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AD&D - WG11 - Puppets (2e) (RPGA) (lvl 2-3)

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Published by Capn_Ragnar, 2023-01-10 01:27:47

AD&D - WG11 - Puppets (2e) (RPGA) (lvl 2-3)

AD&D - WG11 - Puppets (2e) (RPGA) (lvl 2-3)

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

YHAWK@ADVENZURES

Official Game Adventure

by Vince Garcia and Bruce Rabe

Credits Table of Contents

Design: Vince Garcia and Bruce Rabe Introduction ................................ 2
Editing and Development: Jim Lowder The Road to Dyvers ......................... 3
Cover Art: Clyde Caldwell Puppets .................................... 15
Interior Artist: Allen Nunis NPCs ..................................... 27
Cartography: David Sutherland Pregenerated Player Characters . . . . . . . . . . . . . . . 28

Typography: Kathleen C. MacDonald Maps

Keylining: Steve Beck Greyhawk Area Map . . . . . . . . . . inside front cover
Freddie's Camp ........................... 11
Distributed to the book trade in the United States by Players' Map of Crime Area . . . . . . . . . . . . . . . . . 17
Random House, Inc., and in Canada by Random House of DM's Map of Crime Area . . . . . . . . . . . . . . . . . . 18
Canada, Ltd. Distributed to the toy and hobby trade by Typical Inn Rooms ........................ 20
regional distributors. Distributed in the United Kingdom by Bronwynn's Tower . . . . . . . . . . . . inside back cover
TSR Ltd. ADVANCED DUNGEONS & DRAGONS,
GREYHAWK, PRODUCTS OF YOUR IMAGINATION, and
the TSR logo are trademarks owned by TSR, Inc. RPGA is a
service mark owned by TSR, Inc.

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

O1989 TSR Inc. All Rights Reserved. Printed in U.S.A.

Stock #: 9269
ISBN 0-88038-781-5
Price $5.95 US

TSR, Inc. TSR Ltd.

POB 756 120 Church End, Cherry Hinton
Lake Geneva Cambridge CB13LB
WI 53147 USA United Kingdom

TSR, Inc.

PRODUCTS OF YOUR IMAGINATION"

The module you hold in your hands is the The module is designed for four to six RPGA events always challenge play-
combination of two tournaments originally first- through third-level characters. This ers’ problem solvingabilities, allow them
written for competition play for the adventure tests players’ abilities to the to be creative, encourage role playing,
ROLE-PLAYINGGAME ASSOCIATIOn fullest and jeopardizes the lives of charac- and stir players’ imaginations. Player
Network. The tournaments, titled “Pup- ters not played well. Like many RPGA’” characters used in tournaments are de-
pets,” by Vince Garcia, and “At Last, Network tournaments, this adventure signed to give every player an equal
Ravens Bluff!,” by Bruce Rabe, were run combines detective work and role playing, chance of winning; tournament winners
at gaming and science fiction conventions and offers the characters several battles. are selected by how well they role played
throughout the country, including the It also combines wilderness and city ad- their character, worked with the other
prestigious GEN CON@Game Fair in ventures, and emphasizes the PCs’ inter- players, and knew the rules of the game.
Milwaukee. “Puppets,” a mystery-filled action with colorful non-player characters.
city adventure, was first run as a tourna- RPGA Network tournaments are writ-
ment open to Dungeon Masters only. “At The RPGA Network is an international ten by Network members. The majority
Last, Ravens Bluff!,” a cross-country organization of role playing game enthusi- of the tournaments feature the AD&D@
trek, was open only to members of the asts. The Network, which publishes a bi- 2nd Edition game. However, others fea-
Network. So, in effect, this module has monthly magazine and offers members ture horror, science fiction,humor, west-
been play-tested by hundreds of garners. contests and special benefits, sponsors ern, war, and superhero games.
role playing tournaments at conventions
The tournaments are presented here as throughout the world. Network sanc- If you would like to join the RPGA Net-
one module for you to insert into your on- tioned tournaments are frequentlyopen to work, or if you’d like more information,
going GREYHAWK@Adventures campaign the public, so you might consider playing contact the RPGA Network at: P.O. Box
or AD&D@game campaign. It can also be in one at your next gaming convention. 515, Lake Geneva, WI. 53147.
used as a special one-shot adventure.
2 Jean Rabe
RPGA Network Coordinator

P1

DM’s Background Players ’ Background avan. Remember, though, what is done

The player characters are on a journ offered you Jobs as guard , for a caravan is done. All of you have been graced wit1i;
from the Wild Coast, through the Gnarley he was leading from Narwell, a town in
Forest, to the free and independent city the Wild Coast, through the depths of the tl
of Dyvers. They were hired to guard a Gnarley Forest to the city of Dyvers. You
caravan lead by Marcus Ariol. gladly accepted the chance to earn some couldn nave survived ms long 11you aid
not have both.
As DM, you should set the rate that money, and you all looked forward to see-
Marcus offers to the PCs. This should be “In fact, I believe that there must be
based on their renown and so on. ing the thriving city of Dyvers. some powerful force of good watching
Your characters set out upon the trek in over all of you. You have survived when
The caravan left the town of Narwell tough, seasoned warriors have died.
good spirits, guidingMarcus’s three wag-
some days ago, and the trip through the ons of salable cloth and ship building sup- “Because I believe you destined for
Gnarley Forest has not been a pleasant plies, along with twenty travelers who some good deed, I have cured you with-
one. Others travelers who wished to sought your protection on the road to out cost. I usually charge those who do
move to the bustling city of Dyvers from Dyvers. In all, eight wagons made up not worship St. Cuthbert for all curative
the Wild Coast-some twenty people in your group. The trip to the edge of the spells.
all-were along for the trek; most of forest was uneventful, but once you set
them died on the road, the victims of as- foot inside Gnarley Forest, the trouble “In any case, I wish.you to continue on
saults by bandits and monsters. The PCs started almost immediately. to Dyvers with me. I am going to take
and a female human cleric, Marya what little of Marcus’s goods into the city
Darkeyes, are the only survivors of the It has been a long and remorseful trip I can; there, I can recover some money
ill-fated caravan. since that time, and Dyvers seems far- for Cuthbert’s church. I will also take his
ther away now than it did the day the car- body to church in Dyvers for proper bur-
For Marya’s game stats, see the sec- avan set off on the journey to the ial rites. I hope you will accompany me.
tion detailing the module’s major NPCs. wondrous city. You have been a part of
and witnessed great feats of heroism and “I willpay you what Marcus promised.
The adventure begins in the depths of bravery, but now only you, your friends, If you leave now, I can only offer goods in
the Gnarley Forest, still days away from and Marya Darkeyes, a cleric of St. payment. If you come to Dyvers with me,
Dyvers and civilization. Since the other Cuthbert, remain alive. my church will pay you in gold. What is
travelers are dead, the PCs may salvage you decision?”
what they can from their wagons, though The road through the forest has been
Marya will protect Marcus’s goods. It deadly. The latest and most foul attack on Since your characters are closer to
should be clear that the road to Dyvers is your caravan came at the hands of ban- Dyvers than any other civilized town or
the quickest way out of the forest and to dits. The few remaining travelers from city, you’ll probably decide to followMar-
safety. the Wild Coast and even Marcus Ariol, ya’s advice. She can certainly be helpful
the caravan leader, perished in the fight. to the party if you’re attacked again, and
As noted below in the Players’ Intro- gold is probably more valuable to your
duction, Marya will suggest that the PCs It was a tough battle, but you drove the characters than a few bolts of cloth.
accompany her to Dyvers. Lawful Good surviving brigands off-for now. Marya
characters should readily take up the sug- and any other clerics in the party have You decide what to do next as the
gestion that the party get Marcus’s goods been busy for the last few hours, healing twenty-first day of your characters’ trek
(cloth and some ship building tools) to the wounded amongst you. Surprisingly, to the free city of Dyvers ends. After
market, then send the money they make however, your characters came out of the your decision, the party will get a restful,
back to a church in Narwell-as Marya deadly conflict intact. None of you have uneventful night of sleep, then set out to-
suggests. (Marcus and Marya worship suffered more than minor wounds, ones ward Dyvers, probably in the company of
St. Cuthbert.) easily cured by a cleric. Marya of Cuthbert.

In any case, the PCs will probably de- After you’ve all had a chance to rest, It is summer in the Gnarley Forest, and
cide that the easiest road for them leads Marya Darkeyes gathers you together it willrain every third day of the trip. The
to Dyvers, even if they don’t offer to and begins to speak: caravan of wagons (all with hardwood
travel there with Marya. If they are inde- roofs over the back) you set up early the
cisive about where they should go, the “I know that all of you must now be next morning consists of only four wag-
adventure will soon draw them toward thinking that you would have been much ons. Marya will take a wagon for herself,
the free city anyway. and your characters can arrange them-
traveled with the car-
selves where they wish on the three re-

maining wagons.

3



Day 22: Mistaken Identity ning bolt is going to be cast at the undead-or one of the two sides is
wagon. He will offer to help someone wiped out.
beautiful. It is one of those mornings down from the wagon, but then he will
when it feels great to be alive. How- ride away about twenty yards. If the encounter ends peacefully,
ever, it is only a short while after you Krendel will pay the PCs for their trou-
begin to travel once again that you Unless the player characters immedi- ble and ride back toward Narwell, a bit
hear horses approachingfrom behind. ately comply with the armored pala-
din’s demands, it is going to be nearly confused and sorry that he bothered in-
Two rounds pass before the characters nocent travelers.
see the mounts and riders approaching. impossible for them to prevent Jarna
The PCs will have an additional two from blasting the wagon. However, the Lord Krendel
rounds to take any actions they desire be- bolt will be so aimed that it strikes the Male Human Paladin (5th level)
fore the horsemen reach them.
wagon and not the PCs. PCs insisting Str: 17
As the riders approach, you can see on staying on the wagon will take ld6 Int:
that the person in the center of the 15
three horsemen is armor,ed in fullplate damage for each round they remain on Wis:
and wears a red and white surcoat. His Dex: 14
mount is in chain barding and sports the wagon while it burns. Con: 16
colors that match its rider’s. The per- Krendel and friends will talk to the Cha: 17
son to this man’s left is wearing a AC: 17
bright orange robe with black trim and characters only after the wagon has THACO: -4
a fullhood. The person to the right of been destroyed, and then only after he Hit Points: 15/12 with long sword
the armored man wears a dust-soiled Alignment: 40
white surcoat over chain mail. has attempted to detect evil in the area. Lawful Good
(He will not discuss anything with evil
The riders do not seem to have their characters.) The paladin, Jarna, and Equipment: Full plate, +2 shield, + 3
weapons drawn, but the person in the long sword, dagger, warhorse (24 hp)
orange robe carries a staff. The man in Jon of Pholtus will defend themselves, with chain barding and equipment.
plate armor is urging his horse on against any attacks the PCs launch,
faster at the sight of your wagons. All but will not try to harm the player Krendel is the unofficial leader of a mis-
three continue to ride toward you.
characters. sion from the good worshipers of
The riders are followers of the god Pholtus to combat vampires. He is a
Pholtus of the Blinding Light. It will take After the commotion caused by the
Lord Krendel, their plate-armored attack on the wagon dies down, Kren- formidable warrior when facing what
leader, 3 rounds to catch the caravan if it del will inform the PCs that the wagon he believes to be the undead or their
is moving slowly or stopped. It will take pawns. In fact, his desire to destroy
him 8 rounds to catch the wagon if it is had to be destroyed because there was a vampires is excessive-as the heroes
moving at top speed.
vampire hiding within it. He informs soon learn. For the past six months he
Without any greeting, Krendel will ride the PCs that he and his friends are vam- has been moving up the Wild Coast,
up to one of the wagons that the PCs are
riding in and demand that everyone get pire hunters. They have been following following the wagon the PCs are now
off of the wagon. the wagon all along the western edge of using. Krendel cares greatly for Jarna
Woolly Bay, from Highport to Nanvell. and will lay down his life for her should
Jarna, the orange-robed mage, will he need to.
move within range of her lightning bolt A search of the wagon reveals
spell (100yards) 2 rounds after Krendel nothing-no skeleton, no evidence of a Jarna
demands the PCs’ cooperation. She vampire’s presence at all. Female Human Mage (6th level)
cannot hear anyone at the wagons be-
cause of the distance (unless they are What the PCs don’t know is that the Str: 11
shouting very loudly). She will wait 2 wagon was being used by a vampire Int:
rounds after this to gauge the PCs’ reac- Wis: 18
tion to Krendel before casting her light- (who is still in Narwell). A family who Dex: 17
ning bolt spell. was traveling with the party earlier Con:
Cha: 9
If the PCs refuse to leave the wagon bought it from a slave of the undead AC:
by the second round after Krendel’s first creature, who knew Krendel was on his THACO: 15
demand, he will tell them that a light- master’s trail. Hit Points: 13
7
Still, Krendel is obviously a bit mad, Alignment: 18with staff
and his followers believe whatever he 20
Lawful Good
tells them. Nevertheless, he offers to
pay the PCs for the wagon and any lost Equipment: +1 staff, bracers of defense
gear. He will make reparations in gold.
AC: 7, fully equipped medium war-
If this incident cannot be settled horse (16 hp).
peacefully, the PCs will find Krendel,
Jarna, and Jon formidable foes. If the Spells:charm person, magic missile (x2),
PCs attack after the paladin explains his
sleep, mirror image, web, lightning bolt,
mission, the Pholtus worshipers will as- and protection from normal missiles.
sume the PCs’party is in league with the
undead they seek to destroy. If Krendel
is attacked and jumps to that conclu-
sion, he and his allies will fight the PCs

until they forswear any ties to the

5

-I(

Jarna is a devout follower of Pholtus. Two through the leafy canopy overhead. It Equipment: long sword: + 2 / + 4 us
months ago, she was assigned to help white dragons, bracers of defense AC:
Krendel find the vampire who was using feels good, comforting, warm upon 6 , boots of elvenkind, 2 potions of
the wagon. She and Krendel were good your skin. Several carefree days have extra-healing, short bow & 20 arrows, 2
friends before this official assignment, daggers, 17 gp, 34 sp, and a giant goat
but she is in love with him now. Jarna is passed as you draw yet nearer to your mount.
seven years Krendel’s senior. She hopes destination.
that upon their return to their home, the Giant goat: AC 7; HD 3+1; Hp 16;
lord will marry her. You are admiring your natural sur- #AT 1;Dmg 2-16; MV 18; THACO 16.
roundings when, to your astonish-
Jonof Pholtus ment, six halflings with small bows Talf is the leader of the halfling war band
Male Human Cleric (4th level) jump out on the path ahead, blocking that is searching for the orcs. He likes to
act like a mighty warrior, and he is
Str: 17 your way. Their bows are pointed to- rather brave. Should his men be at-
Int: 10 ward the ground, and each little per- tacked, Talf will mount his giant goat
Wis: 18 (hidden off the path at the start of the
Dex: 13 son has an arrow fixed on bowstring. encounter)and act as a decoy to lead the
Con: 12 They are about200 feet from the front humans away from his party if possible.
Cha: 16 of the caravan. A taller halfling with
AC: shoes and gray leather clothes runs to If questioned, the halflings will reveal
THACO: 2/-2 vs. missiles the center of the road and halts before that there are a dozen or more orcs
Hit Points: 16/14 with mace roaming the area. The orcs follow a
Alignment: the others. leader named “Freddie.” The halflings
20 “Stop right where you are,” the will take whatever help they can get
against the orcs, and they will be espe-
Lawful Good taller halflingcries. The other halflings cially happy if the PCs agree to accom-
pany them in a short search of the area.
raise their bows. “We want to search
your wagons before you may pass.” The halflings will offer whatever mea-
ger treasure they have with them, as well
Equipment: +1 chain mail, + 1 / + 4 After a moment, if the PCs have not re- as whatever they find with the orcs. If
shield us. missiles, +1 mace/+2 us. acted to Talf‘s heroic stand, another half- that doesn’t work, the halflings’ leader,
undead, a fully equipped medium war- ling explains sheepishly that they are Talf, will appeal to the PCs‘ honor.
horse (15 hp). looking for a band of orcs that attacked
their village a short time ago; they simply If the PCs decline to help, the half-
Spells: cure light wounds (x2), detect want to know if the travelers have seen lings will walk away dejected, kicking
magic, protection from evil, aid, find any orcs. Talf, his melodramatic pose ru- at the dirt. Talf will mutter something
traps, hold person, k n o w alignment, si- ined, will sullenly confirm this to the PCs. about human (or elven, or dwarven)
lence 15’ radius. courage as he wanders off with his men.
After the PCs explain that they haven’t
Jon is an important priest in a temple to seen any orcs, the halflingswill tryto enlist If the PCs agree to help, they will
the adventurers, aid in tinding the orcs. have to leave the relative safety of the
Pholtus, one that is frequented by road to join the hunt. Marya Darkeyes
good-aligned characters. He is the spir- If greeted hostiley, the halflings willfire will not leave the wagons and Marcus’s
itual leader of Krendel‘s group and is warning shots at the PCs. The halflings corpse, however. She will wait for the
pretty tired of chasing the vampire all want to fight orcs, not humans. PCs to return.
over the country. For two long months
he has helped Krendel trail the undead Halfling warriors (6): AC 7; HD 1-1; Hp DM Note: Encounters after this are in-
creature up the Wild Coast. Lady Jarna 5; #AT 1or 2; Dmg 1-6; MV 9; THACO dicated by a number and then either an
is getting tired as well, but she travels 19 sword116 bow. “a”or ”b.”All ”a”encounters are used if
on without complaining. Jon is relieved the PCs help the halflings in their search
to see the wagons (and some people The halflings wear leather armor and for the orcs. The ”b” encounters are to
other than Krendel and Jarna) and will use short bows and swords. They each be used if the PCs do not volunteer to
readily help the PCs when he can- carry 12 sp. help the halflings. If the players are
once he‘s sure they‘re not in league with moving too quickly through this part of
the vampire they‘re chasing. Talf the Daring the adventure and need more of a chal-
Male Tallfellow Halfling lenge, use both ”tracks” of encounters
Fighter/Thief (4th/5th level) to keep them occupied.

Day 26: The Little People Str: 17

since Lord Krendel’s attack. Today, Int: 15
the afternoon sun is streaming down Wis:
Dex: 12
Con:
Cha: 18
AC: 17
THACO:
Hit Points: 12
Alignment: 2

14 with sword or bow
34
Neutral Good

6

Day 27a: Patrol Bogs Goblins (7): AC 6; HD 1-1;Hp 4;#AT 1; The figure is floating as it walks, and
Dmg 1-6; MV 6; THACO 20; AL LE. any physical features that it might
After leaving the road and Marya have are masked by the flames that
Darkeyes with the wagons yesterday, The orcs use crude short swords and cover it. It is humanoid and stands
you have only seen boot tracks. The have wounded the halflings who raced over 6 feet in height, about 80 yards
halflings say that they were made by into your camp with their slings. Each orc from the camp.
the nasty orcs who attacked their vil- has 12 sling bullets and 11sp.
lage. Travel through the trees and un- Freddie McKruger
derbrush has not been as rough as you These creatures have been taught about Leprechaun
thought it would be. magic and its effects, so they will
counter any spells cast if given a chance. AC 8; Hp 4; AT# 0; Dmg Nil (illusions);
It is now evening and the halflings For example, they will try to wake mem- MV 15; THACO 20; AL LE; Magic re-
have left in three groups of two to bers effected by a sleep spell. If the
search for a good campsite. Talf is still characters kill more than 10 orcs and sistance 80% .
with you and assures you that his kobolds combined, the rest will flee in
friends will find a good spot. With a the direction of the orcish footprints Innate abilities (one per round):
great warcry to draw your attention, found earlier. Invisibility
two sorely wounded halflings make Create Illusions
their way toward you. They are The DM must keep track of how Ventriloquism
closely followed by a group of goblins many of Freddie’s servants the charac- Polymorph Nonliving Objects
ters kill. Deduct the appropriate num-
and. . . kobolds? ber from the list under the encounter on Freddiewas once a jovial, fun loving lit-
Day 31a. tle fellow-until he and some of his
[obolds (8):AC 7; HD 1/2; Hp 3; #AT 1; former friends were terrorized by a
Dmg 1-6; MV 6; THACO 20; AL LE. Day 27b: Freddie group of evil adventurers. The evil men
captured and killed one of Freddie’s
The kobolds use short swords and The time has been peaceful and relax- friends. They did this horrible act while
have a javelin each. They will throw jave- ing since your encounter with the half- the leprechauns watched from their
lins when closing and then switch to their lings. But as your party sits around a hidden vantage points. Later the same
swords. Each carries 20 cp. small fire this evening, eating dinner, a day, the men set camp and cleaned their
startling figure approachesyour camp. equipment.

7

Knowing they were near a leprechaun aged to find it again late in the after- If the players are smart, they will retreat
camp, the evil adventurers set a trap for noon. The wounded halflings are feel- into the brightly lit clearing. The kobolds,
any unsuspecting thieves who might try ing much better due to the potions Talf goblins, and orcs will fight at a -1 penalty
to take their belongings. They left only a gave them. to hit there, because of the sunlight. De-
helm and their weapons out that night. Of spite this disadvantage, though, the crea-
course, Freddie and his friends stole You have come to a clearing-a place tures will attack the PCs if they retreat to
every item that they could. of bright sunlight that contrasts the clearing; their leaders are strong
starkly with the deep-shadowed forest enough to make the orcs, goblins, and ko-
The leprechauns did not have any use you’ve been moving through. All of bolds do whatever they command.
for the swords they’d stolen, so they po- the halflings are scouting ahead again
lymorphed them into cookware. Freddie for tracks. The clearing is large. It is Note that they are “magic smart,” like
took the helmet and put it on his tiny nearly a half-mile wide and a full mile the goblins and kobolds encountered on
head. The helmet was, unfortunately, a deep. The scouts have been gone Day 27a.
trap: a helm of opposite alignment. about 20 to 30 minutes and should re-
Freddie immediately became a Lawful turn soon. The halflings will return 5 rounds after
Evil leprechaun. any fighting was initiated. Talf, riding his
Afteryou wait for a few moments on giant goat, will be at the forefront of his
Freddie’s friends left him one night the edge of the forest, you hear some- men. They willfire arrows into the patrol
soon after that and never returned. They thing in the dark woods behind you. As if possible, then close to melee.
kept telling him that he was not fun like the creatures crash through the un-
he once was. Freddie became sadistic dergrowth, you see that a patrol of Once again, keep track of the creatures
and liked to hurt hapless people on the orcs, kobolds, and worse is racing to- killed and then deduct these from the
road. Still, the leprechaun missed his old ward you! army of followers listed in Day 31a.
friends. He couldn’t find them, though,
so he settled for creatures that he could Kobolds (5): AC 7; HD 1/2;Hp 3; #AT 1 Day 29b: Learning To Fly
control by fear and domination. Dmg 1-6; MV 6; THACO 20; AL LE.
It’s early afternoon on the road to
Freddie has enslaved a number of hu- The kobolds use short swords in closl Dyvers. For approximately the past
manoids in the forest, including a large combat, but will throw a javelin each be- ten minutes, you have heard rustling
number of orcs, kobolds, and goblins, fore closing to melee. Each carries 8 cp. sounds in the trees to your left. The
including the orcs that raided the half- sounds have not been overly loud, but
ling camp. He is not cruel to these crea- Goblins (4):AC 6; HD 1-1; Hp 4;#AT 1; easily noticeable, even from the road.
tures, but expects them to follow his Dmg 1-6; MV 6; THACO 20; AL LE. Unfortunately, the moving wagons
orders and protect him in battle. He and make so much noise that it’s difficultto
his followers are pretty well off, having These goblins use short swords and make out what’s causing the sounds.
gathered quite a lot of loot over the last slings. They will loose their slings at the
few months. PCs and then charge. Each carries 5 sp Those of you in the front two wag-
and 20 sling bullets. ons see what appears to be a medium-
Freddie is a master of his powers and sized shape hit a limb on the left side of
will perform spell-like illusions as at- Orcs (3):AC 6; HD 1; Hp 5; #AT 1; Dmg the road. It’s hard to see what it was
tacks on the PCs. He will, at present, 1-8; MV 9; THACO 19; AL LE. since it happened about a quarter of a
only cast illusions that affect what mile up the road. The form, perhaps a
someone will see, though leprechauns These creatures use fine long swords large squirrel, then went crashing to
have the ability to create illusions with and short bows. They will fire their bows the right side of the road, rolling into
full audio and olfactory effects. The once and then charge. Each has 20 ar- the underbrush and disappearing from
tall, burning man is, obviously, the re- rows and 2 gp. view.
sult of his powers.
Hobgoblins (2): AC 5; HD 1+1; Hp 6; The poor, frightened, crashing creature
Freddie will avoid melee this encoun- is Karat, a nineteen-week-old gold
ter, wanting only to frighten the party #AT 1; Dmg 1-10; MV 9; THACO 18; dragon. Karat has been attempting to fol-
away from his camp. AL LE. low the wagons from within the trees as
he tried out his wings and learned to fly.
Day 29a: Raiders of the Lost Orcs The hobgoblins use halberds in melee
and short composite bows in ranged com- Karat, in dragon form, is about ten feet
Yesterday was almost a waste of time. bat. They will fire their bows only once long. Karat likes soft food and will not
The halfling trackers lost the orcs’ before closing in. Both hobgoblins carry hesitate to hang around until he gets
trail in the morning, but finally man- 20 arrows and a 50 gp gem. some. Most importantly, though, Karat
will follow his mother’s teaching to the
Flind: AC 5; HD 2 + 3 ; Hp 15; #AT 1; letter. She always said, “Do not let any
Dmg 1-10; MV 12; THACO 15; AL LE. creature who walks on its hind legs see
you in your dragon form.” Karat likes to
This creature is the leader of the pa- change into a large, brilliant yellow tom-
trol. It uses a two-handed sword in com-
bat and commandsits troops with an iron
fist. The flind willflee if the battle is going
against the patrol or if it gets wounded. It
has a belt pouch that contains two gems
worth 50 gp each.

8



cat. It is in this form that me characters Whether the PCs or Talf scout ahead Flind (3):AC 5; HD 2 +3; Hp 15; #AT 1;
will encounter him if they search the for the singer, they will find the following:
bushes at the side of the road. . Dmg 1-10; MV 12; THACO 15; AL LE.
Ahead, in the distance (about 100.
Gold dragon: AC -1; HD 10; Hp 70; #AT yards), are several large huts, built in Jason (Wererat): AC 6; HD 3+1; Hp 18;
amongst the trees. In the center of
3; Dmg 1-10 +1/1-10+1/6-36+1; MV these huts is a clearing (about 60’ #AT 1; Dmg 1-8; MV 12; THACO 16;
across and no underbrush). In the AL LE.
12/40; THACO 11; AL LG. clearing is an odd display of logs and
tree stumps. All of these creatures, except Jason, be-
Innate abilities: lieve that Freddie is some kind of power-
Water Breathing Sitting on the logs are a variety of ful creature from the Planes-not a
Speak With Animals humanoids. Amidst them sits a hu- leprechaun. He has also taught them a lit-
Immune to Fire & Gas man, who is strumming a guitar and tle about magic, enough to know how to
Polymorph Self (3x per day) singing. The humanoidslook familiar- work against some lower level spells.
kobolds, orcs, and goblins. They seem They fear, but still like Freddie, mostly
Karat has not fully learned the grammar not to notice you; they are wrapped up because of his power. The humanoids will
of common speech. He always places the in the man and the song. He seems to fight to the death to protect their master.
nouns of a sentence first and the verb be singing about a man who lost his
last. (Examples: Food for me you have? true love to a barbarian. The human- If the PCs are tricked by Jason into
Where you are going? You who are?) oids are trying to join in the chorus. coming into the camp, the halflings will
Even as a cat, he will talk to the adventur- They need a few lessons. remain hidden in the woods. They do not
ers, making up some story about being want to enter the camp. However, if the
enchanted to explain himself. The singer is a wererat named Jason. He PCs get captured, they will sneak into the
is an associate of Freddie. Jason is a camp when it gets dark and rescue them.
This is the dragon’s first experience rather typicalwererat-a true scavenger.
with humans. He wants to learn all that he He does not live by Freddie’s (or his ser- If the PCs pass on the invitation to en-
can about them, so he will ask a large vants’) code of ethics, so he will not fight ter the camp, Jason will continue playing.
number of questions. Karat really has no to defend the camp. He prefers to run When he believes the PCs are far enough
sense of time and will stay with the PCs away and stay healthy. away, he will send the kobolds and orcs
as long as they let‘him. A talking cat will after them. The humanoids will attempt
hopefullyprove interesting enough to the If Jason notices the PCs-he won’t see to subdue the party, again with the hopes
PCs that they won’t mind the company. the halflings, as they will hide at first sight of ransoming them.
Under no circumstances will Karat poly- of the camp-he will wave to them and
morph into his normal form. ask them to join in the song and merri- If the Jason and the humanoids end up
ment. He hopes the goblins, kobolds, and fleeing from the PCs, Freddie, who is
Day 31a: Freddie & Friends orcs will make short work of the party hidden in the forest nearby, will step in
when they get near so he can get a share with his illusions to help cover their re-
The battle with the humanoid patrol is of whatever wealth they are carrying. treat. He has no desire to have his gang
now behind you. Neither you nor the wiped out by a handful of humans. Fred-
halflings ever heard of such a wide va- The orcs, kobolds, and so on will attack die will avoid melee until it looks like his
riety of races working together in this to subdue initially, thinking there might troops will be slaughtered-or if some-
part of the forest. The patrol was well be a way to ransom the PCs for money. If one goes near his hut. Freddie will then
organized and that fact distresses Talf they are able to subdue the characters, attack with as many ingenious illusions as
greatly. they will tie the PCs up and put them in possible, trying to drive the PCs away.
the middle of the camp, where they can
It is midmorning as you set off again be watched. However, if the PCs look If any of the humanoids are caught,
on the orcs’ trail, and the birds are like they are going to win the battle, the they will not divulge information about
singing. But then again, so is someone humanoids will flee, following Jason’s Freddie, as they think he is a powerful
to your left. It sounds like a human lead. creature that could come and slay them if
voice, belting out a song. The singing they revealed what they know.
is coming from 30 degrees left of your Kobolds (15): AC 7; HD 1/2; Hp 3; #AT
present path. 1; Dmg 1-6; MV 6; THACO 20; AL LE. Note that the humanoids that escaped
from the encounters on Day 27a and Day
E the characters want to ignore the sing- Goblins (15): AC 6; HD 1-1; Hp4; #AT 1; 29a will make up part of the group in the
ig, they can try,but the hatflingswillnot. Dmg 1-6; MV 6; THACO 20; AL LE. camp (and will recognize the PCs).
Please remember to subtract the crea-
Blf will scout ahead for the owner of the Orcs (9): AC 6; HD 1; Hp 5; #AT 1; Dmg tures slain in the encounters on Day 27a
1-8; MV 9; THACO 19; AL LE. and Day 29a to determine the number in
singing voice if the PCs want him to do the remaining gang.
so. He will not offer this service unless Hobgoblins (6): AC 5; HD 1 + 1 ; Hy? fui,.
the PCs ask. #AT 1; Dmg 1-10; MV 9; THACO 18; Once the battle begins, you will need to
AL LE. use the map showing the layout of the
camp. The followingis a key for what is in
the evil creatures’ area. DMs should em-
bellish on the interior descripticons of the
huts as they wish:

10

1. Logs and stumps. moldy cheese can be found. In the very happy that nothing has attempted
rafters is a bag containing200 cp and to slow down your pace recently. She
2. Three-foot-wide paths. The west a silver ring worth 180 gp. assumes that the city cannot be much
trail is the most heavily used. more than a week away,
9. Freddie’s hut. An owlbear skin cov-
3. Kobold hiding among broken furni- ers the doorway. This hut is fur- Suddenly, two humanoid figures ap-
ture. He will not fight. nished the best, although all the pear on the road ahead. They are
furniture is very small-about one about 100 yards from the lead of your
4. Jason’s hut. It is filled with a dozen quarter human size. Five polished group, standing in the road, waving
knives and lots of dust and dirt. In a knives (worth 30 gp each) are dis- short swords.
hole under the bed is a sack contain- played on the wall. Freddie’s trea-
ing 500 gp and a pearl with 100 gp. A sure is kept in the bottom of an oil The creatures in the road are two of Fred-
huge two-bladed ax hangs on the lamp-four gems, each worth 250 gp die’s goblins. Other humanoids from the
wall. It is worth 10 gp. and a pile of 250 highly polished leprechaun’s gang are waitingin the brush
pieces of gold. Also in the hut is a gi- until the first part of the wagon train is
5. Flind quarters. These will be empty ant weasel pelt, which Freddie uses about 60 yards from the goblins. At that
after the fight. A total of 150 gp and as a comforter. It is worth 1,500 gp. time, the entire group will either fire and
30 sp can be found by searching. throw missile weapons or rush for the
10. Goblin barracks. There is little of wagons. This all depends upon how PCs
6. Kobold quarters. Again, this will be value here. The PCs, after several react to the creatures in the road.
empty after the fight. There is a bag turns of searching, can come up with
of 30 clay marbles, four short swords 20 sp and 300 cp. Kobolds (5): AC 7; HD 1/2;Hp 3; #AT 1;
(one of them +l ) , and 100 gp. Dmg 1-6; MV 6; THACO 20; AL LE.
Day 31b: Forest of Doom
7. Hobgoblins quarters. Empty after The kobolds use short swords, but will
the fight. 30 sp, 300 cp, and three The rain that started early this morning throw ajavelin each before closing to me-
bottles of old wine (each worth 20 has nearly quit and only a drizzle is fall- lee. Each carries 8 cp.
gp) can be found by searching ing from the sky. The forest has been
through the barracks. Goblins (4):AC 6; HD 1-1; Hp 4;#AT 1;
full of surprises thus far, but Marya is Dmg 1-6; MV 6; THACO 20; AL LE.
8. Orc haven. This building smells. A
collectionof bones, meat scraps, and 11 These goblins use short swords, but
will attack with slings before they charge.
Each carries 5 sp and 20 sling bullets.

Orcs (3): AC 6; HD 1; Hp 5; #AT 1; Dmg The blood hawks will attack relentlessly quite able to take care of himself), the
1-8; MV 9; THACO 19; AL LE. until 6 have been killed or dealt with magi- dragon will reveal itself to the humans
cally. Marya Darkeyes will aid anyone and demand that the person or persons
These orcs carry fine long swords and who is unfortunate enough to be downed who harmed her son be punished in ac-
short bows. They will fire their bows by one of the birds. All of the blood hawks cordance to local laws. Rudy is a good
once and then charge. Each orc has 20 ar- willattack randomly, but only 2 maximum dragon, so she will not attack the PCs.
rows and 2 gp. will attack a single character at one time. However, she will expect any wrong
done to her son to be righted.
Hobgoblins (2): AC 5; HD 1+1; Hp 6; Day 32b: Mother
This is a good hook for a later adven-
#AT 1; Dmg 1-10; MV 9; THACO 18; You have just crested the ridge of a ture or even good motivation for the
AL LE. small hill. To the side of the road is a PCs to continue on with Marya to the
woman. She is dressed in common, good church in Dyvers.
The hobgoblins use halberds in melee dirty clothing and wears a red scarf
and short composite bows in ranged at- upon her head. She has her head down Day 37: More Little People
tacks. They will fire their bows once. and seems not to notice you as your
Both carry 20 arrows and a 100 gp gem. caravan approaches. This encounter will take place about one
hour before dawn. The dolls willbe in the
Flind: AC 5; HD 2 +3; Hp 15; #AT 1; The woman the PCs are nearing is really trees surrounding the PCs’ camp.
Dmg 1-10; MV 12; THACO 15; AL LE. Karat’s mother, Ruby. Ruby will pretend
to be hard of hearing, but actually hears The evening passed uneventfully, as
The h d uses a two-handed sword in even whispers at up to 80 feet away. She did the early hours this morning. But
combat. He commands his troops with an will claim to be lookingfor her kitty. The now, rustling in the trees has caught
iron fist, but will flee if the battle is going kitty, she explains, is a golden yellow your attention. As you listen, you can
against his men or if he gets wounded. He color and is quite large-a perfect de- hear something falling-or jumping-
has in a belt pouch containing two gems scription of Karat. from the trees over the wagons.
worth 50 gp each.
Gold dragon (mature adult): AC -7; HD You rush to the wagons and quickly
Freddie taught these creatures about 19; Hp 130; #AT 3; Dmg 1-10+7/ check the roof. Standing on the roofs
magic and its effects. They will counter of all the wagons are tiny, black-garbed
any sleep spell cast if given a chance. 1-10 +7/6-36 +7; MV 12/40; THACO 5; men, no bigger than a childrens’ toys!
The flind will retreat if personally
threatened with the possibility of tough AL LG. The little men are indeed dolls, puppets
melee combat. He is not a coward, but animated by the mage Bronwynn in
must report about the attack to Freddie. Spells: protection from evil, gaze reflec- Dyvers. They were supposed to drop si-
tion, invisibility, knock, protection lently onto the wagons and steal what-
PCs can follow the flind for some from normal missiles, slow. ever they could. Obviously, that plan
time, eventually coming upon Freddie’s didn’t work.
camp (detailed under Day 31a). Re- Innate abilities:
member to subtract any humanoids Water Breathing Thief puppets (10): AC 5; HD 1; Hp 8;
killed throughout the adventure from Speak with Animals #AT 1; Dmg 1-3; MV 9; THACO 20;
those present at Jason’s recital. Immune to Fire and Gas AL N.
Polymorph Self (3x per day)
Day 32a: Birds in the Bush Bless (3x per day) The tiny thieves all carry small daggers
Detect Lie (3x per day) that are very sharp. They will attack the
Surely the city of Dyvers cannot be Animal Summoning (once per day) PCs only if necessary to escape.
much farther ahead. This trip certainly Luck Bonus (once per day)
has been filled with strange events and The puppets are immune to sleep,
creatures. If Karat is still with the PCs, he will hide charm, and hold spells. They may be
in the back of the wagon at the woman‘s turned by clerics as wights.
Though it’s been quiet this morning, approach. If Karat was not found by
you’re moving along in your wagons, the characters or he left them already, If the puppets are destroyed in com-
watching for signs of ambush. Forty the woman will question the PCs to find bat, they will shatter like normal porce-
yards to your right you see a half- out where they have been and where lain figurines. If they are captured, they
dozen hawks flying. They appear to be they are going. will struggle for an instant, then “die,”
heading toward you. The birds have becoming lifeless dolls again.
their beaks wide open and claws If the PCs have Karat and turn him
poised for attack. over to the woman, she will reward the At Last, Dyvers . . .
humans by granting one of them a luck
Blood hawks (7): AC 7; HD 1+1; Hp 6; bonus, as detailed in the Monstrous After a few hours travel, you find
Compendium entry on gold dragons. yourselves out of the woods and on
#AT 3; Dmg 1-4/1-4/1-6; MV 24; THACO the open road to the city. Eventually,
18: AL N. If the PCs have harmed Karat or have
mistreated him (unlikely since Karat is

12

in the distance, you see banners. The The man is Mart Remeltim, a wizard. Equipment: bracers AC 5, hat of dis-
guise, ring of animal friendship, + 3
free city of Dyvers awaits. It will be The guards standing behind him are an il- dagger, three potions o f healing, two
potions of fire breath.
nice to get inside the gates and away lusion, as is Mart’s appearance. Mart’s
Spells: color spray, darkness, change
from the terrors you have faced over wife and another associate are standing self, wall of f o g , alter self, improved
phantasmal force, invisibility, spectral
the past few days. Who knows what nearby, acting like they are part of the force, wraithform, emotion.

you will find? Bargains? New friends? crowd in the tent city. They are waiting to Mart, tired of a platinum scam he was
running outside Dyvers’s gates, learned
Certainly an adventure or two. Per- pick the pockets of a few of the PCs. quick money could be gained by selling
fake certificates and licenses to people
haps even the answer to the mystery If the PCs catch on to Mart’s scam, he new to the city. He disguiseshimself as a
city guard using his hat of disguise and
of the little men who attacked your will beat a hasty retreat, using invisibil- asks people entering the city if this is
their first visit. Those saying yes are
wagons. ity and alter self to fly away. If the PCs promptly sold licenses. He has been at
this particular scam for a week and has
Dyvers is said to be a melting pot, are duped by Mart (who will quickly made a good bit of cash.

drawing people of all races and profes- disappear after they pass him by), he

sions and keeping them safe and happy will collect: their money.

within its walls. Roll rartdomly to determine which

Finally, you amve at the tent town PCs have had their pockets picked.

sprawled outside the city gates. A few Consult tkle PCs’ sheet to determine

yards away from you, a man stands, what was t:aken and announce the theft

waving at yc3U. tLou the pc l1ater on in the game.
“Hey, you f re new Lto mr, e ci.Lry, a- ren r)I
Lllc 1

After the charade has ended-and if

you?” Ijays the man, apparently a the scam was successful. a merchant

member.of the city guard. will approach the PCs, snickering.

- “Youreally are new to the city, aren’t Marilyn Remeltim
you. You‘ve just been duped, my Female Human Thief (5th level)
friends. That fellow was Mart Re-
mainder of this encounter. If they say no, meltim, a second-class mage who is Str: 14
Mart will step aside, ending his scam. bilking newcomers for phony gate Int:
passes. I would have tried to warn Wis: 10
In either case, the man the heroes see you, but I was in the middle of a sale. Con: 10
before them is dressed in a spit and polish Can’t lose customers, you know.“ Dex: 17
uniform with lots of brass buttons and Cha: 18
gold braid dangling over his right shoul- He smiles and points to the city AC: 12
der. On his right side is a big, shiny gates. ”It doesn’t cost you to enter THACO:
sword. Around his neck is a big brass 4
whistle. He looks very official. Dyvers. Have a nice stay here, and, Hit Points: 18
oh, watch out for Mart. The local Alignment: 32
If the PCs note that they are new to Chaotic Neutral
town or if they evenhesitate manswering, guards can’t seem to catch him.”
You pass through the tent town, Equipment: cloak of elvenkind, dagger
Martwill launch into the following speech:
stopping to listen to the various cries + I , potions of healing and flying,
“It’snice to see new folks like you en- of the merchants and the children leather armor, two 40 gp pearls.
tering the city. Dyvers needs new asking for coppers. It isn’t long before
blood. Oh, by the way, do you have a you reach the real entrance to the city. Pick Pockets: 50%
license to enter? No license? Well, it’s You enter and are immediatelycaught Open Locks: 42%
going to cost you 10 gold each to get a Move Silently: 40%
permit to enter the city. I’ll collect it up in the sights and sounds of the Hide in Shadows: 31%
here so you won’t have to wait in line place. The city is big and alive, and Climb Walls: 90%
at the gate proper. Pay up now or I’ll
be forced to call my guards and have it’s great to be back in civilization. Marilyn is happy that her husband is
you escorted out.” enjoying his new scam. Once again,
Mart Remeltim she, her husband, and their friend
To the man’s right and about 20 Male Human Wizard (8th level)
yards behind him 12 guards appear, Elmek are preying upon unsuspecting
each armed with a long sword. Str: 9
Int: fools. Though she feels very superior to
“Of course, I also have other per- Wis: cnaotic lveutral the ”sheep” she steals from every day,
mits available.For example, for 5 gold Con:
each I can sell you a permit that will let Marilyn is very cautious in her thiev-
you keep your weapons. Otherwise, Dex: ing. If a character notices that his
you’ll have to check the weapons with pocket is being picked, Marilyn will
my guards. For 3 gold each, I can sell C.h-a: move away from them and try to re-
you a permit that will let you keep your main unseen.
AC:
horse with you. And for 2 gp each, I
THACO:
can sell you a ticket to the mayor’s ball
that’s set for tomorrow night.” Hit Points:
Alignment:

13

Elmek Willot
Male Half-Elven Thief (4th level)

Str: 17 P
Int: 7
Wis: 6
Con: 18
18
Dex: 10
3
Cha: 17
AC: 25
THACO:
Hit Points: Chaotic Neutral
Alignment:

Equipment: leather +I, dagger +2,
dust of disappearance 2 uses, three
large pieces of jade each worth 350 gp,
small sack of rock candy.

Pick Pockets: 45 %
Open Locks: 37%
Move Silently: 33%
Hide in Shadows: 25%
Climb Walls: 88%

Elmek is dressed as a city guard. He will
attempt to take the PCs' weapons if
they do not agree to buy the proper pa-
pers from Mart. Elmek enjoys watching
Mart work on the foolish newcomers to
the city. Though a thief, he will never
backstab anyone. Elmek is loyal to the
Remeltims, but will not risk his life for
either of them.

14

DM’s Background Nothing could be done for him, Bronwynn soon created several lesser
Bronwynn concluded, but his sudden ap- puppet servants to act as helpers for
About a year prior to the start of this ad- pearance was indeed fortuitous. And so, Jester.
venture, a female wizard named glancing about to make sure no one was
Bronwynn was dismissed from a far away observing, the wizard dragged Zeb inside Three days after his creation, and
college of magic for making repeated her tower, bolting the door behind her. shortly after the stars signaled midnight,
“unapproved” experiments in sorcery. Zeb, who was delirious, revealed much Jester slipped out of the tower, making
And so, bag in hand, she hit the trail and, about himself to her before he died. his way through alleys and over buildings,
for a time, tried her hand at adventuring. until he arrived on the rooftop of the
An hour later, the now less-than-intact King’s Arms Inn.
Soon Bronwynn discovered that the thief was dropped down a trap door in the
risks of adventuring tended to outweigh tower’s cellar to the sewer below. Clambering down a chimney, he en-
the potential reward (especially in light tered a locked merchant’s room. He ex-
of the fact her fellow adventurers One of the discoveries Bronwynn had ited the same way a few minutes later
thought her request for a double share of made prior to departing the wizards’ col- with a purse full of jewels he’d removed
treasure to be excessive). The wizard lege was a long-forgotten incantation for from a chest. Unseen, Jester returned to
forsook that profession and eventually creating animated henchmen out of ordi- the tower, enriching his mistress by
found herself in Dyvers. With her dwin- nary dolls or puppets. At the time Zeb ap- nearly 300 gold pieces.
dling funds, she rented a tower near the peared, she’d been making use of the
inn district and turned her attention to spell to create a few servants to maintain Jester and the other puppets have been
solving the problem faced by all magic- the tower, but the wizard realized that conducting nightly thieving forays for
users: how to obtain funding for arcane the thief s “contribution” to her incanta- about two months. And they have been
experiments at the least personal cost. doing quite well, taking home up to 500
Ultimately, fate stepped in and provided tion could open the door to some unique
a somewhat unlawful-but devious- possibilities. gold pieces worth of valuables each week
answer to her dilemma. from local inns and manor houses in the
The day after the thief‘s death, city, as well as small caravans as far away
Late one evening, a thump sounded Bronwynn went out to the marketplace as the outskirts of the Gnarley Forest (as
outside the tower’s back door. Bronwynn to purchase some dolls and puppets (for
investigated and discovered the limp she hated sewing). She then began to the PCs have already seen). Local inn-
body of Zeb Lightfoot, a member of the work on her masterpiece. The result was keepers, with business starting to suffer,
local thieves’ guild. Caught during an at- Jester, a henchman created from an old have banded together and offered a re-
tempted burglary of one of the more afflu- ventriloquist’s dummy she’d found for ward of 1,000 gp to anyone able to appre-
ent local merchants’ business, Zeb was sale. With Zeb’s essence enchanted into hend the thieves and put a stop to these
severely wounded. However, he man- his wooden body, Jester far surpassed incidents.
aged to escape down an alley, finally col- the other henchmen because he fully pos-
lapsing against the mage’s tower. sessed the talents of a mortal thief. This reward will come to the players’
attention soon after they enter the city
and finish their business with Marya.

15

Players’ Introduction Stepping through the doorway, you The Search Begins
are greeted by the familiar smells of
You’ve finishedyour business with Marya roasting meats and various sorts of A check of the general area will reveal
Darkeyes, and you’ve been paid for your liquid refreshments. About half the quite a number of old and new busi-
services to the caravan (if you hadn’t al- tables are occupied by patrons en- nesses, warehouses, and a marketplace.
ready received your payment). Now, joying either a cool drink or dining Also noticeable are several residences,
your party has been in Dyvers for about on a meal, and the innkeeper can be which the adventurers will learn are in-
one month. seen checking a business ledger be- habited by spellcasters of various sorts,
hind the bar. As you step out of the along with their retainers. None of the
Things have been quiet in the city, at way of a barmaid carrying a tray of spellcasters will take time to talk with the
least recently, but now an adventure food, your gaze is attracted to a note strangers about the robberies. Such mat-
presents itself within the city’s walls. tacked up next to the door. It reads: ters seem below the wizards’ notice.
There has been a rash of burglaries at the
city’sbest inns, and rumors that a reward 1,000 gold piece reward for the ap- The following types of shops are in the
has been offered by several hostels for prehension of the person or persons vicinity of the inns: winery, cheese shop,
anyone able to put a stop to the incidents responsible for burglarizing neigh- warehouse, scribe, leather worker, herb-
abound in Dyvers. borhood businesses-see innkeeper. alist, candlemaker, and tailor. The shop-
keepers will know little of the robberies.
With this reward in mind, you have de- A similar note will be found tacked to a They only know that the crimes are fre-
cided to aid Dyvers by ending the wall in the other three inns detailed quent, and they are hoping the thieves
thefts-and aid yourselves by adding gold above. The other three inns will also are caught so they don’t broaden their
to your purses. After a long discussion, look similar on the inside to the one the forays to include the local businesses.
you and your comrades decide that you party visited. The DM should vary de-
must first go to one of the inns beset by scriptions and the personalities of the Most of the shopkeepers believe the
burglars and find out about the supposed innkeepers as he sees fit. thieves’ guild is responsible, although the
reward-and learn more about the shopkeepers will be quick to add that the
crimes. If questioned about the notice, any of guild usually keeps a low profile. (And
the four innkeeperswill explain that the these robberies are not low profde.)
There are several inns in this part of inns in the area have been subject to a
the city that have been robbed in the past series of burglaries over the past few At least one merchant suggests that
few weeks. They are of varying quality months. Despite normally effective the inns must have treated a wizard badly
and rates, including: precautions-including the posting of recently, and that the mage must now be
guards in some cases-the thieves have exacting revenge on the innkeepers.
The Diamond Dagger been striking within a couple of hours Other suggestions raised by the locals in-
Quality: Good either way of midnight, making off clude some type of undead that only
Food & lodging cost: 2 gp/night with small valuables that can be easily makes itself known near midnight.
concealed and leaving no apparent
The Come On Inn signs of forced entry. Consequently, a Consult the rumors chart for additional
Quality: Average reward of 1,000 gold pieces has been of- information that can be gained if the
Food & lodging cost: 1gp/night fered to anyone who can put a stop to player characters will spend a little gold
the robberies. when questioning people around the inns.
The Sleepy Dragon
Quality: Average Assuming the group expresses an in-
Food & lodging cost: 8 sp/night terest in tackling the problem, the inn-
keepers will work with them to the best
The King’s Arms of their abilities, allowing unrestricted
Quality: Excellent access to the premises (within reason),
Food & lodging cost: 5 gplnight and even cooperating in setting up one
or more of the adventurers as appar-
Once the group has expressed an inter- ently wealthy visitors who are staying
est in visiting a particular inn, the fol- at an inn.
lowing introduction may be read:

16





Personalities

The following chart is a guideline to him. He knows there have been player characters this fact). This
the personalities of the merchants some thefts, and he would like to person will insist the thieves’
see the thieves caught. In fact, he guild is not responsible.
and passers-by the player characters might even volunteer to help if
the player characters invite him. 14. This NPC is a flirt. He or she
might attempt to question. Roll a d20 A C 10; Fighter, Level 1; Hit
and consult the table for an NPC’s Points 4. will attempt to flirt with one of
personality. the player characters.
6 . NPC is greedy and is out to
Use the rumor chart on the next make a sale. He is unaware of the 15. NPC is very belligerent a n d ar-
page to determine any information thefts, as all that he pays atten- gumentative. After arguing with
the players can learn from the NPCs. tion to are his money and his own this NPC, the players will dis-
Please note that a few of the person- troubles. He does not know any cover that he or she knows noth-
alities mentioned below will not know rumors. ing about the crimes.

any of the rumors. This is noted next 7. NPC is very friendly and will 16. NPC is mute and communicates

to the personality’s entry. try to help the players in any way with hand gestures.
possible. The NPC is generous
It is up to the DM to supply any and kind. 17. This character is upset about
something. The character, how-
names of merchants or passers-by 8. NPC is curious about the ever, will not share what his
the player characters encounter. crimes, but can‘t help. NPC problem is and will not talk
knows no rumors. about the crimes.
1. NPC is suspicious of the player
9. Person is quiet and shy. It takes 18. N P C is hiding something. He
characters and asks them ques- much coaxing to get this person will try to get away from the
tions. to talk. player characters quickly. (He
thinks the PCs are part of the lo-
2. This person is lonely and relishes 10. NPC is a flibbertigibbet, very cal watch.) He knows nothing
about the crimes.
the idea of the player character ad- flighty a n d silly. If this NPC
venturers taking time to chat. This 19. This person is serious, somber,
person will try to talk about every- knows anything, it will be very and somewhat soft-spoken.
difficult to find out what he or
thing except the thefts. This per- she knows. 20. NPC is a habitual liar and will
son knows nothing about the tell the player characters what he
crimes. 11.NPC is a talker. It will be diffi- believes they want to hear. In
cult to get this person to end the fact, he will often tell them the
3. NPC was robbed by a pick- conversation, even after the PCs opposite of whatever true rumors
have learned what rumors this they’ve gathered so far.
pocket last night and wants very NPC knows.
much for any thieves to be
caught. He will give the PCs 10 12. This person is rude and insulting.
gp to help in their quest.
13. This NPC has friends who are
4.This woman is terrified of the thieves (but he won’t tell the
rash of burglaries and believes
the streets are no longer safe. She
will act very paranoid.

5. This character is very bold and
boisterous. Nothing frightens

19

Rumors He apparently escaped, but hasn’t there about six months ago after
been heard of since. (True) being expelled from a wizards’
Rumors abound in the area occupied guild on the Wild Coast. (True)
by the inns. Most people have theo- 7-8. About two months ago, when
these burglaries began, a Chaotic 14. A powerful wizard received poor
ries about the burglaries and who may magic-user and his apprentice
were thrown out of the King’s service at the Sleepy Dragon and
be responsible for them. Each player Arms for raucous behavior. The has cursed the area. (False)
character may, if he o r she chooses, pair vowed revenge but haven’t
been seen since. (True but unre- 15. A small humanoid was observed
obtain up t o three leads at a cost of 4 lated)
slinking into the alleys north of the
gp each for “tips and gratuities.” 9. The price of finely crafted dolls Diamond Dagger just moments af-
The following table can be used to
has gone up recently-in part be- ter a burglary was discovered.
determine what clues a player charac- cause a number of especially well (True. It was Jester)
crafted dolls have been stolen of
ter uncovers. late. (True) 16. A guard in the hallway of the

1. T h e local thieves’ guild has come 10. In the weeks prior to the start of King’sArms investigated a noise in
under much pressure lately be-
cause of these burglaries, and the these incidents, eerie noises and a room, only to discover it had
guildmaster has ordered all mem- phantom lights were detected
bers to halt any burglary-related coming from the tower near the been robbed-and the doors and
activities. (True) Come On Inn. (True but unrelated) windows were still locked. (True)

2-3. The thieves’ guild is not respon- 11. T h e cleric dwelling in the tower 17. The supposed robberies actually
sible for these incidents; it must be west of the Sleepy Dragon is in-
sane; several of his servants have have been staged by the innkeep-
a group of freelancers o r members disappeared suddenly-no doubt
of a rival guild. (Partially True) victims of his unholy experiments. ers, who have been seeking a gulli-
(False. He’s just unpleasant and as
4.T h e parties responsible for the a result has a high turnover of help) ble group to implicate, thereby
diverting suspicion from them-
burglaries include several high- 12. The wizard living in the tower selves. (False)
level thieves attempting to form a
e a s t of the marketplace hasn’t 18. A group of thieves in possession
new guild in this area. (False) been seen in two months. (True of an amulet of gaseous form have

5. A renegade m e m b e r of t h e but unrelated. He’s been off ad- been using it to slip in and out of
thieves’ guild, Zeb Lightfoot, is the rooms. (False)
single-handedly responsible for venturing, leaving a few servants
these excursions, and the guild- in charge) 19. The local guildmaster thief is re-
master has placed a bounty of 100 sponsible for these robberies.
gp on his head for not paying the 13. T h e lady wizard in the tower (False)
guild tax. (False)
north of the marketplace moved 20. To increase their patronage, the
6. Two months ago, Zeb Lightfoot, Raven’s Inn across town has
hired a skilled group of thieves to
a guild member, was wounded cause problems for other hostels
while attempting to burglarize the in the city. (False)
shop of a very wealthy merchant.

20

Average Quality Inn
Typical Room: Good to Excellent Quality Inn

Setting a Trap from the chimney (allow a roll to hear for danger. If the puppets do not see any
noise). Then, a tiny humanoid will appear valuables in the open, Bow will make for
If the players become too preoccupied in the chimney. She is about 1’tall, attired the closet while Blardo moves to search
with questioning NPCs, one of the inn- in a bonnet and long dress, and holds a under the bed.
keepers will suggest they pose as small shepherd’s staff. This is a Little
wealthy foreigners and stay at one of the Bow Peep, an advance scout for the Mid- If they are confronted, the Creepers
inns-free of charge, of course. night Creepers. will attempt to escape back up the chim-
ney with Jester leading the way, fighting
If the player characters agree, or if Bow Peep: AC 5; HD 1; Hp 8; #AT 1; only if cornered.
they came up with the idea on their own, Dmg 1-3; MV 9; Save F1; THACO 20;
they will be visited by Jester and his asso- AL N. Should Bow or Blardo be “killed,” the
ciates sometime between 10pm and 2 am remains will consist of apparently normal
the first night of their stay. On entering the room, Bow will take a porcelain-headed dolls. In the event they
quick look around to make sure all is safe. are somehow captured, the Creepers’
Almost every night between 10pm and Assuming any attempt has been made to life force will cease and they will become
2 ‘am, Jester will visit one of the inns. feign sleep or remain hidden (in the normal dolls.
Jester is usually accompanied by two of closet, under the bed, hide in shadows,
Bronwynn’s “Midnight Creepers,” as and so on), she will place her fingers to Inside the chimney, the Creepers will
she calls them. During these hours, the her lips and quietly whistle up the chim- be safe from immediate harm, and any-
streets are almost deserted and the tiny ney. More scampering will be heard, and one looking up after them will be bombed
thieves can sneak through alleyways and a diminutive figure in a flowingblack cape by a rotten egg dropped by Jester from
cross darkened roads in virtual invisibil- with a chalk-white complexion will join his pouch of equipment. Even if Bow or
ity, following their standard paths to and her. This is Baron Blardo. Blardo are captured, Jester will escape
from the various inns. the encounter by scampering away at the
Baron Blardo: AC 5; HD 1;Hp 8; #AT 1 very first sign of trouble.
Each target inn is a two-story structure bite; Dmg 1-4; MV 9; Save F1; THACO
with dining and tavern facilities on the 19; AL N. At this point in the adventure, if the
ground floor and several rooms above (as party doesn’t pursue the departing
many as the DM determines), half of He, too, will quickly glance about, mak- Creepers, they may choose to inform the
which will be occupied. ing certain no danger is present as Bow innkeepers that they have solved the
once again whistles up the chimney. mystery of the burglaries. While the
A cursory examination of the rooms Next, a louder scampering will be heard, knowledge of what has been robbing the
(see the map of the standard room’s lay- and finally a three-foot-tall figure resem- inns and how they have been getting into
out on page 20), reveals no obvious bling a king’s fool will emerge from the the rooms will be welcomed, that alone
means of ingress apart from the door or fireplace. This is Jester, Bronwynn’s will not be deemed sufficient to warrant
perhaps a shuttered window, both of greatest creation. the entire reward. However, the group
which can be securelybolted. The party’s will be paid 250 gp.
thief-if they have one-will be aware Jester: AC 5; HD 2, but strikes as 1;
that a good cat-burglar could very well Hp 16; #AT 1dagger; Dmg 1-4; MV 12; The adventurers will then be informed
penetrate and exit through the windows Save F1; THACO 20; AL N with Chaotic that the balance of the reward will be paid
or doors, relocking them on the way out, tendencies. if they can capture whomever or what-
but certainly scratches and pry marks ever is ultimately responsible for the inci-
would remain (none are evident). See the section detailing major NPCs in dents. The most obvious means of doing
the module for a complete description of this, they’ll sooner or later figure out, is
All rooms possess fireplaces of varying Jester and the other puppets. to follow the Creepers home from a raid.
sizes, and a glance up the chimney will re-
veal a space even a halfling would find dif- If Bow or Blardo noticed the player char- The Chase
ficult to fit through. acters moving about the room, or if the
player characters attempt to go after Upon gaining the roof of whatever inn
Jester and his associates will visit one Bow or Blardo, the pair will attempt to he’s just robbed, Jester will hurriedly
of the rooms occupied or staked out by scamper up the chimney before callingfor clamber down a rain gutter at a corner of
the adventurers. However, if a light is on Jester. the building with Bow and Blardo hanging
in the room or Jester can “hear” talking onto his coattails. The noise will be de-
or movement from within the room, the However, if the characters remain tectable to any still inside the room the
room next to the PCs’ will be burglar- quiet, the trio of puppets will startlooking puppets just left, and it should be clear
ized. The player characters will have to for easily concealable valuables (coins, that the PCs still have a chance to follow
try to catch the thief again the next night. jewelry, and so on) that have been left in the fleeing Creepers home.
the open. Blardo and Bow will head for
If conditions are right for a visit, the the valuables; Jester will keep an eye out
PCs will hear a scampering noise coming

22

For the player character thief, the dotted trail home, moving lithely through 2. Mules in the Marketplace
quickest means of beginning the chase is alleyways and sometimes over houses
to swing out a window and climb down to and buildings in their efforts to thwart After leaving the area of one of the inns
the ground, which will place the character capture. Pursuers face the potential of and cutting toward a small marketplace in
on the Creepers’ trail in but a single several different encounters, including: pursuit of the puppets, Jester will lead the
round. For others, tramping down to the Creepers in a calculated detour over a
first floor of the inn to exit through a door 1. Roll Them Bones handy building. The pursuers will either
will delay the pursuers by three rounds have to climb up after them, backtrack (a
(four for other characters arming and Amidst some darkened buildings near the two-round delay), or go through the small
joining the chase from other rooms). Sleepy Dragon, five slightly drunken marketplace.
gamblers are engaged in a game of dice in
Each round of delay willresult in a 10% the light of a single lantern. One of the In the market, various stalls, wares,
cumulative chance of losing the Creep- group has just been cleaned out of his last and a few beasts of burden are being
ers’ trail. Note, however, that this pen- assets. He will take advantage of the par- overseen by a dozen or so merchants and
alty will not be apply to any characters ty’s approach to panhandle a “loan” of 10 guards who await the market’s opening at
who went through the window or em- cp, thus delaying at least one pursuer 1-3 dawn. The sudden appearance of running
ployed other methods to stay aware of rounds (unless immediately paid). If at- people will startle the animals, leaving
tacked, he and his acquaintances will en- each character with a 20% chance of be-
the puppets’ whereabouts. gage the group in a punching match, ing kicked for l hp of damage by a random
But following the Jester and the other resorting to daggers only if weapons are horse, mule, or camel.
used against them.
Creepers won’t be easy for the PCs, The overseers will quickly move to the
even if they lost no time in picking up the Gamblers (5): AC 8; Ftr 1; Hp 8/5/5/4/4; source of the trouble, and the party will
trail. Many things can sidetrack them #AT 1; Dmg 1-3or 1-4; MV 12; Save F1; be delayed 1-6 rounds explaining their
during the chase, and the same 10% cu- THACO 20; AL N. actions.
mulative chance/round of delay applies
when the PCs stop for encounters in the 23
city.

On the DM’s map of the crime area (on
page IS), the Creepers will follow the

3. Like Thieves in the Night they can still be lead to investigating the 7:OO am. Dawn. A teamster makes a wa-
wizard’s stronghold through the rumors ter delivery at the tower’s back door.
As the Creepers enter the final stretch of they hear while investigating the crimes.
the journey home, the pursuing adven- 7:30 am. A meat vendor calls at the front
turers risk penetrating too near an estab- Bronwynn’s Tower door. and Bronwynn purchases a shank of
lishment frequented by members of the freshly cut lamb.
thieves’ guild. Several guild members The tower you see before you is similar
are posted on guard in the shadows and to a many buildings throughout the city, ke from the chimney re-
atop the northern L-shaped warehouse. being a three-story structure of mortared v c a m uicania3L is being prepared.
Their purpose is to keep strangers away stone and brick about 60 feet in diameter.
and provide advance warning in the event Windows (slits, really) are 3‘ tall and only 8:30 am. Smoke stops.
the local watch decides to visit. Due to 1’wide, and are scattered about the tow-
the Creepers’ small size and almost silent er’s circumference. The only obvious en- 12:30 pm. A vegetable vendor calls at
movement, they will safely pass through trances are two doorways, one to the the front door, and Bronwynn makes a
the area while those following will cer- south (with a peep hole for security) and a purchase.
tainly attract the attention of the guards. back door to the north.
2:OO pm. A street urchin knocks at the
An arrow from a bowman on the roof of If the PCs examine the back door front door to see if Bronwynn needs any
the building will thud into the ground in closely, they will discover signs of dried errands run, departing after being told no.
front of the first character. Then, a voice blood about its base. The blood is from
from the shadows will alert the group that Zeb, the thief whose essence now ani- 5:OO pm. Smokefrom the chimney shows
they must have “lost their way” and sug- mates Jester. that dinner being prepared.
gest they leave the area by the way they
came, resulting in a two-round delay to The Creepers usually enter the tower 5:30 pm. Smoke stops.
detour east. by scaling the northern side of the build-
ing, entering through the antechamber 7:30 pm. Dusk comes. Lights are lit on
Failure to take the suggested detour window on the second floor (Room 4). the tower’s upper floors.
will cause the thieves to materialize from
the shadows and attack the intruders. If the PCs have managed to remain hot 9:00 pm. Bronwynn retires if no crime is
on the heels of the Creepers, they will E- planned for the evening. Otherwise, she
Bowman: AC 2: Ftr 1; Hp 5; #AT 1; Dmg naUy lose the trail as they approach the remains up until the Creepers return
1-6 or 1-4; MV 12; Save F1; THACO20; tower. They should quicklynotice that the home, prepared for a hasty departure if
AL N. top floor of the tower is lit by the soft glow necessary. Lights are extinguished.
of candlelight, though no movement will
Thieves (4): AC 8; Thf 1; Hp 6/4/4/4; be detected through the windows, most of If at any time a member of the group at-
#AT 1 dagger; Dmg 1-4; MV 12; Save which are covered by heavy curtains. tempts to communicate with Bronwynn
Thf 1; THACO 20; AL N. by yelling at the tower or knocking on a
In the event the Creepers reach home door, the suspicious sorceress will have
The first thief, formerly acting as the without suspecting they’ve been fol- no time for conversation and will dismiss
spokesman, is armed with a dagger coated lowed, Bronwynn’s continued presence any strangers from behind the safety of a
with a poison that causes a deep sleep. A at the tower is guaranteed at least until stout, locked door.
player stuck with this dagger wdl sleep for the puppets’ next foray-or the point she
three rounds if a saving throw versus poi- feels safety dictates abandoning her resi- Should the PCs desire to infiltrate the
son is failed. This thiefs preferred target dence. The DM should note that tower right away, they may enter
will be a fighter if at all possible. Bronwynn’s escape in this adventure is through either of the outer doors. Both
presumed, as a low-level party would are locked and barred, so they must be
Throughout the melee, the thieves will likely find it beyond their abilities to deal forced open (deduct 1from an open doors
be assisted by the bowman on the roof, a with a sorceress of her level. She will roll if the lock is not picked first).
mixed blessing as there is a 20% chance leave the tower at the first sign of trou-
that a missed shot will hit the thief near- ble, using her amulet and grabbing what There is, however, a 20% cumulative
est the intended target. The thieves will valuables she can. The Creepers and chance per attempt at opening the door
break off the fight if the PCs back out the Jester will likely go with her. that Jester will hear the noise and alert
way they entered. A search of the Bronwynn to the presence of intruders,
bodies, if applicable, will reveal coinage If Bronwynn doesn’t suspect her ene- resulting in her packing and immediately
totaling 3 gp. mies are closing in on her, the group could thereafter using her magic locket (see
stake out the tower. A 24-hour watch will character description) to escape.
Eventually, after a few false starts, the reveal the following activities:
PCs should be able to track the puppets to If Jester and the Creepers were able to
Bronwynn’s tower. If this doesn’t work, get back into the tower, the DM may
place them anywhere within the tower he
desires-if they didn’t escape with
Bronwynn. Jester may even hide in

24

shadows to watch the party move from ture a large fireplace-oven to the south, The rag doll will attempt to wrap the
room to room within the tower, and may next to a sink and a water barrel. Several strings of the mage marionette around a
try to help a puppet attack a player char- large cupboards stand next to the back character, and will hurl herself from the
acter. However, Jester will not aid in an door, filled with cutlery and vegetables. support beam onto a PC. She cannot be
attack if the odds are clearly in the player hurt by a fall, as she is a rag doll. This doll
characters’ favor. At the center of the room rests a food will say phrases such as “Hug Me,”
preparation table, beneath which is a 3‘ “Rock Me,” and “Take Me Home.”
The map of Bronwynn’s tower can be puppet servant dressed as a chef and
found on the inside of the back cover of armed with a meat clever. At a stranger’s Rag doll: AC 7; HD 1; Hp 8; #AT 1; Dmg
the module. The followingis a description approach, the chef-with an obnoxious 1-3; MV 9; Save F1; THACO 20; AL N.
of the tower’s various areas: grin painted upon his linen face-will
move from his hiding place to defend his 5. Servants’ Quarters
1. Cellar kitchen.
The unused servants’ quarters can be
From the kitchen, an L-shaped flight of Chef:AC 5; HD 1;Hp 8; #AT 1;Dmg 1-4; found through the northeast door of the
stairs descends to a 30’x30’ unlit cellar, MV 9; Save F1; THACO 20; AL N. second floor. Four beds lie to the east,
which is now used as a magic-user’s and several lockers stand next to a door-
workshop. In the northwest corner of the The chefs vocabulary is limited to way in the western wall. If searched, a
room, an arcane symbol has been scribed phrases such as, “cut the carrots,” “mash set of leather armor + I will be found
onto the floor near an oaken table, and the potatoes,” and “squashthe intruders.” lying with a non-magical short sword.
against the south wall is an equipment Both belonged to the departed,Zeb and
case, inside of which may be found a se- To the southeast of the kitchen is the door were left here for storage.
lection of alchemical supplies along with a to the dining room, next to stairs which
small brazier (total value 200 gp). descend to the cellar. 6. Library

Near the southwest corner of the room 3. Dining Room The southwest section of the second
can be seen a trap door, securely barred. If level holds a large library. Many old and
opened, the stench corningup from below The southern half of the tower level holds decaying books line the selves of a huge
will alert those in the room that the city a dining room, which is decorated with a bookcase (none are of significantvalue or
sewer lies some 10’beneath the cellar. number of tapestries and lit by candles magical), and a desk may be seen in front
set atop a mahogany dinner table. Seated of a fireplace. Should anyone move to
Should a light source be present, there at the table are a pair of puppet servants search it, they will be attacked by five
is a 1 in 6 chance that anyone looking dressed as chambermaids. Both are clown dolls with knives, which are hiding
down the trap door will catch sight of a busily polishing the silver (value 20 gp), in the fireplace. These dolls laugh hid-
bony hand protruding from the muck. As- and will pay no attention to the party. eously as they move in for the kill.
suming the light source to be a torch, the They can be slain without resistance if
flame will jump somewhat, and a bluish the group desires. Clowns (5): AC 5; HD 1; Hp 8 each;
cap will be seen atop it, a result of gas #AT 1; Dmg 1-4; MV 9; Save F1;
seepage from below. 4.Antechamber THACO 20; AL N.

If a character should choose to explore As the PCs climb the stairs to this room, A search of the desk will reveal inks,
the sewer with torch in hand, upon sub- they will see a human figure, lookingmuch quills, and parchments-nothing of any
merging the flame below the opening, a like Bronwynn, standingat the head of the high value.
small incendiary explosion will result, stairway. The figure is silent, though it
scalding the explorer(s) for 1-4 hit points sways slightly and moves its arms. 7. Bronwynn’s Chambers
of damage.
The “mage” in this room will continue The whole of the topmost level is taken
The bony hand, of course, belongs to its movements after the PCs enter, and if up by Bronwynn’s living area, and is
Zeb. If his remains are unearthed, it will a character should draw within 5’ of it, he heavily guarded by her remaining ser-
be noted that the ribs surrounding the or she will discover the mage figure is ac- vants. As the group moves up the stairs,
chest cavity have been cut away and tually a human-sized marionette being two dolls resembling miniature gladiators
small pieces of bone are missing from the manipulated by a rag doll sitting on a sup- will push a suit of armor on top of the in-
corpse. port beam near the ceiling. truders. As the armor comes tumbling
down the stairs, all in its path must roll
2. Kitchen Another set of stairs lead up to the their dexterity or less on a D20 or be
third level, and two doorways may be knocked down for 2 hp of damage.
Through the back door lies a darkened seen on either side of the chimney casing
semicircular kitchen, its most obvious fea- from the kitchen fireplace below.

25

The gladiators, meanwhile, will leap for Gerry the Clown: AC 5; HD 1; Hp 8; robes and gowns. There is also a small
the door to Bronwynn’s room, slamming #AT 1; Dmg special; MV 9; Save F1; locked chest here, the key to which may
and barring it shut behind them. THACO 20; AL N. be found in a drawer of the dressing ta-
ble against the west wall. If the chest is
If the adventurers force the door, Upon the conclusion of the battle, the unlocked, the lid will flip open and a
they will be met by the remainder of characters may move safely inside to dis- jack-in-the-box will give the adventur-
Bronwynn’s puppets and dolls. The cover no other inhabitants. If they are in- ers a Bronx cheer, before handing them
force includes: clined to search the room, a check of the a note which reads:
desk will reveal a scroll with a sleep spell
Conn the Barbaric: This musclebound, amongst a pile of relatively unimport- A good gig while it lasted.
2’-tall barbarian doll will bravely swing a ant papers. So long, fools!!
two-handed dagger at anyone stepping
through the doorway. In actuality, this is a parting shot by Perhaps we’llmeet again.
Bronwynn against anyone spoiling her -Bronwynn
Conn: AC 5; HD 2; Hp 10; #AT 1; Dmg racket-the spell has deliberately been
1-4; MV 9; Save F1; THACO 19; mis-scribed and any wizard who either Concluding the
AL N. writes the spell in a book or tries using
the scroll will find (hopefully at a criti- Adventure
Romulus and Remus: The two gladiator
dolls, having taken a position before the cal time) that it just doesn’t work. If a good potion of the jewelry was left be-
door, will sweep small nets at anyone Bronwynn‘scanopied bed lies against hind, and the party is honest enough to re-
standingin the doorway. Anyone struck by port finding it, most of it will be identified
a net must make an ability check versus the southern wall. An open trunk lies and claimed by the rightful owners. In any
dexterity or else be tripped up for a pen- next to it. This is where her treasure was case, the ruby ring will end up in the
alty of -2 to attack rolls and armor class. stored at one time. The trunks contents group’shands. Shouldit ever be examined
will vary with the degree of warning closely, a small catch will be detected.
Gladiators (2): AC 5; HD 1; Hp 8 each; Bronwynn had to evacuate her tower
#AT 1; Dmg special; MV 9; Save F1; with her booty. If it’s moved, the catch will cause the
THACO 20; AL N. ring’s face to swing open, revealing a
Plenty of advance warning: small white pill which radiates magic.
Little Miss Muffet and Boris the Spider: Swallowing the pill will fully heal any
These dolls are hiding in the eastern cor- Gold Silver Copper Gems/Jewelry physical damage suffered by the imbiber,
ner of the chamber, next to a tapestry. as well as curing the PC of any disease or
Both will drop down from the ceiling, sus- 12 220 557 Rubyring poison.
pended by a leather spider’s web. Boris,
while quite harmless, will jump and wig- worth 500 gp Though the locals will claim the jewelry
gle about the head and shoulders of a tar- if given the chance, the rest of Bron-
get as though biting, while Miss Muffet Little advance notice: wynn’s trove, including the coinage, will
attacks with a small knife. Gold Silver Copper Gems/Jewelry be given to the adventurers along with
854 220 557 Various objects the reward offered them.
Miss Muffet: AC 5; HD 1; Hp 8; #AT 1;
Dmg 1-3 and 0; MV 9; Save F1; THACO worth 3,000 As for Bronwynn (and the three Creep-
20; AL N. gp, including ers if they made it back to her), they may
the ruby ring or may not be encountered at a future
Boris the Spider: AC 5; HD 1; Hp 8; #AT and a small time in the group’s travels. However,
1; Dmg 0 (annoyance); MV 9; Save F1; crystal ball Jester’s leering grin will not soon leave
THACO 20; AL N. that has shiny the memories of those who’ve had close
colored flakes contact with the malevolentlittle puppet,
Gerry the Clown: Standing atop Bron- floating in it and Bronwynn-ever willing to exploit a
wynn’s desk, this nasty little clown with (worth 1,750 good idea-will sooner or later make use
an evil smirk on his face will hurl handfuls
of pepper into the room, causing all in the gP). of her puppets in even greater ways. . . .
vicinity to save vs poison or suffer a -2
penalty to hit (with spell casting impos- To the north, on the other side of the
sible) due to sneezing fits. fireplace and chimney casing, are two
doors. The southern opens into a cham-
ber containing a copper bathtub.

The northern door leads to a large
closet, inside of which are a number of

26

npcs

Bronwynn Either sort of puppet servant is im- Lady Marya
mune to sleep, charm, and hold spells.
Human Female Wizard (10th level) They may be struck by any sort of Darkeyes
weapon, and they always strike as 1hit
Str: 12 die creatures (unless otherwise noted), Human Female Cleric (9th level)
Int: 18 although their hit points vary depend-
Wis: 14 ing upon the spell components used. Str: 13
Dex: 14 Since they are animated using a dead Int: 18
Con: 12 person's essence, these puppets may be Wis:
Chr: 16 turned by clerics as wights. Dex: 16
Armor Class: 5 (from bracers) Con: 12
THACO: 18 The puppets can sense the world Chr: 14
Hit Points: 35 around them, seeing and hearing things AC: 17
Alignment: Neutral in their surroundings. Some are capable THACO:
of limited speech, such as phrases relat- Hit Points: 0
Spells: magic missile, charm person, ing to their purpose. Alignment : 12 with mace
dancing lights, burning hands, dark- 42
ness 15' radius, knock, web, mirror Due to their small size and limited Lawful Good
image, fly, gust o f wind, lightning bolt, strength, the weapons the puppets use
Evard's black tentacles, polymorph never exceed a D4 in damage potential. Equipment: bracers of defense: A C 2,
other, create puppet servants, Further, they are basically incapable of
feeblemind. performing acts not "assigned" to them. + 3 mace, +1 ring ofprotection, boots

Experience value: 10 (lesser servant); of striding and springing, bag of hold-
25 (greater servant). ing, and 3 potions of extra-healing.

Bronwynn's most prized possession is a Jester. Jester is a unique greater servant Spells: cure light wounds (x3),protec-
magic locket that allows her and what fashioned from a wooden ventrilo- tion from evil, aid, chant, hold person,
she carries to be transformed into a quist's dummy. With the essence of a know alignment, dispel magic, prayer,
large crow. She plans many escape con- thief enchanted into him, he has all the speak with dead, cure serious wounds,
tingencies around this device, so she is talents of a 1st level thief, double the hit protection from evil IO' radius, raise
difficult to capture. In really tough situ- points of most other puppets, and also dead.
ations, Bronwynn will surrender, al- possesses a malevolent cunning (which
ways preferring to "live to fight another is reflected by an evil, leering grin). Marya will be hard pressed to charge
day." the PCs for curing, but will demand
Jester is capable of independent 1,000gold for a potion of extra-healing.
Thus, she will never be found "fight- thought and also has the talent to She will raise dead on a PC if he/she
ing to the death," and will always seek "teach" other puppets of lesser ilk to do was doing "good" when killed. Marya
escape over confrontation-a possible such things as haul mechanical devices will not charge for this unless she has
source of frustration to those encoun- or search rooms for valuables in a sur- raised someone more than once.
tering her. reptitious and effective manner. While
Jester is not capable of speech- at least
Puppet Servants. Bronwynn's puppet not yet-he can utter a wooden laugh
servants are created by an arcane proc- and generally communicate with his
ess of enchantment using various sorts mistress.
of dolls or puppets. The typical crea-
ture of this sort possesses very limited Mirroring his creator's philosophies,
capacity for independent thought, be- Jesterwill always seek escape over con-
ing able to do little more than follow the flict, but will resort to a dagger if forced
letter its creator's simple commands. It to fight. He wears a small pouch in
is possible, however, to fashion.some- which are held a rotten egg and some
what more advanced models-like pepper (both used to delay pursuers),
Jester-through the incorporation of a and a set of thief's tools. Goods pilfered
spell used mostly by mages to contact from inn rooms are also stored in the
animal familiars. pouch until he returns to Bronwynn's
tower.

27

Larissa skills. Recently you chose to follow the
path of adventure, and through the
Human Female local Adventurers’ Guild you met your
3rd Level Fighter present companions.

Str: 14 Your first impressions of your fellow
Int: 13 adventures are:
Wis: 14
Dex: 17 Sir James: He is good looking and chiv-
alrous, but he is a bit too narrow-
Con: 16 minded. He is brave, but you are the
Chr: 14 better fighter-and you could be a bet-
Armor Class: 1 ter leader.
THACO: 18
Hit Points: 23 Rashaman: Although he isn’t very good
Alignment: Neutral Good looking, there’s definitely something
Height: 5’2; about this man that inspires you.
Weight: 110 Maybe you‘re intrigued because he‘s
Hair: Blond from a far-away place. Maybe it’s his
Eyes: Blue mastery of magic.
Age: 23
Kelth: She’s very pretty. Prettier than
Weapon proficiencies: long sword, you. But you’re not a person prone to
dagger, short bow.
jealousy . . . at least not prone to great
Nonweapon proficiencies: direction
sense, fishing, hunting. jealousy. You’ll give her a chance to
prove herself to you. Maybe she has
Equipment: chain mail, shield, short more than good looks going for her.
bow w/20 arrows, backpack with a
week’s rations, 50’ of rope, dagger, 2 Ignatius: You greatly respect this man
torches, flint and steel, riding horse. who is a good cleric, but also fights
well-even if he is a dwarf.

Magic items: long sword +1, ring of
fire resistance.

Money: 20 gp.

You are bold and courageous to a fault.
Some consider you a bit too adventur-
ous, but you enjoy taking risks. You are
also ambitious. You want to become
rich so you can build a stronghold and
attract many fighter henchmen. How-
ever, you are not so greedy that you
would steal or take wealth from others.
The gold you want so badly, you want
to come by honestly. It will be worth
more that way.

You were born and raised in the Kron
Hills, west of Dyvers. There you
learned a number of useful outdoor

28

Sir James Hardwicke You were raised in the household of a
powerful noble residing in the distant
Human Male city of Jalpa, where you learned the arts
3rd Level Fighter proper for both a gentleman and a war-
rior. Several months ago, you had a vi-
Str: 17 sion of a magnificent and powerful
Int: 13 sword of Good resting in the horde of a
Wis: 14 dragon. You asked your liege for per-
Dex: 14 mission to depart his service in quest of
Con: 15 the sword. When you reached the Wild
Chr: 16 Coast you called at the local Adventur-
Armor Class: ers’ Guild to unsuccessfully question its
THACO: 3 members about any rumors of dragons,
Hit Points: 17 and it was there you met up with your
Alignment: 27 fellow party members.
Height: Lawful Good
Weight: Although you have not known your
Hair: 6’ companions long, you have formed a
Eyes: few opinions of them:
Age: 180
Black Larissa: She should be taking up knit-
Blue ting or cooking somewhere, but she
25 does have some skill with a sword. You
will humor her and let her believe she is
Weapon proficiencies: bastard sword, a great fighter. After all, it would be
lance, dagger. cruel to tell her what you really think.

Nonweapon proficiencies: etiquette, Rashaman: He is mysterious, and he
riding (land-based), heraldry. seems to have captured the attentions
of the women in the group. You‘re
Equipment: plate mail, bastard sword, much better looking, so you’re defin-
lance, light war horse with saddlebags itely curious about him. What makes
holding a weeks rations. him so special?

Magic items: dagger + I , potion of Kelth: This beauty is in some respects a
healing. welcome addition to the group because
of her spellcasting abilities. But, since
Money: 75 gp. she is a woman, she is also a hindrance,
as you must busy yourself with protect-
You are one of the most noble fighters in ing her.
this area of the country. Your skill with
Ignatius: You’re torn because of this
a blade is second to very few. And your cleric. You like him. He’s friendly and
leadership abilities are impressive. appears to be competent. You could
Someday you will be in charge of even consider him a friend if he weren’t
troops. Today, however, you will settle a dwarf.
for leading adventuring parties and tak-
ing care of the adventurers under your
wing.

Although you love to fight, you are a
planner. You prefer to observe situa-
tions and calculate your actions rather
than plunge in without thought. You
are slow to anger, even though it is frus-
trating to deal with lesser individuals.
You are also usually considerate of oth-
ers and very protective of women.

29

Rashaman disfavor (caused by some indiscretion
at court), you fled from your lands and
Human Male came to the Wild Coasts’ Adventurers‘
3rd Level Wizard (Illusionist) Guild.

Str: 13 You act aloof to keep others from get-
Int: 18 ting close to you. The arm of the court
Wis: 14 is long, and you fear their frustration
Dex: over your escape will earn you a visit
16 sooner or later by an angry warrior
Con: from the duke. Thus, you tend to keep a
Chr: 15 low profile.
Armor Class: 14
THACO: You are fascinated by anything magi-
Hit Points: 6 cal. Because of that, you wouldn’t mind
Alignment: 20 staying with this group, as they could
Height : 11 help you accumulate magical treasure.
Weight: Neutral Magic is the key to power, and if you
Hair: 6’ accumulated enough power you would
Eyes: 170 no longer need to fear the duke.
Age: Black
Black You have not known your fellow
32 companions long, but you have formed
a few opinions of them:
Weapon proficiencies: dagger.
Larissa: The woman is a wonder! She is
Nonweapon proficiencies: ancient lan- a brilliant fighter with a brave heart.
guages, astrology, spellcraft. She seems to be someone to trust. And
perhaps you will confide in her after
Equipment: spellbook, spell com- you get to know her better. She seems
ponents, dagger, pack with a week‘s to like your mysterious nature.
rations.
Sir James: The man is a little too flashy
Magic items: ring o f protection +2, and could easily draw a lot of attention
potion of healing. to this group, something you don’t
want. Perhaps you can convince him
Money: 40 gp. that subtlety is more valuable than
direct assault.
Spells: 2 first, 1 second, which you may
choose from the following list: Kelth: She knows nature magic, which
is not as powerful as the magic you
First level: want to possess. Still, perhaps you can
Audible Glamer learn a little from her. But you will be
Cantrip cautious-she doesn’t talk much about
Change Self her past, and you can’t trust people
Phantasmal Force who are not very open.
Spook
Ignatius: The cleric is dangerous. You
Second level: have heard about his love of fire and
Blur fire-spells. He could draw too much at-
Hypnotic Pattern tention to the group. Perhaps he was
lnvisiblity planted in this group by the duke. You
Mirror Image don’t want him to stray too far from
sight because of this possibility. Of
You were born and raised in the Grand course, you can‘t do anything to hurt
Duchy of Geoff. Apprenticed to the the dwarf. That would alert the court
royal court mage, you learned the craft and call too much attention to you.
of illusion-sorcery. Having fallen into

30

Kelth der a few years ago, and eventually
found yourself ot the Wild Coast. In
Half-Elf Female time you went to the Adventurers’
3rd Level Cleric (Druid) Guild. Here you met up with a group of
adventurers.
Str: 10
Int: 16 You are at your best in the woods, but
Wis: 17 believe spending some time in a town
Dex: 16 gives you a better perspective on life
Con: 13 and helps you appreciate the woods
Chr: 16 more. You respect all life and will never
Armor Class: turn down someone’s request for aid.
THACO: 7 You will not let others suffer needlessly,
Hit Points: 20 no matter what their alignment. You
Alignment: 20 also do not judge others, as good and
Height: Neutral evil are necessary components in the
Weight: 5’2’’ world.
Hair: 108
Eyes: Silver You are fastidious about yourself, al-
Age: Green ways wanting to look good so others
60 will think well of you. You wear the best
clothes you can buy, sleep in the best
Weapon proficiencies: dagger, scimitar. inns when traveling, and purchase fine
food and wine when in town. Nothing in
Nonweapon proficiencies: herbalism, life is certain, so hording gold is useless.
spellcraft, religion, dancing.
You want to get to know your com-
Equipment: dagger, pack with a weeks panions better. So far, your first im-
rations. pressions are:

Magic items: cloak of protection +1. Larissa: The woman is much like you-
brave, competent, a good fighter. She is
Money: 25 gp. not quite as pretty as you, but looks
aren‘t everything. You respect her and
Spells: 4 first, 3 second (becauseof wis- are willing to take her advice.
dom bonus). Often uses the following:
Ignatius: He fascinates you because of
First level: his skills with clerical magic. But you
Bless want to make sure he stays in the city. A
Create Water dwarf who likes to play with fire has no
Cure Light Wounds place in the woods.
Shillelagh
Faerie Fire Sir James: He is a little too lawful and
biased for your tastes. And he is too
Second level: formal in his approach to situations.
Speak with Animals But you will try to give him a chance.
Charm Person or Animal
Dust Devil Rashaman: This man of mystery is en-
Slow Poison chanting. You want to know more
Barkskin about him. He may not be very dash-
Obscurement ing, but there is something about him
that you find attractive.

You were born in the Vesve Forest and
from your mother you learned the art
of nature magic. Choosing to see some-
thing of the world, you began to wan-

31

Ignatius turers' Guild, you met up with a group
of young adventurers.
Dwarf Male
2nd Level Cleric You are excited about the prospect of
adventuring. You know adventures can
Str: 14 yield treasures and tall tales. There is so
Int: 18 much to see and do, and you want to
Wis: experience it all. You are fascinated
Dex: 15 with the idea of traveling throughout
Con: 14 the world.
Chr: 16
Armor Class: 14 You are also fascinated by fire, a trait
THACO: that alarms your parents and friends.
Hit Points: 5 But you know that fire can be quite use-
Alignment: 20 ful. It can keep you warm. It can keep
Height: 12 monsters away. It can be used to forge
Weight: Chaotic Good weapons-or even as a weapon if need
Hair: 4'2" be. But to keep the others you travel
Eyes: 160 with more comfortable, you will try to
Age: Brown consult with them before you use it.
Brown
170 You have not known these adventur-
ers long, but you seem to like most of
Weapon proficiencies: mace, war- them:
hammer.
Kelth: She knows a lot about the wood-
Nonweapon proficiencies: fire-build- lands, and you think you should know
ing, blacksmithing, spellcraft, religion. more about her clerical powers because
of your heritage. Perhaps you can talk
Equipment: dagger, chain mail, holy her into letting you go with her on her
symbol, pack with a week's rations, next foray into the woods.
tinder, 4 flasks of oil.
Rashaman: You definitely want to
Magic items: mace + I , oil of fiery know more about him. Even though
burning. he's an illusionist he might be able to
teach you something. Does he know
Money: 12 gp. any fire spells clerics can use?

Spells: 4 first level. Often uses the Larissa: She is a grand woman! She
following: seems to be the self-appointed leader of
this group, and that's all right with you.
First level:
Detect Evil Sir James: Sometimes it seems like he
Cure Light Wounds wants to be your friend, and then sud-
Light denly he changes his mind. Perhaps if
Faerie Fire you show off your skills in front of him
Endure Heat/Endure Cold he will like you better.
Sanctuary

You were born in the Corusk Moun-
tains. Your father indoctrinated you
into the clerical arts. With a back-
ground that fostered a fascination with
clerical magic, you have journeyed to
the Wild Coast in search of knowledge
of the subject. Arriving at the Adven-

32

Bronwynn’s Tower

Cellar

Table

Trap Door
Equipment Case

- Tapestries

Offtcial Game AdventUte

First, you find yourselves in the C
fending off minions of the evi


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