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Dungeon Magazine 081 - Text
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JULY/AUGUST 2000
ISSUE #81
А RACE AGAINST
TIME ................. UZ
by Kent Ertman
(AD&D Adventure, character levels 1-3; 10 total levels). A mad bomber
terrorizes the city of Red Fern. Can you unravel the string of clues and
bring this criminal to justice?
DUNGEON" Adventures (ISSN 0890-7102) is published bimonthly by Wizards of ће Coast, Inc, 1801 Lind Ave. SW., Renton, WA 98055, U.S.A. The mailing address for all mater-
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一
4 Issue Мо. 81
Letters
remains “within whispering distance of vote for more series-type adventures like
the baron." In "Keep for Sale" (Issue the Mere of Dead Men series (Issues
#79), the kenku, Коби, speaks to the PCs #69-73). Whether it’s done over a period
from atop the castle wall. of three or four issues or all in one issue
According to the MoNsrROus MANUAL" is irrelevant to me, as long as the quality
tome, kenku don't speak but communi- of work continues at its current level.
cate with each other telepathically, Has I concur with the majority of readers
there been a rule change that I am who support a diversity of world-spe-
unaware of, or are we just throwing cific adventures. I agree that any DM
away the rules with "artistic license"? worth his or her weight in sand can eas-
Royce Wilkinson ily adapt plotlines and ideas for almost
via email any campaign world.
I would also like to offer an endorse-
Evidently we just threw the rulebook out the ment for the “Maps of Mystery” feature,
window, Since the Кепки plays such a crucial Indeed, any aids you can give to your
role in each adventure, here's what we would readers are worthwhile so long as they
recommend to correct the problem: do not compromise the mission of the
Kenku are adept at symbols, sign lan- magazine.
guage, and pantomime. In “Veiled Threats,” Keep up the good work, and continue
Krael can communicate with the baron in the streak of non-Chris Perkins contribu-
sign language. In “Keep for Sale,” Кори tion issues! (Just kidding, Chris!)
could pretend to be mute, communicating Tim McDonald
Any thoughts on the adventures in this with the PCs using symbols drawn in the air [email protected]
issue? Write to “Letters,” DUNGEON” or simple hand gestures. The DM could
Adventures, 1801 Lind Avenue S.W., mimic Kobu's symbols and gestures and Readers are thrilled with the “Maps of
Renton, WA 98055. You can email us at require the players to decipher them correctly, Mystery” feature (another brilliant Chris
[email protected]. Please send sub- or the DM could have PCs make а $ ul Perkins idea), We'll continue publishing new
scription questions and change of add Intelligence check to correctly decipher Kobu's maps whenever we have space to do so!
noti to DUNGEON Adventures wild gestures. It certainly makes for a more
Subscriptions, P.O. Box 469106, unusual roleplaying experience! Good Seeds
CA 92046-9106. Toll free: 1-800- In the future, we'll endeavor to catch and
This is just a quick note to tell you how
Email: dungeonGpcspublink.com. correct these oversights before they see print! much I enjoyed “Bad Seeds” in Issue
#79. What a creative way to use such
What the Kenku Said Hooray for “Maps” interesting creatures! And the villains’
Recently there have been two modules in Thank you for the fine magazine. The lair is great, too. And ratapults! I love
which kenku NPCs talk. In “Veiled maps, art, and adventures are all quite
Threats" (Issue 478), the kenku, Krael, exceptional, I would like to drop in a continued on page 27
Executive Staff
Group Publisher .. Johnny Wilson
Publisher . Wendy Noritake
Editorial Staff
Editor-in-Chief . . ‚.. Christopher Perkins ADVENTURES
eon_
Associate Editor . . Chris Thomasson
Assistant Editor . . г. Eric Haddock
Production Staff July/August 2000
Production Manager .... John Dunn Volume XIV, Number 3
Assistant Production Manager . .. Bobbi Maas.
= " 1 Subscription Queries: 1-800-395-7760 [email protected]
а АЕ _.. Pierce Watters Submission Queries: (425) 254-2261 [email protected]
Advertising Director.......... Bob Henning Advertising Queries: (425) 204-7262 [email protected]
Circulation/Ad Assistant . . . Dawnelle Miesner Northeast Advertising Queries: (203) 855-8834 [email protected]
6 Issue No. 81
3
Kent writes: “I would like to dedicate this story to
all the players who've gamed with me over the
years. Some of my favorite characters have cameo
roles (but only as good guys, ofcourse).
KS 2 “A Race Against Time" is a generic AD&D*
adventure for a party of 4-6 PCs of levels 1-3
(about 10 total levels). A good mix of classes is
recommended, and a thief is essential to the
party's success. To beat this scenario, the PCs
must think quickly and logically. Brute force
will no doubt fail miserably here.
The adventure is set in the city of Red
Fern, the capital of a rural duchy. Several
thousand people, among them many artists,
scientists, and specialized craftsmen, live in
Red Fern. The DM should feel free to replace
Red Fern with another city from his or her
existing campaign. Their motivation to save
the city will be much more genuine if the PCs
care what happens to its citizens.
The DM should run a short prequel to this
adventure where the PCs are involved in the
capture of a criminal named Bruce “Bruiser”
Holloway. “The Best Laid Plans,” appearing
in Issue #79, was written expressly for this
purpose, but the DM can design a different
encounter whereby the PCs play instrumental
roles in Bruiser’s arrest. His capture and sub-
sequent incarceration is vital to the plot of this
adventure.
Adventure Background
In a duchy largely untroubled by organized
crime, Bruiser Holloway is an unusual speci-
men. Just a few years ago Не was nothing
more than a small-town bully who stole
money from anyone he could intimidate.
Later he banded together with some of his
drinking buddies and started extorting
defenseless civilians, threatening to cause
them harm if they didn’t “pay up.” This soon
escalated into a full-scale protection racket.
Опе month ago, Bruiser tried to steal the
molds for the duchy's coinage from the Red
Fern mint. Nearly everything went wrong
during the theft, and Bruiser was quickly
apprehended (hopefully by the PCs). He was
convicted of theft, extortion, and murder, and
sentenced to life in а labor camp. He currently
BY KENT ERTMAN sits in the city prison awaiting transfer to
Gypsum Quarry where he will spend the rest
of his sorry days.
12 Issue No. 81
А RACE AGAINST TIME
— our i -一
DUNGEON 13
А КАСЕ AGAINST TIME
Cityof (4
Red Fern А
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14 Issue Мо. 81
A RACE AGAINST TIME
TT
DUNGEON 15
А КАСЕ AGAINST TIME
16 Issue No. 81
一 一
А КАСЕ AGAINST TIME
1. Great Най.
DUNGEON 17
А КАСЕ AGAINST TIME
fails, all the men begin shouting and try to 8. Private Study. This is a comfortably deco- Evelyn has planted a piece of parchment in
force the PCs out of the room, slamming the rated study where the duke can relax in pri- one thief's pocket. It reads as follows:
door behind them. vate. Shelves crammed with books line the
If the PCs have a chance to explain the sit- northeast wall; the books cover a variety of One needs a hook to catch a fish,
uation, the men calm down immediately. The mundane topics. A thick red carpet covers the And a flickering lure to catch its eye;
brewers gather all of their members and flee floor, and the other walls are decorated with But minnows are а worthless dish
while the alderman gathers his fellows and paintings of the city and the surrounding To one with bigger fish to fry.
leads the PCs to the duke. countryside. The room also contains two over-
stuffed chairs, a padded sofa, two coffee Evelyn's clue provides some insight into
7. Duke's Office. This large, handsomely tables, and a well-stocked liquor cabinet with the true purpose of the fire crystals; the PCs
appointed office is where the duke conducts a good supply of glasses. and city guards are the “minnows” drawn to
his business. An unlit fireplace dominates the her brother's lure, but Gecko's true "catch" is
southeast wall. The duke and seven members 9. Privy. This small, heavily perfumed room something much more significant.
of the Brewer's Union (including one of houses a porcelain toilet bowl. Beneath the If the PCs find the crystal in time, the duke
Gecko's thugs in disguise) occupy the room. privy is a shallow stone pit filled with waste. runs to his office and returns with four
The duke is a large-bellied man of unshakable Because it is buried in muck, the crystal is potions of healing. He also assembles fifteen
composure. He sits facing the enraged brew- invisible, and PCs must physically search off-duty city guards to accompany the PCs.
ers with a calm smile on his bearded face. through the filth to find it. This unsanitary Down To the Wire: As the crystal grows
Interruptions are met with a polite inqui process takes 1d4 rounds. warmer, it literally bakes the waste in the
from the duke. He takes what the PCs says As soon as the PCs begin a concerted privy, and the smell slowly permeates the
ously and orders the brewers to evacuate the search of this room, any thieves left in the entire manor. Five minutes before detonation,
building immediately. The building clears out building attack, backstabbing if possible. If the the odor is so foul the duke sends his servants
in 3 rounds. Remaining inside are the duke servants are still present, one of the cooks sees to clean the room.
and the thug who feigns loyalty to the duke as the thief in the dining room and hits him over Consequences: If not disturbed from their
an excuse to stay in the building. the head with a frying pan for 4 points of routine, the two chambermaids cleaning the
If asked about a throne, the duke is con- damage. If caught, the thieves refuse to privy at the time of detonation are killed in the
fused. He has no throne room, and his desk answer questions. They were not told where blast. The explosion blows open the privy
chair is just like all the other chairs in the the other crystals were hidden, nor do they walls and scatters the filth throughout the
building. He can offer no insight, although he know about Gecko’s plan to break Bruiser out entire main floor.
and his aldermen volunteer to help search the of prison, so any time spent interrogating
building, them is likely wasted. Clue #3: Wish Upon a Star
(area 31)
The Clue: The crystal is pasted to the ceil-
ing among the constellation displays at the
The College of Astronomy city's planetarium. The wording of the clue
refers to the stars in the sky. The final line “tis
One square = 10 feet not really the sky,” implies a fake sky or a
model. The clue says outright that there is an
“impostor” in this fake sky.
Captain Coby: There is little Coby can do
to help the PCs. If they ask explicitly about
planetariums or star displays, he suggests the
College of Astronomy.
Encounters: The college is a 80° x 60 sin-
gle-story wooden building. The college con-
tains a pair of classrooms, five offices, and the
main attraction: the planetarium.
The planetarium itself is а 30' x 30 room
with a domed ceiling. The inside is painted
black, and there are no light sources. Pasted to
the roof and walls are thousands of tiny glow-
ing glass beads of various sizes, colors, and
shapes, painstakingly duplicating the various
constellations in the night sky.
When the PCs first arrive at the building,
Professor Myra Davies (the dean) and a stu-
dent are discussing celestial theory in the
entryway. Myra is a middle-aged woman of
planetarium medium height with long raven-black hair.
She is intelligent, and her knowledge of the
stars is unsurpassed. She is mortified at the
prospect of any damage to her star display,
which took her staff years to complete. She
18 Issue No. 81
А RACE AGAINST TIME
DUNGEON 19
А КАСЕ AGAINST TIME
20 Issue No. 81
А КАСЕ AGAINST TIME
DUNGEON 21
А КАСЕ AGAINST TIME
•
slope down The South Gate: Beyond the gate, steps
— climb above the level of the water, and the
passage beyond turns sharply east. The PCs
can just see daylight from around the corner.
This gate has an obvious keyhole and is
securely held with a superior lock (imposing a
-25% penalty to Open Locks rolls). The key is
One square = 10 feet behind the west gate.
Clinging to the ceiling beyond the south
gate is a small patch of green slime that falls
on the first person to walk underneath it. Past
the slime, the tunnel leads to a deserted alley
a decoy, exploding as soon as anyone tampers The voice is Gecko’s, delivered by a series behind the children's hospital.
with it. While the blast inflicts only 1d4 points of magic mouth spells. The DM should give the Green slime: AC 9; MV 0; HD 2; hp 6;
of damage in a 5' radius (a successful saving party 15 minutes of real time to escape the ТНАСО 19; #AT 1; Dmg special; SA dissolves
throw vs. spell negates damage), it splits open room before the crystal explodes. Each gate is skin; SD immune to most attacks; SZ М (2'
the crack in the wall and releases a torrent of made of heavy iron, imposing а -25% penalty wide); ML 10; AL N; ХР 65; MM/278.
sewer water into the room. Everyone in the to all Bend Bars/ Lift Gates rolls. The PCs can- Atop the miscellaneous junk piled behind
wine cellar is swept off his or her feet and not escape the blast from the crystal by throw- the building is a sturdy lead coffin used to
washed down the drain hole in the southeast ing, it down one of the side passages beyond transport diseased bodies to the city morgue.
corner within seconds. PCs can avoid this fate the gates. The blast radius is large enough to If the crystal is closed inside the coffin, it con-
only if they took precautions to anchor them- come roaring back into the chamber. Unless tains the blast and no damage is done to the
selves to something solid beforehand, or if the party escapes through the south gate, the surroundings. Of course, the lead coffin is
they have some extraordinary magic at their blast brings down the ceiling and crushes destroyed in the process.
disposal (such as a fly or levitate spell). everyone. Consequences: If not removed, the
PCs caught by the trap are unceremoni- The East Gate: The floor descends three exploding crystal shatters the foundation of
ously dumped into a sewer line and swept shallow steps before reaching the gate, and the children’s hospital and the entire building
away. To these PCs, read or paraphrase the the water is 3 feet deep around the portcullis. collapses. Twenty-two children are killed
following: Оп the other side of the bars the PCs can see а along with seven doctors and three nurses.
grimy skeleton impaled to the wall with a
A wall of water knocks you to the ground long spear. Beyond the skeleton, the tunnel
and tosses you about mercilessly. For sev- has collapsed. Evelyn
eral seconds you are dragged along like a The gate doesn’t actually reach the floor; Evelyn follows the PCs invisibly throughout
reed in a stream. Abruptly you hear a series there is a 2' gap between the floor and the bot- the entire affair. Once they recover three crys-
of loud metallic crashes like the sound of tom of the bars, so PCs can swim underneath tals, she observes them from the end of the
heavy gates falling, and then you are spit the gate. The fallen rocks completely block the street and casts ventriloquism to initiate a con-
into а large chamber. You come to an abrupt passage, so this is not a possible exit. If they versation. Without preamble she waits until
halt in a damp, 30-square chamber. desire, the PCs can retrieve the spear, which 15 the PCs stop speaking and says the following:
Embedded in the middle of each wall is nonmagical and has а 9'-long wooden shaft.
a sturdy iron portcullis. The floor is flooded The North Gate: On the other side of the After the pain of the blow is gone,
with a foot of water. A pulsing fire crystal gate, the PCs can see that the tunnel ends after Lam the mark that lingers on.
sits atop a stone pedestal in the center of the 20 feet. On the far wall is a rusted metal wheel. What am I?
room. On the west wall 10 feet inside the gate is a
“Are you enjoying our little game so lever in the upward position. The gate is She listens to the PCs answers using her
far?” You jump as a booming voice fills the locked in place. To unlock it, a PC must push clairaudience spell. If they answer “a bruise,”
room. It seems to be coming from every down the lever with something at least 8 feet she responds, “That is correct. That is the first
direction at once. long; the spear behind the east gate would word.” If they guess wrong she says nothing
“| thought we might raise the stakes а serve nicely. Once unlocked, the gate lifts eas- and allows them to guess once more. If they
little. This crystal will explode in a few ily. Turning the metal wheel on the far wall do not solve her riddle, she does not commu-
moments, and when it does you will be opens the west gate. nicate with them again.
roasted alive—that is, unless you can some- The West Gate: This is the chute that If the PCs solve the first riddle and then
how solve the puzzle of the gates and dumped the party into the room. Beyond the collect a fourth crystal, she addresses the party
escape this chamber. gate, the passage slopes steeply upward at a again using the same spells. к
“And, by the way, this room is directly 45-degree angle, and water runs swiftly
beneath the children’s hospital. Should you down. Beyond the first gate, the party can see Тт the place in the house where попе will stay,
fail to get the crystal out of here in time, the three others. Dangling in front of the second but everyone walks through
entire building will collapse.” gate and out of reach from the main chamber when they're on their way.
is a shining steel key hanging from the ceiling What am I?
22 Issue No. 81
А RACE AGAINST TIME
If the PCs answer “hallway,” Evelyn replies, like. They might hide around the prison and inside the building, the wards sap the items of
“That is correct. That is the second word.” If wait for the prison break. They might move their power, leaving Gecko with nothing but a
the PCs answer “hall” or “corridor,” she tells Bruiser from his cell to a more secure location. battery of useless junk and his wits.
them “Close. Guess again.” If they guess They might even disguise a PC as Bruiser and The fire crystal is planted against the west-
wrong she says nothing and allows them to leave him as bait. If Gecko does not see them, ern corner of the prison wall, adjacent to the
guess once more. If they do not solve her rid- he does not change his plans. He is watching maximum-security wing. When it explodes, it
die, she does not communicate with them the prison from the roof of a small warehouse blows a hole in the heavy stone, Gecko plans
again. near the west wall where the fire crystal is to race inside, run to the guard room, and
The two words together are “bruise hall- planted. The prison entrance is on the east quickly dispatch them with his magical tools,
way,” a variation of Bruce Holloway. wall, so Gecko might not observe the PCs if He then intends steal the keys, release Bruiser,
they are subtle. If he spots them, he abandons and escape, As added insurance, he arranged
Time's Up! his rescue attempt and flees the scene. for one of his men to park a horse-drawn car-
‘The PCs might arrive at the jail right after riage outside the west wall of the prison 5
When the three hours are up, the fire crystals the explosion or long after Bruiser and Gecko rounds after detonation,
explode simultaneously. The DM must ad-lib have made their escape. Unfortunately, Bruiser’s notorious bad
а suitably calamitous description depending Various magical wards protect the maxi- luck once again ruins the day. Just this morn-
оп how many crystals were retrieved and how mum-security wing of the prison, courtesy of ing he was moved to the westernmost cell,
the PCs disposed of them. The DM must also the city’s court wizard, While these wards directly opposite the exploding wall. The
describe the effects of any that were missed, completely foil spells cast inside the building, explosion also collapses the ceiling above his
and what the PCs see depends on where they Gecko bribed a city official into revealing that cell, partially burying Bruiser in the rubble.
are in the city. The loss of life and property, if weakly charged magical items (like a wand Gecko rushes to his boss's aid, only to find
any, should be described to the PCs in detail. with a single charge) are not negated. This that none of his magical items work. He
Gecko has planted an eighth bomb at the same official also provided a detailed floor- throws Bruiser some weapons and, over the
city prison, set to explode at the same time as plan of the building and the exact location of next 15 rounds, the two men manage to hold
all of the others. He expects it will go unno- Bruiser’s cell. off the guards long enough to extricate them-
ticed in all of the ensuing chaos. Whether or Gecko then acquired a number of nearly selves from the wreckage, Further, Gecko's
not the PCs notice depends on how well they spent magical trinkets to help release his boss. escape carriage is held up at the South Gate
did running Gecko's gauntlet. Unfortunately, he acquired them with the help and doesn’t arrive for another 3 rounds.
If the PCs retrieved all of the crystals: of his sister Evelyn. She took pains to ensure When the PCs arrive on the scene, the DM
After detonation, everyone notices another that the magical items were, in fact, very must once again ad-lib the situation depend-
explosion at the south end of the city. It takes strongly charged. The moment he sets foot ing on what the two criminals are doing. If it
Captain Coby only an instant to figure out
from the location of the blast that someone is
attempting a prison break. The PCs can move
there at their normal movement speed. Maximum Security
If the PCs missed one or two crystals:
After the 3 hours are up, each PC has a 1% + Wing of the Prison
chance per point of Intelligence and Wisdom
combined to realize there is one more explo-
sion than there were un-recovered crystals
If the PCs missed three or more crystals: bomb
After detonation, each PC has a 1% chance for location
y
each point of Wisdom to realize there were
more explosions than crystals.
Evelyn's clues reveal the connection
between the bombs and Bruiser Holloway. ТЕ
the PCs catch the hint and discuss it with
Captain Coby, he offers the following:
Coby eyes grow wide and his face falls. “Ву
the gods!” he cries. “Why didn't I notice
this before? My guards are spread out all
over this city and there's barely a handful
left guarding the prison. This whole ordeal Bruiser's
was a distraction for a jailbreak!" cell
Once the bomber's true modus operandi is
revealed, the PCs can race to the prison and
take whatever action they like.
DUNGEON 23
А RACE AGAINST TIME
og
а=
takes them much longer than 15-20 minutes Prison guards, human males F2 (4 maxi- Bruiser, must make a successful Dexterity
to reach the scene, both men are long gone. If mum): АС 5; MV 9; hp 11 each; THACO 19; check to avoid being run down for 146 points
at all possible, Gecko and Bruiser try to avoid #AT 1; Dmg by weapon; SZ M; ML 12; ALLG; of damage. Those PCs who do manage to
combat. If forced into melee, they fight only chainmail, shield, longsword, dagger. throw themselves out of the way must make a
until an opportunity to escape presents itself. As the time for Bruiser’s release draws successful saving throw vs. petrification or
Gecko fights to the death and is willing to give near, Evelyn heads to the prison to watch the lose their footing and fall to the ground,
his life if it will ensure Bruiser’s escape. entire charade invisibly. She does not interfere spending the entire next round regaining their
Bruiser, on the other hand, is interested only until either Bruiser is dead or captured or feet. Those run down receive no saving throw.
in saving his own skin. He freely abandons his Gecko is about to be killed. At that point she If both Bruiser and Gecko avoid being run
second-in-command to get away. If reduced to casts her two sleep spells at the PCs and the down, they hop aboard without delay and
Бог fewer hit points, he drops to his knees and guards, followed by a darkness 15’ radius spell. speed away ata movement rate of 14. If Gecko
begs for mercy. She then runs into the fray, hoping to pull makes his Dexterity check and Bruiser does
Bruiser Holloway, human male Е5: AC 10; Gecko away from combat in the ensuing con- not, he spends a round hauling his boss onto
MV 12; hp 30 (49 at full); THACO 15; #AT 1; fusion. She then casts invisibility on her the carriage before they can make their escape.
Dmg by weapon +1 (Strength bonus); Str 16, brother, and the two flee. She saves her charm If Bruiser makes it and Gecko fails, Bruiser
Dex 13, Con 16, Int 11, Wis 11, Cha 14; SZ M; person spell for any particularly resilient or hops on the carriage and abandons his sec-
ML 15; ALLE; XP 270; longsword, dagger. persistent PCs. ond-in-command. If both Bruiser and Gecko
Gecko, human male T6: AC 6 (inside Evelyn, human female W4: AC 9; MV 12; fail their Dexterity checks, they both spend a
prison) or 2 (outside prison); MV 12; hp 16 (24 hp 7; THACO 19; #АТ 1; Dmg by weapon or round regaining their feet and then must win
at full); THACO 18; #АТ 1; Dmg by weapon; spell; Str 9, Dex 15, Con 12, Int 17, Wis 13, Cha initiative the next combat round before they
Str 12, Dex 18, Con 14, Int 15, Wis 10, Cha 13; 1152:M;ML 14; ALN; XP 175; dagger, potion can mount the carriage and get away.
SZ M; ML 18; AL LE; XP 420; bracers ofdefense of invisibility, scroll of ventriloquism (х3) and PCs who are still regaining their feet can-
AC 6, short sword, four throwing daggers +1. clairaudience (х3). not catch the fleeing carriage. They must
Note that Gecko's magical items function Spells (3/2): Ist—charm person, sleep (x2); either overtake the vehicle or take a short cut
normally once he’s outside the prison walls. 2nd—darkness 15° radius, invisibility. and cut it off. The coach starts at the western
He abandoned the other items he brought After 146 rounds of combat, Gecko's edge of the prison, turns north, and heads east
with him when they wouldn't function. escape carriage finally arrives. The driver is onto the main road, past the South Barracks
For every 2 rounds spent fighting in or panicked at being so late and rounds the cor- (area 7) and toward the South Gate. (Although
around the prison, one prison guard joins the ner in such a hurry that he drives right into the West Gate is closer to the prison, the
fight on the party's side. the group. Everyone, including Gecko and guards stationed there probably saw or heard
24 Issue No. 81
А КАСЕ AGAINST TIME
the explosion at the prison and are doubtless good solution, as long as no bridges or boats
on alert. Besides, Bruiser and Gecko have a Fire Crystals
are nearby. Another option is to leave a crys-
secret hideout east of the city.) If the PCs run
directly east from the prison to the main road
Fire crystals are basically fireballs held in sta- tal in a known area and then evacuate the
they intercept the carriage and have 1 round
sis. The crystals resemble orange gemstones residents. This at least minimizes the loss of
to take action before it passes them. that flicker like candles in a stiff breeze. As life. Dropping a crystal into the sewer also
PCs could try to leap onto the carriage,
the stasis field degrades, the crystal warms alleviates damage to the citizens, although
attack the driver, destroy the carriage, stop the
until it becomes searing hot in the last few the explosion collapses some of the sewer
horses, or simply give chase. Leaping onto the
minutes before detonation. tunnels. In truly desperate circumstances,
carriage while it is motion requires a success-
When the stasis field around the crystal the PCs can try to throw a crystal into the air
expires, the fireball spell detonates, inflicting at the moment of detonation, hoping they
ful Dexterity check on 5d6 (thieves roll 4d6).
Failure indicates a rough fall and 142 points of
6d6 points of damage to anyone in the 20- can hurl it higher than the radius of the
damage. If a character successfully boards the radius area of effect. A successful saving explosion. The timing requires a successful
throw halves the damage. Locking the crystal Intelligence check.
carriage, Bruiser and Gecko climb onto the top
of the carriage to try and knock the PC off.
їп а box cannot stop the explosion; it simply Casting dispel magic on the crystal brings
Any action other than simply "holding on for
destroys the container when it explodes. down the stasis field and detonates it imme-
dear life" requires a successful Dexterity
Burying it has little effect. If several crystals diately. Dropping a crystal into a bag ofhold-
check on 4d6 to avoid falling off the coach (for
are in the same area when they detonate, the ing or any other extra-dimensional space
1d4 points of damage). Actions requiring two
area of effect is not increased, but the dam- contains the explosion but destroys the item
hands (overbearing, wielding a two-handed
age is cumulative. in the process. A horn ofblasting, shatter spell,
For low-level parties, the only means for or 10 points of blunt weapon damage col-
sword) require a successful Dexterity check on
5d6, with failure resulting in a tumble from
dealing with the crystals is to safely dispose lapses the stasis field and triggers the fireball
the carriage.
of them. Throwing them into the bay is a explosion.
Attacking the driver has a 50% chance of
stopping the carriage as he pulls on the reins. driver (25% chance), overturn the carriage unable to answer the duke. “I am appalled,
Anyone atop the carriage when it stops must (25% chance), change direction (25% chance),
make a successful Dexterity check on 4d6 or or buck and rear for 1 round before the driver Captain! Faced with a crisis of this magni-
be hurled to the street for 1d6 points of dam- regains control (25% chance). A simple cantrip tude, you turned to these sell-swords, and
age. Those clinging to the side of the carriage can untie the horses from the vehicle, causing look what happened!” The duke reaches
by one hand must also make a roll, but the the carriage to roll until it strikes something! out and tears the officer’s sash from his uni-
damage is only 144—1 points. Overturning the carriage causes 1d6 form. The former captain looks down at the
The carriage provides partial cover against points to anyone clinging to the outside and
ground, ashamed.
“Come with me. We have a disaster to
ranged attacks, improving the driver’s AC. 184 points of damage to anyone within. If the
Carriage driver, human male F1: AC 6 (2 horses are released and the carriage runs into deal with.” And with that the duke stomps
with cover); MV 12; F1; hp 4; THACO 20; #AT something, everyone on or inside the carriage off. Coby follows silently.
1; Dmg by weapon; SZ M; ML7; AL LE; XP 15; suffers 1d4 points of damage and is jostled
short sword, whip. and unable to act for 1 round. Each character receives 50 XP for each fire
The driver defends himself only if forced The carriage and its occupants move at top crystal successfully neutralized. This is the end
into melee. He must check morale after every speed (MV 14) for the South Gate. Unless held of their adventure, and they will have no fur-
attack whether he is actually hit or not; if he up by the PCs, the criminals force their way ther contact with the duke or Coby. They are
fails his Morale check, he abandons the car- through and escape to the countryside. neither persecuted nor lauded for anything
riage and runs away into the city to hide. If the they did.
driver is removed by whatever means, Gecko
Tying Up Loose Ends If the party missed only one or two crys-
(or Bruiser, if Gecko is unable) grabs the reins tals, the duke is grateful for their help, but still
and takes over after 1 round. During this time There are several possible endings to this disappointed with the captain and says as
the carriage’s speed slows to 8, and there is а adventure. Regardless of where the PCs are, much. He rewards the party with a bag of 500
50% chance the horses change direction at the when it comes time to conclude, the duke of gp for their troubles, and each PC receives 200
discretion of the DM. This could take the Red Fern tracks them down. XP for each crystal neutralized.
chase north along the main road or elsewhere. If the PCs missed three or more crystals, If the PCs recovered all of the crystals, read
Attacking the carriage directly is likely to even if they prevented the jail break, read or or paraphrase the following:
succeed only if the party has some powerful paraphrase the following:
magic at their disposal. The vehicle is AC 2 The Duke of Red Fern runs, huffing and
and can withstand 45 points of damage before The Duke of Red Fern runs, huffing and puffing, around the corner, Following him
falling apart. Spells like warp wood or enlarge/ puffing, around the corner. Following him is a motley group of councillors and city
reduce cast at the wheels could scuttle the car- is a motley group of councillors and city guards. The duke sees you and stops in his
riage at the DM's discretion. A cleverly cast guards. The duke sees you and Captain tracks, grinning broadly. After a moment's
шер spell could clog the wheels, blind the dri- Coby and stops in his tracks, gritting his pause he walks toward you.
ver, and so forth. teeth. After a moment's pause he stomps “Captain Coby!” he thunders. “You're
PCs can also direct spells or actions at the toward you, arms flailing wildly. "Do you to be commended. You and your brave
horses. The animals are susceptible to sleep, know how many people died today friends have saved the lives of my citizens!”
spook, grease, phantasmal force, darkness 15’ because of your incompetence?”
radius, scare, and animal friendship spells. Captain Coby’s mouth opens and shuts The duke gives Captain Coby a crushing
Depending on their use, these spells might like a fish gasping for breath, but he is bearhug and shakes each PC's hand vigor-
spook the horses, causing them to throw the ously. He gives the PCs “an inadequate token”
DUNGEON 25
А RACE AGAINST TIME
Tour of Red Fern self on the street. She firmly believes that such a commer-Y
cial atmosphere corrupts true learning. ^
The city of Red Fern has long been the hub of trade and The city enjoys relatively little crime, thanks in no
ship travel along this busy section of coastline, though the small part to its enlightened leadership and strong mili-
area was once nothing more than a cluster of merchant tary presence. There are two full barracks in Red Fern and
warehouses huddled along the southern shores of a large complement of soldiers. It is said that no prisoner
Sandman's Bay. Many of those old warehouses still stand, has ever escaped the city’s prison. The seat of the city’s
now belonging to powerful and wealthy families, namely * government is, of course, Government Center, which lies
the Gherrens, the Maneras, and the Fedoruks. These are on the north side of the river at the end of Sages’ Way. Here
the three founding merchant families of Red Fern, one can find the Office of Laws, The City Congress, The
Many prominent businesses have since established Ministry of Defense, Commerce Hall, and The Civic
themselves here, including Riddle's Tobacco Factory Offices where the duke himself conducts his business.
(maker of the king's favorite cigars), Lord Bob's Clothiers Directly across the river is Temple Street, where the city’s
(which spins the finest cloth in the entire duchy), and the main churches are located.
illustrious Warren’s Jewels (designer of Lady Bagatella’s Visitors can find many amusements in Red Fern. The
“breathing bloodstone" tiara). Red Fern boasts four dwar- famous Dockside Avenue is home to the nine most bois-
ven master-smiths, who have stubbornly set up their busi- terous taverns in the duchy. The party here begins at sup-
nesses on different corners of the same intersection in a per and lasts well past sunset. Many famous bards,
fiercely competitive rivalry. Smith’s Corner is an excellent dancers, and entertainers perform here nightly. Directly
place to purchase metal-goods. The city's only human east one can find the Brewers’ Union, Brewer's Square,
smith wisely located his bu: far away from Smith's and Banshee's Beers, maker of the infamous Dark
Corner. Mushroom Stout.
But Red Fern is not merely a place of commerce. The The city also enjoys public parklands inside the city
city is well regarded for its thirteen colleges and universi- walls for the enjoyment of citizens and visitors, The
ties. College Town, as itislocally known, isa small walled Whispering Vale is said to be inhabited by water nixies
compound where the city’s houses of higher learning are who willgrant a wish if one throws a copper piece into the
located. The walls, designed by the mage and engineer river. From Fedoruk Park, one can take a trail up the hill-
Sullius Crassius (who maintains a tower in the city), are le to Overlook Point and its spectacular vista, as seen
more decorative than practical in any defensive sense. from the shores of Red Fern Reservoir, One must be care-
They are nevertheless true architectural wonders—a ful, however, not to take the wrong path and stray into the
fusion of magic and stonework. The entire area west of private vineyards of the Warren family. Because of a recent
College Town to the main road is known as the Students’ spate of vandalism on the grape crop, they are heavily
; District, where many booksellers, scribes, and researchers patrolled and trespassers are not tolerated, The public is,
"make their living. The majority of the city's student popu- <however, quite welcome to visit the winery where excel-
lation also lives here in rooming houses. lent vintages are for sale.
The city is also home to many learned sages, who ply Visitors interested in purchasing the varied wares of
their trade along Sages’ Way, which runs from the main Red Fern's shopkeepers are directed to the Gold District
road to the War Tower. The street is lined with allmanner ‘Also on every seventh day, the marketplace around the
of erudite and scholarly men and women, It is said that if city well abounds with all manner ofgoods.
a question cannot be answered on Sages’ Way, then it has
no answer. The city’s foremost expert on history, Harriet
Helmswood, makes a deliberate point of not locating ћег- Permission is granted to photocopy this handout for
home game use only. © 2000, Wizards of the Coast, Inc
of his appreciation: a bag of 500 gp and his quet he introduces the PCs to a number of lives in a remote tower. The wizard, exiled
diamond ring of office worth 1,500 gp. Each prominent people in Red Fern, This could be a from Red Fern years ago, has his own reasons
PC also receives 200 XP for each neutralized lucrative source of both information and to despise the local authorities. In exchange
crystal—a total of 1,400 XPs. employment for the party. for his and Bruiser’s freedom, Gecko is willing
If the PCs uncovered the jail break but If Gecko escapes, he seeks revenge against to share what he knows about this wizard.
Bruiser escaped, the duke is annoyed but not the PCs, especially if Bruiser is still in custody. If Evelyn survives, she continues to thwart
outraged. He casts a withering glance of dis- He might even attempt another jail break her brother’s attempts to break Bruiser out of
approval at the captain, but nothing further {although much less elaborate). He might also prison. If Gecko was killed and Evelyn per-
comes of it. weave an intricate assassination plot where he ceives the PCs as being responsible, she con-
If the party managed to re-capture Bruiser implicates the PCs in the murder of the duke. tinues to trouble them in future adventures.
or prevent his escape, the duke gushes with Whether or not Evelyn survives has little bear- Her revenge might not be as elaborate, but she
praise. He offers no further monetary rewards ing on his plans. is just as persistent as her brother. о
but does invite them to dine with him at the If Gecko is captured, PCs can learn that he
City Offices in two nights' time. At the ban- obtained the fire crystals from a wizard who
一
26 Issue No. 81
(continued from раде 6) LETTERS
them! I look forward to springing this (Issue #46), “Melody,” by Leonard and ieee ЕЈ
adventure on my unsuspecting players. Ann Wilson (Issue #48), “To Cure a fal
It will be a welcome diversion from the Kingdom,” by John A. Hartshorne (Issue
ho-hum orcs and goblins found so often #57), “Seeking Bloodsilver,” by Chris RPGA
in lower-level adventures.
Announces
Perkins (Issue #59), “Shards of the Day,”
I've been so busy with my life that I by Randy Maxwell (Issue #60), “Bzallin’s
no longer have the time to create my own
adventures, but if I can keep finding sur-
Blacksphere,” by Chris Perkins (Issue
#64), “Operation Manta Ray," by Paul F. New Magazine:
prising and fun adventures like "Bad Сиона, “The Winter Tapestry,” by
Seeds" to run, I think I'll be able to stick Stephen C. Klauk (Issue #78), and The Living
with it.
Kudos to Mr. Carter (and the always
“Cloudkill,” by Jeff Fairbourn (Issue #79).
I'm currently running a BIRTHRIGHT"
Greyhawk"
superb Diesel for the detailed maps)!
Also, thanks for pointing out possible
campaign. The PCs, acting as agents of
Roesone, have just completed “Seeking,
Journal
continuing adventures at the end of the Bloodsilver” and are now attempting to This August, the RPGA* Network will
module. 111 hunt those issues down and extract a Roesonean operative from the unveil an exciting new magazine: the
will probably have my next few port of Mieres (“Operation Manta Ray”). Living Greyhawk Journal. The Journal, a
Saturdays taken care of! Both adventures have “corny” plots 32-page bimonthly publication, will
Mike Griffith (retrieving an artifact or rescuing an contain updates on the Network's
Wind Gap, PA NPC) yet are still first-rate scenarios that exciting new shared-world DUNGEONS
I would have been proud to write. They & DRAGONS? campaign, articles of
Correcting Blatant Apathy are both useable with little or no addi- interest to the general GREYHAWKs fan,
I have been playing the AD&D game for tional work but can be expanded if nec- and exciting features set in the popu-
approximately twenty years and been essary.
lar WORLD OF GREYHAWK® campaign
purchasing Римском Adventures since setting.
Now the down side. Please can we Regular features will reveal cam-
Issue #38. (Yes, I know I am a late have no more adventures for other gam- paign developments, highlight impor-
starter.) Although on many occasions my ing systems (for example, “Deepstrike” tant campaign locations, update classic
brother and I (we alternate the role of in Issue #78). Personally, I feel cheated if monsters and villains to 3rd Edition
DM in our group) have discussed the one is included. formats, and explore new realms and
attributes of our ideal module, I have 1 also agree with readers who find peoples of Oerth.
never actually taken time to express my some of your low-level modules “quirky.” The Living Greyhawk Journal will be
opinion to the people with any influence. Starting a new party in an original way is available to RPGA Guild-level mem-
This letter seeks to rectify this blatant the hardest thing to do as a DM. What bers six times a year. This is in addi-
apathy. we need from DUNGEON Adventures are tion to sixissues of the updated and
Our group of players, all of whom good quality, gritty modules that'll keep expanded POLYHEDRON” Magazine. The
have been playing for 15 to 20 years, are Journal allows the RPGA to reach one
players on the edges of their seats. of its most important goals in recent
most definitely the “old school.” Hack Quirkiness is all right for one encounter, memory—to supply periodicals to
and slash, coupled with an imaginative not a whole module. RPGA members each and every
mix of interesting locales, villains, and A few comments on Issue #79: month of the year.
monsters are very much the order of the “Keep for Sale” – Good. A low-level The Journal will be edited by Erik
day. Of course, a strong plotline with adventure in the mould outlined above. Mona, RPGA Publications Coordinator
opportunities to roleplay is essential to a “Bad Seeds” — Very good. A module and member of the Circle of Six, the
good adventure. However, overly com- that the players would be involved in ruling body of the RPGA's Living
plex or convoluted plots where PCs are before they even realized it. Greyhawk campaign. Mona edited sev-
channeled down a strict course of action “Cloudkill” – Excellent, and the best
eral issues of the Oerth Journal, a pop-
to make the plot fit are not suitable for ular online GREYHAWK fanzine, and
of the bunch. A simple hook (“Something contributed to the Living Greyhawk
DuNGEON Adventures. Let individual is polluting our skies”), but an imagina-
DMs design their own if they want them
Gazetteer, a forthcoming sourcebook
tive plot that is easy to follow, good vil- from Wizards of the Coast that serves
in their campaign. What I want from lains, and a well thought out location as the creative backbone of the Living
DuNGEON Adventures and Wizards of the plus a short lesson in smelting, Top notch. Greyhawk campaign.
Coast in general are good quality, well “The Akriloth” – Well put together but Submission queries are currently
thought out generic adventures that can not really my thing. being accepted. Send all article ideas
fit into most campaign worlds. АП of my “The Best Laid Plans” — Very poor. to Erik Mona at polyhedron@wiz-
top ten DUNGEON Adventures modules Yes, I know it's a Side Trek adventure, but ards. com. The RPGA Network pays
possess these qualities. They are: that does not mean quality has to suffer. competitive rates for articles printed
“Hopeful Dawn," by Gary Lai (Issue in the Living Greyhawk Journal.
#41), "Goblin Fever,” by Randy Maxwell continued on page 86 ЛЕТЕ
II
ДЕЛТЕ
al [JEJIEJEJEJEJEJEJIEJEJEJEJEJEJEJEJEJEJEJEJIEJEJIEJ I
D I
DUNGEON 27
Charles says: “Writing this adventure was difficult
but fun. It juxtaposes the standard dungeon crawl
with an unusual adventuring environment inhab-
ited by denizens that should surprise even the most
seasoned players.”
“Divisions of the Mind" is an AD&D" adven-
ture for 4-6 characters of levels 8-12 (about 50
total levels). The characters are sent on a sub-
terranean raid to stop a menacing beholder.
Circumstances become complicated, however,
with the discovery of an illithid stronghold
inhabited by an ulitharid (noble mind flayer)
with a split personality. The Ilithiad supple-
ment provides useful background informa-
tion on mind flayers but is not needed to run
the adventure.
DIVISIONS
adventurers from above should be resourceful
enough to accomplish what he wants.
The nearby town of Ammath isasmall but
prosperous community of just over 200 inhab-
OF THE MIND
itants. One evening, Akwest ventured to the
surface and proceeded to Ammath, where he
created mayhem with his disintegrate, fear, and
telekinesis eyes. During the “assault,” Akwest
was careful not to cause too much destruction
or slay any inhabitants. His goal was to create
a stir, not bring down the town or too heavy a
vengeance upon himself. The attack com-
BY CHARLES C. REED pleted, he then returned to his lair to wait for
the inevitable “heroic adventurers” to be
called in, Akwest made provisions to lure
adventurers to the crystal citadel, where he
Never strike a bargain intends to make his appearance and offer
them a bargain. He plans to give his word not
to bother Ammath any more if the PCs agree
with a beholder to explore the floating citadel and find out
who or what built it and what is inside.
The crystal citadel is, in fact, an ancient
illithid sanctuary. It was constructed hun-
dreds of years ago by Shannotsuul an ulitharid
whose personality was attacked by a human
Artwork by Paul Daly mind due to short-circuited psionic seals. (See
Cartography by Diesel The Illithiad supplement ог the “Psionic Seals"
sidebar for information on psionic seals and
28 Issue No. 81
DIVISIONS OF THE MIND
circuitry.) The personality that has surfaced of one of the PCs, and he or she is returning
and dominated the ulitharid mind is Shannon home for a long-awaited reunion. A personal Psionic Seals
Canteel, a former human wizard and adven- plea for help from members of the PC's family Psionic seals are analogous to tattoos in
turer, Shannon remembers her capture and or Granny Wexton (see below) might add a
form and receptacles in purpose. The
ceremorphosis at the hands of the illithids and note of urgency to the expedition. psionic discipline Imprint Psionic Circuitry
bears no end of malice toward them, yet she is
allows illithids to brand objects with
permanently trapped within the body of her Action in Ammath psionic seals designed to contain psionic
enemy. Shannotsuul has one goal: revenge power. It is possible to brand a living being
against the illithids. She seeks to harm the The PCs arrive in Ammath two days after the with a psionic seal, allowing the individual
Ші cause whenever and wherever she can. beholder's attack. Justin Aldefer, the mayor, so marked to call upon the power stored.
The crystal citadel, built with the help of rene- and Dorothea Wexton, the oldest inhabitant of
within the seal.
gade alhoon servants, has served as a secure Ammath, act as spokespeople for the town. The ulitharid Redatsuul became enam-
headquarters from which she ventures forth Justin is a slight man in his fifties with a fringe ored of psionic seals and had several placed
to fight the illithids in the Underdark. To com- of red hair and an analytical, shrewd mind.
upon his person. The seals’ circuitry acci-
plicate matters, the ulitharid mind (named Granny Wexton seems to be nothing more dentally crossed, however. The seals not
Redatsuul) is not entirely quiescent. This pro- than a diminutive village nanny. She is 108 only shorted out but also revived the
duces a strange mix of illithid and human years old and gets about with the help of a human personality that the ulitharid sup-
behavior. While Shannon's goals do not sit cane. She lives in a small cottage that always
posedly obliterated when he underwent
well with the illithid portion of her mind, the smells of baked bread. She often uses the
Shannon personality remains in charge and endearments “butterpat,” “breadcrumb,” or
ceremorphosis. (See The Ilithiad for details.)
works toward the downfall of illithids with “biscuit” when speaking to people. Note that if Shannotsuul suffers dam-
single-minded determination. To extend her The town has scraped together а reward age in combat exceeding half of her hit
points or is reduced to below half her nor-
life beyond the normal ulitharid span and to amounting to 1,000 gp per PC, along with sev- mal PSP total, there is a 5% chance that the
keep the ulitharid’s true personality at bay, eral magical potions donated by a local psionic seals on her are damaged enough to
Shannotsuul regularly ingests a special fluid alchemist (2-3 potions of whatever type the cease functioning and restore the Redatsuul
produced by fungal growths melded with DM determines could best suit the party). The personality, eliminating all vestiges of the
neural tissues from strange subterranean crea- town provides any standard supplies the PCs human wizard Shannon Canteel. If reduced
tures. She avoids total darkness, which is need free of charge. PCs are put up at a local to one fourth of her hit points or brought to
unusual for illithids. While the illithid eye is inn or in а PC's old home if appropriate to the 0 PSPs, the chance increases to 10%.
not made to operate well in bright light, adventure,
Shannotsuul is uncomfortable in total dark- PCs learn that the beholder came from the
ness and lives in a citadel that radiates contin- eastern forest just after nightfall. They can Manticores (2): AC 4; МУ 12, fly 18 (E);
ual soft light. She endures the dark only on trace the path the beholder took through HD 6+3; hp 35, 31; THACO 13; ВАТ 3; Dmg,
missions against the illithids. Her eyes are town, observing damage to many structures 1d3/1d3/1d8; SA tail spikes; SZ Н; ML 13; Int
unique for illithids (a physiological side effect caused by disintegrate rays. Locals testify that low (6); AL LE; XP 975; MM/246.
of the psionic seals) and operate equally well the beholder sent droves of people screaming
in light or darkness. Attempts by Shannon to in panic. Several people were wounded in the Into the Woods
return to her former human state have met riot to escape the beholder, but nobody per-
with failure—the Redatsuul personality is too ished. Astute PCs might find this puzzling, The forest lies less than a mile east of town and
intimately entwined with Shannon's to allow People in town know that the eastern woods is a mix of old and young growth. It is rela-
such change. The shame Shannotsuul feels at are home to fell creatures, but except for an tively safe at the outskirts, and townsfolk rou-
her form shows in the heavy veil she normally attack by a huge reptilian beast (a behir) about tinely cut wood and pick berries and nuts
wears, removing it only to eat and to infiltrate eight years ago, all has been quiet. The citizens there. Only a few little-used trails venture
illithid lairs. have been keeping a nightly vigil since the deep into the woods. As the PCs approach the
The citadel itself is enclosed in a shield that attack, but so far they have spotted nothing. forest, they spot an arrow made of stones
repels magic and psionics, which is why ‘There are rumors of caves existing somewhere pointing east. The arrow, left near a trail, was
Akwest's levitation failed. Getting in should in the forest, but nobody from town has been made by Akwest to lead adventurers to his lair.
not prove too difficult for resourceful charac- foolish enough to search for them. At two miles and four miles into the woods are
ters. Shannotsuul, if approached correctly, more arrows, also pointing east along the trail.
might not be ill-disposed toward adventurers Overstaying Their Welcome PCs know few villagers travel this deeply into
visiting the citadel. PCs who charge in with the forest, so the presence of the arrows might
spells and swords blazing, however, are in for If PCs choose to remain in town for more than make them wonder. The entrance to Akwest's
a serious fight. a few days, Akwest grows frustrated that no caverns lies six miles down the trail, at the base
one has come looking for him. After three of arocky hill covered in pines. Along the trail
What the Characters Know days, Akwest sends a pair of charmed manti- there is an encounter with the manticores.
cores to assault the town. They approach from They are out hunting and do not hesitate to
Play begins with the PCs becoming aware of the east by air and attack anyone outside with attack humans or demihumans. If Akwest has
problems in Ammath. This could be as simple several volleys of tail spikes, then land in the already sent two manticores to town, PCs
as seeing a posting on a wall outside of an inn town square, Akwest would have sent three instead encounter the petrified and shattered
or hearing a rumor from a traveler who just manticores, but one was unaffected by the remains of the third manticore.
passed through Ammath. The PCs might also charm and the beholder was forced to slay it. If Manticores (3): hp 35*, 32, 31*; otherwise
have just arrived in Ammath, hoping for a PCs are on the move by the third day, they same statistics as above. The manticores with
quiet night or two between adventures. meet the manticores in the forest and no town 35 and 31 hp are the same ones encountered in
Conversely, Ammath might be the hometown attack occurs. (See “Into the Woods” below.) “Overstaying Their Welcome" above.
DUNGEON 29
DIVISIONS OF THE MIND
Caverns of Akwest Babasak reduced to 1 hp or killed. Hidden underneath person moans, then flee under cover of their
the trapper is a pile of bones, а suit of chain- manipulate shadows ability, creating mirror
Following the trail leads to Akwest's caves, six mail sized for a dwarf, а warhammer, a metal images to confuse characters, Scattered around
miles into the forest. The entrance is set into tube containing a priest scroll (cure blindness the floor are 255 cp, 310 sp, 159 gp, bits of
the base of a rocky hill covered in pine trees. and air walk written at 10th level), and a neck- rusted armor, а medium shield with a heraldic
The caverns are natural limestone and vary lace of silver set with a garnet worth 150 gp. device of a local nobleman (a PC with the
from 7 feet to 30 feet high. The walls are rough Trapper; АС 3; МУ 3; HD 12; hp 56; Heraldry NWP or familiarity with the area
but slick with moisture. In areas Akwest has ТНАСО 9; #AT 4+; Dmg 6 + AC of victim; SZ might recognize it), and a ceramic bottle con-
recently excavated (see area 15), the walls are н; ML 11; Int high (14); AL М; ХР 3,000; taining a potion of heroism.
smooth and dry. In the natural areas, patches MM/229. Cloakers (3): AC body 3, tail 1; MV 1, fly
of harmless fluorescent fungus grow, shed- 15 (D); HD 6; hp 36, 31, 28; THACO 15; #AT 2
ding an eerie light. 3. Dismantled Arrow. + special; Dmg 146/146 + special; SA moan;
Akwest spends most of his time touring SD manipulate shadows; SZ L; ML 14; Int high
the tunnels, on the lookout for possible prey Several small piles of stones sit in the center. (14); AL CN; ХР 1,400; ММ/44.
or intruders. Every monster in the cave com- of this three-way intersection. They have
plex knows of Akwest and acknowledges his been arranged into simple geometric 6. Healing Spring. A clear, cold spring trickles
overlordship. None of them would willingly shapes and appear to have been moved from the south wall and forms a small pool.
fight the beholder. If charmed to attack the recently. The spring radiates Necromantic magic, The
beholder, the monster receives a saving throw first PC drinking from the spring heals 246
to break the charm, and if successful, flees. If it The stones are the remains of another points of damage immediately and heals any
fails, it suffers a -3 penalty to attack rolls due arrow placed by Akwest. The arrow was remaining wounds at five times the normal
to fear. moved less than an hour ago by the quaggoth rate for the next week. After one PC drinks,
Akwest is greedy, arrogant, quick to anger, in area 9. the spring loses its potency for a week. If the
and intelligent. He has lived in these caves for first drink of water is carried away from the
over eighteen years and considers them his 4. Arrow Pointing the Way. Another arrow of spring, it loses its potency within 1 hour. This
own and all within his slaves, servants, or small stones points south. spring is the reason Akwest originally chose
next meal. Akwest always seeks to deal from these caves for his lair. With a sip from the
a position of power, hence the initial attack on 5. Guardians of the Spring. This area is spring, he can replace lost eye stalks rapidly.
Ammath. He speaks Common and Under- inhabited by cloakers. Akwest allows them to Growing at the dead end of the passage is
common, and he can communicate at least in lair here so they can act as guards for the heal- a patch of blue fluorescent fungus. The fungus
rudimentary form with every intelligent mon- ing spring in area 6. The cloakers rarely ven- is harmless but can be scraped off and сој-
ster in the caves. During the adventure, ture out except to hunt in the corridors or lected as a portable light source. The radius of
Akwest keeps with him a potion of invisibility surrounding woods by night. The cloakers are the fluorescent light is 15 feet.
that he carries via his telekinesis eye. Any noise continually emitting their first level of sub-
or commotion PCs make in the tunnels has a sonic moan, their equivalent of a cat’s purr of 7. Black Pudding, A black pudding has wan-
1-in-3 chance of alerting Akwest of their pres- contentment since they have just digested a dered up from deeper levels of the Underdark
ence. He quaffs the potion once he knows PCs meal of quaggoth from area 9. Note that while and has attached to the ceiling at this intersec-
are in the caves, then finds and quietly follows in the corridors, the subsonic moan is too tion. Any movement below causes it to drop.
them at a distance of 60-80 feet. If he is weak to cause the full effects as described in The tunnel heading east (off the map) contin-
detected at any time, see the "Let's Make a the Monstrous MANUAL" tome, but the moan ues for several hundred feet before reaching
Deal” section below. can cause general unease. Once PCs enter the the quaggoth lair and could be developed by
cave, read or paraphrase the following: the DM as an extension of the adventure.
1. Entrance. (Otherwise, the passage can be considered a
You enter a round cave filled with large dead end.) The pudding has no treasure.
Ahead of you looms a tall hill covered in fir boulders and stalagmites. Three other tun- Black pudding: AC 6; MV 6; HD 10; hp 48;
trees. At the base of the hill is a rock-strewn. nel mouths wind away into darkness. You THACO 11; #AT 1; Dmg 3d8; SA corrosive
cave mouth about 12 feet wide and 20 feet hear the faint trickle and splash of water touch; SD unaffected by most weapons and
tall. It angles rather steeply down into the nearby. A sudden movement in the cave spells; SZ L; ML special; Int non (0); ALN; XP
hill until a gradual bend obscures your catches your eye, and you hear a flapping 2,000; ММ/297.
sight. A cool breeze issues from the cave, noise. There it is again!
smelling of dampness. On the ground is 8. Quaggoth Lookout. A lone quaggoth
another arrow made of stones. It points One of the three cloakers in the cave per- squats by the western wall of this intersection.
directly into the cave mouth. sists in the first level of moan, causing unease He is on lookout for the raiding party in area
and a -2 penalty to attack and damage rolls, 9. If ће sees movement or light heading his
Like the arrows found in the woods, this while the other two attempt to maneuver to way, he yells loudly, summoning all of the
arrow is meant to point the PCs in the right attack the party from opposite flanks. The nearby quaggoths in 144 rounds. He wields a
direction. PCs who shout down the cave boulders in the cave give the cloakers 50% stone ax (Dmg 1d6) and has a necklace made
mouth do not receive any kind of response. cover (4 bonus to AC). They require 1 round of bone beads worth 5 gp.
to maneuver into position before attacking. Quaggoth: AC 6; МУ 12; HD 242; hp 11;
2. Trapper Menace. This section of the corri- After 2 rounds, the third cloaker begins to THACO 19; #AT 2 or 1; Dmg 144/144 or by
dor is home to a trapper: It stretches from wall emit the third level of moan, attempting to weapon (1d6 with stone ax); SA berserk rage;
to wall and is 20 feet long. The beast attempts catch as many PCs as possible in the effect. If SD immune to poison; SZ L; ML 16; Int low
to engulf the first two PCs who walk over it. one is slain or if their morale breaks, any (5); AL N; ХР 175; MM/298.
Note that it will not release victims until it is remaining cloakers emit either the fear or hold
30 Issue No. 81
DIVISIONS OF THE MIND
DUNGEON 31
DIVISIONS OF THE MIND
are scattered over the floor. A small shield is Anyone struck by the mace must make а suc-
“You have finally arrived. I am sure you
buried under dirt and rubble. А total of 245 ср, cessful saving throw vs. spell or also be cov- found my directions helpful. My name is
689 sp, 337 gp, and 78 pp are strewn about. ered in faerie fire for 246 rounds. Akwest Babasak. There is an urgent task
The sack hanging from the skull contains four Mustard jelly: AC 4; MV 9 (18 if divided); you must complete for me.”
potions: a ceramic bottle with oil offumbling, a HD 7+14; hp 54 (27 for each half); THACO 13;
thick green potion of vitality, a syrupy sweet #AT 1 or 2; Dmg 544; SA split into two; SD +1
potion of water breathing, and a philter of glib- or better weapons to hit; MR 10%; SZ L; ML See "Let's Make a Deal” below for details
ness in a tiny water skin. Hidden under a rock 14; Int average (8); AL М; ХР 4,000; MM/276. on encountering the beholder, The corridor
on the floor are three scrolls in corroded metal continues sloping downward until it reaches
tubes: a magical scroll (irritation and shatter, 14. Piercer Colonies. These 20-tall caves are area 17, whereupon it opens up into a vast
written at 9th level), a clerical scroll (free action, homes for piercer colonies. The piercers cling, cavern. If PCs listen to Akwest and decide to
written at 13th level), and a scroll ofprotection to the ceiling and wait to drop on prey. accept his offer, he escorts them to the chasm
from earth elementals, The iridescent pouch on Akwest often feeds on these subterranean and awaits their return, anxiously hovering in
the beetle shell was once owned by Rolf the mollusks, The piercers have no treasure. areas 15-17,
Dancing Bull, an adventurer from Ammath Piercers (24/area): АСЗ; MV 1; HD 1; hp 5
who disappeared about fifteen years ago. The each; THACO 19; АТ 1; Dmg 146; SA sur- Let's Make a Deal
pouch is made of rare tropical snake skin, and prise; SZ 5; ML 10; Int non (0); AL М; XP
Rolf often wore it very conspicuously. If the MM/290. Wherever and whenever Akwest is encoun-
hometown option is used, the PC from tered, he explains the situation and makes his
Ammath can make an Intelligence check to 15. New Tunnels. Read the following when deal with the PCs: In return for exploring the
recognize the pouch as Rolf's. It is worth 60 gp PCs first encounter a new tunnel: citadel and discovering who built it, Akwest
and contains a topaz (300 gp), a piece of pink vows never to harm Ammath again. The
coral (100 gp), a tiger eye agate (80 gp), and a This tunnel appears different from the other beholder is as good as his word. He further
small amethyst (50 gp). tunnels you have seen. The walls are demands 50% of whatever the PCs find in the
smoother, drier, and more regular, and the citadel, but he is willing to settle for 25%. He
12. Storoper. A lone storoper has made its floor lacks stones or other debris. is arrogant and greedy but not stupid. The
home in the northwest corner of the intersec- beholder refuses to deal away any of his own
tion. Akwest's tunneling work has stirred up a These are new tunnels Akwest carved treasure (from area 11), although ће divulges
great deal of prey, allowing the storoper to with his disintegrate eye. They are 10 to 12 feet the secret of the spring (area 6) if PCs need
grow to largest size and actually shed a seed, high. Dwarves or PCs with the Stonemasonry some offer of goodwill.
which grows into another storoper in six NWP can determine that the tunnels are too If PCs choose to fight the beholder rather
weeks. The seed resembles a small boulder. recent to have been carved by water or lava, than talk, Akwest proves a fearsome foe. He
The коры eagerly attacks anything besides and there is no indication that tools were used. rotates his spherical body so all ten of his
Акме izzard contains 15 рр and seven small eye stalks can aim forward. He targets
robe (50 gp each). 16. Tunnel To the Chasm. only two or three characters with his eyes,
Storoper: AC 0; MV 3; HD 6; hp 48; thus concentrating his firepower, Akwest's
ТНАСО 11; #АТ 1; Dmg 544; SA strands, poi- On the ground in front of you is another goal is to reduce the number of PCs as quickly
son; SD immune to normal missiles and light- arrow made of stones. It points toward a as possible. If he has not yet imbibed his
ning; half damage from cold; SW —4 to saving long tunnel that slopes down. A cool breeze potion of invisibility, Akwest drops the potion
throws vs. fire; MR 80%; SZ M; ML 15; Int issuing up from the far end brings with it a to free up his telekinesis eye. Akwest knows
exceptional (15); AL CE; XP 10,000; MM /304. strange scent—the electric smell of ozone. every creature in the caverns, and if he gives a
For the briefest instant, you think you see a direct order to a monster, it is 75% likely to
13. Mustard Jelly. flicker of dim, opalescent light from farther comply (with -3 penalty to its normal Morale
down the tunnel. score). Akwest's charm monster eye can also
А natural pillar of rock stretches from the force the monster to obey.
floor to the ceiling, which is almost 30 feet The tunnel is 300 feet long with two bends, Akwest Babasak (beholder): AC 0/2/7;
overhead. The whole area is suffused in a one left and one right. It slopes down at a 20- МУ fly 3 (В); HD 14; hp 69; ТНАСО 7; #АТ 1;
warm golden glow, apparently emanating degree decline. If Akwest has not yet found Dmg 2d4; SA magic; SD anti-magic ray; SZ M;
from the far side of the rock pillar. The wel- the PCs, he is waiting just around the first ML 18; Int exceptional (16); AL LE; XP 14,000;
coming illumination flickers like firelight. bend, hovering in the middle of the corridor. If MM/21.
this is the party’s first encounter with Akwest,
A mustard jelly has lived in the caves for read or paraphrase the following: The Chasm and Citadel
years, feeding off of the fluorescent fungus
Whenever prey was scarce. Over time, the jelly Hovering in the middle of the corridor is The citadel is home to Shannotsuul and her
has acquired its own light-producing proper- the eye tyrant. Its eye stalks twitch and minions. They constructed it from a strange
ties and gives off a warm golden glow, pro- writhe atop its bulbous, armored form, and mineral that absorbs and enhances psionic
viding illumination in a 30 radius. The jelly several of the eyes fix you with cold stares. power. By expending 50 PSPs of mental
uses its butter-colored glow to attract prey. It The creature contorts its lips and jagged energy over 1 hour, Shannotsuul and her
is currently divided, with one half on the teeth into a hideous smile, The eye tyrant alhoon servants can reshape or reconfigure
ground between the pillar and wall and the dips its body in greeting, the crystal in a 10-foot radius around them
other half hiding within a crack in the pillar. It (This ability comes with years of practice;
attacks anyone who moves around the rock If the PCs do not instantly attack, Akwest psionic PCs lack the mental focus to reshape
pillar. Within the crack is a footman's mace +1 speaks to them in Common. Read or para- the citadel except in extremely minor ways.)
which is limned with faerie fire at all times. phrase the following at this time: In the past, whenever Shannotsuul and the
32 Issue No. 81
DIVISIONS OF THE MIND
The Chasm
and Citadel
-@-„
0 300 600
feet
alhoon needed more space, they literally grew plines already in effect before entering the effective on these doors, All doors automati-
new towers and chambers from the living shell are not dispelled; they simply do not func- cally close 1 round after use or if the frame of
crystal, Many of the interior and exterior sur- tion in the shell area. Any attempt to breech the an opened door is tapped twice. The irises of
faces are imprinted with psionic circuitry. Due shell using, magic or psionics fails and alerts the doors open and close with a wet sucking,
to the active circuitry, the substance of the the alhoon and Shannotsuul that intruders are sound, Shannotsuul and the alhoon have the
citadel continuously sheds a soft light in many nearby. As long as the shell remains activated, ability to lock or unlock doors in their lines of
pastel hues, The citadel is bright enough to spells that summon or contact beings from sight by expending 2 PSPs per door. When a
illuminate the entire chasm. In the rocky core, other planes (such as conjure elemental ог соп- door is locked, the tendrils of the frame spread
infiltrates of crystal provide adequate illumi- tact other plane) do not function, over the surface of the door to hold it shut.
nation in most areas. All levels of the citadel The mineral from which the citadel is built Locked doors do not open by touch and
are connected by crystal ramps instead of is extremely resilient and saves against all remain like this until unlocked. A knock spell
stairs. The ramps are covered in short, tough attacks on the Item Saving Throw table as the opens a locked door. The doors (AC 10) can
cilia that act as conveyer belts, moving PCs or most favorable substance. Any spells that alter withstand 10 points of damage. Slashing and
objects placed on the ramp up or down at a stone will affect the crystal, but alterations are piercing weapons inflict full damage, while
movement rate of 3. The cilia allow the thralls temporary; the crystal fully restores itself blunt weapons inflict no damage. The door
to easily move large objects up or down levels. within 3d4 rounds. Thus, a disintegrate spell can be torn open with a successful Bend Bars
A walking PC can easily counter the cilia's can be used to create a 10-diameter opening roll. The membrane still regrows after 3d4
movement if he or she wishes. in a wall, but crystalline fibers begin forming rounds, however. The soften psionic ability can
The citadel is surrounded by an anti-magic over the orifice almost immediately, and be used to weaken a door; after 2 rounds, the
shell that negates all dweomers and psionics. It within 344 rounds the wall is fully regrown. A door can sustain only 1 point of damage.
also prevents all forms of detection—magical shatter spell opens a 1' x 1' x 1' hole in а wall,
and telepathic. The shell begins 10 feet away but since all walls are at least 2 feet thick, mul- Chasm Key
from the citadel and extends 50 feet in ail tiple spells are needed before a breach can be
directions. This area nullifies all magical and made, and the hole still shuts in 344 rounds. 17. Tunnel and Chasm. Akwest's tunnel
psionic power. No form of magical or psionic All doors in the citadel are made of an opens into a crack in the chasm wall about 700
teleportation or plane shifting functions organic psi-aware substance. They appear as feet above the floor The tunnel is nearly
through the shell unless Shannotsuul deacti- translucent membranes embedded into thick impossible to see from the citadel. The
vates it. Spells and psionics function normally frames of interwoven vines or olive green ten- immense cavern measures 1,200 feet wide by
inside the anti-magic shell, however, so teleport- drils. The doors and frames glisten with slime. 3,000 feet long by 1,600 feet tall. The citadel
ing from one section of the citadel to another ‘Touching a door membrane causes it to open. hovers in the center of the rift, with 200-300
section is possible. Spells or psionic disci- Hold portal and wizard lock, however, are not feet of clearance above and below.
一 一
DUNGEON 33
DIVISIONS OF THE MIND
34 Issue No. 81
DIVISIONS OF THE MIND
м>—
DUNGEON 35
DIVISIONS OF THE MIND
一
36 lssue Мо. 81
DIVISIONS OF THE MIND
опе successful attack). She wears а ring ofpro- Fourteen tentacle extensions (see The motionless against the northernmost pillar,
tection +3 with a curse that activates if worn by Illithiad) are piled near the door. Shannotsuul appearing as part of the pillar. It was placed
anyone of good alignment, imposing а -3 and the alhoon use these 3-long cables topped here to keep the githyanki from wandering
penalty to Armor Class and saving throws with sharp blades during combat simulations. too far from their room. It acts as a guardian
instead of a +3 bonus. Removing the cursed The tentacle extensions give them a +2 bonus and attacks any non-resident of the citadel. It
ring requires a remove curse spell. Her baroque to attack rolls with tentacles and inflict 1d4+4 uses its psionic domination attack first. If this
armor is worth 5,000 gp intact. points of damage each. Five PSPs must be fails, it uses its mind blast then lashes out with
Psionics Summary: #AT 1; MTHACO 14; expended every turn they are worn. The its tentacles. If bypassed or reduced to half its
MAC 9; Lv 7; PSPs 210; Psionic Attacks—All; extensions do not prohibit the extraction of hit points, it telepathically alerts the alhoon in
Psionic Defenses—All; Psionic Disciplines— victims’ brains. If time allows, the alhoon area 35 of intruders. It has no treasure.
body equilibrium, probability travel, teleport, ESP. come here and don the extensions before deal- Urophion: AC 0; MV 3; HD 12; hp 63;
ing with intruders. ТНАСО 9; #AT 6; Dmg 1d4+2 (x6); SA tendrils,
26. Bonethriven Music Hall. psionics; 97. L; ML 20; Int genius (17); AL LE;
29. Alhoon Apothecary. This door is locked. If XP 9,000; The Illithiad.
A low dais bathed in light dominates the opened, read or paraphrase the following: Psionics Summary: #АТ 1; MTHACO 11;
center of this otherwise darkened room. A МАС 5; Lv 9; PSPs 146; Psionic Attacks—EW,
crystal stool rests atop the dais. On one side Three long crystal tables occupy the center IL MB; Psionic Defenses—All; Psionic
of the stool stands a rack holding several of the room. One is covered with dried fun- Disciplines—control body, body equilibrium, lev-
musical instruments, including a lute and gus and roots. Another is cluttered with itation, awe, ESP, domination, post hypnotic sug-
several drums. On the other side rests a dozens of bottles, flasks, and vials. The last gestion", taste link*.
strange device resembling large, freestand- is stacked high with alchemical equipment: * See The Illithiad for details on these new
ing bagpipes. Several tubes of carved bone retorts, alembics, lengths of twisted metal, disciplines, replace with others, or ignore
protrude from a central bellows. The bone and glass tubes. A ceramic bowl of thick them.
tubes possess many holes and buttons. murky liquid slowly begins to bubble on
Hanging from the ceiling over the dais is a this last tabletop. 31. Touch Sculptures. This chamber contains
slimy membrane crisscrossed with pulsing a dozen sculptures made of strange crystalline
blue veins. This apothecary and alchemical workshop composites. Each sculpture hovers in the air
is used by the alhoon. Many mundane medic- due to permanent psionic levitation. The levita-
This room is where Shannotsuul practices inal herbs and preparations can be found in tion effect is lost if the items are removed from.
music. (Both Shannon Canteel and Redatsuul the bottles and flasks. Mixed in among the the room.
were musicians.) The membrane on the ceil- herbal medicines are several potion ingredi- Shannotsuul collected the sculptures over
ing acts as an amplifier, magnifying any ents, including a bottle of fresh troll’s blood the years and kept them because they have
sound produced on the dais and causing it to worth 150 gp. A PC with the Herbalism NWP interesting or unique textures. On the walls of
echo loudly through the entire level. It loses its who studies the ingredients and makes a pro- the room are bas-relief carvings that depict an
powers when detached from the ceiling. ficiency check notices that many of the ргера- Шча caressing the sculptures with its tenta-
PCs playing the instruments alert the rations are sedative in nature. Four bottles on cles. Series of horizontal lines broken by gaps
githyanki in area 25, who come to investigate the middle table contain a thin purple broth are carved next to each bas-relief. The lines are
in 3 rounds. The bagpipe-like instrument by that makes the imbiber immune to the Qualith, the illithid written language, and
the stool is a bonethriven, an illithid instru- psionic-draining effects of the lichen in area describe the best texture features of each
ment that requires both hands and tentacles to 34. Another item of interest is a stoppered bot- sculpture in the room.
play properly. Any non-illithid blowing into tle of green gel which, when rubbed on the Three sculptures are unusual and are
the mouthpiece or disturbing the bellows illic- head, reduces a psionic victim's PSPs to zero psionically-powered. One is a smooth marble
its a loud wail and nothing more. for 6 hours. The bottle contains five doses. The sphere that transforms into a cube when
alchemical glassware is worth 2,500 gp for the touched, another is a set of intertwined col-
27. Scrying Chamber. The doors to this room set but is bulky and fragile. ored glass rods that continually weave
are locked. The murky bubbling liquid is a concen- together in complex patterns, and the last is a
Three crystal chairs are set into the middle trated form of psi-active mucous that coats the stone icosahedron that changes texture every
of the floor. Each chair faces а smooth, glow- skin of all healthy illithids. Shannotsuul and round. The unusual sculptures have been
ing facet on the south wall. Anyone sitting in the alhoon use it to enhance their psionic taken from illithid lairs and were used to teach
a chair activates the facet, which behaves like powers. The substance is telepathically aware immature illithids how to effectively use their
a crystal ball. Each facet can be used up to six and begins to bubble whenever sentient tentacles. Each of these sculptures is worth
times daily. beings approach within 40 feet. Smearing it on 2,000 gp to an interested buyer; the remaining
Shannotsuul uses this room to spy on oneself gives a psionic PC an extra 25 PSPs for nine sculptures are unremarkable and worth
illithid communities. Using a scrying facet psy- 24 hours or gives a nonpsionic character 25 only 100 gp apiece.
chically alerts the ulitharid and the alhoon. PSPs and the ability to exercise one random
psionic discipline for 24 hours. During this 32. Locked Cell. The door to this room is
28. Practice Room. time, the character functions as a psionic wild locked. A one-way psionic bubble surround-
talent. Strong wine or any other acidic solu- ing this room allows psionic teleportation in
Dozens of slim crystal shafts protrude from tion washes off the mucous. but prevents similar disciplines from permit-
the walls at all angles. A few of them appear ting escape. Magical teleportation is unaffected
chipped in places. Bits of shattered armor 30. Urophion Pillar. A row of rough crystal by the bubble.
litter the floor. Near the door is a pile of pillars runs down the center of this wide hall- Read or paraphrase the following when
damp leathery ropes from which protrude way. A pale and translucent urophion (a roper the PCs enter the cell:
gruesome blades. implanted with an illithid tadpole) stands
———________—_—___—_________________________
DUNGEON 37
DIVISIONS OF THE MIND
38 Issue No. 81
DIVISIONS OF THE MIND
===
DUNGEON 39
У
DIVISIONS OF THE MIND
=
36. Derro Monstrosity. 38. Resonance Stone Gallery. These hallways This room houses three neothelids. They
are dimly lit. The southernmost hall is lined attack first with their breath weapons (see
A massive conglomeration of grey flesh is with triangular niches. Five of these niches below). The chamber is unlit and slick with
heaped in the center of this alcove. The (indicated on the map with asterisks) contain moisture. Aside from the hungry inhabitants,
flabby mass is covered with derro faces and a single polished stone embedded in one wall there is nothing of value here.
heads. Suddenly, all of their eyes open and and lit by a thin beam of light. The stones are Neothelids appear as large, slimy worms
turn to look in your direction! psionic resonance stones that each radiate one with four tentacles surrounding their circular
particular type of emotion, which can be felt mouths. Created from Ші tadpoles, these
The monstrosity is a mass of derro tissue by anyone within 10 feet. From west to east, particular specimens are not fully grown but
and neural matter grafted together by the the stones radiate the following emotions: are formidable adversaries nonetheless. Their
alhoon. The thing acts as a guard, dozing until happiness (blue stone), pride (green stone), hides are coated with poisonous slime that
somebody walks past. Its many ears and eyes regret (red stone), sadness (violet stone), and causes 1410 points of damage if touched with
allow it to detect invisible PCs easily. The mon- terror (black stone). Anyone approaching bare skin. Their breath weapon is a spray of
strosity attacks intruders with its many within 10 feet of the black stone must make a enzymes 3 feet wide at its origin, 30 feet long,
mouths. It is branded with a psionic seal that successful saving throw vs. spell or flee in ter- and 10 feet wide at its extreme end. The
allows it to reflect the first three spells cast ror for 2d6 rounds. Stones can be pried out of enzymes dissolve most organic matter but not
directly at it. Area of effect spells are not the wall but have a 50% chance of shattering. brain tissue. This attack form can be used once
reflected, and spells are always reflected The stones are worth 200 gp each. per day by these immature neothelids and
straight back at the caster. The monstrosity causes 3412 points of damage; a successful
shrieks and babbles when it attacks, alerting 39. Trophy Room. The floor, walls, and ceiling saving throw vs. breath weapon reduces the
the alhoon to the presence of intruders. of this room are covered in aliving tissue from damage by half.
Additionally, its babbling causes confusion to which spring scores of small, multi-jointed Immature neothelids (3): AC 0; MV 9; HD
‘opponents within 10 feet unless they make a limbs ending in short, clawed hands. Most of 8; hp 47, 41, 36; THACO 13; #AT 1 (bite) or 4
successful saving throw vs. paralyzation with the small hands hold grisly trophies from (tentacles); Dmg 248 or 146+1 (x4); SA breath
a +2 bonus, It has no treasure. Shannotsuul's encounters with illithids over weapon, psionics; SZ L (20' long); ML 20; Int
Derro monstrosity: AC 4; MV 6; HD 8; hp the years. The hands let go of an item if it is genius; AL LE; XP 7,000; The Illithiad (neothe-
43; ТНАСО 11; #АТ 2; Dmg 2d4/2d4; SA con- pulled and carefully grasp anything placed in lid, variant).
fusion; SD spell reflection; MR 30%; SZ M (6 their grip. Dozens of shriveled illithid heads Psionics Summary: #AT 1; MTHACO 13;
diameter); ML 20; Int low (5); AL LE; XP 3,000; hang from these tiny claws on the walls. MAC 7; Lv 5; PSPs 100 each; Psionic Attacks—
New monster. Chipped or shattered weapons and armor EW, П, MB; Psionic Defenses—All; Psionic
are carefully held by arms growing from the Disciplines—control body, body equilibrium,
37. Braintree. floor, and chests and boxes held aloft by the awe, ESP.
claws are overflowing with items that defy
A repulsive, slime-covered, greyish-pink description. Almost any mundane item can be 41. Rocky Core. The crystal citadel is built
tree trunk stretches from the floor to the found here, although there’s a 50% chance upon a large granite and mineral core. The
ceiling, Several limbs branch off from the that the item is damaged. Buried under some rock surface is rough and has many cracks
main trunk, each ending in convoluted illithid robes is a silver feeding stock worth and crevices. Portions are covered in red and
masses of dripping tissue that look similar 250 gp. Nobody except a mind flayer would purple lichen. Every turn PCs spend on the
to large brains. buy such an item if they knew what it was. surface of the core, there is a 20% chance that
The claws hold a collection of Ші 2d4 mongrelman thralls emerge from area 42
This weird plant-animal hybrid produces sketches of subterranean landscapes rendered to dump garbage.
nourishment for the neothelids in area 40. The in infrared ink (appearing as blank paper to The exterior surfaces of the crystal towers
braintree has no effective melee attack but is normal vision), a box of electrum toothpicks are smooth single facets that glow softly and
psionically aware and defends itself if worth 10 gp, a silver tentacle comb worth 30 change color slowly. The surfaces show little
attacked. Each of the seven brains hanging gp, an intact head-shaving kit, and several wear and few irregularities but can be climbed
from the tree can attack psionically, but each sets of glaregoggles, one of which is fitted by thieves at a -20% penalty to their Climb
draws PSPs from a common pool. with nonmagical magnifying optics that allow Walls checks. The walls resist the hammering,
The brains hang on fleshy stalks, and sev- the wearer to see ten times better at distances of spikes or pitons.
ering a brain from its stalk or attacking a brain of2feet or less. Wearing the magnifying glare- Living in the crevices of the rock are sev-
directly requires a successful called shot (4 goggles for more than 1 turn causes a mild eral thralls horribly mutated by the alhoon.
penalty to hit). The brains and their stalks headache, but they are worth 100 gp. They act as guards and watchmen for the
have AC 8 and can withstand 6 points of dam- citadel. The mongrelmen bring out food and
age. This damage does not count against the 40. Neothelid Chamber. The doors to this water to these poor creatures, but the mutants
creature’s main hit point total. The braintree room are four times thicker than others in the attack anyone else in sight with their bare
has no treasure. citadel and are twice as large. They can be claws and teeth. One mutant appears as a
Braintree: AC 8; MV 0; HD 12; hp 65; opened from outside the room but not from quaggoth from the torso down but has no
ТНАСО nil; #АТ 6; Dmg nil; SA/SD psionics; inside. Read or paraphrase the following if arms and several derro heads protruding
MR 45%; SZ L; ML 20; Int average (9); AL N; either door is opened: from its chest and back. Another appears as
XP 2,000; New monster. grossly bloated quaggoth head from whose
Psionics Summary: #AT 7; MTHACO 10; Three large, slime-covered worms burst out neck spring seven long muscular arms. If two
MAC 5; Lv 6; PSPs 450; Psionic Attacks—EW, of the opened door and lunge toward you! or more arms hit, the bite attack is made at +3
IL MB; Psionic Defenses—All; Psionic Tentacles surrounding each worm’s mouth to hit. Several grimlock thralls have had derro
Disciplines—control body, body equilibrium, reach out and snap in the air as the creature heads and torsos grafted onto their backs.
domination, awe, ESP. advances. Each possesses a psionic seal that allows it to
一
40 Issue Мо. 81
DIVISIONS OF THE MIND
i MiaZ
A horde of mutant thralls have turned a dead hydra into their home.
blink as per a blink dog. The mutants use this crystal slabs. Several more sleep in pockets climbing on the hydra are attacked by 1d4
ability to stalk prey on the rocky surface, blink carved into the dried-out carcass of a hydra.
sucker tentacles. Anyone hit must make а suc-
ing from crevice to crevice before they attack From the eyes of the hydra carcass sprout
cessful saving throw vs. poison or become
One deep crack in the surface holds their mea- long tentacles topped with rounded suck-
susceptible to telepathic commands (that is,
ger treasure: six gems worth 10 gp each, a ers. Several of these tentacles are attached
suffers а -6 penalty to suggestion, charm, ог
rusted dagger, and some mossy bedding to the sleeping derro. domination effects) for 1 hour. Behind the
Multi-headed quaggoth: AC 6; MV 9; HD hydra husk are several large, covered chamber
5; hp 24; THACO 15; #AT 8 (bites); Dmg 143 pots set into pits in the floor.
(x8); MR 30%; SA blink; SD sees in all direc- Derro thralls live here when not working The derro thralls attack any non-illithid
tions (cannot be surprised); SZ L; ML 18; Int There are currently fourteen derro in the they see with ceramic bowls, food pots, or
low (6); AL LE; ХР 420; MM/298 (variant). room. Half of them are sleeping but awaken stones for 1d4 points of damage. They con-
Quaggoth head with arms: AC 5; MV 15; once an alarm is sounded, joining combat the centrate their attacks on unarmored PCs. If
HD 4; hp 18; ТНАСО 15; #АТ 5; Dmg 184 following round. Four have been altered by combat goes against them, several pick up
(x4)/1d8; SA blink; SZ М; ML 18; Int low (6); the alhoon to pos: s eyes on long stalks, wads of dried moss bedding, set them aflame
AL LE; ХР 420; ММ/298 (variant). allowing them to see in all directions as well (using the hot crystal slabs), and hurl them at
Grimlock-derro conjoins (5): AC 5; MV 9; as detect invisible objects or PCs. Two others PCs. The flaming detritus causes 146 points of
HD 4; hp 24 each; THACO 15; #АТ 2; Dmg are mutants with six arms apiece. damage and ignites exposed combustibles
1d6/1d6; MR 30%; SA blink; SD detect invisible The three pots contain a watery bean stew unless the items make a successful saving
at will; SZM; ML 18; Int low (5); AL LE; XP and rest on crystal slabs that become hot when throw vs. normal fire. If their morale fails, the
420; New monster touched. If touched for more than 1 round, a thralls retreat down the ramp to area 44 and
glowing crystal causes 143 points of damage hide. The thralls have been allowed to accu-
42. Thrall Chambers. Area 42a houses derro per round from heat. The slabs are embedded mulate a small amount of treasure. There is a
thralls, while area 42b houses mongrelmen in the floor. Next to the pots of stew are sev- 50% chance of finding 246 sp within each of
Read or paraphrase the following when the eral ceramic water jugs. the pockets carved into the hydra. One pocket
PCs enter area 42a: The dry hydra carcass has enough pockets is covered with a woven rug worth 25 gp.
to house over forty derro. The sucker-tipped Area 42b is the mongrelman quarters. The
A group of short, white-haired dwarves are tentacles on the hydra carcass attach to sleep- floor is covered with rich, damp earth. The
eating from three pots set over glowing ing derro and inject a fluid that renders them mongrelman thralls make their home in a
susceptible to suggestion and commands. PCs large hammock of living vines that grow up
DUNGEON 41
DIVISIONS OF THE MIND
м
42 Issue No. 81
DIVISIONS OF THE MIND
44. Watchdog Chamber. This cave complex is by a decanter of endless water that rests at the Gibberlings (36): AC 10; MV 9; HD 1; hp 6
completely dark and hewn from rough stone. bottom of the pool (marked “a” on the map). each; THACO 20; #AT 1; Dmg 144 (fists); SA
Two intellect devourers claim this large area The drain (marked ^b" on the map) consists of overbearing; SW avoid bright light; SZ S-M;
as their hunting ground, The devourers make a 5'-deep open pit with a permanent, one-way ML 5; Int low (5); AL CN; ХР 35; MM /149.
their nest in a killer mimic that they have dom- dimension door facet at the bottom. Anything
inated for their amusement. touching the facet—water, refuse, or a falling 48. Crystal Guardians.
Besides the intellect devourers and mimic, PC—is instantly transported outside the citadel
the caverns are home to a non-combative form to area 18, 300 feet above the cavern floor. This chamber is decorated with a heavy,
of ustilagor created by Shannotsuul; they Тре quaggoth has been mutated by the green crystal table and six uncomfortable-
appear as larval intellect devourers but are alhoon to сату and distribute water; his arms looking, pale-white crystal chairs. Affixed
highly poisonous to illithids, who must make end in open, toothless mouths that can draw to the corner walls are four human visages
a saving throw vs. poison at a -4 penalty ог in or expel water from large bladders on his carved from chunks of dark green crystals.
die upon consuming one. Over thirty of them shoulders and back, It attacks any non-illithid
stalk the caverns, but they pose no threat. who enters, attempting to push a PC into the The four crystal visages affixed to the four cor-
Read the following as PCs approach the drain using jets of water that strike opponents ners of the room contain obliviax moss. PCs
mimic (indicated by the asterisk on the map): as AC 10 plus Dexterity or magical bonuses. inspecting the masks can see the black, speck-
The quaggoth can shoot up to three jets of led moss embedded deep within, although
A large cyst with a rough brown exterior is water once per round in addition to its regular the moss is easily mistaken for a discoloration
fastened to the wall. A small opening on the claw attacks, Ifajet hits, the opponent suffers or impurity in the crystal.
cyst's surface slowly dilates, revealing a no damage but must make a Strength check or The obliviax masks can sense intelligent
moist interior covered in brown moss be knocked back 1d6+4 feet. creatures within 30 feet. (Although the crystal
side which you spot glints of silver, gold, One of the small jars next to the pool is masks protect the obliviax, they reduce the
and metal vaguely resembling a sword hilt. made of polished agate (worth 300 gp). effective range of the moss's attacks.) Any vic-
Quaggoth mutant: AC 6; MV 12; HD 2+2; tim attacked by an obliviax mask must make а.
The silver, gold, and sword hilt are lures hp 17; THACO 19; #AT 2; Dmg 1d4/1d4; SA successful saving throw vs. spell or lose all
created by the mimic to entice PCs. The mimic berserk rage, water jet; SD immune to poison; memory of the past 24 hours, as well as all
exudes its glue to hold fast anyone who SZ L; ML 16; Int low (6); AL N; ХР 175; memorized spells. An obliviax can drain the
touches it. The devourers attempt to hide ММ/298 (quaggoth, variant). memories of only one victim every 24 hou
nearby, using reduction and chameleon power to thus, it chooses spellcasters over other poten-
remain undetected until the PCs engage the 46. Feeding Stocks, tial victims. An obliviax mask can cast any
mimic in combat, whereupon they pounce on spell it absorbs and uses stolen spells to keep
the two rearmost PCs, unleashing psionic and Over a dozen sets of stocks are stored here. intruders from reaching area 49. The obliviax
claw attacks simultaneously. Most are made of stout wood with metal are willing thralls of Shannotsuul. They do not
Intellect devourers (2): AC 4; MV 15; HD banding. One in particular catches your attack anyone accompanied by the ulitharid
6+6, hp 37, 29; THACO 13; #AT 4; Dmg 1d4 eye—it is almost twice the size of the others or its alhoon servants.
(x4); SA psionics; SD +3 or better weapons to and is composed of dull black metal. The obliviax masks aren't this chamber's
hit, spell immunities; SZ М; ML 18; Int very only guardians. Two of the six crystal chairs
(12); AL CE; XP 6,000; MM/207. Feeding stocks are kept here. The large set are actually crysmals in disguise. The crys
Psionics Summary: #AT 1; MTHACO 12; of stocks is constructed of adamantite and is mals do not reveal their presence until the PCs
МАС 7; Lv 8; PSPs 200 each; Psionic Attacks— capable of securing Large-sized creatures. enter the room and head toward area 49, at
EW, II; Psionic Defenses—IF, МВ, МВК, TS; Since the stocks are composed of drow metal, which point the creatures attack using psion-
ic Disciplines—ectoplasmic form, body they decay almost immediately if exposed to ics. They do not attack PCs accompanied by
ium, chameleon power, expansion, reduc- sunlight (as explained in MM/112-113). the ulitharid or the alhoon and engage in
tion, astral projection, domination, mindlink, aver- melee only after their true nature is revealed.
sion, telempathic projection. 47. Cell. The membranous door to this cham- The crysmals cannot shift through the walls of
Killer mimic: AC 7; MV 3; HD 10; hp 51; ber is twice as thick as the normal doors in the the citadel like they can through normal rock.
ТНАСО
11; AT 1;Dmg 344; SA glue; SD cam- citadel and is locked. The inside frame of the Crysmals (2): ACO (-4 vs. slashing and
ouflage; SZ L; ML 13; Int semi (4); AL NE; XP door is imprinted with psionic circuitry that piercing weapons); MV 6; HD 6+6; hp 49, 3;
delivers a mild electrical shock (inflicting 146 ТНАСО 13; #AT 1; Dmg 344; SA crystal mi
points of damage) whenever the inside sur- sile (inflicts 148+8 points of damage; after fir-
45. Water Pool. face of the door or doorframe is touched. PCs ing its missile, regular melee damage drops
approaching within 10 feet of the door do not from 344 points to 244 points per successful
A hexagonal pool of bubbling water lends а see the psionic circuitry but hear loud noises, attack); SD unaffected by fire- or cold-based
relaxing sound to this room. The water bangs, and screams from beyond the portal. attacks; electricity causes one-quarter damage
flows from the pool through a narrow The cell is designed to hold captured sub- (none if the saving throw succeeds); impervi-
groove carved into the floor, where it van- terranean humanoids doomed to become ous to poisons and gases; SW glassee spell
ishes into a drain. Several ceramic and thralls or food. Currently, raucous gibberlings blinds crysmal for 1d4+1 rounds, stone to flesh
stone jars sit by the pool’s edge. A lone, fur- inhabit the cell. They have been deprived of lowers АС to 6 for 1 round; SZ S (3' tall); ML
covered humanoid extends his long arms weapons, and five have died from the psionic 16; Int high (14); AL МЕ; ХР 4,000; МСАТ.
into the water. Several leathery sacks seem circuitry protecting the door, (Their corpses Psionics Summary: #AT 1; MTHACO 13;
to hang from his shoulders and back. have been partially devoured by the other gib- MAC 9; Lv 7; PSPs 100 each; Psionic Attacks—
berlings and the remains are strewn upon the MT, EW; Psionic Defenses—MBk; Psionic
The large pool carved into the floor holds floor) The gibberlings attack anyone they can Disciplines—animate object, appraise, change
the citadel’s supply of fresh water, provided reach. They have no treasure. sound, contact, create sound, ESP, mindwipe,
DUNGEON 43
DIVISIONS OF THE MIND
вишу“.
thralls. She uses her mind blast, against which
all saving throws suffer a -1 penalty, followed
ДЕНЕТ
by slow (cast on fighters), feeblemind (cast on
wizards), and eyebite.
ST | [a " Shannotsuul has the unique ability to open
Й and close the anti-magic shell surrounding the
№ 1и ући citadel instantly with a thought. If reduced to
Аа М. 20 or fewer hit points, the ulitharid attempts
to flee by opening the anti-magic shell and
и [ИТЕ ШИЛ
ТОШЕП ©
escaping, via probability travel, dropping a
strange pulsing white gem on the floor as she
Ai Uu
departs. (All of these actions can be done in a
single round.) The gem is imprinted with
psionic circuitry that triggers an overload in
the circuitry that suspends the citadel. Once
the gem is activated (that is, once Shannotsuul
drops iton the floor), destroying the gem does
nothing. The soft pastel glow emanating from
the walls becomes increasingly harsh, and a
low vibration is felt throughout the entire
citadel. After 10 rounds, the light is almost
blinding; the citadel shudders as cracks begin
to form in the walls. After 12 rounds, the
citadel lists and falls, striking the rift floor and
shattering. Anyone inside suffers 1410 x 10
points of damage and has a 50% chance of
being buried under crystal and rock rubble for
an additional 1d8 points of damage each
round until rescued. Everything inside the
citadel is destroyed or ruined in the crash.
probe, project force, psychic drain, receptacle, 49. Shannotsuul's Chambers. Read or para- The destruction of the citadel plunges the
soften, stasis field. phrase the following as the PCs descend the entire chasm into total darkness. At the DM’s
Crystal obliviax masks (4): AC 1 (glassteel ramp into this chamber: discretion, the shockwave could attract under-
spell); MV 0; HD 4+4; hp 30 each; THACO nil; ground monsters eager to investigate the dis-
#AT 1; Dmg special; SA memory drain, cast A feminine voice rings out clear and strong turbance.
stolen spells; SD immune to shatter spells, fire, within your head. “T have not seen kin in Shannotsuul (ulitharid): AC 3; MV 12,
and cold-based attacks; slashing and piercing, many years. Welcome.” At the base of the swim 14; HD 11+8; hp 68; THACO 9; #AT 6;
weapons inflict half damage; impervious to ramp stands a 7-tall figure dressed in a pur- Dmg 144 (х6); SA psionics; SD spell immuni-
poison and gases; SW susceptible to plant- ple hooded robe, its glistening mauve arms ties; MR 95%; SZ 1; ML 19; Int supra-genius
based magic; SZ S; ML 9; INT average (9); AL left bare by the raiment. The creature's arms (19); AL N; XP 14000; МСАТ (illithid,
N; XP 175; MM /293 (plant, intelligent) are crisscrossed with intricate tattoos that ulitharid) or The Illithiad supplement.
44 Issue No. 81
===
DIVISIONS OF THE MIND
м
Spells (4/4/4/4/4/1): 1st—burning hands, 49c. Ramp. The room contains a ramp that affected by the light; however, the energy
light, magic missile, unseen servant; 2nd—forget, descends to area 50. In the wall at the top of coursing through the chamber has a dampen-
glitterdust, know alignment, strength; 3rd—item, the ramp is a secret compartment protected by ing effect on psionics. The room completely
lightning bolt, slow, vampiric touch; 4th—enerva- a fire trap spell (1d4+12 points of damage). absorbs psionic energy such that no psionic
tion, Otiluke's resilient sphere, minor creation, Inside the compartment are two pendants. abilities function within its confines and crea-
wall of fire; 5th—wall of force, cloudkill, feeble- Made of blue-tinted crystal and shaped like tures inhabiting the room are shielded against
mind, lower resistance"; 6th—eyebite. Spells spiraling tentacles, the pendants render their all forms of psionic attack and scrying.
marked with an asterisk appear in the Tome of wearers immune to the harmful effects of the A secret compartment in the floor holds
prismatic light in area 50. They are worth 500 Shannotsuul's spellbook, which contains the
gp apiece as jewelry and have no other magi- following spells: Ist—alarm, burning hands,
cal properties. light, magic missile, unseen servant; 2nd—alter
Il, MB; Psionic Defenses—All; Psionic self, forget, glitterdust, invisibility, know align-
Disciplines—control body, levitation, body equi- 49d. Shannotsuul's Laboratory. This chamber ment, magic mouth, pyrotechnics, strength, web,
librium, probability travel, teleport, astral projec- serves as the ulitharid’s magical laboratory. A wizard lock; 3rd—blink, item, lightning bolt, non-
tion, domination, awe, ESP, post-hypnotic large crystal table stands against the west detection, slow, sepia snake sigil, spirit armor",
suggestion", taste link", imprint psionic circuitry", wall. Atop the table rests al x 1' x 1' metal vampiric touch; 4th—charm monster, enchanted
fatal attraction®. box holding three 4"-diameter orbs of petri- weapon, eneroation, fear, fire trap, ice storm, mask
* See The Illithiad for details on these new fied fungus filled with lithium. These are flash ofdeath", minor creation, plant growth, polymorph
disciplines, or replace them with others. grenades that explode brilliantly upon impact. self, wall offire, unluck*, vacancy; Sth—advanced
The metal rod Shannotsuul carries is a rod Anyone with infravision who is caught within illusion, airy water, animate dead, cloudkill, feeble-
of smiting with 31 charges. Shannotsuul pos- 30 feet of the flash must make a successful mind, lower resistance’, magic jar, mind fog",
sesses three objects inscribed with psionic saving throw vs. paralyzation at а -3 penalty telekinesis, wall of force; 6th—anti-magic shell,
seals: a ring of polished serpentine that heals or be stunned for 1d4+1 rounds. Three scrolls, claws of the umber hulk*, enchant an item, eyebite,
2d8 hit points twice per day (worth 4,000 gp), each with a polymorph selfspell written at 12th mislead, programmed illusion, repulsion, shades,
a turquoise pendant hanging on her sash that level, lay next to the box. true seeing, veil. Spells marked with an asterisk
hastes the wearer for 1d6+4 rounds once per Other items on the table include a metal appear in the Tome of Magic.
day (worth 4,500 gp), and a ruby brooch that helmet resting on a carved wooden head. Aside from the disorienting light, psionic
allows the wearer to absorb and negate one When worn, the helm automatically expends disruption, and hidden spellbook, this room is
Ist- to 4th-level spell cast directly at her once 1 charge per turn and projects а telepathic empty.
per day (worth 6,000 gp), The ulitharid might dampening field that jams all telepathic com-
possess other items at the DM's discretion. munication within 120 feet. The helmet has six Concluding the Adventure
charges and cannot be recharged.
49a. Longevity Fluid. This 12'-high room is Nestled on a shelf above the work table is When PCs return from the citadel, Akwest, if
covered in thick cords and ridges of fungal Shannotsuul's collection of preserved brains, alive, wants to know everything that hap-
growth combined with living neural matter, with samples taken from various evil races in pened and demands his share of the treasure.
‘Twelve distended white bladders dangle from the Underdark. Such a collection would be PCs who withhold treasure or the truth from
short stems, quivering with the pressure worth 300 gp to а sage who specializes in the beholder are attacked. (Akwest is a lawful
inside them. Small, ratlike vermin, each Беаг- anatomy. creature and expects the PCs to honor their
ing a single yellow eye, scurry over the A crystal claw seems to rise naturally from end of the agreement.) If the PCs destroy the
growths and carefully tend them. These crea- the middle of the floor, A potion of stone giant citadel, Akwest flies into a horrible rage and
tures are harmless and non-combative. strength is hidden inside a bowl of dried green punishes them for their carelessness, The
Each bladder contains а psi-active fluid mushrooms clutched in the crystal talons. The beholder is equally furious if the PCs claim to
Shannotsuul drinks to extend her life and bowl holds twelve mushrooms, each of which have confronted but not destroyed
keep the ulitharid personality suppressed. If heals 148 points of damage when eaten. If Shannotsuul. Akwest considers the ulitharid a
poked with a sharp object it bursts, releasing а Shannotsuul sustains damage but overcomes direct threat to his Underdark dominion and
bitter clear liquid which, if drunk, makes the the PCs, she heals herself by devouring one or demands that the PCs destroy her, attacking
drinker 146 months younger. The liquid loses more of these mushrooms. them if they do not comply.
its potency 1 turn after being removed from
the bladder. 50. Prismatic Crystalline Chamber. The light Experience Points and Story Goals
here is constantly changing in intensity and
49b. Shannotsuul's Bedroom. The ulitharid's color. The psionic energy in this room keeps Discovering Akwest's desire to investigate the
bedroom is decorated in human fashion with the citadel afloat. citadel earns 5,000 XP. PCs who slay Akwest
a large bed, well-appointed crystal desk, and or otherwise stop the beholder from menacing
several bookshelves carved into the walls. The The walls, floor, and ceiling of this chamber Аттай receive a story award of 14,000 XP.
books (written in Common) discuss magical pulse with energy and prismatic light. The Investigating the citadel and uncovering
research, races of the Underdark, and psionic disorienting light mixes in bizarre patterns Shannotsuul’s history earns 10,000 XP. PCs do
powers. The intact collection of 160 books is and weaves through the air, creating pat- mot receive an additional story award for
worth 8,500 gp toa sage. The desk drawers are terns that change and dissolve. killing Shannotsuul.
wizard locked and hold Shannotsuul's journals, If the PCs succeed only in angering the
written in Qualith. They take time to translate, Anyone entering this room without first beholder or ulitharid but leave them alive,
even with comprehend languages, but provide wearing a protective pendant (see area 496) they receive no story awards and might have
information on her history and encounters must make a successful saving throw vs. spell to defend Ammath from a beholder or illithid
with illithids over the years, The seventeen at a —4 penalty or be stunned for 3d4 rounds attack in the future. о
journals are worth 200 gp each to а sage. by the prismatic light. Shannotsuul is not
———————————————ÀD
DUNGEON 45
After writing dozens of articles for DRAGON
Magazine and five modules for DUNGEON
Adventures, James was hired as a roleplaying
game designer at Wizards of the Coast. Welcome to
the family, James!
“The Door To Darkne: s an AD&D* adven-
ture for 3-6 good-aligned PCs of levels 1-9.
Encounters in the adventure have three sets of
statistics. Use the first set for PCs of levels 1-3,
the second set for PCs of levels 4-6, and the
third set for PCs of levels 7-9. The adventure
takes place in the Sleeping Dragon Inn, which
is fully detailed in DRAGON® Magazine #272.
Adventure Background
Mimikeur the red dragon lay dead in the
fields. The quartet of dwarven heroes who
slew the beast hauled their weary bones to the
nearest town, secured the best lodging avail-
able (paid with gold from the dragon's hoard),
and rested in the lap of luxury until they
reached full strength once more. Townsfolk
and country dwellers brought an endless
stream of gifts to their suites, humble but
heartfelt tokens of gratitude for the liberation
the dwarves had secured for them.
The townsfolk soon forgot their own local
hero, the wizard Aristeos. An illusionist of no
At the Sleeping Dragon Inn, terror can assume some familiar forms. small accomplishment, Aristeos had defended
the town in his own way many times over the
years. No reclusive scholar, he lived and
labored in a stylish house near the center of
the community. He thrived on the attentions
of the townspeople, who supported his stud-
ies and inflated his ego in gratitude for the
many small favors and minor acts of heroism
he performed on their behalf.
When the dwarves came, flushed with
their victory over the dragon whose power
had always proven too great for the wizard,
Aristeos suddenly found himself a has-been,
cut off from the attentions and affections of
the townspeople. No more gifts of food or
clothing appeared on his doorstep. No young
women gazed flirtatiously at his windows
while they walked past. When strangers came
to town, no one spoke proudly of “our wiz-
BY JAMES WYATT ard"—only of “our dwarves, the dragonslay
e Aristeos seethed with jealous rage.
He was never a particularly violent sort,
and the four dwarven heroes could easily
Ph nt гп |f have bested him in combat anyway. So he
аптазта TOES plotied a subtler revenge; опа that took у
to come to fruition. When two of the dwarves
opened an inn a day's journey from town,
near the skeletal remains of the dragon they
had slain, Aristeos found his opportunity.
On a night when both dwarven propri-
"Sleeping Dragon Inn" Created by Dan Bartman etors are away from the Sleeping Dragon Inn,
Artwork by Terry Dykstra and when the PCs happen to be passing
Cartography and Poster Map by Diesel through and staying at the inn, Aristeos sets
his plan in motion. Using illusions and deceit,
46 Issue No. 81
м
THE DOOR TO DARKNESS
he hopes to ruin the inn’s business by giving it Aristeos. Both Chane and Garron are away一
a reputation for being haunted, while painting Garron is on a purchasing trip to a nearby Aristeos
himself as the hero who drives away the evil town, while Chane is paying an important
spirits. Unfortunately for Aristeos, the Pi Aristeos is a handsome man, about 40, with
visit to Omer Caflethore, his former adventur-
and everyone at the Sleeping Dragon Inn that ing companion. In their absence, Gib the well-groomed dark hair and impeccable
night, the inn is haunted, in a way. Built atop gnome is tending bar and keeping an eye on taste in clothes. His clean-shaven face is
the ruins of the ancient elven city of Fey- things. The beautiful, cloaked "monk" is Letia starting to show signs of age, but his incipi-
Aryth, the inn stands in perilous proximity to Morningclaw, flanked by her two brutish
ent wrinkles accentuate his charming smile
the unspeakable Darkness that caused the “acolytes.” Aristeos hired these shady charac- and his rich brown eyes. He is outgoing and
city's downfall and still haunts its buried ters to protect him in the event that his plan gregarious; he all but feeds on the attention
ruins. Aristeos’s magic provides a gateway for goes awry. (See the “Monks Unmasked” side- of others and ingratiates himself into the
that Darkness to creep within the inn's safe bar for their statistics.) The storyteller is center of everyone's world without appear-
walls, and he quickly loses control over his Aristeos; the farmer is Nalin Wulch, who lives ing rude or self-centered
planned revenge. Without the heroes' valiant Low-level: Aristeos, human male W(IlI)4:
up the road with his family. The merchants are
action, the Sleeping Dragon Inn might well be traveling with separate caravans; their wag- AC 8; MV 12; hp 11; THACO 19 (base); #AT
swallowed up in the same seething Darkness. ons are behind the stables, watched by addi- 1; Dmg by weapon type; Str7 (-1/0), Dex
tional guards. The merchants themselves have 16, Con 12, Int 14, Wis 12, Cha 17; SZ M; ML
rooms rented in the inn for the night, while 16; AL N; XP 650; dagger of throwing +1, robe
The Nightmare Begins of blending.
the caravan guards sleep with the wagons,
The PCs are traveling along one of the two If the PCs settle themselves at the vacant
Spells (4/3): 1st—audible glamer, phantas
mal force (х2), unseen servant; 2nd—improved
major merchant routes that run past the s, Valerie (the flirtatious young barmaid)
phantasmal force (x2), invisibility.
Sleeping Dragon Inn. They might be hired as s them food and drink and arranges th
Medium-level: Aristeos, human male
caravan guards, traveling to or from another lodging with Gib at the bar. Three rooms in the
W(IID7: AC 6; MV 12; hp 19; THACO 18
adventure, or on the road for any other reason inn are available tonight (areas F8, F9, and F10
(base); #AT 1; Dmg by weapon type; Str 7
you devise. on the inn map). The standard rate is5 sp per
room per night, but there is an extra 1 sp (-1/0), Dex 16, Con 12, Int 14, Wis 12, Cha 17;
As the PCs approach the Sleeping Dragon SZ М; ML 16; ALN; ХР 4,000; dagger of throw-
Inn, the muted sounds of conversation and charge for each additional person sleeping in a
room, Alternatively, the PCs can deal directly ing +3, ring of invisibility, cloak of protection +2.
laughter greet their ears. If they are riding,
with Gib and head straight up to their rooms, Spells (5/4/3/2): 1st—audible lamer,
Veru—a huge man with ashen skin and broad
shoulders—emerges from the stables and although the inn does not offer room service. If phantasmal force (x2), spook, unseen servant;
takes their horses without a word. Wooden they do not spend time in the taproom, they 2nd—blindness, blur, hypnotic pattern, mirror
double doors lead into the taproom—brightly hear the effects of Aristeos's spell from their image; 3rd—spectral force (x2), suggestion;
lit, well heated, and pleasantly noisy after the rooms and can join the action in progress. 4th—improved invisibility, phantasmal killer
While the PCs consume their meals and High-level: Aristeos, human male W(IlI)10:
solitude of the road.
Read or paraphrase the following descrip- drinks, read or paraphrase the following AC 3; MV 12; hp 28; THACO 17 (base); #AT
tion when the PCs enter the taproom: description. You will need to modify the text 1; Dmg by weapon type; Str 7(-1/0), Dex
accordingly if the PCs are resting in their pri- 16, Con 12, Int 14, Wis 12, Cha 17;SZM; ML
А cursory glance around the inn’s common vate гоот 16; AL N; XP 7,000; dagger of throwing +4,
room confirms that the patrons are the ring of invisibility, cloak of protection +2, brac-
usual crowd for a remote roadside tavern— The wind outside begins howling in the ers of defense AC 5
which is to say, they are anything but usual. chimney, and the flames in the fireplace Spells (5/5/4/4/3): 1st—audible glamer,
From the ogre bouncer casually leaning flicker in a grotesque dance. A hush falls phantasmal force (x2), spook, unseen servant,
against the wall beside the bar, to the mer- over the room. The wind grows stronger, 2nd—blindness, blur, hypnotic pattern, mirror
cifully quiet gnome behind the counter, to the howling more intense. Їп а moment the image, summon swarm; 3rd—gust of wind, hold
the beautiful monk in the corner with her sound is like a roaring chorus of ghostly person, spectral force, suggestion; 4th—|
two burly acolytes, their face shrouded voices shouting their misery in some long- improved invisibility, phantasmal killer; 5th—
beneath their robes, each person is unique if forgotten language. The farmer's wife advanced illusion, nightmare, summon shadow.
not peculiar. A handsome man in fashion- shrieks and the barmaid drops a tray on the
able clothes sits on а stool at the bar, regal- floor. The howling continues, spilling out
ing the bartender and nearby customers from the chimney to fill the room, sending Aristeos pauses his story for a draft of
with exciting tales of adventure. A farmer the other patrons into a panic. wine and uses his wine cup to conceal his
and his wife urge the storyteller on with The gnome produces a crossbow from spellcasting, muffling the verbal component
their laughter, questions, and interjected behind the bar and loads it, looking warily and distracting from the simple gesture he
comments. Two merchants at a table near toward the fireplace while remaining performs with his other hand, which also
the door seem to be haggling, while seven behind the cover of the bar counter. The holds the material component of the audible
men you'd guess to be caravan guards fill ogre bouncer lumbers over to the fireplace glamer spell. A fine actor, he seems just as dis-
two other tables. Three tables stand empty, and makes as if to peer up the flue before turbed as the other patrons, covering his ears
two at the far end of the room opposite the pulling his head back, singed from the with a grimace and turning away from the
fireplace and another near the well-dressed flames. The caravan guards and the hulk- source of the sound
storyteller. ing acolytes in the corner leap to their feet In a moment, Aristeos actually becomes at
as if to take action, but no obvious action least as disturbed as the other patrons, for his
The PCs have arrived at an inconvenient
suggests itself. The other patrons remain in spell has some unexpected effects. In the sec-
their seats looking terrified, some clutching ond round, as the howling gains in volume
time for the dwarven partners who own the their hands to their ears.
inn, and a particularly convenient time for and intensity, the fire in the fireplace dims and
О
DUNGEON 47
THE DOOR TO DARKNESS
The | Fi F4 || F8
Sleeping i
F2
Dragon | i
Inn F5 НЕТ
|
One square = 5 feet f FS G F10
Second Floor
secret door
K
K
| »i || i
Г | Ра] K
K
H E3.
El
L | Т
| Ае | [res B А|
| n
|
Stables
upto First Floor
secret
door
is
4
1
Basement
48 Issue No. 81
THE DOOR TO DARKNESS
DUNGEON 49
THE DOOR TO DARKNESS
~
Figments Armor Class, and they also possess 10% to experiment with a new recipe. He stays in
magic resistance. They can only be struck by the kitchen for the duration of the adventure.
Aristeos's spells call into being strange crea- silver or magical weapons.
tures formed of illusion, shadow, and nega- * For high-level PCs (levels 7-9), the fig- FL Gib’s Room. Gib the gnome calls th
tive energy. Called figments, these creature: ments are nearly real, with still more hit room home. It is littered with half-finished
are free-willed and malevolent, though the points and much better Armor Class. These mechanical contraptions, empty bottles, and
appear in the forms shaped by Aristeos's figments also drain one life energy level with various tools. Gib usually clears a small space
illusion spells. The figments imbue his illu- a successfulattack and have 25% magic resis- for himself on the bed every night; tonight he
sions with reality, however, making them tance. They can be hit only by +2 or better remains in the taproom (area A) with а hand-
truly dangerous to the PCs and other living magical weapons. ful of caravan guards for compan
creatures. Since they are real, figments annot be
The strength of the figments depends on disbelieved. F2. Veru’s Room. The large man who tends
the level of the PC party It it not only Aristeos's spellcasting that the stables and works as a smith for the inn
or low-level PCs (levels 1-3), the con attracts the figments. Any spell of the sleeps here most nights. He was in the stables
nection is tenuous and the figments are Illusion/Phant: n school t within the inn when the howling began in the taproom and
barely real. They have few hit points, a poor takes on a reality appropriate to the strength. fled into the hills in terror. A superstitious
Armor Class, and inflict little damage with of the figments in the adventure. If sent into man, he does not return to the inn until day-
each attack. They have no unusual abilities. combat, these illusions break free of their light. His room is immaculately kept, since
* For mid-level PCs (levels 4-6), the caster's control as soon as they are struck or Veru actually spends little time here.
ments have a stronger connection to reality. damaged and act according to their chaotic
They have greater hit points and а Бене evil alignment. F3. Ox's Room. The ogre bouncer sleeps here.
The room looks and smells like an ogre's lair,
despite Ox's good upbringing. Ox escorts ће
during that night. A heavy travel cloak hangs together. Then it bared its monstrous fangs, Wulches home after the incident in the tap-
on a peg on the back of the door, and a clean stuck out a long, snakelike tongue, and darted room and does not return until the adventure
outfit (tunic and breeches) is neatly folded on under her bed when she screamed. is over.
top of the dresser. A shoulder bag hangs from Aristeos has created 2-6 (two for low-level
one of the bedposts, holding nothing but a parties, four for medium-level parties, and six F4. Merchant's Room. The other merchant ће
scrap of lint. Careful examination of the lint for high-level parties) of these figments. The PCs saw in the taproom has rented this room
reveals that it is wool, a key material compo- demon-rats initially avoid the PCs, scurrying Like his competitor (see area D1), he was
nent for many illusion spells. behind the dresser, between the beds, even up severely spooked by the howling in the tap-
the walls and across the ceiling, where the PCs room and has locked himself in his room in
E1. Jez’s Room. This room is reserved for Jez, can get a good look at them. They sound like terror. However, he throws open the door,
the matronly chambermaid. If the PCs try to rats from hell should—horrible squeaks cou- shortsword in hand, at every noise on the
explore the room, Valerie's shriek summons pled with inhuman cackles just like Valerie upstairs level. He pokes his head out the door-
them to area E2, as described below, describes. If Aristeos is 7th level or above, he way, looks both ways down the hall, then
uses spectral force instead of improved phantas- loudly slams the door closed if he doesn't see
E2. Mara and Valerie's Room. mal force and gives the rats a sulfurous odor. anything suspicious. If he spots a PC or other
A shriek draws you to this room, though it As soon as a PC manages to hit one of them, character, he yells at them to stop the noise—
is just the sort of surprised sound you'd however, the figments begin ignoring Aristeos's "Inconsiderate oafs! You'll startle us to
expect from a young barmaid who'd spot- control and fiercely attack the PCs. death!"—before slamming the door closed.
If the PCs chase the rats for more than 2
ted a mouse in her room. A half-second
later, however, the shriek turns into a gen-
rounds, Jez appears in the doorway and yells F5. Callran's Room. Callran is a woman in her
at them until they manage to track the beasts early thirties who turned up at the Sleeping
uine, terrified scream.
down and destroy them. Dragon one day with no memory of her pre-
For levels 1-3: Demon rats (2): AC 6; MV vious life. The dwarves took her under their
Valerie has indeed spotted a mouse in her 12; HD 2; hp 7, 9; THACO 19; #АТ 1; Dmg 144; wing, and she rents this room on a long-term
room—or, to be more precise, some kind of SZ S; ML 14; Int semi (2); AL СЕ; XP 35; New basis while working at Nalin Wulch's farm to.
demon-rat created by Aristeos’s improved monster. pay the bill. The only clue to her previous
phantasmal force and enlivened by a figment. For levels 4—6: Demon rats (4): AC 4; MV identity came when the farm was attacked by
When the PCs enter the room, Valerie is stand- 12; HD 4; hp 14, 16, 18, 22; THACO 17; #AT 1; an ore raiding party, and Callran suddenly
ing on her bed (against the west wall), still Dmg 244; SD silver or magic weapon to hit; cast a spell into the fray. She still has no mem-
creaming, while Mara stands on hers, clutch- MR 10%; SZ S; ML 14; Int semi (3); AL CE;ХР ory of being a wizard and cannot remember
ing a heavy glass bottle and peering warily 270; New monster. how to cast a spell outside the heat of battle.
under Valerie’s bed, where the rat-thing is For levels 7-9: Demon rats (6): AC 2; MV Although she might have been brave and
“hiding.” Aristeos, concealed by his robe of 12; HD 6; hp 21, 24, 24, 27, 33, 45; ТНАСО 15; powerful before whatever tragedy erased her
blending or ring of invisibility, is peering in the #AT 1; Dmg 3d4; SA drain one level; SD +2 or memory, the Wulches have treated her like a
girls’ window to control the illusion, though better weapon to hit; MR 25%; SZ 5; ML 14; Int poor, lost child and she has adopted that per-
he soon loses control of his creation. semi (4); AL CE; XP 2,000; New monster. sona. She is currently at the Wulch homestead,
If she can calm down, Valerie describes the minding the Wulches' childr
creature as a huge rat, at least the length of her ЕЗ. Stump's Room. Though the halfling cook
forearm, with night-black fur. Its eyes glowed sleeps in this room, he spends the majority of F6. Letia’s Room. Letia Morningclaw has
red, she says, and when she shrieked it cack- his time in the kitchen (area C), sometimes rented this room for the night, using some of
led gleefully while wringing its front paws even rising from bed in the middle of the night the money Aristeos paid her in advance. For
——————_—————_——_—_——————_____________________
50 Issue Мо. 81
THE DOOR TO DARKNESS
the duration of the adventure, she is shadow- potion of healing, belt pouch with five pearls
ing the PCs or seated in the taproom (area A), Monks Unmasked
always accompanied by her “acolyte” thugs. gp each). Thief skills: PP 35%, OL 40%,
risteos hired Letia Morningclaw and her F/RT 25%, MS 60%, HS 60° DN 50%, CW
See the "Monks Unmasked” sidebar for more hulking thugs to protect him while working %, RL 0%.
information.
his revenge on the dwarven owners of the At 9th-level: Leather armor +3, rapier of
Е7. Thugs’ Room, Letia’s thugs are sharing Sleeping Dragon. Initially, the PCs' investi- quickness, ring of blinking, potion of extra-heal-
this room, though they do not sleep for the gation of the apparent haunting of the inn ing, belt pouch with five ораз (1,000 gp
duration of the adventure. They are with Letia does not concern him; he is overconfident each). Thief PP 45%, OL 50%
at all times. See the “Monks Unmasked” side- and believes that their failure will only 35%, MS 70%, HS 70%, DN 60%,
bar for more information. heighten his success. As things progress, RL
how ; he begins viewing them as a threat. Thugs, human males Е1 (2) for le
F8-F10. Spare Rooms. These three rooms are
Exactly when this happens is up to you to 1-3: AC 7;MV 9; hp 6,9; TH 3
vacant when the PCs arrive, and some or all of
determine, but when it does, Letia and her Dmg 244+2 (specialization); , Dex 1
them can be rented to the PCs. At some point
accomplices are prepared. They set an Con 14,Int9, Wis 10, Cha 6; SZ M; ML 12; AL
during the evening, Aristeos sneaks into one ambush for the IX preferably in the Базе LE; ХР 35; studded leather armor, morn-
of these rooms and creates a phantasmal force of ment, but possibly in the stables or another ingstar, throwing kniv
a man sleeping soundly in the bed. The illu- relatively secluded part of the inn. Letia uses Thugs, human males F3 (2) for levels
sory person does nothing until the PCs dis- her Hide in Shadows ability while the thugs 4-6: AC 6; MV 9; hp 20, 22; THACO 16; #AT
turb him,atwhich point
heslowly floats to his confront the PCs directly. Read the PCs the 3/2; Dmg 2d4+3 (Strength, specialization)
feet and reaches hauntingly toward the near- following text: Str 17 (+1/+1), Dex 12, Con 15, Int 9, Wis 10,
est PC.
Cha 6; S AL LE; XP 120; brigan-
Aristeos uses his invisibility spell (or his
Monks indeed! The two hulking acolytes dine armor, morningstar, throwing daggers.
now stand before you, brandishing heavy Thugs, human males F5 (2) for level
ring of invisibility if he is at least 7th level) to morning stars as you approach. Their ; МУ 6; hp 34, 44; THACO 14; #AT
hide completely unseen behind the chair in
the room, casting phantasmal force just before
hoods are thrown back to reveal their bat- 3/2; Dmg 2d4+4 (Strength, specialization);
tle-scarred faces, and the arly trying г 18 (+1/+2), Dex 12, Con 16, Int 10, Wis 11,
the PCs enter the room. He tries to sneak out hard to look menacing.
after the PCs destroy the figment-spectre, but ha 6; SZ M; ML 16; AL LE; XP 270; chain-
if the PCs find and confront him, blocking his
mail, morningstar, throwing axe.
escape, then turn to the climactic encounter, Letia hides until she can move silently If the PCs attempt to make conversation
“Dark Portal.” If the PCs carefully search the
behind a PC (preferably а spellcaster) and with Letia or | thugs before this encounter
room at some later time, they might (1-in-6
attempt to backstab. occurs, they find these “monks ^ singularly
chance, or 2-in-6 for elves and half-elves) dis-
Letia Morningclaw, human female unresponsive. While the thugsremain totally
cover a tiny bit of fleece in the corner behind T3/T6/T* 4/2; MV 12; hp 13/24/35; silent, Letia answers or evades any questions
the chair: a portion of the spell’s material com- THACO 19/16/14; #AT 1; Dmg by weapon as briefly as possible while attempting to
ponent that Aristeos dropped while preparing type; SA backstab, thief abilities; Str 12, Dex maintain the appearance of religious pil-
the phantasmal force spell. 7, Con 11, Int 14, Wis 12, Cha 15; SZ M;ML grims with no knowledge of combat or the
For levels 1-3: Phantasmal figure: AC 6;
14/16/18; AL NE; XP 120/650, supernatural. Letia is sleeping in area F6,
MV 15, fly 30 (B); HD 2; hp 9; THACO 19; #AT
while her cohorts share area F7.
1; Dmg 1-4; SZ M; ML 15; Int non (0); AL М;
pouch with five moonstones Г . The gemstones in Letia’s pouch—her
XP 65; New monster
Thief skills: PP 30%, OL 35%, F/RT 20%, MS payment from Aristeos- е the primary
For levels 4—6: Phantasmal figure: AC 4;
50%, HS ‚ DN 20%, CW 60%, RL 0%. financial reward to the I for completir
MV 15, fly 30 (B); HD 4+1; hp 21; THACO 17;
At 6th-level: Leather armor +1, rapier + the adventure
#AT 1; Dmg 1-6; SD silver or magic weapons
to hit; MR 10%; SZ M; ML 15; Int non (0); AL here. If the PCs explore the stables at a time K. Storage and Closet Areas. Most of the stor-
N; XP 270; New monster. when Aristeos is concerned that their investi- ageareas throughout the inn are uninteresting
For levels 7-9: Phantasmal figure: AC 2; gation might threaten his plan, Letia and her jumbles of supplies and tools. If the PCs
MV 15, fly 30 (B); HD 6+2; hp 33; THACO 15; thugs set an ambush for them in the stables, explore either of the two upstairs closets, read
#AT 1; Dmg 1-8; SA drain one level; SD +2 or though the basement is their preferred loca- or paraphrase the following description. Note
better weapons to hit; MR 25%; SZ M; ML 15; Чоп, See the “Monks Unmasked” sidebar. that this encounter occurs only once.
Int non (0); AL N; XP 2,000; New monster.
I-J. Wine Cellar and Brewery Cellar. The As the door swings open, a writhing night-
G. Chane and Garron's Suite. The door to this inn's basement is an ideal location for Letia mare of twisting darkness confronts you
room is locked, and it also sticks, forcing PCs Morningclaw and her accomplices to ambush like an embodiment of your deepest fears.
to make a successful Open Doors roll to force the PCs if Aristeos begins to feel threatened by A mass of snakes formed of shadow—or
it open. (Chane and Garron have chosen not them. If the PCs explore the basement early in are they bats with wings?—writhe and chit-
to fix the door since it gives them added pro- the adventure, Letia and her thugs plan the ter and hiss. Their tiny red eyes leer at you
tection against would-be thieves or assassins). ambush for a different location at a later time. from the chaos, tiny tongues dart out from.
Aside from the dwarves' beds and personal If the PCs enter the basement at an opportune between tiny fangs, and then the swarm
belongings, the suite contains nothing partic- time, Letia and her brute squad quietly follow erupts into a storm of fury. The creatures—
ularly interesting or valuable. them down the stairs and lay wait in the cen- whatever they are—cover you hungrily,
tral area of the basement, jumping out to while more fly over your heads and down
H. Stables. Aristeos never turns his attention attack the PCs when they pass. See the the hall, slipping under doors in search of
to the stables, and nothing unusual occurs “Monks Unmasked” sidebar for details. more food.
DUNGEON 51
THE DOOR TO DARKNESS
Dark Portal
This encounter occurs whenever the PCs con-
front Aristeos—whether by trapping him in
an upstairs room (see the encounters in areas
ЕВ, F9, #10, and К) or by overcoming all the
other encounters. By this time, Aristeos at 4th
level might be exhausted of spells and an
apparently helpless opponent, but at higher
levels he still has an assortment of useful com-
bat spells at his disposal. Regardless, the fig-
ments have taken a liking to this weaver of
illusion and come to his aid as does some-
thing darker.
The text below assumes that the encounter
occurs in the taproom (area A), bringing the
adventure to a close where it began. If not,
Although called into existence by a simple For levels 1-3: Figments (24): AC 6; MV fly omit the first three sentences and replace the
illusion (improved phantasmal force if Aristeos is 15 (A); HD У; hp 2 each; THACO 20; #AT 1; doorway with a window in the description:
4th level, spectral force if he is 7th level, or Dmg 142; SZ 5 (2' long); ML 14; Int semi (2);
advanced illusion if he is 10th level), the fig- AL CE; XP 15; New monster. Dark shadows leap and dance around the
ments in this area instantly shed the illusion For levels 4-6: Figments (24): AC 4; MV fly room, as if the fireplace were casting dark-
and take their own indistinct forms, seeking to 15 (A); HD 1+1; hp 6 each; THACO 19; #AT 1; ness instead of light. Without warning, the
spread as much terror and pain as possible Dmg 1d4+1; SD silver or magic weapons to outside doors burst open with a howl of
Aristeos, meanwhile, hides in the closet (using hit; MR 10%; SZ S (2' long); ML 14; Int semi (3); wind that extinguishes candles and torches
his robe of blending or ring of invisibility) and AL CE; XP 175; New monster. nearby. Empty chairs are toppled by its
relies on the ensuing chaos to make his escape. For levels 7-9: Figments (24): AC 2; MV Fl force, while glasses and bottles shatter on
If the PCs trap him here, proceed with the cli- 15 (A); HD 2; hp 1 each; THACO 19; #АТ 1; the ground behind the bar. You see two
mactic encounter, “Dark Portal.” The PCs Dmg 244; SA drain one level; SD +2 or better dark shapes forming in the doorway, as if
must deal with the figments at the same time weapons to hit; MR 25%; SZ S (2 long); ML 14; the wind were collecting scraps of darkness
as the shadowy menace of that encounter. Int semi (4); AL CE; XP 650; New monster. and assembling them into these sinister fig-
Three figments attack each PC in the hall- Although nothing sinister lurks in the ures. They stand as tall as a man and wear
way, while the remainder spread throughout other closets and storage areas in the inn, a vaguely humanoid shape, but their sub-
the second floor of the inn in search of addi- never let the PCs know that just from your stance is swirling darkness and their faces
tional victims. On the second round, the PCs description. Select one of the following brief are featureless.
hear incoherent screaming from area F4. The descriptions each time the PCs open any other Behind the creatures, the wind contin-
other rooms on the second floor are vacant, closet or explore a storage area: ues to howl and swirl, forming what looks
but the figments fly up and down the hall- like a shadowy portal into some nether
ways and in and out of rooms. The battle Light stabs into the dark closet, and motes realm. Fluttering pieces of darkness, like
should take the PCs all over the second floor. of dust swirl in the beams. The shadows tatters of cloth, rush around in a spiraling
(The ghostly encounter in area F8, F9, or F10 seem to stir as well, as if awakened from a oval broken by arcs of dark lightning.
does not occur at this time.) long, deep sleep. Vague images flicker at the perimeter of the
52 Issue No. 81
мц
THE DOOR TO DARKNESS
-———.——————————————
Darknesses drain one energy level from their victims For levels 1-3: Lesser darknesses (2):
with a successful melee attack. 5; MV 15; HD2;hp 8, 11; THACO 19; #AT 1;
The creatures that emerge from the portal are A PC who is struck and drained by a Dmg 244; SA vampiric touch; SD aura of fear
lesser manifestations of the seething greater darkness experiences a taste of the (make a successful saving throw vs. spell or
Darkness that swallowed the ancient elven madness that is their existence. Faint voices suffer а —1 penalty to attacks, damage, and
city of Fey-Aryth, whose ruins lie beneath echo in her mind; they sound distant, but saving throws); SZ M (6 tall); ML 16; Int very
the Sleeping Dragon Inn. Completely alien to their torment is plain. The voices fade imme- -12); AL CE; XP 270; New monster.
the Prime Material plane, the darknesses diately and have no lasting effect on the For levels 4-6: Normal darknesses (2):
adopt humanoid shapes only in imitation of character beyond lingering nightmares. If AC 3; MV 15; HD 5; hp 18, 29; THACO 15;
their opponents. Their thoughts and motiva- the darknesses kill a character, her voice joins T 1; Dmg 544;SAvampiric touch; SD auraof
tions are beyond human comprehension, the screaming cacophony. The PC cannot be fear (makeasuccessful saving throw vs. spell
though their purposes and actions are clearly raised or resurrected unless his companions or suffer a2 penalty to attacks, damage,
and
malevolent. first undertake a quest to banish the aving throws), silver or magic weapons to
The powers of the darknesses depend on Darkness from Fey-Aryth and release the hit; MR 10%; SZ M (6 tall); ML 17; Int high
the k of the PCs, but they all share certain mad souls contained within it. (13-14); AL CE; XP 2,000; New monster.
traits. The darknesses attack by touch, drain- The darkne also exude an aura of fear For levels 7-9: Greater darknesses (2): АС
ing hit points from their victims and adding that affects all opponents within 15 feet. 1; MV 15; HD 8; hp 34, 40; THACO 13; #АТ 1;
the drained points to their own hit point These PCs must make a suc ul saving Dmg 844; SA energy drain (one level), vam
totals. As with the vampiric touch spell, any throw vs. spell or succumb to the fear effect; piric touch; SDaura of fear (make a successful
hit points exceeding, the creatur normal the results of a failed saving throw depend saving throw vs. spell or flee in terror for 3d4.
maximum are treated as temporary hit on the power of the darknesses, as listed rounds), 42 or better weapons to hit; МЕ
points that the creature loses first and that below. One a PC makes a successful saving 25%; SZ M (6 tall); ML 18; Int exceptional
wear off after 1 hour. The number of hit throw against a darkness's aura of fear, she is (15-16); AL CE; XP 8,000; New monster.
points drained depends on the strength of forever immune to the fear generated by that
the creature. The greater darknesses also particular darkne:
portal, reminding you in fleeting glimpses inn. Although they are not present, Chane and
of the foes you have already defeated this Garron will hear of the PCs’ exploits and owe
evening—a demon rat appears for an them a debt of gratitude as well—they could
instant here, a ghostly apparition there. be useful allies in an ongoing campaign.
In the end, rather than destroying his ene-
These shadowy forms represent the first, mies’ reputation, Aristeos has destroyed his
tentative reach toward the surface on the part own—and helped another set of heroes to
of the unnamed Darkness that consumed the supplant him in popular affection. The PCs
elven city of Fey-Aryth centuries ago. For low- have accomplished much, but there is work
level characters, it is a half-hearted reach at yet to be done, should they want to pursue it:
best, though it might be a sign of worse things * If one or more PCs jumped through the
to come (gradually increasing in danger and portal behind the darknesses in the climactic
intensity as the PCs advance in levels). encounter, you might wish to allow the
Higher-level characters, naturally, face a much remaining PCs to go on a quest to recover
more serious threat. See the "Darknesses" them (or at least their remains). At your
option, the portal could lead to another plane
Un
sidebar for a description of these creatures.
Throughout the combat, Aristeos uses his of existence (the Demiplane of Shadow, the
remaining spells—if he has any—or his magi- Negative Material plane, or somewhere else
cal throwing dagger to fight the PCs as best he entirely), or it could lead deep into the ruins of Using the Poster Map
can. Every time Aristeos or a PC casts a spell Fey-Aryth.
from the Illusion/Phantasm school, the PCs • Whether any PCs are stranded there ог This adventure includes a fold-out poster
can see the dark portal grow about 1 foot not, Fey-Aryth remains an intriguing possibil- map of theSleeping Dragon Inn. If you plan
wider. A PC foolish enough to jump through ity for further exploration. The elven city has to use this map with the adventure, you
the portal is lost forever (or perhaps not; see been in ruins for centuries, and most of its will also need miniatures or paper cut-outs
“Concluding the Adventure" below). The por- treasures might have already been looted by representing the player characters, the vari-
tal vanishes when the PCs defeat both shad- robbers or scholars. On the other hand, it ous NPCs (Aristeos, Letia, and the two
Owy monsters. could have lain undiscovered all this time, its thugs in particular), and the darkness
treasures—and dangers—undiminished by In addition to showing the layout and
the passage of time. contents of the inn, the poster map епађ
Concluding the Adventure • The portal itself remains something of a you to better stage encounters with NPCs
Give the PCs a story award equal to Aristeos's mystery at the conclusion of the adventure. and monsters. The map also provides play-
XP value in addition to the XP for defeating The PCs might wish to investigate what ers with a more v sual and precise tactical
him, if applicable, for successfully completing caused Aristeos's spells to create or summon representation of each battle.
the figments, exploring the connection to Fey- The poster map is meant to be reusable
the adventure. Gib makes good on his Агу and its all-consuming Darkness. — О
promise of free room and board and promises and can represent any inn visited by the
the PCs free lodging any time they stop in the PCs—not just the Sleeping Dragon Inn.
——————
DUNGEON 53
DeAnna lives with her husband, James Costello,
and daughter, Caitlin, in Atlanta. This is her first
appearance т DUNGEON* Adventures, though
she has been gaming since 1984. DeAnna writes
“As soon as Caitlin’s old enough not to eat the dice,
we plan to introduce her to the D&D" game
“Ashtar’s Temple” is an AD&D* adventure
for 3-6 good-aligned, 1st-level PCs (about 5
total levels). A ranger, while not necessary,
would be an asset. The adventure mes
that the PCs hail from the village of Ashtar,
located near a ruined temple, but the scenario
can be modified easily for PCs “just passing
through.”
The temple can be located almost any-
where near a river or other source of water,
The DM can substitute any healing deity for
Ashtar, Examples include Mishakal in the
DRAGONLANCE* setting, Pelor or Zodal in the
GREYHAWKs setting, and Птаќег or Lathander
in the FORGOTTEN REALMS” setting.
DMs will find the Van Richten's Guide to
Ghosts accessory and The Complete Book to
Humanoids useful, but they are not required to
run the scenario.
Adventure Background
Two hundred years ago, priests of Ashtar,
An adventurer fights her way out of a sticky situation. goddess of healing, arrived at a popular rest-
stop for travelers. An enterprising farmer had
opened an inn, and the priests decided that
this would make a good location for a temple.
With the aid of the local farmers, they cleared
out trees and drove off the few monsters that
had settled in the chosen spot.
J Soon travelers began visiting the temple
regularly, and the priests developed a loyal
following. The village, named Ashtartown,
grew and prospered along with the temple.
Not surprisingly, such prosperity garnered the
attention of local bandit gangs, and the towns-
people and the priests banded together to
fight off several loosely organized attacks.
One hundred years ago, a large and highly
trained bandit force overran the temple,
killing and looting. Before they caused too
BY DEANNA FERGUSON much damage, the baron sent a small army to
end the destruction. Although the temple was
ruined, the town was saved,
With all the priests dead, there was no one
B ti h it left to rebuild the temple. The townspeople
ru IS an | 5 ап made а halfhearted effort to Ах the temple, but
И something scared them off. Аз time passed,
g hostly g ua rd ians one exaggerated story led to another until
everyone in the village believed the temple
was haunted by hordes of undead priests.
The main temple of Ashtar, under political
pressure elsewhere, decided to abandon the
site. Recently, however, they have regained
Artwork by David Day
much of their former glory and have sent a
Cartography by Diesel priest named Guerin to reclaim the temple.
54 Issue No. 81
ASHTAR'S TEMPLE
АЁ
DUNGEON 55
ASHTAR'S TEMPLE
Maksym's Mercenaries M; ML 12; ALLE; ХР 35; MM/281; see below wake up before he picks up his weapons and
for ability scores and equipment. joins the fight.
Maksynvs Mercenaries consist of Maksym,
Buciac (his second-in-command), Dekthok First Watch (8:00 A.M. — 4:00 РМ.) Greguska (female orc): AC 8; hp 3; Str 10,
(the ore witch doctor), ten male orcs, and four Dex 12, Con 13, Int 11, Wis 15, Cha 11; leather
female orcs. They are detailed below. Fredek (male orc): AC 6; hp 3; Str 16 (40/41), armor, shortbow, 10 flight arrows, halberd,
Dex 11, Con 10, Int 14, Wis 8, Cha 7; studded pouch containing 6 gp.
The Leaders leather armor, shield, battle-ax, shortbow, 10 Greguska has the Healing proficiency. A
flight arrows, pouch containing 7 gp. successful proficiency check means she has
Maksym, half-orc male F3: AC 4; MV 12; hp restored 143 hit points. (She must roll а 7 or
31; THACO 18 (base); #АТ 3/2 (with bastard Hudak (male orc): AC 5; hp 8; Str 15, Dex 10, less on 1920.) Whether or not the check suc-
sword) or 1; Dmg by weapon type +2 (spe- Con 8, Int 13, Wis 12, Cha 4; hide armor, ceeds, her bandaging brings restores an orc at
cialization bonus), +3 (Strength bonus); SD medium shield, battle-ax, shortbow, 10 flight negative hit points to 0 hit points and uncon-
see below; Str 18/28 (+1/+3), Dex 11, Con 18, arrows, pouch containing 14 gp and 35 sp. sciousness.
Int 12, Wis 9, Cha 12; ML 12; AL LE; ХР 120;
hide armor, helmet, small shield +1, bastard Peeterk (male orc): AC 6; hp 4; Str 11, Dex 8, Otka (female orc): AC 8; hp 2; Str 14, Dex 10,
sword, pouch containing four gems (worth Con 8, Int 8, Wis 9, Cha 11; hide armor, large Con 9, Int 7, Wis 12, Cha 11; leather armor,
50 gp each). shield, battle-ax, shortbow, 10 flight arrows, shortbow, 10 flight arrows, battle-ax, halberd,
Maksym wears an impressive horned pouch containing 10 gp. pouch containing 15 gp.
helm with an iron visor that not only conceals Peeterk has hidden his cowardice well in Otka fears magic. When Dekthok or a PC
his eyes and cheekbones but also hides most the past by staying out of melee and firing casts a spell, she must make a Morale check
of his obviously orcish features. He stands arrows. When he is forced to engage in hand- or run from the temple, using Maksym’s
65" tall, with a frame that is muscular yet to-hand combat with the PCs, the DM should plans for a strategic retreat.
lithe. He likes to strap his shield to one arm make a Morale check. If it fails, Peeterk acts
and wield his bastard sword with both on Maksym’s strategic retreat plan, heading Third Watch (12:00 A.M. – 8:00 A.M.)
hands. Maksym has the Blind-fighting NWP. out the back of the temple to safety.
Alzbet (female orc): AC 7; hp 3; Str 13, Dex
Buciac, half-orc male F1/T1: AC 7; MV 12; hp Capeka (female orc): AC 8; hp 4; SA see 13, Con 12, Int 8, Wis 8, Cha 8; ring mail,
5; THACO 20 (base); #AT 1; Dmg 1d6+2 (short below; Str 9, Dex 14, Con 9, Int 10, Wis 16, shortbow, 10 flight arrows, battle-ax, pouch
sword); SD see below; Str 16 (+0/+1), Dex 13, Cha 9; leather armor, medium shield, short- containing 9 gp and 34 sp.
Con 11, Int 10, Wis 11, Cha 6; ML 12; AL LE; bow, 10 flight arrows, pouch containing 8 sp. Alzbet possesses the Wild Fighting NWP,
XP 35; leather armor, small shield, short Capeka has the Close-quarter Fighting which requires a successful proficiency check
sword, pouch containing 28 gp. NWP, which gives her a +2 bonus on her (12 or less on 1d20) at the start of combat.
Thief abilities: PP 25%, OL 30%, F/RT attack rolls when using bludgeoning or pierc- Failure means that she receives only the
25%, MS 15%, HS 10%, DN 25%, CW 90%, RL ing weapons. penalties (3 to THACO, +3 to AC) and попе
10%. of the benefits (two attacks per round and a
For a squat, overweight half-orc, Buciac Jukth (male orc): AC 7; hp 4; Str 10, Dex 9, +3 bonus to damage). See The Complete Bookof
is surprisingly nimble, He has the Close- Con 15, Int 11, Wis 9, Cha 6; leather armor, Humanoids for more information.
quarter Fighting NWP, giving him a +2 battle-ax, shortbow, 10 flight arrows, pouch
bonus to attack rolls when using a piercing containing 5 gp and 16 sp. Krejci (male orc): AC 7; hp 8; Str 15, Dex 10,
or bludgeoning weapon. Con 13, Int 13, Wis 14, Cha 7; studded leather
Second Watch (4:00 РМ. – 12:00 A.M.) armor, shortbow, 10 flight arrows, battle-ax,
Dekthok, ore male W4 (witch doctor): AC 10; pouch containing 20 gp.
MV 12; hp 11; THACO 20; #АТ 1; Dmg 184 Vasek (male orc): AC 8; hp 3; Str 17 (+1/+1),
(dagger); Str 10, Dex 11, Con 12, Int 14, Wis 7, Dex 11, Con 11, Int 9, Wis 14, Cha 4; leather Тој (male orc): AC 7; hp 3; Str16(+0/+1), Dex
Cha 8; ML 12; AL LE; XP 65; MM/281; spell- armor, shortbow, 10 flight arrows, battle-ax, 9, Con 12, Int 10, Wis 9, Cha 9; leather armor,
book, dagger, pouch containing 30 gp. pouch containing 15 gp. shield, spear, shortbow, 10 flight arrows,
Spells (2): 1st—magic missile, shield. pouch containing 5 gp.
Witch doctors are limited to one school of Rostis (male orc): AC 8; hp 5; Str 11, Dex 11, Loj has a tremendous fear of dragons,
magic (in Dekthok’s case, Invocation/ Con 10, Int 11, Wis 8, Cha 8; leather armor, having been frightened by one flying over-
Evocation), and they have none of the shortbow, 10 flight arrows, halberd, pouch head when he was a young orc.
bonuses or penalties of specialist wizards. containing 2 gp.
Witch doctors cast spells as wizards half their Rostis is double-jointed. If captured, he Zytka (female orc): AC 7; hp 4; Str 15, Dex 13,
level (rounded up). can twist free of his bonds with a successful Con 15, Int 6, Wis 13, Cha 5; spiked leather
Dekthok wears a wooden demon mask Dexterity check, Such an escape requires 1d6 armor, shortbow, 10 flight arrows, halberd,
that gives him a fearsome, otherworldly rounds for each limb that is bound. pouch containing 32 sp.
appearance.
Nelek (male orc): AC 6; hp 8; Str 13, Dex 9, Tomik (male orc): AC 7; hp 5; Str 11, Dex 12,
The remaining members of Maksym's band Con 10, Int 10, Wis 11, Cha 3; hide armor, Con 14, Int 12, Wis 11, Cha 7; leather armor,
share the same basic statistics: shortbow, 10 flight arrows, battle-ax, pouch shield, shortbow, 10 flight arrows, battle-ax.
Ores: AC varies; МУ 12; HD 1; hp varies; containing 15 gp. Tomik only recently joined Maksym's
ТНАСО 19; &AT 2 (ranged weapon) or 1 Nelek is a deep sleeper. If the PCs Mercenaries and has not gained any mone-
(melee weapon); Dmg by weapon type; SZ approach before noon, he takes 1d6 rounds to tary rewards.
56 Issue No. 81
ASHTAR'S TEMPLE
Отс Tactics tance and continue to shoot arrows at the Main Temple (Areas 1-3)
PCs while the remaining orcs engage in 1. Temple Foyer. The orcs have dug a pit trap
The orcs have split the day into three duty melee, (The orc archers suffer а penalty to in front of the temple doors and covered it
watches, each led by one of the leaders. their attack rolls when firing into melee com- with a woven grass mat that almost exactly
Dekthok leads the first watch, Maksym leads bat. This negates the chance of them acci- matches the rest of the yard. A thief searching
the second watch, and Buciac commands the dentally wounding their fellow orcs.) the area in front of the doors receives a +10%
third watch, The DM should have a rough The remaining orcs band together in the bonus to her Find Traps roll. The pit itself is
idea what time the PCs approach the temple center of the main sanctuary (area 2). about 7 feet deep. The orcs can’t see into the
to determine which orcs are awake, sleeping, Dekthok casts his shield spell as soon as the pit to fire arrows, although PCs pulling them-
or reviewing their next raid. (Maksym only alarm rings; the following round, he casts his selves out become easy targets (no Dexterity
allows one-third of his forces to sleep at any magic missile at the toughest PC he sees. After bonus to Armor Class).
given time. The other off-duty orcs help the that, he follows the escape plan Maksym has. The first PC charging the temple doors (if
half-orc plan out the next raid.) designed (see below), not checking for traps) must make a Dexterity
The asterisks on the map indicate the Although the orcs’ tactics are simple, check with а —4 penalty to avoid the pit trap.
positions of the orcs on watch; the leaders they are effective. The orcs attempt to gang Any PCs following can avoid the trap by mak-
and off-duty orcs are gathered in area 2. up on any obvious fighters to negate any ing a successful, unmodified Dexterity check.
It takes 1 round for off-duty but awake Dexterity bonuses to Armor Classes. They If ће Dexterity check fails, the PC falls into
orcs to respond to an alarm; it takes 3 rounds attack for 1 round and then fall back so that the pit, suffering 1-3 points of damage. If the
for the sleeping orcs to gather their weapons the next wave of orcs can engage. Any roll fails by 5 or more, the PC sprains an ankle,
and prepare for battle. injured ore drops out of the waves, and resulting in a 50% reduction in movement rate
Ores suffer a -1 penalty to their attack another orc takes its place. until the damage is healed.
rolls and morale when fighting in direct sun- If it looks like the PCs are winning, the The asterisks on the map indicate the posi-
light; thus the orcs seldom venture outside wave of orcs that just disengaged begins a tions of three orc sentries. During the first
the temple's shadowy confines. strategic retreat, and the current wave con- watch, Fredek, Hudak, and Peeterk are here;
Ores hidden behind cracks in the temple tinues battling until the first wave has during the second watch, Vasek, Rostis, and
walls have 75% cover and receive a -7 bonus retreated through the cracks in the back of Nelek are here; during the third watch, Alzbet,
to their AC. However, remember that dwar- the temple. Maksym is no fool; although the Krejci, and Loj are here.
ven PCs receive a +1 bonus to their attack temple makes a great staging ground, he and A war dog is chained to a small block of
rolls when fighting orcs. his band move on to find easier pickings, stone in the middle of the room; the ores
Through the cracks in the walls, the orcs If enough orcs survive the PCs’ assault, release the dog once intruders are detected, as
spot any party making its way toward the they hide out in the forest surrounding the outlined in the "Orc Tactics" sidebar,
temple unless the PCs take great strides to temple and wait for any PCs to emerge from Apart from the orcs and the war dog, the
conceal their approach. This requires inge- the underground level. They conduct aquick foyer contains nothing of interest. Everything
nuity, such as a wizard casting a wall of fog hit-and-run ambush to grab as much trea- of value was taken from here years ago.
spell to reduce visibility around the temple, sure as they can before moving on to their
or stealth, such as a thief using her Move next raid. 2. Main Sanctuary. The asterisks on the тар
Silently and Hide in Shadows abilities. If the If the orcs manage to drive off the PCs indicate the positions of two orc sentries.
PCs are spotted approaching from the front, without suffering any significant losses, During the first watch, Capeka and Jukth are
the orcs in area 1release the war dog from its Maksym remains at the temple but keeps here; during the second watch, Greguska and
chains and sound the alarm. If the PCs are two watches on duty at all times. If the ores Otka are here; during the third watch, Zitka
spotted approaching from any other angle, lose the equivalent of an entire watch in the and Tomik are here. The leaders and off-duty
the ore who spots them sounds the alarm; altercation, Maksym gathers his remaining orcs are either sleeping in bedrolls spaced
the war dog is released the following round. troops and withdraws from the temple. evenly along the walls or huddled in the mid-
War dog: AC 6; MV 12; HD 2+2; hp 5 (10 If the ores successfully capture one or dle of the room, planning their next raid.
at full); THACO 19; #AT 1; Dmg 2d4; SZ M; more PCs, Maksym has them stripped of Holes in the roof allow light to enter this
ML9;Int semi (3); AL N; XP 65 (double if the clothing and equipment, bound with rope, chamber. Benches reduced to kindling litter
PCs coax the dog to their side); ММ/57. and gagged. The prisoners are placed atop the floor. On cold nights, the orcs use this kin-
Any ranger or PC with the Animal the dais in the main sanctuary (area 2) and dling for fires. Scorch marks, soot, charred
Handling proficiency has one chance to dis- watched closely. wood, and animal bones litter the floor.
tract the dog from attacking by tossing a bit If the surviving PCs try to negotiate for If the PCs capture any orcs, they can ques-
of meat to the side. The dog is not well their comrades’ release, Maksym instructs tion them about the layout of the temple. Only
trained and has not eaten recently. If the Buciac or another subordinate to present his Maksym, Buciac, and Vasek explored the
Animal Handling check succeeds, the dog demands. Maksym will agree to release his lower level and saw the ghost, so unless one
passes them to round up the treat; ifitfails, prisoners for 250 gp per head. If the PCs of them is captured, none of the others can
the dog attacks. If the PC makes another approach Guerin for assistance, the priest describe exactly what it was that kept the
Animal Handling check, the dog does not agrees togive them one or two ofhisgems to. leaders out of the lower level. They can tell the
attack and could become a companion for secure the safe release of the prisoners; this PCs, however, that something scared the Nine
that PC, if the DM chooses. If the PC fails the amount is then deducted from the party's Hells out of their leader, who returned from a
check, the dog attacks the next round. reward. Once the orcs receive the payment, quick exploration of the lower level white as a
Meanwhile, orc archers begin shooting they release the prisoners, wait until the PCs sheet. Maksym then instructed the orcs not to
arrows at the PCs. leave, and then leave the temple. Maksym explore the lower levels, and they agreed,
When the PCs enter the main building, at doesn’t want vengeful PCs returning to trou- frightened by whatever could have scared
least two orc archers fall back to a safe dis- ble him in the future. their vaunted leader.
DUNGEON 57
ASHTAR'S TEMPLE
3. Preparation Room. Maksym has taken this When attacking, a webbird emits a strand 6. Sickrooms.
room as his office. He has blockaded the stairs of webbing from its tail. This sticky strand,
leading down with a heavy armoire he found 1d6+6 feet long, is extremely strong and capa- Once cheerful colors decorate the walls of
in this room (once used to store the priests’ ble of immobilizing even human-sized crea- this room. A smashed bedframe and rotting
vestments before ceremonies). The remainder tures. When aflock of these creatures attacks sheets are all that remain of the bed. Parts of
of his treasure can be found hidden in his with their webbing, each victim must make a the roof have caved in here, and twigs and
bedroll: 75 gp, 1 pp, and four gems worth 100 successful saving throw vs. paralyzation or leaves have settled in the bed.
gp, 50 gp, and 10 gp (2) respectively. become entangled and immobilized. For
One of the gold coins hidden in Maksym’s every three webbirds attacking an individual, Sixteen stirges have claimed these sick-
bedroll is a lock lurker. It looks so much like a that victim’s saving throw is reduced by one. rooms as nesting places, two stirges per room.
coin that an unsuspecting PC might pick it up Entrapment lasts 1d444 rounds, though a As stirges are night creatures, they are asleep
without realizing what it is. Maksym has car- PC with a 18 Strength or better can break free during the day. However, after the first room
ried it around for about a week—part of the in 1 round. A webbird’s webs are immune to is opened, all other stirges will be awake and
raid the orcs just completed. Because the fire, but wine (or any other alcoholic liquid) ready for visitors, If the PCs visit the webbirds
lurker hasn’t eaten in a week, it attacks the dissolves the material in 1 round. A standard first (area 4), all the stirges are awake.
character who picks it up. wineskin holds enough wine to free one The stirges have recently moved into the
Alurker’s teeth can bite through hide, hair, Medium-sized creature or two Small-sized temple complex. They chose the hospital as
skin, or leather armor, but not metal. Its bite creatures. Entrapped creatures cannot attack their base due to the holes in the roof. If the
causes 1 point of damage. A lurker's stinger ог cast spells, and they lose all Dexterity PCs flee the area, the stirges do not follow.
strikes as if the creature were a much more bonuses to Armor Class. Stirges (2 per room, 16 total): AC 8; MV 3,
powerful monster: The stinger can attack crea- After the webbirds have immobilized a fly 18 (C); HD 1+1; hp 5 each; THACO 19; #АТ
tures in the Ethereal plane and materializes on victim, 143 of the creatures land and begin 1; Dmg 143; SA blood drain; SZ 5; ML 8; Int
the Prime Material plane only when the lurker nibbling on the victim, each causing 1 hit animal (1); AL М; ХР 175; MM/332.
launches an attack. The strike is powerful point of damage per round. In addition, one
enough to pierce any armor and to stun oppo- webbird lands and inserts Ив hooklike 7. Surgery Room.
nents of Medium size or smaller for 1d2 аррепдаве into any exposed flesh on the vic-
rounds. It causes 1d4+5 points of damage and tim, injecting 2d4 eggs. This causes no dam- This room is illuminated by a glowing glass
injects a venom that slows a victim (as per the age to the victim, but in 144+2 turns the eggs ball affixed to the ceiling. Two overturned
wizard spell) on the round following the hatch, becoming grubs that immediately metal tables lie next to one wall, and
sting’s strike. During that round, the victim's begin feeding. Each grub causes 1 hit point of scalpels апа knives lay scattered around
body reacts to the poison. She must make a damage per round, eventually killing the host. the room. Shelves on the south wall hold
saving throw vs. poison or be immediately The excruciating pain resulting from the feed- jars of some sort, although most of them
paralyzed for 1d6 hours. The victim is then ing process prevents the victim from taking look empty.
slowed for 1d2 rounds, but then recovers. If the any action, including attacking, defending, or
saving throw is successful, the victim is slowed using spells or psionics. Unlike other areas of the hospital, the ceil-
for a second round, but then recovers fully. Within 7 turns after the victim’s death, ing of this room is mostly intact. The room is
Lock lurker: AC 3; MV 8; HD 143; hp 6; fledgling webbirds (with the same statistics as kept relatively clean by a permanent cantrip
THACO 17 (sting) or 19 (bite); #AT 1; Dmg adults) emerge from the carcass. A cure di spell. The shelves once contained potions of
1d445 (sting) ог 1 (bite); SA paralyzing spell kills the grubs, as does burning the body healing, but no longer. Only empty jars and
venom; SD partial etherealnes: T; ML 13; before the fledglings emerge. impotent elixirs remain.
Int low (5); AL N; ХР 175; МСАТ. Webbirds (12): AC 8; MV 3, fly 18 (B); HD If the PCs have a means to reach the ceil-
У; hp 1 each; ТНАСО 20; ВАТ 1; Dmg 1; SA ing, they could detach the continual light ball
The Hospital (Areas 4-7) webs, egg insertion; SZ S; ML 6; Int semi (2); from the ceiling (it is merely screwed into a
ALN; XP 65;MCA2/113. plate) and carry it with them. However, the
In all of the rooms except for areas 5 and 7, the ball (about the size of a cantaloupe) is made of
roof has caved in. 5, Bathing Chamber. glass. If the PCs are not careful as they take it
down, it drops and shatters, ending the spell.
4, Healer’s Quarters. This plain room contains The floor of this room is covered with
some shredded cloth and broken wood—the cracked, white ceramic tiles. A sunken area
in the center of the room holds brackish
The Stables (Areas 8-10)
remains of beds that now serve as nests for the
creatures that live here. water, but the rain spout leading to the pool 8. Groom's Quarters.
Twelve webbirds have taken up residence is still in good shape. A large black caul-
in this room, sharing the hospital with the dron, in excellent shape, rests in the soot- Not much remains in what you assume
stirges in area 6, During the day, the webbirds stained fireplace. were the groom’s quarters. A foul stench
are alert and attack intruders on sight, waking fills the room, and eight monstrous rodents
the stirges. At night, the stirges provide the The cauldron radiates Alteration magic have made crude nests within.
same service for the webbirds. During dawn when а detect magic spell is cast. It is а cauldron
and dusk, both groups tend to be active and of heating. This large item holds up to 20 gal- Eight giant rats have made this section of
attack together. Such combination attacks can lons. Upon command, the cauldron heats the the stables their home. They haven't eaten in a
be lethal. liquid to near-boiling temperature, requiring 1 while and are quite hungry. The rats have
Webbirds fear fire and do not attack апу- turn to do so. The heated liquid inflicts 246 avoided the orcs’ horses, fearing their sharp
one carrying an open flame such as a torch. points of heat damage to any creature hooves. A space behind some moldy straw 15
The webbirds also refuse to approach large immersed in it. The cauldron can be sold for up just large enough for the rats to squeeze out-
blazes such as bonfires. to 500 gp to an interested buyer. side to get their fresh water.
58 Issue No. 81
ASHTAR'S TEMPLE
Ashtar's Temple
Upper Level One square = 5 feet
Giant rats (8): AC 7; MV 12, swim 6; HD Y; 10. Tack Room. This small room contains sad- The Barracks (Areas 11-12)
hp 2 each; THACO 20; AT 1; Dmg 143; SA dis- dles for the three horses in the stables. The
ease; SZ T; ML 5; Int semi (2); AL NE; XP 15; saddles could be in excellent or horrible con- 11. Common Barracks. Even the devoted
MM/300. dition, at the DM's discretion. healers of Ashtar recognized the need for
А pseudodragon has chosen this room as armed might, and they employed a dozen
9. Stables. its temporary home while it investigates the warriors to provide security.
orcs. Its true lair lies in the forest close to the
Three ill-kept horses stamp their hooves temple, and it became curious when it heard Soot darkens the walls of this room, and ash
nervously in these dark and gloomy stables. the racket the orcs were making. covers the floor where you think bunks
When it hears the door creaking open, the might have stood. A small dagger hangs on
The orc bandits captured these horses dur- pseudodragon hides in a corner behind the the north wall, but it looks badly rusted.
ing previous raids. The horses are nervous racks where the saddles are stored. It blends Holes in the roof allow sunlight to fill the
because of the giant rats dwelling nearby апа into the floor so well that a PC has only a 20% room, and cracks in the floor have enabled
seem eager to leave the stables. chance of detecting it. many wild plants to grow.
The DM should feel free to modify the If the PCs do not detect it, the pseudo-
number of horses appearing to suit the needs dragon chooses one of the PCs to stalk (prefer- Ivylike plants climb the east wall; these are
of the party. The horses have not been fed in ably a wizard) and monitors that character's actually amber lotus flowers. These flowers
several days and look malnourished. A ranger thoughts. If it determines the character to be resemble golden water lilies as large as sun-
or PC with the Animal Handling proficiency good (and the DM so wishes), it presents itself flowers. Their attractive appearance is decep-
has the best chance of befriending them. asa traveling companion. Ifit does not receive tive, giving no clue as to their true nature.
At the DM's discretion, the horses might a good reaction, it flies away. The amber lotus flowers are sensitive to
belong to a wealthy noble who willpay 100 gp The pseudodragon did not bring any of its ground vibrations. When a creature approaches
for the safe return of each steed. PCs who treasure with it and, being a selfish creature, is within 10 feet of the plants, their blossoms
claim the horses as their own might draw not inclined to share. open, each spraying a cloud of pollen 40 feet
attention to themselves, and the horses' true Pseudodragon: AC 2; МУ 6, fly 24 (В); HD in diameter Any individual within the
owner could have them arrested for theft! 2; hp 14; THACO 19 (15 with stinger); #AT 1; flower's pollen cloud must make a successful
Light war horses (3): AC 7; MV 24; HD 2; Dmg 143; SA poison sting (causes catalepsy saving throw vs. poison or fall fast asleep for
hp 6, 6, 3 (weakened by hunger); THACO 19; for 1d6 days); SD chameleon power, 60' 4d4 turns. Nothing can wake a victim sooner.
#АТ 2; Dmg 144/144; SZ L; ML 6; Int animal infravision; SZ T; ML 15; Int average (9); AL The flowers can spray a fresh burst of
(1); АТ №; ХР 35; MM/194. NG; XP 420; ММ/91. pollen every 3d4 rounds. Creatures that are
一 一
DUNGEON 59
ASHTAR'S TEMPLE
resistant to sleep (such as elves, half-elves, and Lower Level (Areas 13-35) the raggamoffyn must make a successful
pegataurs) are equally resistant to the pollen attack roll against the target's Armor Class
of the amber lotus flower. Unless otherwise described, walls are made of counting only Dexterity and magical bonuses
Sharing the hunting grounds with the a grey masonry stone fitted together with (no armor or shield bonuses). If it succeeds, a
amber lotus flowers is a kampfult, lurking grout. Mold grows on the walls in many raggamoffyn's cloud of scraps and tatters cov-
next to the amber lotus vines. places, and water drips unceasingly from ers the victim in a skintight sheath from head
The kampfult has a ropelike body with a some unknown source. The doors are made of to toe, including the eyes and ears.
central core that resembles the decayed stump wood, and many have small holes where mice Once it has covered its host, the ragg-
of a cut-down tree. A kampfult has six attack have chewed through. All the doors have amoffyn forces the host body to do its bid-
appendages, each about 6 feet long, and six swollen in the humidity and require a suc- ding. Even when captured, intelligent
movement appendages each 1 foot long. cessful Open Doors roll to open. creatures can throw off the effects by force of
These are spaced along the 4'-long, stumplike When Ashtar’s priests occupied the tem- will; when enwrapped by a raggamoffyn, a
body. Several creatures can be attacked at the ple, they kept their apprentices busy cleaning character needs to make a successful saving
same time. Once hit by an appendage, a vic- the mold and casting spells to keep the ait throw vs. spell to resist the raggamoffyn’s
tim is wrapped up until either the kampfult is fresh. Since no one has cast any of those spells control. If the saving throw fails, the PC is
slain or the victim frees himself. (Those with a in over one hundred years, the entire under- under its control but can make another saving
Strength of 16 or greater can free themselves ground level smells like rotten fruit. throw at the start of each turn to break free.
automatically in 1 round; others must roll a One turn after the PCs descend into the (Each Intelligence point above 15 subtracts 1
successful Strength check.) Only the central lower level, Tralisa’s ghost appears. (See area round from this time, allowing smarter PCs to
section of the creature needs to be attacked to 35 for statistics.) She begins by decreasing the make a new saving throw sooner.)
kill it, but severing its tentacles can succeed in temperature in the immediate vicinity, One If а PC makes a successful saving throw,
rendering a kampfult harmless. Each tentacle round after the temperature drops, the party's the raggamoffyn attempts to asphyxiate the
requires 2 points of cutting damage to sever lights flicker, and then she appears, material- host. This strangling attack is automatic once
and causes 1 point of constriction damage per izing in front of the lead PC as a spectral the raggamoffyn scores a single successful
round, All portions of a kampfult are consid- woman wearing armor. Each PC must make a attack against the victim's head (Armor Class
ered AC 4. saving throw vs. spell or flee in terror for 246 10 without a full face helmet, AC 2 with a
The kampfult can extend or pull in its turns. (Since Tralisa is not a menacing pres- great helm, Dexterity bonuses and magical
appendages to disguise itself, and when doing ence, the PCs are not aged and receive a +4 rings and bracers apply). After the ragga-
so it imposes a -3 penalty to its opponents’ bonus to their saving throws.) moffyn plugs up the nose and mouth of the
surprise rolls. The kampfult is carnivorous but “Stop,” she says, holding her hand in front victim and begins to squeeze the throat, the
prefer to attack small, solitary mammals. of her. “Why do you invade this sacred temple victim must make a successful Constitution
However, it attacks larger prey neutralized by of Ashtar?” check each round until either the raggamoffyn
the amber lotus flowers. Because Tralisa is an intelligent ghost, she or the victim is slain. (Spell attacks affect both
PCs searching for Tralisa's bones (see area is aware that the PCs have been clearing out but serve to remove the rags from the host.)
35) find them underneath the floor quite close the temple, but she wants to make sure that The first check is normal, but thereafter each
to the kampfult and the flowers. To lay her to they have come on a legitimate quest from a additional check adds another -2 penalty. If
rest as she instructs, the PCs must dig up her priest of Ashtar Although she has no way to the check fails, the victim dies of suffocation.
remains and bury them in a proper ceremony. prove what the PCs say, she believes that the Buried underneath the pile of cloaks and
(After the original bandits attacked the bar- threat of her ghostly powers is enough to keep gloves (some of which are normal) is the ragg-
racks and took out the temple's guards, one of them from lying. If they say something to the amoffyn’s treasure: three gems worth 50 gp
the surviving guards gave Tralisa а quick bur- effect that they are clearing out the temple and 10 gp (x2) respectively.
ial where she had died. Unfortunately, this under the orders of a priest of Ashtar, Tralisa Raggamoffyn: AC 5; MV 12, fly 8 (Е); HD
service wasn't enough to prevent her from fades away, saying, “Excellent. Then I will 3; hp 15; THACO 17; #AT 1; Dmg 1d6; SA suf-
returning as a ghost.) meet you later.” focation, control host; SD immune to mind-
Amber lotus flowers (8): AC 9; MV 0; HD affecting spells; SZ M; ML 11; Int average (9);
%; hp 3 each; THACO 19; #АТ 0; Dmg 0; SA 13. Spiral Staircase. This stone staircase leads AL CN; XP 270; MCA2/100.
sleep pollen (victim must make a successful to area 3 in the temple.
saving throw vs. poison or fall asleep); SZ T; 15. Acolyte's Room. This small room contains
ML 12; Int non (0); AL N; ХР 15; MC MysrARA* 14. Parlor. little more than a bed. A candle holder sits on
Appendix /88. а small, rickety table next to the bed, and
Kampfult: AC 4; MV 3; HD 2; hp 8;
A tattered sofa and three battered chairs are beside the holder is a small incense burner.
THACO 19; #АТ 6; Dmg 1; SA -3 penalty to all that remain of this once lavish room. A The incense burner is worth 1 gp to any of
opponents’ surprise rolls, constriction; SZ S; rug that must have been valuable at one Ashtar's followers.
ML 12; Int low (5); AL МЕ; XP 175; МС5.
time shreds and comes apart under your
feet. Bits and pieces of what look like 16. Baths. Another sunken area in this room
12. Captain's Room. This room belonged to leather cloaks and gloves lay piled in the suggests a bathing room for the temple's
Tralisa, the captain of the guard. Not much middle of the room. priests. Nothing remains in the room but
remains here, partially because the captain some brackish water at the bottom of the pool.
was a woman who believed in owning few The pieces of cloaks and gloves are actu-
possessions but also because the bandits did ally a common raggamoffyn. This peculiar 17. Chapel. Nothing here has been despoiled
more damage here. Soot marks darken the creature consists of sentient scraps of cloth, by raids of the temple. A small altar sits in the
walls, and ash lingers among the dust. PCs leather, and metal. It possesses a host by phys- triangular space to the north, and prayer rugs
might suspect (and rightly so) that the bandits ically wrapping itself around its target like line the floor. Two continual light globes (simi-
burned the contents of the room. cloth around a mummy. To enfold a victim, lar to the one found in area 7) bathe the altar
60 Issue No. 81
ASHTAR'S TEMPLE
in radiant light. The chapel seems to be wait- Since none have passed the spell, many of
ing for its followers to return. The priests of Veryl's possessions have remained undis-
Ashtar had a mage cast a permanent silence turbed, including a sharpened knife and some
spell in this room. art objects, including a vase worth 100 gp to a
If the PCs search the room, they find a collector of religious art. A collector of Ashtar
scroll with three cure disease spells tucked relics might pay double that price.
inside a prayer book atop the altar. The room Other items of interest in this room include
has a mild trap: If the prayer book is taken a bed in surprisingly good condition, two
from the room, the thief is cursed (at the 12th chairs, and an armoire. Hanging inside the
level of spellcasting) to speak only truths. armoire are the surgeon's medical apparel—
(This is similar to the trait compulsive honesty nondescript brown robes that don't stain eas-
described in the PLAYER'S OPTION: ls & йу and hide any bloodstains that don't wash
Powers book.) PCs are safe if they take the out. However, tucked in the back of the
scroll, but not if they take the prayer book. armoire is a small glass tube holding one use
of powder of coagulation, which, when blown
18. Rooms for the Dying. The niches to the out of the tube, stops bleeding and heals 1d4
south once contained small bunks, though not hit points of all creatures around the user
much remains except for some moldy blan- within a 5' radius.
kets. The rooms to the north were simply stor- Hidden under the bed is a wrapped short
age closets for basic medical supplies. sword +1, +3 vs. lycanthropes; tucked into the
Although most of the items have degraded in wrapping is a wand of fear with 3 charges.
the hundred years the temple has been aban- Against the east wall rests a small altar with
doned, the DM should feel free to allow the another incense burner worth 1 gp to а fol-
PCs to find certain common items of healing. lower of Ashtar.
For example, although all the herbs have long
since disintegrated or become useless, the PCs 20. Well and Latrines.
could find a length of gauze to use as ban-
dages. The PCs can also find some vellum The scent of mold is much stronger here,
sheets in a sealed scroll tube (used for keeping and you soon discover why. With no one to
patient records) if they search for 1 turn. clean it, the well has grown algae. Once
pristine chamberpots lie broken and scat-
19. Surgeon Veryl's Room. The inner door is tered on the floor.
locked. The good-quality lock imposes a -5%
penalty to all Open Locks rolls and requires 25 The well drops 20 feet to an underground
points of damage to break. stream. Two giant frogs lair inside the well,
This room was where the surgeon spent hiding in crevices 5 feet below the well's
his time—resting, reading, or praying. The mouth. If anyone attempts to lower them-
surgeon, a high-level priest, cast tentacle walls selves into the well or if anyone drops any-
(see TomeofMagic) on his room. The spell acti- thing down the well, the frogs attack, one
vates 1d4 rounds after any creature other than springing out of the well each round.
the caster enters the room. The intruder must Giant frogs (2): AC 7; MV 3,swim 9; HD2;
be larger than a normal rat. When the spell 15 hp 10 each; THACO 16; #АТ 1; Dmg 146 (bite);
activated, six black, leathery tentacles sprout SA -3 to surprise, tongue, swallow whole; SW
inside the room; the tentacles are evenly always retreats from fire; SZ S (3' long); ML 8;
divided among the room’s surfaces—one Int non (0); AL N; XP 175; MM/119.
sprouts from the ceiling, one from the floor,
and one from each of the four walls. 21. Acolyte’s Room. This room is typical of
The whiplike tentacles can reach anywhere other acolyte rooms on this level. A rotting
inside the room. Each round, a tentacle has a bed takes up most of the space, with a candle
30% chance of striking a random creature in holder and an incense burner on a small table
the room, inflicting 1d6 points of damage; а next to the bed
successful saving throw vs. spell halves the
damage. Each tentacle has AC 0 and 25 hit 22. Prior Tyreis's Room. The door leading to
points. When a tentacle is reduced to 0 hit this room is locked, though thieves suffer no
points, it disappears in a puff of black smoke. penalties to their Open Locks rolls.
If all creatures are killed or withdraw from
the room, the surviving tentacles disappear This room probably accommodated one of
into the walls. If the spell is activated again, the temple's higher ranking priests. A cur-
six tentacles reappear; new tentacles are created tained bed on a dais dominates this room. A.
to replace any destroyed previously. As long thick carpet lines the floor, and although it
as one tentacle survives an encounter, the ten- is in good shape, you can tell it would be
ontinue to be replaced. Only when all too heavy to move easily. In the southern м
six tentacles are destroyed is the spell perma- corner of the room stands a small altar with The raggamoffir
nently negated. candles and an incense burner. victim before suffocating it.
DUNGEON 61
ASHTAR'S TEMPLE
Ashtar's Temple
Lower Level
One square = 10 feet
to surface
The chest contains 20 gp, а philter of stam- Twice per turn it can fire a lightning bolt (20
А partially shattered armoire holds little mering and stuttering, a potion of healing, and a yard range, 344 points of damage). АП web
more than rotting fabric; you suspect the scroll with the spells cure disease, cure light fragments have this power; thus a living web
priest stored his vestments here. wounds, and remove curse cast at 8th level. cut in two can fire four such bolts per turn.
The living web absorbs all electrical
The thick beeswax candles next to the altar 23. Head Priestess Jaetana’s Room. The door energy and permanently gains 1 Hit Die for
are worth 1 sp apiece, and the incense burner to this room is locked, although thieves suffer each 8 hit points of electricity absorbed. Blows
is worth 1 gp to any of Ashtar’s followers. no penalty to their Open Locks rolls. from edged weapons inflict full damage; such
There is a chest hidden under the bed. blows divide it into two smaller wisps. Each
Prior Tyreis, suspicious of his curates, cast This contents of this room are draped in has half the parent's remaining hit points and
{frisky chest (see Tome of Magic) on it. When any cobwebs. A curtained bed on a dais domi- continues to advance on prey. Blunt weapons
creature other than the caster comes within 3 nates the room; though the curtains are rot- cause only half damage as the living web
feet of the chest, it sprouts appendages and ting, you can tell they were made from stretches to absorb the damage without tear-
moves away as quickly as possible. The chest velvet. Two padded chairs sit next to a ing. Note that separation occurs only as a
moves until it is at least 10 feet away from the small table holding an incense burner and a result of an opponent's attack or an accident;
nearest creatures in the area before its 2'-tall statue of Ashtar. At the foot of the bed living webs cannot voluntarily divide
appendages disappear. If the creature again squats a large trunk banded in metal. The living web is unaffected by fear, repul-
approaches within 3 feet, the appendages An altar sits in the southwest corner of sion, ог similar spells. It can sense vibrations,
reappear, and the chest scuttles away. This the room with two candles next to it and a variations in heat, and the presence of other
process continues until the enchantment is kneeling pad in front of 让 To the east living webs. Its senses have a maximum range
negated (through a dispel magic or similar stands an armoire containing tattered vest- of 90 feet.
spell) or the chest is subdued or destroyed. ments. A tapestry depicting Ashtar healing Living web: AC 9; MV 6; HD 2; hp 10;
The chest can sprout feet (MV 24), wings large numbers of begging supplicants ТНАСО 19; #AT 1; Dmg 144; SA lightning; SD
(MV fly 24, maneuverability class B), or fins hangs next to the armoire. unaffected by fire, water, heat, and cold
(MV swim 24), whichever is most advanta- attacks; SZ S; ML 10; Int semi (4); AL М; ХР
geous. It can only move through open spaces; No spiders live here; however, a living 650; MCA3/117.
it will not shatter a closed door. The enchant- web has draped itself over the kneeling pad in The incense burner is worth 1 gp to any of
ment ends if the object is restrained for 1d4+1 front of the altar. Ashtar's followers, and the statue is worth 5
rounds; restraint means that the object is Pre- The living web's touch delivers an electri- gp. (Itis not very well made and has not with-
vented from fleeing. cal shock, causing 144 points of damage. stood the test of time.)
62 Issue No. 81
м—3—
=== =
ASHTAR'S TEMPLE
м
The trunk at the foot of the bed is securely The apothecary in the village pays 5 gp for The armoire contains rotting vestments.
locked but not trapped. Thieves suffer no each fire gland the PCs remove and return to The table holds a painted wooden statuette of
penalties on their Open Locks rolls. Inside the him; each beetle has three fire glands. Ashtar (worth 5 gp) and a simple candle
trunk are the high priestess’s vestments. They The room contains a large wooden table holder (worth 1 gp to a follower of Ashtar).
are in remarkably good shape and are worth surrounded by a dozen chairs, half of which Hiding on the canopy above the bed are
60 gp to any of Ashtar’s followers. (The DM collapse under any measurable weight. two whipstings.
should consider awarding bonus XPs if the Giant fire beetles (4): AC 4; MV 12; HD A whipsting usually waits for prey with
PCs give the vestments to Guerin.) Also in the 142; hp 4 each; ТНАСО 19; #АТ 1; Dmg 2d4; one tentacle curled underneath itself to forma
trunk is the sacramental altar cloth, used only 52. 5; ML 12; Int non (0); AL N; XP 35; MM/18. natural spring. Its initial attack consists of
on special occasions. Since it has been stored suddenly straightening this tentacle to propel
safely in the trunk, it has not degraded and is 25. Kitchen. itself in а wild spring that ends in a lashing
worth 50 gp to a follower of Ashtar. whip of the body, driving its envenomed
The tapestry, though valuable to Ashtar's An iron stove sits in the southeast corner, its stinger deep into an opponent (+4 attack
followers, has had water dripping on it for corroded pipe rising up into the ceiling. bonus). The whipsting then tries to constrict,
years. Any attempt to remove it from the wall Rusting pots and pans lay scattered about smother, or strangle prey by remaining
causes parts of it to fall off in an explosion of the floor; some still hang neatly from their attached to it, slapping with its tentacles to
mold and dust. None of this mold is of the pegs. Old, broken knives lay on the counter drive home its two stings. A whipsting’s
monstrous variety, though it causes PCs to in the center of the room, The scent of mold stinger strikes for 1 point of damage and also
cough for several rounds until the dust settles. is not as strong here. injects venom into the prey. The prey must
A particularly vicious DM who feels the make a successful saving throw vs. poison
PCs are looting simply for the money might Scattered throughout the rubbish on the with а -2 penalty to avoid the venom’s effects.
wish the mold spores to cause some form of floor are sixteen giant centipedes. When a PC If the saving throw fails, the prey shudders
respiratory disease two to three days after the picks up a pan, the DM should describe the uncontrollably on the round following. the
PCs finish exploring the temple. Although not centipedes squirming underneath as "worm- sting. Nausea and weakness ruin all attacks
fatal, PCs so affected are forced to spend sev- like creatures as long as your arm.” The cen- and spellcasting attempted by the victim in
eral days in bed, fighting a high fever. tipedes attack ravenously. that round and cause the victim to drop all
Thereafter, those PCs (at the DM's discretion) Giant centipedes (16):AC9; MV 15; HD И; wielded or carried objects. The victim also suf-
might be more susceptible to this type of dis- hp 2 each; THACO 20; #AT 1; Dmg 0; SA poi- fers a +1 penalty to AC for 1 round. On subse-
ease. ОЁ course, a cure disease spell instantly son; SZ T; ML 6; Int non (0); AL М; ХР 35; quent rounds, the victim can move normally
alleviates any symptoms. MM/42. but remains weak; attack and damage rolls
The PCs have a normal chance to find the suffer -3 penalties in that round, -2 penalties
secret door in the north wall. The secret door 26. Pantry. This small closet once served as the the following round, -1 penalties on the next
is locked, and thieves suffer a -5% penalty to temple's pantry, Small jars and bottles line round, and then return to normal thereafter.
their Open Locks roll. Behind the door is a racks on the wall. Most of the labels have Every successful sting results in another
small space where the high priestess once peeled off, although a few jars marked round of shuddering (barring a successful
stored her valuables. Shelves on the walls “oregano” can be found, All the bottles are saving throw).
hold flasks; these once contained potions of now either empty or filled with mold. Underneath the bed is a small chest. It is
healing, but some small creature (a mouse, Per- locked, and the lock is trapped with a needle.
haps) has knocked them over, causing their 27. Closet. This storage closet once contained Although the needle was once poisoned, the
contents to drain out. cleaning supplies used by the temple’s poison has degraded, and any character trig-
Amedium-sized chest sits in the middle of curates. Not much remains except for long gering the trap suffers only 1 point of damage.
the secret room. The chest is protected by a sticks with bits of twig attached that the PCs The chest contains 56 sp and 320 cp.
glyph of warding, which casts cause blindness at can identify as brooms. Whipstings (2): AC 7; MV 9; HD 144; hp 9
anyone opening, the chest who does not first each; THACO 19 (15 if springing); #AT 3; Dmg
speak the name “Karlen.” (Karlen was 28. Hallway. 142/1 (х2); SA venom; SZ M (2 diameter, 10'-
Jaetana's beloved older brother. It is unlikely long tentacles); ML 12; Int semi (3); AL N; XP
that the PCs would know this.) Any PC who Hanging on either wall of this 30-long hall 175; MCA1.
triggers the glyph must make a saving throw is а tapestry depicting priestly ceremonies
vs. spell or be struck blind, suffering a -4 and clerics ministering to the sick. 30. Canon Xarles's Room. The description of
penalty to attack rolls, a +4 penalty to Armor this room is similar to area 29, except the room
Class, and a +2 penalty to initiative rolls ‘The tapestries have moldered, and remov- is inhabited by a visiting giant weasel. А 3-
(unless the PC has the Blind-fighting NWP). ing them has the same effect as described in wide tunnel leads from this room up to the
Inside the chest are three 6"-tall, painted area 23. Both tapestries are worthless. forest in the back of the temple; a Medium-
wooden statuettes depicting saints (all of sized PC or smaller could use this tunnel to
whom are familiar to Ashtar’s worshipers), 22 29. Elder Siusan's Room. escape from the complex, though he or she
gp, 3 pp, and five gems worth 100 gp, 50 gp, must traverse the tunnel on hands and knees.
and 10 gp (x3) respectively. А canopied bed with tattered velvet drapes A small locked chest under the bed holds 5
dominates this chamber. The wall hang- pp, 5 gp, four gems worth 10 gp each, and a
24. Dining Room. The northern door has a 2'- ings, though nice, are made of inferior secret compartment in the lid holding a scroll
wide hole bored into the bottom of it. The hole materials, suggesting that the former occu- with two cure light wounds spells.
was made by the fire beetles that dwell here pant of this chamber was of middling rank. Giant weasel: AC 6; MV 15; HD 343; hp
and scavenge throughout the temple complex. Next to the bed rests a table, atop which 15; THACO 17; #АТ 1; Dmg 2d6; SA blood
Sensing food when the PCs enter this room, rests a statuette and candle holder. In the drain; SZ M; ML 14; Int animal (1); AL N; ХР
the beetles move to attack. southeast corner stands an armoire. 175; MCA2/83.
一
DUNGEON 63
ASHTAR'S TEMPLE
31. Pantry and Wine Cellar. The door to this If the DM wishes, the PCs can find опе
room is locked. Thieves suffer a -5% penalty nonmagical tome (or scroll or map) from the
to their Open Locks rolls. Because the temple DM's campaign if they search for 1 turn.
had an unending problem with acolytes steal- Hidden beneath a table and damp rug
ing food during the night, the high priestess near the south wall is a wooden trapdoor.
placed a glyph ој warding on this door. The Beneath the trapdoor is a wooden ladder that
character who trips the spell must make a suc- Jeads down to area 34. The wooden ladder has
cessful saving throw vs. spell or suffer nausea rotted in places; the first PC who tries to climb
for 183 hours, resulting in a -2 penalty to all down the ladder causes it to collapse and falls
attack rolls, proficiency checks, ability checks, 20 feet, suffering 2d6 points of damage. A PC
and saving throws. A successful saving throw who falls loses initiative the following round,
negates the effect. allowing the tunnel's denizens to gain the first
This room is much cooler than the rest of attack. (See area 34 below.)
the building and much damper, although the The lanterns hanging from the library's
mold does not grow here. Shelves hold wine ceiling can be removed from the hooks on the
bottles and other more perishable items. ends of the chains. The oil inside them has
None of the perishable foods have sur- evaporated, but they can be refilled and used.
vived. Most of the wine has turned to vinegar,
but if the PCs search for 1 turn, they can find 34. Secret Tunnel.
one bottle of golden wine that has aged just
right, worth 50 gp to a wine connoisseur. Unlike the rest of the structure, this tunnel
is not made of gray masonry; it has been
32. Acolytes’ Rooms. When they weren’t dug from the dirt. Holes as big as your head
cleaning the temple complex, studying the line the sides the tunnel, and the wooden
healing arts, or helping in the hospital, the support beams look dangerously weak.
temple's acolytes stayed here. This section of Cobwebs stretch from one support beam to
the temple is divided into twelve cubicles. Not another.
much remains inside these cubicles but bits of
beds and straw. The PCs are in no danger from the wooden
The northeasternmost cubicle is currently support beams; they will last at least another
occupied. Affixed to the wall above the door century if no repairs are made. The greatest
inside the chamber is a vilirij parasite. The danger comes from the six large spiders that
vilirij resembles a patch of skin and is 95% have made this tunnel their home.
undetectable. It waits until someone enters the Large spiders (6): АС 8; MV 6, web 15; HD
cubicle and leaves before dropping onto the 141; hp 4 each; THACO 19; #АТ 1; Dmg 1; SA
back of its victim’s neck. (A successful attack poison (Type A; +2 bonus to saving throws); SZ
roll against AC 10 is required, modified by S; ML7; Int non (0); AL N; XP 175; ММ/326
Dexterity if the victim is aware of the creature.
Magical modifiers to AC apply as well.) 35а. Tralisa Appears. The door to this room is
Once it is attached to its host, the vilirij locked, although thieves suffer no penalty to
injects an anesthetizing poison that enables it their Open Locks rolls.
to drain 1d4 points of damage per day with-
out being detected by the victim. It looks like no one has been here since the
Vilirij parasite: AC 5; МУ 3, fly 6 (A); HD temple was overrun. Dust covers the floor,
1+1; hp 5; ТНАСО 19; #AT 1; Dmg 144; SA and the room seems unnaturally cold.
blood drain; SD disguise, poison; ML 9; SZ T Peering into the room, you see a door to
(3"-diameter patch); Int semi (3); AL NE; XP the south. A light seems to manifest under-
my 120; МСА1 (parasite). neath the door. As you watch, the light
passes through the door, then brightens in
Am 33. Library.
This octagonal room once served as the
front of you. The feeling of cold increases,
and the stench of the grave surrounds you.
The ghost you met earlier reappears.
temple study and library. Long wooden
tables line the center of the room, and hard This is Tralisa, a second-magnitude ghost
chairs lay toppled on the floor next to them. that was once the temple's guard captain. The
Heavy bookcases stand against the walls, high priestess had cast an oath spell on her to
and books and scrolls have spilled out onto protect the temple from outsiders, and when
the floor. Most of the books are ruined, due she failed to do so against the original bandits
to a persistent drip from the ceiling that has (even though the odds were overwhelming),
spread water over most of the floor. The Tralisa came back to unlife.
rugs covering the floor appear damp and Each PC must make a successful saving
moldy. Hanging from the ceiling by thin throw vs. spell or flee in terror from the sight
A wizard parades in triumph after slaying metal chains are three ordinary lanterns. of Tralisa. Although she doesn't want to
his first whipsting. frighten them, she has no control over the fear.
64 Issue Мо. 81
ASHTAR'S TEMPLE
Since this is their second sighting of Tralisa Once the PCs clear the temple of monsters, 35b. Treasury of Gems. The door to this room
and she did not harm them the first time, each Tralisa speaks to them: opens easily with the key Tralisa gave to the
PC receives a +6 bonus to the roll. She also has PCs. Inside is a small chest, neither locked nor
the power to drain memories, causing 1d10 x "Thank you for ridding the temple of its trapped, that contains nine gems worth 500
10 days to be forgotten if her attack roll suc- vile denizens. I have grown tired of guard- gp, 100 gp, 50 gp (x3), and 10 gp (x4) respec-
ceeds. ing this temple, and I long to see it thrive tively. The gems are held inside a velvet bag.
Although Tralisa was once a lawful good again. As longas1 am trapped in this state,
fighter, her care for humanity has faded over none of Ashtar’s chosen will attempt to 35с. Treasury of Magical Items. The door to
the years, and now she wants to rest. She has resettle. Now that you have removed the this room opens easily with the key Tralisa
AC -1 (6 on the Ethereal plane). A PC must vermin infesting the temple, 1 can move on gave to the PCs. Inside, placed carefully on
have а +1 or better magical weapon to harm to my final reward. shelves, are a pair of bracers ofdefense AC 6, a
her. However, parts of her remain semicorpo- "However, there is one final task I must potion of diminution, two potions of healing, a
real. If the DM allows it, a PC could target a ask of you before I can rest. When 1 died, potion of extra-healing, and a scroll of protection
specific location, suffering a +1 penalty to ini- there were no priests left to provide the rit- from undead.
tiative and а —4 penalty to the attack roll. If the uals for my journey into the afterlife. Please
attack succeeds, the PC strikes the corporeal find my remains and provide a proper bur-
part of Tralisa and inflicts damage, even with- ial for them. When you return from that Concluding the Adventure
out a magical weapon. task, you will find a key to the treasury. Although the PCs should not receive the 7,000
Tralisa appears as she did in life, though “For your bravery, you can take what- XP for “defeating” Tralisa, the DM should feel
parts of her are transparent, and her legs trail ever items are left in the treasury. I know free to award them 1,000 XP for laying her
off into mist. She is bound into stewardship of that the priests who choose to settle here spirit to rest. For every votary item belonging
the temple and cannot leave. won't mind. They will build up theirstores to the temple that the PCs do not steal, they
If the PCs have not finished clearing the from donations.”
should receive double the gold piece value in
temple complex of all the monsters that reside experience points. (This translates to roughly
within, Tralisa does not let them pass. She tells If the PCs ask Tralisa where her remains 250 XPs for the lot.)
them that they have not completed their might be found, she tells them that the attack Not long after the PCs clear the temple,
assigned task and instructs them to return by the original bandits was a complete sur- Guerin returns with workers from the main
once they have. If they clear the temple com- prise. Although she doesn’t remember the temple, who rebuild the fractured walls. In
plex and return here, Tralisa congratulates moment of her death, she knows that she had time, the temple becomes a fully functioning
them on their hard work. been resting in her room (area 12) at the time. place of healing again, and people begin to
If the PCs attempt to fight her, Tralisa fades What little is left of Tralisa’s remains is arrive from far away to be cured of their ill-
without giving up the key to the treasury buried next to the amber lotus flowers and nesses. Ashtartown begins to prosper again,
(areas 35b-c). The doors to the treasury kampfult in area 11. Once the PCs defeat the and the PCs are heralded as local heroes. Their
impose a -30% penalty to Open Locks rolis dangerous plants, they can remove her bones reputation for bravery and honesty spreads
and can each withstand 60 points of damage. and take them to the cemetery in Ashtartown, far and wide, and who knows what adven-
Tralisa (ghost): AC -1; MV 9; HD 10; hp 52; where Guerin provides the last rites. tures might come their way? Q
#АТ 1; Dmg drain memories; SA cause fear; SD When they return to the temple complex,
+1 or better weapons to hit, affected only by the PCs find the key to the treasury awaiting
spells cast by ethereal creatures; SZ M; ML 20; them in this room, just as Tralisa promised.
Int high (13); AL LN; XP 7,000; MM/130. Tralisa's ghost does not reappear.
by Aaron Williams
DUNGEON 65
A fan of the old D-series modules wanted to
cram as many monsters into one subterranean
adventure as possible, The result was this wicked
scenario—Felix's second published work.
“Khazefryn” is an AD&D* adventure for 4-6
characters of levels 9-14 (about 60 total levels).
The predominantly good-aligned party should
include a mixture of character classes. This
adventure takes place in the Underdark and
can be easily adapted to suit any subterranean
campaign.
Adventure Background
The duergar monastery of Khazefryn was
constructed 250 years ago, hewn from an
enormous natural cavern in the Underdark. A
deep lake swallowed the cavern floor, and sta-
lactites and clusters of pale, light-generating
crystals clung to the high ceiling. Rising from
the lake to meet the cavern's roof were six
great pillars of gray rock. The duergar shat-
tered the tops of the pillars to create “islands”
that towered above the dark water at varying
heights. Atop these islands they built the
structures that would eventually comprise the
monastery, and they named the complex
"Khazefryn" in honor of their king, Khazefryn
the Drowslayer.
The duergar used magic to create a series
of floating crystal disks between the various
islands, making passage through the cavern
Drok and his minions guard the north gate to the Underdark enclave of Khazefryn. more expeditious. They also built two guard
stations into the cavern walls to defend the
north and south passages and trained cave
fishers to use their sticky filaments to reel in
fish from the lake below.
Khazefryn served as a duergar stronghold
for more than two centuries. The monastery
“fathers” were dedicated to training young
duergar in the psionic arts, and duergar from
KHAZEFRYN
the nearby cities sent their children here to
hone their psionic powers.
The duergar abandoned Khazefryn when,
fifty years ago, the psionicists training at the
monastery were summoned to defend the
nearby duergar city of Thunzarad from attack.
Despite their valiant defense, Thunzarad was
BY FELIX DOUGLAS destroyed by a illithid-derro assault. The sur-
vivors of the monastery, fearing their enemies’
advancement, were forced to relocate along
with other duergar refugees from the shat-
Enter at your own risk! tered city. Khazefryn was soon overrun with
all manner of creatures and became the site of
countless skirmishes. Later, a powerful group
of drow transformed the monastery into a
waystation and trade bazaar. Under their sin-
ister auspices, Khazefryn thrived like it never
had before.
Artwork by Brad McDevitt Two years ago, a pair of deep dragons
Cartography by Chris Perkins named Stalactite (female) and Stalagmite
(male) visited Khazefryn in drow form and
took an immediate liking to it. Driven from
66 Issue No. 81
KHAZEFRYN
their last lair by а gargantuan deepspawn and important or valuable. A group of svirfneblin prisoners belong to the kuo-toa, who insist
its monstrous minions and determined to inform the PCs that the item they seek was that the PCs recompense them for their loss.
make the former duergar monastery their new taken to Khazefryn by a mongrelman thief,
lair, the dragons infiltrated Khazefryn and kuo-toa raiders, or a drow. The PCs can either
quickly subjugated the local population. The fight their way into Khazefryn or bribe the Khazefryn
drow who opposed them were destroyed or fomorian giant at the North Gate. Once they Khazefryn can be located anywhere in the
devoured, their equipment passed down to enter the cavern, they must search for the Underdark, although it should be near a
others who had not opposed the dragons. missing item, which by now is undoubtedly ruined duergar city. The former duergar
Through bribery and bullying, Stalactite and part of the deep dragons’ hoard. To win back monastery consists of two guard stations built
Stalagmite won some measure of loyalty from the item, the PCs must either slay or bargain into the walls of the cavern (areas 1 and 8
their new drow servitors. with the deep dragons and their drow allies. respectively), six rocky "islands" rising up
Not ones to shut themselves away, the from the underground lake (areas 2-7), and
dragons welcomed all manner of evil crea- Looking for Someone the deep dragons’ lair (areas 9-10).
tures into their lair. Refugees from throughout The great cavern is dimly illuminated by
the Underdark were granted permission to A drow thief wanted for assassinating the
naturally glowing, fist-sized crystals that
settle in Khazefryn, provided they pledged svirfneblin queen or dwarven king has taken
refuge in Khazefryn. A considerable bounty grow among the stalactites on the ceiling
their undying loyalty to the cavern's undis-
puted rulers. The dragons used these crea- has been placed on the drow’s head, and the (which is 200 feet above water level). Crystals
removed from the ceiling continue to glow for
tures to gather slaves, who were quickly put PCs have come to collect. The drow in ques-
12 hours before their light fades forever. The
to work excavating a new lair for the dragons tion, Xulltyrr, has fallen out of favor with the
crystals radiate no heat and illuminate an area
overlooking the rest of the cavern. Once the deep dragons for placing the entire “commu- equal to that of a torch.
task was complete, the dragons devoured the nity” at risk with his antics; the dragons might
Khazefryn is an active, bustling place. PCs
slaves and took to their new abode. The drag- consider surrendering the assassin to the PCs can see activity on each of the islands as well
ons have since divided the cavern's islands in exchange for something valuable, such as a as hear the clicking of the hook horrors in area
into "camps." Although the dragons like to powerful magical item or two. Otherwise, to
3 and the shrieking of the bainligor in area 5.
keep the various camps bickering among amuse themselves, they might require that the
PCs choose a champion who must then fight The walls of the cavern and the islands are
themselves, the camps are forbidden from
Xulltyrr in а duel with poisoned daggers, sheer but roughly hewn, with plenty of small
openly attacking one another. (Of course, that handholds and niches; no penalties apply to
does not discourage covert attacks.) Thus, the while the dragons and other drow look on. If the PC's Climbing checks when scaling these
troglodytes, bainligor, kuo-toa, varkha, and the PC prevails, the party may take Xulltyrr's
head back to their benefactors. surfaces. The buildings built atop the islands
drow that share the cavern are sworn to an and the guard stations embedded in the cav-
uneasy alliance. In the event Khazefryn is егп walls are windowless and smoothly
attacked, each camp must be united in the Gathering Information carved from the living rock. They are more
speedy extermination of unwanted interlop-
ers. Any camp that does not contribute to the The PCs are hired by a nearby svirfneblin difficult to climb; the DM should impose a
community to gather information about -20% penalty to such climbing attempts.
cavern's defense faces the dragons’ wrath.
Khazefryn. The deep gnomes have been The islands of Khazefryn are linked by a
unable to infiltrate the cavern and need to series of levitating crystal disks. The disks
Setting the Stage gather tactical information in case the forces of spread themselves equidistantly across the
Khazefryn decide to attack. The gnomes have void and cannot be pulled from their posi-
Before running the adventure, the DM needs heard a number of unconfirmed rumors, tions. Because the islands vary in height, the
to determine why the party would visit including a rumor that Khazefryn is ruled by disks float at varying heights, appearing as 5-
Khazefryn. Here are several possibilities: a deep dragon. wide crystal “stepping stones.” The disks are
Using stealth rather than brute force, the enchanted so that they float closer to one
Just Passing Through PCs must somehow elude the guards at the another as soon as a living creature tries to
While delving into the mysteries of the North Gate and enter the cavern undetected. step from one disk to the next. Thus, there's no
Underdark or searching for the ruined duer- Once inside, they can begin reconnoitering chance of a creature or person accidentally
gar city of Thunzarad, the PCs stumble upon Khazefryn, confirming the presence of not one falling between the disks. Casting a successful
Khazefryn. In this case, their goal could be to but two deep dragons. dispel magic on a disk causes the targeted disk
bargain for safe passage through Khazefryn. to plunge into the lake and sink like a stone. A
Once they bribe the fomorian giant guarding Conducting Trade disintegrate spell destroys a disk if it fails its
the North Gate, they must successfully navi- saving throw, (Treat the disks as "rock, crys-
The PCs might have something they wish to tal" with a +4 bonus to all saving throws.) ЈЕ
gate the cavern and reach the South Gate, trade. Perhaps the exploration of a ruined one disk falls, the remaining disks in the
where they are questioned by the drow and drowic shrine yielded an obsidian statuette of "chain" space themselves out to "fill in" the
ordered to pay homage to the deep dragons the goddess Lolth; surely any drow would gap. The disks are treated as 17th-level magic
by surrendering treasure and magical items. ТЕ pay handsomely to have such a priceless item for purposes of dispelling.
the PCs comply, they are allowed to leave returned safely! The cold, mist-shrouded freshwater lake
Khazefryn unmolested. If the PCs resist, they Conversely, the PCs might be working for that fills the base of the cavern is 50 feet deep
are attacked and the general alarm is raised. a dwarven king who wishes to trade a drow in the middle and 30 feet deep along the
prisoner (a captured thief named Xulltyrr) for perimeter. Countless fish live in the lake, рго-
Looking for Something several dwarven slaves held in Khazefryn. viding an ample food supply for the cavern's
The PCs are searching for a powerful magical The PCs are sent to negotiate for the safe island-dwelling denizens. The lake is also
item, a stolen objet d'art, or something equally release of the dwarves and to handle the pris- home to some larger creatures that pose a
oner exchange. Unfortunately, the dwarven threat to anyone foolish enough to fall within
м
DUNGEON 67
KHAZEFRYN
reach. The largest of these aquatic predators is fomorian. The blindheims remain hidden near Varkhas are a race of short, brutal lizard
а 30-long vurgens (giant gulper eel) that the the walls until the gate is opened and they are men native to the Underdark. These ones
kuo-toa call Oolabol (named after one of allowed to attack; at that time, they open their were driven from their domain by dwarves
Blibdoolpoolp's offspring) and the drow call eyes, hoping to blind their prey. Drok and the and forced to take sanctuary in Khazefryn. For
Qualntana (“deep lurker”), The deep dragons lizards are accustomed to the blinding rays a time, the varkhas were toadies of the larger,
call it a nuisance but tolerate its presence. but still suffer a -2 attack penalty to attacks more powerful troglodytes (area 3). Several
Even more predatory than the vurgens is when in range of the lightbeams. weeks ago, however, four greater dopple-
the tribe of kopoacinth (aquatic gargoyles) The iron winch for the portcullis is built gangers infiltrated Khazefryn and, in the
that lurks beneath the lake. The kopoacinth into the southeast wall. Turning the crank guise of varkhas, liberated the lizard folk from
tend to wait near the islands and edges of the requires a successful Bend Bars/LiftGates roll their troglodyte overseers. One of the dopple-
cavern, hoping to catch someone falling into with no penalty. gangers challenged and slew the troglodyte
the water. The vurgens ignores them. The floor of the pen is covered with dung, champion and now presides over the varkhas
Vurgens: АС 4; MV swim 15; HD 8+8; hp a few humanoid bones, and little else. as their new gsssrat ("master of the hunt").
52; THACO 11; #АТ 1; Dmg 246 (bite) ог 344 The dopplegangers plan to conquer more
(tail slap); SA swallow whole, paralysis, acid; 1B. Drok's Den. This room serves as the islands soon. They plan to infiltrate the
SZ H (30 long); ML 9; Int animal (1); AL N; XP fomorian giant's lair. A heaping pile of mag- troglodytes next, then continue until every
5,000; MCA4/37. got-infested furs fills the room, and the skulls one of them has an "island" to command. The
Kopoacinth (24): AC 5; MV 9, swim 15; of slain humanoids have been neatly stacked deep dragons are not yet aware of the dopple-
HD 4+4; hp 23 each; THACO 15; #АТ 4; Dmg against the walls. Beneath the pile of furs is gangers’ presence and would have them
1d3/1d3/1d6/1d4; SD +1 or better weapons Drok's treasure: hunted down and exterminated if they knew.
to hit; SZ M (6 tall); ML 11; Int low (6); AL CE; * Sack containing 3,300 cp and 900 sp. The varkhas contribute to the defense of
XP 420; MM /125 (gargoyle). • Sack containing 2,500 gp. the cavern as best they can, attacking intrud-
* Plain wooden coffer containing а 1,000- ers with hurled spears and bone clubs.
1. North Gate. gp amethyst amid thirty other semi-precious Sebbith, the varkha shaman, possesses a chime
stones (worth 50 gp each). ој interruption that prevents the casting of
Carved out of the cavern wall, this structure • Suit of dwarven chainmail +3. spells with verbal and somatic components
has two 20 -tall rooms (areas 1A and 1B) and a • Spear +2 carved to resemble a long, bony within 30 feet. (Spellcasters are entitled to a
gateway leading to a 20-wide tunnel heading arm ending in a skeletal hand clutching a 6°- saving throw vs. breath weapon to cast such a
north. The iron portcullis that guards the long, sharpened steel tip. spell successfully.) The varkhas are not aware
north passage is large, heavy, and designed to that the chime is magical, but it inspires them
hold back creatures of all sizes; PC trying to Drok (fomorian giant): AC 3 (scraps of nonetheless. Sebbith rattles it constantly dur-
lift the gate or bend Из bars suffer a -50% metal in clothing; MV9;HD 13+3; Вр 89; ing battle to improve the morale of the other
penalty to their Bend Bars/Lift Gates rolls. THACO 9; #AT 1; Dmg 246+8 (giant-sized varkhas. (Their morale improves by 4 when
The North Gate is defended by Drok, a club) or 2d4+8 (unarmed); SD rarely surprised the chime is rung.)
greedy but stupid fomorian giant, and his (1-їп-10 chance); SZ Н (14 tall); ML 14; Int low The greater dopplegangers avoid a direct
assemblage of subterranean lizards and blind- (7; ALNE; ХР 6,000; MM/139. fight, instead using their shapeshifting pow-
heims. The lizards and blindheims are diffi- Subterranean lizards (3): AC5; MV 12; ers to cause as much confusion as possible.
cult to control, but Drok manages. Whenever HD 6; hp 42 each; THACO 15; АТ 1; Dmg 246 They have no loyalty to the varkhas but rally
a lizard swallows a blindheim, Drok beats the (bite); SA attack roll of natural 20 indicates to each other's defense. ТЕ combat erupts on
lizard until the blindheim is regurgitated. The that the lizard has clamped down its jaws for this island, the troglodytes arrive in 1d4+1
lizards don't care for the experience and swal- double damage (446 points) plus an auto- rounds via the natural stone bridge connect-
low the blindheims only when they haven't matic 2d6 points of damage each round there- ing this island to area 3. The troglodytes take
been fed properly. after; SD climb walls and ceilings; SZ Н (20' advantage of any opportunity to reaffirm their
Drok emerges from his den (area 1B) to long; ML 10; Int non (0); ALN; XP 650; hold on the varkhas’ island,
confront visitors. If he is bribed with treasure MM/226. The cave fishers clinging to the island's
amounting to 1,000 gp or more, he opens the Blindheims (16): AC 3; MV 9; HD 442; hp. precipices fight only in defense. They other-
portcullis and allows the PCs to enter. A sim- 20 each; THACO 17; #АТ 1; Dmg 188; SA wise ignore alarms and sounds of combat.
ple command to the lizards in Drok's boom- blinding stare (make a saving throw vs. wand
ing voice keeps them from attacking. If the or be blinded for 1d10+10 rounds; creatures 2A. Main Barracks. This stone structure
PCs harass Drok or make him feel stupid, he relying on infravision suffer a -3 penalty to accommodates 48 varkhas, 24 in each octago-
opens the portcullis and commands the the roll; those who make the saving throw suf- nal chamber. The floors are covered with
lizards to attack. Drok then grabs his club and fera -2 attack penalty instead of a 4 penalty); slime and fishbones, and non-varkhas fight-
joins the fray next round, followed closely by SD immune to glare; SZS(4 tall); ML 10; Int ing in this area suffer a -2 penalty to attack
the blindheims. animal (1); AL CE; XP 270; MCA4/11. rolls due to slippery conditions.
Aside from the varkha's weapons, there is
1A. Reptile Pen. Here is where Drok keeps 2. Varkha Camp. no treasure here.
the lizards and blindheims. The lizards are
plainly visible as large shapes in the darkness. This "island" rises 60 feet above water level. 2B. Dopplegangers’ Abode. This L-shaped
The blindheims are harder to spot, since they The walls of the island taper inward, then building provides shelter for the four greater
are small and have translucent eyelids that drop sharply into the water. Two buildings dopplegangers, three varkha slliths (lieu-
cover their beam-emitting eyes. stand atop the island, and clinging to the tenants), and the varkha shaman, Sebbith. The
The subterranean lizards can smell prey island’s perimeter are eight cave fishers chamber’s furnishings, originally created for
approaching within 30 feet of the gate; their trained to catch fish for the island’s inhabi- duergar soldiers, have been smashed to pieces
hungry hisses are loud enough to alert the tants—the varkhas. and replaced with “beds” of puffball fungi
68 Issue No. 81
KHAZEFRYN
i Khazefry
ч - DA
One square = 10 feet ы,
DUNGEON 69
КНАХЕРКУМ
and moss. Built into one wall is a stone hearth When a general alarm is sounded, the the weapon is held. When wielded by evil
currently not in use. Its chimney is home to six troglodytes gather their hook horrors into a creatures, the weapon behaves as a trident -2
harmless bats that shriek and fly out when the fighting force and arm themselves with axes with no special abilities.
chimney is examined. and barbed javelins, using the latter to attack • А nine-headed hydra-shaped amulet
The dopplegangers keep their treasure їп а targets outside melee range. The troglodytes made of gold with ruby chips for eyes (worth
locked iron strongbox near the hearth, The have no compunctions about pursuing prey 3,500 gp total). The amulet weighs 2 Ibs.
dopplegangers do not need a key for the box, onto islands other than their own. They don’t
since they can open it simply by molding a take prisoners, killing all foes they meet. 3D. Fungi Garden. An impressive fungi gar-
finger into the appropriate keylike shape. The den grows throughout this open area. The
strongbox holds the following treasure: ЗА. Barracks. This stone building is split into duergar apothecary relied on the garden’s
• 250 pp (loose). two chambers. Quartered here are a total of 24 many varieties of mold, spores, and toad-
• A folded bag of devouring. troglodytes, twelve per chamber, The quarters stools to create potions and salves. These
* A potion of extra healing in a hollow, lac- are unfurnished save for some beds of damp days, the garden provides a food supply for
quered toadstool “flask.” mold upon which the trogs sleep. the troglodytes and their hook horror sen-
tinels. When not held in area 3B, the hook hor-
Greater dopplegangers (4): AC 2; MV 12; 3B. Old Apothecary, When Khazefryn was rors wander the garden, fertilizing the earth
HD 9; hp 47 each; THACO 11; #AT 2; Dmg, ruled by the duergar, this structure served as with their excrement. Their clacking noises
1412/1412; SA shape change (can assume the the monastery’s apothecary. The staff was can be heard throughout the cavern, so the
form of any humanoid creature 4-8 feet tall, responsible for concocting potions and brew- PCs cannot be surprised by them.
including specific individuals), ESP; SD ing miscellaneous remedies and salves. Although the mushrooms growing in the
immune to sleep, charm, hold, and know align- The walls once bore myriad stone shelves, garden can be quite large, none of them is
ment spells; save as F18; SZ М; ML 17; Int most of which have been left in ruin by the harmful or dangerous.
genius (17); AL NE; XP 4,000; MCA2/43. troglodytes. PCs searching the area find shat-
Sebbith, varkha male P2 (shaman): AC 6; tered flasks and other containers amid the bits 3E. Ledge. Clinging to the west wall of the
МУ 12, swim 9; hp 9; THACO 20; #АТ 2; Dmg, of broken shelving, A few shelves remain on cavern and connected to the troglodytes’
1d6/1d6; SA/SD spells; SZ M (4' tall); ML 9; the walls, but their original contents are long, island by a natural stone arch is a roughly
Int average (10); ALLE; ХР 65; MCA4/89; gone, The troglodytes use this building, to hewn ledge. At least one troglodyte patrols
chime ofinterruption (holy symbol). house the hook horrors when they're not this ledge at all times, keeping a close eye on
Spells (3): 1st—cure light wounds, faerie fire, “tending” the fungi garden (area 3D), the nearby islands.
sanctuary.
Varkhas (48): AC 6; MV 12, swim 9; HD 1; 3C. Vthek's Hall. The imperious and brutal Vthek (troglodyte chieftain): AC 5; MV 12;
hp 5 each; THACO 19; НАТ2 or 1; Dmg 1d6/ troglodyte chieftain occupies this irregularly HD 6; hp 35; THACO 15 (includes Strength
1d6 or by weapon type (1d6 with spiked bone shaped structure, Vthek sleeps on a bed of bonus, 12 with troglodyte javelin); #АТ 5 or 2;
club or spear); SZ M (5' tall); ML 10; Int aver- mold against the west wall. To the east are Dmg 1d445/1d445/1d445/1d445/1d442 (4
age (9); AL LE; ХР 35; MCA4/89, smaller beds for the twelve troglodytes that claws, 1 bite) or 244+5/244+5 (2 javelins); SA
Varkha sllithis (3): HD 2; hp 10 each; XP 65; serve as Vthek’s personal guard. 18/97 Strength, stench (opponents in melee
other statistics same as above, To the north lies a separate enclosure with range must make a saving throw vs. poison or
Cave fishers (8): AC 4; MV 1; HD 3; hp 15 а spectacular crystal ceiling. Against the back lose 1d6 points of Strength for 10 rounds); SD
each; THACO 17 (15 with trapline); #AT 2; wall of this room stands Vthek’s “throne”: a 90' infravision; SZ L (8' tall); ML 11; Int low (6);
Dmg 2d4/2d4 (pincers); SA adhesive trap- vaguely chair-shaped heap of offal covered AL CE; XP 650; MM/348.
line; SD trapline can only be cut with +1 or with green and yellow mushrooms. Scattered Years ago, Vthek was captured by mind
better weapons; SZM (7 long); ML 12; Int around the base of the offal throne are trea- flayers and subjected to cruel mutation exper-
semi (3); AL N; XP 175; MM/40. sures bestowed upon Vthek by sycophantic iments. Vthek has four arms, increased ‘size
inferiors clamoring for attention: and Strength, and no tail.
3. Troglodyte Camp. • 450 ep and 760 sp (loose). Troglodytes (36): AC 5;MV 12; HD 2; hp 9
* Fourteen gems (3 х 50 gp, 4 x 100 gp, 5x each; THACO 19 (16 with troglodyte javelin);
A natural stone bridge arches between the 250 gp, and 2 x 500 gp respectively). #AT3 or 1; Dmg 1d2/1d2/1d4+1 (claw/
varkha “island” and this one, currently ruled * Heaps of miscellaneous, nonmagical claw/bite) or 2d4 (stone ax, troglodyte
by troglodytes. The troglodytes’ “island” rises weapons taken from slain foes (varkha axes, javelin); SA ambush (chameleon power
70 feet above water level. The walls of the kuo-toan spears, dwarven warhammers, imposes а —4 penalty on opponents’ surprise
island taper inward, then drop sharply into derro secari daggers, and so forth). Among rolls), stench (opponents in melee range must
the water. Three buildings stand atop the these the PCs can find a small shield -2, missile make a saving throw vs. poison or lose 146
island, including one with a steeply pitched attractor, its surface sculpted to resemble a points of Strength for 10 rounds); SD 90'
roof (area 3C). Unlike other islands, this one screaming woman's visage. infravision; SZ М (6 tall); ML 11; Int low (6);
abuts the nearby cavern wall (area 3D). * A helm offire resistance (similar to a ring of AL CE; ХР 175; MM/348.
The troglodyte island does not have cave fire resistance) with a phoenix-shaped head- Hook horrors (8): AC 3; MV 9; HD 5; hp 24
fishers, so the trogs instead subsist on fish piece and fire motif, The wearer of the helm each; THACO 15; #AT 3; Dmg 1d8/1d8/2d6;
purchased from the kuo-toa (area 4) or fungi can assume the form of a 12-HD fire elemental SZ L (9' tall); ML 12; Int low (5);AL N; XP 175;
from their garden (area 3D). once per week. In this form, the wearer uses MM/195.
The troglodytes’ “island” is the largest in the elemental’s Armor Class, THACO, number
Khazefryn, and the trogs are justly proud of of attacks, damage, immunity to fire, and size, 4, Kuo-toa Camp.
this fact. For a time, they subjugated the but keeps her own hit points and senses.
nearby tribe of varkhas, but the varkhas are no * A chaotic good trident +2 that allows the The kuo-toan “island” rises 90 feet above
longer under the trogs' control. wielder to detect invisibility at will whenever water level, its walls tapering inward before
70 Issue No. 81
eee
OO eee KHAZEFRYN
6
plunging sharply into the water. Three build- rolls, and saving throws and imposing -1 The smaller bedchamber contains moss
ings stand atop the island, and clinging to the penalties upon the attack rolls, damage rolls, beds for the kuo-toa leaders and a stone basin
island’s edges are four cave fishers that use and saving throws of their enemies). While with an iron pump set into the north wall. The
their adhesive traplines to reel in fish from the Goolp and Woolm seek out enemies to slay, basin are connected to a pipe that leads down
lake below. Visitors to the kuo-toan island can Blugmool stays with the remaining kuo-toa. to the lake below, and anyone can use the
see the gaping cave mouth to the southwest Fishface uses the ensuing chaos to back- pump to bring water up through the pipe, fill-
leading to Stalagmite’s lair (area 10). stab any non-kuo-toan he encounters. (This ing the basin. The kuo-toa use this ready
The kuo-toa are not as numerous as their includes PCs and other NPCs.) If he spots water supply to moisten their skin.
troglodyte and bainligor neighbors, but they either Goolp or Woolm locked in mortal com- Piled in three open chests near Goolp's
are second only to the drow in influence. The bat, he tries to maneuver so that he can back- moss bed are the kuo-toa's treasures:
kuo-toa leader, Goolp, is ruthless and cagey. stab an obvious enemy. Note that Fishface's • 940 pp and 2,250 gp (loose).
At one time, he and his fellow kuo-toa served slippers of spider climbing allow him to walk * Eight unmarked potions in glassteeled
an aboleth named Ul'hoanoth, but Goolp along walls and ceilings. crystal vials (climbing, fire breath, fomorian giant
turned on the creature and slew it, freeing his control, healing, oil ofdisenchantment, and philter
people from the aboleth's control. Believing 4А. Kuo-toa Barracks. This building serves as of persuasiveness).
himself Blibdoolpoolp’s "chosen one,” Goolp the barracks for the ten kuo-toan males and • 23 aquamarines (worth 100 gp each)
then took “his people” on a long pilgrimage six kuo-toan females. Woolm has assigned and six tourmalines (worth 500 gp each).
through the Underdark, slaying anything that some of the males to watch over the dwarven * Wand ofillumination with 4 charges.
stood in his way. Unfortunately, Goolp under- slaves (in area 4B); the rest remain here most * Black, octopus-shaped flask containing
estimated the strength of an illithid outpost of the time. four applications of Keoghtonrs ointment (a
and lost 90% of his forces before Blugmool, his This building once housed duergar steed- purplish, sweet-smelling unguent).
priest advisor, convinced him to retreat. Goolp ers. The walls are covered with weblike fres- • Blue quartz statuette of Blibdoolpoolp
brought the survivors to Khazefryn and coes and motifs, and protruding from the (worth 400 gp) with a Nystul's magic aura spell
struck a deal with the deep dragons, carving walls 4 feet above the floor are eight domed, cast on it. Any non-kuo-toa who takes the stat-
out a niche for his people. Once in a while, spider dens. The kuo-toa have filled these иене is cursed (-1 to attack rolls and saving
Goolp and Woolm leave Khazefryn to hunt dark, marble enclaves with mats of moss and throws) until the item is dropped or destroyed
for slaves in nearby caverns, leaving now use them as beds. Hidden beneath each or until a remove curse spell is cast upon it.
Blugmool in charge. The kuo-toa respect the moss bed are 3d6 gp and 3d6 sp.
deep dragons but don’t go out of their way to Goolp, kuo-toa male F10: AC 0; MV 9,
please them. They despise the drow and bain- 4B. Spawning Pool. The kuo-toa recently cap- swim 18; hp 77; THACO 10 (includes Strength
ligor and view the varkha and troglodytes as tured a group of six dwarves and are using the bonus, 9 with barbed harpoon +1, 8 with dagger
primitive and insignificant. stout miners to excavate a large spawning +2); #АТ 3 (1 claw and 2 dagger strikes each
During a recent hunting expedition, Goolp pool so that the female kuo-toa can lay their round) or 1 (harpoon strike); Dmg 1d443
and Woolm were accosted by a roving band of eggs. The dwarves have carved out a 6-deep (claw), 144+4 (dagger +2) ог 2d6+4 (barbed har-
dwarves. During the fracas, a fish-headed hexagonal section of the floor and are now poon +1); ЗА 18/09 Strength, barbed harpoon +1
mongrelman leapt from the shadows to strike chiselling steps down into the pool and fash- (inflicts 246+4 points of damage; victim must
down the dwarf leader. The dwarves were ioning clay tiles for the pool's floor and sides. make a successful saving throw of 13+ on
eventually slain, and Goolp welcomed the The dwarf slaves are watched by 146+4 1820 to avoid being snagged, knocked to the
mongrelman into his clan. Capitalizing on the kuo-toa males. ground, and stunned for 1d4 rounds); SD
mongrelman's Move Silently and Hide in gluey shield (anyone who attacks the kuo-toa
Shadows skills, Goolp uses his new ally to spy 4С. Master Psionicist's Sanctuary. This struc- from the front has a 25% chance of getting his
on Khazefryn’s other denizens. Thus, there is ture once housed a powerful duergar psioni- weapon stuck fast); 60' infravision; 1-in-10
only a 20% chance that the mongrelman, cist but now serves as the lair of Соор, chance of being surprised; immune to poison,
Fishface, is on the kuo-toan island when the Woolm, Blugmool, and Fishface. The building paralysis, and illusions; electrical attacks
PCs arrive, To determine Fishface’s where- actually consists of two rooms: an octagonal inflict half or no damage; magic missiles inflict
abouts, roll 1d10 and consult the following meditation chamber with a black-tiled floor only 1 point of damage per missile; 25%
table: and 30-high, peaked roof, and a smaller bed- chance to escape webs and grappling attempts;
chamber. SW -2 to saving throws vs. fire-based attacks,
Roll Fishface’s Location The meditation chamber is home to five suffer full damage from fire-based attacks, -1
1-2 Troglodyte Camp (area 3) carrion crawlers that the kuo-toa keep as pets penalty to attack rolls in bright light; SZ L (9'
34 —Киочоа Camp (area 4) and “watchdogs.” (The kuo-toa are immune tall); ML 13; Int high (13); AL CE; XP 3,000;
5-6 —Bainligor Camp (area 5) to paralysis and are ignored by the crawlers.) ММ/215; glue-coated shield +4, barbed harpoon
7-8 Stalactite's Lair (area 6) Spaced around the walls of the meditation +1, dagger +2 set with 500-gp pearl, potion of
9-0 Drow Camp (area 7) chamber are eight iron braziers, two of which invulnerability.
have been knocked over by the carrion Woolm, kuo-toa male F8: AC 2; MV 9,
When a general alarm is sounded, Goolp crawlers. Carved into the walls near the bra- swim 18; hp 60; THACO 12 (includes Strength
and Woolm quaff their potions of inoulnerabil- ziers are several arched niches that once held bonus, 11 with dagger +1); АТ 3 (1 claw and 2
ity. Blugmool casts resist fire spells on both crystals designed to contain psionic energy. dagger strikes each round) or 1 (harpoon
warriors. Once intruders are detected, the The duergar removed the crystals before strike); Dmg 1d4+1 (claw), 1d442 (dagger +1)
priest casts aid spells on Goolp and Woolm, abandoning Khazefryn, and Goolp has filled or 2d6+1 (barbed harpoon); SA/SD/SW see
(granting them 148 extra hit points and а +1 the niches with the skulls and decapitated Соор above; SZL (8 tall); ML 13; Int high
bonus to attack rolls and saving throws for 9 heads of slain dwarves, gnomes, drow, bain- (13); AL CE; XP 1,400; MM/215; glue-coated
rounds), followed by a prayer spell (giving the ligor, troglodytes, and other Underdark shield +2, barbed harpoon, dagger +1 set with
kuo-toa +1 bonuses to attack rolls, damage dwellers. 100-gp pearl, potion of invulnerability.
мыж—
DUNGEON 71
О
КНАХЕРКУМ
一
Blugmool kuo-toa male РВ: АС 0; МУ 9, 5. Bainligor Camp. 5C. Bainligor Den. This structure crawls with
swim 18; hp 54; ТНАСО 16 (15 with pincer staff Rising sharply out of the water between the
activity at all hours. The slate roof is adorned
+1); #AT 1; Dmg special; SA pincer staff (grap- with ornamental, stone protrusions that serve
pled victim loses shield and Dexterity troglodyte and kuo-toa camps is the domain as perches for young bainligor. The build-
bonuses; 10% chance that both arms are
of the bainligor, a race of wingless, subter- ing—once a classroom for duergar psioni-
trapped; 40% chance that one arm is trapped); ranean bat-people. The great pillar of rock cists—contains stone benches facing the open
SD spell absorption (granted by rod), fire resis- rises 100 feet and is topped with three angular area in front of the door. Behind the rows of
tance (bestowed by ring), +3 bonus to buildings (areas 5A and 5C) and a large, stone, benches, against the north wall, stand six 12'-
Enchantment/Charm spells (17 Wisdom), see
igloo-shaped structure (area 5B). The bain- tall, obsidian statues of the duergar god
Goolp above; SW see Goolp above; SZ L (8
ligor have four cave fishers perched along the Laduguer. Clutched in each statue's stony
tall); ML 13; Int exceptional (16); AL CE; XP edge of their "island," trained to reel in fish
with their adhesive traplines. The island had
hands is a green crystal orb with a continual
3,000; MM/215; pincer staff+1, rod ofabsorption light spell cast inside it. Eerie green light fills
several more cave fishers at one time, but the
(can absorb 24 more spell levels), ring of fire bainligor killed most of them out of malice.
the entire chamber.
resistance. This building is home to the young, mid-
Spells (5/5/4/2): 1st—create water, cause
The deep dragons consider the bainligor dle-aged, and elderly bainligor. Fully half of
fear, cause light wounds (x2), detect good; 2nd— unruly, and they have contemplated extermi- them cling to rafters that crisscross the ceiling,
aid (х2), hold person, resist fire (x2); 3rd—cause nating them. Their phenomenal jumping abil- while the others perch atop the benches. PCs
ity allows the bainligor to leap from their searching the room after the bainligor have
disease, continual darkness, prayer, water walk; island to the lower islands nearby, and they
4th—reflecting pool, poison. occasionally raid the varkha, troglodytes, and been defeated or driven away find a hidey-
Fishface, mongrelman male F6/T6: AC —4 kuo-toa in small packs. So far, the wise and
hole under a loose bench. (Treat this as a secret
(natural AC 5, 18 Dexterity, cloak of the bat, ring door, although thieves can detect it with a suc-
elderly bainligor have kept the younger, more
of protection +3); МУ 9; hp 42; THACO 15 (14 aggressive bainligor from invading the sur-
cessful Find Traps roll.) Hidden in the com-
with dagger of venom +1); #AT1; Dmg by rounding islands in force.
partment are the following items:
weapon type (1d4+1 with dagger of venom +1); • Scroll ofprotection from electricity in an
SA thief abilities; SD thief abilities, mimicry,
The bainligor rely on loud shrieks to com- adamantite scroll tube adorned with spider-
municate with one another, and their shrieks
camouflage; SZ M (5 tall); ML 12; Int very can be heard throughout the cavern. When a
like motifs. The tube is sealed and protected
(11); AL CE; ХР 2,000; MM /257; cloak of the bat by а fire trap spell (cast at 9th level).
(wearer is 90% invisible when stationary,
general alarm is sounded, the young, adult, + Folded scroll ofprotection from petrification
transform into a bat and fly at MV 15 [B]; -2
and middle-aged bainligor perch on the edge tucked inside a hollow platinum tore with
of their island, listening for sounds of combat. removable, blue sapphire fittings on both
bonus to AC), ring of protection +3, dagger of Once they determine the location of the
venom +1 (contains six doses of Type F poison; ends (worth 4,500 gp).
intruders, they head in that direction, using • Cursed ring of wizardry. The ring dou-
injects poison on a natural roll of 20), slippers of their jumping ability to leap onto nearby
spider climbing. islands or hopping across the crystal disks. bles the number of 4th-level spells a wizard
Thief abilities: PP 90%, OL 55%, F/RT 40%, can prepare each day, but each time the ring is
MS 75%, HS 75%, DN 35%, CW 65%, RL 15%.
They cannot fly or leap onto islands that are put on, the wearer must make a successful
Fishface inflicts triple damage with a success-
higher, but they can climb. saving throw vs. spell or be disintegrated (as
ful backstab. the disintegrate spell). If the wearer is disinte-
5A. Quarters. These buildings once housed
Kuo-toa males (10): AC 4; MV 9, swim 18; duergar psionicists brought to Khazefryn for
grated, the ring falls to the floor. The ring can be
HD 2; hp 10 each; THACO 19 (18 with Strength worn safely but first targeting it with а wand of
mental training. Each structure contains eight negation or dispel magic spell (which negates its
bonus); #АТ 2; Dmg 1d442/1d41 (claw /dag- 5-long sarcophagus-like "beds" with lids that
ger); SA +1 to attack and damage rolls (17 magic for 184 rounds), or by casting а remove
slide easily on tiny stone wheels. curse spell on the wearer the round before the
Strength); SD/SW see Goolp above; SZ M (6' Each building is normally inhabited by
tall); ML 13; Inthigh (13; ALCE; XP 175; ring is put оп.
MM/215; dagger, gluey shield.
seven adult bainligor that use the covered
Kuo-toa females (6): AC 5 (no shield); beds for sleeping. The eighth sarcophagus Bainligor (49): АС 7; MV 6, jump 9, climb
holds the bainligors' amassed treasure:
Dmg 1d4+1/1d4 (claw/dagger); SA none; 3 (rough surfaces only); HD varies; hp varies;
* 2d20 pp, 4d20 gp, 5d20 sp, and 3d4 THACO varies; #AT 2; Dmg varies; SA stun
other statistics same as males above. chunks of quartz crystal (worth 10 gp each).
Dwarf slaves (6): AC 10; MV 6; HD 1; hp 6 * A silver necklace adorned gold fish and (emit ultrasonic burst once per hour inflicts
each; THACO 20; #АТ 1; Dmg by weapon 146 points of damage per Hit Die of the bain-
pieces of white moon coral (apparent value ligor; a target that fails a saving throw vs. par-
type; SD +2 bonus to saving throws vs. magic 1,500 gp). This is actually a necklace ofadapta-
and poison, 60' infravision; SZ M (4 tall); ML tion. This item can only be found once.
alyzation can do nothing other than defend
13; Int very (1); AL LG; XP 175 (for rescue itself and suffers a +2 penalty to AC and loses
only); MM/94; footman's pick. its Dexterity bonus for 1d4 rounds); SD dodge
The dwarves belong to Clan Mithralstar
5B. Dome of Silence. This stone dome con- missiles, echolocation (unaffected by darkness
tains a permanent silence 15' radius spell and
and are named Skon, Myorn, Jolorgun, Olag, was once used by the duergar for silent medi- 15' radius, invisibility, and blindness spells, and
Suritor, and Gondal. They know this region of all visual illusions); SW blinded by deafness
the Underdark well and can serve as guides
tation and psionic exercises. The bainligor are spells (4 penalty to attack rolls); SZ varies;
frightened of the structure because the silence ML 6; Int very (11-12); ALNE; XP varies;
once liberated. negates their echolocation, and thus they
Carrion crawlers (5): AC 3/7; MV 12; HD MCA4/9.
3+1; hp 20 each; THACO 17; #AT 1 or 8; Dmg
avoid it. PCs who withdraw into this building Young bainligor (27): HD 2+1; hp 9 each;
142 or special; SA paralysis; SZ L (9' long); МЕ.
are not pursued by the bainligor. THACO 19; Dmg 1d4/1d4; SZ S (3' tall); ХР 270.
19; Int non (0); AL N; XP 420; ММ/35.
The interior of the dome is illuminated by Adult bainligor (14): HD 4+3; hp 19 each;
Cave fishers (4): See area 2 for complete
a continual light spell, and chiselled slate tiles ТНАСО 15; Dmg 146/146; SZ M (4 tall); ХР
statistics.
cover the floor. The room is otherwise empty. 650.
Ъ
72 Issue No. 81
КНАХЕРКУМ
6. Stalactite’s Lair.
The tallest pillar in Khazefryn appears to be
occupied by drow but is actually ruled by the
deep dragon Stalactite. The dragon is usually
encountered as a strikingly beautiful female
drow named Lydia. In this guise, she mediates
disputes between the various camps and rules
the drow while her brother counts coins in his
lair (area 10).
Stalactite is playful, manipulative, domi-
neering, апа short-tempered. In her drow
guise, she insists on being called Lydia. The
drow fear her more than Stalagmite because
of her ever-shifting temperament and cruelty.
They also admire her for the same reasons.
Stalactite keeps a drow consort named
Szintran near her at all times. Although she
doesn’t need protection, she likes the idea of
having aconfidante. Szintran has proven him-
self an astute and able advisor, and “Lydia”
has learned to trust his judgment.
If a general alarm is sounded, Stalactite
orders Szintran to gather his forces and repel ТЯ 2009
the threat, Szintran himself takes to the air
using his bat wings of flying, drinks his potion An eerie fortre surmounts the tallest pillar in Khazefryn.
of improved invisibility, and either shoots spell-
casting foes with his bolts ofslaying or swoops “Lydia” (who emerge from area 6C) and the “walk.” The chests are attuned to
down to strike prey with his longsword. If six drow guards in area 6B. Lydia, and she can command them at will. A
Szintran dies, Stalactite assumes her true form wizard can force a chest to “walk” by casting
and either blasts opponents with her breath 6B. Meeting Room. This 15-high chamber animate object on it, but Lydia can override
weapon or tears them to shreds with her teeth was once used as a meeting room by the duer- such commands. Each spider-chest has a
and claws. gar leaders of the monastery. Dominating the movement rate of 12, AC 3, and 75 hit points.
The buildings surmounting Stalactite’s middle of the chamber is a rectangular obsid- These spider-chests are golemlike creations
island” are far more breathtaking than the ian table, 12 feet long and 3 feet wide, inlaid but cannot attack,
other structures in Khazefryn. The central with semi-precious stones. (Prying out the Locked within the first spider-chest are the
structure (areas 6A-C) is encrusted with semi- stones yields 2,500 gp worth of gems.) Twelve following treasures:
precious stones and crystal lattices, and it once ornately sculpted limestone chairs are posi- • 1,000 pp (loose).
served as the main duergar fortress, West of tioned around the table, with a particularly * Rod of terror with 13 charges.
the main complex is an ornately sculpted tem- elaborate chair placed at the far end. The * A beautiful adamantite necklace with a
ple with a crystal-domed roof (area 6D), Three backboards of each chair are carved with gar- spiderlike clasp clutching a small black pearl
spires (area 6E) rise east of the main complex, goylish frescoes, Although worth 5,000 gp, this is actually a
continual light spells cast upon on their peaks. Six off-duty 2nd-level drow guards are necklace of strangulation, It disintegrates when
seated around the table. They respond to any exposed to sunlight.
6A. Main Hall. The walls of this structure are alarm by grabbing their weapons and running * A scarab of enraging enemies shaped like a
adorned with beautifully sculpted bas-reliefs to area 6A. black spider,
of armed duergar warriors astride giant steed- * Three crystal vials (worth 250 gp each).
ers (spiders). An obsidian statue of Laduguer ӨС. Lydia's Chamber. A throne comprised of One crystal vial contains a potion of extra-heal-
stands in the middle of the hall, his arms mortared skulls stands against the west wall ing; the other two contain Type F poison. The
raised to support the 20-high ceiling. Set into of this 20-high, elongated, octagonal chamber. liquids in all three vials appear identical in
Laduguer’s eyes are two fist-sized emeralds The throne, fashioned by the drow for Lydia, color and texture.
worth 5,000 gp each. is skillfully wrought, hideous in design, and Locked inside the second spider-chest are
x 2nd-level drow guards stand watch surprisingly comfortable. the following items:
here. If combat erupts in this chamber, the Near the north wall stand two adamantite • 1,000 pp (loose).
guards are joined next round by Szintran and chests with spiderlike legs that enable the • A ring of free action made of adamantite
мнвжБжщЩ
а то
DUNGEON 73
KHAZEFRYN
and adorned with weblike patterns. The ring, spiderlike fresco of the goddess Lolth, her
created by drow, disintegrates if exposed to fanged mouth open wide. Blood stains the
direct sunlight. floor in front of the altar.
• A4"-diameter, expertly carved diamond Every week, the drow offer Lolth a blood
spider (worth 5,000 gp) with a small rune chis- sacrifice; a victim is killed before the obsidian
elled into its head. The rune is а symbol of altar, and its blood is poured into the “mouth”
death; one or more creatures whose total of the altar, The victim’s corpse is then thrown
hit points do not exceed 80 are slain into the lake. Anyone who damages the altar
by the rune upon reading it (no incurs the Spider Queen's wrath and sum-
saving throw). Once the spell has mons forth a creeping doom spell, which mani-
been triggered, the rune vanishes fests as a deadly swarm of spiders emerging
forever. from the fresco’s mouth. The carpetlike mass
* Eight clerical scrolls in covers an area 20 feet around the altar, devour-
sealed bone scroll tubes. The ing every creature it touches. Only those pro-
scrolls contain the spells dispel tected against normal attacks (such
magic, meld into stone, remove protected by a potion of invulnerability
paralysis, neutralize poison, immune to the swarm; otherwise there is no
repel insects, air walk, flame saving throw, and death is instantaneous.
strike, and earthquake (all The creeping doom expands to fill the cham-
cast at 14th level of abil- ber on the second round and persists for 130
ity). Casting the earthquake rounds thereafter (as if cast at 33rd-level).
spell on one of the cavern’s
“islands” causes it to col- 6E. Spider Towers. During the duergar occu-
lapse and plunge into the pation of Khazefryn, these 30-tall spires con-
lake in a single round, bury- tained magical teleporters attuned to a
ing 146 kopoacinths beneath specific destinations within the duergar king-
the debris. Those trapped on dom. When the duergar left Khazefryn, they
the island suffer damage from dispelled the magic that enabled the tele-
the fall (146 points per 10 feet porters to function.
fallen). Each of these web-filled towers is cur-
* Three slim crystal vials rently home to three egg-laying giant spiders
(worth 250 gp each). One (nine total). Near the top of each tower, sus-
crystal vial combines the pended in the thick webs, is a large egg sack
effects of a potion of fire containing dozens of unborn spider hatch-
giant strength with an elixir of lings. Anyone attempting to reach the egg
madness; the second contains sack or set fire to the webs is attacked.
oil of impact; the third holds а
cursed potion that perma- Stalactite (female adult deep dragon): AC
nently polymorphs the imbiber -2; MV 12, fly 30 (C), burrow 6, swim 9; HD
into an umber hulk, complete with 16; hp 94; THACO 5; #АТ 3+ special; Dmg
its mentality and disposition. Only a 3d4+6/3d4+6/3d8+6; SA breath weapon (50°
wish spell can permanently restore the long, 40'-wide, 30-high cone of corrosive gas
imbiber to his or her original form. inflicting 12d8+6 points of damage; creatures
with exposed skin suffer a -2 penalty to their
6D. Shrine of Lolth. Once a place saving throw), dragon fear (20 yards; those
of worship for the duergar, this failing a saving throw vs. petrification at a 42
structure has been converted bonus suffer а -2 penalty to their attack and
to serve the children of damage rolls), dragon special attack forms,
Lolth, the drow. The 20- spells (cast at 9th-level), assume snake and
high roof of this octagonal drow form each 3/day, constriction (snake
chamber is domed and form only); SD 120 infravision; true seeing, free
carved from a single chunk action, and detect magic at will; resistant to heat
of dark, translucent crystal. and cold (-3 points per die damage, to a min-
Floating in the middle of imum of 1 hp per die); regenerates 1d4 hp
the room, just below the every 6 rounds; MR 30% (immune to sleep,
domed ceiling, is а perma- charm, and hold spells); SZ С (45' body, 42' tail);
nent spectral force of a ML 17; Int exceptional (16); AL CE; XP 12,000;
" сай gigantic spider. The spider MM/82.
is hideous to behold but In her "Lydia" form, Stalactite employs a
Ж НН harmless and insubstan-
tial. Positioned in the mid-
wand of frost (35 charges). A black sphere ioun
stone orbiting her head enables her to see in
dle of the room, directly magical даг
Lydia and Szintran make a deadly duo. beneath the spider, is an obsidian altar carved Spells (2/1): 15 —charmt person, read magic;
with weblike motifs and topped with a large, 2nd—invisibility.
74 Issue No. 81
ee OO =
————.——————KHAZEFRYN
Szintran, drow male Е5 (Stalactite’s con- Felynlochar feels her position threatened by
sort): АС -5 (drow chainmail +3, drow buckler Szintran, Stalactite’s male consort, because his Drow Poison
+2, 18 Dexterity); МУ 12; hp 42; THACO 16 (15 words influence the female dragon in ways
with dagger +1, 13 with longsword +1, 13 with she cannot. Felynlochar has tried to win the Many drow carry hand crossbows that
hand crossbow plus Dex bonus); #AT 1; Dmg by confidence of Stalagmite, but the male dragon shoot darts up to 60 yards. The darts
weapon type; SA drow sleep poison, drow challenges and disagrees with her on almost inflict only 1d3 points of damage, but
abilities; SD drow abilities; SW drow weak- every matter, as if he were doing it merely out dark elves commonly coat them with poi-
nesses; MR 60%; SZ M (5 tall); ML 14; Int high of spite. son that renders the victim unconscious
(13); AL CE; ХР 4,000; MM/112; drow chain- Quelrysn loathes Szintran and the manner unless he or she makes a successful sav-
mail +2, drow buckler +2, longsword +1 (+4 vs. in which he has ingratiated himself to the ing throw vs. poison with а —4 penalty,
dwarves), dagger +1, drow hand crossbow, three female deep dragon. Although chaotic, he is The effects of the poison last 244 hours.
bolts of slaying (wizards), bat wings of flying, loyal to Felynlochar and does everything
potion of improved invisibility in а spider- short of sacrificing his own life to protect her. Captured!
shaped gold flask (worth 150 gp). Xulltyrr is a scheming and deceitful drow
Spells (each usable once per day): dancing rogue. Although his talents prove useful on PCs captured by the drow are bound
lights, faerie fire, darkness, levitate, know align- occasion, neither Felynlochar nor Quelrysn with web “ropes” (either spun by the
ment, detect magic. trust him. Unlike other drow in Khazefryn, giant spiders in area 6 or the spiderstone
Guards, drow males F2 (12): AC 2 (drow Xulltyrr worships Vhaeraun, the drow god of golem in area 8). Breaking free of these
chainmail +1, drow buckler +1); MV 12; hp 13 thieves (a male deity opposed to Lolth). Thus tight bonds requires a successful Bend
each; THACO 19 (18 with dagger +1 or short he is shunned in Khazefryn, which he visits Bars/Lift Gates roll at a -30% penalty.
sword +1); #AT 1; Dmg by weapon type; SA only when he needs a safe place to hide. (Thus, PCs with less than 18/76 Strength
drow sleep poison, drow abilities; SD drow cannot break free without assistance.)
abilities; SW drow weaknesses; MR 54%; SZ 7A. Outhouse. Carved into the floor of this PCs with the Rope Use proficiency who
М (5' tall; ML 14; Int high (13); AL CE; XP 975; chamber are two holes. Waste unceremoni- make a successful proficiency check at a
MM/112; drow chainmail +1, drow buckler +1, ously dropped or poured into the holes even- -8 penalty can slip free of the web bonds.
short sword +1, dagger +1. tually plunges into the lake below. Captured PCs are brought before
Spells (each usable once per day): dancing “Lydia” in area 6C. To reward the drow,
lights, faerie fire, darkness. 7B. Barracks. Two dozen uncomfortable stone the deep dragon allows her consort
Giant spiders (3 per tower, 9 total): AC 4; beds covered with blankets of thick yellow Szintran to choose one captive as a blood
МУ 9, web 12; HD 444; hp 36 each; THACO 15; moss dominate the room. Formerly a barracks sacrifice; that PC is then hauled to the
#AT 1; Dmg 148; SA poison (Туре E); SZ L (8 for duergar soldiers, this building currently Shrine of Lolth (area 6D) and placed
diameter); ML 13; Int low (7); AL CE; XP 975 houses 18 male drow warriors: eight 2nd-level under guard until the ritual. Felynlochar
(maximum hit points); MM/326. fighters, eight 3rd-level fighters, and Felyn- oversees the proceedings as Szintran and
lochar's two 5th-level lieutenants. "Lydia" watch on. The remaining PCs are
7. Drow Camp. When Xulltyrr visits Khazefryn, he rests or detained in the drow camp (area 7) until
The drow claim this “island” as their own.
prays to Vhaeraun here. they can be hauled away and sold to
Underdark slavers. These might be derro,
The natural stone pillar rises 100 feet above 7С. Barracks. This room contains eight stone minions of an aboleth, illithids, a
the lake and is topped with four unadorned,
slate-toofed buildings. Clinging to the edges beds covered with blankets of thick yellow deranged death tyrant, or something
of the “island” are seven cave fishers that use
moss and houses the female drow warriors: equally vile. If the DM is running this
their adhesive traplines to reel in fish from the
eight 4th-level fighters. adventure in conjunction with "Kingdom
dark water below,
of the Ghouls” (Issue #70), the captive
7D. Leaders’ Barracks. Drow warriors have PCs could be sold to Doresain the Ghoul
Eight 2nd-level drow guards patrol the
island at all times; the remaining guards are little use for fancy decor, but Felynlochar King and taken to the subterranean city
maintains a small shrine in the northwest cor- of Kilenor to nourish the undead masses.
located in areas 7A-C. Perched atop the roofs
ner of this room. The shrine consists of little
of the four buildings are sixteen giant flying more than a spider-shaped obsidian table sur-
spiders. The drow have trained their giant fly-
ing spiders to carry one rider apiece; thus, the mounted by a 12"-tall adamantite statuette of area 7C; otherwise she is meditating before
the goddess Lolth in drow form. Any drow the shrine. There is a 75% chance that
drow are able to fly swiftly from one end of
Khazefryn to the other. priestess of 9th level or higher can use the stat- Quelrysn is reading his spellbook.
uette to cast commune once per week; any
If intruders are detected in the northern
attempt to call upon its power more than once Felynlochar, drow female F8: AC -5 (drow
part of the cavern, Quelrysn and half of the per week risks Lolth’s disfavor. The statuette chainmail +5, drow buckler +3, 15 Dexterity);
drow warriors move to area 6 and defend that
island against possible attack; the drow com- is worth 6,000 gp for the materials and crafts- MV 12; hp 60; THACO 13 (9 with short sword
manship alone and weighs 10 lbs. +4, 10 with hand crossbow ofaccuracy); #AT 3/2
mander, Felynlochar, remains behind with the Aside from the shrine, this room contains (Short sword +4) or 1 (hand crossbow); Dmg by
rest of her forces to hold this island and
respond to possible threats elsewhere.
four black, basalt beds covered with golden weapon type; SA drow sleep poison, drow
Felynlochar is the highest ranking drow in
moss and a pair of lit braziers fashioned from abilities; SD drow abilities, SW drow weak-
Khazefryn, and she has worked hard to earn
silver and molded to resemble entwined spi- nesses; MR 66%; SZ М (5' tall); ML 16; Int high
ders (worth 2,000 gp each). (13); AL СЕ; ХР 7,000; MM/112; drow chain-
the deep dragons’ trust. (She is far from loyal,
however, and would love to conquer Under normal conditions, this room is mail +5, drow buckler +3, short sword +4, drow
Khazefryn in the name of Lolth.) Although
occupied by Felynlochar and Quelrysn. There hand crossbow of accuracy +3, obsidian spider
is a 50% chance that Felynlochar is practicing brooch with eight small diamonds for eyes
Quelrysn has tried to allay her paranoia, swordplay with one of the female guards from (worth 5,000 gp).
eV—
———————————————_______
DUNGEON 75
=== = = =
KHAZEFRYN
——
Spells (each usable once per day): dancing Guards, drow males ЕЗ (8): АСО (drow demands an entry fee of no less than 500 gp in
lights, faerie fire, darkness, levitate, know align- chainmail +1, drow buckler +1, 16 Dexterity); treasure or magic items per visitor.
ment, detect magic. MV 12; hp 19 each; THACO 18 (17 with dagger If combat erupts at the South Gate,
Quelrysn, drow male F7/W6: АС —1 (drow +1 ог short sword +1, 16 with drow hand cross- Quelrysn commands the golem and quag-
chainmail +2, ring of protection +2, 16 bow); #AT 1; Dmg by weapon type; SA drow goths to attack while he retreats to area 7.
Dexterity); MV 12; hp 47; THACO 14 (12 with sleep poison, drow abilities; SD drow abilities; Barring the use of silence spells, any combat
dagger +2); ЗАТ 3/2; Dmg by weapon type; SW drow weaknesses; MR 56%; SZ M (5 tall); inside the gatehouse alerts the drow in area 7.
SA/SD drow abilities; SW drow weaknesses; ML 14; Int high (13); ALCE; ХР 2,000; Felynlochar sends a force of eight 2nd-level
MR 64%; SZ М (5' tall); ML 14; Int genius (17); MM/112; drow chainmail +1, drow buckler +1, warriors, four 3rd-level warriors, and а 5th-
ALCE; ХР 10,000; MM/112; drow chainmail short sword +1, dagger +1, drow hand crossbow. level lieutenant to quell the threat,
+2, drow dagger +2, ring of protection +2, wand of Spells (each usable once per day): dancing
darkness (39 charges), spellbook bound lights, faerie fire, darkness. 8A. The Spiders’ Parlor. Clinging to the web-
between adamantite covers with platinum Guards, drow males F2 (16): See area 6 for strung ceiling of this unlit chamber, hidden in
clasps (a spiderlike emblem on the cover is complete statistics. the darkness, are six giant spiders. The spi-
enchanted with а sepia snake sigil). Giant flying spiders (16): AC 4; MV 9, fly ders’ quaggoth handlers pace around the
The wand of darkness has the following 9 (D); HD 3+3; hp 15 each; THACO 17; #AT 1; chamber, periodically testing one another in
functions: darkness 15’ radius (1 charge), Dmg 148; SA poison (Type А; +2 bonus to sav- mock combat.
negates protection from evil (2 charges), summon ing throws), leap up to 70 feet horizontally; SD Standing in the middle of the room and
nightmare (3 charges), animate dead (4 charges), fall any distance without harm; SZ L(8 diam- facing the south passage is Quelrysn’s spider-
summon shadow (4 charges). eter); ML 13; Int low (6); AL CE; XP 650; stone golem. When it sees intruders approach-
Spells (each usable once per day): dancing MM/326. ing within 60 feet of the gate, it points one of
lights, faerie fire, darkness, levitate, know align- Cave fishers (7): бее area 2 for complete its arms toward the gate; this alerts the quag-
ment, detect magic. statistics. goths and the spiders to the approach of
Wizard spells (4/3/2/1): 1st—change self, intruders. The golem is not affected by illu-
gaze reflection, magic missile (x2); 2nd—blind- 8. South Gate. sions and can clearly see invisible interlopers.
ness, blur, invisibility; 3rd—dispel magic, light- The iron winch for the portcullis is built
ning bolt; 4th—dimiension door. Carved out of the cavern wall, this structure into the east wall. Turning the crank requires a
Xulltyrr, drow male T8: АСА (ring of pro- consists of a main chamber and two guard successful Bend Bars/Lift Gates roll with no
tection +2, 18 Dexterity); МУ 12; hp 25; ТНАСО rooms. А portcullis blocks off a 20'-wide tun- penalty.
17 (14 with drow dagger +3); #AT 1; Dmg by nel heading south. The iron portcullis is other-
weapon type; SA drow sleep poison, drow wise identical to the gate їп area 1 8B. Guard Rooms. Each of these unlit cham-
abilities; SD drow abilities, cloak ofarachnida The South Gate is defended by servants of bers houses nine quaggoth guards. The rooms
(see DMG); SW drow weaknesses; MR 66%; the drow: a clan of quaggoths, their six giant are filthy and filled with quaggoth droppings.
SZ М (5 tall); ML 12; Int high (13); AL CE; XP spider pets, and a spiderstone golem under The quaggoths have no treasure.
8,000; MM/112; drow cloak of arachnida, ring of Quelrysn’s control. The quaggoths have
protection +2, drow dagger +3, amulet of proof orders not to let anyone through the gate. If Spiderstone golem; AC 3; MV 9; HD 11;
against detection and location. intruders are detected heading toward the hp 55; THACO 9; #AT 4; Dmg 1412 (х4); SA
Spells (each usable once per day): dancing portcullis from the south, one of the quag- web spit (attack roll required; 90-yard range;
lights, faerie fire, darkness, levitate, know align- goths steps out onto the precipice overlooking target does not receive a saving throw, but
ment, detect magic. the main cavern and blows asilver horn, alert- other creatures within 20 feet are entitled to a
Lieutenants, drow males F5 (2): АС -4 ing the drow in area 7. One round later, roll to avoid becoming entangled); SD +1 or
(drow chainmail +2, drow buckler +2, 18 Quelrysn uses a dimension door spell to appear better weapons to hit, spider climb, immune to
Dexterity); MV 12; hp 32 each; THACO 16 (15 inside the gatehouse. He casts know alignment all spells except Invocation/Evocation spells
with dagger +1, 13 with short sword +3, 13 with and detect magic upon the visitors before inter- and those cast by drow priests; MR 50%; SZ L
hand crossbow plus Dex bonus); #AT 1; Dmg by rogating them. His response depends on what (7' tall); ML 20; Int non (0); AL CE; XP 8,000;
weapon type; SA drow sleep poison, drow he learns: МСАЛ.
abilities; SD drow abilities; SW drow weak- = If one or more of the visitors are good- The obsidian golem resembles а tall, four-
nesses; MR 60%; SZ M (5' tall); ML 14; Int high aligned but the group as a whole doesn’t seem armed drow and obeys only Quelrysn’s com-
(13); AL CE; ХР 4,000; MM/112; drow chain- that threatening or well equipped, he orders mands. However, there’s a cumulative 2%
mail +2, drow buckler +2, short sword +3, dagger the quaggoths to raise the portcullis. Once the chance per round of continuous combat that
+1, drow hand crossbow. visitors are inside, he orders the portcullis the golem goes insane and attacks everything
Spells: Same as Xulltyrr above. dropped and commands the golem and the in sight until destroyed.
Guards, drow females F4 (8): AC 1 (drow quaggoths to attack. Quaggoth guards (18): AC 6; MV 12; HD
chainmail +1, drow buckler +1, 15 Dexterity); * If one or more of the visitors is good- 2+2; hp 12 each; THACO 19; #AT 2 or 1; Dmg,
MV 12; hp 25 each; THACO 17 (16 with short aligned but the group as a whole seems too 194/144 (claws) ог 148 (stone ax); SA berserk
sword +1, dagger +1, or hand crossbow); #AT 1; powerful to defeat easily, Quelrysn denies rage (if reduced to 3 hp or fewer, the quaggoth
Dmg by weapon type; SA drow sleep poison, passage and orders the golem and quaggoths gains a +2 bonus to its attack and damage
drow abilities; SD drow abilities; SW drow to attack anyone who successfully circum- rolls); SD immune to poison; SZ L (8 tall); ML
weaknesses; MR 58%; SZ M (5' tall); ML 14; Int vents the portcullis. 16; Int low (7); AL №; XP 175; MM/298.
high (13); AL CE; ХР 3,000; MM/112; drow = If none of the visitors are good-aligned, Quaggoth spider handlers (6): HD 3+3;
chainmail +1, drow buckler +1, short sword +1, Quelrysn grants them safe entry once he's hp 17 each; ТНАСО 17; ХР 270; other statistics
dagger +1, drow hand crossbow. convinced that they have come for business, same as above.
Spells (each usable once per day): dancing safe passage through Khazefryn, or some One quaggoth handler is assigned to look
lights, faeriefire,darkness. other harmless purpose. In this case, he after each giant spider; the drow view these
}— 6С
76 Issue Мо. 81
KHAZEFRYN
9. Dragons’ Retreat.
Using a stone of controlling earth elementals
given to them by Stalagmite (and later
returned to the dragon), the drow excavated
this passage connecting the dragons’ cavern
(area 10) with the southern passage leading to
the rest of the Underdark; the dragons use this
tunnel as an escape route in case they are
attacked by a superior force.
The serpentine passage is roughly hewn
and tubular, measuring 9 feet in diameter. It
also rises and falls as indicated on the map.
—————————————————D
DUNGEON 77
一
KHAZEFRYN
一
• A lead chest identical to the one above Lurker: AC2 (6); MV 1, fly 9 (B); HD 10; hp form only); SD 120 infravision; true seeing, free
containing 250 assorted gemstones (200 x 500 66; THACO 11;#AT 1; Dmg 146 (constriction); action, and detect magic at will; resistant to heat
gp and 50 x 1,000 gp respectively), with a total SA ambush (~ penalty to opponents’ surprise and cold (-3 points per die damage, to a min-
value of 150,000 gp. Buried under the gems is rolls), suffocation (enwrapped victim dies in imum of 1 hp per die); regenerates 144 hp
а small chunk of brown quartz crystal that 1d4+1 rounds); SZ H (20 diameter); ML 11; Int every 6 rounds; MR 45% (immune to sleep,
radiates Conjuration magic; this is actually a поп (0); AL N; ХР 2,000; MM/229. charm, and hold spells); SZ С (45' body, 42' tail);
stone of controlling earth elementals. ML 17; Int exceptional (16); AL CE; XP 12,000;
* А2 x 3 xl oak chest bound with iron 10. Stalagmite’s Lair. MM/82.
containing a golden gargoyle mask with black Stalagmite employs several magical items
opal eyes (worth 6,000 gp), а silver medallion of Stalagmite dwells in this monstrous cavern recovered from his hoard, including:
thought projection shaped like an illithid’s skull overlooking Khazefryn, Unlike his sister, * A wand of paralyzation (10 charges).
fastened to a necklace of prayer beads (with Stalagmite prefers to remain in dragon form, • A magical scroll etched with three spells
1d4+2 special beads), and an elegant blue fully enjoying the terror he instills in smaller cast at 18th level: chaos, chain lightning, and
crystal karafe (worth 3,500 gp) containing red, creatures. Mordenkainen’s sword.
demonclaw wine. Any non-chaotic evil стеа- Stalagmite's great form fills much of the * Six ioun stones: three clear spheres (each
ture who drinks the wine is transformed into 60'-high cavern, but there's still plenty of grants 5% magic resistance), a silver sphere
a dretch tanar’ri, becoming one in all respects. room for him to spread his wings and prowl (negates rear-attack bonuses against the user
(The transformation is excruciating, and a suc- about. He spends idle hours gazing down from any source), and two pale lavender ellip-
cessful System Shock roll is required to s
upon the rest of Khazefryn, studying some soids (each absorbs 1st- to 4th-level spells, 6
vive.) Those who are forced to quaff the elixir
small bauble in his "collection," or mumbling levels and 30 levels respectively).
are entitled to a saving throw vs. poison to to himself. Once each day, he is visited by * Ring of protection +3 (bonus applies to
resist the transformation, with success indicat- Stalactite or one of her drow emissaries, and Armor Class only).
ing 5412 points of damage instead. Felynlochar has been known to confer with Spells (2/1): Ist—read magic, taunt; 2nd—
* A bronze horn of Valhalla that summons him on rare occasion. web.
2d4 neutral good 4th-level fighters. If the horn
Stalagmite is bold and haughty, accepting
any challenge (whether a challenge of wits or
is blown by an individual or creature of evil
strength). He is not averse to cutting deals Concluding the Adventure
alignment, the warriors attack instead of obey
the horn's blower.
with those who prove themselves his intellec- Stalactite and Stalagmite are always open to
* An ovoid, egg-shaped trunk carved tual or physical equal, and he's generally deals that improve their influence or increase
from a single piece of black quartz, mounted more even-tempered than his sister. He has no their wealth, and they have learned to be cau-
love of thieves, however, and does not tolerate
atop an iron stand with three claw-shaped their presence for long.
tious around powerful adventurers (having
legs. The hemispherical lid rises by levitation Aside from the dragon himself and the
had several “close calls” in the past). The DM
when touched, revealing the contents within: scattered or crushed bones of numerous foes
should play both dragons as astute observers,
a rod of smiting with 30 charges wrapped in a calculating negotiators, and fierce survivors.
who saw fit to challenge him, this cavern is However, they cannot be bullied and respond
robe of stars, and а silver-clasped book with devoid of items of interest.
gray leather covers and dog-eared yellow The 30'-wide, 40' high mouth of the cavern
to threats with brute force.
pages (actually а tome of understanding). If the PCs slay one of the deep dragons, the
* A bastard sword +3, frost brand named overlooking Khazefryn stretches almost up to other does its utmost to track them down. The
Remorhaz (AL CN; Intelligence 13, Ego 10; the ceiling. When a general alarm is raised, surviving dragon sends a large force of drow
communicates vis empathy; grants protection Stalagmite pokes his head out through the (led by either Felynlochar or Szintran) to bring
as if the wielder were wearing a ring of fire mouth of his cave to see what's happening, back the PCs’ heads on an adamantite platter.
resistance; detects secret doors in a 5' radius;
breathing corrosive gas at anyone who comes If the drow fail to accomplish this task, the
wielder can cast ice storm once/day as a 12th- within 50 feet. He enjoys watching a battle surviving dragon might try to enlist the aid of
level wizard). unfold before his eyes, participating only evil forces outside Khazefryn (perhaps strik-
* Any specific stolen item or objet d'art the when he or his sister is threatened directly or ing a deal with a remote illithid, derro, or kuo-
when all could be lost. toa outpost). The dragon might even hire
PCs might be looking for (as detailed in the
"Setting the Stage" section). Note that Stalagmite’s ioun stones provide some dwarven mercenaries to gather informa-
numerous forms of added protection, includ- tion on the party’s whereabouts in exchange
Ropers (3): AC 0; MV 3;HD 12; hp 70 each;
ing protection from rear attacks and 1st- to for a sizable trove of riches. The incensed deep
THACO 9; &AT1;Dmg 544 or special; SA Ath-level spells. dragon does not rest until its sibling’s slayers
strands (shoot one strand /round; six strands are themselves destroyed.
total), Strength drain (each time a strand hits, Stalagmite (male adult deep dragon): AC If both dragons are slain, the drow try to
the victim must make a successful saving 5; МУ 12, fly 30 (C), burrow 6, swim 9; HD exert control over Khazefryn’s remaining
throw vs. poison or lose half his Strength; 16; hp 98; THACO 5; #АТ3 + special; Dmg population. Felynlochar or her replacement
drain occurs after 143 rounds and lasts 244 3d446/3d446/3d846; SA breath weapon (50 sends a task force to the nearest drow enclave
turns); SD immune to lightning, suffer half long, 40-wide, 30-high cone of corrosive gas to bring reinforcements. While the troglodytes
damage from cold-based attacks; SW -4 inflicting 12d8+6 points of damage; creatures and varkha agree to serve the drow, the bain-
penalties to saving throws vs. fire; MR 80%; with exposed skin suffer a -2 penalty to their ligor refuse to yield, and battle erupts. The
SZ L (9' tall); ML 15; Int exceptional (15); AL
saving throw), dragon fear (20 yards; those kuo-toa, unwilling to become slaves to the
CE; XP 12,000; MM /304. failing a saving throw vs. petrification at a +2 drow, attempt to leave Khazefryn. The greater
Killer mimics (3): AC 7; MV 3; HD 10; hp bonus suffer a -2 penalty to their attack and dopplegangers use the ensuing chaos to infil-
49 each; THACO 11; #АТ 1; Dmg 3d4; SA glue; damage rolls), dragon special attack forms, trate the troglodytes, seize control of the kuo-
SD camouflage; SZ L (9' tall); ML 13; Int semi spells (cast at 9th-level), assume snake and toan island, and possibly “replace” one or
(4); AL NE; ХР 3,000; MM /250. drow form each 3/day, constriction (snake more drow officers. Q
一
78 Issue No. 81
КНАХЕРКУМ
—
DUNGEON 79
Darren is 35 years old and lives in Pierrefonds,
Québec (near Montréal). Нез been playing the
AD&D” game forabout twenty years and DMing
about half that time. This is his first published
adventure.
Adventure Background
For years, the local thieves’ guild has been
secretly operating under the nose of the City
Watch. Most of the thefts and other covert act
taking place within the city have been per-
formed in such a way as to blame unaffiliated
thieves and ruffians—until now.
Lately, members of the City Watch have
been putting the squeeze on their network of
informants and snitches, and they are slowly
closing in on what they believe might be the
guild’s headquarters. The sly guildmaster,
=. through his own network of spies, has already
Ба learned of the City Watch’s suspicions and
An interrogation takes a turn for the worse. knows them to be erroneous. The authorities
are concentrating their efforts in the wrong
district, far from the guild’s true location.
Nevertheless, the guildmaster is worried. The
addition of more City Watch patrols has ham-
pered guild activities, and this has started to
SKULKING
impact the guild’s coffers.
Through the guild’s network of spies, the
guildmaster has learned of a small group of
skulks living in the sewers below the Dock
Ward. These skulks have been responsible for
BELOW
many freelance “hits” in the area. They have
not paid the guild its customary “cut,” and the
guildmaster believes that their sloppy attacks
and robberies are the reasons why the City
Watch is taking such an active part in search-
ing them out. The guildmaster has decided
that instead of having the skulks destroyed,
BY DARREN DARE the guild will use this group of thieving crea-
tures to take the fall for them. Since the City
Watch is already convinced that the guild is
located in that part of the city anyway, the
can kill you agents to meet with the leader of the skulks.
This agent, a doppleganger named Vicissis, is
assigned to recruit the skulks and offer them a
place within the guild. This, of course, is а
ruse. Vicissis has orders to help the skulks
make more organized and daring heists and
muggings. Then, when the City Watch is con-
Artwork by Michael Collins vinced that their quarry is close at hand, his
Cartography by Chris Perkins orders are to lead the Watch right to the lair,
80 Issue No. 81
ЁС
SKULKING BELOW
ensuring the skulks' destruction. The skulks The Sewers drowns if left unassisted (as explained in the
will take the blame for recent robberies, the PCs who descend into the sewers find them-
Player's Handbook). Any PC immersed in the
City Watch will be satisfied that they have sewer water has a 10% chance of contracting a
destroyed the guild, and the guild will collect selves upon a narrow walkway mere inches disease that causes severe cramps and diar-
a cut of the skulks’ booty until then. above the surface of the water. The sewer tun-
rhea in one day. These symptoms result in -2
For about ten days, the skulks have been nel travels north and south. The 20'-wide,
vaulted tunnel is flanked by two 3-wide penalties to attack and damage rolls for the
concentrating their attacks within the streets
walkways. The entire area is damp and dark, next three days unless cured by someone with
and alleys of the Dock Ward. There, they lure and PCs need some form of artificial light
the Herbalism nonweapon proficiency or a
unsuspecting victims into dark alleyways to source if they venture more than 10 feet away cure disease spell. Paladins are immune to the
rob them of their possessions, leaving the vic- from the shaft that leads to the surface.
disease-infested water.
tims unconscious or dead in the gutter. Read the following to the PCs as they 56-00 The PC falls on the walkway but
descend onto the walkway: avoids falling in the water. The PC is prone
For the Dungeon Master and loses all attacks for the next round while
The stone shaft descends to a narrow walk- trying to recover. Opponents in melee range
The adventure begins when the PCs are hired way covered with puddles of dark water can add a +2 bonus to their attack rolls against
by the City Watch to investigate the recent and sludge. The sewer is dark and damp. the PC during that round.
rash of muggings in the Dock Ward area of the The tunnel is wide, perhaps some 20 feet
city. They are asked to enter the sewers in that across with a 3'-wide walkway on either The Sewer Lair
area and destroy any possible lair that the side. The tunnel itself stretches of into the
thieves might be using as a base. darkness to the north and south, its vaulted ‘Smugglers once used this small lair before the
The PCs can keep any treasure that they ceiling some 15 feet above. City Watch discovered it and put an end to
find during their search as well as a 200 gp The water is sluggish, and many areas their operation, The skulks stumbled upon it
reward from the City Watch if they discover are covered with layers of green algae, several months ago and have been using it
any information leading to the arrest and floating debris, and white foam. The echoes ever since.
arraignment of the guildmaster. of dripping water can be heard. A terrible
Once the PCs enter the Dock Ward, they stench prevails, burning your nostrils. The 1. Sewer Junction. The water enters one of the
can snoop around anywhere they like. Large, horrible mix of offal, rotting food, and many junctions located beneath the city. This
rusted padlocks lock the sewer grates. If they scum-filled water is dreadful. particular junction is the meeting place of four
request a key from the local militia, they can Somewhere off in the distance, a grating primary lines, The junction is 30 feet across
open the grate easily; otherwise, a successful sound can be heard, like stone rubbing and rimmed by walkways.
Open Locks roll is required to unlock it. against stone. The exact direction is difficult Read or paraphrase the following to the
Before they enter the sewers, the PCs stum- to ascertain, but the sound comes from PCs as they enter this area:
ble upon a beaten and barely alive merchant in somewhere near.
an alley. Should the PCs help the man by cast- The tunnel widens to form a chamber
ing a cure light wounds spell or making a suc- where four tunnels intersect, Numerous
PCs are free to travel north or south. The
cessful Healing proficiency check, he tells fleeing skulks are not far in the northern direc-
pieces of wood and other debris float in the
them that he was just attacked by a group of middle of the intersection, brought from
tion, Should the PCs travel this way, they soon unknown corners of the city. As you enter
gray-skinned creatures who robbed him of come to area 1. If the PCs head south, they
three gems. Moments ago, the creatures scat- the junction, the walkway widens to forma
soon find themselves lost and disoriented small nook or platform 8 feet across.
tered at the sound of the approaching PCs and within the city’s labyrinth of sewers. (DMs
left the man to die. They headed farther into Obvious neglect has taken its toll on this
can develop the rest of the city’s sewer system
the alley and disappeared into the darkness. as they see fit.)
junction, as much of the brickwork has
If the PCs see to the merchant's wounds chipped and broken away from the walls,
Thieves have a chance to detect the direc- leaving empty rectangular holes.
and aid him further, he offers them 250 gp for tion of the noise equal to their Detect Noise
the safe return of his stolen gems. A few small, harmless rats scurry along
score, but they suffer a -5% penalty to their the far walkway and glare at you momen-
The PCs can attempt to track the skulks,
Rangers suffer a —4 penalty to their Tracking
roll because of the echoing tunnels. tarily before continuing on their way.
PCs must walk single file while upon the
proficiency checks; other PCs suffer a -8
penalty to their proficiency checks. walkway, which is slick in places. If the PCs If the PCs inspect the southeast corner of
are forced to engage in combat within a sewer the ledge, see area 2 below.
At the far end of the alley the PCs spot a 6'- tunnel, they must make a Dexterity check
diameter iron sewer grate. The lock of this every round they are so engaged. Failure indi- 2. Concealed Entrance. Two stones lie on the
grate is missing, and anyone examining the cates that they have slipped and fallen. The ledge near this wall. These stones, however,
grate detects a small smear of blood. The grate DM should roll percentile dice for each falling did not come loose on their own. Careful
can be opened by anyone with a Strength of 12 PC and consult the chart below: examination reveals chisel marks that indicate
or better and reveals a stone shaft descending the stones were removed with tools. The holes
into the darkness below. Metal rungs have 01-25 The PC has fallen but remains on left by these missing stones are spaced diago-
been imbedded into the wall of one side of the the walkway. Unfortunately, if the PC was car- nally apart at 2' intervals. Anyone searching
shaft as a ladder. These rungs descend 40 feet rying anything on her waterside hand, that higher on the wall discovers four more similar
to the sewers. The second rung from the bot- item has fallen into the 10-deep sewer water. holes, forming a crude ladder.
tom is loose and comes out of the wall if any 26-55 The PC has slipped and fallen into. PCs who climb up the wall using the holes
weight is placed on it. The first PC stepping the water, dropping anything he was carrying as handholds and footholds discover а
upon this rung must make a Dexterity check at the time. The water is 10 feet deep, so any stretched piece of gray lizard skin about 15
to avoid falling onto the stone walkway PC unable to swim or wearing metal armor feet up the wall. The skin has been tinted and
below, suffering 1 point of damage. textured to appear as part of the stonework
П
DUNGEON 81
|
SKULKING BELOW
and is noticeable only at a distance of 5 feet or The mugs are old and cracked and not check. Tripping the wire also releases a small,
less. Pulling the skin away from its anchors very useful for holding liquid. The wineskin, camouflaged sack of stones from the ceiling
reveals a 5-square passage leading south. on the other hand, is in good condition and that hits the fallen PC with THACO 15. (PCs
Flickering torchlight can be seen from deeper contains fine wine (a gift from the thieves’ with light sources have а 25% chance of notic-
within the tunnel. guild). Both doors are unlocked, but if any ing the sack, while thieves receive a +25%
combat takes place in this room, the female bonus to their Find Traps roll.) Any PC struck
3. Torchlit Passage. skulk in area 5slips a thick wooden bar across by the sack suffers 1d4 points of damage. If
the door from that side. the PC is not wearing a helmet or other pro-
This 7-tall passage is just wide enough to tective headwear, he or she must make a suc-
allow you to proceed single file, but the 5. Skulk Nursery. If the occupant of his room cessful saving throw vs. paralyzation or be
going would seem easy compared to the managed to bar the door, the PCs might be knocked unconscious for 5 rounds and disori-
slick and tricky footing of the sewer. Iron hard-pressed to gain entry. Although the door ented for 2 rounds after that. (This disorienta-
brackets on the walls hold dimly burning is old and slightly warped, it is still quite solid. tion causes the PC to suffer а -2 penalty to
torch stubs that illuminate the passage just PCs can break down the door by making a attack rolls, saving throws, and ability checks
well enough to see, The walls and floor successful Open Doors roll, but consider the and a +2 penalty to AC.)
have been worked, leaving a smooth, well- door magically held for purposes of opening. If an alarm has been sounded, the door to
crafted finish. The construction is obviously Within the chamber are a single female area 7 is barred from the other side. PCs can
old, for the chisel marks have been skulk and two skulk children. The mother break down the door by making a successful
smoothed over with the passage of time. remains in this chamber unless she hears the Open Doors roll, but consider the door magi-
voice of her mate (area 13) assuring her that it cally held for purposes of opening.
If the PCs continue down the tunnel, read is safe to emerge. Should PCs gain access to
or paraphrase the following: the chamber, she uses her camouflage ability 7. Sleeping Area. This smelly room contains
to escape detection and then flees out of the several dusty and ragged straw sleeping mats,
Around the comer of the passage, another complex and into the sewers, leaving the chil- along with an old sea chest. The light of a sin-
torch dimly illuminates the entrance to a dren to fend for themselves. gle torch illuminates the area but casts wild
chamber. Low whispering can be heard The mother wears a single black opal (400 Shadows all around the room. Another door is
from within, but it is too soft to make out gp value) on a leather thong around her neck visible on the north wall, but it is closed.
what is being said. (a gift from her mate) but carries no weapons. This area appears empty when PCs enter,
If she must, she bargains for her life and those especially if an alarm has been sounded or the
The whispering comes from area 4. А PC of the children with the gemstone. trap at area 6 has been triggered. Three skulks
thief making а successful Detect Noise roll can The chamber contains a single burning are presently hiding in the shadows. (They are
distinguish two voices. torch on the south wall, a broken bed covered 90% undetectable when hidden.) If one of the
with tattered blankets, and a pile of hay on skulks from area 4 came this way to warn the
4, Guard Chamber. which the children sleep. Beneath the hay is a others, he is also hidden.
5--diameter stone trapdoor that has not been The sleeping mats are covered with the
Asingle flickering torch fills this room with opened for decades. The skulks know of its remnants of old blankets and ragged cloaks
dim, wavering shadows. The 10-high room location but have been unable to open it. А the skulks use to keep warm. PCs searching
is sparsely furnished with a rickety old brass pull-ring once allowed the trapdoor to through these mats find nothing except fleas.
table and four crumbling chairs in the be easily lifted, but it has long been stolen and The sea chest is unlocked and contains two
northeast corner. Several earthenware mugs heavy iron wedges have been driven into the wineskins of fine wine, three loaves of fresh
have been haphazardly tossed upon the cracks to seal it further. PCs must pry the bread, and an entire wheel of fine cheese
table along with a simple leather wineskin. heavy stone slab open with crowbars or simi- wrapped in cloth. Imbedded in the cheese are
Beside the door lies a wooden bucket that lar devices, with magic such as a knock spell, three gemstones the skulks have hidden for
seems to have been forgetfully tossed into or by reducing the trapdoor with the reverse themselves: an amethyst (200 gp), a citrine (80
the corner. Two wooden doors lead out of application of an enlarge spell. gp), and an eye agate (20 gp). The amethyst
this chamber, Opening the stone trapdoor reveals a 3- and citrine were taken from the merchant's
diameter shaft that descends 10 feet to a tun- stolen purse.
Two skulks are here discussing in Common nel leading south into the darkness. PCs can Skulks (3): AC 7; MV 12; HD 2; hp 13, 11,
what happened in the streets tonight. If PCs descend the shaft without danger of falling. 10; ТНАСО 19; #AT 1; Dmg by weapon type;
successfully approach using stealth, they can Skulk, female: AC 7; MV 12; HD 2; hp 6; SA backstab as 5th-level thief; SD camouflage;
surprise the skulks in the middle of their con- ТНАСО 19; #АТ 1; Dmg 1d2 (fist); SD camou- SZ M; ML 6; Int average (9); AL CE; XP 120;
versation. (Roll surprise normally.) If not, the flage; SZ M; ML 5; Int average (8); AL CE; XP. МС5; dagger.
skulks use their camouflage ability to blend 65; MC5; unarmed. Any combat in this area brings Kaleos and
with the walls of the chamber, rendering them Skulk children (2): AC 9; MV 12; HD 1; hp Vicissis from area 13. They arrive in 2 rounds.
90% undetectable. If the skulks hide success- 3, 2; THACO 20; #АТ 0; Dmg nil; SD camou-
fully, they attempt to backstab the PCs (as 5th- flage; SZ S; ML 2; Int average (8); AL CE; XP 8-12. Abandoned Guildhall. These chambers
level thieves). After the first round of combat nil; MC5; unarmed. мете once part of a thieves’ guild destroyed
опе of the skulks flees through the eastern years ago by the City Watch. This complex also
door to warn the skulks in areas 7 and 13. 6. Trapped Corridor. This unlit, 10-high hall contains a small temple dedicated to Mask,
Skulks (2): AC 7; MV 12; HD 2; hp 11, 6; appears bare and unremarkable. Near the cen- god of shadows and thievery, DMs placing this
ТНАСО 19; #AT 1; Dmg by weapon type; SA ter of the hall the skulks have stretched a thin adventure in their own campaign worlds
backstab as 5th-level thief; SD camouflage; SZ brass wire across the passage. PCs not taking should substitute a similar deity or power.
М; ML G; Int average (9); AL CE; ХР 120; МС5; special precautions stumble over this wire and When the City Watch attacked the guild,
short sword. fall unless they make a successful Dexterity many of the thieves were trapped down here.
82 Issue No. 81
SKULKING BELOW
8. Sleeping Quarters.
The narrow tunnel bends eastward, open-
ing into a rectangular chamber of hewn
stone. All is deathly quiet, and there is an
eerie sense of foreboding. Within the cham-
ber are the rotting remains of three small
cots and a round table. The cots have fallen
away in disrepair, dropping their moldy, To Sewer
straw-filled mattresses to the floor. The Entrance
table leans lopsided upon its two remaining
legs in the corner. The dried husks of sev-
eral half-eaten rats lie about the chamber. Trapdoor
in Floor)
Hidden behind the leaning table in the cor-
ner of the room is a ghoul. It was alerted to the
sound of the trapdoor opening in area 5 and
hides until the table is disturbed, at which
time it attacks. PCs should roll for surprise
normally. If the table remains undisturbed, the
ghoul waits until the PCs enter area 9 and
attacks from the rear (gaining a +4 bonus on
its initial attack if the PCs are surprised).
This creature still wears the tattered and
rotting remains of its leather jerkin and the
gnawed remnants of its sword scabbard. The
short sword that once filled the scabbard has
been discarded and lies rusting in area 11.
Any combat within this chamber alerts the
ghouls in area 9.
Ghoul: AC 6; MV 9; HD 2; hp 9; THACO
19; АТ 3; Dmg 1d3/1d3/1d6; SA paralyza-
tion; SD immune to sleep and charm; SZ M; ML
12; Int low (7); AL CE; XP 175; MM/131. Ghouls (2): AC 6; MV 9; HD 2; hp 14, 11; Ghoul: AC 6 (5 with amulet); MV 9; HD 2;
THACO 19; #AT 3; Dmg 1d3/1d3/1d6; SA par- hp 16; THACO 19 (15 with backstab); SAT 3;
9. Guard Post. This larger room was once а alyzation; SD immune to sleep and charm; SZ M; Dmg 1d3/1d3/1d6; SA paralyzation, backstab,
guard post and resting area for the guild's on- ML 12; Int low (7); AL CE; ХР 175; ММ/131. Hide in Shadows (45% chance); SD immune to
duty guards. Now mostly empty, it contains sleep and charm; SZ М; ML 12; Int low (7); AL
only an old rotting table with two small chairs 10. Lieutenant's Quarters. This small chamber CE; ХР 270; MM/131; amulet ofprotection +1.
and a single overturned brass brazier lying on was set aside for one of the guild's lieutenants. The chamber contains the remnants of a
the floor. Two wooden doors lead to deeper He remains here after all these years, trapped small cot, a bucket, and an end table. Within
areas of the complex, as does a tattered and in an undead state. Even if he detects the pres- the single drawer of the table can be found a
dingy curtain in the southeast corner. ence of intruders within the adjoining cham- crumbling piece of yellowed parchment.
The area is presently occupied by two ber, the ghoul waits patiently and silently in Upon the parchment is a crude map of some
ghouls who are hiding behind the curtain. The this chamber until the PCs enter. This creature area of the city sewers indicating the location
ghouls leap out to the attack when any PC still possesses some of its thieving talents. The of a hidden complex or lair. This was to be the
approaches the curtain. One round after com- door to this chamber opens inward and to the new guild location, but the City Watch arrived
bat erupts, the ghouls from area 11 appear. east, and the ghoul will Hide in Shadows and destroyed the guild before it had time to
There is nothing of interest in this chamber (45% chance of success) behind the door until move. (DMs can use this opportunity to intro-
except for a small leather belt pouch lying he can spring from behind the PCs and launch duce another area of the sewer system to the
under the fallen brazier. The pouch holds 12
pp and 25 gp.
a Backstab attack with his claws and bite (+4 PCs including, perhaps, the location of the
to the initial attack, causing double damage). present guild’s headquarters.)
—————————————Pe
DUNGEON 83
SKULKING BELOW
84 Issue No. 81
————
SKULKING BELOW
combat but assumes the appearance of one of At the bottom of the well are several sacks, items in the city above, they might be reported
the PCs as the battle continues in an attempt a small wooden coffer, and three bales of silk. to the City Watch. (Suitable penalties for the
to confuse the party. The bales are bound with leather cords and possession of stolen goods within the city
Should the battle go badly for the skulks, canvas wrapping, although this has not saved could be imprisonment with light work for up
Vicissis attempts to retreat to this chamber their outer layers from rot. The material is col- to two years, a fine of up to double the value
and shimmy down the well, escaping through ored with faint pastels, and each bale still соп- of the stolen articles, and probation for up to
a secret passage that leads back to the sewers tains 80-90 square feet of usable material. three years.)
(area 14). He immediately reports to his boss, Each bale is worth 30 gp. If the PCs capture Vicissis (quite an accom-
the guildmaster of the local thieves’ guild. The sacks are all typical canvas and con- plishment for a low-level party), he refuses to
Kaleos speaks fluent Common, Elvish, and tain a variety of coins. Gathered here are 30 divulge the names of guild members or the
Dwarvish. If Vicissis deserts him, he pleads БР, 90 sp, and 150 cp. location of the actual thieves’ guild, preferring
for his life with all the treasure stashed in this The wooden coffer is unlocked but death to the guild’s wrath. His fear of the
room. If questioned about the doppleganger, trapped. The clasp is protected by a tiny nee- guildmaster is greater than his fear of the PCs,
he informs the PCs that Vicissis approached dle, although thieves suffer no penalties to and he tells the PCs this if threatened by them.
the skulks with the intention of having them their Find/Remove Traps rolls. The needle If the PCs report their findings to the City
join the local thieves’ guild. stings anyone opening the coffer, causing 1 Watch, they are given atotal of 200 gp for their
Kaleos's bed contains only dirty and dingy point of damage and injecting paralytic poi- work and asked to explore the rest of the city
bedding. In the chest of drawers PCs can find son. (A failed saving throw causes immediate sewers to locate other areas that the guild
several old cloaks, breeches, and two pairs of paralysis that lasts for 246 turns, while a suc- might be using as lairs. This could lead to a
soft leather boots. All of the clothes are old cessful saving throw vs. paralyzation negates long-term campaign involving the thieves’
and moth-eaten. Underneath the clothes, in the effect.) The poison can be neutralized by guild.
the second drawer, is a suit of studded leather casting a neutralize poison spell or drinking а The merchant who first hired the PCs will
armor +1 suited for a small human or half-elf. potion of sweet water. A slow poison spell delays locate them shortly after they emerge from the
‘The sea chest contains food and wine, but the effect for the duration of the spell, as does sewers if the PCs do not search him out. He
beneath the food lays a gold-plated door han- successful use of the Herbalism and Healing rewards them for the effort and requests that
dle fashioned into the form of a curling snake proficiencies (as outlined in the PH). his stolen property be returned to him, The
(12 gp) and a platter of chased and pierced Within the coffer are several gemstones amethyst and citrine in area 7 and the garnet
gold. This large oval platter (2 long x 1' wide) and crystals. These include acut and polished in area 14 belong to him, If the PCs refuse to
is delicate but undamaged (150 gp). In the garnet (300 gp), a piece of coral (100 gp), a return the merchant's gems, he reports them
chest, under a small sack of apples, is a simple shard of smoky quartz (50 gp), an uncut and to the City Watch. If the PCs willingly return
leather scroll case. Within the rolled piece of rough tiger eye (5 gp), an uncut and rough the gems, the merchant aids the PCs by giving
leather is a tattered but salvageable scroll con- moss agate (5 gp), and an uncut piece of blue them the names and locations of several
taining the priest spells know alignment and quartz (5 gp). The 300-gp garnet was stolen “knowledgeable” persons in the city who
speak with dead (cast at 8th level). from the merchant whom the PCs encoun- might aid them in their search for the thieves’
The golden urn (60 gp) is light but cum- tered at the start of the adventure. guild. (The actual names and locations of
bersome. Hidden inside the urn is a 6-long, Each of the uncut stones can be cut and these contacts are left to the DM.) The mer-
ornamental, gold-plated chain (80 gp value). polished by someone with the Gem Cutting chant might also present the PCs with more
Kaleos (skulk leader): AC 7; MV 12; HD 3; proficiency and the proper tools. A failed pro- adventure opportunities in the future,
hp 18; ТНАСО 17; #AT 1; Dmg by weapon ficiency check reduces а gem’s value to 1 gp, PCs can return to the sewers at a later time
type; SA backstab as 5th-level thief; SD cam- while a successful proficiency check increases to explore the area below the temple (area 12).
ouflage; SZ M; ML 7; Int average (10); AL CE; the value of the tiger eye, moss agate, or blue The DM should develop this area to suit his or
XP 175; МС5; dagger +1, short sword. quartz to 10 gp. her campaign. Whatever the PCs decide to do,
Vicissis (doppleganger): AC 5; MV 9; HD If Vicissis has the time, he takes the coffer this area serves as an ideal starting point for a
4; hp 30; THACO 17; &AT 1; Dmg 1d12; SA sur- as he flees the lair. series of adventures beneath the city as well as
prise; SD ESP, immune to sleep and charm, If the bolts of cloth are moved aside, they a base for the PCs as they explore the area. ©
saves as F10; SZ M; ML 13; Int very (12); ALN; reveal a small (3 wide x 4' high) wooden door
XP 420; ММ/60. in the base of the well. This door pushes open
to reveal a 10-long, 4-high passage leading to
14. Well and Escape Tunnel. This well was the sewers. This low, narrow tunnel is dark
once part of a shop in the city above. The well
was covered over years ago, leaving only a
and damp. It ends at a thin stone door with no
handle. The door can be pushed out and Oops File!
stone shaft that extends from the ceiling of this opens onto the walkway as indicated on the Johnathan Richards pointed out a small
area (some 20 feet above) to the floor below map. This door is a one-way affair used for boo-boo in his adventure, “Challenge
(15 feet down). A thin hemp rope has been escape only. It is undetectable from the sewer of Champions III" (Issue #80): The mis-
suspended down the shaft for easy egress, side without magical aid and cannot be take is in the coded symbols accompa-
and PCs using the rope to lower themselves to opened from that direction. nying the diagram of Scenario #6:
the bottom of the well do not fall. MEDIA. Specifically, the third set of
The rope is tied to an iron ring imbedded Concluding the Adventure symbols decodes as “OUIVE SLIME”
in the roof of the shaft and drops all the way the way the symbols are depicted.
to the bottom of the well, where the balance of If the PCs slay or capture the skulks, they can It’s easily fixed by drawing aline
its 60' length lies jumbled. The rope is actually claim any treasure they find. Note, however, between the bottom points of the “Н”
a rope of climbing, but neither the skulks nor that certain items—specifically the urn and shape, so the symbol decodes as ^L"
Vicissis knows that it is magical. Cutting the golden platter in area 13 and the silk in area instead of “U.”
rope causes it to lose its magical properties. 14—are stolen property. If PCs try to sell these
дм
DUNGEON 85
LETTERS (continued from page 27)
Putting half a dozen bandits in a cave, ing underwater. Mr. Perkins is just trying
even with a few traps and a zip line, is to make sure we have a wealth of adven-
Gillian Wiseman
something you do while the players are tures to help us get started.
setting up (that is, fighting over pencils, 2. One of the gamers in Mr. Perkins's
Ben Patten rolling practice dice, and accusing each regular group accidentally summoned a
other of pinching potions the week sea bass while casting a find familiar spell,
before). These bandits must be the thick- and now Mr. Perkins is trying to find
est bandits out. They've just bungled a ways to include this character in his cam-
Anita Fletcher robbery and they’ve gone back to a hide- paign.
David McCarley out that is “easy to trail them back to.” 3. The theory that Mr. Perkins writes
Jason M. Adkins Why bother making Bruiser 5th level? He all of the adventures himself is true, and
only has one dagger swipe, and that’s his he just got a new fish tank.
Mark Allen King lot. Either drop his level and make him 4. The constant rain in the northwest
Jamie Lynn Palmer fight, or up the PCs’ levels and still make has destroyed Mr. Perkins's concept of
Falinia L. Lawson him fight. reality. He can't tell the difference
g Edmondson Anyhow, thanks for your time. between adventures taking place on the
Having had my say, Imight see if I can do land and ones taking place under the sea.
Michael Poole any better by sending off for your sub- Seriously, though, I would be happy
Lawrence Root mission guidelines. We'll see. not to see any underwater adventures
Eric Harris L. Waldron for a long time, unless they have a very
Tony Lopez Walsall, England good twist, such as “Peer Amid the
Waters,” but no more sunken cities
Niles Haist Future issues will deliver everything you've please. I buy the magazine for inspira-
James Moilanen asked for and more. Aside from a really cool tion, not repetition
Leo Martinez DARK*MATTER" adventure planned for a Jeff Carpenter
later issue, we intend to publish only D&D Portland, OR
Mike Losoncy adventures in future issues. Furthermore,
Terry Krezen modules will focus more on interesting locales Gulp! The sudden wave of undersea adven-
Luis R. Rondon and less on overly linear or convoluted plot- tures could indeed be the result of too many
Brendan О’Ргеу lines. You will see fewer campaign-specific rainy days in Seattle. It doesn't help that I'm
modules and more “generic” modules а Pisces. Rest assured, I won't be accepting
Alyxandra D. Burgos-Ero designed to fit easily into any setting. any new underwater adventures for a while.
Timothy O onnor You might want to give “The Best Laid
Roberto Mignone Plans” another shot. The Side Trek in Issue Avoiding Temptation
#79 was merely a prelude of things to come: I play the AD&D game not because I
Gina Callendar Bruiser Holloway returns this issue in “A think it’s the best rules system out there
Vincent DiMeo Race Against Time.” PCs who had an easy but because it is the classic RPG. The
David Bridell time capturing Bruiser might not have so game's antiquated archetypes and
Shawn Sharp easy a time keeping him locked away! This is mechanics are as familiar as an old arm-
the first time we've published a full-length chair and just as comfortable. Therefore,
Jame E. Johnson sequel based on a Side Trek, and we're curious I do not play the game to try innovative
Ahmad Jamal Thomas to know what readers think. new settings or styles; it’s not the point.
Ken Bryant While it is arguable that many of the
Steve Green Under the Sea ... Again?! modules published by Wizards of the
Jason Miller I recently bought Issue #79, and what Coast can be converted to different set-
should I find but another undersea tings, I, for one, am not willing to do so if
John Gergel adventure. In the past four issues, there another option is available. Over the
Sean Teasdale have been five adventures set entirely or years, I have increasingly seen DUNGEON
Colleen Flanagan in part underwater: “To Walk Beneath Adventures to be that option. The adven-
the Waves,” “Lear the Giant-King,” tures are always of high quality, perhaps
Craig Sanders “Peer Amid the Waters,” "Deepstrike," due to the high standards of the editors.
Ken Ip and “The Akriloth.” In recent years it has seemed as though
Shannon Amsden I have my own pet theories as to why the handful of adventures in the maga-
there have been so many underwater zine are each worth one of the $14.95+
adventures in the last year: modules produced by WotC. The fact
is13)53)AeJd
SHUCUL
OL
ANG
continued on page 88 1. The big surprise of 3rd Edition is that most of them are not specific to a
that it includes only rules for adventur- particular campaign setting is one of
86 Issue No. 81
LETTERS
continued from page 86 their most desirable traits, in my eyes. I The doors in my house are all around 30
don’t suggest that this letter be taken as inches wide and 80 inches tall, and that's
Neil Kaiser
a suggestion that all readers feel as I do pretty much what I had in mind. 1 should
and that I propose that, based on my have made this clearer in the room descrip-
K.C. Merchant opinions, the magazine not publish any tion. While Othaey's tomb needed a treasure
Nathaniel Oliver setting-specific adventures—only that room for logic's sake (patterning her pyramid
Joe Mosko this one reader would certainly prefer if after those of ancient Egypt), I didn't want to
it were so. give low-level PCs access to that much
Adam Crocket On a more specific note, I greatly wealth. The magical conduit therefore serves
John Trent enjoyed Issue #79. It was full of generic the dual purposes of providing a
Daniel Mitchem adventures but, moreover, the majority pyramid interior while denying access
Amanda Blankenship of them were very low-level. This is key game-balance-destroying riches in the trea-
because I believe that published high- sure room."
Bryan Cooper level adventures (for levels 7+) should be Diagram A below illustrates what Marty
ley far outweighed by those for starting had in mind; diagram B illustrates what
Michael Caires, Jr. characters. It seems to me that high-level Johnathan had originally intended. Diagram
adventures must be created with specific B is correct.
Ernest Legault parties in mind (shaped largely on the
Michael Caires spells available to the powerhouse cler-
Amanda Caires ics and wizards). I also prefer to see char- А.
Joe Alvarez acters raised up through the levels rather
than created at a high level, and because
Andy Helmstetter I inevitably start more campaigns than I
Diana Burroughs finish, the call for low-level adventures is
Todd Mathewson much higher.
John Kwawegen So please keep up the current trends
and avoid the temptation to include set-
Stephen Alvarez ting-specific and high-level adventures.
John Smith Alex McGavin
Lawrence Aspeotes via email
Jake Patri,
Conduit Conundrum
Brian Muller
A short comment on “Peer Amid the
Terrell Hardy Waters” by Johnathan M. Richards (Issue
Jerr асе #78):
The text states that characters cannot
Michael Fox & Company get to the vast treasure because the con-
(Gerrick, Kerrig, Jessium, duit bracelet blocks the door to the trea-
Kala, Ingold, and Arius) sure room (area 11). The text also states
Dane Dickson that the passageways are 5 feet wide by 8
feet tall, and that the conduit bracelet's
Gerard Claiborne
gateway has a diameter of 6 feet. When
Glen R. Branch the conduit bracelet gateway covers the
Donnie Wayne Mitchum door to area 11, there should be a 2-high,
Doug Hooey 5-wide unblocked opening above it,
which will easily allow the party to swim
Rodney Davis into the treasure room and get all the
Robert Brewster treasure.
Mark Brewster Marty Measel
via email
Chris Beck
Rowley Marrlott Johnathan responds: “It’s true that the con- A Different Тор-10 List
duit bracelet forms a 6'-diameter conduit. I own every issue of your magazine and
Melissa Chavez
It's also true that the passageways are 5 feet recently thumbed through them with a
Robert Taylor couple purposes in mind. First, I was
i$13)53)Ae]d
SHUCUL
OL
ING
wide and 8 feet tall. However, I envisioned a
standard-sized doorway leading from area 11 looking for adventures for my campaign.
(the treasure room) to the stairway at area 1. continued on page 92
88 Issue No. 81
LETTERS (continued from раде 88)
Second, I am in the process of submitting, Adventures run a series of modules set in We receive very few high-level adventures
a few adventures to your fine publication a new world if it were unique and had a that we can publish. We do have an adventure
(although I have to wait until I can write new flavor or angle not previously cov- for 15th-level characters slated for an upcom-
them in 3rd Edition format) and wanted ered by Wizards of the Coast. A single ing issue, however.
to get a clearer sense of style. scenario, however, is not as useful. You'll be pleased to hear that we're fresh
Overall, DuNGEON Adventures is Additionally, Гуе noticed a few out of gnomes and Shakespearean adapta-
unquestionably the best bang for your trends in your magazine. Here are the tions. We also hope you enjoy our two "duer-
buck where AD&D adventures are con- top-10 overdone Римском Adventures gar-free” Underdark modules in this issue,
cerned. Also, the quality and diversity of scenarios: “Divisions of the Mind” and “Khazefryn.”
the material make it superior, in my 10. Gnomes, gnomes, gnomes! Darren Dare's adventure, “Skulking Below,"
opinion, to many of the professionally 9. While traveling through the woods, demonstrates that one can, in fact, design a
published adventures sold over the years you're beset by ... bandits! sewer-based adventure without wererats!
(notable exceptions being anything writ- 8. Га like to go fishing, but apparently We can't promise not to publish adven-
ten by Zeb Cook—he's my favorite). 1 the entire ocean is filled with nothing but tures featuring lycanthropes. In fact, we have
did, however, notice a few things that scrags and merrows. an adventure featuring a pack of winter were-
might be of interest to your staff. 7. "This adventure is for characters of wolves appearing in the not-too-distant
The first concerns the “generic” levels 1-3 who have nothing better to do future. However, we'll try to encourage our
nature of the material you strive to pre- than help everyone (just to be nice)." writers to find new and clever ways to use
sent. "Generic" seems to mean that you 6. I give up 一given the dozens of lycanthropes (and other commonly encoun-
publish an overabundance of adventures other creatures that live here, how many tered monsters) in their adventures.
with a country/sylvan medieval setting. duergar can live in the Underdark? We will continue to provide adventures
I say enough with “The adventurers are 5. Shiver me timbers! The captain's a for low-level PCs, particularly with the
traveling through the small town of seawolf! (What did you expect? There is launch of 3rd Edition when many DMs will
Whatsisberg ...” beginnings. These seem a ship in this scenario!) be starting new D&D campaigns. However,
more overdone than the “standard tav- 4. It's a ruse! That friendly-seeming we'll do our best to balance these with adven-
ern intro.” Happy faerie folk are not NPC is actually (surprise) a werewolf! tures for mid- to high-level PCs. Of course,
essential to every adventure. I love the 3. We appear to be in the sewer sys- what we publish depends on what we receive.
material presented such that it can be tem. Oh no! That can only mean ... were- We are taking steps to minimize the num-
dropped into cities or other climates rats! ber of campaign-specific details in our mod-
without much work. The occasional 2. Hey! How about an adventure fea- ules. Contrary to some opinions, the
“sword and sandal” or “Weird Tales"- turing а lycanthrope? That'd be really magazine is not the place for authors to show
style adventure is a welcome change different! off their own campaign worlds; the maga-
from saving the happy elves, halflings, 1. T’would be terribly clever, I fear, to zine's purpose is to provide readers with sce-
or dwarves from the mean old wizard, steal a plot from William Shakespeare. narios for their home campaigns. Thus, we are
dragon, or humanoid tribe. My final comment: Please print more taking greater strides to make our adventures
In general, the modules I find easiest high-level stuff! If I never see multiple more universal and adaptable. Q
to use are those that don’t present an adventures for levels 1-3 in an issue, it'll
intro beyond “This adventure can be set be too soon! Mid- and high-level charac-
in any town” or “in any section of the ters require much more experience to
Underdark.” These I can drop directly advance, and the adventures are much
into a campaign. The setting, should be more intricate and detailed. I think most
no larger than the scope of the adven- DMs can run а 1st- to 3rd-level module
ture’s action. If the action takes place in a off the tops of their heads. Try whipping
single building, there is seldom a need up something to challenge 15th-level
for defining much outside of it. Leaving PCs on the fly! I know you can only print
the extraneous details out means I don't what you receive, so consider this a plea
have to comb through the text and elim- to authors as well.
inate references to the name of a moun- Despite the wealth of opinions I've
tain chain that doesn't exist in my presented about problems, your maga-
campaign world. 1 appreciate the work zine is my single favorite periodical. I
of all authors who've grasped this princi- wouldn’t write if Ididn’t care. As Dennis
ple of design. This said, I am not against Miller says, “I could be wrong.” Thanks
publishing adventures for official game for over a decade of adventure. Keep up
worlds. 1 just have little use for a lone the great work!
adventure set in the world of an aspiring Matt Fischer
author's campaign. Don't misunder- St. Louis, MO
stand: I would love to see DUNGEON
92 Issue Мо. 81
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