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Dungeon Magazine #063 By Zivilyn - annarchive

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-Uc!r!.iegri-ADVÊNTURESFOR TS ROIE PTAYIN GAMESJANUARY/FEBRUARY 1997SSUÊ *63I-/LETTERSeonoatl.tl Vc! wôn1 mt ..1" .e ho[e for R !èrj.].:Thollô trner,.l.i :1 !ii !,., -Ê ioo Feroljthollh the È.:!il . Èr:,: [Lt rfnn 1w.son.l 141 Èrùd r'r: r'rr .,!rrr lc !rhê ,. o||.hip ét thè RingJ? HUNT FOR A:/ HIEROPHANTby Chris Doyle( \l)&l) \d!enl!fri-.h.k(:1.r l.i lr(i N: ;r) loral l.!.ls)'lh. onlt nrlntrho.rù !tof lhë âtrrphrbrrù l,o,d{nords i \rke !f .,,11.HUZZA'S GOBLINO'WAB. t |, bv Paul Culohâ- -it,\l,l '., ,tlr \r!\'l\1,ftr,f.. r rr :, i{,r lclrrl\I lj: :ilr Lolrl ! !r' \) \ sho.ltin!su:tl ir,rr,lrn! pa! lr.2 2cNoME DFOPPTNGSJJ by Chrislophêr Perkins(Srrrr.,r\n\r r .\dvcùtur e. .hr...tol.!.ls 2-4: l.-) lotrl l{\'els) Oùt ol thrs,5/, lNvlSlBLE STALKEB-/:/ by Johnalhan Bichards1 \l).\l) S rl.l11k \rh,r11!r._.f:Lr:, r.. ,.\ r 1.. L!.:l: li 1,)(:'l |l\.lril).r'1 \lnrrrsh lh,\'.1 .,1trr ,l,.irl,Ji JI BEAUTY CORRUPTJ ! by Kent EttmanI U)&tr \rl\1ntarf..rrfr.t.r l.\.ls I.f;i lail.l t .!,.1.)\\hrjp!t th(.,trt,{?./, BLOOD & FIBEY-l oy.tottn eaicntat, \ {li ,r\r \,lt,n1( ...,.rr r,.L..rl{,ir.\.r,: lsl1,l:L,\, .r 1h(, I rr,r,)l I r1LL, \ [])rrr I ll) t. l)1 5jLn(1, ùrJr .. r tr:'!i 1, ril,) r",L,r(.,)rl, I i{i:lr(.r'li


LettensWe rcceioed a lot ofl.ttets this monthlso hdh! that ue couldn't print all ofthem). K..p th.kt comiag - ue loù.hearing frcn rot. Write us ot DùxeEoN'Adventures. 2ol SÀ..idd" SprinssRoa.l, Lahe GeÙeua, WI 53 117.Looh, It's Not Our Fault!I? like to point out â slight goofinthe rendering ofthe stone dial in"Dragon's Dehe" (issue #62). Ifyouenvision the diâl like a clock, the sym,bols ar roughly "10:00" and "11:00' onthe dial should b€ reversed. Otherisethe runes spell oùt 'Thunderdevle"insleâd ofthe proper "Thunderdelve "Th€ fâult is entirely mine, ofcoùrse.However, Dne might suspect that thedwânes can€d them backwârd deliberâtely to thwârt robbers. On the otherhând, no oDe sâid dawrves wer sodeChris PerkinsceoryetowD, OntarioThe Prod.igal ReturnsFo. the past five years I hâle hâd abreak fron the AD&Dû sane. insteadplains the Storyteller eames of WhiteWolfgâme studio. Throughout thrttime. I continued to purchase ,ttxr;roNAdtaarurus, but mostly skimmedthrough each issue as it came out. Afte.skimming through issues 59 ând 60,the adventures "Seeking Bloodsilver,""Shards of the Dây," âfld"Nenesis"piqued my interest enôugh to start.eâdins through my older issues. Thesethree adventures were Breat; they ledme to purchase my first (non-magazine)AD&D products in yeârs - theBIRTHRTCHTi campaign setting and theDrtNcEot' MAsîER Optiotr: High.leuelCdnpotgrs book. The BrRrHRrclr'r câmpaignis really cool it is similâr inmâny wâys to â caDpaign I ran overt€n years âso. The ItisÀ-r€ùe1CanpdiÉus book is âlso great, full ofadvice for any level. It seems that anumber ofrecent lette$ have been âskinsfor â new section where a "reallycool bad 8!y, trap, or monster" is introduced.This used to be under the remitor Dp.acoNa Magarine. Remember thâtDr N.;roN Adueu tz.es is notjust a mâgaziDeincluding âdventurcs, it intro,duces NPCS, new nonst€rs, fullyfleshed out storylines. ând charâcterbqckgrounds. Use what you want.Readers who nay be in.lined to isnoreân adventure simply b€câuse it is notbased on their câûpaisn i.e., "exotic"settings like the Ra\TjNr.oflr settiDg, theBIRTHRIGHT campaign, or thePLcNEscapE! setting- are not doingthenselves or the mâgazine j ustice.One ofthe most useful pa.ts oftheHish.lzùel Campdisn$ book is the section on up or down gading monsters ofall kinds. Readers who want lots ofnewmonst€.s should see the advice in thaiIn the lâtest issue (#61) is tbe excellentsdventure "Jissaw," which is set inlgth-century Switzerland. No doubtsone .eâders will ipore it because ofthat. or consider it a waste ofspace,like some trashed "Weddins DaI" DMs,try running these adventures with yourplayersi they might enjoy it. Ifnot,youve only "wâsted" one game sessjon- you nisht find plâyers enjoy theopportunity for role-plâying (not .oll ).I thoroughly agee with â recentcomment ùhât the "Further Adventures'section ofân adventure is ofien thernost useful source of ideas. StroDsadventures can ofteD l€âd to $eatrecurrins NPCS or strons follow-upplotlines.I suggest a pâge ofthree tosix adventure ideas would be more usefulthân any traps page.Final point: the new style tabl€ ofcontentsis very childish, reminiscent oftheoriginal 1st-edition Monster MattuaLPteâsechânge it. Now ITe sâid my peace,keep up the great work.JuliaD N€slevia e-mailBin bin salla bim ... th. tdhL of coa.teùts is now changed.The Truth Is Out ThereI am a regllar .eâder ofDuÀoroNAd|?nlùæs (âlthough I do not subscibe).I find your magazine rnostly excellent,ând have finally been persuaded to MiteContinued on page 70Dùtûx)N. lrssN 0390-7102r ù pùblisbed bifrmthly br'rSR, IDc , 20t she.idan Sprins Rôad, Lare cÈ.eva wI 53147 (, S À. Thè nâilins add-* f"';lt -.kn,t -..p. '"b.snpiim ûrde6 is DfN{rof, 201 shendan spribss Rôàd. tjke c{nev, rvJ 5314? u s A.i bt.Dhone (,r l{)243 3625i fâr t4l4)2343€9.Dnt.ibution: DcNcEoN i3 *âilâble rnn same and hobbr shoF! .hDughou hâ unjbd sbtês. canada. Â.d rhe uniÈd xlnsd@, ùd thnush a li'nibd nuûù€r oforlprovêrs$ etle!3 Did;buiion b the b.ok ùlitè i. the Unjl€d SbÈs is bJ Rândom Houæ, I'c . md in cânâdâ by Rsndom Hoù* or cmâdâ. Lid. Di*nburd b tbe bmk râdêin rhe u,iêd Kinsdm is by lsR Ltd. s€nd orden tô: Raôn Houæ. 1n.., order f,nr{ D?FÉnenl, weshinsbr MD 2l r57, u.s a.; htepsub-;piioù& subÊ.nprion nbt ùa Fnodnlsrss hdt ar as fo orys: $23 in Lrs. fmd! {or eix issu6 seD! b m addFk i. rhe u.s., Ècânad!. ,15 in u s run& for Êùrraa n',jl dêliyêry to any other ddre$. ând a59 in u s. runds ror air h ,j-" -. *brd b "h""s. "À_ivlsa q!di! cards. s€nd sùbscripliûb ordÈG $ith sFenb b rsR. In. . P o Box 56e5, Basbn MA 01206 rhs isN; ;rexpirdiûi ûr *"h ;b*npii- i" pn.kd * ih. -dl-slab.l ror each sùb*ribdr opv of rhe mqa:ine chmæs or addrcss ror ùe delivèry or sùbnipiion mpies Dù! be reivêd at te.st six s*t . pd; b |he .6di'" d"b .r ih. -chaDge, in ord.r h asùre unjnrêtuDbd d€tiverysubmb.td. Àll mat€nd pù bl ùhed i' Dr r $x 'N ù€com€s the exclus ive pftç€ny of ihe publishei unn hiry aæ nsde pno. b publi.ariôn.DUNlrsN dæs nût a@p1 u'slicil€d subnissiom or writb. hrbnd Dl NcEoN dæs sêhô;È luhnjsmn pmi.sârs plê*; ..it€ ror oùr w.it* " s"id"tû'* i.f-. s;di,s .psp.€,1 b us; 3.nd a seltaddr€$.d, sbmped env.loF r9r' lobs) b: M.d"le Cuidelines, DLNCEoN, TsR, I;c , 2ol Shendm SprinF R"d. r-.k. ft.*. wr 631a2, U.S,\ _ÂdEÉiri" Fù infondDn on ph.in* advdirêbentl jn DLrxc.oN, ask for ou. lrle card conbd: adwihinc cÆdrabi lsR, rn.. 2or shêrilaD spnnss Road, L{IeDuxù.oN i3 , ÉgÉt€r€d radeDaik {or thê TsR Dl..ptryins adven!ùre pdodictrt pubtjshed by lsR, rn. Àlt nch6 ro lhe onte.ts of rhis'ry mry b€ Fp.odued fnm n in whole or in pan. witàùi fiGr ob6inùg f,rjrbn pêmièioo Êon the publjshert deiFats re5sbEd tsdemd.r Mned br îsR, Inc t deds.âiês rEdmarlc NDed by TsR, I.c Mosi dher pr.dud nmes âÊ lrad€m.rk @.ed by thê Ôbpdiê! pùbli:hi.stbô€e !rdû.b UBe oi ihe name ôf aby prôdud ùilhoui mention ôr rdêfra.t s66s should nol b. lrntuil s a .hallen{e o sùm suMO1996 îSR. In. Àu Rishb Rê@ed Pnntn in ùe u.sr\ ÀI TSR chmcb6. châd. nân€s. and the dÈtindiu" rik"neæ" ih.'*f *" tmdemarkr ô*n.d by TSR. Inc.I'ùddi.â&


EOitortialAbsence Mahes the HeortGrow Fond,er\ Ielcomc lo Dl \'(;t.),\' Ad.. n irr r.s$6i1. \bur wtit has b.cn long ând lictful. lt must hâve se.med ân etcrnitf$ait no l{'rger As ol now. ,r'.\1;ri0.\Adf.nlrrps will resùme â rcgulâr Publ''This rssue reàds Januart/lebruarr:Obviouslr'1t is not Rath(r than tâke thètifte to make several cosmetic (hânges,we mshed it to press âs qùickly as wecouid The datc mâ! be srong. but thcadventures are àll brand ne$l Thc nexlissue will be Septenrber^)ctob.r 1$641ànd ,r'Ncttx /ldfdn re zs will contitrueto appear br monthlJ heretlle.Sùbs$ibers nccd not worrl The totalissues dùe you is t.ackcd bJ numbcr. notby month, so you will receile thenr â11Wlien publicâtron {âs orisiDrllydelaled. sè ihoughl the problems werceasilr_ solvable and lhât the next lssuewould soon bc out. Literrilly, on a i{cck|o-seek basis we {ere sork,ng toremole roadblocks that p.e!.ntcd gorngto Diess. Unlbrtunrtcl!: as onc s'1"reÀoved. tro morc appeared. We honesdt, did not think this much t'ntÈwould pâss beforf !où held tnother,r'!;tr.\ r{df.nlrrs rn r_ou hdnds. In.etrosr)r.|, w€ should have nolilled Yoù$'c did toi. and lbr this sl apolostzcYour pâtience hes beeD extrùordiDlrJDuriùs our hiâtus I hÀve talk.d r(,tuân)-' loyrl .eâders*ho $erc undÉ.srândâblv conc.rn.d wtl th. dela!lloqcaèr, )ou dnln t gna ùp. ând roùrde1..ûrination wâs admirâblÈ \iN *1rejnsprrùrs v)ù. ùspirtr'on hassbenelhcnrd our dcte.mrnatjon |o Jllvclou the best adv.ntu.es PossrblèLook on this as À neq bcginninsâftcr a teùporârr pârtins {ioln an oldfricnd Absenc. ca. makt the heartsros ionder $'e re bâck rùrd 'nore thdtr.ad! to go. Ànd thrs linre lve no longc.go it .lonc TSlt. In( hâs becn boughthr Wizârds ofthc lôàst . rh. Norldsniosi successful prnlucèr of 1râdilrgcard gâdÈs. This is a ûiakh nrâ.le rnhcdret. Wizards ofthe ('oâst has soûeincrcd,ble srrengths. TSR has othcrs(l'Dbnrcd. !he gam. possibrlitics âreurlinit.d. Wizards ol the Co!s! rvasûanied aller àn AD&D .aDrpaigtl(lnenlhe lncr.dible support oi oùr ne*o\rncrs. Di r.itr).v A1, c, /rr fPs $ill bceven betrè. Thc suû ofthc Pârts isex(ceded bv the *holcDi \liro.\ AdLrrti/.s is lhe ùagtzinf of rol.Jnâl,ts adv.Jtrures $t*illconrinue to pfovide lou wilh thebest adlettures s.t 't lour ùtoûteAD&D unpaiÊn sorld tlong *nha for: select, olhe.s such !. lh.DkÂco\Lr\( ri' ;r'H A(;r:'\j settjns so,(rnè âlong sith us !s se movc into .nes. exciting, and in6nnell LriglrtÈr/ffi-Picr.Èl.tt\\âttcrsIOVENTUEES fOR $R EOI+LAYINGAMESVolume XINumber 2PublisherTSR,Inc.Associste PublisherBrian ThomsenEditor-in-ChiefPierce WùttcrsEditorMichelle VuckovichAssociate EditorDave GrossEditoriâl AssiÊtântLizz BaldwinArt DirectorLârry SmithProductionTe.ry CraigSubscriptionsJan€t L. WintersAdvertisingCindy RickDUNGEON 7


Ch.b grududtèd from Rutser'sUniueÆit! in 1991 /!ith a B.S. inFisher! Science. He puts that degree togood use as the seùiar aquatic biolagistat a sndll lab in Neu Jerer."Hunt lora Hienphdnt" uas oriEindllr ûritten dsda RPGAû Netuork tuo.round eoent forHUNT FOR AHIEROPHANT'Hunt for â Hie.ophant'is ân AD&D!advenrure designed for 6-8 chamcten oflevels 6 8 (about 50 totâl levels). A PCwiah a mùsicâi instrument proficjenct4perhâps a bârd, would be beneficiâI. Arâûser or ùuid cân also be useful.The âdventure tâke place in ùdaboDt the Drakewood, â large tempe.ateforest. A mountâin mnge resides to thenorth, ând a forebodins swanp, knownâs the Cragmoor, borde.s the forest tothe east. The regjon is settled by thehuman town of Chârlotte, containingnearly â thousand p€opl€, mostly farm,ers. Fmm the Craemoor mârches anamy, threatening Charlotte and itsThe PCs câr becone enbroiled inthe proph€cy thât is âbout to pass inseverâl ways. The sihplest method is tohave the PCs hir€d by lhe town council.Ifthis method is used, rhe DM mustdecide the terms ofsùch an agÎeement.The adventure works b€tt€r, however, ifone or morc ol the PCs are ftom ihetown or have a close relative or friendwho is â resid€nt. Savi.g one's homelând is â much greater notivation thânrnoney. Ark.nâte b€ginnings coùldinclude the PCÊ' beins forced to protectthe town as â result ofdebt, beinsâttâcked by bull)eug8 on the wÂy toChârlotte, or beins ordered by a hish,ranking druid, assuming the partyincludes â ranser, druid, or otber PCbeholden to the druidical hierârchy.With â few adâptntions, such âs chângingâreâ names. this adventure can easilyfit the DM's campâign.BY CHRIS OOYLESleepyheodAdwork by Tony Diler izCoriogrophy by Michoe ScofiFor The Plqyer ChoroclersAn innense horde of frosiike bullywùgs swept west out of the CragmoorThey Êu.sed into the da.k rcaches ofthe Drâkewood FoEst ând laid sasteto its inhabitânts dd the lând itselfThe evil creâtures are now .eady topress south into civilized 1ânds âs theyftuster their forces in the for€st. Thesmâll town of ChBJlotte lies in the pathI lssue No.63


HUNT FOR A HIEROPHAI{TRumor has 't that a Powerfulhuman wizârd conmânds this devâstatins torce f.om a hidden base in theheaJofthe Crasnoor. This wouldcedâinly explain the quick, em.ienttâctics employed bY the norlnattyunorsdized bullravugs. Reports stâtethât ihe creatures arê well-rned andthat some even possess magrcIftrue, this spetls certâin doom fo.the populâted southem lands. As aresult, preparâtrons for war haveb€sun In eâmest, rncludins tortiblngwâ--lls, stockpilins food, and drilling themilitiâs. Meanwhile, Charlotte contact€dthe etven historians of theSouthem lânds. The elves, by far theoldest inhâbitants of the resion,comM their archiv$ in ân effort toAfter days of p€ering over t€xts,libÎahs, ând mcient tomeÊ, the elvenhistoiâns aE convinæd thât a prophe_cv is âbout to come to pâss Thev havedisouered a diâr/ thai belonsed tlæmder, a human hierophant druidwho was ihe orotlctor of dùs r€gionover 50o yeaÀ ago. one day he stûPl!disaDpeared Fon the land His diarvÈtâte; he ent€red Druid's Sleep, â fornof hib€mation similar to that whichsome âimals exp€rience duing winte. The histonans say that Iæander isalive, ltrdden in â seore restlng Plaæ,still asleD. The 6nâlwords inl,eândels diary fofln the basis of theDroDhetv. "When the black iide swe€psihe lmd Èon the eâst,l@k to the skyfor mNers. Ifthe tine is right, send aworthY band tô awalen me, ând theforest;mmuities shâll lDite."Following this crptic Passag€ weres€veral a;curate sk€tches of constellâ-The historians hâve watched thestùs and determined that the timeLêaûder spoke ofis about to Pâss.Learder;mte that he leli a map andseveml items usefùl in discov€rins hisresùing place wrlh a close triend, a tre_anù named Eversteen One oftheseitems is the key needed to €ntêrL€andels restins place. Hoaeve., thes$iptures describe it only as a "kevA search of the archives for informationon the treant Proved nearlYfnitless. The onty lead is thâtEverseen resides behiDd ân "unwood'en do;r" in an enchant€d sladeÊecluded sonewhete iD the Nothernreâches ofthe Drakewood The rnis'sion is thus deined:Enter theDrâkewood Forest amid the buulNugalmv to seârch for Ever$een, amedwitti weâpons, wits, and seveml fivehunùed-year-oldcr]"tic clues Uponlocatins the treant and obtainiûg themap and key, pmeed with all haste toLesnder's restins plâce to qâke theFor The <strong>Dungeon</strong> Mosierlæander did indeed foresee the arivalofthe bulllsuss and spent considerabletime Dlanninq for il Wth the help ofanârch-mase fn;nd and a loYal dwâ enclan, he aonstructed an underyroundconplex secEted in the NortkpircMouttains. He filled the complea withtEps, perils, and tests to ensure thatnotjust anyone could stumble acmsghis hetpless body Thus, he entercdDruid's Sleep (see PËBl38).Lêânder entrust€d his closest âllv.the treant Ever$een, with the onlYmap to his resting place. He also gavethttreânt seveÉl nasical items to aidthe band in its quest. However, Leand€rcould not predict what would happen totrvergleen in 500 yeaE.As stated inthe MoNsîsoLr M!,vL/rzrM tome, when âtreânt reaches â cerùain age, he "putsdown his r@ts'ând assumes the formofa normâl tree (i.e., he "dies"). About150 years ago, it became Everereen stime to put down his rcots Due to thecharse Dlaced upon him, the treantnoblv foueht this natural urge The tre'ant was strong, both mentâllY andohvsrcallv. but his decadælong battleaeârnst death afiect€d him âdverselvSiowlv. he became inÊâne, twisted, ândêvil. ihe Pcs are unawâ.e ofthis devel'opmeDt until they finally penetrateEvers.een's hidden lairTte bùlllvùgs from the C.agmoorSwamD are uniied bv a powerfut wiz8rdnâned Zemck. He has duped the eelfros creatures into believing he is anav;târ of thêir eod. Zenick reisns fromthe ruins ofâ tenple hidden deeP inthe swanp. He wields mâny magicâlitems looted from various ruins in thessamp, and his reseârch hâs revealed6eve;l more ruins scatte.ed about thèDrâke{ood. Therefo.e. he ordered hisnewly dedicated trcops to take over thefo.est. Convinced that Charlotte staûdsin his army'B way, he plâns on plunder'ing the town so thât his forces cânsearch the forest at leisure OverrunniDethe town would âlÊo Prcvidevâluabie trainins for his hoops and fillhis coffers with wealth.Zerrick has orsanized the bulllvugsinto orde.lv Dâtrok to contml the for_est. These'pâtrols are well-ârmed ândtrâined Lo light aB â cohesile ùrutMâny patmls also contain a shamân'tvoicâllv armed with minor magicaliiË-". rhe..*a1..-e pnmnive bulbvugsâre alowed to mâm the forestin pâcks. Àfier the fo.est is secure,Zerrick plâns to unleash an âssault onTo flesh o,rt thê search forEvergreen's laia the DM might want toconsider a few .ândom encoutrtÆs.These could include wandering bullvwugpaircls or wod elves engaglnS thebulhvuss m â vain effort to stem thetide"of tËe ârmy- Altemativelv, thes€encounters cân b€ with theDrâkewood's deûizens, such as â glanttmD door spider ambùsh or a srnelyru;-in witli a giant skunk.r. The PleaThe sumner sun reâches it8 zenithin the sky, but the thick tree8 blot outits seanng !aYs, so You rematn com_fortabte dùrins your jolmeY.Suddenly, you hear a rcugh feminine"voice cry,'Please .. help meLeâning against a gnarled truk i3â femâle wrth elvish featutes and deucatelytanned skjn. She is clad in almse ffttine emerald tùnic thât.ppea"" "oÀked -ittr blooa. She t'eslonc hair the color of young leaveÊ onâ sapling. She tâkes an uncertdn steponto the path, apparently to geetyou. AB her lârge hazel eyes meetyours, she staggers and grabs her sideThis is Mistle, a drYâd in dire needôfhelo. Yesrerdâv. a band of bull]ryus3surpnsed her *hile she tended a snallDatch ofherbs, forcing her to retleat ùoher oâk tree. FrusFâùêd, the bulllvugschoDDed down her tre€, fiSuring itwdld kitl her. Dryâds âre bound to asinsle tree their entir€ life, so moving toânother tree is out of the question Heroâk is âncieDt ând magical, so it cling8to life, but time is runnins out. Her treeloses its magic in a few sho.t hous,ând when it does, Mistle diesForced to seek assistance, Mistleheârd the partls âpproach and decidedthât she had to act. With what strengttlDUNGEON 9


HUNT FOR A 'IIÊROPHANTDMMaprenâined, she worked her way to thepath. Her face is drained of color andshe has several deep wourds caused byâ slâshins blade- She spèalG in a faintvoice, strained with pain. With geateffort, she erplains what happened ândbess for help. Ifthe PCs refuÊe to assbther, she ieÊorts to crormirs them.The PCs can att€mpt to heal Mistle,using cu€ spells or potions. Even ifthey retu.n her to mùimum hit points,she dies in six houB becâuse of thedeath of he. tree. However, healins hermâke8 comrnunication easier. lt also.eturns her stamina, allowins her iowÂlk on her own power.Mistle leads the Pcs to he. fallentre€, about 70' into the forest. DuriDgthe trek. she explains her plân to thePCs. She has â scroll in her tree with apldnt grcuth spell. She can't cast thespell, so she instructs the PCs to takean âcom from he. tree and plant it inthe soil. Then the PCs should castpld,,S.orrrir on the acom. Mistle hopes thesp€tt wo.ks ând the âcom spmut8, providingher with a nea, althoush veryyoung, tree. Since the acom is from heroriginal tree, she believes it will work.since he .arely leâves his lair ând shewæecan't venture fa. fiom her tlee. She isable to give diEctions to hiB eûchant€dglade. She tellÊ thêrn to continue northand cross a river. She then descnbes ânoak tree on the risht side of the path.The tree is shaped like â letter "Y'(asingle bunk split to fon a doublêhunk). BêhiDd this tree is a hiddeûpatà that les& to the glâde.Mistlê INT high;AL Nj AC 9; MV12; HD 2;hp 10jTHACO 19;#AT 1;Dms l-4 (dasger)i SÀ câo.'nr SDdimeÆion door via treesi MR 50%; SZM;ML 12iXP 975iMM,€3.DÉAD PLAINSMistle hesitântly adds thât she doesn'tkrow what will rcsult. When the PCga.e rcadr Mi8tle dirursion doorc lntoher trêe. Neârly ffve minutes lat€r, sheexits the tree, collâFing but clutchins ascroll tube protectively. Mistle slips intoân unconscious state and cant berevived. The PCs ar€ lelt to follow herinstructions. (Aciually, the plant qrcDthspell can be applied to â leai twis, oreven the stùmp to âchieve similarIfthe party succeeds, Mistle thanksthem with a pouch containing six piecesof tear-drop shâped dbe. Eâch ofthese Dryed's Tea.s is wo.th 250 gp.Shê âlso gives eâch PC ân oâk leaffteshly pluckêd from her new tree. Sheinstructs them to eât the nasic leaftohelp heal their sounds. Each leâfheâlsr4 hp danage if consumed witlinthree munds of beins woùnded. Theleaves lose thei. mâgic âfter one day.Finally, she lets the PCs ke€p the scroll.which contains two more sp€lls: spea,tuith aninal, and cau woodland beings.lf the PCs âsk for info.mation onEvergeen, she tells them she hasheard of him bui has never met him2. Bullysug Ambu.hThe windins same t.ail cunesbâck to the north and cut3 its wâyth.ough the thick urdergrowth of theforest. AIt€r seveml hundred yards.the hail opens to a medium'sizedclearins. The fâr end of the cleariDg iscomposed of snooth rccks of vùioùBsizes and shap€s. Beyond is a plâcidiver edged with hieh gmwth oneithe. bank. T'he mu.ky wate. silentlyrclls to the east, bùt the depth isimpo$ible to determine. On the oppo'sit€ bank ânother cleârins is apparent.This appears to be a naturâl ford.This is the only sâ{e area to lord theDunn River sithout trâvelins severalmiles upstrearn. The river nanows to60' ât this point. Nomâlly the river isabout 110' wide. At the ford, the wâteris only 3' deep, but thè tùbidityobscures the bottom so the PCs hâve totest the depth of the .ive. Zêrickdeems this an imporiant strategic locationin the foræt, therefore he hâs aconst3nt force of bulllvugs stationedhere. They have prepared an elabo.âte(for bulbTuss) ambùsh.The âmbush comists of six archers,eight unarrned bullwueE, 12 speârnen(six mounted on siant lizards), srd aAs the PCs wade thrcugh t}le wateathe eisht unarmed bullywugs swinunder the water fmm the far bank ândattack. Foù come from the eæt, andfour come fiom the w€st. Since thewat€r is murky, the PC6 suffer a -6penalty on their surpdse rcll. Thebulllvucs attack with a cta clawÀiteroutine and try to stay sùbmerged. PCsin combat while standing in the dversutrer a +2 penâlty to initiative and a-1 to hit due t the uncertain footins of10 lssue No.63


HUNÎ FOR A HIEROPHANTOne round late., the six ârchers con_cealed on the no.th bank oPen fire onPCs in the wate. ol any.emâtnrg onthe soùth banl. Since th€ bulllruss iDthe river stay submerged. srows tar'seting PCs stândins in the river haveno chance ofhitting the bullv{ugs l,Lstarseted on the south bânk hav€ equalchances t hit PCs or sPearmen (see,MGl62). The archers hâve 50% concealmentin the vegetation, the.eforethev receive â -2 bonus to ACifâny PCs rcmain on the south bankwhen the underwate. attack com'mences, the six spearmen bùrst fromconcealment and hop to t}le attack Dueto their cânouflase ability, these spear-2 on the PCs surPnseroll. The hop chârse gives the bullv'wuss a +l to hit and double damageÀny PCs that escâP€ the .iver to therorth bank are confronted b1 six lâryebLtlllavug€ 18 hp eachr mounted on Cranllizards. These rider5 ea.h carrv a qhield(for AC 5) and possess a 16 Sbength(+r damase). The mountêd bull){ussare anned with spears and charge PCsoD their fiBt âttack. AIt€r the charse,their goâ1 is to prevent attackerc ftomreaching the archers These riders aretrained to attack with speârc on thesame .ound that the lizârd nountattacks witb its bite.Meanwhile, conceâled in the vesetationaloDg the south bark, is the leaderof the ambush. a 2ndievel butlryugÊhaman. Zerrick gâve a uand of nagrcmissiles to the shaman and instructedhim on how to uÊe it. He 8tâYs conceated(-2 AC) and uses the uroad onPC mases to ruin attempts to castsDells. Èe suoplements the âttack wrthhis ofrens've-spell such âs 1'shr 'n anopponent's eyes or entangle to hold PCswhile the spearmen attack.Should the PCs use maglc to crosstne bridse via flisht, keep rn mind thatbullwuss can leap up to ls high Thearchers pepper fljers with arows, ândthe shanân uses his entdngle 6pell toDull the PCs into the speannen's nidstin this case. the DM must ad lib therest of the bullwugs tacticsBùtb'wugs (26): INT âverage: Al-CE:AC 6 (or 5 with shield); MV 3. swim15: HD l; hp 4x8,20x5;THAC0 19; #AT3 (unùmed) o.1(spear) or 2 (bow)iDm 1-Zl-22-5 (cla clâwÀite) orl 6 (spear) or l-{'/1 5 (bow); SA hopiSD camouflage; SZ M;ML 10;)(P 65eschi MMl34. Eac}:' .âîies 2 8g!,3 18sp,3-24 cP and âPPmPtâte weaponsBull!'wug shaman: INT hishi ALCE, AC 6; MV 3, s$im 15iHD 2ihP 10THÀCo 20r {AT 3 or 1; Drîs | 2J7-U2-5 or l-6i SA hop, spells; SD camou'naee. spellsj SZ M; ML 12, XP 120À{,rlAn. fle stranan carnes â speâr,26sp, l2 gp. three smâll preces of qu-ârtz(each worth 35 gp) ând a uan.l ol Mgrcmtssiles (15 charges).Spells memorized: .u.e lisàr uoandst^2t.entonPle,liphtciânt ùzad=s (61: INT non-;AI NiAC 5: MV 15; HD 3+1i hP 20 eâch;TIIACo u; +AT 1; Dms 1 8; SA doubledamâse on a natural 20 ând trap vic_tim. Àutomatic 2-16 hp dainase untilreleased: SZ H; ML t0; XP 175 each:MMn26.3. îhe HiddeD Trail Unle8s thePCs aie âwâre ofthe oak trce shaPedlike a "Y," they don't discover this hiddenhail. The tree does not stand out,ând the PCs pass the tÉil unless thevare specifically looking for it. Should âoâitv DaÊs the trâil to ihe eâst ând conilnuiiorth, in four hours they exit theforest into the Dead Plains ln this cas€thev should realize their mistake andheâd back. resuminq their Êearch of theforest. It takes the PCs 3d12 âdditionâlhouB ofsesrching to locâte the trail inthis mânn€r Keep in mind that daYlightrestricts the party to 10 hours oflfthe PCb kno$ âbout the "rshaped oak tree, theY find it and thehidàen trail behind . This informaiioncân be obtâined ftom Mistle or by usingone ofthe follosins spells north oftheDunn River: speaÀ uitlr Pldrrs, speoÉuith aninal' or l'iùd the Path.4. The Enchanted GladeThe small path meânders until itleads to a breath'takinsly beâutifulslade dominated by varyins shâdes ofcreen.lo the eâst is a high outcrop_;ins ofrock âdorned with lârge leafv;la;h, from which â small but mpid;âterfall tumbles. The water collectsin a crystâlline pool that feeds aslream- The st.eam winds its waythrough the glâde, exiting on thesoùthwest side. The ground is cârpet_ed with soft grass and spongv mossMany purple, yeuoit and white wild-Oowers dot the lâwn. A sweet mellowscent, combined with the babbling ofihe falls and streân mâkes this âvery pleasânt plnce.This is indeed the enchant€d gladewhere the entrance to Eve.green's lairis hidden. When the PCs entea haveeach mll a saving throw vs. poison. (Ifyou wish to âvoid alerting the plaveÉ,hâve them roll this save at an earherDoint in the adventure, ard record theiesults.) Those who fail feel comp€lledto walk over to the rocky outcroppinsand tie down in one of foul leaf traps ofâ huge mântlâP that lâirs the.e. KeePin mind that only fou. PCs cân succùmbto the effects ofthe mattrap lfmorc than four miss their sâve, randornlvdetermine which are unafrect€d.Thosè inside a leaf trap have no desireto do an)'thins, ând they suffer âciddahase equal to theù AC value(excludins their Dexterity bonw) pe.round uniil the plut is destroyed orthê victin is digested. However regsrd'less of how low â PC's AC is, the victimsuffers at leâst oûe hP damage Perround. Any jtems exposed t! thjs acid .must make a saving lhrow vs. aglcl eacnrcund (metal itams receive a +2 bonw)MaDtrao: INT non-, AL N;AC 6iMv 0i HD 0;hp 54i {AT 0i Dmg acidiSA eDthrâtl; SZ 6; ML 12;XP 4,000;M,lll2g1 (Dlart. dansero$).Thê w;terfâll is the "unwooden door'ud the onlv entruce t! Everseen'slâir Behind the waterfall is a 4lhighDassase leadinq Inùo the rockv outcrop'ping. The passage past the waiêrfall is150' lons with I' ofwater covenng thebottom ;f the corridor The opposit€ endofthe pâssagê opens tnto a similarglâde. Anyone climbing the outcropprngaiscovers the source ofthe wât€rfsll ismâcical âs it flows out of the rock itseltTh; water is fomed from a d.ecdùte. oferdless udrer (set on seyser,30 gallons/round)embedded 20' into the ruk,counesy ofa stone sidP€ sPell AnYmore investigation Fovokes attackfrorn the forest (sêe 6).6. Enchanted Cir€le ofVecetstion. This area of enchant€dforÀst surroruds Everereeni lâir AnvpeBon or creaturc (except Evergreen);nterine the arca is âttacked bY thevesetation, which âcts as an enrdngles;ll of Dermanent durâtion. C.eaturesearanpled (no save allowed) a.e pushêdoutside ofthe nûs and dumped uncere'moniously back in the direction thevcane from. Any flying cr€âtures commgwithin 40 ofthe vegetâtion sustainsattâcks ftom long vines and treeDUNGEON 11


HUNT FOR A HIÉROPHANTbrânch$, âlso rcsultins in the eflectsabove. This permanent enchantmentwas placed by Leânder to p.otect hisfriend and make the slade â little moredifiicult to discover6. Evergreên's LaiiAs you exit the damp, musty corridorthmugh â cu.tâin of water, youenter â mâjestic glade. This one i€similar to the p.evious glade, with âstream flowins through the cente. ofit. As you pull your soggy feet out ofthe stleâm, you notice anothei .ftkyoutcrcppins to the no h. The.e is alsoa câve leadins into inky darkness. Theglade is suûounded by unusuâllydense forest and the.e a.e no trâilsleâdins int! this glâde. The gladeappears desert€d except for twomâjestic oak trees that flank the câveThe cave tu Evergieen's laia ùd heis currently inside reÊtirg. The oaktrees in the slade âre nornal, but a.eanimated by Eversreen irhen heattacks. Should abyone try to leâve theglade via the forest, go to encounter 5.About 10' inside the cave is a smallalcove on the lêft where a weli fedshrieker lives. Any light o. movementin the câve causes the giânt fùDgus toshriek fo. rd3 rounds. This âwâkenstrve.green, preventins the PCs ftomsu.prising hiD. Pneed with thedæcription below afier the palty dealsShrieken INT non-; Al- N; AC 7;MV 1;HD 3; hp 15; THACo l7; #AT 0jDmg niliSD noise;SZ M; ML 12;)(Pr2oi MM|72O C'.Jn€:u ê).The stale smellins. dark coridorveeB to the isht, then bâck left,fiDally spillins into a tisht-filledchâmber The ceilins is lit by severalslosing globæ st.ategicâlly ptâced toproduce maximum light. A towering,âncient heant stân& to the rear, nextto a small pool of Êhâllow wâterBehind the treant rests â legechest ard a small coffer. To the .ightofthe chests, seve.al small dustycasks are piled alons the back wâll. Alarge wooden table also rests againstthe back wall, and it too is coveredwith a thick layer ofdust. Two benchesrest near the table. A high-backedchair is displayed at the heâd. Othercasks lie asainst the east wâll, âppa.-ently in disuse. When you enter thechanber, you see â la.ge wo.k benchcovered with nasks ând decânteB toyoù imDediate left. It is clutte.edwith alchemical equipment ând ingredient€.Finally, on the wâll to the rishthancs a weâpon Éck. It holds severalswords, speârs, ând aD i.on-shod staftThe treânt stares silently as youapprcach, his amb€r leâvês æminiscentofan autumn trce. He stands atull sixteen feet'tall, and his powe.tulsnarled limbs end in delicate lonslinsers.Evergreen greets the pârty kindlyand otre.s then â seat. He âpologizesfor the di.t ùd dust. but he no longerreceiv$ many guests. This is due to hisinsânity ând alignment change, but ofcourse he does not âdmit this.Eve.sreen also ofers d.inks ofwâterIiom the pool, or wine fmn the casks.The wine hâs lons since spoiled, and isnow vile tastins vinesar Âfter discussionof the qu8t, he clains ignorance ofthe proph€cy ând Leander and stat€sthat, although it makes ân interestingtale, surely the party hes the wrong t.eânt.lfthe party presses, Eve.geensraduâlly loses his ternpe. ând beginsto .amble on âbout time, sleep, ândrest. Raâd the followinsi'Honestly, I don't know whât you'Etalking about. I never heârd of âdruid nâned læandèr I'b ihe Rulerofthe Dmkewood, aDd ifmùaudinsbands ofhumânoids were ovenunninsny land, I think Id know about it,"the ancient treânt.epli$ as he shân,bles to and fto before ârriving at theIn a hoarse whispea he babbles on,"Now where is that kaytoe. I thoushtit was somewhe.e ..- so very tired.Pêrhaps I need some rest, but fi$t,where is that herb ...?"The treantcoDtinues, but his spe€ch is too fâintfor the PCs to hear exactly what heHe turûs bâck to your pârty, "NowI've an$er€d your questions. It isn'tmy pmblem ifyou don't câre for theanswers. Iæave me at once so that Icân get some rest." The t.eânt's voicebooms with impatience âs he rearc upto his full heisht.Ever$een continùes the discussionabout læsnder while he lianticallysearches for the kâyloe. YearÊ âgo,Everyren realized his impending insânityand started reseanh to prevent hisneed to put doM his mts. He discovereda recip€ for an he.bal cæ to hisinsmity €rd r€coded it on some stonetablets (in t eant). Unfortunât€lyEvergreen still lacks one more ingredienc,the râ.e hè.b kâylo€. If the partyobtâins the kâylæ and @ncocts the cure,Everyre€n can be restoEd to sùity.Ifthe PCs continue to prcssEvergreen on the prophecy, he .utsand .aves about sleep and tine. All thewhile he becomes more âeÉressive ândthreâtening. Everseen lures the pârtyout ofthe câve while aDinatins thepair oftrees outside. Eversre€n maneuversthe PCs past the t@s, before fly'ins into a berserk râge. He o.de$ theaDimated trees to âttâck from behindwhile he flêes into the forest. The DM isencouraged to allow Eversreen toæcâp€ $,ith the enchânted vesetation(from encounte. 5) prcventing any pui'suit. Evercreen rnaintâins a safe distaDceof slishtly less thân 60 yards sothat he cân continue to commând theWhen the PCs deal with the ânimatedt@s, they can investigateEversreen's lai. Evêrsreen does nothinder the PCs, p.efeûins to concealhinself in the forest. The PCs have anopportùnity to heal the âiliDg t.eânt atthe end ofthe adventurc.EvergreeD (treânt): INT high; ALCEiAC 0; lvw 12; HD 12; hp 92; THACo9; #AT 2; Dmg.l-2!Y.1 24; SD neversurprisedi ânimâte t.ees; SZ H: ML 16:)


HU f FOR A HIEROPHAiNexcell€nt quâlity wiûe lor 8ueÊtB, but asm€ntioned above, the wine has desenerat€dint vinegar. The weapon8 on theIack âre alt normal except for ar int€llieeîtlow suod +2.'lhe sword do€8 notslow, bui if picked up, its fine balanceand quâliiy becom$ aPPat€Dù.The laEe chest is uJæked aIId coDtâinsseveral itenÂ. T'he EaP tolæândeis r€sting place ie drawa on asmÂf cloth, 2' by 1' long. (Iæandei tu inâ csve in the Northspire Mountains).wrapped in a black velvet bag tu a Êpe'cial Fi'jvet harp of charm i4! engravedwith druidic runes sFbolizins theu.Dion of the forest commutities. Inaddition t its normal abilities, theàræ crants the user the musicalins;ruE€nt proficieDcy. this âd.p isâlso the key to læandels æsting placeand it's uÊe tu d$cribed iD êrea ?À Ashort wand iD â black leather câse iBalso srapp€d iÎ the velvet bas Thh i3â @and ofikÀ!, with t}le co[|baldword "Llanibrice" caFed on its side.When the cornnand i,ord is spoken, thedord sheds light, equivalent to that ofa torch. However, it doe8 not emit anyheat. It ha€ 25 charsss, eÂch use costirgone chargÊ and lasting six tums,unless it is dispeled earlier by repeat'ins th€ conmand word. WraPPed in twoyads of ffne silk (worth 85 gp) i3 a 8inclebot e of ercellent quality elvenwine {worth 125 c"), vintag€ over fivehunùed years ago. Due to the tights€al, this sine ha! not turned into vinegar.A blâck lnon-magicâl) cloak in soodcôndition ând a small helm aE at thebottoD oftho ch€st The heln best wB,rotection +t to the weaEr. A small;ahosany bo! i'^,orth 60 gp) holds asrnall clay vial and a folded piece ofDarchDeùt. T'he Darchm€nt Eads 'Thi8iar gFt you out ;f s sticLy situation 'The viâl is )arcÊ enoush t hold 27ounces, but actually coDtâins onty sixounces oft duerudi solù"ar Finalv,ther€ is a smâll pouch holdins 66 PPEnd 14 snâI rubies (each wofth 100sD). these xnasic itênÊ (and the bottleAwine) were Èft here by laânder'The cofler is lock€d, 6rd ha3 a Êæ,roD olaced on it that detônâtæ wheno;;d. victims within 5' suffer 1d4+18h; damace. half if a Âucc€ssfr. savinsdmw vs. macic is mÈde. It @ntâim 148Levs ofvarious shâpe!, sizeÊ, and com-Dosition. 'I'here ar€ 86 iDn, 12 bras€, 3Lmn e, I copp€r, 22 silver (each worth 2gp),8 epld(eÊch worth 25 c?),4 platinum (each worth 75 gp), 12 8tone, and1 âdamnatit€ {worth 100 8P) keYs.These aE Âll fals€ keJ€, and are ûIeantonly to nislead the p$ty The àdrp o/cianni's is the "key that is not a kev."?. The ge.mit's Cave. A meanderinsDâth bavels a mile up the mountainside. A the PCs apDroach a 16'highcave entrance, they ùot€ the faint smellTo your surpriÊe, the cave appearsiDhabit€di a sDall curt of smoke !i3e8from â ffreDit in the c€nt€r of th€chamb€x On the back wâll hang! âtsoestrv deDictins a ærene for€ste.:ne.lD frôni oflr rest! a table ândchail about thee times larg€. thar ahuna!-sized set. To the imediateleft i a ler8p M conskuctad fiomthick $oodeD timb€rs. A sqùarc dghtstând of sl,uldy oaÏ, a-lso of unusuallylalge size, sit€ oD one side of the HHanging âbove the b€d is a longboROn the oDDo€it€ side of the cave,the!Êb a';artry. Nertly Êtscked in thepantry ar€ several c.at€s ard caskÊ.Nert to it is a tull boôkcâle, theD apile of a dozen or so lâig€ boulders.Luckity, the inhabitâlt of the c5v€appea$ Dot tô b€ hoDê at theThe câve ù home to a stone granthermit named Granit€. Grânit€ ù cù-.ently out collectins wât€r, but henoticêd the PCs beadins for hi3 caveHe arives in 6ve rounds, so the PCshave only a few boments to s€arch thecave. Àthowh ii is possible for tàe PCsto locât€ thê oaæl at a!€a À theYsho'nd not be able t Âctivate it in thisTte cloÊet contâine clothing alldboots lâr€p €nowh to fft someone 20'-tdl.Ihe bed is equâUy latge, a3 EentiobediD ttre description, ând is cover€dwith t}lræ turs of variouÊ sit,€s. The€eâre worth 175 gp,80 8P, ard 45 CP,respectively. On thê ni€htltând ù ab@k on the Douticâl hist rv of DaEath,a neÂrbv kilcdoxt. the boulders are'rt?nd€il for ùhowiDs, Êhould lhe ne€dârise, ald there aæ 16 ofthem Thebookcase contains 53 books on such tôpicsas coôkina, hunting, elv$, politics'and st ne siant olture. It should beobviouÊ th;t GÉÂit? e'\ioys a spod boot.DUNGEON 13


HUNT FOR A HIEROPHÂNÎGrabite uses the pântry to storewater (in the casks) and mundâne supplies(in the crât€s). The mundane suppliesinclude torches, rcpq erd 42 nishtarrows (each âbout 5' long) for Granite'slongbow. A nonde8cript b.own tapestryhanss on the northeast wall.In five roùnds, Granite ent€rs thecave bearing â 5o-salton cask lilledwith spnng water He ânerily slam8 th€cask down ând denands to know whythe PCs hâve entered his hone. Ài rhewhile, he reâdies his sword. The PCsmust quickly explâin or face the w.âthofa stone siant. If the PCs honestlyreveal thei. quest, it piques Granitê'scuriosity ând he encourages them toexplain while he câlms down.Meânwhile, he pours a cup ofwater forhimself and offers sone to his guests.He peste$ the PCs durins their stâywith detâiled questions. He enjoyÊ thelife of a he.mit, bùt oaves news of theregion. T'"icâl questions includel$ How are the humâns dealingwiththe bulll.wus incursion?+ mât form of politics do thehunans of Charlott€ use?+ What kind ofsucce$ are thehwus havins huntins this seâBon?G.anite persists in this casual banùerfor quiie some time before he tellsthe PCs ever,.thing he hows.Cranite has the following infonâtion,which patient PCs can gamei Hehas noticed the bullywDg invasion andwitnessed fiBt-hand the destructionthey have wrought. He even boasts thâthe ran into a patrol ând wiped it out.He hâE no clue about the location ofLeander's restins place. but âlïer a curso.yslânce ât the stone slab map, hecan confim that they are in the correctlocâtion. Then he recalls the silver borderedpanel he diÊcovered 64 yeaE âsowheD he Doved into the cave. CraniteâBsumed (conectly) that it was somesort of doorwây, but he hceeded in opening it. Hejust hung atapestry over it, ând fo.got about it. Hesladly shows the PCs the paDel, if theypromise to stay and chat. Sêe Arca Afor detâils of the panel.G.anite is 18'-tâll, ùd 421years old.He weâI8 gray clothes and ca.etullyglooms himselfevery day. Unlike mostof his race, he is a loner and prefes solitude to reflect philosophically. Hismo.âls âre similâr io â druid's outlookon nâture. G.dita is civilized, well spoken,ând intelligent. He is fiercely independent,but he desires to have people totâlk to and sharc his thoughts on a vari'ety of topics. He can talk for hoùs onnature, hunting, geogrâph)a ând politics.Gmrite (stone siant)r IIIT very; ALN;AC 0; MV 12; HD 14+3; hp 91;THACo 7; #AT I or 2; Dms 2-20+8(sword) or 1-&1-8 (bow); SA hurl mcksfor 3-30 hp damase; SZ H (18'tatl); ML76tXP 7,0OO;MM/145.Since this cave is Gmnitê's home, hedefen& it to the deâth should the PCsambuÊh him or becohe violent.However Grânite would prefer to dis,cuss matters âB peâcefully as possible.tf the PCs destroy âny of his possessionswhile they seârch his home, hedemands compensâtion. He hâs no ùsefor coins, but accepts sems or jewelrxÀ The Silver Puel.Hidden behind t}le tapestry hansingon the northeast wall is a panel ofblack polished onlx. r'he glistenins sul'fâce is surounded by a silver bo.derThe pânel is a nasically locked doorwâythât provides entrance to læanderkrestins plâce (it cù not be opened usinga ànocà spell). The panel operâtes in thefollowins mânner Fi.st, the silver bor,der must be touched by the silve. àdryo/c/rd.ning, which was found inEvergreent lair When this iÊ done, thesilver border ând the àdry besin to slow,ând a set of Êilver notÆ appeâE on theblâck polished surfâce. When the notesare played on the Àûrp (remêmbe. thatthe /urp grants the user the musicalinstrument proficiency), â s€cret d@.(in which the panel is set) silentlyswings open. As this happens, ihe noteson the blâck surfâce change into a newset of notes. If this new set is copieddown (therc are t@ many to be memorized)they can be used to deactivate thecâryatid columns in a.ea B.The secret door opens to a corido.about 8rhich. It leâ& due eâst ândâfte.20' bends to the north. Crânitecan not comfortâbly enter the passage(unlesB he Ùawls) ând declines ânyoffer to explore with the PCs.B. Entrance Hâll.The door opens into â large hâllwith picturesque mosâics on eâchwall. The mosaics show scenes ofapeâceful forest, inhabited by sentl€foreÊt creâtures. At the fÂr end oftheshadowy hall is a set of inticâtelycaned oak double dooB. The d@rsa.e flânked by a pair ofdwâden stâtues, each mushly four-feet tall. At thèbase ofeâch stâtue is a 6mall bronzepiâque with stylistic ensraved writingcoverins the su.face.The en$avinss are in an ancientdearven scipt. PCa with an AncientLansuaseB proficiency read then witha successful roll. A dwâlfreads thenwith a successful Intelligence check. Ifthe Eader fâils the roll, replâce abouthalf the words with similar wo.ds ândlet them try to deduce the meaning olTrùslation of the risht engraving:Astij A€ranni, chizf of Clan lronbtad.e.His Etrcng drns dnd seneîous folkshaped this complex uith fortitude.TÉnslâtion of the left engrâviûg:Dihin Stoneshdpea master enginee.His genius uas the comerstone Luithtrhich this compler ùas desÈned.The oaÏ doors are locked. Ifthe doo.sor the dwaFen statues âre touched, thetwo Btâtues âniDate into caryâtidcolumns- They attack or pary, in orderto prevent anyone f.om passing throughthe doors. If the serond set of Dusicalnotes shown on the blâck onla panel(fiom area A) is played on the hary ofc,âdrning, durins or before tb€ activationof the colums, it deactivates themfor one tum. Deâctivated columnsrctun to thet respective pedestals andassume their originâl stânce. The d@rcan then be safely picked, bâshed, oropened viâ nasic- If bÂshed, the d@.tâk€s 12 hp damase from a bludgeoningweapon before allowing eccess to thecoEplex- the key to unlock this d@rwas lost soon afier construction aDdLeaûde. didn't have time to replâce it.Caryatid colùmrs (2): INT non';AI Nt AC 5; MV 6; HD 5; hp 22 each:TtlAC0 15: #AT li Drng 2_8;SD +4 vs.all savins thmws. non-nâgic weaponsinflict V2 damage, shatt€. weapoN; SZMiML 2OtxP 42O eachi MM/l?7(golem, stone vùiânt).C, lTeapon Storercom.The door opens to revesl â smallchamtrcr, âpparently a sto.erum. Thewalls are covered with w€âpon mcks,all of them currently filled with swo.dsand Bp€are ofvarious sizes. Sev€raland spears ofvarious sizes. SeveralÛatê6 are Êtacked in the niddle of the14 lssue No.63


HUNÎ FOB A HIEROPHANTroom" â11neâtly lâbeled A short tablerests in the northeâst comer Lving onthe table is ân unsheâthed t{o handeds{od. The entire west wall is coveredwith shields, ûost of them Paintedwith artistic desiensThe door is unlocked, and the roomis stocked with crâtes filled withweÂpons. Since Leander didn't knowwhên he would retum, he had this.oom built. Here he Btockpiled weâponshe felt would be inportant in combatineth€ dârk swânn he foresaa Therea; 120lons swords and 200 spearslill'ing the .acks. The spears are tn goodcondition, and the lons swords wereforsed bv Leânder's dwânen triendsanà are;lexcellent quâLtv Althoushnon-masical, the fine craftsmanship ofthese weâpons sives wielders oftheseswods +1on all âttâck ând damage.olls. In the lâbeled crâles are 100 shortswords,30 light crossbows, and 250quarrels, respectjvely. Another crateliold= 200 sheafarows. Hanaing on thewest wall are 40 shields. All oftheseitems are in Sood condition but non'magical, with the exception of the two-The two-harded sword has anadâmnatite pommel with silver quillons-Asinsl€ ruby (vâlue 500 e?)is setinto the pommel ofthe sword Thissword is masicâl and considered +2reeardine atiack and damsse rolls Thesiord hai a trig*er spell lsee sidebarlcast on it. AJter the PCs hâve been inthe room Ior two rounds, or if the swordis touched, the lrigger releases an on,'mole obJed spell. The swod spnngsinto the air to attack. The swodattacks as a l0thlevel fighter. withthrce attacks every two rounds lt haÊ aTHACo of 9 dùe to the +2 enchaDtment'and câuses I 10+2 hp dâmase for eachhit. ConÊider it to hâve ân AC of0 (dueto its speed and metâtlic structu.e) andit can only be hit by nâgical weaponsIt suffers 25 hp dâmase before ii shatters into a hundred pieces A successfuldispel ndgic (vs. 16th-level masic)deâctivates the t.igger spellD. Wire Storeroom.The door eâsily opens to a coprousstoreroon that is crowded with barrels. There musr be ât least a hundrcdof the oak containers, alt the eractsame size. As you Poncter a moment,an otrenÊive stench assaults YourLcandcr'cRccting Placc\lNI\Vll--.,--.2/n\nostrils. Instead of a sweet grapescent, thê room reeks of ferment€derapes intermingled with th€ stalesubterranean air. Most ofthe barrelsappear opened and empty. lying hap'hazardlv âboul. the châmber'This room contâins a totâl of152 bârrels, each holdins 80 sallons Seventeenof them âre full of poor quality wine,sour with age. The remâinder hâv€ beenoDened in some fashion, and âre qurte€mDtv Thi6 room was constructed forTh;mas the leprechâun (Êee area O) asoart of the deal to watch over his deâririend L.€ander. Thonâs loves good wine,and in 500 yeats he mânaged to emPty135 bân€lsl$:one Squarc: 5 ÎeetE. Illùsior of a Wsll When theDârt\ first pâsses tbrs areâ, all thev seeis a normai "all. unless a dPtect tllusionis câst. A permanent illzs;on covers thisdoor until dispelled by reading thern6criptron on the door Lo the stafT roomLsee are3 F). Alternâttvely, â successfuld61el maqt \\s.I8th levelr uncoversthi; doonbn the rerum t.iP, the PCsse€ a no.nsl door (i.e., "the rcappearmgdoor"). The door leads to sreas G'J.F. The Riddle DoonThe dusty coûidor twists andtùns back on itsell €ndins at an oakand-ivorydoor A large sold lock is setin r.he left side ofthe door, âbout wâisthigh.DUNGEON 15


IHUNT FOR A HIEROPHANTThe PCs need the staff to wakeLeandea but he didn't want the task tobe completely obvious Therefore, hehâd his dwaFen frien& create thiÊslide puzzle to contain â scrambledmessase- Indeed, this tull size stide puzzleis an ensineenns feat lyhenunscranbled, thrs pâssase rêâds: 1oa@aken mr slumber lou must ha\eThis copy can then be cut inlo piecesârd Dlâced in the their orisinâl loca'tion Nôw the PCs can unscrahble thepieces to fom the clùe.(\r-.(iiEÈE33O. Meetirg Thomas o'Mall€Y.The conidor angles to the southând then tu.ns back to the norihbefore spilliDg into a lâræ natu.âlcavem. You ee greeted bY tre€s âîdthe soli chirpitg ofbirdÊ Above, whereâ ceilhs of stone should be. is a b.ishtblue sky, with â few pufry whit€ lloudsglidins sently by, aB the sun peeks tenderlyfrom behind the billowy cloudsYou hear wind btowing throught.ees, rustling their teâves. ard thesofi bubblins of â brook. A snal Pathbeqins in ftont of your bând and cutsin6 the forest to the isht.lhe exâctdimensions ofthk cavem areunknowû ând you can not even begnt! suess its size âs the bâckgroundblênds into more forest. A short distanceanead, the path forks at a lârgeë,HiE€Ê'EI.8 EÈFrcm out of nowhe.€, â dimimrtiveform pops into sight, perched on therock. Stândine â mere two feet_tallând dressed eniirelY in sreen, thecreâture tips his green stocking hatdirectlv towârd your pariy. "Top o' theafcernoonl" he squeaks in a thicklvaccented voice. He hâs a pointed noseând a particularly long bea.d thâtwoutd be envied by any dwadHowever, his beard is not so full as tohide his lâushing ruddy cheeksThe entire forest, the skx and all ofthe sounds ar€ part ofseveral perma'nent orosrâmmed rll!sr'ous placed herecourt;sy orLeander's arch-mage friendLeânder wanted his rcsting place to besunounded by â pleasânt forest, yet hedidn't want his helpless body to be accidentâlly discovered. This complex, constructedby dwaNen âllies and modifiedby an arch-mas€ was his solùtionBesides, Thonas thê leprechaun gleatlvprefened a setting that ât least cmeclose to looking natural, even ifitI-----),81l*èll-J Ilô..1iqlDUNGEON I9


HUNT FOR A HIEROPHANTcouldn't be. The tll&stoa is prosamm€dto allow ùhe sun to rise and set, so theârtificiâl forest has  dawn. day, dusk,ând night, complete with all âpp.opri,ate sounds. The PCB hâve arived inThe diminutive man is quite reâI. Heis Leânder's best friend,ThonÂs M.O'Mâlley. a leprechaun. Tom happilyintroduces himself and naively inqDiresâbout the PC6 presence here. He idlychats for seve.al minutes âbout ânythins,as he has had no one to talk withfor over five centudes. During the conversation,he iieqDently diÊappears andrcâppears while he enjoys â Bmoke withhis .ed pip€.Tom hâs a very importânt duty,bestowed upon him by LèaDder. Tbedruid did not want to write down thecommand wo.d to his stafi of the woodlands,ju8tin €se rhe câvem wasinvaded ând the stâtr fell into evilhands. Instead, he told Ton the sinslecomnând word n€eded to sctivâte itsfind the pdth ^bility. Only by using thisâbility at â.ea P âre the PCs able tolind Leander's restins body The commândword is suârded jeâlously byTom. ând the PCs must bargain withthe leprechaun to receive a riddle. TheaGwer to the riddle is'roots"t it isalso the conmand wo.d. Ton has âlove ofexceltent wine, ând since hi6supply in ârca C spoiled rnany yeârsaso, he is desperate for a swig of goodwine (6uch as the sinsle bottle ofelvenwine found in Eve.geen's lair). Hedi!ùlæs the riddle only after the PCsgrve him sorne wine, and he follows hisroutine (see below).Ifthe PCs don'thave any wiDe to offer, he accepts apoem inBtead. Tom loves poetry ând rid-Ifthe PC6 hâve fine quâlity wineând give it to Tom, he perforrns the followirg.outine- Once in his possession,he disâppeâB with the wine, and reâppeâr8on â t.ee branch. fiBt he caressesthe bottle, as a loving mother would.uddle â newborn, while lookins lonsand sently at it. After commentina onthe vintâge, he opens the bottle to let itbreâthe, a pmcess that lasts at ieâ6tsev€ral ninutes as he Bmells its bouquet.All the white he cornments on ihePCs fine tâste and other general wine.elâted tidbits. Finally, as ifin triunph,he takes a ninuscule sip,slGhes ir âbout his mouthfor â ninut€, before swallowins it with joy. The DM shouldhan thiÊ scene up and draw it out âslons as posÊible before siving the PCsthe dddle.Ifthe PCs don't have âny fine quality wine, Tom demands an intricate originâl poem insteâd. He allows the PCsâs mùch time as they need to composethe piece, âlthough the DM may wantto impose â real time limit. Tom insiststhat the poem be se ous, preferablyabout wine, ând it must be reâd by alleâst one PC. Asain, don't let the PCsoffthe hook here; make then deliler apoem before they get the riddle. Ifthe.eâder ofthe poem nakeacts silly. Tom insists on ânoth€r PCreadiDg the poem as well. Feel free tohâve Ton constântly hârass the PCswhile th€y try to drâit theOnce the PCs deliveron their end ofthedddle.The leprechaun closes his eyes ândtake a deep breath. He loses sone ofhis accent as he recites,'lTrees ând rcyâlty need me to sDcceed,farnilies need me for their culture,and words need ne foi forma-Ifthe PCs have trouble with the rid,dle, Ton sive them hints (the ânswea"roots"). ÂJter ihey .eceive the commandword, Tom encou.ases the PCs touse lhe stafî. On uttenng tàe conlnândword, the PCs âre led to a.eâ P, withTom in trw He hanss bâck, eith€r makingsnide renarks about the poem, orpl€asânt comments while he nù.ses thewine. Ifthe PCs don't have the staffwhen they âdve, he sends them backto the puzzle wall (areâ Nl to set theclue. Ifthey got the clue but not thestatr, he bluntly tells them where it is(area K). bùt not how to set it o. aboutthe trâps or elemental tests.Thomas OiMâlley (leprechâun):INT exceptionâlt Al- N; AC 8; IVIV 15;HD 2-5 hp; hp 5iTHACo 20; #AT 0;Dns nil; SA create illusions, polymorphnonlivins objectst SD invisibilitv arwill, ventriloquism; MR 80%; SZ T:ML 11; XP 270iMMn20.I P. The Hidden: Path. This unre-) na.kable pârt ofthe path is theLeânder's body (area Q).<strong>By</strong> usins-.'the stofloltÀ.ùoodlaûds from arca K)and the command word provid€dby Tom's ddle, â slowine foot,path is reveâled. This path meandersfo. severâl hundrcd feet. passins awooden bridse spannins a brook beforereachins area Q.If the PCs dont usê the stafl ândjust plunge into the foliâge iookins forLeander, they are not successful. Altmovernent is .educed to 3 and the thickfo.est must be hacked âway to allowpassase. The illusion continuouslyreforms the forest. Let the PCs fail atthis futiie actioD for several turnsbetbre they emerye bâck on the pâtb atârea O, with a few laushing comnentsf.om Tom. Likewise, nasical flightreveals only dens€ for€st, and not thecleariDs ât areâ Q.20 lssuê No. 63


HUNT FOR A HIEFOPHANT- Q.læânder.,Cfte" you i""oke û'e magic oftl'estaIf, a solt green slow iltuminat€s ânobvious footpath. The slowins trailmeuders io the left atd then bacl tothe dght. Finally, it leadÊ to a Êmallwooden bndse thât spâns a serenebubbljnq brook. The churning waier.ontâi; severâl fish ofnlriad colorsdârtine betwe€n rocks ând submergedloss. Tùe dowins pâth cottinues pætA few more moments cre€P bY âsvou sttide foruard. Finâllv a clearing;pens, revealing â Pair ofwhitr marbiecolumns nankins â dais âtso mâd€ornùble On the third step i3 a solidblock of ma.bte on which rests thebody ofan ag€d mân The âncient fignrêweùs earth brown dru'drc mDesard oeacetully rests with his gnaiedhads folded on his chest His fsce iswrinkled with lines ofkindness Alârse ansulù nosê dominâtes his vis'aee. He has a {lowtng*tt€beard ândhis Lps are pursed in a content smilêThe human restiDg on the Platformis Iæandea tbe party's ultimate goa1.He is deeD in Druid's SlæP and can beroused only by touching hi,s stoff-of th2ùoodfûnds to his sleeping lorm whenthis occurs. Tom is ecstatic - and quitepoÊsibly tipsy by now. L€ander slowlv;ses, rubbiDs the sleep out ofhis eves.and b€gins glânc'ng âbout atiis surroundingE. He requæts !ntroductrons rnâ wheezinq, tired voice as his strengthretums and he shakes otrthe effects ofAfter the introductions hâve b€enmâde. he pesters the PCs for an updâteon the criais. He absorbs all thev havetr tell, proddins with s qrest'on oro ...mment here or there. once salrsneo.he srabs his stafl ard hobbleÊ out of thefor;st. He t€lls the PCs to begin novirgthe it€ms fmtrI area D to tle front ofthe cave. He saYs he has some looseends to tie up and will Deet them thereas soon ss Possrble Proceed with"Concludins the Adventur€."kùdeÀtands 5'10 and is a gF'mt1s0lbs.. He apPeaB ftêil ùd almostsi.klv but he is actuallv phvstcârry nLHe speaks in a wheezing voice âlmosts ifhe had a severe sore thloâù, butthis cleats uD as sooD âs his throatmuscles eet used to speech âeain. He isêxtrerDely huDgry aDd asks the PCs fo'sôûe ert ofsnack b€Iore he hume8 onto his duties. His beard reâches to hisfeet ând cofftan y 8et! in his wav ashe tnes io walk. He frequentlY stMblesand complâins about his la(k ofdexterity until his muscleÊ rememb€rhow to oD€reie. Finally, in exasP€ratron,he tossea his beùd over his shoulder'maTine wâlking easierI2;der Elt Friend I hjerophantdruid): AL N;AC 3; MV 12; D 18; hP 68;THAC0 10r *AT 1; DmsbY weaponthe: S 13. D 15, C 12,l 16, W 18. Ch[d: ML 20; stoff oï r hz wædlands btoc'erc of dzfense AC 4, rina of aninalhi2ndÂhtD, rcbes of chdwleon Pouer \asihe rins), â ùu'd scroll wirh.hario. ofSusrûr; and &o?l oflÀorns rboth ailSthlevel). currently tæander has nospells memorized due to Druidt Sleep'Concluding the AdventureAs thè PCs colect the weapons fiomâIea D. tÆander is busv releasing hisallies Êolrt t?mporâl stæiÊ in area ICHis next piority is t strike an alliancewith GraDte, the stone gianl, henrut.'Ihis is an easy task, aÊ Granite is quitewilins to help thwaft the wickedhun;oids. Al ofthe allies then gathe.in Granite's cave læandê. âddresseshis fliênds, pleading for support ftomall of the forest pêople and creâture8He then sends each one back to its . .rêspective tribe or species s a specralen;oy. Aft€r releasins his âllies' heâddresses the PCs-'Ih"nkvo" for -rning to our aidin these desperât€ times l fear theefïects ofmy hibemation *ere ot asbenign âs IU boped -In€ed Yet molehelp from your worthY bandlæander presents nagical sifiÊ ttthe PCs for Àwakening him and to aidthem in the up@ming strusgle. Theitems wele hidden in â secret compâ.n-Eent within the ma.ble slab The DMshoutd choose it€ms appmpnat€ to thecâmDajcn and tle PCs EumPles ofpossiblàit€ns follow: A wârrior couldrecei\e Eauntlets oI oErc Pouet or ar\tisteÀwoÂ. Ituense of ted'itationrfou; blæks) is âppropriate for€ PriestA rocrre mighi receive €ves ol the eogte'whlle s pearl of pouer tÊ aPpropnâte lorWith Tom on his shouldea læardercasts cturrcr ofsrsrôr'e from his scmllIn â cllo ofthunder snd a cloud ofsmoke,; lnqestic chariot Puued bY aDÂir of fiery horses sPpeaB Aft€r the;quipment lfrom ùea Cr is loâded,Leande. âlLs the PCs tâ boârd With a$t wænching leap. the sieetls vault .into the air, pulling the chanot towarqthei! destinâtion. En mute, t?anderâsks the PCs about Everseen.Of cou:se, the rescue of Iæânder ândthe healine of Eversreen is onlv thebecinnins;f the confl ict laander. tbePis. and the town of Chrlott€ Preparefor war. Thê Pcs can scout enemyforces, engage the âImY with hit andrun tactics, or even PeDetrate tbeC.agmoor to confront Zerrick at brsbase. DMs with ac@ss to theBATTSYSrEM' mass combat rules canrun the batue with the PCs plaing piv'otal mles st L€mder's side The )trerobhartdnid foresaw his awakenirg bvi.ave adventurers, but even he couldnot sav if his eflort€ would be enoush tostem t}le dark tide that now flowstoward the peacetuI towDs.ODUNGEON 21


GNOMEDROPPINGSBY CHRISTOPHER PERKINSWotch your stepÀiwork by Tery DyksiroCorlogrophy by M choelScoitWrit.s Chris Perhtns ol his i terestingl!tûled little adùenture,'I'm d confirmedE notne a nd SqELLJ^MER' fanatic-"Gnore Droppi.gs" is an AD&D!SpELLtanMER adventure desicred for4 { charâcreE oflevels 2 -4(aboùt 15total l€!els). The adventure can takeplace in any remote wilderness. preferablya tenperate hills or woodlândOre ofthê mônsters feâtured in thisadventurc is ân autognome, a nechânicâi construct fully described in theS PELLI a,u M E nû MoN s1 Rou sCoMpEr'DIL,tf Appeùdi. tMCg). A copyofthis resource is not required, since allpertinent info.mation regarding theauroenome is provided in this adventure. Familiaity with th€ SpDLûrvMERrules is not neccssary either althoughthe DM can u6c this module as â hookfor future âdventures set in Wildspâce.The sidebar'A World WiihoutSpEI-r-ravMER" provides DMs with ideâsfor integâting this adlenture into nonspelljânninsunilerses.The adrenture besiDs in Wât hTowerThree, a fort on the edse ofâsDâll duchy or kinsdom. Conshuctedon the border oflhe untÂmed "frontier,"this wâtch tower is one ofseverat ninicastles built to protect the kingdomfrom invadins coùntries and wanderingmonsters. Water Toier Three s config!-râtion is siûilar to the watch towerdescribed ir the Cdsrle S;res accessory.DMs requiring a {loor plan are directedWatchirgthe Night SkyTo the no.th of Wstch Tower T}lre€ is âvâst, hilly woodland. The woods arehome to humanoids and other dangerousdenizens, ând they are often visitedby bold adventur€rs willins to nsk lifeand lirnb for a soblins heâd or â ston€siânts hoard. The waich tower holds asaûison of22 skilled wâniôrq âll loyâlto the crown. The PCs âre either partofthis garrison or visitors stâying atthe watch tower for prote.tion. Withsone carefùl preparation by the DM,one ofthe PCs could even be the watchtower's appointed câptâin. Perhqps thePC did â seaice or disseni.e onbehalfof the kinsdoD ând was givencommand of this remote station. Ifthisis the case, the DM must amend thedetails belos lo re{lect tbis "chânge" in22 lssue No.63


GNOME OROPPINGSErected atop the stone fort is thewatch tower iiself a wôodeD plâiibrmrerniniscent ola ship's masr. A lon€guârd stands wÂtch in the towe.'s"crow's nest," suneving the counrrystdewith a spyglass. Suddenly he seessomething stârtling and âlerts the restofth€ sleeping gar.ison with a shoùt:All rs qu'et thrs nrght untrl, oul ôfthe dârkness. â lone shout erupts. Theguârd atop the watch tower has spotted somethins, and you can senÊe .trstressin his voice. 'Fire in the skyl" h€shouts. 'To the northl lt's heading forihe soods to the no.thl"Rushins to a sindow, You looknorth. Theie you see a blazins ball offire drop from the skY and strike thesround somewhere in the woodedhills. A huse bloon oflisht ises iiomthe cnsh site, then âll is dark.The "shooting star" creâies qutre âstir in the watch lowe. The captain, âyoung but experienced soldier namedSean Kallar makes plans lo dispâlch asmall retinu€ ro suneJ the crash siteHowever, his tatural inclination is tosâit until morning. âs the !oods t€ndto be more dângerous ât night lfthechâracters ar€ present, they ûightpersuade Sean to investigqie immedratelv by loluntee.ing to explorc thewoods themselves. Ifthe PCs volunteertheir seFices, Seân do€s not sendsoldiers to accompanY them. On rheother hând, ifthe PCs are menbers ofthe qarrison, the capiain mâJ smPLvorde; them to investisat€. in !hich câsethe PCs may wait until dâsn beforellthe charÂcters decline to explolethe craÈh site, Seân seDds Id4+4 sol_diers in their place. Resatdless ofwhenthe soldiers leâle (at night or in themornrnsr, they never return PCs sentra searÀ for the mibsins soldiers findiheir corpses near the crash site. lltdo€snt tâke long to realize the guards!ere torn apart by the Slimlo.ks thâtdwell neâùy. The DNI mâY determineshether ihe griniocks sufered anySesn Kallay thumân caPtain):AlLG; AC 4 (5 sithout shi€ld)i IUV 12r F5:hp 32iTHACo 16 (14 with broadslord+1);#AT 3/2 plus 1 shield âtttckiDlrlsby $eâpon t]?e r2d4+3 s,th broad.word+lr;s 14,D I1,C 12.I 13.W lU.Ch 13,NIL l6ichâin nail, ô.odd suord +1,shield. Sean hqs rhe ùeâpon and shieldstlle speciâlizâtion and is also speciâfized with the broadswôrd. S€an is 61tâLl lvith dark hair ând green e]es.Wâtch tower Siusrds 1i oilice!. 20soldiers)r.A.L anJ goodiÀC 4 15 sjthoutshield)i NN 12; F3. F2 (x10). Fl LXl0rihp 23. 13 LXl0 r, 6 1x10);TFL{C0 vâriesi+AT 1r Dûg bv Feapon tYPe (Plt1sStrength bonus. ifâpplicable)r [fL 15:chain mâil. shield, broad ssord,lishtcrossbo(, 2d4+'1 crossbo$ bolrs Theo{Iicer, Donald, has 16 S!.ength 1+0/+1)The Shooting StarThe shooting star seen in the night sk!is actualll âj€ttisdned cargo crate lroma crippled gnonrish sidewheèler La peculiarsnonish ship design dctailed in tbeSpEr,r,JÀMrMlljÎ lthr Cdplo itis CoùQaniônboxed set). The ship lvâs orbiring thispârt of the {orLd lthen it wasipproachcd bv a rr*.1*arrnr the nasuià noturruu" prrcte In a vtliant effortto keep th€ir cargo out otthe pnate sclurches, lhe gnonres shot the crâteloward lhe planet below and clelerlydeterminéd its trâjecrory so they couldrerrieve it lat.r liom the planets sur'ForrunâtelJ Ib! the gtoùes, !hèpirates {ere d!i!€n or in niid_artrck bythe unexpe.led arrivâl of an ellen ma.o' war Although thè Cnomes mânasedto avert iniull. their sidt*heeler didntfare as weil. À "curious tlesisn fla*j.hastempôrarily rendered the shtp powÈfless. (The four giant hâtrsters thât gen_.râte the engrne po$e. have go!rcnloose and âre nos running amokthroushout the ship.)The gnom€s fig_ùrc it çiLl take sevelal hours to nrakethe shjp operâdonâI, at which timethel'il send âjetty dosn to the planet!o retriere ih€ir lost cargo.The carso crâte looks likè â solid r0x 10'x 10 cube. Thejettisoned cube ismade ofa resilieni allot mined on somedistânt asteroid. Aside l.om a feçscolch marks ând dents. rhe crate-isbâsicâlly iûtact Nlost ofits con|ents.however. wer€ desùoved or damaged inthe crâsh landins. (See The CrashThe PCs and soldiers ûeren t lheonly ones to see the falling star A pâuol spriggans (elii gnome lik. Ûeaturesthst can âssume qiâtr sizer âlso nottcedthe "brighr light and hare lett theirr€motelâir in some dLstant rutns toinlestigâte. Furthermore. the crash siteis verv close to sone old câles Thecaves wele once occupied br a hook hor World Without SPEI,IJIûÆRIf the DM Dmfers ûot to itdud€ thecoDceprs oi sp€lIammitrg, WildspÊc?or crt€tâl she s int his univers€, therolldiDs modificatioo! should tt?ltad€ to-the adveûtt re:hsteÊd of hailing ftoE Êom a.liÊtartDlaret, the tinker gùomss alememÈrs ofa reclusive societv inhâbitilgsn uruhârt€d mouttâin rân8€Using masic. Êciencê, snd pur€ 'nnovaiion.these mome8 hav€ ducoveredùhe secret€ to crsatiDs dilisibleÊ andzepelins. R^sther thân fall from asn;ru6h sidewheeleÈ th€ "csryo craie"ie dmpped fton a zepelliD damas€dbv flvine Dredators (manticor€, perhàns't.lnÀtad of eeelng a "ralbgÊt;f câsh ilto the wood!. the PCsspot the slowlydesceDdins zePelliniust before ii disapp€Ârs b€hind adistant hillt p.The gnomes baûÂg€ to ke€P tbeitsbip aloft by jettisoning the hearycârg0 clÊt€, but ûoxo a dtutancs itlools as thoush the zepellin ha8crâshed. The PCÊ are sent to 8ea.cbfor wreckase. What they 6nd tDsùead's the abandoned cargo crata (t{hichthe s_nomes vrill evenhrally want tor€claim). Ihe spliggâns, th.ok atldBârok, âre ùawû to th€ crash 3it€aft€r seeins thê zepellin narmwlyavert cat3strophe.The autos_iromæ âre metor consiruct€de3igned for egricultusl usethey couid just as eaâily be us€d fordanserouê mining operations in themouDtainê or aB workers on acDoDish ass€mbly lil:e (po€siblv uÂedto build rnofe cnomish zep€[iD.)rorr no* they are jnhabned by a pack ofsrimlocks determin€d to kill anvoneçho ireads neâr rh€ir lai. Thc blindgûmlocks, temporanlt deafened by thecrashns catgo contâiner, have begxn toemerse from their câles to touch" thestranee obiect enbedded in ihe hillsideThe Crash SiteThe cargo c.ate struck Sround rouehlveight miles north ol\hrch Tower Th.eeThe mâp depicting the crâsh site rho\çsboth rhe carso ctbe and the neârbYsriûlock caves. \\'hen the partr' Iinall]locates the cràsh sltc, read or Pa.aph.ase the lbllowinglDUNGEON 23


GNOME DROPPINGSBeyond the trees you see a smallclearing snd a Âteep hillside cut fiomthe rock. EmMded in the side of thisrocky ridse is a curious, cube{hâpedobject about ten feet lons on eâchsidê. The cube appeùs t be made ofâ dull Eetal and is covered withBcorch mark. SeverÂl filthyhumanoi&, each larger thân the ave.-age man, are clâ'r.iûg at the Êùface ofthe cube. Some of them are hitting themysterious object with sharpweepons, but with no discemableetrect. Not fù ftorn the Ûash sit€,sbout twetty yâ.ds to the teft of th€cube, is a csve ertrârce.GriDlock are powerfully-built, xenophobichurnâroids accustomed to subterraneânlife. They are chùact€rizedby their thick, scaly-grây skitr, filthyblack hâir and blank, pupiless eyes.Althoush they ar€ blind, Sdmlocks havedeveloped acute sensæ of hearing sndsnelt. Ifthe PCs try t sneah into thêcleeing, the grimlo{ks have a 3'in-6chance of det€cting thern.Due t thei blirdness, srimlocks areimmune tô spells thât âtrect vision.'Ihese include nt.rc. image, color spru!,inubibilitr, an.d phanta\t@I force.However spells desiFed to contusetheir othe. senses, such as u€rt.tloqùismand dud.ible gldnea reduce thegrimlocks' ability to perceive opponentsand imposes s -2 penslty on theirattâck rolls. Particularly strong â.omas,luch as perfume, have the same efectwhen thrown in a grinlock's face.There âIe 39 adult srirdock! livingin the câves ùd t5 anurd the cubewhen the pslty fiEt Mives. The onegoùhide are trying t detênine tàenature of the myst€rious object that hasemb€dded it€elf in the hillside neartheir lair. rhe srimlocks are contused byits foq€d mêtallic shape and the apparentlack of an eûtrsDce or openin& Thecreâtur$ hÊve r$orted to hitting thecube with their âJtes and swords, hopingto smash their way inside. If allowed tocontinue, the srinlocks per8ist in theirâs3âult for another 3d6 tums beforeatt€Dpting somethiDg else (such as pryingthe cube ftom its cuneDt pæition).Any grimlockÊ not encounter€d outsideare hidden inside the Deùby caves- mGtly females and children,althoush there are a few mâles ânongtàem. If combat erupt€ in the cleâriry,âny mal€ grimlock stilt inside thecâves ene.g€ to join iD the battle.lhe srimlock tnbe consists of onefehale shaman (HD 3), one male châmpion(HD 4), 24 normâl lnales (HD 2),13 notual fenales {HD 1), and 2? noncombstântchitdrcn ( r hp each). Adultsrimlocks âttâck fiercely, but with littleor no orsânizâtion. They have beenkrown tô stâp in the middle of bsttleand carry away â fallen antago st forfood. They are ako remalkably viciouÊ,âttscking sirsie opponents in smallpâcks ând theD mutilatins their victim'scorpses to ensùe that no amountof masical healing cÂn save tleD. (PCswith shields ând Dexterity boûuses mayfind themselves the victims of seve.alIf the PCs decide simply to chargêthe gÏimlocks, the DM has sood calr8eto be me.cileÊs, fo. tàe grimlo{ks areutterly sâvage. Clevê. PCs might try tolure the grimlocks Âwây with somemeat or by some other method of tickery.Certain "loud" spelb may âlso beuÊed to frighten away the grimlockstémpo.âily, if they fail a morale check.The DM Day determine the end resultof sùch ploys bssed on the insenuity ofthe players' scheme.Grimlock malæ (15 in cteariDs):INT averase;Al, NEi AC 5; MV 12; HD2; hp 12 each; THACo 19;#AT 1; Drng1-6 (ctaws) o. by weapon tJ?e (1d8with bettle ue); SD +l to surprise rolb,save as F6j MR inmue to tisual'spells; SZ M (6' tÂll)j ML 12 (11 ifchampion is slain);XP 35;MMl179.The GrimlockCavesAny grinl@ks still in the caves immediât€lydet€ct the pdty's irfusion (thankst! their ke€n heâring ând acut€ sense ofsnell). 'Ihe slimlocks wâit fo. intrudeBin æas 3, 6, and 8. 'Ihe DM shoulddet€ûnine whether or not the simlockspursue intrudeB outside the la.ir. Thesdmlocks hsve âve.ag€ irtèIisence andarc not eâlily lured int t.aF.l. Cave Entrance. The tuuel burmws25' into the hillside before splittingin two directions. The passâge tothe right has a descendins staircasehewn ftom the rcck. Both tunnels leadintô darknesÊ. None of the caves in thesrimloch lair âre lit, so chaEcters withoutinfravision ne€d their own lightsources. The caves and tumels .ânge inheight from 8' to l2'.2, Litt€red Boneâ.The floor ofthis cave is uneven andlittered with bones. MoÊt ofthe bonesbetons to animals, although a fewhuDaroid skulls are also visible inthe refuse. Arother tunnel leâds âwayThe bones were discardêd herê bythe sriE ocks. Amons the bones is anonmâgical dasser and a pouch contsining32 sp.3. Fena.tes' Cavern.Strewn about the floor of this larsecave.n Êre the .emairs of a larsebipedal cresture. You caD sèe the crca,ture's fractured cârapÊce and twospiny limbs, one ofwhich ends in âlong hooklike blade. Not much ebê iBleft. Along the walls are severâl heapgof twigÊ, .&gE ând dried teaves.The carapaced cæature lying ir themiddle ofthis cavem is all thatremains of th€ caves' prior inhabitant: ahook honor The srimlocks killed theholmr âft€. stohins blindly int6 th€caves severâl months ago.Concealed in the da.kress of thiscavem are 13 fenale griml@k. TheyTemoved their children to areâ 6 and savagelyattack any intruders who enterGrimlocl lemales (13):AC 6; HDl: hp 6 eâch; XP lsi other statisticssame as malæ (see Âbove). The fenalesare armed with flint âxe8 ândjaggedstone short swods (Dmg ld4+r).4. Dnokk's Cave.Heaped in the far comer of thistwelve-f@t-high chamber is Ê pile ofrags ând ânimal skins. Poorly con'cealed beneath one of the skins is ametâl object, possibly â shiêtd. Thefloor to the south dmps away into âlùse. cavern. À natuml pillar of mcksepa.ates the two caves.ThiB b where thê gritr dk chempionDrmkl lurk!. He is extr€mely t€np€rahentaland do€s not treât his fellowgrinlocks with much respect. He receivesthe lion's shar€ ofthe treasûe accumulât€dby the t ibe, êxcept the it€ms whichtuahâlla the shÈûân ts]


GNOME DROPPINGSretums here and hjdes behind the pil'lâr that rises between this cave andârea 5. He then ambushes the firstintruder who com€s wilhin strikingrânse ofhi6 broad swordHidden under DÛokk's "bed" â!e thefollowing lreâsures: â sâck contâininssix hùman skulls (licked clean). a Êhortsword engraved $'ith goblin runes lhasNrstul s moqic aurd cast upon it), a battercdheLmet ol prctection +l (opetttesthe sâme as tbe.ing) and six loosegemsiones. Five ofthe gems arc wofth50 Cl) eachithe sixlh is actuâily ân tolnstone (pink and green ovoid: adds Iooint - io Châlismal.Drokk (Érinlock châmPion):AC 2:HD 4: hp 30iTllACO 14 (17 withoutStrencth bonus); #AT 1: Dmg 1d6+3(clâws) or by weapon type +3 (StrenethbonN)iS 18/621+2,/ +31; ML 14i SZ M(7 tail)r XP 175: othe. stâtisitcs asgrimlock mâles (see above); broad5. Males' Cavern.This spacious cave i\ littered s rihrefùse ând debris, and â foul stenchlinsers in the air Several rassedheâps s€rye âs beds for the filthYcreatures which d{ell he!e.Unless they w€re lurcd outside, ninemale srimlocks istâtistics giv€n âbove)cune;tlv reside in this cavern TheYremâin close to the walls, blendins inwith the stonework. They viciousllattack anyone €nterine this chamberThe noor ofthis cavern is 7 lo$erthan the floors in areas 2, 3, and 4. Thcceilins is â full 12' hish. There âr€enough "beds'to sleep Âll ofthe malesrimlocks in the tribe. Ther€ is nothing;fvâluè stâshed under the beds.6. Rrakaua's Cave. The enlrânce tothis cave is protected bY â tù spell(câst by the châmber's occupant). TheroDe used for the spell has beenst;erched aÛoss the entrance, hidd€nben€âth s thin laye. of grime The ropeis 80'/. undetectâble unles. detect magEis casi. Aly PC attempting to st€p ov€rthe rope mùst save vs. spell or tnp(automaticallv losing initiâtive the fol_lowing round). Chârâcters running intothe câve also suffer t hp damâge andare stunned for 1d4+l rounds PCs whoâr€ âware ofthe .ope receive +4 to thersâving ihrcw The spell remains in eflectrtre *alls orthis ca"e are adornedwith huûânoid skulls, and csNed inlothe far wall is a nârrow shelfwilhseveral oddlookidg clay bottles on nA pile of worm-eâten rags lie near theenirance, while huddled st the bâ.k ofthe cave are two dozen or more chil_dren belonging to ùhe savage Ùea_tues encountered outside Siândingin front ofthem is a female âdult withhunched shoulders and iangled whitehair A! incaûdesc.nt blue stoneRrâkâlla, the tribe's leâder, is thesmartest and wisesr ofthe CrimlocksShe is elderly, with long white hair ândlarse hunched shoulders. Reeardless ofthe iurmoil happ€ning outside the laiashe usually remains inside the caves tog\rard the children. All rhe other Srimlockshave learned to fear her magrc'rlabilities. (She sometimes casts sre4.e15 .ddi,s spells âs punishnent for dis-Rrakâltâ casts her cdzs€ tea. spell atthe most dânsemuslooking PC (pr€ferabl!a fighter)then defends the grim_lock children with her nataical footnân'smâce, which she took from thecorpse of a slain adventurer She suffersno attâck penalries due to age Theincandesc€nt stone seen whirlinsaround Rrakalia's head is ^n nun stonethar âdds 1 point to her Wisdom (8lvingthe shâman a Wisdom 0114).There are file clâY bottles on theshelfat the back ofthe câle The bottles coniain vanoN elixirs whichRrakqlla concocted. Non€ ofthem aremd$csl, althoù8h one_or-tso miSht bepoisonou3 to non-gr-rm lock6 1t reated asîvpe I rngested porson, at the DM: dis_Hidden under Rrâkallal pile of râssis ân unlo.ked sooden colïer containins180 5p and thrce 10 8I gensRrakallâ lsflmlock shâmânr' INTaverage;Ac 4iHD 3: hp l?i THAC0 l8iDms 1 6 (clâws), by spell or bY weâPontypei ML 12; )aP 120i other statisticssinilar to srimlock nales (see above);footnan's Àace. bone necklâce Spellsrcast as 3rdlevel priest):.ûuse /edalocote animal, or Pldnts, trtqGriDlock children (27): AC 6; HD2 hp each; {A10; Dmg nil; ML 7iunârmed. The PCs re.eive no expen'DUNGEON 25


GNOME DROPPITIGSence points for haming the non-coEbativechildren. Pcs who harEl the child.eûin front of E.go (see{heAut eroEles" section below) witl nodoubt incu the âutlFome's wmthOp€ning the Cargo CubeOnce the PCs hâve deâlt with the grimlocks,they can scrutinize ihe metal cub€rnore cl8€h The cube's carbon{ca.redalloy is not indiænous to tle plânet.DwNen PCs with metâl-itorkins skillsare entitled t! a Foficiency check toveri& the alien natu.e of the alloy-The l0' x t0' x l0' cube is impeNiouÊtô aU spelts save dist"€slate. PhysicÂlattacks, breâth weapons, and otherdamagiDg spells inflict superficial dama8ponly.The sid€ of the cube which faces outwùdÊom the rccky hillside is actuâllya hatrhway. Ohe hâtchway is Eêated â3â secret d@. for det€ction pùposes.)This side of the cub€ lowe.s down toreveâl a hollow interior. Because oftheir blindness, the simlocks wereunable to ffCurc out how the hatchopens, but on the west side of the cubechsrâct€Îs can sèe s flush 12" x 5"panel. The pùel is @;o'd locl€d bùtcan be removed by a successfut RemoveTraps rclI or by castins a ÀDocÀ spell.(Like the cube it€eli the panel i3 resistântt mæt damage.) Behind the parelis a small compartment containins aD8" metal lever in the "up'position. Ifthe lever is pù]led down, the south sideolthe cube fals open. PCs standingwithin 10' ol the hatch when it opensmust mal


GNOME DROPPINGSUnless he is âttacked or op€nlYshunned, Ergo expresses hrs wrsh toremain {ith the party {He doesn't liket be by hirnself) Ifthere are NPC soldierspresent, they merely stand withthei. mouths âeape in disbeliel Ergo iÊespecially fond of flome PCs ândeaserlv senes them. even follows thernuniil they aeree to "own" himEÎgo do€s not know how he and hisfelb;âutlsnomes arived on the plânetHe and the others were placed inside thecube at a eaomish Eettlement câlledlinkerhaven. They were supposed toârive ât a plâce called Ha{ialison sFùgi Fam (located on some rcmot€ .ast€roid, though the autognome dæsn tknow tàis). Tteir function was to helpthe snomish faimer HaiïâlicPnDwindleplott t€nd his "cmp" offfne, cavemgrown mushroom9Iffidethe CubêPCs searching inside the "cube" findseveral tools lying about, as well as thebroken remains of eight more autosnomes. PCs with ensineering and Detâlwo.kinsskills cân use Ergo âs â modelto reDair these autognom$, but onlytink;r gnomes with the spelloaft prcficiencv cân endow ùhe autognomes withthe;ssic needed to animâte them Pc'attempting to rebuild an autognome areentitled to an ensineering proficiencvcheck;ifâ r is rolled, there i3 enough"Park_masic in the auLosnomek to re_âni;ât€ rt without the aid ofspellcrâlt(In which case, the party will have twomechanical 8tlomes following them )ConstructioD of an autosnome requires2d6 dâys, âssumtns all the necessarvpâns cs be found. ('Cnome wasn tbuilt in â day," as the sâFng goes )Apart from the autognome fragments,the cube i5 filled with gears andwinches needed to râise. lower and lockthe hâtchway. Charâct€rs also see asèries of r2 cylindrical tanks fasteDeclto the wâlls, âll hooked to â single lelerIn the event of ân emergencv jettison'one ofthe autognomes is supposed topull down the levet triggering theiânl


GNOME DROPPINGSsaving ih.ow8 due to spriggâns' ugli,nessl.In iheir giant foms, they possessthe Strength ofhill gianis (l9r but cannotcast spells. Both brcthers are arnedwith pol€ârms that inflict 2d4 hpdamage p€r hit (plus any strenethmodifierc).Never hâvine seen sprisgâDs before,the âutognome autoDâticallv mistakesthem fo. siomes ârd srârds thenasâinst âttâckins PCs.Ifthe PCs canconvince D.go that the spriggans ârenot true snomes, or if Târck and Bârokdisplây unsnonelike behavior (such asbrutally attackiûg â fâllen foe orasÊùming giânt size), the autognomemay tun agaimt them.Ifthe âutognomesæs what it o€.cei6ghting gnomes," ii becomes coniusedând steps betwæn the combatants totâke the brunt of the damâge. (It hâs nodirective to handle thi6 circumstânce.)If Erso is dâhased in netee. thê.e is achance he might malfunction. (See "TheAutosnomes" above for detâils. )Ifone olthe spdssans is captured,tle other surrenders. Tarok ùd Bâmkâgræ to leave thè clearing peacefully tsave their worthless hides, but rhey donot go fù. Usins their Hide in Shadowsabilities, the sprissans hide in the woodsuntil the party leaves, ât which pointtàey retum to explore whâtever remnântsthe PCB left behind in th€ clearing.They Eay âlso use their thievinsskills t âttack the PCs on their retumtrip to Watch Tower Thre€, provided neitherbrother is serioùÊly woundêd.If the PCs retum to rhe watch rowerwith the autoenome, the soldiers .esardthe strange netâl visito. with a miitùreof curiosity, wonder. and fear. Thesoldiers have seeD their fâi. share ols.rânge monsrers, so one metat gDomewont make them panic, but the PCsand the âutosnome may find themselvesdelused with questions thatrequirc imhediate answerc. The DMcân role-plây several âwkward situationsinvolving the autognome and thesoldie.s. The DM Day alÊo thrcw in âfew situations involvins the players.such æ a visiting Dage offering thecharâcteB 200 gp for the autognome orthe pâftê to build one hiEsellOperationR€t.ieveR€gardless of the adventure's outcome,seven hou$ atur the PCs locate the"sbootins star," the cube's rightfùl own,ers Fhow ùp to reclâin their lost carso.Four tinke. sromeÊ depsrt their re;nt,ly repaired sidewheeler and headtoward the planet's surfâce in a smatt,invisiblejetty. The snomes ca.ry at and of locating objects which behâvesas the 2nd level wiza.d's spell læoteoô.Èc,. (The holder of the uûnd simplyconcentrates on the item to be Boupht.and provided that it€m is læated i; thesâne crystât sphere. the wand slowswhen pointed in th€ nght direcrion.)Using the 0da4 the saomes can pin,point t}le exâct l@ation ofthejettisonedcarso cube. Once the cube is found, rhesDotnæ Fepâre fol lândins alter selectinsa suitâble place fo. descebt. (Theneâùy clearing will suffice.) Any adultsriinlocks thât we.e telt behind by theparty attack the glomes shortly afterlhey lând, but the gnomes deftly avoidinjury by u8ins the jetty's alarm bells toflighten the Bïinlocks away. Ifthespissans arc still in the cleârins, thegnomes try to avoid a conflict by liftinsoffand settins down sornewhere else.The first thing the snolnes do aft€rfrishtenins âwây the srimlocks is toinspect the cargo cube's interior Theyhave an exâct manifest of every partând every bolt.Ifanlthins has beenremoved (such as one ofthe âutosnomes),the gnomes make plans torecov€. these missiDs 'items' once thepresent cargo has been transfened tothejectn (The cube itselfis too âwkwârdto transport, so the Cllomes planto leave it behind.) Oûe Forne(Barador) remains at the jetty while theother three (Dwinn, Jâsper, and cizrno)we t}re udnd of lo@tins oôJ'ects to findthe errant cârgo. <strong>By</strong> the time these visitiDgCnomes show up ât the watchtower, the PCs should be .ecoverineÊom wounds delivered by the crim:loch, the explodins automome, or th€spriggans.Bârâdoa Dwilrn, JasD€r. addGizmo (irnker gnomes): AI, NG;AC S,}fV 6; HD 1; hp 8, 7, 6, 5; THACo t9;#AT l; Dmg by weapon typet D 16; SZS; ML 8;Mntl159 (snome); saomishworkmant leather armo. (AC 7; seeArms dnd Equipment Cuidc fotdetaileJ, ùand of l@otùa obje.ts\Dwinn onlyt. pn oltelepor!otion \.oneper snome; see thê Away Team"belNt, pouch_of holdinE containing 100pP luwrnn onry), daggerThe .tettyThe Bnome's jetty remâins invisible atâll times. It consists ofa yâwl (astmnse vehicle ræenblins a smalltrâin enginersnd a pair otyawl wagonsrwh'ch ere âttached to the yawl liketraiD cars). Stâtistics for the yawl andyawl wasons âre given in Itu IVarCaptain's Cotnpanion ttoxed set for theSPELU^MMIR setting, but the DM doesnot requirc these statistics for this scenario. The jetty was built with snomesin mind ând can transpo.t up to twodozen snomês without caryo. (Witb âllthe cargo from the cube. the.e's onlyroom fo. the four-flohe lândrnA pârry II he yawl gains its motjve câpabilirythrcush the use ofa smâll, pedâlinsiron solem The power needed i, pedalthe yawl is equivaleni Lo 22 Strenqrh.Only the snom€s can see the invisiblejetty,althoùsh PCs can use sDetlssttch as detect invisible, dispel nàgic,snd slitterdust to make the shiD visible.If strange.s apprcâch the vessel.Bârâdor orders the iron solem to pedâtthe væs€l into the sky (out"goundling"of.eâch). Ifthe yâwl isboarded befor€ it cân take off, the sotenhas orderc ùo'oust" the intrudeE. Thègolem is progrâmmed to foilow rhe tinkergnomes instructions to the letterThe PCs should find the solem quitèdanserous ând iDdestructible.Smsll iron golem: INT non-; AL NjAC 3; MV 6; HD 6j hp 40: TIIAC0 15;#AT 1; Dms 2-20; SA breathe laushinssæ cloùd (see below)i SD +3 o. betterweapons to hit;magical fire attacksrepair solem 11 hp/die damase); elect ,cal âttach slow golern for 3 rounds; MRimmune to spells; SZ M (6' tall)j ML 20jXP 4,000; MMl166 (solem. vaiant).The golem does not breathe poisonoussas. Instead. it billows forth a 30,diameter cloud oflâughins sâs withefects similâ. to the ?t!s ha's uniontrcllable hideous laushter spell (see PAB).PCs who succumb to the gas break intorolling fits of lâughter lasrins 1d6+6rouûds, during which time they areincapâble of doing an$hins else.If one or more of the PCs hâppen tobe in the cleùing wher the snomes'jetty lan&, they f€€l a sudden gust of ai.and hear a sedes of clank dd clinksand one soft thump as the yawl touchesdown. As soon âs the gaomes st€p off ofthe jetty, they become visible. Upon discoveringtle party's presence, theslomæ âpolosize for disturbing then,prcmising to leave once their cargo has28 lssus No. 63


GNOME DROPPINGSbeen rct.ieved. The gîomes d€sire nofodâ1 .elations with snùndlingÊ andplefer to be left alon€ so thev can com-;btÆ their tâsk ând depâttlf the characterc are at the watch towerwhen Dwrnn, JasPea and Cizmo (the -gnomisb "away team") arnve-ât the vrL'lase, read or pâraphrase Ùhe Iorrowrng_-llrr""":ro-"" ut "tundins at thedoorc of tùe fori, lookins around forstgns of'ntelltgent life One of-them Bholding â wând anothe s trghtenrnghis belt. The thi.d is waving to thesoldi€r atop the watch tower All tà'eeffe dresseà in snomish wo.kmaD'sleather - a suit of"armor" repletewith pockets, toots ând stmnge giz_hos. ihe gltome holdins the wandcalls ouù."Ith there thum_one in herewho can tell uth where our cargo ith?"The tbree qnomes are not hosiileDwinn (the cllome canying the Ddnd)woùld like to .etrieve the missing autoenomeand any other it€ns talen fromihe careo cube. He is willins to pâv upto 100 ;o for thetr safe retum He i3nôt R;;bve to "deals" btrt consenis toletting th€ PCs keep Erso if thev pavthe momes in plâtinum or mag1c rtemsThe-anount is;esotiable. but 50.000sD - worth ofireâsure seems fairThe cinker snomes do not fight lbrcust dy ofE.so lf th€ PCs absolutelv.efuse to sive bâck the autognome, ttretinker sn;nes simplv leâve in^a hutr ,.Ergo s loss stlaps the gnohs trnÙcrarrv,but the sutosnome 's noù 'rrepLaceâDreThe tinke; snomes are nuent inmomish and cohmon but 6pêak wrthiisDs (a cunous hered'tÂrv characLeristriamongthe gnomes ofthis part'cÙlârclanr. The gnomes do not have bme to.wast" discussing the pnncrples oI sperFiâmmins or the wonderc ofwildspaceif aeked where thev corne fiom' thegrlomes reply, "Nevermind.' (This is not;n attempt to bhrug off the PartY -.like most tinker gnomes' thev actuallvcome from Mount Nevennind onKrJ'nn.) They hâve no rcon on theirsmall ieiùv lbr extra passencprs ânowi n;h aicept bnbes ftom PCs wishin-sâ tour ofWildspâce ('Thory but that ihhhimply rmPothiblef replies DwjM )The tinker Snomes do not dtscusÊhDwùhev srrived on the planet nor dothey int€ntionally lead the PCs Lo theirjetty. lfùhey ar molested it anv-wavthe cnomes each tap a smau golden prnfast;ned to their armor. sp€âk the secretconmand word ("Enenlahel-)' ând tel?',or, to safèty These pins (worth 50 gpioiecet work onlr once, but the wearerdn quickl) /elePo'r hrmselfrând uP to.150 tbs.) to a sate point an) vhere on Lnehime Material Plane. The weaEr maYchoose the destination; in this câse' themomes l€lepo./ back to the invisible;tty ând p;pâre ror rmmedraie "liftolT'Tbey hsve no desire to remarn 'n"hothtile teûitory"The autognome Eryo does not wantthe meehnq bet{een the Snomes andrhe PCs to b€come violent rKe€P innind thât rts'prime drrectrv€" is to prc_Lect cnomes from non grd,sù comDlicate matters )To avoid askimish. Ergo rs wilhng to return withthe cnomes However, he would be qutehao;v remâininc with the PartY,âc;;nns the PCs hâve been (ror thenost Daàl cordial ând friendlv Thenlave; and DM must role-plav tbis situationto a point ofresoluÙion The tinkergromes possess some-meâsure ornexibrlitv and sre not wrllrng to nsK ânâltercâtron over one auiosnome Ajlerall, they are tinkereE, not warnoË"It'th eathier to build an auto8îomethân fxth a broken nothel" as thesâyiDg goes.Concluding the AdventureWhether or not thev succeed in retaevingE go the sutognome, the visitingt!nker 4omes eventuallY retum rotheirJe-ùùy ând dePârt, taking withthem all thê autognome Patts le,nbehrnd rn the cleârjng north ol waicDTowerThree. The PCs although unableto accompany the gnomes,.mâv som.e..day find their way into wrldspace wrlnâ aew modificâtions. the DM can usêtàis adventure as a taunch Pad for .adventures in the SPeUIAMMEa ûultl_ "verse. However, there are st'll plenry orâdventurcs wâitins for the characterson the surface lf Erso has joined theDartv, his mere presence can iDcite aconfiontatron. there are manv evil wiz'ards oùt the.e who would love to fiCureout how the autocnome works, andthere are meny PeoPle who wouldreeârd such a construct as Ê th'eat tob;deshoyed. As ifthât were notenoueh, the PCs must lèarn to coPew'th Ergo s frequenl maltunctions'many ofwhich can be embârâsstng ordownnsht perilous lhagine whatmishi Àapten ifErso accidentallYsonved qæâse all over ân rll-t€mpereowizâ;d ud his henchmenl)The DM 'sfree to invent new mâlfunctioN as 3means to propel the party into furtheradvenlurcs.Ifthe DM woùld rather not lêave lheautosnome in the part/s cluÙches' thetinkar gnomes could alwavs retum. tothei! iettv and imtruct tne lron goremto tâke Ereo by force ln this case. the'ron golem simply breaks down the -doôrs to WalchTower Thre€ seizes theautocnome, and walks out The solem{tæs;ot attack the PCs or the NPC soldieBdirectly. although it mav trv torncapacitaie them with its laughmgsâs. The golem is extremelv.têsrhentand cannot be damâged (udess m€châracters have acce$ to +J mag1cweapons). Cruel DMs can rule thât anvPC;ho deliberatelY stânds in thegolem's wav is inadvertently knockeo;srde or trâmDled for 2dr0 hP damageIfthe PC€iucceed in befriendins ih€autoeîome, the pattv should receive âch;âward or 1.500 XP An additional1,00b Y'P may be awarded ifthe PCghandled negotiâtionÊ w'th tne-$nker .gnomes tactfully, reeardless ol tne eno^result.tvrvw,puebl0.gsa.govI out ol rO Ejc6 lEf€r ùùô CoDltrDdI olrlatloD Cs'lalo{ oÛlls G'!ôhIidrrr.D!.hlo.a.r\a!tIt3.oedl3@hél{drjllûÉeDUNGEON 29


Paul it prcparinA to .etire fum ttu mili.tdry in 1997, enabling him to develop areu cdreef and. wfite morc æe@rirs forDuNcEoÀ. Adventùes.HUTZA'SGOBLINO'WARBY PAUI CUI,OTTALook who's dropping inAdwork by Sleven Schworiz"Huzzâ's Goblin O'War" is a shortAD&DP FoRcoI'rEN REAI-MSo adventurefor 4"5 neutrâl' or good-âligned PCs oflevels 4-7 (about 30levels total).ItoccuB when th€ PCs are aboârd a shipat sea. While witt€n for the Sea of thêFalleû Sta.s ârea, a DM can easiiy useit in âny oceanic settin&The châracte. of Huzza and otherconcepts withiD this âdventure havebeen expanded liom Pirdtes o/ t,[€Fdll€t Sta.s afon Jl. It is not necessaryto have this accessory to plây thisadventure, althoush the DM mây wishto ùse it fo. more backsround or for thêoptioûal ship-to'ship combat sy8tern.Adventure BockgroundHuzza the hill giant has pla$red theSea ofthe Fâllen Stâft fo. severâlyears. Wl)en a galley stopped at hisisland, he killed and âte its crev Heconmùdeered the vessel andimpEssed a tribe ofsoblins and theirshamân to work the oars and sail.Together they all rcâm âbout the sealookins for gold ând food (humâns areHùzza's favorit€ meal).Until .ecently, The monsters' âttackroùtine was: (l) they would nâneùve.closè to the other ship; (2) Huzza woùldthrow goblin crew menbers into thesails and rigging of the other vesseli (3)soblim that survived the throw wouldscurry around the mastÊ, cùtting ropes,saik, etc., io slow it downiand (4)Huzzâ dd the other soblins boarded toloot and eât. The disâdvantase to thisroutine is that sometimes Huzza wouldmiss with his throws ând the goblitrswould drcwn in the sea (none of thegoblins swiD) or breâk their neckswh€n they slammed into a mast or hull.A few moDths ago, Huzzâ got somenew crew members. While settins fræhwater at ân islând, he found a cavewith a maryoyle lâir in it. He stole themârsoyte hatchlinss. thinking to pùtthem iD his cookpot.lh€ mârgoyle pareûtswere furious but couid do littlemore thâû yâmmer ud screech at thehuse, poi{e.ful giant.Then Huzza got a g@d idea. Heâsked the wise goblin shanan, who has^ heln of conp.ehend.inq ldnqudsesdnd redding maÊi., to be his interpreter30 lssue No.63


HUZZA'S GOBLIN O'WARto the margoyles Huzza lold Ùhe mâr'sovles that they would get two ol iherrtouns back ithey have four total) .Huzzâ would keep these two to rûakesure the marsoyles were good crewmembers. All the nving creatu.es hadto do was fly soblins over to other shipsând deDosit them safelv in the risgrng.The m;rgoytes reluctantlv agreed. ândthus târ they have Performêd wellGoblin morale has considerâblYimproved ('Fewer tosses to Huzzatiosies," qùips the shamân).The last âddition to his Ùew was awizard named Talerus, who wâs caPturedin â sea battle Just before bèingcrâmmed into Huzza's cookPot, Talerusoleaded for his life ând offered to usehis mâqic io helP the siânt Hill siantstwrcallv are not tond of magic, but the;oblin shaman rasain the interpreterrintêrceded once he found out what kindof Dowerful sD€lls Talerus had. Huzzasa;e a reluc6nt âpprovat, ând Tâlerusaame throuqh with successfirl spellsdurine combât.This medt that Huzzawas n;t injùred âs often in these bât'tles and that fewer goblins died.Tho CoûbatThe PCs'ship is approached bv a sattevflying the colors of â fnendlv countrvre.c., Sembia or Com}Îr ard ÊtcnÂlIlâss that Indicate thâi it is in d'strèsI Fc with a successful heraldrv or seamanshiDNWP chetk can eâÊilv deter'mine tÉs. When the ship is within 100yards, the PCs seè â tall lankv fellow inlisht Âleen rob€s wâviDg at them iromth; ùw orihe salley He is nmked bYtNô dwaFes clad in leâther A thirddwarf, his featùres hidden bv oil slickers.works the tiller in the stem Noothe. crew members âre visible sincethe shiDs oâ.s are below deck A bjslôad ofiârso is secured on th€ vesselsdeck; it rs ôvered by tarpauhns Thereare no weapons being mânned or otherâsgressrve sisns.ln fact. the fellow in .gÎeen robes pulls our a megaphone andyells,"Ahoyl Do You have â healerâboard? Some ofour crew werc hurl rnan accident and need attention!"PCs may ûell be suspicious Whatùe dwares (who almost alwaF detestwater) doinq at sea? WàY are there sofew crew rnènbers on deck? A PC whoâsks how ùhe galley is sitting in th€ ,--wâter is entttled to a seamânship Nwr,check. If successful, he notices that thesatley is not lidiDg low in the water.This may raise thê question ofwhYcâreo i6 on the deck and noi bêlow in ahôlà. PCs who voice these suspicionsând stard alelt Êhoutd not be requiredto male â surprile rcll PCs whoâtt€mpt to disbelieve the dwffves at.ea sre entitled to a Êaving thrcw vssD€ll with an apprcPnate bonus.The dwawes sre tbe result otanimDrcûed phantdsmal forc illsion. lrappeare m the giant ard epblins that the;i;ard is coop€râting. Because it is anillusion of dwanes at 8ea. however. rt rsalso one that should b€ disbelieved. Thisis Talerus' wav of conveving a subtle cluethat all is not w€11. He wmi€ Huzza andlhe soblins to set ioasted so he câncraù out liom under the sianfs thunbIfthe âdventureE allow it, the salleycontinues to move towâ themThev misht âttack first ûn a susptctonor trv tolleê. Sooner or later Huzza andhis c;ew do the followins to achiele sur-Drise: 1)The sallev Êuddenlv acceler'âtes to mâxinum speed 2rA cârgohat h opens, and two mârgovles tlv tothe risging ofthe PCs vessel Thûethey deposit two gobhns (each margovrecâries one) who stârt runnin8 a.ounctthe uDper mâst a.eâs cutting sails,moes, iines, and anlthing else to brineth; PCs' ship to a hatt. It takes oneround for th€ mârsoyles to flY to o.fiom the soblin o' war and deposit oIpick up the goblirs. IfPCs handlê-theeoblins too easily, the mârgovres Irv;moûs the PCs' sâils and rip them uPwith t-heir clâws, teeth, ârld horns. Thevdefend thenÊelves if attâcked aloft' butthêy do not flY dosn to helP Huzza o.the soblins.Cot'lin3: INT aveÉse: AI LE; AC 6iNIV ; HD 1 l; hP 5 eachi TIiAC0 20:#AT 1; Dmg 1-6 or l-4 (short swordsand knife): SZ S (4' tall); ML averâse(r0): XP 15 each; MMl163.MaEovles (2): INT low; AL CE:AC2: HD 6:h;4r,34i Mv 6, flv 12rC):THACo 15: {AT 4; Dng l-6/1-6i/2-8l2-A;SD +1 or bett€r weâPon to hitiSZM (6' tâll)i ML l3i XP 975 each:MMlr25.While aI this is goins on, the two'dwarves" d'sâppear since Taler$ stops.ôncêntratins on them. The "dwarfmindins -Behind the iitler is reâllv â dissuisedeoblin. the sallev's bùlkheadÉides the eoblin shâman Hê casts (inoÀer): or;tection from s@d and bark'sàir o; hinself, r€sist fr€ on Hùzzawhenevèr the giânt gets .eâdv to boardthe PCs ship, and .?srsf,'i.e on himsellIfhe has a chânce to casr darknets o^ aPC sDellcâster, he does so tf embroiledin m;lee combât (something he avoids),he fiehts with his mâce.c;bïr shaman: INT âverase; âI-LE:AC 6i Mv 6, HD 4; hP ITiTIIAC0l8; #AT 1; Dmg 1-6 +liSA sPellsl SDspells; SZ S (4'tall)iML averâge (10)i)(P l5 each: MMl163TweDtv soblins emerqe ftom arothercarso hatch sd prepare io board lf thrsis g0ng to tsl


HUZZA'S GOBLIN O'WARThe DM shoùld .emember thât th€ soblinshaman tries to cast rerist t.e o;Huzza as he lumbeB by.lhis requirest}le shaman to touch him.Startin8 two rounds siler the shipsare âlongside each other, 15 goblinscorne up fion b€low deck eâch .ound tojoin thêir codades. This occurs for fivestraisht roùndÊ, since therc âbout r00goblins on boârd. These soblins hâve thesMe statistics as the boarders, sbove.As the ships close, Taterus castsmi@r globe of inuulne.dbilitr vponhirnse[, theD shield. He iÊ supposed tostand near Huzzâ so that the n;Dorgloà€ misht deflect spells throrrn thegiant's way, but the wizard standsamons the soblin boarders, hoping thaithe PCs blow Huzzâ âway.Tâlerus tdes to cast his spells insuch a manner that he can switch sidesif the battle goes asainst Huzza. Hecâsts a taning sptu.€ on the deck ofthe PCs'ship, but puts it in a plâcewhere it do€s not han the adventurers.He also casts cru.n person on atoush PC fishteB and ifsuccessful, hekeeps the fighter from attâckiDg him(he does not suggest that the cha.medfighte. should âttâck his companions).He âl8o yells out (in goblin, which hehas leâmed in the last few weeks),"Don't hârm tàat onel He's wità usnowl"This keeps the goblins ftonattackine ^.harwd PC. W1Ien he castsmonster summoninA I, he sets a pile oftÂBtylookins râts liom the sâllêr buthe hâs tàem hans bâck ... for now'Talerus: AI N:AC 6: W?i MV 12; hp23iT}IAC0 18i i+ÀT 1. Dmg l -4 ldâgs€r);SA spells:.ào.,i peÈoa sàreld(ùseù,sptde. climb, uentriloqùism;flaning sphere, imprcued phantdsmalforce $seù; leuitate; mongter summon.ing I,liqhtnins bolr minot slobe ofinoulnembilitr; S 11,D 16, C 15,I 17,W 11, Ch 14i SZ M (5'9" tatl); ML l5;)(P 3,000. The wizard has none ofhisprevious nagical itens, because Huzzâdid not want to run the risk ofTslerususiDg them against him.Gettins rid of the t)rannical siânt isthe key to winning the battle. As longaB he stands, the nargoyles and soblinscontiûue to fight without checkingnoral€ Bince Huzua's cookpot is thealtemative. Talerus tdes to hint at thisby ca,stiîg ùent.iloqLism to mâke a goblinappear to sây:'Kill the siant, idiot,not us!" Ifhe appeârs threatened,Talerus cân always ler;rdt? or use spidet clinb to get \nto a 'lr,ast âwây fromIf the PCs inflict 50% or rno.e damegeon the giânt, Talerus decides thatthis is his only chance to redeem him,seli and he câsts ligÀtntns rolt atHuzza. If necessÂry the DM shouldfudge the dice roll so that this spell isnot the killins blow but oDly damasethat helps the PCs; thev should havethe pnvitegê ând joy of trying to defeatthe giant. Tâlerus tlen instructs anycàdrned PCr "Now frieDd, kill thsthulking abominationl" H€ al6o câuseshb llaming sphere to ro\l ofr the PC'sship into the sea. Finally, any sumnoned.ats are told to delây any moresoblins fiom joinins the f.ay.Once Huzza fâlls, the mârgoyles strpwhât they are doins md ny to the soblino' war and co below deck€, killiûg uyrsts or goblins unfortunate enough to bein their way. They t€âr âpart the door toHuzzs's peBonsl cabin aûd .etievetheir hatchlings. Then they fly away. PCswho try tô stôp theD ftoln leâving facefrùious maryoyles dious to prctættheù youns (+2 to hit on each âttack).The soblins rnùst che.k momle on the32 lssu€ No,63


HUZZA'S GOBLIN O'WARrcund Huzzâ fâlls and on eâch rcundthereaft€r Once they fail this check'thev all thsw theù *eapons do\tn andfâ1ito thei. knees. srovelins ad whininqfor mercy. The bsttl€ is der'It is oossrble that the PCs lose thiseoic fisËt tfso, those who are noÙ killêda; t;sed rnto â brig on the salley sft€rbeins stnDped of possessions Othersuryivine;ewmen oft}le PCs shrP areâlso toss;d in amoûs them A kind DMcoutd have the adventure continue bvhaving Talenrs mnvrncing Huzza chat.uv c/mmed PCÊ are under hts cotlrolenâ should be âllowed tojoin the gpblino'ssr crew Lâter, h€ and that PC cantry to spriDg the prisoners. but tbe DMshould let the PC come uP with ttteDlan t do Êo. This should not bedelayed too long, becâuse the next dav,Huzza ùd the goblins stsri eatrng pnsonersâi the râte ofthree a daYThe Aft€rmathFishiins and swiving the baitle rs onlvth; besmins ot ihe real challenses ihattÏê PCs have to face Recovenns tre-asureon Lhe qailev is the eæy pârt Downhelow É a t;âsure room with 2 345 8P,5,622 sp,6ve sems ltolÂlvalue 4,000sp),10 pi€es ofjewelry rtotal vâluê8,200 e? r, four art objects ( Loùâl vâlue2.300 sD). and three ninor magicaltt€ms iùM s choice) which belonsed t'Tâlerus. Huzz-â hinself weârs a gold riûgthai rs lârge enough to b€ â bracelet on ahumu. It shtinls dosn to fin8êr stæ lÙis a rinsofp.oreciæ, +2 Finallv thesoblin 'laneuales sha'nâns n21d o/comPrchendiagond reodûc "wtc is up rot..srâbs, bui it d@3 not took magrcar ât arr:it is a ûlain. rcund st€el helmetIt ; Dossible thaù the narsoYle Parentswe;e killed in the battle ând t}lehat-chlings are still aroùnd PCs nightfind a zoo or universitv interested rnthê specimens. They can be sold for 500gp eih. Sone PCs misht get the brishtidea of tryine to trÀrl the voung creaturesto work fot them in the sam€ wavthat the parenls did Huzza's biddingThe idea ofalltlns with chaoiic evilcreatures shoùld give Pause for align_ment auestions ùhât are bestJudged bvthe Dlil. Iftle PCs persist, the DMehoutd ât teast ensure tàât ihe âdven_turerc pay through the nose for suchtrarning (sây 2,000 gp Per margovle)There is a I0?o chance Per month ùharLhe mârsovle succumbs to its chaoticevil âlis;ment and eitber flies awav orturns on its maste.s (50% chânce ofThe gïeâiest Pot€nt'al Pnze is thesallev itself, worth 12,0008!. but or;ôu.;e rts real value depends oD howmuch darnase it sutrered during thehâttle. Eve;if it was not t-ouched' theareas below deck are so filthv thât ittakes â minimum of 500 gP to hirelaborrs to muck it outThen there rs the queÊtioD of how ihePCs are soins to gel the s€llev-back to âmrt. It is almost certain tnat tbe cewôn the PCs' ship sutrered cæuâlti6 fiomthe attack ând there mav not be enough'sood euvs" amund to crew the ship liLréquËs a minimum ot+0 men for the20;ars on each side, ptùs a few on deck)Of murse the PCs can use the câPtivesoblins. but the\ insrst on . promse thatthev won i b€ execuied Thev pleâd forundeEiânding wtth the PCs. ttllingthem ihat Huzzâ forced them to be iherrclew (true) and thât thev did not reâllvenjoy kill'ng and eâtins âll th€ p€oplethev ran atoss (a patent ne'Juogrngfrom the skutls ând bon€s that prcudlvhane Êom ùheir belts)Âs@d way t make the laç'fui goblinscrew the ship is to prcmrse them afâir triâl at the firct port thev rêâchThis makes them work reluctaûtlv' butthere is st a r0% chance Per day ofmutinY UnfortunatelY there are no.hâi; ând irons on the saltev to ensurethat the soblins remain in the oar-8eatsOnce in a friendly port, the aùthoritiescome see what hâPpenect ud Prc_vide a couIt to try the soblins Thev 8refouDd sulty ofpiracv ând murder sd-senietced to death The besi result !s rlrhe PCs let this stand and not int€rfereIftbey want co keep the soblins as a-crew. a DM could reward excepironâllvgood mle.playins in Pleadin€ forclemencv bv hâving the authontles sen_rencins the goblins to life imprisonmentas oarimen on board the PCs pnze gallev This should prcvide lots ofwavs forÛie DM to have laær fun with the PCslThe mosr ditrrcult Prcblem is thewizard Talerus- When the soblins areconvict€d and the sentence of the courthanded down, thev âre ancrv. ând th€vhowl (th.oùgh a couft int€rpreter) thatTâlêns nas also an âccomplice aûdshould be JudcÊd The Court charsesthe wizard and elicits testimony lromthe soblins.It comes out thât Talerus,âfte; his capture, participated in no lessthan four râids on friendlv shipping.Talerus adnits all ofthis and thowshimseH on the mercY of the couft'pleadrng thsc he had no choice. for Lorêfuse would hâve meant that he wâseaten. He tearfully explains that âIlalons he hoped, no he Praved. for theevil crant to âthack a strong sntp so nêcoulÀ betray tum and not ensase in ùYturther âcts, but alaÊ, that did not h3p-Den util the PCs câme slons He;mDhâsizes that when he had thech;ce he helDed the PCs defeât thes'ant and tned to warD theb all alonsThe Coùrt list€ns to Talerus bùtfinds him gujlty of PùacY Then t}lecourt asks the PCs for re$mmendationsùd t€stimonv This shoutd pose âtôDsh moral dilemma, especiâlly ifTal;rus vis'bly helped rperhaPs he.^swuns the battlè in the'r tavor or. 'lthev ;ere captured, he hetPed thernesc;per.Ifth;y âsk, the Pcs are toldthat tle usual penaliv for piracv rs âgïisly. slow deâth L€t the cbarâctetsnâke whaiever rê@mmendat'ons Inevwant âft€r strusglins with the ethicsinvolved. If the PCs spèâk to Taterusdirectly he âsks ihem the most difficultquestion ot all: nvhat would vou hâvedone in mv place?"The aulhorities generallY go aloqwith whatever the PCs recommendsince ihey were rnvo)ved and almostkjlled bv the goblin-pirâies and the'rev ciant leâder The PCmena: lrrthe usuâl Punishmeni, inwhi.h case Tâlerus is led out with therest of the soblins for a hon'ible execùtionmarked bv lots of sûeams sure tocive the PCs nightmares for mânY;ishts io come, (2) â merciful execution'lik:e s beheâdrns: or {3, clebencY lfthey recommeDd clemencv ihe ludgessêntence Talerus to a lo'Year Pnsontenn; they do not give him anv sentencelighLer than thisAÊ he is led awâv. assum'ng lhe rLssided wità him, Talens tearfùllythanks the PCs ând entrustÊ anv wiz'ard PC with his spell book (hidden.in averv secet compârtment on the galleylIt c;nkins the;oells thatTalerus carned durins the bathle and 12 nore(DMs cho'cer' At the end of l0 veaB hewill wânt it back ând asks thât it teretumed ât thât timeWill Talerus still be srat€ful to thePCs aft€r rcttins fo! 10 Yeârs in thedark, royâldunseon? Or will res€ninentbLtild wtthin him, causrng tum toculse his fâte ùd sweâr t, tâke revengeonce he is fteed? OnlY tine (ând theDM) witl tell. {}DUNGEON 33


-\*:.,{\ {a t,..È->,Johû Baichtdl urites:"1an a full.timeoffice fluùhy and. pdrt.tine ùriter ùithabout 20 a.ticles appedring in ùariousEanins naqyines.'Bl@d and Firc' uaslirst sùbnitted in 19% ann uentthroush foù rcuisions and. fiue ed.itors. Iguarcntee I ùill neuer again urite an!-"Blood & Fi.e" is aD AD&Dê AL,QA.DTM.adventure for 5-? PCB oflevels ?-g(about 48 levels totâl). Most if not all ofthe châncters should âppea. to be al-Badia (dese{ nonads) rather thân al-Hadhar (city folk) becaus€ thei. dese.texpertise forms the basis for theirinvolvem€nt in the adventur€. TheAL-qAuM Ambian Aduentures book igDecessâry to run this adventurc. Accessro t}]'e Land of Fate boxed Êet and theAL-QaD|M MoN srRou s C oMpdNDrutfA,opendd, while not requircd, is recom-no'rntain châin. C{od choicesBLOOD & FIREBY IOHN BAICHTALA bod heir doyArtwo by Tony DiIerliziCorlogrophy by Stephen A DoneeThis adventure uses the A!-QÆ[Mstâtistic ofstâtion. This measures thecharact€r's social stâture ând status inZakïùsn society and is citical to roleplayiDsbecause the PCs ûrust deal withsheikhs and other inportant peopl€.See pâges 20 26 iD rhe ArcbianAdùerta.es book fo. more infomâtionoD the subject. Stâtion, abb.eviated asST, follows Momle (ML) in the NPC sta,tistics. This rule may be iglloEd if tàeDM decides not use it."Blood & Fi.e" is not set in âny sp€cificpart of Zakna.a. The DM is free toplace it in âDy la.ge desert near aincludethe al'Sayaj Mountâins neù the Desertof the Great Anvil, the High Deseft bythe Rânse of the Marchine Câmels, andthe âl-Yabki Mountâins near the PearlCities. An âlternative would be to setthe adventure in the deseri ofAnaurochin the FoRconEN REAr,Mso setting.Ifthe DM prefers to run "Blood andFire" in a West€m setiing. he mayâdapt the adventure in a nunber ofways. For imtance, the DM cân retâinthe ArabiâD settins but âllow the PCsto be traditional, medieval EuropeanAD&D chârâcters. A.other altemativeis to consider the âl-Hadha. to be cityfolk ofthe resular câmpâign and the al-Bâdiâ to be bdbarians of â Celtic flavor.tuming the Greât Desert into ahuse forest. Changins the nanes ofallthe NPCS is the mai. requirement forsuch â chanse. though of @uBe thedescription oflocations would also need34 lssue No. 63


@ËFËiÊËÊFîieaiË'iËii E{iÊJo!îËiË?ÊffiâËoisËiiîg[;iË6âËÈiiêËiiii ffiËffi*!.riiial;irÊîilËïïffiËï aËgË'ffiËiEiËËiEgilêfaÊelF i ël;HËËietgiiËiËiiiËâiË3,*lqgË3lb31t[:âsËëil1â: FËî!.FiE?ie€.Ë"3 =ËËËiiai, in#iiËââasçiiiîËiran r ffiïiËïiigË a!Ëf3'.! c E' '"?;'a*pltiig*ririÊI*'Êc âtËËiâÊ.Ëâ;s+Éi'É" r *ifoc zoo zoïïHifg fiffiïtïffiffimtffiËgffip ruïffiazIm


BLOOD AND FIN€Khaldunis afier they were repeatedlyusèd as stâging âreas for attacks onKhaldun. They are the ones used mosto{ten by the Shakù dùring peacetimeand so are considered fâir same. Theidea of fouling an oasis well is revolringto âl Badia, and to them this is â sisnofhow Dear the Khaidunis ùe tobecoming al-Hadhar.Those oasæ not dÀmeged coûtainone or more wells, â nunber of d$ertpalm6. ând the occasionat fruit-bearinsbush. All show sigîs of hâvins beenvisited by nomads within the past fewofBadu al-KÂbir This is Zul Jaûah('The Winsed"), a moDst.ous dragonneseemingly iDmune to mortal weapons,â cunnins ard deadly monster that hast€rrorized the whole region and forcednany smatler tribes to nee. Only th€oâsis of Khâldun has been able t fightolT Zu'l Janâh, primarily though th€spells of Sa'id al"MâsinThavelirgto KhaldùnThe PCs l€âve Qaybâa passins throushthe verdant prâi.ie surroundins thecity into a dry shrub-filled plain thatbecomes prcgessively sandier andspârser in vegetation until it is obviousthat the pa.ty is in the true desert.TrâveBing the Great Deseri is noeasy task. The party must nâvigâte bystarc, âs lândnarks in the desert âreminimal and mâds a.€ nonexistent.Hirins a suide is inpossible, because ofthe gleât hostility tletween the Qaybariand the al-Bâdia ofBadu âl Kabir Onething thât mây make the trek easier isthe presence ofnumercus hurnans inthe des€rt. mainly Shakân sunivorsand Nhalduni patrols. The most fâmousoâsis in the Great Desert, Khâldun'slocation is kno*n to all â1 Badia.The DM shotlld read up on all chaptershavins to do with dese.t trâvel ândsurvival in the Aroôtda Adù€,ta.es bookând other sources. Adequate provisioningis vitâ1, especially Bince many of thelo{al oases have been deÂtroyed in thewâr While rnâny DMs like to skim oversuch details as food and wate. in favorof more exciting âspects of rol€-playing,it is importânt Dot to do so in thisâdventu.e, as part of the excitementshould be the danger of desert travel.Badu âl-KâbirDncouDter Area81 Oasis, The party arives ât ânoasis. Each sùch oasis has itÊ own nameand history, known only to localâl Badia. There is â 50% chance thatany oasis stumbled across has beenrendered useless. The palms ând othervesetation hâve been burned andhacked apart, the sp.ins ruined with anasty poison that causes the drinker tobecone violently ill and suffer 1 4 hpdamage ifâ save vs. poison is failed.These oâses were destroyed by the2. The Pit of Doom. A siânt antlion recently set up shop at this pointând already has prey: a trio ofyounsStepping to the peak ofâ dune. youlook down on the scène ofdesperatestruggle: two men dressed in desertrobes are ât the iip of a wide pit,struggling with â rope which seems tobe pulling them dosn.The other end of the rcpe is held bythe third wânioa who hâs jr1ât beengrâbbed by the ant lion. If the pâriycares to inte.cede. they have â chanceof saving the men and thus makingfriends with the Shakaris. Ofcourse.they have a chance of dying, too. Thesrabbed waûio. dies the rcund atTerThese young warrio.s fled the .oùt ofthe Shakari force durins the recent bâttle;their camels wer€ lost in the fight.They were slowly nakins ihei. wâybâck to their families when one oftheirgroup fell victim to the trâp of the ântlion. Even if the PCs befriend theShakâis, they cânnot convince them tolead the way to Khaldun theShâkâris wish never ro go near thatplâce âsain, but they can give the PCsGiant ant lion: INT animal;ÂI N;AC 2; lvIV 9, bùmw 1; HD 8; hp 59;THACo 12; #AT 1: Dms 5d4; SA âutomâticdaDage âfter initiâl hit; SZ L;ML SIXP l.400i MM/204 5.shakaris (3):AI N;AC 10; tlIV 12:F1 (deselt riders); hp 5 eâch; THACo20; #AT liDmg by weâpon type; ML 14;ST 5; all have jarnbiyâ, and one of thceât the lip alBo has a scimitâr3. Predators, The Pcs cone âcrossthe scene of foul leuc.otta worying âtthe body of â ilame mage, a spy for the36 lssue No. 63


BLOOD AND FIBEII iIL:rj,,{l r i, l, \ !rrfLr,lrrl rri, l-1, r- lrrl,L L u(,,,,.r,,,r,.r11..,1i.,.^ I r'ii, ,r,,r L I Lr- -L i,i (.,r'L' - , L,iLr',r,,:r r,r,'ir',rr ir L.tJ:'_ .,rr,r .tlL r,!1,,rrrLI rlrr (,'rrfl_ r"1. ' r--1,,, r I tr lr I r\ ' 1ir, i i\ I 'r 'rri_,",j .r1,, L Lr rlrL ii.ù ' , Lorri.ti I rlll rril\ .1i rri r,.r-_'l ,L-i!,L -,r lL:r Iri r1_,rr'i,, I I ,,lr,|r rfL t. - 1lr r, 1lrL.ir li ,r.1, i ,il1 |ir, r,.trlr rLl_ rr il!li,, r r, r ,,' iL ,r llt i Lr, l ,rrr'l-eucrottr I !1 .,\, f.rjt \ I 1..\r lll\ 1. lllr,,l r,) ,.i'l'lll\( I Lj '.\'l j Lrrj ! r! rj : \ (i r-,: :l) [](r i r'rr r::l l. lll. l1 \l 'r'i-r.\/l/ llll. ,\ \'i.tinr. ll , l, Lrrr _r LLiil' ' _..I,--,j, -lt,I,lL r,..1 r- lr:,.|l !'Lj, ,1, L,l\,fr rr, r \\l , r Lf,:'i.rl,'Lr ,fi.i,,I r ,IL I i r _ .t rr,r'r .,'r_rL .,-1,, t, r ri, .,rr, ri I ( _[, r i i,, Lr-.,;i, "',r'r-l L (L!rLr-. |r ii,-, r, r.L, ,,, L -ti rr !' i(i, 11, Lr ,tr,ItL,l li\,LLrl ,rù. !1'rl l,L,,t' Lrr\1( Lrli r (l L r r[L _.Lfli r (.'rl^,\sps: l\l LrLrù.,1 \L \ '\1 'ill\ I , ll!):-1. ,1, lli. 11. lll.\( L lfr"\l I l)n| l S\t(nri _.,\, \_lrlrl LL rr(lr Sl s )ll\ \1' li: .1/l/rj:' l;. t,âttlegù()u.di-',,-. . ., ,,,, I 'L '','r,,1..,r I '111,-t.,ri l)lir'- ,rr'i.r',r,1 rLr :L:,.n rl,.Ll ,, _L,l i .L_ Lr I rr,'L11, rLrrll ,::,,r,1., ill tr, r, lrL,l''1rlr,Ln' iù o \ '" i r' r _:,Lli,,Lr,- rl.n rl,. il![i Lr.L_ r1'i''l, l \,'r\- 'tl1' rLlr .,, rl,. i.L ,r , ' ' , ,,1_r| ,LiL''r 1lùii,L, rj trrr ,,r-. r rlrl ,Lr,lr rr- jr''r 1lr Lj 1lL ,. \lj.'ri tr '.jr. , f- rl fL .iLIL-[L Ll)\ rlr h|,1'Ltr,r rtrri ! j,, Sl L i.:r _ rr Lrl frr,rjr (,1'rlllr( r).tf.ilrlrf ILl1rrnù|LLr rlli r L| llrL ..rl,r. LL,rr:rrLlr _r' _l ! 'irl r,,lr,l lri/ ù1. irlfL rli'rlL'_Lr'!-1r rL f;,( - rr I lL,',1(r! rirr( r',fr.Lir,r:r'1 "\'rilrrjr,.lrr..\.rjjlIr,,L 1r,l l\l:r1 . jrL rrL!lrL- \L.rt.rfrr,ù!r r:,. - 1, , 1,r ,: r' \ .,fnr' ll slr Lkrrr _ rir'L.r rl ri l1i riLrrrLlt.l Lll ,l I I I L ' I L I I r :, L I ' j _rt , ,Lrr.,rji Lilrl i1.r r.rl ll,rl lr [.t'I rrr rl,r, ,1.,r'_,rrt '11r, rii[l ]rir'l I r')fLLl Lr,'r-,'L llL(lr: Lli.ilr' ,L\1 l!1Great Desert Random Encountersuach dâ! âDd nishi. àt varrLng hou.s,nuke one rândonr eDcout|er rotl onl{tl0 Iftbe rcsult rs I or 2. lhcn thcrâ.tv hrs ù ratdorn en.ount.r Ifthoi'as srrid a great deal oftiùre in lhedes.rt and cn.ounte. maD! ùonslers.thc D\'l should cretre â ntablc to ke.p thenr où thcrf to.'sRoll lda1. Zu'l Janah. Th. Pà.t) m'r! sPo!rhe soldcd lnrm ofthc lèrocious dragon.e kno'ln .s Zù'l Jtnâh, glidinsh,eh iD th. lif lhcnonsterhaslust.,rr.n ard $ont bother thr Parttu.lf's ihcr llr up bl sonre ù.'aD' àùdrrtrlk lri . se. area 7 11,r Zu l Jenah '2. Dùne Stalkerr l-\"T high:ÀL\lj: À(] ll: ll\' 12: HI) 6i hP 35iTH-\C0l5i *.{T L Dtug !d{j: S.\ kiss ofdcrrhrSD nraaical \eapon" to hil: llli :l{)":SZ ]li ML tl: ltcl'1, XP 2.000. Thisdrn{croùr nron.L.r Nas sum'noneoNirh.e!.ral other. of il. krnd b! ih.Btuthcrhood lo dLsrupl k.dc in lher.eâ All 0frh. other "tslk{rs ha!.been sla'n o. hÀle coû\pld(d rh.irrù.si.r' This stalkd .ttt.ks an!.ù.rl -cos, bur il nal ûot 'ao n1or. rhâtoù. mrle 1iôù thi" spol It nrusl guârdth, tradc roûte untilit has slai. l0lDeoDleiso fâr il has killed 85 ând 'srda;r lo âdd t(, the tohl Onlr" oncstaLkcr is encou.ter.d. and il lhi-rnunbrr is ùolled .'aart. rht Pâ.r!cncounrers a Pâek ol hlerrsHyenÂs 2 12r: b"T lniual;Àl- \:.\(' 7: Il\' lzi llD 3;hP 15 eâch 1âvtrrgcr. THA(10 17: *AT l: Dni'l ?d4i SZS. XIL t: ,U-Ul2'1li Xl) 6;3. Khalduni Pahol. This band 'fd.scrt .iders parrols thc d.serl. tlertlbr Shàkari counl.Èâltacks Th.Khaldûis are suspicious olrh. P(.becduse rh.t hale heard report5.n !l'Hâdhâr m.tcenâ.ies fi,lhting on rh.snlè ofih.ir.n.mres Evcn ifthe t'Csconvin( the Khaldunis thal ther arelriendh, the tibesmen do !.r dcvratefrom rhet prtrol io escort lhe !a.r! tothc oùsrs. but thcr do o{li r dnc.tronsThe palrols l, ader. Halrhtm is th'.l{tcsr s.n ofth. sheikh olKlràldun. as\r.ll as lhe bashât cotumanderrofthen,iliiârr ordcr knorvn as thc Ktightsol ùc Yelloil Kelli!eh lli'is i rnastèr$arrn,r dearll'lovcd bY his nen andindeed bJ â11 ol Khaldun He .ÊscucsP( s found dling ofNoùtds o. thirst,h,,1 those fescùed oNe the sherkh û$!t'I tiflr. r\-Ê thr \ectr'rr ÔnKhrl{lun ldN\r. R,\tùLd trâ\ell'rs !r'brousht bsck to Khâldun âs slavesHàvtham ibn Al,ubakr âl'KhÂliuni: Àt, \GiAc ?; lT! 9i F?: hP,10:THA(]014i9AT 2: DIng bJ $eapontvDe:SA spccitlized in scimitari Siûo;. r ro. r: rr. t 1.1, \! 14. ch 17iN1L r6: SI 12: scirùirar, ui,18s aftlritLq1û,i.11.r. +/, .laraq. lancf, J amblJÀKnishts of the Y€llow K€ffiyehI l2r.,\1, llfioùs non Elili AC t: trIV12. f'3 Ldesert rnlers i hP 20:THÀCol8ilAT il/2 or l: lltug bt \rcêpon lJpeiSA spe.,alizcd in cilhÈr sciûttar orl.nû lhall ol eachir XIL 15iST 5-1011d6+.1ri lealhcr N.tuoi daraq, scrnùtar lancc.laùDrvrTh. prrrol cu bc cncountered once.\È.r three dlrs lfa roll indicalesknighls in thc meanljnÈ. thct thcurrt\ ' n,€et) rr {rôirp ol \corlrr"n'Scomion., Hug" 2 i l\Tn"nAL N: Ail li rt\' 12: HD '1+'1; hP 2'lerch (â!er!gdiTHÀCo I5i$,\T 3iDmg 1d8/ld8/tdll: SA Pin vrctim.Doiso! sting rse!. or die). SZ lIr lIL10. Vltlrl0gi XIr .120.1. M€rchânts. These are not trueni..chÀùts bur ag.nts of lheBrotherhood .f tht Trùe Flanc Ihertr. pàtroLling, spjiIrS, ând atttckingirorfàrlri Their leâdfr, u flame nasenahèd Brvtar arlemPts to leârn asnNrh iDfi).dratioû as possible lionr th.i'(ls. includiùg the nature ol therrl,,ir,ù.ss Ln th{, descrt. Ifthc PCs look\!e.k. tsaltar Àttemlrts to rob them lfùcv look strone, he makcs a lolrenntremDt to sell th(,m some of lhe boltsol cotàn he has plled on thc back ofasDare - c nelThough hc plavs al beins a hunbleûrerchâût. Barur ma! not successruxvhidc his rrue Slâiion rhich might trpthe pa.t! oll t|ât he is not allÀeaDD.â.s to be. At thÈ siart ol rhioncounier. roll a d20 Ifthe rcsult is 11or hisher, Ilâvttf has succeededBaytâr al-Sihhati: Al CEi-qC ;;ll\' 12, N? rilanre maseli bP 22i11lA( 0 18r *AT 1:DtrgbJ weaPontvpcr S 13, I) 1;, 0 13. I 16, \l l3' Ch1?: lll- 1.1i511015 qhile disglised asa nerchantliXP 2,000i h.accrs otd.li.ns. LÀ(l ilr. jâmbrla S!.lls l'ûraitlr haDds. tû€it ,irssrr. h.t?rr01rs,r.ùU',GEOll ,-


gLOOD AND FIREshi!ld: llaninF spher.. r0da.,l.,.td*n.$s Is rndiu$: llanrf o?r!!r tlipollno?â s.1/ Baytâr's spellbook isburied in a secret ptâce.Guârds 16):r\L larious non-(]oodiAC 8: trIV 12r F.l (askars)ihp 33 eâ.hiTHAC0 l7i #AT ill2i Dmg b] \reapontype; SA specialized in battle dei NL15: ST 5-10 I ld6+,1Ji XP 650i leatherârmor. battle axe. sci.nilar.5. Câmel lwar):Ii\T ânimûliAL N:AC 7r trIV 21j HD 3+3iTHACo i6rrAT3iDmg 1d4l1d6/rd6: SA spittrng. t.ânrple;SZ LiIIL lll;XP 95i trIC 13. Thisûeânlempered camcl was the warsteed ofa Shâkan chânpion. stain afes dals ago in the great bâttlc. SiDcethen- it has been lvandering the sands.scarchins for sater If fed ândwâlered, the camel allows itsÊlfto be.idden. The câmcls name. al IGslân'(Lazy), mâI be found tooled onto itsbrdle, and a lôrs.,unl{ na.. +lhanss liom ihe saddle.Th€ PCs find onh onè su.h clmcllfthis resùlt is rolled agâjn. thc PUsencounter a baDd of Shakan qâûiorswho âre flceing the battle lvith theKhaldunis. The tribesmcn are innialltsuspicioùs. Dèpending oo the PCs'behavior, this suspicion ûiy beconchostility or crarded âmit}'Shâkûri L€âder: AL \iAC 5i rlv12i F3 (dese.t ridcr)i hp 15r T[L.\C0 18ifAT 1 o.3/2; Ilng bt $eâpon rypeiS^speciâllzed in s.imitâr: llL 1'1i ST7 10 (1d4+6)iXP lT5r lan€llo. +.1,daraq, scimilâ., j ambivâ.Shakaris {5 20l AL ra.iousiAC 7i]IV 12; Fl ldesert flde$l: hp 5 ralcrage):THACo 20i #AT li Dmg btweâpon irp.r tr'IL 13i ST 5 10 i1d6+.1r;XP 35, leàlher amror, daraq, scimitarjânbit'a. Thè Shrkâris have no carnels.6. Sand6tom. tsâdu âl-Kabir isadvancing steadily into the dry season.and consequentll greât sandsto.nr"are beeinnins ro blosr See page 82 inthc Afo àion Ad.en 1ù res book on ho$to handle thes. stornN. çhich generat-7. Ambush.' re PCs arrile ât asmâltoâsis occupied by conceâledZahfâni çttiors. Al-Zahran. a snaLltibe crushed bv the Shakaris over adec.d€ ago, hâs taken advântagc oftheShakaris defeat to exâct vengeânce.$ten the PCs enter the oasis. they aretristakcn for merchants or Shakarisând !Ùe allacked. The Zahranis wâit,bùried i. the sand, until the PCs halestârtêd fô wâ1{'. dreir animaLs. thenthey strike lirm all djrections. firingarroils until tbrced to tuelec ll the PCsarc accompânied bv Khalduni $amo$.thc hidd€n wâriors gleet them wjthoutThe leader otthe Zâhranis is a cold,obsessed {ôll1an named Ghunana{ho has onlr one soâl in lifc:to punishthe Shakans lbr shât they did to herpeoplc She disdains thc use oftvpicaldesert .id.r Feapons. preferring herdeadll katars. \\hen armed $1th âkâtar in edch hand, she gains an additional atlack fôr four strikcs perGhunâyya al-Zahrani: Al, NE:AC .liNIV 12:l'8 ldeserr r.ider): hp 55:THACo 11: #AT 4i Dns 1d3+.1: SAspeciâlizcd in katâriS 1?. D 18. C 16.l15. \V 12. Ch 14: ]IL 16: ST 8iXP1,400i lealhèr annor, tso katars.Zahrânis (10r: Al, rariousiAC 8iIIV 12;F2 rdesèrt ride.sr; hp 12jTHAC0 18i *AT li Dmg bI weâpontvpei IIL 12; ST 5 1011d6+4riXP 35:lèâther r.mor, scimitar, .l ambiyâ, com'posite shorrboN and 12 arows eâch.8. Vultures. Thc PCs stunble uponthe vultùre'picked remains of 20camels, who !ere tethered together atthe Shakari cârnp tareâ 4J and nedâfter llicir masters were muied. Withno one lo guard then, thev quicklt, felLvictim t,, thê dangerous grant vuituresconnon l{, Bâdu al-Kabir These carrion birds Àttack unless the PCs stâyfar as'â! fron the rcnains oftheGiant Vultures l24r: INT animdiAL .\-iAC 7r MV ll, {lI 2.1 lD)i HD 2+2:hp 11 .ach: TIIAC0 t9: #AT 1i Dûgld4r SZ ]Ii IIL loiXP 120: Mlll2i 2a..,r\ork lh,. hrrrl,{ù,!n.1 L. r {ù.1\(iÈ1f1.,.d fiJi,\irh n,inLi r,,n ù1,,rkiùs itt)j)iùrrÛri, idrl rll,r1..1 S])!lirù-.1.,n h.ù llif,L!.r,,1 ,,,(,,i,,,,1,,r. r.1ir\ 'lr,,n! lh( Kh!lrluJii. l,,r{ I1,i,,l.\ fr rrlrins,'l \ ri!,.6. Khaldùn..\' Lh( lj(', (,,1(h.,sl,r,)l rl,, if ,jorl. ù ltl th. 1,,lloNr!:.tiii. r.u,tg,',r' rt,.,,.ct, 11.',.1t",-rIin1,s. \r! iifxlL\ ..rif i..or:Iil),,ldLLj, .\.t,rfltl, ,,1 th, .ur rs j,rl-r,,,ù.,, rl,, llrn rhLfs \dr {r. .\rJlÈr 'iu rl)i.k ir -,,.r i. rt", t,* I,,t r nù{hl\ rill. bur (h.n r.u b.9r tor!nrirf.l.d h\ hrrrl'eds.l njrfbl.i)rLLir' thfust int. th..r.d.\- rhe li( . rr)r)roa( h th, orsrr.rhf\fùc.unlrf x r'1gged rionr'û. sr.ggcfrngî\!r ii.nr Khrldun H. l,rs Ll,rA (içF\h!i': s!ù llack.ned.k,n. à,,d il,rlnio,,st,r'hro- Thi. r Ji âlâ,: LIFsl,rkrf, ,hrikh $lxr (i, .lcenlh.tcli,rL.{l h\ rh.Iihrld!ùr. lfthe P( .q^e hL.i rvrr.f h. hrs! r drunk in r\.d.r.. h. thank. 'h.nr rn.l.xplaui:Ih.r h. c"r,Lled li,)n, thc ors,r aft.fûrD! crptufed r. thf battl, II thcr. rsr hrkrùrr rnr.Dg thf ch.fart.r,. sh..,r\ ff.Lil, rh!t thr( r. r l,r in ù,!lr\.rr'r1:i,\rs li(..d b\ th, lihrklùn,:,\Jtf' rrlirA hinr (,t)tNr,. rh.r'dklrhf\,ù-r rh,nc t|r\ c,)uIlf\.f do to hlnlrhcr |!rt hùr l,lr r rl,r.1 anr] ihf.\l),.r int o rhf df:!11Ii 'h. I)( s..l iir.rdl\ r.d rrrer)t,.9!,1 hr: ir1, \. J! !trr h. conr.: ilurrel,11u:t:orrs. rrpoundrng on thc r)\ùrdful.,,1 th. Khrl{1u., f..plf !Dd thf,.ù.ir.i,,us Jje,kh llthr\ prcss tirdûnil(.1lt\ Inr\ Le!fr ùrùrh .bout th(,irsrr.'.clu.l'ns,t- de.dh nuqnal \rll:.. h',los . rlr crlrzdr:..rd thc ln$s olrl,. sl)fikh -lN N1!r dlnr c.n r.ll rheriolth. rfù ilil,. Zu l .lan.h. thc dfâeonn.thil hr' t)l.Aùè(t hi. t,copl. li)r.lf.ad(.hùt rf.ùr. r,,le.yr thf ]ihâl.lu.,s.Llnir.\ hr.h rù Jr 11.I.. 0f,.1,)n pntr1\ r h,rth.ù, ,s {!ùf r.n .1 ùrl[,sir),, trer$1!JrThc I'( ' \frll prob.bh .ra t Jn nl:,rr'tr . rird hrrr lhc\'1r(it no\ hrrlS.entL\ i'liir r, hrs .r trt!(1. t,^rard thcrllrt.r L\en illx nuk.s ji-i.nd: srth rhtI'(:. th. n..ùd ,.1un,, ro..rc.lihrl.lu.. r!Èr .uffetn,1,,)uslr H. do.!not !\srqr rn in\ llghl. rÊnjns( Zu lJ,,i,i,h. or'shonr h. rr rerùlied Onth.1ith.f linnd. hc nrar lrt.r'roxi rhc.r 1n, I,,1,,1,,(a,n5r I h,. Ilù,thùrllJod. be.!ùn,|c tlrs,f.s \..scrùcf r{ n.r rl)! tl.ùc.rigf. \ h,) h!fNnsùfd hrnr in1. rhe1.ol,.h rrr.,rk ,in Kh.ld!ù. .ùl! tor.ùL:lr \hfr tlù, lisl,1 1,,ù,.r1r)ufsh,.ikh Ja âtâr-Hl-Din rl-shukurl\l \ \, r. II\ jj. r - .,-., r , .,,.r, 1 ,!,r,, 1 lll.\r'\l r',-r. ..,.t,.J\u.llz.(lrn s.inilrf:SI) +l to \t1!ei:Sl;. l) 1s ( 1i1. I ]i. \' Iil. ( h I l: \ll,lri:s 1 11. l(,.rhff aûnr)r,h. .t /lf,/'! '1 \ h'ch .rfùr. tl,. aildir,.nrl.n(hirnl.un oi pr.rtrtur +l . rr)t1l8 ssle \. 6l


BLOOD ANO FIREweaûons. The Khaldunis let him keephis ;obe becâuse t}ley didr't realize it6a. Awâmîd at-Shsdr: The PiUârgAs you appmach tle ma'ble Pillars.you wonder ho{ they could eve'k€€p anyone out, becaus€ tàere arespaces five feet wide betweet them,with no aDDarent bârrie! betweenEach Di[;; is about two feet wide.unwom by sand o. wind, ând hascârved scrollwork at the top.This magicâl wall is the flrst lire ofdêfense for the oash lts DÊne comesftom al-Badia, who think the wall is ac.eatioD of unholy rnasic. Anvone touch'ins onê of the l2'-talt Pilla$ orattemotins to pass between them (ftomeirhe;dûecti;) is siruck bv s fist'likemasical fo.ce that hurls the victim backtlte;ay he came, stunning him for 2d6rounds (Bave vs. magic Lo âvoldr aûdinnictilg 3d6 hp cnshjng danage (asecoDd sÂve vs. spells for halfdamas€)It iE Doâsible to fly safelv over the top'but attempting to burrow beneath th€wall is fruitless b€cÊuse the pillanext€nd down 8' ard are fiûtlv seated inthe sardstone bedrock aûd camot bebudged. The wall does not hirder non'livine rnateri&l like aûosq but it dæsrepeiall nonstera, including undeadThe wall can be safely tiâveæedthrouch a mâsical gora which is a blackstoûe arch to the southwest Anvoneaitemphng to sieP thmugh th€ arch jstreâted much [he sahe Âs ifthe] hadattemDted to wâlk th.oush anv otherDart o? the wâll unless someone withini0 ofthe eâùe sDeaks (or mutiers) t}lefollowing ;hrad: "All pruse tô ltur,lDrâv vou crant me (or hi&/het/them)àaràti" only trusted Khaldun resident€are âllowed to leam the kev word8;Sâ'id al-Masir doeÊ not know them.6b. Bab al-A.swad: Th€ BlÂcLGst€.Searching for a w5y past ihe bariêr.you come to a s€ction ihat hâ3 a têll;h of blâck stÆe in pla@ of the usualpillar. On lhe otàer side of the archwavâre e:sht wanors led bv a hu8€ barrelchesLdnan, mishtilY thesed andsDort$q a dved-red b€Ârd The leadêr isdi'essed in a mval blue bumæa€. sth ahon and nâce harging ilolû hisr.tt. and rre and his rne" wear identicâtblâck headclothÊ. As vou step closeto the arch, the mân shoutsr"Do nottouch the eat€ or salll Stand finn andÊtat€ your-business iD the Oasis ofKhaldunl"This is âl-Hâshil ("the Vâsabond"),t}le bashat ofthe Khalduni nilitârvorder known as the KDights of theBlâck Kefiiyeh. He dæsn't let the PCsoa€s unless they convince him theYfiave lesitinât€ business iD Khaldut(see beùw for morê details on thisDruess). lf th€r€ is a rosue âmong theÈcs, al-Hâshil krows at once because ofhis nasical di'I (see the weapon Bdescription ). If the PCs attack orattemphio b}?aÊÊ the gat€ somehow'oerhaps with a lly sPell. al-Hâshil;ouDd; the alâIm on his tlumpet andThe bashat is a 6toic, inYsteriousmân, aD âl-Hadhar from stranse landsto the south. Though he has totd noone his name or ofhis Pâst, he hasover the yea.s aÊcended to his currentrank throuqh ceasêlæs senice to thÊSheikh. Al-Hâshil is w€ll .esarded bvthe tocâls ând is admired bY thesheikh.Bashtt al-Hââhil AL LN; Ac 8:MV 12; F8 (âska.);hP 74;THACo l3;fAT 3r Dmq by weapon t)?ei SA sPe_ciâliæd in aootmâns mâce; S r&4g D 8C 16.I 13.W 15, Ch r4i ML 17;ST 9;teather armoa footDan's nace, dirÀ+I /+2 us. mgues, sigral hornAl-Hâshil fishts with the mace ânddi.È simultân€ou8ty, gainins twoâttacks per round with the fomer andône with the lâtteÎ. He does not incurthe usuâl penalties foi this fightiDgstvle thanks to many years of practice.The dirt, an outlander weapon Pu!-chased from an qjami merchanl. isnaned fipf.urref ând hâs two unusualpowets: first, it fùnctions at â full +5 tohit and damase if throwû at a truethief(not a bard). Second, the hiltvibrâtes ifa'! roete comes within 50of the bearer Al-Hàshil is aware otallof the blade s oosersThe bâshat! men âre Xniehts oftheBlack Kefffyeh, see the sidebar on page.() for details on thes€ soldiels.DUNGEON 39


BLOOD ANO FIREGaiÀing EntraùceThe PCs must convince al-Hâshit thatthey hav€ legitimat€ business inXhâldu4Iust passiDs thmush" is notenough. CharscterÊ pEt€ndins to be (orænuinely) starving to death are srudg,irsly adnitted, but Âre divest€d of aDDb€r of valuable poÊsessions as paymentfor food ùd wat€r, and may endùp ss slave âs well: see the descriptionof the Khalduni wâter price law formore information on this. If the PCsclaim tn bê ne.chânts, they must displaytheir wares âs proot If fo. somereason the PCs have solne g@ds forbart€a they are admitt€d uûde. guard.If the PCs tell the truth and requeBt tosee Sa'id al-Masia at,Hâshil initiâltyretuses them ent.ùce and i8noræ thei.pleas and protestatiors. If they persistfor a few hours or more, coDtinuins tostâte their case and politely requestinsto speâL with al-Masir the burly conhander'sresolve sotuns ând he talks tothe sheikh to see what can be done. Heeveûtuâtly.etms and says thst ânsudieûce cân be mans€d with thêsheikh so thst the PCs car explain6c. AID al-Zarka: The Arur€Spring. There â.e numerous êrtâllsprings in Khâ]dur, but only one prope.well, a deep Ênd sweet-watered springnamed Al'n sl-Zârkâ. It is alwayssuarded by six lhights of the BlackKeffiyeh, who stand wâtch with dil;gence bo.deins on fanaticiÊm. Visitorslvho âre Dot the p€rsonal guestB of t}lesheikh mùt pay 1 sp to drink iiom thewell, and 5 gp to wat€r a ho$e or6d. Cam€l Pen, Over 200 caEelsÊ!e penned her€, tended by â Dmb€. ofchildren and at leâst eight Xnights ofthe Yellow Kefiyeh. They st€mly wangsq'Lers âway, ard instantly attâckanyonê tâmpering with an ânimal.€€, Sh€ilh'Ê Tent This huse pavilionis the penonal qualteE ofthesheikh and his harêm. He also holdscoùrt in the common area ofthe teDt.The front flep is always suarded by twoNnights ofthe Black Kefiy€h, and theperiphery is pÊtrclled by another two.The interior has one KDight, unless thesheilù is holding an âudience in whichsir ben fmm both orders â.e prcsentplw various officers and the sheikh's6f, Xo!'s Mosque, This mod$twooden hut tu a place of worchip devotedtâ Kor, the favorite local deity. Thehish priest receûtly passed awây, so theonly piest is Kalikân ibn-Abubakr, oneof the sheikl's sons.08. Tribâl Tbrts and Huts. ThoseKhaldunis still cliDsins to the old wayslive in camel-hâil tents; the rest live inwooden huts. The PCs ere discourag€dfrom mingling with the tribesmen and6h. Gue8t Tent. Thtu plâiû but coh,fortâble pavilion is where me.chântsad other visito.s ùe quartered. If thesuests âre unde. suspicion, the t€nt isalways suaded by two Black Keffiyehs.Ifthe PCs are admitted into Khaldunas water pÉce retuæes, theû they are'quâ.te.ed"in the Pit t8j, below).6i. Ss'id al-Masifs Hut. I'his plâinand unremùkable shack is the residenceol SaId, who sene6 the sheikl asa vizier and wsr mâg€. There is no wizadtyparaphernalis preÊeùt, so even ifthê PCs break in, they âre ùnlikely toreâlize that it is his hut.8j. Pit of PrisoDer& hisoners andwater price slâv$ afe kept in this 15'deep bricklined pit, t}le edse ofwhichis paboued and $ra.ded by 5 10Knight€ of both orders. Sa'id âl-Mâsir isaccorded a special stâtus because of hisvalue t! the Êhêikh, and thus is notkept here. If the PCÊ misb€have, theywill probably spend at leaBt one nishtTherc b a chance that the PCs havebeen picked ùp by a Xhalduni patrolafter they âE found dyins of thirst. Ifthis is the csse, they have to harass thesuards tâ be âllowed to speal to thesheikh. Wat€r price Êtâves are renovedonce a day to do menial wo.k mund6k, Hâzzam's M€r€antiles. S€ringpæsers-by ând Khsldunis alike ftornthis shop is Hâzzan, a jolly dwarf ilomQaybâr. Mæt non-weapon/amor, non,livesto{k, non-food, ând mDùuuryiteDs in the equipment liÊt in theAmbidn Adventures book mây be foundhere ât 10% below list price - thoughhaggling is mandatory, of courâe.Hazzam Mâ6Êr bitr Yusuf (di{ar0:A.L CG; AC 10i MV 6r T4 (merchantroe!e); hp 20i THACo 19: #ÀT 1; Dmsby weapon t,?e; S 10, D 14, C 15,I 15,W 14, Ch 14; ML 14, ST ?; equipnentand rcgue abilities determined by t}leDM âs Dæessity dictat€s.AL Provision Shop. From thissmall wooder hut comes the delectâbleodo. of fræh baking ând food prepara,tion. This shop is run by Walid al-Khabbâz, a fat old Qâybari who claimstn have once b€€n a powerful wâEiorb€fore wealth and sood eating did himin. A â .esult of his ceaseless boâsts,the locâts tênd to call him "Walid âlKezzâb'(Walid the Liar) rather than'at-Khabbâz" (the BÂke.). He pretendsWâlid al-Nhsbbâz: AI NG: AC r0:MV 12; F9; hp 20; THACo 12; fAT ljDmgby weapon tweiS 14, D 8, C 13,I13, W 10, Ch 8; ML r5; ST L Walid hâsan old scimitâr hidden under â ssck offloun6m, Dalifahrs Smithy. To the utt€rhoror of all proper lGslduis, a wonarha8 Eanased to become the chief smithofthe oasis, tharls in part to a kindlymentor (the old smith, now dead). ameasure of tglent, ând an amazinsamount of she€r stubbode$e. th€ PCsfind her had at work st her fo.ge, musclesdpplins down her (shockingty bar€)arms ùd a skimpy veil covering her8weâty fa@. If Dalifah converÊes with40 lssue No, 63


BLOOD AND FIREPCs sho are comtlrrable $irh rhe ideâof a fèmale smiih, she is chârmine ândfriendly, but in lhe prcsence of otherKhâLdunis or PCs $ho disapprove. she issùLlen and busincsslike. All typicaldesert {etpons (adowheads, scimitars,cutlasses. jâmbitâs, Iancc points, andmace headsr rnay be purchased here. butoth$ types ol wêâpons a.€ âs yet bevotdher âbility to lbrge She âLso hasn't gôlthe hang ofârmor Jc!: she can repârr rt,but not make it from scrâtchDalifâh âl-Haddâd: AL CGI AC 10iX'lV 12: F1 (âskar): hP 10rTHACo 20i+AT 1: Dmg by wcapon type; S 17, D10. C 15.113. W 12. Ch l5: ML 1'lr ST5 She wields a smiths hâmmer if6n. Câmel Merchùt. Seuitg.anels ofvârying quâlity to fo.eiperslbut not locals)is the sheikhs no soodbrolher Jamal, câLled al_Sadik l theSiDcere')br himselfand nô one else $hotrult knows him. Jamal tâkes advantageùl r\er,v oppl'rrùnit\ I', theat a trâ\eler'i(tr he rç hrdrtless ând sreed! Jamâlshamelcsslt reli€s oû the securitJ ofhisfamilr" and tribesmen ro e.t ùwa'_ iqthhis criftes, and onll because he 's theshcikh's brother hâs he escâFd Punishment. PCs jnlêresred in bùyins caftels6nd him gr.i.ious and fair seem,ng. butrhe canels he sells are rarely {orth thcdirhams spent on them.Jâmal al.Ssdîk Al CE: Aa 3r MV12r Ti lmerchanr-.ocùeri hp 21i THAC018r rAT li Dmg bv çeapon typeiSAback siab. poisoni S 12. D 17, C 1'1. I 14W 14, Ch 15i NIL 10i ST 10i rogue âbilities deterftined as needed. Jamâlwields a Type E poisoned daggèr, andrarely ilghts faitlLEncounters in l(}laldunSmok. from a do,et fires drifts loù Llin the still deseri ai., and thc rich:;ir";T;";kt;; ;t';aa;"t ànà p-pr"mingle like a ma.kètplace TheKhaldunis ar. an eneryet'c peopl.,lobviously wealthy and rvell dressedThêy are also â people obvjouslY ar{âr, for alnost e!€ry âdulr You seewea$ *eapons. if only a cudgel orÎ,wârd thc sôuih ofthe oasis thereare a lârgc number of|enrs and hurs.$here apparcnù most ofl,l"--,_Khrldunis live. To thc north arc pâlmplantations and thc tuain camel pen.,.d âr rhe .enter ol ùe oasrs rs thctinr mârketplace ând Khalduns opu_lent spring Despite thc cheerful andprosperous cast to thc rowù. everv_shere Jou look thcre âre black o.gold clad warnors wâtchlng rourHundreds ofpeople live in the oâsrsRather rhaû relvins on a set list ofèncounters. the DII should improviseând inrenl his osn NPCS as the char_âcters explore the oasis These NPCsshould hâle rarying levels oi knosl_edse. f.iendliness, ând honesry Nlosr olthc info.mâtiot the partJ garns regardsthe Shakâr-Khâldun sâr lliom tn atttShakar pcrspectrver. Zù l Janah. lheFlâme Ntages tfear{ul myths and httleelser. and the sheikh and his sevensons. Al'Nlâsir is encoùntercd randomlvonly iflhe PCs have not releâled thâtrher are Dteresled in talking to him. lfrhe PCs manage to spelk to him inprilate before ih€v talk to the sheikh.the DM nrar lind infotmâtion on hrsresponses in his charâcter desc.iptionAn Audienc€ sith the SheiknUnless rhe PCs entered Khaldun insleâlth, the pâth to Sâ'id âl Ntasi.invohes lâLking to the sheikh LxactlJhos the PCs end up with an audiencedepends on thc circumslances and therheir âttitudes. The DNI shoùld havethe party speâk to seve.âl NPCS beforethey gain an âudiencer how the pu.tvdeals with these individuals grves theDN{ a feel fo. how to introducc lhesheikh. when thc Pcs are finalh usb_ered into lhe sheikhs presence. readthe following to ihe play.rs:You enter the largest tent in theoasis, a modestly appointed a{Iair onthe oùtside but SrandlY fùrnishedwith silken rugs, sâll hanginlls. pillows and jewelcd rurniture. A fii lookinsold 'tân dressed in a silken robeand sportins an iton gay beard liesrecliniûg oD a mat, surrounded bJseven Jounser men who ûusr be thesons ofhis rou hale heard âboutAlong thc walls are t hâlfdozen warriors silh drawn swo.ds, staDding atâttention. Behind ihe sheikh s matare two nren, the big guard caPtarnfroft the sate and a small old nan ina blue robe. *ho must ce.tainly be ihe'lhe sheikh stands and introduceshins.lfâs Abùbakr âL Rumh àl }lusân.îh€ LÊws of KhaldutrTh€ rules of conduct in Nhaldun areimn-clad and exceptions are rarelvglanted- rhe laws âre to be exPlaiDed(except the oDe where women muÊtbe veiled) but igûorance is not adefense. The DM is encoûas€d tmake up morê law6 as the situationAnyone picked uP Âtârving ordvinc iD the des€rt owes the sheiùn âwiæi price. The Khaldurùs,like mostal-BadiÂ, put an exc€edrngly hishvalue or wat€a ând tbus bY law anYonereceivins the sheikh'8 mercy inihis wâv mut serve the Âheikh forffve years to repay his genemÊitv. Th€p€nalty for bying to e8caP€ thisoblisatron is deaih. However, soDetinàs the sheil4r rnay uuli& the debtif the individuâl perforn8 or asreesro ærfom some heroic d€ed.IftheDartv was rescued frolt the desert,iheiar€ brought ilto xhaldun asslâves, and their equipment tâkênAI women of mâ.rriag€able agp,whether Nhalduntu or vtuitors, muÂtwear the veil, no exceptiom. Ihe peo-Dle of the oasiÊ âte very consenâtiveùd inflexible wheD it comes tô thisAlyoæ câught stealing ftom orfichthe with a visit r t, the oaÊiÊ i3fr;êd 1ô mld dirhâms and r€c€ives 3lashes {'ith a scourse (1d2 hP dartaseeach). Anj€ne mùrderins a visitrreceives r0 laghes. is ffned half ofeverlthins he owDs, Ènd is e'Pelledhom the oâsis without lood or wat€iCrirnes âeainst Xhâlduris &aw doublethe amourt of ffnæ and lashes"Sâlaanr. lralelers, and welcome toKhaldun. Pleâsejoin fte for collèe andThc sheikh does not speâk ofthePCs buriness until dinner is completed.Abubâkr tâlks lightlr_ ofthe Shtkâris.fondlv ofhis sons. sadlJ ofhis deadilile. and nenouslv about Zu l Janah Il'lhe PCs mettion the draeonnè,Abubakr tells the pârtt ihal âll of Badùal Kabir has be.n liling in fear ofZu lJanàh for over 150 lcâfs The ûonsterhas taken on â fantasti.. lesendàrlshture rvith the trib.smen. al1 theftore so becaùse ol his intractablerâtùrc and unpredictable cutnins Th€shcikh nrore thân o.ce expressesDIJNGEON 41


BLOOO AND FIREdelight h the 'âcqùiring" of his tâmeso.ce.e. Sa'id âl-Mâsi and boasts tlatthe lâst two times the Zu'l Jânâh hasraided the oasis, the dmsonne hâÊ beenbadly irùured by Sa'id's lishtnins bolts.Ailer the offee ceremony ând supper,the sheikh asks thè PCs to state theirbùsiness. Now it is timè fo. the PCs tobe totally fofthnght ând hon$t, if theyhâve th€ wit to reâlire it. If thê PCs tellthe sheikh about the need for a ruler forQaybaa Àbubakr is understandins andgenuinely synpâtàetic. Once the PCsmention the need to get infomâtionftom Sa'id, the sheikn nasîanimoùsiyallows the pa.ty to talk to the so@re.,thoùgh not in private. Things stârt tofall apart when al'Masir say8 thât h€cân't desÛibe exâctly how to get to thehoutain lâi. of the Firc Element3listswhere the rcyal he; is kept. He feelssu.e he could recognize â nunb€. of keylândmark along the wâr ând he willinstântly know the wirards' lair once hesees it, but it is not somethins for whichh€ cân just ùaw a nap - he has toaccompany the PCs. With this, thesheikl becomes very ucooperative.b€cause he tu afraid of Zu'l Jânsà ândhe wholehêârtédly believ$ the onlything keeping the drâgonnê frorn lâyingwaste to the oasis is the sorcercr.The DM should allow the PCs tocoDe up with the ideâ ofeliminatinsZu'l Janâh. ODly if it dæsD't occur tothen should SâId suggest it. TheÊheikh sâys that ifthe pârty were tobring Zu'l Janah's heâd to Khâldùn, hewill rcleas€ the virier fmm his wâterprice and allow hiln to lead the PCs tothe flame mages' lairSheikh Abubakr al-RuDh al-Hùôân: AL CGj AC 2; MV 12; Fg(desert rider); hp 70iTHAC0 12 ôâse)j*AT by weapon twe; Dmg by weapontype: SA sp€cialized in scimitar: S 17, D15, C 15,I 14,W 12, Ch 16; ML 18; STl4t chdin mail +1, daûq, scimitdr +3,The forrnidâbte sheikh of theKhâldunis is â fierce inân ir his ea.tyfffties, but âæ has iruched hirn lightly,and he is still strons and quick. Inaddition to b€ins a natural swordsmanand leadea the sheikh is â billiart tacticiân,âs evidenced by his rcut of theShâkari nomadÊ â few dâys ago. Detailson the sheikh's seven sons (other thanHalthân. who is desÛibed elsewhere)are left to the DM to generâte.Sa'id al-Masin Al- LG; AC 10; MV12; W6 (so.ce.er); hp l3; THACO 19i*AT r; Dlns by weapon t)"e;S 11, D 9,C 10,I 15,W 14, Ch 16; ML l3; ST 13;stafr scrctl of liAirtains àolt, sand quiet,uater bredthing, sdnd. suord, foq cloud.,dust curtain, and change se4 Al-Masi.is â sorcerer speciâlizing in the eienentsofSând and Seâ. His spells arelliqht, shield, nagic n&ile, nount; pil.lar of sdnd., dafiness 15 rodius; lisht.ning bolt (x2).Sâ'id âl-Mâsi. is a ta.t ud st€m oldman in his tâté sixties. He has â magneticpr$ence that câuses evên thenost irascible of p€rsonalities tâ lbt€nattentively to his worù. AIter the coup,he and the enir's nepheq JâzzarShahid, wsnde.ed Bâdu al-Kabir foryeâ.s before they we.e captùed by aaar pârty of flâme mâg€s ope.âting outof the Vall€y of Mist, their secret bâsein the mountains. Aft€r a year of câptivity,al-Masir mânaæd to æcâp€ fromhis æll and flee into t}le deseri. He waspicked up, dying of thiEt, by a group ofYellow Keffiyehs ând brought here toserve th€ Sheikh as an âdvisor t repâyhis wâter price. Al-Mâsir tâkes his debtvery seriously and doe8 not cooperâtewith any escape âttempt. Furthermore,he is old and unwell. and he is notinte.ested iD being pursued across thedesert by the Khalduni cavâlry.Al-Mâsir's spellbook includes theabove Êpells plus the follù i^9, detectndsic, identif!, rcad. nozic, sand janbiyd,trucetess trcvel, wall of fos, sholh.inq gtusp; ESP, know aliSnment; protectionfrcn nornal nissiles, tongueq holdLêaving XhâldùIf the pâfty hæ âgreed to slây Zu'lJanah, they are guided to the lai. bythe sh€ikh's firÊtbom, Hâ)thâD, alongwith a dozen knights. The lâir is thre€days away, and the DM should roll forrândom encounters; with th€ party'sfomidabte escori, howevea none shouldseriously theaten the PCs.7. The Lâir. This is a cave in asandstone mound deep in the dese.t.No extensive description ofthis locationis pmvided. The DM may make it âsconplicated or as brief as he wants. Onone hand, the lair coùld be a siDple,trapless, hole; o. it could be a hugelâbrinth, hollowed out of the sandstoneover thê decâdes. One thing iscertâinr Zu'l Janah is not easy to defeat.He is toush, ofcouÎse, but also quitecunnins ând wise in his own wâ)a Zu'lJanah has keen sensæ and quicklyreâlizes the PCs are th€re unless theycar nake themselves undetectable bysight, smell, ùd sound. Rather thanruÊhing to engage the interlopeE, thecrafiy dragonûe wâits inside for thêpârty to €nter. then attacks ât the mostopporiune moment.LootThe dragonne hâs â century ând â hâlfof accumulated junk in his lair, most ofit worthless. However. the followinsvaluables [lay be found:. In a larce anphora with the topbroken ofr is a dd.dq +3 ard ^ hnife +2,along with a lârge nurnber of old ândconoded weâpons ând â.moi Only âdetec, rnra,c spell distineuishes thespod stufT ftom the junk.. Mixed up with other bones in alùge pile in the Doftheast come. is askeletâl hând still weâriDg a gold .jnA. læâniûg agaimt â wall tu a nonmagicalsta cârved tô look like âsnake. It is worth 15 sp.. In a belt pouch still attâched to itsbelt a.e two small bottles, one holding aphilter of peÂudsirn and t}re other ^potioù of hill giant Btrcnqth.. In â Cold scroll tube in plain ÊiChtin Zu'l Janah's nest is a flame mases.tott of conjurc fr.rc elenental, fircball,fire trach, bunin& hands, and plrotech.. Scattered among the junk are 79g!, 1r2 sp, and 198 cp, along with 1?gemÊ worth a totâl of 1,689 gp.Zu'l Janah's statistics âre differentfrom those found in the Moærro&sMdnudll* tome be.^nse of his geâtlyextended life - most drâsonnes die violentlybefore they hâve a chance togIos old, but thank to hi8 magicâl .tDgand extraordinary {for a dragonne) cunning,Zu't Janaà has srown to ârenarkable size. His breath weaponhas also glown more potent: his roarcauses weakness in all creatures within200', unless they save vs. pùâlyzation.Those who fâil lose 509. of thei.Strenstù for 4d6 rounds. AJly creaturewithin 50'ofzu'l Janah when he roarsis deafened for 4d6 rounds, no save.Zu'l.Iùah (DragoDe): INT average but exceptional cunDing; AL CE; AC40j MV 15, fly I (E)i HD 14; hp 112;THACo 7; #AT 3; Dmg ld10/1d10/3d10;SA roâr; SD inrnune to non-magical42 lssue No. 63


ALOOO AND FIREmissileÊ; SZ L (8'high ât shoulder); MLchampion (15); XP 12,000; MM/92t riùgZu'l Jamh's nasical rrng wæ tâkenfiom a humm Êlain in â caravân heâttacked nany decades aso; the cùrsednns'slipped" onto his claw âIi€r thebattle- While it hæ made him evennore ornery than he already is, it hâsalso ext€nded his tife: the secondarypower ofthe nng is prctectron fromnormâl m'ssilee - arows, quânels,sling bullets, and so on glânce ofr hishide without doins any dâmace. Thishâs helped him to gmw tô a size fewSucce3s!A.fter slâying the drasonne, the pariymust retum to the oasis with the hon_st€r's heâd. A senerous DM could skipthe usual rardom encount€r checks,though if the PCs had an easy time of itthey should be conduct€d âÊ normal. Ahuse celebration is thown for the PCson their retum. ard tley are feted andpdpe.ed, and thei. wounds healed.The PCs are eâch givên a fine wùcamel by the sheikh, and Sa id's wâterpnce (ard the PCs'. if they incurredthen) is nullified. Finally, goodbyes aresaid and the PCs a.e escorted onceagain by Ha!'tham and his neD, intothe rnountains to find the lost nePhew.The Tfek to the Vslley ol MistThe dunes of the G.eât Deser-tcraduâlly flâtten, and the groundturns mcky as you approâch ihefoothills ofthe Rukh Mountains. Thesharp. snow'capped peâks beckon youwith pmmises ofdâtger and excitementas yoù app.oach ever closer.It tâkes three days to reach thefoothills ofthe nountains, bDt guârdedâs the PCs are by Iftalduni knights.there âre no encoùnters- Even thepesky Shakan nomads keep theildistance. Wàen the PCs reach thefoothills, their Khalduni c!ârdians bidrhe party farewell and depart with thePCs' câlnels, which cannot be used inlfthe PCs ended ùp on friendlyterns with the Shakâri sheikh theyencountered outside Khâldun, he hasdecided to follow them on their quest.Within ninutes of the knishts'departure,Jâ'afâr appeârs among the hillÊând cat hes up with the party. Even ifthe PCs tell him that they go upagâinst the Brotherhood. he insists onaccompânying them, becâuse he desiresvengeânce âgainst the three cravenflame mases who fled the battle asainstthe Khâldunis; these âre Khaterah al'Sirrâf (pâse 5r), Mâhoùr bin Rashad(pâse 52), ând Zârifaueddâhi (pase61). In most instânces, Ja'afâr defèB tothe PCs, except when it comes to seek_ing his venseânce. The sheikh is fullyheâled ând hÂs rearmed hinselffionhis privâte arsenal he weârs leâtherârnor under his nasic robe, ând câriesâ dd.dq +.1, s.imrtor +1, horsemânkmâce,jambiyâ, conposite short bow ând20 arrows, and three potions of?tl.oThe Brotherhoodof the True FlomeThe party'Ê main opponent in the lâtterpart of the adventure is the B.other_hood ofthe True rlâte. the most feâredmage's e!i]d in zâkharâ. See pages 4land 42 tn rhe Arubian Ad.u?ntùres bookfor more informâtion on this $oup-This sect ofthe Brotherhood is â snallDUNGEON 43


BLOOO ANO FIFERukh Mountains/vâllcyRandom E.countersof MistXrtkf one ch.ck c!.h dar rnd righr:.rotl ol i 2 on dl0 indi(!r$ âtercotrnt.r Som. ..:ulls dltler dcprnd.rns on locrli,n, ttrcountcf. \'ilh.tr{ilnNPCS nr)r{u. onl! ilth.i NIr( \!sûo1prcviously slain llonstrn)s fncoùùr.cfrnrav rlrcur vthin rcas,n rthcrc areorlv â lê$ .ocs lcft in th. Itukhlloùnrains. so d.z,rrs Lould .ot hrÉûcoultercd rùd slànr r.RoI rd6l. G€riê of Zskhara (mou.tains)or Ibrahim Sahib {valley)(ienie of Zakhara, Dâo: AL .\_li:A( 3: l1\r 9. llr l5 (B . lJuIr^\ {i:lll)8+3i hp ,1{r: THA('0 lrlr }AT 1i Dùrsrld6i SD iùrmun. to errlh b.s.d nrlrrc:SZ L L I l : Nll, 15. XP 6.000: /,t,./ .lFat. Bo\(! Stt fhishuschrùrf lloât"do$n in tiont ofthe pâûr dn(ld.m"ùds to klo$ thcif busin.ss in theRukh Nlountaini.ll{ i. onè olrhe liwg.ni.s left in this pNrl o{ th. .eg,oD.lharks to th. poNfl1i,l i.lluence oftb.urotheflrood rnd rtù,!.ti g.ti. poq.rofthe mlthal ol ihe vall.t of XIist rsq'pasc 45 'nr t)o.e rùformitiôn on 'h.prol..live mllhal,. Th. Dro hàt{s theBrotherhood $ith r pr"snn tid isin.li|ed to hclp th. l'(ls a bit atleâst h. $on.r be hostile unl.'ss thcrâttâck lirsl ll .eâ id has btcn krll.d lhfDao caD gi!è rhe paûr s.Dcr!l dirc.IbÉhim Sahib: ÀL LN: A(' il,ar,,o/ "pell. 11 hp)i lI\: 12. \Ï6 I llrtù'magÈrihp 20: THA('il 19:nAl iiDInehI weapon t!Ir: SA +l |o hil ind +ll .ndanasc roll" dù. to hrgh Sû.n$h:S18. D ri. c l{. I 11. \l I1. Ch 1.1. \ILt5i ST 9r XP 1.100: Âû/o/ +r. I),r0r ,y'.rD6'aA. slins oi r.fli?, +:. 8 slin'rbùlle|s. plù\ th. ke! thàl opens thcItont door oflh. llâ.le nnscs prhc.Sp.1hr rpid.r, /,,ô. ,t{'. Dirssrl,'.burùrùr hnn.1s.. nl,r' .l,rat: lt Irkttt. linanuLs:sutt tanh. phant,,, s/.,t/ 1hi"flalrc mngr hùs rrk.n oD lb. hobl)!,,1'ùx.k cliribins. ntri(h .xphins hi: ç.ndcùns Ùound th. vâl1( \: It. Ncâfs a.rd.ob. rrhi(h ,s rho ù.,1bùù oi lh.Ihrnc m!g.s. thc pùtr nr.r ùr. il r,idrsr1lid,1h.,n"ehesSrhib,r sunrdtd bf li,ursl{rp\Lâlker. Th. { iz,rl r encl)urlde(l or.f. Iftlris n sulr ,s û,11.(lâgà'ù. ttcir ,r ri ùo .nc.untl f2. Brotherhood Patrol tmoun.tàins) or Sleepç alkers (ùâlleyrBrotherhood Pâtrol:1hG haùd ol{Ùriors xù{l sol.,ns. L.d b\' â nNshùnd crnrt ltrnn, ùrrg.. n .ùt huùr,nr'thc.lùsivc sphint lekhuln.l L{r'bflowj \'lro hns bc.D Drrki.!r hol: oui.l thr Inotherhood fo. hlll a ceûtur!The prlmls lcâdcr. Jahfi.. bnrl Xrsra.is.ù rnd hùDh1ss.li). \h.ti th.derù.fTckhuln.t hâ" tak.n on rJah€irâ bint Xisra:,\1. LFI: A( .liIt| 12. \\'9: hp 29i lll,\C0 lil: #AT l:Dnrg bv $erpôn tïpc:S 10. D 14. ( 1.1, I16. \\' 10.4h 8:lIL l?iST l0:XPl,000idal,ùtn.l t)ù)tùrur A('I ù\\ tf.t1tûttrltrùnt. nn ll .l \1ùktù|: 25.hùia,. .prhon of l..rtutr"1 pt)tÙt.ldtto hùtiù! and the briss kcv thrlop.ns rh., d.or to are.I in rht vrll.r olllist. Slrrlsr .ol,r's?f(,r ô rùitt)Ê hattdr.rhtùit,t ilnti t.til DùrÂil ,,,ssr/r; t?rrl alirbl.ùtnt. ltt ikth. ltnDùùr sph.ù:.ldrltnt st 1; rdtltrt: liù hnl!. lt!,lLl prrsoh divtl ùrtlu:rntt .l lin..liD,tùsoùlant:.on turr li ù .lr n t I t t t.r LSlcepwâlkers I pef P( r: lnr ùon. iAL N: À(l 5i Ir\' 9i llD ?: hp .19.r(h.THA( 0 11.IAI li I)mg ldfj+8rS-\Strenglh !qù^.1('l ro 19. Sl) i.uuneto nird allectiùs sr,.lls. lll. 20: XIi1,.100 Scc thc:idfbâf,,r pùse 16 ibrmorc inli)ùn.tnn,'r theic mon!1.$Al-,Jâbâli Mercenaries r 12 A1-il\rA( 8ill\' 12iF! Dr,nlnar\ bârbrrirn.ri hp 10 each:THA('0 l9i+A12or l:l)nig l)I N.âpon |\r), - lll, 11. STô 8 ,1d1+1 i Xl' rl5: lc.rlù r àrnro,rrlub. composit( sho bo{ .ù.1 20Sleepwâlkers .ld I lh.i mindlrss rfurtu*5 Ùe priftrllirg th. dÈââr)ùnd the Ilir il B.rda li)f ittirders.Ite.àùse ofthc stuf itr.1the golems.anron. $Qfins t|li r{d dolmtù oftùrcûrbfr or.mrno\er o1 dùBrothc.hood \viU not bc !ttd(k.d brrh. Sl.{,rNvalkèr! ùnl.ss attN(kod li.st.ll. Cockâtrices (mountait orCockâtrices ilil{}2 IYI in,ùali-\L iii]\(l 6r )I\' 6. Ih 18 ( . IID 5: hp2;.ichiTHA( 0 ln. *Al 1il)nrsld:lrSA D.1.ill(!ti,)n: SZ S: IIL l12: XI) {i;(r:l/ll/.1i Ihr"c (lt.Arfoù" p.sls rrfnrri\f t,i tlre ltukh ]Iû,nr,,in:,,ùttn,)rori(tr,:h lr.frtori.l I1 tlp !11.t\,ùntdrrfutr llef" upoù { nc.ùnr(! jn!thcro nlJnsl(rs. Lhf (o(krtri.c'. rrr l)l!-.rtcd ()1h.r\i!c. thc\ rtlù(k ùndattcnif! r{) pflril\ .. Drânv chrù..lcfs.1. Rock lmountain) or WingedRoc ,1,: ^l- \i I\'l âninrrl.,\L N:AC 4il'I\'ll. flt ilo U . llD l8ilip ll)8:THAC0 5: *AI :l r)f l: llnc:ld6/iJd6 ,,r.1dij; SA surpris.i .sZ(i: IIL tl: X]r9.000r Mttl30:l 'lhi" hurr. bcrsrsrvor)|s o\.r rh. parrr 1r) chc(k !h.nlout. h ùtt.cks ônh il thc pxrtr inJu..si1, or ifther h|t r Lrrge rni,ndl I'k. .camel or horse with tll ù) ln ih€'latt(fcase. ir rtrfnrDls (r) gùb Ure:1.imrland flr ofiWinged Snâkes '2d.1r: INT scmi-:AL N. A(l 5i llv 12. 1lr 18 LBri HII .t+]ihp 2J câ.1): lllÀCo lt. *AT l: Iln!{ l.1;S^ po,son. rpark {l!^ve.. Sllitumùne to el.ctri(ir\: SZ Lr [1L 9: XP1..100, MII/322 Tlrese tasr! predtbrçldir in thc ftrfst 1(, ih. north. Thfrsene llJ p.cr oû !rllas.rs and liv.-sro(k. hut rirke àn cxcfptior in thc5. (iynosphinx (mouDtâin or vâl.Clmosphinxr I\T geùius;AL Ni^Cli IIV 15. flr 2.1 ]l)ri]lll 8i irp 61iTIIAC0 l3ilAI 2i llNs 2dr2d.1iSZ L:]II- l?; Xt 3.000: ,Ul1l;1215. Th(grDoshpiN ùà\ crn ilrc folloringspè1ls once per dar: ./.irlt "û!k, ^\(lnogt4 cartt .h.n.l Iar Êuaga, 1,,1,! ttnLtsbilitr. h, att. ùl)i(t t, dtrptl ,ûtEtt,I kû ta ud Mtr. rht ù1. ùro rt.. j1\ùoL Irrrsr. and l srrrl lot. This isT.khufDc!. rù rûog.nt aDd po{.rt,lsphiùx rlrât ùddÈ tlrc Vdllcr ofllisr he.rrsoraldonnrn for ov.r r (.ntu.rbelntu the lJNthcrhood ariv{d. Shehàtes thc Â!ild. but cùi aduit to hcfselfthat th.r hele bÈen hoùndinlt h.lrclcnllcsslv litr decâdcs. Due nr hcfhNrred ol the llrotli.fhood. rhe mlr buinduced Lo rclf.l nruch uscful itlbrûrâtnû .bout ih. $izrùl- rnd thÊ lallellThc p.rtr first n,ùsr llile her ! e€nr oùt!\Lel \Lorth .1 l( rsl 500 gp. aùd inrtùù ihc sphinx l)rn,lll tiswLas thr.fqùenions llu. L0 lhc limits ofhcrkno\'l.dgc rnd hêr un\LiLlinrn(ss 1,)giv. our ù)ore than shc has 10. lhrnns\e.s sill bc v.r\ g.,xul tb.iiian(. il thr p!ûr asks ho{ manlflanx. n s.s !r. ,n the \'ùller of11in.lhc rcpli.s fi,s.r thtn tw(h1 '6. No encountei


BLOOO AND FIRÊbut wealthy one with aboùt 30 mem'bers, only â few ofwhom are in the lâi.at any one time. The headquart€rs ofthi6 châpter is the great patace knownâs the DÂr al-Baydâ, locaied in theValley of Misi.Rukh Mountairc Ercounter A.r€438. SanctuaryThe old mân leads you to À câve hestùmbled âÙoss while escâping â yearago. The entrance is â ffack less thâûtwo feer wide, concealed by shrubsand an overhansins tedse. The intenoris dry and cozy, with a flat, sandynoor thât shows sierls ofpreviouscampfires. A.cordi^g to Sa'id, it isonly halfa dsy from the vâlley ofMist, ând will s€rye âs ân excellentbase camp. With â eroân ofweânness,he sinks down to the floorThis is where the pârùy and Sâ'idal-Mâsir pari. He i6 old ând sick, andexhausted by the travel through thedesert and mountâins: he cânnotâccompany the party any farthei Thecâve is rclatively safe, a nonster-freesanctuary fot incursions iDto the llam€nage's vâltey. Equipnent, treasure, ândwounded cûnrâdes left in the cave willAs you h€ft your packs and tun tol€ave the cave, Sa'id bids you pauseand listen to his wods. "At the rim ofthe Valley ofMist, you wilt find one orrnore small paths leadins down. Thereâre two areas of mqjor interest in thevalley: â vi)lase ând â palace. Thevillage is called Zâ)T, ând it is â poorand hunble ptÂce. Seek oùt one câtl€dJifara; she was the villase heâdwonanwhen I wâ6 the.€ last. Shehelped ne escâpe ând nay be ofâssis'tance to yoù as well.'Th€ palace is the lair ofihe flam€maees, ând it is heavily guârded andmagically wârded, but I can offer nospecific informâtion to hetp you inp€netraiing its defeffes. Co now, andmay Fate smile upon you.'9. The VâIey of Mist.You look down at the huge specta_cle ofthe Valley ofMist. Severâl mileslong and two or three aooss, the fogfilledcrevasse looks like â huge seâ ofrnist, solden-colored in the sunlight.The wâlls ofthe valtey a.e sheereverlrhere you can see, so geiiing upaûd down will be exceedinsty difiicultunless you can find the paths thâtTh€ walls ofthe valley âre 1,000'talland cannot be ctimbed €xcept by thenost skilled ofthi€ves or with magicâlâssistance. There are only tà.ee pâthsleadins to the floor of the vâlley, andthey are virtùally invisible from a dis'tance and are also heavily guarded.The MythalPreventing the use of ceriain summoningsp€lls while within the valley, asw€ll as scryins and detection spellsâimed into the valley ftom without, is apowerful enchantment called a. mrthal.A nytà@l is a nsgicâl enercy field sùrroundinsa specific location, ând withinit certâin magical rules and effects takeplace. More information otmlthols caabe found in the Àu tus o/ Mlth Dmnnorboxed set. the n/rÀdl that covers theValley of Mist is centuries old, th€ creationofan ancient wizad.It senesprimâdly to block out thrce so.b of. No inner/oute. plânæ creatureqelementâlÂ, genies, etc. of any so.t mâyent€r the valley o. use their poweE toaid or hinder ùyote within th€ confinesof the valley without permission. Thisdo€s not irclùde th€ sens of PC âJIdNPC shâ'iE, who have very strons ti€swith their mâst€rs thât cannoi be bm_ken. However, the gens âre extreEelyùncomfortâbte and whiny the whole stây. No diviDation spells may piercethe boundâry ofthe n:rtÀdl (the rim ofthe valley). Even tbe most powedul ofscrying spells give onty tle vâguest ofdetâils. Divinâtion spells cast withinthe vâlley operate as usual.. The mrrÀol maintaim the curtâinofmist which shroùds the valley. Themist cannot be dissipeted by normal orValley of Mist Encouter0a-oc. The ThreefoldAreasPath.A nearly invisible mountain trailtwist€ ând tllJ$ down the side ofthevâlley. eventùslly disâppearing int themi6t. According i-o Sa id's di.ectionsOUNGÊON 45


BLOOD AND FIRESle€pwallêrÉ1béÊe dâllsomuÊ golem8 are the crèation of HoEayoun Bey the ûler ofthis chapt€r ofthe Brotherhood TheyÂpp€ar lo be humans with glowrn€red eyes, weanûg reû cafian8 anÛDaDt loons ard wieldins 8lw.edged;cimitÂrs. The solêms were ndedSleepwalkeE by the Pasants of theValley of Mist b€cau6s oftheii slow'shsmbling golem{trid$ and theirtend€Dsy ta bump int thin$ andkûoc.k turnitùe ove. ThoughI{omayoun want€d to nÂme themFlam€ Sentircls, the pealants' DânestucL.StêepwalÈeÉ are €68entiâIy minorflesh sol6b! with a Gw Êlt€tâtion!.Each ha6 flÂûting oil as it€ blood,which gives tlte creature s slichttylumileÊcent, oransisb ski! t Ee.Ifslai!, tlle 8!lem bursts into flame anddisiût€erata6, but this do€s Dot hsrmbvstâlàels unleÊs soneone is dircctlvdtrching the golem when it iÂdestroyed. In this case, the victim 6uf'feÉ 2dg hp damas€, with a save vssp€I for hâlfdaesgF. Thoush skimy.a Sleepwslker is ilcr€dibly stroDg,equivalent t  Strenelh of 19. Eâchgolen berr€ â sâwad8€d scinitirwhiù it uæt in battle, câuôiùs ld8+rhp daD5ge plus it€ StEô€tù boDus of+7. Whilê thsjassrd edge3 on theEword give it a! âdditional point ofdamâgE, it w€â}'ets the blade and ÂnYattack roll of I ildicate8 ihe sword ha!sbÂtte!€d. If disârrned, a SlæpwalkermÊy punch onc€ per rorhd for ld2+7'ff thê sleeDialler hss a wea}lssit is its stupidity. Coûplex insEuctionsar€ in€vibbly bunsled, fo' thesolemÊ may be truÊted with onlJ thesihDlest a[d mo8t r€Detitive of tâÊkE'It;sleebwâlker ha€-the usual vul-Âerability tô light0iDs âDd is nothealed as normal flesh splemÊ areHowwer. becâuâe of their ffery blood,they are ræistant to fire, receiviDg â+4 bonuÊ t flaEe-bâôed Êaves, withdamage rêduced by foul pohts P€rdie, to a miniEûm of 0 points per die.glo€rru'slkêrs: Int semi-; AI N;AC 5i MV 9;nD 7; hp 49 esch;THÀCo 14; #AT 1;DEg 1d8+8; SAStrength equivalênt tô 19;SDimdurc to mid-âflectin8 sp€lk, flreresietânce: ML 20; XP 1,400.of the \'âlle-v oi XIi-tinto rhe Brorh€rhood s vâllel are theonly wâIs short ofmdgic or a thjel'sclinbins skills to desceDd or ascerdFlâ.h path is guardèd bI t{o stonÊgôlems, hidden in the mist \\'he. light'ing these auroftâtons. thc P(ls cânnotsee more than 5 in front ol them. so thècombât should be run accordingh: ThèDII sbould renembcr $hich path rheparty clears rif anJr because if thct Ûlanother one thet çill en.ountcr moreSione golems12 per parh.6 totalr:INT Don-iAL N: l1\r 6i THAC0 11 ijohpriTHAC0 ?i +AT 1: Dfts 3d6: SAslowi SD +2 or bett{'r weâpon lo h't.imnrune to mind-afièct1ns spells:SZ LiI'IL 20: MIU/I66rXP 10,0009d. Fields. Thrs is {he.e the Per+ants ofthe vâlLe] scrap. our dreir nn'â_ger liring Some ofth. f.ops ihcr scll rothe Brothêrhood. and lhe rest so.sto*ard theif oNn sustenancc. Tht pÈâsants workine ti.lièlds n.e screâminsif ân! PC appmâ.hes-y^rrnulr *".rr tl" 'tlt"c.' tl-ilSaid nnd roù aboul Zd\tj is iùd..dtiny ând miserabl.. \'ith perhrIN thi.ty dllâpidâteddilâpidâtedhuts in all A slr)ngstink ol soodsnroke. livestock. rndunirâshed peasant lilis th. arca Afes meek and griû! peasants $anderirô,'nd rh. nâÛow strccls. bul trostofihem must be oùt in thè liel.lslstrans.l): tso of iirc peiisants secm robe $earing ânimal-head rnâsks. one ola donker and on. t goât. As vou stÈPcloser, one ofth. tuâsks blirks. àndyou realize thal thel arc not trâ-rksthêse âre hùdars sith rninral headsin place ofthe,r o\tn:The peasants stand their sround.d.fendins rheir homes. IIoweYcr. !he!arc not fonnidâblc, ând ifthe P(\ rvefcto decide ro conqùer the !lllâgc. itNould be a cinch. When thr P('s wtlkinto the viuage, ererr ablè bodr.dZalnrit. àrrives to surtound thc P('sWithin roments. rbour t{entvJâbbenng peasants sùrrouù.] r-'ou..boùtr rhrnl nt s hrch .p,,rt r",mtl h, ,,1\,qbruptLl thei_ fall silent as a $oman\Lith a shecp s head pushcs th.oùsh''SâlaaDr.slrângers..nd welcoùr'r li)oùr !ilhlrc: I atr Jif.râ whit brinAssuch lbrûidabl. looking tfareleN t')The PCs tuàI \Lant to procÈed ifrthceuiion. not kno$ing *hether thcr. areanl inftrnrâtts in th. vilLagc $hoùrish! $ish to bctr-ô\ then to th.Brothe.hood. Like$ise. Jrfart is hes'tanl to trust the ûÈ$comcrs. sùspectjngthat this nright be pârt ofsomÉ plot ofthe Ilam. magÊs. lfthc P(ls are rnter_ested in lalking \çit} Jillfâ ând cânconriùc. he. that th.r à.e the eDeturèsofth. Brotherhood. rhÈn she takesthcn ,rm h.r hul (erea gfj ând teiLsi-r'l'" *"."" *.n".n* tl-hèâds ofanituâ1s is that an e|lsorceress named Zubaldth plagùcs !sIlo{ever. ou. lfoblcnrs ârc tiorc lhanrùst ! s'ngle sorcercss -. wnorcsang of then h.s laken otr rall, tfrom us àtd nrad. i1 itto a fortressfroû rlhich wc.ânnot escapc Ho\Ldid this happ.tl I Kill tcll lou:"Onc da! about fiftt reàrs aso. .ùishtr \vizârd nanrcd ()ftâr Haz..n1âl llazik came to this vâLle\: tnd $ithFickêd spells offire he ùradc ir hi.oNn. slâ\us all $ho opposcd hitrwithin a i{cck he had de(ltred hirùselfBel: or gove.nor. ofthis valleland broùshr in hs friends ànd serlants. sho âr once bcgan constructùrga niiehtr pÀlâce of\ùite tarblc.which hr .âlLed th. Di. â1 Batda.lhÈIrort Tdver It iras built atop thefoùndatlon ofan older buildins thatfcll to ruiD b.fi)rÈ ihe m.morr ofmrgrândmothos grandmother A-c a ErrLI plaved iD an ancienl !unnel thât\Leni from a patch ofttU grass nctrblto thc cellâ.-. ofthc okl sl,a,cturc onedar I ;ll)t iL into mv louthfùl Drind t(,watch rhe $orkers lion !vithin rhfpalace itsell Eluding m\ moth.r-s$llthful È!.. I cm$led through thelurrÈl and cnn rgcd (ithi| thê risinsrLalls olth. Dâ. al BaIda''It $ as thèn that I *rtched âs th.sreat Oniâr al NIazik $âs ùùùdcr.(lbt soûe ofhis fel1,^rs. betrarcd blthosejtrst as $ced! ànd hcarll(ss ashc I lled do*n thÈ rùùncl. !o$'.sn.!er to relùrn ând also n.re. to-46 lssue No.63


BLOOD AND FIRÊtrust such a despicâb]e sxoup ofthugs. So, my friends, theE doæ exista way into the palace. Unless the wiz_ards have discovered the tunnel, it{ill seFe as ân excellent wây tob)"âss the palâc€'s defenses.'I will reveal to you the locâtion ofthe mouth of the tunnêl, but lirsi youmust promise ne that you will doevertthing in your power to rescuemy dâughterAlia, who wae taken tobe the wizards' senânt six nonthsâso. She is â fea ess. headstrong giri,and I fed she would have balked atsuch a position ând been beeten o.Ilasked about the wizard whoenchant€d t}le villagers, Jifara sâysthat a number ofhoodlums in theemploy ofthe Brotherhood are giventhe task of $rardins the Zalnite8. Theleader ofthe overseers is an evil wonanwho trâûsformE the peâsants'heâds torhose ofânimals if they do Dot cooper'âte with her lackâdaisical leadetship. Ifthe PCs desire to elininâte the over'seers. Jifâra ceriâinly gives them herblessing; the ovefte€rs are at area 9g.Jifarâ is the intellisent ând ale.theadwonan of Zaym. A fit 52 yeaB old.she has spent her entire adult life underthe domination of the flame mages, andthe recent outrag€s involving the sorceress hâve onty incrcased her ire.Jifara al-Zâ)'ûi: AL LGiAC 10; NfV12: F3 (âskar)ihp 10iTHAC018;#AT 1iDng by weâpon typei S 9, D 9, C 8, I15, W 16, Ch 15; ML 15; ST r0. Jifara isarned with a short sword.Zalmit€s (20):AL vârious; AC 10;MV 12iF0; hp 3-5; TIIACo 20; #AT 1;Dmg by wespon t ?et ML loiarmedwith dâggeÉ. There are over 300 peasantslivins in Zayn, inclùdins children.9L rifara's Hut. This hovel is ùnrcmârkâble,a single room with â fire pitin the center and a pallet on one wall.9g. The Evil OverueeB.From inside the hovel ofthe overseers,you heâr loud arering andlâughing ând ân occasional crâ€h or asnippet ofsons. More solidlookingthan most Zeym huts. this one hasstone watts and an iron'bânded doo.Tbe "arg\rment" is mêrely the normalmodê ofcommunication between thethreê thùgs who oversee the village.The door is baûed f.om within and prc-tected with a nogi. noùrà that shoutsân alârm if anyone not dr$sed in s .edrobe tries to open it.The 'sorcereâs' r€sponsible for thebansforrnation of the aniûâl-headedZaymit€s i! one ofthe more nasty andùûconholled wiza.ds in the Brotherhood.For repeated infractions oftheruleÊ. the flâEe rnâge, Zubaydah, hssbeen put in chârge ol Zâym with o!de.8to keep tàe villâge docile. Urfoftunately,she is iotâlly unsuitêd for thistask, so she speûds much ofthe timewith her two assistants d.inking andgambliûg, only occasioDally leâvins thehut to abuse the Zalmites. Zubaydan isâ big wolnsn with snarly black hair andpiercins ambe. eyes. Sh€ is missing twoof her front teeth. and when she sp€âkÊthe sÂps wink like â skull's eye sockets.Zubsydah bint Thla: AL CE; AC 5ra'no. sp€ll, 15 hp); lvw l2iW7 (flâmenagê)i hp 22: THAC0 rgi fAT li Dmsby weâpon type; S 13, D 14, C 13. I 18,W 15, Ch 14iML 13;ST 9: XP 2.000;jarîbiya. aba of prctection +1, uand ofhead polrmoryhinc 157 charges), scrollof bulnins hands atd llame amu, ringo//ree r.ltoa, and â brass key thetopens the frcnt door ofthe pâlâce.Spells: naqic z'issile, sleep \x2), firetruth; llamina sphere, inùisibility, leuitation;lireball, ptutection fmm nomalmi s s ile s ; d i me ns i o n d. @ r zubay da\'swand is exactly the sâme as a normaluand of polymo.phing except t}].at itonly affects â penon's head, tranÊformingit randomly into that ofa mâInrnal.Her personâl guard consisk of twoSleepwâlkers.The first ofzubaydah's two croniesis Khajar âl'Mâsrua fornerly the chiefof secùrity of the Vauey of Mist.However, he was exiled to zaym afterSa'id alMasir's escape over a year a8oâûd has yet to be forgiven for tàât blunder.He is a chubby mân, with curlyblack haia b.own eyes, a bushy bea.d,ând whiskey b.eath. He is fond ofhearty food and wine, and it show8.Xhdar al-Mâsrnr AL NE; AC -5iMV 9i rg (â-skar); hp 93j THAC0 10; #AT2; Dmg by weapon t!"e ( 1d6+5 withde)i SA sp€cialized in hand axe; S 16, D18, C 16, I 14, W r3, Ch 15; ML 16; ST 9i:


BLOOO At{D FIRErn-*th ot tne tu"r'et, g'own ove. s'ith8râss and difiicult to s€e even whenvou ' kDow whe.e it i3Jifarâ murmurs. "I susp€ct that thetunnel was dus by â large rodent ofsome sort. though none such arimalsremain in the vallet If memorYserves, it is senêrally around two feetwide. so most ofyou should be able toso'reeze thrcush;and if nY nose do€snôt deceive 6e, it is yet unblocked "You lear toward the opening andinhâle. and tuom the tu.nel vou det€ctthe rank, cotd odor of an undersound10. Dâr âl-BavdÂ3 the IvoryTo*êr.'Ihis glând marblè pâlace warimDorted stone-by-stone five decâdesaeô. after the Bmtherhood discoveredthe Valtev of MiÊt and took it for thei.own. Th;Dalace is $tuared atop thedins ofa-much older buildrns, whjchhoused the wizard who lived here mÂnvcenturi$ agoi it was he who enchant€dthe nj'tha].The Dalace of the nâEle mases ft acland ;hit€ marble building with two;mes. sunnounied wit}l ihree polished'lÂb;ster domes. The nârrow windowsoiercins the walls ate few it number';nd there is onlv one door that isaDDùent. Surrouldins the palace is anioat ofcrackline flanes, which mâkethe st ne look o.ânse irl its lightEntpritgthc Dtu al'BâYdaBv far. the easiest waY to enter thep;lace is throush rhe tuùel at sreâ-g-t'wh'ch mav have been shown to lhe fusbv Jifara.Îowever, it is not the oûlv;Êv: there is the ftont dooa which islishtlv cuarded becauÊe the namen-asei have never been attâcked in arnaior lai. such ss this one. S€e areasro; and 10h for detarls on the defensêswâ;dins ihe fioni door Th€ wiDdows ofthe pal;ce are only 3" wide The chibney;ha-fis leading frcm the kitchensâre about 6" âcrossBecÂuse the wizaids do not expect tobe attacked, their response to theDartr's intrusion is slow Ând disorcan,zêà.InÂddjtron. most ofthe wizadsùe senuinely evil and think only ofiheii own safetv ratler thar defendingthe Dalâce. There k onlv one strat€gvthat the flsme mases have discussedbefo.ehard: theY attemPt to herdintruderc into the pâlsce's Great Hall(areâ 10k) where they sre attackedfiom all sides and dætrcYed bY a wiz'ard usins the Apparatus ofKwalishtô"nd in the W;Rtom (âr€a l0o) ltisup to ihe DM how the villains react totËe sounds ofconnrd and alarms b€aringin mind that most ofthem are evilanùor chÊotic. However, some sugges'tions aæ as follows:. If there is fiChting elsewhêre inthe DalÂce, the i'izar& band t Cetherând;ollect as manv sleepwâlkerc asthey csn and begiD hunting Ùhe partv.lfthe pÂrty Lâkes a long time theBey, or gutldmas[er ofthe wizatds, u€esmesÊenseis to mùster hiÊ troops to thewù Raorn (10o) where thev sallv out todefeat the invaders. A irizad sneaks out aDd tri€s tos€t the overse€rs (Sg) t hêlp, ifthev. One or more ofthe stone Colemgguârding the entrânces to the vallevKhatetah al-Sirrâf ( loj ) tdeports tothe câmD ofJâheira bint Kisra and thetwo wo;en rctuln with all haste to thevallêy. lf the psrty has alreâdv escâpedthe wirards qrill tnck them no matterThe Undercroftîhis area wâs the baseneDt of the orig'inal buildine on this sit€, the tower ofthe anc'eni;rchmase When t}le palacewas bl!lt here, iransported from anoth_er lard stone by Êtâne, this tower arcawas in too Door a condition to be of anvuse. exceot for area rof, a prison cell.Itis througi thiÊ celt that the partf, ismost likely to gain entlance to theDalÂce. One advantase to the PCÊ hereis thât no matt€r how much noise thevmake in the undercrofi, the thick stonenoor ofthe Pâlace PEvents anv soundsûom beinq heârd sbove Mæt ofthesùoneworli found in the undercron i3ucient and much treathered (the cellerslây open t the sky fol over â centurv).Its Door conditioû i3 the reasonttrJmdenroft was not convertéd forloa. The ErtryChamber.You ûawl out ofthe tumel andshÊke dift Êoln your clothes, holdinguD vou. torches to look at the chÂm-Ëivou have entered The floor isscat't€red with iwiss and leaves. andshows no sig! of human Prcsence formany year3. The walls are of rock,exceDt for the one from which the tunnelopens, snd on the wall oPPosjtethe tunnel is a natural r@k passâge.The passage to areâ lob is sealed orby a pile ofrubble, bul this mâv be eâ3-ity clearcd by the PCs.rob. The Old Cellal8.Ancient, dust€hrouded rubbte liesscettered around this series of smallroomq evidently the tong-forsottencellaB ol the building which onceThe cella$ are not abandoned; theYa.e used as â satctuary by a mper' thatcrawled up from ihe UDderdarkthmush area roc. Once it dêLecb theoartv. the roper crouches down, ihrtsÙins;larse bouldea until it hâs anoD;ortunitv t! atùack wil,h surprise lntû; nonsËr's sullet arê 23 PP ând 35eems worth 5,750 cP totslRoD€n INT exceptional;AL CE AC0r lvfv 3: HD l0; hp 55; THAC0 lli {AT1 straûd + I bitei SA strensth ùain; SDhalfdamase liom cold masrc, immuneto lightnins: MR 80%r SZ Li)(P 7.000iMMt304.10c. The Blâck Pit.ln thê cent€r ofthis mom is aÊmall well, sith the echoins sounds ofdripptng water comtng fioh fâr belowA strânge, drsturbtng scenl wans ùpftom the da.k sha{iThis wÊs the well sering the oldtower. Howevea in the tâst few vears'monstêrs from the Underdark have bmkenthroush the bsse of the well and .now occasionally use it t enter the celtars.thoush there is little here to inter_esi them.-The mper in ùea 10b climbsuD and down this well when entenngdrd leavins the UDderdark W}Iat isdown the;e is beyond the scoPe of10d. The Crypt of Omâr BeY.This smâll, lquare chamber has noother doors. ln the cent€. of the momis a low ûIound of stones that tooks asthough it sere detiberately Piledthefe; it i5 about seven feet long bYfou. feet aooss. A mtting purple clothhas been lain over the rnound. Ancienttorch-sconces are set into the wslls.and conoded bmnze mdÊ aPpaæntlyonce held tapestries though of these48 lssu6 No. 63


BLOOD AND FIREnot one threâd remains. Dust ândscrâp of wood and rock scatter thèfloor, ând it looks like the sort ofdebris left over frcn bùildingThis mm is the burial Place of theârchmage who conquered the valley. AsJifarâ's story described, during the constructionof the palace, Onar's hench'men slew him and buried hin here,then built the palâce atop his câirnUnfortunat€ly for the PCs, the magicand ânser infusins Onar was too gleatb allow hin to rest, and he hâs becorneâ mrll]ny. Howevea the rocks of hilJcaim are too hea\T to allow him toescâpe, so he rcmains trâpped unless aPC distûbs his câim. If .eleased. Onardæs not at fi.st realize he is dead Hespeâk casuâlly to the PCs. asking them*hether they are affiliâted with twomen named Jalyù âl-Sharifah ândYâcût bin Zam, his old betlayeÉ deadfor dæâdes. Presently he takes stock ofthe condition of his body. His skin ispaper dry and pitch black, ând his eyesare Êinister motes of lighti his lips areshrunken bâck to reveal crimsoD teethând a gænish tonsue. His brcâth isfout. At that momen| when he reâlizeswhat he has become, the last IiasmeDtsof his sanity vanish, ând he attâckslfthe party does not desÙroy themummy, he nây find his wâY out oftheunderqolt on his own or mav be luredoùt by thê pârty. Ifomar does mâke itout, he âttacks aDy man or womândressed as a flame mase to the exclu'sion ofall other târgets the perfectdiversion for the partls raid Ofcoùlse,hâving creâtêd the noat, he câr bpâssii eâsity.Omar Hazeem âl-Malik (rùùmnY):INT genius; Al LE;AC 3i MV 6i HD6+li hp 49i TIIAC0 13; #AT 1i Dmgld12; SA feaa disease, spells; SD flâmemâge resistânces, hatfdânase frommasical weâpons, no dâmage from ûonmagicalweâpons, tumed as a vâmpireiSZ Mi ML 15: XP 6,000;rctting.edrobe, one pinch of dùst of disappearuncein s tiny vial, a gen o/ tasiAàt in asecret pocket of hi6 robe, a\d ^ etiletto+3 in a wrist sheâth.Spells: llanins sphe.e, blur; haste;imùroDed inu hibiLity, fear; fldtu proof;er;bite; finser of death; na,4 iùcetrdioncloud; tiru stop;lpells a.e cast at24ih level. Though Omâr possesses allof the usual disâdvantases of beins âmummy, chiefly the vùlnerability tofire, he retainÊ sone ofhis wizârdlyDowers: fi.st. he srill can use t few ofiris old spells,lisred above. These spells,once casi, are gone forever unless Omarcân find another spellbook. Secondly,notwithstanding his mummy's susceptibility to firc dâmâse, he still possesseshis flame mâse's fi.e resistance Thenet resistânce/vulne.ability to firecornes to +2 to saves vs. flâme rnagicand l to all dice offire damaæ10€. The Brick WaI.This sectioD ofwall, unlike the restofthe old roons ofthe cellârs, is bùiltof clay brick, and is of relâtivelyrecent constructioD - perhaps a fe*decades, râther than centuries for therest of the stonework down he.e.W}Ien thèy btlilt the pâlâce, theflame mâses sealed ofi ateas r0â-l0d'not needing these areas and not interestedin going to the expense of rcpair'ins the ancient, crumbling stoteworkHowevêr, they had a need for â Pdsoncelt, so they bricked ofr the doorwayhere to secure âreâ r0f. The brick wallfalls quickly to the party's tools, as it isonly one course thick ând the mo.tar isr0f. Sijn al-Sukû! The Prison ofSilenc€,Afier you blêâk thmugh the wall,you find youmell in a smâll rcom vitha high ceiliDs ând no Doticeable doorsThê lloor is strewn with ancient skele'tons, nany drcssed in red robesBôdies are manacled to the walls withrusted-o.ans€ chains. the air is stuffyand bârely breathable.This châmber is aû oubliette, âpdson cell desisned t be the perma'neDt .esting place of its residents.Officially, the cell is rarely used - pe.hâps once or twice per decade. However,frcm time to time a flme mase who hâ3otrended an associate ends up hele ândno one is the lfiser. Searching aroundâmons t}le bodies is ân unplesânt ândlarsely unprofitable taÊk, but the pârtvcan find 7 gp in vânous pockeb.If the party holds thei. lantems ortorches up, they can sæ the traPdoorleadins to areâ lok on the cejlins 30above; ttus door is updrd /o.i€d at the12th level. Th€re is also the prcblem ofgetting ùp to the trâpdoot ^ leuitatespell would seNe âdmirably here10g, Thê Fiery Moat.Before you is â naryel ofmâgiicalDowea r lake ofnâme that suûoundsihe sleamins white palace. The heatprevents you frcm getting clde, but itappears that the fire extendÊ twentyfeet from the walls. emits no smokeand consumes no fuel yet it eists.There is no evidence how the denizensof the palace cross ove., though Youspy â great bronze door across theThe fire is a mâsical phenomenonenchânt€d by Omar five decades âgo. lttâkes one rcund to cross the moat. butanyone stepping into the flames suffers4dl0 hD damase per round However, tocause t-he fire to irnk into the sând fortwo rounds, one need only genuflectbefore the flâmes and touch his browând chest with the dirt found aroundthe areÂ, while uttering the followinsphrase:'In the nâme ofoner theMighty, let me pass." Alâ5, the pârtydoesnt know this unless they captuEdand int€rmsated â Brotherhood nage,or if th€y discovered the note in the leuc.ottâencounter in the Great DêsertThe door has a conmon key lock thatcân be knocked open o. picked, and âllthe flame nases have keys.roh. The Foyer.This tâll chamber is lined withc.irnson banneÉ, ând Âc.oss the roomis â lârse door Red-robed ssordsnen,each holdiDg â bâred, saw-edsed scim'itâr, stand alons the wâlls.The guâds aE Sleepwalkers, whoinstâûtly attack if the pariy is not di8-dised. These suardians are escuv â5AeÊcribed in th.-e srdebar on pase 46.r0i. Sleeping Cells. These slnattchambers are ihe sleeping rooms of theflame mases. Becâuse of the fear oftheft and the fâct that few wizardsmake the valley their pêrmanent residence.none of the dooB âre tocked, andnone contain âny loot except rcd robesin varioùs stases of cleânliness. Eachcell contâins one or two pallets withstlaw mattfesses. At the foot of eachbed is a foottocker contaiûins little ofint€rest- Set in scotces on the walls areroj. A Wizard in wairiDg. The onlYsleeprng area cDrently occupied is thatofKhaterah al.Sinâf, the sreedy sec-DUNGEON 49


BLOOD AND FIBEDâr al-Bayda(Îhe lvotÏ forver)ffl r.u. *," ctpr"EuE&ÈElnlEU'IEtrA.d50 lssoe No. 63


BLOOD AND FIBÊond-in-comnând ofthe vallel She is atall, elegant woman who hÂs a naturalgrace and beauty that is the envY ofmosi women who know her, all ihenore so because she never uses anycosnetics or other aids. Khateraà isquite the miser, hoarding all of herweâlth in hidden locâtions and lendinsit to her associates at exorbitani ratesThis pEctice has €âned her the nicknane"al-Sirrâf (the Bânker). Whenthe party intrudes on the çizard, she ismeditating on her pallet, while her twoSleepwâlkeæ siând gùard. Even ifthepafty i6 dressed as Sleepwalkers orflâme mages, it takes he. but â momentto realize they are intruders, ând sheâttâcks innediâiely while her golemsdefend her. Ja'afar inBtantly recognizesKhaterâh as the leader ofthe ilamemages who convinced hiD to attâckKhâldun. lfthe fisht soes sour sheleleporls away to ûght another day.Xhatcrah al-SiEât AL CN: AC 2rdrnor sp€ll. 18 hp); MV 12iW10 (flamemage)i hp 30: THACo 18i #AT 1; Dmg bYweâpon t]?e; S 10, D 13, C 14,I 17,W 13,Ch l7: ML 13j ST 11iXP 5,000;Jbmbryt+2/+3 vs tùger thar nù-sized creâtues.nns of protuction 4, Mnd of illûsbù tr6chùses), potion of inùisibilit!.Spells: spider clinb, burninÊ hands,mouùL môqic missile; fire orrcus, inrisibiLit!, lzritate, prrctechnics; frrcball,dispel maEic. pfrJtection fron norma!missiles; miaor sl.obe of iùuulnerubilit!,adll of fire; d.omination, teleport.rok. Th€ Grest Hâll.This lons, bare room is dominatedby a huse redwood tâble surroundedby âbout thi.ty châirc; ât one end É amâssive fircplace, curently unlil, andat the other is â larye stai.case wiDdins up. The smells ofcookins ùdwoodsmoke fill the âi!'. Sitting at thetable, tapping his fing€rs, is a mân ina red robe. A candelabrum siis next toImpatiently {aiting for hrs lood isZanf al-Jeddah, an infl uential memberofth€ Brorh€rhood. Though not in him_sell especiâlly leârned, iwo ofhis unclesâre Ârchnages in the 8ùild as wts hislâte fâther Ifhe is slain, his relativesmay ev.ntually seek revenge. Zarifhasno Sleepwalkers because they "give hiDthe creeps."The pârty's Shakari friend,Jâ'afar, recosnizes the wizard as one oflhe th.ee who betrayed him.In on€ co.ner is th€ trâpdoor leadingto area lof, the oubtietùe. Unless theparty is especially quiet. Zarifis alnostguaranleed (80lz)to hear the PatiYcome through the trapdoor ifthey enterthe palsce through the dungeonsHowever, he does not at firsù realizethat the PCÈ â.e formidâble opponentshe thinks ihat they mây be prisone.sin the oubliette and âre escapingConsequently, he does not souûd theâlarm for thrce rounds, but insieadlries to blast the party as they cadout ofthe trâpdoor Ifattâcked fron thesouth, Zârifatt€mpts to escâpe uP thestaircase and block it wiih a uall ol lircwhile he summons help.DUNGEON 51


BLOOD AND FIREZarif al.Jeddahi: AL CE; AC 5j MV12; W8 (flame rnase); hP 25;THAC0 18:#AT 1; Dmg by weapon tYpeiS 8, D 12,C 12, I 1?. W r0, Ch 14i ML 10; S18;)(P 3,000: statr, bracers of deferue (AC,, anulet of prcof ueÆus detection andIocation, sc.o of rar of enfeebtenentSpells: nasi. n'ssle r.ar, ùeà, leu''!a!e, fldnûs spherc: frrebôll ('3\ uattof fire, nlinor slobe of in,ulnenbilit:t.r0l. The Kitchen. The kiichen alsosewes âs the pantry ùd the sleepingquarters ofthe five miserable slaveg;ho cook the wizârds food. Thev areZatmites. ând cân tell the perty thatthèy sâw both the Qaybari heir andJifâ.a's dâuehter Alia at one point butnot for mâny wêeks. However, they usuâllyget theJob ofburying the bodies ofthe llame mâses' mù.der victims, ândthe two weren't among themSlaveô 15)rÀL NiAC 10; lvIV 12; F0;hp 4 eachi îHAC0 20i#AT 1; Dmg bYw;apon typ€; ML 8: XP 100 if rescued10m. The Temple of Ko8suth.AÊ the door opens noiselessly, You!nstântly spy two fi8!res silhoùetiedâgainst a hug€ bonfire ât the end ofthe room, their bach âPpârentlYtowa.d you. \[ith a staft You realizeyoù are in â mockery of a holymosque, a temple devoted to 6omebeastly fire god. CenseE and brazie.sâ.e distributed liberally around rhe.oom. and the creât bonfire issùestrom e p't on the far end. Strangely.despite this huge conllâgration, thenosque is cool, and no smoke issuesThe two figurcs âre a flame mâgeand the hish pnest of the temple, prayinsto the evil elementâl fire sod,Kossuth. The lire, which serves as anâltâr to Kossuth, is illusionary.The priest. Zaynab, i3 a recentrecruit, but he hâs already impressedthe flâme mases with htu devotion to hiselenent, âs wetl as with his cruelty andfearlessness. B€câuse he is a sp€ciattyp est of Kossùth, Zaynab receives alavorable +z-2 adiustment per die to allsavins throws and dmâge dice fo.spells either cast by him and di.æted âthim- Thânb to this fire immuity andhiÊ m stcal rins of firc rcsistance,Zaynab is t tâ1ly immune to nonmâgicâlnameR ând receiv$ a +6 bonus to hissave vs. mâgicâl flame with damâse.educed by 4 points per dieZa}tsb: AL CE; AC 4i MV 12; P8(outlând pneÊt ofKossuth); hp 55iTHAC0 16t #AT 1; Dms by weapontrTe: SD fire resistance; S 9, D 10, C 12,ii3, w 16, ch 8; ML 14: sr 8. xP2,OO0t chdin maiL +1, ring of fire rcsis'toDce, wâ. hâmmerSpel]B: maEic stone, d2tect magic,lisht, curc lisht uounû, sanctua.!;silence, 15' rudiuq spiritual hanlne.fIaM blad.e 8|i])t l@o.te object, p!tutech'nics, dispel magic; pîoduce frrc \x2)Yâzid Palvâr is a perPetual Peon inthe Brothê.hood powe. structure Hehas naDâged to reach his cur.ent levelonly through tireless \tork he haÊ lit'tle natural talent for mâgic.Accordingly, he has been trying to getthe fâvor ofthe elemental god Kossuththmugh extensive prayer, but has notreceived any b€nefits so far' In a 6ghthe dnnks his potion as soon as possrbleand waits for the perfect moDeût toattack. Standing âloûg the watls aretwo Sleepwalke$ betonsing to the wizardi they attack ânyone not weating thered dolman of the Brotherhood, or ifordered to do so by Yazid.Ya,id Ps''va!: AL Ni AC 6 (ârnorspell, 14 hpr; Ivfv lzi w6 (flâmê mage),hp 14; TTIACo 19; #AT 0, Dmg nil(unarmed): S ?, D 11, C 12,I 14,W 13,Ch 9i ML r3; ST 9;)(P g?Sjpotton o/inuisibilitJ, Saryid's solicitous satchelGnr.ilar ti ^ Heuard's handr hdwr'Spells:nagic nrssile ( 21, ôu rninghonds, color sprdt; leritote, tuy otentee'bL.ment; lircball, hold person.10n. The LibraryThis quiet loom is tined withshelves c.ammed with huse, leathêrboundtones. A wooden tâble sits inthe center of the mrn, with a lit can'delabrum sitting upon it and redupholsteredchaiB scattered about.There is one d@. on the wâll acÎossfron the staiB. Three red-mbed fig'ues lurk on the opposite side of theThe candelabrum is magicâI, and theflames are herely lisht.genêratins illusions;it is worth 500 gp. The reason fo.this exotic illumination is thât thisroom has been enchânted to quench allflame, whether nornal or magical, toprotect the books. No ffre masic workshere, snd lantems and torch6 areextinguished âs they enter the roomFortunately for the PCs, this puts thewizârd here at â disadvutâge Th€books are mainly research tomes on evilname spirit-s. fire nagic. and so onThere are about 120 books, each lotthld4x50 cp each but weighing a quartertheir value in pounds.The lurking fisures ârc â izârdnamed Malour bin Rashâd and twoSleepwalkers lstatistics on page 46)Mahou. is ân anbitiouÊ, studious flâmemâse in his early 20s. He has an over'powering hunger for knowledge. especiallythat ofdêstructive maglc, ând hespends every free moment in thelibrâry. He is âlso one of ihe lhreernâees who led the Shâkâri nonÂds totheir destruction at the haids of theI$aldunis. When Jâ'afar sees the wiz'ârd, he attacks ferociously vith noreqa.d for the consequences.M,hou bin Râshad: AL LE; AC 4fdmor spell, 15 hp); MV 12;w7 (flamemase); hp 40;THAC0 19j #AT r; Dmgby weapon tlTe: S 12, D 16, C 16,I 15,W 16, ch 13i ML 15; ST 10;XP 2,000iiant'ira, oîe beod of lorce, wond oî/fsitnina l1? chargesr, scroll of tnusibil'itr, llamins sphere, fr rcbdll, lÈhtninebolt, telekinesit and. sLobe of inoulwtu'àility. Spetls: noatc n;ssile, lisht, colo.spray, burntng hands. sundozle. pyro'teùncs, ueb; lir.bdU. bli^h, sunfrre10o. th€ war Room.You ent€r a huge mom under theseat dome of the palace. Thoughlarge, the room is cluttered with avâriety ofjuDk. Alons one wâI1 €re ânumber of battle trophiesi banne.s,skulls, weâpons, and so on. Stândinsalons the other wall ffe slass displaycas; holding â variety of a.t objectssDd jewels, while the center of thercom hotds a huse table whose suFfâce is caned with â mâP, and numel'ous small stâtuettes are scattered onits surface. To the lefi is â woodendooa aDd ther€ is another aÙGs theroom opposite the one You cme inThere aie a number ofred.clâd nsuEs\rho leap up as you enter the.oom. The most noticeâble of thegroup is a slirn swordsmân wraPPedup in clotk like a munmy.This chahber is ihe peBonâl PlaYsroundofHomayoun Bey, ùhe leader ofahis chapt€r otùhe Brctlerhood Theroom is decorat€d with countless trophiesofbattles with eûerny wizards.52 lssue No. 63


BLOOD AND FIFEpârticulùly sea mases. Howeve., thecenterpiece of the room is â huge mâp ofthe land, showins the locations of knownheroes ând wizùds Md their politicâlâffiliations. There are two flame nagesand four Slæpwâlkers pres€nt. Even ifthe alùn has b€€n 6ounded, they stayhere ùd defend the treasure of t}leBrcthe.hood of the True Flame.The lirst wizârd is Homayoun Bey,thê ruler of the Valley of MiÊt and thelead€r of this chspte. of theBrotherh@d. ID uttêr conirast to hisgreat temporal ând magical power, theBey is a skinny, shriveled man withthinDing whit€ hâir and n$merizinsblue eyes. He is covered with hideousbù.nÊ that still paiD hiû considembly- they were câused by â dtastrousencounter with a greâter fire elementalmâny yeârs âgo. Homayoun is a logical,caln mân with a keen tactical mindand â photocraphic memory; he cânremeinber the face ând pe.sonality of ape.son he met momenta.ily mâny yearsâgo. The Bey's wounds æquire the continuousapplication ofbandâges as wettâs baths in wârm water in which nedicine has been dissolved. When he wearshi6 bardâges, which he does âbout anhoù after each ofhis six daily baths,he looh like a mummy.Unlike many of the other flatnenages, who are soDewhat lackâdaisicalin the defense of the Dtu âl'Bayda,Homayoun Bey is poÊitively relentless,tracking the party ând attackiDs timeand time âgâin until he is dead o. toowounded to continue.Hornayoun Bey| Al LE; AC -3i I4V12;W12 (flame mâge)j hp 35jTHAC016; fAT 1 (or 2 with R€aper); Drns byweapon t)"e (rd8+5 with Reaper); S 12,D 9, C r5, I 18, W 18, Ch 5i ML 15j ST14; )(P 7,000ibracers of defense AC 2,basta . s,lord +3, rine ol prctection +5,amuLet of life protection, slippert of spiderclimbins, potion of e'tru hedling Qdoses). Spells: nqs,ic ntssila colo'sprur, IEht, bu.ninE handq leùtate,inuisibil.it!, blu. imp.oued. phantdsnalforæ; hotd person, frîebatt, flame a ou,pmtection fron norftal nissiles; dinensiondao. wizard ey, suù|ire, fr.re shieldlhot veriion\ cloudhill, telekinæis, sendins, waII of ion; globe of inûulnerdbilily.Homayoun's 8lvord is an ancient,cuwed btâde named nedpe. that gantsits wielder autornatic bastard swordp.ofi ciency and specialization regffd'less ofclass. Howevea the Bêy does notwield &€ûper unless âll othis attackspells are exlausted or he is forced tonelee. There âre four Sleepwalkersâssigned to the Bey, they arc standingatong the walls when the party enters.The other flame rnage is ihe Bey'sapprentice, Chaha.gah. He i6 a minorwizard and oflittle threat to the PCs onhis own. However, when the fightbesins, Hornâyoun ord€rs Chahargâh toset iDto rhe Apparctus of Kualish thatis pa.t ofthe treasure stored here, thusmâkins him â formidable foe. TheApporor&s looks like a big iron banetuntil it is activâted, whercupon pincerc,legs and eyestatks sprins forth, givingthe effect of a huge iroD lobste.; thewize.d .esides within, protected by themetal shell ofthe construct. The lobster'stwo pincers hit with a 25% probà'bility resardless of the controller'sTHACo or the AC of the tarset ând do2d6 hp damage eâch. The Appdrtrlshas ân AC of 0 and requi.es 200 hpdamage to be destroyed (see DMG paee159).châhargah: Al- LN; Ac 6 {armorspell, 13 hp)i lt{v 12;w5 (flâme mage);hp 10iTHÀCo 19; #AT 1i Dms byweapon twe; S 10, D 12, C 13, I 16, W7, Ch 8; ML roi ST 8i XP 975 (6,000 ifdefeated while within the Appatutus)ijambiyâh, potioa ofh€dlinA, scroll ofhoLd pe.son, burning hands, andinpmved iaùrs;àil;r}. Spells: nûatc D,ssile,color sp.dr, wntiloquism, spi.te.climb; flaning sphere, darhness15'md.ius; fldne arrcu.Homâyoun uses the Sleepwalkers asshields while he câsts spells, andChahârgâh charæs cluhsily with theAppa.âtus, clickins its piDcers ât theparty, Êmashing funiture âs often as hedoes enenies.Ifthe PCs elude the pincersconsistently for many rounds,Châhâ.gah opens the hatch oftheApparatus and casts â spell {mâybehold percon or darhness l5 tudiu, a dthên slans it shut again b€lore the PCscân drag hin out ofthe barrel.One ploy the Bey tries is to cast eollo/t.on to trap a PC with hin, then hecasts diænsiou doo. and attacks anyPCs outside ofthe walt.Ifmost ofhis attack spells areexhausted, Honayoun cask àlua treshield, protection from normal nissiles,aîd sLoDe of inùulnerability and wieldshis bastard sword. relying on his defensivemagic to prctect him.Homayoun casts sendine to âlert hisB.otherhood superiors of the party'sdescriptions and the Bey cas.rs cloudhillwhich ensulfs the whole mom;Chaha.sâh is safe in the airrishtApparatus and HomâyotD ruDs ùP aw^ll with }Jis sLippers of spider clinbtng.A party fleeing the gas runs intoany wizards they didn't eliminateThe Bey is not âbove turnins invisibleaDd sneaking offto gâther allieswhile Chahargâh and the golems battlethe pârty. First and last, the Homayounshould be plâyed wità ân lntêllisenceI. the vârious câbinets ând trophyrâcks ffe the following items of trea-.63 skulls ofvarious humar anddemi'human foes, nonsterc, and other.1? banûers from enemies defeated.The uniforn robes frcm 1l ditrerentwizad clritds opposing theBrotherhood..The stav€s of99 wizards who havebeen defeâted by the Brotherhood.None ofthem arc exceptionâl iD âny.A nonmacical wavy-blâded two'hânded sword reseDbling a flame.. A, sui't of brcnze plate +1 cawed.1? pieces ofruby and jacinthjewelryworth 2d8x100 sp each..A roo-pouûd cold bar wo.th 5,000gp..The Apparatus of Kualish torLly iÎChâhargah doesn't use it or ifit is cap-.A "statue" of a .obed wonan,enchanted by a sea masq is formedfrom rushing water springing ftom abowl. The water caDnot be poured out,bùr ^ dispel nosic vs. 21thlevel nagicdestroys the stâtue; it hâs no poweB ofits own. This itèm Inây be sold as acuriosity for 2d6xl00 g!..A f@tnan's nace +2..A 3 ' knife with a blade of .ouchdiâmond, worth 4,000 cp..A blowcun and 12 da.h..A porion of hercism..Apotion of e'tru healiis.. ^ ses mace\ s.roll of foq ctoud,conùe.se ùtth sea crcatvres, uate.breathiùq, cone of cold, ùdter blast,udter form, cleans, uatef;Contnued on page 57DUNGEON 53


'lMBY JOHNATHAN RICHARDSAriwork by Dovd Doy"lnvisible Stalker" is ân AD&Dû SideT.ek âdv€nture suirâble for a snâ srouD oflsr '2nd ler.l P.s "boùr six lnvp.s rorâ1, Ir rak"s plac" .n â tarse c y snà cân bcinserted inio nea.ly aDy campaign. The adventure begins with the pcs wâtkingdown â city street. The reâsons why they âre in rhe city (seeking work, â rendezvouswith â friend, lookine for â good inn, etc.)can be sorked our by the DM as best fitshis individùâl câmpâigr. Reâd o. pâraphrâse the fottowing to rhe players:Elening is falling on the citv As you ùalk down the street. yoù see signs of rheâpproaching darkness: shopkeep€rs close their doors for the nighri those rhat passyou on the streets speed up their pâ.e and keep a wâry €ye our for scoundretsi rheoccasional rcsue slinks from an aller s€ârchins fo. easy tarsers. As rh€ sun sinksdlwn into the horizon, the âtmosph€re ofrhe city changes, mâtchjng the gloom oftheneâr night skJ. Suddenly, you hea. the oâsh ôf â door b€ing thrown open, anda white forn exptodes into your midst. Several ofyour parry are rhrown ù thesound amidst a wild tânsling ofthrashins limbs.The white fôrm is a youns lsdy by th€ name of Rebeccâ, who fled her small dress,naking shop and living quarters in teEor, certâin that a vengeful ghosr is aft€r herIÆkins over her shoulder in feÀr. she didnl see the PCs aDd ran richt inro them. Now.seeine bpfore h"r â syôup ol advenrurers. -h. rpcosrizes in rhem â ;urce of hopp torher predicamenl. Ifthe pâ.ty contains â pâladin or good,Âtigned priest, she direrts h€rp1eâs to hjm; ifneither is present, the toughest-looking warior or party teader will do.Read or paraphrâse the following to lhe players:''Pleas€,I beg ofyou:hetp mel I âm being sralked by a ghost - a man I myselfkiliedl I fear now he seeks his venseance and wanrs my life in reiumt Ir besânseveral weeks âgo. A ûân apprcâched ûe in the streer ând starred makinsadvances. I told hiln I wasn't interes!ed, but he wouldn't leave mê aloDe. Iran back to my shop and locked thedoor I ihought that would be the endofit, but he besan followins me. Iwould look oùt the window ofmyshop. ând he *ould be there, wâichinsne. I wouid so to the market, and hewould follow me - âlways ât a disc.eetdistaDce, but close enough that Iwas âware of his presence.Lrst week, I don't know whetherhe got tired ofwaiting or feh thât thetime wâs .ight at last, bDt he $abbedme as I was retuming f.om the market,put his hand ove. ny mouth, anddrâgged me into â bâck altey at knifepoint.I strDggled and tried to pullawây but he Crappled with m€, tryingto pull me to the ground. I managedto wriggle away, and when I lookedbâck - the kDife was sticking out ofhis n€ckl He wâÊ dead! L.. I rân. Ididn't know whâl else to dol I lockedmFelf in my room and stayed thereuntil the next Doning. Lâter thatday, I inlomed the city guârd whathâd hâppened, but by then the bodyhâd been tâken iion rhe alley. Severaltimes since then,I could sweâr I'vefelt hin nearbx watchins me. or Ihead his voic€, whispenng to me. Iput tt dowD to Dy imaginâtion aDdtried to go on with my life.Tonisht, a&er I closed up shop, Iwent upstâils ând sot ready fo. bed.Iwas brushins my hâir, when I lookedup in the miror ând saw him appeartn ,?:r.oonl He whispered "I havecome for yor, Rebecca,'and he heldout his arms âs ifto gâb mel I rân -right inio youl Please, you must sâvene fion hirnlYou mustl"Rébeccâ is an attmctive yourgwonan with lons. flowins brown hairând ey€s the color ofemeralds. She iscurrently weâring â long, white nightgownthat reaches to ber ankl€s.n€beccar Al NGt AC r0; NIV 12i0,lelel buman; hp 4; TllAC0 20; ËAT 1;Dms by weâpoD tpei S 8, D 12, C 9, I10, W 10, Ch 15; NIL 11.54 lssue No 63


INVISIBLE STALKEFor The <strong>Dungeon</strong> MosIerRebeccâ'story is true, âs far âs sheknows it. The young mân who beganstalking her is lâ1go, a 3rdlevei thiefwho becâme infatuâted with he. He is.however, still alive - the strussle itth€ bâck alley left hiln wounded, nothing more. there was quit€ â bit ofblood,but Iâlgo stumbted off, tended to hiswounds, ând is now as eood as new -excepr fo. some slight danase to hisvocal chords, which prevents him rromspeâking âbove a whisperIn no way deterred by the setback,Ialgo continued to spy upon his p.ey.Realizing thât Rebeccâ thought himdead, lalgo made sure that he wasn'tseen. Th€n, good fortune struck him: h€happened acroBs â drunker adventurerteetering out ofa tâve.n late ât night.One snâtch into an âlley and â quicklhroatslitting lâter, lalgo found hims€lfrhe own€r ofa rtu€, of inu;stà,lttty. Usinsits power, Ialgo has been âble to passhimselfoff âs his own shost. He snuckinvisibly into Rebeccat roon as she wasbrushins her hair and deâctivâted theringiÊ powea nakins himselfappear asiffrom thin air His eeri€, whisperyvoice convinced the yoùng d.essnakerthat she was seeing an undeâd appari'tion. As she bolted from the room, hefoltowed, âctivâtins his ring âs he went.Ialso is present as R€becca explains hersùo.y to the PCs. He remains invisibleand motionless, eager to see whât thePCs will do andjust âs easer ùo âvoidbattle with a group ofwell-ânnedadveDturers. He has not given up hisquest for Rebecca, however, and will dowhatever is necessary to possess her lfit looks like the PCs will be mâkingpreparations to p.otect her, he calls outin his most ghostly whisper.'I will hâveyou befo.e the night i3 out, Rebecca.Any thât set in my wây will diel"Thenhe runs off(still invisible)to nekesome Preparâtions ofhis own.lalgo: Al LE;AC 10; MV 12: T3i hp12i THACO 19; #AT l;Dmg by weâpontype; s 9, D 14, C 12, I 11, W 6. Ch 8iML 14; PP20cr, OL 70'l,. F/RT 5s., MS65", HIS 25%, DN 15%, CW 70%, RL0.t. daqser +1, nsofin ltsràtl;ry Ialgowears blâck ctothins but no arnor Heis proficient in the use ofthe dagger,short sword, and blowgun.The ShopRebeccâ lives on the upper level ofasmâ1l two-story building. âbove herdæssmaker's shop, which she .uns herB€lt It is here thât she wrnts to mâkeher stand agâinst the "ghost," for this iswhe.e she feels sâfest. Iâiso will besom€ rime gâthering his own sùppliesto take ca.e ofth€ PC6, so give the plây'eB plenty oftime to mâke plans. Theshop cân be an el.istins buildins in theDMs on-going campaig! (use âny avâilâble floor plan that best nâtches).Some items ofinterest about the shop:+ Any PC Rogùe investigating thelock on either door to Rebecca'shopnotices new scratcheÊ in the metal,indicating ùhât it has been recentlypicked. lfasked, Rebecca verifies thatthe shop hâs Dever been bureled, norhâs an)'thing been nissing recently.This coùld prc\'ide a clue thât the"ghost" haunting Rebeccâ is not ofsupernaturâl origin.ê One of Rebecca s cunent p.ojectsiÊ ajester costune lbr an upconinsnâsquerade bâll. As a result, she hâsseve.al jinsle-bells oD hand to be Bewninto the tips ofthe hat. These. alongwith sone thread, could be used to settrâps to alert the presence ofany physi-+ There is a fireplace on both levelsof the buildin& with a connecting chimney.Each contains suilicient ashes. ifspread along the floor near eâch doorway,to show the footprints of an intrud'e. This allows any attacks mâdeâgainst ihe invisible creature to be at-2 insteâd of -4(see rMGl120 for furtherinformation on detecting invisible6 Although not pânicularly religious,Rebecca has her motlert holy slnbolhânsins on the wall over her b€d. Unlessconvinced by the PCs thât they're upagainst â physical foe, R€becca wanis touse the holy spbol in an eflort to wardoff the "ghost." OfcourÊe, it is completelyineffective against lalgo.a Besides ihe doors. there de fiveloûerlevel windows, two windows onthe upper floor, and the chimney âs possible€ntrânces to the shop. The doorsboth lock, and the windows can beclosed offwith shutters (the windowsare open-air with no slass planes). Thechirnney is big enough to enâble agrown mân to squeeze down it, but itwould be a rather tight fit.{ Ifth€ PCs wish to 6et ân qmbushfor the "ghost," there àre seveml hidinsplaces âvailable. These includ€: thechânging room under the stairs; undereither of th€ tâbles (shop); under thebed (upstairs); in the cloth€s wârdrobeiin the privy. Itr addition, smâll charac'ters such âs halflings ând gnones couldfit in the chest, under lhe desk, or possibly in the fireplâce.Ialgo's PlanWàile the PCs sre nâking their pr€pamtions,Iâlgo retuns to his own rcomând gâtheB his equipment: a blowgunand 6 dârts coat€d with a weâk sieeppotion (victims must save vs. poison orbe knocked uncoDscioùs for 2d8 nin'utes). and a snoke cr€nade (see?à?CompLete Ninja s Hand.booh, p.78).Iâlgo's plan is simple: he rcturns toRebeccâ'shop, invisibly. lfâny Pc6 âreon g!ârd outsid€ the shop, he uses hispoisoned dâfts to dispatch them (reâliziDg that âny âttâck on his part retunsh;n to visibility. he positions himselltobest advantage, gets offan easy shot,and reactivates the rrtrA immediâtelyafteNard. Renember that, when inlisi'ble, lalso âutomâtically sain6 iniiiâtive.He picks ofrthe PCs one by one in thisfashion ifhe can. Entry into the shopcan be throush either ofthe doors (havinspicked them before, he automatical-1y cân do so ssâin), or he can breâkop€n any ofthe shuttered windows andgain access that way. Once inside, heremains invisible as much as possible.trying io pick offthe PCs one at a time,until only Rebeccâ is tefi. As a lâst.esort, IâIso uses his smoke grenade tocover his retreat, if the party is "on tohin" and it doesnt look like he'll beabl€ to overcome them. The erenadeDUNGEON 55


INVISIBLE STALKERF{DTËqoin allofyourfavourite charactcrsPythurianthey tulfill .to seck out the HolyGrail. Kirg Sir Iancelot theBrave, and Sir n tnebravewithand generalinto Arthur's hilariousAll done in theenpect from Kenzær &Rolc Platcts!ovt Kcnzzt'è Co^IGI{ SETTING- M. Sporkthe Dark8ame" - Dvader"ld trad. a Blacktwo Mox€s iust for ato play' - name andr.EilZER &1935 S. PluôSuto 191,TII'GameriL SùÉbæk of the s.v.Eiua lhk I0o pag. t m. dûils ri.é'fM'ned.DdsofdFmFdior ù. h$kkd hoE.lods, rh.'!ds G.rlb.s every *in3don, 6c md rôpcMyrLc of rh. Diyic .nd wdldly ovd.loc.eat€s a 5'radius cloud ofblack snokewhen hurled to the floorConcluding the Adventufelf the PCs câpture or kill lalgo, theth.eât to R€beccâ is over. A story âwa.dof r,000 XP shoùld b€ split between thecharâcters. R€becca is very crâteftrl, butshe is by no means well of and cannotâtrord to pay them much fo. their servicesonly up to 50 gp. Cha.acterswho .efuse payment should be rewe.dedwith an additional 50 XP. She dæsvolunteer to do any mendins the PCsmây need ât no chârge, however. Inaddition, the PCs nay keep t\e inq ofinDisibilitr and the dagee. +1. Iflalsois nerely driven off, he tries to essâultRebecca asain at a later tine. Thë PCsreceive half the story âward lor savingRebecca. but they eam the full arnountonly if ihey mânage to stop Ialso fors@d when he tries again.OII"s A TIAGEDYBEYoND DEscRrprroN.96,000 acres or irrcpraceauerÀin forest aæ being burncd €v€rydal Thcse once lush foresrs ffcbeing cleared tur A.izine andfarming But the tragedy is with.our thc forcst this delicate landquickly turns barren.The Nâtional Art or Day Foundation.the norld\ lar8est tr€€.planÈing environmenral organization,hâs launched Rain ForesrRescu€. Bv ioiningthe Foundation, youwill help stop furtherburning Forhuflg.y Feopl€orled ùe fnd fr<strong>By</strong>mrp m ù! tu,rdocopFohl M6 K.dd ùd Coro.iy AllTÉlpdy ln rh. Hq* ol dChb eûôd litio Silb O CopFght l97tlBrod.h ûd SæÉr T.mpt. ot Nr!.nàr F In Tû$o Canplnt tjmi.d. AlAdlt rdwdm qDplmob- Moity Py{tm âid tê Hoty G6r 3 â rùdûrrol P'lhd lMonry) Acri6 Um €d Tnô KimûN ot Xdmi so@ù.ot ot ûESo@!n !ddr. Mtôos ot So oiùù lid Wdld y TEgèdy ii ùâ Hds org@. sæ.r lrrtk d adaty. sd Thâ \.8 ând cdpfr .!o e ùftnrla ol Xmzd od CômDrnysupport Rain ForestR€scue. Câll now+*m!@"Htr$*"-Câll R.ln For€s. Resæ.1-800.255-5500


ALOOD ANO FfRE fCo,linue


Kent ùrites: "This story is dedicdted tomy late fdther.in.law. Mdy hismemor! liùe on in the charucter ChiefNeqotiator Gelling, the êonsummdtediplomaL pdtient tedche. and. man of"Beauty Corrupt'is a generic AD&Dôâdventu.e for 3 or 4 PCs of 4th or sthlevel (.oushly 16 total levels). The PCscan have any bâlance of clâsses andracæ. though a spellcaster is æsentiâI,and wârriors âre definitely welcom€ inthis adventure. The story assumes acertain level ofsetflessness and nobilityoD the part of the plâyeB, so the partyshould be pÉmarily eood-âligled.Thê story besins with the PCs leavinsthe coastal city of Orchid Bâ)a Thecity has a population ofâbout 15.000and due to fortunâte geosraphy, seeshealy trade in all kinds of soods. TheDM should feel free to replace OrchidBay with ùy apprcpriate city in hiscâmpâign, as lons as it iies near theoceân. The only requirement to get theadventure .ollins is that the plâyeEhave b€en in the city long enough tô besomewhat fâmiliar with cunent events.A nuhb€r of encoùters in this adventuet€ke plâce under wât€. Rules forundeMat€r conbat are foùDd in theDMG,For thè Ployer ChoroctersBEAUTYCORRUPTBY KENÎ ÊRTMANSilent olormArtv/ork & Cortogrophy byOrchid Bây is alwâys a pleasantcity to vbit, though this time you areslad to be leaviûg t}le place. The CityCongress is in the ûidst ofnegotiâtinea seies of trade âgÎeements with ano.them neishbor For the past fewweeks the city patrols have been Êtifling.Not wânting to sive the visitingdigaitari$ â bâd impression, thepatrols hâve virtuâlly cleded tàeBtreets ofbeggars ând f@tpads throwiûgthem alt in prisor. Not su.prisinsly, though, most of the prison tensexpired the sâme day the forei$ delesation retumed hone for a fou.-dayrecess. So it is once âsain business asusual in the shâdier corners in OrchidBay at least until the digaitariesAs if that weren't enough to puteveryone on €dse, ChiefNesotiato.Gellins went missins yest€rdayevening. The Congress went into animmediâte 8pasm, certain thât58 lssus No. 63


BEAUTY COBRUPTsomething terrible hâppened to theman who is reputed to be th. cornerstone ofthe citr s negotiaring teâmMo.e lik€lx the nânjust becÀnetired ofdealing with bureâuoats andln âny case, th€ âlreâdy exhaustedcity patrol spent the entire nighlsearchins for Gellins. N€edless lo sâxthey were Erumpier than usuâl thismoming, and a lor less civil.As you leave ih€ city gâles, rhe ten_sion lifts. The sun seems a littieb ghter, the grass a little gre€ner,ând the sheêr simplicity ol naturesuddenly se€ms the ûost attractilerhing in the world. Your pa.ty spendsseveral slorioùsly uncomplicatedhours followins the loâd alons th€Shortly âfter mid-day, you see astrânge looking man at the side oftheroad. He is barefooi. soaking wet, ândsittinq on th€ eround with his kneesup to his chin. His left arn iswrapped amund his shins, âtd hisright thumb i6 plânted firmlY in hismouth. One ofhis boots isJammedsecurely on his head. Yoù recosnizethis mani he was erving â pubiicâddress the first day Yoù PartYarrived in Orchid Bay.He is Chief Negoiiâtor Gelling.For The <strong>Dungeon</strong> MosterNornâlly Gelling is witty, intellis€nt,and €xceptionally sharp minded Todav,however, he is a bliihenng, droolinsidiot who isjusl as likely to wet hisparts âs he is lô remember io go to theSome weeks âgo, during one ofhisresular wâlks âlong ihe ocean f.onr,Gellins discovered a sandy cove hiddenbeneâth a .ocky overhang. Th€re hemet a youne âtd €xtr€melY curioussi.ene named Spraye. The two ofthembecâne friends. Spraye had never met asûfâce dweller befor€. and she was Iâscinated by G€lling\ slori€s ofthe peculiar people who live above the $ât€rs.ln return, she would sing to Gellinghauntingly beâutiful melodies about lifeAt the sam€ rimc, a covey ofhagstook up iesidence nea.by in a sallsater swâmp. For r,early 50 Jeâ.s thethave been asseûblins the insredientsfor a powerful potn n o/louelin"ss,$hich is supposed lo make the hags asbeautilul as princesses.In iheir relcnlless search for conponetts, the trio haswrcaked hâvoc all ove. rhe countryside,and now lheir pestilent Prescnce isinfectins Orchid Bay The final insr€diertfor the potion is the song ol asj.ene, so the ihree hags wove an elàbo.are curse to steal Spraye s voiceDenied her voice, Sprâye was bêsideherselfwiih ânguish. Desperâte fo. comfor't,she went this moning to Gellingfor help Ofcourse, he could nôt evendisce'n he. problem ând wâs actualltquit€ frustraled with her thât she wouldnoù simply come out and explain to himwhat was bolhering he. ln â fit ofanger, Sptay€ struck Gelling and do!€bâck i.to the sea. Her rouch redùcedG€lling's lntelligence to 2, and now hesit6 ât the side ofthe road wiih histhumb in his mouth and â boot on hisAcI One: GellingScene I: The Droolirg DiPlomatGelling is conpletely unresponsrve, nomatter {hât the PCs may do to get hisâttention. He simply stares straightahead, sucking determinedlJ on histhumb, with a vÂcmt stare cementedon his face. He does nor tuove unlcssthe party moves hin, though he dôesfollorv obedienrly ifsomeone |akes hishand. Eve.y 3 7 lld4+2) rounds hestops whatever the pârty is bying tomake him do. sits dôwn, and soes backro sucking his thumb. Und.r no crrcum_stances does he let anYone tâke theIfthe party searches Gèlling, theYfind â number ofthings. tte is soak'ngwet sith sâlt water In hrs pockets ândbelt pouch the PCs lind thc followins:apair ol wire nmned speclaclès, a crum'pled ând soggt piece ofpâr.hùent i{rèthe sLdebar'Songofthe Sireù.s r,2 gp,17 sp, a caned ilorv pipe, a sùrâll sodden poùch ôftobacco. a tint' lump ofbrisht red corâ], a long brass kc!. a.d aThe PCs âlso lind sonre coa.se sandat the bottom of(iêLlinss pockets Adruid PC inrmediately fiDds this suspiciôusbecause ther€ are no beachcsneârb), and the entire coasdiDe js broken rock lbr miles in éach directionRangers may noli.e the sanre thing ona successful Intellisenc€ chtck on 1d6.as sill any PC silh the seânanshrpnonweapon proficiency sho dakes ihei.rou. Other PCs simply hâve to figurethings out for themsel!cs.song of the sir€rc8The parchmênt i! Gelling's pocket iôa poeE froE Spraye. It is crumpled,sossy, and smear€d bui still quit€ legibl€.Th2 r'dter rcachâs oær the saùd,Ias4s ik feeble s.ip on land"And.etums tt its hotnp beæath thzTo rou I do cone anl, so,Like eter&l ebb ad llotDBut aluays bath to mr home benzathCoûe to uisit na mr frùnd.A qlendid uorld. of mysteiies withoutis my hiiLe ben2ath tho gea.An orchostra of uatelr 3oun4,A bdLet of dêpth ptofounda .uphonisti. harr onr.Th4 relLott gruesæ in thz udrersheyondrour citr, but a siwb fundFrom thz air uiu $et rou freeAnd at mr si.da roù uill stardnÀ erperianae for an entire dar,mr uondrcus hotne bewdth th. 'ea.A number ofvital clues hâv€ becnfound ar this point and the PCs cântake se!€ral courses ofaction. Iftheydecide immediâtely to take Gelling backlo Orchid BaJ and notlfy the authorilies. proceed to Sceni, IL Orchid tsât'lfinstead ihey firsl decid€ to seârch theneârby coâstlinc lb. sândy areasi so !o'Scene V: Bcaches.'On the other hand,il lbr whatevd .easons the PartJrerùrns !o Orchid BaJ. but decides tosearch for the "r-cllo{ srasscs ûèniion.d in Sp.ayc s poènr beforc.ottacl_ins the àuthorities. proceed dirêctlv to''Sccne lll:Th. \'e1ldf Grasses in thcScene II: orchid BayThc ride bâck to Orchid Bay Èkes untrlc.tn,ng. Celhngt:nnot rr lc a hor'1, nh'\ ôs n. so h' hâs to ndr Jnùblt s thtnother PC.1)nce back at the crtt gates,rêad or paraphrase the lollowing:DUNGEON 59


BEAUTY CORRUPTDig'litÂrie6Grad€tr Graden is a tall andlanky mm, atmost tôtâlly bald withglây tufis of hair at his temples. Heis a long-time memb€r of the CityCoDsress and oDe of the primaryplayers in the t âde Desotiation withWFWatch. A former lawyer and collergueof G€lling'!, he is en expe.t inSàyl|â: Also a membe. ofCongresÊ, ed oDe ofthe few womenin Orchid Bay in a position of poweaShylla is not someone to be trifledwith. She is an old womân ând lemsheavily on her cane to walk. She isâho a professor emeitus at the St.Mikâllia University, wherê sheresearched rre and mâgical Ûeatures.Ifthe players ask her about8ir€næ, hâ$, or sny other rnâgicaloeatur€ for thât matt€r, she mayhave some intereêtina facts to telltheD- She kno{s most of what is inthe rltM about sirenes, esp€ciallytheir attachment t theù voices ândthe efle.ts oftheir touch.Mârcùâ: Marcus is the representâtiveof the Me.chant's CooperativeiD City Congless. He is a yoùngert']Æ, short ând Êt cky, with â verysharp wit. Until very.ecertly he râna t ading ship that sailed all of thelocal saterwayq so h€ is intimatelyfamitiâr with them. He knows aboutthe ?ellow grâsses beneath thewat€rs" r€ferr€d t in Spraye's poemand where the grasses âre locât€d.Trâlli.lhrough the cit! hâs slowedonly a little sinc. this norning. Youjostle your waX through the knors ofpedeslrians toward th. ncarest gâreIncrediblv. no one seefts to r.cosnizeChjef Negotiâtor CellingAn âmusing sight sreets vou asyou approach the gùard tower Thcrcârc three exhaùsk'd looking gùârdsleanins heâvilr on th.ir spears Alburth is slumped âgainst the $à11sleeping, snoring loudlv tnoùeh ro .ùr,Ifthe PCs. choose not ro notilv thrauthorities about Gelling ar this poinr.there will bc no trouble keepi.s hnncDnceâled The cltv sua.d is so fatisuedth.y wDuldn'l noticc Gelling il he seresranding righr in lionr ofthe.r.Further. with his vâpid stare ând oddheadgear. (iellins looks nothing like heIfthe parrv instead tries to get thegùàrds attention, presumably lo lurnove. the nrissing Chief Negotiator, reador paraphrasc the followiDg:lb. a feù monents. ir looks âs ifthe guards do not evên understandshal you are sayinA. They look lromyou, to the ChiefNegotiâtor and backa fcrv hmes. before something resemblins recognitn,n flash€s a.ross their''Its Cellingl" (xclaiDs one f€Uo$:his ercs as wide as saucers.Instântly. the foùr sriards begirscrambling about After â briefpâuseâs thel try to sort oui whose speÂrb.longs to \rhonr. they form â somewhat organjzed cscort to tâke voudirectly to the (longressional Hâ11 Ittakes onlr a fe$ ninutes to reâ.h rhegreàt stonc building thar is home roOnhld Bây s solernment.r '\\hit hcrc We will rcturn directlv,"says one ol the suards, and thc four oftheDr ra.ê ùp the front steps into thebuildins. Se.onds later a ùowd ofdiplomais and politicians explôdesIioft the main ent.an(c ând cas.ad.stowârd vou. Ilost oithc mob su.rounds (iellins and s*1.ps hin bâcktnsrde âmidst a frenzr ol qu.stions. Ahandful ol tbc s.ll dressed gentlenenretuain behird, p.csùnâblv to |alk toAs !h. throng surrounding cellingdisâppcars bâck into thc Hall, â singleDan is lcft behind \firh a be{ilde.edexpress'oD on his lâce "$hy wouidn'the answe. mv questions'l" he says tono oDe rn pârticular 'i\nd whJ was beweanns thât boot on his heâd'l''The five remâinins nen arc n€rrhants, and ther ask a few cu.sor!questions aboul \rhr.c the PCs li,und(ielling and shêther he appeared phywicallt injur.d rn anr {av They lisren roanlthing thc PCs hâve to say withinterest, but they smi.k and chuckleânrong lh.nselves ifthè palry rries tocxplaD his âddled mentâl stâtc. ID anlcâse. it is now latc in rhe day, ànd they'nsist thc PCs stùy at the CongressionalHàll li,r rh. night. âs thc Congress nodoubt wishcs to questn,n th{m rn themorDing. Th. PCs are sho*n to xellâppornted châmbcrs. tlvo P(ls to aAt dawn the n.xr dat. servants irakethe pa.tv and brirg a hot breakfâsr rothe rooms. They are then escorted ro ameetins chamtler Read or parâphras€lbe following:You arc in ân .legânt dining room,dominated by â long, polished woodtrble. Seated ând hâvine a meal isGellins. He is impeccâbly d.essed ândgroohed except for the battered boolstill on his head. Two nen and âwoman stâncl opposite him, wide eyedand open mouthed as they watch himeat. You wât h in amazement asGellins slowl), scoops a handful of porridgeout ofhis bowl and stùfs ii intoThe three other people in thc roomâre members ofthc Congess (see the"Dignitaries" sidebar ). They int.oducethemselves, all the while casting inÛedùlousglânces at Gelling. They begh byasking the details of the party's iniriâlencounter with the Chief Neeoriato.,tnterrupting occasionally for clârifi cation. Eveniuâlly. craden makes thcn ânoffe. Read or pâraphrase the followins:Gradeû sishs heavily ând sits downat the table.'You realiz€, ofcourse,that we âre in â teûibie bind." H.sâys "We are in th€ rnidst ofâ se.ies oftlrde negotiations with the city ofWlawâtch. The city is rich, its governmentis powerfùI, and the rulers a.evcr,a inilùentiâI. And with âll of thatpower and influence, th€y âre bâsically"They lorced Orchid Bay into thesenegotiâtions under an obscure legnlclause ând it has becôrne pâinfullyobvioùs thcy ar€ not intercsted intrade. Thev are trying to bind us intoeconomic slâvery and that hân ..."hepoints abruptlv to Gelling, his fâceburied in his bowl ofpoûidse, "... isthe only peBon who cân stop them."Nlarcus moves around behindGraden snd continùes.'You see, ourposition in these negotiations reliesheavily oD lesâl precedent over fivehundred yeârs old celhns rs the prolèù5ùr ofHistorrcâl-âs âr SiMikallia University, ând he is rhe onlyperson outside of Wyrwâtch whounderstânds the material. Without his6'ùidan.e, the Wwerian dêlegates willwâlk all over ùs in the next series of'And that is whe.e you come in"sat's Sbyllâ. "We obviously cannot letCellinst condition becone common60 lssue No.63


BEAUTY COBRUPTknoslcdlae. \lho knows how manJ\!-\a e!i!n spies aÉ in orchid Bày? Wen..d him back in his right frâne oimind. but *e da.e not involve any"\l€ are $illing to pav you to keePrhis to yourselvcs until lhe trade ialksùrc over" says llarcus. "Bùt Ie're willlrs to pâv you much more to lind outNhat hâppened lo Gelling and set itriAhi " Behind him, Gelling suddenlylots out an ea.th shatterins belch, andrher resumes lichns biis ofcerealThe Conglessmen offer 20 gp per PCi,,r their sileûce, non-negôtiable. On theother hand, they pay câ.h PC 1,000 g"ro restorè Gellinss nind. Ifthe PCs.cccpt. Iuâlcus wants to know thef ùi.rrl plan He olT.rs his oxn rdeas, sug_r"È\trng ih. parry try to d(rcrmine $haiI rellrne sâ- dorng so fdr from the cily Iithe parry hâst t searched hLm alrcadJû Scen. I, everlthing lhe Chiefr"egotiatr was weâ.ing or cany,ng tnhis pockèts can be brought dotn roMârcus knoùs thÊ location ofthequipper kelp (Scene III belowl. Ifthcpa.ty shows him SPraJes poem, he.e.ognizes the reference io "the yellosgrâsscs in the ùateis."Th€ $'la erian delegatjon .eiurnsfrctu their recess to resume ihe talks inthrèe days The pârty has until th€n tosolve the mJsiery ofCelling's condition.Scene III| The Yellow Crâsses in theSprâyes rcference n her poem ts to aùnique plant.alled Quipper kelp Anvlir breathing humanoid who eats someofthe grass can breathe undeNater for2.1 hôurs. The keLp bed sroÉs on a shallo*reefa mile west ofOrchid Bâl:Obvioùsly, ifthe party intends to findtlre kelp ther need betkr di!€ctioDsrhan "in lhe wat€rs beyond your city"They musi also hire a boat or find someother means to explore the baY.The.e ârc seve.al sea captains in theci!ys docks *ith smâ]llessels to rent.so locating onÈ should noi be difÏcult.Hiring an entire ship ând crew is àmùch nlore diIficull, ând €xPensIve,pn'r'.-,tron. some lypicô1 prices âre onrhfT\prcal Bolt rnd Cres ('osG lJblell don€ ofthê P(ls is a proiici€nt seâ'nan, they must hire a sâilor ro helPthem handle lhe boat Properly.OtheNis€, they are unable to drecttheir vessel out of the harbor Ifth€yirtend to go out olsighl of lând, theymust also hire â navigator Th€ quipperkeip is easily within sight ofOrchidBa):, but the plaJers don't know thaiThose ships marked wiih an âsteriskrequire that the party hi.e â ùew offive sâilors. PCs can indeâse the basechance ofâlailâbility by offering lhecaptain more money Ev€ry 10'/. off€redabove the reÂular price increâses theO'1ce the PCs hâve some means ofexploring the oceân, finding ihe kelpTypical Boet .rd Cr€w Co.t8væs€lSma SailboÀtMêdiub sâilboat*SmâI RowboatMedium RowboatSnsI Tradins V$s€l*Cr€ws8ilotNavigEtorCapacity6 p€ople13 p€ople4 people8 p€ople16 p€opl€'!/À\ad.,dÉ"$ap*"o* I*,ow, Sart narst E^"u,-"r!may lake a g.eat deâl of time withoutdirections. Every hour sPent explonngthe waters by Orchid Bay hâs a 57.cumularive chance oflocatins th€ bed,nodified as follows:+10E ilthere is a local navigator on+60% ifrhe party is following+57. for €ach PC navigâi.or+27. for each PC seânanIfthe PCs had the foresight to huntfor information at lhe docks while theywere looking for a boât, they can add upto 30% to their chânces. This is aJudg'Ê€rtd nat.2 splàar60 sdday1 cdday10 g/dây1û)0 gddayWrgê.1 3lday1 cddayAvrlsbilityæ%60%wo8WM.Availabilltytoo%aW.DUNGEON 61


AEAUTY CORRUPTÂdv€ntur€s ât S€aEvêry hou sp€nt at sea, ther€ is a 1-in-6 chance ofa random encoùt€r.RoU 1dl0 and consult the folowirstsble.1. Dolphir in distrês& Run theencourt€. from 'Scene IV: A FYiend inNe€d'.2-4, Storm. A sudden wiDd squallrolls in and releDdessly batteis theboat. It lasts for 1d6 hours, dùirgwhich time seaæhing is impossible. Ifthe pa.ty does not bring the boat backtô dock du;ns the Êtorm, there is âcumulative 20% chance per hour thatthey are pùlled of course ât the mercyofthe winds. If urat happens, theyeither (75% chance) must sp€nd 1d4hourc gettiry back to their searcharea, or (25% chance) they nna$ound on the seâ grass bed with nodamas€ tâ their ve6sel.6. Lac€dons (5): AL CE;Ac 6; Mvawim 9; HD 2; hp 16, 14,8, 8,3;THAC0 19;#AT 3; Ilmg 1-ti/1ry1-6;SA paratyzation; SZ M; ML 12; )(P 175eachi MMl131.These b€asts have recently finishedfe€dins ofthe victim6 of a nearby shipwreck.All ffve Âttâck simultâneouslvby bùrstins out olthê wat€r and hoi"ment call on the part ofthe Dl'I andshould depend on the party s merbodsiwhelhcr they paid for the informaiiono. beat it oùt ofsomeooc, whethe. theJlâlked to a reputâble câptain or to âdrùnkeû sailor iD a bâr, e!c.). Everyhour spenl searching also has a I in 6chance ol a rândom encourte. Ls.c thÊsidcbar iAdventures at Sea") Il a! thcend ofthc first dât ofscârchrng, th.parir has not found the kclp. go ro''S.ene M Friend rn Need"\Vher the partv do€s siunblc intothe sea grass bed, thcrc shoùld bc nodoubt in their hinds sùai thÊv haveftuDd The srâsses gro$ on a smlll rccfâ mere S under the sat.r, and the plaDtis such a brisht shâde ofycllow that ù.glow is visible nearly â hundrcd feeiaway The vellow reef i-q â landmark tothc local sea .aptains.The kelp is â .arc and fragilÉ plantlhàt gro!s only rn verr-' particùlâr.nvironments.k besins to d.y immediaichonce reftolcd froD the wàtcr. and spoilswithin minutes Therefore. th. PCsmust either consumc it on the spot ortranspon it wrapped in a damp cloth.iûg to panlyze aB maly of the partyaÊ pGsible with the eten€nt of suprisê.They carry ûo tleasure.6-0. Fish. An immènse school offsh Êurrounds the boât hopirs to befed. Wïile they ûe t tally hâmless,they obscure th€ PCs vi€w undê.watâ and s€arching is iErpossible fora! Iong as they remain. They leâve ontheir owD sft€r 1-2 houB unless thêparty hâs some creative means lor drivinsthem âway Feeding them onlymakes them stay for an extrâ 1,2lO. Giart Eâgle (t): AL N;AC 7;MV 3 n 4a; HD 4;hp 26; THACo 17;#AT 3; Dng 1-4i/1-6Æ-rA SA dive; SZLtML l2i){P 42O, MM/27.To the eagle's thinkins, the PCslook tike perfect targets for a meal. Ittnes to make repeâtéd divins attâcksuntil one of the PCs is dead. It thenmakes a fiDal dive to grab the dead PC(Do Dexterity bonus€s to AC) ed thenflies awalr Ifthe players cân i lictmore than 13 hp damaæ, they dnvethe easle awây. UDless the party hassotne reason to b€ lookins at the skyinsteâd of the watea chùces ale thefiIst diving attack is completely unnoticeduntil it is too late.Scene IV: A Friend in NeedRun this encounter onlr il thc PCs harcnot lbùnd the quipper kelp after theirfirst day ol scârchingIt h.ts bccn a long rnd frujrless dâtol searching. and rou are hcad.d backh shore. Snddcùly. ollto thè left. r''ounolicc six shâ.ks circlins somethins inihe {atcr Then sudd.nlr. solnârldolphin jumps froh th. iLlter rn aThe P('s should be erù)urag.d rosave the dolphin Wrthout rbe part.! shelp. the shàrks killthc dolphi. in fircrounds Horve!Êr. ân! rcscue attÊmp! btrhe P( s is complicatèd br the facr rharerervthrng happens rn the *arc. No.proficrent ssinrm€rs are 1iûited totauDching âttacks from the bôàr. aùdelen sqmmers sullir penalties ûs oùtsharks 16r AL N. A(' 6i tl\r swift24i tlD 6; hp'12. 36. 30. 2.1: THACo 15i+-\T l:Dùrg 2 8i SZ ]Ii lll 10;XP 2î0i]tMiti.Dôlphin r l) At, LGiAC SiXl\ strinl30itlD 2+2ihp 6 no.turllJ t2):TllA(1019: }]\1 liI)ms 2 8: SZ ÀI: III- 11: XP12t). ]IMl59.Th. scenr ol rh. dolphnis bl(rnl inthè \Lltcr has driv.n the shârks inri) !feeding frcnz\r and ther do not.heckmo.âlc unril at lÈâsi h,ilthcn nrnib.,.âre killed. II the parir hanlscs to sareth. dolphin s lifc, a{ard rh. ptrlr'thefull 120 XP valur ofthe aninrl ûnd.ead or paraph.âse ihc folloNing:lâzil! bâck oui to sca Lvcn icir f..tthc graceful.rêàturc stops to hrk rryour paftl: clicks l{)udlr rt }ou, ardThe dolphin is trriDg ro ger thcfartr to follo$ hcr and ifân\ I,(ls .reIn thc irater. sh.: nudses ther! âhngsith h.. nose. Shc lfrds rhen) dir,ctlrro thè quipper keip, docs a breathrâkn,ssomersaùlt throush rhe:tir lDd ihenSce.e v: IleachesÂt somè point th. PCs ùrr *anr rortrace (iellings stcps. àrd theJ havcâlreadr found se!.ral clue". f'irsrl! h.rould not hàle *undcred fâ. in his condi!ion- so the obvn,us place to strrllookins is q'he.e thfr first fou.d himSecondly hc Nas soâking iLlt at thetime, so they shoùld also be!.in look,rgbJ rhe seâ Thirdly. the sand in hjsfockcts suggesls a b.ach ol som. kindia .rr. thins âlong thcsc niles ol uninre.rupt{,d rockr coastlincllep€ndins oD ihe pârtï this ma\ b.tlre tirst thinla drer do àlic. finding rheChiefNegotiator or it mrJ bc thc finalpjcce in their puzzie.ln ânr c!sc. ther.sult is thè srmc The ort! s,nd!beach on this coâstliD. is a tinr co!c.hidd.n fron vieF br olcrhanging rocks.ll the PCs stad liom *here rheyfound (iellinla and begin , !horousirscarch ofth. o!st. the! Iind thc cole$ithin an hoù. Anv PC $nh rhr trâcking proficien.! .ould !1so follo*(iellings trail bàck r,, rhccesslirl ro1l. $rthout rh. hcncfir ol rlx,other ctues Ifthe P( s â,-c lcss rnsp,.ed!nd mrst ..sort to sea..hing drc coisl62 ssue No 63


l-BEAUTY COFRUPTIII line raDdonly, they hâve a 10% cunuta-I tive chânce for eve.y hour spent 8eârch-I ins of ffndins ihe cîve.I Onc€ they C€t there, reâd or PaIa'Iphase the follovins:| | You follow ow a wiadias $indilg path over the jI lrocl! rock! aDd ffnd ffrld a b€autitullittl€ littl€ 8a!dy 3a!dv II lbeach b€ach belon belo{' an itMense imeûse rocky rockv out- out. |I lcmppins. cmppiûg. The 6Et thitg thins to catah câtch your yoùr II lattention attantion is a leatler leather boot lyins lying ûear near I| | the wat€r. watpr. You EcoCni?, 'ecosni?,e that boot II lixom€diat€ly:ixom€diat€ly; Cellins Gellins wears it! mat€ II lon htu head.I| | Tso T{'o cleâr s€t€ offootpriÂts offootprints ir thê the |I isand tell u a stry ry oftheii iheir o{,Il o{|Il You can cÉn II lsee Gelling:a G€Iins:s booted prints print€ nakê nake â a |I ldirect path patl to the niddle middle ofthe beach, bêach, II l*trere wher€ *rey th€y Deet -*t a nuch much sEâtter andI lmorc more delicate 8et ofbarc ofbaæ foot root print€. II lTh€ The bare baæ prints prinis lead to md and from fron the II lwaær, wat€a but Gellinds Gelliru:s bot€d boot€d prints wân-|I ldor aboui about aimlessly b€for€ b€fore he appafentlyt t.ok oL ofrtbê otrthê boot€ and lerï lefi the|I lendy II tc-e.I - Th"J ""rl"* "t* t t"*"I here, elcept ror a hald-sized Éece ofI brisht red coral propped against lheI side of â rock. the party mult 3e$Th| ùe @e to 6!d it, ho$ever' lt iÊ e'ÂctlvI tle Êârne kiDd of coral as lhe tiny pieceI found in Gellils's poclel.'IheI baÉ footprints are Spraye'8 atrdthey head d'rê w€8t, out to 8eaII Acf Two: SoroveIsc€Àe L Follow the Rêd Coral nordII gv Uie time, att on tm clues point tI ibe party taking  trip under wat€r'I ThiÊ should be no pmbleb to a partyI with tltê right nasic, or a healthy supI Dly of doist quiPpêr kelp lscene IIII sbove). Bear i! rnind that while th€I telo allows the PCs to breâihe u.nder-I çaier, it does not hetp them with DNenentrisibility.or coEôunication (s€eII lfthe playors head we8t (the direc-I tion of ihe footpriDt€ on the b€âch int rcne Vt for ary lengtù of tùne. r€ad orI psraphras€ tbe followirs:I I The undersea undeE€Ê storld world is û bêlutiffrlI lsnd n)€ærioue. n)€t€rious. Sparklhs Spad.ling Âchools lchoolB or ofI lffeh ffsh ehimner shimme! theû their wÊy wsy lâzily past p8stI bou, you, then dart away guddenly Âuddenly in h aI lrâinbow of dazzlins dazzling color8. Tren8-I lparent white te jellyfflh puhe palt you.I lwhile nassive næsive frootls froorls ofseawe€d s€awe€d &nceI lio to the rhythm rhlahm of the orrr€nt€. curlenb. Below Berowthe trre enaese endl€ss o€eap o€ea! floor 0oor ie is a asrr dsrkI lvou.ItOUNGEON 63


AEÂU1Y CORRUPTmass of sreen rock except for a thinfinge. ofbrisht r€d corâI. rhe cÉmsonvein follows a sentle ârc westward a!far as yoù hurky vision cÂD sæ.The red coml i! s dead giveaway sndit is a direct rcad tr Spraye's hoDe. Theonly complicatiry factor is thst âs theoral meanders soutàwest, it passesthroush the t€rritory ofa pride of sealioDs. Sp.aye normally svoids themwhen goins to and liom the cove, âsthey are ùusually aggressive.Sea LionÊ (6): AL N;AC Y3; MVswim 18; HD 6; hp 45,38,35,24,20;THAC0 l5; #AT 3; DDs 14l-Sl2-r2;SA maulins; SZ L; ML 12; XP 420;MMtSrO.The liotrs spread out aûd attack fromall sid$, ifpossible. The seâ lions checkmorale afier thê first of their p.ide iskiled and asâin after t]ree are killed.The lair is in a sea csve hidden byswaying seaweed (heat as a secret doorto locâte), ârd inside arc threehumanoid Bkeletons covered with sreenalsae. One olthêm wears s thick silverchain and pendant, now so corroded ast be valuele$. Bu.ied under the lumpsof rusted metal are thrêe eneraldswofth r00 gp each.If the bÊttle goë badly fo. tle party,a pack of shârks could be attrâcted tothe blood in the wst€. If this hsppeDs,the sea lioru immediâtely foræt âboutthe PCB t ensase the Êha.b, sivingthe pârty a chance to escape.Scene II! My Home B€neâth th€ SesIhe stlip of r€d coral eveûtuslly endsat Sprsye's home. R€ad or p&aphrasethe following:An âmszing siaht seets you as youmund an immenæ uderuat€r boùlderA gleat sailing Bhip lies on theoceÆ flooa it€ ancient wooden skelet neûcrust€d with shelltuh. It is ne€t€dslmo6t delicataly in a shstlow oevasseand su.mud€d by a breâthtskins forestofcorâl Èrd plart!. DazzliDg pu.pleflowers with blossoN a€ larse æ yourhead ar€ everywher€ midst bdshtgeen ftonds that reach upwûd t the€urface. thick columru olthe r€d coratjoin to mâke gracetul swooping archwaysthat frâme a path to a hole in theside ofthe ship.The hole leads into the only furnishedchâmbe. h the other.rise enptyship. Inside is a sisantic clamshellfilled with lvhite sand (SFâye's b€d)Â!d a sreat woodeD armoirc. The dmwersafe too swollen to op€n, but the ovalmirror iB still intact. Llns on thearmoire k a lons solden coDb (80 sp).After a few rouds exploringSp.aye's room, â human,sized, bipedaltuh swims in aûd stùes at the pariy,ùtt€lly bewildered. This is Laark, âfemsle IÆathahI,aark (locarhah)rAl- NG;AC 6t ttIV1, swim 12j HD 2; hp 10;TIIAC0 l9;#AT lt Dmg by weapon; SZ M; ML 9;XP 95; MMÆ28; tident, short sword.Laùk immediâtely put€ up herhands in a sigtl ofnon-âssession, tullyawâre that the PCs could easily kill he.After a fêw fluitless attempts by theparty at undesater communication,she sisnals them to swim to the sudacewhere tàey can talk. Lasrk can speâka rndeBtedâble, if somewhat surslins,form of common.l,aark is a close ftiend of Sp.aye'smd has heâld all about the fâsciDatinshuan, Gellirg. She assumes that themost charismâtic Dale in the pâ.ty isthe ChiefNesotiato! coEe for hispromised visit. "I am ténibly sorry MrG€lling," she says, "but Spraye hâs notbeen at home for some time. The poorgirl is beside heBelf since the âwfulcuBe. I am afraid I do not know whercshe tu!"There is likely mâjor confusion atthis point âs the PCs try to fird outwho SFaye is, whât she is, ând herrelationship with the ChiefNegotiat r.Laek knows enctly what hâppened tothe ùlucky Sirene, risht down to thelalt detail. She even krows the locâtionof the hags' cave. If the party do€sn'ttry to thresten or kill her ffrst, shegladly tell€ them everything.Lââ.k doesn't know the caus€ ofG€lling's Dentâl conditioD, or about thebrain addlins elTect of an ùsry sirene'st uch. tlthe party cant piece that oneout for themselves, Shylla of the CityCoDsress cân help (se€ the sideba."Dignitsries').the locathah knowsnothing of the detâils of the hass' cuEe,nor their Dotivâtion. She knows onlytàat their insidious spell hâs rcbbedhe. fiiend ol he. voice and thât withoutit, Spraye will pinê âway until she diesof grietLaâ.k helps the PCs in any wây Êhecan, bùt does not accompâny them intoAct Three: Zityok, Groutle, ondPrutScene I: The CaveThe hass' cave is on the edse of â saltwater swamp roushly half-way betweeDOrchid Bay and the sandy cove. Thesround i3 solt, sponsy muskeg and doesnot support much weight. Ttâvel overlandby horÊe is impossible, and move,ment by foot is ât halfspeed. It is âniserâble and mucky experience, especiallysince the area is Êwamins wiùhbiting insects. Approâching by water isThere are foù wâys into the @veconplex: two undeNâter and twoâbove. Obviously, Laa.k do€s not knowâbout the dry entrances, but she canshos the players both areas 1 abd 4.The PCs find the other entrances onlyifthey lnâke â thoroush search oftheland ùound the câves. See area 3 fordetâils.The cavems themselves are naturâland rândom; some châmbeB are complet€lysùbme.sed. others a.e hishâbove the water line. Ceilings âre simila.tyrundom, thoush most chambe$a.e 30'hish and tunnels are 6-12'hish.l. Mâin Entrance. This entrânce isa rassed 10' hole, nostly covered withseaweed.lhe hags have gone to $eatpâins to make this a.ea look well t.Âv,elled, thoush this is not t}le wây theyuse to get iD and oùt oftle câves.The water in these caverns is dark,overpoweÉnsly sâlty, end thick withalgae. Appârently therc is not muchcirculâtion thrcush here.2. Welcomet This châmber is holneto five saltwatef trolls. How tàey werelured here is â mystery, bùt theyremain becaus€ the hâss keep themsene.ously supplied with flesh humancorp8es. These behernoths are breâthtakinglystupid but vicious. Once conbathas Êta.ted, they are 80% likely topusue, regadless of where their quâr-Sâltwater Ttoll6 (4): AL CE; AC 2;MV 3, swim 12j HD 6+12; hp 48.39,32,29; THAC0 r2; #AT 3j Dmgr -4./l-4./9-16; SD regenerâtion; SZ LiML r6tXP 1,400; MM/349.The floor of this chamber is 20'undeNat€r, ând the trclls lie hiddenamidst a thick layer of sarbâæ ândhumân carcasses. They wait until the64 lssus No. 63


BEAUTY COBRUPTwhole pârty is inside, then mâss toattack. Any PC in a position to see maynotice the unusual amount ofrefusecollected here on a successful Wisdoncheck on 4d6. Ifth€ roll succeeds bymore than 4, thât PC also notices thehuman carcasses mixed in with thePleâse note that the lrolls regener_at€ oniy when subnerged in salt wâterIfihe pârty can somehow lùre themout, the dim-witted brutes do Dot evennotice and the pâ.ty mây w€ll be ableto dispose ofthem. Apotiotr o/ s@"?lr,rler emptied into the cavem rurns thewater fresh for 10 40 rounds ând neutralizestheir regenerahve poweB.Buried in the layer ofrefuse is asnmy leâther knâpsack. lnside is ahopelessly rusted set ofthieveb picks,somethins that once might hâve beenrâtioDs, tao broken glass botiles, ând36 gp. The reâl t.easure is â partiallydisested hunan hand weiriry a rins ofprorecrion +2 inside the lârgest trollsstomâch. It is up to your disÙetionwhether s wound innicFd by the PCscould câuse this to fall out on irs own.A. The Back Dooi Ifthe partyspends some time s€a.ching the landaround the lair, they may find the twodry entrances to the complex. Druids,rangers, or any chârâcters with weâthersense who nake a successful wisdoncheck on 4d6 ûotice a thin plurne oflight gray smoke agÂinst the cLoùdy sky.The smoke comes fron a natural chinneyin area r3. The chimney is roughly2-3 afioss, and it takes â torturousand winding path belbre emptyng intothe highest point ofth€ chambe.Only smâller thân man-sized cretturcs can use the passage .o gaD accessto the lâir, and even then it is not p.ac_ticâl âs sn entraDce. It does, however,ofIer the playeB an excellent chance tospy on the hags. Rogue PCs who succesÊfullyMove Silettly can hide ât theentrance to the chimney for as long asthey tike, hidden from the eyês of thosebelow by the snoke. PCs who nake alot ofnoise while cmwling th.ough thechimney certâinly attracù attention, andare sreeted in area 13 by â volley ofmerrow spears. (No one can be quieiçhile crâwling around in metal âtmor)The other entrÂnce to the lâi. is âwater-filled hole in the eround rhat con_n€cts directly to âreâ 8. Every tèw min_ùres, changing wâter pressure insidethe caves pushes wâter out the hole afew feet into the âir with â resounding"BLORPI"The tunnel is over 8 wideând eâsily accommodates the pa.ty insingle file. The residents ofthe lâir areua{are of this entrance becaus€ it ispartially hidden by fallen rubble at theother end. The pile is unstable and theparty can easily clear it arvay in a daiter ûf â fe! rounds4. The Real Way In. This is theentrance the residents use to get in ândout ofihe câves.It is blocked with astùrdy i.on gât€ firmly enbedded intoth€ rock walls. The metâl bars aretrem€ndously strong md impose 'l-25s. chance to â PC's chânce ât bending them. There are three verJ sophisticatedlocks ot the gat€, eâch imposing a157 chânce to a Rogue's chânce topick them. Breaking the bârs by forceor destroying the rock thât holds thêhinges in place is lery noisy andârirscts the attention ofeveryone in thelâir This is â tormidable barrier andrhe PCs will likely nor sain âccess5. Atl Fired Up.The tunnel clrmbs steâdrly until itrises completely out ofthe wât€r Amound of earth at the high Point inthe pâssâge lies between you and alarse flooded châmber beyond. To yoùrsurprjse the câvern is litl To th€ eâstânother tuntel climbs out ol thewater â.d rums northward out ofsisht, bur belore it is a laree cauldronlilled with burning logs. At the southend ofthe cave is ânother Jlamingcâuldron and another dry exit.All ofthe passages lo this room havebecn blo.ked with eârthen dikes. Thisseens Lrnusual to dwânen plâJ€rs whowonder wh€r. such â volume ol dirtcame from in these .ocky caverns.Other players with the mining profi_ciency màr notic€ the same thing oD âThe water is 1' deep and the entiresu.face is covered with a 11" laJer oflamp oil Thc bc.ns were erect€d tokeep the oil froln leâking into the oth.rcaverns and oul ro sea. Châdces ârcgood that thê swâmpy smell masks thèDUNGEON 65


AEAUTY CORRUPlthe EtgBZityak (sre€n has): Al, CE;AC -2;MV 12, swin 12; HD 9; hp 60;THACo 11;#AT 2i DDg 74/r-8;SÂspellÊ; SZ L (7' ); ML 17; XP 4,000;MMLA\ring of Ep. sto.ing: telzpo.tZityat tu extremely tâll lor a gr€enhas, but not as smârt. She ules herBpeI€ whe!€ver possible, savins inù'!-tàirity for her e8cap€.Grcufle (g@n had: AL CE; AC-2; MV 12, si.im 12; HD 9t hp 47;THAC0 1L *AT 2; Dmg 7-ry7j; SZMiùn 11; rc 4,O0Ot MMhAI:.inA ofspell Etning: teleport<strong>By</strong> som€ Bide€frect ofhavine adwarver fathea Gmutle has none ofthê Bpell abilities ofhe! kind. ln hernâtural form, she also hâ! a geDerou€Prut (Seâ has): A.L CE;AC 7; Mvswim 15; HD 3; hp 20;THAC017;*AT 1; Dms 7-10; SA deadly glance;SZ M: ML l1i XP 1,400;M.ltt181; nngof spell storing: inoùibi.lity, æIeporthut (D baEly move wheD she iBout ofthê wât?a dêpenditrg complet€lyor Groutle and Zitls to move herabout. A the wêate€t membêr of thecol€y, she i€ accust m€d to hÈvine theothers prot€ct her, æp€cially on drylard. She i! the Doèt irtdisent a€mbe.ofthe crvey, ând Bhe i3 larg€lyr€sporuible for their succ€6s ât gêthsinsthe potion's ingr€dients. I'Irc sonewhatb€auti&ing efr€cts ofthe potiorhave neutralized her deadly slance.odor. and only vcry obscnant châracters mighl nori.e the oily sheen.Ilepending on the circùmstânces, â succ€ssfullntellisence check on 5d6 mighinean a PC notices something âmissSttDding Ê'uard our ofsight at boththè soulhèrn ând eâstern exits are twone.row.lhei.job is to wàit untilintruders are inside the chambè. ândthen kick the cauLdrons ofburning logsinto the rvater Ther_ run to areas l2 o.E to alert their comrades ând the hags.The rcsultins blazc burns fiercely fo.three rounds câusing 2d8 hp damageeâ.h .ourd. Il thê PCs fled here iriththe iIolls fron area 2 in pursuil,chanc€s are good that ih€ mightllummoxes arc caueht rn the infernoMenow l2): AL CEr AC 4: )IV 6.swim 12;HD 4+4i hp 20 eâchrTHACo15i #AT 3i Dmg I 6/1 6/2 8: SZ L: trlLl7iXP 12Oi MM/2i2.The menow mây bê taken bv su.priseifthe party's apprcach is qtriet ldimcultgiven that they would have to sloshthrough the entire cavern). They ùe,however, bored to tears with guard dutyùd are not pâying preper attention.This .hâmbê. is rhe fôundation ofthe lair's alârm sysrem. lfthe pqrty cânsomehow avoid setting oilthe âlarn.they are likely to tâke their remâiningopponenls oy surprrse.6. Empty Câve. This cave is simplyextrâ space lhât is not needed. That isunless ihe pârly is having too eâsy atime, in which .âse it could contâin âllmanner of hornble creatures.7&8, Meûow Quarters, This snallnetwork ofcaverns is home to the hags'tribe ol neûow setuants. They are thecovey's hunters ând suârds, â.d theyprcvide mùscle when required. Thereare a total of20 mal€s, two patrol leâd'ers, six fenales, and a chief Nomâllxlwo males are on Snard duty in ârea 5,eight males and one patrcl leader inareâ 12, and the rest are found here.The chiel rnd â11 ofthe femâlcs stay inarea 9. The other rales are grântedfemale compânionship only iflhey pêrformsom€ exceptional seNjce to thechiel This has turned out to be aninùedible incentivc tor lh.ir loyalty.Ilolh calerns a.e splrtan, ând orderlybecause the h8gs doni â11(N their servântsmânv possessions wiih which rômake a ness. The noor in areâ a is covereds ith a thick laver of seaweed whi.hacts as the tnbe's communal bed. The.oon is othcF isc empty. Area 7 iswheré the henow cat, gamble. and fightwith eâch other Pilêd in {rne comer a.dleished down with .ocks, are the bodiesofsix hunans, three sharks, and oneIrihe â1â.m has been raised, all ofthe mer.ow here slowly mobilize andmole lo areâ 5 wilhin seven rounds. Ifthey do not see the pârty l.hey continùeon to area 12. lfinstead ihe pârty hasmanag€d to sneak in, thrasleep in th€ seaweed bed, and thepllrol leader and the fiv€ others arebeâling on one ânother in area 7. Urhythev are fighting is a mystery, but itlikely has to something to do with thefemales. Because ofthe noise they aremakins, fishting in one .oom does notâttract âttention from the others.Merrorv 110): Sec prcviousPâtrol Leâder AL CEiAC 3;MV 6swim 12i HD 5+5; hp 32 each; THACO15:*AT 3.Dmg2-7/2-713-9; SZ Lj MLlliXP 650.The pâtrol leeder weârs wide copperbrâcelets on eâch lrist (30 E? eâch) signifyinghis rank.At lhe south end of area I is a l@sepile of rubble that looks totally un.ena.kâble.The pile pârtiâlly conceals apassqe outside (see âreâ 3).9. Chieis Chahber This smallcav€rn is the private châmber ofthechief. The dooMay is drap€d with aheavy siik curtain, coated with a thickand slimy layer ofâlgâe.It is ugly andvalueless, but it seûes io presen€ theInside, the floor is covered with aseaweed bed, much like ârcâ a. Thercar. also a dozen cùshions about th€cave, obviously stolen from surfacedwelle.s. They âre showing sign ofsevere .ot ând will soon break âpârtlfthe alarn has not been raised. thechiefis her€ frolicking wjtb six femâles.The women arejust âs repulsive as themales, except for theù longer hair,somewhat more delicate linbs, and themasses oftattoos colering their bodies.All ofthe aemales cân fisht.Melmw Chiel: AI CE;AC 3; MV 6swim 12; HD 6+6; hp 20 eâchiTHAC0l5r #AT 3r Dmg 2Jl2 &,l 10iSZ Lj MLI tr XP 9?5.M€rrow Femâle8 (6): AL CE;AC 5jMV 6 6wim 12; HD 3+3; hp t4 eachiTHACo 15r #AT 3; Dmg I -2/l-AL6.SZLiML lliXP 420.Th€ chiefwears sold brâ.elets (100gI each) on each wrist and a thick solden ring lhrough his nose (80 g!). Eachofthe fernâles wears â diânond stud{120 gp) in €âch eâr and in a nostil (24r0. Hag's QuarteE. This cave isthe quarteB for the hags, Zityâk,Groutie, and Pnt, though they are nothere ât the moment. The chamber islârgely enptr because the hags 6pendmost oftheir time in 'rreâ 13, returringhere only to sleep. The covey l€fi mostoftheir possessions at the; permanentlaia bringine only a ninimum ofequipWhile Zityak and Piut both sleep inseâweed beds like the ner.ow, Groutleinsists on using â moldy ând soddenfeathe. mâttress. lt is weighted down66 lssue No 63


BEAUTY COFRUPTwith mcks. HaDgiûg on thê south€rnwsll is â batte.ed mirror f.ame, withonlv a few shards of slass. The rest ofthipieces âre on the floor. Each hâghas a stout, unlocked iron chest forthei. pdsessions.{ Thê lirst chest contains severâldirty ând rasaed clothes. wrapped in atj'readbare piece ofburlap, however, i3a scandalously low cut red silk evèningsown sewn with (fake) white Pèùlsihere is also â wicked parins knife, 178p, and a rins ofthree keys Theseunlock the gate at areâ 4,+ The bottoh of the chest is lilledwith broken hand mirroB. There arealso ùhree pariially eaten human tèetrlâte nisht snâcksr. and a leâther pouchfilled with 200 sp-+ Prut, the blains of the covey, hasher own copy of the ingredient-s for theDotion of lovelines8 in her chest, alongwith a tiny golden ring thât is too smâllfor her finser It is a .rng of curins with3 charses, aDd it works exactly tike asto ff of ùn ng. the I'st of incredients isÊcrâtched onlo a thick piece ofanimâlhide and reâds as followslA gallon of the fiN spnng NinsThe spirit of a couattthe hom ofa unicomA brcnze d.roson's heartA palad.in's DirtueThe essence of a drradEach it€n on the list has been.oughly crossèd out, except for "asi.eûe's song." Next to tlat entry isscratrhed 'Orchid Bay?" The othe.entÉes hâve locations (preferably ftomyour owII campaigD) marked next tthem, thoush ihe.e are no notæ regard_ing the preparâtions and ritualsrequired to mâke the Potion11. À Thundering ApProach. fhisnarrow tùnnel climbs steâdity at ânansle ofnearly 30". Hidins iD an alcoveat the top is anot}Ier melrow waiting tospring â boulde. trâp. tfpo$ible, hewâits out of sight ùntil the party isneârly thlee-qualte$ ofthe way uP,then he lets loose a nêt tull of boulderswhich cæh down the lons PassâgeEach PC Eust mâke a Dexteritycheck on 1d20+r for every 20' he hast.âvelled along the tumel. On the firstfâited roll, that player tu hit by a boulderand c.âshes back to the bottom.Those who are hit sùfler 1d4 hP dâm'âge for every l0' they ate fmm the bot'tom, plus another ld2 hP tor eâchmrssed Dext€nty check. PCB who canty or leÙitote above the Mks avoidIf the trâp in area 6 has not beenspruns and the party has been relâtive'ly quiet, there is a 50% chance thât thegxârd is in ârea 12 gambling with theother merrow. f'he parly can lhus avotdthis trap completely if they don t d.awany âttention to themselves €limbing12. The Welcoming R-oon. If thememw âre aware of the PartY, theY 8rewaiting here to nak€ a lâst stând.There are ten males and one Patrolleâder, each amed with â 3ins1€ spear.Thev take Dârtial cover behind thelârse bould-ers about the room, wâit forthe party to enter, and then launchtheir spears. Th's being the limit ofthei. strâtesic prowess, they thenlaunch themselves at the PCs in a massMerrow (8):AL CE;AC 4; Mv 6,swim 12; HD 4+4; hp 20 each; THÀC015;#AT 3; Dmg 131-6/2-8 or bYweaDon +6: SZ L; ML 11; XP 420i speârP;trol Lead€r: AL CEi Ac 3: MV 6,swin 12i HD 5+5; hp 32 each; THACo15; fAT 3; Dmg 2-7l2-7l3-g or bYweapon +7; SZ L; ML 11; XP 650; sPeâr'AJIer thrce rounds of combat, Zitvakrushes into the room from area 13 tosee what is soing on. Read or paraphrâsethe following:Suddenly in the midst of the shout'ins and the chaos, a hideous womanbu;sts through the far ent.ance. Sheis hugely tall, with bulsing blood redeyeÊ. Her skin is while as cream 8ndflawlessty srnooth, yet her harshlyansuta. cheekbones ând enomouspointy nose na. her face. Full, pout'ing red lips pa.t âs she speâks revealing â tangled mass ol rotten, pointytæth She l tu â massive hand to herheâd in disbêliei huse swollen knucklessrithing beneath perfect skinHer mouth works turiously beforeshe manaæs a desperate sc@ch."StoD them, foolsl We are too close tobe f;iled now! Stop them or you wiltpay with your lives." She reachesdown gracelessly Lo grâb â deLicaieporcelain vase pluggêd with a rubberstoppe., and with that she disâppeaninto the chamber beyond.Continue the battle normâlly untilthe pârty defeats the metrow, somehowmanases to force the bâttle into ârea13, or getÊ some of the PCs p$t thefisht and into the châmber beyond.If the memw are still uâ\tare ofthe pârty, read the followiûg inst€ad:There is ùother group of merrcwhere sittins in â circle thowins diceont! a marble slab, yêlling ând belchinsât thê top of their lun$. Onê ofthem stdds at the fa. end of the caveb€forc the entrance to Yet arotler,much lârger, caverû. He is talkingwith one of the vileÊt looking womenyou hâve ever seen. She is hugely tsll,with bulsins blood red eyes. Her skinis whit€ as cÉam ard flawlesslysmooth, yet her harshly angula.cheekbones and enormous pointy nosemar her face. Futl, poutins red liPspart âs she speak! reveating â tanslêdmasÊ of rotten, pointy teethSuddenty she spins he! head grâcelesslyand her bright red eYe8 fixdire{tly on you. Shê bends down tosrab a delicat€ porcelain vase plùggedwith â rubber stoppe. and shescreeches at the top of her lugs"StoD them. foolsl We are ioo close tobe f;iled now! Stop then or You wiltpây with yoù. liveE."Robbed of thefi chance to use theirspears, ihe meEo\t simply wâde into;mbât. Bear in mind. ifthe alarn wâsraised in ùea 5, any suûivin8 me.rosfrom areas 7-0 may al.eâdy be on theirSc€De Il: I'he Potioû of Lovernr6sThe vase is the vessel where the coveyhâs trapped Spraye's voice To releæeit, the PCs need only pull the stopper or13, The Den of Cotnption. Thed€scription below assumeÊ the pa.ty i3ertæring viâ room 12. lf they are sp]rnsftom the chimney, alter the woding sisnificantln'Ihe eno.mous cavem stinks ofsmoke ùd bumins feâtherÊ, the ceilinsis obscured with smog and the wâllsblackened with ashes. At the cent€r is agreat iron @uldion aiop a grganttcroarins tue pit. thick sEen fom boilsover tàe câùldron ald hiss€s toudly asit sp€wÊ into the flames b€lowThe ghastly woman you sâw in theothêr rôom is he.e with two otherslike her. À11 of tlem with someDUNGEON 67


BEAUÏY CORRUPTvestisial trappins of beauty, yet whollyand completely loathsome.'Nol"crieÊ one of tlen in a sensual voice,"not afte. all our lâbors. We cânDotfail now!"The three ofthem tun ud stareat you piercingly with dèep blue eyes.St.anse, you could have swoD theone woman's eyes had been .ed.îwoof them let out a bloodcurdliûg shriekas they lunge toward you, while thethird dives behiDd the cauldron.The covey ùe desprately ctose tofinishing the porion and need only saythe finâl Bpell ând cast the lâst th.eein$edients into the câuldron. Thestreneth ofthe nagic iDvolved hasâlreâdy started to âffect the hags, slowlymelting âway their vile exte.iors.Zityâl and Groutle attack the pârty inâ lâBt dit à etrort to stall thern whilePrut completes the spell. She needsonly a few minutes to complete thepotion, so the otleB do everlthing intheir power to buy he. time.The pârty can easily see Prut as shereaches behind the cauld.on andemerses with a unicom hom in onehând aDd a larse crystâl in the other(the crystâl contains the impnsoned lifeforce ofâ couatl). She besins chântinsIoudly and then within two ioundÊcasts them intô the cauld.on. On thethird ruund she pulls oùt the porcelainvase (which contains Sprâyet stolenvoice), dd holds it in both hânds aboveher hêad in a ftenzy of chânting. At thispoint the hùsh featuræ of the hagsb€gin to so{teD noticeably.Unless the pa.ty stops her, Prutthrows the vase into tle cautdron five.ounds after the bâttle begins. Sprayetvoice is consumed forcver, ând the partyhâs failed. The three hass screâm withlaughter and tù.n tnrtsiàle (eitherthrcugh innâte ability or the rjns o/spell sto.tnd. They rush io the cauldroûto drink, then câst the finâl spell intlteir rinss ând telepo.t away. Unlessthe party has very powedul magic attheir disposal, once the vâse has beenth.own into the cauldron. there is nothingthêy can do to prevent their escâpe.It i3 up to the party to do everlthingthey can to intempt Plut, thoughint€rrupting th€ procedu.e does notnecessarily accomplbh their soal. 1oElease Spraye's voice, they must breakthe seal on the vâse. either by .emovingthe plug or breakins the vessel. Themost obvious way is to breâk ihe vase,especially when Prut is coûvenientlyholding it above her head. A missilefrom across the room, a spell, or even aweapon blow at close range shattêrs thef.aaile porcelain. Fo.cins Prut to dmpthe vase does the sâmejobjust as well.OtheNise ihe PCs cân try to steal thevâse fmm Prut. Given how thorcughtyhandicapped she is out of the water andher inherent cowardice, any PC whocan break âwây fiom the green hagsând attack her diEctly cân likely forceThey cs also int€rrupt the has bycæting a silence spell, o. by ruinins oneof the other component€. Howeve., thisstill leaves Prut with the vessel fo.Spraye's voice in her hands. If the pa.tyruins the potion and Prut even suspectsthat they want the vase, she throws itinto the cauldrcn pu.ely out ofspite.If the pany releases Sprâye's voice,any surivina hags scream in frust.ationând fall t the smund crying in anguish.tuad or parâphrase the following:A fine white rnist nows oùt of thevase, ând you hear whât sounds like alons delicate sish. The hâgs cry out inunison as they fall to the goùndclùtching thei. heads. Their skinabruptly bubbles and wrinkles, tumingglay and creen. Theù deep blueeyes â.e swâllowed with fiery red. Theusliness inside those creatù.es boilsto the surfâce with a vengeance.'Nol' scrcâms the smaller onenèùest the cauldrcD. "It cannot be!We waited for so lonsl" ând she clunblesto the sroùnd sobbins wret hedly.Over and above the howls you cânhear â cleù slld beautitul femate voicesinsiû9. Abruptly the mist swirls anddisapp€aÉ, aDd tàe singing is goDe.If the battte wâs going against thepady, this tu an ideal time to escape asthe hâsÊ w.ithe in self-pity, bemoaninstheir fate. Il the PCs choæe to press theâttâck, the hâgs .ecover rernarkâblyfast, though the party âutomaticallygains initiâtive fo. the next conbâtrouDd. lf thins! stâ.t to so badly for thecovey, they use their .ings to relepo.tIf the PCs set the chance to searchthe room, they may Iind a fea things ofinterest. mether o. not the potion wascompleted, the contents ofthe câuldronlose their masic in a sinsle round.Afiêrârd, what is lelt isjust â thick,soupy geen mess, and âny ingredientsconsumed a.e unrecoverâble.In the comer iÊ â stoùt iron chest.sene.ously coated in rùBt. The lock istrâpped with a poison needle thÂt causesdeâth on a failed sâve to anyonetâmpering with it. Those who maketheû sâve still suffe.4d4 hp danâge.Inside is another .;"€,o/ spell stoiiaq,contaln\îA i n u i s i b i I i tr, a^à t e Ie p o û,three large chunks of crystal (worth,less), ând a pile of200 pp. Stackedbehind the chest âre a dor€n baûels oflâmp oil. fo. the tlâp in area 6.Depending on what happened ea.lie.,two ingedients liom the potion mâyhavê suNived. Thêse are the unicornhom and the couatl's crystal prison. Inthe hands of â lawful sood mase, theho'n works as uand of illumination,ând the crystâl is descibed mo.e fullyunder "Scene IV: Aïte. the Fact".ScêDe III: Oh What a Pr€tty MesôIfthe pâ.ty was successful in releesinsSprayet voice, and they sun ived theirforay into thê hags' lâia they are stillnot finilhed. An hour after leaving thecaves, it they âre dryhere near thewâter, Spmye seeks them out. Reâd orpâ.aphrase the following:Suddenly â stùnnins womân withpâle geen skin and long green hairBi{ims into view. "Please g@d peoplel"she câlls out to you. "My nâme isSpraye. Lâârk hâs iold rne what hashappened. ând we must restoreGellinds mind. Cân you brins him toSprâye answers any questions theparty may have if ihey still haven'tdeduced eve.lhing for themselves. Sheis mortified at what she has done and iseager to set thing€ right. Spraye doegnot go to Orchid Bay, clâimins her meddlingin hunan affaiÎs hâs alreadycaused enough danage, so she asks thepaûy to bring Gellins to the sandyD€pending on how lons it took theparty to rcach this point, they may bein quite â hurrj'. GettiDg from theswûp to Orchid Bay to pick upGelling, then to th€ sandy cove, ândthen back to Orchid Bay takes anentire day. If the conference is fastâpproâching, this nay involve ridiûgthroush the night.EveD ifthe Wlae.ian delegation hasalready arived. all is not lost. cradenis an acconplished potitician, ând heâ$ures the party with â wicked glearn68 lssue No. 63


BEAUTY CORRUPTin his eye that he can delay things for âwhile. lt takes âll ofhis 8ui1e, butcrâden does â splendidjob ofbossingdown the negotiâtions in t€chnicalitiesuntil ihe party returns.Wàen the PCs get Gellins to thesandy cove, Spraye i6 waitrng anxiously,pacins up ùd down the beach. Read orparaphrase the following:"Oh, ny deaa sweet Gelling,"Spraye says breathlessly rushing overto the Chiel Nesotiaror, "what hâve Idone?" She sently takes his face inboth her hânds. Suddenly the din fosin Gellins's eyes clears away ând heslowly dislodges his thunb fton his"Sprayel" He says with sone shock."WTat happened, why do You took soconce.ned? And by th€ gods, why do Ihâve rny boor on my head?"Spraye glins.Sp.ây€ thânks the pârty profuselYfor rcstonns h€r voice, her most prizedpossession. She kneels before thern andkisses each person's hand in Sratitudeshe then wishes Cellins a teârful epodbyeand dives into the water, qui.klydisâppeanns flom vievScene IV: After th€ FactThe story likely ends with th€ PCs tmv_elins back into Orchid Bay, delivering astunned Gellins io the ConsressionalHall, in the midst ofnegotiâtionsalrcâdy in prosress. Thanks to Graden,however. the negotiations have goneabsolutely nowhere.with ChiefNesotiÂtor Gelling backat the bargaining table, the trade talkscone to a successfDl and sp€edy close.The entire City Consress fomally hon'ors the PCs with medals ofvalor andpays eâch PC the âcreed 1.000 gP innewly mrnted plattnùm corn6 \{hrle theparty hâs earned the $atitud€ oftheConsress, politi.âl favor is a ficklething. Soon their actions âre forgoltenand their celebiity stâtus is short livedNeither the PCs, nor Gellins ev€r seeSpraye âsâin. She has decided thiswhole ordeal is her fault. and that if shehâd listened t her mother and not lneddledin the afairs of those abov€ thewaters, none of this would hâve happ€ned.She rnoves to â new hone to leadâ sâtisfoins. but solitary. life.On the otàer hatd, rhe hass â'e notso pleâsd. They have been accumulatinsinsædients for neùly hâlf a century andto have ever,'thing tom âway when theywere so .lose to their goal is enough todrive th€m insâne with ang€r. What thevdo for vengeânce dep€n& on who 3urvi!€d.If Prut is still alive, she weâves delaborat€ ând wicked rcvens€, 8eaæhingout â new nemb€r for the coveY ifneeded. If she wân killed, the gIeen hagrsimply wait until the pany leaves OrchidBav ùd attack therr camp at nightfâllOfcoursê there is âlso the matter ofth€ couatl in its crystâl pnson. If theplaye$ look deeply into the crystal,they can see the creature flying about,desperâtely seârching for a way toc..âpe. Shylla cân hêlp them identify jl,fthev don l know what rt is. Good_â[sn;d châracte.s âre compelled tosea;ch for â way io releâse the noblebeast. The p.ison is the p.odùct ofânother powcrful curse ofthe covey, andbreâking ii is a monumental undêrtaking.Ofcourse. by releâs'ng the couâllthe! creâte â poserful ally, who will nodoubt feel indebted to them. OThanks toour playtestersMichael HuebbeAndrew TollefsenGlen HinytzDerrick MuehlenkampKimberlv HuebbeMirandà HomerShawn HomerJeff OuickRobert WieseChristopber PerkinsBrian MaxwellLârry WardSteve R. BishopJâmes willettéShane VermetteHans MentzenSteve PotvinBrent BristouJeanie GoodwinRodney HallmarkJohnathan PicklesimerLee StuartCraiq wadlevKarlà WadlevJeff Crookqh\l-r'*','*o.\. | il0@tl6!DUNGEON 69


LÈTTEBS (connnued trcm page 6)a lett€r I hâve got â lot ofthings tô sayÊo find â confotâble seat ud brâcêFiEt, I would like lo ask yoù to.estore the old fomat ofthe contentspâge. It was much easier to assess thecontents ofthe rnâgaziDe for usefuladventùres when they were listed neâtlythan now, with them sp.âwted ailover the page. Also, there has b€en âmdked increâse in tle number ofnistâkeson this pâge (throughout issues57 to 60 so and check for yoursel0. Iam sorry to grip€ but this has provedextremely iritatins, especiâlly when (iDone instance) aD entire âdventu.e wasnot listed. However, elsewhere in issue#58, I found the excellent "CâveatEmptor" Ted Zuvich never fails to p.o,Unfo.tunatety, not âll ofyou aùtho.sar€ of the sâme hish standâ.d. -IheMurder oI Mâùry Miller'was a soodfiBt attempt by Cameron Widen, bDt Iwas dishayed to discover a lâ{.ful-soodhâlflins bardl (Another so and check).Didn't ùyone in the ofiice spot this, ordid youjust decide to let it so? If so,I,ând I âm su.e most reade.s, would haveappreciâtêd sone kind ofwanins. Inaddition ùo this, Cameron tells us thâtShepton "oft€n invites his old âdveniur,ing compânionÂ, some ofwhom havebecome quite powerful, to his home fo.a visit." Ifso, then why does he not.ound thern up and dispose of Rânder?rtlese arc only minor srunbles, howeve.,and ifl ever get pùblished I hopethât Cameron rill not be reticent in hiscriticism of ny work.I$ue f56 wâs of great interest tone. "Janx's Jiu" was the sequel"Dovedale'ftorntoissue #46 - both âreset in the same location, bâsed upon areâl plâce qùite neâr to where I livelMy favorite âdventure was 'The Lândof Men with Tâils" even though I willhave exheme difficulty in using it dueto it's setting- This leads me onto ânextremely old and very hoùy chestnut- Cene.ic vs. the PLANESCaTE- settingvs. the BIRT'HRIGHC campaign vs. etc,Everyone else aDd his dos has thrownin their two r'ênce (cents) wo.ih, so Ithought I misht aÊ well. "Umbrâ" (issue#55) wâs ân excellent âdventure, ând Iwant to see a continuâtion of the varietyfor which ,u,vcroÀ âd.uentures h^sbecome known (especiâlly RA\DNLoFI.modules!). Howevea (yes. another"However") I did leel that it took up toomuch space. This is not the first timeyou hâve filled the masazine with ânoverlong unwuâl-settiDg adventure("The Sea of Sormw" in issue #36), andI did not âpp.eciate it. I understandthat occæionally you may .eceiveadventures like these, and yoù feel thatthey cannot be trimmed.Ifso coùldnIyou publish a special ext.alons issue,inst€ad of chopping the other adventùes?I wont ask you not to publishvèry lons modules in the futu.e (itcoùld b€ sonethins l cân use!), butpleâse think long aDd had before youdo. I would also like to repty to theardent followerE of vâ.ioùs "altemative"settins! who claim the generic DMs cansimply adâpt the unusual settings totheù world. The key word he.e is'simply-"It is not âs easy to do aÊ someseem to think, and the nâjority ofDuÀcEox Ad!'ertù.es buyers âre thebusy refeEes who do not have time towrite their own adventù.es, let aloneSpeaking of tine ând efort, thesearc, I believe, the nain rcasons for ihelack of hish-level module submissions.W.itins to take âccount of all the possi,ble Btory twists created by Linited uishslinsing,uo.pol suo.d-wieldins, coutdhave'any-number-of-poweB-under-thesùtwes is a nightmare. especiâllywith all the new supplements out. Irecently had a sreat ideâ for a highleveladventure, thought about it. ândshelved the idea (I enjoy my sleep tine).Speaking of (yes, anothe. 'Speakinsof-) supplenents, I wish to voice myconcem over the new PL{yERs OFaroNlMrulês, which TSR doubtless wish to6neak into ihe An&Ir same viâ theback door ofthei. modules ùd masâziDes,by inclùdins.ules fiom thesebooks so thai new naterials are usetessto game6 unlesÊ they purchase theâforeneûtioned volumes. Please do norstân this process in ,uxcroxAd,?nl&rer, as I do not know how Icoùld cope without youlFinally, an inncuous stâtemeDt iniesue 57 has raised in me a sreât deâtof coûcern.'We did in fact ask Bill towrite "Grave Circumstances" (issue#56). Pardon? Are we t p.esune fromthis that the Editors are taking any oldadventure from designers who wish toplug thei product? A1l of a sudden Ifind nyself extremely suspicious of'Unbrâ" aûd"Seekins Bloodsilver"(issue#59). Did youjust w.ite oIT:'DearCh.is, knock up a module for )OO( newsettins'ând when it drived slâpped itin the magaziDe without â secondthought? I pÎesume you chose hinbecaùse he is ân $tablished âutho.ânsling fo. a job in the gab€ desisïdepartment ât TSR. I ffnd it disturbinsto rhink thât new subinitte.s wità ereatideas sre being kept oùt ofthe pâses ofDuNcEoN Aduentures by rhes€ modulês,or ev€n thât you âre choosing thesemodules over others {which may be ofhisher quâlity) sinply because they âredesiened for altenative settings thatyou wish to plug. (Risht about now the1{o.& "sour srapes" are flashing acmssyou consciousne$, conect?)Pleâse print this lette. - it will siveyou a great opportunity to publiclydeny âll knowledse of the conspiracyAlexânde!DerbFhire,RoyU.ILWe den I these tidiculous charses. Ond side note, I'd liÈe to dcd.icate this iss@to mr cou9iùs, John Baichtal, PaulCulotta, Chris Dorle, Kent D mdn,Chris Pe.kins, Johnathan Richard.s, and.Jennifer nt e Stdck.No Sell Out!Whet up? Props to Johnâthan M-Richâ.ds SideTrek adventure "CentaurofAttention" (issue #60). Unlike JohnBâichtal, I thousht hiÊ adventure wâÊmuch more than "pedestrian." How canyoù label an âdventure that prcvides aunique encounter in which the pa.tymust ftee an enslâved centaùr as o.di'nary? It was well witteD, it contâined avery inte.estins background detâilingthe centau.s capture, and it was allsumùized into a singl€ encounter,allowing â fast-pâced adventure thatcould be placed almost anrrhere(which iÊ what a SideTrek adventureis). Don't sell'em short, homes. civehim the credit he deseFes!Now onto i$ue #61. Props to bothDan Dê Fâzio and Chfistinâ A. StilesRA\ENrcm adventùrê 'Jigsaw'. I wâsecstâtic when I op€ned the issue andlooked upon the fiIst Mosque of the Red,eatn âdventu.e ever published inDu,vcto,v Aduentûps The backgoundwas ft€sh, and the tzxt describins theVictorian scenery was fat. TonyDiTerlizzi âlso did an excellenr job inconveyins the mbience of the scenerythrcugh his ârtwo.k.Howevea as nuch as I enjoyed it, Ifound a few thinss mons with thei.70 lssue No.63


adveniure (sor.y fellas, but when itcomes to R{vENLoFr. VERSE ain't NoSell Outl). Towûrd the end ofthe âdventure, the pa.ry wâs presented withthree chânc€s to sct â t.ap fo. Udo, theJigsâw Man - once at the VonThresher home, anolher at the VonRudiger Châteâu. ând the third at thehoneymooû coitage. In each encounter,the DM wâs instructed to give the PCsa copy ofth€ maps. yèt there was nofine print Branti.g permission to do so.When Udo atlâcks the coach in alast ditch effo.t to dispose ofVicioriaând Gùsta\ there is the possibility thatit crâshes into the icy saters of thelâke, knocking Gusra! unconscious andbreâking Viclori,t\ arm in the process.Unless the windows are broken, iheyinevitâblJ drown. but in lhe drâwing ofthe coâch on pae. 26, the door hâs nowindow (it must be one ofthose win'dows of invisibility ). I also found theinclusion orsisnund Freud jn theâdventure somewhat humorous, butwasn'i he obsessed with the relation_ships between sons and iheir motherslnow rhat would bav€ rnade â muchmore interesting rol€ plâying expe.ience than dreâms).Finâlly, VERSE would lik€ to siveprcps to lÆrri E. Hulbêrt, â newcomer ioLETTEBSDuNcuoN who I think has nade animpressive start with her âdventure"Night Swan." Easily âdâptâble to lheR{!ENr-t)!-T setting, h€r adventure provedto be a hoûific tale depicting â ûiqueway to teûo.ize the party with a com_monly used creâture - a vâmpire thaltrânsfoms itselfinto â swùn ofbloodthirstymosquitoes (a very nasty viUainindeed). I also thought the cartogrâphywâs fresh, ând considered ir the best outofall the coniributors ofissue #60.Well. thât's Dy two cents worth. Nodisrèspect int€nded. AlthoDgh I disagyeewith John s opinion of"Centâur ofAttention,'I think he is a good writer.and has *hât it takes t,r get publishedin DuNcrxrN ihis letler in issue #54add.essing Very Upset" inspired he locontinue sùbmitting material to yourmâgazinc). I also hope to sæ nore o1Dan's. Ch.istina's, and Loûis adven_tures in th€ future. Peâ.e Oùt.OG.\'ERSETh. drouins ol thc coa.ll is a sithorttt., so it has ùo ùitdaus - !,d-v?s,Sqnund Frcud uas obsessed uith th.rcIationships betueeù sons ond theirmotheÆ. Sor4 about thè mssing finrprint. The indiuidudLs rèsponsibt! lôrthese ervs halè be.ù soched.Fantasy Swords' Real Steeltlin.l r4nl!fL,rh ùtrh)n ne( , ts.llriJ. rs ù( trrrFù. r!,lslhiiiLe .rnntrrr iro. ALI {urinrÈJ r' rsnJd JnrJ son or(,1.{.rJinrn 6elr.l$.. Junns 'nri(chJElfinon[ i.nic\.f th. nu{ulir*l_M4.648,,,$tI9 L5r.!r.ù'Nl(,,,*J,B,hL'Sword$atement of OuncishlP,Tltbof Ètùlotloôi Dùrcld' Àdwn!6D.t ot 6[rE; 14 o.iober 1996hha

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