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XOn Your
A Matter of Timing
by Peter Hague
By tho time you read this, you probably
will be preparing for the summer con-
vention season, and those of you writing
adventures for the GEN CON® Game
Fair should be putting the finishing
‘touches on them.
Thave found the best source of hints
for improving adventures comes from
talking with others about scenarios
which, for reasons unknown at the time,
collapse when they are run. With this in
mind and with my dog comfortably
‘ensconced at my feat, [think it is time
to look back at some of the things I
observed at the GEN CON 21 Game
Fair. Perhaps some of these will give
you food for thought as you prepare for
the convention season.
Keeping Track of Time
Its hardly a secrot that the tournament
modules the Network uses are most
challenging. And since the GEN CON
Game Fair brings out almost all of the
‘host players, the Network tournaments
run there are major contenders for top
hhonors in the difficulty eategory. The
‘back half of this is that the modules
also push the GMs to their maximum
performances. In fact, a small error or
omission by the GM ean have major
impact.
aw coveral instances whore the GM
did not fully appreciate the passage of
time within the game; and the adven-
ture paid the price. This usually comes
about when the party needs to escape
from adversaries or responding auth
ties after doing something particularly
lever or spectacular. Ifreinforcements
arrive almost immediately, it is hardly
likely that a party will think the rein-
forcements are innocent bystanders or a
surprised local constabulary. Conse:
quently, ifthe response by the local
authorities is called for, an error in
computing the reaction time will gener-
ally result in a most unusual reaction
from the party.
For example, I watched a
‘TOP SECRETIS1™ game tournament
where the characters got into a firefight
with a giant, mechanical gorilla. The
[Feet
party had traveled to a movie studio lot
with a sound stage, open on one side
and with two doors in the back. The
‘only equipment on the stage was a 200-
foot model of the Empire State Build-
ing, a 70-foot-tall mechanical gorilla, a
1ighting control panel, and various
lighting booms. As soon as the party
arrived, the gorilla activated, made
doprecating remarks about the party
‘members’ ancestry, and properly identi
fied the characters as known members
of The Orion Foundation (an interna.
tional organization of “good guys").
‘That's where the encounter bean.
Inthe TOP SECRETS.L game, each
combat round is two seconds long, or $0
Tm told. (don’t understand the rules
all that well.)
‘During the combat, armed security
guards from the film lot where the com:
bat took place responded to the noise;
this was a reasonable occurrence since
not all the guns were silenced. Also, a
70-foot, robotic gorilla isn’t exactly light
on its feet. The party was told that a
security guard was calling on his walkie
talkie. First, he called to another secu:
rity patrol and waited for response.
‘Then he described the happenings in
detail. The reinforcements arrived in
three patrol cars,
Certainly this in itself is no problem,
‘The problem is that all this happened
within three combat rounds (or six see-
‘onds). Hardly enough time even to have
received a response to the hailing call
‘on the walkie talkic, Unless, that is, the
security guards were indeed the adver-
saries and were waiting for the party
(and even then it would have been
tough to respond s0 quickly).
Finally, the security guards called on.
‘the radio for a police SWAT team which.
arrived in five more combat rounds.
‘The party responded to all this in a
‘most hostile fashion. Their reaction was
‘to attack the security guards. The
attack was unduly successful, and three
of the four guards were killed. As GM,
‘you should assume that the party
‘knows they are in deep trouble if the
security guards were not adversaries. In
‘any country (even fantasy countries),
‘murder of the local police is considered
‘more than just a misdemeanor.
‘When the reinforcements (in their
cars) arrived so quickly, the party's
reaction was equally strong — the most
‘exposed members surrendered when
‘ordared to; as they belioved they were
obviously outgunned. The two members
‘who had decent eover assumed the rein.
forcements were “bad guys” and began
shooting
‘At this point the whole scenario brake
down. When things had gone completely
to pot, the local SWAT team appeared
With Several vehicles and a helicopter,
and was in position to shoot within 10
seconds, I sure wish my local police
‘would respond like that when eal
‘them,
‘As it turned out, the security guards
were not “bad guys” and were not
{intended to be a major encounter.
So, from the GM's standpoint, let's
look back and see what happened, why
it happened, and what the GM could
Ihave done to avoid it (and keop the
scenario on track).
“The primary problem was the instant
response and the party's reaction to it
(remember that few people wear uni-
forms in the TOP SECRETISI. game
and those who do might not be entitled
to wear them). Had proper timing been
followed and had the security fores
reacted as the private cops they really
‘were, the party would have finished the
encounter and hightailed it out of sight.
‘This would have given them the chance
to show their evasion and role-playing
skills and would have allowed the GM
‘o move smoothly to the next encounter.
‘Lost you think that this situation
applies only to the TOP SECRETS L
game, let me change the scenario a bit.
‘A fantasy party isin combat against a
fairly strong foree which includes a
spell user who casts a sticks fo snakes
spell and creates several poisonous
adders. One of the adders hits, and the
charactor fails his saving throw.
Now what do you do? Does the party
member drop instantly? Wat happens
ifthe party easts a neutralize poison
spell? How soon do they have to east it
to retain the fighting skills ofthe fallen
party member (since no one fights well
‘when they are half poisoned)? Ifthe
party cleric doesn’t want to waste a
‘combat round with neutralize poison
‘when ho could bo firing off « lame
Continued on page 30
P 3 &
“ye H Ei D
R Oo NAbout the Cover
A firefight is in the offing between
these opposing GAMMA WORLD®
game forces, illustrating our fes-
ture, GAMMA WORLD Game
Weapons.
Art by Jeff Easley.
Publisher
‘Mike Cook
Editor
Jean Rabo
Assistant Editor
‘Skip Williams
Contributing Editor
Guy MeLimore
Production Staff
‘Angelika Lokotz
Cory Graham
Sylvia Deering
Sharon Simonis|
Debbie Poutsch
Polyhedron
NEWSZINE
Volume 9, Number 3
Issue #47, May, 1989
SPECIAL MODULE FEATURE
7 The Bell Of Zetar - by Dave Schnur and the Circle of Swords
An intrepid band of adventurers is asked to retrieve The Bell of Zetar, an
antique treasured by the clerics of Apollo and coveted by those lurking in a
run-down guardhouse.
Illustrated by Joff Easley.
FEATURES
© The New Rogues Gallery -by Greg Ferris,
Dimfst, an aminble hill giant, and his friends will muscle their way into
your campaign.
17 Buutaing characters by Michael Lach
The author offers valuable advice for ereating characters fr scenarios and
campaigns
19 The Mutant’s Armory - by Kim Eastland
AA store of now and dangorous weapons are presonted for GAMMA WORLD®
game players and game mastors
24 convention Bound - by Gary Rely
Convention season is upon us and folowing these useful hints will help you
get the moat out of your gaming treks.
26 Radiating Magic-by Costa Vaihoull
‘From the mantal of mist to the rod of entrapment, these magic items will add
new energy to your compaigns.
28 tTheLiving city- by Rollin Ehlentelat
Burnhardts Outittng stocks just what the well-traveled adventurer needs
But watch out for the proprietors.
Inside Back Maller Cover - Gamers’ Choice Award Ballot
EDITORIAL
4 Notes From HQ - by Jean Rabe
‘The network coordinator talks about writing for the Newszino, GEN CON?
Game Fair, and Bloodmoose.
5 Letters - from the members
DEPARTMENTS
Inside Front Maller Cover - Convention Announcements
2 on Your Feet -by Peter Hague
learning how tothe pace the action in your gamo sessions is critical to koep
ing the [Link] the right trace
18 with Great Power -by William Tracy
Our Super Hero column visits West Germany and the People’s Republic of
China
P Oo &
¥ H E D R Oo NNotes From HQ
Conventionally Speaking
Convention season is upon us again.
‘While there are science fiction and
gaming conventions throughout the
‘year, their numbers increase quite dra-
‘matically between May and September,
leading most of us to carefully budget.
vacation days so we can attend the ones
‘that eatch our interest,
‘The RPGA* Network definitely will
be making its presence felt at ORIGINS
in Los Angeles and GEN CON® Game
Fair in Milwaukee this summer. More
‘than 30 Network-sanctionod tourna-
ments and seminars are planned for
GEN CON Game Fair alone.
‘Because there has been an increasing
‘number of conventions asking for RPGA
‘Network tournaments, and a growing
‘number of people who profer to play in
‘Network events over other tournaments,
‘we felt it was time to add one more eat”
gory to the Gamers’ Choice Awards—
Best RPGA Network tournament.
tis our way of recognizing tourna-
‘ment authors for their efforts, and it
will be a good way for HQ to find out
what type of tournaments Network
‘members like best.
‘AIL RPGA Network-sanctioned tour-
naments run in 1987 are eligible. The
Network sanctions tournaments for a
variety of game systems from many
different game manufacturers; all of
‘these tournaments ean be considered.
‘The award for Best RPGA Network
tournament will be presented along
with the other Gamers’ Choice Awards
at the RPGA Network annual breakfast
meeting at GEN CON Game Fair.
‘A Gamers’ Choice Awards ballot
appears on the mailer cover of this,
issue, Please take the time to complete
and return it. The Gamers’ Choice
Awards are important because they let
the industry know which products you,
‘the game consumer, favored. Let your
voice be heard,
Too Many, But Not Enough
Because there has been an increasing
demand for RPGA Network tourns-
rents at gaming and science fiction
conventions throughout the world, there
is an ever louder plea coming from HQ
for Network members to write tourna:
ments, We are especially in need of
rmulti-round tournaments for the
AD&D® game and TOP SECRETS."
game.
‘Tournament writing guidelines are
available by writing to Network HQ,
PO. Box 515, Lake Geneva, WI 53147.
‘Network members who write tourna-
‘ments receive service points that can bo
applied to their judge rating.
HQ makes every effort to schedule
tournaments at conventions which the
authors plan to attend. The GEN CON
Game Fair, however, usually presents
problems. Many of the Notwork’s tour-
nament authors want their events
‘scheduled for the Game Fair. That's a
terrific goal to shoot for, and HQ con-
siders ovory tournament that makos the
Game Fair deadline of the end of Janu-
ary. However, we have more tourna.
‘ments submitted for GEN CON Game
Fair AD&D game events than we have
AD&D game events scheduled.
Ultimately that means we're not
going to be able to schedule all the
AD&D tournaments submitted for
GEN CON Game Fair, which also
‘means we're going to have some disap.
pointed tournament authors.
‘There's nothing that can be done
about that.
It just isn't feasible to schedule 10 or
‘more three-round AD&D game tourna-
ments at the Game Fair.
‘So, what happens is some of the tour-
naments submitted for GEN CON
Game Fair get assigned for that conven-
tion, and the remainder of the accepted
tournaments get assigned to other con-
ventions scheduled throughout the rest
of the year and into the next.
tis essential that tournament
uthors realize that just because their
submission was not accepted for the
Game Fair does not mean their tourna-
‘ment was not as good as those selected.
IF HQ receives three tournaments about
a search for buried treasure, it is cor.
tain only one of those can be used at the
Game Fair. If we get several tourna.
ments for first level characters, only one
of those might get chosen. There are
other considerations as well; some tour-
naments come on computer disks that
can be taken right into our mainframe
and easily mass produced for the judges,
‘and some tournaments take less editing
than others and can be scheduled more
quickly. There are a variety of reasons
‘why certain tournaments are scheduled
for GEN CON Game Fair,
In addition, HQ needs good, solid
‘tournaments that it ean send to conven-
tions throughout the world. GEN CON
Game Pair is only one convention, And
‘tournament used at GEN CON Game
Fair has a limited life span because it
can’t be sent to many more conventions,
will select some of the best tourna-
‘ments submitted for use at smaller
conventions throughout the country to
help show people the best examples
possible of RPGA Network competition.
More Tournament Talk
We're not done talking about this subject
yet, Some members, who have been
toying with the idea of writing tourna
‘ments, have asked me what's good about
it, It takes a lot of time to put together a
tournament, especially a multicround
event complete with characters. You
won't get paid for it, (The Network just
doesn't have a big enough budget for
‘hat right now.) But you will get a lot of
selfsatisfaction when you see your event
run at a local convention. A good tourns-
‘ment provides a great amount of fun for
the participants,
‘Writing a tournament also gives you a
chanee to have your work published in
the POLYHEDRON" Newszine. A few
RPGA Network tournaments even see
print as major products. For example,
Gargoyle, which was run as a tourna-
ment at conventions throughout the
‘world for the past three years came out
this spring as a 32-page
‘WORLD OF GREYHAWK™ Fantasy
Setting module. Scrap of Poper, which is
‘coming out under the title Child’s Play
this August, also was used as a Net-
‘work tournament at several conven-
tions. And Puppets, another Network
tournament, will appear in December.
‘Those are some pretty good reasons to
‘try your hand at tournament writing.
‘Tournament Tips
‘Ifyou have an idea for a tournament,
‘but want HQ’s opinion before you start,
send us an outline. It could end up sav-
ing you a lot of work if we notice prob-
lems early.
Continued on page 31
P ° L
Y H E D
R °O NRL NI
0"
a
Letters
On The Subject Of “Feet”
Potor Hague’s charter installment of
“On Your Feet” (POLYHEDRON™
‘Newszine #45) is aptly named and
superbly penned. It was a pleasure to
read as well as being thought
provoking, Bravo!
‘My experience as an RPGA™ Network
Judge of AD&D game events, although
‘not nearly as extensive as Peter's, has
lead me to similar conclusions concern-
fecting the players’
However, Imust take umbrage with a
judge who voiees opinions eoncerning
player performance before the voting is
complete, The rationale for this is two
fold. First, an opinion rondored by the
judge with litte time for reflection
(quite true when the judge is trying to
finish up quickly so es not tobe late for
the next event) may unduly influeneo
the player's votes, especially ifthe opin-
ion rendered is inaccurate. Such a
‘wrong statement on the judge's part
may also net him or hor undesorvedly
low judge ratings on the familiar blue
voting shoots. Secondly, tho judge's vote
is already worth twice as mich as an
individual player's vote—equallying a
fall one-quarter ofthe total voting
points cast. Thus, until the voting
Sheets have been collected, the judge
should not express any opinions of play
«er performance, save on the judge's
‘voting shoot.
Peter's article also brings to mind a
subject which has been discussed
amongst several Network members for a
‘number of years now: that of voting for
‘oneself. The ranking of six players into
four slots requires a bit of reflection and
can be especialy dificult in Masters (not
‘to montion Grand Masters) play. It is an
arduous task to honestly and objectively
{include (or eliminate) onosolf from that
list. There are no doubt some players
‘who solve ths difficulty by ranking
themselves first, or not at all, a8 a mat-
ter of course. The latter extreme ofthis
philosophy is not without merit, from the
‘Viewpoints of hoth objectivity and sim.
plicit. Irone never ranks oneself, there
{sno longer an important objectivity
issue, so one can then eoncentrate on
placing the remaining five names into
four slots. Furthermore, it should not
drastically alter the outcome of the over
all vote. Although the last statement is
‘made without rigorous statistical analy-
sis, a simplistic examination of voting
sheets from past tournaments should
‘bear out the facts,
‘This small change in the RPGA Net-
work voting protocol could be easily
‘adopted in fature tournaments, perhaps
first on a trial basis, It should simplify
‘and accelerate the voting procedure for
oth judge and player, alleviate some of
‘the problems raised in Peter's excellent
discussion, and consequently make the
game more enjoyable for us all.
Steven A. Hardinger
‘Troy, NY
Steven, your points are well made about
‘the Network's voting system. While we at
HQ consider the voting system one of the
fairest available in judging roleplaying
tournaments, we are open to comment.
We disagree with you on one point, how-
ever The judge's commentary can be
essential during voting. A judge should
never remain silent for fear of making @
‘mistake. We want to hear what other
players and judges think about the sys-
tem. We'll consider every letter, and we'll
print some of the best replies inthe
POLYHEDRON* Newszine Letters
column
‘By the way, Peter Hague’s On Your
Feet column has generated more mail
than any other feature in the Newszine.
‘HQ forwards comments on the column to
Peter, unless the letter authors request
“otherwise. The following letter is another
sample.
Peter, you prompted me to become a
more involved RPGA Network member
bby your article in issue #45 of the
POLYHEDRON Newsrine, I found your
gaming philosophy identical to mine. I
hhave played in five tournaments and
judged one, Rewarding good role play-
ing of a laid back character in a tourna-
ment is difficult.
‘Smart gamers will choose a boisterous
barbarian or powerful mage over any
other character ifthey wish to advance
in tournament play. These character
classes allow a player to eave an
‘impression. Background characters
Continued on pege 31
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©1989 TSR In. Al Fichts Resend,
PB O L
Y H E D
R O° NThe New Rogues Gallery
Dimfist and Friends
by Greg Ferris
Orlem Brumanson (Fletcher)
5th Level Male Human Ranger
STR: 16
INT. 14
WIS: 14
DEX: 17
CON: 15
CHA: 16
COM: 14
AC Normal: 3
‘AC Rear: 5
Hit Points: 48
Alignment: Lawful Good
‘Age: 26
‘Weapon Proficiencies: Long Bow,
Dagger, Staif, Long Sword
Special Abilities: Ranger Abilities
Languages: Common
Magic Items: Long bow +1, 10 arrows
+1, rope of climbing, cloak & boots of
eluenkind
Fletcher is 6’ 2" tall and well built. He
weighs 200 pounds. He has brown hair,
a short beard, and bushy eyebrows. He
‘wears a green tunic over his armor, and
tan old leather hat adorns his head.
When on formal business, he woars a
velvet cap in place of the hat. His legs
are covered with deerakin breeches, and
he wears moleskin boots on his feet.
Fletcher was born and raised in a
small town named Dragon Valley. As he
‘grew older he learned the ways of the
woods and became a great hunter.
Dragon Valley was not a peaceful placo
those days. Because of the strategic
position of the valley, it was constantly
‘under attack from ores and other evil
creatures. During one of these attacks
Fletcher's father was killed. A short
time Later, Fletcher was named chief of
the militia. He swore to put an end to
the attacks and quickly built 2 powerful,
defensive army by gathering a band of
rogues from the area. Most of the group
‘were refugees from small towns that
hhad boen destroyed by the raiding ores.
‘With their hate for their foes spurring
‘them on, the rogues won a major battle
against the unsuspecting creatures.
‘Then, with their morale increased, they
P 0 L
pushed the enemy out of the valley and
‘successfully stopped the raids.
Fletcher was thrilled by his success,
‘and decided to help others who were
‘oppressed by the forees of evil. Many of
tthe rogues went back to their homes,
but two decided to follow Fletcher on his
‘quest.
Fletcher is friendly and helpful to
everyone he meets, While he has pre-
formed many heroic deeds, he tries to
‘keep a low profile. He is quite the
romantic at heart and hopes to be mar-
rried someday. He has no taste for
‘knighthood, but he will go to any Tength
to dofend a friend or a lady in distress.
While not off adventuring, Fletcher
loves to hunt and fish as he did when he
was a child, He also has an undying,
love for home-made pies.
Grogg Dimfist
Male Hill Giant
AC Normal: 4
‘AC Rear: 4
Move: 12"
Hit Points: 56
oar: 1
Dmg: 2.16 +7
Intelligence: Low
ill Giant, Some Comm:
Special Abilities: Hurl rocks 1” to 2
for 2-16 hit points, catch large missiles
30% of the time,
Grogg is a disreputable-looking individ
ual. He not dress to impress, after all,
he is a hill giant. However, he does wear
tan impressive owlbear coal; it is dirty
land worn and shows its ago, but it still
keeps him warm. Grog’s limbs are
dark and scarred, and his hair is long
and gnarled. Grogg wears a black bear
tooth on a thong around his neck—this
‘marks him as an outeast from his peo-
ple, He has several other cheap trinkets
hanging from the thong. Despite his
ragged appearance, a gaping grin
usually can be seen on Grogg’s unshav:
on face,
‘As he was growing up, Grogg noticed
that he didn't like the cruel ways of his
tribe. He couldn’t understand why they
Y H Ec D
killed seemingly innocent people just
because “they were there.” When he
raised questions about this, the tribal
leaders called him weak and cast him
lout of the tribe,
Grogg nearly died, He was not accus-
tomed to providing for himself. Humans
attacked him when he ventured close to
cities, and even with his great strength
the wilderness was too wild for him.
Dying of starvation, Grogg accidentally
stumbled into Dragon Valley.
Speaking only a little Common, Grog,
bogged tho wateh to spare him. Luckily,
Fletcher was in the area and took pity
ton the creature, After being well fed,
Grogg managed to get his story across
to Fletcher and asked if he could stay in
the area. Fletcher gladly accepted this
offer, figuring that the giant's strength
would come in handy. Grogg loved
Dragon Valley and actually made a
good number of friends (after they over-
came their prejudice against giants)
‘After the ores were defeated, Grogg
decided to follow Fletcher on his quest.
Grogg is very friendly—when someone
gots close enough to notice. He lives day
by day and will do anything he can for
people if they ask him nicely.
‘He loves to listen to music and is
always looking for someone who will
teach him to play an instrument. If he
could find an instrument large enough
for him to play he would be happy. He
also likes to collect things like shiny
roeks and trinkets for his necklace,
Grogg is not as naive as he seems;
he has a great understanding of human
nature. He feels no great pain at having
to leave his tribe, since they were so
Olvg Pumilo
‘5th Level Male Dwarf Fighter
AC Normal: 2
‘AC Rear: 4
Continued on page 30
R Oo Nby Dave Schnur &
the Circle of Swords
DM's Background
‘This adventure centers around the
retrieval ofa great relic, the Bell of
Zeta, being sought by a group of cleris.
tis an iron bell eoated in pure gold
‘The relic has been lost for many centu
ries. However, tales of the Bell have
recently surfaced which hint that it is
hidden in the Guardhouse of Gothos.
Decades ago the guardhouse served as a
rest stop for weary clories traveling
from their temple to work in faraway
ands. However, the guardhouse has not
been used for at least 30 years, and
nobody ever thought to look for the Boll
there. Rumor has it that the guard-
house rocontly has been overrun by evil
forces, which now supposedly have
unoarthed the Bell. It is assumed these
evil forces plan to take over the county.
Legend says the Bell was forged by
the god Apollo, and that the Bell hung
ina high steeple in a land called Zetar,
‘There, clerics regularly rung it to honor
the deity and their proud country. The
Bell is the oldest relic associated with
the deity’s cult, and therefore very, very
valuable. The cleries believe their order
could ewell and become powerful if the
Bell is returned,
Zetar, like many great cities that
refused to progress with the rest of the
‘world, withered long ago. The Bellis
tthe only intact object from that ancient
city. This makes the Bell also valuable
to historians.
‘The clerics, desperate to gain the
Bell before any historians can, have
summoned the player characters and
beseeched them to undertake this
‘All the action in this adventure takes
place at the guardhouse, The trip to the
‘guardhouse will be uneventful, so this
vill be a good opportunity to let the PCs
compare spells and equipment and
propare themselves for the assault.
The guardhouse is controlled by an
evil magic user, Cargaul, who has been
collecting monsters to build an army.
Eventually the mage plans to use the
army to take over this part of the coun:
try. Fortunately for the PCs, the mage
is out gathering more monsters and evil
cohorts when they descend on the
guardhouse. Still, they will have plenty
to fight given the number and type of,
the mage's forces there.
The Bell
An AD&D® Game Adventure
for 4-6 Characters Levels 3-5
iP ° LCargaul does not know about the Bell.
‘There are several bells in the guard-
hhouse, and he has no idea that a few of
them are valuable and that one of them
is arelic. He has allowed his monsters
and evil cohorts to play with the bells,
and other furnishings. Because of this,
the relic is in pieces. A small group of
duergar is using the Bell as a cooling
tub; a spriggan (when giant-sized) is
using the clapper as & club; and a group
of greedy verbeeg have melted the gold
off it. The Bell will have to be assem-
bled again for it to bo of any value to
the eleries or historians.
‘To be successful in their mission, the
PCs should recover the parts of the Bell
and bring them to the cleries. In addi
tion, the cleries will look kindly on
‘them if they also wiped out most of the
‘monsters at the guardhouse.
Players’ Background
‘The Brotherhood of Apollo assembled
you, asking that you combine your
abilities to compiete a most impor-
tant mission. The Bell of Zetar, a
relic from the ancient land of Zetar,
hhas been lost for centuries. However,
recently information has surfaced
that the Bell’ last known where-
abouts was a place called the Guard-
house of Gothos, located in a
sprawling valley.
‘The clerics explain that the Bell is
the oldest relic associated with thoir
‘order, and therefore vital to the tem-
ple. It also is tho only intact object
from Zetar, which vanished into
history ages ago. Because of this they
warn you that historians could be
seeking the Bell also. But the cleries
are quick to point out that the histo-
rans do not need tho Bell
‘The clerics described the Bell as,
large, incredibly heavy, and shining
with the purest gold. The Bell makes
beautiful tintinnabulation when
rung. However, the cleries warned
you not to ring it, as the Bell has a
crack in it, The Bell cracked when it
vwas rung as a call to arms during
Zetae's last great battle, The cleries
promised you will each receive 8,000
gp when the Bell is returned to Apol-
J's temple. There will be a bonus if
yyou ean show proof that you also
helped to defeat the evil forces at the
guardhouse.
‘The clerics did not know what kind
of evil creatures are there, although
‘their informants hint that they
include malformed men and short
‘men with knives.
‘Tohhelp you on your way, the clerics
gave you each a potion of extra heal-
ing. In addition, they have given you
the use of a large covered wagon and
four strong horses so you can trans-
port the Bell back to the temple.
"They could give you no further
information, And even though you
recognized the danger, you accepted
the mission and set off to retrieve the
Boll. You have traveled two days.
‘Your goal is near.
The Guardhouse of Gothos
‘You have crested a hill and see the
Guardhouse of Gothos in the valley
below you. The valley, once green, is,
in the midst ofa terrible drought.
‘Tyoos are dying, the grass looks aa if
it has been scorched by the hot sum:
‘mer sun, and you see no animals,
‘The only semblance of life in this
landscape is the stagnant moat
which surrounds the guardhouse and
the few weeds that grow along its
edge.
‘The guardhouse is in severe disre-
pair. Battlements circle the keep,
‘with two multi-level towers on the
south and wast sides, The southern
‘tower has collapsed and lays in ruins
‘on both sides of the moat. All the
‘keep's upper floors appear to have
been destroyed.
A drawbridge extends over the
moat. From this distance you think it
is big enough to handle the wagon—if
‘you Want to take the wagon down
there.
‘What happens next is up to the PCs.
‘They will have no encounters in the
valley. They cannot hide the wagon in
‘the valley because of the lack of cover. If
they want to hide the wagon, they will
have to leave it outside the valley. If
they decide to take the wagon inside the
guardhouse walls, it likely will be taken
apart by the monsters there.
1. Drawbridge
‘Tho drawbridge appears to be broken,
with part of it hanging into the moat.
Beyond the drawbridge is a gate, which
is hanging halfway open. The moat
‘water is murky and smells bod, but is
harmless. Despite appearances, the
drawbridge is sturdy, but it will creak a
lot if the PCs cross it. I'a character
with tracking ability checks the draw.
bridge for tracks, he will find traces of
‘many men, horses, and wagons going in
and out of the guardhouse.
2. Bell Tower
‘There is a hole and a door in the tower's
first floor. Steps lead to the upper floors
and to the belfry on the top floor. Tho
bell is not visible from the ground. The
‘upper floors are narrow, only staireases
and landings where arrow slits pierce
‘the walls. The belfry has a large brass
Doll here with a eracke init.
Ifthe PCs enter this tower, they will
hear a dull clanging noise, occasionally
followed by a snort. This noise will
persist until they start to climb the
stairs. Ifthe PCs take special precau-
tions to be quiet while climbing, the
clanging will continue.
You climb the stairs, carefully tread-
ing on the crumbling steps. Emerg-
ing at the top, you see a circular
room in ruins. ‘The roof is partially
collapsed, but hanging from a thick
‘wooden beam about 20 feet off the
floor is a large brass bell. The bell
has a big crack in it, and there seems
to be an inscription on the outside. A
rotting rope hangs from a bar above
the bell. Obviously the rope is used
to ring the bell.
‘This room also is occupied by
Mawrgereth and Mourgerith, two ill
tempered margoyles in the service of
Cargaul. They are stupid and bored.
‘They have been tossing rocks at the
bell to see which one of them can get it
to clang louder. So far, Mourgerith is
winning. When they hear the PCs com:
ing up the steps, the margoyles will
temporarily suspend their game.
‘Though chaotic evil, they will not
attack the party, and stay hidden inthe
rafters, unless the party does anything
other than look at the bell. The bell ia
‘racked because the margeyles threw
‘00 many rocks at it.
Ifa PC tries toring the bel, take the
bell down, or gets up high enough to
read the inscription, Mawrgereth and
‘Mourgerith will get angry and will pelt
‘the party with rocks (1d4 damage) while
sill trying to remain hidden. Ifthe
party does not leave the bell alone or is
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‘throwing the rocks, the margoyles
attack. This is their bell, and they will
fight to the death to keep it
"The margoyles each have a small
treasure slashed under the debris in
this room. Mawrgereth’s: a six-piece set
of silverware (worth 100 gp), a small
bronze casting of a mindflayer (worth 30
ap), ajar of small, pickled fish, and a
necklace of spoiled garlie (owned by a
previous tower resident). Mourgerith’s:
20 gp, an empty bottle of cologne, a
dagger +1, and a set of wine glasses
protected in padded box (worth 68 gp).
‘The inscription on the bell reads:
“Prosented to the Gothos Guards for
extreme bravery and dedication may
‘your pride outshine this bell.”
Margoyles (2): AC 2; MV 6"/12" MC
©} HD 6; hp 27 each; #AT 4; D 1-6/1-6/2-
812-8; THACO 18; AL CE; SD Immune.
to normal weapons, invisible against
stonework 80% of the time.
3, Tower
‘This tower has mostly collapsed. The
first floor has folded bedding and
‘appears to have been used as a shelter
for men. The upper floors are non:
existent.
4, Courtyard
‘The guardhouse’s courtyard looks
abandoned. There is no sign of life,
and the entire area has fallen into
disrepair. From your vantage point
‘you can see stairs leading to the
kkcep. One set of stairs leads to a door
to the northwest. Another set loads
‘to a door to the northeast. There are
several hitching posts in the eourt-
yard, but no horses. Four small wag-
‘ons, in good repair, stand near the
posta.
A successful tracking attempt will
reveal that there has been traffic here
recently: human, animal, and other.
wise, Both stairways have been used
recently, but the set to the west has had
‘the most use.
‘The wagons contain many sets of
large, heavy chains and manacles. They
‘are used to hold monsters and other
assorted creatures Cargaul acquires.
‘The chains can be removed from the
‘wagons, but they are heavy and make a
lot of noise, There are traces of many
‘mare wagons in the courtyard. The PCs
will lose their wagon and horses if they
leave them here, Curious monsters from.
the guardhouse will tear apart the wag-
on and take anything left init (they
know there is nothing in Cargaul's
‘wagons, so they leave them alone).
Hungry monsters will kill and eat the
5, Empty Lair
‘This room used to be occupied by a troll
Cargaul captured beyond the valley.
‘The room is a shambles; the troll
smashed everything it could reach.
Cargaul gave up on the creature and
hhad it killed. A thorough search will
reveal a burned spot where the troll met
its demise (along with some iron arrow-
hheads from the flinds in area #10, who
slew the beast), and a length of chain
similar to the chains in the wagons
outside
6. Barracks
‘The furniture in this room is decayed
and the place is a mess, but not a total
‘wreck. Ifthe PCs check this room care-
fully, they will find bedding for about
dozen men, several pairs of worn boots,
‘a razor, lots old dirty socks, and a crum-
pled letter. The letter reads:
Deer Ma:
‘Werk has been pretty good lately.
‘We go out an katch monsters and
bring them bak. Boss is trying to
semble some kind of army and then
is gonna take over. I'l send for ya
after we're in control.
‘The food’s lousy, but I'm used to it
after yur cookin. Sometimes it's hard
to sleep around hear, two, There's a
few bells that some of the monsters
play with. I'm not about to tell a
‘monster to shut up. Larry tried that
and Larry got eaten.
‘Wall, gotta go. The boss is takin us
out to get more monsters. Stay well.
XXXKXK, Brooce
7. Conference Room
‘This place shows no sign of recent use.
Broken tables and chairs are thrown
about. A fine, but non-magical, long
sword is under some debris beneath a
large table. At the head of the table,
sitting atop several pieces of paper, is
bell approximately eight inches high.
‘The bell was used to eall meetings to
order. It is dusty, but still functional,
‘The bell is made of silver and worth 140
gp. If PCs take the bell, it will ding and
could alert monsters as the PCs
‘approach various rooms—unless they do
something to secure the clapper. Some-
‘thing vile has been spilled on the
papers, and they are illegible.
8. Trophy Room
‘Stuffed heads of game animals and
‘assorted monsters hang on every
vwall here, Like the others you have
visited, this room has not been
cleaned for a long time. Spider webs
drape on the heads and cling to the
large trophy cabinot opposite the
doorway. Glints of metal shine
through the eabinet's glass doors.
Other cabinets are smashed on the
floor, their contents perhaps taken by
previous visitors.
‘The floor sports a large tiger skin
rug and an even larger polar bear
‘rag. Shards of broken furniture and
iglass from the shattered cabinets lay
sparkling on the ru
‘There is nothing of value in the broken
cabinets. However, the cabinet standing
upright contains assorted hunting
medals and silver cups. There are 12
Pincbacked medals (worthless), 10 silver
‘cups (each worth 200 gp), @ golden
arrow (worth 850 gp), and a small brass
statue of an archer (worth 200 gp). How-
ever it will take a little work to get to
this treasure, The glaas was ensoreeled
by a friend of the former resident, who
‘used a glassiee! spell, keeping this eabi-
net intact. The PCs will not be able to
‘break the glass by normal means. In
addition, the cabinet is bolted to the
‘wall, so going in through the back of the
cabinet only will work if the PCs are
‘willing to make a lot of racket. The
front of the cabinet is locked and
‘trapped with a poison needle
‘The heads (ifthe PCs ask about them)
include a tiger, elephant, five assorted
hherd animals, cheetah, giant goat, a
stench cow, yeth hound, giant poreu-
pine, rock reptile, and a very large head
barely visible through a thick mass of
spider webs. It has a central eye with «
few eye stalks above it. This isa specte-
tor, which is guarding the tiger skin
rug. The rug is actually a flying carpet,
‘wich the previous owner considered
his most prized possession—his “flying
tiger” The spectator, Lymbertun, killed
several of Cargaul’s minions, but the
mage has not mounted any reprisals
‘because he is hoping to recruit the mon-
ster. All of Cargaul’s followers have
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been ordered to leave Lymbertun and
this room's contents strictly alone until
the mage figures out what to do.
Lymbertun is lonely, and is willing to
talks to the PCs if they are in the mood
for a conversation, He will tell them to
ave the flying tiger alone or he will be
forced to kill them. However, the specta-
tor does not care if they take the medals
and objects in the case. He will even
instruct them how to open the case—
provided they are polite to him.
‘Lymbertun wants to know what the
PCs are doing here and what has been
going on for the past 89 years. He has
not been able ta leave this room, but he
hhas heard all sorts of weird noises in the
hallway outside. He knows some of the
noises are made by monsters—he killed
a fow of the beasties who tried to take a
rap on the flying tiger. He has also seen
afew "short men” (spriggans in normal
form) who smashed the cabinets. The
‘men didn't seem very pleasant, so he
didn’t tell them how to break into the
remaining cabinet.
Lymbertun was here when a group of
Apollo's clerics eame to inspect the
guardhouse. He thought the clerics
‘wore an odd sort. They were afraid of
hhim and didn't want to carry on a con-
versation. They were wrapped up in
spreading the teachings of Apollo,
‘which the spectator wasn't at all inter
ested in. Some of them talked about the
beautiful bolls in this guardhouse. Lym-
Dertun heard one of them talking about
the Bell of Zetar, but he has no idea if it
is here. And even ifit is in the complex,
hho has no guesses about its whereabouts
since he's never left this room.
Lymbertun will try to keep the PCs
hore as long as possible, drawing out
the conversation and revealing his
information a tidbit at a time.
Spectator: AC 4/6; MV 10"; HD 4+4;
hp 22; #AT 1; D 1; THACO 15; AL LN;
‘SA Small eyes project create food and
water, paralyzation (5d4 rounds, range
90’) cause serious wounds (range 90’),
and telepathy (range 120', communica
tion or suggestion to leave peacefully),
‘SD MR 5%, central eye reflects one spell
per round.
9. Bed Chamber
‘When the PCs open this door they will
hear a faint ringing, There is a bell
attached to the back of the door which
rings every time the door is moved.
‘There is nothing valuable here.
10. Guardroom
‘This room is the living quarters for six
finds, They are not happy with the
arrangement they made with Cargaul.
‘They were told there would be some
action and lots of treasure for the tak-
ing. So far, they have lost what litle
‘treasure they had; the verbeeg in area
720 took all their gold
Taitialy, the flinds will believe the
PCs are some of Cargaul’s men, and will
not attackbut they will grumble alot.
However, ifthe PCs begin to ask ques.
tions about the complex, they will
become suspicious. The finds attack
when they believe the PCs are not asso
ciated with Cargaul. ‘They will be happy
if'they discover the PCs are not sup-
posed to be here. The PCs might have
treasure that will make up for what the
vverbeeg took. Irthe PCs fought the
spectator in area #8, the flinds might
hhave heard the battle (especialy iit
Tasted a while), and will automatically
suspect the PCs and pick a fight with
them
Tf the PCs stay on friendly terms with
the finds, the flinds will warn them
about the verbeeg, “who are greedy and
take other ereatures’ belongings”
Flinds (6): AC 5; MV 12"; HD 2+3; hp
12 each; #AT 2; D 1-4 +special or arrow;
‘THACO 15; AL LE; SA Hit causes save
‘ys, wands ar be disarmed, +1 “to hit”
due to strength.
11-12, Guardroom
‘These rooms each contain three sprig-
gans. They are accustomed to noise
from the flinds and will not investigate
any disturbances in area #10. However,
if the PCs fought the spectator in area
#3, they will be on the alert, and the
three in area #12 will turn into giant
form. The remaining three will try to
hide in the shadows in their room, pre-
pared to backstab any strangers who
enter,
‘ven ifthe PCs did not fight the
‘linds or the spectator, the spriggans
‘will not be friendly. They are suspicious
of everyone and everything. However, if
‘the PCs are able to got information out
of them (posing as Cargaul’s lieutenants
is the best way), the PCs will learn
there are a few large bells downstairs.
‘The spriggans are not interested in the
oud things, One of the spriggans even
pulled the “noisemaker” out of one so
‘there would be alittle peace and quiet;
snow he’s using it as a club.
Ifthe PCs defeat the spriggans in a
fight and examine the bodies and weap-
cons, they find 100 sp on each spriggan,
and six weapons: five axes and one odd-
looking iron club with a hole in the
handle. The club is the clapper from the
Bell of Zetar. It is iron because the gold
hhas been melted off. The spriggans also
have 1,000 gp and.a 250 gp ruby hidden
under a stone in room #12.
Spriggans (6 AC 3 (5); MV 9" (15";
HD 46 +4); hp 18 (40) each; #AT 2; D1-
6 (2-8/2-8), THACO 15 (12); AL CE; SA
Assume giant form or return to small
form at wil, affeet normal fires, shatter,
scare (2 to save), has gnome thief skills
at level 8 and 18 Dexterity, including
Dackstab for triple damage, eannot use
‘magical or thief abilities in giant form,
13. Stairs
‘This room has stairs leading up and
down. The stairs up are blocked by
stone and rubble. The stairs down are
littered with rubble, but are passable
(do nothing to reassure the PCs).
‘Two rock reptiles on chain Ieashes are
hiding in the rubble blocking the stairs
up. The chains reach to the door. The
reptiles will attack when the party
enters. Their two large silver howls
(each worth 140 gp) are laying in the
stairwell, Cargaul uses these as feeding
‘bowls for the reptiles.
Rock Reptiles (2): AC 3; MV 6"; HD
5+6; hp 29 each; #AT 1; D 1-4 +5;
‘THACO 14; ALN; SA Warty hide blends
with rubble, surprise opponents on a
13.
‘When the PCs climb down the stairs,
read the following:
‘As you descend, a high, annoyed
‘voice rises to meet you. “I don’t know
what you're talking about. T'm not 2
‘py or an infiltrator or whatever else
you're trying to call me. I just got
lost. Understand? I was wandering in
this dead valley and T just got lost.
Hey! quit poking me. That hurts. I
saw this old building and went inside
to get out of the sun. Oh, my bag.
‘Woll, I lgured while I was here T
‘might as well pick up a few things. T
didn't know anybody was living here.
Hey! cut that out!”
‘There are other voices filtering up
from the bottom of the stairs, These
voices are lower and gruffer and
evidence a considerable amount of
impatience, “Don't believe you,” one
says. ‘No. You're a spy. Only spies
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