DOC'S ISLAND
by Frank Mentzer
n
if RPGA'" AD&D@ Module with 5 characters, levels 6-10
Epilogue to module R-3 THE EGG OF THE PHOENIX
-A
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TABLE OF CONTENTS
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Abbreviations
3
Format
3
Tournament Play
3
Tournament Scoring
3
Dungeon Master's History
4
DM History Map
.Cover
Players' Background
8
Overland Journey (Campaign Play)
10
Forest Encounters
10
Bandit Pass
12
Ambush
12
Bandit Lair
12
Sea Voyage
14
Journey's End
15
Doc's Island (Tournament & Campaign Play)
15
Level Six
16
Level Seven
19
Level Eight
21
Appendix: The Holy Sword ....................
21
Character Summaries
28
Athelstan
28
Triladir
29
Venacia
30
Tristrum
28
Gadoff
31
PREFACE
role playing. It was not designed to be scored; it is
merely a framework within which the players demonstrate their role playing abilities . It is ideal for
inclusion in an ADBD game world of your own .
We recommend you use the given characters. but
almost any character of the given level can prosper
here-if the player hasenough wit and courage to meet
the challenges. Keep a stout heart and keen mind. and
may you make all your saving throws!
If you're reading this. you're probably an RPGA"
member. Welcome! As you were willing to pay for a
chance to enjoy better games and a better world of
hobbygaming. youare moreseriousabout role playing
games than the average ADBD" game player. We're
trying to return the favor by (among other things)
producing the top-quality tournaments and products
you deserve .
Read the notes carefully . RPGA tournament
modulesarelikenoothers.Thisadventure wasdesigned for maximum entertainment. and top-quality ADBD
Frank Mentzer
2
ABBREVIATIONS
_-
General Notations
I AC ............... Armor Class
................ Movement rate, in "Inches" (yard
outdoor, feet indoor)
............... Hit Dice
hp ................ hit points
#AT .............. Number of Attacks
D ................ Damage
THACO ............ Base roll needed
T o Hit Armor Class Zero
STs ............... Base Saving Throw vs. Spells
MR ............... Magic Resistance
d ................. die (used to indicate type; 2d
two six-sided dice)
I @ ................means
Each or apiece, as in "12hp@'
~~
TOURNAMENT PLAY
The players may take as long as necessary to
review their charactersand compare equipment, spells,
andsoforth, butthereisatimelimittotheevent.Atthe
end of the time allowed, have the players fill out their
evaluation sheets while you fill yours. Then collect the
sheets and return them to the Tournament Director.
The winners' names will be posted. Before the play
begins, the players may use the ADBD Dungeon
Masters Guide to check details on magical items
possessed by their characters. During the game,
however, the players may only use the ADBD Players
Handbook. Miniature figures, hex sheets, and so forth
are also permitted and often helpful. Items not permitted
are the ADBD DM Guide, ADBD Monster Manual, and
reference works other than the ADBD Players
Handbook.
Read the module before running it. If you understand thegeneral flow and background, you should be
able to run any part without many problems. And relax
. . . the best three players in your group will continue,
whether you're slower, faster, better, or worse than the
other DMs, and regardless of how far the group
actuallygets. These adventures area framework within
which the players will demonstrate their ability.
This is not a race; this is a role playing game. If you
have any problems understanding anything in this
adventure, please ask the Tournament Director,
preferably during a Briefing or Debriefing session.
Alignment Notations
............... Lawful Good
............... Lawful Neutral
................ Lawful Evil
................ Neutral (True)
I G ............... Neutral Good
NE ............... Neutral Evil
LG
LN
LE
~~
............... Chaotic
............... Chaotic
CG
CN
...............
CE
Good
Neutral
Chaotic Evil
I Spell Notations
I C ................ Castina- time
............... Range
............... Duration
r ................. rounds of time,
each one minute long
s ................. segments of time,
each six seconds long (10s = 11
T ................. Turns of time,
R..
DR
each 10 minutes long ( l o r = 11
Sm
...............
Small
.............. Medium
Lg.. .............. Large
Med
FORMAT
TOURNAMENT SCORING
The way the information is presented in the encounter
keys is standardized, and runs like this: Monster,
#Appearing, AC:#, M:#, HD:#, hp:#@, #AT:#, D:#/#/#,
THACO:#, STs:#, MR:#, ALIGNMENT, Size; notes).
Spell format is: Spell Name (C:#, R:#, DR:#.)
After one player reads the Player's Background aloud
t o the other players, give them their Character
Summaries. At the end of the round, the players and
Dungeon Master will vote to determine the winner. The
DM has more votes than the players. Considering
knowledge of rules, role playing ability, and cooperation
between players (not characters), vote for the three
best players in your group.
Settlement Growth
The followlng is provlded for the DMs Interest In
hlstorical background for Campaign play. It Is not
Intended for use In Tournament play.
Blocked by dense woods to the north and south, the
human settlement spread east, f o l l o w i n g t h e
Greencourse river. A second major settlement, Fair
Passage, grew in a mountain gap, and commerce
began between the two towns.
Of thedemi-human natives, theelves were the first
to greet and deal with the humans settlers-over a
century after the first landings in 645 O.R. Many elves
lived in the Dark Woodssouth of Garythane, onlyafew
leaguesfrom the town. Astrong friendshipdeveloped,
due mostly to the tactful expertise of one John Delaric
Asperman V.
Fair Passage was soon visited by the dwarves and
gnomes, and a peaceful and mutually beneficial
relationship developed, again due to the talents of
John Asperman. But the dwarf-elf relationship was
poor; skirmishes werecommon. and even open warfare
took place on occasion. (The root causes of the
conflicts seems to have been sheer ethnocentric
chauvinism.) The animosity produced a regional
atmosphere of constant tension.
The gnomes made several attempts to calm their
aggressive cousins, but to no avail. A Great Conflict
was forseen. and the gnomes retreated into their own
realms and defensively proclaimed their neutrality in
the conflicts. They began trading with the human
settlements, building their nonpartisan position into a
small but thriving commercial empire.
Meanwhile, the human population stabilized and
turned their attention to social improvements. The
original militocratic government had evolved into a
confederacyof syndics, thanks in part tothecommerce
with the gnomes. But the people preferred a monarchy,
an ancient and common custom of Oerid. An obvious
candidate was available, and in the spring Needfest of
658 OR.,
the elitist business syndicates were relegated
to the marketplace, and the famous John Asperman
was appointed King John the First.
This adventure takes place on the planet Oerth, in a
small territory about 5,000miles east of the continent
known as Oerik. Man lives here in a state of chaos,
somewhat different from the societies found in other
lands. (See the WORLD OF GREYHAWK Gazetteer
and the regional map, on the inside cover, to best
understand the following details.)
Early History
In eastern Oerik, some small but farsighted groups
living neartheGull Cliffsin450O.R. (Oerid Reckoning)
developed skill in marine travel. These people were
mixed stock, Oerid and Flannae, and part of the newly
formed kingdom of Aerdy. They proved to be exceptional; other Aerdians were indifferent sailors. These
persistent Aquaerdians sent out two major seafaring
explorations, and both successfully returned with news
of a land far to the east. Although not fruitful for trade,
the land seemed ideal for colonization.
Disenchanted by a warlike turn of events in their
homeland, most of the Aquaerdians left Aerdy by sea in
522O.R., migratingeastwardacrosstheSolnorOcean.
Those who remained became the ancestors of the Sea
Barons of the Great Kingdom.
The migrating Aquaerdians found survivors of the
earlier expeditions near Arrowhead Bay, who related
fantastic tales of monsters, demi-human wars, and
hordes of dragons. Unfortunately, the shelter of the
nearby peninsula was home to many green dragons,
who had eaten most of the early settlers.
The bulk of the explorers settled in a pleasant
valley southeast of the peninsula. They found an ideal
riverside location afew miles inland and built their first
real town on the continent, naming it Garythane after
their last benevolent ruler, whose ship was lost tn the
three-month crossing.
The Age of Kings
After the return to monarchy, a new system of dating
was instituted to eternally commemorate the royal
occasion. The year 659 O.R. was declared to be Year
One of Johns Rule (J.R.).
4
As humanity spread, other humanoids were
found-evil creatures of a hostile disposition. A series
of battles with goblin and orc hordes succeeded in
driving the monsters south; Evil all but disappeared
from the region. The dwarf/elf skirmishes lessened,
thanks again to the counsel of King John, and peace
(of a sort) came to be the normal way of life.
Another demi-human race was discovered, the
halflings. These manlike, woodland folk seemed to be
closely related to humans, although of short stature. A
naturally friendly people, they were welcomed, and
introduced many fine delicacies to the human diet.
King John I (The Founder) begat four sons,
continued hiswork,andeventuallydied in78 J.R.atthe
age of 112. His remains were entombed in a great
mausoleum in Garythane, and were later moved to a
special temple about 15 miles to the north.
John's eldest son became King John 11, and he
assiduously continued his father's work. A huge river
had been discovered to theeast, and the thriving town
of Bankspretgrewin thefertileplainsoftheriver'smain
fork. The King himself moved to Bankspret, and began
an era of construction. At theopening ceremonyof the
year-long Centennial Celebration (100J.R.), Bankspret
was renamed Empyrea (em-PEER-ee-ah), and proclaimed capital of the realm.
King John II (The Builder) was responsible for
several other noteworthy achievements. Under his
guidance, plans were made for the construction of
several great castles, using many resources and
servicesofthedemi-human races.TheKingalso hada
bizarre obsession with the black arts of Technology,
and was often heard raving madly about great roads,
bridges, and power sources. He was a skilled ambassador and greatly loved, so his quirks were politely
tolerated.
A massive public works project began by King's
edict. A huge bridge was designed to span the wide
Ruling River, for ease of westward travel from the
capital. A network of broad, flat roads was planned and
begun. So lengthy were the tasks that, after several
decades, only the first shades of what were to become
the Greatroads were in evidence. When John II died in
148 J.R., only a third of the Bridge was completed.
King John 111, grandson of the old King, assumed
the throne at the age of 17. He reluctantly decided to
finish his predecessor'sodd projects, as the benefitsof
reliable transportation were already becoming quite
rioticeable.
The boy King left Empyrea with his personal
Epard, and went to live with the demi-humans. He
I/earned much in the decade he spent among the elves,
CIwarves. and gnomes, but did not spend much time
vvith the halflings, finding them rather hedonistic and
1inconcerned with matters broader than themselves.
The remarkable actions of John Ill earned him the
t itleThe Wise, and resulted in the Pact of Neutrality in
177 J.R., signed by the King and the rulers of all the
Clemi-human races. This document was essentially a
C:ombined treaty and statement of alliance, and peace
returned to the realm.
This peacecameat amostopportunetime because
Eivil returned from the south in 179 J.R. The banished
Eloblins and orcs brought strange companions-and
I!ycanthropy. thought to be a mythological affliction,
aippeared for the first time. Other legends came to life.
1-heCreaturesoftheNight appeared, baneofthedemihiumans (who had few clerical powers). These common
tlhreats helped to further unite the human and demihiuman races.
Aftera long seriesof costly battles, the Evil powers
Yvere checked: they remained, but furtively lurked in
tlhe hills, mountains, and old ruins. The peaceful towns
VItere forced to build defensive walls, and a paranoid
atmosphere spread quickly.
The reign of John Ill (The Wise) also saw the
C ompletion of the seven Castles of Rulership. Spaced
\niidely throughout the realm, these remarkable buildiii g s were made with a blend of magic and technology.
Eiach was identical to the others in physical appearance,
a nd each was enchanted to stand for a millenium. The
Hring's sons and brothers were declared Princes and
Seated in the castles to rule the provinces of the realm.
King John 111 becameillin199J.R.,attheageof68
((quite young, considering his long-lived predecessors).
le became reclusive and scholarly, and left the routines
0f Empyrean rule to his wife, brothers, and sons.
In203 J.R.,theKingsummoned hiseldestsonfora
Siecret conference on his deathbed. One eavesdropper
uras found afterward, totally mad. By the coronation
Ceremony that evening, the new King's hair had turned
Completely white.
This King seemed to possess a blend of all the
SIkills of his ancestors. He married a half-elf, mixing the
royal blocKI with demi-human and cementing elflhuman
relations1for all time. He dedicated the newly completed
EmpyreaI Bridge. and traveled the wide, smooth
ds, visiting all the Ruling Castles and making
Greatroa~
widespre ad public appearances. But he also encouragedI his peopleto fortify and prepareforacoming
era of Desolation and Conflict. This news was not well
received, and was often heeded only in a token fashion
to placatf? t h e King's whims.
hordes looked upon a huge marshland. Not a trace of
Empyrea remained.
With the sudden disappearance of the last stronghold, the Evil masses overran the continent. Only
Northending, of all the cities and towns, remained
untouched: the wiseadvice of Prince Harl was heeded,
and the town fought off every Evil onslaught.
The Dark Years
Over the next century, the Evil control weakened as it
fell prey to itsown nature. The human and demi-human
survivors of the Great War gradually replenished their
numbers, hiding in the northern mountain ranges and
southeastern forests. The Evil rulership crumbled from
within, and a few large battles resulted in another
balance of Good and Evil powers. Towns were rebuilt
from the ruins, but the Magical Marsh, site of the
legendary Empyrea, remained untouched. Brave
explorers who entered the 500-square-mile swamp
were repulsed by fearsome monsters.
Little remained of the impressive Empryean
constructions. The Greatroads were nearly indestructible, but had degenerated into overgrown paths.
The Ruling Castles had been sacked by the Evil
powers, and only their enchanted shells remained. Of
the Empyreal Bridge, only a few scant, burnt pilings
protruded from each riverbank, a faint memory of this
once great example of man's achievements.
The years passed slowly. The barbarous state of
existence and constant fighting of Evil took its toll on
the humanand demi-human peoples,and the individual
towns never again united under a King's banner.
The Greait War
In 231 J.FI., the capital was horrified by the news that a
vast Evil iarmy was gathering to the south. After initial
skirmishc?s, it became increasingly obvious that the
.,-. .
evu
powers cared little for the haphazard resistance of
the militia and elven guerrillas, often destroying whole
towns with almost careless ease. Their thrust was
aimed at Empyrea, now the source of the realm's
power.
(Scholars currently believe this development to be
somehow connected to the Age of Great Sorrow in
Oerid. The beginning of that period, in 857 O.R./199
J.R., occurred four years before thecrowning of John
IV-or at the exact time of the illness of John the Wise.
Such coincidences are unlikely.)
The Evil offense was patient. Over a five-year
period, it slowly pushed northward, until it finally
reached the gates of Empyrea. The King foresaw the
obvious, and summoned the other Princes to the
capital for advice on the siege to come. Before leaving
his northern outpost, the King's brother, Prince Harl
the Strong, left strict and specific instructions for
defending the city of Northending.
The Brewfest of 236 J.R. saw little to celebrate, in
light of the War, and the King's older brother, Merrin of
the Sea, was yet to arrive from the northwest coast. The
autumn festival began as usual, but was interrupted in
the second day by a massive Evil onslaught, which
crashed through and encircled the capital. The King
withdrew his outlying forces, and the siege began.
Incredible displays of magical power highlighted
the engagement, as both sides demonstrated their
prowess in the arcane arts. But the huge town wall,
enchanted like the Ruling Castles, held steadfast.
Both sides held their ground for more than three
years. The sad conclusion t o the siege is well
documented.
On a dark summer day in 240 J.R., a mighty storm
approached from thesouthlands; theclouds seemed to
form huge, monstrous shapes. As night fell, the High
Council met to develop plans of magical resistance.
Several spies weresent from the city, leaving by secret
underground tunnels to infiltrate the masses of Evil
outside the gates. At midnight, an earth-shaking roar
and a blinding flash struck; the lights of the city
disappeared.
Dawnechoed with thecheersofthe Evilarmies.as
the former capital city seemed to be-gone! The
The Riddle
A legend remained, founded by the last Empyrean
spies and retold by the few people who cared for old
lore. It was said that "There shall come a man who is
not a man, who shall return the age of man. He shall
find the golden key, open the lock that cannot be
opened, and return the splendor and glory that was
Empyrea, to rule forevermore."
Recent History
In the year 524 J.R.. a trio of adventurerscame upon a
young blue dragon. The trio gained control over the
dragon,and theysold it toanearbytown.Thedragon's
franticparentsenlistedtheaidoftheirgreen kin tofree
the young one. At dawn, a phalanx of green dragons
passed over the town, breathing as they came. The
rescue attempt was unsuccessful, but the activity
excited the green dragons, who had become lethargic
and had forgotten the joys of destruction.
Thegreen dragonsallied themselveswith powerful
humansofthesamealignment, and began an extortion
scheme, threatening the human and demi-human towns
with an unkind fate unless vast sums of money were
paid. This event is noteworthy because it is the first real
sign of organization in over two and a half centuries. As
therewasvirtuallynounityamong theGood creatures,
this alliancequicklygained power. The onlyorganized
opposition came from the town of Northending, bastion
of Law and Good.
The Evil leaders, awareof the problems inherent in
Chaotic alliances that caused their demise centuries
ago, invited only Lawful beings to join their cause.
When some towns preferred unconditional surrender
to extortion, they were quickly accepted and reorganized. The few towns depopulated by the dragon
raids were reoccupied by the Evil forces.
The Evil hierarchy moved their headquarters to the
castle ruins a few miles north of Garythane, unaware
that it was once the holiest shrine of the Empyrean
realm. Goblin and orc towns were built in the northern
hills. Although the nearby town of Fairway paid the
ransom without question, it housed considerable
magical powers as well as great riches. The Assassin's
Guild was engaged to remove the town's protectors,
and the dragons moved in again. With a few deft troop
movements, the Evils then seized all lands west of the
Ruling River.
The Northending Elders began plans for the
eventual defense of the known world, and discovered a
covert alliance of Neutral creatures. This Neutral
Alliance was organized but not bureaucratic, and had
amassed the largest reserves of magical power and
items since the disappearance of the capital city.
With assurances of cooperation when necessary,
the Neutral Alliance went back into hiding. Some of its
members were busy maintaining the ancient lore, and
the resourcesof the Bard Colleges were madeaval,awt:
to the High Council of Northending.
The Evil powers began assembling for a move
against Northending in 550 J.R., before thetown Elders
had completed their preparations. A stopgap measure
was needed. The Elders found a volunteer, a magicuser named Felonius. and helped him establish a
stronghold on the expected Evil route. The ploy was
successful, and the Evils were repulsed with heavy
losses. A town was built around the stronghold, and
named for its founder.
At present (565 J.R./1223 OR),the Evil armiesare
gathering for the attack. The Northending leaders
expect itwithin two years. In preparation, they maintain
communications with the Neutral Alliance, and keep
their own secret ruler (a remarkable human known
only as Doc) informed of all details. Doc maintains a
secluded base on an island off the west coast. Some
people believe he had witnessed the disappearance of
Empyrea; he is definitely over 150 years old.
The Evil rulers have apparently rediscovered some
of the powers lost after their previous reign, and might
be capable of overcoming the combined forces of
Good and Neutrality. Some Good leaders think their
only hope for survival is to concentrate on a search for
Empyrea itself, and lorists arestudiouslyanalyzingthe
ancient riddle and their yellowed records to find more
clues.
, ,.
...
PLAYERS BACKGROUND
(The 1st level Bard was new at composing songs.)
The others argued quite reasonably that it could
have been any of them, but Athelstan was inconsolable.
Recognizing this behavior as one of those paladin
things.the group left him toquiet hisown conscience.
Once again at thesilver Crescent (the famed table
around which the Council of Five meets) where they
began their journey, the party met with Karolin, High
Priest and Ruler of the region, to decide what to do
next. After summarizing the current situation, Karolin
quietly continued, We will, if you like, take charge of
this task now. But we could only deliver it to a friend of
ours for return to its Nest.
Who is this friend? asked Athelstan.
A powerful and trustworthy gentleman who lives
on an island off the west coast. His name is-
Doc!cried Triladir, standing suddenly. Everyone
watched her, waiting. She blushed slightly, but as she
slowly sat, she said, Is it Doc?
Why, yes, replied Karolin. How is it you know of
this man? Few remember his history, and fewer his
name!
His past is legend, and 1 have studied it long,
replied Triladir with a quiver in her voice. She gazed
thoughtfullythrough a window, searching her memories
for nearly-forgotten lore and vague references.
After a pause, Karolin continued. You may, if you
wish, take the Egg to Doc yourself. The trip is not long
nor overly dangerous-once he is informed of your
approach, of course.
Athelstan lookedat hisfriends. Venaciaand Triladir
seemed eager to visit this legendary figure. Tristrum
was bored as usual. Little Gadoff seemed bored too,
but the paladin smiled as he heard the telltale sign of
Gadoffs excitement-his quivering right foot, thumping
softly on the rug.
I would like tovisit him. Unlessmyfriendsobject.
we shall finish this task.
No one said a word for a moment.
Weshall let him knowyouarecoming,announced
Karolin. Im sure youll enjoy his company. After
adjourning the meeting, he took Athelstan aside and
showed him a series of passwords, signs, and
countersignsto besureoftheEggssafedeliveryto the
real Doc.
The followlng Background Is dlvlded Into three parts.
For Tournament use, all three are used. In Campaign
play, the middle sectlon Is replaced by an overland
wilderness journey. Remember to return to the third
part of the Background after that trip Is completed.
The lonely town of Northending was built centuries
ago on the face of a large mountain. Its defenses-the
precarious path to the gates, and the stout walls at the
towns edge-have preserved this bastion of law and
goodness for many years, despite the occasional
passing shadows of war. It is the last outpost for
adventurers heading north, a final source of supplies
and entertainment for those on their way into the
uncertain futures of the northern wilds.
The paladin Athelstan arrived in Northending nearly
a month ago, and conferred with the town fathers
throughout a Sevenday of feasting and celebrations.
He gathered a party of powerful adventuring friends at
the request of the Council of Five, and secretly set off to
rescue the fabled artifact known as the Egg of the
Phoenix.
Aftera hard trek through the notoriouscaves in the
cliffs above the town, the party climbed the stairway of
the Great Pit, penetrated the Black Forest atop the
mountain, and finally traveted to the Negative Material
Plane for the final confrontation with the Eggs
guardians. Successful at last, they quickly returned to
Northending. (See module R-3 for more details.)
Upon the return of Athelstan and company, the
town cheerfully initiated another festive celebration.
But they knew nothing of the magnitude of the quest,
nor of the artifact except its fabled name.
Athelstan assumed his usual debonair manner in
public, but was privately quite disturbed; his close
friend Zanzibar was lost on the trip, and he felt it was
his fault for bringing him into the quest. The local bard
had alreadycomposed acommemorative song, part of
which went like this:
And Zanzibar steadfastly held
When earth began to squirm;
And Zanzibar, our Zanzibar
Did fight the Purple Worm.
Our Zanzibar then wrestled it
And rode it to the ground.
But Zanzibar, our Zanzibar
Was never to be found.
(In Campaign play, stop hereand run the Overland
Journey adventure, startingon page TK(7). Background
continues for Tournament Play only.)
And so, the party set out overland toward the west
coast, the Egg hidden in a lead-lined beer keg. Five
decoy kegs were filled with good dwarven ale, and it
was a quick and merry journey, marred only by a few
typical encounterswith animalsand would-be bandits.
A small manned galley met them at the appointed place
ontheshoreline, but high windsand waveslefteveryone
slightly ill for their arrival on Docs Island.
In the splendid entry hall of the castle, the ragged
crew met the tall, wrinkled figure of the legendary Doc.
Welcome! he exclaimed. Sorry about the weather;
my usual control has been overcome by great forces
since the theft of the Egg. You have it with you?
Athelstan was cautious. Do you have any means
of identification, noble sir?The party stood poised for
action.
Doc chuckled, then burst into laughter. My dear
Athelstan, how typical of you-and how correct. Yes, I
do. He began the elaborate code detailed by the
Council, following Athelstans passwords and the
appropriate countersigns. Is that enough?
Athelstan relaxed and replied, It is. Our job is
done! Everyone cheered, relaxed, and accepted the
regal hospitality of Docs castle.
(Background concludes for both Tournament and
Campaign use.)
In general, Doc was very pleased with the whole
business. Im sorry to hear of the loss of Zanzibar,
though. He was a close friend of yours, I understand.
Yes, he was, but all things must pass, replied
Athelstan. Hearing this reply, the others knew the
paladin hadovercome hisgriefandwas backtohisold
self: orderly, prim, proper, and always reasonable. Hed
been a bit hard to live with for the past week, and they
had been worried.
You have done well i n this epic task, and have
greatly aided our endangered lands. If you feel up to
some education, my tutors are at your disposal. My
treat, Doc said. Several members of the party gasped
with excitement before recovering their composure.
All were eager for more training, but had not found the
time.This Egg business haddemanded theircontinuous
service. Youroffer is most gracious, mlord!exclaimed
Athelstan.Weshall notdo you thedishonorofturning
it down, Im sure.
And when youre all ready to continue your
adventures, I also havea quest handy,continued Doc
with a twinkle in his eye. There is a deep and
dangerous dungeon below this island. I havent gotten
around to cleaning it out, and it has served as a source
of treasure and experience for my rare visitors. I have
recently noted the vibrationsof powerdeep below, and
upon investigation, I found out what causes the
vibrations. You might be interested in this, Athelstan:
the vibrations seem to indicate the presence of a Holy
Sword.
What!?Athelstan leapt to hisfeet.How? Where?
Wait.. . Passing a hand over his brow, he took a deep
breath. Venacia and Triladir glanced at each other.
Athelstan had never displayed such an emotional
outbreak. Your pardon, mlord. If this sword is really
here, I humbly request permission to -
Of course, of course, I understand completely,
interrupted Doc. I brought up the subject, didnt I?
And drop that mlord stuff. Call me Doc. I only wish I
could present the sword to you, as a reward for your
troubles with the Egg. However, there would be
repercussions. Iwould have to usegreat forceto obtain
it, as I am not a paladin. Apparently it is in an area
secured against all but paladins and their aides-or
friends, in your case. You are welcome to go after the
Holy Sword. All I can do is provide a bit of transportation.
I have a private elevator that can carry you down
to the sixth level of the dungeon. From there, you
should make your way down two levels, where this
sword rests. It isalmost certainlywell-guarded. butjust
as certainly unusable by its custodians. Come to me
when you have finished your training, and I shall
supply more details.
In a private discussion with the party, Athelstan
insisted that nobody should risk their lives for a sword
only he could use. But when it was put to a vote,
Athelstan was the only one to object. He gave in
reluctantly, but he was secretly proud of his friends
courage. Athelstan then formally promised his sword
Paramel toTristrum, to be transferred upon recoveryof
the Holy Sword. He just as firmly insisted that all
treasuresacquired along the way bedivided among the
others, as the sword would be more than enough for
him. Two weeks later, their resting and training
complete, the eager crew gathered before the doors of
the elevator for the great adventure.
DocslslanddungeonadventurebeginsonpageTK(14).
OVERLAND JOURNEY
(Campaign Play Only)
Animals
After reading the first section of the Background, the
players should review their assets and prepare for the
overland journey. The Council equips them with one
lead-lined beer keg largeenough to hold the Egg, plus
five other identical decoy kegs (all filled with dwarven
ale), a wagon, and a team of six draft horses (AC:7,
M:12, HD:3. hp:20 each).
The party may purchase any and all normal items
in town (players must select from the list in the ADBD
Players Handbook, pages 35-36). The only magical
items that can be purchased in town are scrolls (any 1st
level clerical spell, for 300 gp each) and continual light
gems-each being a one gp gem with a continual light
spell cast upon it-for 250 gp each.
The town of Northending is high on the northern
face of a precarious mountain, accessible only by a
winding trail that leadsthree milesnorth. Itopensintoa
large clearing at the base of the northernmost point of
the ridge, connecting to trails northeast, northwest,
and south. Charwood Forest lies to the west of the
ridge. To the east are the Growing Hills. Onion Lake is
to the southwest, a place to be avoided while carrying
the Egg. The Great Peaks lie north, dangerous and
nearly impassable.The northwest route is theonlysure
path that can accommodate a wagon and team, but this
path also has its risks.
The southern route could eventually lead to the
coast, but would require a 200-mile trek through at
least three towns-an unwise choice; man is the most
dangerous of all monsters.
Docs Island liesdue west, five milesoffshore.The
coast is 110 miles from Northending by the northwest
trail, and a 50-mile seaside jaunt southward completes
the journey.
Animal encounters involve only small, basically
inoffensiveanimalsof various types, which try to avoid
the party.TheDM mayselectone(orchooserandom1y)
from the following: badgers, beavers, birds, deer,
goats, herd animals, porcupines, skunks, weasels,
wildcats, and others. None has any treasure, though
certain pelts may be of value (at the DMs discretion).
Ankheg
The trip might proceed with no encounters until the
party reaches the mountains. The DM should roll I d 8 at
dawn, noon, and dusk of each day. A result of one
indicates an encounter, and 1d8 must be rolled again to
determine the type of encounter.
Creature@)
Encountered
Number
Appearing
1-2
Animals, normal
Ankhegs
Beetles, Stag
Dragon, Green
Medusa
1-8
3
4
5
6
7
8
Sprites
Werewolves
2, AC:2, M:12(6), HD:5, hp:25@.
#AT:1, D:3d8+ld4, THACO:15,
STs:16, N. Lg; if damaged to 1Ohpor
less, squirts acid stream (Swide) to
3 0 for Ed4 (save vs. breath for lh
damage)
Thesecreaturesare beneath the trail,and riseupas the
party passes, appearing to the left and right of the
wagon and attacking the most convenient targets,
whether horses or characters. If either ankheg is
damagedenough tosquirtacid, both will fleeafterone
squirts(but not byburrowing).Theyhaveno treasure.
The ankheg tunnels form a maze which eventually
leads to their underground lair. If explored, three larger
ankhegs will be found in the lair. The lair treasure is
scattered, buried under debris; the sides of the tunnels
and the larger rooms of the lair are strewn with bits
and pieces of wood, rocks of all sizes, scraps of human
origin (clothing, pieces of weapons, and other refuse),
and the usual traces of ankheg occupancy. Thetreasure
consists of 2,000 sp, four gems (total value 2,500 gp),
one piece of fine jewelry (2,200 gp), a potion of water
breathing (fourdoses), and aspear+l.Thelatter items
may be easily found if a detect magic spell is used, but
the bulkofthetreasuretakes12man-hourstogather. If
less time is spent searching, less treasure is found (in
proportion to the time actually spent).
Forest Encounters (Campaign Play Only)
Die
Roll
1-8, AC:4-8, M:6-24, HD:1/2-2,
#AT:O-3, D:l-ld4@, N, Sm
Beetles, Stag
6,AC:3. M:6. HD:7, hp:12,18,24,30,
36, 42; #AT:3, D:4d4/dlO/d10,
THACO:13, STs:16, N, Lg; two 8
horns, 10 long body, poor eyesight
and hearing
The giant stag beetles are seen nearby, about 60 yards
away. Noise from horses attracts them, but they can
easily be outrun and avoided. They have no treasure,
but if any are slain with little damage (i.e. magically
slain, or magically held or charmed and then slain
carefully), each carapace may later be used to make
two normal-sized shields +2. An undamaged carapace
is in good enough condition for careful crafting and
enchantment. (The cost of such a process is left to the
DMs discretion.)
6
1
1
40
10
10
Dragon, Green
The medusas cloak is fastened with a brooch of
shielding (absorbs 50hp of magic missiles), and she
carries a potion of speed which she drinks if the
characters move in to engage. After the potion takes
effect, she tries to evade as long as possible (at double
normal movement, 18 feet)-still gazing each round, if
possible. When characters avoid her gaze, she utters
loud, abrupt screams, to startle the horses and get their
attention (for petrification attempts). Note that if a
horse is petrified, all the items it carries are also turned
to stone; however, the wagon and kegs cannot be
petrified, as they are not equipment carried by any
creature.
1, AC:2, HD:8, hp:40, #AT:3,
D:d6/ld6/2d10. THACO:12, STs:13,
LE, Lg; breath 50 long, 4 0 wide, 30
high; fear aura (+5 to saving throw)
This dragons shadow suddenly passes over the party,
and automatically surprises them as it approaches on a
glide, nearly silent and obscured by trees. It cruises 70
feet overhead, and passes without seeing or hearing
the results of its passage. (Effect of fear aura: creatures
of less than 1HD and untrained, inoffensive creatures,
such as draft horses, rout for 4d6 turns: creatures of
less than 3HD save vs. spells with a +5 bonus, or else
they rout or are paralyzed; creatures of less than 6HD
savewith bonusorfight at-1 to hit;creaturesof6HDor
more disregard the effect.)
The dragon has seen something and is merely
investigating; it does not particularly wish to tangle
with fierce humans. It lands 150 yards ahead of the
party, directly on the trail, to eat whatever creatures it
can find, and wait. If the party hides for one hour or
more, it departs. The dragon immediately takes off if
attacked or approached, coming back to breathe on
the party as it passes. It may repeat the maneuver once,
but does not land again unless most of the characters
are dead. It carries no treasure.
If the draft horses are permitted to run free, they
run directly away from the dragon at maximum speed,
pulling the wagon (and the Egg!) all the while. If a
character tries to unhook the wagon, the DM should
roll ld6,adjustingtheresult bythecharactersDexterity
bonus to hit. If the total is six, the attempt is
successful. If not, the horsesand wagon (possiblywith
riders) continue into the woods. If the wagon becomes
separated from the party, it is automatically found by
the sprites (described hereafter), who make off with
one keg of ale and one other keg-containing the Egg.
Thesprites do not behaveasdescribed below. Instead.
they shootany guards with theirsleeparrows,andthen
they steal the two kegs (regardless of previous
encounters with the party). Later, however, they agree
to a trade. The sprites want the ale, not the artifact.
Medusa
Sprites
40, AC:6, M:9/18, HD:l, #AT:1,
D:weapon, THACO:19, STs:17, NG,
Sm (2); mini-swords (ld4) or bows
(ld3, ranges as /zshort bow, hit =
save vs. poison or sleep l d 6 hours):
AT WILL: invisibility. move silently,
detect good/evil (range 5).
A sprite suddenly appears on the wagon and addresses
the most charismatic character, asking if a keg of ale
might be for sale. The sprite offers to pay much (1,000
gp in gems) as such delicaciesare rare in theirarea. If a
deal is struck, all 40 sprites suddenly appear, take up a
collection among themselves, and finally (after much
confusion) pay for the keg.
All 40 sprites then airlift the keg into the woods. If
the purchase proceeds smoothly, the sprites return
within an hour and offer to stay with the party for a
night. If the offer is accepted, they tell fireside tales
about the various nasty creatures seen in the area (all
those listed in the encounter table). Note that the
sprites have seen all the creatures in their true guises.
Werewolves
10, AC:5, M:15, HD:4+3, hp:23@.
#AT:l, D:2d4, THACO:15. STs:16.
CE, Med; surprise on 1-3, silver or
magic to hit.
The party sees agroupof 10 robed peopleapproaching
on foot, apparently pilgrims. They can be detected as
evil, but behave normally and peacefully. They stop
and hail the party, move to one side to let them pass,
and are generally cooperative-until their leader says
Well, have a nice day, at which time they all change
form and attack (possibly by surprise, though the DM
should adjust rolls for suspicions and preparations
mentioned by players). If any party member uses this
phrase, however, one of the creatures changes form
prematurely, alerting the party and negating any chance
of surprise. The werewolves run fast enough to catch
most horses.
1, AC:5, M:9, HD:6, hp:33, #AT:1,
D:ld4, THACO:13, STs:14, LE, Med;
gazeturnsvictimstostone (savevs.
petrification); attack (snakebite, 1d4)
is poisonous (save or die)
This horrid creature is wandering in thewoods wearing
a druids hooded travel cloak that completelydisguises
her. The cloak is easily recognizable by a ranger. The
medusaignoresthepartyunlessgreetedorattacked. If
so, she pulls back the hood, revealing her true nature,
and tries to petrify the person encountering her.
11
The bandit weaponsare longsword (#AT:l, D:ld8) and
shortbow (#AT:2, D:ld6@. ranges5/10/15). All bandits
wear leatherarmor and small shields. Roll hit pointsfor
normal bandits as needed ( l d 6 each). Each bandit
carries five gp in a small sack.
The 37 normal bandits are led by an 8th level
fighter (with his six guards, 2nd level each) and six
officers: one lieutenant of 7th level, two 4th level, and
three3rd level fighters. Each officer and guard carries
50 gp.
Note the paladins dilemma here: although he can
easily detect the evil in the pilgrims, he cannot
lawfullyattack until theytakeactions to warrant it.The
lycanthropes are carrying no treasure, but can easily
be tracked back to their lair. Six more creatures are in
the lair, along with 2,200 cp, 800 sp. 600 ep, 500 gp, and
one gem (value 500 gp). (The lair is left for design by
the DM, and should be in caves near a town. Keep in
mind that most of the creatures probably lead normal
civilized lives, at least part-time.)
Bandit Pass (Campaign Play Only)
The party must travel through the pass in the Great
Peaks to reach the west coast. It is known to be a
dangerous area, and the playersshould be informed of
this.
During the day it takes to cross the mountains, no
encounters occur, but occasional humanoid figures
are sighted high on the peaks. These figures are
bandits, in groups of five, foraging and watching the
pass for travelers.
If the party stops to camp for the night after the
pass is crossed, they are attacked at 3:OO a.m. by the
bandits. If they press onward, traveling until midnight
(atleastanextrasix hours),theyareoutofthebandits
area and escape the ambush.
1,AC:O, M:9. HD:8, hp:60,THACO:14,
STs:13, LE; longsword +2, dagger
+1, piatearmor+l, shieid+l; potions
of extra healing, Invisibility, and
speed: large key ring with 11 keys
Guards
6, AC:4. M:9. HD:2, hp:15@,
THACO19. STs:17, LE
Officers
1,AC:2. M:6,HD:5, hp:37,THACO:16,
STs:14. LE; plate armor and shield,
longsword +1, 2 potions of extra
healing.
2, AC:2, M:6. HD:4, hp:27, 31,
THACO:18, STs:16, N; plate armor
and shield, potion of extra healing
(each).
Ambush (Campaign Play Only)
At 3:OO a.m., a horde of 50 bandits attacks the party
after quietly surrounding the camp. They start with two
rounds of missile fire, followed by a mass charge. It
takes one round for characters to awaken. Note that
theonlycharactersin normalarmorareon watchatthe
time, unless players specify otherwise.
Characters normally attired in leather armor may
be automatically considered to be sleeping in their
armor. All othercharacterssleep in light clothes unless
the playerfirmly states that armor is being slept in, due
t o the apparent danger (normally not done but
permissible for this night). Awakened characters may
grab shields and weapons, but do not have time to don
armor.
Note that the party could take steps in making
camp that would effectively negate part or all of the
surprise. The ranger, for example, could arrange nearby
underbrush and leaves to ensure noise from approaching creatures. With the right magical items (a gem of
seeing, for example), the bandits could be discovered
while still more than 100 yards away. The bandits are
clever and quiet, but good play and preparation can
avoid most problems.
A clever party might capture 1-5 bandit scouts (a
simple matter of fly and sleep spells by a magic-user),
interrogate them and discover the planned time of
attack, and prepare to be awake and ready for the
attack while appearing to be asleep!
Bandits
Leader
3, AC:4. HD:3, hp:19, 21, 23,
THACO:18, STs:16, N: chaln armor
and shield, potion of healing (each).
The bandits get 30 arrow attacks in each volley, two
volleys per round. If the first volley is by surprise, half
(or more) of the shots are aimed at characters on
guard, the rest are aimed at sleeping characters (treat
as AC:10 if unarmored). They try to get four volleys off
before engaging, although some individuals may be
forced to engage before completing this strategy.
If you wish, use a percentage of hits instead of
rolling all the attacks. For example, if 10 arrows are
shot at three sleeping unarmored characters, they hit
on a roll of nine or better, or 60% of the time; thus, on
the average, six of the 10 hit, or two per target. (This
principle may be applied t o many mass volley
situations.)
Theofficersand guardsare widelyspaced toavoid
areaeffectspells.They hold back until the first waveof
normal bandits is engaged, but then move in where
most needed. The leader and guards do not engage,
but stay back to observe, and flee if the battle turns
against them. However, the guards assist with more
missile fire if directed by the leader-a probable tactic
against observed spell casters in the party, for example.
Bandit Lair (Campaign Play Only)
37, AC:7, M:12. HD:1. hp:ld6,#ATl
or 2, D:ld8 or ld6@, THACO:19,
STs:17, N, Med
The bandit lair is a temporary camp high in the
mountains of the pass, within five miles of the first
12
sighting of the bandit scouts. At the time of the bandits'
ambush, ten banditsare in thecampalong with one6th
level leader. They plan to stay up all night ifnecessary,
guarding the camp until their comrades return. The
normal bandits are the same as those detailed above.
CampLeader
of treasure finding), unless a bandit officer is either
captured or interrogated using aspeakwith deadspell.
In either case, the location is quickly revealed. For
security reasons, the normal bandits do not know
where the officers have buried the cache.
Each chest is locked securely and trapped with
poison darts. Adart trap is not triggered if a key is used,
or if attempts at Finding and Removing the trap have
been successful. Otherwise, the person unlocking the
chest takes l d 6 points of damage and must save vs.
poison with a +2 bonus to the roll, or die. The bandit
leader has the key ring with all 11 keys. They are all
different and numbered, matching the numbers on the
chests. Note that the use of the wrong key does not set
off a trap, but doesn't open the chest either. The chests
contain the following treasure:
1, A C : I . M:9, HD:6, hp:48,
THACO:16, STs:14, LE; plate armor
and shleid +1,iongsword +l.
potion
of extra healing.
The bandits are holding hostages from previous raids
(described briefly hereafter), hoping for fun and profit.
All the humans come from the town of Shell, along the
coast to the north. All of the prisoners have heard of
Doc's Island. They are all bound, lying here and there
around the camp, and are always carefully watched.
None have any armor, weapons, or spell components,
nor (of course) anything of value.
Human male
Coredum, Fighter L3. hp:23, CG;
has heard of Athelstan. and will be
overawed by him.
Human male
Garagrowin. Ranger L4, hp:32, CG;
knowsTristrum, who will remember
him but not fondly.
Human male
Celsius, Magic-User L3, hp:8, NG;
has heard of Triladir professionally,
but has never met her.
Human female
Marcy, Thief L3. hp:lO, N; secretive
regular visitor to Fairway; knows of
some evil there.
Human females
(4) peasants, hp:3@. N; have seen
Athelstan in public town appearances, and will make quite a fuss
over him.
DWaNen female
Brauni. Fighter L3. hp:20, LG;comes
from Orad, a dWaNen town to the
southeast.
Elven female
Pehri, Fighter/Magic-User L3/3,
hp:13, CG; comes from Breem, an
elven t0wnfartothesouth;despises
"half-breeds" (half-elves).
# l . 500 cp.
#2.500 gp.
#3.500 sp, plus (buried deep in the coins) a small sack
containing 13 gems, total value 3,500 gp.
#4.500 gp.
#5.375 cp, 50 sp, 35 pp (buried deep), plus (also hidden
deep in thecoins) afinelycrafted wooden box which is
untrapped, padded and lined with satin, and contains
eight pieces of jewelry, total value 10,000 gp.
#6.500 sp.
#7.500 ep.
#8.500 gp.
#9.200 gp, 225 ep, and 25 pp.
#IO. 500 gp.
#I 1.500 ep.
Doc's Island lies50 miles from the mountain pass,
south and slightly west. The trail intersects a welltraveled coast road, which leads north to the town of
Shell, asmall seaport, and south through thedangerous
Brazen Hills toShadowValley,a placeof infamousevil.
The hills are a full 60 miles south of Doc's imposing
establishment, and will not be traversed by the party.
The only encounters to occur along the coast road
are with Neutral or Good merchants, nomads, and/or
patrols of soldiers from Shell. The soldiers are all
Lawful (some Good, some Neutral), working to keep
the trade routes free of scavengers and bandits. If told
of the bandit group, they pass the word to the right
quarterqand themountainsarecleanedout within two
weeks (if the party hasn't done it already). If the party
has rescued any of the bandits' prisoners, most depart
here, leaving with a patrol. All the prisoners have heard
of Doc's famous island, and all non-Good and nonLawful NPCsgowiththeguards, knowingfull well that
they should not continue to Doc's. (Of all the prisoners,
only Celsius and Brauni remain with the party.)
O n the morning of the day when the party
approaches the shore, the weather is overcast and a bit
windy. As they approach the shoreline, a drizzle
begins. The weather does not look good.
When they reach the shoreline, the party finds a
medium-sized galley waiting for them, manned by 20
(The DM isencouraged to add other descriptive notes,
create backgrounds, and add more personality to
these NPCs. The information provided by these
characters could be used to introduceseveral subplots
in an intricate campaign.)
Although each normal bandit carries five gp. and
each officer carries 50 gp, the lair treasure is also
located at the bandit camp. It is buried in 11 large
wooden chests, each has asmall numbercarved below
a handle.
The chests have been carefully buried, and cannot
be found without magical assistance (such asa potion
13
creatures must climb over the rail and move toward
nearby characters. Thus, no free attacks are gained
by surprise. The kopoacinth boarding fore and aft
attack normally, but those boarding amidship are
handled differently, as described hereafter.
All crew members flee the kopoacinth. noisily
warning everyone of the attack. They all hide below
deck (with theexception ofthescout in thecrowsnest.
who stays there quietly until the danger passes).
oarsmen and four leaders. They are all Lawful Good,
and the leaders refuse to take on passengers until
alignment indicators are responded to, preferably by
the paladin. Once reassured, they allow the party to
board. They have heard of the Egg, but do not know
any passwords. They all work for Doc.
The leaders do not allow the wagon nor the horses
tobetakenaboard, butthecrewhelpswith loadingand
storing any other gear. If the NPCs Celsius andlor
Brauni are present, they are also invited aboard.
Thegalley is80feet long andtwentyfeet wide, with
15 oars per side (one-third of the oars are stowed),
operated from the first deck below. The top deck is
nearly bare; a single square sail hangs from a mast
accompanied bythe usual rigging. Twosquare hatches,
each six by eight feet and latticed for ventilation, lead
from the top deck to the oar deck, each hatch is
centered 25 feet from the mast. The sail is illustrated
beautifully with the figure of a gold dragon. No flags
are flown.
Kopoacinth
8, AC:5, M:9/15, HD:4+4, hp:35@.
#AT:4, D : l d 3 / l d 3 l l d 6 l l d 4 ,
THACO:15, STs:14, CE. Med;
+1 weapon needed to hit
Thecreatures boarding amidship tryto tosscharacters
overboard, so their combat is handled differentlyfrom
normal melee. Two to hit rolls should be made for
each, instead of the normal four, and taken vs. AC:10
(base; THACO:5), adjusted for the victims Dexterity
defensive bonus, magical armor bonuses and shield,
and situation adjustments. (For example, a character
maneuvering to interpose the mast gains partial cover,
fora-2 bonustoArmorClass).Theseattacksinflict no
damage.
If any two kopoacinth score three hits between
them against a single victim, that victim is picked up
and thrown overboard in the same round. The victim
may attack normally before this occurs, and if the
participating kopoacinth are attacked by another
character, the procedure is interrupted (automatically
failing), and the intended victim remains aboard.
If acharacterabandonsallattemptsat combat and
tries to wriggle loose from the kopoacinths grasp, he
or she gains a saving throw vs. wands. If the saving
throw is successful, the creatures are forced to drop
their victim. The character may get up and retrieve
weapons in the same round. The kopoacinth do not
throw items overboard, even if conveniently available.
Their instructions refer specifically to opponents and
barrels. They have been told of the Egg.
T o handle character attempts at weaponless
combat, consider the kopoacinth as 17 Strength, 16
Dexterity, and 170 pounds in weight.
If the kopoacinth successfullyclearthe deck, they
start throwing barrels overboard. Most barrels float,
except the one containing the Egg. When the deck is
cleared of characters and barrels, they start dragging
out remaining crew members, characters, and barrels
below deck to throw overboard. If possible, they
continue until the boat contains nosurvivors, and then
dive to recover the Egg (and all bodies) for their
masters.
Characters thrown overboard may sinkand drown.
Non-magical metal armor certainly causes a character
t o sink immediately, and even magical armor causes
encumbrance, although the character remains on the
surface. In the rough waves of the storm, any character
in the water drowns in a number of rounds equal to his
Sea Voyage (Campaign Play Only)
A storm comes up as the boat sets off from shore. All
party members become slightly seasick (none of the
tournament characters has much shipboard experience), suffering temporary penalties of -1 from each
AbilityScoreand a like penaltytoevery Saving Throw.
This condition can be cured only with time; all Scores
and Saving Throws return to normal one hourafter the
characters land on firm ground once again.
With 20 oarsmen and sail, the galley moves at five
m.p.h. However, due in part to the storm, the five-mile
trip to the island takes about 2-3 hours.
At the halfway point of the voyage, a group of
watching kopoacinth (marine gargoyles) approach the
boat from below and try to board. They are operating
under orders from Shadow Valley, and cannot be
scared away; they fight to the death. If a character is
keeping watch with a detectinvisibilityspell. oneof the
approaching shapes is seen in the water, theirsurprise
attack is thus negated. Otherwise, despite the constant
watch from the Crows nest (a basket-like outpost
atop the mast) by a crew member, the creatures
approach unseen and surprise the party and crew as
they board.
The DM should have all characters declare their
positions on the boat, along with status of arms and
armor (what weapons are out, what armor is being
wornforthevoyage,andsoforth).The bulkofthecrew
are rowing at the time of boarding, but 2-5 crew
members are topside, taking breaks and talking with
party members. Characters may be below deck, as
some cabins are available for privacy if desired. (Note
that none of the ships crew carries magical weaponry.)
If they gain surprise (nearly automatic), the
kopoacintharefirstseen climbingoverthesidesofthe
boat. Four board near the mast (two from each side),
two others climb over the bow, and two more climb
over the stern. The duration of the surprise is low. The
14
party approaches, with driving rain and high winds
obscuring vision and thoroughly soaking all the
characters. The party is not forced to cope with mud or
loose footing.
The lead-lined keg with the Egg must becarried by
four strong persons. (Only two of the crew are strong
enough to help, but Brauni, the NPC dwarf can assist).
As the party approaches the castle gate, the drawbridge
lowers, and the characters can enter at will. Doc meets
them in the entry hall, introduces himself, and exchanges passwords. The storm, increasing in volume
and power as the characters approach the castle, hits
its peak, making the passwords nearly inaudible
through the crashing thunder. It quiets immediately
thereafter, and the sun appears within an hour.
After the passwords are exchanged, Doc instructs
a team of dwarves (all Lawful Good) to take the Egg to
its temporary resting place. Characters may go along.
The Egg is taken upstairsand placed on a pedestal in a
30-foot. cubic, lead-lined, walk-in safe. The safe is
secured with a solid metal door and a huge, complex
lock.
(Althoughhedoes not reveal his profession, Doc is
a dual-class cleridmagic-user. 25th level in each. He is
more Lawful and Good than Athelstan, if such a thing is
possible. If used as a regular NPC in a campaign, an
appropriate background should be created and given
to the characters through conversation.)
or her Constitution score. Any sinking character drowns
in three rounds. For game mechanics, a character
killed by drowning is reduced to -10 hit points.
If a character remains afloat, he or she may
attempt to reboard the galley. If a saving throw vs.
death ray is successfully made, the character may
paddletowardsthe boat, gettingcloseenough tograsp
side ropes and climb aboard. The entire procedure
takes three rounds from the time the saving throw is
made. Onlyonesaving throw is permitted. If itfails, the
character cannot reach the boat alone. Assistance
from other characters (a thrown lifeline, for instance)
gives bonuses to the saving throw (from +2 to +lo. at
the DMs discretion).
A sunken character may be recovered if the party
uses sufficient ingenuity. The depth in this area
averages 200 feet, and very few creatures larger than
normal fish can be found. There may be three more
kopoacinth (70% chance) lurking near the bottom. If
so. they attempt to recover the body of the drowned
character(s) for their masters, and attack intruders on
sight.
The storm continues after the battles conclusion.
After another hour or so of travel, the boat finally
approaches the island.
Journeys End (Campaign Play Only)
The island is dominated by a huge castle. Docs dock is
rather small, a 40-foot long pier located at the north
end of the island. A worn but neat gravel path leads
from the dock to the edge of a moat, opposite the large
front gate of the castle. The storm gets worse as the
DOCS ISLAND
This completes the Overland Journey adventure.
Remember to return to the Players Background for the
conclusion of the introductory notes before starting
Docs Island dungeon adventure.
(Campaign and Tournament Play)
Thisadventure isstraightforward, but challenging. The
encounters occurseparatelyand simply, until the xorn
(Dungeon Level Seven, room #7) start following the
party. The undead encounters should be handled with
ease, as there is a cleric, a paladin, and a mace of
disruption in the party.
When the party gets to Level Eight, things get
rough; the first encounter is with a horned devil. If
properly run, it should do awful things to the party. If it
gets cornered, it can teleport away. It should come and
go, returning invisibly and trying charms and fire, but
aftera long battle (and intelligent play) the devil should
be slain. The fire giants arent dummies either, and
serve to slowly use up the partys resources. But they
are merely background noise compared to the wily
rakshasa, guardian of the Holy Sword. The titan is a
mixed blessing; she quickly removes the other two
devils, but sets the stage for the rakshasas entry.
Sincearakshasacan ESPand create(ful1) lliuslons
simultaneously, it is almost unbeatable if properly
played. Its spell immunities, low AC. and spell-casting
powers will probably result in one or more deaths.
However, if the party is lucky and smart, they should
eventually hit it with a blessed crossbow bolt. The final
trap (#20a) only catches those who let their guard
down prematurely. The denizens in that trap provide a
last bit of excitement before the final success.
Campaign Expanslon
This adventure takes place on dungeon Levels Six
through Eight. Levels One through Five are not
included. For campaign use, the DM should feel free to
create and stock the upper dungeon. When doing so,
maintain approximately the same level size as the
lower levels. The adventure takes place on an island:
several tunnels and other connections with the shoreline and other caves may be included.
Levels 1-3 should be relatively empty, and should
contain several blocked exits to the shore. This area,
now accessible only through the castle, has been
cleared and secured by Docs minions. Theouter areas
of lower levels should feature pools and other ocean
connections, and may include some of those listed in
the Shallow Water Encounters chart for Salt Water
(Large Bodies), on page 180 of the AD&D Dungeon
Masters Guide.
15
ENCOUNTER KEY LEVEL SIX
Pixies
Trained, equipped and ready, the party takes the
glistening white elevator down. The trip is uneventful,
and as the doors slide open, the party sees the first
section of corridor on Level Six (see map).
1. OWLBEARS. The room is not locked. Some growling
can be heard behind the door if anyone listens carefully.
Two owlbears have their lair in this otherwise bare
room. They stupidly try to eat anyone wandering in.
They have accumulated 5,000 gp worth of coins
(weighing a total of 1,500 Ib.) and a wand of magic
detectlon (with 52 charges). The command word for
the wand is on a scrap of parchment buried in the
coins, but the number of charges is not included.
Owlbears
4. THE GATES OF DEATH. Read this encounter
thoroughly before starting. This huge room (70 by 150
feet, ceiling 40 feet high) is made entirely of glistening
green marble. It radiates magic, cannot be broken or
marked in any way, and is far too smooth to climb
without magical assistance.
Aseriesofstepsbytheeastwall(seemap) leadsto
apairof large brassdoors,each 15feetwideand20feet
high, and each with a large (three-foot long) vertical
handle in the middle. The room appears to be empty.
An icedevil is standing lnvlslbleand polymorphed
in the form of a lich in the northeast corner of the room.
Upon observing the entrance of any visitor(s), it first
teleports to the step in front of the brassdoors and then
appears. It does not attack in any way if not attacked
itself and, if attacked, it merely teleportsto another part
of the room. If forced to flee in this way three times, it
then teleports out of the room, returning an hour later.
2, AC:5. M:12, HD:5+2, hp:35@,
#AT:3. D:d6/d6/2d6. THACO:15,
STs:l4, N, Lg; paw hit of 18+ = hug
for 2d8 additional damage
2. TICKS. A rotting carcass lies in the center of this
room, apparently the remains of a small dinosaur-like
creature. Under, in, and behind the carcass are five
giant ticks, which cannot be seen from the doorway.
Theyareeasilyspotted afterthe room isentered. but as
they are feasting happily at the moment, the ticks do
not attack unless disturbed. Under the carcass (and
not obtainable except by bothering the ticks) is an
ornate ivory scroll case (value 50 gp) containing a
clerical scroll of one restoration spell.
Ticks
4, AC:5. M:6/12. HD1/2, hp:2@,
#AT:l. D:d4+1 plussavevs. spellsor
sleep,THACO:17,STs:12, N,Sm;AT
WILL: become vlslble, polymorph
self. create llluslon, know alignment;
touch = confusion (remove curse
cures); 11DAY: dispel magic, dancing
lights, ESP
Ice Devil
5. AC:3. M:3. HD:3, hp:18@, #AT1,
D:d4 &attach; attach=suck l d 6 per
round until dead,THACO:16,STs:17,
N, Sm
3. PIXIES. Although there is nothing visible in this
locked bare room, four pixies are sitting in a far corner,
invisibleand slightlydrunkonelven wine (although not
tipsy enough to impair any of their abilities, as yet).
They are passing a wineskin around, and are friendly if
approached in a like manner. One pixie has a ring of
fire reslstance that she gives away, absolutely free, to
anyone who offers them more wine of any type.
In Campaign play, the pixies know of their playful
relatives (thewoodland sprites in theoverland Journey
adventure), and offertoassistthe party ifany character
speaksfavorablyof sprites. They do not, however, pass
the Gates of Death (#4. hereafter).
AC:-4, M:6. H D : l l , hp:60. MR:55.
LE, Lg; radiatesfear 1 0 radius (save
vs. wands, per round if in range), +2
weapon needed to hit; 1/DAY: Ice
storm; AT WILL: detect Invlslbllty,
detect magic, polymorph self, fly.
wall of Ice, charm person, llluslon,
suggestion. k n o w alignment,
anlmate dead, teleporl (no error).
If talked to peacefully, the lichldevil freely reveals the
following information (some true and some false), one
piece at a time:
a. These are the Gates of Death. It is the guardian.
b. It does not attack unless attacked itself.
c. It allows a paladin and his or her party to proceed
through the brass doors.
d. There are tests for the adventurers in every room to
come.
e. This is Level Six. There is a Holy Sword on Level
Eight.
f. There are many traps, so beware.
g. True faith conquers all; fighting is fruitless.
h. Devils are guarding the Holy Sword.
Either brass door can be easily opened byapaladin.
16
MAP OF LEVEL SIX
1 square = 10 feet
E = Empty
Otherwise (and magic notwithstanding), the doors
cannot be opened at all.
5. THE HALLS OF THE UNDEAD. In each of the
following encounters with the undead, a few basic
rules apply (but dont tell the players!):
a. All of the rooms in this section are featureless.
b. None of the undead have any treasure.
c. Neither the party nor the monsters will ever surprise
nor be surprised.
d. All the undead do maximum damage if they hit.
e. None of the undead can notice a paladin (nor,
therefore, beTurned by one). They attackotherclasses
normally.Theycan bestruck byapaladin, butcontinue
to ignore him.
f. There are several one-way Gates to the Negative
Material Plane in the area. They are featureless black
dead-ends, and cannot be entered by anyone but the
undead. They are cold, harmless, and solid to the
touch. These Gates are marked G on the map. If
Turned by a cleric, the undead flee through the nearest
Gate and will not return.
Refer to the map for the locations of each of the
following encounters. Remember especiallythat all the
undead ignore paladins. Note, however, that a paladins
protection from evil emanation is real, and functions
normally regardless of the behavior of the monsters.
5A. Skeletons
20, AC:7, M:12. HD:l, hp:4@, #AT:l,
D:6, THACO:18. STs:l7, N, Med;
sharp weapons = half damage
58. Zombies
18,AC:8, M:6, HD:2. hp:12@,#AT:i,
D:8, THACO:16. STs:17, N, Med,
always lose initiative
5C. Ghouls
l6,AC:6. M:9. HD:2, hp:12@.#AT:3,
D:3/3/6 & save vs. paralysis,
THACO:16, STs:l7, CE, Med
5D. Shadows
14, AC:7, M:12, HD:3+3, hp:16@.
#AT:1, D:5 & s t r e n g t h d r a i n ,
THACO:16, STs:16, +1 weapon to
hit, 90% invisible, CE, Med
5E. Wights
12, AC:5, M:12, HD:4+3, hp:25@,
#AT:l, D 4 & 1level drain, THACO:15,
STs:16, LE, Med
5F. Ghasts
10,AC:4. M:15, HD:4. hp:27@,#AT:3.
D:4/4/8 & save vs. paralysis,
THACO:15, STs:16, Stench 10 radius
=save vs. poison or-2 penalty to hit
5G. Wraiths
8, AC:4, M:12/24. HD:5+3, hp:30@,
#AT:l, D:6 and one level drain,
THACO:15, STs:14, LE, Med
6. STAIRS. These narrow stairs lead down to the next
level. On every other step, starting with the second, a
glyph of warding (electrical, for 16hp damage; save vs.
spells for 8hp) has been placed. There are 10 trapped
steps and 10 untrapped ones. (All glyphs can be
detected as magical, of course.) These trapscan easily
be avoided by stepping on untrapped steps, or can be
recognized (and the word of passage deduced, being
thesameforeach) byaclericof 7th level or higher.The
glyphs are cast at 8th level of magical use.
Go back to rolllng damage Instead of automatic
maxlmum. Also, from this point on, undead notice
paladins.
ENCOUNTER K E Y LEVEL SEVEN
room, and may be avoided. One has a bulge in the
midsection. If this creature is killed and examined, the
remainsof a paladin are be found, still in platemail.The
armor is magical (+2) and looks very ornate. There is
nothing else of value here.
7. PATROL. As the party proceeds along this section of
corridors, they notice something rising up through the
floor behind them. Two xorn are seen arriving 40 feet
away, and try to attack.
Xorn
2, AC:-2/8, M:9, HD:7+7, #AT:4,
D:d3/d3/d3/6d4. THACO:12, STs:13.
N, Med.immunetofire/cold,electric
= 1/2 or no damage
Snakes
2, AC:5, M:15, HD:4+2, hp:25. 20,
#AT:l,D:d3&savevs. polsonordie.
THACO:15, STs:17. N, Lg
11. DRAGON. Although inset with an elaborate lock,
thisdoorisnotsecure,and theroom isquiet.Asolitary
young white dragon can be seen sleeping by thesouth
wall amid a few thousand miscellaneous coins and
gems. However, a detect evll here does not produce
results, contradicting the visual image.
This dragon is actually an illusion created by a
djinni (relaxing in gaseous form). If avoided, the
illusion and the djinni remain as they were. Note that
disbelief does not succeed here. If attacked to kill, the
illusion disappears and the djinni departs. If attacked
to subdue, the dragon and treasure disappear, but the
djinni materializes. It has no treasure, but freely gives
the following valuable information:
There are several dangerous spectres in the next
room. There is a titan in the area (which the djinni met
nearby on the Ethereal Plane). A family of fire giants
lives downstairs.
The xorn cannot enter a protection from evll (such as
the one radiated by the paladin), and if the party forms
a tight circle around Athelstan, all are safe from the
xorn. If kept from attacking in this way, the xorn follow
the party. The characters temporarily lose the xorn
when they pass through the teleportal (#E, hereafter).
In campaign play, note that only six characters, at
most,cangrouparoundapaladin within the protection.
If the paladin advances at the xorn. so as to cause
the protectionfrom evil effect to touch one, the barrier
is considered voluntarily broken, though the normal
combat adjustments will still apply.
After being evaded, the xorn search, finding the
party when they are fighting spectres (see room #12,
hereafter, for details.)
8. TELEPORTAL. A section of wall 20 feet wide is
missing, and has been replaced by gray mist. Anyone
entering may walk through the mist unharmed, to
arrive in room #9, hereafter. Up to four characters may
pass through in one round. Note that room #9 is always
the destination, regardless of the direction traveled
after entering the gray mist.
12. TROUBLE. This large room is empty, except for a
large wooden box (10-foot cube) on the floor. Its far
side lies about 10 feet from the beginning of a 20-foot
wide descending stairway. There are five normal doors
in the room: one on the east wall (through which the
room is entered) and two each in the north and south
walls.
(If the xorn have been slain, disregard this
paragraph; otherwise, continue. The party is being
watched, buttheydon'tknowit.0nexorn isinaremote
corner, automatically unnoticed. Upon sighting the
characters, it leaves to fetch its mate, and later returns
during the battle with the spectres.)
The box is a trap, but a rather simple one. If
checked for traps by anyone of 12 intelligence or
greater, it is automatically found as one (no roll
necessary). The edges of the box are cracks and its
sides are bulging, obviouslyabouttoexplode. The trap
cannot be disarmed.
If touched (by an attempt to remove traps, for
instance, or-more advisably-by an object from a
distance, such as an arrow), the box explodes for 40
points of damage. The person touching it gets no
saving throw, nor does any other creature within five
feet, and all others within 30 feet save vs. wands for
one-half damage (20hp)-including any monsters, if
9. MUMMIESTherearesix mummies in thisroom,one
in each corner and two in the middle. They all move
immediately to attack anyone entering the room. Note
the effects of their fear aura (as detailed below). If
Turned, the mummies run to the Gate in room #12.
They have no treasure. There are three normal doors in
the room; each is four feet wide and eight feet high,
wooden with metal reinforcements, but without visible
hinges.
Mummies
6, AC:3,M:6. HD6+3. #AT:l, D:d12 +
disease, THACO:13, STs:14, LE,
Med; +1 weapon to hit, all blows =
%.damage; fear aura: all within 6
inchessavevs. spellsor be paralyzed
forld4rounds(humansget+2 bonus
to save).
10. SNAKES. This room is full of sticks, leaves, and
trash, but two giant (poisonous) snakes can be seen
crawling around, moving toattack. Ifthedoorisclosed
immediately after opening, they d o not escape the
19
12a
X = Xorn
M = Mummy
3,
is calculated without Dexterity or shield adjustments,
but the xorn are in soft state, or AC:8. Note that the
xorn do not follow the party down the steps.)
near enough. Magical armor bonuses aid the saving
throw, as do shields, if specifically held up in anticipation of trouble. The remains of the two gas spores may
later be found amid the debris.
There is a spectre behind each of the doors on the
north and south walls. The four spectres all enter and
attack if the trap is triggered, or if the first step of the
stairs is touched or passed. (They may best be handled
one at a time, by going to each door.) They have no
treasure, nor is there any in the box. The spectres
pursue down the steps if necessary.
(During the battle, the xorn rise up from the floor
and attack with surprise, choosing an isolated target if
possible. Roll for surprise normally. When attacking
thisway-from below, half in thefloor-thevictims AC
Spectres
4, AC:2. M:15//30, HD:7+3, hp:40@,
# A T : l , D:d8 8 2 level d r a i n ,
THACO:13, STs:13, LE, Med; +1
weapon to hit
12A. STAIRS. These stairs are 20 feet wide with a
20-foot clearance above them all the way down to the
next (final) level. They are not trapped in any way.
20
DUNGEON LEVEL EIGHT
were to operate together, they could easily defeat the
party. The first encounter is with one alone, which
should be defeated if the party performs well. The titan
encountered later removes the other two devils
automatically.
The fire giants are unaware of their role in this
drama. They are merelystooges. who become infuriated
by the invasion of their home. They are not aware that
their young son wasslain overayearagoandrep1aced
by the rakshasa. The devils always avoid them
successfully.
Because of its combined powers of ESP and full
Illusions at will, the rakshasa is extremely dangerous.
While in its titan guise, it can never be tricked by the
partys questions. It always retreats if in any danger. It
stashes the Holy Sword in a dangerous place before
venturing out t o cope with the party. The rakshasa
often leaves while the party is just suspicious, keeping
up an appropriate illusion-which suddenly vanishes
when the party attacks.
The rakshasa is capable of becoming effectively
(but notactually) lnvlsible by generating theillusionof
bare corridor when it is near the party. (Note that such
invisibility cannot be foiled via a detect Invisibility
spell.) It anticipates the partys actions, foils their
plans, and is generally very tough. In short, it is deadly
until the party nears the Holy Sword and forces it to
attack. Note that it uses illusions to confuse and
misdirect the party as they approach the Sword.
The rakshasas favorite tactics include actually
being 30 feet from where it seems to be, creating more
fire giants with its illusions, regularly moving around
while its illusions stay in one place, and (if the party
gets separated) masquerading as a missing character.
If given the opportunity, it pretends to cast a helpful
spell while actually casting something damaging.
Read this section thoroughly before continuing. This
conclusion to theadventure is rather complex. Afamily
of fire giants lives here, who believe they (and their
pets) are the only residents of the Level. They are
encountered as described, but may respond to alerts
and attacks as best they can. Thus, if the party
encounters them and runs away, they fetch their pets
and conduct an organized attackorambush. However,
there are also three devils and a rakshasa lurking here,
with aTitan passing through, besides! Theoverall plot
line is as follows:
The party defeats the first devil after a hard, costly
fight. When they meet the titan, she gives out cures
(even raising and healing thedead)andjoinsthemfora
short time. When the additional pair of devils is
encountered, she blasts them back to their plane with a
holy word, which also stuns most of the party. After
caring for them, she apologizes for the effects and
must then leave, mentioning that she hopes to return.
The rakshasa, listening to the situation by ESP,
arrives about a turn later disguising itself (via illusion)
as the titan, explaining that she got special permission
to continue with the party as her help is obviously
needed. The DM should keep a very careful record of
the illusory curing dispensed, as the party will find
themselves unexpectedly wounded later.
They party slays some fire giants and their pets,
but cannot pinpoint the rakshasa. It is staying quietly
out of their way, awaiting the best opportunities for
ambush. They finally corner it and begin a hard fight.
The rakshasa attacks fiercely, but the party has begun
to disbelieve its illusions and soon overcomes the
thing, finally nailing it with a blessed crossbow bolt.
The paladin obtains the Holy Sword shortly thereafter,
as the party handles the final (often unexpected)
guardian monsters without many problems.
Your game will probably not run exactly the same
way, although the first encounters have been
orchestrated to mimic the original in the following
way: Three encounters occur in a series after the first
engagement with the horned devil. They do not occur
at set places, but rather at preset times (see 13, a, b, c,
hereafter). Keep track of these encounters, using the
room key for the settings.
The level description is presented simply. An
Index to Residents is provided hereafter for your
convenience, and should help you handle a strategic
defensebythefiregiants(andtheirpets)aswellasthe
sly, deadly actions of the devil and the rakshasa.
The horned devils can sense the paladins arrival
on theleve1,Theironlypurposeforbeing hereisto help
the rakshasa guard the Holy Sword. It has given them
instructions to attack immediately and wisely. If they
Disbelief
An attempt at disbelief takes one full round. The player
must specify exactly what is being disbelieved by the
character. If the effect being disbelieved is real (as
opposed to illusory), any saving throw normally granted
automatically fails, as the character is ignoring the
disbelieved effect, and is unshielded against possible
damage from it.
However, before the attempt at disbelief the DM
should first rule whether that character would even try
todoso,depending on thesituation. Illusions havenot
beencommon in thisscenario. Ifyouallowtheattempt,
roll the characters saving throw vs. spells, including
wisdom adjustment (as applicable). If the illusion is
very believable (as most of the rakshasas are), adjust
21
the roll accordingly (-2, -4, -6,or whatever penalty is
appropriate).
19. Pyrohydra Spot. AC:5, M:9, HD:8, hp:64 (8 per
head), #AT:8+ breaths, D:d8@ +8hp fire breath (save
vs. breath for 4). THACO:12. STs:13
index to Residents
As the fire giants and their pets can be encountered
randomly or in their rooms, their statistics are listed
here for random use. Statistics are also listed in the
room keys for encounters occurring there.
ENCOUNTER KEY LEVEL EIGHT
FIRE GIANTS. STs:lO, M:12, LE, Lg, immune to fire;
other details as given here:
13.GUARD. Pastthelargedoorson thesouthwal1,the
corridor continues and apparently turns to the north. It
actually forms a T intersection, but there is an
illusory wall to the south, kept there by one horned
devil, waiting to ambush the party. (It was warned by its
comrade, the ice devil on Level Six, that a paladin was
on his way down). It pursues if necessary, fighting to
the death of its material body.
17. Wally. AC:3, HD:6, hp:30, Ht:7. INT6, D:2d8+1 or
rocks for d10+1 to 11 range; THAC0:ll
24.Grandpa.AC:3,HD:Il, hp:74,Ht:ll,INT:9,D:4d6+1
or rocks for 2d8 to 1 6 range, THACO:9
25.George.AC:I, HD:11. hp:67,Ht:126,INT:7.D:5d6+2
or rocks for 2d10 to 2 0 range, THACO:8
Horned Devil
25. Martha. AC:3. HD:10, hp:44, Ht:ll, INT:7. D:4d6 or
rocks for 2610-1 to 1 8 range; THAC0:lO
25. Henry. AC:1, HD:11, hp:59. Ht:12, INT:10. D:5d6+1
or rocks for 2d10 to 2 0 range, THACO:9
25. Ethel. AC:3, HD:10. hp:45, Ht:106, INT:9, D:4d6 or
rocks for 2d10-1 to 1 8 range, THAC0:lO
Lockjaw, AC:-5, M:9118, HD:5+5,
hp:35, #AT:4, D:d4ld4ld4+lld3,
THACO:15, STs:12, MR:50, +1
weapon to hit, I N T High, LE, Lg (9);
Radiates fear 5 radius (save vs.
wands, once per round if engaged).
Spells:
IIDAY:
wall of flre (no saving throw; R:8, DR = concentration; height 20,wall or ring. Wall is 12 square,
ring is 3 radius, damage passing through = 16hp,
within 10=5hp,within20=2hp; ring moveswithdevil,
wall does not.)
AT WILL:
ESP (R:3)
detect maglc (R:6)
create illusion (R:12, affects all senses)
charm person (R:12)
suggestion (R3)
lnfravlslon (R:6)
teleport (no error)
know alignment (R:l)
animate dead (R:l)
produce flame (normal flame, can be hurled up to
4;D:l d4)
pyrotechnics (needs and uses fire source, either
fireworks of lOxvolume, blindnessforsixsegments, or
smokeof lOOxvolume, obscuresvision forsixrounds).
20. Rakshasa. masquerading as fire giant son Bill;
AC:-4. M:15, HD:7, hp:45, #AT:3, D:d3ld3ld4+1,
THACO:13, STs:10; LE, Med; only affected by highpower spells (LE-9) or magic weapons; % damage from
weapons +2 or less. Can ESP and create illusion at will
and simultaneously, but neither while casting a spell.
Spells:
command (Cls, Rl, DRlr)
cure light wounds (C5s)
jump (Cls, DRlT. 3 jumps)
magic missile (Cls. R13, 4 missiles, ld4+1@)
push (Cls, R2.75)
spider climb (Cls, DR8r)
detect invlslblllty ( C ~ SR7,
, DR35r)
mirror Image ( C ~ SDRl4r)
,
stinking cloud ( C ~ SR3,
,
DR7r, 2 cube)
lightning bolt (C3s. R11+; 7d6)
slow ( C ~ SR16.
,
DRlOr, 4 square)
FIRE GIANT PETS.
14. Hell hounds Ember and Fireball. AC:4, M:12, HD:7,
hp:40, 35, #AT:l+breath, D:dlO plus 7hp fire breath
(save vs. breath for 4), THACO:13, STs:13; surprised
116, locate invisible 50%
Hiding behind its illusory wall, Lockjaw tries to charm
party members. It teleports as necessary to avoid
combat, and if caught, creates the illusion of another
devil Gating in. Note that itcan useonlyoneabilityper
round, but in addition to normal melee attacks. Lockjaw
mixes illusoryfirewith itsproduceflame,and tosses in
the wall of fire at the best opportunity. If the party is
getting badly beaten by the devil, feel free to have the
titan (hereafter) arrive a bit early and rescue them.
18. Otyugh Thing. AC:3, M:6, HD:8, hp:50. #AT:3,
D:d8ld8ld4+1 & disease, THACO:12. STs:13. never
surprised
19. Hell hounds Blaze and Flare. AC:4, M:12, HD7,
hp:40, 30, #AT:l+breath. D:dlO plus 7hp fire breath
(save vs. breath for 4). THACO:13. STs:13; surprised
1/6, locate invisible 50%
13a. HELP. Just before the party tries to open the next
door (wherever they may be when thisoccurs). a huge
22
MAP OF LEVEL EIGHT
23
time. When they are encountered, Sally immediately
casts a holy word, blasting them back to their own
plane before they can do anything. This spell has the
following effects on the party members (no saving
throw):
characters of levels 4-7 are paralyzed for one turn;
levels 8-11 are stunned for six rounds. However, the
ranger with Chaotic tendencies (treated as nearly the
titans alignment) is only stunned for one round. Sally
then cares for the party until they return to normal,
giving out more cures and aid to the limit of her
abilities. Then she announces sorrowfully that she
must depart, but that she will try to get permission to
return.
femalefigureappearsnear them. It isSally,atitan. who
has the following powers:
Titan
Sally AC:O, M:15, HD:19, hp:120,
#AT:l, D:7d6, THACO:7, STs:5,
MR:60, CG, Lg (18). All spells
(magic-user and clerical) arecast at
19th level of ability.
Spells:
AT WILL:
invlsibillty
2dDAY:
levitate (R:38, DR:19T) and/or
become ethereal
PSIONICS:
Pslonlc Ablllty 148, 12 Disciplines. Does not use
psionics except for the following:
Shape Alteration (as polymorph self, but with no
size limitation and permanent until altered again, she
uses it to shrink down to human size after meeting the
party);
Energy control (used to negate any spell cast at
her, so the initial actions of the party, if hostile, do not
harm nor anger her.)
CLERICAL SPELLS:
command (C:ls, R:l, DR:lr)
cure light wounds (25s. ld8)
hold person (C:5s, R:6, DR:23r)
silence 15 radius (C:5s, R:12, DR:38r)
create food and water (C:lT, R:l, 19 cu.ft.)
dispel magic (C:3s, R6.3 cube)
cure serious wounds (C:7s, 2d8+1)
neutralize poison (C:7s, 9.5 cu.ft.)
cure critical wounds (C:8s, 3d8+3)
raise dead (C:l r, R:3)
heal (C:lr)
speak with monsters (C:9s, R:3, DR:19r)
holy word (C:ls, R:3)
restoration (C:3r)
MAGIC-USER SPELLS:
magic missile (C:ls, R:25, 10d4+10)
read magic (C:lr, DR:38r)
knock (C:ls. R:6,190 sq. ft.)
wizard lock (C:2s. 570 sq. ft.)
lightning bolt (C:3s, R:23. 19d6)
slow (C:3s, R:28, DR:22r)
minor globe of lnvutnerablllty (C:4s. DR:19r)
polymorph other (C:4s, R9.5)
conjure air elemental (C:lT, R:6, DR:l9T)
feeblemind (C:5s. R:19)
Sallydoeseverythingshecan forthe party, butshehas
orders to return to her abode (on another plane)
shortly. In Campaign play, if the characters are of 11th
level or higher, Sally leaves after making repairs, and
the party must handle the remaining pair of devils
themselves.
13c. INFILTRATION. The rakshasa joins the party in
the form of the titan about one turn after the real titan
leaves (in Campaign play, one turn after the remaining
devils are defeated), or after any encounter in progress
at that time. It behaves exactly as the titan would, and
has replenished spells (mentioning, in passing, that
time runs differently on her home plane). Keep track of
the illusory cures and so forth, to be revealed at the
beginning of the next fight, when the illusions break
down and the titan disappears.
14. WATCHDOGS. Two hell hounds (Ember and
Fireball) live in this bare area. The body of a human
fighter lies here, apparently long dead and in fairly bad
condition. It is the body of a paladin, who died here
while searching for the Holy Sword. He has been dead
for about two months, and cannot be communicated
with (via speakwith dead) except by a cleric of 9th level
or greater.
Hell Hounds
AC:4,M:12,HD:7, hp:40,35,#AT:1+1,
D:dlO+ fire breath for 7hp (save vs.
breath for 4). THACO:13, STs:13,
surprised 1/6, see invisible 50%
The body has no backpack, but does bear plate mail
and a shield, a sheathed longsword, a crossbow with a
quiver of six quarrels, and a sack tied to the belt. The
quarrelsand longsword are magical. The latter is+1/+2
vs. magic-using and enchanted creatures. The bolts
are each +l
and blessed by a high priest.
The sack contains nothing but a diary, revealing
the following information detailed along with other
miscellaneous, meaningless, and irrelevant notes:
. . . undead progression.. .all seem to ignore me
hope they keep it up . . . luck here; turned all six
mummies.. .Trouble. Couldntturn spectres, lost four
levels, may have to flee . . . avoiding box, looks like a
trap.. .think Im being followed.. .strange illusions all
around . . . ignoring those [illegible] . . . not in good
shape, out of potions and no more hands today. Am
spending the night i n an evil shrine . . . evil
shapechanger. Glad of Borans information, rakshasa
is the worst . . . used six bolts, but no hit yet. Damned
thing knows my plans. Should be safe if [illegible]
works . . . fiends, cant handle devils. Must make a try
13b. CLOSECALL.The partyencounters the remaining
pair of horned devils about one turn after meeting
Sally. There should be nothing else going on at the
24
for the stairs . . . hope to cause distraction, but need
more tools.. . slim chance, now that they know. Must
t r y . . . hear noise. Giants coming. Hope this works.. .*!.
Pyrohydra
..
20. BEDROOM. This is the lair of the rakshasa, formerly
the room of the now-deceased fire giant son, Bill.
Under its bed is a long, flat ornamental sword case with
a stout lock. If opened carelessly, a poison gas trap fills
the room with noxious vapors. All within the cloud die
immediately unless they save vs. poison with a -4
penalty. This trap may be defused, but at a penalty of
-10% from normal Remove Trap chances. The chest
contains the rakshasas treasure: 10,000 ep, 1,000 pp,
potions of human (actually half-orc) control and
Invislblllty,a scroll of protectionfrom possession, and
a ring of fire resistance.
15. GYM. There are hundreds of rocks of all sizes
scattered around this large exercise area. One wall is
painted with a crude mural, chipped and dented,
apparently meant to portray paladins in various attacking poses. There are also four giant-size clubs in one
corner of the west end of the room.
16. CHAPEL. This plain area bears many clues that it is
a shrine to Surtur, god of fire giants. Giant-sized
benchesfill mostoftheroom,andacrudealtarisbythe
south wall. No itemsarepresent, but thealtar radiatesa
dim dweomer of evil (and should be defiled by Good
characters, with proper alignment play). There are no
valuables here.
Rakshasa
17. BEDROOM. This is Wallys room, one of the two
sons of the fire giant family. (The rakshasa masquerades
as the other son, now dead.) Wally is playing with his
rockcollection, usually kept in a wooden box under his
bed. It contains 2,600 gp worth of gems. He also has a
(glowing) two-handed sword +1 hanging on one wall,
which he uses one-handed. Several model boats lie
scattered around the room, and one dry human head
(partially preserved) hangs over the bed, mounted on a
small plaque bearing an inscription (in the fire giant
tongue) that reads Wallys first kill-congratulations
from Mom 8. Dad!
Wally
AC:3, HD:6, hp:30, Ht:7, INT:6,
D:2d8+1 or rocks for d10+1 to 1 1
range; THACO:11
20A. CLOSET. The door to this 10-foot square secret
area is always locked, and the rakshasa holds the key.
A glowing longsword lies in thecenter of the room. It is
Chrysomer, the Holy Avenger (see Appendix for full
description). However, a lurker above is on the ceiling,
and a trapper is on the floor. The trapper is highly
intelligent and bigger than the unintelligent lurker, and
gets the first attack at entering prey. The lurker above
attacks whoever is left after the trapper closes (about
up to four victims at once, depending on who entered
the room). Tricked by the rakshasa into this small
room, the twocreatures are hungry and very dangerous.
The rakshasa stores the Sword here when it is out and
about, and uses illusions todistract thecreatures when
it returns to retreive the Holy Sword.
AC:3, M:6, HD:8, hp:50, #AT:3,
D:d8/d8/d4+1. THACO:12. STs:13,
N, Lg, never surprised; disease with
each hit
19. WATCHDOGS. Two hell hounds (Blazeand Flare)
normally frolic here with the familys pet pyrohydra
(Spot). The room also contains dozens of large rocks,
suitable for throwing by the fire giants if necessary. A
neglected toy ball lies in the room. Close inspection
reveals it as a mimic, nearly dead (HD:7, hp:4). If
rescued, ittells(in Common) aboutseeingtherakshasa
here one day, and watching it turn into Bill, a fire giant
boy, as a door was opened.
Hell Hounds
AC:-4, M:15, HD:7, hp:45, #AT:3,
D:d3/d3/d4+1, THACO:13, STs:10;
LE, Med; only affected by highp o w e r spells (LE-9) o r magic
weapons; 54 damage from weapons
+2 or bss. Can ESP and create
llluslon at will and simultaneously,
but neither while casting a spell.
SPELLS:
command (Cls, R1, DRlr)
cum light wounds (C5s)
jump (Cls, DRlT, 3 jumps)
magic mlaelle (Cls, R13, 4 missiles, 1d4+1@)
push (Cls, R2.75)
spider climb (Cls. DR8r)
detect Invislblllty ( C ~ SR7,
,
DR35r)
mirror image ( C ~ SDR14r)
,
stinking cloud ( C ~ SR3,
,
DR7r, 2 cube)
llghtnlng bolt ( C ~ SR11+;
,
7d6)
slow ((3%
R16, DRlOr, 4 square)
18. BATHROOM. This is a waste disposal area, and
looks and smells like one. Inside, amid piles of dung,
lives an otyugh affectionately known to the fire giants
asThing. It isnot hostile,and normally ignores those
whoentertheroom. Ifattacked, itwill fight tothedeath.
Hidden under the piles is one gem accidentally dropped
there, worth 10,000 gp.
Otyugh
AC:5, M:9, HD:8, hp:64, #AT%@ plus
breath, D:d8 plus 8hp fire breath,
save vs. breath for 4hp
2, AC:4, M:12. HD:7. hp:40, 30,
#AT:1+1, D:dlO+firebreathfor7hp
(save vs. breath for 4), THACO:13,
STs:13. see invisible 50%. surprised
1/6
25
Trapper
AC:3. M:3, HD:12. hp:fi,#AT:special,
D:4pluSACof victim,smotherin6r,
THACO:9, STs:10, firehold = % or
no damage
Lurker Above
M:1//9, HD:lO, hp:50. #AT:1, D:d6/r
8 smother in d4+1r. THAC0:lO.
STs:14. N. Lg, surprises4/6
inset lock i s large and rusty. Each attempt at picking
the lockresultsina brokenlockpick(unti1 replacedata
guild, -5% penalty to Open Locks skill percentage per
pick broken). A knock spell merely jostles some rust
loose, without opening the lock.
Thekey in thefireplacefits here.That keycanalso
beused toopen thefourlarge lockedchestswithin the
Treasury, revealing the treasureof thefiregiantfamily:
4,000 cp, 6,000 sp, 5,000 gp. gems worth 12,000 gp,
jewelry worth 10,000 gp, two potions of fire giant
control. and one potion of fire resistance.
21. EXIT. This corridor leadsout for about half a mile,
ending in caves under the islands western edge. The
giants perform some mining operations here, although
such activity is sporadic at best.
22. LOUNGE. A large pit, 30 feet in diameter, is in the
center of this very hot room. It contains glowing
embers and a flickering fire. The fire giants consider
the room a lounge, but it can be harmful to others.
Characters in metal armortake4hpof heatdamage per
round while in here, others 2hp per round (no saving
throw i n either case, but fire reslstance applies). The
giants like to play in the fire, but the fire does 20hp of
heat damage per round to all unprotected creatures
within the flames.
23. KITCHEN. This huge area is large even by giants
standards, and is also used as a living room. Two
L-shaped wallsshield the room from the westentrances.
Shelves and cupboards line most of the walls.
There isatable withchairs nearthe northeastc0rner.A
weapons rack is on the wall just east of the table. Six
large barrelsare nearthecenter of theeast wall, beside
another weapons rack. More chairs to the south of the
barrels stand before a large fireplace in the southeast
corner. A horn liesatop oneof the barrels, and a broom
is leaning againstanother. Thereare no implements for
tending the fire (such as tongs) to be found anywhere.
The weapon racks hold huge swords, picks, shovels,
and some oversized pole arms. The barrels contain
dwarven ale. If the room is searched, a bag and cloak
(both magical) may be found in the bottom drawer of
one cupboard. The magical items in the room are the
horn, broom, bag and cloak. These itemsare a Horn of
Bubbles, Broom of Animated Attack, Cloakof Poison,
and Bag of Devouring (apparentlya Bag of Beans).
Hiddenin the ragingfirein thefireplace, underthe
coals, is a large key (to the Treasury, hereafter), along
with a few valuable gems (total value 8,000 gp) which
have survived the heat.
and Martha, and Henry and Ethel. They are wearing
their jewelry; each male wears 2,000 g p worth, and the
females each wear 3,000 g p worth. George (in 25a) has
stashed a scroll of protection from magtc in hiscloset.
Each closet contains only normal giant-sized clothing,
with the exception of Georges scroll.
24. BEDROOM-TREASURY. Grandpa fire giant lives
here. A large chest is next to his bed. It is not locked nor
trapped,andcontains5,000gems--worth onegpeach.
A heavy iron door is in the middle of the east wall. Its
Grand pa
AC:3, HD11, hp:74, Ht:ll, INT:9,
D:4d6+1 or rocks for 2d8 to 1 6
range, THACO:9
George
AC:1, H D : l l , hp:67, Ht:126. INT:7,
D:5d6+2 or rocks for 2d10 to 2 0
range, THACO:8
Martha
AC:3, HD:lO. hp:44, Ht:ll, INT:7,
D:4d6 or rocks for 2d10-1 to 18
range; THAC0:lO
. _
~~
25. BEDROOMS. Four fire giants live in this duplex
area. Each room containsanoversized giant bed, table,
chest of drawers, mirror, padded chair, and adjacent
closet. The giants living here are the couples George
26
Henry
AC:1, HD:11, hp:59, Ht:12. INT:10,
D:5d6+1 or rocks for 2d10 to 20
range, THACO:9 ,
Ethel
AC:3. HD:10, hp:45, Ht:106, INT:9,
D:4d6 or rocks for 2410-1 to 18
range, THAC0:lO
APPENDIX
The Holy Sword
Type: Longsword +5
Aiignment Lawful Good
Title: Holy Avenger
Name: Chrysomer
Intelligence: 17
Ego: 38
ToPS (Total Personality Strength): 55
When used b y a Lawful Good non-paladin, Chrysomer
will not reveal its true identity, but will seem by all tests
to be an unintelligent longsword +2. If touched by a
non-Lawful or non-Good being, it will wait until it is
used in combat, at which time it will shock the user for
38 points of electrical damage (no saving throw, no
resistances apply unless of divine origin).
When wielded by a paladin, the sword . . .
bestows50%magic redstanceina five-foot radius
1.
(automatic unless commanded otherwise)
2. can dispel magic in a five-foot radius, as if a
magic-user of the paladins level (on command)
3. does +10 damage vs. Chaotic Evil opponents
(instead of +5, and automatically), plus effects
listed below (see Special Purpose).
segment. This may be pertinent if the paladin needs to
use certain abilities of the sword quickly (forexample,
to teleporl out from within a lurker or trapper.. .).
Rememberthat acharactersToPS = Intelligence+
Charisma + Level. Note the ToPS of Chrysomer: it
usually controls all but the most powerful paladins.
However, its behaviorand preferencesare the idealsof
paladinhood. It is extremely Lawful and Good, and
tolerates no nonsense from Chaotics.
If Chrysomer assumescontrol, it relieson the user
for Wisdom and counts on its own Intelligence. Where
applicable, the user thereafter introduces himself or
herself by both names. In otherwords (to use Athelstan
asan example), We are Athelstan Chrysomer, paladin.
Though often misinterpreted as the use of the royal or
editorial we, it is literally an introduction of the two
lifeforcesmerged intoone. Needlesstosay, Chrysomer
does not allow any other magical sword to be used by
its paladin, regardless of the results of the comparison
between personality strengths. It does not object to the
use of other magical items or weapons.
Chrysomer uses its regeneration and teleporl
abilitiesascommanded oras needed, butdoesnot use
the latter voluntarilyunless the situation isdesparate. It
demands that it be decorated once per month. If not
appeased, it withholds abilities until satisfied (unless
the user faithfully promises to feed it as soon as
possible). It onlyacceptsemeralds, rubies, ordiamonds
as decorations, and of a minimum value of 5,000pg per
month. The gems currently mounted upon its hilt total
50,000gp in value.
Chrysomer was forged in the distant past. As one
of the Great Legendary Swords, it leadsyoung paladins
on the road to fame and fortune. Once it has a paladin
under its control, it does not needlessly endanger the
character. However, it does occasionally wear out the
users if they are not up to the epic tasks it sets before
them.
Other Abilities:
detect evil, 2 (on command):
detect shifting rooms a n d walls, 1 range (on
command):
detect magic, 1 range (on command):
detect invisible, 2 range (on command):
read languages (on command or voluntarily);
read magic (on command orvoluntarily);
telepathy with user (and vice versa, at will);
regenerates user 1hp per Turn (automatic)
teleport with user l/day, DM rolls normally (as per L5
M-U spell) but Chrysomer helps (the results should be
adjusted by up to 5% i n the most favorable manner),
casting time two segments, maximum total weight 600
pounds (on command or voluntarily, see below).
Special Purpose
To defeat Chaos. When used against a Chaotic
opponent, a successful hit forces the victim to save vs.
spells (including) Wisdom adjustment, if applicable) or
be paralyzed; Duration: 1-4 rounds.
Languages
Lawful Good, Common, Dwarf, Halfling, Fire Giant,
Gold Dragon, High Elf.
As soon as Chrysomer is touched by a paladin, it will
inform the paladin of its nameand abilities, in the order
listed above, at the rate of one bit of information per
27
CHARACTER SUMMARY: PALADIN
Human male, Athelstan (ATH-el-Stan). AC:O. hp:60
Level: 9, Lawful Good
Strength..
.....
.......
..........
..........12
......
........17 I
Intelligence
Wisdom
Dexterity
Constitution
Charisma..
1-4, bardgates 25%)
(30% reactions)
Armor: Shield +l.
plate +1
AC rear: 2
Saving Throws
Poison/oaralvsis
.8
Petrify/polymorph
.9
Rods, staves, wands.. ....10
Breath
.9
Spells..
.ll
+2 Class bonus included
Turn Undead
Wraith.
.7
Ghast
.4
Mummy ........... .10
.13
Spectre..
.16
Vampire
.20
Ghost
Destroy
Ghoul
Shadow ......... Turn
Wight
Turn
.........
.......
.................
...............
.............
..............
..........
...........
.............
.........
...........
Abiiltles
Protection from Evil, 10-foot radius; detect Evil, six-inch
range; layon hands,one/day(l8hp);curedisease,two/week;
immune to disease: three attackdtwo rounds.
Common, Elven, Orcish.
Magical potions
Fire resistance, healing.
Longsword +3 (Paramel, TOPS 23: detect magic one inch,
levitation threeldayas L9magic-user,speaks NG. Lammasu,
Salamander,)maceof disruption +1, plate mail +l,shield +l.
CHARACTER SUMMARY: RANGER
.........17
Intelligence ........13
Wisdom ...........14
Dexterity ..........14
Constitution .......18
Charisma. .........13
Strength..
To Hit (base, adjust for all bonuses)
AC10
9101112
Weapon Proficiency
Longsword. longbow, dagger,
lance, two-handed sword,
mace.
Human male. Tristrum ITRIS-trum). AC 2. h D 60
Levei: 8, (Chaoiic) NeutralGood
(+1to hit, +1 damage, doors
1-3, bardgates 13%)
(3 added ianguages)
Saving Throws
Poisonlparalysis.
.10
Petrify/polymorph ...... .ll
Rods, staves, wands..
.12
Breath ................ .12
Spells..
.13
.......
...
...............
Normal Equipment
Three oil, four holy water,
any other.
Annor
Chain +1, shield +1
AC rear: 4
Abilities
Tracking, base 65% underground, 90% outdoors;
surprised one/six; surprises others 65%; 8 damage vs. giant
class (bugbear, ettin, giant, gnoll, goblin, kobold. ogre, ogre
magi, troll).
Role Playing Notes
Athelstan is theclassic paladin. Hecomesfrom Northending,
the Lawful Good stronghold. Athelstan avoids Triladirs
advances, and wants to protect others from risks, as this
quest is his big event. He is unwilling to overuse his sword
Paramel until he can afford to mount it with gems. The
paladin will give away Paramel if the Holy Sword is found.
Languages
Common, Elven, Halfling,
Ogre.
28
Magical potions
Invisibility, healing
Human female, Triladir (TRILL-a-deer), AC: 3, hp:35
Level: 9, Lawful Good
............ 1 (Doors 1-2. Gates 1%)
.......
(7 added languages) .
.........
(+I missile bonus, -2 AC bonus)
Strenath
9
Intelligence
.I8
Wisdom ...........I1
Dexterity
.I6
Constitution
.I6
......
(+2hp/die, SS:95. RES:96)
Saving Throws
Poison/paralysis..
Magical Potlons
Extra healing.
water-breathing.
.......I3
Petrify/polymorph ....... I 1
Rods, staves, wands.. .....9
Breath .................I3
Spells..
Longsword +2. javelin of
piercing +6. chain mail
+1, shield + I .
Three oil, two holy water
Weapon Proficiency
Longsword, longbow, dagger,
two-handed sword.
Magical Spell
Faerie fire
(C3, DR32r, R)
................IO
Languages
Common. Elven. Dwarven. Orcish. Silver Draaon.
- Lammasu.
Stone Giant.
Magical Spells
Choose any spell level 14. Level 5 should be from: cloudkill,
teleDort. wall of force.
Magical Items
Dagger +2/3 vs. small, bracers AC:6, ring + I . portable hole.
To Hit (base, adjust for all bonuses)
4
Normal Equipment
Two oil, two holy water,
any other.
Armor:
Bracers of defense
AC rear: 6
Weapon Proficiency
AC10
9 10 11 12 13 14
Darts (9), dagger.
To lilt (base, adjust for all bonuses)
Role Playing Notes
Tristrum is Neutral Good but can occasionally act Chaotic.
He likes to fight giant class creatures and he is jealous of
Athelstan. Tristrum often teases Gadoff and shows kindness
for Triladir. Traps worry him.
AC
10
9 10 11 12 13 14 15 16 17 18 19
Role Playing Notes
Triladir isvery Lawful andvery Good. Shewould liketosettle
down with Athelstan, but is much too dignified to bring the
subject up. Triladir geniunely dislikes Gadoff and thinks
Tristrum is a bit coarse. She will do anything reasonable to
help Athelstan, and to protect him from harm. This magicuser takes great pride in her magical expertise and wants to
impress Doc with souvenirs of victory.
29
"?+
CHARACTER SUMMARY: CLERIC
...........7 (Doors 1, gates 0%. -1 to hit,
weight allowance -150)
Intelligence ........10
(2 added languages)
Wisdom .......... .18
1+4 ST vs. mental attacks)
Dexterity ...........8
Constitution .......IO
fSS:70. RES75)
Charisma.. ........11 I
Strength.
I'
Saving Throws
Poison/paralysis
.6
PetrifyIPolymorph ....... .9
Rods, staves, wands..
.10
Breath ................ .12
Spells..
.I1
Note +4 Wisdom bonus
Turn Undead
d20.d66'/dl2)
Mummy ............ .4
Spectre.
.7
.10
Vampire
Ghost
.I3
.16
Lich..
Special
.I9
'Skeleton.
zombie
Destroy
Ghast, wraith.. ... Turn
Ghoul,
shadow. ....... Destroy
Wight
Destrov
-
.........
...
...............
............
...........
.............
.............
............
........
Annor
Plate armor, shield +I
I
.........
AC rear: 3
Languages
Common. Elven.
Dwarven.'
Magical Potlons
Levitation.. swed
.
~~
Magical Spells
Command (Clc. R1. DRlr)
Auaurv fC2r. 79%)
Cure light wounds (C5s.ld8)
Augury (C2r; 79%)
Raise dead (Clr, R3)
Cure light wounds ( C ~ Sld8)
,
Raise dead (CIr.R3)
Cure light wounds ( C ~ Sld8)
,
Remove curse (C6s
Resist cold (Clr. DR9T)
Cure Blindness (Clr)
Sanctuary ( G I s , DRllr)
Neutralize poison (C7s)
Find traps (C5s. R3, DR3T)
Hold person ('25%R6, DR13r)
Silence 15'r ( C ~ SR12.
, DR18r)
Slow poison (CIS. DR54T)
Dispel magic ( C ~ SR6.3'
,
cube)
Prayer ( C ~ SDRSr,
,
6 radius)
Cure serious wounds fC7s.2d81)
Cure serious wounds iC7s; 2d8lj
TO Hit (Base, adjust for all bonuses)
AC10
9 10 11 12 13 14
tole Playing Notes
fenacia is very Lawful when Athelstan is around. She keeps
ier dignity at all times, and likes Tristrum (but will not be
pen about it). Venaciadisapprovesof horseplay. She wants
ichurch of herown, and likes toargue properalignment acts
with the Paladin, for their mutual improvement.
30
CHARACTER SUMMARY: FIGHTER THIEF
Halfling male, Gadoff (GAD-off). AC:3.. h0:37
,
Level: 4/7. Neutral (Good)
.........12
........13
............8
Strength..
Intelligence
Wisdom
(Doors 1-2, gates 4%)
..............
..........
................
................
...............
...........
Weapon Proficiency
Shortsword,shortbow, dagger. dart, spear, club. sling, trident.
AC
Magical Items
Shortbow +l.
shortsword +2,
Paralysis
.ll .leather
. . . . .armor,
. . . wands of
-.*.:*.~,.
_. lllUmlnatlOn
rerriryipoiymorpn ...... .ii
(37charges),
Rods, staves,
.12
wands
secret door and trap
Breath
.15
detection (10 charges).
Spells..
.13
+4 race/con bonus included
.....
........
Common, DwaNen. Elven, Gnome, Goblin, Halfling. Orcish.
To Hit (base as fighter. adjust for all bonuses)
Saving Throws
Poison .................12
Abilities
lnfravision ......... .30 feet
Pick pockets .......... 70%
Open locks ........... 72%
Findlremove traps
60%
Move silently..
75%
Hide in shadow.. ...... 68%
Hear noise. ........... 30%
Climb walls
79%
Read languages ....... 30%
Languages
Annor: leather +I
AC rear: 7
Normal Equipment
Three oil, two holy water,
any other.
10
10 12 13 14 15 16 17 18 19
Role Playing Notes
.............
uauuii isrrue Neural, D U ~ I S
tiooa when Athelstan isaround.
He dislikes Tristrum for his constant kidding and lack of
respect. Gadoff is amused by Triladir's obvious attraction to
Athelstan, yet he likes Triladir's intelligence and they chat
often. Gadoff considers Doc a "stuffed shirt."
=Castle
Town/City
Road
Trail
UMountain
Hill
=Swamp
Trees
-Water
River
Key
Stairs
Falsedoor