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Scourge of the Slave Lords, 1st Edition

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Published by masterdoyle, 2020-10-13 15:20:45

Scourge of the Slave Lords (A1-4)

Scourge of the Slave Lords, 1st Edition

8. Flophouse Inside the doorway is a small room with a recline may be resting:" for 50 gold pieces or
corridor visible beyond. The madam more he will add, whispering, "Learn from
This building is made of cheap wood and reclines upon a couch and sips from a small the knowledge that never dies: If he is
plaster. It appears to be very dilapidated offered more than 60 gold pieces and
and dirty. From within come muffled goblet. Other comfortable furniture is pressed for more information he will glance
snores. arranged along the walls, and upon a pol- about worriedly, then whisper, "Listen! The
ished wooden table near the couch sit sev- Nine have ears everywhere! All I can say is
Inside the flophouse on the bare dirt floor eral full decanters containing various colors that sometimes they've been seen going into
sleep six derelict drunkards who are clothed of liquids. places where you wouldn't expect them-
in ragged cast-offs and wrapped in filthy, and they don't come out! Now good eve-
tattered blankets. A pile of stones and cloth The madam will languidly welcome the ning to you, and be off!"
bundles lies in the southeast comer.The der- party and make praising remarks about the
elicts are very drunk and will not awaken robustness of the fighters or the handsome- The bartender's various clues refer to the
unless roughly disturbed. The bundles con- ness of the clerics. She will wave toward the bawdy house (area 13)in the Thieves' Quar-
tain the derelicts' few belongings, various ter and to the sage and his books (area 29) in
bits of worthless rubbish. Disturbing them hallway and announce that they may go the Official Quarter. He will actively
will uncover the hole in the ground the pile and choose what room they will-all her encourage bribes if possible.
was blocking, and three giant rats will girls are presently unoccupied. When the
emerge and attack the nearest party mem- characters check, they discover most of the 15. Armor Shop
ber. rooms to be normal bawdyhouse rooms,
each containing a large bed, other furniture, This is a noisy place, with a huge forge in
Giant rats (3):AC 7; HD Ih: hp 4 each; and a young, pretty, half-dressed woman. the background and many workers ham-
#AT 1;D 1-3plus chance of disease One room, however, is empty of women, mering and polishing as they create fine
and under the bed is a trap door entrance to weapons and armor. Most armor types
9. Food Market a secret passage leading to the catacombs. listed in the PIayersHandbookareavailable
The passage resemblesa section of the city's at the listed cost plus 10%.
Closed. sewer system.
16. Gambling Hall: Sign of the
10. Fish Market The madam is an active supporter of the Bouncing Bugbear
slave lords, keeping the room with the
Closed. secret passage unoccupied at all times. The This seedy-looking whitewashed build-
ing is open and much noise can be heard
11. Food Store passage is maintained as a private entrance from within. Above the doors are
and exit for the Nine. One is sometimes painted signs showing a bugbear tum-
Closed. spotted going in but not coming out, which bling head over heels down a hill.
is what the bartender at the Sign of the
12. House of 111 Repute: White Knight alludes to in one of his pieces There are 24 human townsmen inside,
of information. The madam will notify the obviously members of the lower class, who
Sign of the Mermaid slave lords via messenger if any "customers" are divided into four groups, each busily
happen to discover the room's secret; she playing cards or throwing dice. They are sit-
This building is made of whitewashed will investigate if any are gone for too long. ting around worn tables on crude wooden
stone. Above each door is a painted sign benches, and almost all are at least half
depicting a mermaid chased by a mer- 14. Inn: Sign of the White Knight drunk. Newcomers will be invited to join a
man. Noise of merriment from within game and try their luck.
can be heard. I , .,,. . 1
Any player wishing to gamble can do so.
This bawdy house is in the midst of a structed of oak and limestone. Above the The DM may use the gambling rules set
boisterous party. Nine men, normal human door is a wooden sign with a painting of forthin the Dungeon Masters Guide for spe-
townsfolk, and 12 women in scant attire are a knight in gleaming white armor on a cific games, or simply use an abstract, dice-
drinking and singing in the main room. white stallion, with a pennon on his rolling system. The games pay twice the
They will be delighted to see newcomers lance trailing in the wind. The inn is open amount wagered by the player, but the
and will ask the party to stay for the fun, for business, and the sounds of people player will only win 25% of the time.
but will not be offended if refused.
The door opens onto the dining room of 17. Thieves' Guild
13. House of 111 Repute: the inn. A stairway on the north side
appears to lead to the private rooms on the This squat, dirty-looking building seems
Sign of the Rose upper story. There are many sets of tables to be deserted.
and benches, half of which are occupied by
This building is constructed of wood and The Guildhall has been closed down
is badly in need of paint. Above the door normal human travelers and merchants, recently by the city constables, though the
is a painted cluster of red roses. All is busily engaged in having their dinners. On local thievs are preparing to establish a new
the east side of the dining room is the bar secret guild hall soon at another location.
counter, behind which works an over-

weight, sweatingbartender. If the bartender
is given 10 gold pieces (or more) he will
smile, and with a wink say, "Not all who

! 18. The Assassins' Guild 19. Tavern: Denhow's Pub 'n' Grub

dows in its walls. Its walls and doors are This building has been rather shabbily surrounded by cabalistic symbols. There
marked with coded words and signs. constructed and maintained. Its roof is is light coming under the door but very
made of thatch, not tiles. Most of the little noise.
An assassin or thief will recognize the wood appears worm-eaten and decay-
signs identifying this building as the assas- ing. Its name has been painted in Inside the tavern are six magic-users, one
sins' guild. The doors are locked and scrawled letters over each door. It is 3d, two 2d. and three 1st level. They are all
double-barred (open only on roll of 1-2 on extremely noisy within. seated at the same long table and enjoying a
l d 6 if an attempt is made by characters light meal and conversation. They extend a
whose combined Strength is 72 or more). There are 36 lower-class human towns- friendly greeting to others of their profes-
men and women inside, all drinking prodi- sion but disdainfully ignore, as much as
Characters may, by Fearching, discover gious amounts of ale and wine. The room is possible, all other character classes.
the secret panel in the floor; they must suc- very crowded and the party members will
cessfully avoid a deadly reloading poison be subjected to a great deal of pushing and Official Quarter
needle trap to get the panel open. The secret shoving should they seek to move about
passageway leads below to the functioning inside. 25. Lumber Warehouse
officesof the guild, where poisons are con-
cocted and sold, contracts and records are There is a human cutpurse loitering near Closed.
kept, etc. For a fee, assassins can find out the east doorway. He will make his way
where potential victims live. haw they are over to the party if they appear at either 26. Farming Tools and
guarded, what kind of treasure they are door. Ayares will attempt to pick the pock- Equipment Storage
known to have, and so forth: the informa- ets of one of the party but fail, and the
tion will never be 100% accurate, but the attempt will be noticed by the would-be vic- Closed.
greater the fee the higher the likelihood of tim. If menaced by a party member Ayares
accuracy. will worm his way through the crowd to a 27. Nail Warehouse
table in the northwest corner where four
The guild will not provide any informa- brigand friends will help him fight. If a Closed.
tion concerning the catacombs ("impassable melee breaks out, some revelers will clear
sewers filled with rats"), and will report out of the bar so that there is space to fight, 28. Lumber Warehouse
anyone questioning them on these matters while the others watch and cheer for the
to Nerelas the Assassin, who functions as winning side. Closed.
the local guildmaster-and as one of the
slave lords. Ayares the cutpurse (3d level thief): AC 7; 29. Maps and Charts Library
hp 14; #AT 1: D shortsword 1-6; AL NE
Membership in the guild is required in This small building is rather dull and
Suderham; anyone doing freelance assassi- Ayares's friends (4 1st level fighters):AC 7; nondescript. Though it appears at first to
nations is soon visited by two messengers in hp 6 each; #AT 1;D shortsword 1-6 be as deserted as the other buildings on
black cloaks, who explain the two options this block, a light is shining under the
available: join the guild or die. Dues are 20. Blacksmiths Shop door from within.
based on the level of the member: at 1st
level, the assassin pays 50% of any fees (or Closed. ~
treasure won while adventuring) to the
guild: at 2d level, 40%: at 3d level, 30%: at 21. Alchemist's Shop . ,If the *lavers knock and request audi-
4thlevel,20%; atSthorgreaterleve1, 10%.
This compensates for the greater fees and Closed. ence, a tall, bearded sage will open the door
treasure received at higher levels (from the and invite the party in. Inside are row after
guilds point of view!). Woe be to the assas- 22. Scribe's Ship row of bookshelves covered with books,
sin who welches or doesn't pay the full maps, and scrolls. A desk and chair are near
amount, for the guild is notorious for some- Closed. the doorway. near which burns a lantern.
how knowing the loot assassins return with The desk is covered with ink stains, half-
-it is said their eyes and ears are every- 23. Cartwright's Shop finished maps, and piles of loose papers.
where! Being a guild member does have its
benefits, though. Aside from being able to Closed. The sage will assist the party by giving
purchase poisons and have special weapons directions andlor maps to any place in the
and tools constructed, the guild offersa safe 24. Tavern: Sign of the city. He has no maps for the underground!
haven where a hunted assassin can stay For 100 gp he will say, "Where those that
until things cool off. The guild also offers Magic Missile bear us reside," and give the party an art
(for a fee) plans to many of the buildings in book entitled The Illumination of the Rose.
town, which can h e h members to carefully This small building is notably clean and The message refers to the stables (44)in the
plan their next jobs. neat for this lower-class section of Military Quarter, the book to the red-light
Suderham. It is constructed of natural district and the Sign of the Rose bawdy
red stone, and above each door is a house (13)in the Thieves' Quarter.
painted sign showing a sparkling arrow
30. Grain Warehouse

Closed.

101

32. Treasury 34. Fighters' Guild the day, but Samovar knows there are
The building is closed and deserted at this
This enonnous square building is made always patrols in the outside streets should
of solid stone, and entry is restricted to a time.
single, closed iron-bound door behind an the need for assistance arise.
iron portcullis. There are two sentry 35. Temple of the Earth Dragon Currently imprisoned here are Dame
posts flanking the doorway, in which are
stationed two soldiers. fromcolored marble and highly polished Gold and other guests taken from her estate.
woodwork. It appears to be deserted at They have been wretchedly used and will
The soldiers sternly command any loi- this time.
terers to move on. If menaced, they sound not be immediately recognizable to the
their whistles or shout to alert the nearby The temple complex is unoccupied except
patrols and the guards within. Through the for a 1st level cleric who is moving about the player characters. However, they instantly
protected doorway, a IO-foot corridor leads inside dusting and cleansingthe holy objects
to another iron bound door, securely barred in the various chambers. know the PCs and clamor for release. As
and locked. Beyond this is the actual trea-
sury complex, a warehouse of small 10foot 36. Cloth Warehouse much as he would like to, Samovar will n.ot
x 10 foot x 10 foot iron vaults arranged in Closed. accept a bribe for their release-unless , the
clusters of four, forming narrow aisles player characters can pay a lot and nlake
around them. A double strength guard 37. Fruits and Preserved him appear totally innocent.
detachment (20 soldiers plus one sergeant)is Meat Stor---
always posted here; they have a small room If released, Dame Gold and the others
in the southeast corner in which they spend Closed. want to accompany the player charagiters
their time gambling, but they will be alerted anywhere they go, being terrifielI of
if any trouble breaks out. The iron treasure 38. Oils Waret Suderham. However, if the player chaIra=-
vaults are protected by magicmouth alarms Closed.
and sealed with intricate trap and lock ters can provide clothing and some rnoney,
mechanisms built into their doors. Each 39. Lumber Warehouse they agree to rendezvous with the pl,ayer
vault is double trapped: first by a needle Closed. characters at some other place. If the char-
coated with a paralytic agent, second by acters fail to arrive, Dame Gold and the oth-
sleep gas, 20 foot radius (both require sav- 40. Stone and Brick Warehouse ers will be recaptured and will tell howr the
ing throws vs. Paralyzation). There is no Closed.
chance the second trap will be detected by a player characters freed them,
thief unless the thief again tries to find traps 4 1 . Leather Warehouse Also in the building is the beggar who
after dealing with the first trap. Further, due Closed.
to the complexity of the lock, a thief will gave the ivory chess piece to the characters.
have only half the normal chance to open a 42. Furs Warehouse The characters can also attempt to bu]ihis
vault after the traps have been passed. Each Closed. freedom. Samovar the cell keeper will Inut-
vault is lined in lead to prevent magical ter about this being "highly irregular," but
spells from penetrating inside. Military Quarter will have no qualms about releasing sc,me-
one on punishment detail. The price wi11 be
Specific treasure contained within the 43. Slave Cells high, however, since the guards ,who
building is asfollows: 75,000 copperpieces; brought him in will also demand a shaire of
65,000 silver pieces; 50,000 gold pieces; This stone building is long and sprawl- the ransom. Samovar will ask 200 silver
20,000 electrum pieces; and 15.000 plati- ing, without windows or adornment.
num pieces. There are small gems and jew- pieces but will grudgingly settle for 100.The
elry worth 170,000gold pieces. Treasure is Inside the building are many rows of 10
scanned for magic, and any found is appro- foot x 10 foot x 10 foot cells, most contain- beggar will be grateful, staying with the
priated by the slave lords, but occasionally ing one or more slaves. Altogether, there are player characters. Once alone, he will ask
something is confiscated and slips through 80 cells, imprisoning a total of90 female and
the cracks in the system. In this case a rather 125 male human slaves. This is where char- knowingly if they were "sent." If they
ordinary-looking ring is act ially a ring of acters arrested by the guards are brought. answer yes, he will freely answer questions
regeneration. The vial of mtu.cinefor Dame Slavery is the usual punishment for all but
Golds brother is not present here, however! the most trivial misdemeanors. The cell asked him. However, if they ask thine:s he
keeper, a fat merchant named Samovar, is in thinks they should know (such as "SenIt by
Soldiers (20 1st level fighters): AC 4; hp 8; his office near the entrance, filling out who?"), he will immediately clam up.
#AT 1;D broadsword 2-8 reports. The other laborers have gone for
The beggar. actually a thief named D'eeb,
33. Cloth Warehouse
is sufferingfrom a double-cross. He believes
Closed. that he is in the employ of Edralve, orle of

the Nine. Under what he thinks are her
instructions, he has been guiding the player

characters to the catacombs of the Iilave

lords, He is not to let the player chamcters
know of her involvement. He doesn't know
what her game is, but the twisted natu re of
the plot appeals to his character. Besides,
Edralve (as she is wont to do) has Enade
other promises, highly attractive to De,eb.

That is what he believes. In reality, hi2 has
been duped by Stalman Klim and his ag,ents.
The orders Deeb follows do not come I:ram
Edralve; they are the plots of Stalman 83im.
Poor Deeb has been magically tricked into
believing he has met and dealt with Edr.alve.
Under any type of examination (in& (ding
magical) he will believe this false vilsion.

102

This suits Klim's purpose (the destruction of members of the garrison or on official busi- 56. Moneylender's Shop
Edralve) perfectly. ness will be roughly shown to the exit.
Closed. There is no loose cash on the
Deeb (5th level thief): AC 6; MV 12"; hp 22; Wealthy Quarter premises, the moneylender having all his
#AT 1;D by weapon; AL NE; backstab accounts transferred to the city treasury
x3; Dexterity 18 for thieving abilities 51. Wizards' Guild each day for safekeeping.

4. Stables stone available, and is roofed with fine 57. Residence
red and blue tile. There are strange mys-
The long rows of the city stabler). are tic symbols inscribed on the door. This is the home of a retired and wealthy
easily identifiable, for there is no mistak- sea merchant.
ing their distinctive shape and construc- Magic-users in the party will be able to
tion. The doors are open, hut there seem identify the building as the guildhall of their 58. Blacksmiths Shop
to be no customers in the immediate profession. Naturally, the door is wizard
area. locked and a hidden door keeper has a Closed.
guards and wards spell in a ring should non-
There is one stableboy inside, sweeping members attempt to force their way in. 59. Slave Lords' Stronghold
out old straw from the main walk. If given Members of the guild are allowed to use the
50 gp he will whisper, "There is a secret pas- research library and facilities here, as well Behind a 10-foot-tall stone wall can be
sage! It is in the rows of rogue!" He will not as the dormitory facilities. Membership is seen the topmost stories and battlements
elaborate. This refers to the red-light district 100 gp per month plus any material of the citadel of the nine slave lords. The
in the Thieves' Quarter. expenses incurred, plus repairs to any areas wall is patrolled by stern-faced guards.
that are damaged by less-than-successful The only way into the stronghold is
45, 46, 47. Officers' Quarters experiments. Non-member magic-userswill through the double-portcullised gate on
he allowed in the guild hall, and will be the northern wall. Four guards stand
These are a series of interconnected build- allowed to sleep there at 20 gp per night, hut beside this gateway.
ings with guards posted at each outside will not be permitted to use any of the
entrance, one at each doorway. These three research facilities. Non-magic-userswill not The four guards at the entrance to the
buildings are the living quarters of the garri- be allowed to enter under any circum- slave lords' compound are all 2d level fight-
son officers. Access is limited to officers and stances. ers. They sharply order away all who
those with official business hearing the approach too closely. There are a further 10
appropriate passes. The buildings arc occu- 52. Residence 1st level guards on each side of the com-
pied at the moment by 20 sergeants (3d pound wall, armed with chain mail, short
level), five lieutenants (6th level), and one This is the home of a prosperous mer- composite bows, and broadswords.
captain (8th level), all of whom are chiefly chant.
engaged in eating dinner in the various din- Guards (2d level fighters):AC 4: hp 16each;
ing rooms. 53. Wainwright's Shop chain mail and shield; #AT 1; D 2-8
broadsword
48. Garrison Armory Closed.
Guards (1st level fighters): AC 5 ; hp 8;
This large stone building has a guard 54. Residence #AT 1;D 2-8 broadsword
posted at each entrance.
This is the comfortable home of a wealthy Between the wall and the actual fortified
Most of the garrison's spare weapons are cleric. headquarters of the slave lords stretches an
stored here. There are vast quantities of open courtyard. It is covered with close-cut
arrows, bows, swords, spears, suits of 55. Jeweller's Shop grass but contains no cover or concealment.
armor, and other tools of war. There are four minotaur lizards in the court-
Closed. Inside the shop, in a back room, yard, one on each side. They have been spe-
49, 50. Barracks is a hired security guard. He will attack a cially bred and trained to guard the
single intruder, but in the face of a large courtyard and possess a dim intelligence
These two-story complexes are made of party. will slip out a back door to alert a that allows them to he ordered and con-
stone and individual soldiers may be fre- patrol. Hidden behind a secret door in a trolled by the soldiers on the wall. Upon
back room is a solid iron strongbox that is 4 command they will attack any living thing
These interconnected buildings house the feet square and weighs 500 pounds. Locked within the courtyard, and will fight to the
hulk of the city garrison, though there are in it are 10 pieces of fine jewelry, 28 rough death when in combat, being deterred by
many other warriors also on permanent gems of various types, and five pounds each neither food nor fire.
assignment inside the slave lords' citadel. At of unworked bars of silver and gold.
the moment, there are 600 soldiers inside the Minotaur lizards (4):AC 5; HD 8; hp 48
barracks, of whom 100 are experienced Security guard (3d level fighter):AC 7; each: #AT 3; D 2-12/2-12 claws,
fighters (2d level). Trespassers who are not hp 25; #AT 1;D longsword 1-8 3-18 bite

In addition, there is a further detachment
of 160 1st level and 40 2d level soldiers
which can be called upon if needed from

103

inside the slave lords' citadel itself. These 65. Tavern: The Clever Cudgel player characters in any way-indeed, most
will he commanded by a 7th level magic- make situations worse for the player char-
user and an 8th level cleric, and will respond This building presents a rich and well- acters.
to any attack within one turn. The rest of kept exterior. It is obviously a successful
the city garrison can be summoned within establishment. Above each door is a The Victim
two turns by means of a flickering light sig- painted sign depicting an animated quar-
nal flashed from the rooftop battlements of terstaff beating a halfling. There is the This encounter will preferably be in the
the citadel. sound of singing and the rhythmic Thieve's Quarter, hut may occur anywhere.
thumping of mugs coming from the inte- It is also preferable to use this encounter
60. Residence rior. after the party decides to split into two or
more groups (if they do). If the party splits,
This is the home of a wealthy mercenary Inside the tavern are 26 townsmen and six make sure to physically separate the players
captain. off-duty soldiers. Only the soldiers are into their groups so that one won't know
armed with weapons (broadswords) other what the other is doing. Randomly select
61. Residence than daggers. The townsmen are obviously one of the groups to have this encounter.
men of some means, for they are well-
This is the home of a retired alchemist dressed and inclined to stoutness. All are Just as the group rounds the corner, they
singing a local ballad and beating time with hear a familiar voice cry out in pain from
62. Tailor's Shop their mugs. The men will happily converse behind them. There, stumbling out of the
with strangers if they buy the drinks (a shadows, isone of the otherparty members!
Closed. round costs 2 gp). (As referee, select the party member you
feel will gain the most trust and sympathy of
63. Cobbler's Shop 66. Residence the group.) He appears to be injured
severely. Staggering to his friends, he says
Closed. This is the city home of a country squire. they were attacked by a large band of thugs
He is staying here while conductins finan- only a little distance away. He then grasps
64. House of 111 Repute: cial business. one of the player characters and collapses
The Wild Cat with a faint murmur. "Help me..?
6 7 . Residence
~~ The injured party member is actually a
This is the home of a prosperous trader. rakshasa. His plan is to send most of the
This large, ornately-constructed build- group off on a wild goose chase, leaving him
ing has only one entrance, above which 68. Abandoned Residence alone with one character, who will be easier
is a painted sign showing an arched cat. to overcome than a group. He warns the
Noise of revelry comes from within. This dwelling appears to be an inhabited others to be careful-the brigands may be
Leaning nonchalantly against the build- home, but it is actually deserted, although using a poison that weakens. He caught a
ing near the doorway are five young still fully furnished inside. Under a rug in blow and now feels as if he can hardly
men. They are wearing bulky cloth the master bedroom is a door covering the move. He suggests someone remain with
tunics and short cloaks of rich fabric, entrance to a secret passage leading to the him until he recovers and then they will
and long sword scabbards hang at their underground. The passage appears to have both catch up. If all characters in the group
sides. been built to resemble a section of the city's want to leave, he will lag behind, hoping to
sewer system. draw one other character back to be
The five men are rakes wearing concealed attacked.
leather doublets. When the party nears Although all the clues in this module
them, they call out in sarcastic and insolent point toward the other secret entrance at the If the rakshasa is injured and has 20 or
terms, hurling the vilest of insults upon the Sign of the Rose (area 13),it is remotelypos- fewer hit points remaining, he will attempt
party members. They try to goad one or sible that the party might stumble onto this to escape by casting invisibility upon him-
two characters into fighting with them, If passageway. If this happens, it is quite all self; or, in desperation, by using his illusion
they are ignored, one will seek to start a right to let them use this passage. After all, powers to look like one of the party or one
brawl by jumping the first party member to luck is part of the game, too! This second of the city guard. If any cleric makes an
turn his back on them. If attacked by the passageway exists because the slave lords attempt to cast a bless spell, the rakshasa
entire party, or severely pressed in any other never allow themselves to be backed into a will fly into a rage, stopping at nothing to
way, two of the rakes flee but the others corner-they always want more than one slaughter that character before the spell can
fight until down to 8 hit points, at which way into (and out of!) any place they go. be finished. The actual shape of the rak-
time they try to surrender and szve their shasa will not be seen unless his magical illu-
lives. All five rakes have purses of 20 gp and Suderham sion is dispelled or the creature is slain,
20 sp concealed within their doublets. General Encounters
If the party does not split up into two or
Inside the bawdy house are 14 women The following encounters can occur at the more smaller groups, the rakshasa will
and nine townsmen in the main parlor, gam- DMs option. They should occur sometime assume the form of one of the guests from
bling, drinking, singing, and otherwise when the player characters are moving Dame Golds party. He will appear to be
making merry. They will not hear a fight about the city searching for clues. These wounded. In this guise he will attempt to
outside over their own din. encounters, as a rule, do not aid or assist the convince someone in the party to escort him
to a safe place. The idea, of course, is to
Rakes (5 8th level fighters): AC 7; hp 40 allow him an easy attack. If successful, he
each; #AT 1;D 1-8

104

will return as that party member, hoping to Tudwill the Magistrate finishes his song, the dozen or so
continue his sneak attacks. If all else fails, bystanders erupt into deserved applause.
the rakshasa will attack the rearmost mem- Coming down the street toward you is a You, too, have felt your heart strings
ber of the marching order, and will try to tall hut very burly man with an officious tugged by this man's magical voice. His
escape. If the rakshasa is killed, it will be dark eyes wander over the crowd as he
seen that he is wearing an intricate necklace air. Behind him trail four g-uardsmen. His turns, acknowledging the applause with
of Vedic design, made of gold and platinum nods. He faces your party, makes eye
and set with five rubies: the total value of neutral expression turns into a smile as contact, and nods slightly in your direc-
the necklace is 8,000 gold pieces. he sees you and moves to intercept. "A tion. There seems to be a mysterious
word with you, gentle folk, if 1may," the magnetic power about him. But, with his
Rakshasa: AC -4; MV 15"; HD 7; hp 50; man says. "I am Tudwill, the Exalted performance done, he gathers his money
#AT 3; D 1-3/1-3/2-5; SA illusion, esp, Magistrate ot the Council of the Nine, and disappears down the street.
immune to 7th level and lower spells, blessed be their names, and I'm afraid
weapon f 3 or better to hit; AL LE you have inadvertently broken some city
ordinances.

The Wind of Covetousness Tudwill does in fact serve as a judge in Later in the night, when the player char-
acters are in a tavern, Taliesin will reappear.
trivial matters of law, but all matters of Casually approaching the player charac-
import are routed to more important magis- ters, he will draw them into a quiet corner
trates. He earns the majority of his income for drinks and discussion.
by catching people in the act of committing
minor infractions and collecting the fines at Taliesin is a thoughtful, sensitive fellow,
that time; to put it another way, he issues but what has happened to him lately he does
tickets and then "fixes'' those same tickets. not fully understand. Many months ago he
He is incredibly inventive at twisting the felt compelled to set out on a long journey.
As you start down the street, the gentle He did not know where he was going or
breeze which had been coming trom why, but remembering the teachings of his
behind you dies. A new wind, with a

strange but not unpleasant smell, gently
wafts toward you. In the light of the oil
street lamps, you see and hear two men

L-and a woman arguing loudly over pos-
sAestsitohnisopfoainrtinhga.ve the players each roll a actual law to cover whatever circumstances
are around, and his fines vary by what he

judges the accused actually has (usually druidic master, he went. His old master had

D2O: those rolling above their Wisdom 50%-75% of what the victim has at the often talked of the spirit dream sent by the
score have failed a saving throw and will be
affected by the Wind of Covetousness, a time). Earth Spirit, and perhaps that was what this
strange magical breeze which can occur
anywhere. Those affected strongly desire Naturally, none ot this makes Tudwill a was. At any rate, he followed the call.
the ring which the townspeople are arguing
over. feeling strongly justified in some beloved public figure and normal towns- At first, as he traveled, his wanderings
strange way that the ring should he theirs.
The townspeople in turn covet belongings people go to great lengths to avoid him. were random, vague, and incomplete. But
of the characters, with the same convictions
in their beliefs. Affected characters begin to Still, he is a bit of a comic figure-a corrupt as weeks passed, his footsteps became more
eye the belongings of other characters. and
so on. If the player characters do not start a petty bureaucrat, all pomp and air. Unfor- and more deliberate, finally bringing him to
brawl the townspeople will. However,
townspeople will fight to subdue, not using tunately, he must be taken seriously, for he this place. And on his journey he had
weapons unless they are attacked in the
same manner. does have the power to imprison offenders dreams-dreams of fire, churning seas,

Characters who make their initial save vs. in the slave pens, and the offender might be darkness, and blood. In these dreams he
the Wind feel a strong desire to possess the
ring, but they will be able (with a struggle) sold before he comes to trial! Charges he saw the faces of the player characters and
to fight it off and act freely. These characters
may draw affected characters away by might bring against the party include: more knew that he had to find them. But, now
throwing a coveted object some short dis-
tance, which the affected characters will fol- than four people in a group after dark (if that he has you, he doesn't know what he is
low. If the characters can be led around a
corner which is blocked by a building, the applicable); possession of non-Suderham supposed to do.
Wind will lose its hold over the character.
Otherwise an affected character will remain currency (if they haven't been to the money- Clerics who magically investigate Taliesin
so until two game turns have passed (and
the Winds move on), or until the character changer); resisting an officer of the law (if have no trouble detecting a strange aura
has been rendered unconscious due to sub-
dual combat damage. they argue about their guilt); possession of about him-he is somehow special. How-

possibly forged passes (whether they are real ever, nothing more will be revealed. He

or not); public intoxication (whetherthey are wants to help and will answer all the ques-

sober or not); failure to wipe feet before tions of the player characters. At this point,

crossing the street; failure to cross street at you must decide haw much he knows and

the proper point; failure to render assistance how much you want to reveal to your play-

to an officer of the law; obstructing the path ers. If they are having a difficult time finding

of an officer of the law; etc., etc. Tudwill will where to go next and what to do, allow

settle for a total of 40 gold pieces from the Taliesin to be well-informed about the slave

party, though he will try for more. lords and their movements. He will be able to

give them several solid clues about where to

Taliesin the Bard go and what to look for. If the player charac-

1Walking down the street you hear the
haunting strains of a ballad of doomed
love roll forth in a rich baritone voice
ters have had successes already, have Taliesin
suggest that things here may run deeper than
expected-that some thing or some power as
yet unsuspected is present here. There is a

accompanied by a lute. When the bard greater adventure here than meets the eye,

one that continues into Queen of the Spiders.

105

The Catacombs 2. Pit Trap over the marked area to help the first victim
of Suderham will also become stuck to the floor. If the
As the party moves down this corridor, a mimic rolls 4 over the number it needs to
At this point, the party has either found 10 foot Y 10 foot pit (7 feet deep) sud- hit, the monster has successfullydisabled its
the passageway intended (from the bawdy denly opens under the first rank of char- victim’sweapon arm, preventing attacks by
house, 13) or accidentally found the other acters. that character. The only way to free the
passage (from the abandoned residence, glued party members is to slay the mimic.
68). Whichever passage is found, the party Immediately, a large section of stone Beneath the creature are 300 gp, four topaz
will follow a 10-foot-wide corridor of on the north wall of the corridor slides gems (500 gp each), and a ring of warmth.
worked stone. A dwarf will be able to tell down, revealing a 1-foot-long brass noz-
that it was constructed less than 1 5 years zle from which whooshing sounds Killer mimic: AC 7; MV 3”; HD 9; hp 43:
ago and is definitely not part of the sewage emerge. #AT 1;D 3-12; SA glue
system. Torches or other light sources will
be required unless otherwise specified. The The characters who fell land on soft sand 4. The Hell Hounds‘ Hideout
corridor leads the party into encounter and take no damage. The DM should get
area 1. immediate reactions from the players. Each This long corridor is illuminated by blaz-
character may take one action before a jet of ing torches set in wall sconces at inter-
K e y to the Catacombs flame shoots out from point a, covering the vals of 10 feet along the passage walls.
entirecorridorupto thepit. Thereisenough Hot drafts of air blow down the corridor
1. Guardian Area time between the nozzle’s appearance and and the floor grows warmer and warmer
the jet of flame for any character to jump as you advance.
This roughly hexagonal room was obvi- into the pit if desired. Characters in the pit
ously once part of the city’s sewer sys- take no damage from the flames; characters As the party nears the dual secret doors,
tem. The carved ceiling, 20 feet high, is in the corridor above or north of the pit take the temperature of the walls, ceiling, and
coated with a smooth deposit of lime- 12 points of damage (save versus Breath floor become blisteringly hot. Although no
stone, and moisture clings to every sur- Weapons for half damage). A character in damage will be sustained, the entire group
face in the area. In the center of the room the south section of the corridor (one who of characters will be -1 to hit and lose one
stands a giant humanoid figure. The has jumped over the pit, for example) will armor class because of their intense discom-
room’s dim light, supplied by a feebly suffer no damage. fort. As the party passes the hidden com-
burning torch, gleams off the creature’s partments, the secret doors silently slide
metallic hide. This trap is a precaution of the slave lords open and a hell hound emerges from each
against one of them being captured and alcove. They attack spellcasters exclusively
The chamber’s guardian is actually a forced to show the way in. Should the until all are dead (breathing 50% of the
poorly made flesh golem with hundreds of golem have failed to slay the enemy, the time).
polished iron plates attached to its flesh, slave lord would walk ahead, fall into the
giving the creature an improved AC and pit, and the captor would be roasted. Mean- Both of the hell hounds wear thick leather
more fearsome aspect. while, the slave lord would open a secret collars studded with gems and long, wicked
door in the wall of the pit (which can be spikes. The spikes are poisoned. Unless
When the party enters the area the golem opened only with a special ring that only the great care is taken removing the collars (this
will raise its arms in a warning gesture and slave lords have) and would escape to the must be stated by the player doing so) there
shout in a garbled voice, “Flee now, or 1 Council Chamber (room 9). is a 50% chance the character will acciden-
tally prick himself on one of the poisoned
shall breathe poison death upon you all!” If 3. The Killer Mimic’s Lair spikes (save vs. Poison or take 20 points of
damage). Each collar contains three fire
the party remains in the area longer than foot high room is on the north wall. opals worth 750 gp each. A character who
one turn (or attacks the unmoving golem) There are two doors across the room on tries to use the poisoned spikes as weapons
the golem will engage the party in melee, the south wall, one to the west, the other must check each round he or she handles
selecting his targets randomly. Once the to the east. Also near the south wall is a them.
golem has begun to attack it will pursue the bulging wooden chest.
party to the death. The door on the west Hell hounds (2): AC 4; MV 12”; HD 5;
wall is concealed behind a thin layer of lime- The door on the east side of the south wall hp 30,25: #AT 1;D 1-10, breathe 5:
stone but can be found by any party mem- is false. The chest is really part of a killer SA Breathe fire
ber searching for a door. mimic that is lying on the floor awaiting
prey. The first character to step 10 feet into 5. Minotaur Menace
Golem: AC 4 ; MV 8”;HD 9; hp 35; #AT 2; the marked area will be stuck fast, unable to
D 1-10;immune to all spells except fire or move his or her feet. The mimic will then a. Bolt from the Dark
cold, which slow the golem to half-speed attack the trapped victim by extending
for 2-12 rounds; non-magical weapons blobs of its own form and using them as As you round the corner into another
may strike the golem for half damage, sticky bludgeons. The creature will not corridor, a huge crossbow bolt flies out
due to its poor construction reveal how much of the floor is actually part of the darkness UP ahead.
of itself. Therefore any character moving

106

The bolt (shot by the minotaur described d. Minotaur Hoard 6. Cunning Gelatinous Cubes
in Sc)will be aimed at one of the party mem-
bers in the first two ranks (determined ran- Scattered within this room are 400 ep, The air in this chamber is foul and cling-
domly), and causes 1-12 points of damage if three aquamarine gems worth 250 gp each, ing. A thick translucent slime covers the
it hits. The bolt is roughly 3 feet long and 1 a pouch (dust of disappearance, one use), floor and trails out along the passage at
inch thick. and an especially well preserved human the far end of the chamber.
skull.
The heat from the torches and walls of the As soon as the first rank of the party
previous passage blur infravision, but e. Crossbow Traps walks onto the 10 foot x 20 foot area
heavy receding footfalls and the sound of a (marked by the dotted lines) a 1-foot-thick
door slamming can be heard. Each of these locations is trapped. As slab of stone tilts, spilling them into a pit on
soon as a character enters a trigger area top of a gelatinous cube Characters in the
b. Ambush second rank must save vs. Paralyzation to
(marked with a ”T)a crossbow bolt will avoid falling into the pit. Every round, a
Depending upon the choice of direction character who is in contact with the cube
the party will arrive at one of these three shoot out from a small hole in the wall (use will take 2-8 points of damage and must
points before reaching Sc. When the charac- the minotaur’s ”to hit” roll) at one of the save vs. Paralyzation or become paralyzed
ters reach one of these locations another party for 2-7points of damage. If the proper for 5-20 rounds. In addition, once per round
large quarrel (as 5a) zips out of the darkness 10-foot section of floor (the trigger square) the cube will extend a pseudopod and strike
at the lead member of the party. A character is searched, the pressure trigger of the trap an opponent up to 15feet away. The pit is 10
who has the chance to use infravision will will be discovered and can be easily feet wide, 20 feet long, and 5 feet deep. The
see a larger than man-sized figure fleeing avoided. cube has altered its shape to fit this area.
around the corner.
f. Perilous Portal If the party looks carefully through the
c. Minotaur’s Lair cube they notice several shiny objects under
are made of some kind of dull, tarnished it. The remnants of the cube may be burned
This room (15foot ceiling) is lit by small metal. Occasionally, large drops of away in one turn (using three flasks of oil).
pots of glowing coals set around the edge water fallfrom the moisture covered ceil- The treasure includes 70 gp, a long sword
of the wall. Carved into the walls are ing, striking the party below. In the east +3, chain mail + l , and a dusty rose-
vivid scenes of human suffering- wall at the comer is a tall metal door cov- colored crystal prism (an ioun stone-this
battles, slavery, and so on-all rendered ered with a strange, angular script. will orbit around the first character to toss it
artistically and in fine detail. In one cor- into the air, giving + 1 to both armor class
ner of the room there is a large pile of The script can only be deciphered by a and saves).
bones and meat scraps. Next to this pile thief or by a magic-user with a comprehend
is a minotaur in some kind of lacquered languages spell. It reads, ”Danger-No If the party searches for treasure before
scale mail armor. He is holding a large Entry,”This door is a one-way door that can
crossbow, only be opened from the other side. If the looking around the corner, they will not see
door is checked for traps, an elf, half-elf, or the second gelatinous cube that is advancing
The minotaur will retreat to this area and a thief may find the braided copper wire to attack. This cube will move quickly
await the characters after firing on the party hidden under a dull flap of metal foil. (This through the far opening and into the pit,
at points a and b. The moment a character chance is 2 in 6 for elves and half-elves, 4 in altering its shape to land on any characters
enters the room the minotaur will shoot 6 for thieves.) Otherwise, the first character there (all those searching for treasure). All
another giant crossbow bolt, then drop that who touches the door will take a massive such characters will automatically take
weapon and pick up his battle axe +2. He jolt of electricity for 24 points of damage damage and must save against paralysis.
will attack the strongest fighters first. The (save vs. Breath Weapons for half damage). Characters who are not paralyzed are -4 to
minotaur knows the labyrinth well, and hit and do only half damage. This cube
may move through its corridors to circle The wire leads to a concealed compart- attacks as the first cube in all respects.
behind pursuers or lure them into the cross- ment in the wall. This compartment con-
bow traps (Se). tains a sealed glass bottle with a copper Gelatinous cubes (2):AC 8; MV 6 ” ; HD 4;
rod through its stopper. The jar is hp 25, 30; #AT 1;D 2-8: SA paralysis
The minotaur carries 50 pp in a sack at his wrapped with metal foil and has another
belt. His axe is so heavy that only fighters rod attached to the outside of it. The 7. Grotto of TerroI
with a Strength of 16 or better can wield it. copper wire is attached to the outside
The armor is useless as is the mammoth rod, while another wire runs from the a. The Black Lake
crossbow; both are simply too large for inside rod into the wall.
mere humans to use. The passageway opens into a huge
This is a Leyden jar, a primitive battery. It cavern at least 150 feet across. The
Minotaur: AC 2; MV 12”; HD 6 + 3 ; hp 33; has only one charge (24 points of damage). stalactite-filled ceiling varies from 50 feet
#AT 2; D crossbow 1-12, axe 7-14, bite If the party has not already discharged it, to 65 feet high, and the floor is covered
1-4, or gore 2-8 the thief can discharge it safely by a success- with a spongy turf. The grotto is lit by
ful attempt to “remove traps,” the eerie luminescence of a forest of tall
fungi (6 to 7 feet tall, with caps 4 feet

107

across). The turf at the entrance rapidly 8. The Sinister Snakes in the southwest part of the room. (If the
gives way to a dense marsh from which Captured! outcome is used, there are five
these man-sized mushrooms sprout. As you reach the far shore, two giant men seated in the room. If the Slave
snakes appear from holes in the ground Lords! outcome is used, seven of the nine
However, most of the grotto is filled and attack! seats are occupied.) They are dangerous-
b y a large lake, with clammy-looking looking men and women wearing many
black water and a few patches of green These are giant constrictor snakes. They jewels and fine robes-and on some the
surface scum. Floating in the water are pursue escaping characters, but will not glint of concealed armor can be seen.
the bodies of several blind, white fish fight the shambling mound.
covered with leeches. Across the lake, Captured!
nearly 100 feet away, another shore can Giant constrictor snakes (2):AC 5: MV 9”;
be dimly seen. It may be reached by tak- HD 6 + 1; hp 37,35; #AT 2; D 1-4/2-8; Although the men are clearly laughing,
ing a narrow path ( 5 feet wide) along the SA Constriction no sound can be heard coming from the
east wall of the grotto. Strange clumps of room. As the party observes this scene,
vegetation litter the path, but beyond the STOP!Read t h i s the man sitting in the central throne (a
marshy beach of the far shore an opening before Continuing! fighter-type with a black eyepatch) ges-
can be seen in the grotto wall. tures to an unseen henchman. Suddenly
If as DM you want to gain the a wall of stone drops 20 feet down the
If a character attempts to swim across the maximum play value from this corridor, blocking any hope of retreat!
tke, dozens of leeches (normal sire) attach adventure, then the following must
themselves to the character’s body the occur: The player characters must be The stone wall is impenetrable. If the
moment he or she enters the water. The defeated in the Council Chamber of the characters try to move forward into the
leeches inflict a total of 2-12 points of dam- Slave Lords (area 9). This is necessary room they discover an invisible wall of
age before they can be removed. since the next stage of the adventure is a force in a IO-foot-radius hemisphere from
The caps of the giant fungi are easy to cut test of the true role-playing and thinking the door.
off and are quite buoyant. They can serve as skills of your players. Although it seems
rafts; each cap can carry two characters harsh, the party must begin the next As you struggle to win free of this trap, a
across the lake. If the players spend more section as prisoners of the slave lords. In small panel in the ceiling opens and a vial
than two minutes of actual time deciding this case, use the Captured! outcome for of fluid is hurled against the floor. The
what they are going to do, then the sham- room 9. vial shatters, releasing a thick green gas
bling mound (see below) will attack them at as the opening in the ceiling is hastily
once. If you do not wish to arbitrarily closed. Slowly, one by one, you fall to
condemn your player characters to the ground unconscious-prisoners of
b. Shambling Mound capture, then a climactic final battle can the slave lords.
ensue! Use the Slave Lords! outcome for
If the party takes the path: room 9 in this case. However, this ~~ ~~
outcome is very deadly; even if the
The path grows increasingly soft and player characters succeed, they will be Continue the adventure with the next
wet. As you approach the halfway point, prevented from playing in the final part chapter. Dungeons of the Slave Lords.
a huge heap of rotting vegetation rises of the adventure (since that part of the
from the muck. It is alive, and attacks. adventure applies only if they are Slave Lords!
captured).
The creature is a shambling mound. It The slave lords have observed the party’s
attacks until either all the adventurers are 9. Council Chamber of progress by means of a crysfal ball with
dead or escaped. It will not leave the grotto the Slave Lords clairaudience. They have spells and weap-
or enter area 8, but will return to its original ons ready and cannot be surprised. The
location. lf the shambling mound is killed small oil lamps set into the wall. After slave lords are impressed with this party’s
and area 8b is searched, treasure can be about 100 feet the corridor dead-ends. tenacity and skill and view the coming bat-
found amidst the rotting vegetation: a tle with some amusement. This will change,
potion of extra-healing; gauntlets of dexter- The concealed door at the end of the corri- however, as soon as one of the slave lords is
ity; and a sword f2. dor will be found after one round of search- injured. This then becomes a fight to the
ing. It can be opened easily by any member death. The listing of reccomended actions
Shambling mound: AC 0; MV 6”; HD 8; hp of the party. gives a guideline for actions the slave lords
37; #AT 2; D 2-16/2-16; SA If both are likely to take in the ensuing combat.
attacks hit the same target suffocation The door opens into a great room (70feet
will occur in 2-8 rounds unless the mon- x 70 feet x 40 feet high) lit by large
ster is slain; SD weapons do half dam- torches set in wall sconces. There are
age, fire does no damage, cold does half nine large throne-like chairs in a semi-
damage, lightning causes it to grow 1HD circle facing the concealed door. A large
in size iron staircase spirals upward

108

Prior to the Encounter Round 3 I f The Party Wins

Stalman Klim casts resist fire, negative Eanwulf, Brother Milerjoi, and Theg Congratulations are due. The player
plane protection, protection from evil 10' Narlot charge the party. Ajakstu casts characters are a mighty group indeed!
radius, and meld into stone on himself. He Evards black tentacles on the rear of the
steps into a section of the wall and disap- party to pin them and block escape. Lamon- Stalman Klim and Edralve
pears. All spells except the meld into stone sten uses his fear, if available. Nerelas still
will be in effectfor the duration of the com- attempts to strike from behind. Stalman The confrontation with the player char-
bat. Klim steps out of the wall. Slippery Ketta acters is the final part of Stalman's plots.
uses thrown daggers to pin down any spell- They have gained their way to the Inner
Edralve casts a resist coldon herself and a casters. Council, a feat which should have been
silence 15' radius on the doorway. These impossible. Obviously, someone must have
spells are in effect for the duration of the Round 4 given them help-but who? Stalman has
combat. carefully prepared things to frame Edralve,
Stalman Klim calls down a flame strike his major rival on the Inner Council, If the
Ajakstu casts esp and polymorph self on the most threatening character. Ajakstu player characters are captured, he is confi-
upon himself. At this time he retains his casts his cone of coldif a clear target is avail- dent he can force the information (which he
human form. This spell will remain in effect able. The others continue as before. planted ) out of them. If they are dead, he
during the entire combat. will speak with the dead to gain his "proof:'
The slave lords have not prepared Anyway, they are probably carrying the
Lamonsten casts his detect invisibility detailed battle plans beyond this point, par- papers (which he planted), more than
and improved invisibility. The former will tially from over-confidence and partially enough evidence to doom Edralve. And
be in effect for the entire combat. because they know it is pointless to plan with her gone, he should have no difficulties
that far in advance. with the rest.
Round 1
If The Party Loses Edralve, for her part, has been sent to
Ajakstu casts his slow spell on the party. work with the slave lords, preparing the
Nerelas sips his potion of invisibility. If the players lose this battle and the DM way for future events. She has been gaining
Eanwulf throws his axe at the lead party wishes to have them participate in the more and more power in the Inner Council,
member. Brother Milerjoi, Theg Narlot, remainder of the adventure, two options threatening Stalman's position. Following
and Slippery Ketta all throw two daggers at can be used. The first is to have the players orders from the Queen of the Spiders,
spellcasters. Edralve begins a chant. create new characters (of approximately 4th Edralve is about to assume control of this
level) and continue play with the next sec- useful organization known as the slave
Round 2 tion. As a second choice, it can be assumed lords.
that Stalman Klim has returned and, over
Ajakstu casts a fireball at the doorway. several days, cast raise dead on all slain
This will fill the nine squares in front of the party members in order to torture and inter-
door. Nerelas attempts to move behind one rogate them. He is ostensibly attempting to
of the party members. Lamonsten casts his learn how the player characters got as far as
fear at the party unless he might hit one of they did. From the documents found on
his own group. In this case he will create a them and their own statements, he hopes to
hypnotic pattern. The others use missile implicate Edralve, giving him an excuse to
weapons as available. Edralve continues remove her from power.
chanting.

109

"Life is hard and then you die! That is Despite their intentions, the jailers have complete prisoners (as they were aboard the
what is carved into the wall of your cell. occasionally slipped up in their routine
For days, you think, you have been here abuse. This has allowed the clerics to Ghoul), having freedom to move about
all by yourself. Where your companions quickly pray for (and receive) spells useful their prison. However, the slave lords con-
are, if they are even alive, is a mystery. to their current condition: cure light sider them helpless and doomed and so are
All you know is that you have received wounds, purify food and drink, resist cold, not concerned.
the constant and brutal attention of the create water.
slave lords. Each day it seems one of Many players think of their characters in
them stops by to gloat over you. You Something finally occurs to break the terms of the powers and possessions, rather
have come to know them well-blood- monotony of imprisonment: the stone than as people. Such players will probably
thirsty Eanwulf, vixenish Ketta the Slip- shudders and the earth growls as a large be totally at a loss for the first few minutes
pery, impassive Brother Milerjoi, tremor rocks the island. Dust filters of play. It is likely that they will be angry at
frivolous Lamonsten and Ajakstu, the down from the ceilings of the cells, and
dark Nerelas, and the brutish Theg you can hear much shouting and com- the DM for putting them in such an "unfair"
Narlot. They almost Seem like family- motion among your captors. After a situation. They will demand or beg conces-
short period, the doors to the dungeon sions. Do not give them any help, even if
your in-laws. But they don't compare in clang open, and in walks Stalman Klim, they make you feel sorry for them. Tell the
any way to the two highest Lords of the the evil high priest, surrounded by players that they must rely on what they
council-the sadistic Edralve and the guardsmen. Entering your cell, he grips have, not what they used to have, and that
cold-blooded old priest Stalman Klim. your chin and locks his eyes on yours. this includes their brains and their five
senses. Good players will actually welcome
You have been kept in your cell for an "Weakling fool," he says almost cheer- the challenge. All players will ultimately
unknown period of time. The only clue fully, "if only you realized how well you enjoy this section much more if they get out
as to how long is that all of your wounds have served me. Soon I will control the on their own resources, rather than with
have healed. During this time, you have council-and all thanks to you! Without hints and clues the DM gives them.
been brought before the slave lords for relaxing his crushing grip he turns to the
questioning many times. Their methods guards and announces, "The Earth The dungeon labyrinth is far from a nor-
are varied-sometimes kind and friendly Dragon has spoken! He is hungry, and mal AD&D dungeon. To escape, the player
the time has come to feed the weak to
while on other occasions vicious and him, as is our sacred custom. O h miscre- characters have to make the best of the
inhuman-but the questions have ants," he hisses, wrenching your face opportunities offered by the contents of the
always been the same-who helped you? around, "now you shall pay for the various encounter areas. These opportuni-
How did you get here! Finally, weakened havoc you have wrought! And in an ties may seem meager to the players at first,
undertone he adds, "Since now your part but this dungeon contains more than
by lack of sleepand a barrage of pain and is done." enough material for the players to escape
magic, you can no longer resist. Your from any of the exits if they have the wits
story unfolds-what little you know. Contemptuously, he casts you back and resourcefulness to recognize and utilize
into the corner and strides out of your it.
During this time, spells have long since cell. "Guards, subdue them with the
disappeared from their caster's memo- Smoke of the Little Death.'' In addition, this section will test of the
ries, cast in desperate and clever ability of you, the Dungeon Master! It is a
attempts to escape from the dungeon or He turns and leaves, and the guards go virtual certainty that good players, forced
lost in the haze of pain. Unfortunately, with him. Shortly, however, there is a to rely on their own initiative, will attempt
all attempts were failures, though they click as a small aperture is opened in the to use what they find to do things not cov-
succeeded in giving the jailers a very dungeon door. Through it comes the end ered by the rules. In these situations, it is
hard time. The clerics have received spe- of a tube, which spews out the green entirely up to you to handle these requests
cial treatment: the jailers, knowing that sleep smoke you remember so well. with fairness, objectivity, and imagination.
clerics can regain their spells by prayer Some things the DM can think about ahead
and sufficientrest, have not allowed the Refereeing the Dungeon of time: for example, how will the party
clerics to sleep more than three hours in make light, or ropes, or mark their way?
succession, and have given them even This section of the adventure is unusual i Consider such things, but be prepared also,
smaller rations of food and water than that the characters start almost totally for the players will probably think of things
the other characters have received. bereft of equipment and spells. They are not that never occurred to you,

An essential mechanism of this scenario is
the impending earthquake and volcanic
eruption which will destroy the dungeon

110

and Suderham. The earthquake (and its hard, and the sandstone is too crumbly. The toseefishandothercreaturesin thewaterat
attendant foreshocks) serves two purposes: floors of the tunnels and chambers are cov- areas 10 and 12. Infravision does not enable
it prods the players on to act quickly in the ered with fine sand to a depth of 1foot. The a character to read a scroll! Reading parch-
dungeon, and it sets the stage for th.e next floors in the limestone areas are generally ment req
section of the adventure. A number of trem- smooth. Stalactites and stalagmites are too
ors precede the earthquake, each of which thick to break off except as noted. Footpri
should be slightly greater than the last.
Begin the tremors as soon as the players Starting Fires Footprints and other marks on the floor
start this section. Describe the walls trem- will be wiped out by the shaking of the sand
bling, sand shifting underfoot, dust and grit Certain materials have been placed in the with each earth tremor, and thus will not be
falling from the ceiling, and a deep growling labyrinth to enable quick-witted players to reliable "road marks."
from within the surrounding rock. After gather the wherewithal from which to con-
that, the tremors occur at regular intervals, struct a fire. It is likely that every group of Resting
with a slight increase in magnitude each adventurers will at one time attempt to use
time. The following schedule is suggested: these or other materials in a manner not Characters may decide at some point to
stage a tremor after 40 minutes of pl.iy, the intended or foreseen by the author. In all rest and/or sleep, particularly in order to
next one after 35 more minutes, the next such cases, the carefully considered judge- regain clerical spells. There are several ways
after 30, then 25, 20, 15, etc., until the trem- ment of the DM must be the final authority. to dissuade them from this. One way is to
ors are rocking every couple of minutes, if It would be quite impossible to anticipate tell the players, "You rest for 40 minutes but
the players haven't escaped yet. (Be dis- every given action a party might take and then there is an earth tremor, slightly larger
creet; clever players will notice obvious give instructions here on how to handle the than the last. Your rest is spoiled." Another
clock-watching.)This is a chance for you to situation. However, a few tips are listed way to deal with this in a timed game situa-
inject some drama and suspense into the below covering the starting of fires, which is tion is to have the Characters' rest time equal
game. Above all, never let the players sus- one of the most crucial and clear-cut prob- real time. To do this, the DM simply leans
pect that the ceiling won't really fall on their lems facing the adventurers. back and does nothing, responding to
heads, and that the whole dungeon will col- hurry-up exhortations with, "You're still
lapse behind them as soon as they escape! Flint and Steel: Sharp blows of flint resting." Most parties will catch on within a
Make them think that they will all be killed against ferrousmetal (iron or steel)will pra- minute or two and give up on this particular
if they don't get out in time (which is wactly duce a spark. For example: the rusty dagger
what happened in the tournament sce- (area 4 ) and flint spearheads (area 6). Flint Ploy.
nario!). striking flint, bone, or other rock will not
produce sparks. Mapping
There is another purpose which the final
earthquake can serve. If the players are Friction: The wood found in area 5 is too No mapping is possible by players until
totally unable to escape the dungeon, crumbly to be rubbed together to produce a characters acquire something to map with!
because of damage, inadequacy, or some flame. If this is attempted, the wood will Mapping requires light and a reliable writ-
fatal error, the earthquake can a) kill them merely break into smaller fragments. ing instrument. (A pricked finger is too
all and put them out of their misery or b) messy and the blood will keep coagulating.)
open an escape route to the outer world. Plants and Animals: The glow-fungi (area Characters do not know which way is north
The DM may choose to award fewer or no 11)and fire beetles (area 15) give off light (unless they have a Stoutish halfling with
experience paints for the labyrinth if the lat- but not heat, in the manner of fire flies. It is them who thinks to check for direction); all
ter expedient proves necessary. a total waste of time for a party to try to directions should he given to them in terms
start a fire with these. of right and left. This will make it difficult
Standard Dungeon for the players to keep track of where they
Features The above notes are intended as a supple- are and where they've been, but not impos-
ment to the information provided under the sible. If they think they've been some place
The ceilings of all dungeon tunnels and encounters themselves. before, do not confirm or deny it; describe
chambers are approximately 10 feet high, the place and let them decide.
except where otherwise noted. The tunnels Climbing
vary from 6 to 1 2 feet in width, averaging Traveling
about 9 feet wide. All tunnels and chambers All of the walls in the dungeon caves can
are of fine sandstone, except in wet and be climbed by thieves at normal percentages This may be difficult without light. Char-
drippy areas, where the walls are lime- except where indicated otherwise. acters without infravision will have to feel
stone. (This is strange geology for a vol- their way through the dark, and the party
canic island. Perhaps it can be explained by Fighting will be able to move no faster than one-half
the legend that the Earth Dragon wanted a the speed of its slowest member with normal
pleasant isle for his cratPr lake, so he carried Fighting in the dark is at -4 "to hit" for vision. Ultravision is of no use here. If the
away an entire tropical island and dropped characters without infravision. group travels without linking hands or
it here. But perhaps not.) using some other method to keep together,
lnfravision each unlinked character with normal vision
Except where noted, it is not possible to has a 20 % chance of making a wrong turn at
chip rock pieces out of the wall to get weap- lnfravision will enable characters to note an intersection. If the party is accidentally
ons or slingstones. The limestone is too the general outlines of cave walls and the split in this way, it will take 1-2 turns to
presence of creatures, but that's about it. notice the split and reform the party (possi-
Everything non-living in the dungeon is
about the same temperature as everything
else. Characters with infravision will be able

111

bly longer, if the group is attempting to Dig(C4s. R3". D7r. 5-foot-cubecanbedug avoid it, and it has not fed for a long time.
remain silent). each round) As characters approach its position, it will
gradually recede, attempting to draw the
Key to the Scroll C: players to area 3, the abode of the sandling.
Labyrinth Affect normal fires (C 1s. R 3 %",D 7r) If it is successful in luring the party into a
Light (C Is, R 6 " , D 7t) battle with the sandling, it will hover about
Entrance t o Fear Jump (C Is, R touch, D special, 3leaps pos- during the fight, waiting to consume the life
force of dying creatures. If three or more
The party awakens in a place where sible, see PHB) creatures are killed (inchiding the sandling),
there is no light and no sounds but their Read Magic (C 11,R 0, D 141) This spell i s it will feel strong enough to defend its lair at
own. Characters with infravision can 4. Otherwise, i t will flee to the dead end and
ascertain that all party members are permanently written in a common become as dim as possible, hiding until the
present. The place they are in looks and magic-user's script (as in a spell book), party is long gone.
feels like a natural cave, about 30 feet in and will not disappear once read, unlike
diameter. There are four 10-foot-high the other spells on the scrolls. Will-o-wisp: AC -8;MV 18"; HD 6 : hp 21;
exit tunnels somewhat evenly spaced #AT 1;D 1-8; SD affected only by pro-
around the perimeter. Characters with Of course, it is impossible to read nor- tection from evil, magic missile, and
infravision cannot see a ceiling; appar- mally with infravision, so these scrolls must maze
ently it is too high. The floor is covered remain a mystery to the party until they can
find a light source. The special read magic 3. Realm of the Sandling
None of the party have any possessions spell will enable magic-users to read the
save a dirty cotton loincloth. They have no scrolls. (An illusionist does not need a read This shaded section of the tunnel is the
weapons, no food, nothing: only their wits, magic to read illusionist writings.) territory at a sandling. As the party enters
and a small closed cloth tube which rests on this area, one member (chosen at random)
the floor in the center of the room. It is a The tube also includes a note, which will feel something rasp across his or her
foot-and-a-half long, about the size of a reads: "We have all been deceived. This is foot. Almost immediately thereafter, other
wand or scroll tube. the best I could do to help. May your gods characters feel something touch their feet.
Infant sandlings are scurrying all about this
If the players look down the exit tunnels, be with you. If you escape, seek your area, running into characters just by
they see nothing down three of them, but chance. They are invisible to infravision,
see a distant, dim light down the fourth revenge on the one who lured you here. and cannot be caught due to their speed and
(northernmost) tunnel. This light occasion- Seek out the Water Dragon, at the mutable forms. Though players may be
ally flickers and moves slightly. Suderham docks. EdralveP somewhat alarmed by these creatures, they
are harmless.
It is 110 feet to the ceiling of this room, If the players think of it, they find that it
where a heavy stone block plugs the hole the is possible to make crude blackjacks with Their parent is not harmless at all. When
characters were lowered through. The walls their loincloths and sand, which they can the party reaches the center of the territory,
are crumbly and will not support a climber's wield at -2 "to hit: Wet sand is better, as it is the adult sandling will attack the foremost
weight above a height of 15 feet even if the heavier, and use of such will cause the
climber is using a spider climb spell to attacks to be made at only -1.All the sand in character. If no light source is being used by
adhere to the walls. this room is dry. Sand blackjacks strike for
1-4 points of damage, but only half of this the party, it will surprise on 1-5(d6); other-
The scroll tube is made of cloth, with a will be permanent damage. wise it will surprise only on 1-3. The will-o-
light wooden ring at each end to give it its wisp will not be near enough to act as a light
shape. (It can be used to hold one breath of If the party does a careful hand-search of source until the second round, when it will
air, or two if covered with pitch-see area the floor of the chamber, they find 12 small come rushing to the battle.
10). The tube contains three scrolls, one sling-sized stones. (These have fallen from
with spells for illusionists and two for the crumbly walls, and have not yet been Adult sandling: AC 3; MV 12" (6");HD 4;
magic-users. There is also a short note. All collected by the kobolds at area 6.) The
of the spells listed are at the 7th level of abil- characters may attempt to make crude hp 20; #AT 1; D 2-16; SD immune to
ity. (Note: C = casting time, R = range, slings from their loincloths. These will have
D = duration, s = segments, r = rounds, only half the range of normal slings with sleep, hold and charm-type spells
t = turns.) stones, i.e. short range = 2", mediumrange
Scroll A: = 4". and long range = 8". Of course, any 4. Wealth of the Wisp
Audibleziamer (C 5 s . R 13".D 21ri character not proficient in the use of the
Dancingyights (C 15, R Il", D 14r) sling will suffer the usual "to hit" penalties This i s the lair of the will-0-wisp (from 2).
applicable to a non-proficient member of his The aged creature's treasure consists of only
Wall of foz (C Is, R 3 ",D 2-8 + 7ri or her class. Sling stones inflict 1-4 points of two items: a human skull and a rusty dag-
Znvisibilit; (C 2s. R touch, D speciali damage. ger. (Over the years, the sandling has cor-
roded and destroyed the wisp's other
Scroll 9: 2. The Lure of Light possessions.) The skull can be thrown with
Spider climb (C Is, R touch, D 81) the same range and damage as a club, but it
Feign death (C Is. R touch, D 131) The faint flickering light down this pass- is useless as a hand-to-hand melee weapon.
ageway seems to move away slightly as The lower jaw of the skull is missing. The
the characters approach. rusted dagger has a 35% chance per success-
ful hit of snapping off at the hilt.
This is an ancient, feeble will-0-wisp. The
creatures of this labyrinth have learned to

112

5. Lost Treasure 6 B . Chamber of the Hunters of fish fat in the bottom. and 47 fish heads in
various stages of decomposition.
Lying here on the floor of the tunnel are There are four male adult koholds in this
an intact human thigh hone and about two chamber. The smooth passageway slants There are also two koholds in this room,
pounds of pine wood, smashed to flinders. slightly upward toward t.his room, and if a male and a female.
The thigh hone can be wielded as a club, but intruders approach, the koholds dump a
the pieces of wood are too small to he used six-gallon skin of fish oil down the tunnel. Male kobold: AC 8; MV 6“: HD ‘ h ;hp 3;
as weapons, including ”wood daggers.” The This oil will spread 20 feet down the pass- #AT 1: D 1-6 with spear, 1-4 with sling
wood is quite dry. The party will find these ageway in one round. All characters are
things by stumbling over them if they can’t probably in their bare feet, and any charac- Female kohold: AC 8; MV 6”; HD 1/2; hp 2;
ter attempting to move across the slippery #AT 1;D 1-6 with club
see. area will have to roll his or her Dexterity
score or below on ld20 to avoid falling. 6 D . Nursery
6. Kingdom of the Kobolds Fallen characters lose a round as they regain
their balance and footing, and the koholds In this chamber are one female and four
This is the lair of the remnants of a kohold will he able to strike at any front-rank fallen young koholds. If the lair is attacked, the
tribe. They have been gradually dying out characters at a +2 to hit. Two fallen charac- female will hustle the children into the west
for decades, and now only 16 are left. They ters block the passage until they regain their end of the chamber and take up a defensive
were driven down into the labyrinth when feet. position behind the stalactite columns that
the slave lords came and took over the divide the room. She will defend the young
upper caves. They have barely survived The fish oil i s quite flammable, hut the to the death. The room is otherwise bare
ever since. A few of their kind have man- koholds are not in it and will not burn if it except for some raw fish and a few kohold-
aged to escape the dungeon and are now ser- should somehow he set alight. child toys (rat hones, etc.).
vants of the slave lords. Those remaining
presume they are dead. Their weapons are The koholds then tak,? up a defensive Female kohold: AC 8; MV 6 n; HD I/*; hp 2;
all constructed of hone and flint, and only position at the mouth of the tunnel: two in #AT 1: D 1-6 with club
the leader has a shield (thus their armor front wield spears set vs. charge (double
classes are worse than the usual 7 ) . They damage on a hit if opponents charge into Young kobolds (4): AC 10; MV 6”;
have forgotten the use of fire and live them), and the other two stand behind them HD 1 h : hp 1each; #AT 0; D nil
entirely on raw fish, which they catch in the on a slab of rock, slinging over the heads of
pool at 6C. They are dying out and they the spearmen as long as they can. 6E. Chieftain’s Chamber
know it. They attack any intruders with
desperate fury, fighting to the death. If an This chamber contains very little, all This i s the kohold chieftain’s chamber,
alarm is raised, all the koholds will come to total: four sand mounds where the koholds and it is considerately more elaborate than
defend their lair except the female guarding sleep, a pothole full of sling bullets (18in the others. The room is lit by a dim green
the kohold cubs at 6C. All the caves and all), and two half-finished spears. All of the glow from patches of phosphorescent mold
passageways are natural, except the 4-foot- koholds’ spears are con!;tructed of hone on the walls. The walls themselves are cov-
tall tunnel from 6A to 6E. which was carved with flint spearheads. They are held ered with lurid murals done in black and
out. together by animal sinew. red-brown (tar and blood), depicting savage
scenes of koholds triumphing over huge
6A. Entranceway Kobolds: AC 8; MV 6”; HD 1/2: hp 3 each; enemiesand the like. There is a crude, raised
#AT 1;D 1-6 with spear, 1-4 with sling seashell mosaic of Kurtulmark, god of the
A party entering this area will notice that koholds, on the south wall. The chieftain’s
the floor i s clean of sand here, and is 6C. Koholds’ Kitchen throne i s a pile of rocks and sand between
quite smooth. There is a shrieker next to three large stalagmites. Many raw fish are
the wall where the corridor begins to A waterfall-fed pool of water in the scattered around-some have obviously
turn. Beyond it a faint green light glows northeast corner dominates this chamber. been here too long. There is a 2-foot-high
from a 4-foot-high tunnel opening. The water rushes out of a hole in the ceiling pile of stones across the mouth of the short
and falls into the pool, where it drains out of passage to 6A. This serves as a barricade in
The tunnel floor has been swept clean of another hole. (Neither is large enough for case of assault, providing the koholds with
sand all the way up to chamber 6R. The even a halfling to pass through.) Fish occa- 50% cover ( t 4 armor class bonus vs. mis-
shrieker will howl for 1-3rounds if any non- sionally come in with the, stream, and the sile fire).
kohold approaches within 10 feet, or if any kobolds catch them in a much-repaired 2-
flaming light source comes within 30 feet. foot-diameter net which hangs beneath the In this room are four females and the
Shrieking will alert the koholds, who will falls. The pool is only 2 feet deep. The chieftain, Kloht-a-lozn. Kloht wields an
take up defensive positions in 6B and 6E. stream brings in food and water, and carries ancient short sword, a sacred tribal relic
This shrieker was raised by the kobolds off refuse. The whole room has an which his fathers had for generations. He is
from a tiny fungus: they feed it, and it rec- extremely offensive dead-fish smell. also the only kobold with a shield, an elaho-
ognizes them as no threat. rate affair made of hide and hone. Klobt will
There is a 2-foot-high niche or horizontal direct the defense intelligently, hut he will
Shrieker: AC 7;MV 1”:HD 3; hp 6; #AT 0; crack in the northwest wall of the chamber, not surrender.
D nil and various things are stored there, includ-
ing: two hone knives, a flint knife, some Buried under the sand and rocks that
sharp seashell scraping tools, another skin serve as the chieftain’s throne is the koholds
of fish oil (3gallons) a third skin with lumps greatest treasure. In a small pit, covered
with a flat stone, are 4 cp, 6 sp, one-half of a

113

gold piece, and three white pearls, each 01 enough to carve quickly through the soft from the surface. These include three gems
which is a base 100 gp gem. rock, so two of the ants are employing of 10 gp size. one base 50 gp gem, two base
tools. One is using a sharpened piece of flint 500 gp gems and one base 5,000 gp piece of
Female kobolds (4):AC 8; MV 6"; and the other is holding an iron spike. This jewelry. There is also a potion of extra-
HD V 2 ; hp 2 each: #AT 1; D 1-6 with spike has been sharpened by long use, and healing and a potion of delusion.
spear, 1-4 with sling can now function as a dagger, if taken from
the ants. (The spike was stolen from Worker ants (7):AC 3; MV 18"; HD 2; hp 9
Klobt-a-lam: AC 7; MV 6"; HD 1.1; hp 6; humans on the surface.) each: #AT 1: D 1-6
#AT 1: D 1-6
The wet side walls are extremely slippery, Soldier ants (2): AC 3; MV 18"; HD 3; hp 14
7. P o o l of Pitch and are impassable to man or ant. each; #AT 1;D 2-8; SA if mandibles hit,
soldier ants attempt to sting for 3-12
At this point in the tunnel there is a small The bridge will support up to 300 pounds points of damage, save vs. poison to 1-4
pool of tar, or pitch, off to one side. A party (3,000 gp weight) before collapsing. It is points
seeing only by infravision will not notice the about 2 feet in diameter, and very irregular,
pool until one member steps in it. This as ant heads, thoraxes and legs stick out in 9. H a n g i n g R o o t s
black, gooey substance will burn slowly if all directions. Any character attempting to
ignited, and is useful for torch making. A walk across this bridge must roll his or her The tunnel must near the surface at this
torch coated liberally with this pitch will Dexterity score or below on Id20 to avoid point, forhere long taproots from plants
give standard torch illumination (40 feet falling into the chasm (fallen characters are above pierce the ceiling. Three long,
radius), and will burn for six turns. There considered lost). Any who attempt to cross hairy roots dangle from the ceiling to the
are about two gallons of tar in this small the bridge on all fours do so safely. floor.
pool. If it is all removed from the pit, the
pool will gradually re-fill itself, but this will The most unusual aspect of the bridge is Though these roots are harmless, the DM
take days, as the pitch oozes rather than that characters may find it to be easily port- may wish to lead the players to think other-
flows. able. The entire bridge weighs only 300 wise by describing how wiry and tough they
pounds, as the ant bodies are but dried appear. (If there has been a tremor recently,
8. G i a n t Ants' Lair husks. There is a place near the center where they may still be trembling!) Also, the corri-
several ant jaws can be easily unlocked (or dor is narrow at this point, only 5 feet wide,
As characters near this area, they detect a locked), breaking the bridge down into two and it is impossible for characters to pass
bitter smell which becomes much stronger sections, one 9 feet long, one 11 feet long. without touching a root.
as they approach. They also hear scuttling
and clicking noises. As they round the final Any character who crosses the bridge to These roots are flexible, but very tough.
bend, their progress will be blocked by a the giant ants' side will be attacked by seven A hard, sharp object, such as a dagger, flint
chasm, 20 feet across and of greater depth worker ants and two soldier ants. Addi- knife, or sharpened seashell, is needed to
than vision can determine. Beyond the tional ants will come to their aid, one per saw through the tough fibers (they could
chasm, the corridor widens into an oval cul- round; every fifth reinforcement will be a also he severed with fire). Each root is 10
de-sac, the walls of which are pierced by 17 soldier. They issue at random from the exit feet long. More length cannot be pulled
one-foot-wide openings. Giant ants are holes. down through the ceiling. If used as impro-
moving all about on the other side of the vised ropes. they are easily strong enough to
chasm, on the floors. walls, and even the Characters killed by the ants will be dis- support the weight of several characters.
ceiling, darting in and out of the holes. They membered hy workers, and the pieces will
are carrying food, larvae, or other nonde- be carried off into the nest to serve as food. 10. Crabs' T u n n e l s (exit)
script organic material. At any given time, Each round another limb or extremity will
there are at least a dozen giant ants in view, be severed and carried off, the whole proc- This chamber's far end is taken up by a
all occupied with their own business. They ess taking eight rounds. deep pool. There are several fair-sized
will pay no attention to observers. fish in the pool, hut not blind, white cave
Though it is not likely that characters will fish: they appear to be normal fresh-
Two worker ants are working industri- be able to enter the nest through the one- water fish. Two pieces of wood are
ously at the wall on the lower right-hand foot-diameter ant-holes, the unlikely often washed up on the sandy shore of the
side of the cul-de-sac, apparently carving a happens in AD&Dmgames, so some infor- pool.
new tunnel. One holds a sharp stone in its mation about the nest will be given here.
mouth, and the other is using what looks This room is the lair of a giant crab. It will
like an iron spike. The maze of the giant ant nest includes be hiding in the pool when a party
well over 300 miles of tunnels and several approaches, watching with its tiny stalked
The walls on either side of the chasm are dozen chambers. Some of the tunnels lead eyes. If anyone comes within 10 feet of the
of slick, porous rock. A continual film of to the surface, and ants forage both above pool, the crab will rush out and attack, sur-
water runs down their surfaces, feeding a prising on a 1-4 (d6). The crab will chase
slimy algae which lives on the rock. ground and below ground. They also grow prey as far as 50 feet down the corridor.
edible fungus in several chambers, fertiliz-
There is a slim bridge across the center of ing it with rotted organic material and The fish in the pool are harmless, hut they
the chasm, of astounding construction: it is excrement. At the very bottom chamber of are wary and not easily caught without a
made entirely of dried giant ant bodies, the maze is the queen's chamber. The queen net, spear, or hook and line. In fact, only a
linked together by locked madibles, clawed is huge, being 6 feet in diameter and 20 feet
legs, and some dried mortar-like substance.
in length, and having 10 hit dice and 45 hit
Giant ants' mandibles are not strong points. However, she does not move or
attack, andcannot leave thechamber. Sheis
surrounded by the pretty baubles and
objects that her subjects have stolen for her

114

ranger can catch them by hand, scooping up off at the base, killing the worm. (The ~~
a number of fish per hour equal to his or her attacker, of course, will be zapped for 1
level. The two pieces of wood are long and point of damage unless using a non- This is a damp chamber, where the slow
sturdy enough to be used as clubs. conductive weapon such as a wood club.) dripping has formed stactites and stalag-
Clever players may note that, if the worms mites. There are about a dozen piercer-
There is an underwater exit from this are removed, the tubes are watertight, and sized stalactites hanging from the ceiling.
room, one of the three ways by which if sealed properly (with worm membranes, One has recently fallen, and shattered
resourceful characters can escape the laby- for example), they can be used by swimmers bits lie on the floor in the center of the
rinth. to carry an extra two breaths of air. There chamber. The glow comes from 17round
are onlyeight adult tube worms-the young phosphorescent fungi clustered in the
Giant crab: AC 3; MV 9"; HD 3; hp 18; ones growing here are quite tiny. center of the chamber. Each is about 6
#AT 2; D 2-8t2-8; SA surprise on 1-4 inches in diameter. In the center of the
Area 1OC is another cave with a sandy fungus cluster stand two larger fungi.
Swimming and Drowning: Unencum- beach. The distance from the air in A to the Both are man-sized, and both resemble
bered characters can swim underwater 100 air in C is 140 feet, or 14 squares. Thus, a shriekers, but one has four 4-foot-long
feet per round (or ten 10-foot squares on the character of 14 6r better Constitution could branches.
detail map): in other wards, 10 feet per seg- swim the distance underwater. The separate
ment. Encumbered characters (forexample, cave to the rear of the beach is the lair of The branchless fungus is a shrieker but
any person holding anything in his or her another giant crab, a smaller specimen than the branched growth is a violet fungus. The
hands) reduce movement by I l 3 . A charac- the one at A. It will attack suddenly from branches of the violet fungus form a pro-
ter may remain underwater without drown- this second cave. tective canopy over the shrieker and the
ing (hold his breath) for a number of glow-fungi,for if any creature comes within
segments equal to his or her Constitution Giant crab: AC 3; MV 9"; HD 2; hp 9; 4 feet of the big fungus, it will lash out with
score. Thus, a character with a 16 Constitu- #AT 2; D 2-512-5; SA surprise on 1-4 its oozing branches (able to attack any given
tion could remain underwater for 16 seg-
Area 10D is a dead end, a death trap to target with two of its branches). If charac-
ments and could swim 160 feet, or 16 any who swim this far without extra air.
squares. After 16 segments (in that charac- ters attempt to harvest the glow-fungi with
ter's case). the character would cease all Area 10E marks the place where the ceil- sticks or attack the violet fungus by staying
activity and would begin to drown. Drown- ing rises high enough to allow breathable just outside its range, they will find that the
ing takes 3-18segments, and during this per- air. This tunnel leads to freedom, a water violet fungus can suddenly shamble for-
iod the character can do nothing but writhe cave on the lake in the volcanic crater. The ward several feet and attack them nonethe-
in panic, though it is possible he or she could distance from A to E is 180feet; from C to E less! Any creature struck by a branch must
be dragged to safety. Such a saved character the distance is 150 feet. There is no light save vs. poison for each successful strike-
will sufferhit points of damage equal to the here, as it is still quite a way to the exit, failure means death due to the powerful
number of segments spent drowning. If not flesh-rotting poison that oozes from the
brought to air before the segments of Area 10F is the exit to the beach of the branches.
drowning are up, the character is dead. If island.
any cure spell is cast on the character within The shrieker, of course, will shriek if any-
five rounds of death, the character will The DM should be careful to keep swim- thing comes within 10 feet of it. If the violet
revive with 1hit. One breath of air taken, ming characters informed as to how far they fungusmoves, the shrieker will also move in
for example, from a sealed scroll case or have gone, and how well they're holding order to keep up with it.
worm tube (see below), will enable a swim- out. (For example: "You feel like your air's
mer to remain underwater for another time about half used-up.")Be sure that they have The glow-fungi are also mobile (MV I"),
period equal in segments to his or her Can- an opportunity to tell you they're turning and will get out of the way if the big fungi
stitution score. back. If a character is exploring alone, start moving, scuttling frantically to keep
seperate from the party, tell only that player near but avoid being crushed, while making
The Detail Map what he or she sees, in case the character annoyed little squeaking noises. A single
doesn't make it back. glow-fungus will shed decent (though green)
Area 10A is the entrance to the lair of the light in a 10-foot-radius, two provide a 20-
giant crab. The dividing passageways may cause the foot glow, and three or more give a good
players some concern. Any swimmer who light in a 30-foot-radius. If set down, how-
Area 1OB is a niche where strange, giant, attempts to look for currents to give him or ever, they walk away.
underwater tube worms live. The worms her the right direction will notice a slight
feed on passing plankton and tiny water flow toward the exit. This will not cost the The fallen stalactite shattered into six
animals. The gray tubes are 2 to 3 feet long, player any lost time. good-sired chunks with sharp edges, but
and are anchored to the rock. They are these are also in the center of the room,
about 2 inches in diameter. The bright red 11. Fearsome Fungus around the bases of the fungi. (Other bits
worms live within these tubes, and protrude fell outside the range of the fungi, but scav-
from the end, retreating if endangered. A party approaching this area will notice engers have taken them, leaving the only
They protect themselves by issuing a mild a dull green glow from ahead, starting at chunks in the danger zone.) If used as weap-
electrical discharge if disturbed. Each time a about 60 feet from the chamber (unless the ons, these stones inflict 1-4 points of dam-
worm or its tube is touched, it inflicts 1 party has a light source of their own, in age if thrown (short range 10 feet, medium
point of electrical damage to the toucher. If which case they won't notice the glow until range 20 feet, long range 30 feet) or used as
a tube is struck by a decent blow it will snap they enter the area). hand-held bludgeons. If used as tools, they
can be used to snap off further stalactite and
stalagmite edges, thus arming the whole

115

party. Thirteen more chunks can be 13. Mineral Corner feet, in which case the beetles consider them
removed in this manner. attackers and will fight. If removed, the
13A. An irregular-shaped outcropping three glowing glands from each beetle will
Shrieker: AC 7; MV 1"; HD 3; hp 19; #AT here is the source of flint for the kobolds (at radiate light for 1-6days, illuminating a 10-
0; D nil b).Nolargechunksof flintcanbegottenout foot radius.
without tools. but there are manv tinv flint
Violet fungus: AC 7; MV 1";HD 3; hp 20; Fire beetles (3):AC 4; MV 12"; HD 1+2;
#AT 4: D flesh-rotting poison ,I hp 7 each; #AT 1;D 2-8

12. Pool of the Old One chips about. 16. Abode of the Myconids
138.There IS a vein of soft coal in the wall
All entrances lead here to the edge of In general, all of these chambers are quite
an underground pool. The depth varies at this point. It will be noticed only if a light damp, with water practically running from
from 7 to 15 feet. If a light source is in source is being used-infravision will not the ceiling in places. Excess water seeps
use, it is possible to look right through differentiate it from the rest of the wall. If away through cracks in the floor. Stalactites
the still, crystal-clear waters. The bot- tools are used, about 6 pounds of coal can abound here, except where the myconids
tom of the pool is covered by clumps of be dug from the wall; if no tools are used,
white shellfish. Occasionally, observers only one pound may be obtained. If ignited, (see below) have cleared them away. All of
will see blind white fish and crayfish. A one pound of coal will burn for three hours,
small stream trickles into the pool from casting light in a 40-foot radius. Coal burns the chambers are dimly lit by glow-fungi
the mouth of one of the tunnels (thepass- much hotter than most combustibles, and (see area 11).Some huge, 1-foot-diameter
ageway that leads to area 15. from requires more than just a spark to light it specimens may even be encountered,
whence the stream comes). (i.e. a full fire is necessary). ambling about slowly and grumbling to
themselves. (Theselarge ones each give light
This is where the kobolds (from area 6) 14. The Beastly Badger in a 20-foot radius.) Every nook and cranny
obtain their shellfish. The shells of these of these chambers is occupied by fungi, all
creatures are long and oval, like mussels, This is the lair of a giant badger. It once had growing luxuriantly to sizes rarely seen else-
and sharpened, they will make serviceable a tunnel connected to the surface, but the where. Except where noted, these are harm-
daggers or tools. As daggers they can be slave lords' hunters drove it permanently less unless eaten (see area 15).
used to strike at -2 to hit, and they will underground, and the escape tunnel has col-
inflict 1-4points of damage. However, they lapsed. It has learned to live on shellfish 1 6 A . Welcoming Committee
will have a 3506 (non-cumulative)chance of grubbed out of the pool (area 12)and what-
breaking on each successful hit. ever else it can catch, including the occa- The entrance to this chamber is flanked
sional kobold. It is an ill-tempered beast, by two 7-foot-tall shriekers. They begin to
Section 12A on the map is the visible part and will attack any creature that enters the howl as soon as they sense any non-fungus
of the pool, that occupies the northern por- section of tunnel it considers its territory. movement within 10 feet of them. On the
tion of this cavern. Actually, the pool second round after shrieking, a motley col-
extends much further (Section 12B). under Giant badger: AC 4 MV 9 " ; HD 3; hp 12; lection of gate guards appear from among
the rocks where there are no air pockets. #AT 3; D 1-311-311-6 the stalagmites and giant mushrooms. They
Deep in 126 is its secret source and exit, attempt to prevent further progress in this
both too small for a pfrson to pass through. 15. Mushroom Garden area, fighting if they must. This group con-
Characters may wish, to investigate 12B. sists of the following creatures:
The DM is referred to area 10 for rules on A small stream runs from this chamber
swimming underwater. down the tunnel, toward the pool (area 12). a) A rotting, zombie-like kobold. This
The water drips steadily from the ceiling of creature looks as if it died two weeks ago. Its
Section 12B is also the home of a giant this damp chamber, creating large (and body is covered with slime and mold, and
crayfish which will attack anyone who unbreakable) stalagmites and stalactites and toadstools grow out of its eye sockets.
intrudes into that section, surprising on a providing a humid environmentfor the scores
1-3 (d6).This 9-foot horror is truly the king of strange fungi and molds that grow here. b ) Two giant worker ants. Their antennae
of the pool, having eaten all of its competi- These come in all colors, shapes, and sizes, droop and drag on the ground, they make
tion. Unlike its tiny blind cousins, it has full includingsome mushroomsthat are 9 feet tall, no noise, and they move more slowly than
vision. The ancient crustacean is used to and have thick log-like trunks. The room is normal giant ants.
creatures passing through 12A. but any who faintly lit by a reddish, flickering glow.
trespass into 12R will be savagely attacked. c) A fire beetle. It does not glow, and it
It will even pursue the intruder into the None of the growths in this chamber are seems to move more slowly than normal.
outer cavern (12A), halting only if its prey harmful unless eaten (60% chance of being
should somehow escape into the dry tun- safe,30% chance of deadlypoisonous, save d) A human corpse. Very little flesh is left
nels. It will then retire to it5 own section. vs. poison necessary, and 10% chance on this skeleton, but it still moves. In many
causes hallucinatory insanity for one week, places, a bulbous purple fungus seems to
Giant crayfish: AC 4; MV 6"/12"; no saving throw). The mushroom logs are have taken the place of flesh and blood.
HD 4 +4; hp 20; #AT 2; D 2-1212-12 light but fairly strong, and though they are Mixed in with the purple is a yellow fungus-
easily portable, it will take crude tools at like growth. (This is a yellow mold colony.
least to hack the giant mushrooms apart. There is a 40% chance each time the corpse
is hit that the molds spores will erupt in a 10
Also in this chamber, near the northwest foot x 10foot x 10foot cloud. All within this
wall, are three fire beetles, the source of the cloud must save vs. poison or die.)
reddish glow. These giant insects live on the
many types of fungus found here. They will
ignore intruders unless they come within 5

116

’1

These dead creatures were all animated with theenspored character, it will ask what deals with outsiders. It is always eager for
by special spores secreted by the myconid the party is doing here. If the party asks for news of the labyrinth, and will quiz the
king. They strike last in any melee round, help, it will offer to lead them to its king (in party by means of rapport spores about
but they are not undead and cannot he 16E). If the party is rude or arrogant and what they have seen and what they have
turned. The myconids rely on these guards demanding, the fungus man will simply turn done. If the party cooperates and answers
to deter intruders, and thei will not investi- and leave, moving by the shortest possible the king’s questions, and then requests aid
gate a battle. route to inform the king about the of the king in escape from the labyrinth, the
intruders. If the myconid is attacked, before king will bargain with them: if the party will
7-foot-tall shriekers (2): AC 7; MV 1~”; or after communication is attempted, it will kill the giant crayfish (at 12) and bring back
HD 3 hp 23.22; #AT 0; D nil defend itself while releasing a cloud of dis- proof that they have accomplished the deed,
tress spores. These spores alert every the king will tell them how to get to an
Kobold zombie: AC 9; MV 6”; HD l/2; hp 2; myconid in the huge chamber within four escape route (the chimney at 19). The king
#AT 1;D 1-4 with flint dagger rounds, and one-quarter of them join the sees the giant crayfish as the greatest local
fray each round. The reinforcements also threat to myconid foraging parties.
Giant worker ants (2): AC 3; MV 12,”; release distress spores, eventually alerting
HD 2; hp 7,6; #AT 1;D 1-6 every myconid in the colony. If the party doesn’t agree to slay the giant
crayfish, or if the party had to be subdued
Fire beetle: AC 4; MV 9 ” ; HD 1+2; hp 5: There is one ”circle”of myconids at rest in and taken to the king after attacking the
#AT 1;D 2-8 thevariuus houses of thevillage. This group myconids, the king will still ask them ques-
consists of four of each of the following tions about doings in the dungeon. How-
Human corpse: AC 10:MV 9 “; HD I.: hp 4: types: ever, the party will then be totally divested
#AT 2; D 1-3/1-3 with bony claws of all belongings and escorted back out into
HD hp Size D Spores the labyrinth. The party will not even be
16B. Fungus Forest 1 4 2‘ 1-4 distress allowed a glow-fungus. A “circle” of
myconids will make sure that the party
This is a huge domed chamber, 80 feet in 2 8 4‘ 2-8 + reproducer leaves the area.
diameter and 50 feet high at its apex. A
phosphorescent mold on the ceiling casts 3 12 6’ 3-12 + rapport The small room behind the king’s cham-
a weird blue glow over the giant mush- 4 16 8’ 4-16 + pacifier ber is where the myconid leader keeps a sup-
rooms and toadstools of the fungus for- 5 20 10’ 5-20 + hallucinator ply of potions, used only in emergencies.
est which covers the floor. There is no All of these potions were made by the king
breeze. but the fungi occasionally seem All Myconids: AC 10; MV 9”: #AT 1; SD using fungal alchemy, but they duplicate the
to rustle and sway, as if a wind were poisonous skin, touch causes 1-4 points of effects of normal potions. They are in
passing through. Trails wind through the damage. potion bottles made from the heads of giant
towering mushroom forest, connecting ants. She potions are: extra-healing,
the exits and often leading seemingly If the party attempts to escape when con- growth, healing, jnvisibilitx speed, and
nowhere. fronted by myconid reinforcements, they water-breathing.
will be allowed to go, so long as they leave
This chamber houses the myconid vil- by way of 16A. If the party fights, the Myconid king: AC 10;MV 9 ”; HD 6; hp 30;
lage, though this fact will not be immedi- myconids attempt to incapacitate party #AT 1; D 6-24; SA all myconid spore
ately apparent to visitors. The myconid members with pacifier and hallucinator
houses are actually huge hollow puffball- spores whenever possible. Shose not clouds; SD poisonous skin, touch causes
shaped fungi which dwell among the other enspared will be threatened by many 1-4 points of damage
growths-32 in all are scattered randomly myconids unless they surrender. Captured
around the chamber. The myconids enter or surrendering characters will be taken 1 7 . Roper’s Lair
and leave their houses through 5-9 foot tall before the king.
oval ooze-membranes. These membranes There is a steady drip, drip of water from
are self-sealing; the myconids merely step 16C. Fungus Farm the ceiling at this nexus of tunnels, and
through them. there are many stalactites and stalag-
This large but low cavern is lit by many mites on the floor and ceiling.
The mycanids in this chamber ar? all at glow fungi. Edible fungus of all different
rest in their houses. Active myconids will types grows here in neat rows, circles, and One of the stalagmites is actually a half-
usually only be found in areas 16C, I), and other geometric designs, for this is the grown roper. The roper’sstrands can extend
E. Unless their homes are meddled with, myconids’ agricultural cave. A ”circle” of to 20 feet, and the creature will attack as
there is only a 30% (non-cumulative) fungus men equal in number and type to soon as any are within this radius, surpris-
chance per turn spent in this chamber that those in 16B are working here amongst their ing on a 1-4. A hit from one of the roper’s six
visitors will encounter a myconid. A 2 HD strange unearthly crops. Among the other strands causes weakness: the vitim loses
myconid will flee at the sight of strangers, fungus crops is a row of tiny myconids. 50% of his or her Strength in 1-3 rounds.
running to a house to contact an eldm A 3 Furthermore. the hit person will be dragged
HD or greater myconid will approach the 1 6 D . Royal C h a m b e r 10feet per round toward the roper’s toothed
party and attempt to open communications maw. The chance for breaking a strand is
by spraying the lead member with rapport This is the chamber of the king. It is a bare the same as for opening a door. Successive
spores. (This will enable the fungus man to chamber, lit only by several glow-fungi. hits by strands do not cause cumulative
communicate bv ESPwith the tary.et on the weakness-only 50% of Strength will be
next round.) The king coordinates all activities in
the myconid city, resolves disputes, and
If the myconid is allowed to communicate

117

lost. ill be retu d to we; d human pyra id uld do mided IS Piercqrs ( 6 ) : C IV HD ,ach;
#AT 1;C -I
characters in six turns m s a num . of constructed te ently ( mgest on e
21. Cave of the B a t s (exit)
turns equal to the character’s Constitution bottom, lightest 1 the top, etc.), an, I t
bonus to hit dice, if any.
least six .peop.le are used to form
If the roper is killed, it will immediately
go completely limp, relaxing its strands to Resourceful players may come up with
their full length of 20 feet each. If severed
from the roper, these strands make strong other feasible methods. Note that a jump Here the corridor opens into a large
rope, each holding up to 400 Ibs. (4.000 gp)
of weight. Within the roper’s gizzard are spell only allows a 10-foot verticle leap. chamber, at least 60 feet x 60 feet, with a
three gems, one of base 100 gp, one of base ceiling 60 feet above the floor. There is
500 gp, and one of base 5,000 gp value. The chimney is about 4 feet wide, and a an exit on the far side of the chamber and
a slight breeze definately moves toward
Half-grown roper: AC 3; MV 3”; HD 5; series of ledges make it easy to climb, even it. The ceiling is swarming with bats, and
hp 25; #AT 1;D 2-12; SA 6 sticky strands they can be seen leaving and entering the
that cause weakness; SD 45% magic for a non-thief. The chimney goes up 120 tunnel on the far side of the chamber.
resistance, immune to lightning, takes Unfortunately a large pit separates the
only half damage from cold feet to a dead end. However, when a charac- main floor of the chamber from the tun-
nel into the labyrinth. The pit is 25 feet
18. Chasm ter or characters have gone to the top and across and appears bottomless, but the
sound of distant running water can he
At this point the floor of the tunnel disap- ascertained that the chimney is a dead end, heard rising from the depths.
pears into a 20-foot-wide chasm that blocks
further progress. The sides of the chasm are the person(s) will be attacked half-way
sheer, and the pit itself is 200 feet deep. At
the bottom there are no exits. The walls down on his or her way back by a huge trap-
around the chasm arc dry rock, and a thief
can climb them at his or her normal percent- door spider which will leap out from behind
age. Check every 10 feet, i.e., twice if the
thief is climbing to the other side of the pit. its secret door, suprising on a 1-5(d6).It will

19. Chimney (exit) attack the lead person, if more than one are

The corridor ends here in a 20-foot-wide present. Characters will be at -2 to hit while
chamber. The walls are covered in a
siimy. greasy mold trom the floor up to fighting in the chimney, due to the con-
the ceiling, 20 feet above. The center of
the ceiling is pierced by a 4-foot-wide stricted quarters and the necessity of hang- The pit is 170 feet deep and ends, not in
opening, a rock chimney. This chimney running water, but on a rock ledge. A short
goes straight up to the limit of vision. ing on. side passage leads to a place where an
underground stream touches air at the only
This is another possible exit for the char- ‘Thespider’s lair is a chamber about 5 feet point along its entire length. There is no
acters. The walls of this chamber are slip- escape here.
pery and unclimbable, and furthermore the in diameter, 60 feet up from the opening in
slime mold which covers them has a high On hidden ledges, 40 feet above the pit,
acid content, burning exposed flesh for 1-3 the ceiling below. Amidst the brush and lit- three cave fishers lie in wait. Each fisher’s fil-
points on contact. ament is already strung from its hiding place
ter of the spider’s nest is a small leather to a point on the western edge of the pit,
There are several ways by which players hoping to catch a stray bat. (If a magic-user
might reach the chimney 20 feet from the pouch, still attached to the belt the owner casts a jump spell to leap the pit, he or she
floor. The ant bridge from 8 or stacked giant has a 50% chance of colliding with and
fungus logs from 15 or 16 could suffice. A wore. In the pouch are 27 electrum pieces sticking to one of the trap lines.) If a party
finds a means to cross the pit, or somebody
and two base 500 gems. starts climbing the walls to pass around it,
the cave fishers silently reel in their lines and
There is one small crawlway exit from the start shooting at whatever targets are
offered. Once one cave fisher snags a target,
spider’s lair, a tight, winding tunnel that the others ignore it, leaving that victim to
their fellow. The fishers cannot shoot at any
leads up 40 feet to the spider’s secret trap- targets on the east side of the pit, hut they
can shoot UP to 10feet west of the west edg.e
door exit to the surface. This is concealed of the pit.

behind a fallen tree in an overgrown beech The tunnel on the west edae of the cham-
ber twists and turns for 520 feet to an exit in
grove
the side of the cliff. Freedom!
Trapdoor spider: AC6: MV 18”: HD 2 f 2 ;
hp 14; #AT 1;D 1-6; SA poison, save at Cave fishers ( 3 ) :AC 4; MV 0 feet: HD 3: hp
+1on the die roll 15.12.12; #AT 2; D 2-8/2-8; SA adhesive
trap filament, shot as if by 6 HD monster
20. Piercer Peril

This is another nexus of tunnels, a damp
area of stalactites and stalagmites.

Six piercers hide here among the stalacti-

tes. They cluster on the ceiling in the center
of the chamber. If any people pass through
the centeI of the room, the piercers drop and
attack. If characters move around the out-
side of the room, the piercers will be unable
to attack and will ignore them.

118

The Island Map Water Cave Exit (IO.) seems to be a road running roughly
north-south, but many trees have fallen
The numbered points (10, 19, and 21) mark The cave behind the party has collapsed, across it. To the northwest it would
the exits from the dungeon labyrinth (and pushing water out in a big wave. The appear that the woods end in cleared
also correspond to the appropriate area in party has emerged an the shore of the land 200 to 300 feet away.
the dungeon from which the players made crater lake. The lake froths as white-
their escape). The lettered areas (A through capped waves toss wildly back and The whole island rumbles and shakes,
L; no letter I is used) are outdoor encount- forth, colliding and building on one and to the west a huge pillar of smoke
ers. another. Everywhere fish, lake eel and rises skyward. There seems to be a lot of
fresh-water squid leap from the surface fire and burning vegetation to the west
The general situation the characters of the lake, crazily trying to escape the also. There is distant shouting to the
encounter upon their escape from the unaccustomed vibrations. The far rim of northwest, and to the north hoofbeats
dungeon is not good, The same earthquake the crater lake, a mile and a half away, and loud bleating can be heard.
that caused the labyrinth to collapse has seems to tremble slightly as the charac-
devastated the rest of the island. Suderham ters look at it. Movement through the twisted wreckage
and Drachen Keep are in ruins, and of trees and boulders is at one-third the nor-
Scumslum is ablaze. The "extinct" volcano On the island behind the characters is mal rate.
Mount Flamenblutt is now erupting stead- a 30-foot-tall bluff. Parts of it seem to
ily, oozing lava and poisonous gases, and have just crumbled, and stones are dis- Bat Cave Exit (21)
sending up a huge cloud of smoke and ash lodging themselves and tumbling down
that blots out the sun. Worst of all, the mis- in the continuing tremors. A huge dark The party emerges from a hole in the
chievous magmen have come out with the cloud rises from somewhere on the west- ground in the midst of a beech and pine
lava flow and are leaping about the land- ern part of the island beyond the bluff forest. About half of the trees seem to
scape, igniting every combustible they can and fills half the sky. The island quivers have been knocked down or damaged.
find. It is a disaster rapidly reaching epic and quakes continuously. Just to the The woods seem to be burning to the
proportions. Play it for all it is worth. north and south of this point begin south and west, and a huge pall of black
beaches which run around the curve of smoke rises beyond the flames, blocking
As in the labyrinth, the general theme of the island. In both directions the bluff out thesunlight. Acontinuouslow growl
the outdoor adventure is escape. It should recedes from the beach and trees (many comes from the direction of the smoke,
become clear to even the slowest party that now fallen) grow in the space between and the ground rocks beneath your feet.
staying on the island would be a fatal mis- hill and lake. A fishing boat making its
take. If characters move south or west, they way with great difficulty toward the Northwest, a few hundred feet away,
will encounter burning forests or fields and outer shore can be seen on the lake about there is some sort of great commotion,
the magmen. If they try to move through half a mile to the north. Southwest, with a loud, animal-like roaring and snap-
Suderham or the valley south of it, they will maybe a quarter of a mile away, crack- ping of branches. The cause of the trouble
be deterred by poisonous gases. Unless they ling flames leap above the treetops. cannot be seen from this point. About 300
swim for it (see Leaving the Island), player feet north the forest ends, with a road mn-
characters will probably end up at the docks Spider Cave Exit (19) ning east to west at its edge. Far to the
area. There they will find possible escape north there seems to be a great deal of
boats and the SUNiVing slave lords. The characters push their way out shoutingand screaming. Eastward you can
through the spider's trapdoor exit onto a only see more tangled forest, with the land
To aid the DM in describing the situation, slight slope in a thick grove of beech beginning to slope upward.
a paragraph is included herein on what the trees. About 40% of the trees have been
characters can see from each of the three knocked down by the quakes, and the Movement through the fallen forest is at
exits from the labyrinth. Use the appropri- grove is a tangle of fallen trunks, broken one-third the normal rate.
ate description, but he familiar with all boughs, and leafy debris. To the south-
three, in case the characters, after escaping, west, south, east, andnortheast theslope K e y to the Island
wander into one of the other areas. rises to a 30-foot-tall bluff; the top Encounters
appears to be unwooded. Downslope to
the west, about 300 feet distant, there The letters on the map indicate the
approximate locations of these encounters.

119

A. Green Slime quake, they broke out and ran downhill to This unsavory lot was outside Suderham,
this field. The slave lords' men originally drinking and gambling, when the earth-
This section of beach is covered with captured them in the nearby hills, and had quake hit. As the town tumbled down, the
wrack and wreckage tossed up by the hoped to domesticate them. Their methods thief instantiy realized that Drachen Keep
waves. Sticks, seaweed, thick algae, and consisted of cruelty and mistreatment, and must likewisehave fallen, and he persuaded
flopping fish cover the sand in windrows this, combined with the quakes and fires, the others to go after the great riches they
of organic debris. has driven the goats totally amok. They will think are kept within. Each is trying to
charge any people that come within 200 feet impress the others with his ferocity and
One of these globs of thick algae is actu- of the center of the field, seeing in them their toughness, and they will certainly attempt
ally a green slime. It lies across half of the former persecutors. They will not pursue to slay anybody they encounter, just to
beach, and if characters do not state that beyond the edges of the field. show each other they can't be pushed
they are avoiding or inspecting the patches around. However, if five of them are slain
of algae, there is a 40% chance that a party Giant goats (4):AC 7; MV 18"; HD 3 + 1 ; or otherwise knocked out of the fight, the
member will step in it. Even if the slime is hp 15 each; #AT 1;D 2-16; SA + 4 dam- others will have second thoughts and
scraped off immediately, the character will age when charging attempt to flee.
take 2-16 points of damage. This slime nor-
mally dwells in the muck on the bottom of D. Squad of Latoters When they attack, the guards, hobgob-
the lake, but it has been dislodged by the lins and gnoll wade right into the melee. The
tremors and washed up by the waves. A motley crew <>f degenerate mercenarie: half-orc will try to attack the most powerful
is here making its W.._,~ 7V_," r rh- m ~ dtnmra1rr party member, while the bandit will be
Green slime: AC 9; MV 0"; HD 2, hp 15; Drachen Keep. A watchful party, proceding looking for the weakest or most-wounded
#AT 0; D nil; SA turns flesh into green through the woods or farmland with cau- opponent. The OK archer will try to pick a
slime; SD weapons and most spells can- tion and alertness, will hear the ruffians good spot from which to shoot, and the
not harm it shouting at each other when the characters thief will attempt to slip around to the ene-
reach a point within 120 feet of the section my's rear to try backstabbing.
B. Enraged Snapper of road marked D. The looters will not be
visible from this point and the party will be The looters have the listed treasure:
A giant snapping turtle has iust swum up unable to clearly distinguish words or lan-
to the beach at this point. It is not yet full guages. A party that fails to behave cau- Guard #I: 5 gp
grown, but it is a formidablecreature none- tiously or is blindly running will not hear Guard #2: 5 gp
theless. Normally bad-tempered, this reptile the looters until closing to within 60 feet of Hobgoblin #1:2 ep, 7 gp, 10 gp gem
has been whipped into an absolute fury by them. In these circumstances, the looters Hobgoblin #2: 12 gp, 2 pp
the changes in its habitat. It is hiding in a themselves will hear the noise of the party's Xalf-arc: 15 gp, 3 sp
pothole at the edge of the water, and will approach and will immediately cease their Bandit: 2 ep, 8 sp
attack any creature that comes within 10 talking and draw their weapons. The party Thief: 12 ep, 3 pp, 25 gp, 10 sp, 50 gp gem
feet, suddenly extending its long neck to bite will thus he unable to surprise the looters.
with its powerful beak. Attacking this way, Because of the trees or crops, neither group E. Rampaging Fire Lizard
it will surprise on a 1-4 (d6).If creatures pass will be visible to the other at this point, The
its position beyond 10 feet away, it will looters will not leave the roadway to inves- Here, in a small glade, a fire lizard is
attack regardless, shambling out of its pot- tigate the noise, but will warily continue on thrashing about, rolling a n its back and
hole in a short but surpising burst of speed their way. snapping at everything. The party will be
(6"). able to hear the reptile's frenzied movement
This band is a savage and unsrupulous and outcries at a distance of 120 feet from
The snapper's shell is AC 0, but its head, lot: two town guardsmen, two hobgoblins, the center of the glade. Because of the trees,
neck, and limbs are armor class 5. If they are a gnoll, an orc archer, a half-orc fighter/ however, they will he unable to clearly see
withdrawn into the shell, the extremities assassin (all of the above in chain mail, the the cause of the disturbance without ventur-
become armor class 2. The snapping turtle is guardsmen with shields), a bandit from ing to at least the edge of the glade. Any
too crazed and stupid to know when it is los- Scumslum, and a thief (the latter two in loud noise or quick movement will attract
ing, and will fight to the death. leather armor). Their statistics are given on the fire lizards attention. The wounded
a table creature is covered with patches of burned
If anyone takes an hour to dismember the skin. Aware of its immunity to fire, this
body, they will find some human or human- bote huge dragon-cousin became overconfident,
like bones, some rotting leather, and a silver
bracelet worth 375 gp in its gullet. Looter Weapon

Giant turgle: AC 015; MV 3"//2"; HD 6; Guard U 1 4 6" Ftr 1 91 1-8 longsword
hp 25; #AT 1;D 3-18 61 1-8 long sword
Guard U2 4 6" Ftr 1 81 1-8 long sword
D. Frenzied Goats 71 2-8 longsword
Hobgoblin#1 5 9" 1+1 two-handed sword
This is a large field of grain, now being 13 1 1-10 short sword orbow
trampled by a herd of four giant goats. HobgoblinU2 5 9" 1+1 51 1-6 long sword
These giant goats were kept in a pen at Dra- short sword
chen Keep, but sensing the imminent earth- Gnoll 5 9" 2 15 1 1-8 short sword
41 1-6
Orc 5 6" 1 91 1-6

Half-orc 3 6" Ftr 3

Bandit 8 9" 0

Thief 6 9" 2

120

’I

and tried to take a bath in molten lava! Its suaded to attack the slave lords’ boat (at H), scrolls.
fire-resistant nature kept it from being as they still fear the slave lords’ power. He then drags the player characters
instantly cooked, but the resultant unaccus-
tomed burns sent it rampaging across the Ex-slaves (19 0-level fighters): AC 10; toward a yet unfired part of Scumslum.
isldnd. Now it is attempting to scrape imag- MV 12”; hp 4 each; #AT 1;D 1-4 There. hiding in a filthy hut, are a tired and
ined tormentors from its skin. If it sees any- frightened Dame Gold and company. Under
one, it will assume that they are its 0. A Friend Indeed your guidance, they are willing to attempt
tormentors and attack immediately. It will an escape. None of them will be any use in a
fight until all its opponents are dead or have This is the beginning of the docks area. dangerous situation, however.
fled.
To the west, the rattletrap houses of H. The Water Dragon
The fire lizard lived in a cave north of
DragonMeadow (seemap). The devotees of Scumslum are going up in flames, the fire Tied up to the northwest side of the far
the Earth Dragon took it for a wingless red leaping from one to the next. Northeast end of the pier is the Water Dragon, the
dragon and have given it offeringsof live- is the first dock. Only one boat is tied slave lords’ private galley. It is being readied
stock regularly. The slave lords allowed it to there, a small galley emblazoned with a for immediate departure. Ascore of bedrag-
remain on the island, pretending to have finned dragon. Without warning, a man gled islanders cluster halfway out on the
control over the beast and occasionally dressed as a slave lord lieutenant runs pier, too frightened of the slave lords and
invoking it as a threat. toward the party from behind a nearby their minions to advance any further. Near
house, shouting loudly. the end of the pier three guards warily eye
Fire Lizard: AC 4; MV 9”; HD 10; hp 23 the mob. One is an ogre in a suit of banded
(45);#AT 3; D 1-8/1-8/2-16; SA breathe This person is one of the guests from mail, the other two are sergeants of the slave
puff of flame 10 feet for 2-12 points: SD Dame Golds party. He has recognized the lords’ troops.
immune to fire-based attacks player characters and wishes to be rescued.
Beyond these guards, 14 men are loading
F. Slaves’ Revenge If the party allows him to get within 20 feet and preparing the boat. Eight of these are
men-at-arms; the other six are slave lords
Here several dozen nearly nude people without killing him, somebody will recog- (see below). The map of this area shows the
(obviously ex-slaves) are in the process of nize him from the encounter at the gate. starting positions of the guards and the
impaling their former masters. A few of slave lords. The remaining slave lords are
them are hurriedly making stakes from a He is wearing the leather armor with the either dead or missing.
stack of logs. Nearby. several struggling characteristic slave lards’ insignia. During
overseers and guardsmen are being held, the commotion of the earthquake and erup- Ogre: AC 2; MV 9”; HD 4 + 1:hp 20;
each pinned by several ex-slaves. As soon as tion, he and the other slaves (Dame Gold, #AT 1;D 3-12 with two-handed sword
a stake is finished, another slaver is brought etc.) managed to escape from their masters.
forth and impaled, and a cheer goes up from He ”persuaded a soldier to part with his Sergeants (2 2d level fighters): AC 4;
the mob. uniform and has been looking about for a MV 6”; hp 12,9; #AT 1;D 1-8 with long
way to escape the island. Dame Gold and swords
If the party approaches this group wear- the others are not far away, waiting for him
to return. Right now, he was hiding out Men-at-arms (8 0-level fighters): AC 7;
ing few clothes (as they were in the laby- from the ex-slaves, trying to figure out how MV 9”; hp 5 each; #AT 1: D 1-8 with
rinth). they will be taken for more escaped to capture the Water Dragon before he was long swords
slaves. and the mob will let them by as long either burned, impaled, or eaten by mon-
as they cause no trouble. If the party tries to sters. If the party approaches the end of the pier
free the slavers and/or stop the impaling, or
if any of the party are wearing clothes The Water Dragon is the slave lords’ pri- (including by swimming-the guards are
obtained from the squad of looters (area D), vate galley. the boat at the end of the first watching the water very closely for lace-
the most aggressive of the ex-slaves will dock. He has watched as bodyguards have dons), the slave lords order their men-at-
attack. wielding a motley assortment of loaded several crates and treasure chests on arms to back up the guards at the first sign
knives, daggers, and stone biudgeons. the ship. No doubt the slave lords are plan- of trouble. At the first indication that the
ning to fleewith all their wealth. If they are characters are more than just an ill-assorted
The statistics of the attacking ex-slaves allowed to escape, they will be able to con- crowd of mercenaries, the slave lords recog-
vary slightly, but for convenience use the tinue their operations from another head- nize them and immediately spring into coor-
average values given. They have no trea- quarters. Unfortunately, the boat is heavily dinated action.
sure. They are subject to normal morale as guarded and the bandit chiefs are getting
per the Dungeon Masters Guide, and will ready to leave right now. The evil high priest, Stalman Klim, will
flee if things go against them too badly. cast offensive spells from the bow of the
The fellow will give the party two boat for as long as possible, and then he will
Acharacter with high Charisma in a non- scrolls he managed to filch from some- leap to the attack. He will start by trying to
hostile party may be able to sway this mob where: a clerical scroll of four spells (cure silence any spell-casters among his oppo-
to do as he or she asks, as long as what the serious wounds and three cure light nents. He may command enemies near the
character wants will hurt the minions of the wounds), and a magic-user’s scroll of five edge of the pier or boat to dive. In a pouch
slave lords and not endanger the ex-slaves spells (sleep, jnvisibilitx strength, dispel at his belt, carefully wrapped up, is a jew-
unduly. The DM will have to adjudicate magic, and hold person). All spells are at eled idol of the Earth Dragon worth 4,000
such situations. The slaves certainly want to 7th level. He will also give the characters a
finish impaling their captives before under- crystal monocle with a permanent read gP.
taking another task. They cannot be per- magiccast on it, to enable the spellcasters of The half-orc fighter/assassin. Theg
the party to make immediate use of the
Narlot, will wade right into the heart of the
battle, trusting to his combat ability to

carry him through. He will shout and to Brother Milerjoi, and took his place when J. Panic at the Docks
charge, trying to attract attention away his superior died (either in the earthquake or
from the slave lord spell-casters and the in the fight where the characters were cap- There seems to be a huge melee under
thief. Theg is wearing leather armor and a tured, depending on how the DM has way on and around these three docks,
shield. In a pouch at his belt are 50 pp and a handled this). Brother Kerin is the repre- but it’s not always clear who is on whose
diamond worth 1,000 gp (this is his ”emer- sentative of the Scarlet Brotherhood, which side, if there are any sides. There are
gency escape f u n d pouch). Also in his belt helped finance and set up the slave lords. three fishing boats at each of the three
is a scroll listing all of the slave lords agents long piers. Several more out on the lake
among the lords of the Gearnat area, and an Brother Kerin (6th level monk): AC 6; are moving toward the far shore and one
order for the assassination of all the rela- appears to be capsized. Townsmen,
tives of the adventurers that can be found. MV 20”; hp 21; #AT 3/2 (open hand); D slum-dwellers, guardsmen, ex-slaves,
The order is signed by Edralve. and assorted humanoids are all fighting
2-8; SD feign death, immune to slow; S over possession of these boats. To add to
The drow fighter/cleric, Edralve, is still the confusion, a number of grotesque
one of the Nine, despite the testimony of the 15, gray-green humanoids are climbing out
player characters. She has powerful connec- of the water and falling indiscriminately
tions, explained in Queen of the Spiders, 112, W 16,D 17, Con 16,Cha 10;AL LE on the other combatants, biting and
and Stalman’s evidence has yet to be exam- clawing them to death. There are at least
ined by these superiors. She knows, how- All of the slave lords will fight to the 200 figures battling it out in this area.
ever, what he has done and may use this death, as they are in desperate straits and
battle as an excuse to be rid of him. Thus, they know it. Only these six have appar- The easternmost pier i s a terrible scene of
she will do nothing to come to his aid, unless ently survived the earthquake and the resul- carnage. The boat at the end of the long
it would cost her own life not to. tant chaos. Most of them were wounded in dock had been taken over by 13hobgoblins,
their flight to the docks, and the group’s who were just figuring out how to use the
Still, the player characters are an immedi- cure spells were all expended in healing oars, when eight lacedons clambered out of
ate threat, so she will try to silence oppo- some of their wounds. (Thehalf-orc and the the water and attacked. The battle is still in
nent spell-casters. She will then try to cast cleric are still slightly wounded.) Several of progress: two lacedons and five hobgoblins
levitate on the enemy’s best fighter and raise the illusionists’spellswere also used in fight- are down, and the rest are fightingbark and
him or her 20 feet into the air. She will then ing their way to the Water Dragon. forth in the boat. On the pier, 30 feet away,
join the melee. If at all possible, she will use stands a mixed group of nine humans,
her charm to urge the player characters into Most of the slave lords’ riches and equip- watching the battle. If the lacedons win, the
attacking their mutual enemy. In a pocket ment are buried under tons of rock, but they humans will flee, but if the hobgoblins win,
she has five Drow brooches, each worth 500 did manage to grab some of the more valu- the humans will attack the weakened squad
able items and bring them along. In a locked and attempt to take the boat from them.
gP. wooden chest at the stern of the galley are
The illusionist, Lamonsten, will cast hyp- the following treasures: Lacedons(6):AC6;MV9”//9”;HD2;hp9
each; #AT 3;D 1-3/1-3/1-6S;A paraly-
notic pattern at the party. He will save his a gold brooch with gems worth 3,000gp. zation
fear spell until he has a clear shot at the a platinum ring set with a fire opal worth
party without hitting his allies. 5,000 gp. Hobgoblins (8):AC 5; MV 9”; HD 1+1;
a gem-studded ceremonial silver dagger hp 5 each; #AT 1; D 1-8
In a water proof case on Lamonsten’s ofthe Earth Dragon cult worth 1,lOOgp.
back i s a deed to mining rights in the hills a scroll of drawings of the demons of the A band of slave lords’ mercenaries (16 in
near Hardby, worth 1,200 gp, and his spell all) are contending with 13 city guardsmen
book, which contains the fallowing spells: - Abyss by the great Drow artist 001Eurts, over possession of the other two boats. The
worth 900 gp. city guards have been pushed to the end of
First level: change self, detect i h s i o n , a box of gems, containing 21 moonstones the dock and are gradually being cut down
detect invisibility, hypnotism, phantas- (base 50 gp), 10 pieces of jade (base 100 by the mercenaries. Both groups are 0 level
mal force. wall of fog. gp), 5 white pearls (base 100 gp), one fighters in leather armor (AC 8). Neither
black pearl (base 500 gp), a tourmaline group has noticed that the westernmost of
Second level: detect magic, hypnotic pat- (base 100 gp), an amethyst (base 100 gp), the two boats is slowly sinking-a hole was
tern, invisibility, a topaz (base 500 gp), and an emerald, knocked through the side when the guards-
(base 1,000 gp). men wrested the boat from its original
Third level: dispel illusion, fear. owner.
Fourth level: improvedinvisibility,phantas- In addition, all of the equipment taken
from the characters when they were cap- The middle pier is one huge, swirling
mal killer. tured is stored below in the tiny hold. It was melee, strictly every man for himself.
to be sent to the coast to be identified, and Involved are 32 townspeople ( 0 level), 19
The thief, Slippery Ketta, will immedi- eventually sold. The equipment is stored ex-slaves(0 level), 9 men-at-arms (0 level), a
ately dive overboard and swim under the securely among other trade goods (these thief (level 3), a fighter (level 2), a cleric
dock, planning to climb up behind the party goods are worth a total of 350 gp). (level Z), 4 arcs, and 3 lacedons who are
at the right moment and backstab some- picking off stragglers and wounded. The
body. Her normal chance to move silently is Finally, also thrown in among the crates is northernmost boat has caught fire some-
88%. but when wet this will decrease to the vial containing the cure the player char-
acterswere originally supposed to deliver. It
68 % . She wears a pair of earrings worth 700 is, as yet, still unopened and should retain
its potency.
gp each and a jeweled dagger worth 900 gp.
The monk, Brother Kerin, will leap to the

dock and into the fray, supporting Theg
Narlot. Brother Kerin is unarmed.

Brother Kerin was second-in-command

122

. ...



how. An organized, coordinated group town. Eventually it will reach the top of the is suicide.
could push its way through this mob, hut it walls and spill over, sending toxic gases out
would have to fight some of them for pos- over Scumslum and the docks area. During.the nig-ht and the following morn-
session of a boat. I
If any characters are foolish enough to
The westernmost pier is a bizarre scene of enter into or permit themselves to be envel- ing, the player characters discover they are
greed over fear. At the second cross-pier six oped by these vapors, they suffer the same
huge gnolls armed with halberds are holding fate as befell many Suderham unfortunates. not the only survivors of the catastrophe.
at bay a mob of nearly a hundred screaming The first round of breathing will produce
townspeople (0 level). With the gnolls is uncontrollable coughing and choking in the Sometimes they will see powerful groups of
their leader, a man in black leather armor victim. For each round thereafter spent in
and shield, who is only allowing people to the gases, the character must save vs. poi- armed men rapid-marching to the cleft.
pass to the boats if they will give him 50 gp son at +2 or die. (The DM can use this
or more. Naturally, few of the townspeople threat to spur on the players, if the Other times they will be hesitantly
are carrying this much wealth. Some of the approaching magmen aren't enough. If the
people are trying to organize a rush on the players pass close to the town, they may see approached by small bands of slaves or
heavily-armed gnolls, without much suc- enough to make them aware of the danger.
cess, while others are fighting and robbing If not, they will hear of it from a fleeing citi-
each other to get the 50 gold pieces. At the zen. It will be dramatic if, just as the party is
end of one of the docks, seven people are escaping the island, the vapors start to pour
ripping up the flooring to make a raft. out of Suderham and cover the north end.)
Beneath the pier, four cunning lacedons
wait patiently for the rafters to come down L. Magmen on the March
to the water.
There are three magmen at each of these
The lacedon colony normally lives off locations. In general, they are having a
shore, where they devour the dead bodies grand time setting everything they contact
(mostly slaves), garbage, and unusable fish on fire. The woods on almost the entire
parts the town dumps into the lake. Occa- south end of the island are ablaze. Two
sionally one or two would sneak into groups of magmen are igniting the corn and
Scumslum and grab a derelict, who as likely wheat fields west of Suderham. One group
as not would never be missed. They are tak- has reached the ruins of Drachen Keep, and
ing advantage of the chaos to slay as many is gleefully setting the whole place ablaze.
of the hated nondead as possible.
If any creature comes within 30 feet of a
Gnolls ( 6 ) :AC 5 ; MV 9"; HD 2; magman, the paraelemental will move up to
hp 16,15,13,13,12,11; #AT 1:D 1-10 it and attack with its combustion touch. Its
purpose is just to have the poor cold crea-
Gnolls' leader (5th level assassin): AC 7; ture join the fun of the flaming ones. A
MV 9"; hp 20: #AT 1: D 1-8 with long magman will pursue for 2-5 rounds, and
sword then become distracted and set something
else on fire.
K. Ruined Suderham
The magmen groups are converging on
~~ the northeast part of the island at a rate of
200 feet a turn. Unless something stops
The guard towers of Suderham have them, they will burn the whole island clean
fallen, but the outer walls are mostly and then return to the volcano, before they
intact, except for the south wall. Ugly stiffen from the cold.
yellow vapors from the volcano are
flowing down the shallow gorge, over Magmen: AC 6: MV 9" (6");HD 2; hp 9
the tumbled south wall, and into the each; #AT 1; D 3-24; SA combustion
town. Wisps of the ground-hugging gas touch; SD +1or better weapon to hit,
occassionally pass around the corners of immune to fire-based attacks
the walled town. Wherever people
encounter the vapors, they cough and Leaving the Island
choke, and flee if they can.
The only way to leave the island of the
Less than an hour after the beginning of slave lords is by crossing the lake. The rim
the eruption, Suderham is already a town of of the crater lake is 1.5miles in any direction
the dead. The poisonous gases flowing into from the island. The lake surface is choppy
the town have asphyxiated all those who with whitecaps. Due to the eruption, the
could not or would not leave. The vapors waves are irregular and unpredictable.
are heavier than air, but they are gradually
rising as more gas flows down the shallow If characters try to swim for it, they will
gorge and is trapped within the walls of the find it difficult but not impossible. To swim

124

guards. If the player characters decide to For the journey overland, use the s
ard encounter tables given in the Dur
accept leadership, they can gather about Masters Guide or the encounter tables and .. ~ . ~ , - . ._"".-.l
encounters given here. Be sure to adjust the
them a mixed band of refugees. size and difficulty of any encounter by the return Dame Gold and the other slaves to
condition of the player characters' band. A
Their group will include a little of poorly equipped, rag-tag group should not Safeton, she will not be ungrateful. Aside
be faced with impossible odds! In addition
everything-slaves, merchants, peasants, to the encounters determined by die roll you from having a debt of gratitude from each,
may wish to consider the following addi-
guardsmen, mercenaries, and even adven- tional problems. These problems are quar- Dame Gold will dip into her own resources
rels and disagreements within the party.
turers. It will also include a variety of align- to reward the player characters. She will
Feuding: Just as the group is settling
ments, from lawful goad to pure evil. down for the night, a furious fight breaks provide a monetary reward or non-magical
out on the far side of the camp. The player
However, a rough truce can be formed for characters arrive just in time to prevent the possession to each character. You should

the moment. The player characters will nat- death of an ex-slave by a guardsman. The decide the scope of the reward as befits the
soldier claims the slave tried to knife him;
urally be given the role of leaders-for now. the ex-slave says the guard was beating him hardships the player characters have under-
and pushing him around, that he "had it
The player characters will be able to gone and the general character of your cam-
coming to him." Tempers flare hot on both
assemble a group of 21-40 NPCs. You can sides with each group supporting its man. paign. It is not intended that the player
The lead PC is expected to make some deci-
select from the types listed or create your sion. If he chooses for one or the other, there characters should leave this adventure
will be open rebellion. The best solution is
own. to work out some way of keeping the two empty-handed.
groups apart.
Slaves who have managed to escape their If the player characters have recovered
Starvation: Feeding this many people is
captors. These can be of any alignment not an easy task, especially since no one the medicine needed for her brother, Dame
thought to bring a lot of food. For
although good and neutral alignments are prevent everyone from collapsing, Gold will do them the further favor of
of the weaker ones are not so lui
more common. All are 0 level humans. All about a weeks travel, one person relieving them from their task. Another
collapse on the march. Soon ther,
have a deep hatred of their former lords and bling about the food situation anc messenger will be found. As she explains,
acters' leadership. Those lucky e
may have to be restrainpd from slau-ghtering find food hoard it and more fig she is already in debt enough to the player
~ out. Unless the players can solve
lem, they will be cast out of the b characters and could not presume on them
their guardsmen traveling companions in
Alignments: The situation ha
the coming journey. For now they will together a number of people of M anymore. If the medicine was not recov-
fering alignments-people who
accept the player characters' judgements. blood enemies in normal circumst ered, she is sorrowful for her brother, hut
uneasy truce can hold for only a w
Mercenaries who arrived with caravans ful types are more likely to c does not blame the characters. "After all,
although lawful goods may bec
or worked here. They are all neutral or nue- raged and hostile to those of evil a you tried all you could. It is not your fault,"
Neutrals of all types are likely to
tral evil alignment. They are all 1st level the band so long as chances for su she says. However, if there are any paladins
best with it. Neutral evils will not 1
fighters. Their only concern is to get to the betray the band to the humanoic in the group, they must examine their own
exchange f a r safety. Chaotics are
coast alive. They are professional enough to "go it on their own" and chaotic
rob the band of any useful equipm
know survival will only happen if they they leave. It is the PCs' task to
dissimilar band together. Of cou
work as a group. As such, they will be the they get to safety, all bets are off.

most agreeable to following orders,

although they will have no respect for

incompetents or idiots.

Guardsmen who worked for Suderham

or the slave lords. These men are all of evil

alignment and the majority are lawful evil.

They are 0 level humans with 7-8 hit points.

They will cooperate for the same reasons as

the mercenaries, but will insist on having

their own commander l o n e, ~~~ nf them) whom
~~ ~~ ~~~~~~

they will obey. They are all willing to kill

former slaves if given the opportunity

Townspeople who h m e lost everything in

he eruption. These people are generally

ieutral in alignment. They hold n o grudges

igainst anyone and are jilst looking for pro-

ection. They are all 0 level humans.

Encounters on the March

from the isle of the slave lords, their trou-
bles are still far from over. Now they are
stranded in the heart of !he hostile Pomarj.
News of the disaster that has struck the
slave lords is sure to travel fast and no
friendly reception can be expected from the
tribes on the march. Furthermore, the ten-
sions in their little band will begin to show,
even to the point of violence.

125



‘1

The Slave Lords

Listed below are the statistics and crucial Ajakstu T h e 9 Narlot
information concerning the nine slave lords
of the Inner Council. In addition to these Human 9th level magic-user, lawful evil Half-orc 7th level fighter/7th level assassin,
nine, there are a number of minor slave
lords who handle important operations in Str 13 Dex 17 Con 11 lawful evil
the field. However, these nine decide all
matters of policy. Int 18 Wis 10 Cha 14 Str 17 Dex 12 Con 17

When the slave lords are encountered at Hit Points: 32 Armor Class 5 In1 16 Wis 12 Cha 7
the docks, ~ p d l m~ a,gical items, and hit Equipment: dagger +1, cloak ofprotection
points listed in parentheses are not available Hit Points: (53) 35 Armor Class: 7
to them. +2, staff of power ( 3 charges), crystal Abilities: #AT 312. +I to hit and damage,
ball with clairaudience, ring of spellstor-
Eanwulf ing holding dispel magic, shocking backstab x3, move silently 55%. hide in
grasp, wall of force (all level 9 ) shadows 43%
Human 10th level fiehter. neutral evil Spells: armor, identity, magicmissile, taunt, Equipment: leather armor, longsword (poi-

Str 18/25 Dex 15 Con 16 esp. irritation, scare, blink, fireball, soned, save vs. poison + 4 or 15 hit
slow, Evards black tentacles, cone of points of damage in 2-5 rounds, full
cold, polymorph self damage on first hit and half damage on
second hit, no additional damage on any
Int 15 Wis 12 Cha 18 Edralve hit thereafter. Theg can recoat the sword

Hit Points: 90 Armor Class: -1 Drow 5th level fighterl4th level cleric, in 1round from supply on belt), 5 dag-
Abilities: 312 attacksfround gers

+3 damage bonus for Strength chaotic evil Lamonsten t h e Lazy
Equipment: scimitar +2, chain mail +2,
Str 9 Dex 16 Con 17
shield +2, heavy crossbow, throwing
axe. Int 17 Wis 11 Cha 17 Human 8th level illusionist. lawful evil

Hit Points: 20 Armor Class: 5 Str 7 Dex 17 Con 15
Abilities: + 2 saving throw vs. magic, 40%
Int 16 Wis 10 Cha 12
magic resistance, dancing lights, faerie
Nerelas fire, darkness 15’ radius, detect magic, Hit Points: 21 Armor Class: 7
know alignment, levitate-, clairvoyance, Equipment: dagger +l,cloak of displace-
Human 11th level assassin, neutral evil detect lie, suggestion, dispel magic (all
usable once per day); -2 to hit, + 2 to be ment
Str 16 Dex 17 Con 13 hit, and AC 7 in bright daylight
Equipment: black leather armor, black Spells: (detect invisibility, hypnotism,
Int 1 4 Wis 17 Cha 15 shield, ring of warmth phantasmal force, detect magic, dispel
illusion, improved invisibility), hypnotic
Hit Points: 58 Armor Class: 2 Spells: (cause fear, detect good, resist cold, pattern, invisibilitv. fear
Abilities: backstab x4, move silently 75%, chant, spiritual hammer, blindness, dis-
Slippery Ketta
hide in shadows 61% pel magic, giant insect, (silence 15’
radius) Human 10th level thief, neutral evil
Equipment: longsword +1,dagger + I (poi-
Str 10 Dex 18 Con 12
soned with insinuative poison, 35 hp
Int 15 Wis 13 Cha 16
damage if save vs. poison is failed, no
additional damage for successful save),

leather armor + I , potion ofinvisibility

Stalman Klim Brother Milerjoi Hit Points: 30 Armor Class: 2
Abilities: backstab x4, move silently 88%.
Human 9th level monk (as in Oriental
hide in shadows 73%
Human 11th level cleric, neutral evil Adventures), lawful evil Equipment: longsword, leather armor $2,

Str 15 Dex 17 Con 13 Str 15 Dex 15 Con 13 gauntlets of swimming and climbing

Int 1 4 Wis 17 Cha 11 Int 14 Wis 15 Cha 11

Hit Points: (52)31 Armor Class: 3 Hit Points: 35 Armor Class: 3
Abilities: +3 on saving throw vs. mental Abilities: + 4 points of damage with

attacks weapon; Martial arts-#AT 2, D 2d6 + 1;
Equipment: footman? mace +2, bracers of
Special maneuvers-missile deflection,
defense AC 6, (ring of spell storing with fall, flying kick, circle kick; Move
word of recall) silently 70%. Hidein shadows 5 6 % , Sur-
Spells: (detect good, light, penetrate dis-
prise l a % , ESP resistance 80%;immune
guise, resist fire, slow poison, meld into
stone, negative plane protection, protec- to haste, slow; feign death, heal 4-7
tion from good 10’ radius, flame strike, pointslday, reduce magical damage to 0
blade barrier,) cure liaht wounds, sanc- on successfulsave (half damage if save is
failed) nine times per day, 50% immune
tuary, chant. silence 15’ radius, contin- to charm, hypnosis, and suggestion.
ual light, feign death, ton,pues,
divination, true seeing Equipment: dagger

127

Pre-Generated Player Characters

The followingplayer characters are based Karraway Phanstern
on the original characters used in the Slave
Lords tournament. Human 7th level cleric, lawful good Human 7th level illusionist, neutral good

Str 9 Dex 15 Con 16 Str 8 Dex 18 Con 16

Elwita Int 12 Wis 16 Cha 13 Int 17 Wis 12 Cha 9

Dwarven 7th level fighter, lawful good Hit Points: 45 Armor Class: 1 Hit Points: 29 Armor Class: 6
Abiliites: Spells as chosen by player Abilities: spells chosen by player, + 3 to hit
Str 17 Dex 11 Con 18 Equipment: footman's mace, hammer, plate
with missile weapons
Int 12 Wis 8 Cha 15 mail, shield, potion of clairaudience, Equipment: silver dagger, potion of extra-
scroll with raise dead
Hit Points: 54 Armor Class: 1 healing, scroll of blindness and blur
Abilities: #AT 312, +1to hit and damage
Equipment: war hammer C 2 , shield + I , Blodgett Eljayess

plate mail, heavy crossbow, dagger Halfling 7th level thief, neutral good Half-elf 4th level cleric/4th level fighter,

"Ogre" Str 8 Dex 18 Con 16 chaotic Rood

Int 10 Wis 10 Cha 6 Str 16 Dex 1 2 Con 17

Human 8th level fighter, neutral good Hit Points: 30 Armor Class: 3 Int 9 Wis 16 Cha 13
Abilities: +3 to hit with missile weapons
Str 18/56 Dex 12 Con 18 Hit Points: 28 Armor Class: 2
Equipment: short sword, dagger, sling,
Int 8 Wis 9 Cha 6 Abilities: +1to damage, spells chosen by
leather armor, ring of protection +l, player
Hit Points: 57 Armor Class: 1 boots of elvenkind
Abilities: #AT3/2, +2tohit, +3todamage Equipment: spear + I , longbow, hammer,
Equipment: longsword +1, splint mail +2, Dread Delgath long sword, plate mail, shield, potion of
speed
shortbow, throwing knife

Freda Human 7th level magic-user, chaotic good Kayen Telva

Str 8 Dex 9 Con 16

Human 6th level ranger, chaotic good Int 18 Wis 12 Cha 15 Elf 4th level fighterl4th level magic-user,

Str 15 Dex 17 Con 17 Hit Points: 31 Armor Class: 6 chaotic good
Abilities: spells chosen by player
Int 13 Wis 15 Cha 14 Str 15 Dex 16 Con 15
Equipment: dagger, staff, bracers of defense
Hit Points: 40 Armor Class: -2 AC 6, wand of fire (4 charges) Int 17 Wis 10 Cha 9
Abilities: +6 damagevs. giant class, +2 to
Hit Points: 25 Armor Class: 2
hit with missile weapons, surprise 50%. Abilities: +1 to hit with missile weapons,
surprised on 1in 6. tracking
Equipment: longsword, long bow, 8 arrows spells chosen by player
+2, dagger, spear, chain mail +3,
potion of healing Equipment: long sword, longbow, hand
axe, dagger, javelin of piercing (xZ),
chain mail, shield, scroll with holdportal
and suggestion









Map 5 Dungeon Room 12 Map 7: Fort Room 35

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