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AD&D - WG12 - Vale of the Mage (2e) (lvl 7-9)

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Published by Capn_Ragnar, 2023-01-10 01:30:39

AD&D - WG12 - Vale of the Mage (2e) (lvl 7-9)

AD&D - WG12 - Vale of the Mage (2e) (lvl 7-9)

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

on the ceiling casts a glow on the pol- feet and ends in a solid stone wall. The the center of the room, illuminatingit, is
ished wooden floor. There are no paint- floor, walls, and ceiling of this passage a single lit candle. The light from the can-
ings on the wall, but at the far end of the are stone. dle reflects off the polished green marble
room a green, blue, and gold tapestry floor. Almost directly across from where
hangs. ~ you entered is a carved walnut door with
a brass handle.
The floor of this room is slightly sloped The Exalted One installed two final regen-
downward to the north. But because of the erating wards to harm those who weren’t The candle’s wick has a continual light spell
lighting in this room, it would take a dwarf supposed to be in his citadel. The first cast on it. If PCs search the room they can
or someone rolling an object into the room ward, marked “A,” causes those who walk find dirt on one of the benches and on the
to notice it. The traps in this room are three across it to be subject to a blindness spell. floor near it. This is where one of the necro-
regenerating wards set in the floor of the The second ward, marked “B,” releases a mancers sat while his companions removed
room that go off whenever anyone walks deafness spell. The spells are released as the blindness and deafness affecting him.
over them. The wards are indicated on the many times as a character or characters The walnut door is not locked or trapped.
map by circles. walk across the wards. Characters who
trigger the wards must roll saving throws 3. Receiving Room
”, urging vs. spell to avoid these effects. A dispel
Ithe far magic spell can negate either the blindness This room is a little larger than the one
off the or deafness effect to one character. Charac- you just left. It too has a green marble
the first ters can avoid setting off the wards by not floor and yellow walls. The room is lit by
‘OWS vs. walking on the floor. The Exalted One and a single candle on a sconce next to a
s direc- his companions usually levitated across the carved walnut door in the southern wall.
k to the passage. The necromancers discovered the The ceiling of this room is a glossy
it under glyphs by settingthem off. By casting dispel green, nearly a mirror of the floor. You
magic spells, they were able to negate the can see your reflections in it. The room
Ise spell, handicaps. has no furnishings.
3 slide to
Evard’s The secret door at the end of the passage The ceiling of the room is made of a very
s, which can be detected by elves, half-elves, or by thick green glass with a glassteel spell on it
rounds, other characters who tap on the walls. The (it radiates magic if such is detected for).
as 12hit southern wall, which ends the corridor, is Those looking up through the glass see
1st roll a not made of as thick of stone as the other their reflections. However, those in the
iith a -3 walls. Examining the western half of this room above (room 24) who look down can
mrd, to wall, about half way down, reveals a small see who is in the room. The Exalted One,
throw is key hole. The secret door has a resetting First Protector, or other occupants of the
points of lock, but it is not trapped. It is a complex citadel would come to the room above when
I suffers lock, and a thief attempting to open it suf- the alarm bell went off to learn the identity
and re- fers a 20 percent penalty to his open locks of the visitors. The necromancers have
I succes- roll. When the door is opened, a soft bell, a learned to use the room in the same fashion
i either magical effect, rings throughout the com- and can watch the PCs. The candle by the
plex to alert the occupants that they have door has a continual fightspell on the wick.
Im is the visitors. The only way to avoid the bell go-
ing off is to cast a silence spell on the door The door room opens into a corridor that
) gP. before it is opened. leads to rooms 4-14 and to the stairs that go
up to the second level. The corridor’s floor
I search Fires do not burn inside the citadel, ex- is of black marble slabs set on top of stone.
I cannot cept for in the laboratory and in a small area The walls are painted a dark orange and
ally they in the kitchen. Also, wizards cannot cast have no decorations. The corridor is softly
3t taken fire-based spells. lit by luminous moss that is attached to the
y should ceiling every 30 feet.
2. Foyer
nds 30
Cushioned benches sit on the eastern
and western ends of this large entrance
room. The stone walls are painted a
warm yellow and are decorated with
paintings of forest scenes. Hanging from

4. Kitchen servant still approaches anyone entering that are retrieved from the cabinets-one
the kitchen and hands them a chalkboard. place setting for each PC. The dishes are
Steel counter tops dully glisten in the Requests are filled to the best of the unseen placed on a large silver tray, and the servant
light of the luminous moss that clings to servant’s ability. However, only a few bags carries the tray to room 7 (the dining room)
the ceiling. A stove loaded with logs sits of bug-ridden flour, a tin of salt and pepper, and pulls out the chairs to help seat the
in the center of the roof; counter tops dried fruit, dried meat, and a half dozen bot- PCS.
ring it. Cabinets with glass doors are tles of old whiskey remain in the kitchen.
above the counters; inside are colorful When the Exalted One makes his rare visits If at any time the PCs interrupt the ser-
here, he brings his own food. vant, it will start its task over again until no
china dishes, cups, and crystal goblets. more food remains in the kitchen. When the
At one end of the room, a stone-and- If the PCs place an order for food, the food is exhausted, the servant patiently
steel basin sits, filled with water from a servant will mix together these remaining waits for more to be brought to it.
pump attached to it. Under the basin and ingredients, no matter what the order is, as
the counters are metal-drawered cabi- it has nothing else to cook with and has This unseen servant is destroyed if it suf-
nets. As you take in the scene, a small forgotten many of its cooking skills. What- fers 6 points of damage from an area-effect
dark, gray slate floats in the air toward ever it makes tastes rather vile. If the PCs spell (weapons do not harm it), or if a dispel
you. The slate reads “Your Order, watch the meal being prepared, they see a magic spell is cast on it.
Please.” A piece of chalk dangles on a cabinet open and a large mixing bowl move
string at the side of the slate. from it to the counter. This is followed by The cabinets with glass doors contain a
the flour, dried meat, dried fruit, whiskey china service for ten, including silverware.
A permanent, semi-intelligent unseen and salt and pepper, which are unceremoni- There also are 30 crystal goblets and ten
servant acted as the chef for the citadel ously dumped into the bowl and stirred with china cups. The cabinets with metal doors
when it was regularly occupied-except a large wooden spoon that materializes contain cooking pots, bowls, pans, serving
when the First Protector was visiting (she from another cabinet. trays, assorted cooking utensils, the old
prepared meals for the Exalted One). The food and whiskey mentioned earlier, and
After the mixture is roughly and quickly logs for the stove. The cabinet beneath the
stirred, the bowl is slowly carried to a sink contains cleaning rags, a jar with gritty
stove, which the invisible chef lights with cleanser, a jar with a concentrated soap for
flint and steel. After the mixture cooks for washing dishes, two mops and a pail. The
ten minutes, the chef dishes it out on plates pump at the sink pumps well water from a
reservoir beneath the citadel. The water in
50

the sink is rank, but any water pumped up alted One because he has plenty of the upstairs, one of which they are certain is the
by the PCs is cool and good. The five-foot ebonwood furniture in his new home. He Exalted One because he looked like a wiz-
area around the stove is the only place on also wanted to leave the First Protector a ard and gave them a pair of golden statues
this level where fire can bum. nice place to dine when she stopped over at (candlestick holders) when they held out
the citadel. The furniture would be worth hands for a gift. The grivelings also are
5. Storage Room several hundred gold pieces in a city. aware of the PCs in the building, but they
initially believe the PCs are supposed to be
There is no light source in this room, 8. Closets here-otherwise they are certain the Ex-
though some light seeps in from the lumi- alted One upstairs would have taken care of
nous moss in the hallway. If the PCs want a These six areas are closets, all with locked them by now.
better light source they will have to provide doors. The closets on the southern side
it. The eastern and western walls are taken were used for the guest rooms (9, 10, and A griveling approaches the PCs as they
up by wooden shelves, all of which are ll),which the grivelings have taken over. move toward the grivelings’ section of the
empty. The room smells musty and has Those on the northern side were used as citadel by extending a hand and a head out
small spider webs in it. At one time this storage. The Exalted One liked his citadel through the wall. The head has the visage of
room held foodstuffs for the kitchen. Player clean and did not want objects laying Nyeru Darkspring. If a PC puts something
characters carefully inspecting the room around. If the PCs examine the contents of metallic in the outstretched hand, the
can find traces of flour and bits of dried idani the closet, they can find in the southern grivelings are satisfied that the PCs are
fruit. closets a dozen bars of soap, six towels, supposed to be there. If the PCs do not
three soft robes, three pairs of slippers, and present a gift, the griveling spokesman asks
6. Storage Room three feather pillows. In the northern them (in common) to state their business in
closets they can find brooms, pails, cleaning
The door to this room is locked. The Ex- solvent in ceramic jars, rugs, a continual the citadel. Any reply other than saying
alted One locked it so that if he brought tree light candle, aprons, and a feather duster. they are here at the invitation of the Exalted
people guests here, they would not see how One results in the PCs being asked to leave.
he was using their gifts. The room lacks a 8 a. Dumb Waiter
light source. It is tilled with ebonwood The grivelings would rather handle the
chairs and tables, which the tree people This serves as a dumb waiter to bring food matter peacefully than through force, but if
made for the Exalted One. There are 12 and supplies from one level to the next. The the PCs refuse to go, the grivelings attack
hand-carved chairs stacked up against the doors to the dumb waiter are locked on each at the first good opportunity. The grivelings
northern wall. Three hand-carved rocking level. attack by moving into a stone wall behind
chairs are spaced along the western wall. their quarry and coming through the wall to
The eastern wall is taken up by eight small Griveling Guests surprise them. The grivelings move
tables or nightstands, three low, long ta- through stone as easily as the PCs move
bles, and one large dining room table. The Seven grivelings, whose relatives used to through air.
furniture is well made and would bring a guard the citadel, have made their home
good price in a city. here, claiming rooms 9, 10, and 11. The Two of the grivelings in the group speak a
grivelings frequently wander about the cita- smattering of common, but it is difficult for
7. Dining Room del and the surrounding area and look for- the PCs to get information from them. The
ward to the infrequent stops of the First grivelings are curious, wanting to know
A dozen black wooden chairs ring an ob- Protector, Summerstorm, or Endoble. about the PCs and why they are visiting
long matching table in the center of this These grivelings were also witness to three with the Exalted One; they are also tight-
room. The furniture is covered with in- visits by the Exalted One; he looked differ- lipped, not wanting to divulge anything the
tricate carvings of leaves, flowers, and ent during each visit, so they do not know Exalted One might consider secret and im-
birds. The room is lit by a candle that sits what he really looks like. However, during portant. If the PCs ask about the Exalted
in the middle of the table. On the table in each visit he gave them silver and gold One, the grivelings become intensely suspi-
front of each chair is an off-white woven statues, which they added to the furnish- cious, as they believed the PCs were here
place mat. The material used in the place ings they created in their quarters. at his request. The grivelings, who know
mats is similar to the material covering “the Exalted One” is upstairs, ask the PCs
the cushions of the chairs. The Exalted One told the grivelings to where to find him. If the PCs’ reply is any-
confine their living space to that section of thing other than upstairs, the grivelings ask
The wick of the candle has a continual light the citadel, although they could wander them to leave immediately.
spell on it. The furniture in this room, more throughout the entire building. He re-
elaborately carved than the furniture in the quested they continue living in the building The grivelings also ask the PCs to leave if
storage room, was left behind by the Ex- as they serve as an added defense to any in- they enter room 9, 10, or 11,as the grivel-
truders. ings enjoy their privacy and are certain the
Exalted One would not want his guests
The grivelings are aware of the four men wandering in others’ private chambers. In
fact, unless the PCs offer an explanation as
to why they are here, the grivelings be-
come suspicious of them and send a repre-

51

sentative upstairs through the stone walls steal the gold and silver statues is furiously dom, March of Bissel, County of Umst, the
to inform “the Exalted One” (Nyeru) that attacked by the grivelings. Shield Lands, City of Irongate, Town of
his guests are poking around where they Highfolk, Kingdom of Furyondy, the Wild
shouldn’t be. If the PCs threaten the grivel- 12. Library Coast, County of Ulek, and Stench. An-
ings, they attack to defend themselves and other 100are about great battles, generals,
their home. The door to this room has a wizard lock and military histories of the lands through-
spell cast on it. The necromancers have not out Oerth. The Exalted One read all he
During any attack, only six of the grivel- yet attempted to enter this room, learning wanted to about the histories of the lands
ings fight. The seventh moves through the from Promiss that something potentially and, growing bored with the subject matter,
stone walls to the second level where it will harmful is inside. Rather than risk further decided to leave those books here.
inform “the Exalted One” that intruders danger to themselves and expose to the
are on the level below. “The Exalted One” grivelings that Nyeru is not the Exalted Most of the rest of the books are about
already knows about the intruders, but he One, they left the room and ventured up- the flora and fauna of this section of Oerth,
thanks the griveling for the information. stairs. They plan to get into the room later detailing medicinal uses, how to prepare
Each grivelings fights until it is down to I14 through the grivelings by somehow charm- them as food, and how to identify poisonous
of its normal hit points, at which point it re- ing them and having them turn a portion of ones. The others are basic alchemical
treats into the stone floor to recuperate. the rock wall to mud. The necromancers tomes, books on heraldry, composing mu-
will be pleased if the PCs get inside the sic, improving painting techniques, and
The grivelings do not attack the PCs after room and deal with whatever is harmful. identifymg various currencies. Some of the
they have retreated. They do, however, fol- (The dangerous items are books.) books are more than 50 years old, and each
low the PCs’ progress through the citadel book ranges in value from 1to 10 gp.
so they can report their findings to the Ex- To get in, the PCs must successfully force
alted One. the door, which brings the grivelings down In addition to these mundane books,
on them unless the grivelings are heavily there are two identical magical tomes that
Grivelings (7): AC 2 (-1 in stone); MV 9, damaged, or use a knock spell, which does the Exalted One acquired with other items
12 through stone; HD 5 +2; hp 41,40,35, not draw the suspicion of the grivelings. in a treasure horde. He had the foresight to
32, 28, 22, 20; #AT 2; Dmg ld8/ld8; SA have these books identified before opening
spells; SD spells, +1 or better weapons The room is immense, about 100 feet them, and upon the identification he imme-
needed to hit; AL NG; THACO 14 long. Shelves that reach to the top of the diately decided he wanted nothing to do
ten-foot-high ceilingline each wall. Many with them. He decided to keep them here
9, 10, 11. GrivelingSuite of the shelves are empty; still, there are so they would pose no threat to himself or
hundreds of books here. In the center of the First Protector. Further, he believed if
Each of these rooms, devoid of regular fur- the room is a bare ebonwood table with a by some chance his citadel was broken into,
niture, has been fashioned by the grivelings glowing candle on it. The candle, similar the intruders could help themselves to
to fit their lifestyles. Through many months to those in other rooms, illuminates these two books, which radiate magic when
of work, the seven grivelings cast rock to nearly the entire room. A large ebon- a detect magic spell is cast.
mudand mud to rock spells to form in Room wood chair at the table appears to have
9 a half-dozen sculptures like they wit- been carved from a single piece of wood. The magical books are vacuous
nessed in the korred rock garden. In Room Designs of vines, leaves, and mush- grimoires, and any character opening a
10 they made chairs and a table made of rooms are etched into the arms and legs book and reading even a single symbol in-
rock like in the Exalted One’s dining room. of the chair. side is subject to the magical effects.
In Room 11 they crafted stalactites and
stalagmites like in their previous cave home The room smells musty-the odor of Other items of interest can be found in
in the Barrier Peaks. old books and of standing empty. A fine the room. Affixed to the underside of the
film of dust seems to cover everything in chair by a piece of orange wax is a key to
These creations are a combination of the room, including the black marble Room 14. In one of the history books of the
granite from the Barrier Peaks, marble floor, which looks somehow darker be- Great Kingdom is a detailed pencil sketch of
from the floors in each of the three rooms, cause of the shadows cast by the book- a young boy (Krimeah at age 9). Inside a
and stone from part of the foundation be- cases. A door in the southern end of the heraldry book are several pencil sketches of
neath these rooms. They have made the room is also black, probably made of the the Valley of the Mage shield design and
gold and silver statues presented by the Ex- same material as the table and chair. notes about it. The mage chose a flaming
alted One part of the stone sculptures in fireball against a black background because
Room 9. The statues include the candle- There are 400 books in this room, about one of his names is the Black One, and he
stick holders from Nyeru (150 gp), a solid one-fifth of the Exalted One’s library. The perceives magic, such as fireballs, as a
silver statue of a porpoise riding a wave other books, those he considered more show of strength. Behind the military his-
(300 gp), a gold and silver vase (180 gp), valuable and more useful to him, are kept at tory books of Furyondy are two carved
and a gold pitcher inlaid with platinum de- his new home. About 100 books are histo- wooden wands. All the charges were ex-
signs (450 gp). Anyone who attempts to ries of various countries: the Great King- pended from the wands, and the Exalted
One, who forgot where he put them, did not
bother to recharge them.

52

13. The Exalted Study to attack anyone in the other room after the and now without a beard, appears to the
bell on the door rang. PCs when they reach the top of the stairs.
An ebonwood desk, the legs of which are Nyeru, who had cast detectinvisibilitytolo-
carved to resemble serpents, dominates Stone golem: AC 5; MV 6; HD 14; hp 60; cate any hidingPCs, tries to pass himself off
the room. The room has no magical can- #AT 1; Dmg 3d8; SA casts slow spell once as the Exalted One in an effort to get infor-
dles to illuminate it, and the gray walls every other round upon an opponent within mation from the PCs. He hopes they have
make the place seem somber and dark. 10’;SD +2 or better weapons to hit; AL N; been worn down by whatever force was in
A black leather couch, coated with dust, THACO 7 the library downstairs and by the grivelings.
rests against the southern wall. An
ebonwood bookcase, containing only There are no furnishings in the room; the He tells them he did not join them earlier
knickknacks and trinkets, leans against only objects inside are the golem and the as he was sleeping and was awakened a few
the eastern wall. Only the western wall, treasure. The treasure, coated with contact moments ago when he heard noise coming
which has an ebonwood door on it, is poison (type L), consists of 2,500 gold from downstairs. If the player characters
adorned. A picture of a female drow in pieces, 1,000 silver pieces, 300 platinum believe his charade, he invites them to sit
flowing green robes hangs from it. The pieces, a life-size ebonwood carving of the with him in Room 15where he quizzes them
woman in the picture is young for a First Protector, an ebonwood carved about how they got into his citadel, if they
drow. Her hair cascades down around throne, a two-foot-tall gold vase worth 450 have damaged it (in which case he asks
her small shoulders, and her lips wear a gp, a continuallightcandle, and a china tea- them for compensation), and what they are
faint smile. pot decorated with gold designs worth 100 doing in the Valley of the Mage. If they ex-
plain about the threat of the necromancers,
The portrait is of the First Protector; it was gP- he asks them for details; he wants to know
painted by the Exalted One, although the as much as possible about what the PCs
signature on the painting reads “The Black Stairway know about his group. He also asks the PCs
One.” The Exalted One has others, which how they knew to find him here and if they
he considers better, and he left this one The stairs leading up to the second level are first looked anywhere else (hoping to find
here. The knickknacks and trinkets on the individual stone blocks mortared together. other possible leads on the Exalted One’s
bookshelf include a dozen small ebonwood If there is a dwarf among the PCs, that location). During the questioning, Nyeru is
carvings of valley animals done by the tree character can tell that it is dwarven work- carefullylooking the PCs over in an attempt
people, a brass candle snuffer (useless in manship. A thick orange carpet covers the to gauge their strengths and determine who
this citadel where fire cannot burn), a small middle of the stairs; it is coated with a thin are the spellcasters-these he plans to deal
bronze goblet, a pair of dusty, linen gloves, layer of dust. If the PCs examine the car- with first.
and a ceramic jar filled with fragrant oil to pet, they find footprints leading upstairs.
scent the room. The desk has two drawers, When he is confident he has gained all the
both of which are locked. The top drawer If the PCs have been annoying to the informationpossible about the group, he at-
contains five diamond-tipped quills, each grivelings or fought them earlier and forced tempts to split them up, asking two or three
worth about 90 g-p, and two stoppered vials them to retreat, one or two grivelings move of the PCs if they will go downstairs and
of brown ink. The bottom drawer contains into the stonework of the steps and bring bring up a serving tray and some goblets
several sheets of blank paper, three blank their hands up through the steps to trip the from the kitchen. If they refuse, he and the
scrolls, and two ceramic jars, one red, the PCs who are halfway up. A PC tripped by a necromancers strike anyway. If the PCs
other green. The red jar contains a potion of grivelingin this manner must roll a success- comply, he waits until he hears them go
black sight; the green jar contains dust of ful Dexterity check (vs. half of their Dexter- down the stairs and then strikes the PCs
sneezing and choking. Anyone who opens ity score) on ld20 to avoid falling. Those who remain with him. The necromancers
the green jar and examines its contents is falling suffer ld8 points of damage. The are hiding nearby and strike when they hear
subject to the effect of the dust. grivelings continue to attempt to trip the his verbal signal, “I have the finest wine in
PCs, using the stone stairs for cover. If in- the valley.” The other PCs are attacked
The door to Room 14 is locked. The key jured, they retreat and follow the PCs’ when they come back upstairs.
from Room 12 will open it. If the key or a progress through the stonework. See the
knock spell is not used, a bell chimes on the earlier section of grivelings for more infor- If, however, the PCs did not believe
other side of the door. This triggers the mation about their tactics. Nyeru’s impersonation of the Exalted One
stone golem that guards the contents of the and prepare to attack immediately, he and
room. The Exalted One stored some of his Level Two the necromancers join in the battle, hoping
wealth, what he considers spare change, in the PCs were weakened by the grivelings
this room. He directed the golem to attack Nyeru Darkspring and his associates have and the other forces in the citadel.
anyone who does not look like the Exalted been waiting for the player characters, first
One (a particular visage) or the First Pro- observing their entrance from above Room Combattactics: Nyeru and his associates
tector who attempts to take the treasure or 3. Nyeru, in some of the Exalted One’s learned early that a fire cannot be lit within
robes, which he took from Level Three, the citadel walls; they do not know that fires
light in the laboratory. Therefore, they
might have an edge on the PCs as they do

53

not waste time casting fire-based spells at Tracy. If this happens, the PCs can expect ture, a small cloud of dust rises up, evi-
the group. to have another fight on their hands if they dence that the room has not been used in a
travel to this section of the valley. while.
Promiss cast protection from good on the
group as the PCs started to climb the stairs Getting A Little Help 16. Vacant Room
from Level One. He followed this with a
prayer spell. When combat begins, Promiss The grivelings have been watching the This large room is empty but clean; the
casts hold person on a spellcaster. He tries PCs from their floor or wall vantage points pink marbled floor is shiny and has no ev-
for only one target at a time to increase his and take in the confrontation between the idence of dust. The beige walls are bar-
chances for success. His escape tactics in- PCs and Nyeru, the man they believe to be ren of pictures, and there is no light
clude casting feigndeath or running away at the Exalted One. Depending on how the source in the room.
the first good opportunity. PCs behave (and how they acted down-
stairsto the grivelings), the grivelings could The room is not what it seems. The necro-
While the necromancers were preparing come to realize Nyeru is not the Exalted mancers did not investigate the room be-
for the PCs’ arrival upstairs, Albion cast One. They also believe the Exalted One cause it truly seemed empty, and therefore
spectral hand and summon shadow spells. would not attack without provocation, and if uninteresting. The room actually is filled
As soon as a fight begins, Albion directs the Nyeru leads an attack against friendly PCs, with old furniture, lab equipment, and paint-
three shadows he summoned to attack a the grivelings get upset. ings. The Exalted One, detesting a messy
place, cast a permanent vacancy spell in this
spellcaster, thus distracting him. Then he It is essentially up to the DM whether the room to make it seem unused rather than
uses his drow ability to cast faerie tire on grivelings interfere in the battle to aid the cluttered with old items. If the player char-
PCs. If the PCs are holding their own and acters walk more than eight feet into the
the PCs, making them easier to hit. His have a good chance at winning the fight, room, they bump into the hidden furniture.
next tactic is to cast vampirc touch via his have the grivelings hold back. However, if The vacancy spell cannot be disrupted un-
spectral hand on one of the obvious fight- the PCs are losing badly, the grivelings less a dispel magicis successfully cast. The
ers. His follow up spells include enervation could reach through the floor or wall to grab items in the room remain invisible unless
and contagion. His escape tactics include ei- one of the necromancers and keep him from the PCs pull them outside.
ther casting feign death or drinking his po- casting a spell. Or they might cast rock to
tion of diminution and hiding. mud beneath a necromancer. The invisible objects include three old
couches, a dozen carved ebonwood chairs
Elock’s first combat maneuver is to cast If the PCs are victorious, after the battle that are not as fancy as the chairs down-
cone ofcold, if he can do so without injuring the grivelings insist the PCs help clean up stairs, two broken ebonwood rocking
his own party. Otherwise, he casts a death the place so the real Exalted One or the chairs, a decorative suit of plate mail, which
spell or OtilukeS freezingsphere as a globe First Protector does not get angry. if worn affords the same protection as chain
of cold and hurls it at a player character not mail, four chipped ceramic pictures, two
in melee. His next tactic is to throw a bead 15. Lounge chipped ceramic wash basins, a gray ce-
offorce at a fighter. Further tactics include ramic bathtub, a four-foot-tall ebonwood
casting web, contagion, and enervation. If Thick cushioned furniture lines the walls owl, an idani wood harp with no strings, a
he appears to be threatened, Elock casts di- of this rose-colored room. Large, red large wooden box containing a banner of the
mension door to escape. If he believes he pillows are strewn across the floor, Great Kingdom, a tarnished bird cage, and a
has additionaltime, he first casts walloffog which is made of pink marble. The walls dozen wildlife pictures signed by “The
to separate his party from the PCs before are decorated with a half-dozen paintings Black One.” The pictures are early works
escaping himself. of valley elves; the furniture frames are and are not as good as those hanging in
made of ebonwood. The room is lit by a
When melee starts, Nyeru casts grease patch of luminous moss arranged in an Room 15. All of the objects in the room are
on the floor in front of him to help prevent oval shape on the ceiling.
covered with dust and cobwebs.
the party from meleeing him. He uses his This is where the Exalted One or the First
boots of striding and leaping to put some Protector entertained guests. The paint- 17. Art Room
distance between himself and the PCs. If a ings were done by the Exalted One as he
disguised himself as a valley elf and visited The stark white walls are covered with
PC is able to get to him, his next tactic is to various villages. The paintings are signed paintings of many shapes and sizes. The
cast vampiric touch on that PC. Otherwise, “The Black One.” The furniture is carved floor is covered with sheets of heavy ma-
he tries to stay back and attack with his from idani trees. If the PCs study the paint- terial that are splattered with paint.
wand of magic missiles. Other tactics in- ings, they can learn the Black One is an ac- Three easels sit at the far end of the
clude casting contagion, fog cloud, and en- complished artist. The paintings are worth room; canvases are on two of them. A
ervation. If he believes he is endangered, about 75 gp each. If the PCs sit on the furni-
and he has the opportunity, he casts poly-
morph self to change himself into a small
bird and flies away.

If the necromancers are not victorious,
and at least some of them are able to get
away, they travel to the area near the wa-

terfall, hoping to regroup with Red and

large, wooden, paint-splattered box. master, and when finished these works two changes of clothes, a nonmagical long
The room is lit by the luminous moss would bring hundreds of gold pieces. The sword, and a quiver filled with 20 arrows.
spread over the entire ceiling. wooden box is locked; it contains small The desk has two drawers, neither of which
glass pots filled with oil paint and various is locked. The top drawer contains a dozen
The Exalted One still comes here to paint. sizes of brushes and pallet knives. thin pieces of charcoal and a stack of paper.
He never bothered to lock the door to this Several sheets have sketches of valley
room, believing that nothing inside was Canvas sheet golems (3):AC 4; MV 15; elves on them. Summerstorm so admires
very valuable; he usually thought little of his HD 7 +2; hp 35 each; #AT 1; Dmg ld8; SA the Exalted One that he is attempting to be-
art. suffocation, slow spell once every three come an artist. He has not shown the
rounds, -1 penalty to opponents’ surprise sketches to the Exalted One, wanting to be-
The room is guarded by three sheet rolls; SD nil; MR 20%; AL N; THACO 13 come better before revealing his work. The
phantom constructs the Exalted One cre- bottom drawer contains two silvered dag-
ated and dubbed canvas sheet golems. The canvas sheet golem attacks by rising gers, a sketch of the vale showing the loca-
Since he hates undead, he could not bring from the floor and enveloping its victim. It tions of the guard posts and the guard tower
himself to use real sheet phantoms, so he can enfold two man-sized figures. It kills its at the entrance, and a bottle of fine Fu-
made his own variety, in much the same victims by suffocating them, draining them ryondy brandy.
way he constructed a golem, but this recipe of ld8 hit points per round until they are
called for common canvas. They lie on the dead. Victims enveloped by a sheet golem 19. Endoble’s Quarters
floor absorbing paint and waiting to attack suffer the same damage as the golem when
anyone who does not look like one of the others attack to free the victims. The sheet The door to Endoble’s room is awash with
visages of the Exalted One or the First Pro- golem is immune to cold-based spells, suf- swirling colors, a decorating touch the
tector or is not accompanied by either fers double damage from fire-based spells gnome illusionist was proud of (the First
mage. The necromancers were able to (which cannot be cast in this room), and is Protector and the Exalted One tolerated it).
wander freely about this room because destroyed by a mendingspell. The door is not locked or trapped, but those
without his beard Nyeru actually looked like who move to open it or inspect it might be
an image of the Exalted One. 18. Summerstorm’sQuarters suspicious as the colors become more in-
tense and pulsate.
The paintings on the eastern wall are ab- This room has a double lock, but it is not
stracts. One shows a young boy canying a trapped. A thief must successfully open The trap in Endoble’s room is two regen-
shield with the Great Kingdom emblem on locks twice to open the door. There are no erating wards placed on a rainbow-colored
it. The boy has a tortured expression on his magical or mechanical traps within the rug on the other side of the door. Anyone
face. Another shows the boy screaming be- room; Summerstorm feels uncomfortable stepping on the rug sets off the two-part
fore the distorted image of a robed man. relying on such things. He uses the room trap, which is a rainbow pattern spell and a
Others depict the boy a few years later, his when he stops here while patrolling the val- shadow monsters spell. The glowing,
face twisted with hate. None of the ab- ley or when meeting with the First Protec- weaving, rainbow-hued patterns affect all
stracts are signed. The other paintings tor to discuss valley defense plans. creatures within a 30-foot cube, up to 24
show scenes of the valley-the waterfall, levels or Hit Dice. Those who roll success-
guard tower, valley elf villages, korred rock The room is lit by a glowingflower hang- ful saving throws vs. spell are not affected
garden, and the colorfulbirds. These are all ing from the center of the ceiling. It is by the rainbow pattern, but remain subject
signed “The Black One.” decorated in greens and browns. The to the shadow monsters spell. Those who
chairs, bed, desk, and upright chest are fail their saving throws are fascinated and
The mage keeps these works here be- made of a brown wood, possibly idani, gaze at the patterns. The two shadow mon-
cause they were from early in his artistic ca- not the rare ebonwood that fills the other sters each have 5 Hit Dice and attack the
reer and he wanted to remind himself of rooms. The floor is a deep green marble, closest characters.
how he progressed through the years. The several shades darker than the walls.
two canvases on the easels are unfinished The bed has a thick, light-green com- ~
portraits of the First Protector. In one she forter embroidered with designs in
wears black robes against a gray back- brown thread. The room smells like a The room is filled with colors. The walls
ground and is standing with her back to the meadow and is cozy and inviting. are painted with rainbows and clash with
viewer, her head tilted around her shoulder, the blue-and-orchid polka dotted floor.
and her eyes seeming to bore into the The glowing flower is an ivory carving with The furniture also competes for your at-
viewer. In the other she reclines in bright a continualfightspell cast on it. It hangs by a tention, as the chairs, the posts on the
sunlight by the pool near the waterfall, a string of pearls Summerstorm stole from a small bed, the dresser, and the desk are
brightly plumed bird on her shoulder. caravan when he was young. There is little all painted a different vibrant color.
of value in the room. The chest contains
Any PC with the artistic ability non- Large purple-and-red throw pillows lie
weapon proficiency who examines the por- on the floor on top of bright yellow and
traits can determine that the artist is a orange rugs.

55

Endoble has not been here for several plan to find a way inside it later after they critically injured in the process. After get-
months, so the room is dusty and the cor- deal with the Exalted One. ting into the laboratories, and discovering
ners are filled with spider webs. The through Promiss that it would be even more
dresser has four drawers, all locked. While The dark room smells of jasmine. It is difficult to gain access to the third level of
Endoble usually trusts others, the Exalted furnished in a primitive elegance. The this citadel, they decided not to go any far-
One’s paranoia has rubbed off. The dresser four-poster ebonwood bed is plain and ther until they dealt with the Exalted One.
contains gnome-sized clothing, which might does not have the elaborate carvings of The necromancers already have looted the
give the PCs the idea the room belongs to a the other furniture in the citadel. The laboratory for the spell components they
child. chairs are plain and have no cushions; considered valuable; they assumed they
the desk and upright chest also are plain. could take whatever else remained at their
The desk also has four drawers, all of The green patchwork quilt laying on the leisure.
which are locked. The top drawer is filled bed is the only ornate object in the room.
with a dozen ink-stained quills and two The floor is black marble with veins of Room 21 Description:
empty ink bottles. The second drawer con- green running through it that match the
tains two dozen unused quills. Each quill, a dark green walls. A picture of a cloaked Shelves lined with glassware cover each
feather from one of the multi-colored birds man hangs from the wall opposite the wall of this room. The center of the room
in the vale, is a different color. The third door you entered. The room is is taken up by three work benches cov-
drawer contains ten stoppered bottles of spotless-there are no traces of dust or ered with more glassware, boxes, and
ink-blue, green, red, orange, brown, pur- spider webs. large ceramic bowls. The room smells of
ple, yellow, gray, invisible, and pink. The rubbing alcohol and other stringent
bottle of invisible ink feels full but appears The room is kept clean because the First chemicals.
empty. Any writing done with this ink ap- Protector stops here when on a patrol of the
pears only if the paper is held before a heat valley. She keeps the room in excellent con- There are about 200 beakers, vials, bowls,
source or sprinkled with dust of dition. This is the way it was furnished when and glasses on the shelves, which are worth
appearance. the Exalted One designated it as hers many a total of 400 gp. All of them are clean and
years ago. She declined his offers to fiU it empty, and each one has lines and writing
The bottom drawer contains blank sheets with more elaborate and comfortable furni- printed on it to mark how many ounces are
of paper and a blank scroll. Actually, the top ture. She said the room fit her personality. inside. Many of the beakers and vials on the
three sheets of paper are not blank-they work benches are filled with liquids and
are notes Endoble has written in invisible The painting on the wall is a self portrait powders, all of the contents unidentifiable.
ink. They contain the names of the gnomes of the Exalted One in one of his guises. It is
on the valley patrols. Next to each name is a signed “The Exalted One.” The upright Four vials radiate magic-two oil of fiery
long dash and an item, such as ivory brace- chest contains four changes of long robes burningand two black sight. The oil of fiery
let, silvered dagger, box of Bissel bon-bons. and a pair of high, soft leather boots. The burning functions properly in the laborato-
Endoble is planning to get each patrol mem- desk has three drawers, all of which are ries or the kitchen, but not elsewhere
locked. The top drawer contains one within the citadel. PCs opening the oils here
ber a &,and this is his list. The scroll is diamond-tipped quill and a stoppered bottle are subject to their effects. The drawers
filled with green ink. The middle drawer is underneath the work benches have been
also written in invisible ink. It contains the filled with expensive beige parchment bear- pried open. Their remaining contents in-
invisibility, invisibility 10’ radius, and im- ing the watermark of Stench Stationers. clude spell components, aprons, towels,
proved invisibilityspells. The bottom drawer contains two books and candles, and tools.
a small, leather-bound box containing two
20. The First Protector’s Room vials of perfume. One book is a diary written Room 22 Description:
in drow. It recounts the First Protector’s
The door to this room is locked with a com- journey from her underground home to her from the floor up to about a foot from the
plex mechanism. Any thief attempting to first experiences above ground to her being ceiling; the place smells acrid. Webs
pick the lock must add 20% to his roll. In ad- taken in by the Exalted One. The other hang grotesquely from patches in the
dition, the door is trapped with a regenerat- book is a collection of love poems written ceiling. Part of the floor is shiny, the re-
ing ward placed by the Exalted One at his about the Exalted One. mainder dull and singed, and rutted. No
insistence to keep the First Protector safe wind comes through the room (the webs
from spies of the Great Kingdom. Anyone 21 and 22. Laboratories would move in the slightest breeze), yet
touching the door sets off the ward, which you hear a forlorn sighing, like a cold
releases a confusion spell affecting those At one time the doors to these rooms were breeze blowing through bare branches.
within a 20-foot radius of the door. All crea- locked and trapped with regenerating
tures within the area roll their saving glyphs and wards. These have been done
throws vs. spellwith a -2 penalty. This ward away with by the necromancers, who were
can be dispelled (though the caster is a
19th-level wizard). The necromancers have
avoided this room ever since Nyeru became
confused when he tried to open it. They

56

The Exalted One used this room to practice candelabra also radiate magic because of aerial servant follows (the stone golem re-
spells and invent new ones. The smell and the continual light spells on them. mains upstairs). To get farther into the cita-
blackened walls are the remnants of a de- del, the PCs will have to deal with the
layed blast fireballspell. The webs are from 24. Viewing Room guardians.
a web spell. The shiny section of floor is
from a grease spell still in effect. The ruts The secret door to this room is locked with 27. The Exalted Den
are from a failed variation of the rock tomud a complex mechanism; thieves must sub-
tract 30% from their open locks score. The 1 The room is wood. A polished wood
Spell. room beyond is plain. It has white walls and floor gleams in the magical light of a gem
is lit by a continual light candle. Part of the hanging from the center of the ceiling.
In addition to these experimental mis- floor is a piece of glassteeled glass that The gem illuminates the wood-paneled
haps, Krimeah experimented with a limited looks onto Room 2 and 3. Krimeah came walls and the wooden desk made of the
wish spell in this room as a means of achiev- here to see who was entering his citadel. same wood as the floor and walls. The
ing a less costly permanencyspell. He was shelves, which contain only a few books,
successful in that the remnants of all spells 25. Secret Stairway also are made of the same wood, as is
cast in the room are permanent. (Thus the the rocking chair and the straight-backed
shiny spot from the grease spell.) An invisi- There is no secret door leading to this stair- chair that sits behind the desk. The only
bility, 10‘ radius spell remains in effect just well. To get here a wizard must cast a objects not made of wood are the black
inside the doorway. Characters stepping passwallspellfromRoom21,22, or23. The bear skin rug on the floor and the
into the room become invisible. If they walk stairs lead up to Level Three, Krimeah’s mounted head of a small gold dragon on
farther than ten feet into the room they be- private quarters. the wall. There is one door off of this
come visible again. The only other spell room, which is only distinguishable from
in effect in this room is a silence, 15’ra- This area is more heavily guarded than the paneling because of the door latch
dius, which begins just beyond the invis- any other part of the citadel; those who dare and hinges.
ibilityspell. There is nothing of value in this to come upstairs are risking their lives.
room. An unusual ward created by Krimeah is in
Level Three effect in this room. After the door is
23. Dance Hall opened, the characters have three rounds
26. The Exalted Foyer to sit in the straight-backed chair behind the
The door to this room was once locked, but desk. This prevents the ward from going
it was opened by a knock spell from the nec- Krimeah’s first line of defense on this level off. Once a character has sat in the chair, he
romancers. If a player character opens the begins here, with an enslaved aerial servant and any others in the room can walk around
door and walks in, music starts to play. and a stone golem. He left these guards it freely. If no one sits in the chair within the
here because he acquired others for his new three-round time limit, the dragon’s head
The soft,melodious sounds of a harp and home and wanted the possessions he left opens and a cloud of manufactured chlorine
a violin are heard as you open the door behind here to be safe. Anyone coming up gas is released. The cloud fills the room,
and step into the room. The harp and vi- these stairs who does not have the visage of and all those in it must roll successful saving
olin are in the corner opposite the door either the Exalted One or the First Protec- throws vs. poison or suffer 4d12 points of
you entered and are playing a waltz. In tor is attacked by the guards. damage (those who are successful suffer
the center of the room is a candelabra half damage). The dragon head can breathe
with magically glowing candles. The Aerial Servant: AC 3; MV F124 (A); HD only once. Then it must be refilled before it
lights create dancing, swirling patterns 16; hp 80; #AT 1;Dmg 8d4; SA -5 penalty can go off again.
of light about the room, the floor of
which is polished hardwood. The room to opponents’ surprise rolls; SD +1or bet- There are seven books on the shelf. One
appears to be a dance hall. is a book of poetry written by the First Bro-
ter weapon to hit; AL N; THACO 5 tector; two are books on valley elf culture
The harp and violin radiate magic while they written by the elders of Darkglade; two are
are in the room; the room is a condition of Stone golem: AC 5; MV 6; HD 14; hp 60; on gnome culture and are authored by En-
their magic. They automatically play when #AT 1; Dmg 3d8; SA once every other doble; one is a book about the creation of
someone opens the door and enters the round, casts a slow spell upon an opponent chlorine gas, written by Krimeah; and the
room. They do not play if taken into another within ten feet; SD + 2 or better weapons last is a book describing a high-level wiz-
room. Krimeah would dance with the First to hit; AL N; THACO 7 ard’s experiences on the elemental plane of
Protector here when she stayed in the cita- Air. Krimeah stole this book from a sultan’s
del between patrols of the valley. Waltz mu- The foyer is spartan, with beige walls, a treasure horde. The latter book is worth
sic is her favorite, and since Krimeah is an black marble floor, and no furniture. (Kri- 150 gp, the others are worth 20 gp each.
accomplished dancer, he was quick to teach meah didn’t want to put things here that
her every step he knew. The candles in the might be damaged in the event of in- The desk has four drawers, two on each
truders.) If the characters back down the
stairs after running into the guardians, the

57

side. All are locked, have obvious keyholes, satin spread and black satin pillows. The cerned about his appearance and about fab-
and are trapped with poison needles. The bed, dresser, chest, and rocking chair ricating believable guises, would spend
poison is type G t h o s e stuck by the needle are of ebonwood. A large black rug cov- hours in this room when working on a new
suffer 10 points of damage unless their sav- ers part of the floor. There is no light visage and image. The mirrors enabled him
ing throws are successful. The two right- source in the room. to view his created form from all sides.
hand desk drawers contain blank scrolls of
fine, gray parchment. There are a total of 18 Nothing inside the room is trapped or 30. Bath House
scrolls. The top left-hand drawer contains warded. Krimeah was confidentthat the de-
two empty ivory scroll cases, each worth 50 fenses he had set up elsewhere were The door to this room has a wizard lock
gp, a diamond-tipped Quill worth 90 gp, and a enough to keep people from harming him spell on it. Krimeah took no other precau-
vial of liquid gold ink worth 125gp. The bot- here. And he was confident enough in his tions to protect this room, which is an elab-
tom left-hand drawer contains a small own abilities to defend himself against an in- orate bathroom. There is nothing of value
leather-bound box and a gray ceramic jar. truder who must by this point be seriously that can be taken out. The tub, actually part
The jar contains 100gold dragon scales. The damaged. The room has a permanent can- of the floor, is magical and keeps the water
box contains a pair of men’s silk slippers. t r i p spell, which keeps the furnishings and in it at 99O F. The water, also magically
walls odorless. Krimeah, who has superb treated, does not evaporate. Krimeah
The eastern door leads to a hallway that senses, knew he could detect any invisible spent a few hours each day here when he
provides access to the other rooms of this creatures in this room by smelling them. lived in the citadel, to relax and compose his
level. thoughts. Frequently the First Protector
Under the bed is a long, thin box contain- was invited to use the room. The window in
~~ ing part of his wealth-400 gp, 100 pp, and this room has a glassteel spell on it.
300 gems worth ten gp each. The dresser
The hallway is paneled with the same has five drawers, all of which appear to be ~~ ~
rich wood found in the den. The floor is empty. The two bottom drawers have false
carpeted with a thick brocade that has bottoms, however. In one false bottom is a The walls, floor, and ceiling of this room
gold and silver threads running through small diary, detailingsome of Krimeah’s ex- are covered with small blue tiles. Set
it. The hallway is lit by magical candles ploits in the vale. It does not mention why into the center of the floor is a large blue
spaced every few feet. There are three he came to the vale or what his goals are, tub filled with warm water. Nearby are
other doors off this hallway. but it talks about his relationships with the two benches and a shelf filled with blue
valley elves, gnomes, tree people, and the sheets and towels. The air in this room is
28. The Exalted Bedroom First Protector, who he says is “the only warm but pleasant, and it cames a hint of
person I believe I actually might love.” The lilac and rose fragrance. Light cheerfully
The Exalted One no longer sleeps here, but other false-bottomed drawer contains four streams through a window and reflects
he continues to use the room to store some burned-out ioun stones and a key to the li- off the furnishings.
of his possessions. The door to this room is brary.
locked and has two wizard lock spells on it. 31. The Exalted Closet
To get inside, a character would have to cast The chest contains dozens of robes,
passwall or dimension door through the cloaks, and slippers, none of which are mag- The doors to this room are locked and
wooden door, use something like a potion of ical, but all of which are well-tailored and trapped with fire trap spells. Anyone within
gaseousform to slip through a crack, or cast made of expensive material. The bed con- a five-foot radius of a door when it opens
knock or dispel magic twice to negate the sists of a large, circular feather mattress,
spells. Further, the mechanical lock must which is very soft and extremely comfort- suffers ld4 +19points of damage (success-
also be dealt with. The room has two win- able.
dows, both of which have glassteelspells on ful saving throw vs. spell for half damage).
them. The secret door to room 29 is locked but The Exalted One kept most of his wardrobe
not trapped. in this large closet. Many garments still re-
This black room has been unused for a main. He did not believe that any tres-
long time. Dust covers the floor and fur- 29. Mirror, Mirror Room passers would be especially interested in
nishings like a thin blanket, and cobwebs stealing his clothes. He just has many spells
hang from the ceiling and the canopy of this room. The floor is white wood, available to him and decided to cast fire trap
above the bed. But the room does not probably birch, and it is covered around spells on the rest of the doors on this level,
smell musty. Indeed, you cannot smell the edges with luminous moss which including the secret doors.
anything in here. Light streams softly
into the room through two tinted win- There is nothing in this room other than the This room is a large closet. Each wall
dows. A large, circular bed dominates mirrors. The Exalted One, always con- contains a bar from which dozens of
the room; it is covered with a dusty black robes are hung. A shelf above each bar
holds stacks of hats and shoes. The
northern wall is interrupted by a door

58

that has a full-length mirror attached to the area. Many of them were taken from large cushioned rocking chair, and two
it. This room, which is big enough to merchants’ wagons by valley elf patrnk and braziers, one on each side of the chair.
serve as a bedroom or living space, has altered to fit the Exalted One.
an unusual odor to it. It is lit by what is Both the doors to this room have fie trap
obviously a continuallight glass bulb that There are 12 pairs of boots, six of which spells cast on them, as explained in the de-
hangs from the ceiling. obviously never have been worn. And there scription of room 31.
are 22 hats of assorted styles, none of them
If the PCs inspect the clothes, they note the traditional pointed wizard hat. Krimeah came here when he needed to
that the materials used are velvets, rich muse and when he desired natural lighting
brocades, satins, silks, heavy weaves they If the PCs search the garments, they find over that given off by the luminous moss
have not seen before, and other fabrics with two small sacks filled with spell components and objects with continual light spells. Kri-
(any PC wizards note that they are for the meah never allowed anyone else in this
textures. AU of the material is expensive, spells lightning bolt, cone of cold, room, not even the First Protector. The
invisibility, and fly). In addition, there is a chair is magical and enables whoever sits in
and the workmanship is exquisite. Not all wand of magic missileswith four charges it to hear the sounds outside the glassteeled
the clothes are the same size, which may remaining. This wand cannot be recharged. window. The magic works only in this
lead the PCs to believe they are the clothes There are no clothes within eight feet of the room; taking the chair out of the room ne-
of more than one individual. They are all doors leading from the closet. The PCs do gates its magical ability. Krimeah enjoyed
Krimeah’s, but some were tailored to vari- not notice this unless they specifically ask listening to the birds who lived in the trees
ous guises, accounting for the different about the placement of the clothes. just beyond his citadel and would often
sizes. It is possible some of the PCs will be spend several hours here each week study-
able to wear the clothes. 32. Musing Room ing their sounds and trying to discern pat-
terns and a their form of communication.
There are a total of 46 outfits in here-an Light cascades in from the window,
enormous wardrobe by almost anyone’s bouncing off the light yellow walls and
standards, but only about one-sixth of the the white floor and ceiling. There are
Exalted One’s wardrobe. He keeps these few furnishings in this room-a half-
clothes here because he considers it safe dozen large throw pillows on the floor, a
storage. Some of the clothes were acquired
on several expeditions to cities throughout 59

33. Castles on Parade crushed and their metal limbs are scat- tle, like the first one, separates by level.
tered across the table top. Each level has miniature furnishings and fig-
Five large tables, each displaying a cas- ures. On the top level are miniatures of the
tle and miniatures, stand in this room. The Exalted One, combining his love of art First Protector and Krimeah. Characters
The castles are each different and are with his interest in history and displayinghis looking at them notice the male figure is the
very detailed. (Continue reading only if own desires, created the miniatures in this same as the one watching the other minia-
the players are interested in the minia- room. It took him severalyears to complete ture castle being built.
tures.) One castle is made of wood and these five tables. He is working on other
stone and is surrounded by a stone wall miniature tables in his present home. He did This castle has four levels and a base-
with parapets. Miniature figuresin chain not want to move these for fear they would ment, which is revealed if the first level is
mail carrying swords and spears appear be damaged. lifted. The basement consists of five empty
to be storming the castle. However, rooms and four rooms filled with assorted
miniatures armed with bows along the Astute players can pick up quite a bit of monsters-grists, grivelings, bugbears,
parapets are taking aim. Each miniature informationabout the Exalted One from this and puddings. The largest room contains a
is intricately painted, and each is slightly room. The castle described on the first ta- miniature hydra and a wooden chest that is
different. ble is similar in construction to the citadel three inches long, two inches wide, and two
the PCs are in. The castle’s floors can be inches deep.
At another table the castle is smaller, lifted apart, showingthe rooms inside, com-
probably only two or three stories high. plete with furnishings. If the PCs have The chest is trapped with a ward that
The drawbridge is down and a brightly mapped the citadel, but not found all the se- works similar to a shockinggrasp spell, de-
painted procession of finelydressed men cret doors leading to some of the rooms,
and women are walking across it. this will help them. In addition, the minia- livering ld8 +19 points of damage to the
Around the castle are moss and minia- ture castle shows a fourth floor, which
ture trees, all apparently made from fab- should give the PCs a clue that there is an- person opening the chest. There is no sav-
ric. A third castle is under construction. other floor. ing throw. Inside the chest are a dozen am-
Wooden scaffolding and pulleys with ethysts (each worth 100gp),three flawless
string to represent rope are along the The second castle is pictured in one of the emeralds (each worth 5,000 gp), and two
castle’s walls. Miniature men, painted to history books in the library downstairs. It is flawless star sapphires (each worth 5,000
look like they are sweaty and dirty, are of the first ruler of Bissel, the castle long gp). Krimeah has plenty of gems and
mortaring stones into place. In front of since crumbled in ancient battles. The first wanted to put a handful of them in his minia-
the castle a man with a long blue robe coat of arms of Bissel, which has changed ture castle to complete the look.
and dressed in blue and green surveys only slightly through time, is displayed on
the scene. A small boy, similarly the front of the castle above the main entry. The h a l castle is the home of the ruler of
dressed, stands in front of him, a crown This castle cannot be taken apart. the Great Kingdom, which is evident by the
extended to the man on a pillow. A large Great Kingdom coat of arms on the castle’s
green dragon, with metallic scales, lies The third castle, which is being built, is a front. Krimeah damaged the castle for ef-
on the front lawn; an elf standing beside place like Krimeah wants to someday build fect and to work out some frustrations. He
it is grooming it. for himself-after the threat of the Great has no actual plans to destroy the real cas-
Kingdom’s spies no longer exists. PCs tle. This castle does not separate. PCs who
The forces at the fourth castle, the looking carefully at the miniatures con- examine it can tell that not as much effort
largest castle in the room, are preparing structing the castle find gnomes, mountain was spent on this diorama.
for war. About a hundred miniature sol- dwarves, valley elves, and humans (tree
diers, all in uniform, are assembled in people). The green dragon, much larger in Both secret doors to this room are locked
the castle courtyard. A large, muscled scale than the dragon Krimeah has and have fire trap spells, as explained in the
figure in a uniform decorated in gold charmed, represents an older version of description of room 31.
stands in front of them. A dozen other that dragon. The miniature surveying the
miniature men are carrying swords and scene and being presented the crown de- 34. Vacant Room
daggers, one of the miniatures is extend- picts the Exalted One as he really looks, not
ing a sword to a soldier. In the castle’s in one of his many visages. The boy handing This is an empty room that was never used
windows, beautiful women are seen him the crown is Krimeah as a youth. by Krimeah. He had plans to turn it into a
waving handkerchiefs and crying. small library, putting his most precious
The fourth castle, which is built on a low books here. However, he decided to move
The fifth castle is in ruins. Two walls before realizing that plan. The secret door
are scorched, the miniatures next to hill and shows an army preparing for battle, off this room is locked but not trapped.
them are melted, and the ground and
trees are burned. Only one wall is un- is the finished version of the castle on the 35. Vacant Room
damaged, but the figures next to it are third table. However, characters would
have to examine them to note the similari- This room looks cold and uninviting. The
ties and spot the emblem of the Vale of the plastered walls are unpainted and cov-
Mage, a duplicate of the emblem displayed ered with dirt and cobwebs. The floor,
on the shield in the trapped room. This cas- made of unfinished wood, has a thick

60

I ” .. n

Area H-The Secondcoating of dust upon it. Light dimly filters

through cobwebs and dust on the win-

ITeleporta1dow pane.
The crocodiles attack groups with eight
or fewer members, and are especially fond
of gnomes. The crocodiles are sly, moving
slowly along the riverbank or along the land

The window has a glassteel spell on it, and The glade is large and inviting. It is al- near the river, hoping to surprise their prey.
the room has a vacancy spell on it. Charac- most 50 yards across and is ringed with The usual tactic is to circle the prey and
ters examiningthe room actuallydo find dust yellow and blue wild flowers that sweetly then close in for the kill. The kill results in a
and cobwebs, as the room has not been used scent the air. The grass in the glade is frenzy, with the crocodiles fighting among
for a long time. However, the dust they find short and thick. Butterflies and other themselves for the victims. If the PCs send
is not as thick as it appears to be in the room. winged insects dart across it in an unre- a scout ahead, and the scout is attacked by
Only characters inspecting the room would hearsed ballet. They do not fly near the the crocodiles, the characters likely hear
notice this. The only object in this room, far end of the glade, where a shimmer- the attack, as branches snap, tails slash,
which is masked by the vacancy spell, is a ing, rectangular patch of air floats a few and their friend screams in surprise or pain.
stairway that leads up to the ceiling. There is inches above the ground.
no trap door or other access to reach the If the PCs are traveling in this area and
fourth level beyond, however. The PCs have This is the second teleportal in the vale. It is are taking steps to be cautious or survey
to cast a dimension dooror a passwall spellto linked to the teleportal in area E and oper- the land, they note branches broken about
get through the ceiling. The ceiling can also ates just like that teleportal. Creatures pass- ground level, animal tracks, the broken
be broken through, but it would take a total ing through the shimmering area are bones of small- and medium-sized animals,
of four man-hours of back-breaking work transported to area E. Creatures passing and perhaps a rusted dagger or a few ar-
with a pick and sledge hammer. through the teleportal in area E are tele- rows. This should tip them off there are
ported here. Krimeah used the teleportals to predatory animals in the area.
Fourth Level move quickly across a portion of the valley.
Crocodiles (18):AC 5; MV 6, Sw 12; HD
3; hp 20 (x 6), 15 (x 6), 12 (x 6); #AT 2;
Dmg 2d4/ld12; SA nil; SD -2 penalty to op-

36. Observatory Area I-Crocodile ponents’ surprise roll; AL N; THACO 16

You have come out onto the roof of the Kingdom A small group of giant crocodiles moved into
citadel. The valley stretches out on all this area only a few days before the PCs got
sides in a breathtaking scene. You can This area of the glade is claimed by a group here. They lair about two miles west of the
see the trees rustle below you, but you of crocodiles who primarily eat the smaller other crocodiles. None of the valley resi-
do not feel the breeze from your vantage animals in the glade and the fish and reptiles dents know about these new inhabitants. In
point. in the river. Occasionallythey feed off valley the short time these crocodiles have been
elves, gnomes, and tree people who care- here, they have discovered a liking for
This was Krimeah’s favorite spot because lessly wander through this area alone. In apes, attacking the simians when they come
he could watch the stars at night and in the turn, crocodiles wandering from their group to the river for water. These crocodiles also
day look out across his valley. The room has are quickly dispatched by valley elves, prey on other mammals in the vale, and
a permanent invisjbillity spell on it, and the gnomes, and tree people, who use the ani- have eliminated a jaleeda bird that came too
walls and ceiling of the room are all glass, mals for meat and their hides for household close in an attempt to frighten them away
with glassteel spells on each side and on the items. from its territory. These crocs do not go out
ceiling. When Krimeah came up to this of their way to attack people, but if people
room he would turn himself invisible to safe- The crocodiles do not bother the valley walk into their area, they do not refuse the
guard against spies and curious valley resi- patrols, which are usually in excess of 12 meal.
dents. This room also can be found if the members. Although the animals probably
PCs climb up to the roof of the citadel and could handle some of the patrols, they have Giant Crocodiles (7): AC 4; MV 6, Sw
walk around it. However, it would be very learned through experience that attacking 12; HD 7; hp49,43,40,34,30,27,26; #AT
difficult, if not impossible, for them to get large groups is costly. Feeding off animals, 2; Dmg 3d6/2d10; SA nil; SD - penalty to
into the citadel this way. fish, and reptiles is safer and just as filling. opponents’ surprise roll; AL N; THACO 13
However, if the PCs walk in this area, they
are considered fair game unless they have a The player characters can find nothing of
group of valley residents with them. Many value around the crocodile lairs. However,
of the valley residents know about the croc- the skin of the crocodiles is valuable to mer-
odiles and stay clear of this area if in small chants and, if properly removed, could be
numbers. The tree people are rarely con- sold in any city,
cerned about the crocodiles, and usually

travel in the trees in this area rather than

along the ground.

61

Kenku Adventurers Kenku (8):AC 5; MV 6, F118 (D); HD 5; a bolt down near the PCs. The shaman
hp 34 (x4), 29 (x4); #AT 3; D ld4/ld4/ld6; makes another attempt to get the PCs to
This can be used as an optional encounter. SA spells; SD spells, thief abilities; MR surrender. If the PCs surrender, four of the
The player characters are not the only ad- 30%; AL N; THACO 15 kenku in native garb come forward to strip
venturers who have slipped into the valley. the PCs of valuables, while the fifth kenku
A party of kenku, most of them leaders of All of the kenku have 4th-level thieving uses a phantasmal force spell to create the
kenku groups, made its way over the Bar- abilities. In addition, these kenku can cast image of a force of spear-wielding natives,
rier Peaks, flying most of the way, and only magic missile,phantasmal force, and web mingling among the real kenku to reinforce
stopping in the peaks to rest. They were once per day. In addition, they can become the surrender.
able to evade a patrol of mountain dwarves, invisible at will and can once a day cast call
and were fortunate not to encounter any of Iightning. They have a 50% chance of pass- It is possible the PCs, or at least some of
the giants in the peaks. ing for human. them, try to disbelieve what is happening,
which could effect the outcome of the
Unfortunately for the kenku, they encoun- The player characters are likely to be sur- encounter. The kenku, using their invisibil-
tered some of the creatures in the vale-a prised by these kenku, which have been ity as long as they can, fight to kill the PCs
group of carnivorous apes that took them by staying invisible to avoid the large preda- only if they are in jeopardy. If the kenku be-
surprise and lessened their number, and a tors in the area, particularly the green come seriously injured, they turn invisible
few of the giant crocodilesthat also surprised dragon they saw lumber by. However, if the and fly away. The kenku cannot communi-
them and cut their number further before the PCs are checking the area for tracks or cate with the PCs other than by hand signals
survivors fled. When they took to the sky, other signs of habitation, they notice the and gibberish bird-like noises. A tongues
they spotted a jaleeda bird and decided to re- tracks of the dragon and the broken spell will not help matters, but any form of
main on land for a while. branches and bent small trees that marked telepathy will work.
its passing. It is possible the PCs will expect
The kenku entered the valley because to run into the dragon and are on the alert. If the kenku are successful in taking
they had heard some of the tales of platinum riches and weapons from the PCs, they turn
pieces and gems littering the bottom of The kenku notice the PCs unless the PCs invisibleand fly away, satisfied they exacted
stream beds, and they had to learn for are also invisible or are using some other some revenge for their dead fellows and ac-
themselves if the stones were true. They form of magic to hide themselves. The cumulated some wealth. The kenku do not
first tried to enter the valley at the opening kenku, still remaining invisible, surround take all of the PCs’ weapons, as they do not
by the Dim Forest, but they noticed a patrol the PCs and begin their assault. They com- want to leave the characters defenseless in
and decided to go over the Barrier Peaks in- municate telepathically, and therefore are the valley.
stead. The kenku know nothing about the aware of each others’ presence and actions.
Exalted One or the defenses and magic They begin by having one kenku cast a web If, however, the PCs are victorious and
used to keep trespassers out of the vale. spell on the PCs, trapping as many as possi- kill some or all of the kenku, the kenku are
The kenku were only interested in the sto- ble. Another kenku casts a phantasmal discovered for what they really are rather
ries about the wealth. force spell-an image of the green dragon than as their disguised human forms. Each
they saw. A third kenku waits until some of kenku carries 100 gp total in a combination
Now that only eight of them remain, they the PCs begin to get out of the web and of platinum, gold, and silver coins. If the
are angry. While most adventuring parties casts a web spell that seems to come from PCs are able to capture a kenku, the
might cut their losses and retreat, the the dragon. Although the kenku turn visible kenku-with its limited communication
kenku have decided they are going to get each time they cast a spell, they can turn in- ability-attempts to explain how the kenku
back at the valley and the creatures in it to visible again because it is an innate ability. got into the vale, how their numbers were
gain revenge for their fallen brothers and to When they are visible for a brief period, cut down, and why they attacked the PCs.
get rich before they leave. They are un- they appear as humans, not wanting to give The kenku’s pride does not allow it to beg
aware of the valley patrols, having acciden- away the fact they are kenku. for its life.
tally avoiding all of them.
Further tactics include casting additional If the PCs search the area after the con-
If the PCs come upon this section of the web spells (up to three more) to keep the frontation, they find traces of a campfire and
vale, they automatically become targets of PCs in place, and using another phantasmal the charred bones of small animals that
the kenku unless the PCs have with them a force spell to create an image of a powerful- were cooked in the fire. It is obvious the
group of valley residents. The kenku attack looking native shaman. The shaman walks kenku were camped here for a few days.
if there are 15 or fewer in the PCs’ party. toward the group, using signals and kenku
gibberish to attempt to communicate that Area J-Shrine to
fUNPCs, such as valley elves or other val- the PCs should surrender and throw down Ehlonna
their valuables. If the PCs persist in attack-
ley residents (excludingthe Exalted One or ing, a kenku casting three magic missiles This garden appears sculpted, as if hu-
the First Protector) fall victim to the appears in human guise and attacks a man or demihuman hands had worked
kenku’s tactics. sturdy-looking PC. If the sky is overcast, a
kenku or two will use callIightning, bringing
The kenku do not want to kill the PCs,
merely subdue them, take their wealth, and
then ransom them to their friends and rela-
tives.

62

the trees and bushes to grow in artistic ject to the magical effects. No saving throw Area K-Javan River
formations. Vines covered with pink is allowed. Waterfall
flowers grow up the small, shaped trees.
The grass in the garden is short com- The magical spring was discovered by The scene before you is awe inspiring.
pared the grass that grows elsewhere in three valley elf clerics who each drank from The Javan waterfall cascades over the
the vale. It appears trimmed and it and believed it was created by their god- Barrier Peaks, thundering into a large
weeded. Toward the center of the gar- dess, Ehlonna. The gnomes, who also wor- pool at the base of the cliffs. This is the
den, benches made of sculpted stone cir- ship the same deity, were quick to believe headwaters of the Javan River that runs
cle a stone statue and a small bubbling the valley elves’ explanation and agreed to throughout most of the valley and the
pool. The statue is of a beautiful woman create a shrine at the spring. Valley elves Dim Forest and beyond. The water cre-
holding a bow in her right hand and a and gnomes recognized for bravery or for a ates a mist that spreads over the land
quiver in her left. Small sculpted animals significant contribution to their community around the pool. At the base of the falls,
circle her feet, and a sculpted owl sits on are sent here to take a drink from the rainbow patterns dance across the top of
her shoulder, its wings spread wide. spring. The demihumans know to take only the pool. Small animals drink from the
one drink, as a few greedy valley elves pool, and colorful birds fly through the
A group of valley elf and gnome clerics cre- were witnessed to have taken multiple mist, cooling and cleaning themselves.
ated this shrine to Ehlonna after discover- drinks from the spring and died in miniature
ing the magical spring. They considered the explosions (potion incompatibility). It is up to you, the DM, whether the Ex-
spring a gdt from Ehlonna. Grivelings, at alted One has his fortress in place behind
the request of the clerics, sculpted the The spring radiates an aura of alteration the falls or if he is in the vicinity.
benches and the statue. A korred, who was magic. If a PC drinks from the spring, con-
paid well by the clerics, refined the statue sult the following table by rolling ld20 to de- Red Morgan and Tracy are at the falls,
into a work of art. Elves and gnomes use termine the potion effect the imbiber hiding in the foliage inside the mist waiting
this area to worship Ehlonna. There is a experiences. There is a 5% chance that the for the Exalted One. If the PCs visit the falls
10% chance that a group of ld12 valley effect is permanent, otherwise the effect before going to the citadel, only these two
elves, a group of ld8 gnomes, or a mixed lasts for ld4 days. If a PC drinks from the from the necromancer groups are here.
group of ld6 valley elves and ld4 gnomes is spring more than once during the ld4 days, However, if they visited the citadel first and
here worshiping when the PCs come upon consult the Potion Compatibility table on confronted the four necromancers there,
the scene. page 141of the Dungeon Master’s Guide to any surviving necromancers are here with
determine the results. Red and Tracy. The status of the evil party
The worshipers attempt to learn the depends on how quickly the PCs come to
characters’ deity. Characters answering Spring of Ehlonna Effects the falls after the citadel. If the evil NPCs
“Ehlonna” are permitted to stay. Other had time, they would have healed them-
characters are told to leave this sacred D20 RollResult selves and slept to regain spells. The spells
place. The worshipers fight if the PCs do 1 Clairaudience they have available thus depends on how
not willingly leave, with one or two of them 2 Clairvoyance soon the player characters amve.
running to the nearest village to announce 3 ESP
the intruders. The PCs’ wisest move is to 4 Diminution If only Red and Tracy are at the clearing,
wait for the worshipers to leave and then 5 Fire Breath they seek to take on the PCs, believingthey
explore the garden and spring. 6 Flying can handle the group if they can divide
7 GaseousForm them. Tracy begins the assault with wall of
The spring was not blessed by Ehlonna, 8 Growth fog spell in an attempt to separate and con-
but the Exalted One has no desire to tell his 9 Invisibility fuse them. She follows this by assaulting
people that. The spring was experimented 10 Levitation one group of the PCs with web, fireball, and
on by the Exalted One about two years after 11 Philter of Glibness stinking cloud spells.
he moved into the vale. He discovered the 12 Philter of Persuasiveness
spring, which was little more than eight 13 Plant Control Red, who drinks his potion of invulnera-
inches across, nestled amidst some rocks. 14 Polymorph Self bility before charging in, assaults the other
With the help of a golem, the Exalted One 15 Rainbow Hues group, startingwith any PCs who are alone.
enlarged the spring and used it for an exper- 16 Speed He uses his ring of spell storing to cast
iment. The water was exceptionally pure 17 Treasure Finding spectral hand followed by vampiric touch,
and clean, and Krimeah enchanted it with 18 Ventriloquism which can be cast through the spectral
the use of an alchemyjug, a beakerofplenti- 19 Vitality hand, and enervation. He closes to melee
ful potions, and by exhausting a ring of 20 Water Breathing weakened PCs once the PCs appear to be
wishes. Because of the ring, the effect on badly injured by his and Tracy’s assault. If
the spring is permanent. Any human or de- Consult the descriptions of the potions in he is in danger, he uses wraith form or fly
mihuman who drinks from the spring is sub- the Dungeon Master’s Guide for the de- from his ring to escape.
scription of each effect.

63

Tracy and Red believe the PCs are agents threatening motions with their hands. They Banderlogs (20): AC 6; MV 6, 12 in
of the Exalted One, and they are contident continue to pelt the PCs. If the PCs are not
that by removing these agents the Mage of grouped together but are wandering indi- trees; HD 4; #AT 1; Dmg ld4 +1;SA hurl
the Vale will be easier to deal with. If one of vidually or in pairs in this area, the baboons
the PCs appears to be a wizard of consider- drop on them and begin biting. In 12 min- missiles; SD climbing; AL N; THACO 15
able power, Red believes he might be the utes the entire tribe is gathered.
mage and concentrates on defeating that Area N-Dragonne
character. If the PCs flee the area, the baboons set- Lair
tle down. If the PCs use flashy magic or
If there are additional spellcasters (es- some other show of force that the baboons This is the lair of the only dragonne in the
capees from the attack on the PCs in the cita- perceive as a threat, there is a 90% chance vale. The dragonne’s lair is in a cave in the
del) with Red and Tracy, the entire group will that they flee. If the baboons do not flee, Barrier Peaks. It travels along the peaks
work together to defeat the PCs. The di€fi- they attack the PCs in force. and the edge of the vale in search of food,
culty of the fight depends on the condition of feeding primarily on careless monkeys and
the additionalspellcasters. If the fight involves The people who live in the vale leave the some of the large, slow-flying birds. It has
flashy spells or considerable noise, residents baboons alone, not wanting to be pestered curiously watched the goings on in the vale,
of nearby villages come to investigate (though by the ill-tempered monkeys. such as the dispute between the baboons
it is unlikely that they arrive in time to affect and banderlogs, the patrols of humans and
the outcome of a fight). Baboons (40):AC 7; MV 12,12 in trees; demihumans, and the travel route of the
green dragon, which it detests.
In any event, the necromancers do not HD 1+1; hp 5 each; #AT 1; Dmg ld4; SA
fight to the death, preferring instead to es- The dragonne does not attack the PCs
cape by casting f e i p death or other spells. hurl missiles; SD climbing; AL N; THACO unless the PCs approach its lair or spot the
18 creature and threaten it. Even then, there
If the PCs capture any of the necroman- is a 50% chance in the latter case that the
cers, the necromancers talk in exchange for Area M-Banderlog dragonne flies away.
their lives. If it does not appear they can Land
create a convincing lie, such as working for The mountain dwarves in the Barrier
the Exalted One as a patrol, they tell the These apes are similar to baboons in tem- Peaks know a dragonne lives somewhere in
truth about their plan involving the vale and perament and social organization. Like the this section of the peaks. Since the dra-
the Exalted One. They impress upon the baboons to the west, they do not want their gonne has not bothered them, they leave it
PCs that the Exalted One is considered territory intruded upon. The banderlogs are alone.
evil, powerful, and a threat to the land, and stronger, however, and pose more of a
that their actions would have done nothing threat to intruders, so they do not back Dragonne: AC 6/2; MV 15, F19 (E); HD
but make the area safer. It is up to the down as easily as the baboons. The ban- 9; hp 50; #AT 3; Dmg ld8/ld8/3d6; SA
player characters what they do with the derlogs consider the baboons their rivals for roar; SD nil; Al N; THACO 12
necromancers. fruit and nuts in the valley, thus they drive
the baboons away whenever they come If the PCs kill or chase away the dragonne
Area L-Baboon near banderlog territory. and locate its lair, they find the following:
2,000 copper pieces, 1,500 electrum
Territory These banderlog operate a little differ- pieces, 1,000 gold pieces, 15 gems each
ently than the baboons. While they detest with a base value of 100gp,a potion ofclair-
A tribe of baboons considers this part of the trespassers, includingthe tree people, they audience, and a potion of sweet water. In
valley its property. The baboons chase out all initially watch those who enter their land to addition, the PCs find two shields, each
violators. The only exception are the tree determine any apparent strengths and bearing the emblem of Gran March. The
people, whom the baboons consider another weaknesses. Further, the banderlogs seek shields are old and weather-beaten. They
kind of monkey just passing through. They to divide the trespassers to make them eas- are from the patrol of Gran March soldiers
do not mind other monkeys passing through, ier to handle. A banderlog may rattle a sent into the vale many years ago. The dra-
as long as they do not stay or challenge the branch or drop objects into a bush to dis- gonne did not kill the soldiers, but found
baboons. However, they do not tolerate any tract a group of trespassers. If the group di- these shields near the base of the Barrier
trespass by the banderlogs several miles to vides, with one faction investigating the Peaks and added them to its collection of
the east, whom they consider rivals for the noise, the banderlogs attempt to drive off treasure.
fruits and nuts in the valley. the now-smaller parties.

If the player characters enter this section Their first tactic is to hurl pieces of fruits,
of the vale, they are pelted by nut shells, rocks, and retch plant globes at the in-
branches, rotten fruit, and fruit pits. Within truders. If the intruders do not leave, the
four minutes of the PCs’ intrusion, half of banderlogs move in for the attack. If, how-
the tribe appears in the trees around the ever, the intruders display magic, the ban-
PCs and begins screeching and making derlogs try to keep their distance and
continue to pelt their targets.

64





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citadel 2

Seconb Level


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