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*
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The Three Brother Mages)
%e Anuirean Empire. ”
es the Three Brothers, who say t
ra will soon attempt to. claim t
Y
houses are built on a mountain plateau. worthiness, as a
up with the raiders,
re cards are neede
E21). If the PCs
ZAKD
""
and friendly with visitor
lightning bolt", wraithform; 4th-ener- Rainblossom, sylph (elemental, air
vation, fire shield", ice storm", impo- kin): AC 9; M V 12, F136 (A);H D 3;
tence (t), stoneskin';, true darkness (t);
5th-cloudkill, cone of cold, teleport", hp 22; THACO 17; #AT 0; Dmg 0; SA
vulnerability,wall of stone.
Realm Spellbook: alchemy, forge ley spells as 7th-level wizard, invisible at
line, summon monsters, transport. will, summon an air elemental
" Favored spell, (t) new spell. ng cloud, summon
Fitnat, monkey familiar (mammal,i
small): AC 7; MV 9; H D 1+ 1; hp 11;
THACO 19; #AT 1; Dmg 1; SZ S ( 1 '
tall); M L average (9);Int semi ( 3 )
,E-
*.""
I
i
d
I
1
enough to guarantee them a place in the
order’s pantheon of heroes. The architect
used transmute rock to mud spell to carve
out 20- by 20-foot areas. The ceilings are
all 12 feet high (tall enough for hunched
giants and upright golems to pass
through). The halls are unlit except where
noted otherwise.
1. The E well
hidden by vines and leaves and risembles
a small hole or cave entrance-just large
enough for a halfling or dwarf tunnel
fighter to wriggle into. The entrance was
once a series of broad steps carved into
ere completely
rance was deliber-
he ground around
chameleon power to blend into the stone
(-4 penalty t o PCs’ surprise rolls). The
guard won’t come out to fight aga
bers, but fighting in
s its own problems. S1
ing and bludgeoning weapons are almost
useless in the narrow tunnel (-2 to attack
rolls, -4 t o damage) pierci
weapons work normally.
Troglodyte sentry: AC 5; MV 12;
H D 2 ; hp 15;THACO 19;#AT 3 or 1;
Dmg ld3/ld3/ld4+1 or 2d4 (sDear\:
vs. poison lose ld6 rete a nauseating
gap to prevent others from c
gh. The tribe then surrounds
. Chamber of Lions:
ngs were left for the s
all fountain still b
ncient knights, we
bronze plate arm0
scimitars. Beside the ghostly
stands a ghostly halfling warrior in gleam-
ing c h a i i armor, the eye sv
or*deron his buckler.
'riors (12):AC 3 ;
Fl 12: HD 4 + 3 ;hp 2 6 , 2 5 ( ~ 3 )2,4,
13) is not locked or trapped.
b: The ashes
r are kept here, and
ded in the murals on
st of the captains of
of the S i n . Other p a i e l s show The weird’s treasure is all kept in the
ing, monks copying manuscripts, bath’s waters: 900 gp, seven moonstones
easants sowing crops, hunters in the (50 gp each), three heavy golden anklets
rests, and a shepherd driving offa wolf
(800 g p each), and a pair of earrings (6
he panels are wellireadered, but are
bably too heavy for the PCs to bother gp the pair).
dra ‘ng along with them.
31. Wemic Burial Chamber: The gr
R e high priest liked to keep a few lionlike servants of the order who brau
the word of Avani into the wide plains a
secrets from his subordinates, such as the hinterlands of the Sun Coat$ were buried
two secret doors. The first secret door
Phere. The were three of thc gxeatest
l e d s down to the treasury. It is well-hid-
shamans o Avani and three of the greatest
den in the room’s panelling.
knights of the order.
The second secret door is an entire The wemics no longer rest peacefully.
et of El-Mimar made them monster zombies to
30. Consort's Quartms: In