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100% found this document useful (1 vote)
822 views78 pages

Dungeon Magazine 075 Text

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

ADVENTURES FOR TSR ROLEPLAYING GAMES JULY/AUGUST 1999 ISSUE #75

VOLUME XIII, NO. 3 $4.95 USA

Helurn %
Rritij^alailin

plus
Prophecy of Doom
$6 . 50CAN Den of Serpents
Into the Underdark
ADVENTURES FOR TSR ROLEPLAYING GAMES JULY/ AUGUST 1999
ISSUE #75

The dream of reason produces monsters.


Imagination deserted by reason creates
impossible, useless thoughts. United with
reason, imagination is the mother of all art
and the source of all Its beauty.
EDITORIAL — Francisco Jose De Goya Y Lucientes
Cover
Brom shows us the puppets, but where’s
the puppeteer? You’ll hove to read "The
Forgotten Mon” to answer this riddle.
LEHERS

NON-PROPHET ORGANIZATION ....


by Charles C. Reed
(AD&D® Adventure, character levels 4-7; 27 total levels).
Dreams become reality as a sinister prophecy unfolds.

THE AMULET AND THE UNDERDARK . .

by William Kenower
(AD&D Adventure, character levels 5-7; 3G total levels).
A symbol of peace between two feuding fiefdoms falls into the
wrong hands, and brave heroes are needed to win it back.

THE FORGOTTEN MAN . . . . . . . . . . . .

by Steve Devaney
(AD&D Adventure, character levels 6-8; 35 total levels).
One man's destiny—and the fate of the realm — is in your hands.

INTO THE NEST OF VIPERS . . . . . . (i;


by Matthew G. Adkins
(AD&D Forgotten realms** Adventure, Gharacter levels 1-^3;

9 total levels). A Priest of Talona has concocted the deadliest


poison, and this. Assassins' Guild is willing to kill for it.
. .

Editorial
me —
that weird can work and that fun where it hurts, or
attack, strike the villain
sometimes means breaking the rules. save the companion trapped in
life of a
One of the greatest aspects of our the villain's clutches? The way I see it,
weekly game is the idea of Hero Points. Hero Points have enhanced our game in
This isn't a new idea, but no epic cam- three substantial ways:
paign should be without them. Hero They encourage players to take
Points are awarded to characters who risks with their characters, often with
perform heroic deeds, usually at great spectacular results. They are more tangi-
personal risk. Monte doles out the points ble and immediately useful than bonus
sparingly; rarely does a character have XP awards.
more than one or two. In the past, my A Hero Point is the DM's way of
characters have used Hero Points to per- saying, "You have my permission to
form seemingly impossible accom-
feats, bend the rules . game where
. . once." In a
plish multiple tasl^ at once, evade or success is often determined by a random
parry a lethal blow, or inflict incredible die roll —where it's unbecoming for the
amounts of damage with a successful party's paladin to roll a 1 when fighting
strike. her arch-nemesis or evil twin —some-
Bruce Cordell once used a Hero Point times it's nice to have a Hero Point to
to bring his unconscious character back affect or alter the outcome.
to consciousness. Michele Carter used Because they are available only to
one to strike a target unerringly with her the player characters.Hero Points ele-
ranger's bow. vaguely remember Sean
I vate PCs above the everyday "rabble."
To the Point!
Reynolds' mighty wizard. Nosh, using a They make otherwise ordinary charac-
For the past two years, IVe played a Hero Point to make a magic mouth spell ters remarkable and enable these PCs to
fighter in the world of Praemal, Monte permanent. My lizard man fighter, Ves, accomplish truly heroic deeds once in a
Cook's ongoing AD&D^' campaign. The used a Hero Point to impale a wraith and while.
world is ambitious and peculiar, much as its summoner on his magical spear with plan to use Hero Points in all of my
1

you'd expect from someone who's spent a single charge. future AD&D campaigns. If you haven't
the last several years invoking the wacky, Hero Points have not unbalanced our used them before, try using them in your
otherworldly idiosyncrasies of the game sessions. I can tell you that when campaign, and let us know how it works
Planescape® setting. In Praemal, ah great two of the PCs have been blasted into out!
heroes have destinies, all major villains oblivion by cone of cold spells and the sur-
have world-spanning ambitions, and all vivors are facing a 90'-tall yuan-ti atop a
important features of the land have a half-shattered tower, a player can send
surreal majesty. A door is seldom just a chills of anticipationthrough the entire
door, a forest is never what it seems, and group by declaring that he or she is using
the laws of physics are routinely tram- a precious Hero Point. Will the player use
pled. Week after week, Monte reminds the Hero Point to counter a devastating

Executive Staff
Publisher . . . Wendy Noritake
Executive Editor . . . Pierce Watters

Edltoriai Staff
Editor Christopher Perkins
Associate Editor Dave Gross
Assistant Editor Jesse Decker
Editoriai Assistant Chris Carlson
July/August 1999
Production Staff
Art Director Larry Smith
Volume XIII, Number 3
Production Manager John Dunn
Subscription Queries: 1-800-395-7760 [email protected]
Advertising & Circulation Submission Queries: (425) 254-2261 [email protected]
Advertising Director Bob Henning
Advertising Queries: (425) 204-7262 [email protected]
Ad Traffic Manager Bobbi Maas
Northeast Advertising Queries: (203) 855-8834 [email protected]
Administrative Assistant. . Rebecca Heft

6 Issue No. 75
Letters
not turn undead (and furthermore that a Spelljammer® campaign, and if I can't
undead do not normally have a place in use an adventure by changing its place
the Celtic world), Celtic druids are in fact and nanp^es or by putting it in a crystal
able to turn banshees. The Celts cam- sphere somewhere, then I'm falling
paign sourcebook, page 42, says that asleep at the reins and need a nap.
"Undead are very rare in the Celtic There^s no adventure out there that's
world, and the banshee is the only com- completely useless.
mon example. Druids can attempt to Michael Cravens
turn banshees as though they were cler- Crescent City, CA
ics of the same level."
The statement in the sidebar of the
adventure is accurate. It is directed at
Not All at Once!
In Issue #73, the editor asks for the read-
DMs who wish to run the module
ers' suggestions concerning the future of
according to the Celts sourcebook, and
serialized adventures. Here's mine:
the recommendation in that paragraph is

to treat Lady Penrhys as a banshee.


Do not, under any circumstances,
compile all of the adventures of a series
Gregory Rick
into a single issue. The idea of a "serial
via email
module" adds nicely to the diversity of
content in each issue, the very same
Great Glacier Series? diversity that makes the magazine such
I want to give a pat on the back and a a healthy germination ground for new
round of applause to everyone involved ideas. To discard that variety, even for a
Any thoughts on the adventures in this
in the creation of the Mere of Dead Men
issue? Write to Dungeon^
"Letters/'
single issue, would be a terrible folly that
series in Issues #69-73.
could only lead to stagnation. What's
Adventures, 1801 Lind Avenue S.W.,
I would certainly enjoy seeing anoth-
more, ten months does not seem like a
Renton, WA 98055. You can also email us er adventure series grace the pages of
very long time at all to read, process, and
[email protected]. your ivondrous magazine, perhaps one use all of the material presented in a
Please send subscription questions
that might involve the Great Glacier in
and change of address notices to
series like the Mere of Dead Men. Each
the Forgotten Realms® setting?
installment of the series contains the
Dungeon Adventures, Subscriptions, P.O.
Waiting several months to get the makings for at least several game ses-
Box 469106, Escondido, CA 92046-9106. entire series' plot is a bit harsh. Maybe sions, which means that players of a
Toll free phone number; 1-800-395-7760.
next time you could publish two of the
weekly game needn't wait long for each
Email: [email protected].
adventures in the same issue and cut adventure. This becomes more true if
down the waiting time. No matter how Dungeon Adventures becomes a monthly
Druids Turning Banshees you do it, I think it's worth it.
publication.
I just read "The Oops File" in Issue #74 Lastly, I agree with Paul Gindle- Jeffrey Froman
regarding druids and the turning of sperger's letter in Issue #73 where he Boulder, CO
undead in "Quoitine Quest" (Issue #73). said that no adventure is "useless."
While it is generally true that druids do Currently, I run a Forgotten Realms and continued on page 10

Dungeon® (ISSN 0890-7102) is published bimonthly by TSR, Inc., 1801 Lind Avc. S.W., Renton, WA 98055, U.S.A. The mailing address for all material except subscription orders
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P.O. Box 469106, Escondido, CA 92046-9106. Printed in the U.S.A.

8 Issue No. 75
.

LETTERS

Wish List acceptance^ and 30 Only


revision requests. Adventures have always been better than
I congratulate you and your contribu- three times did the editor buy one of the most of the separately produced adven-
tors on an excellent magazine. I am adventures without requesting at least some tures. I 'encourage you to publish more

happy to see the same basic format con- revision; for the record, those adventures I think that one
spelljanirning material.
tinue, maybe with more ''player's view- were "The Bandits of Bunglewood" (Issue adventure a year would not be too intru-
point art." The idea of "theme issues," #51), "Avenging Murik" (Issue #66), and sive for the regular readership.
as suggested by Richard A. Hunt in "Uzaglu of the Underdark" (Issue #67). I have noticed that several adventures

Issue #74, fills me with foreboding. The There were three revision requests for have been published in the last year or
variety of scenarios in each issue makes "North of Narborel" (Issue #49) and two for two that are very specific, with sidebars
Dungeon Adventures strong. Themed "Horrors Harvest" (Issue #38). "Gnome to convert them to a more generic set-

issues might cause people to avoid spe- Droppings" (Issue #63) was rejected by one ting. I think that this is a very good idea

cific months if they see no use for them. editor and accepted by another (which is and leads me to ask: If I submitted a
I don't mind the occasional Planescape® why the numbers above don't quite add up). Spelljammer adventure with conversions
or RavenlofT® adventure (they are often Here's a short list of the most frequently to a generic nautical adventure, would
interesting and may have useful ideas in submitted (and often rejected) adventure this be acceptable? I ask this because
them), but I would view a complete premises: there seems to be some reluctance to
issue dedicated to such as being a waste ^ Necromancers summoning or publish Spelljammer material, and I
of my money. I am also happy with six creating undead creatures; hope that this trend can be changed.
issues per year; any more and I think I Heroes searching for an artifact; I would also like to comment on the

would go crazy! 1 have such a back-log ^ Deranged wizards conducting "foul topic of series adventures. I think that
of Dungeon scenarios I want to run experiments" in towers; they are an interesting idea, but if they
already. ^ The search for someone's kidnapped more that two or three parts, few
last for

I agree with Jason B. Bartlett in his son or daughter; DMs will want to wait that long for the
comments on publishing airticles. Could ^ Gates to the Lower Planes; conclusion. I think you should let the
I suggest that you actually publish some ^ A supposed benefactor who is, in magazine keep its current format and
kind of "league table" that shows just publish a seventh issue that contains a
fact, a doppleganger with sinister ulterior
how stiff the competition is? You know motives; serial campaign.
the sort of thing: number of submis- ^ Evil wizards doing evil things for no Kurt Spearing
sions, rewrites, acceptances, etc. This apparent reason except that they're evil;
Portage, WI
could be supplemented by an indication ^ A haunted house; [email protected]
of the most frequently submitted (and ^ A house that everyone thmks is
rejected) ideas /monsters and a "wish Everyone has a favorite campaign setting.
haunted but really isn't;
However, the majority of our readers prefer
list" for the same. ^ A murder mystery in which the AD&D adventures that can be dropped into
To finish, the only other thing I might
culprit is a doppleganger, a lycanthrope, a
suggest is an increased number of sce- their particular campaigns with minimal
vampire, or some other evil shapeshifter;
you are designing a setting-specific
narios for larger party sizes: There are
^ Evil wizards who are misunderstood; effort. If

currently seven players in my group,


^ Adventures that begin in a tavern. adventure, you might include a sidebar that

some of whom
have two PCs! Yes, 1 briefly details how the module should be mod-
I have my own secret "wish list," but I'd more generic campaign worlds.
know it would be simple to decrease the ified to suit
prefer to hear what kinds of adventures our Given our space constraints, thefezver modi-
number of PCs, increase the number of
readers want Write to us and let us
to see.
that are required, the better the
opponents even
(or their Hit Dice), or fications
know! Rest assured, our contributors are adventure's chance of acceptance.
use a higher-level scenario. However,
listenmg
this can lead to inconsistencies and
. .
Spelljammer adventures are difficult to

imbalances within the plot, among adapt to other settings. Our two most recent

other things.
Spelljammer Aficionado offerings ("Gnome Droppings" in Issue #63
Nigel Espley I have been a fan of your magazine for and "Wildspawn" in Issue #71) sidestepped

West Midlands, UK some time (I even won a subscription the problem by remaining planet-bound, but
several years ago), and it is still an there are other possibilities. An adventure set
Ever}/ one of our published contributors has invaluable aidwhen the duties of being a on the Rock ofBraffor instance, could easily

a file containing proposals, acceptance let- DM are thrust upon me. be modified to suit a terrestrial port city like

I was pleased when the Spelljammer Waterdeep, Mirros (Specularum), or the Free
ters, revision requests,and rejection letters.
The files are kept in two black desk drawers setting finally saw the light of day in City ofGreyhawk. A pirate base hidden in an
in my office cubicle, and they are confiden- Issue #71's "Wildspawn," even if it was asteroid belt could be relocated to an island
tial Hoivever, I can give you some statistics inan indirect way. The Spelljammer cam- archipelago.

from the "Chris Perkins" file: 74 adventure paign is one of my favorite settings, and
proposals, 52 polite rejections, 23 letters of the spelljamming modules in Dungeon continued on page 84

10 Issue No. 75
Charles and his wife Jeannette were recently
married at a bed-and-breakfast inn located in
Cape May, New Jersey. Charles also recently^
completed his Ph.D. in structural biology.

^'Non-Prophet Organization" is an AD&O


adventure for 4-6 characters of levels 4-7
(about 27 total levels). It includes town,
wilderness, and dungeon settings, and it

can be placed in any sparsely settled


region near a river. The characters are
pitted against a clever covey of hags who
are plotting the ruin of a small village.

For the Dungeon Master


A covey of hags (two greenhags and an
annis) has recently set up housekeeping
iiear the town of The hags
Kellorville.
have scouted the town through magic
(via their change self ability) and enacted
a ploy to dupe the townsfolk right into
their filthy, taloned hands.
Appearing as a normal maiden, one
of the hags (Lythia) sought out Evan
Jakobs, a reclusive and odd townie who
is a local tinkerer and handyman. She

befriended him, and they met several


times for picnics. He was totally taken
Evan and Lythia enjoy an evening's tranquillity. with this woman, as nobody had given
him this much attention before. Lythia
gave Evan her brooch as a token of affec-
tion (actually a hag eye amidet) and made
him promise not to tell anyone about it.
It was "their little secret." One or two
townsfolk noticed Evan meeting with his

NON-PROPHET sweetheart in the afternoons but thought


he was just meeting with a local maid
from one of the outlymg farms. People
gossip, however, and the whole town

ORGANIZATION soon knew about Evan's acquaintance.


The covey began to send Evan visions
as he slept using their dream speh ability.
At first the dreams were innocuous, con-
taining the maiden and pleasant mes-
BY CHARLES C. REED sages of friendship and trust. Later
dreams became more menacing, and in
one the maiden foretold her own drown-
ing at the nearby river and begged Evan

What dreams may come for help. He rushed down


and found only her hat and an empty
to the water

boat, apparently arriving too late to save


her.He ran back to town for help. Jeb
Olstedd (area 1) and the Mossminders
(area 4) listened to his story and offered
Artwork by Matthew Mitchell their aid, but even after rowing around
Cartography by Diesel on the river for the entire night and half

12 Issue No. 75
NON-PROPHET ORGANIZATION

the following morning, theyfound noth- located near a navigable river has proven ings with Evafi have left Jeb worried. He
ing. They asked around the outlying useful to the town, as wool merchants believes Evan's stories and thinks people
farms but could not find anyone who have an easy time exporting their pur- should pay^more attention to them. Jeb
knew of Lythia. They weren't sure what chases. The town has little trouble with Wcints to hear more of what Evan has to
to make of this, but they knew their monsters, although the townsfolk know say, but beds afraid of looking foolish in
friend Evan was distraught. The whole that the forest east of town holds a pack front of other townsfolk.
setup left Evan confused and depressed, of owlbears (area 16). There is also a flock Jeb Olstedd, human male F2: AC 10;
just as thehags planned. of stirges in the wooded hills north of MV 6; hp 15; THACO 17; #AT Dmg by 1;

The hags have continued sending town (area 26). These beasts have not left weapon type (+3 for Strength); Str 18/05,
Evan dreams. In them, Lythia (in maiden the forest in years, however. There is no Dex 10, Con 11, Int 10, Wis 9, Cha 11; SZ
form) tells Evan not to be sad, because mayor, but a town council (consisting of M; ML 14; AL LG; crutch, footman's
1.
she will always be there in his dreams. the leading citizens) meets every week at mace (kept under the bar).
She has hinted that a grave disaster is the Rumbling Belly (area 1). Roads are
approaching the village and that only he gravel or but well-maintained. The
dirt, 2. Beaching Area. This gravelly space is
can help the townsfolk survive. The hags DM should be familiar with the local where most boats arriving in town come
have actually staged two local disasters area (areas 15-22) in addition to the town ashore. At any time, from 2-12 boats are
in the past four days (a crop blight cour- descriptions, as many local personalities beached here, in addition to several rafts.
tesy of a wand of frost and a barn fire), have access to that knowledge and could The homes directly by the shore all house
after warning Evan of them. Their warn- inform the PCs. local fishing families, who would be will-
ings were cryptic. The first stated that ing to ferry adventurers around for a few
"winter would visit the valley early," The Rumbling Belly. This tavern and silvers or rent them a boat for their own
and the second said, "flames would eat inn is owned by Jeb Olstedd, a former use for a few gold pieces. All boats have
your Ufeblood." At first, people didn't soldier whose career was ended early by oars and a makeshift sail.
believe Evan's warnings of catastrophe, an encounter with a sword of sharpness. The fishing families all have keys to
but as his prophecies began to come true, (He'll tell the story if somebody buys the warehouses (area 3).
people stopped laughing and started lis- him a pint of ale.) He has only one leg
tening. The hags' plan is to use their but manages well with either his crutch 3. Storehouses. These two large build-
magic to make a large-scale disaster or a wooden peg leg. He does most of the ings have small windows and sliding
appear irnrninent and have Evan miracu- cooking and brewing on site and hires doors that are locked. Keys are kept at
lously save the town by leading the folk several local youths to clean and serve areas 2, 5, and 6. The buildings contain
to the only place of safety: the hags' tun- tables.The place is a decent, clean estab- woolen cloth (made in town) along with
nels! The townsfolk will come with their lishment, and no brawling, swearing, or other important supplies (pitch to repair
valuables in tow and with complete con- rude behavior is tolerated. the boats, a few extra sails, oars, barrels
fidence in Evan's abilities. The house specialty is braised eel for of smoked eel, and so forth).
The adventurers arrive just as Evan is 5 sp. Other dishes, including broiled The villagers allow PCs to explore the
beginning to be taken seriously. They fish and the soup or stew of the day, cost warehouses, but anyone caught breaking
could enter the scenario simply by stop- 2-10 sp. Ales cost 1-6 sp, or a PC can in is viewed with suspicion and asked to
ping at the town for the night, or they buy the 20-sp yard, served from what leave town.
could have heard about Evan's ability to Jeb claims to be a genuine salamander
foreteU the future (probably greatly exag- horn. He has only one coppery-colored 4. Malabee's Provisions. Malabee Moss-
gerated, as he has only "foreseen" three horn, which has been hoUowed out to minder, a halfhng, and his wife Marilynn
things in the past week) from a fellow serve as a multi-pronged drinking mug. run the general store in town. While they
traveler on the road. Descriptions of the This salamander horn was given to him mainly provide farming, fishing, and
village and surrounding countryside are by an adventurer years ago and would shearing supplies, most other common
given first, followed by a timeline of pos- fetch over 500 gp from a wizard or items can be purchased at prices listed in
sible events. The last part of the adven- alchemist. the PH.
ture describes the hags' lair and their Jeb's six rooms on the second floor The Mossminders are friendly and
actions if the PCs foil their schemes. each sleep two comfortably and cost 10 any local gossip.
talkative, freely sharing
sp per night. Hot water for a bath costs They helped Evan when he believed his
Kellorville an additional 5 sp. The stable out back girlfriend Lythia had drowned in the
can be used to keep horses for 2 sp per river. They questioned several folk both
Kellorville is a small village of about 160
day. Being the largest building in town, in town and in the outlying farms, but
people, mostly human but with a few
the inn is used for town council meetings they were unable to learn who Lythia
The viQage primarily subsists
halflings.
and considered the "local hangout"
is was or where she was staying; however,
on farming and shepherding, although
every evening. From 2-24 local folk are they are continuing their search and
several people also make a nice profit
here each night, as well as 1-6 travelers have hired local children to run mes-
fishing for eels, a local delicacy. Being
(mostly merchants). The recent happen- sages to the more distant farms.

DUNGEON 13
— —

NON-PROPHET ORGANIZATION
6.

Malabee and Marilynn Mossminder, Communal Farm. This farm is owned Daughter of Obyl, is the resi-
Beryl,
0-level halflings:
5.
AC 10; MV 6; hp 6, 5; by several families in town. All work is dent She is a well-respected mem-
cleric.

THACO 20; #AT 1; Dmg by weapon type; shared and all profits divided equally. ber of fhe community, quiet and reserved
roll 2d4+6 for ability scores; SZ S; ML 10; at most council meetings. She is 29 years
AL LG; dagger or throwing knife. Several chickens scatter from your old with long brown hair pulled back in
path as you approach the farm. There a braid. Beryl never speaks rashly and
Osborne Sheep Farm. The Osborne are people at work by the barn, as well chooses her words carefully. She often
family owns the largest single herd of as in the fields and in small plots close makes day-long trips through the area,
sheep in town. They hire many people as by The braying of a mule in the barn tending to local farmers and helping the
shepherds and general farmhands. brings shouts of fmstration from some people any way she can. She is the clos-
young lad trying to get the stubborn est thing to a judge m
tlie area, and if she
A large sign at the roadside proclaims animal into a yoke. felt the need to try anyone for a crime,
this the Osborne farm. Sheep are the locals would quickly endorse her.
apparently raised here, as you can see While this farm has fewer sheep than Beryl has thought a great deal about
nothing else. The barn in the back was the Osborne homestead, the communal Evan, and despite her intelligence and
recently on fire, as the scorch marks farm also produces barley and com in magic, she is still unsure of his agenda.
attest. Nothing else appecirs damaged. fantastic quantities. The bam also houses She knows that Evan is not under a
several cows, goats, and chickens. charm and that he is not evil. (She has cast
Wliile they are the largest business in Several mules inhabit one end of the charm and know alignment on him
detect
town, the Osbornes live in a simple bam and bray loudly day or night if the without his knowledge.) So far, Evan's
house. Aben (41 years old) and his sons, bam is approached. Small plots around amulet has escaped her notice, although
Orwin (17 years old) and Alec (12 years the acreage also grow herbs, potatoes, a detect magic spell would certainly reveal
old),spend most of their time herding and other seasonal crops. itsmagical nature. If Evan continues
sheep and performing chores, while At any time during the day, from 2-7 with his prophecies, she plans to con-
Aben's wife, Bethie (37 years old), and people (0-level) are working here. They front him directly and request an expla-
their daughter, Mara (16 years old), direct PCs who inquire about Evan to the nation which, unfortunately, he cannot
work on spinning, weaving, and tailor- Rumbling Belly (area 1) or Evan himself provide.
They put up travelers for the night
ing. (area 12). They are generally afraid of Daughter of Obyl, human
Beryl,
shed /storage barn in return
in their tool Evan's prophecies, as a large patch of female C4: AC 8; MV 12; hp 19; THACO
for a day's work or 5 sp. Boarders are barley was mined by frost (not a com- 18; #AT 1; Dmg by weapon type; Str 10,
given one home-cooked meal in the mon occurrence in summer). The patch is Dex 9, Con 11, Int 15, Wis 16, Cha 16; ML
morning. about 100 yards from the road and cov- 15; AL NG; quarterstaff -t-1, ring of protec-
Aben is a leading citizen. He and ers a roughly circular, 80' diameter area. tion +2, sling, clerical scroll {dispel magic,

Sharyna (area 10) jointly chair the town No tracks seemed to lead to or from the cure disease, and cure serious wounds cast
council. Aben is honest to a fault, and he affected area, although the area is criss- at 7th level).
is a skeptical man. He doesn't give the crossed with tracks now. The hags Spells (5/4): 1st —cure light wounds
rumors about Evan much credence, destroyed the barley with a wand offrost (x2), detect poison, locate animals or plants,
despite the fact that it was his bam that and hid their tracks using their pass with- protection from evil, 2nd augury, barkskin,
was nearly burned down! He attributes out trace abilities. know alig)7ment, speak with animals.
the fire to a lantern left open by a care-
less worker and has already admon- 7. Smithy. The local smith, Dalvan 9. Vacant House. This four-room house
ished the hired help. The truth is that a Grames, resides and works here. He con- is currently imoccupied. PCs can stay
torch hurled by an ogre set the bam centrates on mundane chores: shoeing, here if they agree to pay the town coun-
ablaze. making farm tools, and so forth. He can cil5 gp per week. There is some old but
The Osbornes keep their life savings repair metal armor or weapons 50% of serviceable furniture here, and the struc-
(over 2,500 gp in mixed coins) in a small the time, charging an amount equal to ture is secure, having no broken shutters
locked chest hidden in the basement. 10-40% of the item's original cost. or holes. Characters are directed to the
Young Mara has a cmsh on Stanner, the temple (area 8) or the Rumbling Belly
miller's hand (area 10). 8. Temple of Chauntea. This temple, (area 1) if they inquire about the real
Aben and Bethie Osborne, 0-level dedicated to the goddess of earth and estate. Jeb or Beryl are both authorized to
humans: AC 10; MV 12; 0-level; hp 6, 4; agriculture, is a simple wooden building conduct the deal.
THACO 20; #AT 1; Dmg by weapon type; with a stone foundation. Plants grow in
roll 2d4+6 for ability scores; SZ M; ML abundance around and inside it. (While 10. Banabar's Mill. This large miU and
13; AL LG; knife, staff, or rolling pin. Chauntea is a Forgotten Realms® deity, house belong to Sharyna Banabar, a well-
Orwin, Mara, and Alec Osborne, 0- the DM should feel free to substitute to-do middle-aged businesswoman who
level humans: hp 5, 3, 3; other statistics another earth or farming deity wor- inherited her wealth from her parents
same as above. They are unarmed. shiped in the campaign.) both former adventui'ers. They discour-

14 Issue No. 75
NON-PROPHET ORGANIZATION

aged Sharyna to follow in their footsteps


and instead set up this mill as a family
business. She took to the trade well and
is now the most prosperous person in

town. She has three hands who work


there year round, all local boys who are
hard workers. One of them, Stanner, is in
love with Mara Osborne (area 4).
Shar)ma not only grinds grain but
also saws wood. Every summer, she
hires 2-5 nearby woodsmen (who care-
fully avoid the owlbears in the forest) to
move logs downstream and cut them
here.Sharyna stores most of her grain in
the mill itself and will even kiln it for
brewers. Much of her money is safely in
a bank downstream, but
in a larger city
she keeps 1,750 gp worth of mixed coins
in a locked secret compartment in the
basement (guarded by a fire trap that
causes ld4+8 points of damage). She also
has five gems (worth 50 gp each) sewn
into the lining of one of her cloaks.
Sharyna is shrewd when it comes to
business dealings and always gets her
fair share. She wants to tliink Evan is

telling the truth, but her business instinct


says something is fishy.

Sharyna Banabar, 0-level human


female: AC 10; MV 12; hp 5; THACO 20; in a leather pouch under his bed. He cur- the town and could be anywhere in the
#AT 1; Dmg by weapon type; roll 2d4+6 rently has 530 cp, 755 sp, and 40 gp. He vicinity. For information on Evan's
for ability scores; ML 12; AL LG; knife. keeps 75 gp in a small, unlocked wooden visions, see "Course of Events" below.
Stanner Ryan, 0-level human male: box buried thirty paces behind his house. Evan is hesitant to speak to strangers and
AC MV 12; 0-level; hp 6; THACO 20; Evan is the local tinkerer and handy- declines to talk at first. He will not know-
10;
#AT 1; Dmg by weapon type +1; Str 16, man. He is tall, a' bit overweight, and in ingly submit to magiccil scrutiny and
13.

roll 2d4+6 for other ability scores; ML 13; his late twenties. He has unruly brown would be upset to find out that Beryl
AL LG; knife, spear, shortbow. hair and a small mustache and beard. (whom he respects) has already cast two
Evan is quiet and shy, and he has been all detection spells on him.

11. Fish Pond. This pond is about 25 feet his life. He often travels and works at Evan Jakobs, 0-level hiunan male:
deep in the center. On the northern farms in the surrounding area. AC 10; MV 12; hp 5; THACO 20; #AT 1;
shore, a rope tied to a tree can be used to Recent events have left him confused Dmg by weapon type; roll 2d4+6 for abil-
and open to suggestion (exactly what the ity scores; ML 13; AL CG.
swing out over the pond.
hags intended). He was greatly upset at Evan typically has a few silver pieces
12. Evan's House. Evan Jakobs lives his inability to save Lythia but sees his on his person, in addition to the hag eye
alone here in a small but sturdy wood- current warnings to thetown as a way to amulet, which appears as a small, cheap

frame house located on a steep hill about redeem himself. He firmly believes his gem set in unremarkable silverwork. He
60 feet above the pond. The front porch sweetheart is giving him warnings from has received a few compliments on it.

has several rocking chairs, and a bell beyond the grave to help him save the
hanging from a post by the trail can be townsfolk from calamity and does not Tannery.
rung to amioimce visitors. question his dreams.
Evan can be found in the house about Your nose tells you that this is the tan-
The house has three rooms: a living
50% of the time. At any time, even when nery. From inside you hear a loud
room /kitchen, a cramped bedroom, and
he's not home, 0-6 people are waiting to
voice complaining about the sad state
a workroom with a small porch opening
speak to him. People are either inqiiiring of apprentices these days. As you
off the back. The workroom has many
about his health, showing moral sup- observe further, you notice that several
woodworking tools, spools of wire, pots
port, or asking him about what will hap-
pieces of work displayed on the porch
with holes in them, rakes, brooms, and
pen next. If not at home, he is wandering seem to be of high quality.
so forth. Evan keeps the money he earns

DUNGEON 15
NON-PROPHET ORGANIZATION

odds are in their favor, otherwise escap-


ing to water as rapidly as possible.
Normal animals. These are regu-
3-6'.

laranimals conforming to the "mammal,


small" descriptions in the MONSTROUS
ManuaC tome, page 224.
7. Crystal oozes (1-3): AC 8; MV 1;

HD hp 18 each; THACO 17; #AT 1;


4;
Dmg 2S; SA paralyzation, surprise; SD
immune to some attacks; SZ M; ML 10;
INT animal (1); AL N; XP 420; MM/278.
1-
These oozes live in the swamp and are
hunting for dinner.
8^ Greenhag. One of the hags, either
Lythia or Gordelly, is scouting the area.
(See "The Covey and Company" sidebar
for statistics.) If she is aware of the PCs,
she approaches invisibly and uses pass
witJwut trace to hide her tracks, observing
the characters from a safe distance for
3 rounds. She then uses audible glamer
and dancing lights to create a wiU o'wisp
or torchlight effect and sounds of mum-
bling in the opposite direction from her
before quietly sneaking away. If discov-
ered, the hag becomes invisibleand flees
as rapidly as possible to the water, where
she can make a more effective escape.

Encounters Outside Kellorville


Labgum Morrel, Kellorville's 34-year- Immediate Area
15. Pastures. Several herds of sheep,
old tanner, has run off no fewer than 2-
The immediate area around the town is goats, and cows are raised in these pas-
three apprentices in the past year with
light forest, open pasture, and hiUs. The
tures. Vegetable gardens and fruit trees
his yelling and constant complaining,
caves north of town (areas 23-42) are a are scattered among the grazing plots.
but his work is good. He
can repair
once connected to a
series of tunnels that
Several shepherds are always on duty.
leather armor or fashion standard leather
14. small keep on the hill, now long gone. All hag activity has been conducted
goods in one- third less time than usual.
Only a few ruined bits of wall remain. under the cover of magic and darkness,
He also charges an extra 20%, but the Most townsfolk know about the ruined so the shepherds have seen nothing out
quality is worth it. He tolerates Evan and
walls, as they afford a nice view of the of the ordinary.
the other villagers but gets along well
river, but nobody knows of the caves.
only with Beryl, who puts him in his
People avoid the ruins at night, and 16.Evergreen Forest. This forest is the
place.Labgum does not believe in Evan's rumors of ghosts abound, although such home of an owlbear pack. The owlbears
prophecies. He thinks that Evan is either
stories are mainly intended to scare small normally lurk over a mile deep in the
mad or causing the trouble himself. children. The truth of the matter, which woods, but the hags have encountered
Labgum Morrel, 0-level human all adults in town know, is that a flock of them and, using speak with monsters, have
male: AC 10; MV 12; hp 6; THACO 20; stirges inhabits that area and hunts there convinced them to stalk the outer
#AT 1; Dmg by weapon type; roll 2d4+6 at night. PCs investi-
perimeters of the woods. If
for ability scores; ML 11; AL NG; staff,
At night, in the forest north of town or gate the woods, they have a l-in-4
dagger.
in the hills, there is a l-in-6 chance per chance of an encounter every hour. There
Treehouses. Tlie children from town hour of a wandering encounter. Use the is a 30% chance that the PCs encounter

often play on the far side of the river in a following table (roll ld8): 4 woodsmen (0-level humans) looking
huge set of treehouses. Several ropes and 1. Stirges (2-12): See area 26. They are for quality trees to fell, and a 70% chance
swings aIlov\^ one to swing out over the simply out hunting. that they encounter 2-5 owlbears. The
water. Often one of the fishermen ferries Merrow (1-3): See "The Covey and
2. woodsmen know about the owlbears
young children over for a pebble or some Company" sidebar. These aquatic ogres and are adept at avoiding them. Their
other token payment. A trail runs though are either foraging or conducting a mis- strategy is simple but effective: They run
the woods to the island upriver (area 19). sion for the hags. They fight only if the like mad at the first sign of something

16 Issue No. 75
NON-PROPHET ORGANIZATION

big moving toward them. They know the search for it, i-3 bonus to their
affording a Course of Events
woods well enough to avoid potential Tracking The trail to the caves is
rolls.

pitfalls. Assume that each woodsman even smaller and more overgrown and is The following timeline describes actions
has the Survival —Forest and Tracking detected as a secret door. It skirts the hill- and events as they occur in the days fol-
proficiencies. side and the swamp and is washed out in lowing the characters' arrival. Actions by
Owlbears (2-5): AC 5; MV 12; HD places.The hillside facing the swamp is the PCs could easily alter events, so the
5+2; hp 24 each; THACO 12; #AT 3; Dmg steep and overgrown, making it difficult DM should be creative when necessary.
1-6/1-6/2-12; SA hug; SZ L; ML 12; INT to search. Remember that the hags can observe
low (6); AL N; XP 420; A4M/284. what is happening via the hag eye cur-
21. Swamp. Several streams from the rently in Evan's possession. If the PCs
17.Mixed Forest. The woods north of swamp empty into the river, providing foil the covey's schemes in town, the
town contain mixed deciduous and the hags, merrow, and scrags with easy hags might cause them extra trouble.
coniferous trees. Parts of the forest have access to the caves. Mosquitoes infest (See the "Covey Options" section for
dense imdergrowth. The ground grows this area, and a few crystal oozes lurk in ideas.) The DM
is encouraged to use the

damp and swampy toward the north. its depths, emerging only at night. Many timeline only as a rough guide.
The road through the swamp is often birds and other wildlife live here, despite PCs uncovering evidence of what is
built up on pilings. The swamp contains the stirge flock. Disquieting sounds like causing these disasters, like spotting the
many small streams and creeks running croaking frogs, squawking birds, and merrow, detecting spells in effect, or
from the steep hillside to the Kellor movement in the undergrowth can be uncovering the hag eye, would bolster the
River. heard at all hours. town's courage.
Day Minus 24, Daytime: Evan meets
18. North Bank. This small trail wends 22. Ruined Wall. Taking the trail to its Lythia.
through the northern woods. Once the end leads PCs to the ruined walls of an Day Minus 10, Night: Evan receives
adventure is underway, searches con- old keep, marked with an X on the map. his first prophetic dream. Lythia appar-
ducted in this cirea have a noncumulative ently disappears on the river that same
20% chance per hour of revealing 2-8 Before you stands the ruins of a stone night. Rescue attempts turn up nothing.
wandering skeletons. The skeletons are enclosure. Only a few feet of curtain Day Minus 7, Night: Evan dreams of
moving through the woods, disturbing wall and a bit of roimded wall, possi- a crop blight. He tells the farmers, who
local wildlife and making noise by hit- bly from a tower, remain standing. The do not listen.

ting bushes and trees. See "Course of view from the hilltop, however, is Day Minus 6, Night: Hags use their
Events" for details of how the hags quite good, and despite the overcast wand offrost to ravage the barley crop.
employ the skeletons. sky, you can see for a good distance. Day Minus 4, Daytime: The crop
Skeletons (2-8): AC 7; MV 12; HD 1;
No piece of stpnework here stands damage is discovered. Several locals are
hp 5 each; THACO 19; #AT 1; Dmg 1-6 higher than a few feet. amazed at Evan's warning, while others
(by weapon type); SD immune to s/e^, are suspicious.
charm, and hold spells; immune to cold, A successful Tracking proficiency Day Minus 4, Night: Evan dreams
paralysis, poison,and death magic; suf- check reveals large humanoid tracks in about fire.

fers half damage from edged weapons; the area, but recent bad weather makes Day Minus 3, Daytime: Evan tells Jeb
SZ M; ML special; INT non (0); AL N; XP following them to their source impossi- and Beryl about his dream. Beryl
65; MM/315. ble. Skeletal trackscan also be located. attempts her magic detections.
Searching about 100 yards from the Day Minus 3, Night: A fire is started
19. Island. This island is mass of tan-
a wall reveals several shallow holes dug in in Aben Osborne's bam.
gled undergrowth. Hidden on the the ground within the past month; these Day Minus 2, Night: Evan is warned
upstream side are the remains of several graves date back to the keep's time, and that something bad will occur soon, but
carts and wagons belonging to unfortu- their former occupants have since been nothing specific is revealed. He tells
nate victims the hags caught wandering used as subjects of the hags' animate dead nobody about this.
on the road at night. One cart belongs to spells. About a quarter mile southeast of Day Minus 1, Night: Lythia warns
Tamarin Needlecrafter, a female gnome the ruined keep, a rocky outcropping, Evan that the miUer must put her grain
seamstress who was kidnapped by the one of many in the area, conceals a secret on a higher shelf.
scrags and now makes Mentonia's cloth- door leading to area 42. This entrance, Day 0, Daytime: Evan teUs Sharyna
ing. She is being held in area 40. like area 23 below, is covered by a veil about his vision. She gets suspicious and
spell, appearing to be just rocky terrain. has Stanner watch Evan to be sure these
20. Trail to Hilltop. The trail to the hill- The door is made of stone and difficult to prophesied events aren't just Evan's own
top overgrown, and if its location is not
is open from the outside. A Bend Bars/Lift handiwork. She locks the doors to her
known, a successful Tracking proficiency Gates roll or a knock spell is needed. The grain stores (on the ground floor of the
check is required to spot it. Most people hags use this entrance but hide their mill). Sharyna goes to the RumbHng
in town can tell the characters where to tracks using pass without trace spells. Belly and tells Jeb about the warning.

DUNGEON 17
NON-PROPHET ORGANIZATION

Once the PCs arrive in town, tliey can public.A town meeting is be held at the how aware that a covey of hags is

learn about the recent happenings, either Rumbling Belly, with all major citizens in responsible for the town's recent prob-
through direct questioning or by listen- attendance. In the meeting, Evan tells lems.. Only constant vigilance with mag-
ing to local gossip. If they gain Jeb's con- about his dream. People listen
latest could spot the hag. Upon
ical detections
fidence, he reveals the most recent closely. Arguments ensue, with people completing her task, she turns invisible
prophecy about the mill. Sharyna might split over Evan's ability. Evidence of the and leaves town, causing further distrac-
also tell PCs about the mill vision if they merrow could influence opinions against tions with audible glamer or dancing lights,

agree to do something about it (like fig- Evan; someone could even declare that if need be.
ure out what Evan's prophecy means). he's in league with those water fiends! Day 2, Night: Evan has a dream in

Talking with Evan proves difficult and Despite any opposition, Evan forcefully which Lythia him that evil gathers
tells

unfulfilling. Evan is hesitant to speak to states that everyone should stay inside against the town, and the townsfolk
strangers about his recent visions unless today, as something bad is coming from must flee soon. Lythia tells him that the
they are accompanied by a known and the east. Further questioning of Evan skeptical leatherworker will learn the
trusted townsperson who is sympathetic. reveals that something even bigger and error of his ways.
He knows as little as everyone else ^he — worse is on the way, but he doesn't know Day 3, Daytime: The morning is

has had a few dreams where he is told of what it is yet. foggy. The fog is particularly thick
upcoming problems. Later that day, rain begins and a series around the northern part of town (thanks
Stanner ishanging out by Evan's of loud bellows is heard from the east to a fog cloud spell). Evan rushes to

house all day, keeping an eye on him. end of the village. Out of the rain and fog Labgum to warn him, then goes to the
Day 0, Night: A fog rolls in (via a con- charge six owlbears (from area 16). They Rumbling Belly and asks Jeb to call
trol two merrow (see
weather spell), and run right into the village at the same time another town meeting. Jeb tries to calm
"The Covey and Company") swim to the as Beryl is walking out of the temple to Evan down.
mill stream and fish pond and pcutially investigate the noise. She is shocked to That morning, Labgum's tannery is
block the outlets with debris (leaves, see the monsters but does not hesitate to attacked by fourteen zombies created by
branches, and mud scooped out from the defend herself with staff or spell. The the hags' animate dead spells. The zom-
riverbank upstream or from the immedi- owlbears have been enraged by the hags bies emerge from the river and converge
ate area). They do not build a huge and goaded into attacking the town after on the shop. They begin pounding on the
mound of debris that sticks above the being driven from the forest. Tracking doors and windows, gaining entry in 5
waterline, only a small pile that remains the owlbears back to the forest is difficult roimds. Labgum yells for help and pre-
hidden under the surface. The fish pond due to the rain. Casting detect magic at the pares to defend himself with a pair of
overflows during the next hour, and wood's edge reveals the lingering effects large shears (Dmg ld6). With luck, the
water leaks into the ground floor of the of two pass without trace spells (cast by PCs are nearby. After the attack,
mill, ruining quite a few sacks of grain the hags), both trailing north. Rain Labgum, if he survives, listens to Evan's
and making a real mess. Anyone inside removes -any traces of mundane tracks every word. He was skeptical, but the
of the mill notices nothing wrong until once the PCs reach the hills. zombie raid made him a believer. People
water begins to leak in! Owlbears (6): AC 5; MV 12; HD 5+2; in town now fear to leave their homes.
Gucirding the front entrance to the hp 28, 24, 23 (x3), 20; THACO 12; #AT 3; The few people who go outside have
mill gives PCs a 10% chance to hear Dmg 1-6/1-6/2-12; SA hug; SZ L; ML weapons at the ready.
debris being placed under the bridge by 12; INT low (5); AL N; XP 420; MM/284. The strange soimds in the woods con-
the fish pond's outlet or millstream. Day 1, Night: Evan receives a dream tinue, now accomplished by stirring up
(Thieves may use their Detect Noise abil- where Lythia warns him that the cold the local animal life with several wan-
ity Guarding the millstream
instead.) and rain will sap the strength of anyone dering zombies and skeletons. PCs can
affords a +10% bonus to hear debris abroad tomorrow. track and slay the undead, but little new
being placed, and specifically watching Day 2, Daytime: The day is cloudy information can be gained.
the stream affords a +20% bonus. and rainy, courtesy of the hags' control Zombies (14): AC 8; MV 6; HD 2; hp
The merrow are Ccimouflaged and can zveather speU. Strange sounds and animal 11 (x3), 9 (x9), 6, 5; THACO 19; #AT 1;

become effectively 80% invisible when calls are heard coming from the far bank Dmg 1-8; SD immune to sleep, charm, and
immersed in the water. If found, the mer- near one of the treehouses (see area 14) hold spells; immune to cold, poison,
row flee, swimming upriver to their lair. and from wooded areas in town (the paralysis, and death magic; SW always
The debris washes away naturally after result of an audible glamer spell cast by an attack last in melee; SZ M; ML special;
two hours. That night, Evan has a dream invisible hag lurking in the woods). The INT non (0); AL N; XP 65; MM/373.
in which Lythia warns him of creatures blacksmith and 2-8 other townspeople Day 3, Night: Evan receives his final
from the east. She tells Evan to warn folk out in the rain are struck with a strange warning from Lythia: An ancient curse
to stay indoors tomorrow. bout of zvenkness, caused by another hag win destroy the town very soon. The folk
Day 1, Daytime: The weather is walking through town under the cover are doomed, as a huge storm and fell
cloudy and foggy (courtesy of a control of a change self spell. PCs have a hard beasts shall overrun the river valley.
zveather spell). Evan's mill vision is made time locating her, even if they are some- Only hiding in a secret cave north of

18 Issue No. 75
NON-PROPHET ORGANIZATION

Undead horrors advance with the creeping fog.

town will save them. She tells Evan to this outcome. PC& who were helpful to for statistics) emerge from the river and
lead the townsfolk to the caves tomor- the town and gained the trust of impor- raid the town, ransacking houses and
row and keep them safe from harm. tant citizens are heeded, and they could making a general nuisance. They pile
Day 4, Daytime: The weather is rainy. help to calm frightened people or better any valuables into a stolen wagon and
Thunder and lightning begin by mid- organize the townsfolk, preventing haul it north to the cave.
moming. A town meeting is held at 10:00 panic. PCs who realize that the town is Additionally, eight zombies (the
A.M. The mood is gloomy. Most of the being duped could delay or prevent the remains of hapless wayfarers) and fifteen
townsfolk are worried that some disaster flight to the caves. Knowing about the skeletons (animated from bones found in
is near. Evan confirms this feeling and hag eye and using it to fool the covey is the hags' lair) descend from the far shore

insists that everyone leave town and another ploy. The PCs could feed the and wander through town, causing dam-
hide. He offers to lead them to safety by covey false information and surprise the age and attacking any who remain. The
taking them to a place north of town and hags as they make ready for the villagers. raid lasts about four hours, the storm
waiting out this "evil curse." People If the flight to the caves occurs, people about six hours. Note that the scrags flee
agree, and a mob mentality begins to follow Evan to the cave at area 24. (See in the face of strong resistance, including
take over. Most of the townsfolk begin "Covey Options" below for details on massed townsfolk with torches, spears,
bundling their precious belongings, events at the cave.) About 120 people and otlier farming
scythes, pitchforks,
including herds of sheep and goats, and from the village accompany Evan, the implements. The undead fight until
head north with Evan, who leads the rest fleeing in other directions. Anyone turned or destroyed.
way. He is evasive about where he is remaining in town after the meeting sees Zombies (8): hp 10 (x2), 9 (x5), 6; see
going but can be persuaded by someone the weather deteriorate into a fierce "Day 3, Daytime" for complete statistics.
he trusts to tell about the hidden cave in thimderstorm with winds and even hail Skeletons (15): hp 7, 6 (x6), 5 (x7), 4;
the hills that Lythia described. Note that at noon. During the storm, three scrags see area 18 for complete statistics.

character actions could gr^tly influence (see "The Covey and Company" sidebar

DUNGEON 19
NON-PROPHET ORGANIZATION

24. Main Cavern.


.
This is where Evan
leads the villagers should the hags' ploy
succeed. Two passages are blocked by
cave-ins requiring at least two hours of
work, di.passwall spell, or a stone shape
spell to create a passable opening. With
their strength and size,two hags could
clear a passage in 1 turn. Several normal
bats make their homes in crevices in the
ceiling.Loud noises or excessive activity
here has a 10% chance per turn of draw-
ing the stirges from area 26.
The tunnel leading eastward opens
into an empty cave that the PCs can use
as a place to rest and recuperate.

25. Empty Cave. Several passages branch


offfrom the cave, most of them dead
ends.The hags can use this cave as an
ambush site. (See "Covey Options"
below.) Loud noises or excessive activity
here has a 25% chance per turn of attract-
ing the stirges from area 26.

26. Stirge Cave. Fifteen stirges inhabit


this cave. They cling to the ceiling on the
northern side of the cave, venturing out
only at night to hunt. The exit from the
cavern slopes up 45® and is covered with
vegetation; from the hillside, it is treated
as a concealed door. Anyone climbing in
23. or out must make a Climb Walls check or
fall, suffering ld6 points of damage and
disturbing the stirges (which could alert
the hags if they are nearby).
The stirges do not bother characters
unless disturbed. The stirges have no
treasure. Two secret doors conceal the
passage leading to the hags' lair. Each
was constmcted by the builders of the
ruined keep and is opened by depressing
a hidden plate in the nearby walls.
Stirges (15): AC 8; MV 3, fly 18 (C);
HD 1+1, hp 6 each; THACO 17; #AT 1;

The Hags' Lair Cave Entrance. The cave and trail are Dmg 1-3; blood drain; SZ S; ML 8;
SA
about 10 feet above the swamp. A veil INT animal (1); AL N; XP 175, MM/332.
The hags have made their lair in a series
spell conceals the entrance with an illu-
of caves north of town. The caves once 27. Gordelly's Cavern.
sion of more steep hillside and tangled
connected to a small keep on the hilltop
bushes. To better conceal the entrance to
(now nothing but crumbling masonry). This cave but plain. A pile of
is tidy,
the caves, the hags use the water
Ceiling height in the hags' lair ranges straw sits along the far wall, behind
entrance (see areas 35 and 36) whenever
from 9-12 (ld4+8) feet in corridors and several pieces of cmde furniture. The
possible and their pass without trace spells
16-25 (ldlO+15) feet in caverns. The floor is of hard-packed earth and
otherwise. They remove the veil conceal-
outer caves (areas 24 and 25) are urdit,
ing the entrance only if they know the
stone. A bulging sack sits on a small
but the hag tunnels are lit at irregular table,and a leather-covered chest rests
villagers are coming or if they are prepar-
intervals by sputtering torches that give on the floor by the straw.
ing a trap for the characters.
off a bad odor as they bum.

20 Issue No. 75

NON-PROPHET ORGANIZATION

This is Gordelly's cave. The sack room is untidy and home to


Lythia's
holds 1,100 sp and 250 gp. The chest six pet osquips.They are sleeping in the The tunnel opens into a smoky cave
holds one garnet (100 gp), five moon- moth-eaten furs but awaken and attack if that smells pf burnt food. Torches line

stones (50 gp), two tiger eye agates (10 anyone enters the room. If their morale the walls, casting a red-orange glow
gp), and a clerical scroll with animal sum- fails, they dart into small burrows in the over the whole chamber. A small iron
moning I, animal summoning II, control walls and do not return. Scattered pot hangs above a mound of embrous
wind, and cure serious wounds cast at 10th- through the furs are twenty-five polished coals by the east wall. Several large,
28.
level. Gordelly knows the scroll is valu- ornamental stones (1 gp), 350 cp, and 700 crude chairs surround a round table.
able and might use it to bargain with PCs sp. Lythia has several linen dresses (from Several daggers and knives are stuck
for her escape, should things look grim. Mentonia) carefully folded on the table into the table's scarred surface. Also on

for her travels in town as a human. the table is a large horn on a leather
Mentonia's Cavern. Behind a rock on the west wall is a small thong. The edges of the floor are lit-
niche (spotted as a secret door) contain- tered with bones, and three chests sit

This room is a riot of colors. Hanging ing a rotting leather sack with 23 pp. against the western wall.
from pegs on the walls is clothing of all Osquips (6): AC 0; MV 12, burrow Vi;

shapes and styles. Fine silk scarves, HD 3+1; hp 18, 17, 14 (x3), 13; THACO 16; If encoimtered here, the hags defend
linen dresses, fur cloaks, and cotton #AT 1; Dmg 2-12; SZ S; ML 7; INT animal themselves by hurlmg a chair or two
shawls are just a few of the objects that (1); AL N; XP 120; MM/300. (ld6 points of damage plus modifiers for
catch your eye. A full length mirror Strength) and barricading one entrance
stands by the west wall, and a table 30. Shunned Cave. A faint odor of vine- with the ramming one or
table, possibly
next to it holds boxes of jewelry. A gar fills the passage leading to this cave. more characters for ld3 points of dam-
crude frame holds a mound of pillows, Surrounding the entrance to the cave is a age (plus any Strength bonuses). The pot
apparently acting as a bed. Everything massive stunjelly. The stunjelly attacks of eel stew —a traditional goblin recipe
is covered in clothing. Overhead, a the first two characters entering the cave is another makeshift missile weapon,
lantern with colored glass provides then moves across the entrance, blocking causing ld6 points of damage (plus
flickering, multicolored light. it. by the hags
This creature has been fed Strength bonus) when hurled, and an
and has grown to huge size. Note that it additional ld3+l points of damage due
Mentonia's cave is filled with her can attack twice per round. Suspended in to the hot, scalding broth. Anyone struck
clothing collection, about half of which the stunjelly's interior are 95 cp, 83 sp, 27 by the stew must save vs. petrification or

actually fits. Sorting through the clothing gp, and a silver dagger. The hags could be blinded for 1-3 rounds. Should escape
requires at least 3 turns but nets over a lure victims in here with audible glamer or prove the better part of valor, the hags
dozen good silk dresses (20 gp each), five dancing lights spells. use a fog cloud spell followed by an audi-
fur cloaks (25 gp each), eighteen scarves Massive stunjelly: AC 8; MV 4; HD 6; ble glamer speU to confuse the sounds of

with fine stitching and embroidery (10 hp 38; THACO 15; #AT 2; Dmg 2-8/2-8; their retreat.

gp each),
29. and scores of more mundane SA paralysis; SZ L; ML 9; INT animal (1); The chests are made of wood. One
pieces of women's clothing, much of it AL N; XP 975; MM/276 (modified). contains four sacks with 1,700 cp, 1,682
oversized. sp, 323 gp, and 45 pp respectively. The
The table by the mirror has four boxes 31. Larder. second holds two boxes of rare perfumes
on it, each containing 50 gp worth of cos- (10 gp each), three bolts of embroidered
tume jewelry. An empty wand case made Several haunches of smoked meat cloth (30 gp each), and a successfully
of leather and velvet (worth 20 gp) is hang here, along with dried fish and blended potion of levitation and invisibility.

buried under the pillows on the bed, eels. The entire room has a faint smell The third chest is locked, and Mentonia
along with a matching pair of leather of rotting fish. On the floor are sacks of has the key. It is also trapped such that
purses containing 450 sp and 228 gp wilted vegetables. A stack of small anyone opening the chest without first
respectively. The brass lantern is a beau- casks sits along the south wall. disarming the trap suffers an attack from
tiful work of art with silver inlay and is a spring-loaded blade smeared with a
worth 80 gp intact. This is the hags' larder.The casks con- nasty poison. The blade has THACO 15
tain a surprisingly good but rather fiery and strikes for ld4 points of damage
Lythia's Cave. hard The ddermaker's name (Sign
cider. (save vs. poison at -3 or suffer an addi-
of the Broken Brow) is stamped on each tional ld6 points of damage each turn for
This cave is untidy, with several pieces cask. Each cask is worth 10 gp. 2-5 turns). Inside the chest is a set of six
of ruined furniture and bones scattered finely wrought pewter goblets with gold
on the floor. A large pile of furs domi- 32^ovey Chamber. This cavern is the inlay worth 120 gp for the set, a
nates the center of the room and is sur- covey's main gathering chamber. When broadsword in a jeweled scabbard (75
rounded by coins and tattered clothes. not engaged in activities elsewhere, the gp), and an enchanted mug that fills with
On the east wall, a large stool sits in hags are most likely here. If so, alter the any desired nonmagical, nonpoisonous
front of a wobbly table missing a leg. description accordingly. beverage once/ day when the command

DUNGEON 21
NON-PROPHET ORGANIZATION

word on the bottom of the mug breathe water find it nearly impossible to When not serving the hags, five gob-
("Mirakos") is spoken. If the hags have traverse the twisting, water-filled pas- lins are here playing dice and complain-
33.
time, they grab some of these treasures sage. Searching the pool reveals a sunken ing about their mistresses' mistreatment.
before fleeing. chest 10 feet down that contains the mer- They fight only if commanded by the
row's wealth: 567 sp, 138 gp, and 16 hags, whom they fear. They flee from any
Storage Cave. There is no light in this pieces of ornamental jewelry (1 gp each). surprise assault, yelling for help. For
cave except what the PCs provide. more information on the goblins, see
36. Water Cave and Secret Entrance. "The Covey and Company" sidebar.
This cave is dark. A shadowy pile of This cave connects to both area 35 and Any noise here alerts Baunger the
sticks or tree branches sits along the the swamp via an underground stream. ogre in area 39.
south wall, and several pieces of badly The exit in the swamp is 6 feet below the
made furniture have been heaped near water level, about 60 feet west of area 23. 39. Baunger's Room. Baunger lives here
the east wall. The outlet is 5 feet in diameter and cov- and spends most of his time guarding
ered with waterlilies and floating vegeta- Tainarin Needlecr after, the female
If the grell in area 34 has been freed, it tion. It can be detected only by magic or gnome seamstress kidnapped by the
is lurking near the ceiling, ready to by investigation while swinaming. Note merrow. He spend most of his time
descend on the first person who enters that mud in the water here makes the sleeping on a great pile of pine boughs
the cave. The sticks are torches made by entrance difficult to spot; PCs have a covered with a thick wool blanket. He is
the goblins. base 1 -in-1 2 chance of finding the a great lover of drmk and is concerned
entrance, l-in-8 if they have seen the since he is down to his last few bottles of
34. Grell Cave. A grell inhabits this cave, hags, the merrow, or the scrags coming wine. He is not particularly loyal to the
trapped within aforcecage. The grell is a and going via this route. The water from hags but fears their power, so he does not
goblin polymorpJied by the hags to use on the tunnel quickly mixes with the muck openly disobey their orders. He can be
the village, if necessary. They feed it well of the swamp, so spotting the entrance easily bribed, however, with drink.
and free it to beleaguer intruders at the from the water's surface is impossible. The ogre makes periodic checks on
first opportunity. Any hit against a tenta- Anyone traversing the water tunnel Tamarin, providing her with food that

cle (AC 4) renders it unusable but sub- has a 25% chance of encountering 1-2 the goblins cookand an occasional nip of
tracts no hit points from the greU's total. merrow or scrags along the way. wine. Tamarin has been very nice to
The greU regenerates lost or damaged Batmger, hoping he becomes lax in his
tentacles in one day. 37. Trash Heap. This dark cave holds the duties and allows her an opportunity to
Grell: AC 5; MV fly 12 (D); HD 5; hp refuse pile generated by the inhabitants escape.
28; THACO 15; #AT 11; Dmg 1-4 (xlO)/ of the caves. AU manner of garbage and Baunger keeps his treasure buried
1-6;SA paralysis (save at +4; effect lasts debris is ' tossed in here. The heap of under his bed: a loose pile of 693 cp, 310
5d4 rounds); SD immune to electrical refuse is home to twenty rot grubs that sp, 48 gp, and four tapestries (25 gp
SZ M; ML 13; INT average
attacks; (8); infest any creature or PC investigating each). He also wears a special signet ring
AL NE; XP 2,000; MM/173. the garbage too closely. worth 150 gp on a thong around his
Note that an enraged hag hurling a neck. See "The Covey and Company"
35. Water Cave. character into the garbage heap is an sidebar for details on Baunger.
effective and rather nasty attack.
A pool of water dominates this room. Rot grubs (20): AC 9; MV 1, burrow 0; 40. Cells. Four large cells with rusty
Heaps of wet swamp plants are strewn HD hp 1 each; THACO nil; #AT 0; Dmg
Yb; metal doors line the west wall of the cor-

0; SA burrow into flesh; SZ T; ML 5; INT


around the pool's circumference. ridor. The northernmost cell has the only
Against the north wall is a pile of non (0); AL N; XP 15; MM/364. door that is not completely rusted
freshly caught eels, some still squirm- through. The door is barred from the out-
ing. Several sturdy cudgels lie on the 38. Goblins' Lair. This area is part of the side. This cell houses the gnomish seam-
floor by the pool. A single torch by the old dimgeons beneath the ruined keep stress, Tamarin Needlecrafter.
entrance lights the cave. and houses the hags' goblin servants. If The gnome has a dark complexion
the goblins are here, add them to the fol- with white hair worn in pigtails. She was
If not otherwise occupied, there is a lowing description: traveling south with her cart and made
50% chance of encountering 1-4 merrow the mistake of stopping for the night on
or scrags here. They emerge from the This room is lit by torches. Five cots are the outskirts of the swamp. The scrags
water in 1-4 rounds. (See "The Covey arranged haphazardly around the found and kidnapped her, hoping to
and Company" sidebar for statistics.) room, and a table with two benches curry favor with Mentonia. For the past
The pool of water is drinkable and sits squarely in the center. Scattered on two weeks, Tamarin has been forced to
connects with area 36 by a lO'-wide the table are several copper coins and make and alter clothing to fit the hag.
underground stream. PCs without a light five wooden bowls, but little else can Tamarin has been treated well so far, but
source or infravision and the ability to be seen in here. only because her work has been good.

22 Issue No. 75
She knows that the hags are planning to 26 in the guise of his young love,
somehow destroy the town. She also courtesy of a change self speU.
knows about the hag eye amulet worn by She congratulates Evan, then
Evan. (Mentonia mentioned it.) If the reveals her true form. Gordelly
PCs free her, she makes each of them 2-5 leaves thelair via the under-

complete outfits of the highest quality as water passage (area 36) and
a reward. enters the caves via area 23,
Tamarin Needlecrafter, 0-level female using the wand of frost to
gnome: AC 10; MV 12; hp 4; THACO 20; create a wall of ice, sealing
#AT 1; Dmg by weapon type; SZ S; ML the cave mouth behind her.
10; AL LG; unarmed. Mentonia and the remain-
ing merrow then emerge
41. Crypts. The crypts are where the hags from area 26 and proceed to
find and animate many of the skeletons. separate the townsfolk from
Narrow alcoves held many of the keep's their wealth and weapons.
former occupants, but most of these for- The hags gloat and cackle
mer denizens have been used by the as they terrify theduped
hags for their foul schemes. villagers. The townsfolk
Entering the crypts provokes the are stricken and paralyzed
eight skeletons guarding the area. They with fear. If violence erupts,
rise up from alcoves and advance but do many townsfolk run. Some
not leave the crypt hallways should PCs flee into area 26, and some
There
retreat. is no treasure here. might even find their way
Skeletons (8): AC 7; MV 12; HD 1; hp into the hags' tunnels (areas
8, 6, 5 (x4), 3, 2; THACO 19; #AT 1; Dmg 27-42). The confusion only
1-6; SD immune to sleep, charm, and hold delays the inevitable. Note
spells; immune to cold, paralysis, poison, that persuasive and trusted PCs
and death magic; suffers half damage could keep the townsfolk under
from edged weapons; SZ M; ML special; control and even organize resistance.
INT non (0); AL N; XP 65; MM/315. Regardless of the outcome, Evan
sees this as his fault and needs a
42. Secret Passage. This corridor leads great deal of consoling. If he is

south for several hundred feet, then given a task of responsibility by


bends southeast for a quarter mile, end- the PCs (for instance, leading the
ing at a secret door that opens in the side townsfolk away ftom the battle
of a rocky outcropping on the surface site), it would go a long way
(see area 22). The hags use this passage toward restoring his self-confi-
as an escape route, if necessary. dence. Conversely, one of the
A set of caved-in stairs once led up to hags could use her change self
the ruined keep. The area beyond the ability to appear as a kindly
stairs could be detailed for further human and lure townsfolk or
adventures. PCs into an ambush.
Any resistance by the PCs is
Covey Options met with a combined melee
attack by the merrow and the
The following four scenarios represent
hags. Lythia and Gordelly use
several possible conclusions to the
their weakness spells on the
adventure. The DM should alter them to
strongest looking characters.
suit events as they unfold.
Gordelly, who currently has
the wand, hesitates to use
^ The hags' plan works. If PCs are com-
it in
an enclosed area for fear of
pletely in the dark about the hags' plan,
striking one of her allies. She
Evan might easily lure the villagers to
uses the wall of ice to cut off
the hags' cave. Once the villagers are
retreat, though. Mentonia
If
inside areas 24 and 25, Evan announces
gets the wand back, she has no
that everyone is safe. To his and every-
qualms about using it against a
one's surprise, Lythia emerges from area
powerful party, even if sh^ hits
NON-PROPHET ORGANIZATION

The Covey and Company


Mentonia Swampbottom (annis): Lythia Marrowbone and Gordelly Baunger (ogre): AC 5; MV 9; HD 4+1;
AC 0; MV 15; HD 7+7; hp 41; THACO Toothenail (greenhags): AC -2; MV hp 24; #AT 1; Dmg 1-10
THACO 17;
13; #AT 3; Dmg 9-16/9-16/3-9; SA swim 12; HD 9; hp 42, 39; THACO
12, or by weapon +6; SZ L; ML 7; INT
spells; SD spells; MR 20%; SZ L; ML 11;#AT 2; Dmg 7-8/7-8; SA spells; low (7); AL CE; XP 270; MM/272.
15; INT very (12); AL CE; XP 4,000; SD speUs; MR 35%; SZ M; ML 17; Baunger stands 8 feet tall and has
MM/181. Mentonia has the follow- INT very (12); AL NE; XP 4,000; dusty brown skin and hair. He acts as
ing spell powers performed at the A4M/181. Lythia and Gordelly have a guard for the covey, watching over
8th level of ability: /og cloud (3 /day), the following spell powers, usable Tamarin. He is extremely bored with
change self. In addition, Mentonia once per round at the 9th level of his duties and dislikes the merrow's
possesses a wand of frost with 29 ability: audible glamer, dancing lights, constant taunts. He is afraid of the
charges, which she has lent to one of invisibility, pass without trace, change covey and does not disobey a direct
the other hags on several occasions. self, speak with mcmsters, water breath- order in their presence, but he can be
She also carries potions of fire resis- ing, and zveakness (reverse of bribed to "look the other way" for a
tance and flying in a pouch on her strength). skin of wine.
belt, which she uses in combat or to Lythia amd Gordelly dress in Baunger knows that the hags are
flee. She also carries the key to the robes of coarse cloth and are often planning somehow to lure the
third chest in area 32. barefoot. Their tastes are decidedly townsfolk to the caves. He also
Mentonia wears dresses and more conservative than Mentonia's. knows that Lythia has been "explor-
shawls of the most expensive and As a covey, the three hags possess ing" the town with the aid of her
exotic materials she can find (often the following additional spells magic. If given the chance, he flees
just wool or linen, although she does usable once per day as a 9th-level the lair. He wears a ruby ring worth
possess several silk wraps and a fine caster: curse, polymorph other, animate 150 gp on a leather thong around his
kerchief). She crams her clawed feet dead, dream, control zveather, veil, neck and would be willing to trade it
into well-made leather sandals or forcecage, znsidn, and mind blank. for wine or ale. The ring is a unique
shoes, of which she owns several signet ring belonging to a local ruler.
pairs. Merrow (4): AC 4; MV 6, swim 12; It is used to imprint the official wax

Mentonia is the leader of the HD 4+4, hp 30, 27, 23, 18; THACO 15; seal on important documents.
covey, and the ruse to take the entire #AT 3 or 1; Dmg 1-6/1-6/2-8 or Baimger gave a group of half-ore
town is her idea. She does not put up weapon +6; SA charge attack at +1 to bandits a bag of gold and silver for it
with contempt for her authority, and hit; SD camduflage; SZ L; ML 12; INT several weeks ago. The signet ring
the other two hags (not to mention average (9); AL CE; XP 975; MM/272 could be a springboard for another
the rest of the company) have some (ogre, aquatic).The merrow do most adventure.
nasty bruises and bite-marks to attest of the dirty work
for the hags. They
to this fact. Mentonia is vain, and are loyal and look down on Baunger Goblins (5): AC 6; MV 6; HD 1-1; hp
PCs can use this to their advantage. and the goblins. They see the scrags 4 each; THACO 20; #AT 1; Dmg by
Anyone complimenting her on her as near-equals. They typically carry weapon; SZ S; ML 7; INT average (8);
appearance causes her to delay any spears, using them to charge under- AL LE; XP 15; MM/ 163. The goblins
attack by 1-3 rounds as she soaks up water opponents for 2-12 points of are servants and menial slaves, per-
the flattery. She even goes so far as to damage (+1 to hit). forming mundane cleaning and food
ruin a possible ambush by calling out preparation. They wash Mentonia's
to her sister hags, ''Do we have to kill Scrags (3): AC 3; MV 3, swim 12; HD clothingand replace torches in the
them?" "They're so perceptive for 5+5, hp 33, 27, 21; THACO 12; #AT 3; lair. carries 3-30 sp and 1-10 gp
Each
humans!" "Tell me more!" or some Dmg 2-5/2-5/3-12; SD regenerate 3 each. They typically wear poorly
such phrase. This could trigger a full- hp/round; SZ L; ML 14; INT low (6); made leather armor and carry spears
blown hag argument, further delay- AL CE; XP 650; A4M/349 (troll, fresh- or shortswords.
ing attacks by an additional 1-3 water aquatic). The scrags are also If confronted without hags pre-
rounds. All delays end if and when toadies for the hags, performing any sent, they surrender or flee. They
adventurers begin attacking, but the task the covey sees fit. They continu- know about the plot to take the town,
delay could be used to cover a retreat ally try to gain Mentonia's favor by as well as the hag eye.
. . or buy some time for other reasons. bringing her gifts. (The gnomish
V. \ Conversely, insulting Mentonia 's seamstress, Tamarin, was their most
: appearance drives her into a shriek- recent gift.)

ing rage and gives her an additional

li
V,; +2 on attack and damage rolls.

24 Issue No. 75
NON-PROPHET ORGANIZATION

her allies. If three or more merrow or one


hag is slain, the remaining covey mem-
bers back to areas 32 and 33. They
fall

release the trapped grell from the


forcecage in area 34. Mentonia covers any
retreat with a fog cloud. The hags then
summon the ogre and goblin guards
from areas 38-39, who arrive in ld4+l
rounds.

The PCs are ambushed. Should the


PCs manage to delay or stop the vil-

lagers' flight to the cave, or if they plan to


investigate the area and the hags catch
wind of the plan (via the hag eye), the
hags can prepare an ambush for the PCs.
To lure the PCs into the cave, the hags
remove the veil on the entrance and
instruct a merrow or scrag to leave a
clear trail leading to the entrance. On the
trail to (when the PCs are about
the cave
50 feet or so from area 23), an invisible
Gordelly hits the PCs with an ice storm
from the wand of frost, forcing PCs to
make a Dexterity check or slide down 10
feet into the swamp water. Gordelly
withdraws into the cave or dives into the
water. Two or three scrags wait in the
water to strike PCs who fall in, automat-
ically gaining initiative that round. PCs
fighting in the water move at only half
their normal rate, and all attacks by the
characters suffer a -2 penalty. allies. The hags hope to make the PCs able PCs closest to the rear with melee
The scrags fight for only 1-3 rounds focus their energies on the apparent attacks from Mentonia and the merrow,
before swimming into the swamp and threats, while the Veiled covey members and a weakness spell from Lythia aimed at
entering the lair via the underwater tun- attack from behind. a fighter. Gordelly joins the fight in 2-5
nel that leads to area 36. The noise of the Mentonia and Lythia, along with two roimds when she emerges from the
skirmish outside marks the beginning of merrow, are the "humans" trapped in the swamp and enters through area 23. She
part two of the hag's plan. From area 25, alcove. The three "hags" are actually uses the wand to cut off retreat or if none

shouts for help arise. Lythia and three goblins doing their best to look of her allies stands in the way. The sur-
Mentonia are responsible for these false menacing. The two "goblins" holding viving scrags are waiting in area 24 to
shouts; PCs responding to the yells by the "human" are actually two merrow, attack PCs who retreat. They flee cmd do
entering area 25 see the following: and the held "human" is another goblin not return if they witness a hag slain.

(who runs at the first sign of trouble into Should PCs kill a hag or slay three or
Upon entering the cave, you see three thehag tunnels). Ail of the items in the more merrow or scrags, the remaining
large, wretched old women with green room (the pot, coals, bones) are part of covey members retreat to areas 32 and
skin gloating over four humans (three the veil spell. In total, their are ten antag- 33, imder cover of Mentonia 's fog cloud
women and one man) trapped in the onists in the cave: two hags, four mer- (assuming she is alive). They summon
western alcove. A large iron pot hangs row, and four goblins. the ogre and remaining goblins from
over coals by the north wall. Two gob- To delay adventurers, Lythia and areas 38 and 39 and release the grell from
lins hold anotherhuman male, trying Mentonia plead for help, then make a area 34. If they suffer more losses, the
to thrust him into it. He is yelling as he break for area 24, running past the PCs. survivors flee via area 42. To give the
fights them.The room itself is littered The false hags and goblins advance on hags more flexibility in moving about
with bones and trash. the PCs with a tentative frontal assault. their lair, the DM can have them clear or
After one roimd, the four "humans" almost clear the rock-filled passages.
The scene is a complex veil, conceal- (Lythia, Mentonia, and two merrow)
ing some but not aU of the hags and their attack from behind, attempting to dis- continued on page 43

DUNGEON 25
Bill writes: "When I'm not being a parent to
tzvo small hoys, a husband to one beautiful
wife, and d novelist to one ugly novel, I find
a few hours every six months to be a DM."

"The Amulet and the Underdark"' is an


AD&Ct® adventure set in the fiefdoms of
Griswald and Rikard or any generic, feu-
dal fantasy setting. It is designed for 3-6
PCs of levels 5-7 (about 30 total levels).

Adventure Background
Griswald and Rikard are neighboring
fiefdoms separated by a dense forest, a
mountain range, and a swamp. For
years, the two fiefdoms were bitter ene-
mies. Finally, when the present heirs
took power, a delicate truce was reached;
however, tension between the old rivcils
remained, as both sides waited to see
who would be first to break the pact.
A week before the adventure begins, a
detachment of Lord Griswald 's men pur-
sued a notorious outlaw through the
woods between the two fiefdoms. They
tracked him all the way to a village on
Fridkin the forest gnome confronts some wayward adven turers. the outskirts of Lord Rikard's land. Once
there, the detachment, led by an over-
zealous captain, proceeded to tear apart
the village in search of the outlaw, tor-
menting the villagers, destroying homes,

THE AMULET and trampling gardens. The soldiers did


not find the outlaw.
When word of this event reached
Lord Rikard, he was outraged. He sent a

AND THE message to Griswald demanding imme-


diate recompense to avert all-out war.
Griswald was furious at the detachment
and desperate to avoid a war with

UNDERDARK Rikard, as his fiefdom


flourish, and a
had begun to
war would only hinder
this progress. He imprisoned the captain
but knew that appeasing Rikard would
require something more tangible.

BY WILLIAM KENOWER Lord Griswald possessed an amulet


that, when worn, granted its wearer a -f-1
bonus to his Intelligence and Charisma.
Griswald knew that Rikard coveted the

The price of peace amulet. Therefore, although Griswald


had benefitted from the amulet for many
years, he decided to send a delegation of
men with the amulet to Lord Rikard as
compensation for the captain's offense.
Unfortunately, the outlaw whose
Artwork by Bradley McDevitt unknown whereabouts had precipitated
Cartography by Delfino the initial trouble still resided with his

26 Issue No. 75
THE AMULET AND THE UNDERDARK

cohorts, the Greenwood Bandits, in the The PCs may attempt to track the
amulet recompense. When he
as
woods through which Griswald's peace- envoy through the woods. This requires
learned what I was sending it, he was
makers traveled. The journey through a successful iracking proficiency check.
very pleased. Now, however, the
the woods requires two days, and the It has been six days since the bandits left,
amulet has been lost. My envoy never
bandits ambushed the envoys while they applying a**-7 penalty to the roll. Non-
made it to Lord Rikard. I do not know
was setting up camp at the end of the rangers suffer a -13 penalty (see PH,
where along their journey they van-
first day. The bandits were well armed, page 86).
ished. Rikard now doubts whether I
and Mordecai VanOstra (a
their leader, Twenty mUes into the woods, the PCs
sent the amulet at all, and he is not
7th-level bard) employed magic to great come upon the remains of Vestron
interested in some other form of com-
advantage. The bandits slew the entire Tinkage, a guard in the delegation sent to
pensation. He suspects the disappear-
delegation, suffering only one casualty Rikard. He is immediately recognizable
ance is a he, and now he has sent an
themselves, and took the amulet. as a member of Griswald 's army by his
ultimatum: the amulet, or war.
Needing to placate his men who were uniform. He is laying face down in the
I shall stall him as long as possible.
more interested in gold than magic, brush and appears to have incurred sev-
If you can find this amulet for me and
Mordecai sold the amulet to a merchant eral lacerations, including a nasty one
bring it to Rikard, 1 shall reward you
spriggan named Ritzel. He knew Ritzel across his stomach. He has been dead for
with 1,000 gold pieces; what's more, I
did business with various factions of the six days and has begun to atti'act various
shall grant you a special position in my
Underdark and could therefore resell the forest vermin.
guard, whereby you may be called to
amulet without raising too many eye- The PCs have several options. From
perform special tasks, and of course,
brows. Ritzel, feeling no need to increase the position of Vestron's body, it is appar-
be compensated with a yearly stipend.
his Intelligence let alone his Charisma, ent that he was headed south when he
In such instance, you may always con-
took the amulet to EHinmudden, the
sider my castle a safe haven in times of
perished. A ranger may attempt to fol-

head of a duergar clan in the Underdark, low Vestron's tracks back to the scene of
need, whether it be for healing, rest, or
and sold it for a hefty price. the battle. If so, impose a -6 penalty to
information. Do you accept?"
the ranger's Tracking proficiency check.

For the Players (If night has fallen, the penalty increases
PCs accept, Griswald says that
If the
to -11.)
he would hke to be kept abreast of the
When Griswald learned that the amulet If a cleric casts a speak with dead spell,
PCs' search; thus, if it appears the amulet
did not make it to its destination, he Vestron, depending on what is asked of
is someplace other than the Greenwood
immediately sent his finest diplomat to him, communicates the following:
Forest, for instance, he would appreciate
calm Rikard. He then sought out the PCs,
their stopping by the castle, assuming
^ My name is Vestron Tinkage. 1 was
who, for whatever reason, are between a member of Lord Griswald's delegation
the castle is not too far out of their way.
adventures in his fiefdom. Griswald sent to deliver a gift to Lord Rikard for
summons which The PCs are sent immediately with a
the PCs to his court, at crimes against his peasants.
guide to Thengold'Keep near the perime-
point the DM should read or paraphrase I have been dead for six days.
ter of the forest. Griswald supplies the
the following: The delegation was eunbushed by a
PCs with horses if necessary, plus any
other basic supplies they might require.
group of bandits while we were setting
You are brought before Lord Griswald,
Once at Thengold Keep, the PCs are up camp the first night.
a powerful looking man of fifty or so.
expected to set out at first light; any The bandits were well organized
He is grim and obviously troubled.
delay is met with a threat to withdraw and well armed and had at least one
'Triends," he begins, "thank you
speUcaster in their numbers. There were
for responding to my summons with the Lord's offer.
between six and ten of them.
such haste. My fiefdom stands on the
brink of war with my neighbor. Lord In Search of the Amulet
^ I managed to defeat my attacker,
but by that time the battle was lost. I got
Rikard. I have no grievance with
Rikard, but recently a rogue captain in
The PCs are informed that the envoy away and was not pursued. However,
my army became over-zealous in his
headed for Rikard's fiefdom by way of a the woimds 1 suffered during the combat
trading path that cuts through the forest. were too severe.
hunt for a renowned bandit. His search
took him to a village in Rikard's fief-
The trail is the quickest route between ^ It's possible that the bandits knew
dom, which he then ransacked. He did the fiefdoms, but the woods are consid- we were coming.
not find the outlaw, but his actions out-
ered neutral territory, and thus no patrols ^
I don't know whether the bandits

raged Rikard.
from either fiefdom keep creatures away. were in the services of Rikard. They
The captain is imprisoned, but A random encounter check should be might have been.
Rikard cannot be placated with my made once every hour or so, with a 1 on I don't know whether they took the

merely punishing the transgressor. I ld6 indicating an encounter. Refer to the amulet. I assume they did.
decided to send Rikard my magical
"Random Forest Encounters" table for a
list of possible encounters.

DUNGEON 27
THE AMULET AND THE UNDERDARK

and Rikard has ended, thereby bringing


peace to his beloved forest. He dislikes
Kikard troops marching through the woods,
Rikard Castle
trampling vegetation and generally mak-
ing' too mucli noise.
i

''4 i Fridkin has keen instincts and usually


Ombercore knows when someone is traveling on the

Fri^ar merchants' path; he often investigates

(Attacked Villa^el
such distiubances. He witnessed the
massacre of Griswald's envoy a week
earlier and has been waiting for someone
to come and retrieve the bodies.
Characters must make a successful
Intelligence check at -8 to spot Fridkin
hiding nearby. PCs witli tlie Alertness
proficiency suffer a -4 penalty instead.
Once the PCs spot him, he hides. He is
tiny and extremely difficult to locate
once hidden. Another Intelligence check
at a penalty is required (^ penalty for
rangers). Threats do not bring him out.
Asking for help or calling to him in a
gentle voice, however, brings him forth.
If the PCs lure Fridkin out of hiding,

they quickly learn the biggest obstacle to

getting information out of him. Fridkin


has been solitary for so long, speaking
almost exclusively with woodland crea-
Grisfvald Castl
10 20 tures, that his vernacular has changed.
—— —
5 15

-i
I 1
I
Mites Grisfpald He is willing to answer questions but is

unable to break out of his odd speech


patterns. Here are examples of Fridkin's
Another option would be to speak with brush off to the side of the encampment.
answers to typical questions:
animals. A bird has a 20% chance of hav- As before, speak with dead spells may
ing seen some portion of the battle, a 75% be used to uncover information about
^ What is you name? "Name I, oh,

chance of knowing the location of the the bandits. These men know no more hoo-hoo! Yes, Fridkin that was which I

Greenwood Bandits (by their tents and than Vestron, except tliat they are certain were, yes."

fire pit), and a 75% chance of knowing the bandits took the amulet.
^ Where do you live? "Long time

tlie location of the envoy's camp. Other Tracking the bandits is possible here, there, not far tree-stump from, hoo-hoo!

animals' chances are reduced by 10-20% with a penalty of -3 (-12 for time passed, Tree then green beneath dark brown

depending on how much the animal +6 for eleven bandits, +3 for thick brush). leaves a-tcingle. Yes, yes."
There are not many clues in the camp as Did you see who killed these
travels (i.e., a squirrel might be -20%,
to what though it is
actually happened, men? "Yes, hmm, oh, yes, yes." (The PCs
while a deer would be -10%).
clear missile weapons were employed in
Approximately one mile north of might extrapolate from this response that
the attack: several arrows are stuck in
Vestron's body is the site of the battle. It "yes" and "no" questions are best.)
trees as well as the backs of two mem-
lies 20 yards east of the path in a clearing. bers of the delegation.
Who killed these men? (Flis voice

If the PCs have been tracking the envoy, grave, his brows furrowed) "Rotten
little

they locate the camp immediately. those that cowards far. Tent-thieves
The Hermit of Greenwood
Otherwise, it is up to the PCs to figure twelve, now less, that which for a loss no
out how could have
far the delegation While they cire surveying the carnage or less.Behind holes hide they not far."
traveled in a day and therefore know to during their search for the bandits' hide- the PCs press him to be clearer,
If

searclT the area for signs of a camp. out, the PCs receive unexpected aid from Fridkin only repeats what he has said
Once the camp is found, finding evi- the Hermit of Greenwood, who is watch- louder and slower. Yes and no questions
dence of the battle is easy. Blood is every- ing them from behind a tree. are best. He willingly guides the PCs to

where, and the envoy's belongings have The hermit is Fridkin, a very old (492 the camp of the Greenwood Bandits, but

been ransacked. The actual bodies of the years) forest gnome who has lived in the he does not help with the assault. He also
delegation are piled iri a heap in some woods for over two hundred years. He is knows the whereabouts of Ritzel and
happy that the war between Griswald takes the PCs there if they ask him.

28 Issue No. 75
THE AMULET AND THE UNDERDARK

Fridkin (forest gnome): AC 10; MV 9;


HD 2; hp 4; THACO 19; #AT 1;Dmg by
weapon type; SA set traps; SD ^ AC
bonus vs. medium or large opponents;
SZ (3’ taU); ML 10; INT average (10); AL
NG; dagger, sling with 12 stones.

The Greenwood Bandits


The bandits' camp is well hidden and
guarded. There are eleven members in
total (twelve before the ambush): five
2nd-level fighters, five 4th-level thieves,
and Mordecai VanOstra. Each F on the
map represents a fighter armed with a
shortbow and battleax. Each T represents
a thief armed with a shortsword and six
throwing daggers. The M
represents
Mordecai.
If intruders are spotted, the fighters
camp and give a bird call,
creep back to
members of the
signalling the other
band. An ambush is then quickly set.
Mordecai gathers three fighters around
him by tent la and casts his invisibility
10' radius spell.The thieves hide in shad-
ows at the periphery of the campsite. The
two remaining fighters wait by the tent
flaps of tents lb and Ic with shortbows.
When the PCs reach a vulnerable spot,
Mordecai gives another bird call. This
signals the fighters in the tents to start
shooting. He and the other fighters then
move as carefully as they can to the near-
est PC or PCs and, on the following
round, attack. When the thieves see
Mordecai drop the invisibility, they
ambush any nearby PCs, backstabbing
them where possible.
If the PCs approach quietly enough,

they could dispatch one or two guards


and approach the camp unseen. Noise
from combat has a 50% chance plus a
cumulative 15% chance per roimd of
drawing the attention of the other ban-
dits. Should this occur, VanOstra and his

men retreat to the end of camp farthest


from where the noise originated, fan out,
and wait to use missile weapons or
magic at the first sight of intruders. a pit suffers 3-12 points of damage. A regardless of whether a PC actually falls
There are several pit traps in the Dexterity check made at a -8 penalty or a into the pit, results in two fighters and
camp. They are covered with tarps and successful Tumbling proficiency check one thief arriving in 2 rounds to investi-
brush and are virtually undetectable with a -4 penalty leaves the PC dangling gate.The bandits approach cautiously, as
without magic (detect snares & pits, for by her fingertips from the lip of the pit. A they are aware it might be more than

example) or a thief carefully searching successful Strength check allows the PC small game that has tumbled into their
for traps. Each pit is 8 feet deep and lined to pull herself out the following round. trap. Therefore, the thief leads the way,
with sharpened stakes. Anyone falling in The sound of a trap being sprung. moving silently until he is close enough

DUNGEON 29
THE AMULET AND THE UNDERDARK

to determine what or who has stumbled


Random Forest Encounters One woltwere has a pouch containing six
into the trap. If the thief approaches
black jaspers worth 50 gp each. The other is
Roll ld6 or choose from the following. wearing a gold ring with two small, inset undetected and spots the PCs, the three

diamonds worth 350 gp. bandits return to camp and an ambush,


1. Ogres. Six ogres in a small clearing about as described above, is set. If the thief and
10 yards from the path are arguing loudly 4.Merchants, The PCs encounter two spice fighters, for some reason, do not spot the
over who gets to eat the most tender parts of merchants from Rikard riding a wagon PCs before approaching the pit, and the
a dead boar. The PCs hear the ogres before pulled by two draft horses and guarded by
PCs kill the scouts, the remaining bandits
the ogres become aware of the PCs. If they three men-at-arms. The mendiants are anx^
react as if they heard one of their guards
wish, the PCs can attempt to slip past the ious to get through the woods to their desti-
ogres unnoticed, although this is not possi- nations (Brackton and Orway)^ but they are being ambushed.
ble on horseback. friendly and willing to chat for a moment. • The campsite itself consists of a fire

Ogres (6): AC 5; MV 9; HD 4+1; hp 18, 17 They report that the mood around Rikard pit surrounded by four logs where the
(x3), 16, 13; THACO 17; # AT 1; Dmg 1-10 (or these days is grim and anxious. Most people bandits eat. Surrounding the fire pit are
by weapon +6); SA +2 to hit with weapon; are certain that war is inevitable. three large tents where the bandits
SZ L; ML 11; INT low (6); AL CE; XP 270; Merchants, 0-level human males (2): AC sleep. If the PCs successfully sneak up
MM/272; great club (Dmg 2d4+2). 10; MV 12; hp 3 each; THACO 20; #AT 1;
on the bandits, four thieves are sitting
One ogre is carrying a sack containing Dmg by weapon type; SZ M; ML 9; INT very
aroimd the fire, while Mordecai and the
various heads of animals, rotten fruit, an old (11); AL CG; dagger.
boot, and the band's treasure: 548 sp, 22 gp, Men-at-arms, human males F2 (3): AC 7; remaining two bandits (one fighter and
8 pp, and a silver chalice worth 100 gp. MV 9; hp 12 each; THACO 19; #AT 1; Dmgby one thief) are conversing in tent lb. The
weapon type; SZ M; ML 12; INT average (9); tents themselves contain lanterns
2. Manticores. A male
and a female manti- AL CG; studded leather armor, longsword. bedrolls, worthless belongings, and a
core swoop down on the PCs from the skies. few spare weapons.
Each manticore fires two volleys of spikes 5. Gnolls. A pack of twelve gnoils and one The bandits' treasure is contained in a
first, then drops down to engage in melee. flind are waiting on either side of the path
double-locked strongbox that Mordecai
Manricores (2): AC 4; MV 12, fly 18 (E); and attempt to ambush the PCs. Unless the
keeps buried at the X in the northeast
HD 6+3; hp 30, 25; THACO 13; #AT 3; Dmg PCs are watching for them, it is unlikely the
1-3/1-3/1-8; SA SZ H (15’); ML
tail spikes; gnolls are spotted. At the appropriate time, corner of the camp. Only Mordecai
14; INT low (7); AL LE; XP 975; MM/246. they leap out, attacking wizards and priests knows the location of the strongbox. (He
first, then the strongest looking That
fighter. becomes invisible whenever he digs it

3. Wolfweres. The PCs hear a strange song is the extent of their tactics. Tliey continue to up.) It is buried about nine inches under
sung by a baritone voice ahead. As they fight until their numbers have been cut in the ground and covered in brush. The
approach, they see two minstrels sitting on half or their leader is slain, at which point
strongbox also contains his speUbook.
logs by the side of the road, one playing a they must make a successful morale check
He keeps the keys to the strongbox in a
lute and singing a sad, tragic song, the other every round or flee.
false heel in his boot. Inside the box are
leaning back against a tree, listening. If the Gnolls (12): AC 5; MV 9; HD 2; hp 15, 13,
89 cp, 456 sp, 765 gp (the payment for the
PCs approach, they are asked by the min- 10 (x5), 9 (x3), 8, 7; #AT 1; Dmg by weapon
strels to join them. type; SZ L; ML 12 (11 without flind); INT low amulet plus what the the bandits already
This is actually a pair of wolfweres in (7); AL CE; XP 35; MM/ 158; morning star, had), two topaz earrings worth 100 gp
human form. If the PCs sit for even a round pouch holding 2-8 gp. each, cmd a potion of extra-healing.
and listen to the song, they must make a sav- Flind: AC 5; MV 12; HD 2+3; hp 17; Fighters, human males F2 (5): AC 7 (6
ing throw vs. spell or be overcome with THACO 17; #AT 2; E>mg 1-4 (Hindbar); SA with shield); MV 9; hp 12 each; THACO
lethargy,which affects the PCs as a slow spell disarm; SZ M; ML 12; INT average (10); AL 19 (18 with scimitar); #AT 3/2 (scimitar)
and ld4+4 rounds. Once the wolfweres
lasts LE; XP 120; MM/ 158; flindbar, gold arm or 2/1 (shortbow); Dmg by weapon type
see the spell take effect, they change into band (worth 125 gp), pouch holding 35 gp.
theirhybrid forms, seize their longswords (+2 for specialization); SZ M; ML 11; INT
from behind the logs, and attack. 6. Hill Giant. A solitary hill giant has wan- average (9); AL LE; XP 65; studded
If tine PCs are suspicious, the minstrels dered down into the forest from, liis hillside leather armor, wooden shield, scimitar
explain that they are only pausing, or that cave. He has no rocks but does carry his (specialized), shortbow, 12 sheaf arrows,
the woods aren't really all that dangerous, or massive club. He is trompjng loudly; head- dagger.
that they are lost, or whatever else they can ing east to west, and the PCs have 3 rounds Thieves, human males T4 (5): AC 7;
think of to allay the PCs' suspicions. Tlie a thief makes a successful Detect
song cannot have its effect unless the PCs are
(four
Noise
if

from the time they hear him com-


roll)
MV 12; hp 13 each; THACO 19; #AT 1

(shortsword) or 2/1 (throwing daggers);


all silent for one round. If attacked while in ing to when he crosses their path. He is not
human form, the wolfweres grab their looking for prey, so a reasonable attempt to
Dmg by weapon type; SZ M; ML 11; INT
swords and defend themselves. hide should be successful. If the PCs do not average (10); AL LE; XP 175; leather
Wolfweres (2): AC 3; 15; HD 5+1; hpMV hide, the giant sees them and attacks. armor, shortsword, six throwing daggers.
22, 20; THACO 15; #AT 1 or 2; Dmg 2-12 and Hill Giant: AC 3; MV 12; HD 12+1; hp 50; Thief abilities: PP 35%, OL 35%, FRT
by weapon type; SA singing; SD iron or +1 or THACO 9; #AT 1; Dmg 2d6+7 (great club); SZ 35%, MS 50%, HS 50%, DN 10%, CW
better weapons to hit; MR 103o; SZ M; ML 14; H; ML 13; INT low (5); AL CE; XP 3,000; 80%,RL0%.
INT high (13); AL CE; XP 1,400; MM/363. MM/ 141. The hill giant's navel is pierced
with a diamond stud worth 350 gp.

30 Issue No. 75
— ——

THE AMULET AND THE UNDERDARK

Mordecai VanOstra, human male B7: Ritzel and his escape attempts and whining
AC 2; MV 12; hp 30; THACO 17; #AT 1; should slow their travel considerably.
This spriggan lives in a shabby hovel
Dmg by weapon type; Str 10, Dex 16,
made of bark, logs, and mud. The hovel
Ritzel (spriggan): AC 1; MV 9 (15);
Con 11, Int 15, Wis 9, Cha 15; ML 12; AL X
HD 4 (8+4); hp 21 (44); THACO 17 (11);
is 15' 15' and
filled with odd, valueless
LE; XP 1,400; bracers of defense AC 4, #AT 2; Ding 2-8/2-8 (bai'diche) +7 (in
broadsword +1, dagger, spellbook (con-
trinkets. He
does have a locked box in
giant form); SA spells, thief abilities
one comer of the shack contaming 9 pp
tains all the speUs Mordecai has memo- (small form only); SZ S or L; ML 16; INT
rized plus the following: change self detect

and 145 gp ^money obtained from the
high (13); AL CE; XP 3,000, MM/162;
sale of the amulet, minus the amount
magic, identify, read magic, ventriloquism, chainmail +1 (sized for gnome), bardiche.
used to buy his chainmail from the duer-
and invisibility). If the PCs catch Ritzel and gain the
gar. There are no clues in the hovel as to
Thief Abilities: CW 70%, DN 60%, PP what he did with the amulet.
necessary information, award them full

50%,RL40%. experience as if they had killed him.


SpeUs (3/2/1): normal fires,
When the PCs arrive, Ritzel is outside
1st affect
his home cooking a meal over an open
magic missile, sleep-, 2nd strength, ray of Back to Griswald
fire. The PCs can avoid a fight with the
enfeeblement; 3rd invisibility 10' radius.
spriggan. Ritzel is foul, scurrilous, and If the PCs decide to return to tlie castle
If the PCs defeat the bandits, they
may interrogate tl"ie survivors to obtain
deceitful, but he is not stupid. He knows first, they find that Griswald, fearing the
that even in giant form he is probably worst, has begun making preparations
information about Ritzel and the amulet.
outnumbered and outmatched. Upon for war. With the information they have
Fridkin knows where to find Ritzel but
sighting the PCs, he attempts to flee, or, if for him, he can continue to stall Rikard.
does not know he has the amulet.
that
given the opportunity, barter for his life. If the PCs tell Griswald that the
The best option for the PCs is to force one
or two of the bandits to surrender.
He speaks a cmde, profanity-laced ver- amulet was sold to the duergar, Griswald
sion of Common when explaining what thinks for a moment and summons his
If Mordecai is slain or captured, the
he did with the amulet. If the PCs attack mage, Andwin. Upon Andwin's arrival,
remaining bandits must make a morale
him, he assumes giant size and fights Griswald instructs his mage to whip up
check; those who fail surrender immedi-
fiercely. Of course, as with the bandits, he something to help the PCs contend with
ately or, if possible, run away. Obtaining
is no good to the PCs dead. the duergar. If the PCs ask, Griswald
information from captured bandits is not
Ritzel gives only the information that informs them that Andwin may not the
difficult; even Mordecai tells what he did
is asked of him. Therefore, if the PCs ask, most powerful mage (he's 8th level), but
with the amulet if he thinks it will save
"What did you do with the amulet?" he he gives excellent advice and has, of late,
his hide.
answers, "I sold it." If asked, "To displayed a "knack for creating minor
If the PCs are good-aligned, they
whom?" he repHes, "Some duergar," and magical items." Griswald also asks his
should not be allowed to execute the
so on. The PCs must phrase their ques- priest, Mieron, to heal anyone who
bandits in cold blood once they acquire
tions carefully. Eventually, this is what requires healing. (Mieron can cast three
the information they need. The bandits
they can learn: cure light wounds and one cure serious
must be brought back to Griswald for
amulet to the chieftain
Ritzel sold the wounds PCs are in
spell per day. If the
their punishment. The PCs might also
of a duergar clan in the Underdark. He bad shape, Mieron casts the same spells
take captured bandits with them as
used all the money to buy his chainmail again the next day). Hie PCs are given
guides to Ritzel. Whether the bandits are
taken back to Griswald or brought along
(a lie). He enters the Underdark via a good meals and warm beds for the night,
tunnel beneath a ruined temple outside and Griswald suggests that travel should
as forced guides, an escape attempt is
of Brackton. Once in the Underdark, the begin at first light the following day.
likely and can be handled however the
PCs must follow a small river north until The next morning, as the PCs are get-
DM wishes. The PCs could also just let it comes to the duergar compound. ting ready to head off for the temple,
the bandits go or leave them tied to a tree
Tl'ie PCs may now go straight to the Griswald comes to them with Andwin.
until the militia comes to apprehend
temple or back to Griswald. If the PCs Andwin, looking exhausted, hands each
them.
decide to take Ritzel with them, he does of them a plain gold ring. He tells them
If the PCs question the bandits, they
his best to escape. His magic, thieving that these rings, when worn, make their
are told that the amulet was sold to
abilities, and power to assume giant wearers appear to be duergar (as per the
Ritzel, a spriggan merchant who has a
form make him a troublesome prisoner. wizard's change self spell). What's more,
hovel twenty or so miles east of their
If the PCs take him back to Griswald, PCs wearing the rings can speak and
camp. They explain that he comes by
Ritzel is certain the Lord wiU have him understand the duergar language (as per
from time to time and buys their plun-
killed and therefore does anything with- comprehend languages and tongues). They
dered goods. They don't know exactly
in his power to escape. If they decide to do not, however, have any of the natural
what he did with the amulet, though
go straight to the temple, he is less or magical abilities of the duergar such
they suspect he sold it to someone in the
inclined to escape but tries at least once as invisibility and enlargement. Because he
Underdark.
before they arri\^e. Whatever they do, the had but one night to create the rings, he
PCs should find Ritzel a difficult captive. does not know how long the effects will

DUNGEON 31
THE AMULET AND THE UNDERDARK

Visitors from the surface approach the gates of the duergar compound.

last: it might be six hours, or it might be The PCs are now in the Underdark. find secret doors roll) and then removed,
three days. The duergar compound is five miles the space is large enough for one man-
As it happens, the rings' abilities last north. Assuming the PCs know to follow sized creature to slip between the wall
six hours once activated. After that, they the stream, it is a straight shot to the and cavern.
lose their magical powers and are mere duergar compound. PCs may also enter the compound by
jewelry. Each gold ring is worth 10 gp. The trip through the Underdark can climbing over the wall. Assuming the
be treacherous. The PCs should have at PCs are able to approach the wall unde-
Into the Underdark least one encounter from the "Random tected, they have 4 rounds to get up,
Underdark Encounters" sidebar. over, and away from the wall before the
The temple one mile east of Brackton
is
guards return to that portion of the wall.
along the River Wren. It is a 30' x 30'
The Duergar Compound Invisible PCs, barring any loud noises
stone structure, though not much from a fall, should be able to get up and
remains of the temple itself. Most of the As the PCs approach the south gate of over undetected.
walls and all of the ceiling are gone. The compound, read the following: Using the secret door or scaling the
floor and dais however, remain intact. If
walls is far from safe, as the wall has
a small stone at the base of the dais is The cavern has been gradually widen-
parapets that are patrolled by two pairs
removed, there is a lever that can be ing for the last quarter mile. As you
of duergar armed with light crossbows
pulled, allowing the dais to slide aside. round a bend, both the far and near
and horns tosound the alarm when hos-
Fifteen feet below the dais is a small walls disappear into the gloom. Ahead
tile intruders are detected. Each pair of
chamber with a large stone door in the of you is an impressive sight: a 20
guards traverses half of the wall, which
west wall. The door is unlocked but high, crenelated stone wall stretching
takes about 5 rounds. However, the
requires a singular Strength of 19 or com- across the entire breadth of the cavern.
duergar are alert and possess infravision.
bined Strength of 45 to open. (Ritzel You can just make out the heads of sev-
Unless the PCs are invisible or otherwise
assumes giant size to do so.) eral short figures patrolling the wall.
conceal their approach, there's an 80%
Beyond the portal is a natural stone The stream flows beneath a wooden
chance that they are spotted by one or
tunnel heading west. It slopes down gate that provides the only discernible
more guards.
noticeably as it bends north and then opening in the wall.
Another option would be to crawl or
south and then north again. In all, the swim under The stream that
the gate.
tunnel is several miles long, and by the PCs do not possess the rings,
the
If passes beneath the gate widens to 7 feet
time it empties out into a large cavern, the there are a number of extremely risky and deepens to 3 feet as it flows into the
PCs have descended a half-mile. The cav- ways into the duergar compound. duergar compound. A PC can swim
ern is 60 feet wide, 30 feet high, and First, there is a secret entrance on the along the bottom of the stream and
stretches north into the darkness. Ten feet western edge of the wall. Someone under the gate with a 20% chance of
up on the south wall, a 2-wide, 4'-deep recently removed a section of rock where going undetected, but there is only a 15%
stream spills out and runs down into the the wall meets the cavern. The rock was chance that he or she could emerge from
floor of the cavern, bisecting evenly. then replaced. If it is detected (a standard the water undetected.

32 Issue No. 75
THE AMULET AND THE UNDERDARK

If the PCs have the magical rings pro-


Random Underdark Encounters the darkness, their great speed imposing a -3
vided by Lord Griswald, they may enter
penalty to the PCs' surprise rolls. Each
the compound disguised as duergar Roll 1 d4 or choose from the following. mobat emits a terrible shriek as its closes on
without raising the alarm. PCs might its pfey; PCs /ailing a saving throw vs. paral-

have other magical ways of entering the 1. Tunnel Centipede. This giant centipede ysis cover their ears and suffer -4 penalties
compound (fly, dimmsion door, and so has a burrow near the stream leading to the to attack rolls and proficiency checks.

forth). Unless the PCs' plans are clearly duergar compound. It lunges from its hole at Furthermore, wizards and priests who fail
the lead PC. If it suffers 15 points of fire dam- their saving throws cannot cast spells until
flawed, the DM should allow such meth- age or is reduced to 30 hp or fewer, the cen- the shrieking stops.
ods a reasonable chance of success.
tipede retreats back to its cyst. The PCs must Huge (2): AC 7 (2 while flying); MV
bats
Should the patrols spot the PCs, they draw it out or follow the centipede into its HD 6; hp 26, 24; THACO 15; #AT
3, fly 15 (C);
blow tlieir horns to sound the alarm. lair if they want the treasure hidden therein. 1; Dmg 2-8; SA screech; SD surprise; SZ H
They then crouch behind the crenela- The cyst is laige, 50' x 60' x 20', and con- (16' wingspan); ML 12; INT low (5); AL NE;

tions and fire their crossbows. They can- tainsnumerous skeletons and heaps of offal. XP 975; MM/15.
not, however, hit PCs who are within 10 Scattered about are 45 gp, 13 sp, and a large
red spinal worth 500 gp. 4. Duergar Trading Caravan. Twenty-five
feet of the wall. Ten Ist-level duergar
fighters and the duergar priest /thief
Tunnel centipede: AC 4; MV 6; HD 9+3; duergar are making their way to the com-
hp 50; THACO 11; #AT 1 Dmg 2d8; SA lunge;
; pound to sell a load of fine silver bowls and
from area 2a arrive in three rounds to
SZ G (25' long); ML 12; INT non (0); AL N; raw quartz, as well as buy whatever goodies
assist. Five of the fighters and the
XP 1,400; MM/42. they can. The bowls, twenty-five in total, are
priest/thief climb the wall and defend worth between 15 gp each; the quartz could
with missile weapons. The other five 2. Bugbears. Nine bugbears have set up fetch 200 gp for the lot.
turn imnsible and remain on the ground, camp and are eating and arguing. Unless the Because there are so many and because
ambushing PCs who circumvent or PCs create a sizable disturbance, they they have short legs, the duergar are proba-
breach the wall. All duergar, unless oth- become aware of the bugbears before the bly moving more slowly than the PCs.
erwise stated, mlarge themselves when bugbears become aware of them. There are Therefore, the PCs can simply outdistance
two bugbears on watch, however, one ten this caravan and avoid them. PCs in duergar
engaging in melee combat.
yards to the north of the camp, and one ten form can join the group and slip into the
If combat continues for more than 10 yards to the south; only after quietly dis- duergar compound. These duergar aren't
rounds, another 10 2nd-level duergar patching the look-outs can the remaining particularly amiable, but PCs making a suc-
fighters and a 4th-level duergar fighter band be surprised. cessful Charisma check can talk the leader
from area 18 arrive, either mounting the Bugbears (8): AC 5; MV 9; HD 3+1; hp 14 them join the caravans' ranks.
into letting
wall or guarding the gate, whichever each; THACO #AT 1; Dmg by weapon
17; Dueigar (24): AC 4; MV 6; HD 1+2; hp 6
seems most necessary. type +2; SA surprise; SZ L; ML 12; INT low each; THACO 19; #AT 1; Dmg by weapon
(5); AL CE; XP 120; MM/32; morning star, type; SA magic; SD +4 to saving throws vs.
Wall sentinels, male duergar F2 (4):
3-12 gp each. poison and magic, spell immunity; SZ S; ML
AC 4; MV 6; HD 2+4; hp 14 each; THACO Bugbear leader. AC MV 9; HD 4; hp INT average AL LE; XP 420; MM/96;
4; 13; (9);
19; #AT 1; Dmg by weapon type; SA
25; THACO #AX 1; Dmg by weapon type
17; chainmail, small wooden shield, pick, pouch
magic, stealth; SD +4 to save vs. poison T3; SA surprise; SZ L; ML 13; INT average with 1-6 gp. All duergar have the innate
and magical attacks, spell immunity; SZ (9); AL CE; XP 175; MM/32; broadsword, abilities of mlarge and invisibility.

S; ML 13; INT average (9); AL LE; XP 650; pouch with two chunks of transparent rock Caravan leader, male duergar F4: same
MM/96; chainmail, small wooden crystal (worth 50 gp each). statistics as above except AC 3; HD 4+8; hp

shield, pick, light crossbow. All duergar 25; THACO 17; INT average (10); XP 1,400;

have the innate abilities of enlarge and 3. Huge Bats. Two mobats hunt this cavern chainmail, shield +1, pick, pouch with 2-12
from time to time. They swoop down out of pp and 2-24 gp.
invisibility.

In the Compound
giant-classed monsters. Thus, the PCs here. Therefore, unless the PCs are
The shaded areas are highly visible sec- could also encounter ores, gnolls, ogres, engaged in some task counter to the
tions of the compound where the PCs are bugbears, or goblins. For more details, duergar 's betterment, such as killing an
certain to encounter duergar. The shaded see the description of area 8 below. officer or picking a lock, they are not
areas represent the mam thoroughfares Duergar are warlike, suspicious, and attacked. However, humans are unusual
of the duergar community. Unshaded nasty. Even non-warriors carry weapons, in the compound, so the PCs must prove
areas are places where PCs can skulk but they are not heavily armored. They that they are here on business. The DM
around in their natural forms without do, of course, possess the magical and should make a reaction check whenever
arousing too much attention. thieving abilities common to all duergar. a confrontation occurs between the PCs
In shaded areas, always assume there If human PCs are encountered in non- and one or more duergar; if the result is
is at one duergar in eye shot. What's
least duergar guise, the duergar encountering "hostile," the duergar attack. Otherwise,
more, a patrol (see below) is never far them do not call for help or attack imme- the PCs are tolerated.
away. In addition, the market (area 8) diately These duergar are traders, and Elves, dwarves, half-elves, gnomes,
draws an assortment of demihuman and humans are known to conduct business and halflings are another matter entirely.

DUNGEON 33
THE AMULET AND THE UNDERDARK

These races are not welcome in the duer- them they are from this clan, as it is winding staircases that provide access to
gar compound and are attacked on sight. unlikely they would recognize even one the wall and parapets. In addition to the
Only slaves are protected from the duer- member of the party. Attempts by the guards manning the wall (see "The
gar's wrath. If PCs pass themselves off as PCs to convince any guard that they are Duergar Compound" section), there are
slaves, they are watched closely but not natives draws extreme suspicion (+4 two 3+6 HD duergar on guard here, one
attacked without cause. penalty to reaction rolls). stationed in each tower. Anyone wishing
A basic duergar patrol consists of six If suspicion is aroused, the PCs are to enter the compound must prove to
footsoldiers and a patrol leader riding a detained and questioned. The PCs' best these guards they are traders or mem-
steeder (giant spider variant). If battle chance of avoiding further grief is to con- bers of the resident clan. If tl^ie PCs' lies

erupts between the PCs and a duergar vince the duergar that they are traders are not convincing, they are told bluntly
patrol inside the compound, reinforce- here on business (-2 to reaction rolls). to go away. If the PCs do not leave
ments arrive in ld4+2 rounds in the form They could also be adventuring duergar, promptly, the guards raise their cross-
of another duergar patrol. though this is unusual (no modifier to bows and explain that the PCs have ten
Foot soldiers, male duergar F2 (6): reaction rolls).Whatever the explana- seconds to turn around and begin walk-
AC 4; MV 6; HD 2+4; hp 14 each; THACO tion, if the PCs do not handle the initial ing south before they get a crossbow bolt
19; #AT 1; Dmg by weapon type; SA interrogation well, they are escorted to in their chest.
magic, stealth; SD +4 bonus to saving the Commander of the Guard in area 17a Any combat here attracts the occu-
throws vs. poison and magic, spell by two duergar patrols. pants of area 2a and the guards on the
immunity; SZ S; ML 13; INT average (9); Duergar society is rough and unsenti- wall.
AL LE; XP 650; A4M/96; chainmail, small mental. This particular clan is unusual in Tower guards, male duergar F3 (2):

wooden shield, pick, light crossbow. All that non- warriors (1+2 HD duergar)
its AC 2; MV 6; HD 3+6; hp 19 each; THACO
duergar have the innate abilities of are both merchants and worthy combat- 17; #AT 1; Dmg by weapon; SA magic,
enlarge and invisibility. ants. In return for paying taxes, the non- SD +4 bonus to saving throws vs.
stealth;
Patrol leader, male duergar F4: same warriors are given free food, shelter, and poison and magic, spell immunity; SZ S;
statistics as above except AC 2; HD 4+8; protection. ML 13; INT average (9); AL LE; XP 975;
hp 25; TFIACO 17; INT average (10); XP MM/96; platemail, wooden shield, pick,
975; platemail, small wooden shield, Finding the Amulet light crossbow, pouch with 3-12 gp.
pick, light crossbow. These duergar have the innate abilities of
Steeder:AC 4; MV 12; HD 4+4; hp 23; The amulet now hangs around the neck enlarge and invisibility,

#AT 1; Dmg 1-8; SA leap, secretion; SZ L of Dunmudden, the duergar chieftain.

(8‘ diameter); ML 13; INT low (6); AL CE;


He loves the amulet and has no interest
lb. North Gate. This area is identical to
with it. Any duergar citizen
in parting
XP 975; MM/326. area la except that fighting draws the
has a 20% chance of knowing that
All non-warrior duergar have the fol- attention of the occupants of area 2b.
lowing statistics unless otherwise noted:
Dunmudden has recently acquired a
Typical duergar: same statistics as
flashy new piece of jewelry, and any citi- 2a & 2b. Guard Houses. Both of these
zen can point the PCs in the direction of HD duergar and
above except AC 8; MV 6; HD 1+2; hp 6; barracks house ten 1+2
XP 420; leather armor, pick, pouch con- Dunmudden's palace. No citizen except
one duergar captain (a multiclassed 5th-
the bursar and a few merchants (DM's
taining 2-8 gp. level priest/5th-level thief).
choice) have met or heard of Ritzel.
The ten fighters are housed in the
If the PCs claim to have come to trade
PCs With Rings front portion of the barracks. There is a
something for the amulet, they must first by
large table surrounded chairs in the
Even if the PCs have the rings, they are visit the bursar, Deggin (see area 5). The
center of the barracks, while ten cots and
not permitted to simply breeze through bursar determines whether the item is
ten footlockers Line the north and south
the front gates of the compound. The valuable enough to bother showing to
walls. Each footlocker is locked and con-
duergar are a suspicious lot, almost as the chieftain. If the item is magical and
tains basic personal possessions: a suit of
distrustful of other duergar clans as they worth more than 5,000 XP, or if the item leather armor, an extra pick, a hammer
are of other races. Therefore, if the PCs is nonmagical but worth at least 2,000 gp,
and nails, and a flask of oil. One foot-
choose to enter the compound via the the bursar arranges a meeting with
locker in area 2a (DM's choice) contains a
front gates, they need to have a sound Dunmudden. (See area 5 for details.)
simple leather vest. Sewn into the vest's
reason for entering. However, no matter what the PCs offer
lining is a small brass box containing two
There are several things to bear in him, Dunmudden is not interested in a
diamond earrings worth 100 gp each.
mind here. First, they are not necessarily trade.
Half of the duergar are sitting around
dressed or equipped like standard duer-
the table gambling, the other half loung-
gar.The PCs' armor may not possess tlie Compound Encounter Key ing in their cots.
usual colors and construction of duergar
la. South Gate. This lO'-wide, 15'-high The captain is quartered in the rear
armor. Secondly, the guards are highly
gate is kept barred at all times. There are portion of the barracks. A heavy curtain
suspicious if the PCs try to convince
is strung from the north to south wall to
two towers on either side of the gate with

34 Issue No. 75
THE AMULET AND THE UNDERDARK

separate this area. Inside, the captain has


a simple bed, a foot locker (locked), a
writing desk, and a chair. The writing
desk contains guard performance evalu-
Duergar Compound ^
ations; these notes are eventually submit-
ted to the Commander of the Guard
(area 17). The captain's footlocker in area
2a contains the usual personal effects,
plus a false bottom containing a scroll
with three priest spells (cast at 8th-level):
protection frotn good, dispel magic, and cure
serious wounds.
Captain of the Guard, male duergar
P5/T5: AC 4; M 6; HD 5+5; hp 32; THACO
18; #AT 1; Dmg by weapon type; SA
spells; SD +4 bonus to saving throws vs.
poison and magic, spell immunity,
innate abilities {enlarge and invisibility)',

SZ S; ML 13; INT high (13); AL LE; XP


2,000; MM/96; armor +2, footman's
leather

mace +1, pouch containing 4-24 gp.


Thief abiUties: PP 40%, OL 45%, FRT
50%, MS 50%, HS 45%, DN 30%, CW
70%,RL20%.
Spells (5/4/1): 1st bestow curse, cause
fear, cure light wounds (x2), protection from
good; 2nd chant, charm person or mam-
mal, know alignment, silence 15' radius;
3rd cause disease.

3. Garden. Surrounded by a 2-high iron-

wrought fence with one gate in the


northwest comer, this "garden" grows
all of the peculiar lichen, moss, and fungi

the duergar use for spice and sustenance. 5.


Posted along the fence are several signs
in duergar, all reading, "No Stomping."
Anyone climbing the fence and explor-
ing the garden has an 80% chance of
incurring the wrath of Disnik, the gar-
dener from area 4.

4. Gardener's Quarters. This messy, one-


room structure is the home of Disnik the passers. If this doesn't drive them from of the broom learns that it is actually a
gardener. In addition to mounds of gar- the garden, he pulls a dagger from his broom of animated attack.
dening equipment, there are countless belt and waves it menacingly. If he is Disnik, male duergar FI: AC 10; MV
odd bitsof junk he has collected over the somehow cornered or caught, he uses his 6; HD 1+2; hp 5; THACO 19; #AT 1; Dmg
years including a spinning wheel, four dagger to protect hirnself. by weapon type; SA magic, stealth; SD
brooms, five empty trunks, buckets, a If the PCs are so inclined, they may +4 bonus to saving throws vs. poison
small anchor, and a sewing dummy search Disnik's abode. This takes at least and magic, spell immunity; innate
(duergar-sized). 10 turns, as there are hundreds of con- enlarge and invisibility; SZ S; ML 13 (17
If threatened, Disnik turns invisible must be searched through. A
tainers that while defending garden); INT average
and flees. It is 25% likely that he thinks to thorough search uncovers 25 sp, 2 gp, (9); AL LE; XP 175 (basicaUy harmless);
notify a guard of anything suspicious. and what appears to be a broom offlying. A4M/96; dagger, spade (Dmg Id6/ld6).
His only concern, beyond accumulating The command word, "away," is inscribed
junk, is the well-being of the garden. To in Common on its handle. However, if Bursar's Office. Beside the door to this
this end, he scolds and curses any tres- the command word is spoken, the holder building is a brass plaque that reads (in

DUNGEON 35
THE AMULET AND THE UNDERDARK

Duergar), "'Merchants accept coins only. weapon type +6); SA +2 to hit with cheese, wool; cotton, ivory, fruit (nearly
Trade in all non-coin valuables here!" weapon; SZ L; ML 11; INTT low (5); AL rotted,but the Underdarkers don't know
Inside is the office of the bursar. The CE; XP 270; MM/272; spiked club (Dmg that),wood^(very hard to come by in the
front (eastern) half of the building is a 2d4+6); pouch with gems (see above). Underdark), plus other assorted goods.
small office. A counter runs from the Presently, in addition to the forty mer-
north to south walls, behind which 6. The duergar kavalrach, or spi-
Corral. chants, there are another 60-80 duergar
stands Deggin, the bursar. There is a sign der-riders, keep their mounts here when of other clans looking to buy goods.
by the counter that reads, "Wait your they are not being ridden. The door lead- Other consumers include three ogres, fif-

turn!" Two ogres are currently haggling ing to this area is locked; each kavalrach teen gnolls, five ores,two goblins, and
with the bursar over the worth of a small has a key. The tunnel connecting each two humans (see below for details).
bag of gems (a total of eight assorted "cell" is nine feet high. The cells them- Patrolling the square are two groups of
ornamental gems worth 5-10 gp each). selves, however, are twenty feet high, elite guards riding steeder spiders. This
An alert 3+6 HD duergar guard (see area allowing the spiders more room to crawl is a placewhere the PCs, even in human
la for statistics) stands on each side of about. Each spider is the personal mount form, might "lose" their pursuers. The
the door. for one kavalrach; anyone except that market is crowded and loud, and no one
Deggin keeps a coffer containing spider's kavalrach is attacked immedi- except the guards pays much attention to
2,000-2,500 gp behind the counter. In ately upon entering the cell. Therefore, anything but one's own affairs and
addition, there is a large, closed wooden only the kavalrach possesses the key to money pouch.
box with a hole in its top behind him. his mount's cell. Presently, many of the Should the PCs wish to buy some-
When an item's worth has been agreed cells are empty; only areas 6e, 6h, 6j and thing specific, use the equipment list in
upon, the bursar drops it in the box. The 61 contain spiders. the PH as a guide. If it is something that
item is then immediately teleported to the The cells are sparse; the contents, if might reasonably be found or made in
chieftain's quarters (area 20h). The box any, are the bones of past meals. Area 6b the Underdark, increase the price by
itself is of little value. Itcannot be "repro- still contains a recently-shed steeder 25%; if it is something that would proba-
grammed" to teleport an item anywhere exoskeleton. bly be found only above ground,
but to the chieftain's quarters. Only Steeders (4 currently, 12 at full capac- increase the price by 200%.
small, inanimate objects can be teleported ity): AC 4; MV 12; HD 4+4; hp 23 each; Each merchant has anywhere from
in this manner. #AT 1; Dmg 1-8; SA leap, secretion; SZ L 30-300 gp with him at a given time.
If anyone presents Deggin with some- (8' diameter); ML 13; INT low (7); AL CE; Robbing these merchants is not easy.
thing so valuable (worth 2,000 gp or XP 975; MM/326. They are always alert for cutpurses.
more) that he believes Dunmudden Thieves suffer a -20% penalty to their
would like to investigate himself, he 7. Hatchery. The door to this area is Pick Pockets rolls. Anyone caught
sends that person with one of the guards unlocked. Presently, this room contains harassing or robbing a merchant must
and a writ of entrance to area 20d. only the brittle remains of three spider deal with the mounted guards who
At the first sign of trouble, Deggin eggs in one corner. When in use, it serves arrive within 1 roimd using the leaping
snatches up the coffer containing the as the hatchery for the female steeders. abilities of their mounts.
gold, twists his ring of teleportation, blinks The two humans are Pilnius and
and alerts the Captain of the
to area 17, 8. Market Square. Freedper, thieves from Griswald who are
Guard. Any combat in the bursar's office looking to buy something interesting
results in all the occupants of area 2a You hear a tremendous commotion with the money they have just made sell-
arriving in three rounds. ahead. The buildings give way to an ing some stolen goods. They are stupid
A door leads to the back room where open market filled with an assortment and talkative, and, if the PCs are in
the bursar Uves. It is spare and simple: a ofUnderdark denizens purchasing an human form, approach them and start
bed, a table, a chair, a trunk. The trunk Duergar
incredible variety of goods. bantering. This draws the attention of the
contains his personal belongings plus a merchants hawking their wares call guards, who are always suspicious of
pouch containing 2-12 gp. out to the throng, while the patrons humans. The duergar immediately
Deggin, male duergar FI: AC 8; MV haggle loudly for a better price. assume that the PCs of conducting some
6; HD 1+2; hp 6; THACO 19; #AT 1; Dmg clandestine meeting and move to inter-
by weapon type; SA stealth, spells; SD +4 This shaded area is the focal point for cept them.
bonus to saving throws vs. poison and the entirecompound. The Market Square Ogres (3): AC 5; MV 9; HD 4+1; hp 16
magic, spell immunity; cast enlarge and is filled with small stands and tents each; THACO 17; #AT 1; Dmg 1-10 (or by
invisibility at will; SZ S; ML 13; INT aver- where most of the duergar in this com- weapon type +6); SA +2 to hit with
age (10); AL LE; XP 420; MM/96; ring of pound have shops. Each tent or stand weapon; SZ L; ML 11; INT low (6); AL
teleportation (12 charges), leather armor, sells specific items: weapons, armor, CE; XP 270; MM/272, club, pouch with
dagger. chests and boxes, wagon wheels, spices, 4-24 gp.
Ogres AC 5; MV 9; HD 4+1; hp 18,
(2): gourds, and so on. Also notable here are Gnolls (15): AC 5; MV 9; HD 2; hp 9
13; THACO 17; #AT 1; Dmg 1-10 (or by a great many "above ground" goods: each; THACO 19; #AT 1; Dmg by weapon

36 Issue No. 75
THE AMULET AND THE UNDERDARK

type; SZ L; ML 11; INT low (6); AL CE; 10.Male Duergar Living Area. Seventy +4 bonus to Saving throws vs. poison
XP 35; MM/ 158; broadsword, 3-12 gp. crude beds are arranged here with boxes and magic, spell immunity; cast enlarge
Ores (5): AC 6; MV 9; HD 1; hp 5 each; containing duergar belongings. The and invisihilih/ at will; SZ S; ML 13; INT
THACO 19; #AT 1; Dmg by weapon t)^e; males are less trusting of each other than average (8); AL LE; XP 650; MM/96;
SZ M; ML 11; INT average (8); AL LE; XP the females, so these boxes are locked, leather arrrior, pick, pouch with 20 gp.
15; MM/281; scimitar, 6-36 sp. although the duergar still carry their Ores (4): AC 6; MV 9; HD 1; hp 5 each;
Goblins AC 6; MV 6; HD 1-1; hp
(2): coins on their person at all times. THACO 19; #AT 1; Dmg by weapon type;
6, 4; THACO 20; #AT 1; Dmg by weapon Presently, there are only fifteen males in SZ M; ML 11; INT average (8); AL LE; XP
type; SZ S; ML 10; INT average (8); AL this area: five sleeping, five sitting on 15; MM/281; scimitar, 6-24 sp.
LE; XP 15; MM/ 163; shortsword, 3-18 sp. boxes having an argument, and another Bugbear: AC 5; M HD 3+1; hp 15;
9;
Pilnius, male human T5: AC 6; MV five playing a dice game in the corner. THACO 17; #AT 1; Dmg by weapon type
12; hp 19; THACO 18; #AT 1; Dmg by (See non-warrior duergar for statistics.) +2 (due to Strength); SA surprise; SZ L;
weapon type; Str 11, Dex 15, Con 12, Int Nonduergar entering this area are told to ML 11; INT average (10); AL CE; XP 120;
8, Wis 9, Cha 10; ML 12; AL LE; XP 270; leave immediately. If this request is not MM/32; chainmail, battle-ax, purse with
leather armor, skortsivord +1, ring of pro- met, nine of the awake duergar attack 32 sp and 19 gp.
tection +1, 10 pp in pouch in boot. while one alerts the guards in area 8.
Thief abilities: PP 55%, OL 60%, FRT Each duergar has a pouch containing 13.Duergar Dining Area. This is where
35%, MS 40%, HS 30%, DN 20%, CW 2-8 gp. In addition, the kitty to the dice duergar residents and nonresidents
90%, RL 0%. game has 14 gp and 2 pp in it. WhaFs come to eat. There are ten 15’-long tables
Freedper, male human T6: AC 5; MV more, a flagstone in the northeast comer with benches arranged about the room.
12; hp 26; THACO 18; #AT 1; Dmg by is loose. Beneath it is a locked strongbox The kitchen is toward the northeast; here
weapon type; Str 10, Dex 16, Con 15, Int containing 255 gp and 56 pp. This is the most of the food is prepared in an enor-
7, Wis 7, Cha 11; ML 12; AL LE; XP 420; secret stash of five duergar. mous fireplace that sends smoke belch-
leather armor +1, dagger +2, longsword, 15 ing up into the compound. More nasty
pp in money belt. 11.Male Duergar Living Area. This duergar mead is also brewed here and
Thief Abilities: PP 50%, OL 55%, FRT room is identical to area 10 except there sold to any nonresident duergar for 2 sp
55%, MS 35%, HS 35%, DN 30%, CW are only nine duergar here, all quite per mug; it is free to residents.
90%, RL 15%. awake and aU quite drunk (THACO 21). The stream flows directly through
They are sharing a large jug of strong, this building, with small gaps in the
9. Nursery. This is the nursery, where the unpleasant mead. Any nonduergar is north and south walls to accommodate
duergar run amok and are cared for,
little greeted with hostility and attacked on it. There are also two small wood bridges

more or less, by the female duergar. sight. PCs disguised as duergar are so duergar cross the stream without hav-
There are fifty smaller beds for the chil- asked to join them in a drink. Refusal ing to jump it. The duergar are not a sen-
dren and fifty larger ones for the adult results in expulsion from the living area. timental lot, however, and if one of their
females. Little duergar toys are scattered ranks should drink too much mead and

everywhere the dried head of giant rat, 12. Fat Traveler Ale House. This small fall into the stream, perhaps striking his

animal bones, toy picks and shields, dice, bar provides '"refreshments" for the non- head on the stone floor on the way, weU,
and clubs. Boxes of clothes and house- duergar patrons of the market. No self- so be it. The stream is handy for house-
hold goods are stacked here and there. respecting duergar save the proprietor keeping as well. The cooks and diners
There are twenty duergar females (AC set foot in the place. There is a bar along dump all refuse into the water to be car-
10; hp 5 each) in the domicile, with the the north wall and a set of stairs behind it ried out into the Underdark.
rest taking part in the bartering outside. leading down to the cellar where the ale At the moment, there are ten duergar
The women and the children are non- is stored and brewed. There are a dozen eating lunch here. The duergar cook, his
combatants; however, should the PCs tables and chairs in the sitting area. For three assistants, and four serving duer-
seek to harm the children, the females an exorbitant price, a nonduergar may gar are in the kitchen. They fight with
pick up daggers and clubs and do their purchase a mug of ale (5 sp) and a slab of meat cleavers for ld6 points of damage.
best to defend the nursery while one dried meat of unidentifiable origin (6 sp). Duergar coming here are served hot
runs to alert the guards patrolling the Presently, there are only four ores and meals of Underdark vegetation and
Market Square. Absolutely no experience one bugbear enjoying the hospitality of rothe beef. Residents are fed for free, and
points should be given for harming the Regren, the duergar owner of the estab- nonresidents must pay 1 gp for the meal.
females or the children. lishment. Humans entering the place are Nonduergar entering this area are
If the PCs rummage through the boxes frowned at but not attacked immediately. ordered to leave immediately.
of belongings, they discover that one con- Duergar entering this bar are directed to
tains a silver hand mirror worth 45 gp, area 13. 14. Armory. Most of the weapons and
and another contains a silver jewelry box Regren, male duergar F2: AC 8; MV armor for the duergar guards are forged
(empty) worth 65 gp. These items, how- 6; HD 2+4; hp 14; THACO 19; #AT 1; Dmg here. (The rest cire plundered.) The west
ever, require 3-12 rounds to find. by weapon type; SA magic, stealth; SD half of the building is the workshop

DUNGEON 37
THE AMULET AND THE UNDERDARK

where five duergar are hard at work: a and its contents, it isn't long before a If the PCs are captured or detained for
weaponsmith, an armorer, and three duergar patrol comes along, sees that the any reason, they are brought to area 17a
assistants. building is miguarded, and investigates. for questioning. Commander Kamulak
The back half of the armory is used tries to determine if they intend to rob
for storage. Here can be found fifteen 16. Doors to Barracks and Chieftain^s Dunmudden. Should their answers be
suits of duergar cha inmail, twenty suits Palace. This area of the compound is sur- unsatisfactory, they are taken to area 19.
of duergar leather armor, twenty-five roimded by a 10’ high stone wall. In the Kamulak's footlocker in area 17a is

shields, forty-eight footman's picks, fif- center of the east wall is a set of double locked and contains his personal belong-
teen light crossbows, fifty bolts, and six doors that are kept bolted from the inside ings and a small wooden box containing
warhammers. All of these are either at all times. five vials: a potion of hill giant strength, a
hung on the walls or stored in unlocked Two elite duergar guards stand out- potion of extra-healing, a potion of speed, a
boxes. side the doors, and a third stands just poison potion (Type 1; -2 to save), and oil
The weaponsmith does, however, inside the gates. If anyone wishes to offumbling.
have a secret treasure. The box holding enter through these doors, they must be Guards, male duergar F2 (15 per
fifty crossbow bolts has a false bottom either a member of the guard or have a building):' AC 4; MV 6; HD 2+4; hp 14
containing six small gold nuggets. Sold writ from the bursar (area 5). If the out- each; THACO 19; #AT 1; Dmg by weapon
to a jeweler, these could fetch between side guards deem the person or persons type; SA magic, stealth; SD +4 bonus to
10-60 gp each. worthy of passing tlirough the doors, saving throws vs. poison and magic,
Weaponsmith and Armorer, male they knock twice, and the guard inside spell immunity; cast enlarge and invisibil-
duergarF3: AC 7; MV 6; HD 3+6; hp 24, lifts the bolt. ity at will; SZ S; ML 13; INT average (9);

22; THACO 17; #AT 1; Dmg by weapon A direct assault on these doors or AL LE; XP 650; MM/ 96; chainmail, small
type; SA magic, stealth; SD +4 bonus to against these guards would be unwise. wooden shield, pick, light crossbow.
saving throws vs. poison and magic, Any sound of a imme-
struggle gains the Commander Kamulak, male duergar
spell immunity; cast enlarge and hwisibil- ‘diate attention of the inside guard, who, P6/T6: AC 4; M 6; HD 6+6; hp 33; THACO
ity at will; SZ S; ML 13; INT average (9); after sliding open a small peep hole to 17; #AT 1; Dmg by weapon type; SA
AL LE; XP 975; MM/96; studded leather see exactly who or what is causing the spells; SD +4 bonus to saving throws vs.
armor, hammer, pouch with 3-12 gp. trouble, runs to get reinforcements. The poison and magic, spell immunity; cast
reinforcements (see areas 17-18) arrive in enlarge and invisibility at will; SZ S; ML 13;
15. Storehouse. Two duergar guards three roimds. INT high (13); AL LE; XP 3,000; MM/96;
(same statistics as area la) stand on either male duergar F4 (3): AC
Elite guards, leather armor -\-2, footman s mace +1.

side of the locked door to this building. 1; MV 6; HD 4+8; hp 30, 29, 26; THACO Thief abilities: PP 40%, OL 45%, FRT
No one without authority or written per- 17; #AT 1; Dmg by weapon type; SA 55%, MS 55%, HS 45%, DN 30%, CW
mission from the Commander of the magic, stealth; SD +4 bonus to saving
'
80%, RL 30%.
Guard (area 17) or Dunmudden liimself throws vs. poison and magic; spell Spells (5/4/2): 1st —bestow curse, cure

is allowed in the storehouse. immunity; cast enlarge and mvisibility at light tvounds (x2), protection from good,
The storehouse is piled high with will; SZ S; ML 13; INT average (10);^AL cause fear, 2nd —knozu alignment, charm
assorted odds and ends the duergar con- LE; XP 1,400; MM/ 96; platemail, shield person or mammal, hold person, silence 15'
sider valuable enough to keep: a car- +1, footman's pick +1, pouch with 3-12 gp. radius; 3rd —cause disease, prayer.
riage, two chariots, piles of human and
demiliuman-sized armor (PCs have a 17 & 18. Barracks. Each of these barracks 19a. The Pit. The pit is where all spies,

50% chance of finding a suit of leather houses twenty-five 2+4 HD duergar, but cutpurses, and wrongdoers are hurled
armor, chainmail, or platemail that fits), a only fifteen are present at any given time. while they await Dunmudden's justice
rack of polearms, boxes of mining equip- (The rest are on patrol.) Area 17 also (usually death by beheading or slave
ment, ten row boats, twenty-five oars, houses the Commander of the Guard, labor). The oak door to area 19a is iron
165 blankets, and sixteen cots. There are Kamulak, while area 18 houses three 4+8 bound and double locked. The jail keep-
other items here, but nothing of great HD elite guards (see area 16 for statis- ers in area 19b have the keys. The floor to
value to the PCs. tics). The Captain and elite guards are this room is 10 feet below the threshold
If the PCs spend at least three turns actually housed in separate quarters of the door, and prisoners are simply
searching the storeroom, they discover, (areas 17a and 18a respectively). dumped unceremoniously onto the
buried under the blankets in the north- The duergar guards sleep in beds stone floor.

east corner and wrapped in a plain cloth lined up in even rows with a foot locker The pit contains nothing but a slop
towel, a longsivord +2. This is the private by each. There is a large table with chairs bucket, and, presently, one ore (AC
offal,

find of one of the duergar guards. and mugs in tlie center of the barracks. If 10; HD 1
hp 4), two nonresident duergar
;

Note that this warehouse is watched there is any trouble in either of these (AC 10; HD 1+2; hp 4, 3), and one hob-
at all times. Therefore,should the PCs areas or from area 16, one duergar is sent goblin (AC 10; HD 1+1; hp 2). They are
dispose of the two guards, hide the bod- to warn the occupants of area 20. starving, tired, and demoralized.
ies, and begin a search of the building

38 Issue No. 75
THE AMULET AND THE UNDERDARK

19b. Jailers. This room contains a desk,


two chairs, and two jail keepers (scime
statistics as the duergar guards in areas
17 and 18). Both keepers possess copies
of the keys to area 19a. There is also a
large, unlocked chest containing two
suits of leather armor, two suits of duer-
gar chainmail, a scimitar, a battle-ax, two
footman's picks, and three small metal
shields. These are the personal belong-
ings of the prisoners in area 19a.
Captured PCs are brought before the
jailers, stripped of all their belongings
(which are then placed in the truiik), and
thrown into area 19a.

Dunmudden's Palace
20a. Entrance.The entrance to the palace
isblocked by a set of oak double doors
reinforced with iron and barred from the
inside. A single duergar guard stands
just inside the closed doors. A single,
covered peephole allows the guard to
identify anyone seeking an audience
with Dunmudden.
The doors can be opened with a knock
spell and can withstand 100 points of
damage before sundering.
Anyone wishing to enter who is not
accompanied by someone known to the
guard is checked by Demfall, Dunmud-
den's advisor, first. If the PCs request heavy crossbow^), two occupy area 20c, elaborately engraved pillars. To the west,
entry, the guard fetches Demfall in area and two more dwell in area 20d. a stone throne sits atop a marble dais.
20f. Demfall arrives in three rounds, There are five arrow slits on the east- The north and south walls are decorated
questions whomever weints to enter, and, ern wall of this room. If Dunmudden's with bas-reliefs depicting duergar faces
if he deems it appropriate, casts a know palace is being threatened, the four duer- in various expressions. Two elite guards,
alignment spell. PCs fail to pass
If the gar here (same stats as area 20a) fire their each with a steeder spider on a short
muster, Demfall warns Dunmudden crossbows through the arrow slits at any leash, patrol this hall at all times. See area
while the lone guard alerts the duergar intmders. If it appears the doors at area 20a for the guards' statistics and area 6
in the barracks (area 20b). 20a are being breached, these guards fall for the steeders' statistics.
Elite guard, male duergar F4: AC 2; back to area 20d for a last defense. Should the PCs gain an audience with
MV 6; HD 4+8; hp 25; THACO 17; #AT 1; As with all living areas, this room is Dunmudden, this is where the meeting
Dmg by weapon type; SA magic, stealth; sparse: eleven beds, eleven footlockers, a occurs. The two guards with steeders
SD +4 bonus to saving throws vs. poison table, and chairs. The footlockers contain stand on either side of the PCs, while two
and magic, spell immunity; cast enlarge the duergars' personal effects but little of more guards from area 20b guard the
and invisibility at wHl; SZ S; ML 13; INT value. entrance to the hall. Demfall stands by
average (10); AL LE; XP 1,400; MM/96; the chieftain's side.
platemail, shield, footman's pick, pouch 20c. Guard Room. Two more elite guards The northern secret door can by
with 3-12 gp. (same stats as area 20a) are stationed here opened by depressing one of the reliefs.
witli heavy crossbows. The eastern wall TTiis relief also serves as a peephole for
20b. Barracks. The chieftain keeps a of this room has two arrow sUts so these Dunmudden, who can peer through the
small detachment of his elite guard here guards can fire on intmders outside. stone visage's eyes at whoever has come
as a last defense against intruders. A total to visit. Any fighting in this hall gains
of eleven HD
duergar are housed
4+8 20d. Grand Hall. Two stairs lead down Dunmudden's immediate attention.
here: three are keeping guard at area 16, into this long, wide hall. An arched ceil- Likewise, Demfall can peer through a
one is at area 20a, three are here (with ing 15 feet above is supported by eight relief's eyes in the southern wall just to

DUNGEON 39
THE AMULET AND THE UNDERDARK

the east of the door leading to Ins cham-


ber (area 20f). If battle erupts and
does it

not appear absolutely hopeless, Demfall


joins the fray. If the fight looks desperate,
he runs to Dunmudden's chambers to
aid his leader's escape.

20e. Waiting Chamber. If Dunmudden


wants a private audience, this is where it
occurs. Private audiences, however, are
usually reserved for persons with whom
the chieftain is already familiar. The
room is sparsely furnished: a stone desk
and three wooden chairs. The desk has
no drawers or other notable features.

20f. Demfall's Chambers. The king's


advisor, a 7th-level priest of Laduguer,
resides here. Both doors to this chamber
are locked,and Demfall carries the keys
with him on his belt. The room is plain
and contains a bed, chest, desk, and chair.
The desk is stone and has two drawers,
the contents of which are useless to the
PCs: notes to himself about mattersupon
which Dunmudden needs advising,
financial records, reports on ineffective
guards, and so forth. The chest is
unlocked and contains personal items
only. However, if the chest is moved
aside and a search is made, the PCs dis-
cover a small stone that may be removed,
revealing a depression. Within the
depression is a small lever; when pulled,
itopens the secret door on the east wall.
If the PCs siuprise Demfall in this

room, he is sitting at his desk making


notes. It is unlikely the PCs can pick the
locks quickly or silently enough to sur-
prise him, but should this happen,
Demfall immediately becomes invisible
and attempts to flee through the nearest
door. If he hears the door being picked or
meddled with in any way, he becomes
invisible, melds into stone, awaits the
intmders, and then, after determining
the intmders' strength, slips out to alert
Dunmudden and the guards.
Demfall, male duergar P7: AC 0; MV
6;hp 45; THACO 16; #AT 1; Dmg by
weapon type; SA stealth, spells; SD +4
bonus to saving throws vs. poison and
magic, spell immunity; cast enlarge and
invisibility at will; SZ S; ML 14; INT high
(14); AL LE; XP 4,000; MM/96; platemail
A duergar and his steeder mount guard the halls of Dunmudden's palace. +2, shield, footman's mace +2.

40 Issue No. 75
THE AMULET AND THE UNDERDARK

Spells (5/5/4/1): 1st cause light — the northwest comer, resting atop a stone keys. All are nestled in specially carved
wounds, cure light wounds (x2), darkness, table, is a large (4' x 3’ x 2’) iron box with grooves so they do not jingle or rattle
protection from good; 2nd aid, heat metal, double doors on its southern face. This is when the chair is moved or tipped over.
knozv alignment, silence 15' radius, spiritual the second half of the teleportation The two keys to the trunks and the key to
hammer; 3rd —animate dead, dispel magic, device used by Deggin, the bursar (see area 20i are normal keys. The fourth
prayer; 4th —cure wounds.
serious area 5 for details). Anything dropped in "key" is just a three-inch long, one-inch
As a priest of Laduguer, Dernfall can the bursar's box is instantly teleported diameter steel cylinder. See area 20j for
meld into stone once per day. here. There nothing Dunmudden
is details on its use.
enjoys more than pouring over trinkets The door in the south wall is
secret
20g. Dernfall's Sanctuary. A narrow set blinked into his parlor. Presently, there clearly visiblefrom Dunmudden's cham-
of stciirs leads down ten feet to this small are six medium-sized chunks of obsidian ber. The secret door in the north can be
antechamber. This is where Dernfall worth 50 gp each, 10 unimpressive gold found by removing a small stone in the
comes every morning to pray for his rings each worth between 50-100 gp, waU, revealing the door's handle.
spells. On the eastern wall is a small two gold candlestick holders each worth Dunmudden, male duergar F8: AC
stone dais, atop which rests a 4' tall mar- 100 gp, and a pair of emerald-encmsted -1 (platemail -i-2, 16 Dexterity); MV 6; HD
ble statue of the duergar deity, Laduguer. eye glasses worth 3,000 gp. 8+8; hp 56; THACO 13; #AT 3/2; Dmg by
The statuette is hollow, and its compart- The desk is stone and has sheets of weapon type +1 (Strength bonus); SA
ment can be accessed by imscrewing the parchment, quills, and jars of ink on it. stealth; SD +4 bonus to saving throws vs.
statue's head from its shoulders. Inside Dunmudden uses the desk and its para- poison and magic, spell immunity; cast
are a small diamond worth 500 gp
ring phernalia to tally his net worth. All enlarge and invisibility at will; Str 16
and an ivory scroll case worth 25 gp. The wealth, with the exception of a few gold (+1/+1), Dex 16, Con 15, Int 14 (15 with
scroll case contains a scroll with the coins shared by the duergar community, Griswald's amulet), Wis 10, Cha 14 (15
spells animate dead, cure serious wounds, goes straight to Dunmudden. What with Griswald's amulet); SZ S; ML 13; AL
and feigiz death cast at 8th-level. Also, Dunmudden plans to do with the loot, LE; XP 5,000; MM/96; platemail +2, battle-
there is a silver medallion on a thick gold no one knows; to the best of anyone's ax +2, heavy crossbow, six heavy bolts +2,
chain worth 300 gp. A detect magic spell knowledge, he has never spent a copper Griswald's amulet. Dunmudden also
reveals a dweomer denoting alteration piece. wears a ring of complete free action that
magic. When worn by a duergar, this If Dunmudden is ever trapped, if his functions as a ring of free action with the
amulet bestows one-hour +1 bonus to
a guards are dropping quickly, and if his added of ability of making the wearer
Dexterity. This effect occurs but once a hit points are reduced by 50%, he begins immune to all flesh to stone attacks.
day. If it is worn by a nonduergar, it has to bargain. He offers the PCs riches and
the opposite effect, except that the effect magic —
^whatever they desire. He tries to 20i. False Treasure Room. The heavy oak

is permanent. Only a remove curse, limited convince them to take something other door to this room is locked. (The key is in
zvish, or restoration spell can restore the than the amulet. If they tell him why they area 20h or, if he is fleeing the com-
wearer's Dexterity. need it, he pointy out that the fate of pound, on Dunmudden himself.) Once
Griswald and Rikard should mean noth- the door is opened, read or paraphrase
20h. Dunmudden's Chambers. If, some- ing to them, and he gladly doubles what- the following:
how, the PCs reach this area undetected, ever Griswald offered for the amulet's
Dunmudden is encountered here alone, return. If the PCs don't budge and Piled about this room are heaps of

examining some of the day's spoils. If Dunmudden knows he is doomed other- valuables: trunks overflowing with

any trouble occurs within the palace, wise, he relinquishes the amulet. gems, coins, jewelry, gold goblets, fig-
however, it is likely that he learns of it, Each trunk is locked and guarded by urines, swords, and gleaming suits of

whether by messenger or simply by a glyph ofivarding (inflicting 7d4 points of armor. It would take a small caravan to
peering through the secret door in the electrical damage) cast by Dernfall. The haul everything out!
south wall leading to area 20d. In this first tmnk contains two sacks, each con-
case, he grabs his battleax and crossbow taining 1,000 gp, and a velvet pouch Dunmudden has gone to great
and runs to the source of the trouble. If holding 53 pp. The second trunk con- lengths to create this false treasure room.
there is time, he goes to area 20k to fetch tains a silver box (worth 125 gp) holding Every valueless goblet or sword or fake
his gorgon before battling the PCs. If he four potions: extra-healing, speed, flying, gem that passes through the bursar's
fares poorly in combat with the PCs, he and protection from normal missiles. He hands is brought here. All the coins
turns invisible and retreats to his treasure also keeps a shield +1 in here, six heavy (20,000 or so in total) are copper. The
room to gather up some of his most bolts +2, and a footman's pick +1. gems are glass, the jewelry is costume,
expensive trinkets, then heads out the The keys to the trunks, as well as the The swords,
the goblets are painted gold.
secretdoor (area 201) and flees into the keys to areas 20i and 20j, are located in shields,and armor have been rubbed
Underdark. the seat of his chair. Close examination of with an ointment of magical dweomer,
The chamber contains a bed, two the chair reveals that the back is hinged. located in a large glass vial beneath a pile
wooden trunks, a desk, and a chair. In The seat can be lifted, revealing the four of copper in the southeast. When a small

DUNGEON 41
THE AMULET AND THE UNDERDARK

amount is applied to any object, it gives Meanwhile, any duergar still alive in the 201. Dunmudden's Escape Tunnel. Only
off a strong magical dweomer. The total palace converge on the room to prevent Dunmudden and Demfall know about
value of the hoard is 500 gp. the heroes from fleeing with the loot. The this secretpassage out. It leads to a secret
The secret door in the west is similar contents of the room are as follows: door that opens into the cavern just north
to the secret door in area 20h. ^ 26,435 sp, 6,047 ep, 3,140 gp, and of the corr\pound. Dunmudden uses this
947 pp in loose coinage; as a last resort.
20 j. Real Treasure Room. The door to ^
350 gems: 150 x 10 gp; 100 x 25 gp;
this room is made of steel and has a door 50 X 50 gp; 25 x 100 gp; 25 x 500 gp; Getting Out
knob and standard keyhole. The key- ^100 assorted pieces of jewelry: 50 x
hole, however, is a trap. The real key hole
Once PCs have the amulet, getting
the
100 gp, 25 X 250 gp, 15 x 500 gp, and 10 x
back Griswald can be as difficult as the
to
is hidden in a secret panel embedded in
1,000 gp;
DM wishes. The DM
might have the PCs
the center of the door. opened, this If ^ 35 goblets worth 20-200 gp; pursued by a band of elite guards
panel reveals a one-inch diameter hole, Six gold hand mirrors (250 gp each); (assuming any are still alive) riding
into which the steel, cylindrical '"key"'
^ Ten framed paintings, each
from area 20h may be inserted. When
4' x 4’,
steeders. Or, if the DM
wishes, the magic
worth between 10-1,000 gp each; of Andwin's rings can simply expire at a
this is done, it releases a series of iron
^
Three gold statuettes of a mermaid, particularly inopportune time, thereby
bolts that hold the door shut. When the
female elf, and wolf respectively, worth forcing one final conflict. Also, attempt-
bolts are in place, it is impossible to force
250 gp each; ing to leave with armloads of goodies
the door open. A knock spell opens it, but
^ A iiandax +2, longsword +1, ten sheaf from Dunmudden's treasure vault cer-
thieves suffer a -50% penalty to their
arroios +2, and a suit of chainmail +2 tainly draws immediate attention.
Open Locks rolls.
(human-sized); Once back in the Underdark proper,
Attempting to open the door without
the real key sets off a trap. The keyhole
^ A bag of holding, buried under coins the DMmay choose encounters from the
lock is an actual lock, though fairly easy
in the northwest corner. Dunmudden "Random Underdark Encounters" table
uses this to gather up his most precious if he or she so wishes.
(+20%) to pick. If a thief manages to pick
items before making his escape.
this 'Talse" lock and the handle is turned,
If the PCs emerge from the palace Concluding the Adventure
the door does not budge, but a 10' x 10’
laden with loot, they won't get far. Let
pit directly in front of the door snaps
the PCs grab some stuff, maybe even Griswald can stall Rikard for one week.
open. The pit's lid swivels on a central
something special of your choosing, then If the PCs have not returned with the
axis. Any weight on the floor causes it to
bring on the reinforcements! amulet in this time, war erupts between
spin 360 degrees, dropping PCs into the
Lurker: AC 6; MV 1, fly 9 (B); HD 10; the two fiefdoms. If this occurs, the DM
20’-deep pit for 2d6 points of damage.
The lid then locks back into place. The
hp 42; THACO ^1; #AT 1; Dmg 1-6; SA is free to play out this scenario as desired.

stone covering the pit is two feet thick,


surprise, suffocation; SZ H; ML 11; INT Perhaps the PCs fight in the war as part

(0); AL N; XP 2,000; MM/229.


non of Griswald's army; perhaps they slink
and the only way to free the occupants of
off in shame.
the pit aside from a knock, transmute rock
20k. Gorgon Lair. Dunmudden keeps a If PCs retrieve the amulet in time
the
to mud, or similar spell is with the release
charmed miniature gorgon here as a pet. to appease Rikard, Griswald happily
button hidden in a secret panel on the
Only four feet tall, this hybrid gorgon pays them the 1,000 gp and offers them
south wall of the treasure room.
fights just as fiercely and possesses the positions in his army. Should they accept
The room's contents are impressive.
same breath weapon ability as a normal- their positions, each PC receives 250 gp a
Dunmudden hoards everything but is
sized gorgon. Dunmudden feeds him year, and they could be called upon up to
not particularly tidy. Thus, coins, gems,
personally (relying on his magical ring to three times yearly to perform their
trinkets, sculptures — all are heaped
keep from being turned to stone) and "duties." These could include anything
together in a disorganized manner.
delights in parading his "pet" through from spying to assassination to hunting
Hiding on the ceiling above the door-
the compound occasionally. In return, down a criminal.
way, however, is a lurker, kept here by
the gorgon is as loyal as a sheep dog, If the PCs successfully return the
Dunmudden as a last defense against
defending Dunmudden to the death. amulet in time, the entire party should
thieves. Dunmudden gives a special
Anyone other than Dunmudden enter- receive a 10,000 XP story bonus. If they
whistle when he enters the treasure
ing this area is attacked on sight. managed to sneak in and out of the duer-
room. Anyone not giving this whistle is
The gorgon sleeps on a bed of straw gar compound without any significant
immediately dropped upon as they set
in the northeast comer. Human, duergar, conflict, the DM might award an addi-
foot in the treasure room.
and humanoid bones litter the floor. tional 2,000-5,000 XP to compensate for
Should the PCs dispose of the lurker,
the DM should not let them simply hun- Vozer (small gorgon): AC 2; MV 9; XP lost through combat. Extra awards
HD 5; hp 30; THACO 15; #AT 1; Dmg 2-8; might be given for good roleplaying. Q
ker down and take their time picking
through the loot. A PC may gather ld4
SA breath weapon; SZ M tall); ML 10; (4’

items or ldlOO+100 coins p^r round.


INT animal (1); AL N; XP 420; MM/172.

42 Issue No. 75
;

(continued from page 25) NON-PROPHET ORGANIZATION

^ The PCs surprise the covey. If PCs by fog clouds if possible. The covey flees Concluding the Adventure
learn about the covey and can prevent to area 42 if they lose four or more scrags
Once the covey is broken, the threat to
the hags from learning their true intent, or merrow.
the town i^ over. The weather breaks
they can attack the caves and take the
after about eight hours, revealing clear
covey by surprise. The covey attacks the town. The final
skies. Any remaining undead in the
PCs can learn the caves' whereabouts option occurs if the characters foil the
forests pose no real danger but can be
by capturing and interrogating a merrow hags' plot but do not venture to the
easily tracked, turned, and eliminated.
or scrag, by investigating the area (and caves. If this occurs, the hags employ a
The villagers are grateful for tlie PCs'
making successful Tracking proficiency ruse similar to the second option above.
assistance. The town offers each PC the
checks), or through magical means. PCs Most Ukely the PCs would know or sus-
finest cloaks, tunics, and hosen, all made
need only listen to Evan's final prophecy pect the hags' presence and find one or
of KeUorviUe wool. The PCs are also
to estimate the caves' location, and most more of their allies. The hags and
offered the services of any craftsman in
villagers are aware of the ruined keep remaining merrow and scrags conceal
town free of charge. Labgum complains
that lies north of Kellorville. their true identity under a veil spell, pos-
about this, 'but he still does whatever
If the hags are caught flat-footed, they ing as common farmers. Five goblins,
work the PCs require.
are most likely in area 32 or 33, dis- also veiled^ appear as two scrags and
The events deeply upset Evan, and it
cussing plans or working magic. The three green-skinned hags.The "common
takes him time to recover. The hags used
merrow and scrags normally stay in farmers" appear as a husband, wife, and
powerful magic on him, and explaining
areas 35, 36,and the swamp. The ogre any number of children fleeing from and
their trickery to him cind the town stifles
and goblin guards remain in areas 38 and attack. They run down the north road
feelings of hostility anyone might harbor
39 until called. Merrow or scrags in the yelling for help. Should characters assist,
for the poor man. Beryl can be of partic-
swamp PCs 25% of the
spot unconcealed the veiled goblins arrive the following
ular assistance here, looking out for Evan
time, giving the covey some warning round. The goblins' poor combat ability
so the PCs need not worry over his fate.
(1-4 turns at most) by entering through gives away their true natures, so
Aside from the XP for defeating the
the underwater entrance (area 36). Mentonia rapidly hits PCs with a cone of
hags and their covey, PCs who foil the
An attack on the lair met with
is cold from the zvand as Gordelly and
plot before the village flees to the caves
strong resistance by the hags. They Lythia attempt to inflict iveakness on any
should earn an additional 5,000 XP for
attempt to raise an alarm, bringing any fighters.
completing an important story goal.
remaining allies within 2-5 rounds. If After the initial spell assault, the
Spotting the hag eye and/or using it to
encountered this way, Mentonia has the scrags and merrow engage in melee,
fool the covey earns an additional
zvand offrost and does not hesitate to use with Mentonia keeping characters at bay
1,000-3,000 XP, at the DM's discretion.
it, even if one of her allies stands in the with fog cloud, ice storm, or her formida-
Further adventures can be had in the for-
way of its effect. The grell in area 34 is ble melee abilities. The scrags and mer-
released as soon as possible. The hags row flee if four or more are slain, but the
est to the east —perhaps cleaning out
other hostile monsters that the covey
rely on initial spell attacks followed by hags continue to fight until their morale
stirred up. The caved-in stairway at area
melee combat. To distract opponents, the completely fails. They retreat by water if
42 could also lead to other dungeon lev-
hags cast audible glamer in an empty cor- they Ccin, under cover of fog clouds if
els beneath the now-ruined keep. Q.
ridor (producing the sound of approach- Mentonia is alive and able.
ing monsters). Any retreats are covered

by Aaron Williams
THrMK 50, SHOULOV MfiuT; I ; f NOT ^
'iNlWSCAV^ ^ snu our UJe ATTACK )( /4AVH: JUJCNTTVXe
sesrmou&H TU€ Nouj? If I CUi fAAi<c'
TH»S lum? ^ 7H£:MHURL» J

DUNGEON 43
Steve is a ff&ative fellow —musician, artist,

and 3D animation software aficionado with a


B.A. in Chinese (Mandarin). He would like

to thank Veronica, who corrects his spelling,


and felloip gamers John and Michele.

'The Forgotten Man" is an AD&D'


adventure designed for 4-5 PCs of levels
6-8 (about 35 total levels). Each character
class should be represented, and a priest
or ranger would be especially useful. The
party should be predominantly good-
aligned.
This adventure focuses on Gethirah
Kugothan (also known as Michael), a for-
merly evil man who has lost his memory
and has since taken up residence in a
church of the god of rebirth and renewal.
The premise of the adventure hinges on
the possibility that such a man can be
turned from the path of evil and become
good. The main goal of the PCs is to keep
Gethirah from becoming the man he
used to be. Gethirah's special abilities are
explained in the "Key NPCs" sidebar.
Witli a little modification, this module
can be placed in the Forgotten Realms^^
setting or another campaign. If the
A puppet show reenacts the battle between champions of light and darkness. Forgotten Realms setting is used, the
Phoenix should be substituted with
Lathander, the Martyr should become
lima ter, and Darkness should be
replaced with Bane, Cyric, or Kelemvor.

THE For the Dungeon Master

FORGOnEN
The riverside village of Stillwater has
taken in an unusual guest. Two months
ago. Old Man Halland, the village's
woodcutter, found a young man lying

MAN naked and unconscious a couple of miles


east of the village, by the side of the
Northflow River. The stranger was near
death. Halland gently wrapped the
youth in his old cloak, laid him on the
bed of his wagon, and brought him back
BY STEVE DEVANEY to the village priest.
When the villagers saw the young
man's face, they immediately felt great
compassion for him. His fair skin and
Evil reborn long, pale blond hair seemed to have an
almost unearthly beauty. Joseph, a priest
of the Phoenix, the god of rebirth, took
him into his humble church and let him
reston a bed in a room behind the altar.
Artwork by David Kooharian
There Joseph watched over him for three
Cartography by Stephen Danlele
days and three nights. On the morning of

44 Issue No. 75
THE FORGOTTEN MAN

the fourth day, the young man opened constructed on an island of rock above thewide eyes of his brother, servants,
his eyes. the edge of a terraced waterfall known as and private guards, Baron Ulmade col-
When news spread that the stranger the Old Warden. The Baron's family, lapsed, his- body contorting into the
had awakened, the villagers flocked to including his younger brother Eric, a shape of a huge wolf. The child fell

the church to meet him and learn who he traveling minstrel of some renown, harmlessly to the floor, and the wolf
was. Joseph met them at the door cind inhabited the castle for many years. attacked the castle servants and guards
told them that his guest was far too tired Unbeknownst to Baron Ulmade, Eric had before escaping to the valley forest.
to receive visitors. When they asked the secretly formed an alliance with Luther Ulmade Valley became just another
priest what young man's name was,
the Meiron, becoming one of Darkness's remote, seldom-visited corner of world.
Joseph only shook his head and said, most devout worshipers, as well as The castle servants returned to more civ-
"He has forgotten." Luther's best student in the black arts. ilized lands, leaving the Baron's brother
Days went by, and the young man, One night, a horde of raiders from the Eric as the last remaining resident of
whom the villagers began to call Michael east side of the Hardcobble Mountains Castle Ulmade. Eric sent the child to
(after a famous paladin of the same attacked Ulmade The ensuing
Castle. Luther's Keep, where he was brought
name), soon regained his strength. battle lasted until dawn and left many before the statue of Darkness. The statue
Joseph invited Michael to live in the dead on the battlefield, but the castle smiled and said, "You shall call him
church. In return, Michael helped the old remained Ulmade's. Gethirah Kugothan. His name shall
priest with the daily chores. In the While Ulmade was on the battlefield, mean Conqueror of Light."
evenings, Michael sat by the fire with a stranger visited Elaine. This visitor, in Luther raised the child as the statue
Joseph and studied the writings of the the form of a handsome young man in The boy grew up surrounded
instructed.
Phoenix. courtly attire, was actually an incubus by the darkness of Luther's citadel,
Many of the villagers soon grew to summoned by Eric, as Luther instructed. where he was taught to hate all living
admire the young man, whose heart Elaine was puzzled yet charmed by the things. Luther summoned fiends to
seemed warm and sincere. He often mysterious gentleman; eventually, the enchant the boy with unholy magic,
helped tend to the village's sheep or incubus succeeded in seducing the while Luther's witches taught him the
repair the thatch in the roofs of some of Baroness. When the Baron returned to ways of darkness and power. When
the older Within weeks,
cottages. Ulmade Castle, Elaine was pregnant Gethirah reached adulthood, Luther
Michael became an esteemed member of with the child of the incubus. Elaine soon gave him a magical staff that would
the community. became distant and withdrawn. By the allow him to animate the dead. (See
Now, two months later, winter has eighth month of her pregnancy, she had "New Magical Item" sidebar.)
come. Snow covers the thatched roofs of become completely catatonic. The Baron Gethirah left Luther's keep and began
the cottages, and icicles hang from the himself became reclusive and ill. On to gather his own minions, with which
branches of fir trees. With the coming of many occasions, the castle servants wit- he planned to bring death and destruc-
winter, Michael has become withdrawn nessed him talking to himself, and tion to the kingdom. He intentionally
and depressed, discouraged that his rumors of his crumbling sanity began to deceived the nobles of the land by pre-
memory hasn't returned. If he could spread. senting himself as a fcdthful Paladin of
remember his true identity, Stillwater Elaine gave birth on a night that the Martyr. His first deeds were noble
would be in a grievous state. Michael is raged with storm. She died shortly after and just, and he became well known as a
Kugothan, a powerful
actually Gethirah the birth, leaving in her husband's care a chivalrous and goodly knight. His repu-
and who died over 500
evil anti-paladin baby boy. Dawn came quietly. Baron tation grew, and Gethirah swore fealty to
years ago and has since returned from Matthew Ulmade fell to his knees, weep- the king. Soon warriors from all over the
the dead. ing at the foot of liis dead wife's bed. land flocked to his banner. He created an
Many years ago there lived a power- From the shadows of the outside hall- army and called it the Legion of Faith.
ful necromancer named Luther Meiron. way, Eric watched his lamenting brother Around this time, the people of the
In Luther's citadel stood a statue of a with cold indifference. land began to succumb to a plague called
beautiful man, sculpted of the whitest Ulmade was overcome with madness, the Yellow Death. The Yellow Death was
alabaster. This statue was actually an evil and he blamed the child for his wife's actually a curse brought on them by
artifact that enabled Luther to speak to death. In an uncontrollable rage, Ulmade Luther, by means of a wish spell. The vile
the god Darkness. The statue instructed seized the crying boy and raised him plague ripped through the land, merci-
Luther to seek a woman of noble blood above his head. Screaming to the gods to lessly killing many in its path. The king-
for the purpose of breeding a powerful take back the cliild who had killed his dom's military might and morale had
servant for the god. This servant would wife, he staggered to the window, been devastated. The king retreated to
grow to become the leader of armies and intending to throw the infant out into the the inner sanctum of his keep, while out-
bring torment to the land. Luther sent his river and over the waterfall. But before side funeral pyres lit the night sky. The
servants to find such a woman. Ulmade could kill the boy. Darkness kingdom was without a king, and the
Elaine was the wife of Baron Matthew himself touched Ulmade with a frozen land was in turmoil. Getliirah's opportu-
Ulmade. Baron Ulmade's castlewas hand, delivering a horrific curse. Before nity to seize control had finally come.

DUNGEON 45
THE FORGOTTEN MAN

Secretly, Gethirah began to fill the ing the worship of Darkness occurring in Martyr named^ Joshuan, who, through
heads of his followers with subtle lies. Luther's keep. The servant told of a great dreams sent by his god, was aware of
He told them that there was evil hidden marble statue that spoke to Luther, both the rebirth of Michael Lathendale
in the land and that the king was too him how to cause pain and strife
telling and the existence of Gethirah Kugothan.
blind to see it for himself. This evil, he among the kingdom's people. For the Joshuan went to Castle Ulmade to
said, was responsible for the Yellow king, paranoia became the better part of destroy Eric and Gethirah. The priest
Death. Gethirah told his men that many self preservation, so he sent a second died in his battle with Eric, but not before
of the kingdom's people secretly wor- army to lay siege to Luther's Keep and inflicting terrible damage to the lich. It

shiped Darkness, and that the Yellow bring it to the ground. The king's men was during this combat that Gethirah,
Death was brought upon the kingdom found a statue fitting the servant's hidden away in his tomb, opened his
by these worshipers. He told his knights description and destroyed it. Luther was eyes for the first time in 500 years.
that it was their duty to destroy these captured and brought to the king's cas- Secondly, Gethirah, after awakening
worshipers of Darkness, because the tle, where he was tried for treason, con- from his deathlike sleep, has forgotten
king's other knights were as blind as the victed, and executed. Everyone thought who he is. Having lost his memory, he
king himself. "How will we recognize the nightmare had ended, but it hadn't. did not expect the lich to be at his side
these fiends?" they asked Gethirah. Luther's minions had prophesied that when he woke; instead, he wandered out
Gethirah replied, "I will show you." with the passing of five centuries, the of his tomb. Eric was so damaged from
The villain took advantage of their trust good paladin Michael would be reincar- his battle with Joshuan that he could do
and deceived them into committing evil nated in the form of a saintly knight of nothing but rest and repair himself. Now
acts, for he thought, "What better way to the Martyr. It was the will of Darkness Eric is searching for Gethirah, planning
do Darkness's bidding than to manipu- that Gethirah seek out this incarnation of to bring him back to his tomb and restore
late a group of good and just men into Michael and slay him before he could his memory. If the lich is successful,
doing it for you?" Gethirah became a grow to adulthood. Gethirah will become a powerful neme-
witch hunter. His men
scoured the land, Immediately following the battle with sis to all that is good.
persecuting thousands of people, burn- Michael, Gethirah's body had been
ing at the stake those accused of being in retrieved by one of Luther's servants and Starting the Adventure
league with Darkness. Always Gethirah teleported back to the necromancer's labo-
himself was the accuser, targeting all ratory. There Luther's witches and A statue of a knight in full plate armor
who questioned his judgment. The fires priests anointed the villain's body with stands on an 8 -tall pedestal in the cob-
raged as Gethirah "cleansed" numerous salves that would enable him to rise from blestone square of the town where the

towns and cities. His banner, a red drag- the dead after the passing of 500 years, so PCs are staying. Plastered to the pedestal
on on a black background, became the he could face the reborn Michael. of this statue are numerous public
symbol of fear in the kingdom. Luther, sensing that his own doom notices. One of them reads:

Michael Lathendale, a paladin of the was close at hand, teleported Gethirah's


Martyr, finally led an attack against the body to his birthplace, Castle ULmade, Village seeks brave men and women
wolves
for protection against packs of
Legion of Faith and defeated them. and entombed him in a secret cavern
from the Hardcobble Mountains. Free
Gethirah met Michael on the battlefield. near the Ulmade crypt. Luther then gave
The two dueled fiercely, ultimately slay- Eric a letter, informing him of his new
room cind board. One hundred gold
pieces a week. One month obligation.
ing each other. By the time the battle was responsibilities as Gethirah's guardian.
Inquire in Stillwater, northeastern
finished, Michael's army had sustained With the letter came a magical scroll, as
great losses, but the Legion of Faith had well as the proper spell components
Axewood.
been destroyed. Mysteriously, Gethirah's required to transform Eric into a lich.

body was never found. Eric used the scroll, casting the spell and This ad was posted here by Old Man
After the battle, rumors spread that changing himself into the immortcil ward Halland, a villager of Stillwater during
Gethirah's army had contained undead of Gethirah Kugothan. Eric would wait one of his yearly trips mto town to buy

warriors. After all, how could living men patiently for the passing of five centuries, and trade hard-to-find items for the rest
be responsible for such atrocities? These at which time he would return to of his village. Wolves coming down from
rumors were partially true —although Gethirah's resting place and guide him the Hardcobble Mountains have been a
Gethirah had successfully hidden his in his task. When tlie kingdom would problem for the villagers of Stillwater
true nature from his followers for most of least expect it, Gethirah would awaken every winter. This year, their presence is

his campaign, in a final, desperate and the land would again cower under particularly menacing.

attempt to defeat Michael, Gethirah used the shadow of Gethirah's banner. Halland posted this notice without

the staff given to him by Luther to ani- That was the plan; but two things the approval of the other villagers —and
mate many of the victims slain on the have happened that neither Luther nor without consideration of the village's

battlefield. Eric expected. First, as the time of financial situation. Also, his memory is

One month later, one of Luther's ser- Gethirah's awakening neared, Eric was poor, and by the start of the adventure,
vants confessed to a local sheriff, describ- attacked by a powerful priest of the he has forgotten the notice entirely.

46 Issue No. 75
THE FORGOTTEN MAN

If the reward isn't enough to entice This is Old Man Hcilland, Stillwater's square, they notice a gray-cloaked man
the PCs, the heroes are approached the woodcutter. His horse has a stone caught stacking firewood against the wall of the
next day by a priest of the Phoenix in one of its hooves. If the PCs offer to church, one pf the few stone buildings in
named Halen. (The DM should create comfort the animal and remove the stone town.
statistics for him if necessary.) Halen has (something he has trouble doing because The man is Michael. (See the "Key
received a message from his god, teUing his eyes are milky-white with cataracts), NPCs" sidebar.)As the PCs near the
him that "a terrible evil from the past has he thardcsthem profusely. He'll even church, he looks up at them, stops what
returned." For reasons he cannot explain, offer them some of the wine he keeps in he is doing, and approaches. If Old Man
Halen believes that the evil lurks near a gourd beneath the wagon's bench. Halland is killed in the encounter with
Stillwater and asks the PCs to consult While the PCs help him, Halland talks the worgs, Michael weeps at the news.
with Joseph, the resident Priest, and about how few travelers come through Give the PCs a chance to converse with
ensure the village's protection. these parts, and how lucky he is that the Michael a bit before continuing with the
As the adventure begins, Eric has PCs found him. He then insists upon tak- encounter below.
already begun searching for Gethirah ing the PCs with him back to Stillwater,
using his crystal ball, upon a pack
calling which he says is only a mile or two down Suddenly a cry breaks the frozen air.
of worgs, dire wolves, and werewolves the road (when in fact it is four). Before From the trees behind you, a young
to scout the fringes of the Axewood. the PCs have a chance to accept or boy in a brown hooded cloak bursts
Two important things should happen decline this offer, a pack of worgs con- out into open, a hunting bow in his
in the first half of the adventure. First, the verges in the woods aroimd the wagon hand. "Wolves!" he cries as he dashes
PCs should get to know Gethirah (alias and attacks. across the bridge. "A pack of wolves!
Michael), ideally developing a warm These worgs are members of a larger They're coming this way!"
friendship with him. Second, the PCs pack employed by Eric to find Gethirah.
should be exposed to an old legend They fight without morale checks until Michael grabs a woodcutter's ax lean-
(found in a book belonging to the village half their number is slain. ing against the church and runs to meet
priest) that suggests the young man they Old Man Halland, 0-level human the boy. If the PCs run after him, they
know as Michael is the reincarnation of male: AC 10; MV 9; hp 4; THACO 20; hear him tell the boy to make sure that
Michael Lathendale. The purpose of this #AT 1; Dmg by weapon type; Str 9, Dex the stables and pens are securely locked,
is not only to give the PCs more incentive 8, Con 8, Int 9, Wis 10, Cha 11; SZM and then to get help from the rest of the
to rescue Micliael when Eric abducts him (5’5”); ML 9; AL NG; dagger. villagers.
but also to give the adventure's conclu- Worgs (10): AC 6; MV 18; HD 3+3, hp
sion a bit of irony when the PCs discover 18 each; THACO 17; #AT 1; Dmg 2-8; SZ Within a few moments you can make
that he is really an infamous villain. M; ML 11; INT low (7); AL NE; XP 120; out the dark shapes of large wolves
MM/362. hidden in the shadows of the trees,
Worg Attack watching the village from across the
Meeting Michael creek. As you watch, one of the largest
If the PCs decide to investigate the trou- wolves creeps out of the trees,
ble in Stillwater, read or paraphrase the Read or paraphrase the following as the descends the small slope, and jumps
following: PCs approach Stillwater: Its eyes are locked on
across the creek.
the young man whom you've just met.
The crisp evening air frosts your The trees begin to thin out. You reach
After a moment of staring at him with
breath, and snow crunches beneath the top of a small hill that overlooks a
you
human intelligence, the wolf raises its
your feet as travel the old forest little village. To the left, a river winds
head and begins to howl. The rest of
road. Above you, icicles hang from the through the trees. At the bottom of the
the pack, hidden behind the trees,
branches of the surroimding fir trees, slope, between the hiU and the village,
howls in response.
and clouds begin to darken the after- a small creek joins the river. A crude
noon sky. wooden bridge spans the creek.
You roimd a bend in the road and Beyond the frozen creek are the
These wolves serve Eric. Their leader,

see an old woodcutter's wagon laden snow-covered, thatched roofs of


which has signaled the rest of the pack, is
actually a werewolf. Hidden in the shad-
with logs near the root- tangled base of Stillwater. Light flickersfrom behind
a gigantic tree. The wagon's wheels are shuttered windows. The nearby river
ows beneath the trees are three more
werewolves, eight worgs, and ten dire
buried in the snow, and the old nag is covered with a thin sheet of ice. An
wolves.
harnessed to bony and tired. An
it is old mill sits silent, its waterwheel
old man in a ratty brown cloak and tat- frozen in the river.
As soon as the werewolf pack leader

tered hat with a drooping feather


confirms Michael's identity and howls
mumbles to himself as he examines the this message to the rest of the pack, one
To enter the village, the PCs must
horse's front hooves.
of the hidden werewolves immediately
cross the old wooden bridge that spans
departs deeper into the forest, skirts the
the creek. When they near the village
south side of the village, and heads east

DUNGEON 47
THE FORGOTTEN MAN

week, but the villagers are hoping that


the PCs will protect them out of the kind-
ness of thele hearts. If the PCs avoid the

meeting, the viQagers send Michael to


persuade them to attend.
Read or paraphrase the following if
the PCs agree to meet with the villagers:

As you enter the high-vaulted cham-


ber of the church, you're greeted by the
villagers'warm cheers and smiling
faces.Most of the church's wooden
benches are pushed back against the
rough stone walls. Three lanterns hang
from the' wooden crossbeams high
above your heads, casting shadows
about the dimly lit hall.

At the end of the chamber, two


far
elderly men stand on a raised wooden
platform. One of them is dressed in the
dark red robes of the Phoenix, the god
of renewal. His gray hair is short, and
his face is clean shaven. The other has
a long white beard and wears a faded
brown robe with an equally faded gray
cloak. He leans against a tall, gnarled
staff.

These two men are Joseph, the vil-


lage's priest, and William, the village
elder. They make all decisions regarding

Michael stands his ground against a pack of hungry wolves.


and its people.
the welfare of the village
Although the villagers greet the PCs
warmly, with pats on the back and kind
to rendezvous with Eric's wagon. It takes M; ML 11; INT Ipw (7); AL NE; XP 120;
remarks, Joseph and William are not so
him three days to get there and inform MM/362.
friendly. The PCs must prove their trust-
Eric that Gethirah has been found. Dire wolves (10): AC 6; MV 18; HD worthiness before these two men warm
The rest of the pack retreats into the 4+4; hp 24 each; THACO 15; #AT 1; Dmg up to them.
woods, waiting to prey upon the vil- 2-8; SZ L; ML 10; INT semi (3); AL NE;
In the course of the evening, the vil-
lagers when an opportunity presents XP 175; MM/362.
lagers discuss what should be done
itself (obviously not when a group of
about the large number of wolves that
powerful adventurers is so close at Meeting the Villagers
have come down out of the mountains. It
hand). During the rest of the PCs' stay in
The next logical step for the PCs is to find is a noisy affair, with everybody trying to
Stillwater, the DM
is free to use this wolf
speak at once. Eventually, the villagers
lodging for the night. The Three Feathers
pack to terrorize the village; but their
is the only boarding house in the village. ask the PCs to protect the village. In pay-
leader, the 35-hp werewolf who spotted
Matt Brandy, the innkeeper, shows the ment for this. Matt Brandy offers them
Gethirah, is not foolish. Any attacks
PCs to their rooms and has his stableboy free food and lodging for their entire
made by this pack of wolves should be
tend to their steeds; then he kindly asks stay. To further encourage the PCs, the
cunningly planned .

Werewolves (4): AC 5; MV 15; HD


them to attend the village meeting at the DM might have some of the villagers
church in one hour. By this time, a rumor give them presents. If the PCs do not
4+3; hp 35, 25, 24, 22; THACO 15; #AT 1;
that the PCs have volimteered to protect agree to help the villagers, perhaps the
Dmg 2-8; SA surprise, lycanthropy; SD
the village has already started circulating encounter below changes their minds.
hit only by silver or magical weapons; SZ
ML INT average AL XP around Stillwater. The villagers don't Joseph, human male C4: AC 10; MV
M; 12; (9); CE;
know about Old Man Halland's notice. 12; hp 15; THACO 18; #AT 1; Dmg by
420; MM/240.
Furthermore, they do not have sufficient spell or weapon type; Str 10, Dex 11, Con
Worgs (8): AC 6; MV 18; HD 3+3, hp
funds to pay the PCs 100 gp a week. 9, Int 12, Wis 15, Cha 15; SZ M (5’8"); AL
18 each; THACO 17; #AT 1; Dmg 2-8; SZ
They could probably muster 10 gp a LG; holy symbol of the Phoenix.

48 Issue No. 75
— —

THE FORGOTTEN MAN

Spells (5/3); 1st cure light wounds do, William organizes a night watch to reward for their trouble (location and
(x3), invisibility to animals, protection from patrol the village, as well as a search amount is up to the DM).
evil; 2nd aid, augury, enthrall. party to find the missing women. This portion of the adventure pre-
human male: AC 10;
William, 0-level Michael joins the search party. sents ideal opportunities for roleplaying
MV 9; hp 5; THACO 20; #AT 1; Dmg by If the PCs examine the trail of blood, and gathering information. Below are
weapon type; Str 12, Dex 10, Con 9, Int they find bare footprints in the snow, as some situations that arise between the
11, Wis 14, Cha 15; SZ M (5’6”); AL LN; well as drag marks caused by two PCs and Michael during this four-day
staff. human-sized objects. The werewolf was interval:
dragging both Hambid's wife and
in fact ^ The PCs learn that Michael has
The Hambid Massacre daughter when Michele managed to lost his memory. One of villagers tells a

remove her gag and cry out (thus awak- PC the story of how Old Man Halland
The following text assumes that the PCs
ening the PCs). About 30 yards from the found Michael, naked and unconscious,
spend the night at The Three Feathers
door of the Hambid home, the footprints a little ways east by the side of the river.
boarding house. The DM should amend
gradually begin to resemble those of a When Michael awoke, he forgot his iden-
the description if the PCs choose to
About 200 yards into the forest, the
wolf. tity and still can't remember who he is.
reside elsewhere:
PCs two mutilated bodies. Other
find The PC also learns that the villagers
tracks in the snow suggest that a large named Michael after the famous paladin
Sometime during the night, the distant
pack of wolves was recently in this area of the same name.
howl of a wolf pulls you awake from
and has since moved south. If the PCs Michael gives the PCs a gift.
an uncomfortable sleep. The full moon
make a thorough search, they find a sin- Michael approaches the PCs and pre-
is framed in the snow-frosted window
gle pair of tracks leading eastward sents them with a set of wood carvings
sills, casting its pale light into your
through the snow, made earlier by the that he has made to thank them for help-
rooms. The wolf howls again, this time
werewolf who left to meet Eric's wagon ing the village. Each carving is about 1'
closer. Seconds later the shrill cry of a
(see the "Meeting Michael" encounter). tall and finely crafted. After a moment,
woman pierces the cool night air.
The PCs may want to follow the the PCs realize that each figure repre-

Having completed their mission for


tracks — either the lone tracks leading sents a member of their adventuring
eastward or the tracks of the entire pack, party.These figures are extremely impor-
Eric, the werewolves have decided to
which lead south! The werewolf who is tant and come into play later in the
have a little fun in Stillwater. A lycan-
on his way to meet Eric has been travel- adventure. They are, essentially, the key
thrope has just massacred the Hambid ing since dusk and already a good six
is to saving Michael from returning to his
family and is now retreating back into
hours ahead of the party. If the PCs evil self.
the woods.
By the time the PCs arrive at the site,
decide to follow his footprints, his tracks ^ Michael learns how to use a
eventually disappear beneath the falling sword. Michael humbly asks one of the
the only thing left is the savaged corpse
snow. If the PCs decide to foUow the PCs to teach him how to wield a sword.
of John Hambid, nailed with some iron
pack, Michael (armed with an ax) asks to He admits that although he can't remem-
spikes to the inner wall of his bam.
accompany them. This is a good chance ber ever holding a sword in the past, he
Hambid's animals (two cows and an old
to let the PCs get to know him. Whether would like to learn how to use one so
horse) have also been killed. A man's
they catch the pack is up to the DM, but that he might better defend the village.
barefoot prints lead from the open bam
under no circumstances do the wolves When the PC and Michael begin to spar,
door to the door of the Hambid cottage,
attack Michael. Michael seems clumsy and amateurish.
which is also open. Though John's wife
As they continue, Michael improves
Michele and daughter Elise are nowhere
A Few Days in Stillwater quickly. (He is after all, a lOth-level war-
to be found, there is a large pool of blood
rior). Smart PCs should come to the con-
in the cottage, as weD as a trail of blood After the Hambid attack, the wolf pack
clusion that, although Michael can't
leading from this pool, out the front retreatsback into the mountains, leaving
remember who he is, he has obviously
door, and into the woods to the south. Stillwater in peace, for the present. The
had military training.
It starts snow shortly after the PCs
to Hambid family is buried in the village
begin to investigate the murder site. The graveyard, a small clump of land lying to
snow is too light to cover the werewolf's the east of the village. The rest of the vil- An Ancient Legend
tracks but heavy enough to make the lagers attempt to get on with their lives. On their fourth day in Stillwater, the PCs
night hazy and uncomfortable. Soon, Although things are calm, William asks are invited to Joseph's private library in
Joseph, William, Michael, and a group of the PCs to stay a week longer, just to the church. When they arrive, the priest
villagers arrive armed with pitchforks, make sure things are safe. During their shows them an ancient book called
axes, hoes, and other farming tools. If the stay, the PCs are treated with respect by Stories of the Old World. One of the pages
PCs have not agreed to protect the vil- the villagers. If the PCs insist upon leav- woodcut depicting a
bears a print of a
lage yet, Joseph humbly asks them to William promises to tell them where
ing, young armored man with long hair and
reconsider. Regardless of what the PCs some buried treasure is hidden, as a a sad face. He kneels next to a slain man

DUNGEON 49
THE FORGOTTEN MAN

in black armor, whose head is concealed titiously skirted the south side of the vil- rollers) changes to a scene of a city on
by a dragon-shaped helmet. Blood is lage to make it seem that he has fire. More puppets in armor appear and
seeping from a wound in the first yoimg approached from the west instead of the join the skeletons in combat. Somewhere
man's chest. The entire print is sur- east. Read or paraphrase the following in the background can be heard the
rounded by an ornate border. At the bot- description when Eric finally arrives: whinnies pf horses and the cries of men.
tom of the page is written Fates Entzoined: While the puppets fight, skeletons
The Deaths of Gethirah and Saint Michael The creaking sound of wagon wheels slaughtering men-at-arms, the back-
Joseph tells the PCs that he suspects and the clop, clop, clop of horses' groimd by and changes into a forest
rolls

Michael is the reincarnation of Michael hooves drifts from the western trees. A setting. The black-armored puppet leads
Lathendale. moment later, a wagon comes into his army on a march. (The painted
Since the PCs may not know the story view, drawn by four white horses. It scenery passing by on its rollers gives the
of Gethirah and Michael, Joseph explains crosses the wooden bridge and rolls effect of the puppets marching). During
everything he knows about the legend. into the village toward the town this time, tlie audience can hear the dark
The book states that a man called square. Its driver is wearing a brown melody of a flute mixed with drums
Gethirah Kugothan, who led an army cloak with a hood that hides his face. coming from behind the backdrop. Any
known as the Legion of Faith, conducted The wagon is a flamboyant thing with PC bards know that a puppet show of
witch trials and burned many innocent a shingled, triangular roof and colorful this quality requires many people, or
people at the stake. Michael Lathendale, stained-glass windows. considerable magic, to run it.

a paladin of the Martyr, led the army that After amoment, a puppet with silver
destroyed the Legion of Faith. Michael The driver of the wagon is Lucius, plate armor and long blond hair leads an
and Gethirah dueled fiercely, and both Eric's assistant. (See the "Key NPCs" army of similarly dressed puppets onto
perished. The book goes on to say that a sidebar.)Both Eric and Lucius are wear- the stage and the battle continues.
wizard named Luther Meiron, who was ing magical amulets that protect them Toward the conclusion of the show, after
involved with Gethirah's army, was later from detection spells. Knoiv alignment or all the other puppets have killed each

convicted for treason and publicly exe- detect evil spells are of no use to the PCs. other, the puppet in the silver plate
cuted. It also mentions that many wor- The amulets also confound a paladin's armor and the puppet in the black plate
shipers of the Martyr believe that ability to detect evil intent, although pal- armor duel, and to the sound of drums,
Michael will be reborn, bringing peace to adin PCs still seiise something peculiar they impale each other on their long
the kingdom. about them. swords. The curtain goes down, the door
Although Michael Lathendale and The wagon rolls to a stop in the town in the back of the wagon opens, and Eric
Gethirah Kugothan were both attractive square, and its driver quickly dismounts bows and greets the villagers:
young men, they did not look exactly and hurries to the wagon's side. He
alike. The book's print of Michael unlatches a large window that folds open "Good villagers, how do you fare? I

Lathendale is a simple illustration that to reveal a small puppet stage with am Eric of the Path, traveler, bard, and
could represent any number of yoimg wooden trim and a red curtain. The puppeteer. What you just saw was
men who fit the same description as both cloaked driver then hurries to the back of only a sample of my art. I travel from

Michael and Gethirah tall and hand- the wagon and disappears behind a village to village, bearing news and
some with long blond hair. Regardless of door. Moments later, the red curtain in telling tales. If you would be kind

the print's quality, Joseph can barely con- the little stage slides open and the pup- enough to welcome me for awhile, Td
tain his excitement. pet show begins. be willing to share with you songs and
If the PCs ask Joseph why he thinks The first act displays a puppet pla}^s unlike any you have ei^er heard

Michael is related to the ancient hero, the dressed in black plate mail armor with or seen before."
priest tells them about Michael's scars. an ornate dragon helmet, kneeling in a
(See Gethirah's description in the "Key pillared hall before a statue of a yoimg The villagers applaud and welcome
NPCs" sidebar.) Joseph noticed the scars man. The statue tells the armored puppet him to stay. While Eric is in the village,
when Old Man Halland first brought the following: he uses his seeming and polymorph self
Michael to his church. Goforth luith Legion child, spells to hide his undead nature. He
And march on holy ground. remains on his best behavior, sharing
Eric Arrives Be my hand that falls, songs and stories with anyone who asks.
And tear high cities dozvn. He also strikes up a friendship with
On the afternoon of the PCs' fifth day in
Gather men before you. Michael, who bears no malice toward the
Stillwater, Eric Ulmade arrives. He is dis- Proudly bear your crest. curious puppeteer.
guised as a wealthy, eccentric entertainer
Embrace the iveak survivors, Though it is within the lich's power to
who roams from village to village in a
And torture all the rest. capture Michael and destroy the entire
gypsy wagon (which is essentially how As the statue speaks, puppets
skeletal village without a masquerade, he avoids
he conducted himself 500 years ago,
The background (which is
rise into view. displaying his true identity for three rea-
before he became a Uch). Eric has surrep-
painted on canvas and wrapped around sons: He is at this point unsure of

50 Issue No. 75
THE FORGOTTEN MAN

Wilderness Map

Michaers mental stability, he has such a remote area, he tells them that he ing more than a humble gypsy wagon, it
observed the PCs' presence yet does not is planning to ford the river on his way is actually magical. The wheels have
know how powerful they are, and he north to meet an old friend. That night, been enchanted so that they can travel
enjoys pretending to be alive. Eric coaxes Michael into his wagon, and over any kind of rough terrain without
If the PCs examine the wagon, they the two of them telqyort back to Castle becoming stuck or broken. Presently, the
find tlie Ulmade crest (a gold dragon on Ulmade via Eric's magic mirrors (see wagon is drawn by four undead horses
a green and red kite shield) embossed on below). By morning, Lucius sets off with with permanent illusions cast upon them
the horses' harnesses. If the PCs ask the wagon, traveling west as a decoy. He to make them appear as white stallions.
Joseph about this, the old priest tells travels the King's Road for three days or The wagon's door is usually locked, and
them tliat the crest belonged to a baron until the PCs catch up with him, only Eric has the key.
who once lived in a valley in the whichever comes first. If the PCs If PCs enter the wagon, they find
the
Hardcobble Mountains. After consulting encounter Lucius, he fights ferociously crowded with an amazing
the interior
his books, Joseph informs the PCs that and only abandons the wagon and number of puppets and marionettes.
the baron's name was Matthew Ulmade, retreats into the forest (in wolf form) as a They sit on shelves or hang by their
and that he lived about 500 years ago. last resort. Otherwise, he doubles back strings from hooks in the ceiling.
The valley itself was once the gateway to through the forestand returns to Ulmade Wizards, goblins, knights, and jesters are
an important mountain pass, but the Valley with the wagon. With Michael just some of the figures stored in this
pass was destroyed by an avalanche gone, the villagers are extremely upset. room. All of them seem to silently watch
many years ago. Because the pass has Joseph begs the PCs to go after him. the PCs. A network of pulleys and wires
been blocked, the valley is rarely visited controls the red curtain in front of the
these days. If the PCs ask Eric about the Eric's Wagon stage,and a partition behind the stage is
crest, he denies any knowledge of Baron complete with pulleys and rollers to
Ulmade and claims that he purchased
This wagon is of sturdy wooden design.
allow the painted canvas backdrops to
It has a peaked shingled roof, stained -
the wagon many years ago from a city to roll by.
glasswindows, and an iron stove and
the west (he can't remember which one). Against the wall next to the wagon
clumney. Although it appears to be noth-
If the PCs ask Eric what he's doing in door is a tall, standing mirror. This is one

DUNGEON 51
THE FORGOTTEN MAN

of Eric's magic mirrors (see below). Its The Valley and the Castle SD treated as 4 HD monsters for the pur-
counterpart is located in area 30 of Castle pose of saving throws and magical
Ulmade. The PCs are unable to use them Ulmade Valley is accessible via a seldom- attacks; SZ^T (l'+); ML 12; ESTT average
unless they find the key mentioned traveled section of the King's Road. Both AL NE; XP 15; MM/176.
(10);
below. the valley and the mountams around it
Besides the colony of jermlaine men-
A marionette that looks like a skeletal are heavily forested with evergreens. tioned above, Eric commands 20 shad-
jesterhangs from a hook in the ceiling at Snow blankets the ground and icicles ows and 12 wights. The shadows hide in
the end of the room. If the PCs tug on the hcmg from tree branches. Cascading the dark comers of the castle, and the
marionette, a secret compartment opens. down gigantic terraced cliffs, on the val- wights are kept locked in the cellar. Eric
The compartment contains some books ley's eastern side, is a waterfall called makes use of these servants only after
of old sheet music and a gilded lyre of The Old Warden. This waterfall empties sundown. These undead miruons are not
excellent quality worth 700 gp. There is into a crescent-shaped lake that the locals particularly bright, but their numbers
also a small wooden box containing one call Red Leaf Lake. Each of the cliff ter-
make them a considerable threat.
of the keys to Eric's magic mirrors (see the races in the waterfall is between 50 and Shadows (20): AC 7; MV 12; HD 3+3;
description below). 150 feet tall.
hp 18 each; THACO 17; #AT 1; Dmg 2-5;
Sometimes jermlaine from the castle Castle Ulmade stands at the top of the SA Strength drain; SD +1 or better
manage to follow Eric when he steps rocky edge of the terraced waterfall. An weapon to hit; immune to sleep, charm,
through the magic mirrors. This affords old flagstone road leads from the castle hold, and cold-based attacks; SZ M; ML
them an inexhaustible source of fun, for into the valley, along a sheer cliff over- special; INT low (5); AL CE; XP 420;
they love to play with the puppets in the looking the lake. Unless otherwise noted, MM/312.
wagon. the main castle walls, floors, and vaulted Wights (12): INT average (8); AL LE;
Skeletal horses AC 7; MV 18; HD ceilings are composed of smooth stone AC 5; MV 12; HD 4+3; hp 19 each;
(4):

hp 18 each; THACO 17; #AT2; Dmg blocks. The windows are made of leaded THACO 15; #AT 1; Dmg 1-4; SA energy
3;
1-6/ 1-6; SD edged /piercing weapons glass, cut into diamond shapes, with drain; SD silver or +1 or better weapon to
inflict half damage; immune to mind- hinges and latches that allow them to hit; immime to sleep, charm, hold, poison,
affecting attacks, poison, paralysis, cold- open outward. The doors are made of paralysis, and cold-based attacks; SZ M;
based speUs, and death magic; SZ L; ML thick oak, either arched or square, with ML 14; XP 1,400; MM/360.
ALN; XP 175; MM/194
special; (horse) heavy iron hinges;
and MM/315 (skeleton). The Lich's Tactics
Eric's Servants
Wherever the PCs first enter the castle,
Eric's Magic Mirrors The castle, virtually abandoned except Eric confronts them using a dimension
These twin stand-up mirrors are telepor- for Eric's presence, has become a haven door spell to deliver the following mes-
tation portals. Both are 6 feet taU, 3 feet for roughly 100' jermlaine. They have sage. He appears to the PCs still dis-
wide, and framed in ornately carved made turmels that twist through the guised in his human form:
wood. The likeness of a bearded man's stone walls, as well as highways along

face, mouth open, is carved into the base old ivy vines that creep beneath the cas- "I know why you have come. You
of each frame. Within the mouths of the tle bridges and around the castle's win- believe that Michael is the reincarna-
carvings are keyholes. Eric has two dows. While scavenging throughout the tion of Michael Lathendale, the pal-

copies of a special key that he uses to castle, these gremlins found Eric and wit- adin who slew Gethirah Kugothan
lock and unlock these magical portals. nessed him practicing his magic. They nearly 500 years ago. You've come here
Eric keeps the portals locked at all times. now serve the lich, whom they worship to rescue him from me, but I assure

While locked, the glass in the mirrors is as a god. you that I pose no threat to him. In fact,
opaque. When unlocked, the glass At any time (DM's discretion), these there is no one in this world more
little creatures might taunt, trap, or important to me. You see, Michael isn't
becomes misty and insubstantial, allow-
ing passage through the portals. The attack the PCs. They can appear from the famous paladin who slew Gethirah
locks cannot be picked. If one mirror is beneath loose tiles in the floors, from Kugothan so many years ago. He is
unlocked, the other mirror becomes vines outside windows, inside fireplaces Gethirah Kugothan. I've merely
unlocked also. Likewise, when one is
or old suits of decorative armor, and so brought him home."
locked, so is the other. forth. Unless ordered by Eric, the

One of the magic mirrors is kept in jermlaine do not enter the castle cellar for After delivering the above message,
Eric's wagon; the other is located m area fear of the undead that lurk there. Eric attacks thePCs with a chain lightning
30 of Ulmade Castle. Eric uses the mirrors Jermlaine (100): AC 7; MV 15; HD V 2;
spell and then retreats through the
to transport safely to the castle once hp 2 each; THACO 20; #AT 1; Dmg 1-2 dimension door to area 29. From area 29,
Michael is in his custody. Each mirror is
(tiny dart) or 1-^ (miniature pike); SA 2% Eric watches the PCs through his crystal
treated as AC 8 and can withstand 15 cumulative chance of knocking lightly ball. While the PCs search the castle for

points of damage. armored victims unconscious per round; Michael, Eric does his best to destroy

52 Issue No. 75
THE FORGOTTEN MAN

them usinghis magic and his minions. If the PCs get close to Eric's hiding Level One
During the day, he equips troops of place in area 29, he casts improved invisi-
1. The Old Keep. This area once housed
jermlaine with glass vials containing poi- bility on himself and bombards the PCs
Baron Ulmade's men-at-arms. This area
son gas. These gremlins appear from with spells like meteor storm, incendiary
also holds the remains of the stables. A
beneath loose tiles in the floor or loose cloud, lightning bolt, delayed blast fire ball,
crumbled, ivy-covered wall encloses a
stones in the walls and break these vials finger of death, death fog, and polymorph
weed-choked courtyard. At its highest
at the PCs' feet. PCs within a 10’ radius of other. If Eric ever feels threatened, he
point, this wall is about 20 feet tall; how-
thisgas must make a saving throw vs. retreats using a teleport, phase door, or
ever, sections of it have collapsed into
poison or choke and wheeze for 1-6 wraithform speU. Should Eric be forced to
moss-covered piles of rubble that can
rounds, suffering 4d6 points of damage retreat from the PCs, he does his best to
easily be traversed. The keep's hollow,
(half if the saving throw is successful). If retrieve his three spellbooks from area
crumbling towers have become nesting
the PCs are near area 13, Eric animates 29. He then retreats to area 34 of the cas-
places for crows.
the giant skeleton there and uses it to tle's lower level, where he continues to
attack them. Eric also has the gargoyles watch the PCs with his crystal ball.
A lO'-wide, 15-deep moat surrounds
the keep to the south, west, and east. An
in area 27 at his disposal. Though they If the PCs make it as far as Gethirah's
old drawbridge spans the moat on the
have no great love for the Uch, they fear tomb (area 41), Eric teleports into the
keep's southeast side. Presently, snow
him enough to do his bidding. tomb them and attacks them
to intercept
covers everything.
At night, Eric commands his shadows openly If it becomes apparent that the
and wights to attack the PCs en masse. PCs are going to defeat Eric, he retreats
2. Castle Bridges. These lO'-wide bridges
The undead creatures delight in stalking to fight another day, taking his crystal ball
are made of mortared stone, complete
prey through the castle. and spellbooks with him.

DUNGEON 53
THE FORGOTTEN MAN

the golden dragon of Ulmade; the other


bears the coat-of-arms of the kingdom in
which the jOM wishes adven-
to set this
ture. A secret compartment beneath the
seat contains a pair of magical spectacles
that act as a gem of seeing.
A 20’-long oak table occupies the cen-
ter of this chamber. Tall-backed chairs
suiTOimd the table, aj*id many unwashed
dinner dishes along with cobwebs and
scurrying rats cover the table's surface.
Against the west wall, next to an
ascending staircase, is a tall, wooden
grandfather clock. Jermlaine often hide
within it and play with its springs and
gears.

5. Torture Chamber. A 5'-wide natural

causeway traverses the gap between the


stone foundation of Castle Ulmade and
the small island of rock on which the
prison tower stands. The door to the
tower has long since rusted shut. Inside,
the wind whistles eerily through thin
arrow slits and windows.
Eric has filled this room with ai'icient

torture devices a rack, an iron maiden,
braziers, chains, saws, pokers, and cages.
Now the chamber is filled with cobwebs.
North of the door, a ladder ascends to the
upper levels of the tower.
For a short time, Eric had a group of
with battlements. Old vines cling to their Flanking both sides of the door are two apprentices studying under him. His
arched undersides. If the PCs are quiet, 5'-taU marble statues of dragons with most prized student was named Egan.
they might hear the gremlins' squeaky wings outstretched. The doors them- Egan made the mistake of looking into
voices coming from within these vines, selves are slightly ajar.
one of Eric's spellbooks uninvited. Eric
for the jermlaine use them to travel to Beyond the doors, on either side, are ordered his other apprentices to torture
and from the castle. The jermlaine fear two spiral pillars. Just north of these pil- Egan to death in this chamber. Egan's
the gargoyles in area 27 and would lars, two wide steps descend into the and
poltergeist still haunts this area, the
rather travel unseen. Great Hall. The floor of this arched jermlaine avoid this place. If the PCs
chamber is made of wliite and blue dia- enter the room, the poltergeist attacks
3. Guard Tower. This tower has been mond-shaped tiles, now chipped and immediately.
constructed on, and is partially carved broken. Old torch sconces line the stone Poltergeist (1): AC 10; MV 6; HD ’/2
;

from, an island of rock that juts up from walls, and cobwebs hang from two sets hp THACO 15; #AT 1 Dmg nil; SA fear;
1; ;

the riverbed. A triangular shingled roof of candle chandeliers. Light filters SD invisibility, silver or magical weapon
covers its peak. Rusted portcullises sit through leaded glass windows posi- SZ M; ML 10; INT low
to hit; (7); AL LE;
closed in the tower's north and south tioned 10 feet above the chamber's floor. XP 120; MM/296.
walls. All of the upper wooden floors of A circular alcove in the east wall contains
the tower have long since collapsed a large fireplace, now filled with dark 6. Kitchen. This long chamber is domi-
between the two portcullises. Bats hang cinders and cobwebs. Hangiiig above the nated by two large wooden tables. The
from the rafters. Movement tlirough the mantel is a ceremonial longs word walls are cluttered with shelves of pots,
debris is reduced by half. encrusted with gems, worth 600 gp. pans, and bowls. Light filters through
Against the north wall, on a raised dusty leaded windows, and cobwebs
4. Great Hall. Standing at the castle's dais, sits a impressive throne carved hang everywhere. A soot-blackened fire-
main entrance is a set of ornately crafted from mahogany, ornately engraved. place dominates the west wall. A secret
arched double doors with tw^o bronze Hanging on the walls on either side of door disguised as a set of shelves along
door knockers shaped like dragon heads. the throne are two kite shields. One bears the north wall swings open on squeaky

54 Issue No. 75
THE FORGOTTEN MAN

hinges, leading into a liidden tunnel that the gate to the foimtain, and then to both Hidden .oh a shelf inside the fireplace
travels the length of the castle wall. Two tlie chapel door to the north and a door is a 5'-long, narrow box of carved
large ale barrels lay on their sides against hidden by vines, weeds, and ivy to the mahogany. Set upon the box is a magical
the south wall. south. trap that can be negated only by a dispel
While the PCs are in this room, giant The wall surrounding the garden is 20 magic (cast against 18th level), and then
spiders from area 8 scurry out of the fire- complete with a walkway and
feet tall, only for ld4 roimds. The magical trap is
place and attack. These giant spiders are battlements. An oak tree partially covers also nullified by an anti-magic shell for as
by no means friendly with the castle's the west wall. A smaller sapling stands in long as the shell persists. Any non-good
jermlaine population. In fact, the grem- front of the window to area 4 and a win- creature that touches the box bursts into
lins are a staple in the giant spiders' diet. dow at ground level (not shown on the flames for 4dl2 points of damage (no
Giant spiders (6):AC 4; MV 3, web map) that looks into area 32. This win- saving throw).
12; HD 3+3; hp 19 each; THACO 17; #AT dow is hidden from view behind a tangle Within the box is a longsword +3 with
1; Dmg 1-8; SA poison (Type F; immedi- of bushes. the ability to cast heal or restoration (not
ate death if victim fails a saving throw); If the smaller sapling is examined both) once /week. The blade can also
SZ L (8’ diameter); ML 13; TNT low (5); closely, a woman's face can be seen in the detect evil within a 60' range. These spe-
AL CE; XP 420; MM/326. bark. Eric has imprisoned a young dryad cial powers require the blade's touch.
beneath this tree with a version of the The sword is lawful good with an
7. Storage. This dark chamber is empty 9th-level wizard spell imprisonment. On Intelligence of 13 and an Ego of 9. If held
except for a few cobweb-covered shelves those rare occasions when he plays his by an evil character, the sword tries to
and a trapdoor in the southeast corner. harp in the garden, he releases her and exert its influence, compelling its wielder
The trapdoor is locked with a rusted forces her to sing for him. The dryad's to release Good characters who hold
it.

padlock and opens to a wooden ladder name is Maeve. The PCs can free her by the sword are made instantly aware of its
leading to the wine cellar below (area casting freedom (the reverse of imprison- special powers.
31). It has been wizard locked by Eric, who ment) from the scroll found iii area 19. The sword's golden hilt is shaped like
can unlock the trap door magically from Characters who free Maeve should a deva,and the silver blade bears the
anywhere in the castle. receive a story award of 2,500 XP. name "Vindicator" in archaic runes. The
11. If the PCs free her, Maeve does her longsword belonged to Baron Ulmade
8. Servants' Quarters. This dimly lit best to help them; however, in 6d6 hours before his fall madness following his
into
chamber is draped with fresh spider she begins to weaken and die unless she wife's death and was secreted here by
webs, from which dangle the dried uses her dimension door ability to return the Baron's loyal priests.
husks of dead jermlaine and rats. If a PC to her home tree several miles south of One of the images in the stained-glass
becomes stuck in these webs, it requires Ulmade Castle. windows is a young lady holding a
one round for every Strength point Maeve (dryad): AC 9; MV 12; HD 2; bunch of flowers. This is actually a glass
below 19 to break free. hp 10; THACO 19; #AT 1; Dmg 1-4; SA golem that Eric placed here to guard the
Dusty leaded windows are in both the charm) SD dimen^on door; SZ M; ML 12; longsword, an item which he fears greatly
north and south walls. Beds with rotting INT high (13); AL N; XP 975; MM/93. and is unwilling to approach himself.
straw-stuffed mattresses rest against the The golem animates and attacks after the
north and south walls, and a fireplace is Chapel. The door to this small chapel PCs enter the chamber.
in the east wall. is rusted shut and overgrown with The staircase that spirals to the
A nest of six giant spiders lives in this weeds and ivy. A combined Strength of chapel's ceiling ends at a trap door that
chamber. See area 6 for statistics. 40 is needed to force open the door. Read opens onto the tower's rooftop. The
the following when the PCs first enter: staircase also has two landings: at the
9. Privy and Bathing Room. This area first landing is a door that opens onto a

served as a bathroom for the servants. Colorful light filters through narrow walkway along the garden wall (area 21);
An old wooden basin sits against the stained-glass windows positioned 15 at the second landing is a door that
south wall, and a curtained alcove in the feet high in the chamber's walls. Dust opens onto the bridge (area 22). A secret
northern section of the room contains a particles float in the beams of Hght. door in the west wall of the chapel opens
privy. The wind blowing through one of Wooden benches are arranged about into a tunnel in the garden wall that
the broken windows sounds oddly like a this circular room, and a fireplace is
leads to area 6. It opens when a loose
woman crying. embedded in the northeast wall. A stone in the wall is pushed.
stone spiral staircase ascends into AC 4; MV 12; HD 9; hp
Glass golem:
10. Garden. At the moment, this area is darkness. Along the north wall, a par- 40; THACO 11; #AT 1; Dmg 2-24; SApris-
covered with snow. In the center of the tially cracked statue lies on the floor matic spray) SD +2
or better weapons to
garden is a stone fountain designed to near its dais. The alabaster statue is 6 hit; hp/ round in direct sun-
regenerate 1
look like a maiden pouring water from feet taU and resembles a handsome light; SW blunt weapons inflict double

an um. Partially hidden by the snow is a young man wearing a loincloth, his damage; SZ M; ML 20; INT non (0); AL
cobblestone path. It winds its yvay from
bound hands raised above his head. N; XP 5,000; MM/169.

DUNGEON 55
THE FORGOTTEN MAN

wooden nightstand. A bronze dragon-


shaped candle holder, its candle melted,

Ulmade Castle rests on the-nightstand next


poetry and a pair of spectacles. The first
to a book of

Level Two of the drawers in tlie nightstand contains


a silver, gem-encrusted comb and brush
worth 100 gp each and a silver, hand-
held mirror worth 50 gp. The second
drawer contains an engraved wooden
box holding 53 sheets of delicate parch-
ment, four slightly used quills, and seven
vials of black ink (now dried). A second,
smaller box contains fine-grained sand,
used to dry ink.
A large, ornately crafted wardrobe
stands against the south wall next to a
standing, oval-shaped mirror. This
wardrobe actually one of Eric's many
is

magical tools. Hanging within are


numerous robes, cloaks, chemises,
jerkins, and doublets of various sizes,
colors, and fashions. Upon opening the
wardrobe's double doors, the PCs feel a
chill draft blowing from within. When

the hanging clothing is taken out, tlie


only thing visible is the wooden back of
the wardrobe. However, if the PCs
squeeze in between the clothing, they
find themselves somewhere in the fir tree
forest on the western side of the valley.
The wardrobe effectively teleports those
Level Two most of the clay covering it cracks and who enter it to the forest. However, the
teleport is one-way only.
crumbles away.
12. Hall. Tall, leaded glass windows in
14. Giant skeleton: AC 4; MV 12; HD
the southern wall allow light to filter in. 15. Bathing Chamber. A colorful tapes-
4+4; hp 36; THACO 15; #AT 1; Dmg 1-12;
A stone with a wooden railing
staircase
SA hurl fireball once every 6 hours (8d6
try depicting two armies in full plate
leads down to area 4. Two dark wooden engaging in battle hangs in the doorway
points of damage; save vs. spell for half
benches rest against the north wall; both of this small room. A bath and a privy
damage); SD immune to fire; cold-based
are flanked by cobweb-covered suits of take up the northern portion of the room,
spells inflict half damage; immune to
full platemail. The floor of the hall is cov- next to a tall, arched, leaded glass win-
sleep, charm, hold, and other mind-affect-
ered by a tan-colored carpet with a black dow. The water in the bath is frozen. The
ing spells; immune to poison, paralysis,
dragon pattern on it. floor and ceiling are made of green and
and death magic; edged weapons inflict
hcilf damage, piercing weapons inflict 1
black tiles. The plaster-covered walls
13. Porch. This large, open porch is sur- have been painted with forest scenes,
point of damage, turned as mummy; SZ
rounded by battlements. The area affords now flaking and faded. Against the east
L (12’ tall); ML 20; INT non (0); AL N; XP
a breathtaking view of the waterfall and wall is a set of empty shelves. The secret
1,400; MM/316.
the valley below. door that these shel'v^es conceal opens
At the western end of the porch outward on squeaky hinges, exposing
Bed Chamber. The door to this cham-
stands a brown clay statue of
15'-tall, the secret chamber (area 16 below).
beris locked. This room belonged to Eric
Baron Matthew Ulmade in full platemail.
when he was mortal. It has leaded glass
Encased within the clay is a giant skele-
windows in the west and north walls. A 16. Secret Room. When the castle was
ton enchanted by Eric. Eric does not acti- first constructed, this chamber was easily
large white bearskin rug covers the cen-
vate this monstrosity unless he thinks accessible from the rest of the keep. Eric
ter of the floor. A fireplace stands against
that he can surprise the PCs with it. He laterdecided to change the room's two
the western wall, cluttered with cob-
may wait until the PCs re-enter the castle entrances into secret doors to deter any
webs. An old canopied bed stands in the
before he sends the giant skeleton after intruders from finding his studio and
northeastern comer next to a small, dark.
them. When the skeleton is activated. workshop in the levels above. Against

56 Issue No. 75
THE FORGOTTEN MAN

the eastern wall stands a tall wooden Spells (4/2/2): 1st magic missile (x3), Shelves against the east wall next to
bookcase. This bookcase is actually a ventriloquism; 2nd invisibility, web; the door contain jars, vials, boxes and

secret door that opens into area 17. The 3rd lightning bolt, Melfs acid arrow. bags of spfeU components. Amid these
bookcase itself contains a large collection Shadows (5): hp 18 each; see "Eric's items is a bone scroll tube with an quasi t-
of antique story books, fairy tales, and Servants" section for complete statistics. shaped plug made of platinum (worth 50
poetry. Another secret door disguised as gp). Removing its plug triggers di fire trap
part of the stone wall opens into area 15. 18. Minor Library. This room is a mess. spell that detonates for ld4+18 points of
Both of the secret doors in this room Shelves cluttered with moldy scrolls and damage. Within the scroll tube is a mag-
open easily when pushed. A stone stair- books line the walls. Two large oak tables ical scroll with the spells gate and freedom
case spirals upward to the castle's third dominate the room, also cluttered with (the reverse of imprisonment). The scroll is
level. A tall, dusty, leaded window in the sheets of parchment, scrolls, and books. not damaged by the fire trap spell.
north wall at the foot of the stairs allows The majority of these pertain to the
diffused light to filter in. All the walls Ulmade family history, local flora and 20. Prison Cells. This portion of the
here are covered with frescos depicting fauna, as well as geographical character- tower has been sectioned off into three
Castle Ulmade, the waterfall, and the istics of the surrounding land. A window small, separate cells and an entrance
valley below.
17.
in the northeastern wall is shattered, and annex. Each cell has a small 2'-tall, 10”-
Four of Eric's shadows are hiding in the floor next to it is covered with snow. wide barred window, a 2'-square grate-
the dark recesses of this room. If the PCs Many of the books and scrolls around covered sewage drain, and a set of rusty
have destroyed all of the lich's shadow thisbroken window are severely water shackles riveted into the stone walls.
minions, this room is unoccupied. damaged. Each cell door is made of heavy oak with
Shadows (4): hp 18 each; see "Eric's Paintings of Ulmade family members iron trimrnings and has a lock in poor
Servants" section for complete statistics. hang crookedly on the walls. Behind the condition (+10% to Open Locks rolls).
painting of the Baroness, Elaine Ulmade, Iron rungs imbedded in the stone wall of
The Second Magic Wardrobe. A tall, is the deed to Ulmade Castle as well as the entrance annex allow access to the
ornately crafted wooden wardrobe, sim- the surrounding lands. The deed is pro- tower's upper and lower levels.
ilar to the one in area 14, stands against tected with a preserve spell and was hid-
the west wall of this small room. Like the den by Baron Ulmade when his sanity 21. Walkway. A 5'-wide walkway runs
first wardrobe, this one is also magical. It was first beginning to crumble. along the top of the garden wall, behind
works with a third magical wardrobe in the tall stone battlements. Behind a loose
area 29. Eric uses these wardrobes as 19. Eric's Workshop. This chamber is stone in the battlements is a T-square
escape routes should the need arise. If semi-circular.Three dusty windows are compartment. Within compartment
this
the PCs pass between the cloaks and positioned high m
the south wall. The is a skeleton-shaped key on a leather

robes stored in this wardrobe, they are glass in the cehter window has been thong. This key opens any door within
teleported to the wardrobe in area 29 and shattered and the edges of the window the castle and its surrounding towers.
vice versa. are blackened, as*if something blasted its Near the secret compartment is a door
A secret door in the west wall beside way from the castle's interior, through that opens onto a landing on the spiral
the wardrobe opens into area 16 when a the casement, to the outside. A layer of staircase in area 11.
loose stone in the wall behind the snow and ice cover the sill and floor
wardrobe is pushed. beneath the broken window. In the east Level Three
A tall, arched, leaded glass window waU, a door with squeaky hinges opens
22. Bridge. The door at the north end of
dominates the room's north wall. Five to a bridge that spans the area between
this bridge opens onto a landing on the
more of Eric's shadows lurk in the dark this tower and one of the castle's other
comers of this room. They are joined by
spiral staircase in area 11. The south door
towers.
leads to area 23.
an invisible bone naga created by Eric. A bronze incense burner in the shape
The bone naga becomes visible the of a dragon sits on a stool next to the
instant it attacks. If the PCs destroyed all north door. A table stands against the
23. Hall. This haU is lit by a window in

of Eric's shadows in previous encoun- west waU, covered with tubes, beakers,
the southwest wall. An archway in the
northwest wall leads to a stone spiral
ters, they have only the bone naga to con- vials, mortars with pestles, jars, boxes of
staircase going up and down. Partway
tend with. sand, and loose sheets of parchment
up, this spiral staircase is blocked with a
Bone naga: AC 6; MV 12; HD 7; hp 40; depicting mathematical equations. The
magical wall of stone, preventing passage
THACO 13; #AT 2; Dmg 1-4/3-12; SA papers rustle in the chill breeze blowing
between this level and the above floors.
spells (see below). Strength drain; SD through the broken window in the south
Unless the PCs are able to break through
immime to poison, death magic, charm, wall. A 6 -tall alabaster statue of a beauti-
the wall, they must access the level above
hold, sleep, and cold-based spells; SZ L; ful woman with long hair stands next to
either by using the magic wardrobe in
ML 20;INT exceptional (15); AL LE; XP the table. Sitting on the floor next to the
area 17 or by scaling the castle's outer
Monstrous Compendiw^ Annual,
4,000; statue a decanter of endless water with a
is
walls.
Volume One. brass stopper shaped like a nixie.

DUNGEON 57
THE FORGOTTEN MAN

Against the east wall, across from the chills down the PCs' spines. Eventually, they fear him ^d attack the PCs when so
staircase, stands a set of full platemail. she attempts to possess one of the PCs commanded. Tlie jermlaine fear these
The doorway in the east wall (see area 24 and search for her husband to warn him gargoyles and do not approach their
for details) has been bricked up. of the great evil in the castle (referring to perch.
The platemail is actually a mechanical the hch, Eric). Of course, since the Bciron Gargoyles AC 5; MV 9, fly 15 (C);
(4):

device invented by Eric (for his own has been dead for centuries, her search is HD
28.
4+4; hp 30 each; THACO 15; #AT 4;
amusement) to be used by his jermlaine in vain. If the PCs try to prevent her from Dmg l-3/l-3/l-~6/l-4:; SD +1 or better
servants. This half-magical, half-techno- searching the castle or oppose her in any weapon to hit; SZ M; ML 11; ESTT low (6);

logical device requires four jermlaine dri- way, she attacks them. The jermlaine do AL CE;XP420;MM/125.
vers to operate it. When fully manned, not enter this room because they fear the
the suit can walk and attack almost as ghost. Eric's Studio. This large, vaulted hall
effectively as a real man. If Eric is slain, Elaine's ghost is finally has leaded glass windows on all sides.
Tlie jermlaine "tank" always attacks put to rest. Thick red curtains block out most of the
last every combat round. Since the tank's Elaine UJmade (ghost); AC 0 (or 8); light. Eric rises the northern part of this
four jermlaine drivers are completely MV 9; HD 10; hp 45; THACO 13; #AT 1; room to paint and sculpt. In the north-
enclosed within a metal sheU, spells such Dmg age 10-40 years; SA magic jar; SD hit east comer stands an easel on which sits
as heat metal inflict an additional 1-4 only by silver or magical weapons; SZ M a dark landscape. On a stool next to the
points of damage to the jermlaine. Once (6’ taU); ML 14; INT high (14); AL LE; XP easel is a paint box containing brushes,
the tank loses all of its hit points, it falls 4,000; MM/130. charcoal, and small glass jars of various
over
24. and the jermlaine within scun*y colored oil paints. On the floor next to
away if they can. 25. Secret Room. The door to this
secret the stool are a palette, roUed-up sheets of
Jermlaine "tank": AC 3; MV 6; HD 5; room opens when a latch hidden behind unstretched canvas, and a sketch book
hp 35; THACO 15; #AT 1; Dmg 1-8 (or by a nearby still-life painting is pulled. A containing dark and macabre sketches. A
weapon t5rpe); SZ M
(6' tall); ML Special; ladder against the north wall leads up to wooden chest containing eight blocks of
INT non (0); AL nil; XP 175; longsword. area 28. Piled against the west wall is the moist clay wrapped in waxed paper sits

Jermlaine (4): hp 2 each; see "Eric's following treasure: a painting of a against the waU, behind the easel.
Servants" for complete statistics. woman playing a lute, done by the A secret trapdoor disguised as a large
famous artist Gerald Morbius, worth 600 chest rests against the middle of the
Haunted Bedroom. The door to this gp; a small, unlocked chest containing north wall. When opened, the PCs find a
room has been bricked up. Unless the 1,000 gp; and a leather purse containing ladder descending to area 25. Nearby
PCs can tear down the bricks, they might two potions of extra-healing and a scroll rests a pedal-operated pottery wheel on
enter the chamber through the secret of protection against baatezu (devils). which sits a vase. On a small table next to
door in area 28 or scale the castle's outer the pottery wheel is a sculpture of a man
walls and climb in through a window. 26. Forgotten Aiitiques. This chamber is crucified on a wicked-looking tree.
This chamber is particularly dusty. A crammed with old furniture, paintings, Leaning against the wall nearby is a col-
canopied bed stands against the south pieces of armor, banners, and kite lection of old paintings.
wall, and a bearskin rug covers part of sliields. Cobwebs ai*e draped over every- In the center of the room are two large
the stone floor. A large pciinting of a sad- thing, In the shadows stands a cobweb- wooden tables covered with beakers,
looking woman in courtly garb flanks covered bronze statue, 6’ taU, of a man in tubes, jars, and two small oil-fueled
the bed on the east side, and an equally ancient armor holding a spear. This is burners. Low bookcases filled with
large painting of a man
with his face actually Eric's phylactery. If Eric's body books about chemistry, astrology, astron-
scratched out hangs on the west side. is destroyed, his life force retreats into omy, botany, and history line the east
Behind a deep blue curtadn in the north this hollow statue. (See the "Encounter- wall. Between these bookcases is a door
wall is a lO'-square room containing a ing Gethirah" section for details on Eric leading to a semi-circular room contain-
large porcelcdn bathtub and a privy. and his phylactery.) ing a blackened fireplace flanked by a
It was here that Elaine Uhnade was pair of tall, slender windows looking out
seduced by the incubus and gave birth to Level Four over the river.

the man who would later become The western portion of the room con-
Gethirah Kugothan. was also here that
It
27. Tower Peak. This open area over-
tains a secretroom (area 29). The illusion-
looks the garden as well as the entire
she passed away. Her soul still haunts ary walls Mding the secret room appear to
this room. When the PCs enter this room,
river. A trapdoor opens to a ladder lead- be fitted with tall bookcases, stuffed with
ing down. Four gargoyles are perched on
Elaine's ghost appears as a beautiful ancient, moldering tomes. If a PC
the battlements, facing north, south, east
woman Between sobs,
in courtly attire. removes one of these illusor}^ books from
and west. They appear to be normal stat-
she demands to know her husband's the illusory bookcases and flips through
whereabouts. If the PCs answer her or
ues, but when night falls, they fly from
it, he or she has the vague perception

ask her questions, she is unresponsive, as


their perches in search of prey. Though that the book in question is boring and
these gargoyles have no love for Eric,
if imable to hear them. Her sobs send contains nothing of interest.

58 Issue No. 75
THE FORGOTTEN MAN

In the south section of the room, a seeing, true seeing spell, or similar magic explosive runes speU that causes 6d4+6
wrought-iron spiral staircase ascends to is required to read the book. The book points of damage to the reader with no
the next level. Hanging by wires from the contains the followmg spells: 6th chain saving throw cUlowed. The book contains
ceiling,near the staircase, is a skeleton lightning, conjure animals, control weather, the following spells: 1st chill touch,
with each bone labeled in red ink. death fog, death spell, disintegrate, globe of detect undead; 2nd spectral hand; 3rd
immlnerability, mass suggestion, perjnanent feign death, hold undead, vampiric touch;
29. Secret Room. A lO'-square area of the illusion, programmed illusion, project image, 4th contagion, enervation; 5th animate
western portion of area 28 has been sec- reincarnation, shades, stone to flesh, true see- dead, magic jar, summon shadow.
tioned off by three illusionary walls (indi- ing; 7th banishment, delayed blast fireball, Eric's final spellbook is much thicker
cated with dotted lines on the map). This duo-dimension, finger of death, mass invisi- and bound in a deep burgimdy leather. A
area contains a magic wardrobe that bility, monster summoning V, phase door, poison needle trap (Type F poison) is

works with the wardrobe


in conjunction shadow walk, statue, teleport without error, built into its latch. This book contains the
in area 17 and can be used to teleport vanish; 8th incendiary cloud, mass charm, foUowing speUs: 1st amior, change self,

between these two areas. Sitting on a maze, trap the sold; 9th energy drain, gate, detect magic, erase, find familiar, magic mis-
wrought-iron stand next to the wardrobe imprisonment, meteor swarm, power word sile, read magic, shield, shocking grasp, sleep,
is Eric's crystal ball. kill, shape change. spider climb, wall of fog; 2nd alter self,

A shelf against the west wall holds a A secret niche beliind one of the blindness, continual darkness, darkness 15'
collection of old junk: dolls, books on shelves contains a small chest with a poi- radius, deafness, detect good, detect invisibil-

various cults, some bone necklaces, son needle trap (Type F poison). The ity, invisibility, know alignment, levitate,

knives, blank books, sheet music, a lute, chest contcdns 2,000 pp, a deck of many mirror image, summon swarm, Tasha's
a box of harp strings, and a cobweb-cov- things, and Eric's other two speUbooks. uncontrollable hideous laughter, whispering
ered flute. An old jester's suit with bells While inside the niche, these items are wind; 3rd dispel magic, explosive runes,

lies on the floor next to the wardrobe and invisible. They become visible when they fireball, fly, hold person, lightnmg bolt, mon-

the crystal ball's stand. are removed. If returned to the niche, the ster summoning 1, protection from good 10'
An apparently blank book sits on tlie items become invisible again. radius, secret page, zvraithform; 4th confu-
jester suit's lap. This is actually Eric's The first of the remaining speUbooks sion, detect scrying, dimension door, fire
most valuable spellbook. All the spells is bound in human skin and locked with trap, hallucinatory terrain, ice storm, illu-

written in this book are invisible. A gem of a latch. Its first page is protected with an sionary wall, magic mirror, massmorph.

DUNGEON 59
THE FORGOTTEN MAN

strewn about the floor. A few bottles are


left on the tallest rack.

A rotting wooden ladder against the


east wall ends before a trapdoor in the
ceiling leading to area 7. The trapdoor
has been wizard locked by Eric.

32.
In the floor in front of the northern
secret door, underneath a layer of dust
and cobwebs, is a keyhole. The skeleton
key from area 21 opens the secret door.

Forgotten Room. This chamber was


the secret treasure chamber of the Baron.
A short, vy'ide window of leaded glass is
positioned high in the northern wall, at
ground with the garden outside.
level
From window is hidden
the garden, this
from view behind a tangle of bushes.
Piled against the west wall is the fol-
lowing treasure: three large, unlocked
chests containing 1,200 gp each; a 5'-tall

marble statue of a nude female, crafted


by a famous artist and worth 1,000 gp; a
shield +3; and a finely crafted wooden
chess set worth 500 gp. The chess set
rests atop a finely wrought mahogany
table carved in the shape of two grasping
claws. Adorning one of the table's
"talons" is a ring of spider climbing that
allows wearer to duplicate the effects
its

of a spider climb spell thrice per day.


30.
improved invisibility, polymorph other, poly- In front of one of the eastern windows
morph self, wall of fire, wall of ice, wizard is a telescope and other astronomical
'
33a. Wights' Lair. The stench in this
eye; 5th —
advanced illusion, avoidance, equipment (woj^th 2,000 gp for the set). A chamber is nearly unbearable. The rotten
chaos, seeming, cloudkill, cone of cold, con- 2'-long silver scroll case worth 100 gp carcasses of deer and sheep are strewn
jure elemental, contact other plane, dismissal, contains two artistically drawn celestial about with a few human bones. Eric's
distance distortion, domination, dream, maps. Next to the telescope is a large, assistant, Lucius, sometimes abducts
31. stray villagers or travelers and throws
extension ll,feehlemind, magic jar, major cre- gilded harp (worth 250 gp).
ation, passwall, sending, shadow door, stone their bodies down here when he's done

shape, summon shadow, teleport, wall of iron, Lower Level with them. However, most of the time he
wall offorce, transmute rock to mud. satisfies the wights' hunger with the
Unless otherwise noted, the walls, floors, flesh of animals.
and ceiUngs have been
of the lower level Eric's wights are normally encoun-
Level Five
smoothly carved from the rock on which tered here. If and when the lich desires to
Observatory. This is the highest room Castle Ulmade stands. All doors are 7 upon the PCs, he can
set these creatures
in the castJe. It is a circular chamber with feet 3 feet wide, and made of thick
tall,
unlock the trapdoor in area 31 (which
a high ceiling and windows on all sides. oak with iron hinges. Unless otherwise has been wizard locked) at any time, from
A door in the east wall leads to a bridge noted, windows are 2 feet wide, 3 feet anywhere in the castle.
and the prison tower. In the south section tall, and stuffed full of bones and skulls
Wights (12): hp 19 each; see "Eric's
of the room is a wrought-iron spiral stair- mixed with mortar to keep out the light Servants" for complete statistics.
case leading down. In the center of the of day.
room is a large, circular brown carpet
33b.Empty Room. The lock on the door
embroidered with snakes biting their Wine narrow room
Cellar. This long, room has rusted away. Three win-
to this
own tails. Standing against the north is cold and dark. A squeaky, wrought-
dows along the east wall allow the cold
wall is the counterpart to Eric's magic iron gate stands ajar in the middle of the and dampness to enter. Some snow has
mirror. (See "Eric's Wagon" section for a south wall. Against the west wall are two accumulated near the base of the win-
complete description.) large wine racks. Many bottles are dows, while the walls and floor are icy

60 Issue No. 75
THE FORGOTTEN MAN

and slippery. The room is otherwise


empty and unoccupied.

34. Bricked Up. The southern door to


this chamber is bricked up with crude
blocks of stone, which have been care-
lesslylayered and sloppily mortared.
The PCs can use a stone shape, transmute
rock to mud, or similar spell to pass this
area. Alternatively, provided they have
picks, they can tear the wall down. The
wall is poorly made and can be pulled
down in a couple of hours. The chamber
beyond is filled with cobwebs. A two-
inch layer of dust covers the floor.

Covered with cobwebs, sitting in


niches in the walls, are busts of former
Ulmade family members. A secret pas-
sage in the west wall opens when the
head of the Baron's bust is twisted to the
right.

35. Stairway and Passage. Beyond the


secret door in area 34, a steep staircase
leads down into darkness, beneath and
behind the cascading waterfall. The
sound of the waterfall is extremely loud
here. A pair of tall, narrow windows in
the western wall are carved into the cliff-

side behind the waterfall. The passage-


way is as long as the waterfall is wide,
and it leads north to area 36.

Gethirah's Tomb
The way to Gethirah's tomb has been
built into the cliffs on the northern edge
of die waterfall. A sloping passageway
38.
(cirea 39) winds its way down to areas 40
and 41, which are beneath die passage-
way that runs behind the curtain of the
waterfall (area 35).

36. Ulmade Tomb Entrance. At the end


of the hall is a square chamber with a 13'-
tall arched double doors. Carved
set of
into the keystone of this arch is the face
of a beaudful woman. Pillars carved to
resemble knights in full field plate flank
the doors. Tlie doors stand slightly ajar.
walls. The suits of armor seem ominous Strength of 45. Anyone removing a sar-
37. Sentinels' Hall. This tiled hallway but pose no threat. cophagus lid must make a saving throw
slants upward from The tiles on
area 36. vs. spell or suffer a -1 penalty to future

the door are shaped like interconnecting Tomb. This vaulted chamber contains saving tlirows until a remove curse spell is
black and white dragons. Cobweb-cov- two stone sarcophagi. Removing the lid cast.

ered statues of knights in fid! platemail of either sarcophagus requires a single The lid of the northernmost sarcopha-
stand in niches along the east and west character's Strength of 19 or a combined gus is made of white marble and carved

DUNGEON 61
in the likeness of a woman wearing a
long dress. The corpse inside the stone
coffin is that of Gethirah's mother,
Elaine. It wears a long white dress, and a
veil covers its face. A pearl necklace
worth 500 gp is strung around its neck.
The southernmost sarcophagus has
the marble likeness of a man carved into
the lid, but the sarcophagus is empty.
Four bronze braziers sit in each of the
chamber's, corners, their coals long since
burned out. Tlie secret door in the east
wall opens when a loose, dragon-shaped
the in the floor is stepped upon.

39. Dark Passage. This cobweb-choked,


5 -wide passage is dust-filled and dank.
It twists down from the secret door in
area 38, eventually reaching area 40. The
tiles on the shaped like inter-
floor are
connecting devas and demons. Niches
along both walls contain large clay urns,
sealed shut with wax. Within each um is
a mummy that bursts out when the PCs
reach the center of the haU. (The exact
designated on the map by an X.)
cirea is

Mummies (14): AC 3; MV 6; HD 6+3;


hp 33 each; THACO 13; #AT 1; Dmg 1-12;
SA fear, disease; SD immune to sleep,
charm, and hold spells; can only be
harmed by magical weapons, which
inflict only half damage; SZ M; ML 15;

INT low (6); AL LE; XP 3,000; MM/261.

40. Blade Trap. A pillar carved into the


likeness of a homed man with bat wings
stands in the center of the hall. Its arms
form the arches above each of the door-
ways flanking the pillar. If anyone but
Eric or Gethirah walks around this pillar,
blades eject from the walls, inflicting
2dl2 points of damage. These blades
have THACO 10 for attack purposes and
are dripping with Type D poison. (If the
PCs did not detect the trap beforehand,
do not apply Dexterity modifiers to their
armor class.) Those who are aware of the
trap may dodge by making
the blades a
successful Tumbling proficiency check.

41. The Final Encounter. During the day,


light streams into this vaulted chamber
through a large platform curtained
behind the waterfall. A 13'-tall alabaster
statue of a young nude man stands on
the platform facing the inner chamber.
This is the statue that Luther used to
THE FORGOTTEN MAN

communicate with his vile god. Before 1,000 gp. The lid, which has been carved
Luther's keep was brought down, some into the likeness of Gethirah, lies slightly
New Magical Item
of Luther's surviving servants managed askew. Lying in the sarcophagus is the The Black Staff
to replace this statue with em imitation black staff (see "New Magical Item" side- This staff is 6 feet long and made of an
and hide the real one. After the siege, the bar). Gethirali's platemail, helmet, and unfamiliar dark metal (not of this
king's men destroyed the statue's replica bastard sword are normally contained plane). Silvery, spiderHke runes seem
and thought the matter done, unaware within the sarcophagus as well, but if
to crawl along the staff's entire length.
that the real statue was transferred Michael is present (see below), these These runes are actually a form of
secretly to Uimade Castle and given into items have been removed. tanar'ri script. If a comprehntd lan-
Eric's care. The statue radiates intense Flanking the sarcophagus on both guages spell is cast upon the staff, the
magic and While Gethirah sits in the
evil. sides are life-sized clay statues of men in spellcaster can read the following
tomb, the statue whispers to him in an ornate armor. These are actually the rem- poem:
attempt to persuade Gethirah to return nants of Gethirah's original army. At his Go forth with Legion child.
to tlie ways of evil. Although the statue is command, and
the clay crumbles away, And march on holy ground.
indeed a powerful magical item, it is also forty skeletons wearing platemail and Be my hand that falls,
extremely fragile. If the PCs knock over carrying longs words and kite shields And tear high cities down.
the statue, thousands of hairline cracks await his orders. Gather men before you.
cover it entirely. Black blood seeps from Skeletons (40): AC 3 (2 with shield); Proudly bear your crest.
these cracks and then, slowly, the statue MV 9; HD 1; hp 7 each; #AT THACO 19; Embrace the weak survivors,
crumbles to dust. 4; Dmg 1-8 (longsword); SD immrme to And torture all the rest.
The eastern wall is covered with a sleep, charm, and hold spells; immune to PCs might recall this poem from
large mural of fiends running wild in a poison, paralysis, cold-based spells, and the puppet show in the "Eric Arrives"
city's streets. Aiayone who views this doath magic; edged weapons inflict half encounter. The staff has 25 charges
mural must make a successful saving damage; piercing weapons inflict 1 point remaining and has the power to ani-
throw vs. spell or see the fiends actually of damage (plus magical modifiers); SZ mate dead as a 20th-level priest. The
kilUng the people in tlie mural. This has M; ML special; INT non (0); AL N; XP 65; only way to destroy the staff is by
the ehect of a fear spell. A marble throne, MM/315. touching it to the footprint of a good-
ornately engraved with skulls, is posi- aligned priest of at least 20th level;
tioned in front of the mural. Bronze Encountering Gethirah casting a legend lore spell upon the staff
censers on tripods flank the throne on enables the PCs to divine this weak-
Since his abduction, Michael has been
both sides (indicated by the small circles ness; an identify spell is insufficient.
sitting on his throne with his head buried
on the map), their coals magically Award 5,000 XP to PCs who destroy
in his hands, trying to block out the
enchanted to bum
sweet incense con- the staff.
whisperings of the statue and the words
stantly. Anyone other than Gethirah or
Eric who stands within 10 feet of these
of his uncle, Eric. Due to the statue and
censers must make a saving throw vs.
Eric's sinister influence, Michael's mem- by hate.He has even felt love for friends.
spell or suffer the effects of the 4th-level
ory has been almost completely restored; But now he remembers his true identity,
wizard spell confusion. The confusion lasts
Gethirah, as he now calls himself, wears and Gethirah must either put tl'iose fond
a suit of ornately crafted black platemail memories of Stillwater out of his mind or
for 20 rounds. PCs who are unaffected
must continue making saving throws
4-3 (giving him AC -3) and carries a bas- forsake his dark destiny.

every round they spend within 10 feet of


tardsword of life stealing +2 as well as a If and when the PCs arrive at
gem-encrusted dagger worth 500 gp. A Gethirah's tomb, Eric teleports into the
the incense burners.
dragon-shaped helmet lies on the steps chamber and attacks them openly. When
Near the chamber's walls, ornately
before the throne, as if angrily thrown he attacks the PCs, he drops his human
carved pillars twist into the darkness. A
there. disguise and appears to them in his nor-
secret door in one of these pillars con-
Gethirah continues to be tormented mal, hideous undead state. If Lucius is
ceals a stone spiral staircase. This stair-
by his experiences in Stillwater and his still alive and somewhere in the castle, he
case climbs to a tunnel that runs north
friendship with the villagers and the teleports with Eric and attacks PCs with
beneath the river. The tunnel leads to
another staircase that chmbs to a secret
PCs. However, if the PCs do not find him his longsword.

above ground,
after three days, Gethirah's alignment During the battle between Eric and
door in die side of a tree
atop the cliffs on the river's northern
permanently shifts back to chaotic evil. the PCs, Michael sits on his tlirone and
Meeting Gethirah in his tomb is a del- holds his head in his hands. The statue at
shore. It was this route that Gethircih
used to escape his tomb originally.
icate situation indeed. When
PCs the the far end of the tomb continues to
confront him, he is torn between Iris two whisper in an attempt to persuade
A sunken area in the center of the
halves; he is depressed and quick to Gethirah to attack the PCs. (The statue's
chamber contains a large alabaster sar-
anger. He has experienced how it feels to whispers echo throughout the chamber.)
cophagus, ornately carved and inlaid
be valued by people who are not driven Unless otherwise persuaded by the PCs,
with gold. The total value of this gold is

DUNGEON 63
THE FORGOTTEN MAN

Key NPCs enfeeblement, polymorph, cold, electricity, young, handsome man witlr long black
insanity, and death spells; SZ M; ML 18; hair and a^ /small hoop hanging
silver
Gethirah Kugothan (a.k*a. Michael), INT supra-genius (19); AL LE; XP 8,000; from his ear. He wears red and white
human male APallO (FIO): AC 6 (with- MM/ 221; ring of protection +2, armdet of checkered hose, a black doublet, and a
out armor); MV 12; hp 85; THACO 10; proof against detection and location. billowy white shirt with ruff and lace.
# AT 3/2; Dmg by weapon type +1 (due Spells (5/5/5/5/5/3/3/2/1): 1st— Eric wears a ring of protection +2 at all
to Strength); Str 17 (-fl/-fl), Dex 18, Con chill touch, sleep, wall of fog (x2), magic times. While in his castle, he usually
14, Int 18, Wis 17, Cha 18; SZ M
(6T'); missile; 2nd —continual darkness, deafness, stays in areas 28 and 29. When outside
ML 18; AL CE (LG); XP 10,000. invisibility, summon swarm, Tasha's his castle,, he wears an amulet of pivof
Spells (Gethirah only): 1st — bestozv uncontrollable hideous laughter; 3rd against detection and location.
curse, cure light wounds. vampiric touch, fireball, fly, lightning bolt, His true appearance is quite differ-
Michael is tall and angelically hand- wraithform; 4th —dimension door, ice ent.Half of his skull is covered by a
some with long, pale hair and alabaster storm, polymoiyh other, improved invisibil- dried layer of murnrnified skin. Tlie
skin. He has high cheekbones, and his ity, wall of 5th seeming, cloudkill, other half yellowing bone. Red
is
fire;
eyes are a startling pale grey. He bears a teleport (x2),cone of cold; 6th chain light-— embers burn eye sockets, and
in his
savage scar on his breast just above his ning, death fog, stone to flesh; 7th delayed — what's left of his hair is pulled back into
heart, as well asits counterpart on his
blast fireball, finger of death, phase door; a dusty braid. His clothing is the same
back. These scars were caused when he 8th —incendiary cloud, trap the soul; 9th as above, but old and tattered.
was impaled by the sword of Michael meteor swarm.
Lathendale. Michael is treated as a 10th- Eric is a bitter soul who feels that his Lucius (werewolf): AC 5; MV 15; HD
level fighter udth no special abilities.
rmdead state was forced upon liim by 4+3; hp 32; THACO 14; #AT 1; Dmg 5-11
Gethirali is immune to all forms of his god. Therefore,he does not revel in (2d4+3); SA surprise, lycanthropy,
disease and has a bonus of +2 to all sav- his undead power the way most liches 18/35 Strength (+1 to liit, +3 damage);
ing throws. Once he regains his memory, tend to. Eric was an artist, poet, and SD hit only by silver or magical
he gains the following anti-paladin abil- bard before he started studying black weapons; SZ M; ML 12; INT average
commanded (10); AL CE; XP 420; MM/240 (modi-
ities:
magic. Luther eventually
^ Detect good up to 60 feet; him to make the transition to his present fied); amulet of proof against detection aizd
^ Inflict 20 points of damage by undead state, but Eric still desperately location, longsword.
touch once per day (opposite of the holds on to his arts and crafts (albeit In human form, Lucius is a weath-
paladin's lay on hands ability); nowadays his art is pretty twisted). It is ered man with long brown hair and a
^ Cause disease by touch twice per need for identity that forces Eric to
Iris permanent frown on his face. The only
week; use magic to appear as a living, breath- time he ever smiles is when he's killing
Aura of pmtection from good. This ing human, especially when he is deal- someone; his lips twist back in a "V"
aura extends in a 1' radius around the ing with other people. To disguise him- shape, exposing his long, yellow canine
anti-paladin at all times; self, Eric casts either a seeming or poly- teeth.
^ Command undead as an evil morph self speU. Although the seeming Lucius wears a brown hooded cloak
priest of 8th level; spell allows Eric to mask his identity for and a leather jerkin. When he travels
^ Backstab for +4 to hit and double as long as 12 hours, his body still smells with Eric, Lucius also wears an amulet of
damage (as a Ist-level tliief). musty and old; his appearance is still proof against detection and location. When
nothing but an illusion. For this reason, fighting in human
Lucius form,
Eric Ulmade (Uch): AC -2; MV 6; HD 11 he uses the piolymorph self spell when employs a nonmagical longsword with
(W18); hp 62; THACO 9; #AT 1; Dmg dealing with people closely, since the a wolf-headed pommel. The weapon
1-10; SA paralyzation; SD +1 or better polymoiph self spell actually changes his inflicts ld8+3 points of damage (due to

weapon to hit; immune to charm, sleep, body to flesh. Eric often appears as a Lucius's high Strength).

Gethirah rises from his tlirone, draws his Gethirah watches the combat for three the PCs. (See "A Few Days in Stillwater"
sword, and commands the skeletons to more rounds, after which he attacks the for details.) The wood carvings are sym-
attack the PCs after the third round of PCs with his sword. If he can move close bolic of Gethirah's free will as well as his
combat. Tlrough he is rent with grief for enough to a PC, Gethirah uses his cause ability to feel emotions other than hate
destroying his friends in this manner, disease ability or his lay on hands ability to emohons such as love and gratitude. If

this evil act serves as atonement to his 20 points of damage.


inflict the PCs show these wood carvings to
vile god. At this point, however, Smart PCs can avoid combat with Gethirah, he falls to his knees and breaks
Gethirah does not attack the PCs himself Getliirah and his skeletons. The keys to into tears. The clay statues that fill the
but only watches as his rmdead uncle saving Michael from the path of evil are tomb crumble to dust, and the bones of
and his skeletal servants fight the heroes. the wooden statuettes that he carved for the skeletal guards clatter to the floor

64 Issue No. 75
THE FORGOTTEN MAN

harmlessly. If the skeletons have already If the PCs fail to show the wooden If the PCs succeed in turning Michael
been animated, they stop attacking the carvings, they must find some other way from the path of evil, they gain a power-
PCs and fall to the floor in heaps of bone to save Michael. The success or failure of ful ally and a good friend. From this
and armor. At this point, Michael resur- their attempt should hinge on skilled point, Michael's future is up to the DM.
faces and Gethirah is forever lost; his roleplaying, not random die rolls. An The DM could make Michael a PC, turn-
gone forever,
anti-paladin abilities are impassioned speech convincing Michael ing him over to one of the players. If the
and he becomes an ordinary fighter. He to turn against his dark destiny could DM intends to use Michael as a recurring
weeps openly for one round and then work just as well if delivered properly. NPC, he could join the PCs in their
turns on Eric, aiding the PCs in their Otherwise, the PCs must defeat the lich, adventures for a short while, move back
fight against the lich. If this occurs, Eric the anti-paladin, the werewolf, and the to Stillwater and study the writings of
fights the PCs and also concentrates on skeletons all at the same time. the Phoenix under the priest Joseph, or
debilitating Michael. Eric screams at the If and when Eric is destroyed, liis disappear only to resurface at some
statue of Darkness, appealing to the god essence drifts from his undead remains future date.He could even seek out the
for some kind of aid. Darkness does not to his phylactery in area 26. Here he reincarnation of Michael Lathendale and
respond. waits patiently to possess an unwitting protect him from the servants of
If the PCs and Michael defeat Eric, passerby using his magic jar spell. Once Darkness (a likely possibility for future
Michael throws down his bastard sword of the lich has found a suitable body, he adventures). Michael has a legal claim to
life stealing and approaches the statue of uses the host to exact vengeance on those Castle Ulmade but has no interest m
Darkness. He looks into tlie statue's face who dared stand against him. Eric does residing there. If the PCs recovered the

and says, "You have spoken your last not threaten to kill Michael regardless of deed hidden in area 18, they are free to
words to me. From this day forward, my the circumstances, even if it seems likely retain the castle for their own personal
ears are closed to you!" He then charges that Gethirah's evil destiny might never use, provided they can tolerate the pres-
the statue, striking it with his shoulders, be fulfiUed. ence of the creatures living there (or
causing itand shatter on the floor,
to fall purge the castle of its living and undead
blood seeping from the cracked pieces. If Concluding the Adventure inhabitants).
the PCs follow the whispering to its If the PCs successfully turn the anti-
source and topple the statue themselves, If the PCs do not succeed in turning paladin back to the way of good, the DM
Michael's doubts are immediately Michael from the path of evil, they must should award the group 10,000 XP in
replaced with a firm resolve, and her either fight the anti-paladin (as men- addition to whatever experience they
says, "You have silenced the voice of tioned above), subdue him, or flee. If earned for slain monsters and good role-
Darkness. Its whispers can no longer they flee, they leave behind a powerful pla5ong. Cl
haunt my every thought. Well done, my enemy who is then free to terrorize the
friends." people of the kingdom.

by Aaron Williams
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DUNGEON 65
Matt is an X-ray technician in the U.S. Air
Force. He wishes to tJmnk his wife for her
endless pati^ce and the Brigade for all the
old times. This is MattJtew's second appear-
ance in Dungeon^ Adventures.

"Into the Nest of Vipers" is an AD&D®


Forgotth\^ Realms® adventure set in The
Vcist. The adventure takes place in the
year 1369 DR, but the DM is free to mod-
ify the date, provided the action takes
place after the Time of Troubles and the
appearance of dead magic zones. This
module is designed for 3-5 PCs of levels

1-3 (about 9 total levels).


Spellcasters will find their abilities
severely inhibited in one part of this
adventure, so parties with a large num-
ber of clerics and mages are not recom-
mended. The PCs should be of mostly
good alignments, especially lawful, since
the quest to cure the afflicted town of
Sevenecho is mostly a charitable act.

Before running this adventure, the


Dungeon Master should carefully review
the "Dead Magic Zones" sidebar, as well
The deadliest bandits are the ones who plan ahead.
as the statistics of the main adversaries.
Also, the DM is advised to reexamine the
ruleson overland movement and move-
ment through various terrain.

Adventure Background
Calispar Delgorth, a specialty priest of
Talona (goddess of disease and poison),

INTO THE NEST ran a secret workshop in Procampur for


years, selling
with new
venom and experimenting
poisons until he was driven
out of the city by priests of Torm in early

OF VIPERS 1367 DR. After his expulsion, Calispar


joined with a group of mercenaries
known
comed
as the
his clerical
Red Brigade, who wel-
magic and special
skills. The leader of the band, Cedric
BY MATTHEW C. ADKINS Ravajcir, included Calispar in all of the
company's decisions, and the two men
became staunch allies, if not friends.
In 1368 DR, the Brigade's scouts dis-

The perfect poison covered a dead magic area in Brynwood


Forest, located near Sevenecho, while on
a routine scouting mission for a minor
noble. The zone completely surrounded
a low, mostly barren hill. Cedric made
note of the zone's location yet told no
Artv\/ork by Fred Rawles
Cartography by Craig ZIpse one else in the mercenary company of
the discovery, save Calispar. The pair of
scouts who had originally identified the

66 Issue No. 75
INTO THE NEST OF VIPERS

dead magic area disappeared shortly For the Dungeon Master arranged the ranger's demise. Dura's
thereafter. fate is detailed later in the "Finding the
Late in 1368 dr. The Red Brigade dis- Four days before this adventure begins, Ranger" secrtion.
banded when Cedric amiounced his Calispar met with Autton at the southern The day before the start of this adven-
retirement. Most of the Brigade's mem- tip of Brynwood Forest, far away from ture, Calispar and Autton set out to
bers went their separate ways, but a the Vipers' Nest. After ensuring the Sevenecho, carrying with them a v^ial of
small group left with Cedric, including assassin was alone, Calispar blindfolded magic-immune poison. To keep the loca-
Calispar. In secrecy, Cedric and his fol- Autton and led him back to the Nest. tion of the Vipers' Nest secret, Autton
lowers (those he could trust) returned to Despite his efforts to keep the Nest's was again blindfolded imtil Calispar had
the dead magic zone Brynwood.
in location secret, Calispar neglected to taken him a safe distance from the lair.
There, the mercenaries built an imder- cover the trail he and Autton left through Traveling down Glorming Pass and dis-
ground haven and began to raid mer- the forest. Unfortunately for the Vipers, a guised as simple travelers, the duo
chant caravans on the Glorming Pass. By ranger named Dura Gerathu was entered Sevenecho late on the night
the turn of 1369 dr, the Vipers, as the patrolling the woods and discovered before the. adventure begins. There, they
bandits now called themselves, were Calispar and Autton's tracks. Dura had picked a random well, dropped the vial
well known and feared. Numerous agen- been searching for the Vipers' Nest for a down it, and waited to see its effect.

cies and bounty hunters have tried to few months, at the behest of the priests of Within just a few short hours, people
find the group's hidden base, but aU Tymora in Sevenecho. Suspicious of who had imbibed water from the well
attempts have failed, mainly due to the unknown tracks in the woods. Dura fol- began to seek out the local priests for
dead magic zone surroimding it. lowed them. The trail led him straight to magical aid.
During the construction of the Vipers' the Vipers' hideout. The hill and its dead Diluted by the well water, the poison
base (called the Vipers' Nest by the brig- magic properties were known to Dura, was not immediately fatal. However, the
ands), a special room was built for though he had never visited the area poison remained potent enough to kill a
CaUspar at his request. This chamber lies
himself. His careful searching of the few townsfolk. Within a few hours, the
partly outside the area affected by the perimeter revealed the existence of poison in the well had been completely
dead magic zone. Here, Calispar has car- northern and southern secret doors. diluted or consumed. The frantic priests
riedon his research. It wasn't long until Dura easily reasoned that the north door of Tymora discovered that their spells
he discovered that plant-based toxins was seldom used, based on the scarcity and potions did nothing to cure the poi-
whose ingredients were grown in the of tracks. He surveyed the place for a few son or identify its origin. They were
dead magic zone were unaffected by hours, finally departing as the sun began forced to rely on their nonmagical heal-
magic. Calispar hypothesized that these to set. ing skills to minister to their patients.
plants "soaked up" the essence of the Dura visited a friend known as The Autton proclaimed the test a success.
zone. Excited by his discovery, Calispar Lady of Misty Vale, a druid who lived in On the day the adventure begins, before
immediately realized the potential of seclusion not too far from the Nest. The dawn, Calispar and Autton return to the
magic-immune poisons, especially if
elated Dura sperit several hours with his Vipers' Nest, where Calispar begins pro-
they were placed in the right hands. companion, relating all he knew about ducing the dozen vials of poison for
Calispar contacted the Shadowkind, a the base. The Lady suggested that he delivery to the Shadowkind.
small, elite Assassins' Guild based in continue gathering more information Time is important in this adventure.
Procampur. He group
told the skeptical about the base and its occupants before The PCs haven't long to find a cure for
of his ability to brew poisons impervious reporting to Umast, the high priest in the poison and prevent Calispar from
to magic, which would be invaluable to Sevenecho. Dura went home to a good concocting a new supply of poison. A
their guild. He offered to create a dozen night's sleep before returning to the base window of 28-30 hours is recommended
poison for the
vials of magic-resistant the next morning. for the PCs to complete their mission, but
Shadowkind in exchange for their help Dura observed the structure for the the timeframe can be altered at the DM's
in quietly elirrdnating a few of his ene- better part of a day, casing the grounds discretion to keep the adventure as sus-
mies, including the high priest of Torm in and determining the extent of the dead penseful as possible.
Procampur. The Shadowkind agreed to magic zone. As luck would have it, a
the bargain, provided that Calispar small group of Vipers, led by Cedric, left
Arrival in Sevenecho
could provide proof of the poison's spe- the base to gather firewood. After a few

cial power. Calispar accepted the guild's hours, they returned and went back Sevenecho is not fully detailed in this
counter terms and arranged to demon- inside. Confident that he had obtained adventure, as most of the action takes
strate the poison's effects in the town of enough information for Umast, the high placeaway from the town. What the
Sevenecho. As part of the bargain, the priest in Sevenecho, Dura quietly set out Dimgeon Master needs to know is that
guild sent a representative, Autton for his tiny cabin and prepared a letter to Sevenecho is a small town, Httle more

Shadowshroud, to oversee the "test" and send to Umast via his trained falcon. than a hamlet, that functions as a market
to witness the poison's effects. Gale. What Dura did not know was that for the Vast's widely dispersed farmers.
Cedric had observed his departure and Also, by virtue of its plentiful wells and

DUNGEON 67
INTO THE NEST OF VIPERS

connection to Glorming Pass, the burg The serving girls are among the pret-
merchant caravans
acts as a stopover for
patrons. A warm, yellow light emerges tiest females in town. Beliot, a happily
from around the door to the center
and adventuring parties. Sevenecho is married man himself, firmly believes
building of the inn.
governed by a loose council of elders that their beauty enhances his business.
drawn from the town's most prominent The barmaids' comeliness often attracts
If the PCs go inside, they find them-
families,which include the Sevenechoes, unwanted advances from male patrons.
selves within the central room of the
Scantshars, Evenhands, Jespers, and the It is for this reason that Beliot forces the
Worried Wyvem The barroom is
Inn.
Dermonts. girls to wear daggers strapped to their
large and packed with tables and chairs,
Sevenecho's most prominent feature left arms. The hilts of the weapons stick
with a stone fireplace set into the north-
is the Worried Wyvem Inn, established out from under their blouse sleeves, pro-
ern wall. A long counter runs the entire
in 1338 DR by the Sevenechoes and still viding a visual reminder that untoward
breadth of the eastern wall, behind
owned by them. The tavern is well which stands the inn's proprietor, Beliot
attention will not be tolerated. If any
known to adventurers and traders in the Sevenecho. Patrons interested in spend-
patron gets rough with his girls, Beliot

area, for it is ranked by most as one of the hastens to their defense, weapons bared.
ing the night in one of the Wyvem's
finest in the Vast. The Worried Wyvem is
many well appointed rooms must speak
a massive stmcture that started out as a The Morning After
to Beliotand obtain the room key. Prices
modest, two-story inn but has since had
for lodging, food, and drink are standard This scene occurs the morning after the
many additions, to the point that it takes as per the Player 's Handbook, although the
up an entire hill. A multitude of dormers, PCs arrive in Sevenecho. The boxed text
local sharp cheese sells for 1 gp per assumes the PCs spent the night in the
side wings, and halls spring off of the
wheel, as opposed to the normal 4 sp. Worried Wyvem but may be modified if
central building at odd points, giving the Presently, the barroom
packed with is
this is not the case. Early in the morning,
entire place a chaotic look. The Worried
patrons, all eating,and talking.
drinking, sometime around 9:00 A.M., the PCs are
Wyvem is known as much for its excel-
.The PCs may associate freely with those awakened from their slumber by the
lent beerand sharp cheese as it is for the
in attendance, meeting a wide variety of sounds of banging and shouting. If the
clean rooms and friendly service.
merchants, mercenaries, and simple PCs investigate, read or paraphrase the
When the PCs arrive in Sevenecho on coimtry folk. Most are friendly enough, following:
the 1st of Eleint, the DM should read or willing to converse with anyone who
paraphrase the following:
wishes to chat. The DM
may insert as Down the hall, the door to another

You enter the town of Sevenecho in the


much or as little information, rumors, room stands open, with a brightly
and stories as desired. garbed merchant near the threshold.
early evening. The hamlet consists
mostly of one- or two-story buildings
Beliot Sevenecho, human male F5: Next to the door are several large,
set widely apart. Scattered about are
AC 6; MV 12; hp 48; THACO 14; #AT 1; iron-bound chests stacked one on top

the hulking forms of five old manor


Dmg by weapon type +3 (with Strength of another. As you watch, a pair of
bonus); Str 18/55 (+2/ +3), Dex 9, Con 16, burly guards carry another chest from
houses, no doubt residences of the
Int 12, Wis 11, Cha 13; SZ M; ML 15; AL inside the room and drop it onto the
local nobility.To the east is a temple.
LN; XP 420; leather armor +2, longsivord stack with a loud bang. The merchant
To the west sits a large clearing packed
+1, dagger +2, longbow, 24 sheaf arrows. curses loudly, shouting at the louts to
with wagons, tents, and horses. Here,
Beliot stands 5'5" tall and weighs 210 be more careful with his merchandise.
the merchant caravans are bracing for
lbs. Though quite large for his small The mercenaries pay the man no mind
another chiUy night as they and their
frame, his arms, legs, and chest remain as they go back into the room for
mounts rest for the next day's journey.
incredibly muscled. He keeps his head another chest.
One thing you quickly notice is the
completely shaved and has gray eyes. He
large number of wells that dot the
keeps his face clean shaven. The merchant is Aklar Delkash. If the
unpaved streets of this town. It seems
Beliot is the head of the Sevenecho PCs approach him, he asks them their
every major area has at least one well,
family and current proprietor of the inn. business while calling for his hired mus-
while you count five in the merchant's
flat.
Once an adventurer himself, he has long cle. Though not hostile, Aklar is anxious
since retired to a quieter life. Beliot has a about his valuables and assumes the PCs
An odd-looking stmcture known
great love for stories and is known to be hostile until proven otherwise.
as the Worried Wyvem Inn sits atop to If
give a free drink or two to an adventurer attacked, Aklar hides behind his guards,
the only hill in towm. The tavern is a
random arrangement of wings, halls,
who provides him with an interesting or who defend him and his property until
amusing tale. one of their number goes down. At that
and dormers. Only the central struc-
ture, once a simple lodge from the
Serving girls, 0-level human females point, the rest must make a successful
looks of it, holds any semblance of
AC 10; MV 12; hp 4, 3 (x3), 2 (x2), 1;
(7): morale check every round or flee. If the
organization. From within this middle
THACO 20; #AT 1; Dmg by weapon type; PCs ask what is going on, Aklar apolo-
building,you hear the buzz of conver- Cha 16, roll 2d6+4 for other ability gizes for the noise but still eyes them
sation and the shouts of drunken
scores; ML 10; AL NG; dagger, ld3 sp. warily. He then launches into a brief

68 Issue No. 75
INTO THE NEST OF VIPERS

story that the DM should read aloud to Aklar stands 5'4” taU and weighs 180
raises her right hand in a gesture of
the players: lbs.He is dark skinned, with black hair parlay. "Hail and well met, adventur-
and large, bushy eyebrows. His eyes are
ers. What do you seek from the faith-
"My name is Aklar Delkash, a peddler a dark, coffee brown and somewhat
ful of Tymora, goddess of luck?"
and rugs. I don't know if
in fine furs beady, giving him a shifty look. Aklar
you have heard yet, but the word dresses m the finest and brightest silks,
The priestess, Lessa, and all the other
about town is that several people were lending him a flamboyant appearance
clerics were given orders by the high
poisoned last night. Some unknown that his dour attitude doesn't match. priest, Umast, to watch out for adventur-
person or persons polluted one of the Aklar 's chests are all locked tight, and ing companies that might wander into
town wells. The priests of Tymora are the key hangs on a chain about the mer-
the area in response to his offer of
unable to help those infected, leaving chant's neck. There are seven chests in
employment. If the PCs seek confirma-
them to die slowly as the venom kills all, each stuffed with various furs and
tion of Aklar 's story, she readily agrees
them inside. Seems that this poison finely woven rugs. The entire lot is worth with it, adding the fact that twenty-two
resists all magical attempts to purge or up right buyer, but there
to 600 gp to the people were poisoned. The six victims
analyze it, making it impossible for the is little for such items
market m not accounted for in the tent are kept
priests to cure! Sevenecho. Aklar is passing through within the temple, in rooms that are
"J don't know about you, but that Sevenecho on his way to Procampur. meant to hold the sick or infirm. So many
makes me extremely nervous.
fact Mercenaries, human males F2 (4):
people fell ill at once that the temple was
Who knows how many other wells AC 5; MV 9; hp 20, 19, 18, 17; THACO 19; unable to hold them all, and the tent was
have been fouled since this one?! I'm # AT 1; Dmg by weapon type; roll 2d4+6
raised to house the overflow. If the PCs
leaving just as soon as these simple- for ability scores; ML 15; AL NG; chain-
mention Umast's plea for help, Lessa
tons finish moving my goods. From mail, longsword, two daggers, javelin. immediately offers to bring them before
what I've heard, the Tymorans are
His Most Blessed of Fate. The truth is
seeking adventurers to help them find The Temple of Tymora that no other adventurers have thus far
the source of the poisoning. They're
After leaving the Worried Wyvem, the
responded, and the priests are prepared
promising a reward. That they would
to commission almost anyone willing to
pursue aid from such an unreliable PCs should head toward The Lady's
Favor, which is the name of Tymora's
undertake the mission. As soon as the
source doesn't increase my confi-
temple in Sevenecho. As they travel, the PCs agree to meet with Umast, Lessa
dence. No offense intended, of course.
PCs immediately notice the quiet of the leads them inside the temple. She leaves
Now, if you wiU excuse me, I must
normally bustling town. The merchant them in a sitting room while she informs
return to supervising." Tiirningaway
flat to the west is largely empty, and even
Umast that he has visitors.
from you, Aklar begins shouting anew
a few of the homes in the area have been After a few minutes of waiting, an
at his hired swords, ordering them to
abandoned. Many people keep behind elderly gentleman wearing a resplendent
hurry in their labor.
locked doors, trusting no one during this
golden robe enters the room. The priest
time of crisis. As the PCs approach the
introduces himself as Randolph dul
If the PCs don't investigate the noise
Umast, the temple patriarch, and kindly
temple, read or paraphrase the following
outside their door or have no desire to
inquires as to the PCs names. Once intro-
description:
speak with Aklar, they hear the news ductions are through, read or paraphrase
from Beliot. As they prepare to leave,
A large tent has been erected in front the following to the PCs:
Beliot passes along the above informa-
of The Lady's Favor. Robed priests
tion and warns the PCs against being "At the end of last year, a highly coor-
move in and out of the front flap of the
poisoned themselves. Either way, when dinated group of highwaymen sud-
tent, bearing bowls of water or trays of
the PCs enter the barroom, they find the denly appeared on Glorming Pass.
food. Coming closer, you see that the
chamber empty, a fact Beliot dolefully
inside houses sixteen cots, each bear- Known as the Vipers, they are ruthless
blames on the poisonings. The innkeeper and efficient, striking merchant cara-
ing a poison victim. These ailing
stands alone behind his bar, more than vans and vanishing into the country-
townsfolk moan in pain or call feebly
willing to speak to the PCs if they side long before any response can be
for water.The Tymorans help the sick
approach him. From what he tells the made. Trackers and constables have
as best they can, butyou notice that
PCs, most of the other travelers in been used time and again, but none
the priests and acolytes seem bitter
Sevenecho were of the same mindset as have found the bandits' lair, believed
and dismayed.
Aklar and have already left town for to lie somewhere in Brynwood Forest.
After a few moments, a Tymoran
safer destinations.
priestess suddenly notices you. Setting Trails from the marauders would lead
Aklar Delkash, 0-level human male down a tray of bread she was carrying, into the wood but then vanish sud-
(merchant): AC 10; MV 12; hp 3; THACO she approaches you with purpose in denly, eliminated by those accustomed
20; #AT 1; Dmg by weapon; roll 2d6+4 her stride. Coming within a few steps to hiding their tracks. This suggests
for ability scores; ML 10; AL NG; dagger, of your group, the woman stops and that the bandits are former soldiers or
chest key, 2d6 gp, 3d8 sp, 2dl2 cp.

DUNGEON 69
INTO THE NEST OF VIPERS

asterisk have been cast in attempts to


trackers themselves. Even with my My own busy ministering
priests are
help the ill.
priests aiding the search, the Vipers' to the poisoned, and nearby Maerstar
Lessa is 57''
tall with strawberry
base can still not be found. For some is unwilling to send aid, fearing that
blonde hair that reaches to her waist. She
reason, all attempts to pinpoint its they too might face attack. I have
has plain, unremarkable features. Her
location magically are foiled. already dispatched messengers to
eyes are a dark blue.
"Three months ago, the brigands Procampur to request assistance,
Lessa has been a follower of Tymora
raided a convoy carrying a holy item. though I fear they shall arrive too late.
The was be brought
all of her Her father was a priest of
life.
torque of faith to "Your mission is to find and infil-
the goddess, and his faith was instilled in
here secretly so as not to arouse the trate the Vipers' base and learn what
his daughter from a young age. Lessa has
interest of thieves. The Vipers elimi- you can about the poison they've con-
confidence that Tymora wiU provide a
nated the entire procession and looted cocted. If you could locate the torque of
way, through Umast, to heal the sick.
its valuables, including the torque of faith along the way and recover it, the
Randolph dul Umast, human male
faith. My superiors in Procampur were gesture would be appreciated.
P9 of Tymora: AC 2; MV 9; hp 61;
enraged at the item's theft and gave "I suggest that you contact Dura
me permission to use whatever means and see what information he has to
THACO 16; #AT 1; Dmg by weapon type
or spell; Str 9, Dex 14, Con 15, Int 15, Wis
necessary to reclaim it. To this end, I offer. I can provide you with a map
enlisted the aid of a ranger. Dura that leads to the small valley where he
18, Cha 16; SD luck roll Ix/day; SZ M;
Gerathu, who makes his home deep makes his home.
ML 16; AL CG; chainmail, /oof man's mace
+3, medium shield +2 (emblazoned with
within the Brynwood. "For your services, my church will
symbol of Tymora), five vials of holy
"Dura knows the woods better pay your group 400 gp. If you bring
water, holy symbol.
than any other, and he promised to back the torque as well. I'll provide an
Spells (6/6/4/3/1): 1st bless, cure
find the Vipers' hideout. Once a week, extra 200 gp for the trouble. If you
light wounds (x3)*, detect poison {x2)*;
he would relay a written message to travel to Dura's and he cannot help
2nd augury, hold person, silence 15'
me via his trained falcon. This week's you, then return here, and you'll be
radius, slow poison (x2)*, withdraw; 3rd
report is late, but I am not overly con- given 50 gp for your trouble. Either
continual light, create food and water (x2)/
cerned, for this is not the first time. way, you stand to profit monetarily if
cure disease; 4th divination, neutralize poi-
Dura will often remain in the field for nothing else. So I ask, with so many
son (x2)*; 5th commune*. Spells marked
days at a time before returning to send lives riding on this, will you help us?"
me a letter. with an asterisk have been cast in
"This morning, people suddenly If the PCs try to haggle with the high attempts to help the ill.

became ill. By sunrise, twenty-two ail- priest, he angrily tells them that he has Randolph is a tiny man, standing 5'2"
nothing more to tall and weighing only 120 lbs. His aging
ing townspeople had arrived at the offer, for his church's
temple. After questioning the sick, we coffers are not bottomless. Umast refuses figure is slightly stooped, and his head is

deduced that they aU had imbibed to tell the PCs any more about the torque almost completely bald with only a few
water from the same well. The well offaith than its name, stating that its pow- wisps of white hair. His once vibrant
was closed and the water tested magi- ers are a closely guarded secret of the blue eyes have faded slightly with age,
cally, but the tests showed nothing priesthood. PCs agree to complete
If the leaving behind almost colorless corneas.

amiss. Nevertheless, suspecting poi- the mission, Umast provides them with He is clean-shaven.

son we began treatment. All of our two potions of extra-healing plus the map Umast is the high priest of The Lady's

magical attempts to neutralize the to Dura's Vale. (The DM should prepare Favor, the only true temple in Sevenecho.

venom have failed, blocked by some a roughly drawn version of the outdoor He has governed the temple from its
unknown force. map without the locations of the Vipers' time of construction m
1368 dr and has
"Our goddess, Tymora, has con- Nest and Misty Vale marked.) Umast proven be a wise and effective leader
to

firmed that the townspeople have requests that they leave immediately but of the priesthood. He is deeply worried

indeed been poisoned and instructed understands if they need to provision about the poisonings and is searching
frantically for a band to seek out the
me to 'seek the viper of Brynwood.' I themselves first.

am unsure what this means. Lessa Amyselnar, human female P3 answer to his goddess's mysterious clue.
"Without knowing the nature of of Tymora: AC 5; MV 12; hp 20; THACO
the poison, we are unable to provide 20; #AT 1; Dmg by weapon type or spell; Finding the Ranger
even an herbal cure. Our magical div- Str 10, Dex 14, Con 11, Int 11, Wis 15, Cha
If the PCs follow the map given to them
inations have also been thwarted. 13; SD luck roU Ix/day; SZ M; ML 14; AL
by Umast, they should have little prob-
What we knowledge of the
require is CG; chainmail, footman's mace, five
lem locating the residence of Dura
ingredients in the poison, and quickly. vials of holy water, holy symbol.
—cure Gerathu. The ranger's home a large, —
The local constabulary is too busy
allaying public fears and guarding the
Spells (4/2):
(x3)*, protection from
1st
evil;
light


2nd slow poi-
wounds
single room log cabin occupies a small —
vaUey 26 miles from Sevenecho. The
other wells to investigate the matter. son*, withdraw. Spells marked with an path leading down into the valley is

70 Issue No. 75
INTO THE NEST OF VIPERS

thickly overgrown but serviceable. As


the PCs approach the vale, read or para-
phrase the following:

After rounding a copse of trees, you


finally catch a glimpse of Dura's cabin
resting in the bottom of a bowl-shaped
vale near a small lake. A path leads
from the forest's edge to the cabin.

If the PCs follow the path to the cabin,


read or paraphrase the following:

The path ends twenty feet away from


the front door of Dura's log cabin
home. You notice that the door to the
house stands slightly ajar and the
shutters of one window are smashed.

The PCs may approach the cabin


without harm. About three days before
the poisoning of the well in Sevenecho,
Cedric discovered that his base was
under surveillance by Dura. Though the
ranger took great care to hide himself
and his tracks, chance sided against him.
Cedric recognized the ranger, for the two
had met when the Red Brigade had
passed through the forest. Concerned
that the ranger would reveal the secret
When the PCs enter the cabin, they The PCs may explore the cabin and
location of the Vipers' Nest, Cedric dis-
immediately notice the strong smell of vale unmolested, though they find little
patched a group of his soldiers, along
death. Dura's Ufeless form lies sprawled of value. Dura's falcon is nowhere to be
with Calispar, to eliminate Dura.
across the floor, face down. Leaves and seen, having returned to the wild when
With the aid of Calispar 's silence 15'
debris have been swept into the cabin its master was slain. Footprints outside
toward the
radius spells, the Vipers crept
from the busted window and open door, the doorway and the cabin's window can
cabin late one evening. Dura, who was
covering the floor in trash. As the PCs be found by any PC making a successful
composing a letter to high priest Umast,
approach Dura's corpse, they can easily Tracking proficiency check. However,
was surprised as armed men rushed into see that he has been dead for some time, the tracks vanish at the edge of the sur-
his home, one of them even jumping
as his blood has had time to dry on the roimding forest. The inside of the cabin
through his front window. Fighting four
floor aroimd him. The Vipers stripped holds little of interest, since Dura lived a
against one, the ranger held his own Dura of anything valuable, but moving frugal life. All of his weapons, supplies,
imtil Calispar caught Dura with his hold
or inspecting the body reveals the halT and valuables were taken by the Vipers.
person speU. The Vipers wasted no time burned note hidden under his right arm. The small lake next to the house is full of
killing the ranger.
Though the note (which is penned in carp but is otherwise unremarkable.
The Vipers quickly searched the cabin Common) is burned away completely in IfPCs bury Dura's corpse, the DM
the
and found the letter Dura had prepared some places, a single phrase can still be should award each of them a bonus of
for Umast. Pleased at having thwarted
deciphered: "... seek the Lady of Misty 150 XP for their charitable and just act.
this information leak, Calispar had the
Vale, whose abode lies a league northeast of
and toss it into
soldiers set the note afire
mine. She is ... ally ..." The Lady of Misty Vale
However, the Vipers didn't
the fireplace.
Itwas Dura's intention to send the let-
stay behind to make sure the paper After slaying Dura the Vipers camped
ter to Umast the following morning. The
burned completely away. Shortly after
message held detailed information about for the evening, then broke camp and
discarding the note, they left the cabin, headed to the Misty Vale, home of "the
the base's location, secret entrances, spe-
just as a strong gust ofwind blew cial properties, and inhabitants. As a side Lady." Having read the entirety of
through the broken window and swept Dura's message, Calispar knew that she,
note. Dura mentioned the Lady of Misty
the burning note under Dura's body, too, would have to be slain to keep the
Vale as a reliable contact if needed.
where his blood extinguished the flame. location of the Vipers' Nest secret.

DUNGEON 71
INTO THE NEST OF VIPERS

Beyond a ring of ancient oak trees, you


see a small clearing wherein stands a
circle of fifteen large stones, gathered
together to form five crude arches
around a small pool. The waters of the
tarn are perfectly still, reflecting the
sky above. Next to the pond sits a
slight, elderly woman in a homespim
brown robe with a white oak staff on
her lap.
The woman looks up at you. "So,"
she rasps, "the Vipers have returned to
slay me, eh? My friend and compan-
ion, Dura Gerathu, lies dead by your
hands. I welcome death as an oppor-
tunity to end my grief. Come now! Kill
me as you did him!"
Tire old woman falls quiet, waiting
for some on your
action or gesture
part.However, you see several faeries
appear out of thin air between you
and the old woman. Drawing tiny
swords, the faeries bar your path, their
lovely faces hard cind set. The foremost
faerie speaks aloud in Common, say-
ing, "We shall allow no harm to befall
the Lady!"

Between the PCs and the Lady stand


twelve sprites. Flanking the PCs are
The Lady of Misty Vale watches all who enter her domain.
twelve more sprites, aU invisible, waiting
for some sign of the PCs' intentions
The Misty Vale is a mysterious place, Worried for Dura's safety, the Lady
before revealing themselves. Finally, at
continually veiled in heavy fogs and sent two sprites to check on the ranger.
mists. Home to a clan of sprites, the Heavy-hearted, the faerie-folk returned
the rear of the party, six more invisible

diminutive folk act as the Lady's eyes to report Dura's death. The Lady was
sprites have gathered at a safe distance

and ears, as well as her protectors. Due to crushed. Unable to cope with the cruelty
away, each wielding a sprite bow with

their vigilance, the Lady was able to pre- of the situation, the Lady fell deep
into a
drugged arrows. If the PCs make any
hostile moves toward the Lady at this
pare for Calispar and the Vipers. state of mourning, from w''hich even the
point, her protectors fight to the death.
When the Vipers arrived, the Lady sprites could not rouse her. Since her dis-
used her magic, along with her invisible covery of Dura's death, the druid has not
The Lady takes no defense against the
PCs, even if they physically attack her.
sprites, to confuse and mislead the incur- eaten, slept, or even spoken aloud.
sors. Lfsing her obscuremenf and control When the PCs approach Misty Vale, If the PCs announce their desire to
speak with the Lady, the sprites relax a
winds spells, she enveloped the Vipers in they find it fogged over but not to the
bit, lowering their weapons but not
swirling mists. To top off the effect, the point that their vision is seriously
putting them away. Any conversation
Lady cast hallucinatory forest, hiding her impaired. Barely visible from the lip of
home in the center of the vale. The fear- the depression is a ring of standing
must be held at a proper distance, for the
faerie-folk won't allow anyone to come
ful Vipers ignored Calispar's commands stones contained within a dense circle of
and fled the area. Cursing his fortune but oak trees at the base of the bowl. Though close to the Lady in her current state.
unable to find his target, Calispar with- the PCs advance is quick!}' noted by the
Whatever actions the PCs take, the druid
drew spooked sprites, the faerie-folk have no success in
seems oblivious, sitting by the pond with
as well, rejoining the
her head bowed. If the PCs mention that
Vipers outside Misty Vale. Furious at his drawing the Lady's attention to brace for
failure, Calispar returned to the Nest. the arrival of potentially harmful visi-
they are not members of the Vipers, they

Though beaten now, the priest of As such, the PCs find their path to
illicit acknowledgment
a small grunt of
for tors.

Talona intends to return later to finish the circle of stones unchallenged and from the Lady but nothing more.
the job, after completing his bargain with open. After the PCs enter the sacred
The druid remains unresponsive
until the PCs mention that they are on a
the Shadowkind. grove, read or paraphrase the following:

72 Issue No. 75
— — — —

INTO THE NEST OF VIPERS

quest to find the Vipers' hideout. At this Spells (6/6/4/4/2): 1st cure light disperse the smoke invisibly. Characters
point, the Lady becomes animated, wounds (x4), entangle, faerie fire; 2nd climbing the hill can smell burning wood
jumping to her feet (an amazing sight for barkskin, goodberry, obscurement {x3)*, trip; and see small, trailing embers rising here
one of her age). Wild eyed, she takes sud- 3rd call lightning, hold animal, spike and there, but the chimneys afford no
den interest in the PCs and their mission, growth, tree; 4th cure serious wounds (x2), access to the lair's interior.
discussing with them at length the hallucinatory forest*, reflecting pool*; 5th Once inside, any dwarf or PC with the
events surroimding their arrival. If the control winds*, cure critical wounds. Tlie Stonemasonry proficiency recognizes the
PCs gave the ranger a proper burial and asterisk denotes spells that were cast Nest as being of dwarven construction.
tell the Lady of their deed, she thanks when the Vipers entered the Misty Vale. If the PCs are led here by the Lady's

them wholeheartedly. After hearing the The Lady is 80 years old. Stooped sprites, the faeries bid the PCs farewell
PCs' tale, she begins to relate her own. with age, the Druid stands 5'4” tall. She and good luck once within sight of the
The Lady fully describes the coming has faded green eyes and long, iron gray hill and begin their journey home.

of Calisparand the Vipers to her vale, hair that she leaves unbound. The simple
giving the PCs as much information brown robes she wears conceal her Level 1
about the Vipers as she can. She recog- sHght, wizened form.
nized Calispar as a Talonite and shares The Lady's history and true name are
1. Guard Room. The secret door leading
this tidbit. Next, she explains how her shrouded in mystery. Called simply the
into this room is carefully crafted on the
outside to resemble the barren, blank
minions found Dura. Finally, she relates Lady or the Green Lady for many years,
earth of the hill. Elves and dwarves have
all she knows about the Vipers' Nest, her real name is known only to her and a
a 2-in-6 chance of finding the secret door
including its location, the presence of a handful of others. What is known of the
per hour of searching; other races have a
dead magic zone, a secret entrance to the Lady is that she took residence in the
l-in-6 chance per hour.
north and south, and Dura's suspicion of Misty Vale some twenty years ago and
the north entrance being lightly guarded went
This barren room serves as a guard
into semi-retirement. Her vale is
chamber for the base and is patroUed in
due to lack of use. The Lady does not always shrouded in fog and dotted with
shifts by Viper soldiers and group lead-
know the extent of the dead magic zone illusory forests to keep out visitors.
ers. The northern door is locked; only the
or of the presence of a Shadowkind Sprites (24): AC 6 (2 when invisible);
group leader's key or a skeleton key fits
assassin in die Vipers' Nest. MV 9, fly 18 (B); HD 1; hp 8 (x4), 7 (x6), 6
the lock.
As a follower of Eldath, the druid has (x5), 5 (x6), 4 (x2), 3; THACO 19; #AT 1;
PCs entering the base through the
no desire to slay the Vipers herself, but Dmg by weapon type; SA +2 attack rolls
secret door have a normal chance of sur-
she would not bat an eye if the PCs do as when invisible; SD invisibility at will,
much. She hopes PCs can invade SZ prising the guards. If the PCs enter the
that the detect good/evil (50-yard radius) at will;
the Vipers' hideout and destroy them, S; ML 12; INT high (12); AL NG; XP 270; base during the night, there is a 25%
chance that one of the guards is asleep in
and she is willing to help them as much MM/328; small sword (Id4/ld3), small
area 2. The sleeping guard awakens at
as possible. The PCs are welcome to stay bow (Id3/ld3), 20 drugged arrows (save
in her vale for as long as they like — ^a safe vs. poison or fall asleep for ld6 hours).
the sound of combat and arrives in one
round. Unless surprised by invaders, the
haven where they may rest and memo-
patrol leader hands his key to one of the
rize spells. PCs who memorize or pray The Vipers' Nest
soldiers, who runs to get help from areas
for spells while in the vale recover spells
The Vipers' Nest is contained within a 9 and 10. Reinforcements arrive within
twice as quickly due to a powerful
dead magic zone, as denoted by the dot- three rounds. If the battle goes poorly
enchantment emanating from the circle
ted line surrounding the map; the effects even with the reinforcements, a single
of stones. Before the PCs depart from her
vale. The Lady offers to heal any wounds of this zone are detailed in the "Dead soldier is dispatched to Level Two to

Magic Zones" sidebar. The first level is alert the rest of the base.
they might have received during their
travels. Finally, the druid offers to send a actually built into the side of a low hill, Viper group leader, human male FI:

pair of her sprites with the PCs to act as and the lower levels are underground. AC 7; MV 12; hp 9; THACO 20; #AT 1;
guides to the Vipers' Nest. However, the All walls and ceilings are made of Dmg by weapon type; roll 2d4+8 for abil-
bedrock quarried from imdemeath the ity scores; SZ M; ML 14; AL NE; XP 35;
sprites do not enter the Vipers' lair.
hiU. Ceilings are 10 feet high on the leather armor, small shield (emblazoned
"The Lady," human female DIO of
with a coiled viper), broadsword, short-
Eldath: AC 10; MV 9; hp 58; THACO 14; underground levels and 15 feet high on
sword, two daggers, silver choker of
# AT 1; Dmg by weapon type or spell; Str the "top" level unless noted otherwise.
Rooms are by one or more torches, rank (25 sp), key to northern door.
9, Dex 8, Con 12, Int 14, Wis 18, Cha 15; lit

except where noted. Small, ingenious Viper group leaders function as


SD 4-2 save vs. fire or electricity, pass
chimneys adorn the ceiling of each room. Cedric's lieutenants, supervising troops
through overgrown areas, shapechange
mammal (3x/day); These dwarven-crafted shafts allow and acting as point commanders during
into reptile, bird, or
raids. It is their responsibility to keep the
ML 15; AL NG; staff of the woodlands +2. smoke to rise and dissipate outside, yet
they have many nooks and filters that men in order and maintain the base's

DUNGEON 73
INTO THE NEST OF VIPERS

4. Stairway. This empty room contains a


Dead Magic Zones dead magic zone the instant they enter
simple staircase descending to the next
it, for they develop a dull headache. The
level of the'base. Each round spent in this
Dead magic zone^ are invisible and pain remains until the person or crea-
chamber, there is a noncumulative 10%
tend to be spherical or cylindrical, ture departs the zone. Enchanted crea-
extending both above and below chance that a Viper guard walks up the
tures, such as golems, are able to enter a
stairs on his way to the mess hall (area 9).
ground. They occur in all terrain and dead magic zone with no harm, but
climates, and they are undetectable by
PCs standing in this room can occasion-
they are reluctant to do so. Summoned
ally (30% chance) hear faint sounds of
magic. creatures are unable to enter a dead
Within a magic dead zone, magic of combat emanating from area 23.
magic zone; to do so would banish
any sort cannot be cast or activated.
Viper guard, 0-level human male: see
them back to whatever place they came
This effect applies to both clerical and area 1 for statistics and equipment.
from.
wizardly magic, allowing neither to Items that function constantly, such
operate. Although no one is sure how 5. Kitchen. This hot room is the domain
as a sword +2 or a ring of protection 41,
these areas came to be, their appearance of Drakar, the Nest's cook. Here, the
are unaffected by the zone, as are the
after the Time of Troubles is well docu- lonely chef prepares meals for twenty-
effects of potions quaffed before enter-
mented. five hungry men. A large, open-faced
ing the zone. Spells that are cast while
Spells cast into a dead magic zone from the south wall,
fireplace protrudes
within the radius of a dead magic zone
have no effect, while those with area while a covered drop shaft (leading to
do not function, but the incantation
effects (such as fireball) cease to function
area 28) is built against the eastern wall.
erases
3. from the caster's memory as if
at the zone^s boundary. No one can The vent of the fireplace acts as all other
the spell had worked normally. Arty
magically enter or exit a dead magic vents in the Nest, narrowing sharply as it
potions drunk within a dead magic
zone, and divination do not func-
spells
ascends to the surface, full of nooks and
zone have no effect, and charges spent
tion if their target is within one of these cramiies to dissipate smoke.
from magical items are wasted, again
zones. Interestingly, spells already in Next to the fireplace is a rack bearing
with no tangible result.
operation when the recipient enters a a multitude of pots, pans, and cooking
Dead magic zones are difficult to
dead magic zone are unaffected. For utensils. A preparation table covered
remove. A wish spell reclaims a 12-
example, a magically charmed person is
with small knives and freshly cut vegeta-
diameter sphere of earth (roughly 1,000
charmed after entering. bles stands in the middle of the room.
still
cubic feet). A limited wish: removes a
Spellcasters and creatures with Any time of day, there is a 75% chance
sphere six feet in diameter (roughly 115
that Drakar is in this room fixing a meal
innate magical abilities are aware of the cubic feet).
or cleaning up after one. If Drakar is pre-
2.
sent, there is another 50% chance that
defenses. These men are all former mem- Trophy Hall. This hallway contains two soldiers have been collared into
bers of the Red Brigade and follow various trophies and oddities collected assisting him.
Cedric's orders without question. by Cedric during his time as captain of Drakar, 0-level human male (cook):
Viper guards, 0-level human males the Red Brigade. To the west stands a 5'- AC 10; MV 9; hp 6; THACO 20; #AT 1;
(2): AC 8; MV
12; hp 5 each; THACO 20; high, 15'-wide oak display cabinet with Dmg by weapon type; Str 13, Dex 9, Con
#AT 1; Dmg by weapon type; roll 2d4+6 an all-glass front. The cabinet is locked 15, Int 9, Wis 10, Cha 7; SZ M; ML 10; AL
for ability scores; SZ M; ML 13; AL NE; shut by a simple latch lock (+15% to NE; XP 15; meat cleaver (Dmg Id4/ld3),
XP 15; leather armor, shortsword, dagger. Open Locks roUs). Shattering the glass key to area 8.
These common guards make up the alerts the soldiers in areas 1, 2, and 9. Drakar stands 6 feet tall and weighs
bulk of the Vipers' muscle. Most are for- Within the cabinet is a collection of battle 250 lbs. Though once quite muscular and
mer men-at-arms recruited by Cedric or memorabilia, although two longswords athletic, he has since let his form go,

Soren (in secret, of course) after the con- and a small shield with a rampant pony instead pursuing the delights of cooking.
struction of the Vipers' Nest, although a crest are salvageable. Also in the cabinet, His long, blonde hair is often unkempt
few of the hardier ones came from the among the clutter, is a small pouch con- and dirty. He has black eyes and a scruffy
Red Brigade with Cedric. These Vipers taining six pinches of dust of illusion. beard from weeks of not shaving.
guard the base and act as skirmishers On the east wall hangs a wide assort- Drakar was the personal cook for
during raids. ment of fading banners, all taken from Cedric during his tenure as captain of the
rival groups slain by the Red Brigade. Red Brigade. When Cedric left, Drakar
Guard Quarters. This small room con- To either side of the north door stands went with him.
tains a pair of poorly made beds for the a life-sized, black basalt statue, each one Viper guards, 0-level human males
soldiers on watch. Next to the northern resembling a armored warrior kneeling (2): hp 5 each; see area 1 for statistics and
bed is a pair of old, worn, human-sized down in subservience or prayer. The stat- equipment.
boots discarded by one of the soldiers. ues are imremarkable, worthless, and
weigh 500 lbs. apiece.

74 Issue No. 75
INTO THE NEST OF VIPERS

6. Drakar's Bedroom. This small room kitchen, there is a 50% chance that two Viper guards, 0-level human males
functions as Drakar's bedroom. Inside is Viper guards are here, with the door shut (3): hp 6 (x2), 5; see area 1 for statistics.
a large, crudely made wooden bed cov- and the key in their possession.
ered with cloth pillows. At the foot of the The room is kept cool and unlit to pre- 10. Back Entry Room. This room is simi-
bed is an unlocked trunk containing all vent the contents from spoiling. Inside lar to area 1, except it is more poorly
of Drakar's personal possessions. Inside are three casks of fine wine, eight large guarded. The secret door is only occa-
are three clean aprons, an extra set of casks of poor quality wine, five kegs of sionally used and has been covered on
clothes for a large human, two cook- beer,two kegs of mead, and a keg of ale. the outside with vines to make it more
books, and a small rack of spices (worth To the far west of tire room is a shelf bear- closely resemble the overgrown northern
8 gp to another chef). The chest has a ing a small assortment of hard liquors portion of the hillside. The door's fine
false bottom treated as a secret door. PCs and shot glasses. In particular, there is a craftsmanship and additional camou-
who make a successful Carpentry profi- brown glass bottle that contains six shots flage means that elves and dwarves have
ciency check or Find Traps roU can also of a strong, nonmagical, dwarven Uquor a l-in-6 chance of locating it; other races
hidden compartment. Inside,
detect the known as "fireseed." Fireseed has little have a The southern door
l-in-8 chance.
Drakar has hidden away his meager affect on dwarves or gnomes but notice- is locked; however, the group leader sta-
wealth, consisting of two crude silver able effects on other races. A single shot tioned here carries a skeleton key that fits

daggers (worth 12 gp each), a delicate sil- of fireseed grants the imbiber a +1 bonus the lock (as well as the locks of all doors
ver-rimmed hand mirror (worth 25 gp), to saving throws forld6 hours, provided in the Nest).
and a small pouch containing 6 gp, 2 sp, the drinker makes check
a Constitution A Viper group leader and Viper guard
and 14 cp. at a -2 penalty. If the check fails, the are stationed here, watching for intrud-
If Drakar is not present in the kitchen imbiber becomes drunk for ld6 hours, ers. Since this room is seldom used and
(area 5), he will be here, sleeping and suffering a -1 penalty to all attack rolls its secret door is harder to locate than the
snoring loudly. The large man is a heavy and a one-half movement rate penalty. one to the south, the guards assigned to
sleeper and cannot be awakened by any- Any shots taken beyond the first have no this room are lax. If the PCs enter the
thing short of violently shaking liim or additional effects but force the drinker to Vipers' Nest via this chamber, they
9.
combat ensuing inside his room. make a Constitution check at an addi- impose a -2 penalty to the guards' sur-
tional -2 penalty per shot or become Each round of combat has a
prise rolls.
7. Food Storage. This dark, slightly cool intoxicated as Listed above. Any dwarven noncumulative 60% chance of waking
room contains a wide assortment of character or PC with the Brewing profi- the guard in area 11, who arrives in one
crates and barrels holding food for the ciency who passes a check instantly rec- round.
base's inhabitants. The room is kept ognizes the concoction upon smelling it If the Vipers are not surprised, the
below normal temperature by another and knows of its effects. group leader hands his skeleton key to
unique design of the dwarves. Viper guards, 0-level human males the guard, who runs to fetch help from
Within the storeroom are three barrels (2): hp 5 each; see area 1 for statistics and area 9. These reinforcements arrive in
of apples, five crates of hard baked equipment. one round. If the battle still goes poorly,
bread, four crates of heavily salted meat, The soldiers are intoxicated by the one of the guards flees to the lower level
seven sacks of flour, a box of assorted time the PCs confront them, and they and alerts the rest of the base to the PCs'
fresh vegetables, a large tun of cider, attack at a -1 penalty. The drunken sol- presence.
twelve barrels of fresh water, and three diers do not even consider going for help Viper group leader, human male FI:
freshly butchered wild pigs hanging on in their befuddled state. hp 9; see area 1 for statistics and equip-
hooks from the ceiling. In the comer, ment.
behind the door, is a five-poimd sack of Mess Hall. This large room serves as Viper guard, 0-level human male: hp
salt and a small cask of honey. the Vipers' dining area, capable of hous- 5; see area 1 for statistics and equipment.
ing every occupant at once. Three long
8. Alcohol Storage. AU alcohol in the tables, each seating ten men, occupy the 11.Guard Quarters. This small room
base is kept in a separate storeroom to largest portion of the room. At the end of wooden bed. Unless
contains a decrepit
prevent the men from drinking exces- the northernmost table, dirty dishes are awakened by the sounds of combat in
sively. The door to this room is kept shut stacked for Drakar (or one of lus unwill- area 10, a single Viper guard is sleeping
and locked at all times, and only ing helpers) to take down to area 28 and here. The room is otherwise empty.
Drakar's key (or one of the skeleton wash. Clean dishes are stacked on the Viper guard, 0-level human male: hp
keys) can open it. Despite Cedric's opposite end of the same table. 5; see area 1 for statistics and equipment.
orders, the Vipers often wait for Drakar The Vipers eat here at mostly random
to fall asleep before stealing the key from times, due to the wide number of activi- 12. Secret Supply. This secret room was
the slumbering man. The men are careful ties going on at any given moment. This built at the behest of Cedric and is

to lock the door and return the key once keeps Drakar both busy and grouchy. At stocked with supplies for his escape from
they've had their fill of alcohol. If Drakar any time, there are three Viper guards the base, should it become necessary. The
is in his quarters when the PCs enter the here, eating a meal. secret doors to the south and west are

DUNGEON 75
INTO THE NEST OF VIPERS

finely crafted and difficult to detect This room is the favored relaxation are in for a tough fight, as the defenders
(dwarves have a 2-in-6 chance; elves place of Cedric's dwarven engineers, practically spring upon them as soon as
have a l-in-6 chance; other races have a who can be foimd here at almost any they enter the room. No matter how the
l-in-8 chance). The room is unlit and given hour of the day, playing games PCs meet Cedric, if he reduced to half
is

lacks the chimneys of all the other rooms. and discussing various mechanical top- his hit points,he tries to flee through the
Only Cedric and his dwarven miners ics. The dwarves have a special passion secret door to the north and get to his
know of the room's existence. An iron for darts and often become involved in secret supply room (area 12) on Level
rung ladder leads down to Level Two, to lengthy team games. If the base is on One (via the secret chamber with the iron
a tiny room with another secret door. alert, the dwarves are absent, as they are ladder north of area 13).
(See area 13 for details.) with Cedric in area 16. Cedric Ravajar, human male F3: AC
Inside the room, on a small table in Engineers, dwarven males FI (4): AC 5; MV 12; hp 24; THACO 17 (16 with two-
the eastern comer, is a wide variety of 3; MV 6; hp 10, 9 (x2), 8; THACO 20; #AT handed sword specialization); #AT 3/2;
traveling items. These include three sets 1; Dmg by weapon type; SD +4 to saves Dmg by weapon type +1 (+3 with spe-
of plain clothing, a pair of walking boots, vs. poison and magic; 120' infravision; SZ cialization); Str 17 (+1/+1), Dex 12, Con
a set of leather armor (fitted for a large S; ML 13; AL NE; XP 65; sphntmail, small 13, Int 15, Wis 12, Cha 17; SZ M; ML 16;
human), a hooded lantern with two shield
16. (emblazoned with a coiled viper), AL NE; XP 120; chainmail, two-handed
flasks of oil, three torches, 50 feet of small pick-ax (Dmg Id6/ld4+l). sword (specialized), shortsword +2, two
hemp two daggers, a shortsword,
rope, These dwarves are former members daggers, skeleton key (opens all locked

five full waterskins,enough dry rations of the Red Brigade and imwavering in doors in the Nest), key to chests in area
for three weeks, and a large backpack. their loyalty to Cedric. They designed 22, eight matching silver rings (worth 5
Inside the backpack is a small pouch con- and built the Vipers' Nest with some sp each or 5 gp for the set), thick silver
taining 15 gp, 20 sp, and 25 cp and an help from the guards. hoop earring (worth 4 sp), belt pouch
obsidian steed (figurine of wondrous power) containing 18 gp, 9 sp, and 14 cp.
with the command word, "shizrak," Battle Room. This spacious chamber Cedric stands a 6'5" tall and weighs
carved into its base. acts as Cedric's battle room and confer- 250 lbs. Athletic and muscular, he keeps
ence chamber. Ten torches flicker from his body in excellent shape. Cedric has
Level 2 various spots about the room, providing light green eyes and red hair that he
ample illumination. Here, the senior wears long, often tied into a loose pony-
13. Stairway. This room holds little more members of the Vipers discuss raiding tail. Although he doesn't sport a true
than the staircase ascending to the first
plans and objectives, as well security and beard, he often goes days without shav-
level of the base. From
room, thethis
supplies for the base. A large table to the ing, leaving a coating of red stubble
sounds of combat coming from area 23
west holds a scale model of Brynwood upon his chin and cheeks.
can be clearly heard.
forest, Sevenec!:ho, and Glorming Pass. Cedric has spent most of his adult life
The secret door in the nortli wall leads
The Vipers' leaders often mull over this as a mercenary. He rose to the position of
to a small chamber with an iron rung
map as they ponder strike techniques, Captain of the Red Brigade after a tenure
ladder leading up to area 12. A secret
terrain, and risk. To the east is another of four years, thanks to his Charisma and
door in the south wall leads to area 16.
table, this one used to seat all the senior skill with the two-handed sword. After
Elves and dwarves have a 2-in-6 chance
members (Cedric, Caiispar, Soren, all discovering the dead magic zone in
of detecting the secret doors; other races
four group leaders, and the dwarven Brynwood, he left the Brigade with a few
have a l-in-6 chance.
engineers). To the north is a plush, high- trusted allies to go into business for him-
backed chair that Cedric sarcastically self. He is exceedingly proud of the
14. Hallway. The walls of this corridor
refers to as "the throne." Cedric sits here Vipers' Nest and enjoys the wealth and
have been carved into flowing murals
when listening to the concerns of the prosperity that its construction has
depicting large snakes attacking cara-
Viper guards or when an outsider seeks brought to his group.
var\s and swallowing wagons whole.
permission to stay in the Nest (as in the Soren Whitespear, human male F2:
case of Autton Shadowshroud). AC 6; MV 12; F2; hp 18; THACO 19
15. Game Room. This room is dedicated
If the base hasn't been alerted to the (base); #ATwhen fighting with two
1 (2
solely to the entertainment of the Vipers.
PCs' presence (i.e., no one from the weapons); Dmg by weapon type; Str 14,
In the northwest comer is a large, rectan-
Dex 18, Con 16, Int 11, Wis 10, Cha 9; SZ
upper level was sent down), there is a
gular table that holds a x 3’ chess field,
3'
75% chance that Cedric and Soren are M; ML 15; AL LE; XP 65; shortsword, dag-
along with pieces matched to scale. Tlie
here, talking quietly over their model ger +2, five nonmagical daggers, plumed
southwestern comer holds a rectangular
and laying plans for the next caravan helm with silver filigree (worth 35 gp),
card table, complete with six chairs and
raid. If the base has been warned, Cedric skeleton key (opens all locked doors in
two decks of playing cards on the table pouch containing 2
and Soren are here, ready for battle, the Nest), belt ep, 10
top. On the eastern side of the room hang along with the dwarves from area and 16
15, the gp, 5 sp, cp.
three dartboards, each with two sets of
and weighs 175
soldiersfrom area 23, and any extra sol- Soren is 5'9’' tall lbs.
darts stuck in its face.
diers from area 25. In this case, the PCs His small frame belies his power and

76 Issue No. 75
INTO THE NEST OF VIPERS

grace, and he possesses the stamina of a


bull. He
has short, wa\^ blond hair and
pale blue eyes. He keeps his cheeks and
chin clean shaven but sports a thick mus- peadMag.ic_Zong
tache that droops down past the comers
of his mouth. Above each collarbone, he
has tattooed a flaming saber (the symbol
of the Red Brigade), and his neck bears a
winding serpent that wraps upward
from the jugular to the base of his skull.
Soren was Cedric's second-in-com-
mand in the Red Brigade until the
group's separation in 1368 dr. The pair
were best friends before joining the
Brigade and have remained so through-
out the years. When Cedric conceived
the plan for building the Vipers' Nest,
Soren expressed some reluctance. He
loathes preying upon merchant cara-
vans, which he views as a waste of his
warrior's prowess. His great love is bat-
he often fights stripped to the waist
tle;

with his shortsword in one hand and his


magical dagger in the other. When raid-
ing, he is always at the forefront, ready
and eager to engage any guards the mer-
chants might have in their employ.
When wielding two weapons, Soren
suffers no penalty with his primary
weapon (shortsword) and a -2 attack
penalty with his secondary weapon.

17. Soren's Bedroom. This spacious bed-


room belongs to the Vipers' second-in-
command. If Soren isn't in area 16 when
the PCs enter, he is here, practicing his
two-weapon fighting techniques.
Against the south wall rests a four
poster bed layered with cloth sheets and
pillows. Beside the bed is a small night
stand that holds notliing but a single can-
dle in a bronze holder (worth 2 cp). The
northeast corner contains a wardrobe
holding all of Soren's clothes. Inside are
three sets of breeches, five loose shirts,
two pairs of boots, two pairs of gloves,
and a thick, black cloth cloak, all fitted

for a normal-sized human. The cloak is

actually a cloak of protection +2, though


Soren isn't aware of its properties and
simply stores it here with his normal
items. In the northwest comer of the
room is a small stand with a wash basin,
an oval mirror, and a pair of towels. Level 3
18. Cedric's Bedroom. This bedroom
belongs to the Vipers' leader. If Cedric

DUNGEON 77
INTO THE NEST OF VIPERS

isn't when the PCs enter, he


in area 16 is 21. Spiral Staircase, This tiny room holds must be turned one full rotation beyond
lying down on his bed, reading. a spiral staircase that descends 40 feet to what it took to imlock the chest.
Against the south wall is a large four the floor of area 28. The first half of the This chest contains various valuable
poster bed covered with silk sheets and staircase travels through solid bedrock, items that the Vipers have stolen. Inside
excellent quality covers and pillows. The but the latter 20 feet winds downward are a solid silver platter (worth 18 gp), a
set could fetch 20 gp from an interested through open air, presenting a falling thick, white gold bracer (worth 130 gp), a
merchant. Beside the bed is a small hazard due to lack of handrails. platinum comb (worth 20 gp), a small
nightstand bearing a single brass candle sack of 14 gold bands (wedding rings,
holder (worth 2 cp) and several extra 22. Supply Room. This room holds all of worth 2 gp each), the missing torque of
candles. In the room's northeast comer the basic supplies for the Vipers, along faith sought by the priests of Tymora, and
stands a cedar wardrobe in which Cedric with their collective funds. Hanging on a set of four 8”x 10” paintings depicting
stores his clothing. Inside are five pairs of pegs or lying on tables are various useful Waterdeep during the various seasons
breeches, several shirts and tunics, three items including several coils of rope, (200 gp each or 1,600 gp for the set). Any
thick cloaks, a pair of black hose, and a dozens of hooded lanterns, shovels, PC with the Artistic Ability proficiency
pair of walking boots. In the northwest picks,and small hand tools. Scattered instantly recognizes the rare paintings as
comer is a small stand with a wash basin, about the floor are crates of torches, works of Ruben Delgaug, a master artist
mirror, and towels. Finally, in the south- boxes of oil flasks, and barrels of pitch. long since deceased.
west comer is a bookshelf. Most importantly, however, are the two See the "New Magical Item" sidebar
The novels on the shelf are written in identical chests that sit in the middle of for information on the torque offaith.
Common and discuss warcraft and battle the room. Each chest holds a different
strategy. A few books stand out, notably portion of the Vipers' group funds and is 23. Practice Room. This
where the is

The Mysterious Harpers by Alamar fully detailed below. Vipers hone their fighting and train
skills

Djehnuth (worth 135 gp). Machinations of #1: This chest is locked with a
Chest to work together in groups. The northern
a Red Wizard by Celemir of Procampur fine lock(-10% to Open Locks rolls) that portion of the room has lines drawn on
(worth 75 gp), and The Field of Battle by can be opened only with the chest key the floor delineating two sparring rings.
Hludar Sylem (worth 50 gp). Pressed that Cedric carries with him. The chest is One of the rings is intended for weapons
between two books on siege tactics is a also trapped with a dwarven-made combat training and has several wooden
slender traveling spellbook taken from a mechanism that imposes a -15% penalty mock weapons hanging on the nearby
merchant. The book contains the spells to Remove Traps rolls. When the lid is walls. The other ring is used for bare-
alarm, dancing lights, detect magic, light, from under the lid
raised, three darts fire handed combat and has a thick canvas
mount, deeppockets, and fog cloud. PCs into the person opening the trunk mat covering the floor. In the center por-
with the Ancient Languages proficiency (THACO 16), inflicting ld3 points of tion of the room, three targets hang on
can recognize the grimoire's tme nature damage per dart. More insidious, how- thewest wall, placed for soldiers to prac-
with a successful check by reading its ever, is the Type L poison that coats each ticethrowing daggers. A line 15 feet
cover, which states, in a rare script, barb. Unlocking the chest with the key away from the targets marks where the
Akdam's Traveling Spellbook. does not disarm the trap. To do so, the throwers stand. In the southern portion
key must be turned one full rotation of the room, on either side of the door,
19.Large Hallway. This hallway is unre- beyond what it took to pop the lock. stand two wooden practice dummies
markable. Sounds of practicing soldiers This chest holds the loose coinage of crudely carved to resemble life-sized
can be heard from area 23. the Vipers' plunder. Inside are 12 pp, 23 humans. The dummies are rigged to
ep, 84 gp, 113 sp, 256 cp, 15 slim gold hold swords and shields and have been
20. Latrine. This room functions as the bars (worth 3 gp each), 18 slim silver bars dressed in ragged chainmail and helms.
Nest's disposal. There are ten stalls here, (worth 5 sp each), and a small sack of When the PCs enter this room, they
each divided by wooden railing. Small gems. The sack holds a waterstar (100 find a pair of Viper guards sparring
shafts nm under each stall, spilling waste gp), three lynx eyes (15 gp each), and five against on another while a Viper group
directly into area 28 below, where the fire agates (10 gp each). leader and another guard practice dag-
refuse is washed away by the current of Chest #2: This chest is locked with a ger throwing. If the Nestis on alert, the

an underground river. This keeps the good quality lock (-10% to Open Locks soldiers are absent and waiting in area 16
room free of offensive odors and makes rolls) that can be unlocked with the chest with Cedric.
for a much cleaner living environment. key that Cedric carries. This chest is also Viper group leader, human male FI;
A small, square room on the eastern trapped. If the trap is not deactivated hp 8; see area 1 for stats and equipment.
side of the latrine acts as a storage closet. when the lid is opened, three scytheUke Viper guards, 0-level human males
Inside, the drop shaft from area 5 passes blades swing out from imder the top, (3): hp5 (x2); see area 1 for
6, statistics
through along its way to area 28. Stored inflicting ld6 points of damage each and equipment.
around the shaft are various mops, (THACO 16) to whoever opened the
brooms, and buckets. chest.Unlocking the chest does not elim- 24. Armory. This narrow little room acts
inate the trap. To deactivate it, the key as the Vipers' armory, holding their extra

78 Issue No. 75
INTO THE NEST OF VIPERS

weapons and cirmor. Items hang on pegs the northeast comer, behind the door,
or in stacks against the walls. Swords and waits for a chance to strike. New Magical Item
and arrows can be found in barrels. Read or paraphrase the following if Torque of Faith
Accounting for armor, the room holds the PCs enter Calispar's laboratory: The torque of faith looks like an ordi-
five buckler shields, five small shields, nary torque made of unadorned gold.
two medium shields (all emblazoned The room is brightly lit by a small, illu- Upon closer inspection, the viewer
with the coiled viper symbol), eight sets minated pebble that hangs from die notices that the piece is constmeted

of leather armor, and two sets of chain- ceiling on the opposite side of the entirely from gold coins of Vcirious
mail. All armor is sized to fit the average room. Near the door is a large sizes, interlocking so snugly as to be

human. As for weapons, the room con- planter's box filled with various types almost seamless.
tains 15 shortbows, 100 sheaf arrows, 40 of plants, but your attention is drawn The torque offaith radiates no magic
daggers, ten shortswords, five broad- to the fcir side of the room where a if viewed imder detect magic, and it is

swords, two longswords, a single two- robed figure stands near a table cov- quite mundane until worn by a spe-
handed sword, and a bundle of 20 ered with a puzzling conglomeration cialty priest of Tymora. When donned

javelins tied together in one comer. of beakers, alembics, vials, and glass by one of this order, the item radiates
tubing. The delicate apparatus smokes a faint, golden aura barely visible
25. Barracks. This large room acts as the and whines as greenish fluids flow when seen in daylight. A priest of
communal quarters for all of the Viper through the system. Tymora wearing the torque can use his
guards, group leaders, and dwarven "So," says the robed figure. "Our or her luck roll ability (see Faiths &
engineers. Bunk beds both sides of
line little liideout has finally been discov- Avatars for details) as many times as
the chamber, each sparsely covered with ered, has it? Well, that doesn't change per day as desired, at a +2 bonus
coarse cloth sheets and pillows. The far cmything. You're too late to min my instead of a +1. The church of Tymora
southern comers hold beds considerably plans!" considers this item to be priceless,
smaller than the rest, for these are for use though it would seU on the open mar-
by the dwarves. The edge of the dead magic zone runs ket for 700 gp for its craftsmanship

Each of the eleven sets of bunk beds through this room, dividing it into two and gold content.
has a small chest at the foot of the bed roughly equed halyes. The stone the PCs
where the warriors store their gear while see is a pebble with a continual light spell attempts to flee. If Calispar is slain,
sleeping. All of the soldiers in the previ- cast —
upon it a clue that magic works to Autton tries to escape, valuing his own
ously mentioned areas that required rolls some extent within this chamber. The life above the success of Ms mission.

to be present are here sleeping, if the roll stone provides light for Calispar's little Calispar is lying to the PCs; he has not
for their appearance failed. Sleeping sol- garden of toxic flora, which grows in the yet finished creating the Shadowkind 's
diers are pretty much naked, with their box jusf south of the door.
planter's poison. Hedoes not attack immediately;
equipment stashed in the trunks. Merely The apparatps behind Calispar is instead, he holds up his hands in a ges-
entering the room won't disturb the used to refine the toxic nature of the ture of surrender and waits patiently for
fighters, but activity above the volume of plants into various poisons. Sitting on the PCs to come at him, thus leaving the
a whisper will rouse these trained Light the same table are four vials of 100% dead magic zone and making them sus-
sleepers. If awakened, it takes a soldier magic-resistant Type J poison. ceptible to Ms spells and Autton's back-
two rounds to get properly dressed for PCs with the Herbalism proficiency stab. If the PCs use missile weapons
battle. If the base is on alert, this room is recognize Calispar's distillation equip- against him or attack the alchemical
empty when the PCs enter, as extra ment and know how the apparatus apparatus on the table, Calispar draws
guards have been summoned by Cedric works. To the south of the alchemical Ms poisoned dagger and closes for com-
to area 16. equipment stands a smaller table and a bat. Under no circumstances does he flee;
bookshelf. The smaller table holds vari- Calispar obsessed with completing Ms
is

26. Calispar's Workshop. The door to ous open books, all of them specializing bargain with the Shadowkind and
this chamber is locked with a very fine in alchemy and herbalism. The bookshelf extracting Ms revenge upon Ms foes.
lock (-20% to Open Locks rolls) that can holds an even wider variety of herbalist Calispar Delgorth, human male P5
only be unlocked with one of the skele- references, including several pertaining of Talona: AC 5; MV 12; hp 32; THACO
ton keys or a knock spell. to brewing poisons. 18; #AT 1; Dmg by weapon type or spell;
Inside, Calispar toils unceasingly to During Calispar's speech, Autton Str 10, Dex 9, Con 16, Int 12, Wis 17, Cha
Shadowkind as
perfect his poison for the waits patiently behind the door for all 9; SD +4 to save vs. poison (save allowed

quickly as while Autton


possible, the PCs to enter the room. As the last per- vs. poisons that normally allow no save);
Shadowshroud looks on. The encounter son crosses the threshold, he springs out identify poison in drinks; SZ M; ML 18;
described below will always be the same, from concealment, backstabbing the last AL CE; XP 975; chainmail, footman's
regardless of the Nest's alert status. PC. Autton then engages the PCs in com- mace, ceremomcil poison dagger (Type A
As soon as the door to the chamber bat from the rear, fighting until reduced poison; enough for three uses), three
begins to open, Autton slips quietly into to half his hit points, at which point he blocks of incense of meditation, glasses of

DUNGEON 79
INTO THE NEST OF VIPERS

body, he is quite strong, often surprising


opponents in combat. His short, blond
hair has been dyed black (a custom of the
Shadowkind assassins). He has almond
colored ^eyes that sparkle with intelli-

gence and malice.

27. Calispar's Bedroom. A plush, four


poster bed rests agair\st the south wall of
this bedchamber. Next to the bed is a bar-
ren nightstand. In the northeastern cor-
ner stands a wardrobe containing all of
Calispar's clothing. Found within are
fivedark robes, a heavy woolen cloak,
and a pair of walking boots.
In the southwest comer, outside of the
dead magic zone, is a small shrine to
Talona where Calispar prays for his
spells. In the northwest comer is a small,
open-faced cabinet.
The cabinet holds a variety of items
including a large, worn book. The book
has no title, only a dark green binding
made from green dragon hide. The tome
is Calispar's journal and fuUy details his
experiments with magic-immune poi-
sons. Using this journal, anyone with the
Herbalism proficiency can learn to make
poisons of various types; creating magic-
resistcint poisons, however, requires a

Calispar perfects his deadly poison. special environment involving a dead


magic zone like the one encapsulating
comprehending languages and reading magic Calispar agrees to develop a magic resis- the Vipers' Nest. An herbalist can also
(same as helm), skeleton key (opens all tant poison in exchange for the guild's use the journal to fashion cures for poi-
locked doors in the Nest), holy symbol of promise that it will discretely eliminate a son. Calispar does not list the cost for
Talona, belt pouch containing two slim few of Calispar 's enemies in Procampur. ingredients and equipment; the may DM
gold bars (worth 3 gp each), five slim sil- Although Calispar knows how to make determine these costs as needs permit. To
ver bars (worth 5 sp each), 16 gp, 15 sp. poisons magic resistant, he is still work- make his secrets harder to steal, Calispar
Spells (5/5/2): 1st cause fear, cure ing on one deadly enough to suit the has written the entire journal in Dethek.
light wounds (x3), protection from good; Shadowkind 's needs. Also in the cabinet are four unmarked
2nd aid, hold person, poison touch, silence Autton Shadowshroud, elven male vials of 100% magic-resistant Type 1 poi-
15' radius, withdraw; 3rd dispel magic, F3/T3: AC 5; MV 12; hp 22; THACO 18; son and two unmarked vials of 75%
prayer. The spell poison touch is detailed #AT 1; Dmg by weapon type (+1 with magic-resistant Type B poison. These
in Faiths & Avatars (page 154); if this Strength bonus); Str 16, Dex 17, Con 11, were created by Calispar during early
resource is unavailable, replace that speU Int 14, Wis 9, Cha SA backstab (+4 to
12; experiments. Finally, the cabinet holds
with spiritual hammer. hit for double damage); SD 90% resis- five tall vials of clear fluid; these are
Calispar stands 6T" tall and weighs tance to sleep and charm; SZ M; ML 14; AL clearly marked in Common as "antitox-
200 lbs. His jet black hair is crudely and CE; XP 420; leather armor, shortsword, in." A single dose detoxifies any normal
closely cut, and his face is clean shaven. six daggers, vial of Type O poison or magic-resistant poison on contact.
His eyes are black and beady. Like many (enough for two applications), shortbow, Each vial holds five doses of antitoxin.
in his order, Calispar bears facial tattoos, 12 flight arrows, belt pouch containing 8 They can be sold for as much as 500 gp
mostly blue and black whirls upon his gp and 9 cp. per vial.
forehead and cheeks. Thief abilities: PP 25%, OL 30%, FRT
Calispar has been dealing with a 5%, MS 80%, HS 85%, DN 20%, 70%, CW Level 3
guild of assassins known as the RL 0%.
Shadowkind, based in Procampur. The Autton stands a mere 5'2" tall and 28. Riverside. This large, open room has
two sides have stuck a deal in which weighs 120 lbs. Though thin of limb and a 20'-high ceiling and contains little more

80 Issue No. 75
n S
RMMl
EODflB aDMRIIl
INTO THE NEST OF VIPERS

%nt6^nduJe Our fantasy font than sand and The underground


dirt. remaining 'flee the Vipers' Nest. The
i couectlon
7
t,/xLLcfnbCTX \$ a great visual river was discovered when
the dwarven priests ofTymora mount a force to attack
engineers tunneled into this room, which the Nest a few days after the PCs return
Gp6cli{,c was at that time a rough, natural cavern. but find the base deserted. If Cedric was
Since then, the walls have been left aHve and the PCs didn't recover the
StorS r,5l smoothed, but the river itself was left torque offaith, he takes as much treasure
Cbcoboric untouched. It ranges in depth from five with him as he can handle when he
to fifteen feet. leaves, including the torque. This could
adcaulx
Our fontshelp Refuse and waste from areas 5 and 20 lead to further adventures as the priests
Caucfrat you to create flows down through openings in the ceil- of Tymora commission the PCs to hunt
TQVr\ antique looking
ing and falls be swept
into the river, to down Cedric and claim their relic.
documents In
LWTIISFRRNE many different away by the current. From upstream, If the PCs retrieve it, Calispar's jour-
which is to the south, dean water con- nal soon becomes a source of worry as
Folkardl wide selection of stantly flows in from a narrow tunnel in news of the existence of a magic-resistant
BaBIMCIX -r the wall. The Vipers often use this section poison spreads. Other priests of Talona,

rnmm -‘Hr
»l^at you can give
of the river to clean clothing and bathe.

Concluding the Adventure


as well as various alchemists
ists,

use.
and herbal-
might seek the journal for their own
PCs who keep the journal might find
players a visual
mmnm
1

-tl
vi xi 1

LI
reference for
creatures, charac-
Upon returning to Sevenecho with the
antidote in hand, the PCs by
are hailed
themselves hounded by various deter-
mined "collectors."
Another consequence the PCs face is
ters and scenes
they encounter. the townsfolk as heroes. For months the wrath of the Shadowkind. Whether
PCs are invited to various
thereafter, the or not Autton escapes, the guild learns of
The set includes partiesand receive dinner invitations the PCs' involvement in stopping the
24 fonts and from the local families. High Priest delivery of their promised venom. The
over 100 color
illustrations, plus
Umast promptly pays the PCs their fee, matter doesn't please the assassins.
a selection of thanking them for their services and Sooner or later, the Shadowkind tries to
black and white praising their bravery. repay the PCs for the harm they caused.
images. The fonts If the PCs recover Calispar's vials of Finally, there is the matter of the
include antique antitoxin, they should receive a group
calligraphy, deco-
effects ofdead magic zones upon indige-
rative initials,
story award of 1,500 XP. Recovering the nous plant life. The DM
may rule that the
arcane languages, torque offaith earns the party 1,000 XP. If properties of dead magic fade after a cer-
heraldic sym&ls the PCs recover or destroy Calispar's tain period of time away from the zone.
and much more. journal, the DM may choose to award an Alternatively, this discovery could be the
The art includes
lots of illustra-
additional 500 ^P, at his or her discretion. source of new magic-resistant items. A
tions of fantasy No matter how many of the Vipers ship, wagon, or longbow constructed of
and legendary were slain, the group quickly realizes its magic-resistant wood might be a prize
themes, charac- secrecy has been compromised. Those worth fighting for! Q.
ters and creatures
by classic artists
like N. C. Wyeth,
Arthur Rackham
and Howard Pyle.
Special Thanks TC Our Playtestersf
As a special bonus the CD also
includes an introductory version Michele Debnam Steve Marsh
of the Ysgarfh fantasy roleplaying
rules. Brian Debnam Brian Grady

This package can be used on any Christopher Conners Harold Grady


Windows or MacOS computer and Ann Sharpe
costs only $49.
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Wholesale inquiries welcomed
Mention f)ragon and get $5 offl

82 Issue No. 75
1

LETTERS (continued from page 10)

always pays off in the long run. Although five times: '‘^Sir Justin sends you into the
commercially prepared dungeons can be mere to investigate yet another mysteri-
fun, especially for the hack-and-slash ous ruin.-' Yeah, the last one got a little
and puzzle-solving crowd, DMs who creative and had the dragon send the
run such games should, for the sake of party out, but that's a pretty feeble
their own enjoyment and that of their excuse for breaking up the monotony.
players, customize, enhance, and person- Dungeon Adventures would never
Cover by Dimitri Patelis alize each adventure that they present to publish a module with a simple plot like
their group. Use your boss as the person- "rescue the princess from the evil cleric

"Mertylmane's Road" ality wicked spectre in "The


for the and his undead minions." Any DM
Necromancer's Pet." If one of your play- could create a similar scenario them-
by Jason Poole & Craig Zipse.
ers can't stand arrogant, spoiled, rich selves in about five minutes. By the
An AD&D® adventure,
levels 5-7.
people, design one and place him in the same token, if you are going to publish
Village by the Sea in "Quoitine Quest." a series,. there should be some creativity
Perhaps the spoiled noble is a member of and originality in the overall plot line as
"The House on the Edge of i
a powerful merchant house in your cam- well as the individual adventures. All I
Midnight" f
paign. If the players molest or injure him, need to do is find four or five adven-
by Raymond E. Dyer.
his family wiU certainly respond, directly tures that change the background
An AD&D RavenlofT^
I like,

or indirectly. Perhaps they hire the PCs to slightly so that the characters' boss (the
adventure, levels 4-6.
clear Iniarv's Tower in "Eye of Myrkul," king, the archmage, the guildmaster, or
knowing full well the dangers to befall whoever) wants them to look into [insert
"Earth Tones"
the party. background events here], and I have a
by Craig Shackleton.
Don't hesitate to tinker with the mod- series with as much cohesion as the
An AD&D adventure,
Dungeon Adventures. Also, con- Mere of Dead Men.
ules in
levels 7-9.
sider adding people and places from As for your idea of a series based
Dungeon Adventures or other commer- around an inn: same deal. Most adven-
"Crusader"
cial products to your campaign. The tures either already have an inn or could
by Peter Lloyd-Lee.
original printing of Lankhmar, City of have an inn added to them very easily.
An AD&D adventure,
levels 3-6.
Adventure has been the basis of the City A good series should have a plot
of Greyhawk in my campaign since 1985. where the characters' goals, motiva-
The City of Greyhawk boxed set has been tions, and relationships with NPCs

AND MORE! the basis of the City of Rel Astra in my mature and develop over the course of
campaign since it was released in 1989. the story, rather than using the same
Grog, the half-ogre innkeeper from setup to link otherwise unrelated dun-
"Trouble at Grog's" in Issue #4, will soon geons. I realize that there is a need to
be opening a new tavern near the strong- make adventures stand alone for those
hold of one of my longtime players in the who might not have access to all of the
Wild Coast. As you redesign, you will be series. However, I think it is relatively
Oerth Revisited teaching yourself to design and can easy to make com-
a serial adventure
As an who
has spent
original subscriber eventually weave several plots into any plete by and very hard to take
itself,

several years away from commercially of the modules presented in Dungeon independent scenarios and make an
prepared products, I want you to know Adventures with a little bit of work and interesting series of them.

that I am very impressed with the adven- imagination. Christopher Hurd


tures you are printing nowadays. In par- Bruce Bozzo Fremont, CA
ticular, 1 am very glad to see Greyhawk® B arrataria@aoLcom
adventures return to your pages and the Imagine This!
use of one of my favorite monsters, the More Plot, Please In Issue #73 you asked for opinions
I have been a loyal reader for several
rakshasa, in "The Setting Sun" (Issue about serialized adventures. I don't want
years but have never written before.
#73). to see future series compiled into one
However, I was motivated to do so by
I am amazed that in the seven or so issue. How would that make it any dif-
your comment in Issue #73 wanting to
years since I let my subscription lapse, ferent from other regular, generic AD&D
hear from someone who didn't think
the great "particular world" vs. "generic adventure modules? The price, maybe?
the Mere of Dead Men series was a good
adventure" debate continues. While I I haven't played the Mere of Dead
idea. While I have to say that aU of the
acknowledge that some adventures Men series yet, and you mentioned the
individual adventures were quite good,
require more work than others to con-
form to your campaign, let me assure all
the series itself was pretty boring.
Essentially, it was the same adventure continued on page 86
of your skeptical readers that the work

84 Issue No. 75
LETTERS (continued from page 84)

reason for that in your editorial: It took City League. The adventures focused on
ten months to get the final part. As a DM, the Free City and its surrounding lands,
I like to know where the adventure is the county of Cerwyn. Every issue of
headed before running it. Imagine Magazine contained a small
I generally like the idea of connected adventure module (usually six to eight
adventures in the magazine. There have pages long) and described a locale from
been some adventures in past issues that the city in detail —^buildings, businesses,
referred to older modules. If executed in neighborhoods, guilds, people, and such.
such a manner that DMs can insert their Sometimes the source material had con-
own adventures before returning to the nections to the adventure, and some-
next part of a series, I cim all for it. That times it just added flesh to The City
means that all parts should be small League. Over the years the portrayal of
adventures unto themselves, making it the city grew, and it became a place like
possible to skip one part without hurting no other.
the overall "plot." I never played in Pelinore proper, but

Every issue contains one adventure or used nearly everything from that series.
"Game Mastering Secrets" I

anotlier that doesn't fit my current cam- Td like to see Pelinore and The City
Will Knock Your paign. I can always "hoard" tmused League make a comeback not as a com- —
Socks Off adventures for later reference and inspi- plete campaign setting with hardcover
ration, and to me it doesn't really matter books or boxed sets, but in the format for
The new book Game Mastering Secrets if I have to hoard an entire series. So far which it was devised: a slowly growing
is packed full of simple and effective
every module in Dungeon Adventures has magazine series.
techniques to improve any role-playing had its purpose and has found its way Dirk Remmecke
game. You’ll get: into my games, one way or the other. Hannover, Germany
Let me offer a new thought: Why not
Lightning-fast combat,
have a series of adventures based arotmd What you've described sounds a lot like the
3-D non-player characters, —
a locale as opposed to a plot? Lp/ing City"' campaign setting featured in
Horrific villains, In the early eighties, the UK branch of Polyhedron^ Newszine, available to cur-
Wonderful treasure, TSR, Inc. published Imagine Magazine. rent RPGA® Network members. Almost
That magazine had its own campaign every issue expands on some facet of the city
Personalized campaigns,
setting, the world of Pelinore, of which of Ravens Bluff and its environs.
Entertaining plotlines,
the readers saw hardly more than The
Fantastic house rules,

Great traps, clues, and puzzles,


Ecstatic players

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86 Issue No. 75

Common questions

Powered by AI

The magical wardrobes serve as strategic escape routes for Eric, allowing him to teleport across different parts of the castle or even outside it altogether. These one-way teleportations provide him with a significant mobility advantage in the event of an invasion, enabling him to evade capture and maintain control over his domain. The existence of multiple wardrobes linked to various locations increases his ability to maneuver and support a concealed retreat if necessary .

The PCs can use magical disguises, such as rings provided by allies, to pass as duergar. By convincingly presenting themselves as traders or adventurers on legitimate business and using successful Charisma checks, they can deflect suspicion. They need to account for differences in attire and provide plausible explanations for their presence to avoid raising alarms. Alternatively, they may use spells such as invisibility to bypass security .

The PCs can play a critical role in influencing the townsfolk's reaction by either calming the frightened people or exposing the hags' manipulation. If the PCs have gained the trust of the townsfolk, they can persuade the townsfolk to avoid a panic-driven flight to the caves. They can also uncover the truth about the hag eye amulet and use it to mislead the hags, effectively preventing the townsfolk from being led to the hags' lair .

The hags stage disasters, such as a crop blight and a barn fire, with cryptic warnings provided to Evan in advance, demonstrating his supposed prophetic ability. These events, when they occur as foreseen by Evan's predictions, earn him the trust of the townsfolk, who begin to believe in his ability to foresee and respond to crises, thus establishing him as a trustworthy leader in their eyes .

The hags manipulate Evan Jakobs by using their magic to appear as a woman named Lythia, gaining his trust and affection. They give him a brooch, which is a hag eye amulet, and send him dreams to further manipulate him emotionally. These dreams first build trust and later include warnings of disasters, which come true, increasing the townsfolk's belief in Evan's foretold prophecies. This builds Evan as a reliable figure, ultimately to lead the townsfolk to the hags' lair under the guise of safety from imminent disaster .

The legend of the Martyr, particularly the story of Michael Lathendale, leads the villagers to name the amnesiac Gethirah 'Michael,' associating him with a heroic figure from their past. It builds expectations and trust around him, as the villagers and PCs who learn about this legend may see him as a reincarnated hero. This association complicates the narrative, especially as the PCs discover Michael's true identity as Gethirah, presenting a stark contrast to the legend and forcing a reevaluation of perceptions and actions .

Once the townsfolk are inside the hags' lair, the hags plan to reveal their identities and separate the townsfolk from their valuables and weapons, possibly using intimidation and magical prowess. They intend to trap the villagers inside by sealing the cave entrances and picking them off at their leisure. The hags' strategy includes terrorizing the townsfolk into submission and exploiting their captive state for their own gain .

The wood carvings represent the characters involved in the adventure and are key to saving Michael from returning to his evil self. They serve as a symbolic and narrative connection between the PCs' actions and Michael's fate, suggesting that their intervention is crucial in preventing his transformation back to villainy. These carvings are not only a token of gratitude but also a narrative device to engage the PCs deeper into the legend of Michael and Gethirah .

Gethirah's memory loss creates an opportunity for the PCs to form an emotional bond with him before he realizes his true identity as a nemesis to all that is good. It adds complexity to the narrative, as the PCs may grow attached to Gethirah, leading to moral dilemmas when his true nature is revealed. It also delays the full execution of the lich Eric's plans, providing the PCs with a crucial time window to potentially alter the course of events .

Tamarin Needlecrafter is aware of the hags' plan to destroy the town and knows about the hag eye amulet worn by Evan. Her knowledge can help the PCs understand the hags' intentions and the magical elements in play. Freeing her and gaining her trust could provide the PCs with crucial information about the hags' operations, enabling them to thwart the hags' plans effectively .

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