aaD IN A
"Rob Manning
‘ A par of leprus motinain dave plead
of their compatriots from a deadly ettin-wighi
“Side'Trek for th-leyel characters.
i
&
the rescues
tA D&D
x
CRITICAL THREATS: =
Robert Harris * Z
He rules.a kingdom of deceit and subterfuge, and his
paranoia makes him deadlier than the average beholder.
“AD&D “Critical Threat.” * e
Campbell Pentney :
‘A 185-foot iron giant has appeared out of the ocean to
terrorize the Coast. Its metal skin hides many secrets, and
only the PCs can find a way to halt its path of destruc-
tion. A D&D adventure for 13th-level characters.
ry,
COVER
Chuck Lukacs gives us‘a fresh look at the
“Life's Bazaar” and the city of Cauldron. An encounte
't soon forget!
one
classic beholder with this illustration of Lord Orbius Vhalantru,a key player in.
—_——-_
~ March/April 2003.
Vol. XVU, No. 1 in.
i
+
”
Christopher Perkins
‘The Dunceon Magazine Adventure Path begins! Enter
the city of Cauldron, a metropolis recently besieged by a
ragh of disappearances. The population ofthe city is
~ “nervous, but the disappearances became personal when
four orphans were taken from their beds three nights
ago. The Lord Mayor's stumped, and the city needs new
hefoes to uncover the mystery of the lost Cauldronites.
_ AD&D Adventure Path: Shackled City adventure for
Ast-level characters. .
DEMONBLADE —_-_-94
Hank Woon
- “The legendary demonblade has resurfaced and claimed
the prince of Manderaun. Only the intrepid PCs can ri
the land of the former inhabitant of the demonblade, as
well as its foul minions. A D&D adventure for 1éth=
level characters.
“The vies deeds like poison-weeds
‘Bloom wel in prison-air
tis only what is good in Man
‘That wastes and withers there:
‘ale Anguish keeps the heavy gate
‘And the Warder is Despair.
—oxar Wilde
‘The Ballad of Reading Gaol
i
ofthe eye tyrants when you're only 13 level is one a charJOY OF A NEW CAMPAIGN
Before you read this editorial, do yourself a favor: Take the magazine, turn to “Lifes
Bazaar’ head tothe little DMs room (or wherever you like to do your quality rea
ing), and read through it
Now we can talk The adventures inthis issue are all top-quality modules I run
in my campaign in a heartbeat—pretty much the standard by which I decide to
buy an adventure, to be honest. But “Life's Bazaar" is something new. Duncrow has
never run an Adventure Path series before, and after years of protestation by many
voral readers, we've succumbed to the hue and cry and decided to forge ahead with
this beast that has become my passion. I'm so excited about this thing, I start to get
the shakes and dribbles when I think about the intricate plot details my authors are
toying with. We even have an Adventure Path ‘council forming, composed ofall
the authorsof each module (and myself), the entire purpose of which is to keep the
continuity strong and the Adventure Path exciting
But what I'm really itching to talk about this month involves sweating palms,
butterflies in your gut, and more rehearsal than you put into your éth-grade musi
cal performance of Tom Sawyer. No, this has nothing to do with members of the
‘opposite gender; ifs more important. 'm talking about stating a new campaign. To
playtest the Adventure Path, launched a weekly lunch campaign with some wil
ing guinea pigs (aks, coworkers) here at Paizo to see what Joe or Josephine DM
‘would go through trying to run these modules straight from our pages. (And for
those of you keeping track at home, that’s three campaigns we have going on here
My Advencure Path campaign, Dkacow Editor Jesse “I look like a troll” Decker's
gladiator campaign, and Daacow Associate Editor Matt “I just dropped out of
Thomasson’ campaign because I'm a big loser” Sernett Oriental Adventures game. |
Were serious goobs) I wanted to discuss what I consider two of the most fun ele
ments of a new campaign: the new character, and the first fight.
(Our first PC is Dree, the cautious and considerate gnome illusionist, and his cat
familiar Mr Dibbles, played by Matt Sernert (the illusionist, not the cat). Hallan the
halfling druid, played by Jesse Decker, is naively honest, and wont go anyw
without his riding dog/animal companion, Fergus. Pressured to then create a stun
tie character himself, Stax Wans Insider Editor-in-chief Dave Gross compromised
by playing the s-foot-all hua Oscar, whose “greatsword is taller than he
is” according to Dave (not trying to compensate for anything, are you Dave?). Next
is Laurethoton, the elven ranger played by our CEO, Liss Stevens. Lautethoron has
the perfect blend of enthusiasm and casual distegard for the law you love to see in
4 1stlevel character. And no, I'm not saying nice things about her because Lisa
signs my paycheck, Really, Illustrious Po.yiizpnox Editor Erik Mona plays
Mestiphar, an albino human bard, ofall things. Erik said hes determined to find
out for himself whether bards stink. Good luck, Erik. Last but not least, our pub-
lisher, Johnny Wilson, plays Salvatorus, a lawful good cleric of St. Cuthbert. Now
you probably don't know Johnny, but I have o give him props for stretching to play
a lawfully aligned character (and believe me, its stretch). As Dave said, if Johnny's
trying to play alawzul good character, well probably get neutral good, since chaotic
reckless defines Johnny’ typical alignment choice.
‘As for the first fight, it was great. After a lengthy investigation (4 1/2 hours), the
group made their way back to Ghelve's Locks for the third time, where after
repeated clues, they gave up the pretense of diplomacy, charged into the back of the
shop, and started a brawl that culminated in the near death of Salvatorus, but the
eventual triumph of the FCs over a single skulk (Tl like to remind you al that my
players are game industry professionals), But you know what: That was probably
the most exhilarating combat Ive run in six months. Man, I love new campaigns.
‘Oh, and by the way, were going monthly next issue, Strap yourself in
Dae |
Robert Harri
erent
Pareeey eee ee
peer hree rs
oases
Ramon Perez Christopher West
Peter Whitley Aaron WilliamsSORRY, NO DICE
‘After reading your response to the letter
James Thomas wrote in issue #95 regard
ing keeping the internal artwork clean, I
decided this was worth a shot. Could you
please stop printing Po.yiiepa0n ma
zine upside down and backwards? Hon-
estly, I love Pocrnironow and I swear on
all my miniatures to continue 10 honor
and respect itas its own magazine even if
it follows Dunctow sequentially.
Linc Garssusex Journal fellows DiACoN
nicely. A clear change in style denotes one
from the other Each magazine asonly one
front cover s no publisher in their right
sind would forgo selling the prime real
‘estate on the back. Actually, can you give
me a good reason why Dunczox doesnt
follow Deacon's example?
You cant imagine the looks I get wait
ing in the doctor’ office. Not only am 1
reading one of those D&D magazines,
bat I'm reading i upside down! Sign of
the devil indeed
Reed Konsler
Cambridge, MA
Sony to disappoint you, Red, bu no chance
Printing DUNGEON/POLYHEDRON as a
flippy gives each magezine tts own identity
Cur recommendation: When folks im your
doctor’ ofc give you fury looks for reading
an upsidesdown magazine, flash them: some
devil horns and a Gene Simmons longue wag
—RANK AND FILE
‘The Delta Green "PX Poker Night” (Pou
HEDRON #155) was great. There are only @
couple things wrong with it. Your authors
need to-do alittle research in the future, I
can imagine you will get alot of mail over
this! Air Force bases dont have PXs. As
you probably know, PX stands for Post
Exchange, which are on Army posts. Air
Force bases have the BX, which stands for
Base Exchange. A small problem, but itis
LETTERS
Tell us what you think of this issue. Write to:
Letters, Duncron Magazine, 3245 146th Place SE, Suite 110,
Bellevue, WA 98007 or send an email to
[email protected].
wrong! The second is that two of the
NPCs are listed with the rank of "CPL,"
which stands for corporal. Corporal is an
Army rank, not an Air Force rank. Here
follows alist of Air Force enlisted ranks
and pay grades from lowest to highest. As
the Air Force Staff Sergeant and Tech
‘Sergeant are one pay grade lower than the
Army ranks of the same name, I assume
all che enlisted characters should be one
rank lower, namewise
‘Airman Basic (AB) Et
‘Airman (Amn) E
‘Airman First Class (AIC) E3
Senior Airman(Sth) EB
Staff Sergeant (Sgt) ES
‘Tech Sergeant (TSgi) -E6
Master Sergeant (MSgt) £7
Senior Master Sergeant
(SMsgi) Es
(Chief Master Sergeant
(CMSee) E9
‘As forofficers, the Air Force and Army
have the same rank structure.
{can qualify this with eight years of
active duty in the Air Force. I separated
from the Air Force atthe rank of SSgt. Its
{impossible to bein for that lng, get pro-
smoted to SSgt, and not know these fats.
‘These minor technical details both:
cred me and I had to write i; T couldnt
lecit go! These errors in no way decreased
:my enjoyment of the magazine. Thanks,
and keep up the good work!
Joe Prozinski
Via Email
SEALED FORA
2 REASON
Lam writing to you in response to the
letter entitled "Not Kid Friendly’ featured
‘Lam very happy to finally see
shat some adventures are being written
with adults in mind. Most ofthe people
involved with roleplaying games a
adults. Adventures written for teenagers
and young children getold very fst-There
are no Disney-style roleplaying games
available due to # lack of a viable market.
‘As long as the adventures are clearly
labeled for content, such as rating system
or sealed adventure, DuNctow Magazine
should be able to print adventures of all
kinds 1f you dorit want it, dont unseal it.
While 1 applaud Joe!’s use of Dux
‘GEONS & DRAGONS a3 an educational
motivator for his six-year-old son, itis
not DUNGEON Magazine's, nor anyone
elses job o be a parental figure to his son.
As a parent, it is his responsibility to
filter out undesirable material. The
sealed adventure is obviously marked in
several areas of the magazine as mature
content, At that point, the parent makes
the choice of whether the adventure is
acceptable fora sixyear-old boy by ether
tunsealing itor leaving it sealed. A six
year-old would not be able to get into the
sealed adventure unless the parent
opened it for him. Laman adultand even
1 had to perform delicate surgery on the
adventure to keep from ruiningit when I
unsealed it. Also, unless the child is a
Dungeon Master, he should not be read-
ing the adventures as it would ruin the
challenges contained within
Personally, I think the products are
wonderful. Wizards of the Coast should
not be afraid to release more products of
this nature, as they can greatly enhance
any campaign if used properly
‘Tony Harvey
Sterling Heights, MI
KID FRIENDLY
—___ REBUTTAL
Tam outraged atthe father who wrote the
letter “Not Kid Friendly” for wasting your
time, and I'm also a little peeved that you
published it. This man is using DuNcEON
Magazine to excite his six-year-old child
about learning? I think there is some-Kenny Bader
Via Email
when you drop ina few
that their
Brian Hamner
Tuscaloosa AL
recent adventures
DEFEATED
Sate
DTA ad
BIW
Wales bep
DTN a
Ver)
mites
Prom Cy
READY...my multi-year subscription. Both the
included sealed section in issue #95 and
the drug use in issue #96 have, as several
others have noted, caused me to with:
hold the magazine from my gaming
‘group, which consists of two married
couples and our children, ages twelve
through sixteen
It
magazines to your market. I just dont see
s understood that you have to sell
much vileness in Harry Potter or Lord of
the Rings, which manage to be exciting,
renturesome, and riveting without
eping
for those
resorting to drug use
that have begun c
other thin
into DuNctox. The marke
films includes the adults of the next
4
want to buy Dunctow: Unfortunately, Il
ade, who will ave to decide if they
have to warn mine to steer clear if the
Scott R.C. Smith
Rochester, NY
se in issue #96 to sll issues. T
Veins! was modeled, in part
even a negative ight is bad, should
SURPRISE VILE
1 issue #96, Joel Rodda spoke about his,
regarding the mature section in
issue #95 that related to the Book of Vile
Darkness. I continue to see negative feed
back about this, but I also see that the
powers that be are disregarding it and
asking for more feedback. I am taking
this opportunity to voice my opinion as
negative on that material in your mags
tine. have a child that I am attempting
to get into gaming also. would like him
tobe included in the hobby. Ido not want
this type of thing shipped to my home,
either, I game with 10-12 different
people. Not one has a positive thing to say
abour this material in your magazine.
And only one purchased the Book of Vile
Darkness 1 was actually hoping to get the
stats for Demogorgon, Asmodeus, and
‘Orcus outside of that publication
If you think there is a market for that
material, sell i to those people. But when
bought subscription, I did nor antici
pate that type of material being sent to
me. I would never choose to buy it I feel
that these types of publications asa whole
give fuel to the anti-gamer sentiment
Ty Crockett
Via Email
we don't di anyone's opinion
nas not why we asked for more feedback. The
Te slight majority now seems favor n
more mature content in DUNGEON. For the
Just to start, Im going to identify myself
as someone who purchases DUNGEON
Porsntepno forthe Roc side of things So
Impending $9.99 Canadian plus tax, for
about 64~
‘While 1 appreciate the adventures on the
pages every other month,
Duncsow side of things, and may use one
in the future should I decide to play D&D,
they arent what Im spending my money
on. That sad, I think my money is being
well spent, I'm purchasing around 150
pages of RPG material, with bonus maps
and counters, for 10 bucks (or 8 bucks for
Americans). Try finding a 150-page sup.
the same cost
plement that not a PD!
and quality of Duxctox/Po.vitepkon—
bet you cant find one. So, it amazes me
thae people are griping about the cost of
the magazine, or that they're wasting their
rR
money stepson, when the facts
show otherwise
J.Longden
Via EmailWORK BY JASON scentat - CARTOGRAPHY, BY PETER WHIT LEY
ce)
Z
y -alind ‘Mant Bluff” ie Deanisida takes chavs
ters of th evel. It con easily be modified for different
® nee “Scaling the Adventure” sidebat:A good
balance of classes is preferred. As there is very little con
finuity with an outside world needed, thestory.can easily
“be doped int any campaigns a sparsely,
pulated se digegion. The canoe the
¢ temaplate pri ae Magizite #300,
Tihaystiees sues ot nec fy ®runthe adyenture
lithids fiadiettins, with their two similar brains, a deli
‘cacy-A small cult ofillithids lives near the surface of the
rolling grasslands thar the PCs find themselves traveling
through. This:clutch, led by a mateiatcballwizard, sue
- > cessfully gathered a large following of gtimlocks and
Spent most of their time trying to conquer iteg colony
of mouiniain dwarves tithe Underdark, Tired of being a eH
piaeiew of the hierarchy, one particularly reckle
sind flayer wanted toimprove his lor in life by eapturing,
live ettin near the surface and bringing it tothe matri-
‘agch as asurprise feast. > 4
‘This mind flayer’s group of specially trained grimlock,,
«followers we ifraid to be teleporter ro the surface to
“help their re ‘gain favor. The deadly force waylaid
several small outposts and'taravans, the mind flayer
probing for stories and memories of the legendary 1wo-
headed giant from captured prisoners. lhe
swrenched the location of such a beast from the mind of a
victim, and the group traveled to the sire
{This information was old. The location was correc, but
4 few weeks previous'to the illithid-led raid, gang of
wraiths slew the ettin and turied it into a wight. The
illichidebfazenly marched his small force into the cavern’
and attacked what he thought was an unintelligent giant.
He was quite surprised as the thing resisted every. mind
trick he had, The ertin-wight plowed through the
4
a %
? Monsters PNPCE © Objects: W Settiemgnts 7 Traps
grimlock horde and with two quick strikes, seriously
wounded the ayer: ringaf spell storingallowed the stag-
feted itd ayes to tlqwrt without errshamefally back
tothe Underdark.
‘Afew of the grimlocks survived the ertin-wight’s
ble claws. As their master desereed them, they splints
‘two proups. One group panicked and headed deeper into
the cave, thinking it another way back to the Underdark.
‘The monster followed them and trapped them in 4 tight
crevice at the rear of the caye. The other group was luck-
ier and escaped into the surrounding gullies and copses
of trees, forming a plan to rescue'the other grotip. One of
“the trapped grimlocks is related to a noble grimlock
family and if the others return home without him, their
lives would end ima horribly painful fashion, These grim-
locks see the BCs asia solution to their problem. Their
plan & detailed Belov
‘The cult of mind flayersis currently engaged in the
discipline of the reckless young mind flayer and is not
detailed in this adventure.
pees er. SYNOPSIS
The PES, en route to some destination, encounter the
{group of grimlocks desperate to recover thelr missing
brethren. Disguised as dwarven lepers, the grimlocks
offer the PCsan ineentive to destroy the ettin wight and
resctiesheir companions.
‘The characters head to the ertin cave, which lies but a
short distance'from the grimlocks, and enter. There they
* ‘atte the undead terror and rescue the grimlocks
spell within the ertin’s home. Once this is accom:
Bie Acree tae ope ckptlocks betrays fi
chdzacters and attacks them from the reat. The PEs must
defeat these treacherouis cfeatutes, but they might later
fade the wrath of the mind flayer cult or more grimlocks
looking for revenge for their slain nobleman
eeONS THE
DVE
The party begins by traveling down 4 rough ston@ road.
They might be advance scouts for a caravan or wagon
train, orjust moving toward their next adveriture
‘The road you've been following has been getting more
and more overgrown. Small saplings can be seen grow-
ing in the lane occasionally, and the tall grass is so
plentiful in this area that it fights for space among the
stones that make up the ancient road. You havent seen
a farmhouse in at least two days, and you passed the
last civilized town two days before that. The last
person you talked to only spoke of vague rumors con-
cerning the “wild lands” to the east, but even animal
life has been scarce. Only a few birds, a small pack of
wild dogs that paced alongside your party for an after-
noon, and a family of antelope have broken the
‘monotony of the gently rolling hills.
Yesterday ir all began to change. First came the cold
weather. the gentle southern wind slowly shifted to
come from the north, and with it appeared wisps of
clouds, During the day, the hills grew more rocky and
angular. The road continued on, and the clouds held
off for that day. The following morning, the clouds
began to build up, turn darker, and slowly roll across
the sky, A light mist began to fall and fog began to
form in the low places.
Itis early evening when you reach a bridge spanning
a nearly dried riverbed and are thinking of stopping
for the night to make camp near the water, when you
hear the sounds of battle in the far distance. A haunt-
ing melody lilts over the twilight air from the same
direction.
The sounds are the result of the grimlock sorcerer's
host sound spell (see belew): The music fades quickly and
the sounds of battle continue for 3 rounds
Creatures (EL 6): You can roleplay the fi
grimlock encounter, if desi
nd botlt could attack-while
before
bears has plagued the atea,
the PCssleep.
Owlbears (2): hp 45, 51; Monster Manual 148,
DWARVES IN TROUBLE (EL 6)
The fie grimlocks that survived the slaughter of the
m here.
to attack
ettin-yight returned to the road that brought th
They want-io save their sovereign but are afrathe beast themselves. Their ad-hoc leader is a 3rd-level
rogue named Gukinau, His companion, Ghotee, isa 4th
level sorcerer with a tiny bat familiar that the grimlock
uses to “see” the area outside her sphere of blindsight. The
other three are normal representatives af their species.
Creatures: The bat familiar has been flying back and
forth between the cave and the road, allowing the
‘escaped grimlocks to notice the PCs. They quickly con-
cocted a plan where Gukinau, in full disguise, and
Ghotee, under the effect of a change self spell, approach
the party and beg for help. Both grimlocks have misdivec-
tion cast on them (with a nearby boulder as the target for
the spell). The grimlocks give the PCs a few moments to
ponder the sounds of battle before stepping from cover
with arms raised in a posture of peace.
Gukinau, Male Grimlock Rogs: CR 4; Medium-
size Monstrous Humanoid (4 1/2 ft. tll); HD 2d8+2 plus
3d6+3; hp 26; Init +5; Spd 30 ft; AC 18, touch 11, fla
footed 18; BAB +3; Grap +5; Atk +6 melee (1d8+3/crit x3,
+1 battleaxe) or +6 ranged (1d8/crit 19-20, light cross-
bow) SA sneak attack +246; SQ evasion, uncanny dodge
(Dex bonus to AC), blindsight 40 ft, immunities (gaze
attacks, visual effects, illusions, other attack forms that
rely on sight), scent; AL NE; SV Fort 42, Ref +9, Will +35
Str 15, Dex 16, Con 13, Int 10, Wis 8, Cha 12.
Skis: Bluff +9, Climb +7, Disguise +9, Hide +8°, Intimi-
date +4, Listen +6, Move Silently +6,Search +5, pot +3, Use
Magic Device +7, Feats: Alertness, Improved Initiative
*Grimlocks receive a +10 racial bonus to Hide checks
in mountains or underground
Languages: Common, Dwarven, Grimlock
Possessions: +{ battleaxe leather armor, buckler, light
crossbow with 20 bolts, dagger; wand of obscuring mist (12
charges), sack with 12 silver ingots (200 gp)
Ghote, Female Grimlock Sor4: CR s; Medium-
size Monstrous Humanoid (5 ft. tall); HD 2d8+2 plus
4d4+4; hp 27; Init +5; Spd 30 ft AC 15, touch 11, flat
footed 14; BAB +3; Grap +3; Atk +3 melee (16, club); SA
spells; SQ blindsight 40 ft, immunities (gaze attacks,
visual effects, illusions, other attack forms that rely on
sight), scent; AL NE; SV Fort +3, Ref +5, Will +6; Str 10,
Dex 13, Con 12, Int 10, Wis 8, Cha 46
Skill: Climab +7, Concentration +5, Hide ~6%, Listen +6
Search +5, Spelleraft +3, Spot +3. Feats: Alertness,
Improved Initiative.
*Grimlocks receive a +10 racial bonus to Hide checks
in mountains or underground.
Spells Known (6/7/4; base save DC = 13 + spell level)
ond
resistance; 1st—change self, magic missile, ventriloguism;
2nd—misdivection
Note: Ghotee has already cast the following spells
today: ghost sound and misdirection (twice). This leaves him
with five 1st-level, seven 2nd-level, and two 3rd-level
spells left to cast for the day.
Possessions: Stone club, scroll of rope trick scroll of
etect magic, ghost sound, mage hand, read magic,
invisibility, pouch with 35 gp.
Uskee, Bat Familiar: CR —; Diminutive Magical
Beast; HD 6d8 (effective); hp 13; Init +2; Spd s ft, fly 40
ft. (good); AC 18, touch 16, flat-footed 16; Atk —; SQ
blindsight 120 ft, familiar (see the Players Handbook page
54);SV Fort +2, Ref +4, Will 42; Str 1, Dex 15, Con 10, Int
Wis 14, Cha 4
Skills: Listen +9", Move Silently +6, Spot +9.
*Bats receive a +4 racial bonus to Spot and Listen
checks. These bonuses are lost if blindsight is negated
Y Grimlocks (3): hp 13, 11, 10; Monster Manual 114.
Tactics: Gukinaus disguise (as the old dwarf) is mostly
to cover his ears and mouth, stoop «little, and act blind.
His pale skin color adds to the ruse of being a mountain
dwarf. Ghotee’s change selfis a flawless recreation of a
mountain dwarf, as the grimlocks have encountered
them many times before.
Gukinau blames his poor eyesight for the lack of
details abou: the ambushers (race, number of foes, and so
(on), but tres to answer any questions he can. Ghotee's
answers to questions are brief and simple, spoken as if
she had the intelligence of a child. Players should have
no reason to disbelieve the authenticity ofthese two. Thedistance, the light fog, and the dim light of evening
should also add to the ruse (adding a -2 circumstance
penalty to any of the PCs’ Spot checks).
If the PCs accepr the plea for rescue, Ghotee reveals a
bag of silver ingots (200 gp worth) as payment for the
PCs. Gukinau promises that they have only touched the
bag and nor the silver, which they pour out on the
ground if the PCs accept the “dwarves” plea. Ifthe PCs do
accept, all ofthe grimlocks wait 10 minutes after the PCs
leave before following the characters’ to the cave
entrance. The “monks" refuse help or guards, gesturing
toward a hollow near the road and telling the characters
theyll wait there (another lie requiring an opposed Bluff
check by Gukinaw)
Contradictory information obtained via Divination
spells cast other than discern lie or detect evil (which are
foiled by Ghotee's misdirection spell) can be explained
away as Ghotee’s vanity at trying to cover her disease.
Gukinau reprimands her and Ghotee scurties off into the
bushes at the side of the road in a gesture of shame. The
other grimlocks remain hidden in the riverbed or on the
opposite bank. Piercing the grimlocks’ subterfuge in any
way (such as via true seing, a Sense Motive check, ora par-
ticularly perceptive Spot check versus Gukinauis Disguise
check) forces the creatures into their backup plan,
Development: Should the grimlock’s duplicity be dis-
covered, Ghotee casts ray of enfeeblement on the person
with the largest melee weapon on the first round. The
next round, she casts her second ray ata random PC, and
then she closes for melee. Gukinau attempts to activate
the wand he carries with a Use Magic Device check (DC
20) to effectively “blind” the PCs before throwing himself
into melee with the character to whom he was talking,
maneuvering to flank once Ghotee becomes engaged.
Two of the other grimlocks begin throwing rocks
wildly into the area of the battle the first 2 rounds, then
SCALING THE ADVENTURE
“Blind Man's Bluff is designed for four 6th-level PCs, but
it can be adapted for parties of different sizes or levels.
Consider altering the adventure as follows:
2nd: to 3rd-level PCs: Run the adventure as written, but
with the following changes
+ Drop the owlbear encounter
+ Make the ettin-wight a pair of ghouls, or if you have
‘access to DRAGON #300 and the wight template, a pair of
troglodyte wights.
+ Drop the normal grimlocks, but keep the two “monks.”
Make sure that Ghote and Gukinau don't arrive once the
noble grimlock is freed until the third or fourth round of any
ensuing combat.
4Ath- to Sth-level PCs: The adventure as written almost
works for characters of this level, requiring just minor
changes.
close for melee, A final grimlock has been instructed to
wait for the outcome of the fight: If the grimlocks lose,
he is to run openly (no Spot check required) toward the
cave where the others are trapped, drawing the PCs’
attention, Allof the grimlocks are prepared to die to free
«he one in the trapped noble
THE CAVE OF THE ETTIN
“The ettins cave lies roughly 500 feet from the area where
the PCs encounter the grimlocks. The cave is easy to find
and four grimlock corpses lie scattered just within the
entrance, The grimlock from the last encounter hides
nearby if things did not go the way his leaders planned.
1. CAVE MOUTH
‘Once the PCs enter the cave, assuming they have a light
source, read the following:
‘This area was the living quarters of the ettin before its
undeath, A nest area consisting of flea-infested animal
skins contain no treasure.
2, INTERSECTION (EL 7)
‘The three tunnels from the living quarters all join at this
area. The grimlocks have crawled down in a narrow crack
that the ettin once used for its waste disposal. The wight
has decided to lay in wait for its cornered prey. It has
+= At most, allow one owlbear.
+ Drop the wight’s belt.
+ Reduce the number of normal grimlocks outside the
‘cave to two.
‘7th. to 8th-level PCs: Run the adventure mostly as wr
ten, but challenge the PCs with the following changes:
+ Make the owibears a trio of displacer beasts.
+ Add 1-2 levels each to Ghotee and Gukinau.
+ Add another 1 or 2 wights made from grimlock victims
that lurk in the cave with the ettin.
+ The final encounter should involve 10-12 grimlocks,
‘and several of them could have levels in barbarian, rogue,
or sorcerer.
Remember that changing the Encounter Levels should
raise or lower the amount of treasure. Consult page 170 in
the Duncéon Masres’s Guide (Tables 7-2, 7-3, and 7-4) to
determine treasure appropriate to the new encounters.