satinwood, the seat of teakwood, and the rest B. In this aspect the rug remains where it is Tharizdun. Recently, he sought to return to a
of rosewood. The faces of wolves and octopus on the wall. Several strong, thick threads (2- place he chanced upon in the past, a place
tentacles are inlaid in sablewood. If sold to a 12 strands, each 50 ft. long, of the carpet’s named in a forgotten rhyme as “The Lost City
wood craftsman, this chair can bring 1,000 gp frill-like edging). Attached to the end of each of the Elders.”
or more for its originality and professional thread is a 1ft. wide mouth with many teeth
quality. that seem especially made for severing and It is written that the guardian demon Kerzit
chewing. Each “mouth” will attack as a 6 HD (Key #67), over which Tomorast holds sway,
Divan: If the characters somehow monster, inflicting 2-7 points of damage per was captured by him at this Lost City-though
remove this velvet-lined piece fashioned in bite. Other statistics are as given in A, above. the location of that unearthly realm is not
cherrywood, it may be sold for 400 gp. given. Tomorast tinkers with artificing perma-
DAMAGING THE RUG: In either aspect, nent enchantments. Most of the items
Bookstand: This has an atlas of Oerth this rug is immune to spell attacks. Fire and (cursed, magical, or trapped) located on these
detailingthe geography of the Flanaess. Some weapon attacks affect it as follows: levels were constructed andlor enchanted by
areas on these maps are marked with an X, him-including the iron golem, the ivory pil-
including the capital of the Great Kingdom, FIRE lars, the accursed carpet, and the fire-pit trap.
Rauxes. Whatever this may mean, it is not
indicated here. Torch: 1-6 points per hit 39. PEEKHOLES(#A-F)
Flask of burning oil: 2-8 points initially, 1-4
Curved Mantle: Set upon this are six 3 ” points per round for the following three This area is lined with six round holes, each 6
x 6” miniature coral reliefs. These depict vari- rounds in. across, 7 ft. above the floor, and spaced at
ous portions of Level #1: the pool of hetfish, the intervals indicated on the map.
16
These are the peek holes belonging to Re1
(Key #40), Tomorast’s unique familiar, who
uses them to spy upon the corridors and
rooms surrounding Tomorast’s chambers. This is actually a massive amount of Coffer #2: This contains 282 gems: 50
There is a 75% chance that Re1is here at one drugged incense. If characters breathe the tourmalines (base 500 gp), 32 peridots (base
of the spy holes (roll ld6 to determine which). fumes rising from this urn for more than two 100gp), 47 zircons (50 gp each), and 103tiger
He is otherwise located at Key #41, spying rounds, a saving throw vs. poison is required. eyes (10 gp each). The listed values for the
there. zircons and the tiger eyes have no chance of
Allthose inhalingthe fumes who failtheir save increasing.
40. STUDYAND
will fall unconsciousto the floor in a dream-like Coffer #3: In this are many ring-mail
WORKAREA stupor. They will automatically awaken 1-3 links. These radiate magic and actually make
hours later, or when seriously prodded into up a whole suit of disassembled ringmail +3.If
This is Tomorast’s area for study and storage. wakefulness by their fellows by repeated reconstructed (at the cost of hiring an
Located here are two copper ums, one small slaps and dousings with water. armorer and tailor), it may be worn by a
box, four barrels, four coffers, and a desk and human.
chair. The powder tastes delicious. If a handful or
more is eaten, a saving throw vs. poison is Coffer #4: Wrapped in black felt is an amu-
There is a 25% chance that Re1 (AC 5, MV required. If this is failed, the consumer dies let ofinescapable location (DMG, page 137).
9”, HD 5, hp 31, #AT 1, Dmg 2-7, SA surprise immediately. If the save is successful, how-
from behind on 1-4, pendant of invisibility ever, the character willwalk about in a dream- Desk and chair: These are located
chain mail armor, spiked hammer) is hiding like trance for 2-8 hours. During this time, he against the southern wall. The chair is of nor-
here behind the second copper urn. If Re1 is willnot be able to perform even the most sim- mal make and nearly valueless. The desk has
not here, then he is at one of the peek hole ple tasks. Conversation will be limited to a few quill pens, bottles of regular ink,a box with
areas (Key #39). Re1 looks like a 2 ft. tall garbled words. Attack or defense by the white crystals (salt for the inks), a tube con-
cyclopeandwarf with an umber tint to his skin. affected character is out of the question. If taining crushed and mixed gemstones (for
He wears a light suit of chain mail. Re1will try those in this hapless state are left alone, they book or scroll decoration) atop it, and many
to surprise individuals when he attacks with could easily fall prey to beings inimical to sheaves of papyrus are spread about. The
his light spiked hammer. He will not attack them. If those affected are not continuously drawers contain the same sort of miscellany
unless the odds are in his favor (usually one- prompted to stay awake or to move (at half However, a small secret compartment
to-one) or if he is cornered, which is not likely. speed) they will fall to the floor and pass into a (located on the desk’s underside) contains an
Re1 has a pendant ofinvisibility a magically coma-like sleep, which is 50% likely to be ebony ring carved from obsidian, which radi-
enchanted diamond (worth 5,000 gp) set on a fatal. ates magic. One charge from this ring willpro-
silver chain (worth 60 gp) and hung about his tect the wearer against either physical or
neck. Treat this item as an invisibility spell, Those eating less than a handful of this magical attacks (wearer’s choice) from things
except that Re1 need only touch the gem to incense will undergo severe stomach cramps demonic or diabolic (demons, imps, e t al.) for
activate the power. Re1 may disappear up to (no savingthrow), and a general giddinesswill 1turn. Thus, all physical blows from a demon
three times daily by using this device, but he be noted. Dehydration could occur, at a 40% could be negated during a round, not harming
usually reserves it for spyingupon or escaping chance per turn for 1-8turns after ingestion. the wearer of this ring. Magical attacks could
from unwanted andlor unannounced “com- If dehydration occurs and if water is not con- be likewise negated for the same period of
pany.” There is a good chance (80%) that he sumed (at least a pint per turn), dehydration time. This ring has 23 charges left. It func-
is aware of the characters’ contest (if any) will cause 1-3points of damage each turn. tions but once every 7 days, during the
with his master, Tomorast. interim being useless. It is worth 10,000 gp if
Surprisingly, when the powder is burnt and sold to those interested in such magics (those
Re1is much interested in living (like quasits smelled, no ill side effects will be noted. If of lawful good alignment in most cases).
or imps) and will not sacrifice his life need- sold, the 320 ounces present are worth 21-30
lessly. He willremain hidden in this room until gp per ounce. 41.PEEKHOLES(#G-L)
it is apparent that he is about to be discov-
ered. He will then turn invisible and make a Copper urn #2: When and if the players These correspond to the peek holes listed and
dash for the peek hole tunnel, hoping to hide come near this urn, Re1 (who may be hiding described at Key #39. There is a 25% chance
therein. If this fails, he will try to get past the here) will turn invisible and make a dash for that Re1willbe here if he is not at Key #40. He
intruders and into the remainder of the dun- freedom. There is nothing in the urn. is otherwise at #39.
geon level. He will continue to follow the
adventurers once they leave this area, seizing Small box: This box opens easily. It con- 42. OLD PRISON ROOM
nearly any chance to damage them, and tains 10 silver rings, worth 15, 30, 35, 70,
informing other dungeon inhabitants of their 100,150, 160, 200, 210, and 225 gp. The 35 The doors to this room are padlocked and
location. g p band radiates magic if checked for, and is a rusty. Inside are the long-dead skeletal
ring of weakness (DMG, page 132). remains of three humans, shackled to the
Item Descriptions wall. Scratched upon these walls are various
Four Barrels: #1contains dried fruit; #2 grafflti and a date, CY (common year) 457.
Copper urn #1: This urn contains about contains salted meat; #3 contains pickled veg-
20 pounds of black, sweet-smelling powder. A etables; #4 has a cup set atop the openablelid,
note, in the common tongue, lies atop the and contains water.
stuff, and clearly says “DO NOT EAT THIS!”
Coffer #1: This contains 750 sp, 376 ep
and 500 gp.
17
43. ABANDONEDROOM 45. MUDROOM upon it which may appear to be a spell or runic
inscription of some sort. It is worth 290 gp.
This dusty circular chamber has a chest near This 25 ft. diameter circular room appears to
its center. There is nothing else here except be covered from top to bottom with mud or Fighter #5 has a silver and gold bracelet
doors to the east and west. dirt. The room emits a chill which is transmit- (worth 400 gp) about his wrist, covered from
ted to all as the door is opened. sight by his jerkin’s cuff.
This 20 ft. diameter room is avoided by the
inhabitants of this dungeon level. The 5 ft. This is actually a gargantuan deposit of Fighter #6has a small sack containing127
radius area about the chest is an inlaid pres- brown mold (AC 9, MV 0”, #AT 0, SA 4-32 pp hidden beneath a heap of clothes near his
sure-sensitive plate. When the plate is points of frost damage to all within 5 ft., SD bunk.
stepped upon, sleep gas starts issuing from affected only by magical cold; growth will
around the sides of the chest, filling the room move the mold mass 5 ft. into the hallway) to Fighter #7 openly wears a gem-studded
in three segments. Those within its coniines which Tomorast feeds prisoners to increase gauntlet (cheaper cuts of topaz) worth 865gp.
must make a saving throw vs. spell or fall to its size.
the floor for 2-4 turns of slumber. There is Fighter#8has an ebony-cappedteakwood
nothing in the chest, but if moved, the players Because of the size of this colony, all heat walking stick, worth 170 gp, next to his bed.
will note two 112 in. round holes beneath it, sources (lit torches, lanterns, etc.) in the
obviously from which the gas issues. This trap front rank will go out as the door to the room Fighter #9 has, hidden on his body, a map
automaticallyresets itself every three hours, is opened. Characters in the front rank will that shows the way to the secret stairs down,
but if the holes are exposed, the room will sustain 4-32 points of damage during the tirst 20 ft. south of Key #38. It is in an ivory case
become permanently filled with the gas. round, and the mass will move closer. The worth 175 gp.
adventurers must retreat to avoid certain
44. CHAMBER OF death. 47. THEPURPLESTONE
BLACKSMOKE
Nothing of value exists within the room. Behind this secret door is a 10 ft. long, 4 ft.
This area’s dimensions cannot be easily ascer- high, 3 ft. wide oblong purple stone. It seems
tained, for it is enveloped in a thick fog of black 46. FIGHTERSQ’UARTERS to pulsate with an inner light shed dimly from
smoke that does not extend beyond the it as the room is entered.
room’s perimeter! This room is well-lit by torches and lamps.
Gathered around a table heaped with food and When characters approach within 2-5 ft. of
Directional mapping in this room is impossible drink are many staunch fighter types (F 4, AC this stone, a purple light will issue forth upon
without the aid of spells. The smoke is heavy 6, MV 9“, hp 20, 21, 22, 23, 24, 25, 26, 27, them. Find each character’s intelligence and
upon the lungs of the characters, but does not 28, #AT 1,Dmg 1-8, average abilities, stud- consult the listing below for the effects caused
seem to adversely affect them. It will be noted ded leather armor, round shields, longswords, by this illumination.
that a higher concentration of this smoke is to daggers, 40-160 (4d4 x10) gp each) wearing
the north (left, as the adventurers enter the leather jerkins. Bunk beds and other Intelligence
room). Though unaided vision beyond 1ft. is paraphenalia are positioned about the room.
impossible, spells which aid or increasesight will Score Result
function nonnally here. Bright light near the Roll ld6. A result of 1-4 indicates that one
characters willblind them for as long as the light randomly chosen fighter is in transit from Key 3-12 The character sees visions of an
remains about them. As the party investigates #33 with tonight’sdessert. If so, he will arrive 13-15 undecipherable future event.
these confines, three slow-shadows (see 1-4 rounds after the party’s entrance into this Some of these visions indicate
Appendix 2; AC 8, MV 12”, HD 4, hp 15, 21, room, joining the other eight fighters. The that a dark foe is following the
fighters will engage the characters in combat, party; others point toward a
23,#AT1, Dmg 14,SA attachmentequals slow but will flee or surrender if their numbers are possible renegadekurncoat
reduced by half. among them who will desert or
spelluntil removed, SD +2or better weapons to harm one or more of the party
hit) will attach themselves to the unsuspecting Each fighter has something of value hidden members in the near future.
characters. These things will move onto the in the room. Most of these items have been Although these visions are mor-
characters unnoticed due to the obscurementof secreted, for these men do not trust one bid and seem revealing to the
the fog. They will cause an initial 14 points another. players, they are not true.
numbing damage @Ms should convince those
so attackedthat it may have been a portion of the Fighter #1 has a gold cup worth 275 g p The character receives one of
room or smoke that they stepped in or through); hidden in a pillow on his bunk. the abilities given below. The
the attachment is then complete. The slow ability is usable 4 times, and
shadows willblend into the characters’clothing, Fighter #2 has an earring on his left ear then dissipates and is forever
undetectable as natural shading among the folds which is hidden by his shaggy hair and helmet. gone. Roll ld4:
of the material. They will also slow their victims It is fashioned from platinum and inset with a
by 50%for as long as they remain attached, and sapphire, having a total value of 1,570 gp. 1. ESP as per the spell.
inflict 14points of cold damage per round.
Fighter #3 has hidden a vial (potion of 2. Clairaudience as per the
This room contains nothing besides the undead contro) in a hollowed leg of the dinner spell.
smoke and the shadows. table.
3. Clairvoyance as per the
Fighter #4 has a small gold plaque hidden spell.
in his right boot. It has some gibberishwritten
18
16-18 4. Commune once per day as resembles “You must be kid- hem, it willunleash as many feeblemindspells
per the spell. ding!” This counts as a question as there are attackers. There is no saving
answered. The stone will throw or protection against this effect. The
The character is prompted to answer but three questions in Purple Stone always wins initiative, no matter
ask one question. The stone will all. If any character gets no what numbers or types of dexterity and/or
communicate its answer tele- answer due to this limitation, an magics are involved, for it is always aware of
pathically to the character. ability will be given instead, as the characters’ thoughts and remains ulti-
Areas of questioning are limited detailed above. mately one step ahead of their actions. The
to this dungeon and those Purple Stone can sustain 32 hp of damage and
beings, items, places, or gen- 19. The character is much is AC 3. If destroyed or removed from this
eral knowledge regarding its respected by the stone, which room, it will immediately cease to function,
history, and so forth. If the will allow him to ask ten “yes/ and all knowledge and/or powers gained
player asks a question such as nolmaybe” questions that per- through,its actions will be wiped clean, as if
“Where is the closest set of they had never existed.
stairs down?” the stone will tain to the three levels of this
grant this knowledge in the
form of a telepathic vision that complex. The “maybe” (or
will remain in the character’s “you’re getting warmer”)
memory. However, if the player answers should be hints or sug-
becomes greedy and asks a gestions toward another line of
question such as “What are all questioning which might lead to
of the locations of every crea- the answers sought.
ture on this level and how can
we easily kill them?” the char- Each character may gain one of the above
acter will receive a short tele- listed powers, information, visions, etc., a
pathic insinuation which maximum of once per week. The stone will
not react to further pleas from those wanting
more. If the stone is threatened with may-
19
General Notes (and only those, for the gnolls are too scared This 80 ft. deep pit was once used as a well,
of the colchilnat Key #54 and too distrustful of but has been subsequently filled in and used as
The overall appearance of this level suggests the magic-users at Key #60 to bother them). a disposal pit for garbage and corpses. If a
that the stonework here is relatively new (12 character climbs down to the bottom of this
years old). The granite seems less worn by There is a great quantity of dung, bones, foul place, a tangle of garbage, dung, bones,
time, and is better worked than on the pre- skulls, moldy furs and vegetable matter, and bodies, and other refuse may be found. Some
vious two dungeon levels. Corridor width an assortment of other broken, discarded and of the bodies were apparently sacrificed 1-3
remains the standard 10 ft., while the ceiling unusable material located here. It will take the days ago, and all their important organs are
height is 15ft. unless specified otherwise. All characters 2-4 turns of digging to discover missing. Those staying near the bottom of
doors are 7 ft. wide, fashioned from 3in. thick that the articles here are all worthless. this pit for more than three rounds may con-
oak bound with metal, and open inward unless tract a disease (saving throw vs. poison to
noted otherwise. 50. STORAGREOOM avoid) which, over four days, will cause the
48. SECRETROOM This room is heaped with three boxes, four loss of all hair, a yellow skin discoloration, and
chests, three kegs, twelve beams of wood, a willnecessitate two system shock rolls. If one
A small podium is located at the center of this number of picks, shovels, hammers, axes, roll is failed, the character loses 1-4 points of
room, and wooden benches are placed along crates, a variety of weapons, and dun- constitution permanently. A second failure
the north, northeast and south walls. Many geoneering equipment that includes sacks, causes immediate death. Even if both of these
wooden pegs are driven into the walls above poles, backpacks, rope, and two block and rolls are successful, the character willdie 3-30
these benches. tackle sets. days later unless healed by a cure disease
spell.
This is a secret congregation room for all The boxes and chests are empty except for
those who follow Tomorast’s fake religion. a few shards of wood and metal in each. The There is otherwise nothing of use or inter-
The pegs are obviously meant to hang articles twelve 15ft. long beams are made of stained est here.
of clothing upon. On the podium is a scroll black mahogany. Each is notched at the ends,
fashioned from what appears to be reptile skin obviously intended to be used as a crossbeam 5 2 . EMPTYROOM
of some species unknown to the characters. A support for a room. The crates contain disas-
chant of some sort (written in the evil align- sembled, sanded and crafted teakwood This area seems unused. A smell of charred
ment tongue) appears on its surface. If inter- church pews. The three kegs have the follow- meat and smoke issues from the northern cor-
preted, most of it merely offers a welcome to ing contents: ridor.
those new “initiates” who follow the Cause of
the Elders. The ending seems to be the most 1. 20 gallons of wood lacquer finish This is an ambush area that will be used by
interesting: 2. 3 bolts of black cloth, 30 ft. x 20 ft. the gnolls in Key #53. Half of the remaining
gnolls may be encountered here.
“May those who don Masks of Chaos unrolled
THE ELDERS by names transcended 3. Thousands of wooden pegs, bronze 53. RED-LITCHAMBER
darken paths by which to guide us bolts, and iron nails.
lighting those that blaspheme others
The remaining room contents include:
that is known to us save one-
KERZIT! KERZIT!! KERZIT!!!” three picks seven shovels This room is smolke-filled, and the dying
five axes three longsword*ds
49. GNOLLROOM four bardiches embers of a recent fire can be seen near a pile
seven thrustin;e
This room reeks of dung and decayed refuse. eight throwing of wood in the center-.The smell of burnt meat
Within is a large grouping of gnolls who readily spears spears permeates the air. N[any tall, dark figures can
attack intruders. twelve light
two quarrel cases be seen about the intenor.
The 16 gnolls (AC 5, MV 9”, HD 2, hp 12 four long daggers crossbows
each, #AT 1,Dmg 2-7, leather armor, wooden three 10-foot ninety-six quarYrPellCs i.nLtIrfustih.oens e gnolls urere alerted during the
shields, flails) are more of Tomorast’s ser- two small sacks meorL-&, c1naracters at Key #49, they
vants; they dig tunnels for him to increase the poles twelve large
dimensions of the stronghold. These crea- will have an ambush ready at Key #53 with
tures will attack until reduced 50% in number. backpacks
The remainder will then attempt an orderly half of their numbers, the other half remaining
retreat out of the room, and exit out the
secret door to the north. Those who escape alert and in reserve here. In this case, the
will unite with the gnolls at Key #52, where
they will all wait to ambush the characters 120 ft. of rope (3coils) gnolls cannot be surprised, since they are fully
near Keys #52 and #53. Whether the charac- two block and tackle sets with an extra
ters fight them or not, the gnolls will alert prepared.
those in Keys #38a and #40 to the intrusion 20 ft. of rope each
The 16 gnolls (AC 5, MV 9”, HD 2, hp 12
one normal lantern with no fuel
one bullseye lantern with a three hour each, #AT 1, Dmg 2-8, flails, leather armor,
supply of fuel and wooden square shields) have just finished
a feast of roast meat. They will immediately
attack, shouting wild and evil curses at the
51. REFUSEPIT party while so doing. As these gnolls have no
This well is 8ft. across and can be seen to dis- possible escape route, they will fight to the
appear down and out of sight. A strong stench
is rising from below. bitter end, their morale unaffected by any
20 losses. Other than their weapons and a scrap
or two of unidentifiable meat, they hold noth-
ing of worth.
54. JUNK ROOM Glass bottles: One is broken, two con- All torches are lit. The inner part of the cham-
tain stagnant water, and one is stoppered and ber has a table with a brazier with unlit coals
This room is laden with all kinds of junk and has within it a clear but unstable liquid. When inside, a branding iron, and a hot poker set
some useful-looking material, but before the unstoppered, this acidic substance starts to upon it. Strapped across a chair beside the
characters may view the contents of the room bubble and fizz. Even if the bottle is immedi- table are leather thongs and a studded leather
fully, they are leapt upon and attacked by eight ately re-stoppered, this liquid will cause an glove. Many shackles and ropes are hanging
silent blackish figures who have been hidden explosion in a 10 ft. radius in 1-8 segments. from the ceiling; a section of rope is sus-
unnoticed. Those within this area take 1-10 points of pended from a pulley. In the four odd-angled
damage each (no saving throw). comers are the cells, empty at this time. The
These 8 colchiln (see Appendix 2; AC 4, keys to these are kept out of reach on wall
MV l o ” , HD 6, hp 20, 24, 24, 27, 28,30,30, Iron-banded crate: This crate ap- pegs next to them. The old man strapped in
32, #AT 2, Dmg 4-9 per claw, Str 18/75 but pears to contain nothing. A board on the inside the chair willnot speak, and is in a stupor. His
with no bonus to hit, SA surprise % of the bottom is loose, and, if this is found by a suc- head and neck appear greatly bruised, and his
time because of silent movement, SD 20% cessful check for secret doors and pressed tongue is split; thus, he cannot talk even when
magical resistance) are demonspawn, the down upon, an unseen spring mechanism will revived.
guardians of this room. Each monster is a 4 ft. be activated, looseningone of the crate’s cor-
tall bipedal black humanoid with scaled skin, ners. If this comer is subsequently checked, a Unless this man is healed within one day’s
lidless white bulbous eyes, and a mouth which 4 ft. section will feel noticeably loose. Once time, he will die. A cure serious wounds spell
sports a serpent-like, forked red tongue but this piece is detached, a compartment is applied to his tongue will serve to mend it, so
no teeth. Its four-fingered hands have claws revealed. Inside is the Sword of the Ebon that he may speak once again. He may not
with the hardness of iron. These creatures Flame (described in Appendix 1). communicate otherwise, since he is unskilled
will aggressively fight to the death, having a and cannot read or write. If cured, he will
limited mind and will that is controlled by a 55. TORTURCEHAMBER explain that he is a common tinkerer named
more powerful creature (such as a demon or Arnelson, who was captured the week before
like denizen of the Outer Planes of Exist- This appears to be a classic torture chamber. while traveling from his home village, Orz
ence). Two hooded figures in black robes stand (near Hardby), to the Free City of Greyhawk
before an older man who is strapped in a chair. to attend the monthly merchant’s fest com-
Upon inspection, this room seems to be a This ancient fellow appears to be battered and mon to that city. His cargo consisted only of
littering ground for junk objects, much too bruised. copper pots and pans and other tinker’s items,
numerous for the characters to examine fully. and he cannot surmise why he was kidnapped
Some of the more interesting items are three These torturers are Killers (A 6, AC 3from and tortured so, other than for the morbid
broken jugs (two wooden, one clay); three armor and 18 dexterity, MV E ” , hp 24, 26, entertainment derived by his captors from
small cushions (roughly 2 ft. square), which #AT 1,Dmg 1-4 or 1-8, MS 4770, HS 37%, such an event.
will require one full round each to check; four HN 20%; CW 92%; other abilities average,
large (6 ft. x 4 ft. x 2 ft.) chests; one broken SA poison daggers: 2 throwing daggers each, Arnelson has learned such information as
wine cask; three rolls of cotton-like material poisoned daggers in boots; longswords, 1vial was discussed by the assassins. He knows
(seebelow); two broken swords (see below); each containing 3 applications of contact poi- that Tomorast’sminions are few, and that the
four glass bottles (see below); one 5 ft. x 5ft. son for daggers, SD studded leather armor mage relies on many hidden powers an&strat-
x 3 ft. iron-banded crate (see below); a shat- beneath robes). agems to help secure those things he covets
tered spear; two sheaves of smudged and par- or that he wishes removed from his sphere of
tially burnt papyrus; two pairs of moldy boots These no-goods will flee if outnumbered by influence. It was mentioned by his torturers
(one boot missing a heel); a flattened, crushed 2 to 1or more. They will hide in any part of that many of the wizard’s servants have disap-
object which at one time could have been a this dungeon from where they can view the peared without a trace. Rumors about these
workable lantern; and a small pouch with characters leaving their chambers. They will events center around the idea that Tomorast
spoiled onions and garlic within it. then follow, hoping for an opportunity to might be sacrificing his own followers to an
ambush the party. When the party is weak- unnamedentity. He will reveal the direction to
Cotton-like material: Hidden inside the ened or otherwise occupied, these unsavory this entity, either south or west. He says that
second roll are potions of cloud giant strength fellows will backstab with poisoned daggers. he learned this direction when he lay feigning
and treasurefinding After the material is fully Even if the party leaves this room by a door sleep one day while the assassins talked.
described, note whether the characters not watched by the assassins, it is 75% likely Arnelson will be very grateful when removed
examine it immediately. If they do not, and that they will be spotted and followed in 1-4 from the dungeon. He will invite the adventur-
continue with other objects, there is a 25% turns, since the assassins are very familiar ers to drop in anytime at his “Tiny Tinkers”
chance that the roll containingthe potions will with this dungeon level. It is 25% likely that shop, located between the merchants’ and
be stepped on and the bottles broken. the assassins will maintain pursuit to the peasants’ sections of Orz.
upper levels. During such tracking and
Broken swords: 1) Shortsword; its blade planned ambush, it is unlikely that these two 56. ROBEROOMS
is broken, but imbedded in its hilt are seven will alert other inhabitants of this complex,
aquamarine gems (base value 100 gp). 2) preferring to “go it alone” for professional as These rooms have many black robes hung
Longsword; this is broken at the lower grip well as egotistical reasons. upon the walls. There are approximately 20
ring. Its hilt lies next to the blade, and appears hooded robes per room, worn by followers of
to be filigreed platinum, worth 557 gp. The room is lit by torches set in sconces, Tomorast; they are usually donnedjust before
inside and to the left of each door to this room.
21
proceeding to those various areas which are wooden stands adorn the corners; a brass user dress confront the characters as they
pre-ceremonial in nature (Keys #34 and incense burner is on each stand. enter.
#42b).
There is no one currently here, though if Hogh, Shryg, Blanesh, Dovrah, and Iksil
57. TORCHLIGHT the characters remain in this room for more live a secluded and rigidly ascetic lifestyle
than three turns, one or more of the magic- here. When and if intruded upon, they will
Upon reaching this spot, characters see light users from Key #60 will arrive. Roll ld6 and react accordingly, throwing such spells that
from torches (see Key #58). consult the table below for those who arrive are proper for the situation. Hogh is the most
and what the situation will be at that time: experienced of them all and has a fireball spell
58. TORCHES at his disposal. He has always wanted to use
1. One magic-user arrives (DM’s choice); this magnificent “fire bomb” (as he calls it)
This hallway is covered with thick black car- normal surprise and reaction rolls apply. when bragging to his companions, but has
peting and illuminated by 24 sconce-held never had the opportunity to do so.
torches. Twelve are set upon the east wall and 2. One magic-user (DM’s choice) arrives and
twelve upon the west wall, extending up the has seen the party from Key #58. He will cau- When the characters open the door to this
corridor at 2 1/z ft. intervals. tiously investigate and enter the room with a room, Hogh willimmediately(without another
spell ready, thinking that they might be other thought) throw his fireball down the hallway
59. ANTECHAMBER inhabitants of this complex. behind the characters, knowing that the blast
will conform to that area. Hogh will receive a
This room contains a single torch that sheds 3-5. Two to four of the magic-users (DM’s +1bonus to initiative to do this, for he has
its light upon a checkered glass mosaic along choice) have seen the party. They will attack studied and practiced this spell repeatedly.
the northern wall. The light from the torches and may (50%) surprise the characters if the However, because of this “rushing” of the
at Key #58 reflects off the mosaic, illuminat- party has not taken precautions. spell, Hogh may fail to complete the verbal
ing the room in a variegated mass of colors, and somatic parts of it correctly (roll ld4 to
including light reds, dull oranges, off-whites, 6. All of the magic-users from Key #60 arrive determine a 10-40% chance of failure, then
stony greys, and soft blues. The floors are undetected outside the room. They will wait roll d% to determine whether the spell fails).
covered with the same black carpet seen in for the party to exit the room and will try to If failure is indicated,roll ld20 and then d% to
the hallway. Twenty large, black pillows are ambush them, surprising the party on a roll of find the end result; if “Reverse Effect” is indi-
spread everywhere. Burgundy-stained 1-4 on ld6. cated, the fireballgoes off behind Hogh, in the
room!
60. MAGIC-USERSR’ OOM
This room is dimly lit by several candles
located on a small table. Five men in magic-
22
Dice Spell Reverse 61. THECHAPEL 65. DRESSINGROOM
Roll Fails Effect This entire area is lit by lanterns suspended This appears to be a preparation room of
from the ceiling at 20 ft. intervals. Pews are some sort. The table here bears several
1- 3 01-95 96-00 arranged facing a raised pulpit and altar area. objects.
4- 6 01-85 86-00 There are four sections, each with five pews
7- 9 01-75 76-00 that seat six per pew, for a total capacity of This is where Tomorast readies himself to
10-12 01-65 66-00 120 people. The first three rows of pews look visit Kerzit, the demon of the caverns.
13-15 01-50 51-00 more worn and used than the remainder, sug- Tomorast always dons the vestments seen on
16-20 01-30 31-00 gesting that the congregation is scanty at the table: a pure black undecorated robe, a
best. solid silver face mask (worth 450 gp)carved in
Shryg, Blanesh, Dovrah, and Iksil will not the likeness of a leering wolf-headed being
be slow in reacting to the menace. They will 62. PULPIT/ALTARAREA with black fangs, a long iron dagger +3,a solid
use every spell they carry to control, damage, black onyx ring (worth 236 gp),and a pure sil-
and kill the party. If their numbers are reduced Stairs lead up to a pulpit where services for ver staff capped with an onyx skull (worth
to below 50%, they may attempt to flee or the followers in this complex are held. To the 1,212 gp). The weight of all these items slows
surrender. However, if they have somehow right and left of the pulpit are 3 ft. tall granite
deduced that their assailants are of lawful statues depicting slaves bowing in submis- Tomorast’s movement rate to 9 ”. During his
good alignment, they will fight to the death sion. Behind these is a granite altar. The altar
rather than give in to “these swine!” is 10 ft. long by 4 ft. wide, and has a silver slow procession through these caverns,
ewer and an obsidian ritual dagger upon it. Tomorast must chant a repetitive verse
All of the magic-users are of high intelli- The ewer and altar are caked with dry blood, (known to him alone) containing the demon’s
gence, with other ability scores average while the dagger has been used often and name. As long as he continues this incanta-
unless noted otherwise. Each wears normal retains some stains. (If cleaned and sold, the tion, the demon will remain at a safe distance
robes (MV 12”) and has a normal dagger ewer will bring 220 gp but the dagger is only from him (10-30 ft.) and not attack.
(Dmg 1-411-3). worth 35 gp.)
His first task when he visits Kerzit is to ren-
Hogh: MU 5, AC 8, hp 13, D 16. 63. WALKWAY der a sacrifice to the demon, and then, still
chanting, proceed to Key #67b to recover the
Spells: A 5 ft. high raised walkway leads south from Tomeofthe Black Heart, as he has done many
Key #62. This walkway ends in front of two 2 times in the past. He then returns, still chant-
Level 1: jump, magic missile (XZ),shield ft. tall statues standing against the southern ing, to Key #66, and reads this volume for
Wall. three days without rest. Then, resuming his
Level 2: invisibility,pyrotechnics chant, he returns it to Key #67b. His stamina
Level3: dreball These statues are carved from a greenish wanes-if he makes a but a single mistake
porphory and depict two wolf-headed men. (1% chance upon initial entry and 2-127’0 upon
Shryg: MU4,AC 9, hp 11, D 15,W 18(+4 Each holds a whip shaped like an octopus ten- his return), the demon will attack him with
bonus). tacle. If the statues’ whips are both pulled great vigor.
down, a 6 ft. wide secret door located
Spells: between these statues will swing open, 66. STUDY
revealing a 10ft. wide passage heading south.
Level 1: charmperson, fiends, A simple black curtain covers the entrance to
protection fromgood 64. MARBLE this room, which is painted dull black. Located
FRESCOROOM here are a small table, a chair, several candles,
Level 2: levitate, web a scattering of scrolls and small librams, a cask
The walls and floor here consist of carefully of water, and a silver cup.
Blanesh: MU 2, AC 9, hp 6, D 15. inlaid 5ft. x 5 ft. square slabs of black marble.
A large silver and black fresco covers the Tomorast uses this fasting and study area
Spells: entire eastern wall. Depicted here is a silver after he has procured the Tome of the Black
masked human who is offering a bowl to an Heart from the caverns (see Key #45a).
Level 1: burning hands, magic missile amorphous black shape. This entity’s full fea- Sequestered here, he reads and studies this
tures cannot be deciphered due to a (deliber- volume for three days straight, partaking of
Dovrah: MU 2, AC 7, hp 5, D 17. ately?) poor rendering by the artist. This tall, nothing but water from the cask. The silver
many-armed creature appears to be in a wait- cup is the only valuable item here (worth 50
Spells: ing pose. gp). The scrolls and tomes are all discarded
materials from earlier studies. None make
Level 1: holdportd, push sense or have any power or value.
Iksil: MU 1 , AC 10, hp 3, D 11. 67. CHARNELCAVERNS
Spell: This area is rough-hewn and reeks of charnel
stenches. Bones, skulls, and some complete
Level 1: unseen servant skeletal remains are present. Rats mingle in
Contained here are five small beds of straw,
a small table, five wooden stools, and a coffer.
Inside the coffer are the collected possessions
of these magic-users, including 150 cp, 370
sp, 86 gp, two loaves of stale bread, dried
vegetables, a small cask of water, and five tin
drinking cups.
23
this ghoulish debris, but scamper off at the spells to a certain extent, will always be cau- 67b DEAD-END
slightest movement or sound. tious and wary of spell casters. If confronted
in force by fighters and spell casters at once, Several bones are heaped about this dead-end
Roll ldlO to determine the current where- Kerzit will gate lesser demons to combat area. Rats scuttle into holes. A square iron
abouts of Kerzit the Demon. (For complete them. Kerzit always concentrates its efforts box, 18in. x 18in. x 18in., lies upon a slab of
statistics and a description of this homble upon the seemingly strongest adversary. If stone near the northwestern wall.
demon, refer to Appendix 2.) met with too strong a battle, the demon will
teleport away, ending the encounter. If Kerzit is not here, the characters may
Dice Roll Demon Location immediately view the contents of this iron
If the adventurers flee, Kerzit will pursue box. Inside is a damp, leather-bound volume.
1- 2 Key #67a them while they remain in its caverns. It will Its timeworn title is barely visible on the
3- 4 Key #67b not proceed beyond the rough-hewn area (see cover: The Tome of the Black Heart
5- 6 Key #67c map) unless Tomorast is killed or the book is
7- 8 Key #67d stolen. If Tomorastis killed, Kerzit willlose its This book has no named author, and
9-10 Key #67e sole purpose for remaining on this plane, and although evilly wrought, it may be handled by
may (75%) teleport with the Tome to parts a member of any class or alignment without
If Kerzit is at Key #67a when the characters unknown, or (25%)rampage through the dun- fear of harm. A short history of the Tome is
arrive, it will immediately engage them in geon complex for one full day, killing all living given in Appendix 1. Interested DMs may
combat (see details below). Otherwise, for creatures it encounters, and then depart with expand on the information given, for many an
every 50 ft. the party moves within these cav- the book. If the Tome is stolen or destroyed, adventure could be garnered from its mere
erns, roll ld6; if the result is 6, Kerzit finds Kerzit will be driven insane, having lost the perusal!
the party. They will become aware of the purpose for which it was summoned. In this
demon's approach unless they are extremely case, it will vent its fury upon the inhabitants
noisy, for an audible clicking sound resonates of these dungeon levels (although it will not
within 20 ft. of the demon due to its taloned attack the iron golem) and then proceed to the
paws on the stony floors. outdoors, heading toward (roll ld6): 1-3 =
Greyhawk City, 4-5 = Hardby, 6 = the Bright
Attack Routine: This demon relies on Desert (see THE WORLD OF GREYHAWK"
overpoweringits opponents through melee. It Fantasy Game Setting).
is intelligent and, although protected from
24
CS
DUSTOF DULLNESS -.
Sixth, Senses: The victim may not from pommel to tip but does not affect the
receive, transmit, use, or interpret psychic, wielder in any way. Any victim hit by the
This appears to be normal, silty dust. One magical, or psionic powers for 1-6 turns. All sword must make a savingthrow vs. wands or
large pinch will affect one man-sized creature; those functions related to dreams, intuitions, be burned for 1-10 points of damage in addi-
a handful can affect 2-5 man-sized creatures. “hunches,” extra sensory perceptions, and/or tion to normal sword damage plus magic and
It may be thrown up to 10 ft., cascadingdown magical spells or items that would produce, strength bonuses, if any. A person burned by
upon intended targets. When this dust is cast heighten, or elaborate upon these areas are the sword will catch fire, taking 1-4 more
upon any living creature with senses (sight, “wiped clean” from the victim’s mind. No tel- points per round until the fire is extinguished.
taste, hearing, touch, smell, and/or a “sixth epathic or empathic communication is possi- The burning victim makes another saving
sense” such as psionics or magic that pro- ble. Spells affected are listed below. Magical throw each round; if the save is successful,
vides unusual sensory capabilities): Roll ld6, items that resemble these spells are treated the flame is extinguished. The ebon flame
and consult the table below. The number in the same way, and their use is not possible. cannot be doused by any non-magical means,
rolled affects all senses with a a number equal including water.
to or lower than the result. (Example: A roll of Spells affectednegated: When unsheathed and held, this weapon
3 would affect Sight, Taste, and Hearing.) Cleric: All detect spells, find traps, know gives the wielder infkavision with a 9” range.
Consult the descriptions that follow for the full alignment, locate object, divination, The wielder is also harder to surprise, and
effect. commune, true seeing, find the path, receives l d 8 for surprise checks instead of
and stone tell. the usual ld6.
1 Sight
2 Taste Druid: All detect spells, locate animals, Each Sword of the Ebon Flame comes com-
3 Hearing locateplants, and commune with nat- plete with a curse-determined individuallyby
4 Touch ure. the DM. Normally, the curse of the sword
5 Smell consists of penalties “to hit” when fighting
6 “Sixth Sense” Magic-user: All detect spells, identiij; locate some type of creature or alignment. For
object, clairaudience, cl&oy- example, one sword might be -3against lawful
Sight: Vision is blurred for 1-6 hours. Roll ance, E S e suggestion, wizard evil creatures while another might be -3
ldlO to determine the severity: eye, contact otherplane, teleki- against demons. Creatures named in the
nesis, legend lore, and mind curse of the sword will become instantly
1-3 -3 penalty to hit blank. aware of it when they come within 60 ft. of it!
There is a base 50% chance that these beings
4-8 -5 penalty to hit and -3“penalty to Illusionist: AH detect spells, non-detection, will attack the sword wielder because of this
movement rate; attempts at faster weakness, even if they had been neutrally dis-
movement result in a stumble and suggestion, mass suggestion, posed to begin with.
fall, for no damage. true sight, and Vision.
9-0 Blinded In addition to the above limitation, the
Taste: The victim loses all ability to taste POTION OF CONTROLLING sword inflicts 1-4 fewer points of damage than
things for 1-6 hours. normal against water- and fre-type creatures,
DAMAGE such as serpents, mermen, elementals, fish,
Hearing: The victim is deaf for 1-6turns; dragons, and salamanders. All fires started by
a -1 penalty applies to all initiative rolls, and This potion is usable by all classes. When it is the sword will bum for only one round and
the victim suffers a 50% chance of being sur- imbibed, the effects are realized immediately. then will automatically extinguish.
prised in situations where sound (footsteps, Damage to the user is lessened by 2 points It is thought that several varieties of these
howling, etc.) is the primary factor. Unless per hit die of any damage dealt after drinking swordswere made by some great artificer for all
some non-aural signaling method is used, the the potion, including damage from spells, alignments. If researched by the player charac-
victim will not react to unseen situations until weapons, falling, etc. When damage caused ters, the history surrounding their placement in
after a 1-4 segment delay (or until physically by combat is given only as “points,” and not the Flanaess will be scarce and unreliable, indi-
I warned by other characters). “hit dice of damage,” the potion negates one- cating instead that the swords might be more
Touch: The victim cannot feel anythingfor third of the total. The durationis 3-24 rounds. likely found in the outer realms.
1-6 turns, including being touched, burned, SWORD OF THE EBON TOMEOF THE BLACK
frozen, etc. A penalty of -3“ applies to the
movement rate, and any attempt at running HEART
FLAMEresults in a stumble and fall (for no damage)
within one round. Dexterity is temporarily This longsword +2, 4 vs. lawfulgood align- This book was written by several evil magi,
penalized by -2 points. When holding objects ment, is evil, usable by all evil alignments. It is whose time of existence upon Oerth is not
in hand, there is a 3o.vo chance per object held not intelligent, although it can communicate recorded, save that they dwelt near the Valley
of dropping it, checked each turn and when- through empathy. It has no ego at all. The of the Mage. The Tome was lost during those
ever an item is used. sword’s face and edge have many small black years when the Mage of the Valley brought
Smell: The victim loses all olfactory facul- fickering flames upon it, though these do not down a great ruin upon these evil ones. The
ties for 1-6turns, and cannot smell anything (a radiate warmth. When used in combat, the Tome slipped from the ways of dread for a
boon when investigating garbage heaps!). sword bursts forth in black flame, which runs time, only to be located by Tomorast in a curio
25
shop in the City of Greyhawk! The legends do this golem requires 6 months of time, 150,000 tion about the other Planes of Existence, if
not tell how it came to be there, but it was gp, and the following: conjured or summoned:
truly lucky for Tomorast that he found it, for it
contained what he had always sought: power 1. A fireball spell must be cast on this RAR-TUM, Spirit of the Elemental Planes
and arcane knowledge to procure still more creature once complete. This imparts its KESH-GURH, Spirit of the Para-Elemental
power. He has read extensively from this fiery breath. Planes
book, although he is forced to offer a sacrifice SHA-DUAN, Spirit of the Plane of Shadow
to Kerzit every time he peruses its worm- 2. A levitate spell must be cast on the MEZZIK, Spirit of the Demi-Plane of Knowl-
eaten pages. creature, making this form of movement edge Concerningthe 666 Layers of the Abyss
possible. The spell must be cast while the and the Layers of Tarterus.
Through the use of the Tome and his own golem is still inanimate.
baleful spells, Tomorast has created and [Thislast entity will only be summonable 50%
brought to life many of the objects that reside The Whip of Cockatrice Feathers and the of the time. If successfullygated, it will appear
on the dungeon levels beneath Maure Castle. poisoned crystal-and-iron sword are both as a Type I demon with bright red and light
His greatest artificing was performed, using optional. DMs should decide upon the avail- green colorings (feathers). It is actually an
the knowledge imparted by the Tome, in the ability of these items, perhaps sending those imp with a minor shape change ability, which
creation of the iron golem (Key #19). characters desiring them on yet another fan- allows it to appear as and fight as this demon
Through the use of the Tome, he has sum- tastic adventure! for six turns only. This creature will lie to
moned many evil and knowledgeable spirits to those of any alignment save chaotic evil, and
guide him in acquiringknowledge of the Outer Pages 121-200:These pages de- will leave of its own volition after only 3-12
Planes of Existence, and how to traverse this scribe the making of an item known as the rounds spent on the Prime Material Plane.]
realm while remaining in his physical body. Dagger Obelisk.This requires a magic-userof
Tomorast has yet to use all of the Tome’s the 12th or higher level, 3 months of prepara- GENERAL NOTES: To question these spir-
powers and secrets, for his servants have of tion time and magical investigation, and a its, the character must first gate them in by
late become suspicious of him and his so- 30,000 gp sacrifice to the lesser gods spell or magic item. They may be asked direct
called “service” to the elder gods. Thus, Fharlanghn (horizons, distance, travel) and questions, but will usually refuse to converse
Tomorast has had to stop sacrificing his fol- Celestian (stars, space, wanderers). The fol- unless threatened by spiritwrack or similar
lowers, and now resorts to using hired assas- lowing elements are also needed: magical means. Under such pressure, they
sins to find offerings for Kerzit. will inform the querist of all they know con-
3 pounds of hornblende. cerning the particular plane from which they
The Powers of the Tome were summoned (2040% veracity on all
A tereport spell, cast by a 12th or higher answers if the questions are detailed enough).
The Tome of the Black Heart is written in level magic-user. They will answer as many questions as the
magical script of the chaotic evil alignment querist can pose during a 24 hour period.
tongue, and is comprised of many and varied An extensionZII spell. After this time they merely “pop” out of this
powers and summonings. Each area covered plane back to where they came from, cursing
is listed hereafter. A plant growth spell. their summoner with many vile words and
derisive comments.
Pages 1-12:These pages describe the One 95%-flawless sapphire.
summoningof the guardian demon Kerzit, and DESCRIPTION: Rar-tum appears as an
those words of power that may dismiss it. The hornblende must be shaped into a nor- admixture of fire, air, water and earth. Kesh-
This summoning requires an evil magic-user mal dagger by a lapidary. The spells are then gurh appears as flowing dust particles filled
of the 12th level or higher, 10,000 gp in cast into the dagger in this order: plant with ice, heat and vapor. Sha-duan appears as
crushed black opals, a sacrifice, and two a 10ft. high shadow, and talks in low sonorous
weeks of preparation and meditation. Appro- growth, teleport, and extensionIIZ.The sap- tones when addressing its summoner.
priate vestments must be acquired and worn,
and the words, “Kerzit the Mighty, Kerzit the phire is finally set in the pommel to boost the
Strong, Kerzit the Guardian, Kerzit! Kerzit!! dagger’s magical powers (and what a boost
Kerzit!!!” must be chanted. This chant pro- this will be!). The sacrifice to Fharlanghnand
tects the summoner from Kerzit’s attack. Celestian may be made at any time, but must
Every time the Tome is used, a sacrifice must be performed at a church of those who profess
be offered to the guardian demon, and the neutral alignment.
precise ritual must be repeated.
The last passage in the Tome about this dag-
Pages 13-50:This is the history of the ger instructs the creator in its use. Once hav-
Tome as recorded by its unknown authors. ing created and enchanted the dagger, the
Tomorast’s scrawl can be identified, as he magic-user must thrust it into the ground up
keeps updating the Tome as he learns from it. to its hilt. This done, a rumbling will be heard
and the ground will begin to part, making way
Pages 51-120:These pages describe the for a green, spiraling, 30 ft. x 8 ft. plant stalk
making of a special iron golem. The craftingof that will push up out of the ground and stop in
front of the character. A grotto near the front
of this stalk will appear to be a passageway.
This is, in fact, a transportation device to the
Lost City of the Elders.
Pages 201-268:These pages cover sev-
eral names of spirits that can provide informa-
26
St€RS
DEMONS Kerzit may attack up to 5 times per round. Description
Its tentacles (ld10 each) and saw-like arms
Kerzit the Guardian (ld12 each) account for the majority of its Kerzit stands 10 ft. tall and 4 ft. wide at the
(MajorDemon) melee capability. If both tentacles strike the shoulders. Its overly large wolfs head sports
same victim in a single round, the victim is two menacing, silver eyes, and its jaws open
FREQUENCY: Very Rare dragged to Kerzit’s waiting jaws for an addi- wide to reveal ebon black teeth that drip a
NO. APPEARING: 1 tional bite (normal “to hit” roll) of 2-24 points greyish fluid. The entire body is covered with
ARMOR CLASS: -2 plus deadly poison (-3 penalty to saving matted black fur,and its upper appendages
MOVE: 12” resemble 6 ft. long octopus tentacles, located
HIT DICE: 15(112 hit pc,ints) throw). upon its torso where a human’s arms might
Yo IN LAIR. 65% Kerzit is immune to all 1st-3rd level magic- be. Its lower torso has a pair of saw-like
TREASURE TYPE: Spec:ial appendages, chitinous to a degree, but the
NO. OF ATTACKS: 4.1 user and illusionist spells, 1st and 2nd level black fur common to all parts of this demon’s
DAMAGE/ATTACK: 1-10/1-10/2-12/2-12 druid spells, and 1stlevel cleric spells. At will, body (except the tentacles) is present here
it may create darkness lo’radius, use detect also. Kerzit’s feet resemble 2 ft. long wolfs
+ 2-24 magic,read magic, detectinvisibility,and tele- paws, with polished black six-inch long talons.
SPECIAL ATTACKS: Poisonous bite kinesis (maximum 7,000 gp weight) spells These talons emit an audible clicking sound
MAGIC RESISTANCE: Immunities once per round. It can gate (70% success- when the demon walks on a hard surface,
fully) a Type I1 (400/0) or Type I11 (60%) which may give a warning of this horrific mon-
(see below) demon, though it may only gate two demons ster’sapproach to those who might be listen-
INTELLIGENCE: High of one type per day, as its abilitieswhile on the ing, negating surprise by the creature.
ALIGNMENT: Chaotic Evil Prime Material Plane are somewhat limited.
SIZE: L (10 ft. tall)
PSIONIC ABILITY: Nil
AttacklDefense Modes,: Nil
LEVELlXP VALUE: X/1-3,800+ 20/hp
(16,040)
Kerzit is a special guardian, e s p e ~ i a ~Ly.lcated
by higher demons to serve the cause of chaos
on the Prime Material Plane. It is thus most
often encountered there, guarding some item
or area of import.
Kerzit is currently the guardian demon of
the Tome of theBlack Heart, summoned forth
from that volume by Tomorast, as a necessary
prelude for the use of powers and other
arcane knowledge contained within that
leather-bound manual of black lore and
demon-begotten magic. Kerzit maintains a
watchful vigil over this tome, and, in return
for this service, accepts sacrifices from
Tomorast.
27
Colchiln worshipped. The colchilnare possibly created FREQUENCY Uncommon
from larvae, but the complete process is NO. APPEARING: 20-70
FREQUENCY Rare (on the Prime unknown. Their mission is to serve and fol- ARMORCLASS: 5
Material Plane) low. They do this very well, for even if they HITDICE: 1-3
are incapable of imaginative thought, they %INLAIR: 70%
NO. APPEARING: 2-16 usually have a good memory and can follow TREASURE TYPE: Q (x3)
ARMORCLASS: 4 orders explicitly. They are thus often incorpo- NO. OF ATTACKS: 1
MOVE: 10” rated into legions to fight subterranean wars DAMAGEIATTACK: 1per fish
HITDICE: 4-7 to which those “evil ones of the pits and cav- SPECIAL ATTACKS: See below
% IN LAIR: 60% ems” are accustomed. SPECIAL DEFENSES: Nil
TREASURE TYPE: F MAGIC RESISTANCE: Standard
NO. OF ATTACKS: 2 The colchiln attack with their iron-hard INTELLIGENCE: Low
DAMAGE/ATTACK: 4-9/4-9 claws, but have no teeth. They usually (55%) ALIGNMENT: Neutral
move silently, and when set for ambush, sur- SIZE: S (1-3ft. long)
(plus strength bonus) prise their victims two-thirds of the time. PSIONIC ABILITY Nil
SPECIAL ATTACKS: Nil
SPECIAL DEFENSE: See below Their strengths range from 18/01 to 18/00, AttacklDefense Modes: Nil/nil
MAGIC RESISTANCE: 20% but the creatures gain only the +3,+4,+5,or +6 LEVEL/XP VALUE: (1HD) 1/14 + llhp;
INTELLIGENCE: Low damage bonus (add to the base ld6.3 points of
ALIGNMENT: Neutral Evil damage) and not the corresponding “to hit” (3HD) 11/50 + 31hp
SIZE: S (4 ft.) bonus, as they are rather uncoordinated.
PSIONIC ABILITY Nil However, their appearance provides no indi- Hetfish are found in both fresh and salt water,
cation of their great strength. They never and in any clime from arctic to boiling hot
AttacklDefense Modes: Nd/nil check morale, and will impassively fight to the springs. These fish have super-heated bodies
LEVEL/= VALUE: (4 HD) III/130 death in all situations. (350 degrees Fahrenheit), which can actually
bum objects touched. Their sizes range from
+ 5lhp; (7 HD) Vl500 + lO/hp Description 1-3ft. long, and each attacks as a 1-3hit die
monster. Length determines attack probabil-
The Colchiln are a most uncommon demon- A colchilnis black in color, bipedal, with scale- ity. Their great maneuverability and speed in
spawn, set upon this world to assist high-level like skin and lidless, bulbous white eyes. Its the water account for their armor class rating
evil beings (demons or similar creatures). mouth sports no teeth, but its red forked ser- and attack capability. These fish are attracted
They may be found wherever major concen- pent’s tongue is used to sense things. Its four- by motion in the water. When their “den” is
trations of evil are located, but are most often fingered hands have iron-hard claws, disturbed, they swarm en masse to meet the
found underground in mountainous caves that adamantite-hard in larger varieties of colchiln. intruder. Their mode of attack is to bump or
extend into the inky depths of the earth, lower ram their intended targets, inflicting 1point of
level dungeons where abominable rites are Hetfish heat damage per touch per fish. Hetfish have
practiced and homed non-human deities are been known to continue these swarming
attacks indefinitely. A victim may be “boiled
alive” due to the proximity of great numbers
of these fish heating the water nearby. Hetfish
have been known to ram small ships and other
waterborne vessels. Wooden ships sustain 1
point of structural damage per 30 small (1ft.),
20 medium (2 ft.) or 10 large (3 ft.) hetfish
attacking.
These fish have been known to bring a good
price (10-100 gp each, depending on their size
and condition) when captured alive and sold to
men of wisdom (sages, alchemists, certain
priests and mages, et a].), as these scholars
have yet to learn about this fish’s strange
properties, which resemble the fire-breathing
dragon or the remorhaz.
Description
General coloring of the hetfish is silver and
orange. Many small bumps and unnatural-
looking skin boils can be seen covering their
bodies. They otherwise resemble pirahna,
though they have no teeth of note.
/’
28
Slow Shadow have become attached to their victims. These
shadows are detectable only 10% of the time.
During these periods they are seen as undu-
lating, inky blobs, with amorphous twistings
to their outline which make them appear to
grow or shrink (between 4 ft. and 6 ft.) as
they move.
FREQUENCY Rare Tyrg (Spotted Hound) they emit fierce howls which will serve to
NO. APPEARING: 4-16 mildly stun the victims engaged (-1penalty to
ARMOR CLASS: 8 FREQUENCY Rare initiative, -2 penalty to hit) for the following
MOVE: 12” NO. APPEARING: 1-10 three rounds. The effects of this stunning are
HITDICE: 4 ARMOR CLASS: 5 not cumulative, and only after the first three
TREASURE TYPE: P, Y MOVE: 18” rounds of stunning have worn off can those
NO. OF ATTACKS: 1 HITDICE: 5-8 affected be stunned once again. After howl-
DAMAGE?ATTACK: 1-4 ’70IN LAIR: 30% ing, a tyrg attacks. Tyrgs can move silently
SPECIAL ATTACKS: Slow TREASURE TYPE: C 75% of the time, and are surprised only on a
SPECIAL DEFENSES: +2or better NO. OF ATTACKS: 1 roll of 1on ld6.
d a m a g e / a t t a c k 1-12
weapon to hit SPECIAL ATTACKS: See below If encountered in their lair, there will be 1-4
MAGIC RESISTANCE: See below SPECIAL DEFENSES: Nil young present (20-70% grown). These will
INTELLIGENCE: Low MAGIC RESISTANCE: Standard fight with the adults to preserve the lair. All
ALIGNMENT Chaotic Evil INTELLIGENCE: Low others in the lair will be adults, the majority
SIZE: M (4-6 ft. tall) ALIGNMENT: Neutral male, though the sexes cannot be told apart
PSIONIC ABILITY Nil SIZE: L (6-9 ft. long) because of a lack of general knowledge
PSIONIC ABILITY Nil regarding these hounds.
Attack Defense Modes: Nillnil
LEVEL/X.P. VALUE: IVl150 + 4lhp attack/defense Modes: nil/nil Description
LEVEL/XP VALUE: (5 HD) IV1130
Slow shadows are related to their cousins, the A tyrg stands 3 ft. tall at the shoulder and var-
shadows. It is thought by those who study + 5/hp; (8 HD) VU550 + lOlhp ies in length, as noted above. Its overall color-
arcane fauna and undead creatures such as The Tyrg is a cross between a dog (in watch- ing is white with grey, black, and tan
these that shadows (and particularly slow fulness) and a tiger (in stalking ability). These splotches. Its sleek stance while hunting is
shadows) come from the Negative Material creatures are often found in the mountains, reminiscent of’a cat, but its powerful jaws,
Plane. Some place their origin in Shadowland, but not too far from woods (wherein they pre- containing many fangs, demonstrate its rela-
but this is not substantiated. fer to hunt). When they engage prey in melee, tion to the world of dogs.
Slow shadows typically attack by surprise, 29
maneuvering from behind their intended prey.
They attach themselves to the unsuspecting
victims, causing an immediate 1-4 points of
cold damage. The victim becomes slowed (as
the spell) automatically, with no saving throw.
For every round that the slow shadow
remains attached, 1-4 points of additional cold
damage is inflicted. Those killed by these
creatures are transformed into slow shadows,
but these usually remain within 40 ft. of where
they were killed. This, of course, suggests
that wandering slow shadows are created, or
summoned, and those that stay within one
area are past victims. In any case, these crea-
tures are dangerous. They are not affected by
cold, lightning, hold, or cham attacks. A
haste spell directed at them will drive them
away, but has no effect upon them once they
General Note
Standard dungeon adventuring equipment
should be assumed for all characters. Players
may select whatever they wish within the nor-
mal limits of the game.
MORDENKAINETNHE Carpet of Flying: This is of the largest vari- Spells Carried
MAGE(WIZARD, M-U 12) ety, and holds four while flying.
Scroll of the Efreeti: This scroll appears Level 1: Charm Person, Jump, Magic Mis-
CLASS: Magic-User wrought from some alien hide (actually a sile, Protection from Evil
LEVEL: 12 lesser demon’s skin). Upon it are many flam-
ARMORCLASS: 1 ing runes and sigils. In the possession of a Level 2: ContinualLight, Locate Object, Ray
magic-user, this scroll acts as a ring of f i e ofEnfeeblement, Web
Magic Adjustment: +6 resistance. If read, an efreeti (MM, pg. 37)
Dexterity Adjustment: +3 will appear immediately, summoned from the Level 3: Dispel Magic, Fireball, Haste, Slow
MOVEMENT 12” Elemental Plane of Fire. It will serve its
HIT POINTS: 52 “master” for 2-5 hours and then leave; the Level 4: Fire Shield, Ice Storm (xZ),Wzard
NO. OF ATTACKS: 2 (Dagger) scroll is then useless.
DAMAGEIATTACK: By weapon Silver Key of Portals: This item appears to Eye
Dagger +1: 2-512-4 be a regular-sized silver skeleton key (silver Level 5: Monster Summoning 111, Eleport
ALIGNMENT Neutral worth equals 33 gp).It is, in fact, a minor arti-
DEITY Boccob fact that was found in an abandoned chapel to (x2), W d ofForce
Dalt, the lesser god of portals and enclosures.
STRENGTH: 10 (It is conjectured by Mordenkainen that this Level 6: Globe ofInvulnerability
INTELLIGENCE: 18 forgotten god led him to find the Key, for he
WISDOM: 15 has learned that Dalt is of a chaotic good align- *Mordenkainen and his compatriots are unu-
DEXTERITY: 17 ment and gives generously to those he sualtharacters, since they come from a cam-
CONSTITUTION: 17 favors). When the key is touched to any por- paign of very long standing. As a result, they
CHARISMA: 18 tal, be it magicalor other, the portal willslowly sometimes have abilities (such as knowledge
swing open. This key may be used to open of all spells at levels 1-6) that are not nor-
four portals per day, and no more. mally possible for ordinary AD&D@charac-
ters.
30
Mordenkainen appears to be a middle-aged
man bedecked in simple grey robes, perhaps
resembling a merchant. His face suggests age
beyond his normal appearance, as if wisdom
were a part of his charisma, thrusting out
upon those that stand near him almost as
much as do his bushy eyebrows. His hair is
black and cropped, his beard black with silver
streaks and well waxed. Mordenkainen has
come well-prepared with many items, know-
ing full well that anything might lie beyond the
Unopenable Doors.
Armor1 NilINormal Dress
Clothes
In Hand Dagger +1
Bracers of Defense AC 4
In Side Wand of Fear
Pouch ScroU of the Efreeti
Silver Key ofPortals
In Portable Carpet of Flying
Hole CrystalB d
In Belt
Pouches Components for Spell
Carried
Spells All of Levels 1-6
Known
YRAG THE LORD Yrag appears as a stout and hardy man, flaxen
haired, and normally dressed in grey and
(LORD, F 9) green robes. He stands over 6 ft. tall and is
very broad-shouldered. Yrag is ever watchful
CLASS: Fighter of things about him, and usually prefers no
LEVEL: 9 new undertakings unless these are shared
ARMORCLASS: -4 with those persons he knows and trusts. Yrag
has come with many items:
Magic Adjustment: +4
Dexterity Adjustment: +2 Armor/ Plate Mail +2
MOVEMENT: 12” Clothes Shield +2
HIT POINTS: 81 Boots of Feather Falling
NO. OF ATTACKS: 312 In Hand
DAMAGEIATTACK: By weapon Longsword ‘1, Flame Tongue
Longsword +1,Flame Tongue: In Side Ring ofInvisibility
2-912-13 Pouch
ALIGNMENT: Neutral Backpack Scroll of Protection
DEITY Zagyg kom Elementals (all)
STRENGTH: 18/46 Potion of Storm Giant
INTELLIGENCE: 14 Strength
WISDOM: 14
DEXTERITY 16 Boots of Feather Falling: Treat these boots
CONSTITUTION: 16 as an unlimited duration feather fall spell.
CHARISMA: 1 7
BIGBYTHE MAGIC-USER well, he might be viewed as oddly nervous (or
(NECROMANCEMR,-U IO) paranoid), but this is nowhere near true. The
mark to which Bigby adheres is simply “Cau-
CLASS: Magic-User tion.” Bigby has brought along a few of his
LEVEL: 10
ARMORCLASS: 1 accumulated magic items.
Magic Adjustment: +3 Armor/ NillNormal Dress
Dexterity Adjustment: +3 Clothes Ring of Protection +3
MOVEMENT: 12”
HIT POINTS: 39 In Hand Dagger +2,or
NO. OF ATTACKS: 2 (Dagger) Wand of Cold
DAMAGEIATTACK: By weapon (12 charges)
Dagger +2: 3-613-5
ALIGNMENT: Neutral Side Pouch Potion of Animal Control
DEITIES: Boccob & Zagyg Vial of Sweetwater
STRENGTH: 8 Belt Components for Spells
INTELLIGENCE: 17 Pouch Carried
WISDOM: 14
DEXTERITY 17 Spells All, of Levels 1-5
CONSTITUTION: 15 Known
CHARISMA: 12
Spells Carried
Bigby’s attire is unassuming: a simple hooded
dark grey robe. When this hood is thrown Level 1: Affect Normal Fires, Hold Portal,
back from the usual covering of his face (for Magic Missile, Shield
Bigby is a somewhat retiring and secretive
man), his lean but healthy features will be Level 2: Detect Evil, Mirror Image, Rope
exposed: studious brown eyes, light brown Trick, Stinking Cloud
hair, and a laugh that precedes jokes on almost
a forced level. To those who do not know him Level 3: Fly, Lightning Bolt, Phantasmal
Force
Level 4: Charm Monster, Minor Globe of
Invulnerability
Level 5: Conjure Elemental, Eleport
31
RIGGBY THE PATRIARCH services will be a boon to his other compan-
ions, so he has opted to come along on this
HIGHPRIESTC, 9) “stint” (as he refers to it). He has brought
several items with him:
CLASS: Cleric
LEVEL: 9 Armor/ Plate Mail +1
ARMOR CLASS: -1 Clothes Shield +1
Magic Adjustment: +2 In Hand Staffof the Serpent
Dexterity Adjustment: +1
MOVEMENT 12” (Constrictor)
HIT POINTS: 51 Ring ofFree Action
NO. OF ATTACKS: 1
DAMAGEIATTACK: By weapon Backpack Scroll of two spells:
W xHammer +2: 4-7/36 Cure Critical Wounds,
ALIGNMENT: Neutral True Seeing
DEITIES: Boccob & Zagyg
Spells Carried
STRENGTH: 12
INTELLIGENCE: 13 Level 1: Cure Light Wounds (x3), Detect
WISDOM: 16 Magic, Remove Fear, Sanctuary
DEXTERITY: 15
CONSTITUTION: 15 Level 2: Hold Person (x2), Find Traps,
CHARISMA: 16 Resist Fire, Silence 15’ Radius,
Speak WithAnimals
Riggby is normally dressed in light grey and
off-white colored robes. His eyes are chest- Level 3: Create Food and Water, Cure Dis-
nut brown, his hair pure black, and his opin- ease, Remove Curse
ions are short and succinct-“Convert, or
else!!” Riggby has been convinced that his Level 4: Cure Serious Wounds
Level 5: Raise Dead*
[* Note that the Raise Dead spell will not
restore a character to effectiveness. Its pri-
mary use would be, for example, to learn the
Command Words for the Carpet ofFlyingfrom
Mordenkainen, should he be killed.]
n n ,I ~ C . 32
9112XXX1.501
E