wildmen, an offeris made to provide diver- A representative of the appropriate remove Growl from the world of the living.
sions and secret passage into and out of the humanoid tribe (goblin, gnoll, or flind, If they attack and kill Growl, apply Growl's
area of the humanoid village where the depending on the party's location) XP number as a negative value to each good
wildmen captives are being held. The wild- approaches the characters in a friendly man- character who supported or did not attempt
men will not attack the humanoids directly, ner. In halting, clumsy Common, the to stop Growl's death. If the characters
claiming their numbers are too few. If the humanoid explains the predicament faced choose to talk to Growl, however, and man-
characters wish, disguises can be arranged by his tribe. Read the following to the age to convince Growl to leave the area or
for them, so the humanoids will later think characters: stop chasing the deer (which he can't catch
that wildmen perpetrated the deed. How- anyway). apply his XP value as a bonus to
ever, this disguise prevents the characters "Many fine greets, wise ones! 1Flubbort, each character. Feel free to modify this proc-
from wearing anything better than leather na-chief, top sergeant. Wise boss Chop- ess to suit your campaign; the idea essen-
annor. ear send Flubbort trade you." He tially being that Growl is a good (if gruff
straightens himself a little bit before and confused) being and that heroes just
The humanoid villages are described in slouching again. "Tribe have trouble a don't slay good beings at will,
the next section, along with specific infor- little an animal, you mean, a beast. It
mation pertaining to the individual tribe to kill, oh, some, maybe mean many, war- If the mission is a success, Flubbort
help flesh out the generic village map. Use riors. It scare away deer, no hunting dashes offto his tribe with the good news. If
this information when the characters make good. We many long hunt way. No the situation is not resolved, Flubbort tosses
their raid. The wildmen can place the char- good. Chop-ear know you kill animal? off a few snide remarks in his native tongue
acters within sight of the humanoid village Deal good no charge you come again. before leaving quietly.
undetected, and the characters can invent Say you what say, wise onesy
three to six diversions for the wildmen to Growl:ACZ;MV9";HD7+3; hp51: #AT
enact (as long as combat is not involved) With difficulty, Flubbort manages to 3; D 1-4l1-4/2-12: SA hug for 2-20: SD
during the rescue attempt. Details of how describe a huge bear which no one can hit by silver or +1and better weapons
each tribe pursues the attackers are given in harm. The bear can tear even great warriors only; AL NG.
the appropriate tribal section. apart in short order and is known to have a
cave nearby. Flubbort has great respect for A Thundering Herd
Wildmen NPCs: Chieftain, 32 hunters, 2 the bear, but seems confident that the char-
children, 1 aged crone, and the tribal acters would be able to handle the fearsome As the characters follow the trail through
witch doctor. creature. a small ravine, a predator at the far end
frightens a herd of hill antelope. Panicked,
Chieftain Morag: AC 8: MV 12"; LVL 5: hp Flubbort has been instructed by Chop-ear these stream into the ravine, filling it from
30; #AT 1:D 1-8 or 1-6: SA Track, sur- to bargain with the characters if necessary. side to side, buffeting the characters and
prise, plus vs. giant class; AL CG. The most that Flubbort can offer in pay- possibly knocking them down. Fortunately,
ment is three "free passes" for slaver cara- hill antelope arevery small (one-half of a hit
Hunters (32): AC 8; MV 12"; HD 1;hp 7: vans. He is extremely reluctant to go to that die) and can do no grievous damage to the
#AT 1;D 1-6: SA hide in shadows 20%, length, however, and does his best to con- characters. Each character in the ravine suf-
move silently 50%; AL CG; armed with vince the characters to take the offerof one, fers 1-10 points of damage. The predators,
clubs, spears, and longbows. or perhaps two, toll-less trips. upon hearing the human cries in the ravine,
quietly fade away into the brush.
Witch doctor Kotto: AC 10; MV 12"; C41 The bear is a huge were-bear named
MU&:hp 18; #AT 1: D 1-6; SA spells; Growl who has begun to forget having been This encounter has no effect on the adven-
AL NG. human. Often, he neglects to change to ture unless a player character tries to elimi-
human form for months at a time. Aging nate the herd through some magical means.
Spells: affect normal fires, push, ventrilo- now, the werebear was driven from his old If a large number of the antelope are killed, a
quism, invisibility, scare, cure light territory and has come to this area as a humanoid from the local tribe approaches
wounds (x2). light, chant, speak with result. His mind is clouded and vague, and the party 12-24 hours later demanding com-
animals. he attacks viciously any who threaten him. pensation for the lost antelope. The repre-
He cannot be communicated with except sentative is alone save for a small escort, and
Old crone: hp 3 through werebear or magical means. asks a compensation of 1 gp per antelope
Children: hp 2,4 slain. Argument raises the price per head of
His den is a small cave, 15feet deep and 7 antelope. Refusingto pay, while not resulting
Desperate, ragged, and on the edge of feet wide with an opening 5 feet high and 6 in outright attack, sours further dealings
extinction, the tribe is rapidly losing its bat- feet wide. He will be found inside the cave, with the local humanoid tribes.
tle against the humanoids. at the farthest point from the door. In the
rear of the cave, the werebear can stand and The Dogs
The Quality of Mercy attack normally, while in front of him at
best two characters (using smallish weap- This encounter begins early in the eve-
The humanoids in the area regard the ons) can engage him in melee with a penalty ning, while the characters travel through the
slavers with a bit of awe, as the leaders of of -1on their attack rolls. His cave is strewn hills. Read the following to the players:
the caravan (character types) have been with rubble, making a silent approach
seen to be personally powerful. If the player impossible. Just before you begin considering where
characters give the impression of being a to camp for the evening, a faint bavinr
small group of "leaders," the humanoids The characters should be able to easily
turn to this party for assistance with their
current troubles. Use this encounter only if
the player characters are successfullyposing
as slave lords.
50
sound reaches your ears. From no partic- rounded! Suddenly, the baying stops, ance. If party cured or nullified the poison
ular direction, the baying is a minute tre- The chirping of crickets and crackling of
ble note that hangs in the air like a sickly the fire are all you hear. in his system, he offers a onetime favor: his
odor. assistance in the form of advice at some time
If the characters did not specify a particu- in the future. All the characters need do is call
The baying is the hunting cry of a large lar campsite, it is an open clearing. Bushes upon him and he will guide them as best he
pack of dogs pursuing a much reduced grow here and there, but there are no trees can. He will only do this once.
moon dog. Miles away and days ago Rover to speak of. Allow any characters on foot
(the moon dag) entered an undead lair, outside of the character's camp the opportu- Moon dog: AC 2, 0, or -2; MV 1.5" (30");
where he had a most unfortunate series of nity to return; if they refuse they are beset HD8+16; hp17(43); #ATl;D3-12;SA
encounters with a vampire and its cohorts. by dogs in the next melee round. For the rest see above; SD see above; MR 25%;
Several energy level drains later, the moon of the party there is a two melee round lull
dag fled as best he could with one leg crip- during which the dogs surround the camp. AL NG.
pled and a painful, slow poison clawing at Many yips and barks that sound like Ian- Devil dogs (5):AC 6; MV 30"; HD 6; hp 27,
his consciousness. He was promptly pur- guage can be heard in the darkness. At a dis-
sued by a large number of death dogs led by tance of 60 to 90 feet dogs form a huge 2.5, 30, 3.5, 29; AC 6; #AT 1;D 2-8; SA
a sprinkling of devil dogs. Hounded (as it circle. throat attack: SD none; AL CE.
were) for more than two days. the moon Death dogs (40): AC 7; MV 12"; HD 2 +l;
dog is growing very weak. The poison has If the characters cure the moon dog, he hu 9 each; AC 7: #AT 2; D 1-10/1-10;SA
not left his system, his vitality is quickly regains consciousness and becomes aware disease, knockdown; AL N.
ebbing, and his voice is growing hoarse. of his surroundings. If the poison in his sys-
tem is neutralized, he regains his powers in Wings!
As the night progresses, the baying six melee rounds. Once the lull has passed,
the devil dogs and the death dogs charge A giant pterosaur, driven from its lair in
increases in volume and eeriness. Any immediately, bursting out of the darkness the Drachensgrab Hills by younger compe-
ranger in the party gets the impression that with a chorus of howls. They fight until tition, spots the characters from on high as
the howling is unnatural. As the baying 60% of them are dead or the moon dog is they trudge along the road. It dives to the
grows very near, an occasional ragged bay- able to use his powers again. attack, intending to pick up a morsel for
ing silences the other baying temporarily. lunch.
That particular baying sounds different: less The moon dog has recently escaped from
unearthly, albeit still eerie. a fearsome battle and its normal powers are The pterosaur attacks once; if successful,
greatly reduced. If cured, use those statistics it carries the character into the air (unless
Then, a dog-like form, shadowy in the given in parentheses, as these are his full the character weighs 250 Ibs. or more). It
darkness and dim moonlight, shambles into abilities. In addition, his special abilities are then carries the character aloft for 10-20
view. At first glance it appears to be approx- reduced until the poison within his system is rounds before dropping him or her to
imately 3 feet high at the shoulder. As it neutralized. He can only bay at half effect (almost) certain death. If the big lizard is
stops and peers into the camp, however, it (range 40 feet. save at +4), howl at half injured by its passenger, the passenger is
does something very un-doglike: it extends effect (range 20 feet, D 1-4). and use no dropped immediately. The giant pterosaur
what, in the darkness, appears to be a hand. other special abilities, If his poison is nulli- makes only one pass in any case
The howls that have been approaching all fied he regains his full special abilities after
evening are now very close, and in the dis- six rounds. If the party neglects to cure or Giant pterosaur: AC 5 ; MV 3"/12"
tance many red glowing eyes can be seen otherwise revive the moon dog he is unable (MC:D);HD6+6;hp41; #ATl;D3-12;
reflecting the firelight At this point, the to help during the melee. SA surprise attack; SD none; AL N
party has the opportunity to take one round
of action if they wish. Once they do, read The devil dogs are relatives of the north- That Old Orcish Hustle
on, if appropriate: ern devil dogs that have adapted to more
temperate conditions. If their die roll to hit The nearby orc tribe, in addition to ran-
The dog like form staggers closer. is 4 or more higher than the number they dom raiding parties, has decided to try and
Clearly, it is limping. A festering wound needed to hit (or a ZO), the victim's throat "horn in" on the toll road business.
glistens on one rear leg. The creature has has been attacked. Damage is doubled and
a human like head, you notice as it the victim is comatose for 2-8 melee rounds. A special group of orcs is dispatched,led by
speaks. "Help me," it gasps hoarsely. These dogs lead the death dogs through yips a powerful sub-chief and with ogre and ver-
"Much trouble coming. The hounds of and yaps, and are extremely eager to kill the beeg allies, to post itself along the trail
death are near!" As it speaks, you all moon dog. If they succeeed, a retreat is between the current territories of two existing
suddenly remember tales of woe and signalled. humanoid tribs (you decide exactly where).
horror, of evil things they prowl the
If the combat does not go well for the After several hours on the trail, the char-
ht in the farm of dogs! Then, the characters and they need assistance, you acters see ahead a band of armed creatures.
snd thing collapses near you. All may consider having the moon dog deliri- A small group of man-sized humanoids is
mnd, the baying has continued ously bay or howl, then lapse into uncon- standing on the trail behind a barricade of
abated. It appears you are sur- sciousness again. If the moon dog survives recently cut trees while more can be seen
and the battle is won, he eventually regains among the trees to either side. Disappointed
consciousnesseven if not cured by the party. at not seeing an entire caravan, the orcs con-
He thanks the characters for their assist- sole themselves, believing the characters to
be a small group of slaver "leaders" travel-
ing to the slavers' stockade. Greedily, the
orcs dream up an outrageous toll, believing
the slavers to be so rich they don't care
about such "small change."
51
Standing at attention on the trail are joining in only if victory seems likely, so as while the archers and verbeeg use missile
seven orcs, one obviously a leader and to be able to join in on the spoils. Standing weapons against the rear ranks. Most of the
the others in cham mail with swords. in the road are: halberdiers swarm around the end of the
The leader, who stands a head higher barricade to strike the party in the flank
than his companions, swaggers forward Pluug (arc leader): AC 3; MV 12"; HD 5; hp while others fill the gaps left by fallen
to greet you. "Welcome to the territory 31; AC 3: #AT 1;D by weapon type; bodyguards.
of the Crooked Claw clan," he says in AL LE.
excellent Common. "It is too bad you do Pluug is a sub-chief of great power and If the fight goes badly, Pluug orders a
not lead a caravan; he continues, "for gradual retreat, the halberdiers preventing
you look to be fine and terrible persons repute. He owns a shield + I and wields a any charges while the archers maintain a
of adventure. Now," and he ahem3 dra- longsword. His intent is to intimidate the harassing fire on the pursuers.
matically, "about the toll ...I, Pluug of slavers into paying the toll he requests. Not
Crooked Claw, have been empowered having the guts to commit his troops against The Tribes
specialists (spellcasters and the like), Pluug
by my chief to collect it." is more bark than bite. The trail of the slaver caravans leads
through the territories of three humanoid
At this point, Pluug grins hideously at the Orc bodyguards (6):AC 4; MV 12"; HD 3: tribes: that of the goblins, the gnolls, and
hp 13,15,16, 1 4 , 1 8 , 1 7 AC 4: #AT 1;D the flinds. Each has a central village, hunts
party and begins looking them over. If the by weapon type; AL LE. the local game for sustenance, and has an
These bodyguards are armored in chain agreement with the slavers regarding p a r
' party objects orvoicesdoubts, Pluug argues sage through their territories. Each group
and haggles with them. If they still refuse, mail and shield. Each is armed with a long- regards its territory as sacrosanct against
sword and a shortbow. Their duty is to pro- intrusion and hesitates to enter the territory
he plays his trump card-with a hand sig- tect Pluug and they even use their bodies as of another tribe. Some communication
shields against missile fire if ordered to. exists between them, but cooperation is rare
nal, a tinny horn blasts and the o x infantry except on very important matters, such as
Both Pluug and the bodyguards gain the the hunting of common enemies.
on either side of the road stand at ready, benefit of 50% cover.
There is one generic village map for all
revealing much greater numbers than had In the trees on the left side of the road are three tribes; tailor it to fit any situation
which requires detail. Each village is some
been visible before. Once the characters Orcs (30):AC 6: MV 12"; HD 1: hp 6 each; way from the trail (2-8 miles) and is well
#AT 1; D halberds 1-lO/hand axes 1-4; guarded from intrusion. Each tribe has some
agree to the payment of a toll, read the fol- AL LE. specific notes to differentiate it from the
These are trained troops with orders not others.
lowing:
to risk extensive casualties, They use their The Hill Beater Goblins
"So? The toll? My chief has instructed halberds in formation, albeit a loose one.
me to be munificent, this fine, sunny day. One of their group is a sergeant with 11hp. The goblins of the area call themselves the
Three hundred pieces of gold for each The trees provide 25% cover from missile Hill Beaters. Arms typical for this tribe are
one of you fine, strong looking persons fire. club and spear, while leaders and guards
to pass and remain unmolested. It you bear short swords or military picks and
have not the cash, well, I have been On the right side of the road, also in the spears. Many of the non-combatants have
instructed to accept weapons of quality trees, are: been trained in the use of slings.
at whatever value they possess. If you
Orcs (20): AC 6; MV 12"; HD 1;hp 4 each; The Hill Beaters prefer surprise attacks to
please, could we transact quickly? My #AT 1;D short bow l-6/dagger 1-4; frontal assaults and always attempt to flank
troops are wearied by this daylight, and I AL LE. their enemiesbefore attacking. In defense of
would dislike to keep them u p and about These are trained archers with orders to their village they fight to the death, but oth-
in it needlessly, if you take my meaning." erwise they are easy to rout.
avoid melee absolutely. They w e their mis-
Pluug ahems dramatically once again sile fire to best effect by targeting obvious Upon entering their territory, the player
before looking expectantly at the player spellcasters. One of the group is a sergeant characters will be approached by a delega-
characters. with 9 hit points. The trees provide the orcs tion of 20 goblins assigned to collect the toll.
with 25% cover from missile fire. The toll they request of the slavers is usually
Weapons are worth triple their book 1 cp per slave, 1 sp per guard, 5 sp per
value if in at least average condition. Unu- Verbeegs (10): AC 4; MV 18"; HD 5 +5; hp leader, and a gold piece per wagon. The
sual weapons are worth either nothing or six 33 each: #AT 2; D thrown spear 5-10 or goblins assume that all non-fighter types are
huge club 5-12; AL NE. leaders, with the others being guards. They
times their value depending on the utility of These mercenaries fight well but avoid do not attempt to raise their price according
the weapon to the orcs. If the characters to the circumstances.
hedge, or look ready to flee, Pluug signals dangerous situations. They each have six
his fighters to appear (if he hasn't already). spears for throwing: their range is 7" (70 The Hill Beaters are at a disadvantage
If the characters attack the small group fac- yards outdoors) because of their unusual when dealing with the nearby gnolls and
ing them, Pluug retreats, signaling for the Strength. often are forced to placate them with offer-
verbeegs and orc archers to begin firing. If ings and gifts. Consequently, there is little
If there is a battle, Pluug commands the
Pluug thinks that he might be victorious, he troops from behind the safety of the log bar-
might order an attack. If the characters ricade. Knowing full well the effect of spells,
manage to capture, kill, or subdue Pluug the he has spaced his troops widely apart, 5 feet
orcs attack ferociously. losing their usual -1 between each. At the start of a battle, his
to hit penalty in daylight. In this case the bodyguard attempts to hold the barricade
verbeegs stay on the periphery of the battle,
52
wealth in the village. The goblin practice of Sub-chief Ear-poker: AC 5; HD 1+ 1;hp 8; tions. These formations are slow, clumsy.
taking slaves for themselves (for torture or D 1-8. and fragile (nowhere approaching the skill
undesirable work) is looked on with of well-trained human troops), but against
approval by the nearby humanoid tribes, as Sub-chief Bodyguard (x4): AC 5; HD 1+l; local enemies the gnolls are proving to be
long as the slaves aren't gnolls or flinds! hp 7; D 1-8. very dangerous opponents. Like all gnolls
they prefer to be the stronger party in any
A total of 390 goblins inhabit the area, Watchtower: Four keen-eyed goblins are conflict, and even in defense of their village
with 330 or so inhabiting the village proper. always on watch in the tower at the top of they may abandon the area if faced with a
In the village, 130 are hunterlwarriors (5-7 the hill, significantly stronger force. They perceive
hp each), 160 are villagers (2-7 hp each) and force as being almost entirely a function of
the rest either the aged or children (1-5 hp The Palisade: This is 5 feet high and made numbers.
each). Of the hunterlwarriors, 3-18 are of sharpened stakes. Ringing the inside is an
always absent on scouting duty, 10-60 are earthen platform 2 feet high. The palisade When the player characters enter their
hunting and not in the village, while the forms the first line of defense against a territory, the gnolls greet them with a care-
rest, minus the chief and his retinue, are in major attack. The common tactic is to fully prepared ambush. They do not attack,
the village. The remaining 60 goblins that retreat into the palisade and then line sling- hut send a delegation of three to collect the
do not inhabit the village are political ene- ers on the platform, concentrating missile toll while the remaining 30 watch from
mies of the chief and his cronies, young gob- fire over its low height. places of cover with weapons ready. The toll
lins recently undergoing their rite of they levy from passing caravans is 1cp per
passage, the shaman and his pupils, cripples Slave Cages: If the wildmen are held by slave, 1sp per guard, 10 sp per leader, and 2
driven out to die, ex-chieftains forced into the goblins, they are penned in the cages gp per wagon. The Kerrla charge more than
exile, the deranged, and the just plain unso- near the hill. the Hill Beaters out of their feeling of super-
ciable. They live in secluded portions of the
tribe's territory. Many provide valuable Reactions iority. If the party agrees too readily to the
service, acting as permanent lookouts along toll, there is a slight chance that the toll col-
various parts of the border. Battle Tactics: If the goblin village comes
under attack, all goblins know to enter the lector may assume that most or all of the
Goblins: AC 6 ; MV 6"; HD 1.1; hp see palisade with whatever weapons they have party are "leaders" and will accordingly
above; #AT 1:D 1-6; AL LE. handy. The chief gathers his full retinue and demand a higher fare.
all the warriors in the village. Once the
Generic Map Notes threat has been identified, the chief forms a The Kerrla greatly respect the flinds and
loose mob of sling-armed villagers to harry despise the nearby goblins. They take any
Animal Pens: These are currently holding the enemy from the front (or defend the pal- opportunity to impress the flinds or humili-
the fruit of the chief's latest experiment, isade) while the warriors form two (or ate the Hill Beaters. However, they do not
breeding wolves. He is attempting to have more) groups to attack the enemy's flanks attack the goblins outright for fear that the
them trained, but with little luck. Also in (or burst from the palisade). If a pursuit is flinds may take advantage of their absence
the pens are a few political dissenters, des- necessary, only the warriors participate to attack the gnolls' village.
tined to be wolf food. Unfortunately, the while scouts keep abreast of the enemy's
wolves are developing the taste for goblin, movements. Their coffers are a hit fatter from extort-
which makes them even wilder. If the ing money from the Hill Beaters now and
wolves get loose they will attack the nearest Trading: The goblins gladly trade the cap- then, but most of the surplus goes to the
goblins, springing away with their prey. tive wildmen for the player characters if flind weapon makers for the purchase of
that situation comes to pass. The chief of the pole arms and other weapons the gnolls do
The Cave Entrance: This is heavily Hill Beaters has no wish to antagonize the not make for themselves.
guarded at all times. The chieftain, his slavers, and so will generally agree to poor
bodyguard, and their goblin women have terms if pressed on any issue. The tribe is A total of 280 gnolls live in the area, all of
claimed this as their den. It also serves as the also particularly eager to trade for useful whom inhabit the village. Of this number,
point of last defense for the village. items, offering what little it has in return. 110 are hunterlwarriors (20 of whom use
longbows), 100 are villagers, and the rest
In the cave are the armory and treasure The Kerrla Gnolls are children, The Kerrla do not allow the
chambers of the tribe. The first contains an
assortment of battered weapons; the second In the gnoll tongue, this means "vile epi- old to live past their years of usefulness to
contains 3,000 sp, the entire horde of the thets," a name the tribe bears with pride, the tribe. The hunters spend as little time as
tribe. This is hidden in the floor of the main explaining they are so fearsome their ene- possible hunting, so only 10-40 of them are
chamber in a pit filled with poisonous mies can only resort to swearing. The tribe gone at any time.
insects. These pour out of the pit when it is is somewhat atypical. Unlike most other
opened, swarming over everyone in the cave bands of gnolls, the Lay Kerrs have settled Gnolls: AC 5; MV 9 ";HD 2; hp 9: #AT 1:D
unless raw meat is thrown nearby to distract down. This is due in part to the organizing
them. The swarms cause 2-5 points of dam- influence of the nearby flinds, who cur- 2-8; AL CE.
age and take three rounds to brush away rently provide part of the tribal leadership. Chief Clay Mane: AC 3: HD 4; hp 22; D 4-
Chief Nose-bender: AC 4; HD 2; hp 13; Arms typical for this tribe are pole arms 10+1.
D 2-8. and battle axes, with leaders bearing two- The gnoll chief is cowardly and acts to
handed swords. The better hunters of the save his own skin before acting to save his
Chief's Bodyguard (x5):AC 4: HD 2; hp 10; tribe employ longbows. The warriors of the tribe. He jealously guards the tribe's only
D 2-8. tribe are roughly organized into commands magical item, a two-handed sword fl. It
and do their best to fight in regular forma- has many evil runes indelibly inscribed
upon it.
Chief's Bodyguard (15):AC 4: HD 3; hp 20;
D 3-9.
53
Generic Map N o t e s gnolls are also greatly interested in other Those not proficient in the use of the flind-
items-weapons and magic being foremost bar may still profit from the bonus to hit,
Animal Pens: These pens contain ante- on their minds. Characters will be contin- but do not gain the increased chance to dis-
lope. Under the influence of the flinds, the ually besieged by offersfor their equipment. arm.
Kerrla are attempting to practice animal
husbandry. They have, however, no natural The V e e l a Flinds Chief‘s Bodyguard: AC 4; HD 3; hp 20;
aptitude for it, being generally disinterested D 1-10.
in the project. Thus, care of the animals falls In the gnoll tongue, veela means “thevic-
upon the weakest and most disfavored of torious.”This tribe of flinds is the most pow- Generic Map Notes
the tribe. Furthermore, whenever a hunter erful of the three tribes described here.
gets too weary of hunting, he simply Arms typical for this tribe are many; the Animal Pens: The flind pens are filled
snatches an animal from the pens. The flinds are clever enough to practice military with a variety of local wildlife-antelope,
remaining breeding stock is scrawny and flexibility and precision. Their infantry deer, wolves, and rabbits. While none of the
does not serve the tribe well. employ pole arms in well trained phalanxes projects are a failure, the rabbits and deer
while their shock troops use two-handed have been most successful. A guard i s
The Cave: The gnolls do not have a natu- swords to great effect. They also have a size- posted outside the pens at all times to drive
ral cave under their hill. Impressed by their able force of archers armed with longbows off poachers and wild beasts.
spies’ reports of the goblin defenses, they and battle axes. Unlike most flinds, how-
have begun hollowing out a cave under ever, few use the flindbar. The Veela prefer Watch Tower: The tower is 40 feet high
their hill. Only the first 10-foot section of to use maneuver and timing in mass combat and armed with a ballista (Range 32”; ROF
the cave is open. situations, remembering the proper use of a 1/2; D 2-12 small, 3-18 large; crew 4 ) . Some
reserve to clinch tense situations in their special loads for the ballista exist; oil,
The Watchtower: This tower is small and favor. smaller multiple staves (fires several bolts
’ simple, as the lazy gnolls got tired of build- along a small path, 5 causing 1-6 points
Upon entering their territory, the player each, separate roll to hit for each), and
ing it after only25 feet or so. Although there characters will be greeted by a delegation of “howler” bolts that whistle through the air
is supposed to be a guard on duty at all six flinds. The player characters must main- and cause 1-8 points of damage.
times, one is present only 80% of the time. tain a good deception, for the flinds are very
perceptive and intelligent. The toll they The Palisade: The wall is a full 12 feet
The Palisade: This wall is the one project request of the slavers is 2 cp per slave, 2 sp high, with ramped earth, logs, and stones. It
the gnolls have finished. It is 8 feet high, per guard, 1 gp per leader, and 5 gp per has archery slits and a small ditch in front of
with a mound in the center allowing wagon. In return for this grandiose toll, the it filled with sharp stakes.
defenders to see over the wall. Near this flinds parade their precision troops for the
mound are the huts of the chief and his party as they pass through the territory. No The treasure of the flinds-1.000 ep,
bodyguard. The bulk of the tribal orc patrols or war parties will be encoun- 1,000 gp, 2,000 pp, 3 gems. and 8 pieces of
treasure-2,000 ep, 1,000 gp, and 4 gems- tered while these reviews are underway. jewelry -is hidden in metal containers sunk
is hidden under a rock within the palisade. in the main village well inside of the stock-
Two gnoll skeletons rest over it, obviously The flinds enjoy the top dog position ade.
the poor souls who dug the hole. The among the three tribes listed. They are the
remaining treasure-two pieces of sole weapon producers of the area, have the The Cave: The flinds do not use the cave
’ -~~~lry-arein a large clay coffer in the most advanced animal husbandry tech- as living quarters, as this goes against their
niques, and are even beginning to experi- nature. Instead the cavern is filled with
‘s quarters, untrapped. Any gnoll of the ment with farming on a small scale. What dried goods, stored food, and trade items
swears if questioned, however, that the income they receive in the sale of weapons worth 2,000 gp in total.
ure is cursed for any who touch it with- they usually invest in ores (purchased from
he chief‘s permission. Highport) or gems. They are planning to Slave Pens: If the wildmen were captured
le Slave Pens: If the wildmen are held unite the three tribes to show the constantly by the flinds, most have, sadly, already been
Le gnolls, most are in the slave cages. A raiding orcs just who’s boss, with a mass slain and the pens are empty. Some few
ire in the cave, digging it deeper. raid sometime in the future. remain in the chief‘s retinue while a few oth-
ers are employed as slaves, carrying water
ctions A total of 260 flinds inhabit the area, all or moving dung.
of whom live in the village. Of this number,
ctics: If the gnoll village comes under 40 are purely warriors (14-19 hp each), 70 Reactions
k the Kerrla rely on their leaders to tell are hunteriwarriors, 100 are villagers, and
1 exactly what to do. If the attack is sud- the rest children. Like the Kerrla, the Veelas Tactics: If the village is attacked an alarm
md powerful, it is likely that nothing do not allow their old and feeble to live. is raised immediately, most often by a howl-
,e organized to repel it. Ifa defense can ing bolt fired from the ballista. There are
ustered, the gnolls attempt to form pole Flinds: AC 5; MV 12”;HD 2 +3; hp 14; #AT bolts of different pitches, each indicating an
phalanxes, but may well end up charg- attack from a different quarter. Upon the
nnre or less simultaneously. 1: D 1-8: AL LE. signal, the flinds immediately take their
ade: If they are asked to trade their cap- Chief Blackfur: AC 3; HD 3 +3; hp 23; D 1- weapons and form into companies. If the
for captured party members, the gnolls opponent is outnumbered, the flinds launch
D. Any sign of weakness, however, is 10 + l . an attack, pinning the attention of the
,ited, jnst as signs of strength are attackers to the front while other groups
tly respected. The gnoll chief will The flind chief employs a special maneuver onto the flanks. Archery is pre-
npt to squeeze more out of the deal if he weapon--a flindbar + 3 with double the ferred over direct contact. If the opponent is
j any opportunity to do so safely. The normal chances to disarm an opponent. strong, but not overwhelming, the flinds
54
attempt to lure them into the village where The player characters first notice the Once cornered, the ex-slave recognizes the
they can be ambushed and attacked from escapee as they have noticed the various characters and surrenders, apologizing pro-
many directions. As a last resort, the flinds humanoid scouts-as a silhouette on the fusely for mistaking them for the enemy.
retreat to the palisade. They do not like this horizon watching them and attempting to When asked for an explanation of how and
3ption. since it limits their ability to move avoid notice. When the characters
ibout. In the palisade, common flind approach, the slave flees. He is exhausted rhv he came to be on the trail to Highport.
.lefensetactics include allowing an enemy to and can only move at a rate of 9”. However, e has this to say:
:,our over one section of a wall, then trap- he can only be foundby a person with track-
ling the enemy against the wall with a ing skill or by looking from the air. ”I escaped by hiding in the courtyard
:harge by the elite warriors. after the caravan arrived. I was not
If the characters fail to find the slave, he counted, and so after waiting for dark-
Trade: The flinds gladly trade the wild- shadows their movements for the rest of the ness, I worked my way to the outer wall.
day. That night, hungry, ill dressed, and There I found rope and clambered down
nen for any presumed slave lords, but also desperate, he lurks beyond the firelight of from the second story. 1know little of the
:{ispatchscouts to follow the wildmen and the character’scamp. Finally.he decides that defenses, my friends, but I do know that
;elect an ambush. They want to eradicate even if the characters are slavers, he must hobgoblins are many within the stock-
he wildmen tribe once for all. The flinds risk an attempt to steal food and clothing in ade, and some weird snuffling creature
-+skthe player characters. if this comes to order to survive. helps them guard the walls. It almost
.xcur, if they would like to be in on the caught me. 1 could hear it’s snuffling
kill: Any refusal requires the characters Creeping close to the camp under cover of noises as it came nearer and nearer. A
:ive some reason. The player characters darkness, the former slave observes the wind came up, though, and the moan of
nust be careful not to arouse the suspicion movements of the characters. Bundling a it screened out the snuffling noises.
:>fthe flinds. rock in a ragged piece of cloth, he makes a When the wind died down, I could hear
sap and lies in wait for an unalert victim. nothing. It must have been the provi-
In other types of trading, the player char- The slave tries to knock the person uncon- dence of the gods that I was not caught
3cters will discover the flinds are shrewd scious. A successful hit has a 5 % chance of then.”
2argainers. They have gained much experi-
ince in dealing with the other tribes of the rendering a victim unconscious, assuming The ex-slave can travel, hut cannot par-
irea and human merchants. They are very the victim is not wearing a helm. The ex- ticipate in penetrating the slaver’sstockade.
.nterested in magical items, tools, and train- slave does gain bonuses for a rear attack. If If the characters do not suggest that he
ng in skills they do not possess. They have successful, he strips the character of every- remain outside during the adventure, he
ittle need of weapons, as they manufacture thing useful. This takes 2-20 rounds. When makes the suggestion. He does not, under
nost of their own(and those of the other finished, the ex-slave departs hastily in the any circumstances, wish to travel alone
~ribes). general direction of Highport. back to Highport.
The Runaway Party members have a 1 in 12 chance of If the slave escapes, is killed by the char-
hearing a thump or other suspicious noise acters before they can recognize him, or is in
Slave the round of the attack, and a 1in 20 chance some other manner prevented from telling
to hear a suspicious noise while the ex-slave the above tale, the characters do not know
In the tournament version of A2, Secret searches an unconscious party member. An of the rope. Subsequently, they have a much
of the Slavers’ Stockade, a runaway slave unconscious character revives in 3-12 harder time infiltrating the stockade. This
irovides the characters with the informa- rounds of his or her own accord but can be encounter should occur close to the stock-
ion necessary to enter the stockade secretly. revived in one round by being slapped or ade itself, no more than a day’s travel away.
In this campaign version, the escaped slave having water splashed on his face. Of
i actually one of the guests from Dame course, if the victim revives when the slave Escaped slave: AC 10; MV 12” ( 9 ” ) ; HD 1;
Zolds party! Unfortunately, just as the i s present, he is again knocked unconscious. hp 3; #AT 1;D by weapon; AL LG
,urnanaids of the area assume that the char- The ex-slavewill not kill the character, hav-
acters are slaver lords, so does this escapee ing qualms about such a foul deed.
assume that the characters are mortal ene-
nies. However, if the characters can get If the characters pursue the ex-slave (who
:lase to the escapee, he recognizes them and still is under the impression that the charac-
:ooperates.
ters are slavers), he is not terribly hard to
catch. but a serious effort must be made.
55
'I
After traversing the dangerous lands of the The curtain wall, the gatehouse, and the vel in an area can be gathered from the
Pomarj, the characters sight a small stock- main building are all built of stone. The ceil- tracks, but nothing of the types of creatures
ade situated atop a high, steep hill that sur- ings and walls of rooms and corridors are that have passed.
veys the countryside. A warding ditch 20 made of stone. The ceilings in the east and
feet wide and 10 feet deep surrounds the west wings, however, are made of plaster Hill Fort S t r a t e g y
fort. The only access road winds down from over wood hung an wooden rafters.
the north, through a narrow valley, up to Once a party of adventurers is detected
the drawbridge that spans the ditch. The floors are wood. Wooden beams are inside the fort, the guards raise the alarm by
used to reinforce weak sections of the stone whatever means are available. If an alarm
Hill Fort D e s c r i p t i o n buildings. The stockade is wooden, as is the gong is used, the upper level of the fort is
wall walk and the pavilion overhang in the alerted at the end of that turn. If the alarm is
The hill fort is a combination of recent open garden section of the U-shaped main shouted, the fort is alerted at the end of the
construction and the remains of an older building. The inner courtyards are nothing next turn. The dungeon level becomes
stone fortress. The outer wall of the hill fort alerted one turn after the fort.
is an earthen rampart topped by a wooden but rock-strewn mud flats. The only vegeta-
stockade. However, the curtain wall con- tion (besidesmold and mildew) are the trees Once the fort is alerted, guards in bar-
taining the drawbridge is made of stone. in the garden surrounded by the main build- racks spend one turn donning armor and
The wall is 35 feet high and is topped by a preparing to fight. Prepared guards move to
stone parapet which is constantly manned. ing. block the ground-level entrances to all
The curtain wall is connected to the rest of The hill fort shows signs that it has been buildings. Guards on the walls harass
the fort by the rampart and stockade. invaders with missile fire. The fort strategy
sacked in the past. Some of the stones are is basically defensive and concentrates an
The ground slopes upward from the cur- blackened as though by fire. Some areas of delaying the invaders as much as possible.
tain wall, and some distance back, across an stonework shows signs of ancient destruc-
open courtyard, is the gatehouse. This is of Once the fort is alerted, no one will be
masswe construction, four stories high, tion from catapult and trebuchet attacks. found asleep or unarmed.
with a stone parapet atop it, so that all sides These holes have been crudely repaired. The
can be defended. The rampart and stockade stockade is of more recent construction than If the characters retreat and return later,
connect to the aatehouse and surround the the rest of the hill fort. Close examination they should find the defenses strengthened
shows that the stockade has been built and ambushes prepared.
I directly behind the remains of a stone foun-
dation where an outer perimeter wall once If the characters surrender, they are com-
fort keep. pletely disarmed. Markessa then questions
The keep abuts the rampart on three stood. them about what they know of the slavers'
The humanoids in the hill fort do not care activities, using any means, including tor-
sides. with a parade ground to the north ture. Once she has learned everything she
between the main building and the gate- whether it is clean. As a result, both the fort can, Markessaimmediately has all spellcast-
house. The fort was originally a single story and the dungeon are filthy. The floors are ers executed and everyone else sent to
stone building, but the slavers have added a covered with dust, and trash is scattered dungeon area 28c. where it is assumed they
wooden guard post as a partial second story. will be killed and eaten by the cavelings.
The entrance to the main building is about the rooms and corridors. The walls
recessed back and an enclosed garden leads are covered with grime, mildew, and cob- R a n d o m NPC
webs. Broken or rotted furniture is thrown Leader Placement
from the buildine-'s entrance to the parade into corners rather than repaired. The entire
There are eight leaders in the slaver's
ground. place is infestedwith rats, spiders, and other stockade. Markessa is a minor slave lord
The rampart and stockade surround the foul vermin. and all the others work for her. Icar is the
fort commander and his second in com-
fort on the west, south, and east sides and Doors are heavy wood and open out into mand is the ogre called Executioner. Black-
join the curtain wall to the north. The outer thorn is a special agent of the Slave Lord
face of the walls and stockade are fitted with the corridor unless otherwise noted. Typi- High Council, but operates as Markessa's
downward sloping spikes to prevent attack- cally they are locked and must be forced lieutenant.
ers from scaling the walls. The stockade has open, or the lock must be picked.
a walkway on all sides, the walkway being Inaddition thereare thegoblin witchdoc-
15feet above the main building's first floor. All hallways are 10 feet wide and 10 feet tor, Guliyet, who is assistant to Markessa,
Guards patrol the walkway. and the top of high unless otherwise noted. Secret passage- and the hobgoblin shaman, Adhu Nazaryet,
the gatehouse and curtain wall, but it is ways are 5 feet wide and 8 feet high. Ceilings who serve as the fort's clerics. These two can
impossible to estimate numbers from a dis- in the aboveground buildings are 14 to 20
tance. feet high.
Because of the dust and muck on the
floors, the only tracks that can be seen are
shapeless blobs where the dust has been dis-
turbed. Something of the frequency of tra-
56
~ I SbOe encountered as wandering monsters . .Eauiument: leathr -m( with Executioner: C lV9";HD4+1;hp25;
+om the encounter tables. #AT1:D 8 + AL CE
tion from normal n , swan Executioner is a le rarity. a gifted ogre.
To vary these characters' starting loca-
:ion, roll 1d6 and consult the Leader Varia- speed + I (2 attacks per round, auto- He is Icar's battle companion and aide. Well
->lePlacement table whenever the characters aware of his superiority to other ogres, he
made the fortress. The letters " F and " D matic initiative for first attack). proudly uses his brains to devise running
;band for the "fortress" and "dungeon" strategies against opponents.
-espectively.One die roll determines where Spells: magicmissile, protection from good, Equipment: A special bastard sword, with
leaders start. shocking grasp, darkness I S ' radius, which he can disarm an opponent (on a
roll to exactly hit AC 8).
scare, lightning bolt.
Blackthorn:AC4; MV9"/15"; HD5+2; hp
Markessa: AC 2; MV 12"; MU5/F5; hp 35; Icar: AC 1;MV 12"; F7; hp 59; #AT 312; 36; #AT 1;D 1-12; AL LE
#AT 2 or 3; D by weapon; AL LE D 1-10 +2; AL LE
Markessa is a female elf of no little Icar is the commander of the hill fort gar- Spells: flx become invisible, darkness I O
7eauty. She is a minor slave lord and over- rison, feared for his prowess and respected radius, polymorph to human or similar
jeer of this part of their operation. Of the all for his tactical ability. His dreaded reputa- form, regenerate I hp/round, sleep (1/
he minor lords, she is most favored and tion is enhanced by the fact that he has day), charm person (llday), gaseous
nost likely to be promoted to the Inner accomplished all this while being totally form (l/dayi, andray of cold(l/day)
::ouncil should an opening arise. She has all blind, relying on his other keen senses. He is Blackthorn is an ogre mage and a per-
he desirable qualities of a slave lonl-a sonal representative of Edralve. He is tem-
icheming, twisted mind and a penchant for immune to all visual-effect spells, but a porarily in command of the dungeon
?describable cruelty. silence spell effectively "blinds" him. guards. He always appears to the player
Equipment: two-handed sword +1,ring of characters as a 7-foot-tall humanoid with
gray skin, sparse hair, sunken eyes, and
fire resistance skeletal body. He greatly enjoys seeing the
reaction this appearance creates in others.
liariable Leader Locations
Guliyet AC 3; MV 12"; MU4/C4; hp 10;
.eader 1 2 3 4 5 6 #AT 1;D 2-8 +I; AL LE
vlarkessa D 2Sf F 39 Guliyet is a female goblin witch doctor.
car D 22 D 35 F 39 D 13 F 35
F 35 D 19 D 22 F 32 D 28v She is the speci)l$assistant to Markessa, the
xecutioner F 32 F 35 D 12 F 20 F 32
:lackthorn D 251 D 251 D 28 D 22 F 35 F 11
;uliyet F 8c F 25 D 12 F 1%
'idhu D 29 D 22 F 20 F 35 D 22
F 181 F 31 D1
F 14
57
only one to have met Markessa's standards raise the alarm. She has an intense hatred for her former
(and thus still live). She carries a small silent captors and will kill or maim them if the
whistle, which when blown will summon Hobgoblin oatrolmen: AC 5: MV 9": opportunity arises,
her trained winter wolf to her side in 1-2
rounds. Guliyet can also he encountered as H b 1+ i;hp 6; #AT 1;D'l-8 "Lady" Morwin Elissar: AC 10; MV 12";
a wandering monster. LVL 0; hp 6; #AT 1;D 1-6
Equipment: chainmail ' 2 , morningstar + I Hobaoblin leader: AC 4: MV 9": HD 2:
Spells: (clerical) cure light wounds, dark- h i 9; #AT 1; D 1-8
ness, resist fear, chant, resist fire Hobgoblin Shaman and Guards: The Key to
(magic-user) affect normal fires, push, hobgoblin shaman Adhu Nararyet and his the Hill
shieid, invisibilitj scare guard of 2-8 hobgoblins are on their way to
Winter wolf: AC 5; MV 18"; HD 6; hp 30; a secret shrine of Maglubiyet to perform a Fort
#AT 1;D 2-8 or frost damage sacrificial ritual. They will fight to the death
to prevent the defilement of the holy icons 1. Curtain Wall Top
Adhu Nazaryet: AC 2; MV 9"; HD 4; hp 23; they carry.
#AT 1;D 1-6;AL LE This i s a curtain wall. When the fort is
Adhu: See NPC Leader Placement section under attack the curtain wall serves to slow
Spells: cure light wounds, detect magic, Hobgoblin guards: AC 5; MV 9"; HD 1+l; the attackers, for enemies must first iight
resist fear, auguT, detect charm, chant, past the curtain wall before they even reach
dispel magic hp 6 each; #AT 1;D 1-8 the main gatehouse to the fort. Attackers
Adhu is the hobgoblin shaman of the fort, will then be pinned between the curtain wall
War Dogs:The war dogs attack any crea- and the main gatehouse wall with no cover
quite devoted to his bloody group of spirits. ture that does not smell like one of the mon- from the fort's defenders' arrows. The cur-
sters which belong in the hill fort. tain wall is not connected by a walkway to
Hill Fort the fort; only a high wall of stone and logs
Wandering Monsters War Dogs: AC 6; MV 12"; HD 2 +2; hp 11; links the curtain wall to the fort and
#AT 1;D 2-8 encloses the outer courtyard.
Wandering monsters are encountered
only in hallways, empty rooms, or areas Carnivorous Apes: The carnivorous apes The hobgoblins mount a guard on the
cleared by the party. However, wandering are allowed to roam the fort in search of curtain wall in order to sound the alarm if
monsters will not be encountered in either food (humans).They are intelligent enough intruders approach. But they only march on
the haunt's area or the haunted west wing. to avoid attacking monsters which belong in the wall top for they fear the inner walk is
the hill fort. haunted and none will enter it nor will they
The DM should check for wandering pay any attention to any sounds from
monsters each turn, with a roll of 1on ld6 Carnivorous Apes: AC 6; MV 12"; HD 5; within.
indicating an encounter. When an hp 23; #AT 3; D 1-411-411-8
encounter is indicated, use the Hill Fort l a . Open Walkway
Encounters table to determine what creature Gnolls: A band of gnolls has joined forces
is met. temporarily with the hobgoblins, goblins, The walkway is open to the west and to
and orcs of the hill fort. The party has stum- the east. Hobgoblin guards pace back
Hill Fort Encounters bled onto a group of gnolls either entering and forth along each section. From
or leaving the fort. The gnolls want to show below the hobgoblins appear as ghost-
Die up the other humanoids and try to capture white figures. Pallid moonlight illumi-
Roll Encounter or kill the party members without calling nates the wall, casting eerie, ink-black
for help. shadows. Only a light breeze blows and
1 3-12 Hobgoblins on patrol sound carries muffled.
2 Shaman plus 2-8 hobgoblins Gnolls: AC 5; MV 9"; HD 2; hp 9; #AT 1;
D 2-8 Two hobgoblins patrol each walkway and
3 2-8 War dog-s one will attempt to sound the alarm if the
Gnoll Leader: AC 4; MV 9"; HD 3; hp 16; other is attacked. They are armed with com-
4 1-3 Carnivorous apes #AT 1;D 2-8 posite bows and swards. They carry no lan-
5 2-12 Gnolls terns, relying on their infravision to enable
6 Escaped slave Escaped Slave: A woman recently cap- them to spot invaders. The rim of the wall
tured by the slavers has taken advantage of on all sides is lined with rows of sharp spikes
Hobgoblin Patrol. The party has acci- an opportunity to escape. She is armed with pointing down, to dissuade those who
dentally stumbled onto one of the roving a short sword. If the party can convince her would attempt to climb the wall.
patrols which guard the fort. If the patrol that they are not slavers, she will tell the
hears the characters but does not see them, party that she is Lady Morwin Elissar and Along the walkway are piles of broken
the patrol leader will shout "Halt, who goes offer them a large reward, payable when stones for throwing down on invaders. In
there?'' in hobgoblin. If the patrol leader they take her back to civilization. Despite the floor of the eastern walkway is a trap-
sees the party they will call upon the party her ragged appearance, she seems to be a door, heavily barred for fear that the evil
members to "Drop your weapons and sur- lady of quality (unfortunately, she is actu- spirits below might break out. The guards
render!" If the party does not surrender ally a penniless maid-servant). She tends to will cry an alarm if the trapdoor opens and
immediately, the hobgoblins attack. The he hysterical when threatened (50% chance
hobgoblins do not want to split the reward of crying out and perhaps fainting),which
forcapturing runaway slaves (which is what will alert guards to the party's whereabouts.
they assume the party members are) so the
hobgoblins will not summon any help or
58
fireat + 4 to hit anything coming out of the One of the guards is practicing throwing a 2b. W e s t Guard P o s t
iole. knife at a crude target drawn on a broken
table top. The other is bored and is drawing guardroom, but it has been long aban-
Hobgoblins ( 2 ) :AC 5; MV 9 ";HD 1+1;hp on a wall with a lump of coal. The sergeant doned. There is a door opposite the door
6 each; #AT 1or 2 with bow; is sitting at the table eating bread and cheese you used to enter. In the south end of the
D by weapon and feeding a pet crow. Against the wall room, along the south wall, are stone
behind him is a small bag of coal. The hob- stairs leading up and down. The ceiling
I b. W e s t Guard House goblins will try to defend themselves, hold- and walls of this room are covered with
ing the party in the room until help arrives. dusty cobwebs, and shards of a brittle,
There is a stained, decaying skull hang- white material litter the floor. Broken
ing on this door. The skull is that of a Each hobgoblin carries 2-12 sp, while the furniture lies scattered about. A hne of
halfling. sergeant also carries 2 gp. Beneath the knife- footprints in the dust reaches from the
thrower's bunk is a piece of mahogany
Within the guard house are two bunks, a carved into the shape of a hawk, worth 25 Closer examination by the party reveals
Nooden table, and two benches. A small that the splintered white material is bone,
:oal fire burns in a stone box in the center of SP. and that there are brown staim nn the walls,
he room. Two hobgoblins are in the room. floor, and broken furniture.
3ne is asleep on one of the bunks, while the Hobgoblins (3):AC 5; MV 9"; HD 1 +1;
.~theirs warming himself at the fire. The two 6 hp each; #AT 1 or 2 with bow; D by 2c. SI:airs
?rearmed with spear and hand axe. There is weapon) and a sergeant with long sword
IO other light in the room, as drapes have and spear .
x e n hung over the arrow slits.
2. Curtain Wall-Second Floor ~
If the hobgoblins realize they are outnum-
7ered. they will yell to the party to surren- This inner walkway has a bad reputation The stairwell is dimly lit by moonbeams
ler, and call for help. If they are then among the hobgoblins in this fort. Work flickering through arrow slits in the
?ttacked.they will defend themselves until parties have been in the past to clean it out, southern wall. The upper part of the
ielp can arrive. but they would come back nervous, and stairs going up has been bricked up. At
usually with stories of one of their number the foot of the stairs, partially hidden in
-lobgoblins (2): AC 5; MV 9"; HD 1+ 1; who had gone mad and had to be killed darkness, is a barely discernible wooden
before he killed them. A guard patrol door.
hp 9, 7; #AT 1;D by weapon reported the same thing, and seeing a
ghostly shape that strangled the life out of The escaped slave was apparently lucky
IC. Gatehouse Inner Room one of the guards. For this reason, the hob- going up these stairs for starting halfway
goblins will not enter this area and they down the steps are three trip wires placed
Inside this room are stacks of sealed have learned to ignore strange sights and one after the other at varying intervals. If all
crates. Many of the stacks reach almost sound that come from here three of the trip wires are not discovered
to the ceiling. As the party nears one, a (requiring three find traps rolls to find all
crate topples off the stack, narrowly 2a. West Walkway three), at least one of the traps will be trig-
missing the party! gered. Two large globes will fall from the
You stand in a narrow, dusty corridor. ceiling where they were hidden in shadow.
The fallen crate was precariously balanced, There is a door at the eastern end of the One will fall at the foot of the stairs and
:nd was knocked off the stack by a cat corridor. You have just climbed up a explode with a blinding flash of light and a
,elonging to one of the guards. The guards crude rope made of knotted rags and in dull rumbling accompanied by the tinkling
n Id will come to investigate the noise. through a small open window. The win- of breaking glass. The flash will blind all
dow was once used to throw slops and party members on the steps or in the room
All thecratesarefilledwith food. Against nightsoil out into the warding ditch but it for four rounds. The second globe will fall
he north wall are two sections of a ladder appears to have been some time since the at the head of the steps and will burst,
hat can be hooked together for a length of window or this room has seen active use. releasing about 3,000 round glass beads. If a
10 feet. This ladder is used to climb to the Cobwebs cover the ceiling and walls. character is standing in that same spot, the
.vall walk, because the guards refuse to There is a single line of footprints in the globe will strike him for 1-6 points of dam-
-each the wall through the haunted second dust, made by a naked human foot. age. The beads bounce down the steps,
loor. They lead from the east and end at this striking the characters' feet and legs, scatter-
window. The only light in the room ing all over. After one round it will be quiet
Ld. East Guard House comes from shafts of moonlight filtering again. The first character to move without
in through the window and the arrow stating his or her intention to be very careful
From behind this door come rhythmic slits, spaced every 10feet, that are cut in will slip on the glass beads and go tumbling
sounds, as ai a knife on a butcher's each wall. down the steps, causing all those in front to
block. fall also. Those who fall take 1-6 points of
This corridor is empty. Characters with a damage plus 1 point for each person who
In this room are two bunks, a low table Yisdom score of 15 or greater will feel falls on them. The players may avoid falling
with a box to sit on, and two stools. Three vaguely uneasy, though there is no logical by not moving while blinded or by stating
iobgoblins occupy this room: two guards reason for their unease.
ind a sergeant with long sword and spear
59
their intention to move cautiously, either by site wall, while on the south side of the pear between the party and the exit.
crawling or moving with a sweeping motion room appears to be a closet. This figure is a haunt, the restless spirit of
to remove the heads in front of them. No
guards come to investigate the noise. Upon entering this room, all party mem- a person who died leaving a vital task unfin-
bers must make a saving throw vs. Spells. ished. A haunt is required to remain within
The door at the foot of the stairs is latched Those individuals who fail notice nothing, 6" of the place where the person died until
shut from the inside. Once all the party exits but those who save hear the song of the the haunt can possess a body in order to
and steps into the outer courtyard a breeze crickets take on the din of a distant battle. complete the unfinished task. Since haunts
springs up and slams the door shut, latching The battle noises have a dreamy and unreal are tied to the area where they died, they
it. There is no latch to open the door from quality. These characters (who made their cannot be turned or dispelled by clerics.
the outside, so a dagger must be used to save) also start to see motion out of the cor-
raise the latch. This takes two rounds ner of their eyes, but when they turn to con- The touch of a haunt drains 2 points of
front it, there is nothing there. Loud noises
2d. Room Over the G a t e cause the strange sounds to cease, but they Dexterity every time it makes a successful
resume after a brief interval. hit on a character. As the character's Dexter-
This room appears to once have been ity is drained, he becomes subject to the neg-
used for warding off invaders who had Behind a table in the north end of the ative adjustments due to low Dexterity (PH,
broken through the gate and were pour- room lies a partial skeleton of a man: his rib page 11).The victim feels an increasing
ing through the passage below, as there cage, spine, skull and left arm. If the room is numbness. When the character's Dexterity
are murder holes in the floor for pouring searched, the party will first notice its bony reaches zero, the haunt possesses the body.
oil on invaders. Opposite the door used hand draped over the edge of the table. The Once possessed, the body's Dexterity
to enter, is another door. The room is white shards are bones and this room is also returns to normal.
dusty and filled with cobwebs. There are spattered with brown stains. There is noth-
no discernible footprints in the dust. The ing of value in the room. Once the haunt has possessed a person's
room is only lit by what little moonlight body, it tries to complete the mission left
filters in through arrow slits. A thick The closeted space is open to the east and unfinished by its death. In the new body the
paste of dust coats the floor. has no door. It is a garderobe or latrine haunt is no longer tied to the area of its
which opens onto a pit beneath the wall. death and may leave. However, if the pos-
This room is empty. Several murder holes sessed body dies before the task is com-
in the floor open into the avenue between 2f. East Walkway pleted, then the spirit must haunt the place
the drawbridge and the outer courtyard. where the possessed body was slain.
The chains and pulleys for raising the port- The eastern wing of this wall walk is a
cullis and drawbridge are in this room, but dusty, cobwebbed, narrow corridor with Once a haunt completes its task it returns
will not budge as the winch below is locked. arrow slits every 10 feet in both walls. control of the borrowed body to the owner,
In one corner of the room is an old wooden The corridor appears unused. At the end and passes on to its final rest. When the
cask which contains about an inch of ran- of the passage, stuck in a joint in the haunt leaves a possessed body, the character
cid, black oil. Beneath cobwebs against one wall, is the burned out remains of a has a Dexterity of 3 . Lost Dexterity is
wall is a collapsed, rusty iron tripod. The torch. A flickering light plays across the regained at a rate of 1point per turn of com-
dust in this room clings to a residue of spilt wall at the end of the uassare. plete rest.
oil and makes a thick, gooey paste on the
floor. As the characters progress farther into As a party enters this corridor, a low If the character a haunt is trying to pos-
the room, they hear a faint moaning coming moaning begins and all characters hear the sess is of opposite alignment (good vs. evil),
from somewhere beyond the far eastern din of a distant battle in the song of the the haunt becomes furious and tries to
door. Party members with Wisdom scores crickets. The pale flickering light has no strangle the victim. The haunt fastens its
of 14 or higher begin to get the feeling that apparent source, but this cannot be deter- ghostly hands around the character's throat
they are being watched. mined until one gets closer to the light. The on a successful hit. The victim takes 1point
corridor is cold and the party's breaths will of damage the first round, 2 the second, 4
2e. E a s t Guard P o s t fog. Any light brought here will begin to the third and so on, doubling each round
flicker and the party will see their shadows until the victim is dead or the haunt
This room appears to once have been seem to take on the form of ancient warriors defeated.
used as a guardroom. About the room in battle. In this room, long ago, a group of
are broken benches and tables. In one human guardsmen made their last stand. Haunts can only be hurt by silver or mag-
comer lies the ribs and iron rings of a ical weapons or by fire. Silver weapons only
sundered barrel. The furniture shows As the light at the end of the hall is cause 1point of damage per hit, while magi-
signs of having been hacked apart. The approached it will be seen to actually be a cal weapons do 1 point plus any magical
ceilings and walls are coated with dusty glowing mist. The mist will slowly take on bonuses per hit. Normal fire also causes
cobwebs, and shards of a brittle white the shape of a wasted man with black holes only 1point of damage per blow, hut magi-
material litter the floor. Shadows in the where his eyes should be. The moaning will cal fire causes full damage. When a haunt
room are deep and velvety, despite the echo from all around and the figure will reaches zero hit points it dissipates to
reach forward to touch a character. Any reform in one week. Only an exorcism spell
attack on the figure will cause it to disap- will destroy a haunt permanently.
pear. Two rounds later the figure will reap-
Because haunts are tied to an area, the
best defense is to simply walk away. A hold
person spell will force a haunt to leave a
possessed body.
This haunt was once a sergeant of the
guard named Jon. His task had been to
defend the inner walkway and the trapdoor
60
‘I
at its end from invaders, hut he died as the the drawbridge and portcullis. Each winch the anhkheg while it is holding a party mem-
last man of his force, with the knowledge has three locks upon it to prevent unauthor- ber are 50% likely to hit the character rather
:hat he had failed. In order to end his exist- ized use. than the anhkheg. Attacks from the side in
tence, Jon must successfully defend the area thesamesituationwill only hit the character
against all intruders, either slaying them or 5 . outer Courtyard Z chance in 6.
driving the intruders off.Jon may enter the
eastern guard post, but may not follow any A gentle breeze blows leaves and pieces Once the anhkheg is reduced to one-half
iurther as this is 60 feet from where he died. of twine about this courtyard. To the its total hit points, the creature will spit acid
north is the curtain wall with portcullis up to 30 feet at the nearest group of charac-
Haunt: AC 0; MV 6”; HD 5; hp 23; #AT 1; and drawbridge. and to the south is the ters. All within 5 feet of this line of attack
D drain 2 points of Dexterity; AL LG main gatehouse to the inner keep. Moon- must save vs. Breath Weapon or suffer8-32
light and shadow form a stark contrast points of damage. If a character saves, he or
At the end of the corridor in the ceiling is within the courtyard. There is a strong she takes only half damage. The acid will be
a wooden trapdoor. There isno ladder lead- odor of manure and rotting vegetables in neutralized after one round and cause no
ing to the trapdoor, but the bolt holes, the air. The earth before the gatehouse further effect. When the creature dies, a
where a ladder was once bolted to the wall, has been churned into a 30-foot-diameter high pitched keening wail will echo across
can be seen. The trapdoor is barred from morass of glistening mud. Just beyond the courtyard and shadowy shapes will he
above by the fearful hobgoblins. If the party this is the portcullis of the gatehouse. seen to crowd to the wall top’s edge. A
attempts to open the trapdoor and climb The portcullis has been lowered, but hoarse cry of alarm will he set up.
through, the hobgoblins will sound the does not touch the ground, and there is
alarm and will be waiting to shoot missiles, enough room to crawl through under- Anhkheg: AC 2/4; MV 12” ( 6 ” ) ;HD 5 ;
iit + 4 to hit, at anything which comes up neath it. The wind carries sound down hp 28; #AT 1;D 3-18)
lhrough the trapdoor. from the guards on the wall, to add to the
chorus of crickets. As you approach the Entryway of Fire
If one of the party members is possessed, gate you see that the portcullis is blocked
he or she learns that an iron box with 37 gp, by some broken stonework jamming the Moonlight filters through from the inner
5 1 sp, 317 cp, and a ruby ring worth 200 gp track near the bottom. grounds of the keep, illuminating the
is buried under one of the floor’s paving narrow entryway. On either side of the
stones. The possessed person will be able to The muddy patch before the gate must be driveway are stacked several chest, har-
tell this to the party only after the haunt is crossed-there i s no way to go through the rels, and bales. The portcullis is jammed
destroyed or expelled. The box cannot be gate without passing through the mud. The open and enough space remains to crawl
.iiscovered otherwise because the covering feet of any characters walking through the under it to reach the cracked flagstone
-.toneis cemented in place. mud will sink in about 1foot and movement drive. The passageway is about 20 feet
will he cut to one-fourth normal. Any char- long and appears to open out onto a
3. Drawbridge Tunnel acter who slips and falls in the mud must dusty parade ground. Across the parade
spend one round regaining his or her feet. ground is an archway that appears to
The musty smell of earth and rusting iron give access to the remainder of the keep.
Fills the air in this dimly lit avenue. The road Burrowed beneath the mud i s an anhkheg
2ed is formed of cracked and weathered which waits until a character nears the front If the alarm has been raised before the
.lagstones, now canted up at strange angles. gate or the center of the muddy patch before party reaches the entryway, the guards will
::obwehs drape the ceiling, and flakes of attacking. It then attacks at random, choos- be prepared. As the party crawls under the
Dlaster adorn the walls. The drawbridge is ing characters who are in the mud. Just portcullis, flaming oil will he poured
raised and before it stands a lowered port- before the anhkheg strikes the crickets will through murder holes cut into the tunnel
:ullis. become quiet, and the anhkheg will erupt roof, setting the boxed goods afirehut miss-
from the mud. The anhkheg will expose ing the characters. Any character standing
4. Winch Room only 6 to 7 feet of its body, and will not within 10 feet of the fire will take 1-4 points
emerge completely into the open. The crea- of damage per round from the heat, flame
Darkness fills the interior of this room, ture will bite for 3-18 points, but will not and flying embers.
for the arrow slit in this mom seems hold onto those attacked (thusno additional
clogged with cobwebs and debris. In the damage from digestive juices), choosing If the anhkheg is battled in silence and the
darkness are pinpoints of glowing light, instead to throw those it has attacked down guards are not alerted by the battle, this trap
like pale eyes watching and waiting. into the mud (where it will take them 1 will not be set off.
round to stand and he able to fight again),
This room is another guardroom which is Only two figures may attack the creature’s The area hefare the gate will be well lit by
nccasionally checked by hobgoblin patrols. belly (AC 4 ) per round, and only one may fire and guards on the walls will shoot
Dust has been stirred up in the center of the do so if the anhkheg is holding someone in arrows at the party. Because of the bad
Floor, but lies thick in the room’s comers. its mouth. Characters must state that they angle of fire only six arrows will be fired per
.The lights come from cobwebs covering the are striking at the belly or it is assumed that round. The arrows will hit only on a 19 or
ivalls and ceilings. In the cobwebs are spi- they strike the head, flanks, and legs of the 20. If the party should attempt to retreat
.iers the size of a thumbnail, which glow in animal. across the courtyard 12 arrows will he fired
!he dark. They are harmless. This room per round at normal chances to hit and the
nouses, in the western alcove, the two Missile fire or any attacks on the front of mud will slow movement of the characters
(vincheswhich are used to raise and lower to one-quarter speed. If the party attempts
to fire back at the hobgoblins on the wall,
61
they will be firing blind into darkness (-4 to room 8b. There is no treasure in the stables Sergeant: AC 4; MV 6"; HD 2; hp 13;
hit). The hobgoblin guards on the wall have besides the animals and their gear (including #AT 1;D 1-8 +2
75% cover, giving +7 to their AC (AC 6 (- three small wagons).
1);MV 9"; HD 1+l;hp 6 each; #AT 2 with 8a. East Stair Room
bow; D 1-61, They will each fire one arrow Oxen (6):AC 7: MV 15";HD 4; hp 20 each;
per round. The guards will not bargain with #AT 1:D 1-4 flight of stone stairs from the entrance to
the party. the gatehouse, and a flight of wooden
Medium horses 111):AC 7 MV 18": stairs leading up to a trapdoor in the ceil-
The fire leaps and roars intermittently, HD 2+2; hp 11 each; #AT 3; D 1&61 ing. In the north wall is a door. Kneeling
but a narrow channel down the middle of 1-3 in the southwestern corner of this room
the corridor appears to be free of flaming facing the wall are two goblins with hal-
debris. Any person running through this Light horses (2):AC 7; MV 24"; HD 2; hp 9 berds; one is rattling something in his
burning area will take damage according to each; #AT 2; D 1-411-4 hands.
his movement speed. The Flaming Passage
table indicates both the number of segments Young hobgoblins (2):AC 10; MV 9";HD 1; The two hobgoblins are bored and are
it takes to move through the flames and the hp 4 each; #AT 1;D 1-6 or 1-4 rolling dice. They keep a close watch on the
amount of damage taken. Three points of door in the north wall, but not on the stair-
damage will be taken per segment in the 7b. Guard Bunkhouse ways, since they are more concerned about
flame. making sure their sergeant doesn't catch
This door has a covered spy-hole at eye them gambling than with doing their job.
The Flaming Passage level. The door appears to be locked There are 2 gp, 15sp, and 39 cp on the floor
from the inside and there is no exterior next to them.
Movement 12" 9" 6" 3"
This door is the only entrance to the gate- Hobgoblins (2):AC 6; MV 9"; HD 1+l;
Segments . '23 4 8 house. It has been padlocked and barred hp 6 each; #AT 1;D 1-10
69 12 24 from the inside. The door opens to a flight
Damage points of stairs leading up. If the party makes too 8b. Gatehouse Barracks
much noise checking out the locked door, a
Apotion ofspeeddoubles movement rate hobgoblin from Sa will investigate. First he This area appears to be guard barracks,
(thus halving damage). If a character saves will ask "What's the pass word?" in hobgob- for there are many hobgoblins here
vs. Breath Weapons, damage taken is lin. There is none so any guess will be sleepingon crude bunks, eating and talk-
reduced by half. The fire will not die down. wrong. Then he will peek out through the ing at several narrow tables, or tending a
spy-hole. If the party attempts to break large stew pot hung over a firebox with
Characters may soak a blanket with down the door, he will raise the alarm. hot coals.
water (one water skin full is the smallest
amount that will be effective) and wrap it 8-10.The Gatehouse If the party bursts into this room, most of
around themselves or, more expediently, the hobgoblins will be surprised, though
roll in the wet mud, and then run through This gatehouse is like a fort in itself and is one bully boy will shout out in hobgoblin
the passage. If either these or similar precau- commanded by a doughty human veteran. "Ahr, you belly-licking mercenaries are not
tions are taken, the character will take only The commander is a no-nonsense man and allowed here." After one round, if the party
1point of damage per segment (no saving has been known to give a guard 12 lashes does not attack, one of the sergeants will
throw). just for gambling on duty. He has organized
the gatehouse guard to respond quickly to step forward and ask them their business. If
7a. Stables the alarm and the guards can arm and ready
themselves in five rounds when the alarm is the party attacks, only one-third of the hob-
These two large wooden doors open into sounded. This encounter should be played goblins will be wearing armor, but they grab
what is obviously a stable. Various ani- intelligently if the party attempts to invade their weapons and cry out "Intruders!"
mals are in stalls along all four walls. Ten the gatehouse. The commander's strategy is There are a total of 22 normal hobgoblin
feet overhead is a hay loft filled with hay. to hold invaders in one room until rein- guards here and two sergeants.
There appears to be only one entrance. forcements can arrive and then crush the
invaders. The commander is located in In the eastern tower are 10 hobgoblins.
There is, indeed, only one way in or out room 8c. Most are sitting, eating stew and black
bread. Two are sitting on a bench, pitching
of the stables. Inside the various stalls are Besides the guards in the various guard- coppers against the wall. The sergeant here
six oxen, 11medium horses, and two light rooms, there is a roving patrol that checks is sharpening his sword. The hobgoblins
periodically to make sure all the guards on have a total 3 gp, 85 sp, and 30 cp.
horses. this floor and on the wall walk are doing
Two young hobgoblins are hidden in the their duties. The patrol consists of four hob- In the center section, above the gate
goblin guards and a sergeant. Every turn the entryway, are four hobgoblins. One is tend-
stalls working. If attacked, they defend party is in one of the guardrooms, there is a ing a large stew pot that hangs over a sand-
themselves with the tools they are working chance of an encounter with the patrol; roll filled box filled with hot coals, and is
with. One hobgoblin has a pitchfork 1on ld6. building the fire up. Another is engaged slic-
(D1-6);the other hobgoblin is working with ing tubers and roots for the stew pot and
a shovel (D-14). If given a chance, the hob- Hobgoblin guards (4):AC 5; MV 9";
goblin will sound the alarm by clanging on a HD 1t1;hp 8 each; #AT 1;D 1-8
fire gong. The alarm, however, is near the
door. One turn after the alarm is rung 6-30
hobgoblins come rushing out the door to
62
beside him is a large pile of tubers. The wields a sword + I named "Sundancer? He 9h. Western Guardhouse
remaining two are leaning against the south wears a neck-guard of silver and coral
wall talking and looking out on the parade worth 1,100 gp, a symbol of his rank, and a This room appears to be a guardroom.
%round.There are a cutting table and three gold belt buckle worth 500 gp. There are seven hobgoblins in the room
itools in this room. There are also two sitting on benches at tables or leaning
zooking pots on metal tripods over a firebox The boxes contain various foodstuffs and back against the wall talking. They jump
in the north end of the room. The second bandages and so forth. The trapdoor in the to their feet and draw their weapons. In
Dot contains bubbling oil. There are murder ceiling is bolted shut from this side. Hanging the southeast corner of the room there is
holes cut into the floor here and if the alarm on a peg on the west wall is a set of keys for a trapdoor in the floor and one in the
IS sounded and enemies attempt to pass the all of the doors in the gatehouse and in the ceiling with a ladder leading UI) to it.
:ate, the hobgoblins pour the hot oil curtain wall.
:hrough the murder holes. Several bags and Six of the hobgoblins are normal guards,
?asksof foodstuff and water are stacked on Gorbin Stalworth: AC 3: MV 6".:F5:. h.o 30.: the seventh is their sergeant. The hobgob-
.he floor. Each hobgoblin has 2-12 sp. lins are sitting around talking about their
#AT 1;D by weapon; S 14,113, W 9, past exploits, waiting for their shift. One of
In the western tower there are many D 15, Con 12, Cha 14 the hobgoblins leaning against the wall is
x n k s and six of the 10 hobgoblins here are Kairn: AC 4; MV 9"; HD 3; hp 18; #AT 1; sleeping and will be too stunned, if awak-
d e e p on the cots. Two hobgoblins are D 1-10 ened suddenly, to do anything for two
.vatching the sergeant and another hobgob- rounds. Another one of the hobgoblins is
in practice thrusting with swords, The ser- 8d. Inner Gatehouse Wall Walk sitting quietly chewing on a hunk of hickory
geant is trying to instruct the other in the bark. If intruders attack them he will first
>est way to use the sword. Against the In both of these wall walks are two hob- spit in their eye (save vs. Breath Weapon or
southern wall is a rack of 18 pegs holding 17 goblin guards, pacing back and forth, stop- be blinded for two rounds) and then attack.
ight crossbows and quivers of 20 bolts. The ping to gaze out one of the arrow slits placed Each hobgoblin has 2-12 sp, and the ser-
lobgoblins here have 2-12 sp each and the every 10 feet, and occasionally chewing on geant has a silver, horn-shaped amulet
:ergeant of the guard has a ring of keys dried strips of meat to stay awake. The hob- worth 20 gp. The trapdoor in the floor is
ittached to his belt which will unlock the goblins each have 2-12 sp. At the far end of bolted shut from below.
.vinches in room 4. each corridor is a garderobe or latrine that
opens onto pits 40 feet below in the wall. Hobgoblin guards: AC 5; MV 9"; HD 1+l;
3obgoblin guards: AC 10 (5);MV 12" 49"); hp 6 each; #AT 1or 2; D by weapon
HD 1+l;hp 6 each; #AT 1;D 1-8 with Hobgoblins: AC 6; MV 9"; HD 1+l;hp 6
long swords each; #AT 2; D 1-6 with composite bows Sergeant: AC 4; MV 9"; HD 2; hp 9; #AT 1
or 2; D by weapon
Sergeants:AC 4; MV 6"; HD 2; hp 13each; 9. Gatehouse Wall Top
#AT 1;D 1-8 with long swords 9c. Eastern Guardhouse
This wall top joins the stockade parapet,
Rc. Captain of the Gatehouse so that the guards from the gatehouse may This room appears to be a guardroom.
reinforce the stockade walls if there is an There are several hobgoblins crowded
Seated at a table in this room are two invasion. If the alarm is sounded, the hob- around a table in the center of the room.
men in banded mail, drinking from mugs goblins within the guardhouses arrive in Three other hobgoblins are asleep on
and talking. Boxes of supplies are two rounds to reinforce the wall guards. pallets on the floor. In the southeast cor-
stacked behind them and in the north- ner of the room there is a trapdoor in the
eastern corner a flight of wooden steps 9a. Gatehouse Wall Walks floor and one in the ceiling with a ladder
leads up to a trapdoor in the ceiling. leading up to it. A wolf cub is running
There are two folded cots in the room. Two hobgoblins patrol each of these sec- around the room and spots the party as
tions. They are armed with composite bows they enter and begins to yip at them.
This is Gorbin Stalworth, captain of the and swords. They use their bows to attack
:uard, and Kairn, his half-orc lieutenant. any intruders sighted on the ground below. The hobgoblins in the center of the room
Any intruders who are caught will be Each hobgoblin carries 2-12 sp. are watching their sergeant arm-wrestle
Drought here for interrogation. Gorbin and another one of their number. On either side
!<aimwill respond to an alarm by bringing On each section, chained to the wall, is a of the contestants hands are two steaming
!roops through the trapdoor. blue-gray, 3-foot-tall, vaguely humanoid plates of very hot stew.
creature. These are boggles (MMII, page
If these two are surprised, they attempt to 20). The boggles have a very keen sense of The hobgoblins turn to see who has
m y time by talking until reinforcements smell and can detect even invisible creatures entered the room and will be surprised by
arrive. Gorbin has a loaded light crossbow up to 40 feet away. The boggles are used as the party unless a lot of noise was made
7n a stool beside him under the table and guardians and watchbeasts to sound the prior to entering. The sergeant will kick
ivill aim it, under the table, at the least alarm if the guards fail to. The boggles will over the table, dumping his opponent on the
armored intruder, and fire if the opportu- set up a keening wail if they sense an floor, and yell to his troops to attack. The
nity presents itself. Kairn wields a huge intruder. sleeping hobgoblins will take two rounds to
word he calls "Winnower," which he swings enter the battle. There are 11 hobgoblin
with two hands. He has a pouch of 12 gp, Hobnoblins (2):AC 6; MV 9"; HD 1+1: guards in this room armed with swords. The
and wears a silver and coral ring worth 300 h i each; #AT 1;D by weapon
sp and a gold earring worth 75 gp. Gorbin
Boggles: AC 5: MV 9"; HD 4+3; ho 21
I-
each; #AT 3: D 1-4 each; able to spider
climb; -1 point of damage oer die from
weapon attacks
63
sergeant is armed with a footman’s mace safety lies in numbers and that it is tougher Hobgoblin sergeant: AC 4; MV 6”; HD 2;
and will grab a stool to use as a shield. The to surprise a group of people than one per- hp 9; #AT 1;D 1-8
wolf cub will be a nuisance in battle weav- son. They have tied two tin cups to the trap-
ing about the party’s legs and nipping at door to rattle if anyone approaches that 12. The Parade Ground
their ankles. but causing no damage. Each way and have made a stack of empty boxes
round a character is attacked by the wolf beside the trapdoor. A rape is attached to Dust swirls about this barren area
cub the character must roll his or her Dex- one of the bottom boxes and runs to the between the gatehouse and the keep.
terity or less on Id20 or fall and be stunned group of guards. If their alarm goes offthey This area appears to be a parade ground
for one round. will topple the pile of boxes onto the trap- for drilling the troops. There is no cover
door by pulling the rope, stunning anyone visible. On the south side of the parade
The hobgoblins each carry 2-12 sp. The coming through, and then rush forward and ground is a stone facade and archway.
sergeant has 8 g p and a silk handkerchief attack. These hobgoblins only have a total Through the archway seems to be an
worth 5 gp, inner courtvard.
of so sp.
Hobgoblin guards: AC 6; MV 9”; HD 1+1;
hp 6 each; #AT 1;D 1-6 Hobgoblin guards: AC 6; MV 9”: HD 1+l; ~
hp 6 each; #AT 2 with a composite bow;
Sergeant: AC 4: MV 6”;HD 2;hp 9; #AT 1; D 1-6 If the party has been sighted by the guards
n 7.7 on the wall, they will be fired on by the
11. Stockade Parapet guards as they cross the parade ground.
Yll Because the party is running, the arrows
Here is a guard walkway behind the stock- willbeat-2 tohit.Ifthepartyhasnotsetoff
Wolf cub: AC 6 due to size; MV 9 ” ; ade log wall. This parapet surrounds the fort the alarm, they will be sighted as they cross
HD 1 + I ; hp 5; #AT 1;D nil an three sides and connects to the walkway the parade ground and the alarm will be
on the gatehouse walls. The parapet is made sounded, but not in time for any arrows to
10. Gatehouse Tower Roofs of wooden platforms on packed dirt at the be fired at the party.
top of the earthen rampart. A log stockade
Here is the roof of one of the twin gate- surrounds the top of the rampart and arrow The east and west sides of the parade
house towers. It is flat so that a watch slits are cut in the wall at waist height every ground are steep walls of earth and broken
may be posted atop it and a trapdoor in 10 feet. Hobgoblin guards post a watch all stone beneath the rampart parapets. These
the southeast corner appears to provide along the rampart top, pacing back and walls are unsafe to climb, because the rock
access to the roof from the inner tower. forth.There appear to be two guards at every is loose and shifting.
Battlements have been built around the guard post. The stockade parapet is 15 feet
edges of the roof to provide guards with above the roof of the fort, so that guards on The sergeant of the guard will be leading a
protection from enemy missile fire. the walkway can survey the entire roof and strange, blue-gray, 3-foot-tal1, vaguely
There are four hobgoblins mounting a spot any movement on it. humanoid creature on a chain and driving
guard on the rooftop. On the north side the whimpering, gibbering creature along
of the roof there appears to be a hallista The hobgoblin guards are posted in pairs with a whip. This creature is a boggle and is
along the wall at 60-foot intervals. All parts used as a bloodhound to sniff out intruders
The four hobgoblin guards can also dou- of the stockade wall are watched by at least because of its keen sense of smell. Boggles
ble as a ballista crew if the fort is attacked one pair of guards, and most parts can be areeven able to detect invisible creaturesup
by enemies. There are 4-24 bolts in the bun- seen by two pairs. The guard posts are toadistanceof 40feet. For further detailson
dle for the ballista. It requires two hobgob- noted on the map. The guards rotate posts the creatures see Monster Manual Il, page
lins to fire the ballista, which will do 2-12 every half hour (3turns) as a new pair come 20.
points of damage against man-sized targets, on duty. Each pair then moves to the next
firing once every other round. The other post counterclockwise and relieves that pair Boggle: AC 5; MV 9 “ ; HD 4 +3: hp 20;
two employ their bows and fire upon ene- of guards. The standard length of a shift of #AT 3; D 1-4 each; able to spider climb;
mies attempting to pass the gate. guard duty is thus about six hours long. -1point per die of damage received from
Each hobgoblin has only 2-12 sp. weapons
a. The hobgoblins on this roof are a crack
squad and periodically call out to each other A wandering patrol also periodically 1 3 . The Inner Courtyard
to keep alert. If intruders reach the roof top checks each guard post. For every two turns
they wheel the ballista around to fire on the party spends on the stockade wall an ~~
them, while the other two crouch behind a encounter check should be made. On a roll
pile of broken rock, used for throwing of 1on ld6 the patrol will be encountered. Beyond the stone facade is an enclosed
down on invaders, and attempt to pin down The patrol consists of 12 hobgoblins armed courtyard wooded with small trees,
intruders with missile fire.The rock pile will with short bows and long swords, and a shrubs, bushes, and vines. In the center
provide 50% cover causing the hobgoblins hobgoblin sergeant armed with a long of the courtyard is a circular stone foun-
AC to be 2 , These hobgoblins have a total of sword. tain, while along either side and at the
18 g p and 4 sp. south end is a roofed walkway 10 feet
Hobgoblin guards: AC 5; MV 9”; HD 1+l; high and 10 feet wide, supported by
b. These four hobgoblins are young and hp 6 each; #AT 1or 2 with bow; D 1-6 wooden pillars and trellises overgrown
believe they can show the more experienced with ivy. There are two small trees grow-
warriors a thing or two abaut strategy. They Hobgoblin patrol: AC 5; MV 9”; HD 1+l; ing to either side at the south end of this
sit on a couple of boxes near their ballista hp 6 each; #AT 1or 2 with bows; D by courtyard. The air is cool and still, and
watching the outer courtyard only and do weapon the cold fire of lightning bugs performs a
-ot pace the rooftop. They feel that their faery dance through the shrubbery.
64
If any of the party were covered with mud attempt to open it. A knock spell will open 1 6 . Madman’s Lain
in area 5 before coming here the mud will the door, or it may be opened by rolling a 1
now begin to harden. They will feel confine- on ld6 while two characters strike the door This section of the old fort is shunned by
ment due to its weight and stiffness. The simultaneously. The hobgoblins will not fol-
mud may be washed off in the fountain low into the corridor. the hobgoblins and their allies because it is
(which contains only water). If the mud is
not washed off, the players’ receive -2 on ”to Any attempt by the party to gain the roof believed to be haunted. In this area lives a
hit” rolls until the mud is washed away. will result in arrows being fired upon them
at + 4 to hit by guards on the walls who madman, who was a 5th level fighter. He
From the fountain the party will be able have 50% cover and are thus AC 2 (6 hp
to see the double doors at the south end of each).The trapdoor on the roof is concealed was captured by the slavers and tortured to
the courtyard beneath the porched walk- as a chimney pot.
way. If the party remains at the fountain for the point of madness. He has managed to
two rounds or longer, 1 2 hobgoblins climb Hobgoblins: AC 6 , 2 in 50% cover; MV 9”;
through the trapdoor in the roof, position escape, but still believes the slavers are after
themselves four to each side of the court- HD 1+ 1;hp 6 each; #AT 2; D 1-6
yard, and attack. The guardhouse will have him. He has set up a number of tricks and
50% cover which will increase the AC to 2. Carnivorous apes: AC 6: MV 12”; HD 5;
The party will be surprised on a roll of 1-4 hp 27, 26, 23, 19; #AT 3; D 1-4/1-4/1-8 traps in this area to make the hobgoblins
on d6, unless someone is watching the plus rending damage (1-8)if it strikes
roofs. If someone is watching, the chance of with the first two attacks think the place is haunted.
surprise is normal. If the party is not sur-
prised four hobgoblins will be spotted clam- 14. The Entrance Corridor This madman wears a bizarre variety of
bering over the roofs. The hobgoblins will
This bare stone corridor has torch brack- rags. His beard and hair are tangled and
hide behind the roof edge if fired upon. ets set in the southern wall at 10-foot
O n the hobgoblins’ first attack round, intervals. The air is chill. The passage unkempt, and he is soot-covered. He has
runs east to west. The floor is covered
two will throw a net down upon the nearest with dust. Barely discernible at the end collected equipment which would help him
group of people (savevs. Paralyzation or be of each wing there appears to be a door-
entangled). The other 10 will attack with way. to escape, such as clothing, rations, a back-
bows. The net covers a 10-foot-by-10-foot
area. Those caught by the net must cut If the party examines the floor closely, pack and so forth. Unfortunately. in his
themselves loose with an edged weapon footprints indicate most of the traffic has
(striking to hit AC 9 to cut one strand; four been going eastward from the doorway. madness, he has forgotten his goal to
strands must be cut before the character is
loose). A dagger is capable of cutting two 15. The Empty Room escape. He also has a dagger, and has stolen
strands per round. When in the net, charac-
ters do not receive Dexterity adjustments to From behind this doorway comes a faint, a pouch with eight topazes worth 50 gp
AC and cannot fight. Captured members hollow moan. Beyond the door is a
may be dragged to shelter by their compa- demolished room with overturned fumi- each: his pretty things.
ture and rotting fabric. On the west wall
triots, but will receive 1 point of damage is a fireplace. Dust fills the air and cob- This madman lives in the crawlspace
and be stunned for two rounds from being webs hang across everything. As the
dragged and thrown about. After the net is party enters the room a white figure flut- between the ceiling rafters and the roof of
thrown, all hobgoblins use composite bows. ters out from behind the chimney. Its
eyes appear to be two black holes. From the building, and clambers about on the
The party may seek cover underneath the the shadowed eastern nook comes a
walkway or concealment in the bushes. The bony clatter. A chill breeze blows across rafters from the ceiling, passing between
walkway will provide 100% cover (the the party.
party cannot be seen) from four of the rooms through holes in the walls. To reach
attackers and 50% concealment (-2 to AC)
from the other eight. The shrubbery and the the crawl space he climbs up the narrowing
small trees provide 50% concealment (-2 to
AC) from all hobgoblin fire. chimney of the fireplaces in the various
Hidden on the porch roof near the tree- rooms here and crawls to the crawlspace
tops are four carnivorous apes who are
working with the hobgoblins. If anyone through a hole in the chimney wall. The
makes for the doors two of the apes come
swinging down through the trees and crawlspace may also be reached by climbing
attack. The other two attack when help
arrives for the victims. The apes fight to the up the burnt timbers of the collapsed room.
death and will pursue the party into the cor-
ridor. If any intruders try to climb up the chimney
The oak door into the corridor is locked. while the madman is in the room, he drops a
A thief must have one undisturbed round to
noose around their neck, and hauls them
into the air to suffer 2-8 points of damage
per round until dead. Then he will drop the
body. .
The madman will fight with a dagger if
attacked in the crawl space between the raft-
ers and the roof. Any character attempting
to fight hand-to-hand in this space has a -2
penalty to hit and damage rolls unless using
a dagger.
Madman: AC 8; MV 12“; F 5; hp 41; #AT 1;
D 3-6
The moaning echoes from the chimney 16a. Collapsed Room
where a silken pillow worth 5 gp has been
stuffed up the flue. A cold breeze blows The ceiling of this room has collapsed
down the chimney and out through a chink and the rafters and the building roof 4
in the chimney wall. The ghostly shape is feet above are exposed. This room
merely a tattered curtain blowing in the appears to have been gutted by fireand is
breeze. The bony clatter is a set of wooden littered with burnt timbers. In the east
wind chimes hung in the shadows in the wall is a soot-covered fireplace. The
northeast corner, near the door. Beyond this room appears to be empty.
door is a fire-blackened corridor layered
with ash and dust. There are no discernible There are three vipers nesting beneath
tracks in the dust. rubble in the south end of the room. They
65
attack anyone disturbing them. Otherwise, more!” echoing off the walls. The rock- also in the room. The floor i s covered
the room is empty. Player characters may ing chair quits rocking and the room is with dust and cobwebs and the cupboard
gain access to the crawlspace between ceil- ominously silent. When you stare closely doors hang open, showing them to be
ing and roof here by climbing up the burnt at the fireplace, the luminous figure is empty and bare. The room appears to be
timbers. gone. empty.
Vipers: AC 7; MV 6“; HD V 2 ; hp 3 each; The madman is up to his tricks again. The As the party enters the room, a ceramic
#AT 1;D 1+poison, save at + 2 pitcher and the rocking chair have wires plate flies by suddenly, to smash against the
attached to them to start them in motion. wall beside them. Next a knife whizzes by,
16b. Abandoned Storeroom The madman can operate these through a striking a random party member, and caus-
concealed, makeshift trapdoor in the ceil- ing ld4 points of damage. The madman has
Rows of dusty crates line the walls. One ing, hidden in the shadows. Once the thrown these items from a concealed, make-
crate has fallen to the floor and broken pitcher shatters and the rocking chair starts shift trapdoor in the ceiling behind the fire-
open. A close examination of the con- in motion, the controlling wires are pulled place. He will then hide.
tents reveal them to he moldy, dust- hack up. When the party’s attention is on
covered rations. the rocking chair, the madman will reflect The shelves contain some cracked plates
candle light off a mirror onto a gauzy piece and cups. On the north wall, beside the
All the boxes contain moldy, inedible of curtain hanging in from of the fireplace. door, is a message apparently scrawled in
food. While the party searches the room a Having given the party a glimpseof the sup- blood. The message says, ”Behold, the har-
crate will rise from one of the shelves as if by posed spirit, he shouts his warning, blows binger of your fate.” Stuck to the wall below
levitation, then suddenly fly across the out the candle, and pulls the gauze in the message is a bloody hand impaled by a
roomtosmashagainstthefloorat thefeetof through a chink in the chimney. He will then knife, the tip its finger pointing at the mes-
one of the player characters. While the crate exit the room. sage.
flies through the air the party will hear an
eerie wail echoing throughout the room 16e. Abandoned Dining Room Overhead in the crawl space is the mad-
which will end with a muffled yell of man’slair. He climbs in and out of the crawl-
“Begone!You disturb my rest!” A long wooden table and wooden high space through the chimney of the fireplace.
He has fortified a section of the rafters
If a party member successfully searches backed chairs are in this room, covered above with boards for flooring and has
the ceiling for secret doors, he or she will made a wooden wall around it with benches
notice a narrow crack in the ceiling on line with dust and cobwebs. Moldering food on the side. He has left spaces between the
with the path of the crate. The madman has benches through which to fire the light
a thin, strong wire attached to the crate still sits on the table. The room appears crossbow he has in his lair. The walls give
which is invisible in the dim light. He uses him 75% cover and improve his AC by 7.
the wire to lift the crate, swing it, then drop to have been first abandoned while a i He has also weakened several of the beams
the crate to the ground. The wire is jarred to act as traps. Anyone who attempts to
loose when the crate crashes and is then meal was in progress. cross part of these weakened beams will
pulled hack into the ceiling. The eerie noises crash through the ceiling, taking 2-8 points
are made by the madman talking into an Hidden overhead on the rafters in the of damage.
empty bucket. northwest corner of the room is a sort of
large nest made from old blankets and tap- In his lair the madman stores a sack of
16c. Abandoned Armory estries. A female slave and her young child soot and dust and a piece of a broom which
are hiding here. The madman helped them he uses to cover up his tracks. He also has
The room is filled with weapon racks, all to escape, built the nest, and smugglesthem five butcher knives scavenged from the
of which are empty. The room i s dusty food. The woman and child will make no kitchen below, and some old rusty chains he
noise since they are afraid anyone below uses for sound effects.
The room contains nothing of value. might be guards or slavers. She has knowl-
edge of areas 15, 16, and 17 only. The only 16g. Abandoned Bedchamber
L6d. Abandoned Bedroom entrances to the above ceiling lair are via
Through this door comes the sick, sweet
This room contains a dusty bed, chest of one of the fireplaces (in 16a. 16d. and 16f). odor of decay and death,
drawers, night stand, and wooden rock- then across the rafters and through the holes
ing chair. Along the eastern wall is a between the rooms. In the middle of this room hangs the
large fireplace. As you open the door, a remains of a strangled hobgoblin, dangling
ceramic pitcher flies off the night stand Escaped woman: AC 10; MV 12”; HD 1; from the ceiling by a sash cord. The body is
and the rocking chair begins to rock with hp 3: #AT 1;D 1with a board blackened and bloated with decay. The
a creaking eerie sound. Out of the corner room appears to have once been used as a
of your eyes you see a vague luminous 16f. Abandoned Kitchen bedroom for there are two beds, with mil-
shape in front of the fireplace. You hear dewed sheets, a broken table and two
This room appears to have once been a smashed chairs. Assorted junk and loose
kitchen, There is a large fireplace in the plaster litters the floor, and there is a bloody
west wall and two cupboards, some stain on the floor beneath the body.
shelves, and a heavv wooden table are
66
This hobgoblin came here on a dare by will be necessary to partially flip the wall 18a. Storeroom
re other guards, but got too smart for his and floor again, and jam them open using at
wn good and tried to investigate the fire- least two spikes. Alternately, a spike may be The door to this room is locked and the
lace in the kitchen. The madman dropped sunk in the wall and the wall pulled down so key is in the possession of the hobgoblin
noose around his neck and strangled the that the pit is exposed. If the trap is not held officerin room 18c. This room is used as a
nfortunate fellow, then he hung the body open in this position (requiring a combined storeroom for extra weapons and supplies
p in this room and cut off the hand to use Strength of 30), anyone standing in the pit for the troops. There are five bundles of 20
j a warning. The hobgoblin has a dagger in who does not save vs. Petrifaction will be arrows, extra bowstrings and arrowheads,
is left boot and 13 sp stuffed in a pouch hit by the rotating wall and take 1-6 points and a dozen protective cases for bows. Also
nder his tunic. of additional damage. in the room are three barrels of water and
Amid the litter on the floor can be found four casks of dried foodstuffs.A dozen pots
YO old brushes and a gilt hand mirror that The bear's eyes are glassy and it seems to and pans are stored in here and there are
cracked. There is nothing else of value in be a little cross-eyed. This is because one of two bales of fine linen worth 250 gp at mar-
lis room, but those who attempt to remain the eyes was put in crooked. Behind the eye, ket. In the southwest corner beneath an old
I the room for more than two rounds will hidden in the socket by Icar, the fort com- sheet is a small chest holding the various
nd themselves gagging on the stench. mander, is aperiapt ofproofagainstpoison. fundsof the guards in this section. The chest
He is not aware of the use the stuffed bear is locked. In the chest are 13 leather pouches
7a. The Bear has been put to containing 4-24 silver pieces each. The 13th
pouch also holds 5 gp and a small jasper
This is a wooden door-no sound can be 17b. Study worth 10 gp.
heard from behind it. The door opens
out into the hall. The room beyond this door appears to 18b. Latrine
have once been a study. In front of the
When the door is opened there comes door is a wooden ramp. A crude wooden This room is a latrine. The latrine is only
a low, rumbling growling noise, and a table and box have been placed near the a ceramic chamber pot. It can be
grizzly bear, on his hind legs, comes center of the room to serve as a desk. removed for easy cleaninp.
lurching out of the shadows. He rushes Several casks stand ahout the room, as
right at the head of the party. Cries of does an old leather chest. There is a fire- This latrine is kept reasonably clean,
surprise are heard. place on the east side of the room with because it is next to the officer's quarters.
wood piled beside it. The door to the Also in the room is a ceramic basin and a
The bear is really a stuffed bear. Those north is locked. The door to the south pitcher with water and towel for washing.
:anding immediately in front of the door has light shining from beneath it. There is nothing of value in the roam.
lust save vs. Petrifaction or take 1-6points
f damage from the stuffed bear falling on The hall trap was activated by pulling the 18c. Officer's Quarters
iem. The stuffed bear was on a small molding to the right of the western door
,heeled platform and propped at the top of down into the room and letting it spring This large room is fairly empty. There
narrow ramp. When the door was opened back. This 7-foot lever had been bent down are two beds, a stuffed chair, a small
and held in place by the bear's platform. table, and two stools. Sleeping in one
rumbled down the ramp (causing the When the door was opened and the bear bed is a hobgoblin, who opens his eyes
rowling sound) and crashed into the party. pulled down the ramp, the lever sprang back and sits up, bleary-eyed, trying to focus
The movement of the bear triggered into place and triggered the trap to flip. on the party in the doorway. Hanging on
nother trap behind the party. A 10-foot- one wall is a cloak and bow, while near
y-10-foot section of wall and floor 10 feet This room is used by the fort paymaster the bed is a green sash cord. In the north
ack from the door will pivot out from the once a week to pay the troops. Beneath the wall is another door.
orth wall, dropping any party members on box on the floor is a sack with 50 gp stowed
iat section into a 15-foot-deep pit. A sec- in it. The chest and casks are empty and do The sash cord is a bell pull. The hobgob-
nd wall will flip up into place and the origi- not have hidden compartments. In the lin sergeant will yank on the bell pull to
a1 wall will become the floor section, so wood pile is a fire blackened butter knife of sound the alarm, if the party gives him a
iat it looks like nothing has happened. The silver, used to clean the ashes out of the fire- chance. His sword is hung across the foot of
'ont members of the party will not be place. It is so tarnished it has no apparent the bed. If the party threatens to kill him if
ware that the rear members have disap- value. It is worth 25 gp. he sounds the alarm and the odds do not
eared until they look back and find out. look in his favor he will hesitate, but he will
'he party will have mistaken any cries of The northern door is locked and bolted not surrender, because he believes this
xprise from those in back to have come in from the other side and cannot be opened. would mean certain death. If he is harmed
?sponse to the charging bear. he will sound the alarm anyway and take his
Those who are caught in the trap take 1-6 18. East Wing Guard Complex chances.
oints of damage, The pit is 10 feet deep.
creams from those inside the trap cannot This area is used as barracks for some of There is nothing of any real value in the
e heard, but if they can reach the ceiling the fort troops. It's these troops who run the room. The hobgoblin has a set of keys for
ieymay tap on it. The tappingmay only be ambush of the inner courtyard, so this area storeroom 18a and the chest there. The
eard if the party specifically listens for it. will usually be fairly empty of hobgoblins. cloak is infested with fleas and anyone put-
o free the trapped members of the party, it If the party spends a lot of time in the
'haunted western wing, the guards may
have returned to here.
67
ting it on will I set to scrati ig in two 1 2 Mirror Corridor corridor reflected (as ;cribed in the Play-
turns. Othenvise there is no adverse effect. ers’ Section) if the mirror is still intact. Oth-
As the door opens there is a clanging erwise they see the false door in the
Sergeant: AC 10; MV 12”; HD 2; hp 13; sound. A pair of tin cups have been hung southeast corner.
#AT 1;D 1-8 above the door. The party sees a straight
corridor 110 feet long, lit by torches in Hobgoblin “mummies”: AC 8: MV 12”;
18d. Trapdoor wall brackets spaced every 20 feet. There
is an archway some distance down the HD 1+ 1;hp 9 each: #AT 1; D 2-8
This room appears to be a tall closet. A corridor and a door beyond that. The
series of shelves is built into the back walls are hung with paintings, now Hobgoblins: AC 5; MV 9”: HD 1+1: hp 8
wall. These shelves are empty. defaced, and the floor is covered by a each; #AT 1;D 1-8
ragged carpet.
The edge of the shelves seems to have Sub-chief: AC 3; MV 6 ” ; HD 2+2; hp 16;
been wiped clean of dust and there are stone The illusion of straightness to this corri- #AT 1;attacks as 3 HD monster; D 2-5
chips on the floor. The ceiling of this closet dor is caused by a mirror, set at a 45 degree with sling, 4-10 with sword
is a concealed trapdoor up to the roof of the angle in the southeast comer. The arch
fort. It is concealed on the outside to look seems to be 80 feet away if the party enters 20. T h e Hobgoblin B a r r a c k s
like the top of a chimney. The hobgoblins from the north, 30 feet away if they enter
use the shelves as a ladder to climb u p to the from the west. This room is a barracks with wooden
trapdoor and onto the roof if there is an beds and straw mats. There is a table
invasion, so that they may ward offenemies If the characters enter from the north, withsix stoolsaround it. On the table are
from the rooftops. they see a metallic mirror reaching from the remains of a meal: dirty tin plates
floor to ceiling along the west wall, 20 feet covered with grease, a few crusts of
18e. Recreation Room from the door. bread, a pot with some congealed stew,
and wooden cups with weak ale in them.
chairs. A wooden board with a crudely Before the party does anything else, the There are also several cockroaches on
drawn face has been tacked to one wall opposite door opens and three mummies the plates.
and shows marks of having been used for step into the room. These are actually dis-
knife throwing practice. Dirty wooden guised hobgoblins wrapped in bandages and Between one bed and the wall is a gold
dishes and a deck of greasy cards lie on armed with morning stars, which they have ring with a chipped amethyst worth 150gp.
top of one table. concealed behind their backs. If the bed is pulled away from the wall it will
fall to the floor. Beneath the ticking of
There are food crumbs on the floor, but Any attacks with normal missiles will be another is a bag of 15walnuts (there is 1in 4
nothing of any value in the room. stopped 30 feet from the mummies, as chance that any one is spoiled). Stuck in the
though by magic (actually deflected by the headboard of a third is a rusty butcher
18f. Bunkroom mirror). A magical missile attack, such as a knife. In a locked box beneath the leader’s
fireball, will destroy the mirror, revealing a bed are 80 gp and a tarnished silver chalice
third of the cots are occupied by off-duty (false) door behind it. From the party’s worth 483 gp. There is a rusty needle in the
hobgoblins sleeping. There is little else of viewpoint the mummies vanish, and the lock, but it is not poisoned.
note in the room. door seems 30 feet closer.
2 l a . The Hallway
The six hobgoblins are all asleep, but they As the party moves up the corridor, the
have learned to sleep lightly. If the alarm has mirror on the western wall swings open This corridor is unlit and thickly car-
been sounded or the party is noisy in the behind them and seven hobgoblins attack peted. The hallway is quiet and shadows
area nearby, they are shamming their sleep the party from the rear (surprise on 1-3). seem to muffle any sounds the party
and have their weapons in hand waiting for while the mummies charge and attack the makes. Faded blue drapes hug the walls
the party to enter the room. If the hobgoblin party from the front. Six of the hobgoblins to either side and the carpet is a cheerless
guard in room 18c sounds the alarm, they are normal and armed with long swords. gray. As you proceed down the corridor
armor up and go running to check the dis- They are led by a sub-chief armed with a there is suddenly a frightened squeak at
turbance in two rounds. All of these hob- sling of seeking +2 with 20 bullets and a your feet and a rat bolts across the hall
goblins’ treasure is in room 18a. However, long sword. He causes 2 extra points of and disappears into a hole in the wall.
one of the hobgoblins has a bag of 20 mar- damage with his sword because of his expe-
bles, colored glass beads. And beneath the rience as a leader. Each hobgoblin carries The drapes are attached to the wall at
blankets on one of the cots is a silvered hand 2-12 sp. both the ceiling and the floor and every
mirror worth 3 gp. 20 feet there is a break in them where a
If the secret door is discovered, the hob- torch bracket is mounted on the wall. At
Hobgoblins: AC 10;MV 12”;HD I + 1;hp 6 goblins retreat to room 20 and grab casks of the southwest end of this hall, on the east
each; #AT 1:D 1-8 grease to throw down the corridor. Party wall, there is a door standing slightly
members must roll their Dexterity scores ajar. The corridor ends 20 feet further
minus their movement speed or less on Id20 down the hall with drapes across the end
to avoid falling. Those who fall are stunned wall.
for one round (giving the hobgoblins + 4 to
hit).
If the characters enter the Mirror Corri-
dor from the west, they see the rest of the
68
l h . Trapped Corridor 4a. The Water Room This room is used by the slavers to make
newly acquired slaves docile. The guardian
2yond the drapes at the end of this hall the wood. On the floor in the southern end here is a rare and exotic creature that typi-
midor continues on, but is no longer car- of this room are four large tuns stood on cally lives far underground, called a
,ted. There is a covered pit in the floor just end with removable lids. Each tun is fit- Cloaker (or Tenebra Complexor). How the
tyond the drapes. It is as wide as the corri- ted with a spigot near the bottom. There slavers managed to obtain the services of
ir and 7 feet long. Any pressure on the pit is also a stack of four wooden buckets
wer will cause it to fall open. The pit with rope handles. On the south side of this bizarre creature is unknown, but the
tneath is 10 feet deep and lined with rusty the room there is a railing and a set of beast is believed to he intelligent.
,ikes. Anyone who falls into the pit will steps leading downward to the east.
ke 1-6 points of damage from the fall, and The cloaker regularly emits a subsonic
ill also be impaled on 3-6 spikes for 1-6 This is the water room. The tuns are filled moaning. This moaning can cause several
lints of damage each. with water, and the bottoms can be seen if a
On the farside of the pit a nearly invisible light is held above them. At the bottom of effectsat the pleasure of the monster. The
ire has been stretched taut across the hall- one is a small leather sack. The spigot to this lowest level of moaning, and the one occur-
ay at chest height (4 feet). The wire is tun is rusted and cannot he opened. The ring when the party enters, causes nervous-
3inted a dull black and is therefore nearly sack is rotten and will fall apart if someone ness and unease, and will eventually numb
visible. Characters who are not heavily tries to fish it out. Inside the sack are 20 gp, the minds of those who listen to it for
,cumbered and get a running start will eas- a gold ring, and a large gem. If these are extended periods of time.
y be able to leap the pit, but any character removed from the water, the ring seems
ho is over 4 feet tall will be caught by the gold, and will detect as magical, but is only The slaves have been exposed to the
ire and pushed back into the pit. A half- brassand hasNystul’smagicauracast onit. sound long enough to become numbed, and
18, gnome, or dwarf will not strike the The large gem is a badly flawed amethyst, will not react to the party in any way. Only
ire, and will be unaware of it unless he worth only 10 gp.
loks carefully. a neutralizepoison spell will cure the effects
Beyond the steps in the southeast corner of the mind-numbing. Otherwise, the slaves
2. Empty Room of the room is an underground passage dug remain mind-numb for a week.
out of the earth and reinforced with wooden
The door here is slightly ajar and as the beams. The cloaker is clinging to the west wall
party approaches it will swing open a among other cloaks and blankets. It looks
bit. The room beyond is filled with 24h. The Well like a semi-circular cape with a long mace-
opened barrels, old leather chests, and like tail, and has two claws at the ends of the
pieces of boards, and twine. There is a The underground passage continues for cape. Upon its back are many round, black,
small fireplace opposite the door. 30 feet, then ends in a small circular button-like eyespots. When the cloaker con-
room. In the center of the room is a circu- ceals its tail and claws it is hard to distin-
The barrels and chests are all empty. This lar stone well with a cable drum for guish it from a real cloak. A cloaker has no
,om is sometimes used as a storeroom. The drawing up water. head, but it has a mouth in the middle of its
replace has not seen use, hut a breeze belly and two red, glowing eyespots that
lowing down it causes the door to swing This room contains nothing of value. The appear to be eyes. Because a cloaker has so
pen and shut. A close examination of the well is 30 feet deep. many eyespots it has no effective rear to
,om will reveal a leather pouch next to the
oor. In the pouch are a hammer and chisel. 25. Room of Slaves attack.
‘he door hinges are marred and the pins Cloakers attack by flying at their victim
ightly battered. Beyond the door is an eerie sight; a large,
long, terraced room; a narrow passage and enveloping the character in their folds
13.Storeroom runs through the center of the room with on a successful roll to hit. ,An enveloped
raised stone platforms set in a series of character cannot fight as his arms are
The door to this room is locked. This three large steps to either side and at both pinned to his side. The cloaker then attacks
>om contains shelves filled with trade ends of the room. On these steps sit any characters trying to rescue their friend
oods as well as bales and chests of trade dozens of humans staring blankly into with its tail, striking twice each round. The
oods stacked on the floor. space while dark shadows curl about tail is AC 1and can take 16 points of dam-
Most of the trade goods are bolts of cloth, their nearly naked forms. These crea- age before it is cut off. At the same time, it
.on tools, iron pots, miscellaneous wooden tures are bound to the walls with neck bites its enwrapped victim for 1-4 points of
tends, and cheap glass jewelry. The total chains, but do not appear to be strug- damage plus the base AC of the character
alue of the trade goods is 2,000 gp, but gling in the least. They do not seem to each round. Attacks with a weapon against
k y are too bulky and heavy to be carried notice the party. Scraps of tom clothing a cloaker who has enveloped a character
xcept by pack animals or in wagons. are tossed about the room and there are cause half damage to the cloaker and half
cloaks and blankets hanging on the damage to the victim. Fire attacks do full
walls. damage to both the cloaker and its victim.
Cloakers use their subsonic moaning
powers to subdue their opponents before
they attack. The cloaker may not bite and
moan at the same time. Cloakers can vary
the intensity of their moaning and thus alter
its effects. The lowest intensity will cause
nervousness to all characters within 80 feet,
and causes thecharacters to fight at -2 to hit.
The second level of intensity causes fear, as
per the fear spell, to all creatures within 30
69
-ran*- -
!et who fail to save vs. Spells. This effect with his back to the furnace so he cannot be Four of the orcs are supposed to be patrol-
nly lasts for two turns. The next level of taken from behind. The total value of the ling the halls but they got bored and went
itensity has an area of effect that is a cone weapons and tools in this room is 300 gp, if back to sleep. They will be surprised on 1-5.
3 feet long and 20 feet wide at its open end. the party can manage to load them onto ani- The orcs snatch up their swords to defend
nyone caught within the cone must save mals for resale. The smith has no treasure but themselves. If an alarm is raised, they take
s. Poison or be helpless due to nausea and wears a small key on a chain around his one round to don their armor before
?tchingfor 2-5 rounds, similar to a stinking neck. This key fits the iron box in his quar- answering the alarm. These orcs work for
loud spell. The final intensity can only be ters. Estelrath the slave merchant, and do not
sed against one person at a time. It acts as a care for the hobgoblins running this fort, so
old person spell and its effects last five Smith (3d level fighter): AC 8; MV 9”; they tend to be lax in their duty. They rush
mnds. Stone blocks the effects of the HD 3;hu 20: #AT 1:D 1-8 to the aid of the armorer or his wife, because
loaning. one of the armorer’s assistants is a half-
A cloaker also has the power to manipu- Orc assistants: AC8; MV 9”; HD 1; hp 5 brother to the sergeant. These orcs have a
ite shadows and will throw them across its each; #AT 1;D 1-8 total of 3 gp, 7 sp, and 31 cp.
pponent’s faces or surround itself with
Tadow, thus giving it an effective AC of 1. 27. Armorer’s Quarters Orcs: AC 10 (6);MV 9”; HD 1;hp 5 each;
‘he shadow manipulation is so precise, it #AT 1:D 1-8
an even create images out of shadows and The room contains one large bed and
ften creates doubles of itself which are typical bedroom furniture. There is a loft 30. Orc Officer Quarters
-eated like a mirror image spell. in the west end of the room with a ladder
The cloaker will allow the party to enter leading up to it. The room is being orcs. There is an orc snoring from where
ie room and approach within 30 feet, then cleaned by a stout OK matron. he lies sprawled across a bed. Sitting
will change its moan to induce fear. Next it behind a table, glassy-eyed, is another
rill cause weakness and the hold its victim The orc matron is the armorer’s wife. She orc. On the table in front of him is a cask
nd attack, throwing shadows across the will scream hysterically if she sights the with a spigot in it and two spilled mugs.
2ces of its opponents. If seriously hurt party. Her screams rouse the armorer and The floor of the room is littered with
nore than two-thirds of its hit points gone) his assistants in room 26 and the guards in three wine bottles.
room 29, who rush to her defense. In the
will create doubles and flit off into the room, beneath the bed, are two mangy, tor- The two half-orcs here are the sergeant
hadows. toise shell cats. They are playing with a sil- and commander for the orcs in room 29.
Near the west door is a hobgoblin ser- ver thimble worth 5 gp. In the floor beneath They have recently completed a drinking
eant standing slack-jawed and staring. He a small bed table is a stone which may be bout, and the sergeant won. He is bleary
ias sent to check an the slaves, but had not tilted to reveal an iron box beneath. The box and incoherent, but will speak to the char-
‘een warned of the effects of prolonged is locked and inside are the plans for a beau- acters in orcish. He will feel that something
xposure to the moaning of the cloaker. tiful suit of plate mail, a pouch with four is vaguely wrong, but can’t put his finger on
Jow he has become mind-numbed. He is agates worth 15 gp each, and a pair of calli- it. The sergeant has a pair of brass bracers
rearing a cloak of protection +2 which he pers. There are two pallets in the loft for the worth 10 gp and 14 gp in a pouch stuffed in
tole from one of the new slaves, but he is orc assistants and one has been carving a his right boot. The commander has a gold
naware of its abilities. piece of wood into a model for a new pole ring worth 25 gp, an ivory handled dagger
arm head. worth 30 gp, and 18 gp in a bag beneath
Ioaker: A C 3 body/l tail; MV1”/15”;HD him. In a pouch on the side of the bed is a
OK matron: AC 10: MV 9”; HD 1-1;hp 4; roll of paper, marked with incoherent lines.
6 ; hp 33: #AT 2 + special; D 1-6 each + #AT 1;D 1-6 This is a map of the slave route, but will be
of little use without the interpretation of the
special 28. S t o r e r o o m commander.
!6.Armorer’s Smithy The room appears to be a storeroom and Half-orcs: AC 4: MV 9”; HD 2; hp 11 each;
contains bins half-filled with an assort- #AT 1: D 1-8
A large furnace against the south corner ment of supplies.
is aglow as two orcs pump bellows on 31. G u e s t B e d r o o m
either side of it. The smith appears The supplies are typical equipment for a
human and is presently working on a garrison; spare leather straps, rivets, nails, folding cots. Sitting at a desk, writing, is
sword. The room is filled with weapons bolts of cheap cloth, iron rations, and so a gray-bearded man wearing a drab gray
(many of which are broken) and armor- forth. The equipment (which is too bulky to cloak. He looks up as the you open the
er’s tools. carry) is worth 250 gp. The room contains door and asks what he can do for you.
nothing else of value.
The smith is a retired half-orc 3d level This is Estelrath Tancred, a slave mer-
ighter. He is wearing a long leather apron. 29. Orc Barracks chant, He is currently waiting for his selec-
The two orcs are his assistants. The smith
,nly cares about his work. If the party The room contains four double bunk
loesn’t bother him (or his wife in the next beds with eight orcs sleeping in them.
,oom), he won’t bother the party. If he is
tttacked, he will send the two OTCS off to
mom 29 to raise the alarm while he fights
71
tion of slaves to be prepared for the drive to long thin fingers with which he can pick the badger. If the halfling SI IS, t Nil1
pockets with a 75% chance of success. Filch grab any weapon at hand and he the
market, and is getting bored with the delay. alsolikes toattackfrombehindat + 4 to hit, party He knows nothing about the f c
Beneath his cloak he wears chain mail and a if attacking with surprise. Filchs favorite
long sword. He will be willing to listen to tactic is to jump on the back of his victim Halfling: AC 10; MV 12; LVL 0; hp 3:
the party, believing them to be mercenaries and lock his legs around the character’s #AT 1;D 1-3
until they prove by ignorance to be other- chest. Then he stabs the character with two
wise. Then he will waste time until his two daggers, one held in his hand, the other in Badger: AC 4; MV 6”; HD 1+2; hp 6:
guards return from the kitchen with the his tail. #AT 1;D 1-3
meal he ordered.
32. Ogre’s Quarters Goblins (8):AC 4; MV 9”; HD 1;hp 4 each;
Estelrath‘s two guards are a pair of cavel- #AT 1: D 1-6
ings created especially for him by Markessa, When this door is opened the party sees a
the director of this slaving operation. The table set with wine and cheese. Along the Kobolds (10): AC 10: MV 9”; HD 1 h ; hp 2
two cavelings were once elves, but no back wall is a large bed. Over it hangs a
longer bear any resemblance to that race. heavy bow and a quiver of arrows. If the each; #AT 1: D 1-4
Executioner is present, they also see a large,
They are called Cari and Filch, and respond brutish man lovingly polishing a sword. He A. Stairs up
only to Estelrath‘s simple verbal commands. wears a fine, black chain mail and black
Both have gray scaly hides, which gives hood with eyeholes, like an executioner’s Here are a flight of stairs leading up to a
them a 90% chance to hide in shadows natu- mask. He looks up and smiles, welcoming trapdoor in the ceiling. There is a bolt on
rally. They have large, bulbous eyes, infra- the new mercenaries and invites them to this side, but it is open. Still the trapdoor
vision to 90 feet, and clawed, padded feet come in and sit down, while he discusses seems to be locked.
with which they may climb like cats and their new duties.
move silently with an 80% chance of suc- 34. Second Floor Guard Tower
cess. Thus, they surprise on a roll of 1-5 on The Executioner (see NPC Leader Place-
ld6. ment) flips the table over on anyone stupid The stairs from the first floor lead up to a
enough to sit down (stunning them for one trap door which is closed.
Cari and Filch return five rounds after the round). He will then attack fallen adventur-
party enters the room. If the door is closed ers at + 4 to hit, and call for help. The trap door is bolted shut from the
they listen at the door first. Then they other side. It opens to the second floor
knock and Cari will hide beside the door There is nothing of value in his room. which is one large room. The walls and roof
while Filch tries to draw the intruders out of Only a character with Strength 18 can bend of this room are made of heavy timbers, not
the room. Neither can talk. the bow, but it allows the user to add his or stone like the rest of the fort. There are
her Strength bonus to damage caused by arrow slits in the walls for archers to fire
Estelrath has a leather chest under his arrows fired from this bow. through. Doors in the north wall open onto
bed. In the chest are 600 gp, 20 pp, and five a balcony above the inner courtyard (13).
amethysts worth 50 gp each. There are also 33. Servant‘s Quarters Rows of bunk beds stretch down the middle
papers detailing the slave route and these of the room. There are two large barrels
can be used to lead the party to the next The sound of laughter and fighting can filled with water and half dozen wooden
stage of the adventure. On the desk, where be heard coming from this room. buckets for putting out fires.
Estelrath was working, is a thin wand of
wood. This is a springerie or a wand of In this room are a number of goblins and The second floor houses a garrison of 20
opening. When struck against a locked or kobolds, crowded around an impromptu hobgoblins armed with short bow and long
bound object the object will be opened, sim- arena made by turning a number of bunks sword. Ten of the hobgoblins are currently
ilar to the effect of a knock spell. The wand on their sides and pushing them together to on guard, two at each wall and two on the
has 12 charges left. form a rough square. balcony. Two hobgoblin leaders are also in
the room; one is asleep. If the party is
Both Cari and Filch wear loin cloths and The goblins and kobolds are watching a sighted, the hobgoblins ring one of the main
belts, but nothing else. match between a halfling armed with a table alarm bells located on the balcony and
leg and a badger with its rear legs tied attack. The hobgoblins carry a total of 9 gp,
Estelrath Tancred: AC 5; MV 9”; F 5;hp 29; together. The eight goblins and the ten 12 sp and 73 cp.
#AT 1;D 1-8 kobolds are jeering, drinking beer, and bet-
ting on the outcome of the combat. The Hobgoblins (20): AC 5; MV 9”; HD 1+1;
Cari: AC 6; MV 15”; HD 2; hp 17; #AT 2; goblins are guests from the visiting slaver’s
D by weapon and 2-7; S 16, 1 4 , W 4, D caravan; the kobolds are servants of the hill hp 6 each; #AT 1or 2: D by weapon
16, Con 16, Cha 5 fort. The goblins are armed with short Hobgoblin leaders (2): AC 4; MV 9”; HD 2;
Cari has enlarged hands and a tail with a swords, while the kobolds carry daggers.
There is a total of 17 sp and 50 cp in this hp 9 each; #AT 1or 2; D by weapon
stinger (save vs. Poison or start to itch). room,
Characters itching are unable to cast spells 35. The Kitchen
and fight at -2 to hit. Cari’s favorite tactic i s Once the party attacks, if the halfling has
to sneak up on a character and trip him or not been killed by the badger, three kobolds From beyond the door to this room may
her with a successful to hit roll at +4. and enter the arena. Two move to kill the half- be heard laughter. There is also the odor of
then sting the character at + 4 to hit. ling and the other attracts the attention of burning flesh. These doors open inward,
into the room beyond.
Filch: AC 6; MV 15”; HD 2; hp 9 ; #AT 2;
D by weapon: S 12, 15, W 4, D 16, Con
11,Cha 4
Filch has a prehensile, gripping tail and
72
As you open the doors, you hear a pit using the lizard for cover ( + 4 to his AC) The cook, a half orc. will be hiding under
shouted command. This room appears and throw handfulsof flaming grease at the the bed if fighting took place in room 34. He
to he a huge kitchen, over 50 feet long party (treat as flasks of oil). will surprise and attack with a dagger any
and wide, and 40 feet tall. About the character looking under the bed. He has 14
room are piles of crates and kegs, as well There are eight hobgoblins in the room. SP.
as several tables and cabinets. In the cen- The six near the door, after throwing their Half OK cook: AC 10; MV 9"; HD 1:hp 5;
ter of the room is a large fire pit, the fire hand axes, attack the less formidable look-
in it licking at the charred head of a giant ing characters in the party with swords. The #AT 1;D 1-6
lizard hanging head down into the fire by two remaining hobgoblins throw flasks of
a chain from the ceiling. oil into the melee from behind cover. They 37. Wereboars' Quarters
have three flasks of oil each. Then they
(If Icar is present:) You also see a 7- attack with cleavers (treat as hand axes). This room contains three beds, a short
foot-tall black man in black plate mail Successful hits with the oil will cause 2-12 table, and four stools. The mom is filthy
armor poking and turning the roasting points of damage the first round and 1-6 and foul-smelling. A bed of straw is in
lizard with a two handed sword. He points the second round. Characters within the northwest corner. On the straw is a
turns to face the door, as the party 5 feet of thrown oil take 1-3 points of dam- wild boar, which immediately rises,
enters, and you see that his helm has no age from splashed oil. squealing, to attack the party.
eyeholes.
The room is full of crates, casks, tuns, The boar is the pet of the wereboars in
At a table in the east end of the room boxes, and barrels of all descriptions. They room3.5. Itisnormallyfedmeat, andisvery
sit three barbaric looking men, all bristly all contain food and drink of various aggressive. There is nothing of value in this
bearded with coarse red hair. They have kinds-mostly foul by human standards. room.
mugs of beer in their left hands and smil- Besides the two tables where the wereboars
ingly lift hand axes off the tabletop and were sitting and two benches each, there is Boar: AC 7 MV 15"; HD 3 +3; hp 22;
hurl them at the party. another table near the fire pit. Shelves line #AT 1: D 3-12
the walls and contain more foodstuffs and
As the hand axes are thrown, lcar (see crude tableware. The only things of value in 38a. Larder
IPC Leader section) will shout another the room are the belts that the wereboars
ommand and step behind an enormous wear, each of which is inlaid with gold and The room is filled with dry goods,
iine cask about 30 feet in front of the door. worth 150 gp. Icar wears a large set of keys smoked meats, canned goads, and other
it the same time, six hobgoblins who have on his belt to the various doors in the fort, non-perishable food. The room contains no
een concealed behind stacks of kegs and hut not to his treasure room. treasure.
rates to either side of the doorway stand up
nd throw their hand axes. Those hand axes Spread out on one of the cupboards, and 38b. Storeroom
Ilrown by the hobgoblins are at medium held down by a loaf of bread and a cup of
ange and are at -2 to hit, those thrown by wine, is a letter from the slave lords. It is The room is filled with shelves contain-
he wereboars at the table are thrown from written in a special raised script so that Icar ing dirty pots, pans, and dishes.
long range and are -5 to hit. can read it; a comprehendlanguages spell is
necessary for anyone else to read it. It This room is where the humanoids throw
Immediately after throwing their hand requests that a group of newly acquired their dirty dishes until there are no clean
axes, the three men, who are actually were- slaves be sent to them for questioning and ones left, at which time the wereboars
boars in human farm, duck behind the table gives directions which will start the adven- gather up the servants and make sure all the
and change into boars. One round later, the turers in the general direction of Suderham. dishes are washed. There is a concealed
wereboars charge forth. They move to door behind a set of shelves in the south
attack fighters and those characters who Icar (7th level fighter): AC 1; MV 12"; wall. The door can he found by moving one
talk, presuming them to he the leaders. hp 59; #AT 312; D 3-12 of the shelf sections which swings out. This
door leads to stairs which m down to the
Icar, if present, will kick thelegs out from Equipment: lcar wields a two handed sword dungeon level.
under the cask of wine and send it rolling + 1 called Death's Master. He wears a
toward the door. The large cask will cause ring of hre resistance and is thus immune 39. Icar's Quarters
1-6 points of damage to those in its path to the effects of normal fire and saves at
who fail to save vs. Rods to evade it, and all + 4 vs magical fire. The ring also sub- This room appears to he someone's quar-
in its path will he stunned for one round. tracts two points per die of damage ters. There is a simple bed in the north-
Icar will then rush forward and attack the caused by magical fire. east corner and a small circular table
most formidable fighters. with two chairs. On the table is a bottle
Wereboars (3): AC 4; MV 12"; HD 5 +2: of wine and a chess board. At the foot of
Icar will then use one of his favorite tac- hp 27,23,21; #AT 1;D 2-12: hit only by the bed is a carved wooden chest. The
tics, attempting to drive opponents hack to silver or magical weapons chest has been caned to depict a battle
the fire pit and then force them into it on a scene in high relief. Hanging on the wall
score 4 better then the number needed to Hobgoblins (8):AC 6; MV 9"; HD 1+1; is a shield, a leather cloak, a shirt, a man-
strike the opponent. The fire pit will cause hp 7 each: #AT 1;D 1-8
3-18points of damage per round; save vs.
Breath Weapon for half damage. As a last 36. Cooks Quarters
defensive measure, he will stand in the fire
The room looks like a typical bedroom,
though slovenly kept.
73
DUNGEON LEVEL Goblins: AC 6; MV 6"; HD 1; hp 4 each;
#AT 1:D 1-6
is a fur covering. There is a door in the Wandering Monsters
southendof theroomwithabigiockonit. Hobgoblin: AC 5: MV 9"; HD 1+1: hp 7;
These encounters only occur in corridors #AT 1;D 1-8
This is Icar's quarters. None of the items and empty or emptied rooms. These mon-
on the wall are of any real value, and the sters are encountered on a roll of 1on ld6, Witch doctor: Guliyet, a goblin witch
shield is missing its arm strap. The wine is of checked each turn. doctor, is accompanied by 3-12 goblin
good quality. The chessboard has a raised guards carrying spears. They are taking a
grid pattern. so that it can be felt by Icar. Die Roll Monster Number message to Icar from Markessa, requesting
The chest i s filled with clothing. neither rich six mind-numbed slaves and the presence of
nor well cared for. The fur on the bed is 1 Giant rats 4-24 Estelrath the slaver. Guliyet is Markessa's
worth 18 gp. If the characters attempts to 2 Babyboggle 1 assistant and apprentice. She carries a large
move the furniture, they discover that it is 3 Goblin Patrol whistle that can he blown from both ends;
bolted to the floor with the exception of the Witch doctor & patrol 6-15 one end sounds the alarm, and the other
bed. This is so Icar knows where everything 4 Wolves 4-13 makes no sound but summons a large white
is. Underneath the bed is a trapdoor, bolted Haunt wolf, a winter wolf, which arrives in two
on this side. The trapdoor leads to the 5 1-3 rounds. She wears a bronze amulet worth
dungeon complex below. 6 1 30 gp.
The door in the south wall leads to a 10- Rats: These creatures surprise on a roll of Guliyet: AC 2; MV 6"; MU 4/C 4; hp 13;
foot-square closet where a medusa is kept 1-4on ld6. If they are encountered by only #AT 1;D 1-6
prisoner, guarding Icar's treasure. Above one or two characters they attack. If the
the door, on the lintel. is hidden the key to party is larger when encountered the rats sit Spells (clerical): cure light wounds, dark-
the door. The medusa is terrified of lcar and watch the intruders intently, allowing ness, resist fear, chant, resist fire
because he is invulnerable to her major the party to pass unmolested.
power and she knows that he has access to a Spells (magic-user): affect normal fires,
periapt of proof against poison (from room Giant rats: AC7; MV 12"; HD push, shield, invisibility, scare
17). The medusa is chained to the wall and I/*: ho 3 each: #AT 1: D 1-3
will guard Icar's treasure with her life. If the Goblins: AC 2; MV 6"; HD 1: hp 4 each;
party tries the closet door, she will cry out in Rat leader: AC 7; MV 12"; HD 1;hp 7; #AT 1;D 1-6
anger, "Icar, you snake's belly, release me." #AT 1;D 1-4
Winter wolf: AC 5 ; MV 18"; HD 6; hp 30;
Icar's treasure is in an iron chest cemented Boggle: This boggle child has wandered #AT 1;D 2-8 (6-24)
into the floor. The treasure is 2,000 gp, 10 away from the lair and climbed the wall and
matched pieces of jet worth 100 gp each, i s hiding in the shadows ready to spring Wolves: The wolves used to guard the
and 10matched silver and black opal brace- down on unwary passerbys. It will surprise dungeon are sometimes allowed to roam
lets worth 200 gp each. In the chest is a on a roll of 1-5 on ld6. leaping down on a free. They snarl and attack if they are SUI-
locked hammered brass coffer. The coffer random character and stunning for one prised or attacked. If not surprised they act
has a very intricate lock and a thief's chance round. The creature will then grab the char- curious, but irritable and hungry.
acter's weapon and run down the hall gig-
to open it is -15% . A potion of undead con- gling, stopping and waving the weapon at Wolves: AC 7; MV 18"; HD 2+2; hp 11
the party, encouraging them to chase. It will
trol, apotion of diminution, a clerical scroll lead the party on a merry chase down the each; #AT 1; D 2-8
with wind walk, cure light wounds, feign hall, up the wall and over their heads. Char-
death, cureserious wounds, purifyfoodand acters may attempt to catch it by rolling to Haunt: This haunt is the spirit of a slave
drink, and resurrection, a ring of warmth, hit AC 9, but once the boggle is grabbed it who was killed in this area while trying to
and Qua& Feather Token. will slip out of their hands like a greased pig. escape. The haunt's mission is to escape
If the creature takes half damage it won't from the hill fort. Any character possessed
There is a parchment covered with think the chase is fun anymore and will by the haunt will try to take the shortest
strange raised lettering inside the chest. A throw the weapon at the party and dimen- way out of the dungeon unless the haunt is
comprehendlanguages spell will reveal that sion door through a nearby rat hole. convinced by the party that safety and the
the parchment gives directions about the best chance of escape lies in numbers.
specialist quarters (area 25 in the dungeon) Boggle baby: AC 5: MV 9"; HD 2; hp 14;
and details where the secret doors to the #AT 3; D 1each Haunt: AC 0: MV 6"; HD 5; hp 27; #AT 1;
treasure room (which contains the rest of D special
Icar's treasure) are located. The treasure Goblin Patrol: This patrol is returning to
consists of 5,000 gp, one uncut ruby worth their barracks and is tired. Their leader is a Key To the Dungeon
500 gp. and eight uncut sapphires worth 250 gruff one-eyed hobgoblin. They are all
gp each. If the stones are cut by a jeweler armed with throwing spears and short 1. Secret Guardroom
their value will increase by four times. swords. Once the party is sighted, the leader
There is also a potion of oil of etherealness will send a goblin to sound the alarm and room, apparently eating dinner, are sev-
and a clerical scroll of atonement. then attempt to hold the party till reinforce- eral goblins. They appear to be sur-
ments arrive. They throw their spears first. prised. The southwest corner of the
Medusa: AC 5: MV 0";HD 6; hp 27; #AT 1; room has been barred off to form a cell
and holds a man covered with bruises.
D 1-4 + poison; SA gaze turns to stone
These 12 goblins are not really surprised.
At a sign from their hobgoblin leader (hid-
74
ing in the observation alcove to the side of 2. Entry Hall a couple of cots also adorn the room.
Beneath one of the cots is a brass bound
~ cloaked with a mantle of dust and cob- chest, 3 feet wide, 2 feet deep, and 11h feet
webs, and the air is cool and earthy. The high. It is locked and the lock is jammed by
the door),they pick up concealed crossbows hall slopes dawn to the north here and a piece of wire which might be mistaken for
and fire at the party. Then they pick up the walls are damp. At the end of this 90- a broken needle or trigger wire by a party
wooden clubs and attack. The hobgoblin foot corridor the hall turns to the west casually examining it. A clinking sound will
,leader will attack with surprise one round and a lit oil lamp hangs on the west wall be heard if the chest is moved. There are
after the goblin charge, with his morning throwing a feebleamber light. The hall is three 5-foot lengths of chain and two old
10 feet wide. padlocks on the chest. On the table are the
~ remains of a dinner of horse meat and
At the end of the hall, hidden in the hol- watered beer. In one mug filled to the brim
star. low wall, is a powerful lodestone or mag- are 2 gp.
This room is a secret guardpost to net. TherangeofitsmagneticpullisEfeet,
so the party will not have any warning of its In the southeast corner of the room is a
observe the trap at the end of the corridor existence until they are within range of it. stool with a pair of leather boots nearby.
and to relieve anyone coming into the Those wearing ferrous armor-scale mail or The boots are unremarkable, except that the
dungeon of their metal weapons and armor. better, including most magical armor-will soles are worn through and they are particu-
A constant watch is maintained on the hall be drawn suddenly and forcefully against larly small. If examined closely, the wall
from the spy alcove and this is how the gob- the wall. Also, those within range of the behind the stool appears to be of a different
lins were warned about the party before wall will find any ferrous objects held in stone than the rest of the dungeon. It is actu-
they entered the room. Normally the gob- hand jerked away and flung against the wall ally painted canvas stretched across a
lins allow intruders to be caught by the lode- to hang there. Sheathed or tied down iron wooden frame. (To those using infravision
stone and then burst forth from the secret objects swivel on their bindings and point in the dark, the concealed door appears to
room and club them unconscious with toward the wall. If the equivalent of two or be just a door.)A careful examination af the
wooden clubs. They then remove their gear, more long swords worth of iron-based wall will quickly reveal how to open the
bind and gag apparent spell-casters and lock metal (120gp weight) is carried by a charac- concealed door. Behind the door is a winch
ter, he will also be drawn to the wall. The used to lower a stone block between the
~ second rank of the party will be able to react lodestone and the wall, to release those
to the first rank being caught in the trap and stuck in the trap.
them in the cell until their superiors can be if they save vs. Petrifaction at +4, they
avoid being caught in the trap. 4. Parlor
~
If characters leave behind all their large shape hovering above the floor just
summoned. If the party manages to get past ferrous objects they may cross the lode- beyond an archway. No noise comes
stone’sarea of effect without being trapped. from it and it seems to shift slowly. The
, the tra.p the g-oblins send a runner uvstairs to Characters with a Strength of 15 or greater corridor is dusty and looks seldom trav-
and wearing banded mail or less, may slide eled. Cobwebs drape the ceiling in little
sound the alarm. sideways along the wall at the rate of 5 feet feathery patches.
The spy alcove has a tall stool with a pad- per round, until out of range of the trap;
others must remain stuck. The figure is the webbed form of a dead
I ded seat and a spy hole cut in the wall to adventurer, hung as a lure by two giant spi-
Two characters will be able to carry metal ders. The spiders are on the ceiling, con-
I provide a view of the end of the corridor. items equal to 200 gp weight around the cealed as piles of cobwebs above the arches.
area of effect, if their combined Strength They surprise the party on a roll of 1-3 on
where on their persons. The hobgoblin equals 25 or greater. Three characters have d6.
leader has a pouch with a large brass key to no difficulty moving items weighing up to
! the door at 7, 20 gp, and a cracked piece of 350 gp, such as banded mail, around the The spiders cut a web free to fall in a 10
corner. Any item that actually becomes foot x 10 foot area upon the largest group
, each; #AT 1, D 1-6 stuck to the magnet will require a combined near the lure. Surprised party members are
I Hobgoblin leader: AC 5: MV 9”; HD 1+1; Strength of 36 or more to remove bv sliding caught: othersmust savevs. Paralvzation to
1i it along the wall. avoTd the trap.
hp 6; #AT 1; D 1-8
I 3. Abandoned Guardroom Those caunht free themselves in a number
A. Secret Door of rounds equal to 19 minus the Strength of
The door opens onto a short hallway. the character. Fire or a burning hands spell
This secret door has recently been con- The air is cool and damp and the area destroy the web, but also do damage to
those inside the web. Oil or a torch cause 2-8
I structed by Markessai engineer and is not A wooden table stands in the center of the points of damage.
room. Three benches, two wood stools, and
1 the best match. Elves searching for secret Once the party is webbed, the spiders
attack, carefully keeping their targets
iI doors automatically find it. In order to between other party members and them-
draw attention away from the spot an oil
j lamp has been lit and hung at the far end of
the corridor on the west wall.
I
75
selves. Thus the spiders cannot be shot by the departed soul was thinking most about pit show only that the area is often traveled,
missiles and must be engaged in melee. All when it died. The image does not move for there is no dust on the floor over the pit.
attacks from those trapped by the web are at from the spot where the creature died, but The cover of the pit will fall open when the
-4 to hit. Attacks upon those trapped are at replays the story like a 3-dimensional first person walks on it, dropping the char-
+2 to hit. movie, acter 20 feet into a 4-foot-deep pool of
water. The water will cushion the fall and
The corpse in the web bundle is a shriv- This is the phantom of an elf slave who the character will only take ld6 points of
eled husk, with a strange grimace upon its was being tortured in the torture chamber damage. Heavy tapping of the floor with a
face and its hand at its chin. Between its stiff and burst his bonds to escape. After the fig- staff or club will also cause the pit cover to
jawsisaringofinfravisjon. Inapouchat its ure breaks its chains and seems to rush for- fall open. Once open, the cover will remain
waist are 10 pp. ward panting, its eyes gleaming madly, its open. The narrow ledges around the edges
hands twisted into claws, it will turn and of the pit are just wide enough to walk
Giant spiders: AC 4; HD 4+4; hp 26, 20; appear to flee up stairs looking back wildly across, but only if one goes slowly and care-
#AT 1: D 2-8 + poison over its shoulders. The elf then appears to fully.
run down a corridor and around a corner to
5. Storeroom a hallway with many doors. He scrabbles at The door has a wooden face of a leering
the latch to one door until it opens, terror goblin carved in it at chest height. The door
The room is filled with chests, bundles, written all over his face. Into a room he is trapped, but no trap may be detected
and crates of various tradegoods. It runs, but it appears to have no other exits. because the trigger is on the other side of the
Looking over his shoulder in stark horror he door. A long chain stretches from the back
This room is used as a storeroom for cara- beats the wall and attempts to tear a torch of the door to a board restraining a boarded
van tradegoods and contains several bales holder off a wall. As he does so, a section of up alcove at the end of the corridor. The
of good linen, crates of tin pots and pans, the wall opens and he leaps through the gap wooden goblin face can be rotated to reveal
and several chests of china dishes wrapped desperately. Behind him bound dark, hairy, a large keyhole. With the right key this lock
in straw. The tradegoods are worth a total slavering forms, running on four legs. may be turned, disconnecting the chain
of 450 gp, but are very bulky and hard to Down a darkened passage the elf stumbles, from the door. Otherwise, once the door is
carry As characters examine the contents of only the pale yellow of his eyes visible. Sud- pulled open, the boards over the alcove col-
this room they hear a faint, repeated hiss denly there is light as the wall at the end of lapse, releasing a large pile of logs, each 9
coming from somewhere in the room. If the passage opens into a hall and he bursts feet long, to roll down the corridor. When
they attempt to find the source of the hiss- forth beating off the baying pack of wolves this happens read the following to the play-
ing, they find that it moves. The hissing that try to drag him down. Through an arch ers:
comes from a pair of 2-inch-long roaches he runs and there on his left is another door.
which live in the room. The roaches offer no He pushes the door open, but too late, as a Through the door comes the sound of
danger. great white wolf leaps upon his back and cracking and splintering wood and you
bears him down into the storeroom, ripping see the enormous pile of logs crashing
6. Abandoned Storeroom his throat. Then the mangled form of the down the corridor, straight toward you.
unfortunate slave is dragged off into a cor-
This room appears to be a storeroom. ner to be devoured by the slavering wolves. Give the party one minute of real time to
The piles of tradegoods are dust covered say exactly what each character is going to
and appear not to have been touched for If the players watch the entire sequence do. The logs smash through the false
some time. Suddenly there is a hair- through they may figure out where the wooden wall and continue rolling to crash
raising moan and the clanking of chains secret door is located. If they leave the room into the end of the corridor. Characters may
from the northeast comer of the room. the sequence will not begin again for an not run across the ledges to either side of the
There a luminescent shape begins to hour. pit to escape. If they attempt to, they fall
form the figure of a wasted elf struggling into the pit. If they take their time to main-
with ghostly chains that hold him to the B. Secret Door tain their balance, they will be caught and
wall. As the party watches, the figure smashed by the logs, suffering 18 points of
breaks its chains and comes rushing for- This secret door is opened by pressing on damage, just as they reach the other side of
ward. a stone in the west wall at waist height. The the pit. Those who choose to jump into the
door is opened and closed from the inside by pit take only l d 4 points of damage and the
The figure is actually a phantom, a three- a lever in the west wall. logs roll right across the pit. Characters who
dimensional image which appears similar to climb walls may also avoid the logs if they
a ghost or a haunt. Any creature who looks 7. Log Trap save vs. Spells, otherwise they take half
at a phantom must save vs. Spells at -2 or damage from the logs: 9 points.
flee in terror as if affected by a fear spell. A This corridor slopes gradually upward to
phantom is merely an image or mirage and the east for 50 feet, and then ends in a If the trap is approached from the other
cannot attack nor react to other creatures. wooden wall with a door set in the mid- direction, the party will see the boarded up
Phantoms are soulless shells of creatures dle of it. alcove and the chain leading from the door
who died hideous deaths and recreate to the retaining wall. The logs are not visi-
images of the death trial or images of what ~~ ~ ble.
In the center of this corridor is a covered The only way to deactivate the trap from
pit, 10 feet long, 7112 feet wide, and 20 feet this side is to break the chain. Each charac-
deep, indistinguishable from the corridor
floor. The tracks on the floor and over the
76
ter is allowed one try at breaking it, and a high-pitched, keening wail. guttered candle in a tin candleholder,
ruccessful bend bars roll means that the The two boggles appear from walls, floor, and a dog-eared deck of cards. O n the
chain is broken. Any attempt to break the back wall is a torch bracket with an unlit
chain has a one-third chance of triggering and ceiling to strike at and trip intruders torch in it.
the trap (1-2 on d6). (roll ld4 to see which direction they attack
from) and then retreat through the nearest This room is used by a couple of hobgob-
8. Boggle Lair wall. Upon examination, the grillwork will lin leaders to play cards. Beneath one of the
be discovered to actually be a honeycomb casks are stuffed four face cards of the same
The entire corridor here-walls, ceiling, of 1foot x 1foot x 2 foot deep niches into suit. Rolled into the shadows of one crate is
and floor-is a grillwork with 1foot x 1 which the boggles dive and disappear. If a silver piece dropped during one game. The
foot spaces, extending for about 60 feet. anything is thrown at the boggles they torch bracket in the back wall i s the trigger
The stone bars that form the grillwork attempt to catch it (roll a successful "to hit" to open the secret door in the room. Pulling
seem to be covered with a thick, black vs. AC 8 to catch) and either throw it back down on the torch bracket will open the
liquid that looks. at the party or take it to their nest. The nest secret door. The secret passage beyond is
is only accessible via dimension door or used to bypass the boggle lair when coming
This area i s the lair of two boggles. Bog- other magical means. They are semi- from the fort above.
gles are vaguely humanoid creatures, about intelligent and try to steal treasure and
3 feet tall and varying in color from weapons to keep them from being used to 11. Storeroom
blackish-blue to gray. They all have large, hurt the boggles, and throw back other
bulbous heads, but the rest of their body things such as oil. Each boggle may attempt T h e r o o m a p p e a r s t o b e a s t o r e r o o m .I t i s
parts are disproportionate and vary from to steal an item from a person who had piled high with barrels and stacks of fur-
individual to individual, such as large fallen by making a successful"to hit" roll vs. niture wrapped in burlap and rope.
noses, uneven arms, spindly legs, and so AC 5. Boggles may also drop from the ceil-
forth. Boggles are not very intelligent and ing upon characters and attack with two Screaming comes from beyond this door
tend to be whiners and gibberers when deal- additional claws added to their normal and light shines under it. When the door
ing with other races. However, when claw/claw/bite routine (like a cat). is opened, an enormous pillared room
encountered in their lair they are aggressive can be seen, in the swaying shadows, set
and voracious. Characters have to be inventive to get dancing by the light of a chandelier
through this area quickly. One possibility is swinging wildly back and forth. The
Boggles have rubbery skin and they taking pieces of lumber from area 7 and floor is 10 feet below the landing on
secrete a viscous, nonflammable, black oil tobogganing across the grill. This works which the door opens and a set of stairs
that is extremely slippery. Due to their slip- very well because of the oil on the grill bars. leads down into the room. To either side
periness and the resiliency of their hide, all of these steps are 5-foot-ledges. The ceil-
attacks upon boggles are reduced by 1point Boggles: AC 5; MV 9"; HD 4 +3; hp 21, 24; ing rises at least 30 feet above the door.
of damage per die. Boggles like to spread #AT 3; D 1-4 each or 1weapon)
their oil about their lair, making footing This appears to be a torture chamber,
slippery and unsure for intruders. For every 9. Storerooms for about the room can be seen racks,
10feet a character travels across this area or hanging cages and chains, an iron
for every round spent fighting here a char- From this hallway the party can hear maiden, fire pits and braziers, and their
acter must roll his or her Dexterity or less on screams of pain and moans of agony unfortunate occupants. Standing
ld2O or fall down. Falling does no damage, coming from the west. The doors along
but a character who falls may do nothing this corridor all appear to he locked.
for one round while he or she stands back
These rooms are all locked and contain
UP. chests, crates, barrels, bales, casks, and tuns
Boggles are resistant to fire (as the ring), of all description. In these containers are all
the things that are necessary for the mainte-
and they can naturally spider climb. They nance of the underground stronghold.
also have a natural ability to dimension Unfortunately, none of it is much use to the
door (3" range) by stepping, diving, or adventurers. There is a great deal of food,
reaching through anything resembling a especiallyhoney and cheese, much clothing,
frame, such as holes, the grillwork, cracks, and goblin-sized leather armor, collars,
doorways, etc. They use thisability to reach lumber, torture apparatus, chains, and so
through one section of the grill and have forth.
their hand come out elsewhere to grab or
strike at a character from another side. 10. Storeroom
Boggles are also slightly elastic and may This room appears to be a storeroom.
stretch or contract to twice or one-half their Several crates have been pushed aside
normal size. Finally, they have a keen sense and a chest has been overturned to be
of smell and can even detect invisible crea- used as a table with a couple of casks for
tures with this sense. Thus they are often stools. On the overturned chest are a
used as watchers and alarms by other races.
When they sense intruders they set up a
77
amongst these implements of torture are long, 4-foot lengths of lumber, pieces of d. Secret Door
many goblins. On all sides of the room rope 20 feet long, and a keg of nails. The
can also be seen archways, some leading secret door is in the back of the iron maiden, A stone plug seems to have been used to
to alcoves, while others are walled up. but when it is opened a skeleton will be seal off this alcove as has been done with
Suddenly the swinging chandelier comes found impaled on the spikes. The hmge of several of the other cells in this room. This is
crashing down from the ceiling to smash the iron maiden is stiff and it tends to spring really a secret door which may be opened by
at the top of the stairs, exploding into shut. For each spike twisted, there is a 1in 6 tugging on a chain hanging from the ceiling.
flame as the oil spills and ignites. cumulative chance of opening the door. Beyond appears to be just another cell with
the withered remains of its tenants hanging
Those characters standing at the top of Goblins (16): AC 6; MV 6"; HD 1; hp 6 from one of three pairs of manacles
the stairs will be caught in the burning oil each; #AT 1;D sling 1-4 or short sward cemented in each wall.
and take 2-12 points of damage the first
round and 1-6 points the second round. 1-6 The southern wall has a secret door which
Those within 5 feet of this spot will be is opened by turning the iron ring to which
splashed with burning oil for 1-3 points of a. Observation Post the manacles are attached and pulling. But
damage. If a character makes a successful the door is wizard locked and only
save vs. Paralysis this damage will be There are two bugbears in this room. Markessa or a 9th level or higher magic-user
reduced to half. The oil will burn for two There are also two benches and a table at may open this door. A knock or a dispel
rounds and then the room will become dark which one bugbear sits constructing a wire magic spell will open this door.
except for the red glowing braziers. Crea- face cage. The other is standing by the
tures without infravision or an additional arrow slits in the south wall watching the 3. Alchemist Secret Storeroom
light source must fight at -4 to hit. room below. As soon as there is a commo-
tionin the tortureroom, they both stare out This room is lit by a ruddy glow, and the
One of the goblins was pulling on the the slits to determine what is happening. air is alive with the aroma of wild herbs
chandelier rope and causing it to swing. He Then they grab their halberds and rush and the pungent rot of decaying flesh.
cut the rope to send it crashing when the around through the secret tunnel to room The room appears to be storeroom or
party appeared. These goblins are led by 11,to enter the torture chamber by the main pantry, for there are crates, bookshelves,
two bugbear overseers who watch them at door in two rounds. They attack with sur- a table, and a cabinet all piled high with
their tortures, through two arrow slits, from prise if possible (1-3on ld6). boxes, books, clay crocks and canisters,
a secret chamber to the west of the stairs. flasks and jars of herbs, and other
The goblins use their slings and attempt to The bugbears have no treasure in their strange items. The red light seems to
keep the intruders at the top of the stairs room, but one carries a scroll of cure disease come from behind a table in the southest
until the bugbears appear. The goblins fire and 60 gp in a pouch. corner. Over the top of the table the head
their slings from cover behind pillars and of a hobgoblin can be seen watching the
the various racks gaining an AC of 2 ( + 4 ) Bugbears (2):AC 5; MV 9"; HD 3+1; party.
versus missile attacks. Once the bugbears hp 15,17;#AT 1;D 1-10
arrive or the party counterattacks, the gob- There is no hobgoblin in this room,
lins draw their short swords and charge in b. Walled-up Alcove merely the severed head of one held to the
groups of four. The worgs come out of their table by a clamp. The eyes have been
alcove dens and attack if intruders come In the northeast corner of this room, removed. Books, scrolls, bottles, and dis-
down into the room. If the battle is going behind several casks of wine, is a freshly section tools litter the tabletop. In a foot-
against the goblins, one will run to the south bricked-up archway. From behind the wall long, tubular leather case is a metal rod with
end of the room and disappear, carrying the is heard a rustling sound, as of someone a continuallightspell cast onit. Thisisstuck
alarm through the iron maiden to the troops scratching, and the faint jingle of bells. In in a holder on the wall and used to light the
beyond. the alcove is a rabid wolf with bells on its room when the alchemist is present.
collar which will attack once it is freed, as a
In this chamber are 16 goblins. Eight of 4-hit-dice monster. Anyone bitten must This room is used as a secret storeroom
the goblins are in the central area of the tor- save vs. Poison or die in four turns. A cure and hideaway for Markessa, the evil elf
ture room entertaining five unfortunate disease will prevent death. However, the fighterlmagic-user who is in charge of the
guests, while four are in the south end of the victim will still be weak (-4 on "to hit" and fort, and her alchemist, Fyndax. The room
room sharpening a bed of nails. Two goblins damage) for four turns. also serves as a shortcut through the
are cleaning up spilled, fresh mortar in the dungeon, for a narrow, 5-foot-wide passage
eastern wing, and two more are giving a Rabidwolf:AC7;MV18";HD2+2; hp15; leads north out of this chamber to Fyndaxes'
man with two broken legs an extremely #AT 1;D 2-5 quarters, bypassing the elite goblin guards.
close shave in a western alcove. The g-oblins There is no one in the room at present.
carry 6 sp each. E. W o r g Dens
In this room are stored the various com-
The tortured individuals are bevond help, A worg lairs in each of these three cells in ponents for making potions. There are jars
but any who survive the battle, if ques- the east wall. These worgs sleep on piles of of dried herbs, parts of animals, and
tioned, tell the party that there must be an straw and may have a few bones scattered leather-bound books about alchemy which
entry into the room at the south end. At the about. If intruders enter the room and come only a master could use. The books are
south end of the room there are a bed of down to attack the goblins, the worgs leap filled with strange illustrations and formu-
nails, an iron maiden, coils of chain 20 feet forth and enter the fray. lae, but the word "FYNDAX can be made
out on the title page of each.
Worgs:AC6;MV18";HD4+4; hp23,32,
19; #AT 1;D 2-8
78
' The cheese cloth is enough to protect up to
In the southeast corner is a round wooden two characters from the bees in room 16.
table containing two scrolls and three and ends on a ledge 30 feet above the 16. Beehives
floor of a large cavern, covered with
flasks. Inscribed on the scrolls are pictures stalagmites. Across the chasm, 30 feet The door of this room i s stuck, but will
away, is another ledge with an opening open with normal door opening rolls.
of cows in varying stages of health. The leading out of the cavern. Between the Above each door is hung a wooden bucket,
two ledges are a series of rocky pinnacles suspended by a rope and pulley attached to
flasks are marked W, U, and H. The flask rising up almost level with the ledges: a stay beside the door. The buckets are full
The top of each pinnacle is fairly flat and of sugary syrup and the room is full of bees.
j marked W contains pond water, while the large enough for one person to stand on. The bees feed on the sugary syrup in the
There are five pinnacles between the two buckets and will be swarming over it. When
! one marked U holds cow's urine. The third ledges. The domed ceiling of the cavern a door is forced open it will catch the bot-
rises 20 feet overhead. A hissing comes tom of the bucket and tip it over, spilling its
i flask, marked H, holds a potion of healing from below and the room immediately contents over the doorway. If the door is
fills with steam. opened gently, the rope may be pulled down
! to raise the bucket and allow access to the
~ room. Because the trigger is the door itself,
which cures 1-8 points of damage. there is no trap to detect.
The steam obscures even infravision. The
to each tusk is a flask of red liquid with a lit party must cross the chasm in some manner There are two enormous, conical, clay
I wick floating in the fluid. Directly in front even though they are unable to see. The hives in the west end of the room. The bees
~ of the candelabrum is a pressure plate set in steam will continue to fill the chamber for attack anyone disturbing their feeding and
five turns and then will clear for one turn. If sting them, causing 0-2 points of damage
the floor. When the pressure plate is stepped the party waits for the steam to clear, some- per round. They sting anyone drenched in
one will undoubtedly be caught crossing syrup for double damage. Once a character
Here a natural passage is formed out of when the steam returns. leaves the room he or she will be stung for
the rock, rough and winding. The walls half damage for one round, and then the
are slick with condensation and the air i s The edges of both ledges are weak and stinging will stop. There is no physical
crumbling, and cannot be climbed either up defense against the bees and they automati-
or down. Anyone falling into the chasm will cally hit. A character wearing a suit made of
suffer 3-18 points of damage and will be cheesecloth may be protected from the bees
impaled by 0-2 stalagmites, causing 1-6 at the DMs discretion. Burning hands will
points of damage each. The only non- kill all insects in its area of effect. and a
magical way across the room is to use the sleep, stinking cloud, or pyrotechnics spell
pinnacles as stepping stones. will immobilize all bees in area of effect.
Steam will kill the bees on the characters if
Naturally the stones are slippery from the they run back into the steam-filled cavern.
steam in the air. For any person to leap from
stone to stone, he must roll equal to or less 1 7 . Beekeeper's Storage
than his Dexterity on ld20 for each jump
(six leaps in all). Of course, he must first The room is a natural cave with a dirt
determine where each stone is, by feel or floor. This room contains several goblin-
some other method. If the party strings a sized suits of what appears to be chees-
rope across the fissure, add +2 to the Dex- cloth. There is also a 4-foot-tall tun and
terity roll and only roll once for each char- two casks. In one corner on a small table
acter crossing. If the party returns to room is a long metal rod with a spatulate hook
12 and gets the &foot boards, they discover on one end, and several clay crockery
that the boards just reach from pinnacle to pots.
pinnacle. Using the lumber adds +3 to the
Dexterity roll and characters need only roll This is the beekeeper's storeroom. The
once. These two bonuses are cumulative. cheesecloth suits are worn when working
with the bees. The tun contains water and
15. Cheese Curing Room the casks contain a coarse brown sugar to
make the sugar syrup for the bees. The
This small, natural chamber contains metal rod and pots are used for gathering
several open half casks and tuns on the bees honey.
wooden platforms. The air is warm and
This room is the cheese curing room for
the fort. A large bolt of cheese cloth is lying
on one of the wooden tables. In one of the
tuns is a small amount of cheese curd and a
growth of yellow fungi, not yellow mold.
79
18a. The Corridoi All attacks are co-ordinated by the goblin spikes driven into the wall on the left side.
leader, who will avoid combat until the Beyond the portcullis is a natural cavern
Here is a natural corridor 15 feet high party is surrounded. The worgs will attack
and 15 feet wide, with openings at each any characters not caught in the net, while with several 3-foot-tall niches cut in the wall
end. The corridor is approximately 80 the goblins will concentrate on attacking at floor level. There are wolf droppings and
feet long, and the walls and floor appear thoseinthenet(+4tohitandthecharacters hair about the floor, as well as several bare,
to have been worked smooth. are not allowed Dexterity adjustments to dried bones. This is the worg kennel where
their AC.) the various worgs and their mates are kept.
A 15-foot-square net is suspended in the At present there are only four female worgs
shadows near the ceiling, approximately at If attacked from the north, the goblins and seven cubs, who will not fight, in the
the midpoint of the corridor. A guard hid- send the worgs to attack first, then join in kennels. If intruders are carrying the scent
den at 18b controls the net. If the party the battle when the party is weakened. bags from 18c. they will be accepted as
approaches from the east, he will drop the friends. Otherwise, the females attack and
net upon them and blow an alarm horn. If Goblins (9):AC 4: MV 6”: HD 2; hp 13, 13, fight to the death to protect their cubs.
the party is coming from 18c, he will drop 12, 12, 11,11,10, 9, 9; #AT 1; D lance There is nothing of value in the chamber,
the net and join the pursuit (if the party is 1-6or 2-12 charging, morning star 2-8 but there are several tooth-worn strips of
retreating) or try to escape (if his comrades leather that were once belts. One strip still
are defeated). Goblin leader: AC 4; MV 6”;HD 2; hp 14; has a dirt-encrusted brass buckle attached.
#AT 1:D 2-11
Those under the net must make a saving There is another passage out of the cavern
throw vs. Paralyzation to avoid being Worgs (9):AC 6; MV 18”; HD 4 +4; hp 27, on the opposite side. This, too, is barred by
caught. Trapped party members will be 25, 22. 20, 20. 19, 19, 19, 16: #AT 1: a locked portcullis, similar in detail to the
unable to attack and will have no Dexterity D 2-8 other. The northern passage is used to reach
bonuses to AC. Opponents will be at + 4 to the tunnel exit from the dungeon.
hit. Those inside the net can try to free When the party reaches the barracks,
themselves with edged weapons. A success- read the following description: Female worgs (4): AC 7; MV 18”;HD 2 +2;
ful hit on AC 9 w d l cut one strand of the net. hp 14, 10, 10, 9; #AT 1;D 2-5
A dagger can be used to cut two strands per The room is a spacious natural chamber,
round. Four strands must be cut to free a approximately 70 feetin diameter and 25 20. Icar’s Entranceway
character. feet high. Inside are tables, chairs, and
sleeping mats. Boxes of food, of suspi- In the center of the ceiling of this small
18b. T h e Guard Outpost cious origin, are scattered around the room is a shaft opening. An iron ladder
room, as are barrels of water. Weapons, leads from the floor of the room up into
The guard who works the net is stationed bows, and quivers of arrows are hanging the shaft and is bolted to the shaft wall.
in this niche. The niche is concealed by a on the walls.
canvas screen painted to look like the sur- This ladder leads up 40 feet to Icar’s pri-
rotinding stone. The screen has spyholes cut If the weapons are examined, the party vate quarters in the fort. Across the top of
in it. Those searching the area with infravis- will find a black, rune-encrusted arrow in the shaft is a trapdoor which cannot be
ion in the dark will see an apparent opening one of the quivers. It is an arrow of bow opened from below, as it is bolted shut
in the corridor here. Those without infravis- breaking and will break any normal bow it above. Only Icar uses this entrance to the
ion have to make a successful roll to locate is used in: magical bow5 get a saving throw dungeon and has taken steps to insure that it
secret doors in order to find the outpost. of 10% per magical plus. In a thorough will not be used by others. The top two
search of the mom the party will also find rungs have had their far edge sharpened
18c. Elite Goblin Barracks 130 gp and an agate worth 10 gp. On the razor keen and smeared with a sleeping
leader’s body there is a ring with two keys drug. Those who grab the rungs barehanded
If the goblins here have any warning of that open the portcullis to the kennels. If the cut their hands. The victim must then save
the party’s presence, they attack before the bodies of the goblins are searched, the party vs. Poison at -2 or fall asleep in two rounds
party reaches the barracks. There are nine will find a pouch of foul-smelling herbs on and plummet down the shaft, knocking
goblins commanded by a leader armed with each corpse. These pouches are used to anyone else below off the ladder. Those who
a halberd + I . The goblins have nine worgs warn the two watchworgs at 21 that the fall take 1-6 points of damage for every 10
that they use as mounts and guards. bearers are friendly. feet fallen.
If the goblins are warned of intruders 19. Worg Kennel 21. Watchworg Post
from the east, they mount their worgs and
charge down the corridor on the round fol- The entrance to this natural tunnel is As the party approaches the intersection
lowing the net dropping. They charge in barred by a locked portcullis. From of the corridor there is suddenly a fear-
three ranks of three. beyond comes a foul odor and the party some growl and two enormous wolf
shapes rise from the shadows, one to
In a charge, lances do 2-12 points of dam- The portcullis is locked by a chain and either side, and move forward.
age, and are at + 2 to hit ( + 4 for people large padlock. The leader of the goblin
caught in the net). As the first rank clears guards in rooms 18c has the keys. This port- These two worgs are chained to the back
the party, a second rank will charge while cullis is raised by a rope and puUey, and the walls of their alcoves so that they cannot
the first rank dismounts and attacks from end of the rope is wrapped around two
the rear. The third rank is used as a reserve.
80
enter the hallway. If the characters have user and a 5th level fighter. the party, extinguishing all of their torches
picked up the scent bags from the dead gob- The creature on the table was once a and lanterns. If characters do not have
lins in room 18 the worgs sniff at the infravision, they must fight in the dark at -4
intruders and then sit back on their human slave, but is now a crazed experi-
haunches and watch. If the characters are ment of Markessa. Markessa is chaotic evil until another light source is provided. The
not carrying the scent pouches the two and an agent of the slave lords, in charge of rest of the goblins on the balcony fire twice
worgs set up a mighty howling that will running this branch of the slaver operation. with their short bows, while those on the
alert Markessa and her guards in room 22 Markessa is also performing private experi- floor draw their weapons.
that intruders are here. ments on some of the captured slaves in
order to create the perfect slave. This is her There are cages set into the wall to either
There is a secret door at the back of the laboratory where she performs surgical side of the door, each containing an
eastern alcove. This door is opened by lift- operations designed to reach that end. owlbear. On the second round of combat,
ing up on the chain anchor ring in the wall Unfortunately, most of her experiments the goblins above the door pull a lever open-
and pulling out. On the other side the secret have gone awry, for she operates without ing the cage doors and the owlbears rush
door is opened by a latch which is pulled up. anesthesia and most of her subjects are out, knocking aside the stuffed owl pedes-
This passage is often used by Icar, com- driven insane by the pain. tals and attacking with surprise on a roll of
mander of the fort troops, and the worgs are 1-5 on ld6. The goblin archers continue to
friendly with him because he often tosses The guards have been expecting an attack fire twice, while the sword wielders hack at
them scraps of meat. If the character coming and have been standing waiting for a warn- those characters not engaged by the
through the secret door is not Icar, the worg owlbears.
in this alcove will attack, leaping for the ing. If the party surprises the goblins, the
intruder's throat. There are 13 elite goblin guards here; six
guards grab their arrows and prepare to fire are on the main floor and seven are on the
Worgs (2): AC 6; MV 18"; HD 4 +4; hp 27, while others run around the balcony to balcony. If, on the second round of combat,
20; #AT 1: D 2-8 reach the lever above the south door. the party is using a light spell to see,
Markessa will cast her darkness to negate
22. Markessa's Laboratory If Markessa is surprised she will duck the light.
behind the work bench and cast the protec-
These doors open onto a room of great tion from good spell on herself. This spell The door to the west opens into the room.
size, over 60 feet long and 40 feet wide, will raise her AC to -1 and give her a + 2 If the party enters the lab from the west the
dimly lit by the party's torches. The adjustment on all saves. Then she will cast door will conceal Markessa long enough for
room has a 40-foot-high, vaulted ceiling shocking grasp on herself in the eventuality her to hide behind the work bench. The gob-
with a balcony circling three sides on the that she will actually need to grapple with lin guards spot the party and shout
someone. This spell will go off the first time "Intruders!," and Markessa hurls her flask to
south end of the room. There are several she strikes someone with her hand. If blind the party. The battle will then proceed
goblins up on the balcony and more on Markessa is not surprised, and has been
the main floor just in front of the door. warned by the watchworgs, she will already as described.
The goblins continue to fire for one more
This chamber appears to be a large have cast these spells and be awaiting the
workroom for an alchemist or a physi- confrontation. round, exhausting their arrow supply.
cian as there are many beakers, flasks, Those on the balcony then swing down to
and retorts on the various tables, and If the watchworgs have had a chance to
bookshelves and benches about the howl their warning, the goblins will already the floor on ropes and join their brothers in
room. To either side of the south doors is melee with short swords. The goblins have
have reached their positions and Markessa been directed to fire at and attack those
a stuffedowl on a pedestal. In the far end will have cast her spells on herself. characters who start to talk in battle, these
of the room are several cabinets and a presumably being the leaders or spell cast-
work bench around which move more Markessa will attempt to avoid melee for ers. The owlbears always attack the closest
goblins. However, what catches your as long as possible, throwing her darts and target or the most powerful fighters. Neither
looking for a chance to cast her lightning the goblins nor the owlbears will surrender.
attention are the two tables in the center bolt. She will use her magic missile upon
of the room, from one of which rises a any spell caster who attempts to cast a spell This room has many shelves and cabinets
strange caricature of a man-long and at her. She will wait to cast the scare until of the various types of equipment used by
thin, with a horribly deformed mouth Markessa. There are canisters, decanters,
and a long clawed arm. It emits a brutal someone moves to attack her. If things are and flasks of various herbs and compounds;
croaking sound and the goblin sitting going badly for her she will either cast her there are tables full of glassware and the dif-
next to it sees the party, draws its sword, darkness spell and flee or pick up a flask ferent knives, needles, and thread she uses.
and cries a warning. from a shelf and throw it down to smash on None of these items should be of particular
value to a party of adventurers, but on the
Markessa is in the north end of this room the floor. The contents of the flask form a open market to an alchemist they have a
blue cloud of smoke, 10 feet in radius, that total value of 5,000 gp.
'~ behind a work bench. She is a small female cannot be seen through. Anyone caught in
elf with ivory white skin, golden hair, and the smoke will find that it stings his eyes and Items the party might be interested in are
blinds him for one round after he leaves the the flask of smoke (to be thrown by
~ an evil slant to her amber eyes. Markessa cloud. The cloud will last for six rounds. Markessa) and a quart of acid in a thick
glass decanter. Many of the compounds are
i has also been anticipating an attack and has To aid in running this battle, a map of the poisonous but only when swallowed in
room has been included, showing the start- large quantities. There are also a variety of
spent her time puttering back here to stay ing locations of the monsters. casks and tubs of brine with body parts
fromvariouscreaturesfloating in them. In a
out of the melee. She is a 5th level magic- If the party entered the room through the
southern door, two goblins on the balcony
above the door topple a large tun of brine
used to store various body parts over onto
81
locked drawer behind her workbench is a tables are stained and dried remains of food hear the sound of a small bell. A single
pair of artificial claws made of adamantite cover their tops. The tables and benches are human in padded armor is lying on the bed.
worth 2,000 gp, wrapped in linen. worn and beat up. There is nothing of value When the party enters, he grabs a cocked
here. crossbow by the bed and aims it at the party.
The goblins are each carrying 1-6 gp. He demands to know their business.
Markessa is wearing a set of electrum brac- 24. Kitchen
ers worth 560 gp, and a neckguard of elec- This is Carlstar Wiorfether, an engineer/
trum engraved with the image of a crested This room is a kitchen with several tables sapperlminer hired to keep the fort in good
hawk worth 1,400 gp. Shaved behind some and a chopping block in the room. On condition and build the defenses needed. He
books and papers on the top of one cabinet the south side of the room is a cooking is very afraid of the werewolves in the fort,
is a roll of parchment. There are three sheets fireplace and two fresh carcasses are and his nerves are on edge. If made a good
of parchment. The first one lists various hung on hooks to the left of it, The room offer of money or some other deal (DMs
names, being the names of the slave mer- is occupied by a human cook and two decision), he is 40% likely to lead the party
chants Markessa normally does business goblin assistants working over a huge to an exit from the fort. If the party gets
with. The second sheet is a tally of the slaves pot of stew. The cook is incredibly ugly aggressive, he will fire the crossbow and
most recently received divided by general and has a horrid snaggle-toothed smirk scream for help, He will then fight with his
description and where they are from. The on his face. military pick.
last is a crude map of the caravan routes and
may be useful when the characters prepare When the party enters the kitchen, the The room contains a desk, chair, stool,
for chapter 7. cook will berate the characters for showing bookshelf, and a footlocker (shoved under
up early for their meal. His assistants then his bed). The desk is littered with papers,
Markessa (5th level MU, 5th level fighter): dump some sour stew in bowls and try to pens, and books. In the desk are instru-
AC Z(0); MV 12": hp 35; #AT 2 with serve the party the stew and moldy bread. If ments for drafting, a level, and an engineer's
sword or 3 with darts; D sword 2-7 or the party eats, have each roll his constitu- plumb. On the shelves are reference books
dart 1-3; S 14, 116,W 12, D 18, Con 17, tion or less on ld2O: if a character fails he and plans for a siege tower and the counter-
Cha 14 becomes ill for two turns. The cook is an old weight system for a sliding secret door.
army veteran and is chaotic neutral. He is
Spells: magic missile, protection from good, touchy about criticism, and will throw a Beside the bed on the stool he has a silver
shocking grasp, darkness 15: scare, cleaver (treat as a hand axe) at anyone who dagger worth 25 gp and 20 silver-headed
lightning bolt protests the quality of the food (-4 to hit). If crossbow bolts worth 1 gp apiece. The
Markessa wears studded leather armor seriously threatened, he and his goblin footlocker holds clothing and a small coffer.
assistants run away, screaming that the mer- In the coffer, the engineer has 220 gp and a
+lwith protection from normal missiles, cenaries are rioting again, and "may Maglu- potion of curing lycanthropx This potion
which gives her immunity to all non- biyet fry their livers? contains belladonna and has a 5% chance of
magical missiles and adjusts damage caused poisoning anyone who drinks it. It has a
by magical missiles by -1 per die of damage. Cook (3d level fighter): AC 9; MV 12"; 45% chance of curing lycanthropy if drunk
Her magical armor and Dexterity adjust- hp 18; #AT 1;D by weapon; S 13,I9, W within an hour of contracting the disease.
ment give her an AC of 1. She carries a short 7, D 15, Con 12, Cha 4
sword of speed + I which allows her to Carlstar Wiorfether (3d level fighter):AC 8:
attack twice per round, gaining automatic Goblin assistants (2):AC 10; MV 12"; hp 15; #AT 1;D by weapon
initiative on the first attack and normal ini- HD 1;hp 4: #AT 1;D by weapon
tiative on the second attack. Markessa is 15b. Alchemist's Quarters
also armed with 12 darts; she can throw 25. Specialists' Quarters
three per round, with a Dexterity bonus of When you enter this room, you see a
+ 3 to hit. This area houses the various specialists human seated on a wooden stool bend-
Markessa employs to help run this opera- ing over a large wooden table. The stran-
Elite goblin guards (13):AC 5; MV 6"; tion. Two goblins stand guard outside the ger appears to be pouring fluid from one
HD 1 +l;hp 8 each; #AT 1or 2 with main door to this area. They are armed with flask into another. The stranger turns
bow; D 1-6 military picks. One goblin carries a horn at around to look at you.
his belt for sounding the alarm if there is
Owlbears: AC 5; MV 12"; HD 5 + 2; hp 27, trouble or they hear an alarm from else- The human is the alchemist Fyndax who
where. ias been hired to assist Markessa. He is
25; #AT 3: D 1-611-612-12.plus 2-16 hug armed with a dagger, but he will not fight
if either Daw hits with a score of 18 or Goblins (2): AC 6; HD 1;hp 5, 4; #AT 1: unless there is no other choice.
better D by weapon
Along the north wall is a bed draped with
23. Mess Hall 25a. Engineer's Quarters a satin comforter and ornamented with silk
cushions. Along the east wall are several
are two long tables with rows of benches The door to this room is locked and no bookshelves, virtually obscuring the wall.
set on either side of each. Across the sound is heard from beyond. Some of these volumes are well worn, while
room is another door. The room appears others have a layer of dust and a few cob-
empty. As the characters enter this room, they webs covering them. On the south wall are
shelves containing a wide and varied assort-
This room is the mess hall for all of the ment of flasks, tubes, decanters, tars, cans,
goblin troops guarding the dungeon. The
82
and small boxes. While some of these con- of this operation, giving names of sources of desk in the southeast corner of the room
tainers are empty, others are filled with slaves and showing how widespread the is a very tall, gaunt, skeleton of a man
strange herbs or fine powders. slave ring is. There is also a detailingby name with ashen skin, sunken eyes, and bald-
of the various posts on the slave route to the ing head. He is rubbing his long bony
If the party enters through the Secret slave lords, but there is no map. Stuffed in hands together nervously and counting
door, the first thing they notice is a small but one of the scrolls in the rack is a key chain stacks of coins on his desk. He looks up
exquisite coffer that appears to be covered with a silver pipe whistle worth 100 gp. surprisedly.
entirely with emeralds. This coffer rests on
the floor about 2 feet from the secret door. Kyvin Trist: AC 10;Lvl 0; hp 2; #AT 1; This is Blackthorn, Markessa's captain of
The coffer i s worthless, but has been D 1-6 the guard and treasurer. He is 7 feet tall and
trapped. Anyone who touches i t will has hunched shoulders. He seems barely to
become stuck to it and will be unable to free 25e. Werewolf Quarters fit into his wrinkled clothes and armor.
himself from it or to move the coffer else- Upon sighting the party he will invite them
where. If a dispel magic spell is cast on the This room appears to be quarters for in, in a hollow voice, and ask them their
party member stuck to the coffer or if this three. There are beds, stools, and a short business.
member i s wearing a ring of free action he or table. The room does not appear to be
she can pull free. well kept and there are rolls of dust and This rather cordial, ghastly looking man
hair on the floor. is actually an ogre mage polymorphed into
Fyndax: AC 10: HD 0; hp 3: #AT 1;D 1-4 a human form. Blackthorn i s lawful evil and
This room i s the quarters for three were- was sent by the slave lords to keep an eye on
25c. Bugbear Quarters wolves when in human form. These were- Markessa and this operation. Personally he
wolves use the fort as their base from which i s appalled by her experiments and doubts
This room contains four beds plus a table they can terrorize the countryside. They her abilities to run such a large operation,
and several stools. There are two bug- have been hired to train the worgs to guard but the business has remained profitable
bears in this room. One is lounging on the dungeon. The werewolves have an and Blackthorn cannot see any excuse for
his bed while the other is sitting on the agreement with Markessa to leave the removing Markessa. However, he does not
foot of the bed sharpening a bastard humanoids alone. like her and plots to eliminate her when the
sword. The bugbears look up as the door slightest provocation presents itself. The
opens. A close examination of the floor will werewolves in room 25e have joined forces
reveal that the hair is wolf hair. If the were- with Blackthorn and they have made any-
These two bugbears are squad leaders for wolves have been encountered in the corri- one who contests his decisions quietly dis-
two squads of goblin guards. The bugbears dors and killed, the room will remain appear.
attack intruders on sight while yelling to empty. If they have not been encountered,
raise the alarm. Both have bastard swords they enter the room through the secret door Only Markessa knows that Blackthorn i s
and the two are carrying a total of 32 gp, 19 in the northern wall two rounds after the an ogre mage and agrees that it i s best this
sp, and 71 cp. This room is also the quarters party enters the room. The secret door remain a secret to preserve her authority.
of the bugbears in the torture room, area 12. opens by pushing on one side. They will be
in human formand,beingsurprised, swiftly If Blackthorn thinks he can persuade the
Bugbears (2): AC 5; MV 9 " ; HD 3 +1;hp 15 'surrender' and offer any information they party to do his dirty work and eliminate
each; #AT 1;D 2-8 caninvent on the spot. They attempt tolead Markessa, he will tell the party that he i s
the party down the secret passage to Black- unhappy with her leadership and would be
25d. Scribe's Quarters thorn's room, saying that this is the treasure willing to change sides, if the price were
room. At the first opportunity they shift right. If they agree, he will lead them to her
This bedroom houses one human, seated form to wolves and attack the party, with quarters and disappear once they confront
at a small table and writing on a piece of surprise if possible. They have no weapons Markessa, leaving them to kill her while he
parchment. or armor, and they entrust their treasure to collects help to capture the party once they
Blackthorn in room 25f. have done the deed. If the party becomes
This is Kyvin Trist, a lawful evil scribe threatening, he will laugh at them, turn
hired to keep the accounts of the slavers' The werewolves are in cahoots with invisible, and attack the next round. If the
operation. When the party enters he will tell Blackthorn and act as his agents to weed out werewolves brought the party to this room
them that if they've come to pick up their troublemakers in the fort. When Blackthorn they will then change form and attack also.
bonuses, they must go across the hall to 25c makes his move against Markessa they will
(hoping that they will be CUI to bits by the strike to eliminate Icar. This room has a desk and chair, a ward-
bugbears). He will then give the party mem- robe, two stools, a bed, a bookshelf, and a
bers receipts for their bonuses. If deception Werewolves (3): AC 5; MV 15"; HD 4 + 3 ; sandbox with hot coals in it. In the north-
doesn't work, he will topple the table on the western corner of the room is a potted plant
party. stunning those in front of it for one hp 21 each; #AT 1;D 2-8; can only be hit hanging from a chain. Raising the potted
round, cry out for help, and fight, using a plant will open the secret door in the north
short sword. by silver or magical weapons wall. The plant is yellow and green and has
flowers that look like tufts of different color
This room has only a simple bed and a 25f. Blackthorn's Quarters hair. This plant is a present from Markessa,
scroll rack. Papers and ink are on top of the a result of another experiment. If the broad
table, These scrolls list the financial records This room appears to be both an office
and the quarters of an officer. Seated at a
83
leaves are raised three ears and a mouth will thorn could pull back in the carts with trea- power word can only be used once per day
be discovered on its stalk. Markessa does sure being deposited, using the other rope. and the amulet must be held in the hand for
not trust Blackthorn’s motives and sent him Blackthorn will then wait a day, and assume the power word to work.
this plant to listen in on his conversations. gaseous form again and exit through the
At a command word from her it will relate shaft. 26. Goblin Barracks
to her anything of interest it might have
overheard. Markessa checks once a day. The treasure in this room consists of the This section is all goblin barracks. Those
following: goblins currently at home in their barracks
There are 300 gp on the desk along with respond to any sounded alarm by donning
various ledgers recording the number of Chest #1: 6,000 cp: unlocked, no trap. their armor and grabbing their weapons
coins in the treasury There is also a giant Chest #2: 8,000 gp; locked; If the latch is while a runner goes to report to the bugbear
glaive belonging to Blackthorn. not held closed until the lid is raised, three squad leaders. They will be ready to
darts fire from the front of the chest causing respond to the alarm in 12 rounds and fol-
Blackthorn (ogre mage): AC 4;MV9”/15”; low the direction of their leaders as the DM
1-3points of damage, plus save vs. Poison sees fit.
HD 5 + 4: hp 32: #AT 1;D 1-12 or die.
26a. Snarlers’ Barracks
Blackthorn has the following abilities he Chest #3: 7,000 ep; locked, no trap.
can use at will: fly at 15”forup to 12 turns; Chest # 49,000 sp: unlocked, no trap. The door to this room has a dog’s skull
turn invisible; cause darkness I ”; poly- Chest #5: 3,000 pp; unlocked; If the tacked to it. This is the Snarlers squad bar-
morph self to humanoid forms; and regener- weight is taken off the bottom of the box racks room. The door is locked from the
ate 1hit point per round. Once per day he without setting a safety catch in front, poi- inside. The Snarlers have just gotten off
can also charm person, assume gaseous son gas will fill the alcove and remain for 12 duty and most are sleeping without their
form, and cast a cone of cold6”long and 2 ” turns. armor. There are 12 goblins here, Two are
wide at its end, for 8d8 points of damage. Chest #6: Potion of oil of etherealness, playing mumbledy-peg with a knife and the
clerical scroll of atonement, 5,000 gp, eight hand of a third goblin who has fallen asleep
259. Treasure Room sapphires worth 250 gp each, one ruby at a table. If the party alerts this room by
worth 500 gp. The stones are uncut, and making too much noise, the goblins will be
The corridor ends in a blank wall. In the their value can be quadrupled by a skillful awake with their weapons drawn and four
center of the wall is a 1 foot x 1 foot jeweler. The wealth in this chest belongs to slingers will be kneeling behind over-turned
square hole. This shaft runs back into the Icar, the fort commander. The chest is beds when the party enters. The goblins
wall and seems to end in a chamber. On locked and trapped with a poisoned needle have a total of 41 cp, 9 sp, and 6 gp.
the bottom of this shaft are two metal (save vs. Poison at -3 or die). The lock itself
bars running parallel to each other, 6 is complex, reducing a thief‘s chance to open Goblins (12): AC 10; MV 12”; HD 1;hp 4
inches apart, back into the shaft. A thin it by 15%. each; #AT 1;D 1-6
braided rope of metal dangles from its Coffer #1:one ruby worth 2,000 gp, 10
mouth, and runs back into the shaft. tourmalines worth 100gp each, six aquama- 26b. Bone-crackers‘ Barracks
rines worth 400 gp each, an illusionist’s
The chamber at the end of the shaft is the scroll of continual darkness, paralyzation, This room is barracks for the Bone-
treasury room for the goblin army. The shadow door, and veil. Locked with three crackers squad. It is empty at present as
shaft is too small for any humanoid crea- locks which must be opened in the proper they are on duty.
ture, including a halfling, to crawl through. sequence (2-1-3)or the coffer will not open.
In the treasure room is a 5-foot-long table Coffer #2: Potion of longevity, potion of 26c. Ear-biters’ Barracks
set next to the shaft opening. The metal white dragon control, philter of love, ring
tracks continue out of the shaft and onto the of water walking. Wizard locked by A dried ass’s ear with a chunk torn out of
table. Sitting on the table are three metal Markessa and only she, magical means, or a it is tacked to this door. There is shouting
boxes, 1foot long, 1foot wide, and 6 inches 9th level or higher magic-user can open it. and cursing coming from this room. The 12
tall. The boxes are connected together by Wooden case: This mahogany wooden goblins in this room are crowded around the
metal rope and each rests on a set of metal case is locked. Inside is a crystal display jar. center of the room watching a two-foot-
wheels fitted onto the track. The metal rope The jar is sealed to a pewter stand and inside long lizard tied to a table leg squirm in pain,
is attached to the front of the first box. A it floats a coinlike amulet suspended in an for several darts protrude from its back and
second coil is attached to the back of the last amber fluid. The amber fluid is a small one foot has been cut off. These horrible
box and lies on the floor. ochre jelly which has been altered. It cannot creatures are betting on how long it will take
live long in open air and will die in six for the lizard to die. One goblin is teasing
Six large chests, two metal coffers,and a rounds unless it comes in contact with a liv- two starving rats in a cage and eyeing a
small, locked mahogany box are stacked in slave who is bound and gagged and lying on
the room. A small cot lies folded in one cor- ing being. Then it will cling to the flesh one of the beds. There are 67 cp, 17 sp, and
ner and near the cot is a barrel of iron doing 1-4 points of damage per round until 13 gp on the floor in front of the goblins.
rations and a skin of wine. To deposit or
withdraw treasure, Blackthorn assumes it is destroyed by fire. The victim will take Goblins (12): AC 6: MV 6 ” ; HD 1; hp 4
gaseous form and passes down the shaft. full damage from any fire used as well. The each; #AT 1; D 1-6
Once inside the room, he changes back to amulet has a power word-pain on it.
normal form and loads the treasure needed
into the metal carts. Markessa can then pull All creatures within 20 feet of the user
the carts out by pulling on the rope or Black- must save vs. Rods when the word is
intoned, or else suffer wracking pains for 2-
8 rounds, causing them to fight at -4 to hit,
and making their AC one class worse. The
84
27. Latrines has been drawn and in the center of the by the cavelings and other cave-dwelling
circle i s a stone, 5 feet tall, vaguely creatures as well. The DM should check
Here are a set of 12 latrines. The place is resembling a woman standing, facing the once every two turns of travel for an
dirty, but i s periodically cleaned by a goblin back wall with her left arm raised. The encounter (1on ld10).
detail. hack wall has a hole torn in it, and
beyond this opening is darkness. Beside Caves Wandering Encounters
28. Slave Pens the hole is a large, muddv d e of rags. (roll 1d12)
This room is divided into cells of metal This is the cell where Markessa places her 1 Caveling (DMs creation)
bars each roofed off with crossed bars. unsuccessful experiments. These creatures 2 Become lost/reach a dead end
There are slaves in each cell wearing only have widened a crack in the northern wall 3 Cavebeetle(1;ACS:MV12”:HD2+2:
simple cotton garb. Most cells only that leads into a series of caves and
appear to hold two to eight slaves each. Markessa has permitted them to live there #AT 1;D 1-6
Rising above the cells on the east wall is as the cell is not suitable forholding market- 4 Pit fall (Id4 points of damage if not
an overseers’ platform cut out of the able slaves. She calls her creations ”cavel-
stone wall. ings” and these creatures in their madness I
call Markessa a god and have fashioned by
When the party enters this room there i s a hand a crude idol of her. Only the face of detected)
25% chance that they will be sighted by the this statue vaguely resembles her, but she 5 Dripping water (drinkable on a roll of 1-
overseers and several will move to investi- has been given a set of fangs, a serpent for a
gate the visitors. tongue, and worms for eyes. 4 on 1d6)
6 Giant rats (2-5; AC 7; MV 12”; HD l/z;
This area is used for holding and display- The pile of rags beside the cave entrance is
ing slaves. Newly acquired slaves are a crippled caveling known as Mouth, #AT 1;D 1-3
brought in and fed nourishing food and because only he remembers the tongue of 7 Giant centipedes (1-4; AC 9; MV 15”;
given plenty of water to restore their health the outside world. Mouth has no legs, but
and appearance after the long journey from his arms are 4 feet long and he has two HD l/4; #AT 1;D poison
their homeland. They are then sold to vari- opposable thumbs on each hand and can 8 Sound is heard (DMs creation-sound
ous slave merchants who transport the walk swiftly on his hands. Mouth will stir
slaves to differentmarkets and sell them. himself if characters approach him and ask may lead the party to an encounter or to
in a gravel voice, ”Beye the thrice curst mes- a trap)
28a & b. Safe Cells sengers? Woe to the world now!” He will 9 Fungus (edible on a roll of 1-2 on ld6)
then break into a lament. Mouth is slow- 10 Stone chips (might be used as tools or
filled with slaves. The slaves appear list- witted and will not offer any real informa-
less and apathetic. tion, but will spit on each character as he or weaponsj
she enters the caves. Mouth i s the warning
These cells hold slaves who have already system for the cavelings that intruders are 11 Cave spider (1-2; AC 8; MV 6”/15”;HD
been purchased by slave merchants. They about. He sounds the warning with a loud 1+1;#ATl;DlpIusPoison,saveat +2
have regained their healthy appearance and hooting.
have spent 24 hours in the cloaker’s room on 12 Cave lizard (1;AC 5; MV 15”;HD 3 + 1;
the fort level to make them docile and easy The cavelings have managed to loosen
to manage on the trip to the market. The one of the bars to cell 28b and can slide it #AT 1;D 1-8
slaves remain mind-numb for one week. aside to enter the safe cell. Periodically, they
will sneak out of their caves and steal one of The cavelings have formed their own
a. This cell contains eight women, seven the slaves to carry back into the cave to eat. society within these caverns and live in dif-
men, three male elves, and two dwarves ferent caves, one for each tribe. Most cavel-
who have had their beards shaved off. Mouth: AC 9; MV 9”; HD 1;hp 5; #AT nil ings are insane and any children they have
had, they have raised insane. Since most of
b. This cell holds six women, 10 men, two The Caves the cavelings come from lawful races, they
halfling males, one halfling female, and a have reorganized themselves as one people
half-orc. The halflingfemale is deaf and was Here is a series of caves and winding tun- where it is normal to be insane.
unaffected by the cloaker but is playing nels. They are pitch black and the air is
dumb. She witnessed the cavelings stealing cool and damp. Each caveling tribe selves a purpose in the
a girl and will inform the adventurers if they community. There is the tribe of Leaders,
find a way to communicate with her. There is no light throughout these caves who help decide how new arrivals should be
and characters without infravision or a light treated and direct the activities of the oth-
28c. Caveling Temple source will fight at -4 to hit. The caves and ers. There is the tribe of Warriors who prac-
tunnels meander and form a labyrinth. tice mock combats and are supposed to
to it, but there are no slaves in it. Instead There are stone ledges, stalagmites forming defend the cavelings from slavers and go on
in the center of the floor a white circle pillars, and trickles of mineral water form- raids to the safe cell (28b). The Workers
ing slick patches. These caves are inhabited build things and gather fungus, water and
small insects. The Hunters hunt cave beet-
les, spiders, and the feared cave lizard. And
the Thinkers are teachers and priests and
help doctor wounded cavelings and make
cavelings out of the children.
Insanity is also on a tribal basis with the
affliction helping to determine which tribe a
caveling will become a member of. For
example: Warriors might be homicidal
maniacs, while Leaders might be suffering
from megalomania. The DM should select
the insanities and will find details in the
Dungeon Masters Guide,pages 83-84.
85
1’
The bodies of the cavelings are horribly 11. Hunters’ Cave: In this cave live 1 2 the party can somehow prove they are the
twisted and distorted as a result of Markes- hunters. They are grunting and hooting as messengers, it is likely that they can lead a
sa’s”improvements”and they are not recog- they attack two cave beetles they have caveling revolt against the slavers.
nizable as their original race. The DM herded back to the cave. The chief Hunter is
should determine how a specific caveling Raker. Raker has three legs set in a tripod Whisper: AC 10:MV 12”; HD 2: #AT 2:
has been modified. Some of the changes are pattern. He also has four 2-foot-long spines D 1-3 each
useful, such as the ability to climb walls, on the back of both arms.
infravision, clawed hands, and so forth. 28d-u. Slave Cells
while others are only grotesque. Raker: AC 8 due to Dexterity; MV 15“;
HD 2; hp 9; #AT 1:D 1-4 with the spines The slaves in these cells have not yet had
Communication with cavelings will be on one arm their spirits broken. They are afraid, but
difficult, because their language consists of can be talked into revolt and escape. One-
guttural grunts and shrieks. 111. Thinkers’ Cave: There are nine think- fourth of the slaves can fight. She rest of the
ers in this cave. There is also one warrior slaves are either too young, too old, or
When cavelings are first encountered they and the caveling ruler herself. They are haven’t the inclination, skill or knowledge
will be curious, but cautious. If the cavel- probing and poking a terrified girl with for fighting. The slaves are of assorted age,
ings’ reaction is friendly they will try to blonde hair. The caveling ruler suffers from race and sex. Some of the slaves’ personali-
amuse the newcomers with songs, dances, the delusion that she is the living form of ties are described below and the DM may
tricks, and by throwing gifts of fungus or Markessa and is called the Inner Markessa. use them as models for other slaves.
smooth stones at them. These actions may She hates all intruders and fears they want
appear hostile to the party, but if no hostile to take her power away. This girl looks too Slaves: AC 10; MV 9 ” ; LVL 0; hp 4 each;
action is taken in return, the party will be much like Markessa to her and she wants #AT 1:D by weapon or 1
deemed friendly and the cavelings will grab her destroyed as a false god. The Thinkers
the hands of the characters and drag them to are examining this demand. Inner Markessa d. Three women, one of whom is bald.
the Leaders’ cave. has only three fingers on each hand, long e. Five elves, one a pregnant woman.
thin legs, and fangs. She is wearing a breast- f. Six men. One is pot-bellied and gray.
If the Leaders determine the characters plate made of stoneplates. Jabber, her lover,
are not the Messengers of Light they await, has a mouth 6 inches wide with a froglike He is a merchant who will gladly pay a
they welcome them as fellow cavelings and tongue, and is missing one hand which has ransom of 300 pp if returned to his
set a feast of fungus, puffballs, spider meat, been replaced by a bony, spearlike growth. home in the southwest. He cares only
dried roaches, and fermented beetle juice. for himself and his own well-being,
The beetle juice is very intoxicating and Inner Markessa: AC 6: MV 12”;HD 2: hu 7; g. Eight children: three are elven, four are
characters imbibing must save vs. Poison or #AT 1;D 1-2 bite human, and one is a halfling. One fair-
become drunk and slow-witted. Drunk haired boy, who is looking after one of
characters fight at -2 to hit and damage. Jabber: AC 10: MV 12”: HD 3: hu 18: the smaller children, is the nephew of a
There will be much dancing and hooting #AT 1:D 1-6 duke in the north.
and then the Thinkers will be sent for to h. Six women, all human and strong
make the newcomers into cavelings. To IV Warriors‘ Cave: There are five war- workers.
make a caveling the Thinkers attempt to i. Three halflings and a gnome who has
surgically alter the form of the character. A riors in this room, while six more are out been badly beaten.
character must make a system shock roll to with the workers protecting them from j. Seven men. One claims to own land in
survive the completed operation. harm. Snatcher IS the head warrior and has a northern province and says that if he
four arms. However, one of the extra arms is returned he will pay each as much
Typical caveling: AC 10; MV 12”; HD 1,2 is withered and useless. These warriors are treasure as they can carry. The man is a
or 3; #AT 1;D rock 3-4 or stone club 3-8 making stone clubs by chipping and shaping bandit chieftain.
broken stalactites. k. Two very powerful, nasty looking
I. Workers’ Cave: In this cave live 23 men.
workers. At present only four workers are Snatcher: AC 9 due to Dexterity; MV 9 ” ; 1. Three women and four human chil-
in the cave. Two have large ears and no HD 3; hp 20; #AT 2; D 3-8 each dren.
eyes. Another has squat arms and legs, and m. Five men and one male halfling. One of
prehensile toes and can climb walls well. V. Leaders’ Cave: There are four leaders the men is looking to win the favor of
She fourth caveling is known as the Rat all sitting around in this cave. Though all the overseers and will call out to them
Master and he has infravision, thin clawed consider themselves leader, they all accept about any rescue attempts.
hands, whiskers, and long bare tail. The Rat Whisper as their spokesman. Whisper has n. Three dwarves tied back to back in the
Master can talk to rats and command them an enlarged head, a small sphincter-like center of the cell.
to go out and forage for him. This has mouth and tentacles with suckers instead of 0 . Eight halflings, three are female.
gained him much prestige with the cavel- arms. Whisper speaks in barely audible p. Four men all middle-aged.
ings. He is talking to three giant rats at whispers but can communicate with any q. Ten children, mostly teenaged girls.
present. He has a rusty dagger. creature telepathically. r. Six elves, two are children.
s. Three men and a woman. The woman
Rat master: AC 9 due to Dexterity; MV 12”; If outsiders are brought before them the is desperate to survive and return home
HD 1;hp 5; #AT 1;D 1-4 leaders ask a series of rambling questions and is prepared to do whatever is nec-
through Whisper. There is a caveling legend essary to reach that goal.
Giantrats:AC7:MV12”;HD‘h; #AT1; D that states that the gods will one day send
1-3 Messengers of Light to destroy the evil
Outer Markessa and lead the cavelingsback
to the “Bright Place,” the surface world. If
86
t. One lithe, limber-looking man is sit- 30. Markessa’s Chambers 31. Bodyguards Exercise Room
ting, bound, in the center of the cell. In
fact, he is a 1st level monk. The entrance to this corridor is guarded This room appears to be a fighter’sprac-
by two gnolls. They are fiercely loyal to tice room, with weapons hung on the
u. One man and three women; all look Markessa and will fight as 4-hit-dice mon- wall, a quintain and practice dummies of
very barbaric. sters. If attacked they sound the alarm by straw. There is a tall, slender, muscular
striking a brass b b e hanging on the north elf in padded leather armor and shield
28v. Overseers’ Office wall and then fight till help arrives. working out on the quintain. He is mak-
ing lightning quick blows and then duck-
Stairs lead up to this platform. There are Gnolls ( 2 ) :AC 2; MV 9”;HD 2; hp 16 each; ing under the swinging arm as it comes
#AT 1;D 1-10 with halberd around.
seven overseers. Five are hobgoblins and
I two are gnolls. The overseers are responsi- 3Oa. Markessa’s Double’s This elf is another experiment of Markes-
Chamber sa’s. He used to be ugly and weak, but she
~ designed him to be her personal bodyguard
~ and lover. He still bears scars from the oper-
ble for the care and feeding of the slaves ation on the back of his neck. He was sup-
You see a female elf with ivory skin, posed to be brainwashed to fall in love with
~ golden hair, and amber colored eyes. She Markessa, but instead he has fallen in love
is wearing studded leather armor and with her double. The bodyguard is the only
’ until sold. carrying a short sword and throwing one besides Icar who can distinguish
The keys to the rows of cells are hung on darts. She is seated at a work table writ- between the double and Markessa. If the
ing on a length of parchment. party is harming the double he will attack in
three different pegs on the west wall. The fury, but if she tells him they are helping her
If Markessa has escaped an encounter to escape, there is a 50% chance that the
’~ overseers have been drinking wine from a with the party they will believe that this elf bodyguard will help the party. The elf fights
cask and swapping tales. They will investi- is Markessa, since the elf looks exactly like as a 6th level fighter and if he has advance
her. Actually she is one of Markessa’smore warning of the party’s arrival, he will don
gate any trouble on the floor. Each carries 2- successful experiments, a double who has his plate mail armor and shield and will be
been surgically and magically altered to AC 0.
12 gp and there is a 25% chance for each look like Markessa, then brainwashed to
obey Markessa’s commands. The elf is a 2d On the wall of this room are a rack of six
’ that he has a gem worth 100 gp. level fighter/Zd level magic user. She usu- throwing knives, two wooden shields, two
ally assists Markessa in her dealings with polearms with wooden heads, and a goose
Hobgoblin overseers: AC 5 ; MV 9 ”; the slave merchants. down mattress for exercise sessions with
Markessa. The quintain is a revolving cross-
c i HD 1+1;hp 9,7,6,6,5; #AT 1:D 1-8 The experiment was not a complete suc- piece on a post. On one end of the crosspiece
i / Gnolloverseers: AC5; MV?”; HD2; hp15, cess. The elf has not been completely brain- is fastened a shield and a sandbag is
washed. A spark of rebellion still flickers. attached to theotherend. Striking theshield
12; #AT I; D 2-8 When the party confronts the elf, there is an will cause the sandbag to swing around.
80% chance she will pretend to be Markessa
~ and act against the party trying to lead them Markessa’s bodyguard: AC 5; MV 9”:
into a trap; and a 20% chance she will tell
’ 29. Witch Doctor’s Quarters the party the story of her ordeal and beg hp 21; #AT 2; D 4-11; +2 to hit; S 18, I
them to help her escape.
This room is filled with a blue haze and 10, W 9, D 16, Con 12, Cha 17
the pungent odor of incense. The walls A full length mirror stands against the
are covered with black drapes and a bra- western wall and a painting of Markessa 32. Bodyguards Quarters
zier with hot coals stands in the center of hangs on the eastern wall. Behind the mirror
the room, There is an ornate chair before is a secret door opened by knocking twice This room is simple and austere. There is
the brazier. A cot with furs thrown on the wall to the right of the door. The wall a cot, a table with food and a flask of
across it and two low tables covered with is worn at this spot, The picture on the wall wine on it, and a stool. There is no one
herbs and paraphernalia are all else that has the powers of a wizard eye spell so that
is in this room. The room has no occu- Markessa can view what is going on in the This is the bodyguards quarters. There is
pants. chamber if she is in her room. Characters nothing of value here. Beneath his pillow is
may get an uneasy feeling of being watched. a lock of golden hair, and on the table is a
This is the room of Guliyet, a female gob- pewter eating dagger.
The wardrobe on the south wall also con-
~ ceals a secret door which is opened by pull-
ing down a peg in the back of the wardrobe.
lin witch doctor and Markessa’s assistant. If However, this door is wizard locked and
the witch doctor has already been encoun- only Markessa or a magic-user of 9th or
tered as a wandering monster and slain, the higher level may open it.
room will remain empty. Otherwise,
Markessa’s double (2d level F/2d level MU):
~ AC 7: MV 9 ” : hD 8: #AT 1:D 1-6
’ Guliyet will return to her quarters in three Spells: magic missile, shield
turns.
Beside the ornate chair is a box of white
powdered incense. The witch doctor often
!i:I sits in this chair, burning incense and medi-
tating. In the seat of the chair is a false com-
’I partment. This compartment may only be
opened by sitting in the chair and bending
over and pressing a stud on each chair leg.
Within the compartment is a velvet pouch.
, 1tholds three pieces of jade worth 60 gp each
and a necklace of garnet and electrum worth
1,300 gp. The tables contain various items
, for xrying and fortune telling.
87
3 3 . Minotaur’s Room This is Markessa’sspell room and most of The mirror or the dresser will, upon corn-
the bins and shelves are filled with materials mand, show what is occurring in room 30 as
This room is musty and foul smelling. necessary to spell research and magical seen by the painting there. The blanket
The floor is littered with old bones and a experimentation. Some of the items in the chest holds two down-filled pillows and a
plank of wood lies just in front of the bins are parchment, pens carved from exotic fur cover worth 300 gp.
door. In one corner of the room is a pile materials, and rare inks, paints, powdered
of leaves. The room appears to be empty. metals, string, brass hammers and plates, Embedded into the south wall behind the
There i s a door on the opposite side. and other magical equipment, Most of the bed curtains is a wall safe. The safe has a
baskets are filled with straw to protect their poison needle trap in the lock. Inside the
This is the lair of a minotaur. He has contents. safe is a metal box containing a gold and
propped a plank of wood at each door ruby necklace worth 1,400 gp, a matching
which will fall if anyone tries to force the If anyone steps inside the pentagram the pair of earrings worth 600 gp, and a stickpin
doors. This warns him and he will step candles burst aflame and the person will fall with the leering face of a gargoyle with two
behind the door to await the party’s into a slumber from which he or she may ruby eyes worth 75 gp. When the head of
entrance, then he will attack with surprise. only be roused if he or she is taken from the the stickpin i s pressed a drop of very toxic
pentagram. The amulet is electrum, and poison will form at its tip (savevs. Poison at
The minotaur is Markessa’s special guard contains a protection from good spell which -4 or die, if pricked). There is also a velvet
and he will attack on sight anyone not may be activated for three turns once a day purse holding 50 pp and three sapphires
accompanied by Markessa or her double. by speaking the command word. The amu- worth 150 gp each.
He guards a secret door in the east wall let will remain stuck to the floor until some-
which leads to Markessa’s spell room. one enters the pentagram. Hidden behind a secret panel (treat as a
Markessa rewards him with a steady supply secret door) in the back of the safe are
of slaves to eat. The secret door is described Beneath a false bottom in the third bin is Markessa’s1st and 2d level spell books. The
in section C. Markessa’s 3d level spell book. The first first contains the spells magic missile, pro-
page is trapped with explosive runes. The tection from good, and shocking grasp. The
Minotaur: AC 5; MV 12”; HD 6+3; hp 30; book has the spell lightning bolt in it. All of second contains scare, wizard lock and
#AT 1or 2; D 2-8/1-4 or morning the items in this room are worth a total of darkness 15’radius.
star 4-10 1,300 gp, though it would require several
mules to carry the stuff. Behind the fireplace on the east wall is a
C. Secret Doors secret door opened by adjusting the flue
35. Markessa’s Private Chambers with a poker. When the secret door is
These three secret doors are protected by opened the wooden chandelier on the ceiling
glyphs of warding and wizard locks. They This room is a luxurious bed chamber, will come crashing to the floor to distract
will open only to Markessa or a 9th level or richly outfitted with costly furniture, attention. The fireplace will then swing out
higher magic-user if they speak aloud the expensive tapestries, and brightly col- into the room revealing the secret passage
name of the glyph. The glyph on spell room ored carpets. There is a curtained alcove beyond it. This is Markessa‘s escape tunnel
34 is death, and the first character to open in the southwestern corner of this room, if she i s pursued to her chambers.
this door without speaking its name must draped with white velvet. There is a
save vs. Death Ray or die. The glyph on the canopied bed, a blanket chest at the foot 36. Escape Tunnel
north door to room 35 is terror, and the first of the bed, a wardrobe, two ornate
character to open this door without speak- chairs, and three small tables, one hold- The door opens to reveal a 5-foot-wide
ing its name must save vs. Spells, or scream ing a basin and pitcher for washing.
and flee in terror, beating past his or her There is also a small fireplace. tunnel running to the south and out of
comrades to escape. The character will be
totally unwilling to go through the door. This is Markessak private quarters. If she siaht.
The glyph on the west door to room 35 i s
frost, and the first character to open the has escaped from room 22 and is still alive _____~ ~
door without speaking its name will be she will be sitting in the curtained alcove in
blasted by cold for 20 points of damage. If a front of a dresser with a mirror, combing her This escape tunnel is trapped with a cov-
Save vs. Spells is made the character will hair or bandaging her wounds. She will be ered pit. The trapdoor i s 20 feet long and
only take half damage. armed and armored as given in area 19. Note will fall open once someone runs across it.
that she will not have available any thrown The cover however, has a safety catch on it
34. Narkessa’s Spell Room darts, and will not have rememorized any
spells used. Markessa has a wand of magic and is normally safe to walk across. If
This room contains shelves filled with missiles with 12 charges left in i t on the
alchemical and surgical equipment and dresser and there is a pinch of dust of disap- Markessa is pursued down this corridor, she
dozens of closed bins. A pentagram is pearance on her powder puff. If the party will step on a stone trigger on the south side
pajnted on the floor of the room in red. attacks her she will use the dust of disappear- of the pit, activating the trap once she has
White candles stand in candleholders at ance to turn invisible and attack with her crossed it. Any character stepping on the
each of its five points; they are unlit. In the wand. Attacking while invisiblefrom dust of trap should roll a d6. On a roll of 1-3 the
center of the pentagram is a gold amulet. disappearancewill not cancel her invisibility. character will fall; on a roll of 4-5the char-
She will then move to the fireplace and flee acter will manage to catch hold of the edge
out the secret entrance. and hang on. Hanging individuals must be
rescued in 1-3 rounds or they too will fall.
On a roll of 6 the character managed to leap
to safety.
Those characters who fall take 2-12
points of damage, and fall 40 feet into an
underground river (the river cushions their
88
fall). tims will be carried out of sight in 38. Under >U d Cavern Equipmei chain I +1, short sword
less t Ln one round by the swift flowing cur-
rent. 'haracters may swim, but partymem- The tunnel opens into a large natural + I . two poisonr velins (save vs. Poi-
bers n metallic armor (chain, plate, cavern. In the southeast corner of the son or die)
ban' 1, etc.) have a 25% chance of drown- cavern are a number of black-skinned Spells (all drow): dancing lights, darkness,
ing; aracters in leather armor have a 10% elves leading slaves who are carrying faerie fire
chance of drowning, while characters in no packs.
armor or magical armor have 5 % chance of 39. Exit
drowning. Any one who survives will be
carried out of the dungeon with the river, This cavern serves as a trading station for far side, through which a cool breeze
emerging in a lake within sight of a cave drow (black elf) caravans that trade with blows. The room is occupied by several
which is the tunnel exit from the dungeon. the hill fort. The drow caravans come from hobgoblins standing about a small camp-
deeper inside the earth. fire by the entrance to the cave.
37. Exit Tunnel
All the weapons and armor carried by the These seven hobgoblins guard the cave
high. It is very long, almost 400 yards, Drow are of special manufacture and do not against discovery, even though it is well
and runs out into the hills nearly a quar- radiate magic. If exposed to sunlight they camouflaged outside and is in a hidden dell.
ter of a mile away from the fort. At vary- lose their magical properties immediately The hobgoblins are armed with polearms
ing intervals along the way, lit torches and corrode within two weeks. and are bored. If Markessa has fled this way
have been stuck in the wall to provide a they are just pretending boredom to draw
Merchant (4th level F/4th level C): AC 1; the party out, at which time they will leap
Part way down the tunnel, Markessa's MV 12"; hp 18, #AT 1or spells; D 4-9 behind boulders and grab their bows hidden
there. Each hobgoblin has 2-12 gp.
~ Spells: cure Iighf wounds (x2), detecf magic,
hold person, speak with animals Hobgoblins (7): AC 5; MV 9 " ; HD 1+l;
escape tunnel exits through a secret door in hp 6 each; #AT 1;D 1-8
:I the west wall into this passage. The secret Eriuimnent: chain mail +3, mace +2
G;a;d leader (4th level fighter): AC 1;
i door looks like part of the stone wall and is
opened by pushing up on a nearby rock out- MV 12": ho 21: #AT 1;D 3-8
cropping. Equipment: chain mail +2, smallshield +l,
~ dagger +1, short sword +2
Guards (2d level fighters): AC 3; MV 12";
hp 10 each; #AT 1;D by weapon
!
89
The caves
For the caravans of the slave lords, the grab. During the first day, the trail winds next morning, the trail can only be followed
next leg of the journey is one made by a few, through oaks and cottonwoods, then gradu- by those with tracking skill. Even they even-
but not all. Most stop their trek here. The ally rises into aspens and pine. The second tually lose the trail. The characters are
slaves are kept for arriving merchants and day, the trail enters into a rugged rocky somewhere in the wilderness without a trail
sold for servitude in distant lands. Only region. There are many granite outcrop- or guide to follow.
those with the most special talents and con- pings, ravines, fast-flowing streams, and
nections ever continue the journey to the switch-backed turns. Throughout the day Random Wilderness
final stronghold of the slave lords. Once the trail grows fainter and fainter. By the Encounters
there, some are kept for their skills and
knowledge while others are sold or ran- end of the second day, the trail frequently While the player characters are making
somed for the price they command. passes over rockfields and barren stretches, this leg of the journey, check for encounters
making it almost impossible to follow. twice a day, once during the day and once at
The trail from the slaver stockade is easy night. An encounter occurs if a 1-4 is rolled
to follow. NPCs in higher positions at the That night, rain falls heavily, Everyone on a ld10. Use the table below to determine
stockade know of a trail to Suderham, andeverything is thoroughlysoaked. By the the creature or event encountered.
though none of them have ever taken it.
They and the documents found can also Die Roll Encounter NA AC MV HD hr, #AT D AL
confirm that Dame Gold and the others 30 5 9" CE
were sent to Suderham. The player charac- 01-05 *BugbearWar Party** 3+1 17 1 2-8
ters have no trouble in setting out on the Leaier 13 - 4 30 - 2-8+2
trail to Suderham. 06-10 'Caravan
11-14 *Escaped Slave 1 10 12" 1 3 1 1-6 N
Stalman Klim 15 Firbolg" 22 15" 13+2 60 1 3+18+10
and Edralve 16-20 *FlindHunting Party 10 5 12" 11 1 1-6 N
13 2+3 14 - 2-8
Stalman Klim does little at this time. He 20 Leader - 3 2 3-18 LE
quite rightly calculates that the less he fid- 21-24 Galeb Duhr** 1 -2 9 44 1 1-2
dles with events, the more successful he will 25-28 Giant Bat 88 6" 3 1 2-12 -
be. At the slaver's stockade, he arranges for 29-35 56 1/2 1 1-8
one additional letter to be planted among Giant Ram + flock 25 5 /la" 4 21 - 1-8+1 N
those already there. If the player characters 36-39 14 2 9 1 1-8 N
recover any documents, his plant is among *Gnoll Hunting Party 50 5 15" 3 - 1-10 N
them. It is apparently the only one with any 40-41 Leader 23 9" 2 13 1 1-6 CE
unique information - all the others record *Gnoll War Party 60 6 - 4 12 - 1-8 -
mundane transactions of the slave business. 43-46 Leader" 45 9" 20 1 2-16
The note reads: 47-50 *Goblin War Party 44 - 1-1 1 1-8 CE
Leader 50 5 6" 3 - 1-8 +2 -
It is agreed that old Klim has grown soft- 51-54 "Hill Giant** 44 1 5 1 1-6
hearted. I shall look forward to having 55-56 'Hobeoblin Raiders 68 - 8+2 43 1 1-4 LE
you sit on the Inner Council with me. 57 Leader* * 27 1+1 7 1 4-40
There will soon be many openings. It is 58-61 *Suderham Hunters 24 12" 11 2 1-3/1-6 -
imperative that the operations fail at the 62-67 *Kobold Spies 12 3 9" 2 6 1 1-12
hands of the outsiders. Others will be 68-75 Mountain Giant** 24 - 1 2 1 1-10 CE
blamed. I must be able to move the base 76-80 85 12" 1/2 60 1 1-8 LE
as 1choose. Norker Raiders 100 6 6" 12 7 - 1-8+2 -
81-84 Ogre Magi" 10 4 12" 1+2 31 3 1-6x2 NE
The Trail Ogres 55 9" 5+2 22 LE
'OK Raiders 4+1 6 2-12 CN
At the outset, the caravans' route is clear: Leader** 9/15 1 16 1 3-18 CE
it goes higher and higher into the Drachens- Owlbear" 9" 3 27 3 5-8x2 LE
9" 5+2 CE
- 2-12 LE
12" 1 2-16 -
2 1-10+ 4
85-88 'Stone Giant"* 3 0 12" 9 + 2 43 N
89-96 Troll Raiders" 10 4 12" 6 + 6 33
N
Giant Troll Leader." 1 4 12" 8 40 CE
97-100 *Verbeeg" 8 4 18" 5 + 5 27
CE
N
* See the text below. * * This creature has special abilities.
90
Caravan: The player characters sight a they return to their own lands. there. a steep and winding trail that
merchant caravan one half mile away. This Stone giant: These fellows have left their switches up the side of the mountain. It is
caravan is either a slave trader (70%)or an well-camouflagued, making it almost
outfitter (30%). Slave traders are traveling caverns to investigate dark whispers of impossible to find without proper direc-
to or from Suderham (randomly things disturbing. They fear their safety tions. Near the top there is a small gap in the
determined). Outfitters are renegades may be endangered by coming events, They cliff walls, anarrow defile through which all
carrying weapons and other supplies to the have only just become worried and have no caravans pass. This entrance is carefully
non-human tribes of the Drachensgrab and details. Upon encountering the player guarded at all times.
Pomarj. Both are heavily guarded with characters, they are aloof, cautious, and
60-120 guards. In addition there are 11-20 suspicious. They do not attack, nor do they The second entrance is only known to a
merchants and wagon (or mule) loads. If a assist. If addressed, their leader delivers the few besides the slave lords. It is a dangerous
slave caravan is returning from Suderham, following warning. and seldom used series of tunnels that pass
there are four to 12slavespresent. None are under the base of the crater wall and rise
"Manlings, be warned. I am Grazzcyk, onto the island at the heart of the crater. It
~ speaker for the Brotherhood of Granite. forms a type of emergency exit for the slave
Forces are moving today and beyond. Fear lords and their confidants. As such, it is
those the player characters are searching what will come. We will mind our women filled with guardian monsters and other
for. The caravan is led by a hand of NPCs: a and children. You are wise to do the same. dangers to discourage the curious.
Someday our people will meet again:
I fighter of 8th to 10th level; and a cleric or If the player characters are wandering
Suderham hunters: This is a small party through the area lost, there is a 5 % chance
magic-user of 7th level. Slave caravans of men out of theValley of Suderham. They per day they accidentally stumble upon the
know the route to enter the Valley of have no desire to fight the player characters
and avoid them if at all possible. They know trail entrance. However it is much more
~ the way into the Valley of Suderham and likely they will find the secret entrance first.
can easily be convinced to talk.
Suderham, but they do not freely tell the Stalman Klim, in his plan to discredit
War party: These are large bands of Edralve, wants the characters to slip into the
~ warriors bent on a specific mission. The valley unnoticed. Thus, he has sent his
player characters first encounter one to six agents to secretly assist the player charac-
player characters. All caravans are hostile scouts sent out ahead of the band. These ters. One morning the characters awaken
and suspicious of human strangers and scouts avoid combat and report the and find an unusual sight not far from their
automatically consider elves and dwarves presence of the player characters to the
main body. If the scouts do not return, the camp. An arrow, carefully made fromloose
/I to be enemies. main body expects combat and advances stones, points into the wilderness. This
Guards (0 level humans): AC 6: hp 4; accordingly. If the scouts report that the arrow was not there the night before. It
11 #AT 1;D 1-8; AL N characters are moving ahead of the war
party, the characters will be attacked to points in the direction of the Secret entrance.
Escaped slave: This poor soul (male or prevent them from spreading an alarm. If If the characters follow the arrow, they find
female) has escaped from a slave caravan. the player characters are behind the main others guiding their way. If they do not fol-
body, a rearguard (1/4 the war party) will low, they find a similar arrow each morn-
The slave naturally flees from the be assigned to watch their movements and ing. The final arrow points directly to the
characters. If convinced the player attack them if they become threatening. cave openings through the crater wall.
There are no tracks to indicate whether any
characters are friends, the slave points the Verbeeg: These gigantic fellows have of these entrances have been used recently.
been attracted to the area of the
characters in the general direction of the Drachensgrah by the rich opportunities for
mercenary work. They are not amazingly
' Valley of Suderham. brilliant; clever player characters can
pretend to be human mercenaries with the
Hill giant: These fellows are returning same mission. The verbeeg only know that
rumors of something big have been floating
from a mission to Suderham, acting as around the area. Cave Encounters
emissaries from their people. They aTe
assisting the slave lords (and those behind Entering the The following encounter table is used if the
them) in their endeavors as explained in Valley of Suderham player characters enter the caves of the
secret entrance. Encounters occur on a one
,) Queen of the Spiders. They know the route Suderham, the city of the slave lords, is in eight chance (d8); check each turn. If an
to Suderham but do not talk. Documents hidden away in the crater-bowl of a dor- encounter occurs, roll percentage dice to
mant volcano. It cannot be seen by normal determine the type of monster encountered,
i, carried say, "The great plan is underway, travelers, screened as it is by the high wall of
the peak. The characters must discover an
mistress. Edralve," entrance into the valley.
,, Hunting party: The members of the There are two known entrances to
Suderham. One is the common entrance,
11I hunting party are fanned out over an area, used by virtually all who live and visit d % roll Encounter
thus the player characters only see a small
, ' part of the group at first. The remaining 01-25 2-8 Bugbears
26-50 2-8 Gnolls
' members circle around the player 51-60 1Leprechaun
61-70 1-2 Leucrottas
characters. Hunting parties have no 71-80 1-4 Ogres
particular desire to fight, but certainly will 81-90 1-2 Giant Spiders
I if they must. 91-00 1-4 Wights
Kobold spies: These little creatures
attempt to flee as soon as they are sighted.
' They work for the slave lords, both as pets
and useful servants. They report the
-movements of the player characters to the
slave lords. allow in^ them to warn the
' gatekeepers.
Raiders: These are bands of humanoids
bent solely on destruction. They attack
, anything or anyone they sight, without
regard for numbers. If forced to retreat,
91
T h e C a v e s of potions) may break. Use the appropriate gp and a scroll case. In the scroll case is what
Drachensgrab save vs. Fall, with penalties for height can- appears to be a very thick piece of blank
celled by the soft impact surface. For exam- paper, actually two pieces of paper glued
A. Blind cave ple, a ceramic oil flask will save on a roll of together with a third piece in between. The
11or better. inner piece of paper can be discovered sim-
ply by peeling the other two pieces apart or
This cave ends after 100 feet. Piles of Those sliding down the mountain of salt by cutting them. It cannot he found by gaz-
gnawed, yellow bones and other refuse pass through a large natural chute, ing through the paper at a light source. The
litter the cave floor near the far wall. which has strange luminous fungus concealed paper is a map of this room (or
growing on the walls. one identical to it) with the southernmost
The cave is empty and inconsequential. hallway on the west wall marked with an
There is nothing of value and no exit other The cavern and the salt remain from "x." The ranger can tell that this exit is the
than the cave mouth. thousands of years ago when a subterra- most heavily traveled if she spends at least
nean river wended its way through here. one turn looking for tracks.
B. Entry tunnels The combination of the fungal spores
and the salt acts as a slow spell lasting Gnolls: AC 5; leader 4; MV 9";HD 2; hp 14,
The caves are winding and natural, five turns. Neutralize poison or dispel leader 16; #AT 1;D crossbow 1-4, sword
twisting deeper and deeper into the cliffs. 1-8,leader 2-9
They eventually come together in a large magiccounter itseffects. Salt taken from
square room, 50 feet on a side and 10 feet the slide area is normal salt with no spe- 3. The piercer cavern
high. The room is dusty and dirty, and in cial properties. It only has slowing prop-
the northwest corner are two 10-foot erties when crystals are touched and the The corridor widens into a rough hewn,
long by 2-foot wide strips of bark or spores are inhaled. approximately octagonal natural cavern
hidelike material which give off an odor lit by luminous fungus. The exact size of
resembling spoiled meat. There is a 10- Any character who does not contact the roum is difficult to determine because
foot wide passageway of cut stone lead- the salt or breathe the spores is not of the large number of stalactitespresent.
ing out of the center of the south wall. slowed; for example, those using a fly Directly opposite the entry, 110 feet
spell or one of the bark toboggans found away, is a door of iron-banded wood.
If the two pieces of hide are examine in room B. Armor or clothing does not
closely. they appear to be strong and flexi- negate the salt's effects. However, if a The door is false; the real exit is behind a
ble. Also, the undersides of the strips are character attempts to slide down on a boulder against the south wall. This exit is
scored deeply, and crystals of a saltlike sub- large shield he or she has only a 40% easily seen from the false door. The cavern
stance are in the grooves. This material is chance (minus his or her dexterity) of is inhabited by piercers of the largest size.
perfectly normal salt from the slide (area1). being slowed. Descent takes one round if There are a total of 30 piercers. and they
tumbling, sliding, flying, or levitating; it cannot be detected by infravision. (Should
takes two rounds for a controlled descent the party specifically state they are looking
using ropes. for piercers, there is a 5% chance per char-
acter per round that the slight movement in
A l . The salt slide 2. Guardroom the ceiling is noticed.)
The rough-hewn north passage ends in a Tumbling quickly out of the salt slide, The piercers do not react to torches or
dimly seen door. As the party you find yourself in a 70-foot by 50-foot noise alone, but if apyrotechnicsor burning
approaches within 40 feet of the door, by 20-foot room with many exits. Stand- hands is cast one to four of the creatures
the floor suddenly drops out from under ing in a semicircle around the slide are 10 drop. A fireball or wall of fire causes three
gnolls, aiming crossbows and armed to 12 to drop and clears a safe path across
the lead characters! They land on a great with longswords. They fire their cross- the room. However, piercers do move, so a
pile of salt and begin to slide rapidly safe path cannot be cleared for longer than
down into the darkness. one round. Shields should be taken into
account for armor class if held overhead,
Up to the first two ranks of the party falls The 10 gnolls all fire their crossbows for but will not give immunity to attack.
through the floor. The floor section snaps one round (remember that the party is prob-
shut after one round unless it is held or ably slowedat this point). They concentrate Each round that someone is in the indi-
spiked open. All those who fall drop 15feet their fire on spellcasters. Then, three of the cated area two piercers fall from the ceiling.
and take one to six points of damage. This gnolls and the leader draw swords and If more than one person is in the area, deter-
trap can be found by searching for traps or defend the remaining six, who continue to mine randomly who is struck. If offensive
by magical means and can be sprung safely fire crossbows. When two or more gnolls measures are taken against the piercers, the
if discovered. The door at the end of the are killed, the remainder all melee with piercers launch a mass attack of at least one
hallway is false. piercer per person in the area.
swords, concentrating on one or two char-
There is a 20% chance that a character acters at a time. Retreat up the slide is not Piercers: AC 3; MV 1": HD 4; hp 30 each;
falling through the trap drops one or more possible unless a fly or levitation spell is #AT 1;D 4-24
items (one to two) that are in hand. Any
object dropped into the salt mountain has a used.
75% chance of being lost forever. In addi- Each gnoll has six gp and two ep. One
tion, fragile items (like flasks of oil or
gnoll (theleader)has a gold amulet worth 50
92
4. Hyenadon feeding time without touching the bridg door triggers the floor to fold back
ing (by flying, for example) sutters no dam- against the walls, dropping anyone in the
I/ The passageway enters a 30-foot wide, age, but all metal on his or her body is room (except anyone holding on to the
70-foot long, 20-foot high room. Stone strongly "magnetized for five turns; a rope) 10 feet down into a pool of clear liq-
drawn sword will attach itself to metal uid. The pool is filled to the depth of 1foot
, steps descend into a pool of white, bub- armor or shield, and so on. This i s not true with acid, causing one to eight points of
magnetism, so even non-ferrous metals are damage per round. The fall does one to six
bling, translucent goo and emerge from affected. points of damage (so the initial damage will
the muck at the other end. A 1-foot wide be d6 plus d8 points!. Characters who
' stonebridge arches some 5 feet above the The white goo is 10 feet deep; the I escape the pool continue to take one point
pool crossing all the way to the other end of damage each round until they remove the
of the room. Bisecting the room exactly are caused by air being forced throi acid from their skin and clothing with
halfway across the bridge is a 30-foot thick liquid. An unencumbered character water, wine, or some similar material. This
wide, 20-foot high, 5-foot thick wall of can swim through the goo with great effort. takes only one round.
transparent, cracklingblue fire that leaps (Swimming is so difficult that a character
from wall to wall and from ceiling to the who swims the entire length of the room will Any unprepared character who pulled the
surface of the goo. The air smells as if a take one to four points of damage from rope (or who was holding the rope when the
lightning bolt has struck nearby. severe overexertion.) However, the curtain floor fell)may hang onto the rope by rolling
The blue fire is actually a field of magic of fire does not effect characters below the his or her Strength or less on a d2O. A char-
force that strikes any character who tries to surface of the goo. A character who walks acter who succeeds may swing hack and
walk through it for 16 points of electrical across the bottom of the room will discover forth and reach the door on either side of the
damage (savevs. Breath Weapons for eight that the goo can be breathed without diffi- room. A character who fails drops into the
points). culty and that any taken into the body is acid, leaving the rope hanging in the center
A character who walks across the bridge harmlessly absorbed. The goo hides any of the room. (If this happens, the characters
after first coating himself or herself with the character in it from the rest of the party. may fly or levitate to the rope, try to snag it
thick white goo suffers only half damage with several long items tied together, or
(eight points or save for four points). When- Any character walking across the floor of attempt to leap to it.) Leaping has a chance
ever the electricity strikes a character for the room has a 15%chance to bump into the of success equal to the character's Strength
damage (including a thief climbing the plus Dexterity plus 40%. Success means
walls), a Dexterity check must be made to sheathed Sword OF Lyons suspended in the that the character has caught the rope and
see if the character falls into the goo. The can swing back and forth to either door.
character must roll his or her Dexterity or goo. This legendary invisible short sword is Failure means the character has fallen into
less on a d20 to avoid falling in; no damage the acid and is stunned for two rounds. The
is sustained from the fall. +I (AL CG).While it issheathed, itswearer acid cannot be gathered or transported
A character crossing through the fire unless the characters have special containers
is invisible (as the spell invisibility) until he - clay pottery or glass vials
or she attacks. When the sword is drawn the
invisibility ends, but the sword itself is 7 . The storoper
always invisible. The sword was dumped
here by order of the slave lords, in hopes The passage enters a 40-foot by 40-foot
that it would never he found. by 10-foot room with no visible doors.
Near the northeast corner is a man-sized
A character who wears the ring of free statue of a cigar-shaped beast with six
tentacles and a gaping maw in the center
action may move through the white goo of its body. Thestatueisabout 5 feet high
with no difficulty. Party members will dis- and 2 feet in diameter. The texture of the
cover as they leave the pool that the sticky stone suggests a mass of rotting plant
white goo has coated their bodies and matter. The base of the statue partially
hardens as it dries. For the next five turns covers a 3 foot diameter circular opening
the drying goo impairs fighting capability. in the floor.
Those so covered attack and defend at -2.
At the end of the five turns the rubbery As soon as the party enters, the "statue"
material is solid enough to peel off easily. (actually a storoper), suddenly shoots its
The drying process cannot be speeded up by tentacles out at the lead party members. The
any means, nor can the goo be removed first two characters hit appear to turn to
with water, oil, or any other solvent. stone - no saving throw. The next round
thiseffect wears off,hut thevictimsfight the
6. The hanging rope party to the best of their ability as long as
the storoper is alive. If the storoper is killed,
Hanging from the center of the ceiling of the victims wander about aimlessly until the
this bare 50-foot by 30-foot by 20-foot effect wears off (10 turns). Normal missile
room is a thick (six-inch)rope. There are
no visible exits from this roam.
There is a secret door directly opposite
the door the party enters by. It may be
detected in the normal way. The only way
to open the secret door is to pull firmly on
the rope; it always works. Opening the
93
fire will not harm the storoper. with weapons) before entering. The The rust monster fi: ts until slain or dis-
Otherwise, the storoper fights as a nor- room is 130 feet long, 100 feet wide, and tracted (by a large amount of iron spikes -
30 to 40 feet tall. There are four rows of at least seven). Note that any weapon strik-
mal roper - each tentacle hit causes weak- pillars, two on each side of the room, ing the rust monster i s subject to rust (unless
with a long space between them occupied the weapon is made of wood, like the clubs
ness (50% strength loss in 1-3 rounds). by a large reptilian creature. The crea- found in the storoper). The real gnolls who
Characters hit by the tentacles are drawn to ture has a heavy shell and a tail that are protecting Wimpell fight to the death.
the creature's maw at 10 feet per round. looks like a giant mace. At the far end of
Characters may break the tentacles by roll- the room is a throne. Sitting there is a Wimpell, on the other hand, casts the fol-
ing double their Bend Bars/Lift Gates per- tall, emaciated gnoll-like figure whose lowing spells and then flees (note that the
centage or less. Lightning, cold and fire evil eyes glow amber. The creature bears powerful throne doubles spell ranges but
attacks do normal damage to the storoper. a 7-foot-long flail with three massive not areas of effect).
The storoper does not attack characters heads. To the right of the great marble
under its control. throne are six tall gnolls with halberds, 1. As soon as possible (when most of the
and to the left are six leering ghouls. A characters are fighting the rust monster)
Once the storoper is slain, it may be cut loud bellow breaks from the reptile as it Wimpell uses fear, immediately follow-
open to reveal two wooden bludgeons, 15 charges. ing with paralyzation.
pp, and five polished red garnets worth 100
gp each. One of the garnets is actually a gem The occupants of this room are not sur- 2. blur on himself.
of seeing, hut this will be noted only if a prised, as there is a small peephole in the 3. emotion hopelessness
character looks through it or casts a detect wall looking out into the corridor. All of the 4. blindness on a party spellcaster
magic spell upon it. The hole beneath the figures described to the players are illusions. 5. repeat 4
storoper, when uncovered, leads to a pass- The illusion of the ankylosaurus hides a rust 6 . color spray
ageway 10 feet below that leads northwest. monster. The illusion of gnoll-god Yeenoghu 7. color spray
on the throne hides Wimpell Frump, a lack- 8 . darkness, in which he tries to escape.
Storoper: AC 0: HD 6: hp 35; #AT 6 plus 1; luster illusionist of the 8th level. He is a
D strength drain, 1-10 bite minor slave lord assigned to guard this If Wimpell is ever seriously threatened, he
entrance to Suderham. The throne upon casts the darkness spell and tries to escape
8.The spiked door which Wimpell sits has special magical through the secret door in the northeastern
enchantments to maintain these illusions. corner of the room. As he leaves the room
This empty room is 25-feet wide and 20- The ghouls and gnolls are illusions. The real he reverts to his true form - a wizened old
feet deep, with wooden walls. There is a guards, five gnolls, are hiding among the man in tattered clothing. After passing
wooden door on the opposite wall, near pillars and pepper the party with arrows through the secret door he activates a spe-
the southeast comer. All the wood in this when they enter. Wher. the gnolls are dis- cial lock that prevents the door from being
covered, they protect the illusionist. opened for ten turns, then makes his escape.
room is similar to knotty pine - old, He has bracers of defense AC 4, and a dag-
All of the illusions in this room are actu- ger +Z. The throne has a hidden panel in the
heavy, and full of knots. ally spectral forces and cannot be dispelled rear which can be detected by tapping or by
simply by disbelieving them. If the gem of a similar method. After searching for one
i , , This room is actually a wooden room seeing is used, the actual nature of the illu- turn the party discovers how to open the
inside a stone one. There are two doors in sions will be revealed. Otherwise each illu- panel, which conceals a duplicate key to the
the position indicated - the wooden one sion is maintained until a character secret door.
with knotholes described to the players, and successfully strikes at it, at which time that
illusion disappears. If captured, Wimpell certainly lives up to
I / a second door behind it with spring-loaded his name. As far as slave lords go, he is the
There is a glass wall in front of the throne weakest, most snivelling one the player
1 : spikes. Should the characters knock out so that Wimpell may cast his spells (see characters have met to date. He has been
below) without fear of being struck by mis- continually abused by his fellow slave lords
knotholes and peer through the first door, siles. This wall is impervious to physical and is in great fear of them. If he does talk,
missiles, though certain spells (like lightning the player characters get little of use from
i there is a chance to detect the spikes (as bolt) may shatter it, subject to saving him, Apparently he was not trusted or
',detect traps). The first door can only be throws, of course. The wall will not provide respected with knowledge of the inner coun-
protection from missile attacks from the cil's plans nor does he know much about the
opened by slamming a heavy weight against sides of the hall if the firer i s beyond the overall operation. We does know the names
it (as in 'lashing" a door). When this is third set of pillars. of the Nine of the Inner Council and can
done, the door slides two feet back on a give a brief description of the character of
track and slams up against the second door. While the "ankylosaurus" delays the each.
The spikes in the second door then pierce party, the illusionary ghouls and gnolls
the first door through the knotholes, inflict- advance (if a cleric attempts to turn the Rust monster: AC 2: MV 18": HD 5: hu 27:
ing 18points of damage on anyone bashing ghouls they turn away, cower, and do not #AT 2: D rust only
the door (save vs. Poison for nine). Once attack). The illusions strike for real damage
the trap is sprung, the doors may be safely until they themselves are hit, at which point Wimpell Frump: AC 0; MV 12": hp 33;
opened. (The trap may be sprung h a m - they disappear. #AT 1;D 3-6
lessly; for example, by throwing a dead
body against the door. j Gnolls: AC 4: MV 9": HD 3: hu 20: #AT 1:
D 1-6 arrow, 2-9 sword
9.The throne room
This room is locked. The lock must be
picked or shattered (one turn smashing
95
Nestled high in the peaks of the The Checkpoint At this point, the trail breath or suffer 3-18 points of damage from
Drachensgrab Mountains is the hidden city narrows to a width of 6 feet and passes into loose boulders. Those standing 21 to 30 feet
of Suderham, home and base of the slave a large cleft in the rim. This is the main away must make a similar save (with +2 on
lords. If the characters find it, there is a guard post of the trail. The trail runs gener- the die roll) or suffer 1-8points of damage.
twisting trail that passes through the rim of ally straight through this cleft for 150 feet.
the crater. This path is well-guarded. Captain of the guard (half-orc10 level F/4th
At the outer end (which the player charac- level C):
As the characters move up the trail, they ters come to first) is a heavy wooden gate AC -1;MV 12”; hp 62;
have a series of encounters. The encounters with a wooden battlement atop it. Carved #AT 3/2; D 3-10; AL LE
always occur in the order listed below. No
map is provided for these encounters, as from the stone to either side are spacious Equipment: plate mail + l , shield +2,
none i s necessary guardrooms, the entrances at the level of the sword + I , luck blade, mace of disrup-
battlements. The stone walls to either side tion, wand of magic missiles (15charges)
The Trail are pierced with arrow slits.
Captain’s Guard (10 5th level fighters):
One of the major difficulties the player Standing on the battlement is the captain AC 2; MV 6”; hp 41; #AT 1;D 1-8;AL
characters face with any encounter on the of the guard. He will demand to know the LE
trail is the restricted amount of space they business of all who enter. Those able to
have. On one side is a precipice and on the show a letter of introduction or who know Equipment: longsword, military fork
other is a sharply rising wall. The width var- the password (nilon, orcish for hot) are Those fighting from the battlement
ies from 5 to 14 feet. The narrowest sections allowed to enter. Those who cannot are
create dangerous bottlenecks for the caravan against targets lower than them gain the
wagons that pass. Indeed, on the rocks below ordered to leave. Those who refuse this are benefits of 25% cover (AC bonus +2).
are the smashed wagons and bleached bones met with a flight from the 20 archers behind
of those who did not make it. Archers (20 2d level fighters): AC 7; MV
the loopholes. 12”; hp 11;#AT 1or 2; D 1-6; AL LE
Unless otherwise specified in an Attempts to batter the gate will make lit-
encounter, the width of the trail will be 1-10 Equipment: shortsword, shortbow
+ 4 feet in the area of the encounter. The tle headway. The doors are made of oaken The archers gain the benefit of 90% cover
drop will be 50.100 feet (ld6+4) to jagged beams 4 inches thick. Behind this are ham-
rocks below. The cliff wall will rise 30-60 mered lead sheets, V z inch thick. Finally, (AC bonus + l o , save to no damage).
feet to the next higher portion of the trail. there is another layer of beaming, again 4
inches thick. The hinges, hidden from the T h e A e r i e of
Encounters outside, are massive to bear all the weight.
Furthermore, at the first sign of any attack, the Slave Lords
Spies: Shortly after starting on the trail, the captain will call the rest of the guard.
the movements of the player characters will These 10 men line the top of the gate and Beyond the secret mountain pass is the
be observed by two guards, hidden in a nest defend with polearms. hidden valley of the slave lords. Nestled in a
above the trail. Player characters carefully volcanic crater, the peaceful seeming valley
observing the trail can locate the two if they Beyond the gate, the cleft is lined on both is dominated by a brilliant blue lake. There,
successful roll their Intelligence scores or sides with more arrow slits, each 15 feet in the middle of the lake, i s the isle of the
under on ld20. This roll should be made above the ground. These are accessed by slave lords. Called the Aerie, it is accessible
only if the player states his character is look- only by the boats and raft ferries visible at
ing. passages quarried from the rock and con- the docks of the island. On the isle there
necting to the guardrooms at both ends. rises the”extinct” volcanic peak, Mount Fla-
Upon sighting the player characters, the Thus, it is possible for a few archers to keep menblutt. At its base is a small city,
two spies flash a signal to those further Suderham-home of the fabled slave lords.
along the trail (a mirror in the daytime or a up a deadly rain of arrows the entire length The city, while small, is surrounded by
shuttered lantern at night). Those above of the cleft. impregnable walls.
know that strangers are coming and their
numbers. The spies take no other action. At the far end of the cleft is the final If the player characters have blasted their
They are relieved every three days. obstacle, used by the guards only in way through the gate to enter the valley, an
alarm will have been raised. Watching the
Guards: AC 6; MV 12”; HD 1;hp 4; #AT 1; moments of extreme emergency. Rigged city, they see preparations for a major
D 1-6 with shortbow; AL LE atop the cliff walls is a deadfall of several armed expedition against them. Make it
tons of rack. Should all else fail, the guards clear to the player characters that there are
release the deadfall from controls inside the hundreds of men moving on the island
passageway. The rock will crash down, below! If the player characters propose a
closing the pass. Those within the last 20 reasonable plan to avoid capture (such as
feet of the cleft have three segments to flee
or be crushed. Those within 20 feet of this
area must make a saving throw vs. dragon
96
hiding), the soldiery will not bother them. and death, new workmen began to arrive in The guardfbearers make an effort to
However, the city guard will be doubled for Suderham-building the walls of the town resist an attack, but if clearly outmatched
the remainder of the adventure (see the that now stands. In a very short time, con- they make only a token effort and surrender
Suderham Encounter tablei. If the player sidering the scope of the project, a new city if given the chance.
characters have cleverly deceived those at stood where there had only been a citadel.
the gate, they will be able to arrange passage Then the slave lords arrived on the scene- There are two men and one woman inside
at the lake shore below. as if all this had been prepared specifically the veiled litters; when attacked they peer
for them. The remaining subjects of King out fearfully and try to escape in the confu-
If the player characters entered through Olarek fell under their rule-not fully sion. Slum inhabitants will prevent their
the caverns that pass under the crater, the enslaved, but forbidden to leave the valley escape should the players be so careless as to
secret passageway from room 9 leads under under pain of death. The slave lords discov- allow this. All of the slave buyers are carpu-
the lake and comes out in a hill near the ered the maze of tunnels under the citadel lent and well-fed, their soft, pale skin indi-
slums of Suderham. and crater rim where Olarek had disposed cating that years have passed since they
of unfortunates not in his favor. They have done any real work. Once they learn
North of the walled city of Suderham, quickly put these tunnels to the same use. that you do not plan to kill them, their sniv-
between the city and its harbor area, is the eling fear begins to turn to arrogance: "You
area known derisively to the locals as Oric says that while petty crime is toler- fools! The slave lords know everything
"ScumSlum! Peasant field workers far the ated, anything major isdealt with ruthlessly their enemies do! You haven't a chance."
and with a surprising speed. "It's like they
farms, non-household slaves, and almost know everything that's happening. They Among the belongings of the slave buyers
everyone who i s not a tradesman, a slaver, can't be surprised, so nobody can hurt are found 100 gold pieces and 300 silver
or in the militia lives in shabby hovels clus- them. There are some who say The Nine are pieces (nonein Suderham currency),a letter
tered along the harbor road. For a few immortal-I don't know about that, but if of credit from a nearby fiefdom good only
coins, any of the inhabitants of this area will they can't be surprised or hurt, they're as for the purchase of slaves, and passes identi-
invite the player characters into their home, good as immortal." fying three privileged guests and 12 body-
beckoning them to move quickly, with dart- guards. The loose, flowing clothes are large
ing eyes searching for agents of the slave Pressed further, Oric says there is a local enough to go over armor, though this dis-
lords. Copper is the expected coin for these adage to plug up or block every hole in the guise won't stand up to a close inspection.
people, silver will bring a very friendly reac- ground, to prevent the emergence of giant Oric suggests that halflings and dwarves are
tion, and gold will raise eyebrows: "We monsters which live under the surface. He rare enough here that any in the group had
don't see much gold here, stranger." says that the guards at the city gate carefully betterbeinside thelitterssoasnot tounduly
check passes, and that some have been known rouse the suspicions of the guards.
The following information may be dis- to take bribes. This happens rarely, because if
pensed to the players creatively. Preferably caught the head of the bribed guard winds up Guard/bearers (1st level fighters): AC 10:
it should be in the form of dialoguc, with the on a pike decorating the city wall as a motiva- hp 10; D 3-10; +1 to hit
tional tool for the rank and file.
players pressing for more information on Suderham!
relevant matters. Try to avoid reading the Passes are given only to potential cus-
information out in a monologue. The tomers for the thriving slave market. Slaves In Suderham, encounters are checked for
informant's name is Oric, and at 40 years of who work inside the city and peasants who once each turn. An encounter occurs on a 1
age he looks like a man of 60; he is worn out have business within are met at the gate by in 6 chance (d6).If an encounter occurs, roll
by the harsh life of being a peasant farm someone who resides within the city, and percentage dice to determine who or what is
worker, and has already exceeded th? aver- are given special passes valid until sun- encountered.
age life expectancy of his kind. Suspicious down. Oric tells you that there have been a
and curmudgeonly at first, the prospect of number of buyers of slaves through Suderham Encounters
the money the player characters are offering recently; there is probably an auction
will gradually bring out his garrulous good tomorrow. All buyers are carried in litters Dice Roll Encounter (night)
from the docks to Suderham's gates; there 01-05 Assassin
nature; his final suggestion about ambush- would be no reaction from the people of the Bandits
ing slave buyers should provide the party slum if some of these buyers were to meet 06-10 Beggar
with a method of entry into Suderham. with an accident. 11-25 Cleric
26-30 Drunk
Oric will discuss as much about the city Slave Buyers' Caravan 31-45 GhouUGhast
and its rulers as he knows, which i s limited 46-50 Guard Patrol*
to general knowledge about the city: its As the long shadows caused by the sur- 51-70 Harlot
quarters, the patrols, etc. rounding mountains begin to lengthen 71-80 Rakshasa
into twilight, Oric points out what will 81-82 Slaver**
According to Oric, Suderham was once probably be the last caravan of slave 83-88 Thief
only a small fortress, built as a place of last buyers for the day; the ferry operators 89-07 Wight
defense by Olarek, self-styled king of the on the dock are closing down. There are 98-00
Drachensgrab. He supposedly held a bar- three litters, each carried by four strong,
ony in this area. When the humanoids con- unarmored men with wicked-looking * Standard Suderham guard patrol;
quered the Pomarj, Olarek was one of the scimitars in their belts. described fully elsewhere. If the player char-
petty and proud rulers who refused to see acters raised the alarm at the entry to the
the threat. His reward for such foresight
was swift and fitting-the humanoids swept
through his "kingdom" and his skull became
a banner which led their armies. Mysteri-
ously, only a few months after his defeat
97
vallev. the size of all m a r d uatrols will he clues to relate know nothing more than that Wall patrol (6 1st level fighters): AC 5; hp 8
doubled. which they tell. The only people who will each; #AT 1: D broadsword 2-8, short
* * 1-10Slavers will be encountered. These accept bribes are those especially noted. composite bow 1-6
will frequently he wealthy, decadent boors Others will refuse the money, with fearful
withnoinclination farcombat. Theywillhe glances over their shoulders. Tower guardsmen (20 1st level fighters):AC
interested in any business talk: new sources 5; hp 8 each: #AT 1;D 2-8, bow 1-6
of slaves, etc. Most people in the city, whether encoun-
tered on the streets or in a tavern, will he Tower sergeant (3d level fighter): AC 5: hp
All other encounters listed above may be able to give directions to the shops, other
determined using the CityITown Encount- inns, and important buildings like the Arena 18; #AT 1;D 2-8, how 1-6
ers Explanations section of the Dungeon
Masters Guide (pp. 191-194). (3).hut not to residences. If questioned con- Guard patrols in the streets consist of 10
militia police, one of whom will act as a
N o t e s on Suderham cerning the Treasury (32) or storage ware- spokesman for the group. Their movement
houses, there is a 75% likelihood that they should be checked (asthe wall patrols previ-
As the players approach Suderham from will report the party to a guard patrol after ously described) whenever the party enters
thenorth, they notice thecity wall, thegate, they leave. Directions will be general, locat- a street currently under patrol.
and the corner towers are well maintained. ing the quarter of the city the building is in,
The stone wall is nearly 30 feet high, with 50 hut nothing more specific. For example: "A Militia police (10 1st level fighters): AC 4;
foot towers. and the heads andshoulders of map shop? There's one over in the Official hp 6 each; #AT 1;D broadswords 2-8
armored soldiers car! he seen above the hat- Quarter, that's southwest, hut I'm not sure
tlements. Theroadway ends at themaincity where." Other quarters are the Military Patrols always ask to see the passes of a
gate. The outer doors are open, but the far (northwest), the Wealthy (northeast), and large band of characters (more than four)
end of the gateway is barred by a massive after dark. If not satisfied with the papers or
portcullis and flanked by two sentry posts. the Thieves' Quarter (southeast). if the conduct of the characters is suspi-
Darkness is beginning to settle upon the city Taverns: It should he noted that taverns cious, the patrol will seek to disarm them
as the party nears the gateway. and take them under arrest to the Slave
are, more often than not, frequented more Cells (43).Patrol leaders can each he bribed
People: The majority of Suderhami pop- by one type of person (or class of character) once to release a party for 200 gp, hut will
ulation derives from two groups-the origi- than others. In these taverns (and the guilds on no account do anything further to aid the
nal subjects of King Olarek and the laborers as well, of course), the minority classes are party. If attacked, patrols blow their whis-
brought in to prepare the slave lords' seen as inferior and will not receive a con- tles, alerting nearby patrols and allowing
stronghold. Neither group are strong sup- vivial welcome. At the Fighting Man's warning to be given to the slave lords' cita-
porters of the slave lords, finding it far w~iser del. A company of 60 footsoldiers will be
and safer to say nothing and avoid trouble. Haven, for example, a cleric or magic-user dispatched in two turns to investigate and
The remaining population is a wild mixture that enters will probably sit alone or he held quell any disturbance. The company will be
of humanoids and exotic foreigners. up for ridicule by the fighters there. Vio- led by a 5th level magic-user and a 5th level
lence will probably he limited to brawling cleric.
Buildings: All are one story tall unless
otherwise noted. Lighting is by oil lamps, or throwing the intruder out. Company of footsoldiers (60 1st level fight-
suspended from posts 12 to 1 4 feet high. The Moneychanger: Like most city-states, ers): AC 4; hp 8; #AT 1;D broadswords
posts are positioned on every street corner 2-8
and in the middle of each block, thus pro- Suderham mints its own money and insists
viding overlapping areas of illumination. that it be used within the city. Anyone K e y to Suderham
Those businesses that are open have two oil attempting to purchase items with non-
lamps in front of them. Thus, the business Suderham money will he directed to the 1. Main Gate
district is well-lit, while other areas of the Moneychanger ( 6 ) .The city charges a 10%
city are somewhat darker. tax on exchanged money, and the money- The entrance to this arched gateway is
changer adds a tidy 5% profit for himself. If guarded by a massive iron double door
Shops: Shops and places of hu%ess, (now open) and a raised portcullis. At
unless otherwise noted, are now closed. anyone insists on using non-Suderham the far end of the gateway is a lowered
They are securely locked up and the propri- money or tries to pass anything other than portcullis, with two armed men on sen-
etors have retired into their private quarters the official money after their first warning, try duty standing before it. Beside each
in the shops' hack rooms. The strtets are guards will be called. Penalty for possession sentry is a single iron door, one set in
largeiy deserted. Shopkeepers are treated as of unofficial money after being warned is each side of the gateway.
normal humans and will often live with confiscation of all money and possessions!
families andtor apprentice laborers. They Each sentry post is maintained by a guard
can offer no aid to the party, and will not Guard Patrols: Guard patrols on the city soldier. One of the two will stop the party
answer knocks or calls for assistance by per- walls consist of six soldiers each. They and ask for their warrants and permits. If
sons in the streets. If molested in any way. these are shown to him in a polite manner he
they first seek to avoid combat or injury, ceaselessly pace the great square formed by will signal for the portcullis to he raised. If
and notify the police patrols if they. their the city walls. The positions of the patrols threatened, he will blow his whistle. This
dependents, or their property is abused. are noted on the map, as is their direction of will summon 10 more soldiers from each of
None of the townspeople can he threatened movement. If a party or character attempts the two guard rooms.
into any action, and even those who have to scale a section of the wall, the DM should
note the relative position of the nearest
patrol moving toward that area. Patrols
move 60 feet per turn, and see up to 40 feet
with the torches they carry. All soldiers on
patrol carry whistles with which to sound
an alarm, and each tower contains 20
guardsmen and a 3d level sergeant.
98
Guar 1st ers): C 4; hv 3. Slave Auction Arena
~ This is a massive, circular coliseum
nearly 100 feet in diameter and slightly
each; AT 1;D : over 50 feet tall. There are doors leading werebear cavorting with a bottle in each
to the interior of the structure every 20 paw. It is open, but little noise comes
As you pass through the main gate and feet. These doors are closed, and signs from within.
take your first steps into the city, a wiz- reading "Closed: Keep Out" are posted
ened beggar who had been sitting with upon each. The tavern is occupied by 34 normal
his back against a building looks at your human townspeople who sit at tables and
group carefully and then hobbles over to Breaking open one of the locked and eat or drink with very little conversation.
you. "Alms for a crippled veteran," he barred doors will reveal vast open spaces They are not interested in chit-chatting too
underneath rows of stone and wooden seat- much with strangers.
shouts, rattling the copper pieces in his ing. It resembles conventional stadium con-
wooden bowl. As he approaches your struction. Numerous passageways lead out 6. Moneychanger's Shop
litter a sergeant of the guard shouts at to the seats which are arranged in ascending
him to stop and charges forward, along tiers around a central circular auction The sign over this establishment shows
with two guardsmen. The beggar, with block, now deserted. two pairs of hands exchanging old jew-
remarkable dexterity, slips a hand inside elry and gold nuggets for clean, shining
a litter and silently drops something. "I There are 10 guards individually patrol- gold pieces with the arms of Suderham
was just asking the noble folk for a cop- ling through the arena complex. If the party stamped on both sides: a series of three
per or two," he croaks. "I'm a crippled remains inside the arena for four turns, a forearms grasping each other to form a
veteran and there's nothin' wrong with guard will surprise them on the fifth turn triangular frame for a human figure in
that!" The sergeant strikes the beggar unless precautions are taken. chains.
roughly across the face. "You know the
law, scum-you can't accost people, you Guards (10 1st level fighters): AC 4; hp 8 The moneychanger within is a small man
can only wait for them to approach you each; #AT 1: D 2-8 with beady, darting eyes. He will exchange
if they want to waste their copper on dirt gems, jewelry. gold, silver, copper, elec-
Thieves' Quarter trum, or platinum for the coin of the realm,
like you!" He turns to the litter and says, subtracting 15% (10% for the official city
"A thousand pardons for the intrusion, I.. Tavern: The Fighting Nan's money changing tax and 5% profit). If any-
gentles, but this one won't trouble you maven one threatens him or tries to enter his barred
again." cage, two secret doors behind him will open
This large, slightly run-down looking and four 2d level fighters emerge. If these
The sergeant and his men take the beggar tavern has a painted sign above each fighters are attacked, a fifth fighter (who
away under arrest despite any protestations door depicting a fighter-type in full remains hidden in a secret passageway) will
of the party: other onlooking patrols should armor. It is open, and raucous singing escape outside and call the watch for assist-
convince the players that it would be foolish comes from within. ance, There will never be more than 1,000
to offer any resistance. gp (in various denominations and forms)
The tavern is occupied by 28 human here at any one time, as armed guards come
The item that the beggar dropped into the fighters, including four soldiers of the city by every two hours to transfer any excess to
litter is a roughly-carved piece of ivory in garrison. Half are 1stlevel, half are 2d level. the city treasury.
the shape of a horse's head-perhaps a chess They are feeling happy with drink and
piece! It actually refers to a tavern (14), the cheerfully hail any newcomers with a Fighters (4 2d level): AC 3; hp 16 each;
Sign of the White Knight. demand that they stay for a drink and a #AT 1;D longsword 1-8,crossbow 1-4
song. The crowd will be annoyed by a
2. Guard Towel refusal, and the tavern bully, Davis, a burly, 7. Tavern: Sign of the
red-faced fighter will challenge the player Grimacing Gargoyle
These imposing stone structures, built with the lowest charisma to a fight. Davis
into the city walls, stand about 50 feet will attempt to overbear, then pummel the This rectangular-shaped tavern has a
high. There are entrances at ground level character into submission. painted sign above each door showing a
and on the walls. bound gargoyle having its tail pulled by
Davis (2d level fighter):AC 7; hp 16: #AT 1: a swashbuckler. It is open, but quiet.
Each tower has three rooms (ground D dagger 1-4;SA HtH combat; S 16,
level, wall level, and a roofed fighting plat- D 13 Only 12 customers, all normal humans
form) connected by winding stairways. Dis- townspeople, are drinking here. They are
tributed throughout each tower will be 20 5. Tavern: Sign of the friendly to strangers, but have nothing of
1stlevel soldiers and one 3d level sergeant at Waltzing Werebear importance to relate.
arms armed with broadswords and short
composite bows and wearing chain mail. This large tavern has a painted sign
above each door showing a dancing
Soldiers (20 1st level fighters): AC 5; hp 8
each; #AT 1;D 2-8, bow 1-6)
Sergeant-at-arms (3d level fighter): AC 5;
hp 18; #AT 1: D 2-8, bow 1-6
99