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Official Game Accessory
GREYHAWK@ ADVENZURES
Vale o e
Credits: Table of Contents
Editing: Mike Breault Introduction .................................. .2
Cartography: SupvrJDesigner: The Valley of the Mage ......................... .3
The Valley Elves ............................. .ll
Dave Sutherland The Tree People ............................. .13
Artist:Frey Graphics The Gnomes ................................ .15
Entering the Vale. ............................ .16
Interior Art: Valerie Valusek Valley Defenses .............................. .18
Cover Art: Roger Loveless Encounters in the Barrier Peaks ............... ..27
Adventure Ideas ............................ ..27
Typography: Gaye O'Keefe and Creature Statistics Chart ..................... ..28
Grist ...................................... ..29
Kathleen C.MacDonald Griveling .................................... .30
Jakar ....................................... .31
Keylining: Stephanie Tabat Jaleeda Bird ................................. .32
Beginning the Adventure ...................... .33
ADVANCED DUNGEONS & DRAGONS, The Necromancers ........................... .36
Visiting the Villages ........................... .38
AD&D, FORGOTTEN REALMS, PRODUCTS Encountering the Exalted One ...................39
OF YOUR IMAGINATION, WORLD OF Encounters and Oddities. ...................... .40
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PRODUCTS OF YOUR IMAGINATION'"
INTRODUCTION
This is an ADVANCED DUNGEONS & out of the vale. Many of the rulers have spies prowess, and entered the valley. They are
DRAGONS@game adventure occurring in the stationed in the Dim Forest and elsewhere now exploring the valley, testing the defenses
WORLD OF GREYHAWK@fantasy setting. It near the entrance to the valley. of the mage and his First Protector. They plan
is intended for characters of 7th through 9th to meet with the First Protector, seeking a
level, for a total of 35 to 40 levels. A mix of March of Bissel spies recently have re- pact with the Black One. The necromancers
character classes is desirable. Further, it is ported that a band of necromancers, who want to learn new spells, which they are cer-
important that at least some of the characters were run out of the Bissel area, have entered tain the Black One has researched. They plan
have magical weapons. the Valley of the Mage. Although Bissel off- to offer their services in protecting the valley,
cials are glad to be rid of the necromancers, and want to turn over information about the
This adventure is compatible with the who committed robberies, harmed innocents, surrounding lands’ defenses, all in exchange
AD&DQ game and the AD&D 2nd Edition and tried to bring a portion of Bissel under for the spells.
game. All NPCs and creatures in this adven- their dominion, the officials are concerned.
ture are tailored to the AD&D 2nd Edition They don’t like the Black One, but they like Once the necromancers have what they
game. even less the possibilityof more mages linking want-and if they have determined the mage
up with him or usurping his control and gaining and his First Protector can be defeated-they
The module is divided into two sections; the access to his great magical knowledge and plan to usurp control of the valley and steal all
first contains background information on the items. of the great magic the Black One is rumored
Valley of the Mage and details important to have. The necromancers are power
NPCs who live there. It includes a chart listing The Bissel officials remain confident the hungry-unlike the mage, they will not be
creaturesthat are likelyto be found in the vale Black One would not leave his valley. How- content to stop at the valley; they want all of
and explains the vale geography and climate. ever, they fear that the necromancers, who the Flanaess.
This material can be consulted any time the already have shown a greediness for power,
player characters decide to adventure in the would expand their influence out from the Val- Encounters
vale. A page of adventure ideas is also pro- ley of the Mage and attempt to take on the
vided for DMs who want to continue to use forces of the nearby countries. The player characters will have to deal with
the vale as an adventure setting. some of the valley’s defenses, including magi-
The player characters will be asked by His cal traps, patrols, and creatures loyal to the
Adventure Lofty Grace, Walgar, the Margrave of Bissel, mage-some of which were created by the
to venture into the vale and defeat the necro-
Background mancers. The PCs will be advised not to at- mage.
tempt to tackle the Black One, as Walgar is
The Valley of the Mage is nestled amid the certain such a confrontation will end in their They also will encounter a small group of
Barrier Peaks and is cloaked in mystery and deaths. gnomes seekingto enlist the PCs’ aid in warn-
rumors. Common folk avoid the vale, as they ing the First Protector about the necroman-
have heard stones that hideous monsters The Necromancers cers, and they will come across an abandoned
roam through it freely. The tales also say that estate now occupied by the necromancers.
adventuring parties and soldiers who have en- The necromancers were indeed attempting to (The estate was abandoned when the Black
tered the vale have never returned. However, take over Bissel, whichthey believed was one One moved to another fortification.)
lesser-told tales say some of the adventurers of the weaker countries in the area. Being run
came back loaded down with platinum and out of the country before they could marshal Depending on the PCs’ actions, the First
gems. It is common knowledge to the people their ownforces frustrated and angered them, Protector and her forces could learn of the
in the countries near the vale (Bissel, Gran but also inspired them with another plan- PCs’ presence and try to chase them out of
March, The Grand Duchy of Geoff, Stench, increase their magical might and then lay low the valley.
Ket, and Veluna) that the vale is ruled by a Bissel and any other country that would op-
powerful wizard who goes by the names of the pose them. Abbreviations
Black One, the Exalted One, and the Mage of
the Vale. They know the valley is well- The six-member group comprises three The statistics of non-player characters and
defended and trapped and is populated with necromancers, a magelfighter, a cleric, and a monsters have been abbreviated. Those ab-
valley elves and gnomes who are loyal to the fighter. The group has done nothing to dis- breviations stand for the following:
mage . suade others from believing they are all nec-
romancers. The group heard the stones of AC = Armor Class; MV = Movement
Although area rulers fear the supposed the Valley of the Mage and the powerful mage Rate; HD = Hit Dice; hp = current hit
power of the mage, believed to be as evil as is who rules it. Bribing some of the Bissel and points; #AT = Number of Attacks; Dmg =
possible for a man to be, they have left him Gran March spies, the necromancers also Damage caused by attacks; SA/SD = Special
alone. The rulers think the mage is content to learned about the valley elves and gnomes Attacks/Special Defenses; MR = Magic Re-
rule his vale and leave the rest of the country who are loyal to the mage and about a female sistance; AL = Alignment; S = Size;
alone; they don’t want to stir up trouble that drow called “The First Protector,” who is the THACO = To Hit Armor Class 0 (Zero).
would bring him out of the vale and make him a mage’s most trusted aide.
direct threat. Still, their fears are strong and
they want to know who or what goes in and The necromancers slipped through the
vale’s defenses, using all of their magical
2
t h e Valley of t h e
Overall View and the entrance to the valley near the Dim these languages in addition to dwarvish and
Forest is heavily guarded. Few are said to burrowing mammal. The valley elves speak
The Valley of the Mage (see the four-color dare enter the valley; a well-armed expedi- common, gnomish, and their own tongue,
map that comes with this adventure) is tion from Gran March never returned. Only and they can communicate with the tree
nearly surrounded by the Barrier Peaks; a handful of adventurers have claimed to people. Only a few dozen of the valley elves
the only opening is about 30 miles across have traveled through the valley, though speak a limited form of dwarfish. The tree
and fronts on the Dim Forest. The lush val- many who have heard their stories doubt people speak their own tongue and attempt
ley, which is a mystery to almost all the resi- their boasts. And while there are rumors of to communicate with those who do not un-
dents of the neighboringcountries of Bissel, bold adventurers returning from the vale derstand it through the use of hand signals.
Gran March, and the Grand Duchy of Geoff, laden with platinum and gems, the lure of Many of the mountain dwarves know a
covers roughly 17,500 square miles. It riches is not enough to draw common folk greater variety of languages, including com-
stretches about 260 miles at its longest into the land. The area is known to be inhab- mon, which they use when dealing with the
point and is about 90 miles across at its wid- ited by horrible monsters. valley residents. The Exalted One and the
est. First Protector speak many different lan-
Many commoners also stay away from the guages.
The Javan River, which is the longest on part of the Dim Forest near the entrance to
the continent, begins high in the Barrier the valley, as there have been reports of val- The elves, gnomes, and tree people are
Peaks, winds through the Valley of the ley elf bands ambushing travelers in the vi- more thoroughly detailed in their own en-
Mage, and exits the valley through the cinity. tries later in this book.
opening across from the Dim Forest. The
river provides the valley residents with food Population Physical Geography
and transportation, and the breathtaking
falls of the river where the Barrier Peaks Scholars estimate the population of the Val- The majority of the Valley of the Mage is a
and the valley meet often shroud that part of ley of the Mage at 10,000, which is far from flat plain, and the elevation of the vale at the
the vale in a beautiful mist. the truth. Scholars are certain elves and entrance across from the Dim Forest is only
gnomes live in the valley, but they are un- slightly lower than the elevation at its north-
For the past several decades the valley certain about other races. e m and western boundaries where it meets
has been ruled by Jason Krimeah, or the the Barrier Peaks.
Exalted One as the residents of the valley Actually, the valley is home to about
have named him. He is a former resident of 1,200gnomes, 800 humans, and 4,000 val- Although there are a variety of soil types
the Great Kingdom who was banished when ley elves. The mountain dwarves who are throughout the valley, the dominant type is
he attempted to usurp the throne. Before spread throughout the Barrier Peaks num- a fertile heavy clay that extends away from
Krimeah moved into the valley, the land was ber less than 1,000 and are not considered the banks of the Javan River. This soil, com-
known simply as “The Vale,” and trappers in the valley’s population makeup. bined with the abundant rainfall, are respon-
frequented it because of the pelts they sible for the thick vegetation predominant in
could obtain from many of the large animals About 1,000of the gnomes live in two com- the vale.
native to the area. munities within the valley, the remainder live
scattered in small groups throughout the vale. All of the valley drains into the Javan
The Valley of the Mage is not considered The valley elves are divided among three River. There are many streams in the val-
an economic or military power on the conti- principal communities and four small villages, ley, all of which begin in the Barrier Peaks
nent, although residents of the countries with a few dozen living scattered near the val- or feed from the river, and there are half a
around the vale are frightened of the power ley’s entrance. The humans, called the tree dozen small lakes close to the base of the
that is rumored to rest in the hands of Kri- people, have one primary village, where about Peaks.
meah and his subjects. Tales say that the a third of their number live. The rest of the
mage throws lightning from his fingertips tree people live in small settlements through- The Environment and
and can make the very earth shake. The out the valley alongtheJavan River. There are Climate
former story has some basis in fact, as the three small communities of mountain dwarves
Exalted One is a very formidable mage. living along the base of the Barrier Peaks at The Valley of the Mage has a subtropical cli-
However, he has no control over the the edge of the valley. There is only one &ow mate, with temperatures during the major-
ground. The valley and the Barrier Peaks resident of the valley, the First Protector, the ity of the year ranging from 75 degrees to
rest on top of a fault, and when pressure trusted companion of the Exalted One. 95 degrees during the day and 60 degrees
builds up deep beneath the ground, tremors to 80 degrees after the sun goes down.
are felt throughout the vale, the Peaks, and The major languages spoken in the valley Duringthe hot summer months the temper-
into the Dim Forest. are common, a dialect of elvish common to atures can reach 110 degrees or more, al-
the valley elves, gnomish, and a corrupt, though this does not happen often, and in
The Valley of the Mage is well defended. simple form of common spoken by the tree
The Barrier Peaks are difficult to traverse, people. The gnomes in the vale speak all of
3
the winter months temperatures can drop to grow outside the valley, and valley elves fantastic creatures known to live in the vale
to as low as 50 degrees. The Barrier Peaks and gnomes traveling outside the vale can include cockatrices, couatl, korred, lizard
surrounding the vale are cooler, and during command good prices or receive fine items men, ogres, owlbears, pseudodragons,
the winter snow collects high in the peaks. and expensive food in trade for the unusual trolls, wolfweres, and yuan-ti. The num-
Snow does not fall inside the vale. bers of each creature are relatively small
fruit. and pose little threat to the communities of
Because of the vale’s location amidst the The trees prized most by the valley resi- valley elves, tree people, and gnomes.
Barrier Peaks, rain is plentiful almost year However, small groups of the vale’s resi-
round. The air that comes down the peaks dents are the tall ebonwoods, the hardest dents and patrols sometimes fall prey to the
on the valley side mixes with the vale’s air trees in the vale. The wood is used in the creatures. The vale’s residents have found
temperature and produces rain. Rains are construction of furniture, staves, and ob- ways to spot the creatures coming and have
heaviest during the spring and often cause jects of art. Occasionally, the wood is also developed techniques for fighting them.
the Javan River to overflow its banks. Dur- used to fashion hilts for swords and daggers Still, the creatures are feared and avoided
ing the hottest of summer months, the rains and to make buckles, plates, and mugs. when possible. Some of the creatures, such
become infrequent, but the river is usually as the owlbears, were placed in locations
unaffected; rains in the mountains keep it Because of the volume of rain the vale re- within the valley by the Exalted One.
from shrinking. ceives, much of the ground remains damp
and covered with a carpet of moss. Thick The valley boasts hundreds of different
Resources vines cover some expanses of ground and kinds of insects, some of them giant-sized,
hang from the tallest trees. Some of the such as wasps and bees. There are also
The Vale of the Mage is rich in mineral de- vines produce a squash-like vegetable fa- groups of large spiders.
posits, especially along the base of the Bar- vored by the gnomes. Because of the thick
rier Peaks. The mountain dwarves mine the vegetation, the ground is difficult to clear. Government
iron, silver, and platinum along the moun- Still, there are places around valley elf and
tain base, and the gnomes mine the iron and gnome communities where the land has The Exalted One rules the valley and is rec-
silver deeper in the vale. The dwarves line been tilled and crops native to Gran March ognized as the supreme monarch by all of
their coffers with the precious metals and and Bissel are cultivated. The rich soil the valley elves, gnomes, and tree people
sell some of it to merchants and metal- makes it easy to grow domestic crops. living there, as well as by the mountain
smiths in neighboring countries. The dwarves living on the vale side of the Bar-
gnomes make jewelry, objects of art, weap- The variety of animal life is tremendous rier Peaks. The Exalted One demands the
ons, and household items from the metals, within the boundaries of the vale. There are respect and obedience of all the vale’s resi-
giving a percentage of the finished goods many different kinds of apes, includinga sig- dence, but he is not despotic, and he does
and raw metals to the Exalted One. nificant population of carnivorous apes, and not rule with an iron hand over all the com-
there are dozens of kinds of reptiles, such munities in his domain. Instead, the Exalted
Other resources in the vale include coal, as lizards and snakes. Some of the reptiles One allows each community its own advi-
copper, and small quantities of quartz. are unusually large and are considered a sors and leaders, believing that they can
bane to many of the mammals. Only one better determine the needs of their own
Plants and Animals dragon is known to inhabit the land. It is an people.
evil green dragon controlled by the Exalted
Nearly the entire vale is covered with a One’s potions and spells. Large, colorful The leaders report often to the Exalted
thick growth of vegetation. The trees, the birds, including a species of blue and green One, discussing each community’s accom-
majority of them hardwoods, grow up to parrots with a four-foot wingspan, are nu- plishments, discoveries, and problems.
100 feet tall, their leaves creating a canopy merous in the valley. Residents of some of The leaders usually appoint members from
over sections of the valley. The largest the valley elf and gnome communities have their communities to the various patrols
fruit-bearing trees are banana trees, which domesticated several of these parrots, and within the vale and supervise many of the
grow in abundance. Also plentiful are idani a few of the mages within the communities defense plans. Because of the Exalted
trees, which have tail, thick waxy trunks. have large parrots as familiars. Other large One’s lack of interference in the communi-
The branches of the idani tree begin about birds include giant owls. ties’ day-to-day existence, the residents
12 feet off the ground and rise in a spiral to
the top of the tree. The leaves, which are In addition to the normal animal life, the have come tb admire him above all others.
edible, are about a foot long, thick, and have valley is home to several fantastic creatures
a shiny, wax-like coating on the top side. and monsters. Some residents of the valley The Exalted\One intercedes in the affairs of
The fruit of the idaniis shaped like a banana, believe the monsters are not native to the the communities only at the request of the
but is a little larger. When the fruit is a dusty area, but found their way to the vale when leaders, when/he is in need of extra patrols
rose color, it is firm and tart; when it ripens human settlements in the neighboring coun- or defenses, or when he believes his sub-
to a deep purple the fruit is more pulpy and try grew and cut down on their usual habi- jects are in jeopardy.
very sweet. The idani trees are not known tat. Sightings of such creatures near the
valley’s entrance have served as a deter-
rent to explorers, adventurers, and curios-
ity seekers.
Some of the varieties of monsters and
4
Personalities of the scried on by the Great Kingdom’s court the Black One goes by many names and
Valley wizards and that agents of his cousin the faces because he is mad and has multiple
King dogged his every step. He became ob- personalities. But the Black One is moder-
Jason Krimeah sessed with magical defenses against un- ately sane, despite his self-imposed soli-
The Black One seen enemies and began traveling tude, fear of spies, and obsession with
Male Human throughout the Flanaess to research defen- defenses and magic. And although most
19th-Level Mage sive spells. who live in the lands around his valley be-
lieve he is consummate evil and his name
AC -3 (Dex bonus, bracers AC 2, cloak), -5 Jason started adopting assorted appear- matches the color of his soul, those in the
(when boots are also in use); MV 12 (22 ances to hide his true identity. He grew in valley see him as a just and wise protector
when boots are used); HD 10 +9; hp 55; magical strength as he studied in the Shield who they respect and would defend with
#AT 1 ; Dmg 1-6 (staff); SA spells; SD Lands, the lands of the Homed Society, Fu- their lives.
spells; STR 8, DEX 17, CON 15, INT 19, ryondy, Veluna, Keoland, the Yeomanry,
WIS 9, CHA 13; Spells: 5 l s t , 5 2nd, 5 3rd, and Sterich. His wanderings eventually Within a year of moving into the valley,
5 4th, 5 5th, 3 6th, 3 7th, 3 8th, 19th; AL took him to a hidden valley nearly sur- the Black One won the favor of the valley
NE (Neutral tendencies); THACO 14 rounded by the Barrier Peaks. The valley elves, gnomes, and the small band of hu-
looked easily defensible, so Jason chose to mans living there by displaying his magical
The Black One rules the Valley of the Mage, powers and proving himself their superior.
and many who live in the mysterious, well- make his home there and bring the area un- Eventually they accepted him as their lord.
defended land consider the mage and the der his control. He has lived there for dec- They dubbed him the Exalted One, and
valley inexorably linked. ades and has no plans to leave. most refuse to call him by any other name.
Jason Krimeah was born to a wealthy and When he initially entered the valley he The mage felt an immediate kinship with
influential family in the capital of the Great was corrupt and wicked, twisted by his fail- the valley elves because they are a reclu-
Kingdom. A cousin of the Great King, he ure to rule the Great Kingdom. However, sive race desiring to be left alone. The val-
received the best training in magic gold after years of ruling the land he named the ley elves avoid contact with other races,
could buy, acquiring costly spells and com- Valley of the Mage, he has mellowed and except for the gnomes who also serve the
ponents and studying under the court wiz- has grown to care for those who live under Exalted One. And they work with the hu-
ards. He quickly grew in magical power and his jurisdiction. He still places himself first mans in the valley at the Exalted One’s in-
could have easily become one of the King’s in all matters and would sacrifice those sistence. The mage sometimes puzzles at
court wizards, eventually rising to the post around him to save himself, but he no longer the elves’ acceptance of him and willingness
of Supreme Wizard because of his relation- thinks solely of his own well being. Now the to follow his orders, but he welcomes their
ship to the King. But Jason wanted more. Black One is evil only when it suits him, and loyalty and has given them no cause to
He desired political power to complement those moods usually arise when he deals doubt him.
his arcane strength-he wanted control of with mysterious outsiders or suspected
the Great Kingdom. However, despite Ja- The gnomes in the valley took an instant
son’s influence, magic, and support from agents of the Great Kingdom, or when he is liking to the mage, in part because of his ob-
distant relatives hungry for their own in pursuit of a new magical item. session with magic and his ability to change
power, his bid to usurp the throne met with appearance. The mage enjoys the attention
frustration. The kingship rested firmly in The mage is known by several names, the gnomes lavish on him, and when he
his cousin’s grasp and was defended by the the Black One being his favorite because of feels a need to lighten his mood he adopts
very court wizards who had trained him. the fear and uncertainty it strikes in those one of his many guises and visits them.
who hear it. Known also as the Mage of the
The King, furious that his young cousin Vale or the Exalted Mage, he holds domin- The mage does not feel as close to or as
dared to try to steal the crown, banishedJa- ion over the humans, demihumans, and strongly about the band of humans living
son from the Great Kingdom, threatening deep within the valley, perhaps because it
him with life in the dungeons if he was manyof the creatures living in the valley. was humans who prevented him from gain-
caught within the boundaries of the kingdom He is recongnizedand feared by his reputa-
again. tion outside of the vale, although there are ing control of the Great Kingdom. Still,the
only a handful of people outside the valley
Jason, forever scarred by the incident and who know him by sight. And those would Exalted One has agreed to protect them in
his hatred building, fled from the Great have to strain their memories to place him, exchange for their help in fortifying the val-
Kingdom in disgrace and adopted the name as he has secluded himself in the valley for ley. Although the mage does not recognize
the Black One, which fit his dismal mood. many, many years. it, he has more in common with the humans
He found work as a mage in the Bandit than the valley elves. The small community
Kingdoms until he believed spies of the He assumes myriad visages, accordingto of humans was foundedby gypsies, thieves,
Great Kingdom pursued him. Jason began suits his mood and purpose and to prevent and outcasts who were banished from coun-
to believe that he was frequently being those he deals with from learning his real tries outside of the valley, including from
appearance. Some residents of the valley the Great Kingdom. The descendants of
wonder if his closest, most trusted associ- these castoffs are disdainful of the peoples
ates are the only ones who have seen his outside the valley and have no desire to
true face. leave.
Scholars outside the valley speculate that
5
With the help of the valley elves and been passed down to the valley elves and and protected by glyphs and other spells.
gnomes, the mage set up physicaland magi- gnomes, who have also come to look upon He relies on his spells for combat and de-
cal defenses at the entrance to the valley outsiders as Great Kingdom people. The fense, avoiding hand-to-hand melee at all
and throughout the Barrier Peaks. He also Exalted One maintains a network of valley costs, as he considers it crude and risky.
elf spies in the countries outside his valley
established watches of gnomes, elves, hu- to watch for such agents and to perform The magical items he always wears and
mans, and charmed monsters to patrol the various tasks. Security within the valley is carries include a ring of wizardry, ring ofre-
valley, and he employed the mountain increased when the spies report people ask- generation, staffof the magi, wand of fire,
dwarves living in the Barrier Peaks to ing too many questions about the Exalted wand offrost, cloak ofdisplacement,gem of
One or the vale. seeing, hat ofdisguise, boots ofspeed, and
watch for trespassers. Some of the mon- bracers of defense, AC 2.
sters in the watches were created by the The Exalted One’s obsession with magic
Exalted One by magically experimenting on continues to increase, and he is driven to Other magical items easily accessible,
some of the native creatures to imbue them gain more magical items, create new spells, and sometimes carried, are ring ofx-rayvi-
with special properties. and learn more about magical forces. He is sion, ring ofspell turning,ring offlying,rod
frustrated that his mortal life span will pre- ofbeguiling, wand oflightning, wand offear,
The dwarves of the Barrier Peaks re- vent him from studying for centuries. The wand ofparalyzation,bag ofholding(largest
cently finished construction of a keep filled capacity), chime of opening, crystal ball,
with defenses and secret passages for the frustration grows because the Exalted One cube offorce, helm of teleportation, medal-
sees the valley elves and gnomes age at a lion of ESp robe of the archmagi, the
mage; it replaced a mansion built by the slower rate than humans, and he envies
elves and gnomes and now occupied by them. The mage has been magically cheat- exalted one *, tome of recording *, gem
creatures of the valley. The mage further ing time through potions of longevity and of musing *, and the exalted component
enchanted his new keep with magical pro- other means, but he realizes they will not case *.
tections, including glyphs and permanent stave off death.
defensive spells. In addition, it is defended He can make nearly any potion he de-
by valley elf sentries. He has the power to become a lich, which sires. He favors carrying potions ofclairau-
would enable him to study forever. How- dience, clairvoyance, invulnerability,
Confident that at last his domain is se- ever, he detests undead and is avoiding that intensity *, and black sight *.
cure, the mage once again is immersing route. Instead, he is working to become a
himself in magical research within his keep, shade, studying the arcane process to The spells he usually has memorized are
letting the humans and demihumans run as follows:
their own lives and communities. The mage merge his form with shadowstuff from the 1st Level: change se16 charm person, chill
only intercedes when problems arise that plane of Shadow and become one of those
they cannot handle or when he fears the beings. He is fairly confident he could ac- touch, detect magic, unseen servant
communities are not getting along. And he complishthe merging now, but he hopes to 2nd Level: continual light, darkness 15‘ra-
calls on them to increase their patrols and wait until the last moment because as a
security when he fears agents of the Great shade he could no longer gain levels as a dius, ESE know alignment, web
Kingdom might be near. mage. Because of the potions oflongevity, 3rd Level: fireball, hold person, lightning
he believes he will have up to several more
The mage is finally as close to being at decades before his mortal form becomes so bolt, protection from normal missiles,
peace as his obsessed mind allows. He is in frail that he must become a shade or die. unmask *
control of a land that in his mind is more im- The Exalted One has kept this plan a secret 4th Level: detect scrying, dimension door,
portant than the Great Kingdom, he has from his followers and his most trusted as- EvardS black tentacles, ice storm, im-
subjects who follow his bidding and practi- sociate, The First Protector. proved invisibility
cally worship him, and in his fortified land he 5th Level: passwall (x3), reflection *, wall
can pursue his arcane studies. In his true form, the mage is tall and thin, o f force
with pale olive skin and slate gray eyes. He 6th Level: anti-magic shell, flesh to stone,
He also continues to quest for powerful appears to be about 40, but his actual age is true seeing
magical items, occasionally putting himself more than double that. His wavy brown hair 7th Level: delayed blast fireball,the exalted
in danger by teleporting to the lairs of pow- falls to his shoulders. His face is clean eye *, reverse gravity
erful creatures to retrieve spell books and shaven. The mage frequently assumes 8th Level: demand, incendiarycloud, sym-
other objects. The elves and gnomes are other forms, using his hat of disguise and bol
concerned about the Exalted One’s harrow- spells, when he roams the valley to test the 9th Level: shape change
ing trips, fearing that someday he will not human and demihuman patrols, meet with
return, but they realize their pleas for him visitors he has allowed into the valley, and * Created by the Black One
to remain in the valley will not prevent him when he leaves the valley in pursuit of magi-
from pursuing magic. cal items.
The Exalted One remains plagued with The mage has dozens of spell books, hun-
fears that agents of the Great Kingdom pur- dreds of scrolls, and many magical items,
sue him, and he treats outsiders attempting the majority of which are carefully hidden
to gain entrance to the valley as potential
Great Kingdom agents. This obsession has
6
New Spells Created by the Black Seventh-Level Spell a fireball or any other spell during the po-
One The Exalted Eye (Alteration) tion’s duration.
Third-Level Spell Range: Special However, there is a drawback to the po-
Unmask (Alteration) Components: V, S, M tion. It so drains the imbiber of energy fol-
Duration: 1round/level lowing its three-round duration that the
Range: 10 feet/level Casting Time: 3 imbiber cannot cast spells during the three
Components: V, S, M Area of Effect: Special rounds following the potion’s expiration.
Duration: 1round/level Saving Throw: None
Casting Time: 3 Potion of Black Sight: This potion en-
Area of Effect: 30-foot cube This is a much more powerful form of the ables the imbiber to see as well in darkness
Saving Throw: None Wizard eye spell. By casting this spell, the as he could in daylight. This does not work
wizard can view anywhere within a 10- in magical darkness. The potion’s effects
This spell empowers the caster to see crea- square-mile area per level of the caster. For last for 10d8 minutes.
tures, humans, and demihumans as they example, a 10th-level wizard can view
truly are. The spell affects all those within a within a 100-square-mile area. The eye Tome of Recording:A book such as this
30-foot cube, except the caster. The spell moves one mile per round, half that if it is can be any size, although most are usually
overcomes all disguises, including the ef- searching for something, and everything in thick, bound with leather, and decorated
fects of polymorph spells, change self, illu- view of the eye is subject to the spell’s auto- with gold or silver embossings. When a
sions, and appearances caused by items matic clairaudience and clairvoyance abili- command word is spoken, the book
such as a hat of difference.Only the caster ties. Further, the caster need not records-in one of several languages of the
sees the target creatures’ true appear- concentrate to use the exalted eye; he can user’s choice-anything spoken within a 20-
ances. Others see the creatures as their il- perform other duties, rest, or cast other foot radius of the book. A second command
lusions or spells show them to be. spells. word causes the book to stop recording. A
third command erases the writing on any in-
The caster can center the unmask spell The exalted eye cannot be seen by oth- dicated page.
up to 10 feet away from his body for each ers, but a detect magic spell will show its lo-
level of experience (e.g., a 5th-level caster cation. A successful dispel magic will end Books such as these are prized by
can center the spell up to 50 feet away). the exalted eye. scholars and mages who use them to record
idle thoughts that can be crucial to their re-
The material component of the spell is a The eye can move in any direction and, search.
black piece of cloth with two eye holes cut in unlike a wizard eye, it can pass through
it. solid objects, including living creatures. The books are also prized as spying ob-
Theexalted eye also can be used in conjunc- jects, as carefully-placedbooks can record
Fifth-Level Spell tion with a crystal ball, giving the caster a the conversations of alleged conspirators,
Reflection (Alteration) much greater range. The caster uses the rival wizards, or any others.
crystal ball to observe an area, and then
Range: Special casts the exalted eye through the ball to Each book can record in l d 6 languages.
Components: V, S, M whatever range the caster’s level allows the Gem Of Musing: This item is useable
Duration: 1 round/4 levels eye to wander. by wizards only. By contemplating the gem
Casting Time: 5 for one hour, a wizard can regain one spell of
Area of Effect: Caster The exalted eye is in some respects an 1st- through 4th-level that he cast previ-
Saving Throw: None extension of the caster’s mind. Therefore, ously during the day. The gem can be used
if the caster has the ability to communicate up to three times a day.
By means of this spell, the wizard reflects telepathically, he can do so through the eye. A gem of musing appears to be a flawed
all harmful 1st-through 3rd-level spells cast precious stone, usually an emerald or sap-
at him back upon the casters. The casters The material component is an eyelash phire. The gem radiates faintly if a detect
are allowed saving throws against their own from the caster. magic spell is cast upon it.
spells, as applicable. The duration of this The Exalted Component Case: This
spell is one round for every four levels of New Magical Items Created by magical item, which usually appears as a
experience the wizard has. For example, the Black One soft leather pouch, acts as the smallest size
the spell lasts three rounds for a 12th-level bag of holding and is enchanted to keep all
wizard. Potion of Intensity: Quaffing this potion spell components stored inside fresh indefi-
causes all spells cast by the imbiber within nitely. Further, the container is water-tight
The spell also reflects all normal and mag- the next three rounds to have the maximum and air-tight.
ical missiles hurled at the wizard during the effect. For example, a priest drinking this
spell’s duration. The reflection spell does potion can cure the maximum amount of hit
not affect attackers physically meleeing the points possible with healing spells during
wizard. the next three rounds, or a wizard can
cause the maximum amount of damage with
The material component is a smallmirror.
7
Tysiln San Her only true companion was her familiar, nitely. However, she respects his privacy
Inez, a large blue-black raven of unusual in-
First Protector telligence. Tysiln had no desire to return to and does not question him on this.
Female Drow the underground. She had become so ac- Because of her close association with the
9th-Level Wizard (Conjurer) customed to the surface and many of the
creatures there, and she knew the under- mage, Tysiln has come to share many of his
AC 2 (bracers,AC 4 and cloak of displace- ground would not agree with Inez, so she
ment);MV 12; HD 9; hp 35; #AT 1; Dmg by began to wander again. The pair eventually strengths and foibles. She has acquired an
weapon type (staffof striking, dagger); SA came upon the Dim Forest in the Valley of intense desire to learn more spells and gain
female drow abilities, spells; SD female the Mage, and decided to make it their
drow abilities. spells; STR 12, DEX 13, home because it seemed remote and void of more magical items. She frequently joins
CON 17, INT 20, WIS 9, CHA 13; Spells: 5 settlements. the mage in arcane research, heedless of
l s t , 4 2nd, 4 3rd, 3 4th, 2 5th; AL CN;
THACO 19 However, she soon learned otherwise any danger to her and casting aside memo-
when she was roughly captured by a patrol ries of the past destruction her former
Tysiln San was born in the Vault of the Drow of valley elves. Believing her a spy for the mage-companion brought about during his
and trained in magic by her merchant fam- Great Kingdom, they took her before the research. Tysiln also has picked up the
ily; she is a conjurer, a specialist wizard con-
centrating on spells from the school of Exalted One. The mage was still building mage’s superstition of outsiders, but not to
conjuration and summoning. In her youth his defenses in the valley and recognized the same degree. She does not believe that
she was loyal to her family and assisted in that a skilled drow wizard, who had no all trespassers are agents of the Great
their plans to overthrow the priestesses of present ties or allegiances, could be a wel-
Lolth. However, her family’s plans were come addition to his forces. Kingdom, and she questions all strangers
quashed, and Tysiln was forced to flee for
her life-straight into the path of a human Despite her vows to remain emotionally who find their way into the valley before de-
mage who was in the Vault of the Drow in unattached to anyone, Tysiln San became termining their fates.
search of magic. Pitying her, the mage infatuated with the Exalted One and swore
agreed to take her to the surface with him. to do his bidding. The mage tested her, Tysiln associates with the leaders of the
Tysiln doubts that any members of her fam- placing her in situations of greater and valley elves, gnomes, and humans in the
ily survived; since so much time has passed greater danger. However, she passed all the vale, but she has not relaxed her guard
and her allegiances have changed, she has tests and won his trust and his heart. She enough to become friends with any of them.
no desire to find out. became his mistress and most trusted asso- They accept her-despite her race-
ciate, commandingthe guard forces and su-
The surface world, with its large, open pervising the magical and physical defenses because she is the confidant of the Exalted
areas, initially temfied Tysiln. The mage of the valley’s entrance. One. And she is certain they follow her in-
who took her in worked hard to overcome structions for the same reason.
her fears and gave her a set of glassteeled Tysiln believes she has reached her full
mirrored lenses that enabled her to see as potential-being in charge of forces within Inez (a huge raven familiar): AC 6; MV 1/
well in daylight as she did in the dark. The the valley and responsible for the defense of 27; HD 1-1; hp 11(above normal because it
mage treated her fairly, and the pair became her beloved. She spends several hours each is a familiar); #AT 1; Dmg 1-2; Int Semi-; S
close friends. To repay his kindness, Tysiln day instructing the guard forces and check- medium; THACO 20
devoted the next decade to assisting the ing the magical and physical defenses at the
mage in his arcane experiments, until one of valley’s entrance in an attempt to make The magical items she usually wears and
the experiments got away from the mage them better. She uses the Exalted One’s cames include bracers ofprotection AC 4,
and killed him. Only her drow abilities saved crystal ball as often as is safe to scan the cloak of displacement, ring of chameleon
her from the suffering the same fate. area for intruders, and instructs Inez to reg- powe6 staffofstriking, bag of holding (larg-
ularly fly over the valley and report anykhing est capacity), boots of elvenkind, wand of
Alone again, and fearful of becoming close unusual. magic detection, dagger +2,and a brooch
to anyone because she didn’t want to get of shielding (can absorb 76 points of magic
emotionally hurt, Tysiln wandered for sev- Tysiln realizes the Exalted One would missile damage). She is given the use of
eral years until she settled in a halfling com- sacrifice her to save himself and always other items as needed by the Exalted One.
munity where she cast spells in exchange places himself above her, but she accepts
for food, clothes, and shelter. She remained her fate. She is so taken by the mage that Potions she usually carries include extra-
distant from the halflings, who did their best she would gladly discard her life in the de- heahg, healing, tire breath, gaseous form,
to make her feel comfortable and accepted. fense of his. She is concerned about the Ex- invisibility,flying,and polymorph self.
The sedentary life bored her, however. alted One’s humanity; she knows she has a
Worried because she found herself getting much longer life span than he, and she fears Her innate drow abilities enable her to
attached to the small people, she left after the day when he will die and leave her alone cast the followingspells, each once per day:
three years. again. Tysiln knows the mage is using magic dancinglights, faeriefire, darkness, detect
to prolong his life and suspects he is re- magic, know alignment, levitate, clairvoy-
searching magic to keep him alive indefi- ance, detect lie, suggestion, and dispel
magic.
Spells she usually has memorized are as
follows:
1st Level: burning hands, charm person,
chill touch, grease, unseen servant
2nd Level: glitterdust, Melfs acid arrow,
ray of enfeeblement, spectral hand,
summon swarm
3rd Level: flame arrow, monster summon-
8
ing I, spectral force, vampiric touch bling him to communicate with plants and 3
4th Level: enervation, Evard’s black tenta- animals and control them when necessary.
The valley elf is so engrossed in nature that ley’s defenses, and who are caught by val-
cles, monster summoning 11 he has come to prefer the company of ani- ley elf patrols, are brought before
5th Level: monster summoning 111, sum- mals to that of his people. However, he al- Summerstorm. He is skeptical of all outsid-
ways places his people and the Exalted One ers, and they must prove themselves to him
mon shadow first. or be banished from the valley or killed.
Summerstorm relies on his and other vil-
Summerstorm Nightwind Summerstorm relishes isolation, some- lage clerics’ abilities to determine if the
thing he rarely can afford, given his posi- strangers are telling the truth. Summer-
Leader of the Three Villages tion. A loner, he leads his people out of what storm does not like to bother the Exalted
Male Valley Elf he believes is necessity, never letting him- One, and so will try to deal with the stran-
8th-Level Cleric self get close to any of his people, and pro- gers on his own. Only the most enigmatic
fessing friendship to only a handful of them. intruders are brought before the Exalted
AC 0 (cloak +3, ring +3, and Dex bonus); Like all valley elves, Summerstorm prefers One.
MV 12; HD 12; hp 47; #AT 1;D by weapon to associate only with others of his own
race. He tolerates the gnomes, with whom Summerstorm splits most of his time be-
type (staff +2, mace +I); SA spells; SD the valley elves work under the direction of tween the three villages. However, he also
spells; STR 13, DEX 18, CON 11,INT 16, the Exalted One. And although he trusts likes to take time out every few weeks to
the h u m a n who also patrol the valley at make a circuit of the valley. He is usually ac-
WIS 18, CHA 18; Spells: 8 l s t , 7 2nd, 7 the behest of the Exalted One, he does not companied by an escort of six 7th-level
3rd, 4 4th, 2 5th, 2 6th; AL CN (Neutral like their company. fighters, four 4th-level fighters, two mages
tendencies); THACO 14 or clerics, and two cooshee; the escort is
The Exalted One is the only human Sum- halved when Summerstorm desires a small
Summerstorm Nightwind is the elected merstorm respects. In fact, the valley elf is measure of solitude. When there is trouble
leader of the three villages of valley elves in so awed by the Exalted One that he lives to in the valley, the other elves insist he travel
the Valley of the Mage. The youngest valley serve the mage and directs his people to do with more escorts. Occasionally, Summer-
elf to have ever attained this position, he the same. Summerstorm will even order storm is able to sneak away from his escorts
was unanimously selected by the elders of raids against merchant caravans and trav- and spend several hours alone in the woods,
Vinestrong, Moonhollow, and Darkglade elers if he is certain they carry magic that
villages at the suggestion of the Exalted will interest the Exalted One. Summer- Summerstorm has major access to the
One. Summerstorm is 400 years old and storm is favored by the Exalted One be-
slight of build even for a valley elf. He has cause of his command of clerical magic, his priestly spheres of All, Animal, Charm,
piercing, ice-blue eyes and shoulder-length zest for life, and his unswerving devotion to Creation, Divination, Healing, Plant, Pro-
pale blond hair that gives the impression of the mage and the valley. He was the first tection, Sun, and Weather, and he has minor
youth. Summerstorm is also the first leader valley elf the mage encountered in the vale, access to the spheres of Combat and
in 3,000 years to not have a wamor back- coming upon him while he communed with Guardian.
ground. He dresses in deep green robes nature. Summerstorm would have fled from
that help him blend in with the forest. He or fought the mage, but there was some- Summerstorm usually wears and carries
refuses to wear the silver crown of his of- thing about the human’s presence that en-
fice, believing it too ostentatious. tranced him. The mage soon won the valley a ring ofprotection +3, cloak of protection
elfs trust and confided in him about his ban- +3, boots of elvenkind, staff +2,mace
Summerstorm grew up in the Vinestrong ishment from the Great Kingdom and his +1, wand ofmagic detection, and six beads
village, the one closest to the entrance of desire to leave humankind alone. The pair
the valley. His parents, respected fighters became as close to being friends as either of force. The beads and wand were gifts
in the village, were among a force that regu- would allow. from the Exalted One.
larly raided merchant caravans outside the
valley to gain potions, goods, and exotic Summerstorm supports the Exalted One The spells Summerstorm usually carries
foodstuffs. However, one targeted caravan because the mage is consumed with defend- are as follows:
was heavily protected by high-level adven- ing the valley and keeping outsiders from 1st Level: bless, command, cure light
turers who made short work of the valley entering. This was a goal Summerstorm
elves. When the village learned of the trag- had dreamed of, but never had believed wounds (x3), detect evil, invisibility to
edy, they halted the raids for the next sev- possible. He personally trains the clerics animals, purify food and drink
eral years. assigned to patrols in the valley, and selects 2nd Level: chant, charm person or mam-
some of the best fighters to head the pa- mal, messenger, hold person, know
Summerstorm was taken in by a village trols. Summerstorm is confident the valley alignment, obscurement, speak with an-
elder, an aging nature priestess who elves will grow and prosper under their ar- imals
schooled him in clerical magic. He found rangement with the Exalted One. 3rd Level: hold animal, plant growth,
himself more suited to this profession than prayer, snare, spike growth, starshine,
fighting, and he quickly rose in ability, gain- The few strangers who breach the val- summon insects
ing the admiration of his peers. The priest- 4th Level: cure serious wounds, hallucina-
ess taught him to respect nature, and most toryforest,plant door, speak with plants
of Summerstorm’s spells reflect that, ena- 5th Level: commune with nature, cure criti-
cal wounds
6th Level: heal, transport via plants
9
Endoble Mistikmore gnome basks in the human mage’s presence 12; HD 9; hp 82; #AT 312; Dmg by weapon
and spends every possible opportunity at the type (usually a short sword); STR 17, DEX
Chief of Woodsdeep mage’s side in the hopes he can learn new 17, CON 18, INT 13, WIS 12, CHA 14; AL
Male Gnome magic. The Exalted One has humored him, CN; THACO 12
10th-Level Wizard (Illusionist) teaching him a few spells and giving him magi-
cal items, such as Nolzur’s marvelous pig- Zurt is a 40-year-old, dark-skinned, dark-
AC 3 (ring +3, cloak +2,Dex bonus); MV ments. In exchange, the gnome taught the haired human who won the right to com-
12; HD 10; hp 30; #AT 1;Dmg by weapon Exalted One much about the valley and the mand the tree people through a ritualistic
type (dagger, staff); SA spells; SD spells; gnomes living there. combat. The grandson of a gypsy fortune
STR 12, DEX 18, CON 10, INT 18, wis teller, he believes strongly in consulting the
15, CHA 17; Spells: 5 l s t , 5 2nd 4 3rd, 3 Endoble is a specialist wizard, concen- stars and forces of nature before taking
4th, 3 5th; AL NG; THACO 17 trating in spells from the school of illusion. action. However, he never questions the
He teaches the brightest gnomes in the vil- Exalted One’s orders and is willing to risk
At 399 years of age, Endoble is one of the lage how best to use phantasmal force his life to do the mage’s bidding.
oldest gnomes in the burrow village of spells and other illusions.
Woodsdeep. Although he is actually one The ancestors of the tree people were
year younger than Summerstorm of the val- Endoble usually wears and carries a ring gypsies, thieves, and outcasts who were
ley elves, he is comparatively much older, of protection +3, cloak of protection +2, driven from their own lands. Coming upon
considering the life spans of the two races. wand ofearth and stone (59 charges), wand the valley, they believed they had found
The two leaders have an amiable relation- of wonder (40 charges), periapt of health, peace. However, they were not welcome
ship because of the Exalted One’s dictates, KeoghtomS ointment, Nolzur’s marvelous by the gnomes living in burrows and the val-
but Endoble believes Summerstorm lacks pigments, dust oftracelessness,six potions ley elves living on the ground. In response,
the essential skills to lead his people. And of rainbow hues, potion of clairaudience, the humans took to living in the great trees
when the pair is together, Endoble flaunts and a potion of clairvoyance. and kept themselves isolated from the
what he believes are his leadership skills, other races. When the Exalted One came to
hoping Summerstorm will learn something. In addition to the above items, Endoble’s the valley he changed all that, demanding
village is in possession of an apparatus of that the races cooperate.
Leadership of the gnome village, which Kwalish, which the Exalted One has no de-
has a population of about 200, is passed sire to take away. Endoble is very fond of Zurt, a young fighter at the time, admired
down through inheritance: from the current the magical vehicle, and frequently uses it the mage for doing what the human tribe
leader to his eldest offspring when the to travel around the valley. Of course, he had been unable to achieve. Zurt’s admira-
leader believes he is too old to be effective. could move more quickly under his own tion of the mage grew through the years,
The badge of office is an ornate silver power. But he believes the vehicle makes and when he claimed the title of chieftain ten
bracer that was made from ore mined by the him more powerful and impressive. He years ago, he made all the tree people
first village leader. sometimes uses the dust of tracelessness pledge their lives to the defense of the mage
to cover the passage of the apparatus. and the valley.
The time is coming soon for Endoble to
pass the leadership to his eldest daughter. Endoble has been known to follow gnome Zurt is a warrior; he insists that all young
The elderly gnome is becoming slightly se- patrols in the apparatus to make sure they men and women under his charge learn
nile, but his lucid periods are long, and the are properly defending the vale. fighting skills. He wants his people to be
village elders want him to remain in charge prepared for the day invaders from the
of the village for as long as possible, as the Spells Endoble usually carries include the Great Kingdom come into the valley. He
village has prospered under his care. Fur- following: also wants his people to be more powerful
ther, the elders know the gnome is close to 1st Level: audibleglamer,change selt Nys- than the valley elves and gnomes, as he is
the Exalted One, a fact that has benefited confident that humans are the greater race.
the village. tu13 magical aura, phantasmal force,
ventnloquism He spends several hours each day practic-
Endoble has lead the gnomesof Woodsdeep 2nd Level: fool’sgold, hypnotic pattern, in- ing his own skills Although he is preoccupied
for the past 150years and has become dear to visibility,mirrorimage, whispering wind with building his muscles, he is not without
the hearts of all the gnomes. Endoble is jovial 3rd Level: dispel magic, illusionary script, gentler pursuits. Zurt studies the stars and
and sometimes childlike, using his magic to spectral force, wraithform has the astrology proficiency. He calls village
fashion elaborate practical jokes on the valley 4th Level: illusionary wall, minor creation, meetings when certain stars are aligned and
elves and humans in the vale. He is careful not shadow monsters directs the tree people’s shaman to conduct
to take the jokes too far, as he appreciates the 5th Level: advanced illusion, shadow door, ceremonies to honor the heavens.
working relationship the three races have un- shadow magic
der the Exalted One. Zurt usually wears and carries leatherar-
Zurt mor +3, bracers of brachiation (a gift from
Endoble is devoted to the Exalted One. Chieftain of the Tree People the Exalted One), long bow + I , and boots
The elderly gnome’s first love is magic, and of elvenkind. He possess a crystal ball that
the Exalted One has a control over magic that Male Human belonged to his grandmother, but he cannot
Endoble did not believe could be attained. The 9th-Level Fighter use it.
AC 3 (leatherarmor +3, Dex bonus); MV
10
J a +1to the attack roll because the wood is Society and
Scholars who visited the vale before the so supple yet strong. Arrows are likewise Government
time of the Exalted One studied the reclu- fashioned from these trees. Some valley
sive valley elves and recorded their belief elves prefer to use ebonwood arrows, The majority of the population of valley
that the elves were an offshoot of the high which they trade for with the tree people. In elves is divided between the Vinestrong,
elven race that settled in the vale and hand-to-hand combat, the elves use long Moonhollow, and Darkglade villages; the
evolved through the centuries. However, swords and other weapons that were given first two villages have about 800 elves each,
the valley elves are in fact a separate race of to them by the Exalted One, appropriated while Darkglade boasts about 1,200. The
elvenkind that traces its presence in the from trespassers, or purchased from the remainder of the elves live in bands of 100
vale back about 15,000 years. This was the mountain dwarves. The more experienced to 200 throughout the vale. These smaller
first demihuman race to make a permanent fighters use the communities’ magical communities are unnamed.
home of the vale. Valley elves, who are also weapons.
found in the wilderness around the Valley of Summerstorm Nightwind, the valley elf
the Mage, are thoroughly detailed in vol- Valley elves who do not show an aptitude cleric who leads his people, divides his time
ume 5 of the Monstrous Compendium. for magic are trained from a young age to between the three villages, although he
hunt and defend themselves. Therefore, spends a little more time in Darkglade,
The valley elves are unswervingly loyal any valley elf encountered is at least a 1st- which is the community farthest from the
to the Exalted One and do his bidding by es- level fighter. About 50% of the valley elf entrance to the vale. He was chosen for this
tablishingpatrols throughout the vale, occa- population in the vale are 1st-level fighters; position by the elves, primarily at the rec-
sionally raiding merchant caravans outside 30%are 2nd- through 5th-level fighters (a ommendation of the Exalted One. Under
the vale for magical items, and reporting very small percentage are higher level fight- him are the leaders of each of the villages
any unusual occurrences inside the vale that ers); the remaining 20% are evenly divided and their councils. All village officials are ap-
might interest him. In addition, the most between wizards and priests. pointed by the residents, although the
magically inclined of the elves help the Ex- wishes of Summerstorm and the Exalted
alted One with magical research. Wizards and Priests One play a heavy role in the outcome of the
elections.
The elves tolerate the gnomes in the vale Most of the wizards are specialists con-
because the mage demands that the races centrating in the schools of enchantment1 There is little crime in the valley elf com-
work together to protect the area. At and charm or alteration. Valley elf wizards munities. Penalties are severe to discour-
times, however, the elves’ patience wears are honored in their communities, as they age wrongdoing. Elves accused of crimes
thin, as the gnomes enjoy playing pranks are considered to be following in the steps are brought before the village communities;
with their illusions. The elves for the most of the Exalted One. They have high posi- those accused of crimes in the outlying
part also accept the tree people. Many of tions in the communities and are not ex- settlements are brought before the nearest
the valley elves consider the tree people a pected to perform the menial tasks council. If gnomes or tree people are ac-
sub-species of humans because of their gut- expected of other elves. cused of committing a wrong against the
tural language. However, they accept the valley elves, a council of the elves and the
tree people more readily than other humans The elves, like the gnomes in the vale, accused’s peers decides judgment. The el-
because of the tree people’s obvious re- worship Ehlonna. The clerics have major ven clerics using detectlie spells are usually
spect for nature. Some elves are able to access to the spheres of All, Animal, Plant, quick to determine what happened and who
look past their prejudices and recognize the Healing, Divination, and Sun, as well as mi- was at fault. Summerstorm is consulted on
tree people as their equals in intelligence. nor access to the spheres of Weather and the most difficult matters.
Protection. The clerics, althoughrespected
Combat because of their curative powers, are not Strangers in the vale are usually brought
regarded as highly as the wizards. before Summerstorm, if the patrol that lo-
The valley elves prefer to fight on their .The valley elves are fond of magical items, cated the strangers had valley elves in it.
own, making patrols and hunting parties whether weapons, miscellaneous objects, or Summerstorm usually confronts the stran-
from their own communities. However, potions. All magical items they recover from gers with pointed questions before the en-
when they must join forces with the gnomes raiding merchant caravans or from capturing tire village. The valley elves do not believe
and tree people, they assert themselves so trespassers are turned over to the Exalted in secrecy within their communities.
they are in charge of the band. The valley One. However, the mage returns all items he
elves, like the other demihumans in the is not interest in; most of these items are con-
vale, use their surroundings to their advan- sidered communityproperty and are allocated
tage at all times, hiding in the trees and un- to elves on patrols or special missions for the
derbrush until the proper time to strike. Exalted One.
The valley elves favor long bows crafted
from the idani tree. These specialbows gain
11
The ancestors of the tree people were gyp- close to their scalps, ranges in color from are given by the Exalted One. The highest
sies, thieves, and rogues who moved into dark brown to pale blond, although most of level fighters use weapons handed down
the Valley of the Mage to avoid prosecution the tree people have blond hair. They keep from their ancestors, some of which are
from the surrounding countries or because their hair short because of the heat and be- magical.
they had been banished from them. The cause of the myriad insects that are prone
people, who also included escaped slaves to nest or get tangled in long hair. Their eye About 25% of the tree people also employ
from the Great Kingdom and criminals who color is predominantly green or brown. blowguns that have darts coated with po-
had broken out of prisons, were forced to tent sleep poisons or numbingpoisons. The
band together for protection against the The tree people wear few clothes, cover- poisons are prepared from the dark blos-
horrible creatures in the valley. They made ing their torsos with light animal hides or soms that grow on the vines hanging from
their homes in the trees to keep away from cloth given them by the Exalted One. The trees. Creatures struck by the sleep darts
the land-boundpredators, and they learned hot sun would make it too uncomfortablefor must roll successful saving throws vs. poi-
to deal with the creatures that flew and them to wear more; only in the codest of son or suffer ld6 points of damage and fall
climbed the trees. Eventually, the outcasts, the winter months do they wear capes or asleep for l d 8 rounds. Creatures that save
who originally numbered about 100, came cloaks. suffer the ld6 points of damage but do not
to accept the valleyas their home and ended fall asleep. The numbing poison causes the
all plans to return to the outside countries. Nearly all of the tree people are dexter- same damage, but creatures struck by it
ous, and they are able to travel through the must roll successful saving throws vs. poi-
Through the next several generations, trees as fast as they can move along the son or fall to the ground unable to move for
the humans, who began to call themselves ground. They swing from the many vines l d 8 rounds; the creatures are conscious but
the tree people, adapted better to the vale. that hang from the tall ebonwood and idani do not have control of their muscles.
Combining aspects of their ancestors’ trees, and they jump from branch to branch
tongues, they developed a crude language like agile monkeys. Because these people are so at home in
that all of them could understand, a rough the trees, they impose a -3 penalty to oppo-
form of the common speech that sounds The statistics for average tree people are nents’ surprise rolls when using the trees’
guttural and incomplete. The valley elves as follows: 1st- to 3rd-level Fighters; AC 7; foliage to hide themselves. They also use
and gnomes have learned to comprehend MV 12, 15 (through the trees); HD 1to 3; the foliage for concealment; when firing ar-
the language, and consider the tree people Dmg l d 8 (long bow), ld4 (dagger), l d 6 rows from the trees, the tree people are
beneath them because the language is sim- (short swords), 1 (blowgun needle dart); considered to have 50% concealment, im-
ple and crude. Only the Exalted One and the SA -3 penalty to opponents’ surprise rolls, proving their Armor Class by -2. The tree
most astute of the valley elves recognize sleep poison darts; SD use trees for cover; people’s usual tactic is to surround their
that the tree people are intelligent. Their THACOvaries; Morale steady (12). All tree target-whether argumentative tres-
elaborate thatch and wood homes con- people have the abilities of 1st-level rang- passers in the vale or an animal that is soon
structed high in the ebonwood trees attest ers. to be dinner. They fire on it from the trees
to their wits and creativity, and their ability with arrows or blowgun darts until their
to overcome their hardships and deal with Combat quarry is killed, asleep, or unable to move.
the creatures and the land is evidence of Some of the young fighters prefer to fire an
their persistence and unyielding will. The tree people are taught from an early initial volley of arrows and then close to en-
age to fight, hunt, track, and live off the gage their quarry in melee, thus demon-
In addition to their guttural common land; thus the majority of juvenile and adult strating their bravery.
tongue, the tree people also speak the lan- tree people encountered are fighters of 1st
guage of the apes in the vale, which sounds through 3rd level. For every 30 normal tree Wizards and Priests
like a series of unconnected barks and people encountered there is one 4th-level
screeches. The tongue of the apes is a fighter in charge of the band. And for every There are no wizards among the tree peo-
child-like form of communication used to 50 tree people encountered there are an ad- ple. Although some of their ancestors once
get across basic needs, desires, and emo- ditional 5th-level fighter and two 4th-level practiced spells from various schools of
tions. fighters. Groups larger than that have a few magic, the tree people lost the art through
fighters of up to 8th level. the years and became suspicious of the ar-
Physical Appearance cane. The tree people remain suspicious of
The tree people’s favored weapon is the others who cast spells, including the
The tree people are a thin but muscular long bow. The arrows are fashioned from gnomes and valley elves with whom they
race. The average male is six feet tall, with fallen ebonwood trees and are especially share the vale.
females only a few inches shorter. Their fine and hard. The tree people are able to
skin is bronzed from the constant exposure use the bows with equal ability from the There are clerics among the tree people;
to the sun, and their hair, which they crop ground or the trees. In melee combat they usually one or two can be found for each
use daggers and short swords, which they group of 50 encountered. The majority of
appropriate from trespassers in the vale or
13
the clerics live in the Ebonwood village. females are not allowed to lead such parties The tree people do not use any form of
The clerics, like the other tree people, wor- or watches, and must always take orders currency, trading among themselves, the
ship Lirr, the goddess of prose, poetry, and from the men in the groups. The females gnomes, and the valley elves, for food
art. Their beliefs in Lirr were passed down are charged with protecting the families and items, cloth, and household utensils. How-
from their gypsy ancestors. The clerics teaching their children basic fighting skills. ever, many tree people families have caches
have major access to the spheres of All, Once the children reach adolescence, how- of silver and gold coins, which were passed
Healing, Combat, and Protection, as well as ever, the men take over the training. down through the years. They realize the
minor access to the spheres of Plants, coins are valuable in the outside world and
Guardian, and Divination. The tree people The strongest and most able men in the covet them. The tree people also value the
clerics range in level from 1st through 4th; communities are the leaders. The overall jewelry of their ancestors, which also has
none have attained a higher level of ability. leader of the tree people, Zurt, who is de- been passed down. Jewelry, like their
tailed in his own entry on page 10, lives in homes, is a status symbol. Most of the tree
The clerics are revered among the people Ebonwood village and is considered the people are quick to trade with the other res-
because of their ability to cure others and ruler of all the tree people. Each community idents in the vale, including the nearby
negate poisons. The clerics are taught to has a leader who reports to Zurt. mountaindwarves, for necklaces and brace-
defend themselves, but they are prohibited lets. In exchange for the jewelry, the tree
from joining valley patrols and hunting par- Leadership is passed through combat.
ties for fear they will be injured or killed. When the present leader gets weak and too people often give large, treated lizard skins,
old to lead a community, he selects three which the gnomes make into cloaks and
Society and men who he believes are the strongest and boots and the dwarves make into scab-
Government wisest in the community. These men must bards.
perform tasks that push their abilities to the
There are about 800 tree people in the vale, limit and culminate in fighting single- The tree people use the skins to stretch
and all of them-except the patrols-live handedly one of the vale’s monsters. The over wooden drums. They are fond of mu-
within a 200-mile radius of the great falls. winner is appointed the next leader. The sic and often play the drums accompanied
overall ruler of the tree people is selected in by sweet-sounding ebonwood flutes.
The largest of the tree people communi- much the same manner.
ties is the Ebonwood village, where about
250 tree people live. There are 12 addi- Despite their allegiance to Zurt and the
tional, lesser communities, each with an av- other leaders, the tree people are most
erage population of 40 to 60. The names of faithful to the Exalted One, who visits each
those villages are Tambor, Fortune, Seer, community once a year. Each community
Danz, Swindle, Mooch, Plunder, Snaffle, prepares a great feast and celebration, hop-
Scamp, Kardz, Vagabond, and Little Bissel. ing to outdo the other communities.
The homes are constructed of thatch and Tree people justice is simple. When a
wood and are built 30 to 40 feet off the member of a community is accused of theft
ground. Each home, which has three or four or of harming a resident of the vale, he or
rooms, houses a single family. Tree people she is brought before a council of the elders
who have no families live alone in smaller of the community. Murder is the only crime
homes or share a large communal building punishableby death among the tree people.
that has ten to 12 rooms. Other crimes are punished through work
details or banishment. When a crime in-
The villages are well defended. Each has volves something outside of the tree peo-
several sentries posted at all times, and ple’s lives, the matter is taken before the
there is a series of pit traps constructed First Protector or the Exalted One.
around the perimeter to catch land-bound
predators. In addition, the villages with res- Ecology
ident clerics (of 3rd or 4th level) are pro-
tected nightly by wyvern watch spells. The tree people are primarily meat eaters,
living off of the various animals that roam
Male tree people are considered more through the Valley of the Mage. They are
important than females, and only they can most fond of the large lizards found along
rise to leadership positions in the communi- the river. The tree people do not eat the
ties. The vale patrols are entirely male, as meat of apes. In fact, bands of apes, often
they consider protecting the interests of the orangutans, are usually found near tree
Exalted One too important a job for fe- people communities. The tree people are
males. However, females are allowed to be- also able fishermen, regularly netting fish
come clerics, participate in hunting parties, from the lakes and rivers near their com-
and guard the communities as sentries. The munities.
14
About 1,200 gnomes inhabit the Valley of The average life span of a gnome is about tree people with ventriloquism spells.
the Mage and swear their allegiance to the 600 years. However gnomes from the Val- The gnomes worship Ehlonna, and their
Exalted One. The vale gnomes are similar ley of the Mage have been known to live to
to gnomes elsewhere throughout Oerth, 800 or more. clerics have major access to the spheres of
but there are subtle differences. Gnomes
have lived in the valley for a few thousand Combat All,Animal, Creation, Healing, and Plant.
years; only the valley elves have lived in the
vale longer. Like gnomes elsewhere, they Most vale gnomes abhor combat, prefer- Society and
are friendly, adept at magic, and have be- ring to devote their physical skills to hunt- Government
come linked with the land. However, during ing, fishing, and farming. However, they
the past few centuries these gnomes have realize the importance of defense, which is The majority of the gnomes live in two large
dealt little with humans, except for the tree forever a concern of the Exalted One, so burrow-villagesnear the center of the vale:
people, and have come to think of humans in select members of each community are Woodsdeep and Mossburg. Woodsdeep is
general as slow-witted and beneath them. trained as fighters by the tree people and the largest, home to nearly 500 of the
the valley elves. gnomes. Mossburg boasts a population of
Physical Appearance about 300. The remainder of the gnomes
Because the gnomes are so attuned to are scattered in eight smaller burrow vil-
Like others of their race, these gnomes are their environment and are so small, their lages that have populations ranging from 30
short, but they are not as stout as those combat tactics include circling around a tar- to 70 gnomes. Those villages are called
foundin other places on Oerth. Their skin is get, using the trees and bushes for cover, Fernwalk, Petalrich, Earthwood,
a darker brown than that of other gnomes, beginning with a spell assault if there are Roothome, Rockpath, Badgertown, Bur-
because they stay above ground often so spellcasters in the group, and then closing r o d e , and Barkburg.
the sun has deepened their complexions. for melee. The gnomes prefer not to use
Their hair is white, and they do not let their missile weapons. The gnomes’ special de- Each community is governed by a council
beards grow long, as these would become fense is their ability to hide in the foliage. of three gnomes, who are elected by the
tangled in the foliage. While gnomes else- residents. In addition, there is an overall
where prefer to dress in earth tones, the Wizards and Priests leader who presides over the affairs be-
gnomes of the vale opt to dress in shades of tween communities and settles disputes
green, which makes it easier for them to About 50% of the gnomes in the vale have 1 among council members. The current chief
blend into the background. Many of the vale Hit Die and are considered 0 level; 15% of is Endoble Mistikmore, who lives in Woods-
gnomes wear silver and platinum jewelry the gnomes are fighters of 1st through 3rd deep. The chieftainship is passed down
that was fashioned by the mountain level; 30% are wizards, primarily of 1st through the Mistikmore family, which was
dwarves. through 5th level (althougha few are as high the founding family of Woodsdeep. When
as 12th level); the remaining 5% are clerics crimes are committed in a community, the
Vale gnomes speak their own language, and thieves of 1stthrough 3rd level. Nearly respective council decides punishment. En-
valley elf, the crude tree people dialect, all of the gnome wizards are specialists, doble is consulted for the more serious
dwarfish, and korred. In addition, many of concentrating in the school of illusion. crimes.
them also can communicate with burrowing
mammals by hand signs and animal sounds. The gnomes in the vale greatly revere Each gnome community has vegetable
A few even have been able to pick up rudi- the Exalted One because of his great con- gardens, with sentries who serve the dou-
ments of the apes’ language through watch- trol over magic. Many of them refer to him ble purpose of ridding the gardens of hungry
ing the tree people communicate with the as the Great Teacher and try to emulate animals and protecting the villages from
apes. him, acting as they have seen him do and trespassers. In addition, giant badgers wan-
using change selfspells to alter their own der freely through the villages and are
The statistics for an average vale gnome appearances. sometimes attached to plows to help work
are as follows: AC 7 (Dex bonus); MV 6; the gardens.
HD 1; #AT 1 ; Dmg ld6 (short sword or The vale gnomes believe in constantly
staff);SD 50% chance to hide in shadows if practicing magic. They work at it daily, Ecology
outdoors; MR save as four levels higher vs. sometimes weavingtheir phantasmalforces
magic and poisons, immune to the poisons into the shapes of hideous monsters and im- The vale gnomes eat a diet of fish, fowl, and
from plants within the vale; S small; Morale possible terrain features. Often these spells a variety of vegetables, which they grow.
steady (12). are directed with harmless intent at the val- They are especiallyfond of mushrooms and
ley elves and the tree people, who have grow several different kinds.
Fighters who wear leather or studded learned to tolerate the gnomes’ pranks.
leather armor and carry shields usually have The gnomes tend to harass the tree people
an AC Of 4 o r 5. more, fabricating monkeys that talk to the
15
entering t h e Vale
The entrance to the Valley of the Mage is There are two pit traps in each mile Unlike most of its kind, which grow near
heavily guarded by traps, patrols, and a across the valley’s mouth, for a total of hornwood trees, this bloodthorn took root
main guard tower. Since it is impossible to 40 traps. The sentries, the First Protec- amid the thick grasses and is perfectly con-
cover every spot of ground across the en- tor, and the Exalted One know that the tent feeding off the animals that wander by
trance, it is possible for strangers to enter traps will not catch all the intruders, but and the hapless adventurers who enter the
the valley undetected, despite the mage’s they are optimistic that the patrols in- vale near the river.
precautions. There are further patrols and side, along with the predatory crea-
defenses inside, which are primed against tures, will take care of those who slip This smooth, yellow plant has eight tend-
intruders. When player characters enter through the entrance. The patrols know
the valley, have them indicate on their map the locations of all the pit traps. rils, each of which can lash out six feet.
where they are entering; consult your map,
which lists guard posts and traps, to deter- Pit Traps Each tendril has hollow thorns, and a suc-
mine if the PCs spot or are spotted by sen- cessful hit causes a fluid drain equal to V4 of
tries or patrols. The pit traps are simple constructions, each the victim’s total initial hit points. It takes 8
20 feet square and 15feet deep. At the bot- points of damage to sever one of the tend-
The Entrance tom of the traps are wooden spikes. rils, and this damage does not effect the
main plant.
The entrance to the Valley of the Mage is to Over the top of each trap is a lattice of
the west of the Dim Forest. The opening is thin pieces of wood. Sod and grass are Retch Plants (4):AC 8; MV Nil; HD 7; hp
carpeted in knee-high grass, except for placed on top of the latticework so the land- 48,40,35,29; #AT Nil; Dmg Nil; AL N; S
along the banks of the Javan River, which scape does not look unusual. Any pressure L; THACO 13
are muddy and have little plant life. A few of greater than 30 pounds will break the lat-
miles beyond the opening the forest begins. tice, sending the intruder(s) into the pit. These palm trees each have l d 4 + 4
globe-like coconut-sized fruits growing at
If the player characters choose to take Those fallinginto a pit suffer l d 8 points of their tops. Each lilac globe is taut and mem-
this way into the Valley of the Mage, read damage from the fall. Roll a second d8 to de- branous. There is a 20% chance a globe falls
the following: termine how many spikes each character ifa creature walks beneath one of the trees.
fell on. Each spike inflicts ld6 points of dam- Solid contact with the trunk guarantees that
The Barrier Peaks nearly ring the Valley age. ld4 + 1globes fall. When a globe falls, it
of the Mage, their impossibly lofty crags bursts, splashinga nauseating fluid in a five-
and cliffs serving as an inhospitable Each character entering the valley foot radius. The foul liquid causes creatures
fence. But here, for an area about 20 through the opening should role ld20. On a splashed to retch for the next three rounds,
miles across, the imposing peaks stop roll of 1,the character has fallen into one of and for the next hour they will be at half
and give way to thick, knee-high grass the pits. their normal Strengths. The odor persists
that barely moves in the slight breeze. for ld4 hours.
Getting out of a pit also can be dangerous
The mighty Javan River, the longest because of all the spikes. Characters in a pit Magical Traps
river on the continent, comes through should roll a Dexterity check on ld20; a
the valley at this point; its headwaters failed roll means they have fallen and been Just inside the entrance are three areas,
are in the Barrier Peaks. The grass stabbed by an additional l d 3 spikes on their marked on the DM’s defense map, that are
comes to within ten feet of either side of way out. intended to harm trespassers. Consult the
the river and then stops. The banks of PCs’ path to determine if they spot any of
the river are muddy, and the river moves Dangerous Plants the constructions.
swiftly between them.
Crossing into the Valley of the Mage near A. Abandoned Huts
The odor of jasmine, as soft and sweet the Javan River is a very dangerous propo-
as a high-born lady’s perfume, wafts sition because of a large bloodthorn that Four huts stand amid the tall grass. A
through the entrance of the vale and grows near one bank, and a quartet of retch few flowered vines grow up the sides of
teases your nostrils. Beyond the open- plants that grow near the other. The resi- each hut. The huts look weathered and
ing you see a lush, thick forest. Bright, dents of the valley are well aware of the in disrepair, perhaps abandoned.
flower-draped vines cling to the highest plants, and easily avoid them.
trees, the colors of the blossoms con- PCs looking into the windows of the hut will
testing with the hues of the multi- Bloodthorn: AC 4 (tendrils)/3 (trunk); see a small cot and a small table with one
colored birds for your attention. MV Nil; HD 17 (plus special); hp 86; #AT 8; chair. The furniture looks old, and the place
Dmg special; AL N; S L; THACO 17 (at- is dirty and devoid of signs of life.
tacks as a 4-HD monster)
The door of each hut has a firetrap spell
16
on it, as do all the windows. Each firetrap sentries, and the First Protector decided to to be a threat to the Exalted One, they will
use the wagon as a trap. be taken to the guard tower to discuss the
inflicts ld4 + 6 points of damage. In addi- matter of the necromancers.
A glyph of wardingspell has been cast on
tion, each hut sits on top of a pit trap, as de- the wagon; if a humanoid touches the Valley Elves, 3rd-Level Fighters (4):
scribed in the “Pit Traps” section earlier. wagon, the glyph will go off, delivering6d4 AC 4; MV 12; HD 3; hp24,21,18,16; #AT
The cot, table, and chair are distributed points of electrical damage to those within 1 ; Dmg l d 8 (long swords), l d 8 (arrows);
over the latticework of the pit so they do not five feet of the wagon. Humanoids in the
produce enough weight to cave it in. area must roll successful saving throws vs. SA +1to attack roll with swords and bows;
spell or be paralyzed for l d 8 rounds.
There is nothing of value in the huts. MR 90% to charm and sleep only; AL CN; S
Under the wagon is a wooden box with M; THACO 18
B. Clever Coffers heavy leather strap tied around it to keep it
closed. This box is also trapped; it, too, has Gnome, 3rd-Level Illusionist: AC 8
once stood a few huts, now stand only a glyph of warding spell cast on it, with the (Dex bonus); MV 6; HD 3; hp 10; #AT 1; D
charred parts of the homes. Judging same effect as the one on the wagon. There ld4 (daggers); SA spells; SD spells; AL
from the grass and wild flowers that is nothing of value under the wagon. NG; THACO 20; Spells: 1st level-charm
have grown up around them, you can tell person, phantasmal force, ventriloquism;
that the huts were burned years ago, Entrance Patrol 2nd level-fog cloud, hypnotic pattern
The huts were burned about two years ago The patrol moves back and forth across the Gnomes, 2nd-Level Fighters (2): AC
to construct another trap. This time, the entrance to the valley. To determine how 5; MV 6; HD 2; hp 15,12; #AT 1;Dmg ld6
contents of the hut are the traps. There many miles apart the patrol and the PCs are (spears and short swords); SA nil; SD nil;
were three huts. Inside the remains of two when the PCs start into the entrance, roll AL NG; THACO 19
of them are a half-dozen clay jars, or cof- ld20. The patrol is that many miles north of
fers. Ash has been rubbed on the coffers to the party. Roll ld6 to determine which way Cooshees (3):AC 5; MV 15, sprint 21;
make it seem as if they were in the huts the patrol is moving; it moves in this direc- HD 3 +3; hp 25,24,20; #AT 1; Dmg 7-10;
when they caught fire. To further make the tion until it reaches an edge of the entrance SA overbearing; SD camouflage; AL N;
scene convincing, the ash-covered bones of (when the patrol reaches an edge, roll again THACO 17
a human or large demihuman lies near the for direction, ignoringresults that place the
coffers. (The skeletons are the remains of patrol outside the entrance). The patrol CarnivorousApe (1):AC 6; MV 12; HD
trespassers who were killed in the pit moves one hex every hour (sixturns). The 5; hp 34; #AT 3; Dmg ld4/ld4/ld8; SA
traps.) Each of the six coffers in the two patrol spots any intruders in its own hex and Rending; SD Nil; AL N; THACO 15
huts are trapped with a .firetrap spell, which in any adjacent hex (unless the intruders are
invisible or otherwise unnoticeable by ordi-
delivers ld4 + 6 points of damage. nary means).
The third hut contains a charred chest, When the patrol spots intruders, it moves
which is locked and trapped with a poison as quickly as possible to catch up to them,
needle. Inside the chest are three books. avoiding the pit traps, while trying to re-
Each book is trapped with a sepia snakesigd main unseen. The patrol’s plan is to con-
spell on the first page of each book. When front the intruders and demand that they
someone opens the book to this page, the state their business. If the PCs do not im-
spell takes effect, releasing a snake with a mediately attack the patrol members, but
THACO of 18. Consult the Player’s Hand-
book (page 152 in the AD&D 2nd Edition), talkwith them, what the PCs say will deter-
for specifics on the spell.
mine the patrol’s actions.
C. Wagon, Ho For the purposes of this adventure, if the
A worn, overturned wagon lies in the PCs are honest and mention the necroman-
thick grass, small flowered vines are en- cers, one of the patrol members will travel
twined in the broken spokes. The wagon to the guard tower to bring a representative
is battered in places, as if it was struck (such as one of those in charge of the tower)
with large, heavy objects. to meet with the PCs. The patrol spotted
five people entering the valley four days
The wagon was left behind by low-levelad- ago, and they have not been able to locate
venturers braving the vale. The adventur- them within the vale. If the PCs give the pa-
ers were scared off by the entrance’s trol a description of the necromancers, the
patrol members reveal that the intruders
match the descriptions.
When, and if, the PCs are determined not
17
Jason Krimeah, the Exalted One, is ob- Protector to spot the brush moving when 2. CommonRoom:This room is usually
sessed with defense. He wants to make there is no wind, to notice rocks sliding as large as the sleeping quarters. A typical
certain that trespassers stay out of his do- down the mountain when there is nothing common room contains three tables, each
main, as he fears that any trespassers- apparent to make them move, and to listen with three chairs, a bookshelf filled with
unless the First Protector can prove for the clanking of armor when no one is in books on a variety of subjects, and a smaller
otherwise-are agents of the Great King- sight. This training has helped rout several shelf filled with dice, darts, and other games
dom and mean to do him harm. His obses- adventurers who tried to enter the valley to keep the guards occupied during their off
sion with defense and Great Kingdom invisibly. Further, about every third guard hours. Nearly all of the common rooms also
agents is abnormal and excessive, but the post is equipped with a pair of eyes of the have a large wooden chest filled with can-
people in the vale comply with his wishes, eagle, supplied by the Exalted One. vas, paint, and brushes. The Exalted One
fulfilling his every request for traps and pa- encourages the guards to enrich their lives
trols. When intruders are caught, they are held by reading and through art. Because of this,
at the guard post while one of the guards the guard post common rooms have paint-
The vale’s defenses consist of patrols of leaves to find a patrol or to gather a force ings of nature scenes on the walls. All of the
valley elves, gnomes, tree people, and from the nearest village. paintings were done by the guard post
creatures. The patrols travel throughout crews.
the vale, reporting in at the vale’s villages If a guard post cannot hold the intruders,
for rested replacements. The patrols oper- which has happened on only one occasion, 3. Kitchen: This is usually the smallest
ate in a spiral pattern, starting roughly in the patrols are immediately notified. The room at the post. It is furnished with one ta-
the center of the valley and circling out- patrols are doubled, and the village resi- ble and five chairs. A pot made of thin metal
ward. Krimeah believes this is the best way dents and the First Protector begin comb- hangs from the ceiling next to cupboards
to cover the vale. In addition, along the ing the vale. When a small adventuring filled with metal dishes, cups, silverware,
boundaries where the valley meets the Bar- party escaped from a guard force several water jugs, and cookingoil. There are three
rier Peaks, there are further defenses, in- years ago and caused the patrols to be in- large wooden chests in each kitchen. One
cluding magical traps and guard posts. The creased, they eventually were caught near contains torches, a second is filled with veg-
entrance to the valley is especially fortified. the Exalted One’s citadel and were etables, fruits, and grain, and the third con-
dispatched-after they killed many valley tains dried or preserved meat. Because the
There is a guard post about every 20 elves and gnomes. This is one of the events First Protector did not want to chance the
miles along the valley’s border, for a total of that caused the Exalted One to abandon the guard posts catching on fire because of
27. Each post is near the foothills of the citadel and seek another fortification. cooking or being spotted by intruders be-
Barrier Peaks. In addition, there is a pit cause of cooking fires, she instructed the
trap, such as those detailed in the previous Each guard post has a platform that cir- guards in a new way of preparing food. The
section, every 20 miles, each spaced half- cles it; guards are posted on the platform food and a little cooking oil is placed in the
way between two guard posts. while they are on duty scanning the area. A metal pot, and then a torch is run along the
typical guard post consists of the following bottom of the pot until the food is cooked.
Guard Posts areas (refer to guard post diagram):
4. Holding Cell: The majority of these
Each of the 27 guard posts, excluding the 1. Sleeping Quarters: Each guard post rooms never have been used. They are in-
main post near the valley’s entrance, is an has ten humans and demihumans stationed tended to hold trespassers who are caught
elaborate wooden structure of one to three there. There are only five cots in this room by the guard post crew. Each cell is rein-
levels built in a large tree; the larger the because at least half of the guard post resi- forced with metal bars and is furnished with
tree, the more levels the guard post has. dents are on duty at any time. There are straw, a water basin, and leg irons.
The First Protector came up with the idea two wooden footlockers at the end of each
for these guard posts, which she believes bed; these hold the personal possessions of 5. Weapons Room: This small room is
are difficult to notice because of the foliage. the guard crew. Personal possessions usu- used to store weapons, primarily long bows
They are manned at all times by valley ally consist of a few changes of clothes, and arrows.
elves, gnomes, and tree people. In addi- writing materials, a book, and weapons
tion, every other guard post has animals, (when the guard is not on duty). There is a 6. Lookout: This room, usually a sepa-
under charm mammal spells, that also serve 50% chance that each footlocker also con- rate structure toward the top of the tree, is
as deterrents to intruders. tains a potion of healing. manned by one guard. If a guard post has
eyes of the eagle,this guard has them. The
A typical guard post crew works four-day The sleeping room is sparsely furnished. lookout is intended to give the guards a
shifts, 12 hours a day, and is relieved by a The cots are simple but comfortable. An oil higher vantage point for scanning the area.
crew with equal abilities. The guard post lamp hangs from each wall. There is a small
crews are rarely also given patrol duty. table and four chairs in the center of the
Each crew has been trained by the First sleeping room.
18
Guard Post Crews 4. Tigers (2):AC 6; MV 12; HD 5 +5; hp Level One
Use these statistics for a guard post crew: 34, 30; #AT 3; Dmg l d 4 + l / l d 4 + 1 / This level contains one large room dubbed
“the ready room” by the tower’s occu-
Valley Elves, 1st-Level Fighters (4): ld4 + l/ld10; SA Rear claws cause 8 points pants. Shields and spears line three of the
AC 4; MV 12; HD 1+2; hp 7 each; #AT 1 ; walls; the fourth is taken up by armor. The
Dmg l d 8 (long sword), l d 8 (long bow); SA damage each; SD + 2 bonus to their sur- sentries who patrol along the platforms are
+ 1 to attack roll with swords and bows; prise roll; AL N; THACO 15 assembled here each day, suited up, and
MR 90% to charm and sleep only; AL CN; briefed on any news that is occumng in the
THACO 20 5. Giant Owls (3):AC 6; MV 3, F1W E ) ; valley. Valley elves and gnomes who are as-
HD 4; hp 25,22,20,16; #AT 3; D 2d4/2d4/ signed to patrols in the vicinity of the valley
Gnome Wizard, 3rd-Level Illusionist: l d 4 + 1 ; SA Surprise: SD Nil; AL L; entrance also are assembled here.
AC 8 (Dex bonus); MV 6; HD 3; hp 10; #AT THACO 17
1; Dmg ld4 (dagger); SA spells; SD spells; Level Two
AL NG; THACO 20; Spells: 1st level- 6. Carnivorous Apes (2):AC 6; MV 12;
phantasmal force, spook, ventriloquism; HD 5; hp 29,25; #AT 3; Dmg ld411d411d8; 1. Gnome Sleeping Quarters. This
2nd level-blindness, hypnotic pattern SA Rending; SD Nil; AL N; THACO 17 room has small beds, tables, and chairs; it
was furnished specifically for the comfort of
Gnomes, 1st-Levelfighters (2):AC 5; The guards at the post do not control the the gnomes. There are eight beds with
MV 6; HD 1; hp 7 each; #AT 1; Dmg ld6 animals, as they are not the ones who put feather-filled mattresses, two tables with
(spear or short sword); SA nil; SD nil; AL the animals under the charm mammal four chairs at each, and a low shelf filled with
NG; THACO 20 spells. However, the animals have been in- books and games. In addition, there is a
structed by the clerics who charmed them footlocker at the end of each bed that holds
Tree People, 2nd-Level Fighters (3): not to harm “friends”-tree people, the personal possessions of each gnome;
AC 7; MV 12 on ground or in trees; HD 2; gnomes, valley elves, or the First Protec- this usually includes several changes of
tor. They are instructed to attack any crea- clothes, weapons, a backpack, l d 3 flasks of
short tures or people who try to harm the friends. wine, parchment, quills, and ink, and ld20
1ws); The valley elf clerics who charmed the ani- silver pieces. Most of the gnomes have
!S, -2 mals make regular trips to the guard posts more wealth than that, but they prefer to
to check on them, often staying for a few keep it hidden elsewhere in the room, such
nsid- days. as in a post of their cot. The wealth they
wing carry with them is usually 3d10 gold pieces.
Main Guard Post
have The room has two windows, both barred.
j. TO The main guard post is located near the en- The room is illuminated by oil lamps; when
ticu- trance to the Valley of the Mage. It is a the lamps are lit, the gnomes pull heavy
e list sturdy, five-level wooden tower where val- black shades across the window to prevent
mals ley elves and gnomes are stationed. The the light from being seen from outside.
y re- exterior of the structure is treated with a
nvo- rubbery sap culled from the idani trees in One to four gnomes are usually found in
the vale. The sap, which smells musky, acts this room at any given time.
I t 21; as a flame retardant, making the tower vir-
1; SA tually immune to normal fire (though magi- 2. Valley Elf Sleeping Quarters. This
, N: cal fire will cause it to bum). There are no room is furnished simply, is about twice as
visible entrances to the tower; the en- large as the other sleeping quarters, and
ID 7; trances are two secret doors on the first contains full-size cots, tables, and chairs.
IACO level. Further, there is a hatch in the roof There are 12 cots, each with a footlocker at
for flying spellcasters. The windows are the end. In addition, there are three tables
3. Leopards (2):AC 6; MV 15; HD 3 +2; barred to prevent intruders from getting in- with four chairs at each, two large shelves
hp 20, 17; #AT 3; Dmg ld3/ld3/ld6; SA side. filled with books and games, and a large
Rear claws cause 4 points damage each; SD wooden chest that contains parchment,
+ 2 bonus to their surprise rolls; AL N; A platform along the outside of the sec- canvas, ink, and paint. The footlockers con-
THACO 17 ond and fourth levels is used by sentries tain the valley elves’ possessions-changes
scanningthe area. One sentry on each plat- of clothes, flasks of wine, books, weapons,
form is equipped with eyes of the eagle. and various other personal items. Each val-
ley elf has ld20 silver pieces and 3d10 gold
The tower closely resembles the main pieces in his chest. Unlike the gnomes, they
guardhouse in the Great Kingdom, but it is do not hide their wealth.
not as large.
19
The room also has two barred windows the foot of each bed is a footlocker painted cooked in thin metal pans that hang from the
and is illuminated by oil lamps. Several bright yellow. There is a small writing desk ceiling. The food, along with a little cooking
paintings hang on the wall, including two of by each bed. The desks contain parchment, oil, is placed in the pans, and a torch is
the First Protector. The paintings were ink, quills, sealing wax, oil, candles, and moved against the bottom of the pans until
made by the sentries. other items. An oil lamp sits on each desk. the food is cooked. This method of cooking
The footlockers, which are locked, contain keeps the risk of fire down.
One to six valley elves can be found here personal items such as clothes, spell books,
at any time. spell components, and 3d10 gold pieces. This room has no windows. It is lit by a
continuallight spell cast on a rock hung from
3. Guest Sleeping Quarters. This room 3. Valley Elf Cleric Quarters. Four val- the ceiling.
is furnished more elegantly than the others, ley elf clerics are always stationed at the
with green and yellow quilts on the beds, a tower, half of whom are usually in this room 3. Practice Room. A permanent silence
yellow linen cloth on the table, and a deep studying or praying. spell has been placed on this room. Sentries
green and gray woven rug on the floor. practice their fighting skills here, usually in-
There are four beds here, each with The room is spartan, furnished with sim- structed by one of the higher level fighters
feather-filled mattresses and each with a ple cots and a plain wooden table and chairs. on the premises. There are no windows in
nightstand containingan oil lamp and a wash The only decorations are three paintings of the room, and the walls and floor are cov-
basin. A large closet is for storing personal nature scenes, which the sentries made at ered with padding. Without the silence
effects. the clerics’ request. A footlocker at the end spell, the First Protector fears the noise
of each cot contains the clerics’ personal from their practice sessions could alert in-
The room houses guests, such as elders items, such as extra clothes, prayer beads, truders.
from one of the gnome or valley elf villages a vial of holy water, and incense. In addition,
who have come to visit with the sentries or each cleric has three potions of healing and The room also is used by the clerics when
the First Protector, or houses visiting fam- one potion of sweet water. they wish to meditate in complete silence.
ily members of the sentries. Visitors usually
do not stay more than three or four days. 4. Washroom. This room is identical to 4. Storage Room. Long bows, arrows,
the room on the lower level. long swords, daggers, and spears are
4. Washroom. The First Protector be- stored here for use by the sentries. How-
lieves cleanliness is important, and in- Level Four ever, most of the sentries prefer to use
structs all her troops to keep themselves their own weapons, which they feel most
and their clothes clean to present a good im- 1. Common Room. Woven rugs cover comfortable with. In addition, practice
age. Half of this room contains shallow ba- most of the floor. A large bookcase, filled weapons, such as wooden swords wrapped
sins that are used for washing clothes. Thin with books on a variety of topics including, in cloth, ropes, backpacks, empty flasks,
ropes are strung across the ceiling to hang nature, war, histories of the surrounding bedrolls, and flint and steel are kept here.
clothes to dry. The other half of the room countries, religion, and poetry, dominates
contains four ceramic bathtubs, three of the room. Several large, padded chairs sit Level Five
which are human sized and a smaller one for up against the walls. A few large over-
the gnomes. Water is carried in here daily stuffed pillows lie on the floor. The room is This level houses the quarters of the First
from a natural spring behind the guard decorated in soft blues and beiges. The Protector, and consists of her bedroom,
house. Two large shelves hold towels and paintings on the walls, also made by the washroom, kitchen, and parlor. The rooms
soap. sentries, are serene, depicting animals by a are furnished relatively simply in somber
waterfall, white-plumed birds in flight, and colors. There are no decorations on the
There are usually one to four valley elves moths dancing in the moonlight. walls, and the only light source is a thick
and gnomes in here. candle in each room.
Many of the gnomes and valley elves not
Level Three on duty spend time relaxing in this room. A large chest locked and trapped with a
poison needle holds the First Protector’s
1. Valley Elf Sleeping Quarters. This 2. Kitchen and Dining Room. Four ta- belongings. They include several changes
room is nearly identical to the room on the bles, each with four chairs, are spaced of clothes, spell components, traveling spell
level below, except there are eight cots in- evenly in the center of the room. A fifth, books, 30 silver pieces, 40 gold pieces, and
stead of 12. The 3rd-level fighters sleep in larger table, with a half-dozen chairs around a dozen pearls, each worth 100 gp.
this room. it and covered by a linen cloth is at the far
end of the room. The First Protector considers these
One to four valley elves are here at any quarters temporary living space, as she
given time. About one third of the room is taken up spends as much time as possible with the
with cupboards containing dishes, glasses, Exalted One and keeps her valuable belong-
2. Gnome Wizard Quarters. This room mugs, and silverware. Other cabinets con- ings with him in his fortress.
is decorated in garish oranges and greens. tain fruit, vegetables, bread, spices, flour,
The four smallbeds are each covered with a and dried and preserved meat. The food is The First Protector allows few people in
patchwork quilt of orange and green, and at here, mainly the leaders of the gnome and
valley elf villages when they visit.
20
The stairway outside of her chambers Dmg ld8 (long sword), ld8 (long bow); SA Battle tactics are to fight from the plat-
leads up to the roof. +1to attack roll with swords and bows; form by firing arrows and by using the tow-
MR 90%vs. charm and sleep only; AL CN; er’s special weapons, which are detailed
Basement THACO 18 below.
A hollowed out space, roughly 30 feet Valley Elf Clerics, 6th Level (2):AC The gnome illusionists will first use their
square and 15 feet deep, is used to hold 4; MV 12; HD 6; hp 31, 29; #AT 1; Dmg phantasmal force spells to create hideous
prisoners. creatures to frighten the intruders and ruin
ld6 +1 (mace); SA spells; SD spells; MR their morale. The clerics first tactics are to
Tower Occupants cast entangle spells, giving the archers sta-
90% vs. charm and sleep only; AL CN; tionary targets, and then following up with
The tower sentries include 12 1st- and 2nd- THACO 18 other spells.
level valley elf fighters, eight 2nd-level
gnome fighters, eight 3rd-level valley elf Cleric #1, Spells: 1st level-cure right Special Weapons
fighters, four 1st-level gnome illusionists, wounds x3, entangle, bless; 2nd level-
and four valley elf clerics (two are 6th level, slow poison, charm person or mammal x2, Along the top of the tower are large rocks
two are 2nd). The sentries are divided into warp wood; 3rd level-snare, spike growth placed on angled pieces of wood. Moving a
two groups, each of which works a 12-hour release on each piece of wood sends the
shift. However, when an alarm is sounded, Cleric #2, Spells: 1st level-bless, cure rock hurtling downward at an angle, away
all of the off-duty shift is also required to light wounds x3, entangle; 2nd level- from the platforms around the tower, onto
help. Each sentry works at the tower for messenger, speak with animals, trip, warp intruders below. The rocks, because of
one month, returns to his village for a wood; 3rd level-summon insects, prayer their size, have THACOs of 11.
month, and then comes back to duty at the
tower. The only exception are the two 6th- Valley Elf Clerics, 2nd Level (2):AC There are four large ballistae evenly
level valley elf clerics. They are considered 4; MV 12; HD 2; hp 12, 10; #AT 1; Dmg spaced along each platform. These are
in charge of the tower and have made it body-sized crossbows and are operated by
their permanent home. It is considered an ld6 +1 (mace); SA spells; SD spells; MR extending the bow with the shooter’s feet.
appointment of prestige to be chosen for A ballista can be fired once a round, causing
tower duty. 90% vs. charm and sleep only; AL CN; 2d6 points of damage. The ballistae use the
THACO 20 THACO of the’
There is a 40% chance the First Protec-
tor is at the tower working with the sen- Cleric #3, Spells: 1st level-detect evil, Vale of
tries. If the First Protector is not present, entangle Patrols
there is a 40% chance the gnome or valley
elf leader is here. Cleric #4, Spells: 1st level-cure light Roll ld10 for every hour or game time the
wounds x3 PCs spend in the Valley of the Mage. A 1or
Two elephants are also considered part of 2 indicates they have been spotted by one of
the tower forces. These elephants are un- Gnome Illusionists, 1st Level (4): the following patrols. If the PCs are taking
der animal friendship spells from the 6th- AC 7 (Dex bonus); MV 6; HD 1; hp 3 each; special precautions not to be noticed, a roll
level valley elf clerics. They have been #AT 1; Dmg ld4 (dagger); SA spells; SD of a 1indicates they were spotted anyway.
taught to defend the tower, protect the spells; AL NG; THACO 20; Spells: 1st The patrol is in addition to any wandering
tower inhabitants (which includes fighting level-phantasmal force, audibleglamer monsters the PCs encounter.
attackers), and carry water to the tower
from the spring. Gnome Fighters, 2nd Level (8):AC Roll ld12 to determine which patrol from
5; MV 6; HD 2; hp 11each; #AT 1; Dmg 16 the following list is encountered. Each pa-
Valley Elf Fighters, 1st Level (6): (spear or short sword); SA nil; SD nil; AL trol should be encountered only once; reroll
AC 5; MV 12; HD 1+2; hp 7 each; #AT 1; NG; THACO 19 any duplicate encounters.
Dmg l d 8 (long sword), l d 8 (long bow); SA
+1 to attack roll with swords and bows; Elephants (2):AC 6; MV 15; HD 11; 1. Valley Elves (12): AC 4; MV 12; HD
MR 90% vs. charm and sleep only; AL CN; #AT 5; Dmg 2d8/2d8/2d6/2d6/2d6; SA nil; 1+ l ;hp 7 each; #AT 1; Dmg l d 8 (long
THACO 20 SD nil; AL N; THACO 10 sword), l d 8 (long bow); SA + 1 to attack
roll with swords and bows; MR 90% vs.
Valley Elf Fighters, 2nd Level (6): Placements charm and sleep only; AL CN; THACO 19
AC 4; MV 12; HD 2; hp 12 each; #AT 1;
Dmg l d 8 (long sword), l d 8 (long bow); SA There are 18 valley elves and gnomes on Because valley elves can blend in with
+1 to attack roll with swords and bows; duty at any one time. Five fighters and their surroundings and move quietly
MR 90% vs. charm and sleep only; AL CN; spellcasters are stationed on each platform through wooded areas, the PCs have only a
THACO 19 around the tower, and three fighters are 10% chance to detect the presence of this
placed on the roof. The remaining five sen- valley elf patrol before it comes upon them.
Valley Elf Fighters, 3rd Level (8): tries, usually three fighters, a gnome illu- This chance can be modified by the DM,
AC 4; MV 12; HD 3; hp 20 each; #AT 1; sionist, and a 2nd-level valley elf cleric
patrol the area around the tower and near
the entrance.
Fighting from the Tower
If it is o.bvi.ous th. e .intrud.ers .have no in-
tention of surrendering, the sentries attack
to kill, the clerics after the fight curing in-
truders not fatally hurt, and putting them in
the basement for later questioning.
21
Basement
based on the PCs’ precautions. or the First Protector. Therefore, they are Illusionist #3, Spells: 1st level-audible
This small group of valley elves from the willingto talkto their quarry firstto gain this glamer change self, ventriloquism; 2nd
information before ushering them, peace- level-fools ’gold, invisibility
Darkglade village patrol the vale for signs of fully or otherwise, out of the vale. This
intruders or unusual occurrences. They are group willlisten to reason if the PCs make a Illusionist #4: 1st level-phantasmal
a stealthy group, patrolling in a loose forma- case for their presence. If this happens, the force x2, charm person; 2nd level-
tion to avoid detection. Their orders are to patrol will take them to the nearest valley invisibility, ray of enfeeblement. In addition,
report what they have seen and avoid con- elf village. this illusionist carries a wand of wonderwith
frontations, unless they are certain the of- 48 charges.
fending force can be easily dispatched or If there is a battle, and if it goes against
chased out of the vale. If the PCs attract the the patrol, a few of the members attempt to This patrol seeks to confound strangers
attention of this patrol, the elves will follow escape to a nearby village of valley elves or and drive them from the valley. However,
them for an hour in an attempt to gain infor- gnomes and summon reinforcements of 40 while the gnomes realize their task is seri-
mation, then return to the Darkglade, villagers. ous, they are not above having a little fun
Vinestrong, or Moonhollow villages or to with it. The gnomes use their phantasmal
one of the gnome communities. The com- 3. Valley Elf Fighters, 1st Level (25): force spells to create horrible-lookingmon-
munity contacted will put together a force of AC 4; MV 12; HD 1+ l ; hp 7 each; #AT 1; sters and ventrifoquism spells to make it
40 or more residents to approach the PCs. D l d 8 (long sword), l d 8 (long bow); SA +1 seem the invaders are nearly surrounded.
to attack roll with swords and bows; MR The wand of wonder is called into play if the
2. Valley Elf Force: 1st-Level Fighters 90% vs. charm and sleep only; AL CN; phantasmal force spells do not have the de-
(6): AC 4; MV 12; HD 1+2; hp 7 each; #AT THACO 19 sired effect.
1 ; Dmg l d 8 (long sword), l d 8 (long bow);
SA +1to attack roll with swords and bows; Cooshee (5): AC 5; MV 15, sprint 21; HD If the intruders seem too strong, the
MR 90% vs. charm and sleep only; AL CN; 3 + 3 ; hp 30, 27, 20, 19, 15; #AT 1; D gnomes attempt to hook up with one or
THACO 19 more of the valley elf patrols to defeat the
l d 4 +6; SA overbearing; SD camouflage; intruders, or they return to a gnome village
4th-Level Fighters (3): AC 4; MV 12; HD to gather a larger force.
4; hp 38, 31, 26, 25; #AT 1;Dmg l d 8 + 1 AL N; THACO 17
(long sword and Str bonus), l d 8 (long bow); This group is stealthy and is using the foli- 6. Gnome Force: 1st-Level Fighters
(24): AC 5; MV 6; HD 1; hp 7 each; #AT 1 ;
SA +1to attack roll with swords and bows; age for cover. Because of the size of the Dmg ld6 (spear or short sword); SA nil;SD
group, the PCs have a 35% chance to notice nil; AL NG; THACO 20
MR 90% vs. charm and sleep only; AL CN; it. This chance can be modified by the DM,
THACO 17 based on the PCs’ precautions. 2nd-Level Thieves (5): AC 6; MV 6 ; HD
2; hp 12,10,9,7,6; #AT 1; Dmg l d 6 (short
6th-Level Fighters (3): AC 4; MV 12; HD This group’s purpose is to capture any in- sword); SA backstab for double damage
6; hp 55, 52,40; #AT 1;Dmg l d 8 + 2 (long truders and bring them before Summer- (other thieving abilities not applicable); SD
sword +1and Str bonus), l d 8 (long bow); storm in one of the valley elf villages. The 40% chance to hide in shadows; AL CN;
group does not want to kill the intruders, as THACO 20
SA + 1to attack roll with swords and bows; it wants to learn what the strangers are do-
ing in the vale. 3rd-Level Clerics (3): AC 5; MV 6 ;HD 3;
MR 90% vs. charm and sleep only; AL CN; hp 19,18,16; #AT 1; Dmg ld6 +1(mace);
THACO 15 4. Cooshees (4):AC 5; MV 15, sprint 21; SA spells; SD spells; AL NG; THACO 20
HD 3 + 3 ; hp 30, 25, 24, 17; #AT 1; Dmg
3rd-Level Mages (3): AC 6; MV 12; HD l d 4 +6; SA overbearing; SD camouflage; Cleric #1, Spells: 1stlevel-bless, purify
AL N; THACO 17 food and drink, cure light wounds x2;2nd
3; hp 7 each; #AT 1; Dmg l d 4 +1(dagger level-enthrall, hold person, slow poison
At the request of Summerstorm, these
+ l ) ;MR 90% vs. charm and sleep only; elven dogs patrol the valley to keep stran- Cleric #2, Spells: 1st level-cure light
AL CN; THACO 20 gers from harming the valley elves. The wounds x3, entangle; 2nd level-know
dogs return to one of the elven villages alignment, speak with animals, silence 15’
Mage #1, Spells: 1st level-charm per- when strangers are spotted. In response, a radius
son, chill touch; 2nd level-invisibility group of about 40 valley elves are sent out
to deal with the intruders. Cleric #3, Spells: 1st level-command,
Mage #2, Spells: 1st level-charm per- cure light wounds x2, detect magic; 2nd
son, magic missile; 2nd level-stinking 5. Gnome Illusionists, 3rd Level (4): level-charm person o r mammal, chant, ob-
cloud AC 8 (Dex bonus); MV 6; HD 3; hp 12,10, scurement
7; #AT 1; Dmg 1-4 (daggers); SA spells; SD
Mage #3, Spells: 1st level-shield, taunt; spells; AL NG; THACO 20 The purpose of this patrol is to capture or
2nd level-web drive out intruders. Captured strangers are
Illusionist #1, Spells: 1st level- taken before the gnome chief. If a force ap-
Although this group is stealthy and is using phantasmal force, spook, ventriloquism; pears too strong for this patrol, the fighters
the foliage for cover, the PCs have a 20% 2nd level-blindness, hypnoticpattern scatter to join with other patrols or gnomes
chance to notice them because of the patrol’s in the villages. When a larger patrol is de-
large size. This chance canbe modified by the Illusionist #2, Spells: 1st level- veloped, it returns to deal with the in-
DM, based on the PCs’ precautions. phantasmal force x3; 2nd level-improved truders.
phantasmal force x2
This patrol has been directed to defeat or
rout all trespassers from the vale. How-
ever, these valley elves also want to know
about the trespassers and their intentions
and report the informationto the Black One
24
'i. tree people ana-Level Fighters + 1 to attack roll with swords and bows; The dragon is controlled by the Exalted
(10): AC 7; MV 12 on ground or in trees; MR 90% vs. charm and sleep only; AL CN; One through potions of green dragon con-
HD 2; hp 12 each; #AT 1 (long sword), 2 THACO 17 trol. The mage directs the dragon to van-
(short bow); Dmg ld8 (long sword); ld6 quish intruders who do not look like valley
(short bow); SA nil; SD 50% concealment in Valley Elf, 8th-Level Enchanter: AC 3 elves, gnomes, mountain dwarves, or tree
the trees; THACO 19 (Dex bonus, cloak +2,ring +2);MV 12; people. The humans and demihumans know
HD 8; hp 23; #AT 1;Dmg ld4 (dagger); SA to give the dragon a wide berth. In combat it
This patrol usually moves through the spells; SD spells; MR 90% vs. charm and first casts grease and follows up with one or
trees to gain a better vantage point. They sleep only; AL CN; THACO 18 more breath weapons before closing. It em-
usually call out a warning to all strangers in ploys all of its physical attacks, including tail
an attempt to find out what the strangers Spells: slap and wing buffet. The dragon is intelli-
are doing in the vale, and then they ask the 1st level-color spray, grease, charm gent and flies away if it believes it is in dan-
intruders to leave. Those who do not leave person, taunt, detect magic ger of being defeated.
are asked to surrender. Belligerent or 2nd level-darkness 15' radius, glitter-
threatening strangers are fired upon. Cap- dust, ray of enfeeblement, Esha 's uncon- 12. Iron Golem: AC 3; MV 6; HD 18; hp
tives are taken before the chief. However, if trollable hideous laughter 80; #AT 1;.Dmg 4d10; SA poisonous gas
the patrol is far from the tree village, the 3rd level-fly, haste, hold person, sug- cloud; SD immune to weapons of less than
captives are taken to the nearest valley elf gestion +3 enchantment; AL N; THACO 3
village. 4th level-confusion, emotion, poly-
morph self The golem was created by the Exalted
8. Combined Force: Tree People, 2nd- One as an added patrol. Like the dragon, it
Level Fighters (12): AC 7; MV 12 on Magical items: ring of protection +2, has .been ordered to vanquish parties not
ground or in trees; HD 2; hp 12 each; #AT 1 cloak of protection +2, wand of frost (12 composed of valley elves, gnomes, moun-
(longsword), 2 (short bow); Dmg l d 8 (long charges), dagger +2, dust of disappear- tain dwarves, or tree people.
sword); ld6 (short bow); SA nil; SD 50% ance (two uses)
concealment in the trees; THACO 19
This group also is intent on capturing
Valley Elves, 1st-Level Fighters (14): strangers, either by force or through sur-
AC 4; MV 12; HD 1;hp 7 each; #AT 1; Dmg render. In combat, the group's tactics in-
clude having the enchanter, who is hidden
l d 8 (longsword), l d 8 (long bow); SA + 1to with his dust of disappearance, cast haste
on the tree people, confusion on the stran-
attack roll with swords and bows; MR 90% gers, and then open up with the wand of
vs. charm and sleep only; AL CN; THACO frost and his other spells while the tree peo-
19 ple and valley elves attack with missile
weapons and then close in melee.
Gnomes, 1st-Level Fighters (6): AC 5;
MV 6; HD 1;hp 7 each; #AT 1;Dmg ld6 The patrol hopes to take any strangers
(spear or short sword); SA nil; SD nil; AL alive to learn what they are doing in the vale
NG; THACO 20 and to gain information about the Great
Kingdom and the rest of the outside world.
Gnomes, 2nd-Level Thieves (4): AC 6; The patrol eventuallytakes captured stran-
MV 6; HD 2; hp 12,10,6; #AT 1; Dmg ld6 gers before Summerstorm.
(short sword); SA backstab for double dam-
age (other thieving abilities not applicable); 10. Mountain Dwarves, 1st-Level
SD 40% chance to hide in shadows; AL CN; Fighters (24)(only encountered along
THACO 20 the base of the Barrier Peaks): AC 4;
The PCs have a 50% chance to detect MV 6; HD 1+ 1; hp 7 each; #AT 1;Dmg ld6
this patrol approaching. The aim of this pa-
trol is to capture all intruders and bring (spear) or ld8 (battle axe); AL N; THACO
them to the closest gnome or valley elf vil- 20
lage to determine why they are in the valley
and what to do with them. This group is in the employ of the Exalted
One. It patrols along the base of the Barrier
9. Combined Force: Tree People, 4th- Peaks and takes captured intruders to the
Level Fighters (4):AC 7; MV 12 on ground First Protector.
of in trees; HD 4; hp 40, 35,32,28; #AT 1
(long sword), 2 (short bow); Dmg l d 8 (long 11.GreenDragon, young adult:AC -1;
sword), l d 6 (short bow); SA nil; SD 50%
concealment in the trees; THACO 17 MV 9, F130, Sw 9; HD 14; hp 81; #AT 3 +
special; Dmg l d 8 +5/ld8 +5/2d10 +5,
Valley Elves, 4th-Level Fighters (6): AC breath weapon 10d6+5; SA spells, breath
4;MV 12; HD 4; hp 34,32,29,26; #AT 1;
Dmg l d 8 (long sword), l d 8 (long bow); SA weapon, special; SD spells, special; MR
15%; THACO 7; Spells: 1st level-grease,
wall of fog
25
Y
v
co e
If the player characters attempt to enter the truders away rather than kill them. The 3. Minotaur Lizards (4):AC 5 ; MV 6;
Valley of the Mage through the Barrier minotaur lizards are just looking for a meal. HD 8; hp 58,56,45,34; #AT 3; D 2d6/2d6/
Peaks, roll ld10. On a 1 , 2 , or 3, they have 3d6; SA adept at ambushes, others suffer -5
encountered a group of creatures living in 1. Mountain Dwarves, 2nd-Level penalty to surprise rolls. A natural attack
the peaks; if the PCs are making a lot of Fighters (8):AC 4; MV 6; HD 2; hp 15 roll of 20 means the creature has trapped its
noise, or are taking precautions to avoid be- victim and automaticallycan inflict 3d6 each
ing noticed, adjust the chance for an each; #AT 1;Dmg ld6 +1(spear + Str bo- round until the victim escapes; SD nil; AL
encounter. Roll ld4 to determine which of N; THACO 13
the following encounters to use. nus); SA nil; SD nil; AL NG; THACO 19
Mountain Dwarves, 3rd-Level Fighters 4. Galeb Duhr (4):AC -2; MV 6; HD 8;
The dwarves and stone giants work to hp 57,48,40,36; #AT 2; Dmg 2d8; SA ani-
keep trespassers out of the valley, in cooper- (6): AC 4; MV 6; HD 3; hp 22 each; #AT 1; mate boulders, not harmed by lightning or
normal fire, + 4 bonus to saving throws vs.
ation with the Exalted One. In turn,the Ex- D ld6 +2 (spear + Str bonus); SA nil; SD fire attacks, spells; SD spells, suffer double
damage from cold-based attacks and save
alted One keeps the gnomes in the vale from nil;AL NG; THACO 18 with -4 penalty against them; AL N;
mining what the dwarves consider their Mountain Dwarves, 4th-Level Fighters THACO 13
property and prevents them from playing
tricks on the giants. The galeb duhr protect (4): AC 4; MV 6; HD 4; hp 29 each; #AT 1; Once per round the galeb duhr can cast,
the valley because of the grivelings that live as a 20th-level mage, the following spells:
in the peaks. They feel akin to the creatures D ld6 + 3 (spear +l + Str bonus); SA nil; move earth, stone shape, passwall, trans-
and protect them-and the other valley mute rock to mud, and wall of stone.
inhabitants-from outsiders. The dwarves, SD nil; AL NG; THACO 17
galeb duhr, and giants prefer to chase in-
2. Stone Giants (4):AC 0; MV 12; HD
14 + l d 3 hps; hp 84, 74, 70, 68; #AT 1;D
2d6 +8; SA hurl rocks for 3d10; SD blend in
with surroundings; AL N; THACO 7
dve
FOR FURtheR adventuring In the countries want something done about it be- are contacted by another merchant, this
fore trade routes have to be lengthened or one dealing in exotic plants. The merchant
Vale prices on goods raised. wants to gather idani fruit, rumored to grow
only in the Valley of the Mage.
1.A powerful neutral wizard from a country The PCs are hired to escort several mer-
that neighbors the Valley of the Mage has chant caravans in the area. In actuality, the man isn’t a merchant at
been robbed, and he is certain the Mage of all. He is an evil cleric of Hextor who wants
the Vale had something to do with it. The The valley elves are raiding the caravansto to gain access to gain access to the Valley of
wizard is planning a magical assault on the acquire herbs, spices, and other ingredients the Mage. The cleric hopes to kidnap the
valley, wanting to kill or injure some of the for the Exalted One’s research. Supplyingthe First Protector or another being important
valley elves who live there in retribution. He valley elves with rare herbs, spices, and unu- to the Exalted One.
plans to repeat his strikes until his magical sual plants could halt the raids.
items are returned. Officials in the country If the cleric is successful, the PCs are
fear that such action will bring the wrath of 3. A merchant dealing in exotic animals called upon to return the kidnap victim to
the Exalted One and his minions down on the wants to hire the PCs to take him into the the Exalted One.
entire populace. They ask the player charac- Valley of the Mage. He has stood at the val-
ters to journey inside the vale and try to talk ley’s entrance and watched the beautiful 5. A pair of grivelings, wandering in the out-
the Exalted One into returning the items. tropical birds. He wants to catch some of side foothills of the Barrier Peaks, were
them to sell to his wealthy customers. He captured by an animal trainer and are being
The Exalted One will comply if the PCs offers the PCs a payment of 30 gp for each shown as part of a wild animal act in a travel-
treat him all right and make no threats. bird he catches. ing circus.
However, he first requires them to perform
a task before he hands over the items: A If the PCs accept his offer, they willhave PCs attending the circus, on whatever
young adult red dragon has made a home in more than birds to deal with. They must ruse the DM creates, are contacted by the
the Bamer Peaks, and he wants it killed. protect the merchant, who has no adven- grivelings who ask to be returned home.
turing skills. And they willhave to deal with The grivelings are certain their brothers
2. Valley elves have increased their raids on the jakar (see page 31), who does not want and others in the Valley of the Mage will
merchant caravans that venture near the any of the valley’s creatures imprisoned. come out to get them, which could spell
Valley of the Mage. Officials in neighboring doom for those in the circus.
4. If the PCs become involved with the last
adventure, shortly after their return they
27
Below is a list of creaturesthat can be foundwithin the Valley of the Mage.
12-1612-1212-121
28
Grist (True Gargoyles)
CLIMATE/TERRAIN: Any stone building or rocky
mountainside
FREQUENCY: Very rare
ORGANIZATION: solitary
ACTIVITY CYCLE: Any
DIET Special
INTELLIGENCE: Semi- (2-4)
TREASURE: L,MJ
ALIGNMENT Neutral
NO. APPEARING: 2-8
ARMOR CLASS: 0
MOVEMENT 9, F112 (B)
HIT DICE: 8+4 (42 hps)
THACO: 11
NO. OF ATTACKS: 4 (sometimes 6)
DAMAGE/ATTACK: 1-8/1-8/1-10/1-8
SPECIAL ATTACKS: Fear gaze, snatch
SPECIAL DEFENSES: + 1 or better weapon needed to
hit
MAGIC RESISTANCE: 20%
SIZE: L (12’)
MORALE: Fearless (19)
X P VALUE: 7,000
The grist is a rock-like creature that resembles a gargoyle or mar- two, giving them six attacks per round. If two of a grist’s claws hit
goyie, but it is considerably larger and much more fearsome. the same opponent during a single round, the grist has successfully
Grists were created by Jason Krimeah, the Exalted One, by taking a snatched its opponent. Such an opponent is usually taken into the air
statue resembling a gargoyle and casting wish, stone shape, poly- to be hurled back down to the ground in an attempt to quickly dis-
patch it.
morph any object, fear,& and geas spells upon it. Grists are semi-
Once every ten minutes the grist can generate a fear gaze. This
intelligent and thus able to follow only the simplest of instructions. cone-shaped gaze appears as a gray beam emitted from the crea-
But they follow these instructions to the letter. It is unknown how ture’s eyes. The cone is two feet wide at its point of origin, 30 feet
many grists the mage created, but several dozen are believed to ex- wide at the base, and 60 feet long. Creatures caught in the gaze
ist. Krimeah termed his creation “true gargoyles,” as they fit his vi- must roll successful saving throws vs. spell or be affected as by a
sion of what a gargoyle should be. fear spell.
A grist has been enchanted to give it a resistance to magic and an The grist is immune to normal and magical fire and cold. In addi-
immunity to normal weapons. Its skin looks like the exterior of the tion, it has a 20% magic resistance to all other spells. The grist is not
stone building or rocky mountainside it attaches itself to, and its affected by poisons.
dense rock make-up causes the grist to weigh between one and
three tons. Despite its weight, a grist moves at a rate of 9 on the Habitat/Society: The grist does not speak, as it has no vocal
ground and 12 in the air. The wings are not needed for flight, but cords. It followsthe orders of its master and is incapableof indepen-
they are used to help it maneuver while in the air. If the wings be- dent thought.
come damaged, the maneuverability class of the grist worsens by
one. A wounded grist repairs itself by reattaching to its assigned struc-
ture and drawingminerals from it. It heals at a rate of 24 hit points a
A grist can effortlessly cling to the sides of buildings and rocky day.
mountainsides. It can onlybond itself to stone, brick, or rock. When
in place, the grist looks like an unmovable statue of a stone gargoyle There are no males or females of the species; grists are created
that is part of the building. magically and cannot reproduce. Nor do grists change size, remain-
ing throughout their existence at the same height and weight they
Combat: A grist remains in place on the side of a building or moun- were given at their creation.
tain until the conditions of its orders are met, such as “prevent any
armored humans from entering this building.” A grist with this order Grists are found in groups of 2d4, the more numerous they are,
would remain in its statue-like pose until a human attempts to enter the more important the item beingguarded. Grists have no real trea-
its building or tries to attack it, at which time it animates. Until that sure of their own. However, if defeated grists are shattered, gems
time, only a detect He spell will register the grist as a living crea- and coins occasionally can be found inside them-they consume
ture. A detect magic spell will show that the grist is enchanted. rocks and mineralsfound on their victims, which includes ore, coins,
and gems and jewelry.
Once a grist is animated, it fights fearlessly until destroyed. It pre-
fers to fight from the air, as it can maneuver better. When attacking, Ecology: Grists are found attached to the inside or outside of
a grist prefers to direct all of its blows against a single target in an at- buildings, as well as along columns, roofs, and rocky mountainsides.
tempt to dispatch that target and then move on to the next. It at- They have not been encountered elsewhere. They are not believed
tacks with its claws, bite, and a tail swat. The tail of a grist is usually to communicatewith each other.
spiked like a maul. In addition, some grists have four arms instead of
Gaiveling
CLIMATE/TERRAIN: Any cavern or mountain
FREQUENCY: Very rare
ORGANIZATION: Clan
ACTIVITY CYCLE:
DIET Any
INTELLIGENCE: Minerals
TREASURE: High (13-14)
ALIGNMENT Special
Neutral Good
NO. APPEARING:
ARMOR CLASS: 2 or 2-24
MOVEMENT 2 (-1)
HIT DICE: 9, 12 (through stone)
THACO: 5+2
NO. OF ATTACKS: 15
DAMAGE/ATTACK: 2
SPECIAL ATTACKS: 1-8/14
SPECIAL DEFENSES: Spells
Spells, + 1 or better weapon
MAGIC RESISTANCE: needed to hit
SIZE: Nil
MORALE: M (6')
XP VALUE: Steady (12)
1,400
Grivelings are creatures believed to be natives of the elemental opponents often strike during one round of combat, and then move
plane of Earth. It is unknown, even to the grivelings, whether they into the stone wall the next-only to emerge the following round
wandered through a portal to this plane or were transported here by from a different place in an attempt to surprise their opponents
mages. The grivelings cannot plane travel, and therefore are bound again.
to Oerth. They have not been seen outside the Barrier Peaks and
the Valley of the Mage. Grivelings also use their spell-like abilities during combat. A
griveling can perform any of the following, once per day: stoneskin,
Grivelingsare found eitherin pairs or in clans of 2d12. They have a transmuterock tomud, transmutemud torock, and digas if it were
humanoid form-two legs, two arms, and a head. In their normal an 8th-level wizard.
state they do not possess the defined features of humanoids, such as
distinctive muscles, fingers, ears, eyes, and mouths. However, Because grivelings are not affectedby the climate, they are not af-
grivelings that are used to dealing with or observing humans and de- fected by normal cold or fire attacks or cold-based spells. However,
mihumans alter their forms via a limited, yet natural, stone shape magical heat and fire spells affect them. Further, because of their
ability so they appear to have human-like facial features, digits, and
clothes, mimicking the humans and demihumans they have seen. hard skins, +1or better weapons are needed to injure them.
Many of the grivelings that live in the Bamer Peaks have the vis- Habitat/society: Grivelings dwell inside the stone walls of ca-
ages of Zurt, Summerstorm, Endoble, the First Protector, and the verns and inside mountains. In addition, they can live outside these
various guises of the Exalted One. Often the grivelings are not able surroundings, such as in caves, wooded areas, or in other terrains,
to duplicate a humanoid face correctly, and the result is unusual or but they prefer to be surrounded by rocks or dirt. They are not af-
humorous, with eyes placed below mouths or odd-shaped ears in in- fected by a change in climate.
correct locations. Males and females are indistinguishable.
Grivelings are friendly and curious, spending much of their time
The grivelings, like the humans and demihumans in the Valley of watching the creatures in the vale who travel next to the Bamer
the Mage, are believed to serve Jason Krimeah, the Exalted One. Peaks and questioning them about what is happening deeper in the
Grivelings range between four and six feet tall and weigh 1,000 to valley. Because they have observed the occupants of the vale for so
3,500 pounds. long, they have acquired the common tongue, which they speak in
slow, gravely tones. In addition, they speak a smattering of moun-
Combat: Grivelings are not fond of fighting, preferring to find tain dwarf and their own language. When their curiosity gets the
peaceful solutions to differences between themselves and others. best of them, they travel from their rock homes and into the wilder-
However, when pressed to fight, they fight relentlessly, using their ness. These trips are short and infrequent.
heavy stone fists to batter opponents into submission. Grivelings at-
tempt to kiu opponents only when their own lives seem in danger. Members of a griveling clan rarely act without consulting others,
as grivelings respect each others' counsel. Grivelings are very pro-
Because grivelings can see through rock and dirt as easily as oth- tective of their peers and share all of their accumulated wealth.
ers see through the air, they lie in wait inside the wall of a cave or
other stone or dirt structure, and move part of their body out of the A mated pair of grivelings produces one offspring every six to 12
structure to fight, usually surprising opponents from behind or be- years, with the sex of the offspring chosen by the parents.
neath. When grivelings remain attached to a stone wall, such as the
side of a cavern, their Armor Class is -1. When they separate from Ecology: Grivelings eat very little because of their incredibly slow
the wall to engage opponents in melee or if they are attached to the metabolisms. Their diet consists of minerals, such as iron, silica,
earth, their Armor Class is reduced to 2. lead, and magnesium, which makes them a bane to miners. The av-
erage life span of a griveling is 1,500 years.
When possible, grivelings use their surroundings to the utmost
advantage during combat. For example, grivelings surprising their
akar
I
CLIMATE/TERRAIN: Valley of the Mage and surround-
ing area
FREQUENCY: Unique
ORGANIZATION: solitary
ACTIVITY CYCLE:
DIET Any
INTELLIGENCE: Omnivore
TREASURE: Genius (17-18)
ALIGNMENT Special
Neutral
NO. APPEARING: 1
ARMOR CLASS:
MOVEMENT 5 better than the form assumed
HIT DICE: Per form assumed
THACO: 18 (90 hps)
NO. OF ATTACKS: 3
DAMAGE/ATTACK: Special
SPECIAL ATTACKS: Special
SPECIAL DEFENSES: Per form assumed
Immune to enchantment/charm
MAGIC RESISTANCE:
spells
SIZE: +2 to saves vs fire and electrical
MORALE: attacks
X P VALUE: Variable
Champion (15)
15,000
The jakar (pronounced ye-kare), or changer, is similar to a lycan- ical item that would enableJakar to change form more often than his
thrope in that it can change from a human to an animal form. How- class allowed. In exchange the druid agreed to add his might to pro-
ever, the jakar can assume any animal form and can appear as a tect the valley. Jakar was confident that if anything went awry he
human of any age. would be able to dispel the effects of the magical item.
The jakar, a creation of Jason Knmeah, the Exalted One, pos- It took Krimeaha little more than a year to fashion a collar of chain
sessesa polymorph selfability that enables it to take on the form of a mail imbued with a special polymorph self ability. The collar permits
mammal, avian, or reptile, ranging in weight from 8,000 pounds to Jakar to change into any animal or human form up to 24 times a day,
V4 pound. The jakar possesses the physical attacks of the assumed fully assuming all the physical abilities of the shape selected. Jakar
form, such as a dragon’s claw and bite attacks, but not its breath cannot assume the form of an unnatural creature, such as an
weapon. Because of this unique ability, a jakar is virtually impossible owlbear; the form must be of a natural animal. It is believed Krimeah
to detect. made more than one of thesecollars, and some suspect that he gave
them to others to create more jakar.
Combat: Thejakar’s fightingskills are based on the form it has as-
sumed, employingto the fullest all the physicalattacks of the form. If The druid was pleased with Krimeah’s “gift,” and promptly
the jakar knows it will be in combat, it frequently assumes the form pledged his life in defense of the vale and the mage. The druid
of a large ape or a great cat because of the damage these forms can donned the collar nearly three decades ago and has not seemed to
inflict, the movement rate allowedit, and its ability to travel through have aged since. Jakar is at peace, moving more freely in the animal
the terrain. kingdom than he ever believed possible, and rarely selecting a hu-
man shape because he thinks of himself as an animal. He did not mind
The jakar assumes the mannerisms of the form it has taken; in a the side effects of the potent magical item; the druid cannot remove
cat form, it stalks its opponents and sometimes plays with them be- the collar and cannot cast druidicalspells while wearing it. However,
fore dealing a killing blow. he has retained the following druidical abilities, which he can use in
any form: identify plants, animals, and pure water; pass through un-
The jakar can be unnerving to its targets during a fight because of dergrowth without leaving a trail;immune to charm spells cast by
its hit points and unusual Armor Class; its Armor Class is always 5 woodland creatures; +2 bonus to savingthrows vs. all electrical and
better than the form it has chosen. For example, an elephant has an fire attacks.
AC of 6 , but a jakar in elephant form has an AC of 1.
It is believed other jakar would have different abilities, based on
Habitat/society: Only one jakar is known to exist, and it has the class they had in their human form.
been seen only within the Valley of the Mage. The jakar was once a
human hierophant druid who made his home in the vale, finding the Ecology: The jakar lives alone or with other animalsof the form it
company of animals more to his liking than humans. The druid spent has assumed. It is omnivorous, eating whatever the animal’sform it
little time in his human form. The druid, calledJakar Whitewing, en- has assumed prefers. The jakar’s treasure consists of the items it
countered Jason Knmeah after the mage appointed himself ruler of owned at the time it became a jakar and any additional items it ac-
the valley. A violent confrontation ensued between the pair, asJakar quired from the creatures and people it killed. Its lairs can be found
was tired of humans pretending to control nature. However, kri- in inaccessible spots, such as high on a mountain peak, or deep in a
meah and Jakar emerged from the incident unscathed, and the pair cavern, to prevent others from obtaining its treasure. The jakar
became as close to being friends as either of them would permit. speaks the language of the animal form it has assumed; in human
form it speaks any languages it knew at the time the collar was
Krimeah, obsessed with experimenting with magic and intrigued
by the druid’spreoccupation with animals, offered to work on a mag- placed on it.
The life span of the jakar is unknown.
CLIMATE/TERRAIN: Any temperate or subtropical
FREQUENCY: Very rare
ORGANIZATION: solitary
ACTIVITY CYCLE: Any, usually night
DIET Omnivore
INTELLIGENCE: Low (5-7)
TREASURE: D
ALIGNMENT.
8
NO. APPEAI 13
ARMOR CLP 3
MOVEMENT: 1-8/1-8/1-12
HIT DICE: Snatch, cry
THACO: Immune to charm spells
NO. OF ATTACKS: Nil
DAMAGE/ATTACK: L (8’-9‘)
SPECIAL ATTACKS: Unsteady (7)
SPECIAL DEFENSES: 2,000
MAGIC RESISTANCE:
SIZE:
MORALE:
X P VALUE:
A jaleeda bird is a bizarre creation of Jason Krimeah, the Exalted Because the bird has such a low intelligenceand little sanity, it can-
One. It was a by-product of his research to create a jakar. The bird, not be charmed.
developed utilizing the theories that created the owlbear, is a hid- Habitat/society: Jaleedas nest at the tops of lowly crags or high
eous cross between a great ape and a giant eagle. It is named after in the branches of large trees. They establish a territory around
Krimeah’s uncle, whom the mage despised. The creature is mean their lairs and attack creatures entering the territory.
and ravenous, and possesses a cruelty unmatched by any other ani-
mal in the vale. Its behavior is believed to stem from its unnatural If a jaleeda is encountered alone, it is likely a young bird, one to
condition. Krimeah created a dozen of these birds, none of which he three years in age; birds older than that mate with others of their
could control. He released them into the valley, where tales of their kind, mating for life and producing ld6 eggs every six months. Only
appearance has been added to the reported monster sightings that one jaleeda hatchling survives. The first to hatch devours the un-
keep common folk from trespassing into his land. hatched eggs. The young jaleeda stays with the parents until it is
time for the next clutch of eggs to hatch; at this time it is sent out on
Jaleedas are covered with a mix of thick, black hair and brown and its own.
white feathers, which give them their Armor Class. The ugly crea-
ture has taloned, ape-like hands at the end of its great wings, which At one time the population within the vale was estimated at nine
also are covered with hair and feathers. Its feet end in large, power- dozen, but the valley elves and tree people have reduced that num-
ful talons. It has a large maw that is both ape- and bird-like-a jagged ber by about two-thirds. It is unknown how many jaleeda birds exist
yellow beak and a mouth full of teeth. Jaleedas range in height from outside the valley. The elves and tree people have little trouble dis-
eight to nine feet, and have a 30-foot wingspan. They have piercing patching a bird that has established its territory near one of the
red, deep-set eyes. The birds have little sanity, as the process that settlements. The elves and tree people routinely set up a dummy in
created them ripped away their reason. a clearingwithinthe bird’s territory and hide in the foliagewith their
bows ready. Because the bird is stupid, it usually flies at the dummy
Combat: Ajaleeda fights with little provocation, rapidly going af- and is brought down by a volley of arrows. Although the bird has
ter creatures and people it believes has invaded its territory. The keen senses of hearing and eyesight, it has a poor sense of smell and
bird usually announces itself with a shrill cry that sounds like a great no common sense.
ape in pain; the cry is so loud and terrifying that creatures of less
than 5 Hit Dice that hear it must roll successful saving throws vs. Ecology: Jaleeda birds are omnivorous, eating plants, animals,
petrification or run in fear for ld6 rounds. The bird usually attacks and humans and demihumans. They do not like water and therefore
three or fewer creatures, having enough sense not to tackle too refrain from eating fish and creatures that live on river banks. Their
many foes. A jaleeda attacks a large group of creatures or people preferred diet is monkeys and large birds, which they seem to envy
only if its cry has caused some of them to scatter. The bird prefers to and detest.
pursue creatures affected by its cry so it can attack them from be-
hind. Jaleedas’ covet treasure, collectingitems from their prey and hid-
ing these in their nests. They especiallyenjoy shiny objects and reg-
The jaleeda apparently has no combat strategy, for the bird wildly ularly inventory their horde to make sure creatures invading their
plunges at its target or targets. It can attack with the claws on its territory have not stolen from them.
wings and its bite, or with its taloned feet and its bite. If the bird suc-
cessfully attacks a victim with both of its feet, it has in effect Jaleedas are believed to live about 50 years and are able to lay
snatched the victim and can carry him aloft. The bird has been eggs through the first 40 years. They seem to have no language, but
known to drag a victim across the tops of trees or along the sides of communicate with each other through horrid-sounding caws and
mountains to kill him before tossing him to the ground where it de- wing gestures.
vours him.
There are several ways the DM can involve Veluna, Ket, or the Grand Duchy of Geoff, forces to find, as with their spells they
the player characters in this adventure. The substituting the ruler of Bissel for the ruler could cloak their comings and goings.
easiest way is to start the adventure in Bis- or a top official of the country you have se- Still, eventually we found them when
sel, near the Valley of the Mage. :cted. they became bold and tried to bully the
residents of a village my soldiers were
In Bissel, which is detailed in the You are brought before His Lord Grace, hiding in. There were several fatalities
Greyhawk Boxed Set, the PCs hear stories Walgar, the Margrave of Bissel. From accrued among my force, but eventually
about six necromancers who had been ter- his seat in a large carved wooden chair the necromancers were banished from
rorizing small communities within the coun- inlaid with silver, Walgar leans forward the land. We knew better than to try to
try, robbing low-level mages and and eyes your group. The leader is take them in with the force we had be-
adventuring parties, threatening many of flankedon his right and left by uniformed fore them. Bissel clerics and mages are
guards standing at attention. Guards using spells to watch the country’s bor-
the locals, harming those who opposed also stand at the entrance to this room, ders and make sure they do not return.
them, and making plans to take over part of which is immense and devoid of furniture
except for Walgar’s chair, which sits on a “Most of my advisors assure me the
the country. two-tiered dais. necromancers are gone for good. How-
Bissel forces drove the necromancers out ever, a few advisors believe they will be
“Great adventurers,” the Margrave of back when they have more power. And if
of the country, and the citizenry is currently Bissel says. “I have heard of your prow- they don’t come back here, they will
ess and accomplishments and ask you to come back elsewhere; those who desire
pleased with the government for its show of come to the aid of the March of Bissel, political power are loathe to give up their
strength. The citizens are content and no The Lirtlemark. I-and the people of this quest.” Walgar pauses and slouches for-
longer fear a threat from the necromancers. great country-have need of the serv- ward in his chair, resting his chin in his
ices of strong, competent folk who are hand.
However, the PCs also hear rumblings not attached to the Bissel government,
that the government is still concerned about or to any government, and who are ex- “Informants who followed the necro-
perienced fighters and spellcasters. The mancers tracked them to the Valley Of
the evil spellcasters and wants something task will not be easy, but I am certain you the Mage, a mysterious land ruled by a
done to make sure they pose no further are up to it.” man called the Black One. He also goes
threat to Bissel or the nearby countries. by other names-the Exalted One and
Government spies are certain the necro- The Margrave furrows his brow, and the Mage of the Vale. I am certain there
mancers eventually will be back. his eyes drift to his ring-encrusted hand; are more titles. The mage is said to be
the largest ring clearly displays the coat powerful and evil. Many believe he is hu-
To draw the PCs into the adventure, His of arms of Bissel. “I love this land and man, but if that is true, he must be an-
Lord Grace, Walgar, the Margrave of Bis- the people,” he continues. “And there is cient. He has controlled the valley for
sel, could seek out experienced adventur- a force that I believe could threaten decades and has the loyalty of the demi-
ers to find the necromancers, determine both-and more. Perhaps I am being humans said to live there. He seems
their intentions, and try to defeat them if overly concerned. Perhaps the threat content to rule the vale, leaving the
their plans of conquest still hold. has passed. But I believe it is better to nearby countries alone.
be cautious and safe than overconfident
If you are running a Greyhawk campaign, and in jeopardy. “We do not want to war on him or at-
and the player characters are far from Bis-
sel, they could learn of a handsome reward “Recently, a group of wizards, necro- tempt an assassination. Bissel and the
being offered by the Margrave of Bissel in mancers to be more precise, came into surrounding countries do not need to
exchange for spying on some evil wizards. Bissel and started threatening some of contend with his loyal followers. Be-
Or, if the PCs are well known in some of the the people in the outlying areas. They sides, our concern is not the Black One.
countries in the Flanaess, they could re- attacked low-leveladventurers, particu-
ceive a notice from Bissel officials, asking larly other wizards. It was clear they Our concern is what will happen if the
them to come before His Lord Grace. were after magic or something arcane. necromancers team up with him and en-
they harassed people in the villages, courage him to broaden his power or de-
If you take one of these approaches, or harming those who made any show of feat him and take his place. I know they
develop another that brings the PCs before strength against them. And they began will not be content to rule only the Valley
the Bissel leader, introduce the players to :o eye portions of the land for their own. of the Mage.
these necromancers, who numbered
the scenario by reading the following pas- only a half-dozen, were difficult for my “Therein lies your mission. You must
sage. All boxed sections in this adventure travel to the valley and find the necro-
contain information that the PCs would get mancers. We must know what their in-
by entering rooms, talking with NPCs, or tentions are. You cannot let them kill the
being confronted by encounters or situa-
tions. You can either read the boxed text as
is or paraphrase it to suit your needs.
If you prefer, you can set the beginningof
the adventure in another country near the
Valley of the Mage, such as Gran March,
33
Black One if their plans are to usurp his guarded, too, but perhaps adventurers * Few adventurers dare to go there for the
throne, and you cannot let them join of your caliber will have little trouble get-
forces with the mage, as together they ting in. The only other entrance the in- same reason. There are many other places
could be a magical force few, if any, could formant learned of was a narrow pass on Oerth to seek fame and riches. (T)
stand up to.” Walgar rises from his mas- through the Barrier Peaks-that is how
sive chair, using his aged arms to boost he got in. It is marked on your map. I * The necromancers probably are not en-
himself off the seat. “Of course, there care not how you get into the vale, only
may be no need for concern,” he says that you do and find the necromancers. tirely what they seem. Spellcasters do not
evenly. “There are rumored to be mon- Perhaps some of the vale’s inhabitants carry swords, and one of the “necroman-
sters in the vale. We could hope that the are friendly enough to give you some in- cers’’ definitely had a sword. (T)
necromancers already have filled the formation or point you toward the necro-
monsters’ gullets. Make sure you do not mancers. * There are tales that a handful of experi-
become food for the creatures.” enced adventures breached the vale and
“I sincerely suggest you do not try to came back with platinum and gems. (T)
He hands you a map drawn on fine take on the Black One, for I fear that will
beige parchment. “One of my inform- result in problems for allof us. However, * There are vast riches rumored to lie un-
ants, or a spy if you will, has been inside perhaps if you talk to him or to this First
the valley. He was captured by a band of Protector, you will be able to turn them guarded in the Valley of the Mage because
valley elves, a reclusive race that has against the necromancers.” Walgar walks the demihumans who live there do not know
sworn its allegiance to the Black One. toward the exit, half of the soldiers stay- what is valuable. Tales say pieces of plati-
The spy reported being questioned, ing several steps behind him. Then he num can be found in stream beds. (F)
roughed up, and escaping. Who knows, turns for some partingwords. “Bissel will
it is possible the elves let him flee-that pay you handsomely for undertaking this * A patrol from Gran March entered the
is what he believes. In any event, while mission. Each of you will be given 4,000
he was in the valley he learned a few gold pieces-half now in gems, the other vale several years ago to gain information
things that should will be of interest to half upon your return in a currency of your about the Black One. But none of the patrol
you. choice. I have a few trusted assistants returned, and Gran March has sent no addi-
available if you want to discuss the matter tional patrols. (T)
“The valley is carefully guarded; its with them. Perhaps they can pass on
defenses are many, and some of them some additional knowledge that will be * Some say the Black One is human and
are magical. There are valley elves and beneficial to you.”
gnomes within, and at least the elves pa- comes from a land nearby. (T)
trol the land looking for trespassers. While Walgar wants the PCs to undertake
There are also large creatures and fear- the mission as soon as possible, he will un- * However, some say he is a demon or a
some monsters. My informant did not derstand their desire to prepare for the ad-
know if these things were under the con- venture. Walgar will supply them with any lich, for humans cannot naturally live that
trol of the mage. The informant did not basic equipment they want in addition to long. And, further, he controls an army of
see the mage, or a person the elves call mounts. He will provide up to medium war undead that walk throughout the vale. (F)
‘The First Protector.’ And he was in the horses. Further, he probably can be talked
vale before the necromancers, so he is out of some healing potions or scrolls with * The Mage is mad, and is dangerous be-
not certain where the necromancers curelight woundsspells on them. If the PCs cause of his insanity. He is said to detest hu-
may be, if they are still alive, or if they ask for more than a half dozen of these, he mans and will permit no human to live within
have joined with or defeated the Black will decrease their reward in exchange. his domain. (F)
One.
If the PCs talk to Walgar’s assistants, the * The mage has the cooperation of moun-
“He believes all of the vale is heavily soldiers, or to some of the people in Bissel
forested, with the easiest spots to navi- and the surrounding countries, they can tain dwarves who live in the Barrier Peaks.
gate being along the Javan River, which learn the following statements, not all of The dwarves do their best to let no one
begins high in the Barrier Peaks and which are true. True statements are fol- pass. (T)
leaves the valley by the Dim Forest. The lowed by (T). False statements are fol-
great peaks nearly surround the vale and lowed by (F). * The valley is heavily guarded, as the Black
are very difficult to climb, impossible in
some places, and definitely guarded. * Common people stay away from the Valley One does not want trespassers cominginto
the Valley of the Mage. (T)
“There is only one point where there of the Mage because it is dangerous and
are no mountains to bar your way, and foreboding. (T) * Monsters roam throughout the valley,
that point at which the Javan exits the
valley. We are certain that area is heavily making the place unsafe. (T)
* Even the natural creatures are dangerous
and numerous. (T)
* There are a great many traps and magical
barriers that also prevent entry to the val-
ley. (T)
* And once someone has entered, he can
never leave. (F)
34
* The Valley of the Mage is not a valley at one has been in the Valley of the Mage to sult the valley’s defenses, detailed in previous
prove otherwise. (F) sections, to determine what the PCs will be
all, nor is it part of Oerth. The valley is lo- up against. The monster statistic chart on
cated on another plane, and walking into the The player characters are advised not to page 28, listing the creatures found in the
valley takes you to that plane. (F) take horses if they intend to get into the val- vale, can be used to generate wandering
ley through the Barrier Peaks. Horses can- encounters for the PCs. In addition, you will
* There are no humans living inside the vale not traverse the mountains except for the have to remember the patrols that regularly
foothills. They will have no trouble taking travel through the valley looking for tres-
other than the Black One, if indeed he is hu- horses into the valley if they go through the passers and unusual occurrences.
man. Valley elves and gnomes are the only entrance by the Dim Forest. However, the
Bissel soldiers will point out that horses are Further encounters are indicated by the
people inside the vale. (F) more noticeable than men walking, and they letters on the DM’s vale defense map. Con-
make more noise. sult the map. When the PCs travel near a
* The valley elves live in a great stone cita- letter on the map, turn to the section of the
del near the river that was built by the Black A group of Bissel soldiers will volunteer text under “Encounters and Oddities”
One. (F) to ride with the PCs to the far edge of the (page 40) to determine what they see.
Dim Forest, and then take the PCs’
* The Black One and his most trusted asso- mounts. The Bissel soldiers will not escort After the PCs have been briefed on their
the PCs farther than the Dim Forest. mission, you can go directly to their at-
ciates live in a citadel off the Javan River. tempts to enter the vale, or you might want
The citadel is an impressive stone struc- The PCs are given a complete description to run a mini-adventure from Bissel to the
ture. (F) of the six necromancers, down to the deco- vale.
rations on their robes. The Bissel officials
* The citadel is there, but is no longer occu- cannot provide the PCs with descriptions of The Exalted One’s location is detailed in
pied by the mage. (T) the Black One or the First Protector. the following section. You may elect to not
have the PCs encounter him if you believe
* No one in Bissel knows what the Black Going Inside they would destroy him. The Exalted One
is a powerful NPC you will want to keep
One looks like. (T) The DM must pay attention to where the PCs around for a while in your Greyhawk cam-
plan to enter the Valley of the Mage and con- paign.
* The Black One no longer exists. He was
human, and as such his life span was limited 35
and he died decades ago. However, rumors
of his existence continue only because no
Nyeru Darkspring Albion Aalkrost Elock
Male Human Male Drow Male Human
10th-Level Wizard (Necromancer) 9th-Level Wizard (Diviner) 12th-Level Necromancer
AC 3 (bracers AC 6 and Dex bonus); MV AC 0 (cloak, ring, and Dex bonus); MV 12; AC 2 (bracersAC 6 and Dex bonus); MV
12; HD 10; hp 30; #AT 1; Dmg by weapon HD 9; hp 26; #AT 1;Dmg by weapon type 12; HD 12; hp 44; #AT 1; Dmg ld4 (dag-
type (staff or dagger); SA spells; SD spells; (staff or dagger); SA drow abilities, spells; ger); SA spells; SD spells; STR 15, DEX
STR 10, DEX 17, CON 16, INT 18, WIS SD drow abilities, spells; STR 8, DEX 18, 17, CON 18, INT 17, WIS 11, CHA 11;
15, CHA 18; Spells: 5 l s t , 5 2nd, 4 3rd, 3 CON 13, INT 18,WIS 18,CHA 15; Spells 5 Spells 5 l s t , 5 2nd, 5 3rd, 5 4th, 5 5th, 2
4th, 3 5th; AL NE; THACO 17 l s t , 4 Znd, 4 3rd, 3 4th, 2 5th; AL NE; 6th; AL NE; THACO 17
THACO 18
Nyeru Darkspringis the only son of a wealthy Elock intends to vanquish the Exalted One
Bisselalchemist. He studiedunder one of Bis- Albion is allying himself with the small band and set himself up as the new Mage of the
sel’s most accomplishedmages, a friend of the of necromancers until he gains what he con- Vale. Further, enjoyingNyeru’s plan of con-
family who had been purchasing components siders to be sufficient magic and spells to trolling Bissel, he plans to turn all of the de-
from the Darksprings for many years. How- strike off on his own to establish an under- mihumans in the vale into a well-trained
ever, Nyeru wanted to learn spells that would ground stronghold. Albion has no desire to army that will march on Bissel and then the
enable him to control dead creatures, some- rule a portion of the Oerth, as he cares little other nearby countries.
thing his tutor abhorred. Frustrated, Nyeru for the concerns of surfacepeople. However,
left Bissel and journeyed to the Great King- he recognizes that he can improve himself in Elock has no love for his companions.
dom, where he found wizards who would the company of these mages, and so he bides However, he recognizes that their power
teach him what he wanted. The mage vowed his time, followsthe directions of Nyeru, and will help him realize his goals.
to return to Bissel one day and show off his keeps his personal motives hidden.
great magical might. The magical items he wears and carries
Although he detests the light, he has include bracers of defense, AC 6, ding of
Nyeru threw his lot in with a smallband of forced himself to adapt to the surface world feather fding, periapt of wound closure,
necromancers who were passing through and is only at a disadvantagein the presence beads of force (4), wand of lightning (14
the Great Kingdom. Together, the mages of bright, magical light. Albion also detests charges), serpentine owl, and a dagger +3.
decided to subjugate a portion of Oerth and Elock, the most powerful mage in the group.
form their own kingdom. He seeks to make himself look more power- He also has potions of extra healing, fly-
ful and important in Elock’s presence. ing, clairaudience, sweet water, and two
Nyeru is by no means the most powerful potions of stone giant control.
of the mages, but he considers himself their Albion, although not a necromancer, opts
leader because of his wealth and drive for to carry as many necromantic spells as he is Elock usually has the following spells
political power. Nyeru has long black hair able to make himself fit in better with his memorized:
and a beard. companions. 1st Level: burning hands, cantrip, chill
The magical items he wears and carries He has the following drow abilities, all touch, magic missile, spider climb
are bracers of protection AC 6, staff +3, useable once per day: dancinglights, faerie 2nd Level: darkness15’radius,knock, rope
bag of holding (largest capacity), boots of f i e , darkness, detect magic, know align-
striding and leaping, wand of magic ment, and levitate. trick, spectral hand, web
missiles,and a dagger +2. 3rd Level: flx lightning bolt, vampiric touch
The magical items he wears and carries
The potions he carries are those of extra- are a cloak ofprotection +3, ringofprotec- ( a )w,raithform
healing, invisibility,ESE and sweet water. tion +3, ring of fire resistance, and a dag-
ger of venom. 4th Level: contagion, dimension door, ener-
The spells he usually has memorized are vation, solid fog, wizard eye
as follows: He usually carries potions of animal con-
1st Level: cantrip, chill touch, detect trol, diminution, healing, and ventriloquism. 5th Level: avoidance, cone ofcold, summon
shadow, teleport, wall of stone
magic, grease, unseen servant He usually has the following spells memo-
2nd Level: detect invisibility,fogcloud, lev- rized: 6th Level: death spell, Otiluke’s freezing
1st Level: cantrip, chill touch, detect sphere
itate, spectral hand (x2)
3rd Level: delude, feigndeath, fly, vampiric magic, enlarge, identify
2nd Level: detect invisibility, EST: shatter,
touch
4th Level: contagion, enervation, poly- spectral hand
3rd Level: clairaudience, clairvoyance,
morph self
5th Level: animate dead, magic jar, sum- feign death, vampiric touch
4th Level: contagion, enervation, magic
mon shadow
mirror
5th Level: false vision, summon shadow
36
I
Tracy Windstrider Promiss Reynolds Red gains a +3bonus to his attack roll and a
+ 6 bonus to his damage rolls, because of
Female Human Male Human his Strength. When using his staff or dag-
5th-Level Necromancer/7th-Level Fighter 7th-Level Cleric ger, he is a total of + 6 to hit, +9 damage.
AC -3 (bracersAC 2, ring +3, and Dex bo- AC 2 (bandedmail +a;MV 9; HD 7; hp 37; Red enjoys the company of the necroman-
cers because it gives him the opportunity to
nus); MV 9; HD 7; hp 49; #AT 1; Dmg by #AT 1; Dmg by weapon type (staff or pass as a mage. With his plate mail ofblend-
weapon type (long sword or spear); SA mace); SA spells; SD spells; STR 14, DEX ing +2 he appears as a tall, broad-
spells; SD spells; STR 17, DEX 16, CON 10, CON 16, INT 15, WIS 18, CHA 11; shouldered man in deep purple robes. He
18, INT 14, WIS 10, CHA 18; Spells 5 lst, Spells 5 lst, 5 2nd, 3 3rd, 2 4th; AL LE; cames a magical staff instead of a sword to
3 Znd, 2 3rd; AL NE; THACO 14 THACO 18 complete his appearance; with his ring of
spell storing, he is able to “cast” spells to
Because of her Strength and her longsword Promiss threw his lot in with the necroman- further confuse his opponents. The ring is
+2, Tracy gains a + 3 bonus to her attack cers because he is obsessed with becoming recharged by Elock. Red is at his best when
and damage rolls. When using her spear, powerful and respected throughout Oerth. he is in hand-to-hand melee because of the
she gains a +2 bonus to her attack and He is confident that with such power he can massive amounts of damage he can dish
damage rolls. She carries her traveling spell spread the faith of Nerull, his deity. Promiss out.
books in a padded backpack. has little respect for wizards; he considers
their power fleeting and uncertain because In some respects he is the most danger-
As Tracy studied under her cousin, the it does not come from a greater power. ous of the group because his foes do not re-
necromancer Elock, she learned early in However, he keeps his feelings to himself, alize his true class.
her career that she could never hope to pretending to respect his companions and
match his magical prowess. Upon attaining taking instructions from Nyeru. Red is a troubled man, staying with the
5th level as a necromancer, she set aside group because of the power and wealth that
her magical training and pursued her fight- He trusts only Red and is certain his com- can be attained and because he is afraid to
ing skills. Even though she continues to panions do not trust him. However, he be- leave. He realizes that he knows too much
concentrate on her combat ability, she also lieves they will not harm him, as they need about the necromancers and their plans for
relies on her necromantic spells, She is con- his healing powers. political power to be allowed to live if he left
fident she will one day become more power- their company.
ful than Elock. Promiss is far from brave, preferring to
be protected and safe in the midst of the Red cares only for personal power, want-
Tracy feels comfortable among the small necromancers. ing to become more physically powerful and
group of necromancers because she be- obtain more magical items to further his
lieves that together they can accomplish The magical items he wears and cames ruse of a mage. He envies Tracy, who is
much. While she is not interested in political are banded mail +2 and a mace +2. able to work as a necromancer and a fighter,
power, she is interested in wealth and magi- but he is contident she can never attain his
cal items, something she knows political ne carriespotions ofsweet waterand fire fighting skills. He does all he can to show
power-such as controlling Bissel-could breath. her up in combat.
bring.
He has major access to the spheres of All, Red is a cruel man, killing animals and
The magical items she wears and carries Charm, Combat, Healing, and Necroman- people with little or no provocation. He
include bracers AC 2, ring of protection tic, and minor access to the spheres of Pro- rarely eats the animals he kills. When af-
tection and Guardian. forded the luxury of time, he prefers to kill
+3, long sword +2, spear +1, wand of people slowly so they can fully realize their
He has the following spells: fates.
magic missiles (48 charges), a scroll with 1st Level: bless, cause fear, cure light
three fireballspells (cast by a 9th-level wiz- The magical items he wears and carries
ard) on it, and dust of disappearance (2 wounds (B),protection from good include plate mail ofblending +2, staff+3,
uses). 2nd Level: aid, holdperson (B),resist fire, dagger +3, boots oflevitation,ring ofspell
storing (vampiric touch, spectral hand,
Tracy carries potions of extra-healing, silence 15’ radius wraith form, fly, and enervation).
super-heroism, invulnerability. 3rd Level: curse, feign death, prayer
4th Level: cause serious wounds, cure seri- He carries potions of invulnerability,he-
She usually has the followingspells mem- roism, extra healing, and sweet water.
orized: ous wounds
1st Level: chill touch (B),magic missile
Red Morgan
(B), wall offog
2nd Level: spectral hand, stinking cloud, Male Human
13th-Level Fighter
web
3rd Level: fieball, vampiric touch AC -3 (plate mail of blending +2 and Dex
bonus); MV 9; HD 13; hp 87; #AT 2; D
ld6 +3 (stati‘+J); SA nil; SD nil; STR 18/
00, DEX 17, CON 17, INT 10, WIS 10,
CHA 15; AL CE; THACO 8
37
VISI ci Elven Villages trade ebonwood weapons for the roots.
Rockpath, population 44, and Burrow-
If the player characters come upon one of Vinestrong, population 800. This village
the human or demihuman communities in specializes in making objects from house- ville, population 35, are known for the fine
the vale, they must deal with the residents, hold goods to boats and homes, all from the furniture the residents fashion from wood
who know the Exalted One does not want heavy vines that grow throughout the vale. and clay. The residents also make clay
strangers in the vale. The community will bowls and other items.
rally its forces to subdue the PCs or will im- Moonhollow, population 800. The resi-
press upon them to surrender. The resi- dents of this village are known for concoct- Barkburg, population 66, is a commu-
dents will not start a fight unless the PCs ing mixtures to aid in the growth of plants nity of farmers, some of whom specialize in
threaten the community or refuse to do as and to keep insects away. All of the other fast-growing, thick-limbed bushes. The
the residents demand. The residents know villages trade with Moonhollow for these bark from these bushes is peeled off,
it is better to keep the characters alive, as substances. treated, and used to make scrolls and writ-
more information can be extracted from ing tablets.
them. If the PCs elect to fight, a battle could Darkglade, population 1,200. This is a
be disastrous; in a smallcommunity the PCs farming community that grows plants on Badgertown, population 30, is self-
could wipe out the population. However, in land and has learned to cultivate the mosses sufficient despite its small size. The resi-
a large community the sheer number of res- and plants that grow along the hottom and dents farm and fish, and they are known for
idents could spell the defeat of the adven- banks of the Javan River. Many of the resi- raising and training badgers to serve as
turers. Consult the “Valley Elves,” the dents are also musicians, making flutes by guard animals. At any given time there are
“Gnomes of the Vale,” and the “Tree Peo- treating the reeds that grow along the river 1 5 badgers wandering freely in the village.
ple” sections for information about the bank.
races. Badgertown badger: AC 4;MV 12, Br 3;
The remainder of the villages are re- HD 2; #AT3; Dmg ld3/ld3/ld4; SA nil; SD
If the PCs are subdued or surrender, the ferred to on the map as “Elf Village.” Five nil; AL N; THACO 16
leaders of the community quiz them about have populations of 100, two of 150, and
their presence in the vale, where they are two of 200. The villagers are craftsmen, Tree People Villages
from, and their intentions. If the PCs are farmers, musicians, and artists. They trade
convincing in their story about the necro- with other villages throughout the vale. Ebonwood, population 250. The majority
mancers and the danger the evil spellcast- of tree people clerics live here. The resi-
ers could pose to the Exalted One, the Gnome Communities dents are hunters, fishermen, and have
leaders believe their story and summon the learned to craft weapons and furnishings
First Protector or the leader of their re- Woodsdeep, population 500. Residents from the ebonwood trees in the vale. Their
spective race-Summerstorm, Zurt, or En- grow herbs, mushrooms, and other plants ebonwood items are prized by the valley
for themselves and for trade with other vil- elves and gnomes.
doble. lages.
Tambor, Fortune, Swindle, Mooch,
The community will provide the PCs a Mossburg, population 300. This com- and Plunder, population 50.
guide or two to escort them through the munity was named for the heavy carpet of
vale in search of the necromancers while moss that covers this section of the vale. Seer, Danz, Snaffle, and Scamp, pop-
the Exalted One is found and the matter The residents have learned to grow the ulation 45.
brought to his attention. If the PCs are moss into living sculptures that rival the
wounded, they are healed, fed, and given stone sculptures of the korreds. Other Kardz, Vagabond, and Little Bissel,
rations. mosses are grown as spices and used for population 60.
trade.
The elven villages consist of thatched Like the residents of Ebonwood, these
homes built on ground level. The residential Fernwalk, population 70, Petalrich, villagers primarily are hunters.
buildings are around the villages’ perimeter, population 60, and Earthwood,population
while the common buildings are in the center. 50, are known throughout the vale for the
exceptionally tasty mushrooms the resi-
The gnome villages consist of burrows that dents grow. More flavorful mushrooms
look like large mole hills, including the com- cannot be found anywhere else in the vale.
mon facilities and meeting halls. Many of the
burrows have herb gardens or wild flowers Roothome, population 45, is known for
planted on top of them for decoration. the spicy roots grown by the community el-
ders. The roots are prized by the tree peo-
The tree people communities are con- ple, who send runners to Roothome to
structed in large trees, and the people jump
from the branches or swing from vines to
move from one building to the next.
38
€€
Some DMs might prefer not to allow the The Exalted One does not want stran- The Set Up
PCs to encounter Jason Krimeah for fear gers in his valley, but he is smart enough to
they couldkill him and thus end the use of an In this guise, The Exalted One has on his
interesting NPC and throw the Valley of the find out about any trespassers before he ring of regeneration, ring of flying, hat of
Mage into turmoil. ejects them from his territory. Therefore, disguise, boots ofspeed, bracersofdefense
by scrying on sections of the vale, the Ex- AC 2, wand o f lightning, potion o f
However, if you elect to expose the PCs alted One spotted the PCs. Rather than call invisibiljtx and medallion of ESl?
to Jason Krimeah, the following encounter in his patrols or the First Protector, the Ex-
can be used any time before or after the alted One has elected to deal with the mat- By the time the PCs come upon the
PCs enter the citadel and deal with the nec- ter himself. Using his hat of disguise,he has dryad, the Exalted One already will have
romancers. How the PCs deal with the Ex- taken on the form of a dryad and will appear cast protectionfrom normal missiles, know
alted One could determine their fate in the to the PCs in a nonthreatening manner. alignment, and anti-magic shell.
valley.
Consult the section on Jason Krimeah for
his statistics, background, and spell list.
39
co
The remainder of this module details ~~ ’ ously sculptures, such as the rabbits,
encounters, structures, and unusual ob-
jects in the vale, including the former citadel three-foot-tall men seemingly covered man-sized mushrooms, and ten-foot-tall
of the Exalted One. Consult the DM’s map with wild tangles of hair. The men’s eyes goblets. In the center of the circle is a
on page 26 for the location of the objects or are a shiny black, and they stare at you large pond with a smallislandon it. A thin
creatures; the letters on the map corres- intently. Becoming bolder, one of the stone bridge leads across the pond to the
pond to the letters below. men moves forward. He has a gnarled island. On the island are several stone
wooden stick in one hand; his legs end in tables and chairs.
Areas A and B- hooves.
Korred Kingdom The korreds in the Valley of the Mage speak
He smiles and speaks (in elvish): “Ye their own language in addition to satyr and
Six korred families, of the Clan Exalted, live bein in the territory of the Clan. Bein ye elvish. PCs wanting to talk to the korreds
friends, ye kin stay fer a bit and have fun have to use one of these languages or magi-
in the five-square-mile area, designated as with us. Bein ye foes, ye bein outta sorts cal means.
area A. In the center of their territory is an soon. Who be ye?”
unusual stone garden where they gather Korred, adult: AC 5; MV 9; HD 6 +1; hp
each week for a holiday celebration. If the PCs come upon the stone garden or varies; #AT 1; Dmg ld2 +4 or by weapon
sculptures of the respective clans, or are +4;SA hurl rocks for 2d8 points of dam-
The Clan Exalted consists of a total of 1 5 brought to either place for a celebration,
adults and 28 children of varying ages. read or paraphrase the following: age, spells; SD laugh, spells; MR 25%;
THACO 1 5
Four korred families, making up the Clan Area A-Clan Exalted
Extol, live within the five-square-mile area Korred, child: AC 5; MV 9; HD 4+ 1; hp
B. Near the middle of their territory is a se- Ahead is a clearingfiled with rocks. The
ries of odd stone sculptures in a circle. In rocks range in size from that of a sling varies; #AT 1; Dmg ld2 +4 or by weapon
the center of the circle they hold a celebra- bullet to the size of an elephant, and they +4;SA hurl rocks for 2d8 points of dam-
tion each week. are arranged in unusual patterns. Some age, spells; SD laugh, speils; MR 25%;
of the rocks are tall, reaching toward the THACO 1 5
The Clan Extol consists of a total of 12 leafy canopy overhead. Others are low
adults and 16 children of varying ages. and flat and have smaller rocks spaced All korreds can voice a magical laugh three
evenly about them, almost like tables times per day. Humans and demihumans
Clan members live in burrows scattered and chairs. within 60 feet of a laughing korred must roll
throughout each clan’s territory. The bur- a successful Charisma check on ld20 or be
rows are protected by magical nets and en- Flowered vines crawl up many of the stunned for ld4 rounds. A bard’s singing
tangling ropes made from the korreds’ hair. larger rocks, and some of the smaller can nulllfy the effect.
The clans do not attend each others’ cele- rocks are covered with green and yellow
brations. If the celebrations do not fall on mosses. In the center of the rock garden Further, korreds can use the following
the same day, however, the clans send is a large, crystal-clear pond that is abilities at will: stone shape, animate rock,
members to spy on the other group’s cele- ringed with small, smooth stones of a va- stone door (teleport 30 feet), shatter rock,
bration so they can plan their own event to riety of colors. transmute rock to mud, and stone tell.
surpass it.
Several three-foot-tall creatures cov- The Korreds and the PCs
Despite the friendly rivalry and continual ered with long, tangled hair move into
one-upmanship, the clans are very cordial the clearing and look at you. The crea- The korreds are generally a friendly group,
to each other and will come to the other’s tures look like men, but their legs end in enjoyingsinging, dancing, and celebrations.
defense. hooves. They do not attack the PCs unless first at-
tacked or threatened. In the event of an at-
If the PCs travel near the clans’ territo- Area B-Clan Extol tack, the children are told to return to their
ries and have not taken any precautions to burrows, while the adults deal with the in-
hide themselves, they are spotted, and the Ahead in the clearing you see strangely truders. The adults fight to the death only if
families in the closest korred clan join to- shaped rocks in a circular formation. absolutely necessary. They avoid killing the
gether to confront the PCs. Some of the rocks are about three feet PCs unless there seems no alternative, as
high, others are about 20 feet high. All they don’t want to deal with the bodies. The
Read or paraphrase the followingdescrip- are twisted into unnatural shapes, in- korreds know dead creatures attract mon-
tion if the korreds come to the PCs: cluding spirals and ovals; some are obvi- sters, and they certainly don’t want to con-
tend with them. Their battle tactics include
you. The large leaves of waist-high
bushy plants part to reveal a half-dozen
40
laughing to stun the PCs, then retreating to about themselves and their travels. The Area C-Stone Bridge
their burrow homes. If the PCs pursue korreds are relentless until each PC offers a
them, the korreds again try to stun them. If story. The korreds have no way to discern if This bridge was created by the korred clans
they are successful, they haul the PCs out the PCs aretellingthe truth. But if the PCs’ so the korreds could get across the river (to
of the valley. If they are not successful, the stories are plausible or entertaining, the spy on each others’ celebrations and rock
korreds fight to kill the PCs. korreds are satisfied. sculptures). Other creatures and people in
the vale also use the bridge; the korreds do
If the player characters act neutral to the After the celebration, the korreds offer not seem to mind.
korreds, the korreds watch them for a the PCs information about the vale. How-
while, providing them with no information. ever, what the korreds reveal depends on The unusual feature of the bridge is that it
They do not prevent the PCs’ continued ex- the PCs’ questions. The PCs are welcome is sculpted from stone, and the Clan Extol
ploration of the vale. However, after the to spend the night in the korreds’ territory, side of the bridge is different than the Clan
PCs are out of sight, korred messengers where korred sentries watch over them. Exalted side. The clans could not agree on
look for a valley patrol and n o w the patrol how to make the bridge, so each made halfto
about the PCs. Korred Information their own liking. If the PCs travel near the
bridge, read or paraphrase the following:
If, instead, the PCs are cordial to the * The Exalted One, for whom one of the
korreds, the clan encountered is friendly in korred clans is named, is a fine sort who As you continue your exploration of the
vale, you notice a stone bridge across
return and considers the occasion cause for never bothers them, but must certainly the Javan Rver. The bridge is beautiful,
a celebration. Plans immediately begin for look in on them through magical means. but unsettling, as one half of the bridge is
The korreds do not know what he looks covered with twisting columns of
the evening’s festivities. The korreds have like, but they know he is the recognized sculpted flowered vines supporting the
not seen outsiders in the vale before, and leader of the vale. ornate roof. The other half is also elabo-
rate, but has no cover; the sides of this
they want to know everytlung about the * The Exalted One used to live in a large section are decorated with elaborate
strangers and where they come from. The carvings of many jungle animals, large
clan believes this will give them an edge on stone citadel deeper in the vale. The place exotic birds, and delicate flowers.
the other korred clan, because they will is impressive, and undoubtedly dangerous.
have knowledge and friends the others do A few curious korreds tried to get in. The The PCs can examine the bridge as long as
not. clan does not know if they were successful, they desire. They will have no encounters
as they never returned. The korred clan here unless they damage the bridge or
The korreds will be very persuasive to can give the PCs reasonably good direc- make a considerable amount of noise. In
get the PCs to stay for the party, including tions to the citadel (area G). If the PCs ask this event, they should attract the korreds
for a guide, the korreds provide one. The or one of the valley patrols.
bribing them with information. Of course, guide takes the PCs to the citadel and then
the korreds wQn’t reveal the information returns to his clan. PCs looking at the bridge can tell that it
until after the party is over. was created from a single piece of stone.
* Because the Exalted One is so respected The korreds created it with several stone
If the PCs refuse to attend the party, a shape spells. The bridge does not radiate
few korreds follow the PCs for a mile or two by the valley elves, gnomes, and tree peo- magic. It easily supports the weight of the
out of curiosity, but they do not take any ple living in the vale, the three groups act as PCS.
actions against the characters. patrols. The korreds caution the PCs to
move quietly through the vale to avoid the Area D-Galeb Duhr
If the PCs agree to be guests at the party, patrols. Guards
the korreds take them to either the stone
garden, if it is the Clan Exalted, or the * The worst patrol of all is a green dragon The galeb duhr living in this area created a
sculptures in a circle, if it is the Clan Extol. narrow passage through the Barrier Peaks
that serves the Exalted One. The korreds and positioned themselves on either side of
The korreds weave their hair into ani- have not seen the dragon up close, and they the passage. The passage is only ten feet
have no great desire to go looking for it. wide, big enough for animals to pass in and
mated entangling ropes and snares about out of the vale. That is why the galeb duhr
the perimeter of the party area so they do * An unusual animal, “which is all animals,” made the passage-so they could observe
not have to bother establishing sentries. If a the animals, a favorite hobby of theirs. Oc-
PC attempts to leave the party area before moves through the vale. The animal does casionally valley elves in search of a mer-
not threaten the creatures that live in the chant caravan to rob or searching for new
the korreds take down the ropes and vale, but the korreds don’t know what the
snares, he is attacked by the rope or snare animal would do to strangers. (They do not
and must roll a successful saving throw vs. know that the animal they refer to is the
paralysis or become entangled. The snares shape-changing jakar.)
and ropes are AC 1, have 5 hit points, and
move at a rate of 3. The korreds feel in-
sulted, but take no action, if the PCs change
their mind about the party.
A korred party, whether it is with the
Clan Exalted or the Clan Extol, consists of
several hours of singing, dancing, and story
telling. The korreds insistthe PCs tell tales
41
game will use the passage. The valley elves doing here, where they are from, and their the following, once per round, as 20th-level
know of the galeb duhr and often stop to intentions. The galeb duhr plan to relay any wizards: move earth, stone shape,
chat with them. The galeb duhr in the Bar- information they pick up to the next patrol
rier Peaks are curious and want to keep of valley elves. The galeb duhr do not pro- passw d ,transmute rock to mud, and w d
track of events inside the vale. vide the PCs with any useful information. of stone. They have no treasure.
The only thing they relate is that the valley
The galeb duhr know the Exalted One belongs to the Exalted One and his charges, Area E-Magical
does not want strangers entering the vale. and the characters are not invited to enter. Glade
Therefore, if any humans or demihumans,
with the exception of valley elves, come The PCs cannot bluff their way into the More than a decade ago the Exalted One
into the vale, the galeb duhr seal off the pas- valley, as the galeb duhr know that humans chose this glade to conduct experiments us-
sage before the humans or demihumans are and demihumans lie; no matter how good ing the four elements-earth, water, fire,
able to enter more than half-way. The spy the PCs’ story is, it won’t get them past the and air. He tried to use the elements to bet-
galeb duhr. The galeb duhr order them out ter himself and extend his life span, but his
from Bissel, an accomplished thief, was of the Bamer Peaks, using their stone experiments did not turn out as he had
able to get into the vale through this pas- shape ability to push the PCs out if neces- hoped. The gnomes, valley elves, tree peo-
sage because he moved silently and hid in sary. The PCs will have to find another way ple, and creatures in the vale avoid the
the shadows of the rocky ledges. into the valley or kill the galeb duhr, which place, because they have witnessed what
will prove a difficult proposition. happens when objects in the glade are dis-
If the PCs opt to enter or leave the vale turbed. However, there are also benefits to
through this passage, they have the galeb The galeb duhr only attack to kill if their be gained by investigating the objects in the
duhr to contend with. The galeb duhr have own lives are in jeopardy. glade.
no intention of killing trespassers; they just
have no intention of letting them wander Galeb duhr: NA 4; AC -2; MV 6; HD 10; The Exalted One rarely visits this place in
freely in the vale. The galeb duhr use their #AT 2; Dmg 4d6; SA spells; SD spells; MR person. However, he scries on it at least
stone shape and other abilities to keep the 20%; AL N; THACO 10 once a week to make sure his subjects are
PCs out of the Exalted One’s land. not being harmed by the glade’s effects. He
These galeb duhr can each animate two would destroy the glade if it seemed to pose
After the galeb duhr halt the PCs’ prog- boulders within 60 feet of themselves (AC a threat to his subjects. He has kept it intact
ress, probably by using stone shape to box 0; MV 3; HD 9; Dmg 4d6). They can cast
them in, the galeb duhr question them.
They want to know what the strangers are 42
thus far, believing that someday he might from the area they will die. body, making him appear 15years younger;
want to return to those experiments. Only characters standing in what is however, beneath his skin his actual age re-
mained the same. Once he had been thus af-
Consult the diagram for the location of the marked as the thatched area on the diagram fected by the mud, further applications
objects in the glade. As the PCs near the notice the shimmering rectangle. The Ex- proved useless.
glade, read or paraphrase the following: alted One experimented with moving
through the air as a form of teleportation, and If a player character touches the mud
There is a large clearing ahead. The this “doorway” was the result. He gave up with exposed skin, he notices that when the
trees seem to form a perfect circle on this form of transportation because he mud is brushed away, the skin beneath it is
around it. The clearing itself is devoid of considered it too limiting; now he uses only smoother and softer. Only sitting in the
foliage. However, it has several striking spellsand magical items. Read or paraphrase bowl, nearly submerging oneself in the
features. In the center of the clearing is the following to characters inside the mud, grants the benefit of the increased
an oval pool ringed with green and blue thatched section indicated on the diagram: statistic, and the detriment of the lowered
marble-like stones. The surface of the statistic.
pool is like glass, only the insects skim- The air is uncomfortably thin and dry
ming over its top break the mirrored here. There is no breeze, and no insects If a PC sits in the mud bowl, roll ld6: The
surface. are present in this section of the glade. number rolled corresponds to the statistic
Still,there is something here, something that is raised one point-1 = Str, 2 = Dex,
Nearby is another oval-shaped pool. you didn’t notice until the air thinned. A
But a fire burns across the surfaceof this rectangular patch of air shimmers in 3=Con, 4=Int, 5=Wis, 6=Chr. Next,
one. The yellow-orange flames lick front of you; scintillatingpastel pinks and roll a second d6 to determine the statistic
blues swirl within the patch. that is lowered, roll again if the result is the
about ten feet into the air. Beyond these same statistic that was raised. The mud
You are finding it hard to breathe, the only affects a character once. A dispel
pools is a raised bowl where something air is too thin here. magic spell cast by a wizard of 8th level or
brown bubbles and oozes over the side; higher has a 25% chance of destroying the
it looks like mud. magical properties of the mud.
The PCs cannot find human or demihuman If a PC touches the rectangular teleportal, The Element of Water
tracks in the clearing, and there are few ani- which is concentrated magicalair, he tingles
mal tracks. If they observe the tracks, they all over. If the character passes a hand or The Exalted One used this 20-foot-deep
can tell the animals wandered around the object through the portal, he cannot see it
clearing, moved over to the pool of water, emerge on the other side of the rectangle, pool to summon water elementals .The pool
and left. However, not all of the animal as it is emerging elsewhere in the vale.
tracks leave the pool’s edge. If the PCs de- Stepping through the teleportal transports a acts as a gate between the Prime Material
tect for magic, they learn the entire glade character to area H on the DM’s map. plane and the elemental plane of Water.
Physicallyattacking the teleportal has no ef- Eventually, two water weirds came through
radiates magic, including the very air. The fect, as it is air. However, a dispel magic the gate and now occupy the pool. One of
glade does not radiate evil. If the PCs have spell cast by a wizard of 8th level or higher the water weirds successfully took over the
valley elves, gnomes, tree people, or has a 60% chance of working. The dispel water elemental in the pool and is control-
magic removes only the teleportal; it does ling it in a manner similar to a charmperson
korreds with them, those demihumans do not affect the lack of oxygen in the air spell. The only way to break the effect is to
not willingly enter the glade, fearing the around it. disrupt the water weird. The Exalted One
powerful magic. does not know about the water weirds.
The Element of Earth
The Element of Air The water weirds feed on all life forms,
The bowl filled with mud radiates a strong and as such have been forced to survive on
The air in the glade has a high oxygen con- aura of alteration magic. The Exalted One, insects and the small animals that come to
tent throughout most of the clearing. The in trying to lengthen his life span without po- the pool. PCs watching the pool’s surface
thatched area on the map, however, repre- tions of longevity, magically changed the can see insects skimming along the surface
sents where the air is very thin. Characters earth of this glade. He learned from the tree and being snatched from beneath the water;
walking into the glade almost immediately people that mud has a rejuvenating compo- it will look like a panfish is feeding off them.
notice the air is different, but it feels good. nent; the tree people use it in many of their
Characters staying in the glade more than healing treatments. He hoped it would keep If the PCs move within five feet of the
ten minutes begin to feel giddy and euphoric him younger. pool, the water weirds begin to form (it takes
because of the high oxygen content (but them two minutes). The surface of the pool
they are not harmed because of it). This mud rejuvenated him in one sense; it remains undisturbed during this time. Once
increased one of his statistics, but it also de- formed, the water weird in control of the ele-
PCs entering the thatched area can tell af- creased another statistic in exchange. The mental remains at the bottom of the pool, di-
ter l d 3 minutes that it is difficult to breathe; mud also removed all wrinkles from his recting the elemental’s actions. The
after an additional 2d4 minutes, they pass remaining water weird and the elemental at-
out for lack of oxygen. If they are not pulled tack any characters within reach. If the wa-
ter elemental is dispatched, the second
43
water weird comes to the surface to join in The Element of Fire the wrath of the valley’s residents and the
the fight. They fight to the death. Exalted One.
This pool, identical in size to the pool of wa-
Water Weirds (2): AC 4; MV 12; HD ter, is filled with oil. The fire on the oil’ssur- The Exalted One and the Glade
3 +3; hp24,21; #AT 0; Dmg nil; SA drown- face will never bum out naturally because
ing; SD edged weapons cause 1 point of the oil never will run out. the source of the Because the Exalted One occasionally
damage, blunt weapons cause full damage; oil is a decanter of endless oil that rests at scries on the glade, there is a chance he no-
AL CE; THACO 16 the bottom of the 20-foot-deep pool. The tices the PCs’ presence. There is actually
Exalted One set fire to the surface of the very little chance (1%) he would be scrying
Water weirds strike as 6-Hit Die monsters. pool so he would have enough light to con- on the glade while the PCs are there, but if
These particular water weirds can reach up duct his experiments in the glade during the they have left the glade a shambles, there is
to ten feet away from the pool’s edge. Any evening hours. He also believed the fire, a chance (10%) he notices something
creature struck by the water weirds is pulled because of its size, acted as a deterrent to amiss. If the PCs are not in the vicinity, the
wandering monsters. Exalted One assumes one of the valley’s
beneath thewater unless it rolls a successful residents or a wandering monster became
savingthrow vs. paralyzation; if it fails, it will The fire is not magical, but the pool radi- too curious about the objects in the glade.
drown in ld4 minutes unless rescued. When ates a faint aura of magic because of the de- The Exalted One contacts a patrol-roll at
canter at its bottom. random from the patrol list-to investigate
damage inflicted to a water weird is equal to the matter. The patrol begins tracking the
its hit points, the creature is disrupted. But it Pouring water on the pool’s surface will PCs and eventually catches up to them
reforms again in two minutes. Cold spells not put out the fire. Throwing heavy cloaks (how soon depends on the PCs’ actions).
slow it, fire-based spells do half or no dam- or blankets over the surface will snuff out
age. A purdy water spell kills it. the flames, however, as will a pyrotechnics If the PCs stopped the fire in the oil pool,
spell. Other methods codd work, depend- but didn’t stop the oil, the Exalted One no-
Water Elemental: AC 2; MV 6, Sw 18; ing on how creative the PCs are. tices, contacts the First Protector, and di-
HD 12; hp 65; #AT 1 ; Dmg 5d6; SA nil;SD rects her to investigate. She can stop the
If the PCs put out the fire, they notice flow of oil and can locate the PCs.
+2 or better weapon needed to hit; AL N; that the oil begins to overflow the pool.
(The fire was the only reason the decanter If the player characters allowed the oil to
THACO 9 did not flood the area with oil.) Because continue to flow, and the glade was not
the oil is clear, PCs looking into the pool scried on by the Exalted One, a patrol
Although this elemental can move on land can see the decanter at the bottom. The chances upon the clearing 4d10 minutes af-
up to 60yards away from this pool, the wa- only way to stop the oil flow is to retrieve ter the PCs le!?. The patrol sends a mes-
ter weird directs it to not leave the clearing. the decanter, learn its command words, senger to the First Protector, who comes to
The water weird fears that the elemental and stopper it, or to set the pool on fire the glade and stops the flow. The longer it
will regain control of itself if it moves out of again. The fire bums away the oil at a rate takes for a patrol to come upon the scene,
the water weird’s line of sight. Out of water, equal to the rate it pours out of the de- the more oil spills out, thus obliterating the
1point of damage is subtracted from each canter. The command words are written in PCs’ trail. If the patrol comes upon the
die of damage the elemental inflicts (to a a magical script on the decanter’s side. A scene within 20 minutes of the time the PCs
minimum of 1point of damage per die). PC wizard has a percentage chance equal
to his Intelligence score to decipher the le!?, they can send a runner to track the
If the PCs kill the water weird controlling words (only one try per PC). Otherwise, a
the elementaI, or dissipate it for two read magic spell will suffice. PCs. However, if the patrol comes upon the
rounds, the elemental takes the opportunity scene later than that, the PCs’ tracks in the
to flee through the gate to its home plane. If The decanter of endless oiloperates just clearing are wiped out by the oil.
the PCs kill the water weirds (and perhaps like a decanter of endless water. This de-
the elemental), they can search the bottom canter’s command words are “Oleum,” Area F-A Stand of
of the pool. which causes it to pour oil at a rate of one Tree People
gallon a minute, “Fons,” which creates a
At the bottom of the pool are the skele- five-foot-long stream of oil that pours out at Three hours before the PCs enter this area, a
tons of small animals and a few humans or a rate of five gallons per minute, and “Sca- patrol of tree people was attacked by two of
demihumans, 20 copper pieces, 33 silver tebra,” which produces a geyser 20 feet the necromancers (Tracy Windstrider and
pieces, 40 gold pieces, three rings, and a long that pumps out 30 gallons of oil a min- Red Morgan). Most of the patrol members
short sword. ute. The commandword to make the oil quit were killed, caught by Tracy’s fireball spell.
flowing, enablingthe stopper to be put back Those not killed by the spell were attacked by
The sword is a short sword of quickness in place, is “Mora.” Red and killed or seriously wounded. The pair
+2. One of the rings is nonmagical; it is a was in a hurry and did not bother to finish off
platinum band set with a large emerald and If the PCs take the decanter with them, the remaining patrol members.
worth 3,200 gp. The other rings are plain and use it to start a sizeable fire in the vale,
bands, one silver, the other bronze. The sil- the patrols and the First Protector find If the PCs come upon this area, read or
ver band is a ring ofsustenance; the bronze them. Starting a forest fire will bring down paraphrase the following:
band is a ringof clumsiness, the secondary
power of which is invisibility.
44
The air smells acrid. There was a fire (Z), 15 (2),15 (l), 13 (O), 11(1); #AT 0; D * The smallest of the two, a woman with a
here recently; the smell of burning wood nil; THACO nil sword, read from a piece of paper and
is unmistakable. Ahead you see several caused a ball of orange fire to fly from her
burned trees, their blackened trunks a Tree People, 2nd-Level Fighters (2): and toward the trees, where the bulk of the
stark contrast to the living forest around AC 7; MV 12 on ground and in trees; HD 2; patrol was. The fire quickly burned itself
them. Thin wisps of smoke still rise from hp 16 (41,20 (5); #AT 1 (long sword), 2 out and killed nine of the tree people.
some of the branches. About the base of (short bow); Dmg ld8 (long sword), ld6
one of the large living trees are piled (short bow); SA nil; SD 50% concealment in * The woman also caused sparks to fly from
burned bodies. Several feet away ban- trees, -2 bonus to AC; THACO 19
daged, unburned bodies lie beneath an- her fingertips, seriously wounding others.
other tree. Simius, 4th-Level Fighter: AC 7; MV
12 on ground and in trees; HD 4; hp 28 (9); * The male seemed more frightening, but
If the characters come closer, continue with #AT 1(long sword), 2 (short bow); D l d 8 didn’t bother using magic on the remaining
the following, as one of the few remaining (long sword), ld6 (short bow); SA nil; SD tree people; he wounded them with his staff
tree people addresses them: 50% concealment in the trees, -2 bonus to and left them to be eaten by the valley’s nat-
AC; THACO 17 ural predators.
“Away stay. Armed. Hurt you come
closer. People I protect. Dangerous me. If the PCs help the tree people, Simius is * Simius knows the group should not be in
Go. Safe.” pleased, but he does not forget his duty-
keeping trespassers out of the Valley of the the valley, and worse-they shouldn’t be in
In his crude form of common, the spokes- Mage. Simius questions the party to find out the Exalted One’s citadel. The Exalted One
man is telling the PCs to stay away because what they are doing here, and informs them informed the people of the valley that the
he is armed and will hurt them if they come that it is his duty to make sure they leave. citadel is a place of power and destruction
closer. He is protecting his people and will However, because they helped him, Simius and should be avoided.
fight to the death to do so. If the PCs leave, asks the PCs to accompany him to the near-
they will be safe. est tree people village, where Zurt, the Area G-The
leader of the tree people will be summoned. Abandoned Citadel
However, the spokesman, Simius, will He is certain Zurt will guarantee the PCs’
listen to any kind of reasonable talk from the safe passage out of the valley. Keep in mind A map of the citadel appears on the inside of
PCs, especially if they offer to help him. Si- that Simius speaks the tree people’s crude this module’s cover.
mius realizes his remaining people are badly form of common, so it should be a little diffi-
hurt. He does not want to leave his people, cult for the PCs to communicate with him. The citadel was built by the mountain
as he is in the best shape to protect them. dwarves, who painstakinglyfollowed the di-
Simius has been waiting for another valley It is possible the PCs can convince Simius rections of the Exalted One to mortar to-
patrol to come by, but because of the erratic that the people who harmed him are part of a gether massive stone blocks to form the
paths the patrols take, he realizes it could band out to get the Exalted One. If the char- building’s thick exterior walls. False en-
be several hours before help of that type ar- acters can come up with a convincing story, trances and secret doors were constructed
rives. Simius knew enough not to haul the without threatening Simius and his party, Si- by only a handful of the mountain dwarves;
bodies of his seriously injured patrol mem- mius believes them, sends the healthiest and they were magically caused to forget
bers into the trees, as moving them could member of his party with them to act as a where the true entrances were. The only
cause more harm. guide to the citadel (even if a korred is with windows are on the building’s top floor, and
the PCs), and searches for Zurt or the First those are nearly impossible to break be-
If the PCs are not cordial, and choose to Protector to relate the information. cause of the glassteel spells that cover
enter the area in a threatening manner, Si- them.
mius attacks them. If treated well, Simius can relate-in
crude common-the following to the PCs: The Exalted One also enchanted his
There are nine dead tree people, five se- home so fire-based spells would not work
riously injured beneath a tree, and three * A member of his patrol, scouting ahead, inside the walls-except in the kitchen and
moderately injured hiding in the trees spotted six robed figures heading toward in his laboratory, where he desired to con-
above. The following statistics are for the duct experiments with magical fire. In addi-
injured tree people. The numbers in paren- the Exalted One’s abandoned citadel. The tion the walls are lined with lead to prevent
theses are the hit points each patrol mem- man returned to Simius with the news, and scrying from outside forces, nor can others
ber has remaining. the entire patrol started out after them. use teleport spells or other magical trans-
portation get inside. A section of the citadel
Tree People, 2nd-Level Fighters (5): * Simius believes the group must have no- on the third level, however, is exempt from
AC 10; MV 0 at the moment; HD 2; hp 18 these restrictions.
ticed the scout, for two of them lagged be-
hind and surprised the tree people. The Exalted One demanded his home be
built and enchanted l i e this to keep out
possible spies from the Great Kingdom or
45
others who might want to usurp his power the place, where his old laboratory is still in- are, but everyone has heard that the very
in the valley, as well as to prevent his home tact, to conduct experiments he would not stone comes alive. If the PCs do not have a
from being damaged by fire from those who want to try on another plane. guide, they have to learn about the defenses
might slip past his defenses. The dwarves on their own. As the PCs approach the build-
considered him touched with the valley fe- The Necromancers and the ing, read 01I paraphrase the following:
ver because of his fears. However, he paid Citadel
them well and they did not want to refuse a -
job from a wizard they believed could easily Through use of detection spells, the necro-
kill them. mancers eventually were able to get inside The building is large and seems out of
the citadel. They are residing on the second place in this subtropical forest. At first
The Exalted One incorporated magical floor, where they can look down to the f i s t glance it appears to be made out of a
and mechanical traps throughout the cita- floor and watch for the Exalted One. Four of solid block of stone, adding to its mas-
del, as he constantly feared that someone them are in the building at the time the PCs sive appearance. Ornate carvings of
visit-Elock, Nyeru, Albion, and Promiss. winged creatures are attached to the
could get through the exterior walls and to The other two, Tracy and Red, are by the buildings, and sculpted cornices and
him. He lived here for more than a decade, waterfall, as Promiss determined that the raised designs are evident beginning
conducting magical experiments, creating Exalted One frequently is near there. about five feet from the ground. Flow-
ered vines grow up the building at ran-
creatures such as the grists, and studying The necromancers were injured by the dom intervals and reach nearly to the top
others such as the grivelings. He allowed grists and other defenses in gaining entrance floor, where a few windows are evident.
few people into his citadel, primarily only to the citadel, but they have had time to cure There are no discernable lights coming
themselves. If the PCs take no precautions from the windows. It is difficult to tell
the First Protector, Summerstorm, and En- to hide themselves when they approach the whether the building is three or four sto-
citadel, the necromancers see them when ries tall.
doble; he created quarters for these people, the PCs enter the first level. If the PCs ini-
whom he considered his favorites among all tially find the correct way into the citadel, the The front entrance to the building has
the folk of the vale. necromancers believe one of them is the Ex- a large stone porch with thin, carved pil-
alted One. However, more than likely it will lars supporting a stone roof that is open
Eventually, however, the Exalted One take the PCs a few tries to get inside, reveal- in the center. Sunlight (or moonlight, de-
came to look upon his citadel as a prison. He ing to the necromancers that the PCs are pending on when the PCs reach the cita-
feared that if enemies breached his de- also strangers to the valley. del) streams through the porch’s roof
fenses, they could acquire his magical se- and splashes across the front steps. The
crets; if he didn’t have the correct spells The necromancers are curious and do not large front door is made of carved wood.
initially attack the PCs. Elock uses the crys-
memorized, he could be trapped inside. tal ballin the viewingroom to watch the PCs The yard around the building is over-
to see if they can handle the citadel’s de- grown with a riot of ferns and wild
Further, he was womed that he had be- fenses and to attempt to learn their inten- flowers. Small animals scamper across
come too complacent within the thick walls. tions. the yard, which also contains a stone
pool and fountain. No water spouts from
He decided he should have a home that If the PCs do not appear malicious in their the fountain, which appears to be a
could move so that it wouldn’t be as easy for investigation of the citadel, Nyeru appears sculpture of an elven woman holding a
spies to locate him. Acquiring a Daern’S in- to them when they go to the second floor of large pitcher.
stantfortress and a cubicgate helped the Ex- the citadel. Nyeru acts haughty, dignified,
and attempts to pass himself off as the Ex- There are no traps in the yard, as the Ex-
alted One realize his new plan. He created a alted One. See the “Second Level” section
for more information. alted One did not want to harm the animal
permanent home on another plane, where he
It is likely the PCs eventually will be life or his valley patrols. The fountain has
continues to conduct his magical research. forced to fight four of the necromancers in-
Here also he keeps most of his prized items. side the citadel. not been used for years, but the fountainba-
It is heavily guarded by creatures native to
the plane. The instant fortress enables him The Player Characters and the sin is filled with rain water and a few small
to live anywhere in the vale he desires, Citadel
frogs.
which is frequently behind the waterfall at If the PCs have a guide to the citadel, the
the base of the Barrier Peaks. guide cautions them that the building is If the PCs successfully check the area for
dangerous-the Exalted One warned the
Because of the amount of work that went people of the valley away from it, telling tracks. thev can find several-davs-old
them there are defenses that would harm
into his old citadel, the Exalted One decided them. No guide knows what the defenses t:racks of a dozen humans or demihumans (a
to leave it intact. He is certain it will serve
as a ruse to those looking for him, and the 77alley patrol), as well as slightly fresher
defenses are still intact to harm or kill the m_a...n._s __ ..-tsacks of a half-dozen humans or demihu-
up-A.:-h c dTOWARDS THE HOUSE OUSE andto
Great Kingdom spies he still fears. Several towards the house and to
grivelings inhabit the place, and the Exalted which
One had no desire to force them to move. gp
Further, he left many of the furnishings the building’s side entrance. Two sets of
intact so Summerstorm, Endoble, or the
First Protector could stay at the citadel tracks leave at this point and go into the for-
while they were on a circuit of the valley.
The Exalted One occasionally returns to est. There also are tracks for a variety of
animals.
46
Citadel Defenses The ward on door B causes Evard’s black traps, they notice that the secret door is not
tentacles to spring from the door. The 12 locked, but it is trapped. The trap, which
Gaining enby to the citadel is a difficult tentacles, which are AC 4 and last for 12 was created to make intruders believe they
proposition unless the characters somehow rounds, have a ten-foot reach. Each tenta- had actually found the correct entrance, is a
have the First Protector, Summerstorm, or cle has 12 hit points. A victim of the tentacle poison capsule mechanism similarto that on
Endoble with them; these NPCs know the must roll a saving throw vs. spell to avoid door A. However, this poison is type L, and
correct way into the citadel. being grabbed. If the saving throw is suc- it only catches characters within a five-foot
cessful, the victim suffers ld4 points of radius of the door. Those who succeed on
Because the walls are so thick, it would damage; if unsuccessful, the victim re- their saving throws suffer no damage; those
take at least two passwall spells to get ceives 2d4 points of damage and 3d4 points who fail receive 10 points of damage.
inside-and perhaps three depending on of damage on each successive round until
where the PCs choose to enter. Coming up the tentacle is destroyed or it reaches its Read or paraphrase the following after
underneath the building is also difficult, as 12-round duration. the PCs have opened the door to corridor I.
the foundation is thicker than the walls.
The ward on door C acts as a vampirk ~~ ~~
There are three apparent entrances to touch spell. Each time a character touches
the citadel: the front door, complete with the door, or touches it via an object such as The corridor ahead is dimly lit by an unu-
pillars and a large porch, is “C” on the a sword or staff, the character loses 6d6 hit sual moss growing on the walls. The cor-
Level 1Citadel map; the back door (B); and points. The hit points can be regained by ridor extends about 30 feet, and it ends
a side door (A), which is the real way in. normal or magical healing. The three grists in a solid wall.
Doors B and C are nothing more than wood near this door fly to the attack when the
set into stone; they do not open, and there door is touched. PCs walking on the pressure-sensitive floor
is nothing but stone behind them. These of corridor I release the contact poison
doors also have special wards on them (see There are additional defenses inside the (type K) that is stored in the ceiling. Unless
following). building; these are listed later in the text the PCs devise a method to stop the pow-
next in the sections describing specific ar- dered poison from falling, they must roll
Each entrance is guarded by grists. eas on the map. saving throws vs. poison for every five feet
Three grists, one to the left, one to the they walk down the corridor. Those suc-
right, and one above each door, are an- Grists (3at each door):MV 9, F112 (B); ceeding on their saving throws receive no
chored to the outside of the building at the HD 8+4; hp 42 each; #AT 4; Dmg ld8/1d8/ damage, while those failing their saving
second level. The grists fly down to attack ld10/ld8; SA fear gaze, snatch; SD + 1or throws suffer 5points of damage. If the PCs
when the PCs attempt to open the door at better magical weapon needed to hit; MR run down the corridor, they need to make
the firstlevel or fly up to attack if they try to 20%; AL N; THACO 12 only three saving throws.
get inside the glassteel windows.
If the PCs cut open a grist, they find the fol- If the PCs check for secret doors at the
The door marked A is the actual way in. lowing in each one: 2d6 electrum pieces, end of the corridor, they can easily locate
There is a small secret door within the 2d4 gold pieces, and ld6 platinum pieces. the door, which swings inward to reveal
door; attempting to open the larger false corridor 11.
door releases a glass capsule of concen- In additionto the obvious doors, there is a
trated poison, which automatically breaks, secret door that elves can find (by search- This corridor also is lit by the glowing
releasing anunusually strong type M poison ing) on 1-3on a d6, and half elves can find on moss. It extends forward about 20 feet
into the air. Characters within a ten-foot ra- 1-2. The secret door is not as well con- and turns to the left, extending another
dius of the door must roll saving throws vs. cealed as most, but the characters might 60 feet and ending in a large brass door;
poison. Those failing suffer 20 points of believe that shiftingstone through the years there are ornate, wooden doors to the
damage and lose 3 points of Strength for could have made it easier to spot (the left and right of the brass door. The
ld12 minutes; those succeeding receive 5 dwarves were told to construct it to look brass door is polished; it has designs of
points of damage and lose 3 points of like the settling foundation made it easier to small lizards and butterflies in its center,
Strength for l d 6 minutes. notice). This secret entrance is filled with and it glows warmly in the light of the
traps. The rooms past this secret door are glowing moss.
The poison capsules are held by a com- marked on the map with Roman numerals to
plex mechanical apparatus. There are 12 differentiate them from the rest of the cita- If the PCs continue all the way down the
capsules loaded into the mechanism. del’s rooms. corridor without taking precautions, the
Therefore, a party could touch the door 12 lead character(s) falls into the pit trap just
times and be affected by the poison each Inside the Citadel before the three doors, suffering ld6 points
time, or a thief would have to disarm the of damage. The pit trap extends across the
trap 12 times to make the door safe. Through the Wrong Secret Door entire corridor, is five feet wide, and is ten
feet deep. Covering the bottom of the pit is
In addition, if characters at door A do not If the PCs choose this entrance, which a colony of green slime that has not eaten in
immediately go to the secret door, which is leads to nothing more than a series of death a long time.
located near the large door’s hinges, the
three grists located above this door fly
down to attack.
47
Green slimes (4):AC 9; MV 0; HD 2; hp “floor” will not get the puddings to move This room has walls painted a pastel
10each; #AT nil;SA attaches to living flesh, during the four minutes. Because the hides green. On the walls are evenly spaced
turning the victim into green slime in ld4 of the brown puddings are tough and the portraits of men in fine clothes. There is
minutes; SD not affected by weapons and creatures are stretched thin over the floor, a small brass plaque beneath each of the
spells, except for cure disease, which kills the PCs could believe they are walking on paintings and a small patch of the lumi-
it; AL N; THACO 19 dirt or clay. The brown puddings attack af- nous moss above each one to help show
ter four minutes. it off. In the center of the far portion of
111. This ten-foot-square section of the cor- the room, which has larger portraits, is
ridor is also trapped, but this trap is linked To lure intruders into this room, the Ex- an ornamental throw rug. The room is
to the wooden door on the west side of the alted One placed shields, bearing the em- spotless.
comdor. When the door latch is turned, two blems of Oerth lands, on all the walls. The
stone blocks in the ceiling fall down on ev- emblems represent (from right to left The room is spotless because no one has
eryone standing in this area in front of the around the room): Johrase, of the Bandit disturbed it since the Exalted One hung the
door. The victims suffer 4d10 points of dam- Kingdoms; Tiger Nomads; Duchy of Tenh; paintings here, and the stonework is so
age. This trap has not been triggered by in- County of Sunndi; Ket; Iuz; Rockroost, of tight that dirt and dust do not seep into the
truders before, as no previous intruder got the Bandit Kingdoms; Reyhu, of the Bandit rooms. The portraits are of Krimeah’s rela-
past than the green slime. The door to the Kingdoms; Valley of the Mage (a jet black tives and associates who once lived in the
west is a false door. It cannot be opened, shield with a flaming comet moving across Great Kingdom (he has outlived nearly all of
and there is nothing but stone behind it. it); Duchy of Urnst; Grosskopf, of the Ban- them), although the brass plaques beneath
dit Kingdoms; Dimire, of the Bandit King- each painting do not identify them as such.
The brass door to the north is not doms; and the Great Kingdom. The Valley There are 11portraits, and the plaques be-
trapped, but the entire 10’ x 10’room be- of the Mage emblem is on a shield, +2, neath them read: A True Scoundrel; Mur-
yond it is a pit trap. This trap is pressure which the Exalted One left there to symbol- derous Thief; Cheater; Scum of the
sensitive and requires 250 pounds of weight ize that his country is greater than the oth- Kingdom; Child Stealer; Ruefully Regal
to set it off-more than one player charac- ers represented in this room. The Great Despot; Well-Dressed Lecherous Lord;
ter. The walls of the room are covered in Kingdom emblem is on a shield -1, missile Slanderous Statesman; My Favorite Sot;
chalky frescoes of gnomes and valley elves. attractor.Consult the Greyhawk Boxed Set Inefficient, Inept Kingdom Mage; and
There are words written in an old dialect of to describe the emblems on each shield. Beautiful, Dangerous Deceiver.
elvish throughout the frescoes. The words
are nonsensical but they are deliberately Brown Puddings (2):AC 5; MV 6; HD The paintings are a few decades old, awk-
too small to be read from the doorway; they 11; hp 60, 55; #AT 1; Dmg 5d4; SA dis- wardly large and are each worth 50 gp. The
are simply a lure to get intruders in the solves leather and wood in a single round, frames are coated with a contact poison
room and into the pit. The pit is 20 feet regardless of magical pluses; SD nil;AL N; (type K, those who fail saving throws vs.
deep; those falling into it suffer 2d6 points of THACO 9 poison suffer 5 points of damage). The Ex-
falling damage. In addition, the bottom of alted One considered this trap fitting, as he
the pit is covered with dirty, rusty iron These brown puddings cannot eat through believed those pictured had venomous per-
spikes. Each person falling into the pit is stone, which made the Exalted One confi- sonalities.
struck by 3d4 spikes, suffering ld4 points of dent they would not be likely to get into the
damage for each spike. Victims struck by main citadel. The large rug is a rug of smothering cre-
the spikes must roll successful saving ated by the Exalted One. It needs no com-
throws vs. poison or contract a disease If the characters explore this section of mand words. The rug wraps itself around
from the dirt and rust that is in their the citadel for secret doors, they are likely any creature stepping on it, suffocating the
wounds. Those who fail their saving throws victim in ld4 +2 minutes. The rug is AC 8
lose 1point of Strength per day until their to fmd the doors that lead to rooms IV and and cannot be destroyed until it suffers 18
Strength reaches 0 and they die. The dis- points of damage. However, casting hold
ease can be negated by a cure disease spell. V. The secret doors are locked, but not plant, animate object, or wish will get it to
trapped. stop smothering its victim for ld8 minutes.
The wooden door to the east is locked but Creatures wrapped in the rug suffer the
not trapped. The door only triggers the IV. Just beyond the secret door is a 20-foot- same damage the rug does.
trap. When the door is opened, it negates deep pit trap, the sides of which are ringed
the specialparalysis spell that was placed on with sharpened spikes. Characters falling in The secret door in this room is opened by
the two brown puddings that cover the floor the pit must roll successful saving throws moving the portrait of “My Favorite Sot.”
of the room. Once the door is open, a detect vs. paralyzation to avoid hitting the spikes
traps spell will not recognize the floor as a on the side; those who are successful suffer V.
trap. 2d6 points of damage from the fall only;
those who fail their saving throws receive IThe walls of this large stone room are
It takes four minutes for the brown pud- 5d6 total points of damage from the fall and
dings to come out of the paralysis, during the spikes. painted an olive green. Luminous moss
this time they stay dormant. Prodding the
48