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Dungeon Magazine 050 - Text

The document is the 50th issue of DUNGEON Adventures, highlighting its history and evolution since its inception in 1987. It features various AD&D adventures, reader letters, and editorial insights, emphasizing the importance of reader participation in shaping content. The issue also discusses upcoming changes and the magazine's commitment to providing high-quality adventures for role-playing games.

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0% found this document useful (0 votes)
505 views66 pages

Dungeon Magazine 050 - Text

The document is the 50th issue of DUNGEON Adventures, highlighting its history and evolution since its inception in 1987. It features various AD&D adventures, reader letters, and editorial insights, emphasizing the importance of reader participation in shaping content. The issue also discusses upcoming changes and the magazine's commitment to providing high-quality adventures for role-playing games.

Uploaded by

asasinkruzo72
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

j

ADVENTURES
i FOR TSR ROLE-PLAYING GAMES NOVEMBER/DE
ISSUE #50

COVER: Only
“Felkovic’s Cat"
can defeat Baron
Urik von Kharkov.
Meet the despotic Aga
ruler of Valachan gk
in this issue's cover i
painting by Robh.

Issue #50 Milestones


The first issue of DUNGEON® Adventures I worked on was #4. It was The Readers LETTERS ..................... 6
January 1987, and Roger Moore was going crazy trying to edit two
periodicals at the same time.
By issue #9, 'd moved up from associate editor to editor, giving
Roger enough time to concentrate on DRAGON® Magazine’s monthly
schedule.
;
Readership increased steadily, and so did the submissions you sent in Ted James THE VA KAS CU RSE
for publication. Just keeping up with reading the manuscripts could be Thomas Zuvich (AD&D® adventure, levels 2-4 or
a full-time job, leaving no time to actually produce a magazine. Near
the end of 1991, we hired Wolfgang Baur as the newest member of the
3 ;
7+; 14 total levels) Sail beyond the
DUNGEON Adventures team. Wolf had been writing intriguing mod- realm of the living.............. 8
ules for us, alone and with fellow Cornell University student Steve
Kurtz. When Steve mentioned that Wolf was leaving school and look-
ing for a job in the midwest, we knew just whom we wanted for the
new position of assistant editor.
Those of you with complete (or almost complete) collections of
DUNGEON Adventures know how we’ve grown and changed over the “17:
years... and how we've stayed the same. Visually, the magazine looks Willie Walsh BACK TO THE BEACH
very much like it did in those first few issues. Larry Smith, our art
director, is itching to give the magazine a new look—nothing radically (AD&D adventure, levels 1-2; 7 total
levels) Sound the Alarm of Danger
different, just enough to make new (and old) readers sit up and take
Comes! 14
notice. The contents will remain much the same: solid AD&D® and | j= | Comes!......................
D&D® game adventures that are as much fun to play as they are to
read. We’ll continue to offer adventures based in TSR’s unique game
worlds as well as generic adventures that can be run in any campaign.
Over the years, it’s been your participation that’s helped shape the
direction of DUNGEON Adventures. As I’ve often said here, and in
response to your letters, we can’t publish adventures we don’t receive. Gary O’Connell
If you want to see more of a specific type of adventure, write for our
& THE OBJECT OF DESIRE
; © 3
guidelines (see address on page 6) and send us a proposal. If you're not Lucya Szachnowski
ready to jump in with a module idea, at least write us a letter and let (D&D adventure, levels 5-8; 35
total levels) Mirror, mirror on the
us know what you’d like to see in our pages. Above all, tell us what
you find useful, so we can continue to give you an attractive package of wall... What does the sultan want
high-guality adventures every other month. 9
most ofall? .................. 26
I’m looking forward to issue #100. Who knows what milestones we
will all have passed by the time March 2004 rolls around?

Paul Culotta FELKOVIC’S CAT


had OAK a ae (AD&D RAVENLOFT® adventure,
levels 6-9; 36 total levels) This cat
Vol. IX, No. 2 likes its meat cooked, and you’re on
PUBLISHER: TSR, Inc. EDITORIAL ASSISTANT:
ASSOCIATE PUBLISHER: the menu. .................., 48
Dale A. Donovan
EDOR Ces wee Tiger, tiger burning bright
Kim Mohan CARTOGRAPHER: Diesel wie a iee pepe
EDITOR: Barbara G. Young TYPESETTING: Tracey Isler
ASSOCIATE EDITOR: at mora hand or eye 5
SUBSCRIPTIONS: Could frame thy fearful symmetry?
Wolfgang H. Baur Janet L. Winters
Printed in U.S.A. ADVERTISING: Cindy Rick William Blake, The Tiger

oe
LETTERS
a yee aD ATT Tf

SSS SE I a I o- —-

Please let us know what you think about


this issue of DUNGEON® Adventures.
Adapting to Other Systems each DM’s world. It is evident from the
diversity of the adventures that there is
Although we can’t print every letter we Two letters in issue #49 finally not really an “official” way to play
receive, we read them all and seriously prompted me to write, strangely enough anymore. Playing only hack and slash?
consider your comments and suggestions. because I agree with them. Richard You probably still want to know what
Write to: Letters, DUNGEON Adventures, Chase said, “we are all still playing the the monsters will do in combat. Mostly
PO. Box 111, Lake Geneva WI 53147 same game.” Well, we aren't, but his role-playing in your group? You proba-
U.S.A. You can also contact us by sending point and the rest of his letter is dead on. bly still want a little action. But no
electronic mail to [email protected]. After playing and DMing mostly D&D® matter what your style, you are doing
We will not publish your address (regular and AD&D® games for six years, I switch- the players no favors if you don't do a
or email) unless you specifically request us ed to Fantasy Hero (by Hero Games and little conversion work. So I guess my
to do so. ICE). There were no adventures for Fan- only real complaint is with all those
tasy Hero in 1986, so I mostly wrote my wanting you to change the adventures
Total Party Levels own. When I didn’t have time to write my to exactly fit their campaigns. It ain’t
own anymore, I checked a lot of source gonna happen.
Why is it, on the table of contents page, material for a campaign. I liked Now, to see if I can get another discus-
you list the suggested level per PC, but DUNGEON Adventures by far the best, sion going, how about hearing how the
not the suggested total party level? When especially since I also liked the readers handle playing time. How long
Tm looking for an adventure to run I pull FORGOTTEN REALMS? fantasy setting. does it take the average party to complete
out my stack of DUNGEON® magazines The Realms have just the kind of tone I one of these adventures? What techniques
and begin looking for something of appro- want in fantasy role-playing. I think do DMs use to speed up play?
priate total level. As it is now, I have to playing a Realms campaign with another Steven A. Mitchell
take a pen and write in the levels so I can game system gives me a different perspec- 933 Stableway Rd.
quickly scan the table of contents for tive on this whole plot and story (or lack Pike Road, Alabama 36064
appropriate-level adventures. thereof) discussion.
Someone else suggested you print Like J. Lee Cunningham, I also really
spell descriptions in your adventures. I admire Willie Walsh’s adventures. Assigning Art
think this would take up too much Among their other virtues, they are DUNGEON magazine has a fairly
room, but printing the page numbers for easily convertible to my campaign. In selective process for choosing its adven-
spells and especially magic items would fact, some of his generic campaign ad- tures, but what guidelines does the
be very helpful. ventures fit in my version of the Realms magazine maintain for selecting art? I
Steve Blum better than some of the adventures imagine that this process must be quite
[email protected] already set in the Realms. Sometimes different from submitting adventures.
the conversion from AD&D statistics to Do you solicit artists for various adven-
In this issue’s table of contents, we’ve Hero statistics is hard, but I pretty tures, and if so, do you send the com-
listed the total party levels for each ad- much get the idea of the characters’ plete adventure to the artist or just an
venture, along with the suggested range personalities, abilities, and tactics. How outline? Also, do you decide which ad-
of PC levels. Page numbers and book does this apply to your readers? If I venture will go on the cover beforehand,
references for every spell and magical were playing the D&D game, I would or do you request cover art on each
item would take up too much room. We still use the same adventures, for the adventure going into the issue?
try to alert readers to spells and items same reasons. I would still have to con- By the way, I thought the fold-out map
taken from various sources, but if there’s vert them to my campaign. for “Them Apples” in issue #48 was a
no other indication, you’ll probably find After all, the authors of these adven- wonderful touch. It would be nice to see
them in the Player’s Handbook or tures originally wrote them for their such gems appear in more issues, but I
DUNGEON MASTER® Guide. own campaigns. Those story elements realize that can get quite expensive.
and statistics must change to conform to Some of the best aids in DUNGEON

rr n
DUNGEON? (ISSN 0890-7102) is published bimonthly by TSR, Inc., 201 Sheridan Springs Road, Lake Geneva WI 53147 U.S.A. The mailing address for all material except subscription orders is
DUNGEON®, P.O. Box 111, Lake Geneva WI 53147 U.S.A.; telephone (414) 248-3625; fax (414) 248-0389.
Distribution: DUNGEON is available from game and hobby shops throughout the United States, Canada, and the United Kingdom, and through a limited
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Distribution to the book trade in the United States is by Random House, Inc., and in Canada by Random House of Canada,
Ltd. Distributed to the book trade in the United Kingdom is by TSR
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Subscriptions: Subscription rates via second-class mail are as follows: $18 in U.S. funds for six issues sent to an address in the U.S., $23 in U.S. funds for delivery to Canada, $35 in U.S. funds
for surface mail delivery to any other address, and $52 in U.S. funds for air mail delivery to any other address. Prices are subject to change without notice. Payment
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delivery of subscription copies must be received at least six weeks prior to the effective date of the change, in order to assure uninterrupted delivery.
Back issues: Limited back issues of this magazine are available from the TSR Mail Order Hobby Shop, P.O. Box 756, Lake Geneva WI 53147, U.S.A. For a copy
of the current mail-order
catalog, write to the above address.
Submissions: All material published in DUNGEON becomes the exclusive property of the publisher, unless special arrangements to the contrary are made prior to publication. DUNGEON
welcomes unsolicited submissions of written material and artwork; however, no responsibility for such submissions can be assumed by the publisher in any event. Any submission
accompanied
by a self-addressed, stamped envelope of sufficient size will be returned if it cannot be published. Please write for our writers’ guidelines before sending a module
to us; send a self-addressed,
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Advertising: For information on placing advertisements in DUNGEON, ask for our rate card. Contact: Advertising Coordinator,
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DUNGEON is a registered trademark for the TSR role-playing adventure periodical Published by TSR, Inc. All rights to the contents of this publication are reserved, and nothing may be
reproduced from it in whole or in part, without first obtaining written permission from the Publisher.
© designates registered trademarks owned by TSR, Inc. ™ designates trademarks owned by TSR, Inc. Most other product names are trademarks owned by the
companies publishing those
products. Use of the name of any product without mention of trademark status should not be construed as a challenge to such status.
©1994 TSR, Inc. All Rights Reserved. Printed in the U.S.A. All TSR characters, character names, and the distinctive likenesses thereof are trademarks owned by TSR, Inc.
Second-class postage paid at Lake Geneva, Wis., U.S.A. and additional mailing offices. Postmaster: Send address changes to DUNGEON, c/o TSR, Inc.,
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U.S.A.
Z SS SSS iS
6 Issue No. 50
thd LETTERS

magazine have been the library in “Ex


Libris” (issue #29) and the city of Waen Doors and Driders and personalities of their previous forms.
Fawr in “Goblin Fever” (issue #46). From this, I see no problem in referring
Your adventures are excellent! I com-
The last thing I’ve been wondering to a drider as “she,” so long as one
mend everyone who writes your adven-
about is, what kinds of adventure pro- doesn’t have it laying eggs.
tures for their great ideas. I find
posals are you currently seeing too much So many items and creatures are refer-
DUNGEON Adventures much more
of? For instance, after Anne Rice came enced in multiple sources that we'd go
convenient than those that cost $9-$10.
out with her vampire chronicles, it crazy trying to list all the references, not
I have a couple of questions: to mention running out of room for the
seemed that everyone and their brother 1. In “Prism Keep” (issue #45), how
was writing something about vampires in adventure. We try to use the most com-
are the PCs supposed to enter areas 26
the fiction market. Is this the case with mon reference, giving preference to the
and 26A? They are totally isolated from
DUNGEON Adventures? Are you being core books: Player’s Handbook,
the rest of the keep. DUNGEON MASTER Guide, and
overrun with adventures about vampires, 2. What happens if you turn a bag of
or are you battling a landslide of dopple- Monstrous Manual.
holding inside out?
Many issues of DUNGEON Adven-
gangers, drow, and giants? I'd like to bring up some other items.
tures are available from the Mail Order
J. Lee Cunningham In “Honor Lost, Honor Regained” (issue
Hobby Shop. For a catalog, write to the
Alexandria, Virginia #48), the antagonist is a female drider. I
Mail Order Hobby Shop, PO. Box 756,
read in The Drow of the Underdark that
As soon as we decide to publish an Lake Geneva WI 53147.
there is no such thing as a female dri-
adventure, even before we know what der. Drow elves who become driders lose
issue it will appear in, we start to think their gender because Lolth doesn’t wish A Wish for Restraint
about the illustrations. We look at the to create a new race. Lisa Smedman’s “To Bite the Moon”
number of maps and sidebars required I think it would be a good idea to give (issue #48) was a satisfactory adventure
for that adventure and figure out how the names of alternative references for in most regards; my little gaming group
many illustrations we will need. Then various items found in the adventures. enjoyed it. The problem was with the
we decide which scenes we would like to For example, in “The Oracle at Sum- use of the wish spell to transform the
see illustrated and write up an art order bar” (issue #48), the reference for Rufus entire PC party into gnolls. Too much!
with the exact size of each illustration the Cruel’s caltrops is the Complete This sort of power is way out of accord
and a brief description of the scene. The Thiefs Handbook. The Monstrous Man- with the examples of appropriately used
artist always gets the full text of the ual is listed as a reference for the draco- wish spells in the official rules. This
adventure. When we take stock of our lich in the same adventure. Caltrops are usage equates to a mass polymorph
module inventory to decide what will go also found in Aurora's Whole Realms spell, and there is no such thing in the
into each issue, we figure out which Catalog, and the dracolich is also in the AD&D game. If a wizard can use one
adventure would make the best cover FORGOTTEN REALMS Campaign wish to transform an entire adventur-
and assign it at that time. Setting boxed set. Not everyone has the ing party into gnolls, why can he not
Figuring out which artist is best for an Complete Thiefs Handbook or the Mon- simply use the same wish to transform
adventure is a very subjective judgment. strous Manual. them all into fleas? Think of the impli-
Sometimes an artist will come to mind Could you send me some information cations of such a spell in combat!
when I first read an adventure. I try not on back issues? I missed issue #36 and I I have always been of the opinion that
to get my heart set on a specific artist, really want it! (to utilize a dreadful old cliched phrase)
because that person might not have time Talon Silverknife what’s good for the goose is good for the
to do the work by our deadline. Larry Loveland, Colorado gander. In other words, if nonplayer
Smith, our art director, keeps a file of
characters can use a spell in one way, so
artists’ samples that we look through to Please add a door in the wall between can player characters. In this instance,
find someone whose style matches the areas 24 and 26 of “Prism Keep.” Other- though I put my high charisma score to
tone of the adventure. We love to find wise, it is much too hard for the servants use and did some fast talking and thin
and work with new artists whose work to get from the kitchen to the dining rationalizing, I had a difficult time
hasn’t been seen in our pages before. room! explaining to the party's PC mage why
I hesitate to say that I’ve seen too many If you turn a bag of holding inside out, he could not cast wish spells to turn an
of vampires, or any other particular everything stored in it comes flying out enemy army into Greek olives, or an
monster, in DUNGEON submissions. I at once. (Don’t forget to duck!) The in- ancient red dragon into an iguana.
would hate to discourage someone from verted bag has no magical properties Perhaps this is something that could
sending in an adventure that treated a and can be used as a normal pouch. If have been written around. In other
monster or theme in a new and intrigu- you turn the bag right-side out, you can words, maybe the same transformation
ing way, just because I said I’d seen to again access the nondimensional space could have been effected in other ways.
much of something. The best thing to do inside. Please, in the future, try to steer clear
is to read DUNGEON Adventures regu- According to The Drow of the Under- of modules that take such serious liber-
larly and try to come up with an idea dark, driders are sexless. I take this to ties with standard spells.
you haven’t seen before, or deal with mean that the transformation of their
something commonplace (more goblins??) lower bodies includes the elimination of Tim Scott
in an uncommon. way. reproductive organs. The same book
Chicago, Illinois
a
states that driders retain the memories

———=——u
DUNGEON 7
Ted writes: “Maritime adventures are a
bit ofa rarity. I hope this one fills a
niche. Thanks to Ian, Terrance, Paul,
and all the rest of the playtesting crew."

“The Vaka's Curse" is a short AD&D®


adventure for two PCs of at least 7th
level, or 4-6 PCs of levels 2-4, with a
total of at least 14 levels. The adventure
is set entirely on board a ship, so it can
occur whenever the PCs take a sea
voyage. At least one PC should possess
a silver or magical weapon.
“The Vaka's Curse” was written for a
low-magic campaign but should be easi-
ly adaptable to a more conventional
style of play.

For the Dungeon Master


LTrel’s shipyards are world renowned
for producing high-quality ships. They
are also notorious for their rumored
connections to the various UTrellian
thieves guilds. Those who don't play
along pay a high price for independence,
and serious troublemakers disappear—
permanently.
In the Corsuhn Shipyards, the connec-
tion between shipwrights and pickpock-
ets is well entrenched. Corsuhn is
owned and operated by Rhet Corsuhn, a
sharp-witted businessman with inti-
mate thieves guild connections. This
makes Rhet a dangerous man to cross,
but some desperate fool tries it every
few years.
About 12 years ago, Corsuhn hired a
young man by the name of Vindr as a
clerk. On the surface, Vindr seemed to
be a calm, trustworthy young fellow.
Indeed, Vindr worked guietly and effi-
BY TED JAMES THOMAS ZUVICH ciently at his job for two years. In pri-
vate, Vindr had certain debased
personal inclinations, habits so heinous
that they may not be mentioned in this

The wages of sin is


adventure. Vindr reguired a great deal
of money to maintain his depraved
lifestyle, and eventually he embezzled

sometimes worse than money from the shipyard accounts.


Vindr got away with it for a few
months, but Rhet discovered the fraud
death. when Vindr tried to doctor the accounts
of the Vaka, a ship currently under
construction. Rhet guickly contacted his
friends in the thieves guild and asked
them to “take care of the problem.”
Illustrations by Jim Holloway The guild happily obliged their long-
time partner. Guild enforcers abduct-
ed Vindr and took him down to the
shipyard. The guild enforcers spiked
the fully conscious and thoroughly

SS
SSSA SS

8 Issue No. 50
THE VAKA’S CURSE

gagged embezzler to the prow of the On Board the Vaka


Vaka, in place of the ship's figurehead. Rumors and Information
As the adventurers board the Vaka,
Rhet even came down and gloated a
Captain Segel collects the money for If the PCs ask questions in the seaport,
little as Vindr slowly died. When
passage, the crew helps them load their they can learn more about the Vaka
Vindr took his last gasping breath a
gear and animals, and the Vaka sets and her captain. Each PC will hear 1-3
few hours later, it was just a matter of
sail on the early morning tide. Captain rumors per day.
a little unconventional magic to trans-
Segel assigns the forward cabins (areas The PCs can also hear some of these
form Vindr’s body into wood, so that
12 and 13) to the PCs. PCs with sea- rumors while aboard the Vaka. If the
he really did resemble a figurehead.
manship skills will know that this is PCs question the crew during the voy-
That was the end of the problem for
unusual; the crew bunks are usually age, they hear 1-2 rumors per day.
Rhet and the guild.
located in the forward cabins. If the PCs
Unfortunately, it was not the end of 1. Captain Segel of the Vaka has an
ask about the unusual arrangements,
the story. Under his clerkish facade, impeccable business reputation. He
Segel explains that his crew seems to
Vindr was so incredibly evil, and the always gets to port on time, with his
prefer the hold cabin, and he does his
manner of his death so painful and cargo intact.
best to keep them happy. Happy sailors,
horrid, that he lingered on. He became 2. “That ship’s cursed,” spits a salty
according to Segel, do a better job.
an undead spirit akin to a shadow, but old sailor. She refuses to elaborate.
Once the ship is under full sail and the
more powerful. 3. Jeris Halfelven seemed like a good
deck is rolling and yawing, all novice
From the day the Vaka first set sail, sailor when he signed on, but he had to
seafarers must make a Constitution check
Vindr preyed on the Vaka’s crew and be let go because he kept taking sick.
or become violently ill for 1-2 days. Dur-
passengers. Vindr has been very careful Captain Segel said he was just a lazy
ing this period, sick PCs suffer a -4
not to kill too many people over the hypochondriac. (Jeris Halfelven attract-
penalty to Strength and a —2 penalty to
years, lest the ship be abandoned as ed Vindr's deadly attention.)
all combat rolls. PCs with seamanship
cursed. From his days as an embezzler, 4. Captain Segel is a hard man to work
proficiency automatically succeed in their
Vindr knows that if he skims too much, for. He pays his sailors top-rank wages,
rolls. PCs who succumbs to seasickness
someone with a sharp eye may take but he demands perfection. (True).
must make another Constitution check
unwelcome notice. The ship’s high turn- 5. Captain Segel drinks a lot. That’s
every time they set out to sea or suffer
over rate (crews and passengers are why he looks 40 even though he’s only
the consequences. PCs who do not become
always changing on any ship) has 30. (False. While it’s true that Captain
sick on their first trip to sea will never
helped to hide his evil presence. Even Segel drinks more than he should, he
get seasick in the future.
so, the Vaka has a reputation among looks 40 because Vindr has attacked him
Vindr makes his first attack when the
sailors as an unlucky ship. and magically aged him several times.)
Vaka is one day out of port. Vindr pre-
fers to target passengers, such as the 6. Captain Segel talks to himself in
Beginning the Adventure his sleep. (True. Segel’s subconscious
PCs, since they are transitory and his
At some point in a campaign, the PCs continued attacks are less likely to be mind is well aware that something
will need to book passage on a ship. The noticed. The evil spirit remains dor- stinks aboard his ship. The midnight
DM can use the Vaka to add adventure mant during the day, hiding inside the talking is his subconscious trying to
to a sea voyage of even a few days. wooden figurehead (area 17) that was decide what to do.)
When the PCs ask around for a ship, once his body. At night, his wraithlike 7. Segel runs such a tight ship, the
read or paraphrase the information spirit emerges and prowls the ship. If Vaka doesn’t even have any rats. (The
below. If the PCs’ journey will be short- there are passengers, Vindr slips under Vaka does not have any rats because
er or longer than six days, adjust the a door and attacks his sleeping victim. Vindr kills them all).
fare proportionately. The PCs may wish He could attack during the day, but he 8. Captain Segel has a sweetheart in
to check around the docks and sailor’s prefers to use the cover of darkness. Skadhaus Hold, one of the nearby ports.
haunts for rumors about the Vaka. If Vindr makes only one attack per She’s a rich widow, a real vamp. (False.)
they do, see the “Rumors and Informa- night (one successful drain). Randomly 9. Captain Segel has bad luck hiring
tion” sidebar. determine which PC will be his first new crew. He seems to hire a lot of
victim. Thereafter, Vindr rotates sailors that work at first, then turn out
You have booked passage on the through the entire group of PCs, hoping to be lazy gits once they sign on. (False.
Vaka, a clean, well-run cog. Segel, to spread the attacks out enough that Captain Segel has a good eye and hires
the ship’s captain, struck you as nobody really notices the drain, or that good crewmen, but Vindr's attacks sap
highly competent, although he was the victims will attribute the loss to a their energy.)
somewhat surly and dour, and it touch of disease or seasickness. 10. Transport on the Vaka is a bargain,
seemed like he really had his thumb Vindr modified shadow: INT aver- because Captain Segel likes to carry
on the crew. For a six-day journey,’ age; AL CE; AC 5; MV 12, fly 12 (A); HD passengers. (Captain Segel is a pretty
Captain Segel charges 55 gp per 6; hp 36; THACO 15; #AT 2; Dmg 2-5 plus sharp fellow. He has noticed that if he
person, double that for a horse. The special; SA see below; SD +1 or better carries passengers, his crew stays
Vaka has room for four passengers, weapon to hit, silver weapons do half healthier. He does not like to think about
up to three horses, and several tons damage, turned as mummy; MR immune this too much, which is one of the reasons
of cargo. to sleep, charm, and hold spells; SZ M; he drinks heavily and talks in his sleep.)
ML special; XP 3,000; MM/312 (modified).

DUNGEON 9
THÉ VAKAS CURSE

Vindr does not drain Strength like a or inflict 100 hp damage on the wooden tack, the PCs may be able to surprise
normal shadow; he drains Dexterity, figurehead (AC 5). Before the PCs start him. They will certainly be able to see
Constitution, and hit points from a hacking at Segel’s figurehead, they had the shadowy-black man-shape as it
victim. (See the sidebar “Effects of better have a watertight explanation for moves about the room. If the PCs move
Vindr’s Touch'") In some cases, he can their strange behavior. Nonmagical weap- quickly after they drive Vindr off, they
even artificially age a victim. When a ons do no damage to the figurehead. Sil- could follow the him back to his refuge
normal shadow drains Strength, the lost ver weapons do half damage, and magical in the wooden figurehead. Alternative-
ability points return with a few hours. weapons or spells do full damage. Damag- ly, after the PCs figure out that some-
Ability points lost to Vindr will not ing the figurehead does not actually hurt thing isn’t right on board the Vaka,
come back until he is permanently Vindr, although he will attack anyone they may scan the ship with detect evil
destroyed, as explained below. These who attempts to destroy his petrified or detect magic spells, which will even-
enhanced draining abilities make Vindr body. Vindr knows that without the fig- tually highlight the figurehead (area
much deadlier than a normal shadow. If urehead, he cannot reform. Inventive 17). These spells are blocked by the
Vindr is permanently destroyed, any players may come up with other viable wood between rooms, however, so they
survivors of his attacks regain their methods for destroying Vindr. cannot be used at night to triangulate
Strength, Dexterity, and Constitution at Normal armor provides no protection Vindr’s position below decks.
a rate of one point each per week. How- against Vindr’s icy touch; Vindr attacks
ever, any artificial aging is permanent. the life-force of his victims directly, The Vaka
Vindr temporarily dissipates into the ignoring the physical body. Magical
The Vaka is a cog, a sailing ship with a
ether when he reaches zero or fewer hit protections will work (armor and protec-
points. If no further action is taken, single mast, a bowsprit, square sails, a
tion from evil spells, rings of protection,
single deck, and stern- and forecastles.
Vindr reforms in the wooden figurehead bracers of defense), but magical armor
The Vaka is roughly 100’ long (counting
(area 17) 24 hours later. To permanently improves the victim’s armor class by
the bowsprit) and carries a crew of 34. It
destroy Vindr, the adventurers must only one point per +1 bonus of the
can carry 140 tons of cargo. The ship is
either cast bless and dispel magic spells armor. As an example, a person wearing
currently laden with 120 tons of cargo
on his mortal remains (the figurehead) bracers of defense AC 6 is AC 6 against
and can take on 20 tons of PC goods and
Vindr’s attack, but a person wearing
gear.
Effects of Vindr's Touch studded leather +1 is only AC 9.
Crew (32 male and female humans):
Roll 1d8 Vindr's attack is so stealthy and silent
AL varies; AC 8; MV 12; F1; hp 7 each;
that his victims must save vs. spells at
1; 2-5 hp damage and drain one THACO 20; #AT 1; Dmg by weapon type;
—2 to wake up and realize that they are
point of Strength. Victim feels un- ML 9; leather armor, short sword, light
being attacked. If the saving throw fails,
usually weak. crossbow, dagger.
the victim wakes up in the morning,
2: 2-5 hp damage and drain one Crew members have typical proficien-
weak and shaken, thinking that he has
point of Dexterity. Victim starts to cies, including seamanship, rope use,
had a bad dream or perhaps a touch of
trip over things. swimming, weather sense, and other
seasickness. Ifthe saving throw fails, do
3: 2-5 hp damage and drain one nautical skills. The 32 crew members
not tell the player the effect of the attack.
point of Constitution. Victim de- include petty officers and mates. The
Simply make a note of it, and take any
velops a slight cough. crew is a competent bunch and largely
ability score penalties into account.
4-6: 2-5 hp damage. Victim wakes devoted to Captain Segel. However, the
If the saving throw succeeds, the PC
up in the morning with a pounding crewmen are a superstitious lot, so
wakes up from a terrible dream to find
headache and blurred vision. Segel does his best to quash rumors and
a shadowy, ice-cold man-shape sitting on
7: 2-5 hp damage; add these hit idle speculation.
his chest, with its hand sunk into the
points to Vindr’s total. This increase PC’s rib cage. Make an attack roll for
lasts for eight hours or until sunrise, 1. Main Deck. The main deck is
Vindr. If Vindr hits, roll 1d8 and consult
whichever comes first. The PC wakes clean, well-swabbed, and sanded. It is
the table on this page to determine the
up in the morning with a pounding surrounded by a 2’-high railing, with a
effect of the attack.
headache and blurred vision. removable section for the gangplank.
After a few of these bad dreams or
8: No damage, but the victim ages Coils of rope, pieces of tackle, and other
bouts of illness, the PCs should suspect
1-4 years. A saving throw vs. spells is nautical equipment are all neatly
that something is attacking them in the
allowed, and a successful save ne- stowed and very clean. Four heavy
night. If they are clever, they will start
gates the effect. If the save fails, the asking the crew and officers some point- crossbows are mounted on the main
effect becomes permanent and re- deck, two to port and two to starboard.
ed questions. The rumors and random
mains even if Vindr is permanently encounters (see sidebars, pages 9 and
destroyed (see area 17). Make an 11) also provide information suggesting 2. Captain Segel’s Quarters. The
Intelligence check for the other PCs. door to Captain Segel’s quarters has an
that something is amiss on board the
If one of them succeeds, tell the play- excellent lock (— 20% to pick-locks roll),
Vaka. Once they have gathered a bit of
ers, “It appears that the seagoing life and Segel has the only key. The cap-
information, the PCs should set about
does not agree with your companion. trying to defend themselves. tain's guarters are sparsely decorated.
There’s a few wrinkles and gray The cabin is outfitted with a desk bolted
One likely course of action is for the
hairs you never noticed before.” to the floor, a fold-down table, a fold-
PCs to wait in their cabin, faking sleep.
down bed, two chairs (both of which can
When Vindr creeps in by night to at-

40 Issue No. 50
THE VAKAS CURSE

be bolted to the floor), and a large sea


chest. The desk contains a ledger detail- Random Encounters
ing Segel's business dealings, a ship's Roll 1d4 each day. A roll of 1 indicates an uses a dagger in hand-to-hand combat,
log, and two books on navigation (300 encounter from the following list. The DM and her great Strength (18/00) gives her
gp each). The sea chest contains a sex- should either roll percentile dice to deter- +3 to attack and +6 to damage rolls.
tant (100 gp), a spyglass (1,000 gp), a mine which encounter occurs, or select an
compass (10 gp), several changes of encounter that seems appropriate. 11-30 Dolphins (2-20): INT very; AL
clothes, four bottles of whiskey (12 gp LG; AC 5; MV swim 30; HD 2 +2; hp 18,
each), and 100 gp in cash. Anyone who 01-03 Storm: A storm strikes the 11 (x 19); THACO 19; #AT 1; Dmg 2-8;
reads the ship's log for at least two Vaka. The ship's seaworthiness is 65%, SD save as 4th-level fighter; SZ M (5'-6’
hours learns that Captain Segel bought and her fine crew gives the ship a long); ML 11; MM/59. ;
the Vaka at auction for a phenomenally +10% bonus. Ports or anchorages give a The dolphins leap and cavort about the
low price. The ship was sold when the +50% bonus, though the captain may Vaka for three or four minutes, then
previous owner died of a “heart attack.” not be able to make it to a safe harbor if squeak in alarm and rapidly swim away.
(How was Vindr to know that the old a storm blows up suddenly. During the day, the alarm may be due to
captain was so weak?) All PCs must make a Constitution a shark, sahuagin, or some greater terror
Captain Segel: AL N; AC 8; MV 12; check to avoid seasickness from the of the deep, at the DM’s option. At night,
F6; hp 39; THACO 15; #AT 2; Dmg by extremely rough weather, but those who Vindr scares the dolphins away.
weapon type; S 9 (12), D 14 (16), C 9 (13), are not prone to seasickness gain a +5
bonus to the roll.
31-35 Slack wind. The slack wind
I 14, W 13, Ch 16; leather armor, long delays the journey by one day.
sword, dagger +1. Proficiencies: two- 04-08 Merrow (four aguatic ogres):
weapon fighting style, seamanship, INT average; AL CE; AC 4; MV 6, swim
36-50 Good wind. The Vaka encount-
reading/writing, rope use, navigation. ers a good wind, which cuts half a day
12; HD 4+4; hp 29, 23, 22, 20; THACO
Segel's original statistics are shown in from the journey.
15; #AT 3 or 1; Dmg 1-6/1-6/2-8 or by
parentheses; his current ability scores weapon type; SA attack from surprise, 51-60 Sharks. A school of sharks
reflect the toll of Vindr's attacks. Segel is charge; SD camouflage; SZ L (9' tall); follows the Vaka for a day.
tall, slim, dark-haired, and dark-skinned. ML 11; XP 420; MM/272-273. Sharks (8-18; 2d6 +6): INT animal;
The captain is grim and dour while he Using their green coloration, merrow AL N; AC 6; MV swim 24; HD 3;
is ashore. But when the wind fills the can hide, becoming effectively invisible THACO 17; #AT 1; Dmg 2-5; ML 10; XP
sails and his ship rides the open sea, 10-80% of the time, depending on ter- 65; MM/117 (Fish).
Segel becomes an outgoing and dynamic rain. They attack from cover, so others
individual. Watching the change is like are —5 on their surprise rolls. Merrow 61-65 Dead cat. One of the PCs finds
watching a flower bloom—he almost charge into battle with spears (2-12 hp the ship’s cat, dead as a doorknob and
becomes a different person. Segel is an damage) at +1 to attack rolls. There- with all its fur standing on end. If the
accomplished captain. He always makes after, they melee with talons and teeth. PC makes this strange event public
a profit and he can coax phenomenal They often attack ships that intrude on knowledge, three of the younger crew
performance out of the ship and the their territory. members hold a funeral service for the
crew. Under the leadership of any other poor cat. Use this encounter once, then
man, the crew of the Vaka would have 9-10 Sea-hag: INT average; AL CE; reroll if it is indicated again.
mutinied long ago. AC 7; MV 12, swim 15; HD 3; hp 21;
THACO 17; #AT 1; Dmg 1d4 +6; SA 66-80 Bad omen. An albatross flies
If anyone asks Segel about the sup- across the bow, circles the ship three
posed curse on his ship (see the “Ru- Strength, fright, deadly glance; SD
change self; MR 50%; SZ M; ML 11; XP times widdershins, and flies away. The
mors and Information" sidebar), he sailors mutter superstitiously that this
flatly denies that anything out of the 1,400; MM/181-182.
The hag can change self at will, which omen means someone is about to die.
ordinary is going on. Once he is through Captain Segel comes out of his cabin
issuing his public denial, he retires to it often does to appear as either a beau-
teous human maiden or a mermaid. The and shouts, “Get back to work, you
his cabin and has a nice stiff drink of rotten bits o' shark bait!” The sailors
whiskey. Vindr's presence is detrimen- true appearance of the hag is so hideous
that anyone viewing the hag grows grumble but return to their posts. Use
tal to Captain Segel's mental health. this encounter only once.
weak from fright unless a successful
3. Galley. The galley contains food saving throw vs. spells is rolled. Beings 81-00 Evil omen. A snow-white sea
supplies, fuel, cooking gear, and a small that fail their saving throws lose half gull alights on the ship’s bowsprit. The
ship's oven. The ship's cook usually their Strength for 1-6 turns. The hag sea gull sits quietly for a moment, then
sleeps in here. can also mimic human and demihuman emits a startled squawk, raises its
voices perfectly. The hag can use a dead- wings into a fighting position while
4. Petty Officers' Auarters. Four ly glance three times per day. This look looking at thin air, and flies away rap-
petty officers share this crowded cabin. affects one creature of the hag's choos- idly. A superstitious old sailor mutters
(See page 10 for statistics.) Because of ing within 30’, though the target is that this ominous event indicates that
the watch schedule, no more than two of entitled to a saving throw vs. poison. If the ship harbors a great evil. The sailor
the officers are in the cabin at any time. the save fails, the victim either dies continuously sneaks hostile, furtive
The cabin has two bunks and a tiny immediately (25%) or falls stricken and glances at the PCs after this incident.
table, all built into the walls. paralyzed for three days (75%). The hag Use this encounter only once.

SS

DUNGEON 14
THE VAKAS CURSE

thinks that something fishy is going on


The Vaka aboard ship, but he cannot pinpoint the
source. Five weeks ago, Arnor began a
1 square = 24/2’ study of illness rates among crew and
passengers for various ships; he will
complete the study in another week. If
Main Deck Cargo Deck the PCs do not find and destroy Vindr
during this voyage, Arnor’s study leads
him to the inescapable conclusion that
the Vaka really does have an above-
average illness rate. Arnor has not
learned the detect evil spell yet, but he
will try to learn and use it once he has
concluded his study.
Arnor will not say anything about his
study in front of the superstitious crew,
but he may privately confide his feel-
ings of unease to the PCs, if they ask.

Forecastle 6. Stairway. These stairways are


about 3’ wide, with sturdy steps and
stout handrails. Each stairway is about
7' long.

7. Hatch. This 3' x 3' hatch covers a


ladder that leads down into the cargo
hold (area 19).

8. Pilot House. This small fortified


structure protects the pilot, who stands
inside while steering. Anyone in the
pilot house gets a — 10 adjustment to
AC (90% cover) from missile fire from
other ships.

9. Main Mast and Crow’s Nest. The


main mast of the Vaka reaches a height
of nearly 75' above the main deck. The
crow’s nest perches 65’ above the main
deck. A low rail (3' high) surrounds the
crow’s nest. Captain Segel will be reluc-
tant to let the PCs climb aloft, because
the crow’s nest contains one of Arnor’s
improvements to the ship: a siege cross-
bow mounted on a rail that runs around
the crow’s nest, so that the crossbow can
shoot in any direction. Segel wants to
5. Arnor's Quarters. The door to this Arnor, ship’s mage (half.elf): AL CG; keep the special crossbow a secret, as an
cabin is wizard locked, as is the cabin's AC 9 (8); MV 12; F4/W4; hp 20 (24); “ace in the hole.”
single porthole. The cabin is fitted with THACO 17; #AT 1; Dmg by spell or A siege crossbow does damage as a
a desk, a fold-down table, a fold-down weapon type; S 9 (10), D 14 (15); C 14 heavy crossbow. It requires a crew of
bunk, a single chair, and many shelves (15), I 15, W 9, Ch 10; ML 14; ring of two and fires once per round (range
and trunks. All of the trunks are wizard protection +1. Proficiencies: reading/ 10/20/30).
locked. One of the trunks contains sev- writing, navigation, seamanship, engi-
eral spell books. In addition to the spells neering. Spells: color spray, mending, 10. Main Hatch. The main hatch
memorized by Arnor, the ship's mage, shield; alter self, web. The statistics in measures 6'X 10' and provides primary
these books contain the following spells: parentheses are Arnor’s statistics before access to the cargo deck. The cargo is
read magic, detect magic, wizard lock, he was attacked by Vindr. Arnor is light brought aboard using a large block and
magic mouth, light, comprehend lan- haired, deeply tanned (for a half-elf), tackle, which is located near the fore of
guages, bind. The remaining trunks and very polite. the hatch. The block and tackle is care-
contain eguipment for conducting magi- Arnor has been Segel’s partner and fully tied down when not in use.
cal research (worth 2,000 gp total). second-in-command for many years. He

42 Issue No. 50
THE VAKAS CURSE

11. Lifeboats. The Vaka carries two aware that they avoid the forecastle. items retrieved from inside the figure-
rowboats for excursions to shore and for The player who asks this question head, he recognizes several pieces as the
emergency evacuation. Each rowboat should receive a 100-XP bonus, whether possessions of former crew members
can hold 12 people (in a pinch). A weath- or not the Intelligence check succeeds. that “died of fever” This is all the proof
erproof tarp tightly covers each boat. Segel needs to believe that the figure-
Captain Segel makes a point of check- 16. Bowsprit. The bowsprit is a 15'- head was haunted by an evil presence.
ing each boat for stowaways before long tapered spar. Anyone who climbs The leather pouch containing the
leaving port. out along the bowsprit must make a money is a payroll pouch, traditionally
Dexterity check each round or fall off used by businesses to hold wages prior to
12. Passenger Cabin. The PCs are into the ocean. Holding one of the rig- disbursement. A faint, illegible mark is
assigned to this claustrophobic cabin. ging ropes attached to the bowsprit branded into the pouch’s bottom corner.
The cabin features four built-in bunks gives a +4 bonus to the ability check. A The pouch is old and has nearly fallen
and a fold-down table. Captain Segel PC can sit on the bowsprit (in which apart, but casting a mending spell re-
puts extra cargo in any space not used case the Dexterity check automatically stores the mark to legibility. The mark is
by the PCs. Normally, the ship’s crew succeeds) and hack at the figurehead not immediately recognizable—unless one
would occupy the forward cabins (areas (area 17) with a weapon. of the PCs is a native of LTrel—but a
12, 13, and 14). However, the crew mem- little research reveals that it is the insig-
bers avoid these cabins much like they 17. Figurehead. The Vaka's figure- nia of the Corsuhn Shipyards.
avoid the forecastle (area 15), and Segel head hangs just below the bowsprit. The
has decided not to push the issue. He heavily gilded wooden figurehead re- 18. Poop Deck. A sturdy railing
assigns these cabins to cargo and pas- sembles the head and torso of a fully surrounds the poop deck, providing
sengers, billeting the crew elsewhere on clothed young man. The figure gazes cover from missile attacks ( -2 adjust-
the ship. majestically forward, eyes fixed on the ment to AC) and some protection from
far horizon, arms swept back along the the elements. The poop deck has two
13. Passenger Cabin. If there are sides of the ship. mounted heavy crossbows, both point-
more than four PCs, Captain Segel puts Although this looks like a normal ing aft.
any additional PCs in here. Otherwise, figurehead, it is in fact all that remains
the cabin is filled with cargo. of Vindr's true body, which was trans- 19. Cargo Hold. Grain fills most of
formed to wood and then gilded to hide the cargo hold, although Segel also has
14, Passenger Cargo Compart- his murder. The figurehead is lifelike a small cargo of wine, some glass, sev-
ment. This small area would be devoted but has no more detail than a normal eral bolts of fine fabric, two large crates
to cabin space on most ships. Segel carved figurehead, because of the magic of pepper, and a small barrel of cinna-
normally fills this cargo compartment used to transform Vindr's body into mon sticks. The hold also contains bar-
with items that require long-term stor- wood. If the PCs cast a detect magic rels of sea-biscuits, lemons, apples, salt
age. The crew members do not like to spell, the figurehead radiates faint pork, water, ale, rum, hay, oats, and
come here, so he arranges the cargo to magic. If Vindr is currently resting in other provisions.
minimize the need for access to this the figurehead (as he does during the Sixteen of the sailors (see page 10 for
area. On this voyage, any cargo the PCs day), the figurehead also radiates statistics) bunk in the cargo hold during
bring on board will be stored in this enough evil to register a faint result their off-duty periods, or join the senior
area. with a detect evil or detect undead spell. sailors in the hold cabin (area 21) for a
Vindr takes at least one memento from few drinks and a card game.
15. Forecastle. A 3’-high railing each victim that he kills. He stores these
surrounds the forecastle. During tricky trophies in the hollow chest of the wooden 20. Horse Stalls. Each stall consists
maneuvers, Segel stations a crewman figurehead, in the space where his heart of a thin wooden partition fixed in place
here to call out directions to the pilot, would be—if he had one. The mementos with pegs. If the Vaka is not carrying
who stays in the pilothouse. The bow- include two gp (with holes drilled through any horses or livestock, the partitions
sprit is accessible from here. The cap- the middle), a stack of wire-thin gold are removed to make space for cargo.
stan, used to raise and lower the Vaka’s bracelets (15 bracelets worth 5 gp each), a
anchor, is located on the forecastle deck. silver holy symbol of a sea-deity (15 gp), 21. Hold Cabin. The cabin has no lock
Two heavy crossbows are bolted to the four gold rings (15 gp each), a gold brace- on the door; it is merely a compartment
deck, one shooting to port and the other let (20 gp), a pearl earring (15 gp), two separated from the main cargo hold. The
to starboard. heavy gold necklaces (30 gp each), and a room is outfitted with 10 fold-down
If the PCs ask about any unusual worn leather pouch containing 10 gp. bunks, although only eight of them can
behavior among the crew, the DM These last coins are a small fraction of actually be folded down. The other two
should secretly make an Intelligence the money Vindr embezzled. Rhet Cor- are blocked by cargo containers. The
check for each PC. If the check succeeds, suhn was heard to say, “Since Vindr paid cabin is currently occupied by 12 senior
the PC learns that the crew members so dearly for the opportunity to steal from sailors, although usually only three or
seem strangely reluctant to go near the the hand that fed him, let him keep his four of them are present at any time. The
forecastle, and none of them linger payoff— forever" sailors’ duties keep them very busy.
there for long. This avoidance is a func- At the DM’s option, one of the four
tion of Vindr’s malign undead presence. gold rings could be a ring of protection Continued on page 70
The crew members are not consciously +1. If the PCs show Captain Segel the

DUNGEON 13
Willie has a cat, named Mog, who hates
chicken, lamb, beef, and fancy cat food,
but who likes walking across a type-
writer keyboard at inopportune times.
“She often writes half a module before I
can stop her" Willie says. “Worse, it’s
usually the other half that Barbara
returns for revision!” See ifyou can
figure out which half of this module was
written by the cat.

“Back to the Beach” is an AD&D® ad- ¥%


venture is for 4-6 player characters of
levels 1-2 (about 7 total levels). The
party should consist of good-aligned PCs
with at least one each of the wizard,
priest, warrior, and rogue classes.
Set on a wilderness shoreline that can
be adapted to suit most campaigns, the
module uses one monster from MC14
Monstrous Compendium® Fiend Folio®
Appendix, but can be played without
this supplement if it is unavailable.

Adventure Background
Despite its remote and unfriendly loca-
tion, the Shrine of Turburt annually
attracts hundreds of pilgrims and their
followers: tradesmen, hucksters, and

BACK TO THE
stall-holders who descend upon the
wilderness shoreline near the time of
the winter solstice. There the faithful
offer their petitions to the god of the
sea, Manannan mac Lir, finding an

BEACH
atmosphere of reverence and peace in
the ancient cell that reputedly belonged
to a druidic hermit.
Legend has it that Turburt was fi-
nally taken to the Land of Promise by
Manannan mac Lir himself as a reward
for his piety. His followers hope to share
BY WILLIE WALSH in his otherworldly joy by making their
pilgrimages.
This year, however, the faithful have ae
been lacking in fortitude, for only a :
dozen braved the unseasonably rough
W beach towel weather and the dreary wilderness to
come to the shrine. But those who did

V swimsuit PE were rewarded with surprise and won-


der, for the sea and wind had cleansed

O giant crabs? “*
the Beach of White Sand, revealing the
outlines of stone-built pathways, a num-
ber of stone huts, and what looked like
a small house.
Word soon reached King Bilious, the
local ruler and a devout follower of the
Artwork by Terry Dykstra sea god. He immediately took the phe-
nomenon as a message from the deity
and ordered his sages and experts in
antiquities dragged from their beds to
investigate. In the meantime, all pil-

(E a ED
44 Issue No. 50
BACK TO THE BEACH

grims and treasure hunters were barred Finder of Buried Metal Shells; and, of the land and not from the sea (for it was
from the area on pain of death. course, the Tribe Mover. the Bargain that all those coming from
When the Out-of-Shell People come to the sea during Year’s-End Walk be Scav-
For the Dungeon Master the Beach of White Sand at Sky- enged immediately), Ruuchk of the Blue
The storms that uncovered the ruins Darkening Season, Ruuchk always Shell, Tribe Mover, approached them.
were random and not divinely inspired. watches and waits, buried in the dunes. But they were angry and struck
The Shrine of Turburt is only a small After the Out-of-Shell People have com- Ruuchk, who waved his scroll in vain.
part of a once-large monastery. The pleted their foreign chanting, leaving So he struck them back, and Scavenged
monks (not druids, as latter-day faithful scraps and sometimes shiny metals when their food, and they ran away.
claim) lived on shellfish, sea-birds, eggs, they go, it is Ruuchk who signals the Ruuchk and the Tribe know that more
and rock-fish gathered along the shore, beginning of Year’s-End Walk. He waves Out-of-Shell People may come to the
spending their leisure time making the Scroll of Out-of-Shell People, knowing, Beach of White Sand, but they have
works of great beauty for the glory of even as his father Auuck knew, that the faith in the Scroll of Out-of-Shell People
their minor religion. The fame of their scroll means the Tribe has Rights when and the Sanctity of Rights, and, if all
gold- and silversmiths, their talented Year’s-End Walk begins, after the crowd of else fails, their own great claws to bring
scribes, and their well-stocked library foreigners have finished their incompre- the Wrath of the Great Crab on those
soon found its way to unlearned ears, hensible ceremonies. interrupting Year’s-End Walk.
and the monastery was plundered sev- It was said that Out-of-Shell People
eral times by bearded pirates who plied once lived here and did not hunt the The Treaty
the waves in their dark ships. Tribe as others do, and that they even
made the Scroll of Out-of-Shell People to Ruuchk’s Scroll of Out-of-Shell People
Eventually—its monks slain, enslaved, is, as might be guessed, an ancient
or scattered in dejection—the monastery be waved at the beginning of Year's-End
Walk. Ruuchk did not know whether to treaty between the crabmen and local
was abandoned, though remembered humans. Long ago, Norntal, abbot of
reverently by local herdsmen and (as is believe this tale or not, but he waved
the scroll as Tribe Mover and was re- the monastery that flourished by the
often the case) adapted in time to their seashore, used his amulet of comprehen-
own humble rites. Though the herds- sponsible for its safe-keeping.
What he did believe was that down sion and several tongues spells to bar-
men prospered, their herds over-grazed gain with the Tribe. In Norntal’s time,
and eroded the soil, so when fishermen through the years the Tribe was enti-
tled during Year's-End Walk, on the the pirates who migrated from port to
supplanted them and wilderness spread port as autumn deepened into winter
over the land, Manannan mac Lir be- Beach of White Sand, to All Things
Outside the Round Stones and Down to made unwanted stops at the beach of
came the local deity and with him grew White Sand, plundering the monas-
the sect of Turburt, a mythical druid. the Sea and that the Great Crab would
be angry if the Tribe did not drive off all tery’s riches and slaying those monks
Today, little of the monastery’s true who opposed them. The monastery was
past is known by humanity or its kin, Out-of-Shell People who come from the
sea. the last point on a line of stops the pi-
and until now only one monkish cell has rates visited before wintering in south-
remained above ground. Local legend But now, when Ruuchk of the Blue
Shell, the Tribe Mover, had waved the ern climes. Their raids occurred with
and the yearly pilgrims have turned lamentable regularity near the winter
this cell into the “Shrine of Turburt.” Scroll of Out-of-Shell People and led the
Tribe to scavenge in the dunes of the solstice.
When Bilious’s sages arrived to assess Norntal knew of the crabmen’s winter
the site, they found it much as described Beach of White Sand, even as Auuck
had done before, and Auuck’s mother migration to the beach, for the monks
to them by the pilgrims. However, as usually took care to remain within their
they camped uncomfortably in the and grandfather before him, he found
that this year the Great Crab had wav- walls at that time, secure from the
dunes that night, an alarm was raised. Tribe’s scavengings. The crabmen would
Grabbing whatever makeshift weapons ed his Mighty Claw and cast water onto
the land. A good start to Year’s-End conclude their seasonal stay with rites
were to hand, the awkward group of to whatever deities they worshiped,
scholars started out into the darkness. Walk! The Tribe was soon foraging
happily under stones on the storm- then migrate in the other direction,
There they saw monstrous shapes blun- repeating this cycle annually.
dering about, waving huge claws in the ravaged shore.
Then, of a sudden, Muumph of Five The abbot therefore concluded a trea-
air and obviously intent on making a ty whereby the monks would leave the
meal of the antiquarians and their Legs sounded the Alarm of Danger
Comes. Out-of-Shell People were here! beach entirely to the crabmen, who, in
supplies. return, would attack anyone who came
Panicked, the sages flailed about with Ruuchk knew it was still Sky-
Darkening Season and Year’s-End Walk. from the sea. For the 14 nights when
their shovels and picks before quickly the groups of pirates were most likely to
fleeing, and a bedraggled, footsore The Tribe had Rights as long as they
carried the Scroll of Out-of-Shell People! arrive, the monastery would be guarded
group of scholars arrived back at court by fierce warriors of the Tribe. The
in the morning. They could Walk and Scavenge and
Hoard, and at the end of Year’s-End treaty was copied onto two scrolls, one
Walk make obeisance to Mother Ocean of which was given to the crabmen to
The Crabmen seal the deal.
and the Great Crab dwelling within.
Ruuchk of the Blue Shell is the Goods And no Out-of-Shell People were al- For a number of seasons the agree-
Carrier and the Sea Talker. He is the lowed to be present! ment worked well. Forkfist, the pirate
Scavenger of the Beached Beast; the Finding the strangers had come from captain, was very superstitious, and


B A
DUNGEON 15
BACK TO THE BEACH

when he first spied the crabmen (who claims as part of his kingdom. Only a
previously had stayed out of sight) he news has everyone agog. Rumor has few paths (maintained by rangers) cross
was sure they were malign spirits con- it that sea monsters have invaded up the rough country, and the party may
jured up to seal his doom. The pirates the coast and attacked a party of the have random encounters.
stayed away. Then, one autumn, a force king’s sages, putting them to flight. The DM should roll 1d6 at dawn,
of sahuagin landed up the coast, captur- This morning, as people are debat- noon, dusk, and midnight. A roll of 1-2
ing and slaying many crabmen. Disor- ing whether they should take to the indicates an encounter. The DM should
ganized and in hiding, the survivors did hills, a crier enters Loosard with a choose an appropriate encounter from
not migrate that year. Unfortunately, proclamation: the list below or roll 1d4 to determine
Forkfist had met an untimely end that “By Order of His Majesty, King the encounter. No encounter should be
summer in a ship's boarding. When his Bilious, it is hereby proclaimed that repeated. When the party reaches the
less-superstitious son and heir, Brand, whosoever travels to the Beach of Beach of White Sand, discontinue
came to the Beach of White Sand, he White Sand on His Majesty’s Com- checking for random encounters.
and his men found it undefended and mission and rids the Shrine of Tur- 1. The party meets a shambling lump
with no watch on the monastery walls. burt of the foul beasts that have of fur named Duuh, an umpleby. Duuh
Being more pragmatic than his late defiled it shall be paid 500 pieces of stands looking at them, perhaps won-
father, Brand landed and attacked the gold. Who now shall take up the dering if the PCs know where he left his
monks. Their defeat was total, and this Royal Commission?” forest home. Duuh defends himself only
time no new settlement rose from the if attacked. If ignored, the creature
ashes. The villagers make no move to volun- stumbles along after the party, cannon-
Later, when the crabmen’s numbers teer. The crier, Verit, is empowered to ing into the PC bringing up the party’s
had recovered, they came back to the increase the fee to 650 gp if a likely rear and generally making a nuisance
beach. As far as they knew, their treaty party wishes to haggle. He can add of himself.
with the Out-of-Shell People (as they nothing to the story the villagers have Duuh will aid the party only if some-
call humans) was still in force. When told, however. No one is sure if the mon- one gives him food and drink. He is
pilgrims began visiting, the Tribe po- sters are part of an invasion force or totally loyal to his benefactors and may
litely stayed out of their way. When the merely a small party of raiders. It is the even offer them advice in halting Com-
pilgrims left (around the time of the adventurers’ mission to find out and mon. This doesn’t necessarily mean his
winter solstice) the crabmen moved onto stem the tide of whatever dark forces advice is good. Duuh will expect a re-
the beach as they had always done. This may be at work. ward if his advice leads to treasure.
year, much to their surprise, the Out-of- When negotiations are complete, Verit Duuh (umpleby): INT low; AL N; AC
Shell People have broken the Treaty hands the PCs a scroll that reads: 4; MV 9; HD 6; hp 21; THACO 15; #AT
and returned out of season. 1; Dmg 1-4; SA electric shock (up to 50
By Order of His Majesty, King Bilious:
hp per shock, but usually in bursts of
Know Ye that [PCs’ names] are
For the Player Characters commissioned to investigate the
1d8 +8); SD immune to electrical-type
attacks; SZ L (8’ tall); ML 14; MC14.
By now, the antiquarians’ ordeal has Beach of White Sand on Our behalf
Duuh has three umpleby nets tied
been exaggerated to an “invasion of and to rid it of its verminous inhabit-
around his waist which he can throw as
monsters from the deep” that has ants. Let all Loyal Subjects grant aid
missiles to entrap enemies. If his daily
frightened the populace and disturbed and succor to the bearers of this
allotment of 50 hp electric shock is used
the king. Commission, by His Majesty’s Order.
up, he immediately curls up and goes to
Bilious doesn’t wish to order his own Dated this Day, December 26th, 33.
sleep, no matter where he may be. This
men to go to the beach; if they refuse,
would be a good time for the party to
his authority will be dented. Instead, he The “aid and succor” promised by the leave him behind.
decides that troops should remain “to commission extends only as far as the
2. The party spies the corpse of a hu-
protect the capital" while hired adven- DM allows. If there are weapons, armor,
man male lying beside the trail. When
turers (the PCs) go back to the beach to and mounts to spare from the local
the PCs examine the body more closely,
investigate. militia, they can be freely given. Po-
they can see that this poor pilgrim has
The adventurers can be passing tions, healing spells, and magical items
been drained of blood. The culprits, a
through the kingdom or may be residents should not be part of the expected “aid
family of land lampreys, wait to am-
there as circumstances allow. In either and succor.” bush passing fauna (or adventurers).
case, the PCs learn of the prospect of
The monsters are 75% likely to remain
adventure when a town crier announces Verit, royal crier: AL LN; AC 10; MV
undetected and surprise the group.
the king’s need for employees. 12; HD 0-level human; hp 4; THACO 20; They attack creatures in order of size,
#AT 1; Dmg by weapon type; I 14; ML starting with the largest.
You are staying in a hamlet called 10; knife, royal safe-conduct.
Loosard on the road to Halwere, the The dead pilgrim’s purse contains a
capital, where King Bilious has his small silver holy symbol of Manannan
Across the Wilderness mac Lir (worth 25 gp) plus 13 gp and 10
throne. The kingdom is small, but
the community is tightly knit and It is a full day’s journey (10 hours) to sp in coins.
knows much of the doings of His the Beach of White Sand, which lies on Land lampreys (4): INT non; AL N;
Majesty and his subjects. The latest the edge of a circle of wilderness that AC 7; MV 12; HD 1+2; hp 10, 6, 5, 4;
Bilious (and probably other rulers) THACO 19; #AT 2; Dmg 1; SA drain 1

46 Issue No. 50
BACK TO THE BEACH

hp blood each round for three rounds; fierce, Symbal doesn’t even reveal him- wall or buried up to their eyestalks in
encumber at the rate of one point of self, but sits under a scrubby bush, loose sand.
Dexterity per lamprey attached; SZ S (3' effectively invisible unless a party Any active crabmen who sees the PCs
long); ML 7; XP 120 each; MC (fish). member can spot invisible objects. If he will sound a loud clicking alarm that
3. A ranger named Diflin approaches overhears the PCs’ conversation and alerts all other crabmen within 100’,
the adventurers after observing them decides that they are good people, he whether asleep or awake. (A silence
for a few hours. He wants to know what waits until they have settled down to a spell negates an alarm as long as the
they are doing here so late in the year rest break, then approaches (—5 penalty crabman is within the spell’s area of
and whether they mean harm to the on PCs’ surprise rolls vs. Symbal’s cam- effect.) The goal of all crabmen who
area. ouflage ability). hear an alarm or meet humans is usu-
Diflin will take a meal with the PCs if Symbal carries three potions of heal- ally to escape and hide. They fight in
they treat him civilly. He can identify ing, which he will offer to wounded self-defense, if cornered, or if ordered to
most creatures described to him with adventurers if they welcome him. He is fight by Ruuchk or Quaacl, the tribe’s
80% accuracy (but not the crabmen—see good company and likes jokes, especial- military leader.
below). ly ones that put down dwarves.
If asked about the Beach of White The elf knows the area well and is 1. The Camp. Lying partially buried
Sand and the Shrine of Turburt, Diflin, acquainted with the ranger Diflin. The by sand are remnants of canvas, rope,
like many rangers in the vicinity, elves know very little about the monas- and supply boxes. These belonged to the
knows some of the true history of the tery, which was a fleeting human settle- king’s men and were abandoned after
monastery. A small, brave band of rang- ment to their eyes, but they do know their misunderstanding with Ruuchk.
ers died while defending the monastery that crabmen migrate to the Beach of Numerous biped tracks (from the crab-
from the pirates long ago, and the tales White Sand each winter to breed and men) are scattered throughout the area,
have been handed down ever since. As carry out rites before returning north. and the crates have been pried open,
the rangers tell it, the monks made a Symbal suggests the creatures may emptied of foodstuffs, and crushed. All
pact with an unknown race of sea crea- have attacked the king’s men because iron nails, shovels, spikes, and weapons
tures to protect them, but the creatures their rites were disturbed. In his opin- have been removed, though a 100’
didn’t keep faith and the monks were ion, the sages must have been fierce length of rope, two cloaks, and two
destroyed by pirates. warriors to escape at all, because the water skins remain untouched.
If the PCs describe the monsters that crabmen are large, well armed, and Adventurers who search the area can
attacked the king’s sages, Diflin sug- numerous. locate several loose pages from what
gests they may have been giant crabs, Symbal (high elf): AL CG; AC 5; MV seems to be a journal. The book itself
but he finds their aggression puzzling. 12; HD 1+1; hp 9; THACO 19; #AT 1; was ripped and eaten by the crabmen.
The few giant crabs he has seen are shy Dmg by weapon type; SA +1 to attack The PCs can find only a few pages
and timid, eating carrion and staying roll with bow or sling; SD invisible trapped beneath the remnants of a tent.
out of mankind’s way. Diflin doesn’t when immobile in natural vegetation; The other pages were either eaten or
know about the crabmen because he ~5 to opponents’ surprise roll when in have blown into the sea.
rarely visits the coast during stormy natural vegetation; S 15, D 14, C 15,1 The last journal entry is written at
weather when Ruuchk and the Tribe 12, W 18, Ch 12; 5’ tall; ML 13. Symbal the top of a page, as if it had been
migrate there. wears scale mail and carries a shield, penned just before the antiquarians
Diflin: AL LG; AC 7; MV 9; R5; hp 31; three potions of healing, and a long were obliged to leave. Exposure to the
THACO 16; #AT 1; Dmg by weapon sword. elements has obliterated some of the
type; SA +4 to hit orcs (species enemy; words. (See page 18.)
Diflin suffers a —4 on encounter reac- The Beach of White Sand
tions when meeting orcs due to his 2. The Shrine of Turburt. Here the
The shoreline here is dominated by
great hatred); influence animals (—2 on adventurers discover a well-preserved
U-shaped sand dunes created by wind
saving throw vs. rods to avoid being circular hut, which, when seen along-
blowing inland off the water. The dunes
influenced); S 16, D 14, C 14,113, W 14, side its recently uncovered brethren, is
are tallest at the edge farthest from the
Ch 14; 5'3” tall; ML 14; HS 11% (31%); obviously a cell of the long-departed
sea. Salt-tolerant plants and grasses
MS 20% (40%). Statistics in parentheses monks. A newer wall has been con-
bind the dunes together under normal structed on the north side of the cell to
are Diflin’s unarmored values. Diflin
conditions. However, a large “blowout”
has tracking proficiency (roll 15 or un- form a windbreak. The sand here has
has scattered a number of dunes that
der for success), wears studded leather been worn away by the passage of many
previously concealed the monastery,
armor, and carries a spear and a long feet. No crabmen prints are visible
revealing the outlines of the walls and
sword. anywhere within 10’ of the structure.
buildings. The sages’ campsite (area 1)
4, An elf named Symbal approaches This is what the locals call the Shrine
lies among the dunes on the landward
the party. He has an idea for a wooden of Turburt. Colored ribbons—each repre-
side of the monastery.
sculpture, but he believes the environ- senting a prayer—hang on pegs driven
The crabmen roam the beach, ruins,
ment should dictate the subject. As a into the outer wall or snagged on projec-
and dunes both day and night. However,
result, he wishes to find an unusual tions on the inside of the roofless hut.
individual tribe members are 50% Some are faded with age. The interior of
piece of timber before deciding “what
likely to be asleep when first encoun-
lies within it.” the circle is bare, unfurnished rock.
tered, either resting in the lee of a stone
If the adventurers seem particularly

DUNGEON 17
O

B ACK TO THE BEACH


P

items have any monetary value, even


for antiquarians.
. . . by the sea. The beach is divided from the upper shore by a The bones are all that is left of monks
who died fighting in their-cells during
natural embankment, and this from the inland area by sand dunes. It the final pirate raid. Each cell shows
signs of scavenging by the crabmen,
is among the dunes that the wind has uncovered stone structures, or who have rooted up fallen furniture and
moved aside tumbled stones to grab
at least their outlines. edible objects, pieces of glass, or shards
of metal to hoard as treasure. In area 4,
There appears to have once been a surrounding wall ofdry stone, a crabman is still scavenging.

likely with a gate on the landward side. inside, the largest structure 4. Muumph of Five Legs. As the ad-
venturers approach this cell’s entrance, a
was a T-shaped temple, set on the one side by a cluster of... fist-sized pellet of sand and dirt flies out
onto the sand. It is joined, a few minutes
later, by another. Several pellets already
. . attack, which would explain its desertion. The region has lie on the ground outside, and a sucking
noise and a faintly musical humming
abundant sea-birds, fish, and inland game. Its isolation, however, come from inside.
Muumph, a crabman, is sitting happily
could leave it open to any number ofthreats. There are signs the on the floor of the cell, ingesting likely
foodstuffs and spitting out the filtered
inhabitants armed themselves, but one wonders how they managed at sand and inedible parts. He defends him-
selfor sounds an alarm as soon as he sees
all without some force ofwarriors to. . . the adventurers. He will run away and
hide rather than defend the cell's cache of
ancient foodstuffs.
. + . found among the cells. They will be preserved as found in This crabman has five limbs rather
than the usual six. His deformity was
honor oftheir last struggle. The weather, meanwhile, shows some caused by a genetic defect rather than
an injury (which would have regener-
disimprovement, and the failing light at this season means that a ated over time), so the tribe calls him
“Muumph of Five Legs.” The lack of one
detailed examination is confined to. . . leg doesn’t seem to inhibit him, and he
can give good account of himself in a
fight if pressed.
When we have settled down in this area 1 think 1'll concentrate on Apart from his missing limb, Muumph
is a typical crabman of the Tribe. He
the L-shaped scriptorium to sec ifany fragments ofscrolls exist to doesn't really mind humans and their ilk
as long as he's left alone. In fact, he sel-
identify these monks. 1 look forward to our first day's dig. dom even thinks about Out-of-Shell Peo-
ple except near the time of Year’s-End
Walk when he, like the others, waits at
the rocky end of the beach to watch for
Ruuchk’s ancient signal, a wave of the
Ruuchk and the Tribe recognize this creating artworks for the glory of his god.
place as human territory, so they do not
Tribe’s scroll, to mark the beginning of
The beehive-shape design of the huts has their fortnight’s Scavenging.
disturb it. However, they feel at ease lasted well over the centuries, and all still
exploring and scavenging all other Muumph thinks humans are probably
have roofs of stone. (Souvenir hunters useful creatures. After all, he has them
areas of the Beach of White Sand. If the took the roofing stones from the Shrine of
PCs are hard pressed by angry crab- to thank for his favorite tidbit—beef
Turburt.) jerky—which he sometimes finds dis-
men, this cell will always be a safe Anyone exploring these cells (except
sanctuary for them, because the Tribe's carded when the Out-of-Shell People
area 4, see below) finds 1-4 artifacts vacate the Beach at Year’s End. He
laws forbid disturbing it. from the days of the monks: a wooden knows little about human ways, how-
footstool, a tin plate, a carved driftwood ever, and is unsure whether the Out-of-
3. Monks’ Cells. Each of these cells— bowl or spoon, prayer beads made of
and the Shrine of Turburt—was the cell of Shell People are a sentient race like the
seashells, fragments of roughly woven Tribe.
a single monk, where he slept and medi- cloth, cockleshell candle-holders, a bro-
tated when not called to prayer in their If allowed, the crabman scuttles off to
ken shield, a crushed skull, or the re- the refectory (area 5) to hide, giving the
temple or to work gathering food or mains of human bones. None of these Alarm of Danger Comes as he goes. The

18 Issue No. 50
BACK TO THE BEACH

30 60
Feet

The Beach of White San

PCs may see his eyestalks there later, “Oh Humms of Green Shell, gems are worth 20 gp (x5), 10 gp (x 3),
along with Humms's and Graalk's. Humms the beautiful, and 5 gp (X 10). Subtract the gem val-
Muumph of Five Legs: INT average; Humms of the Beach of White Sand, ues from the overall value if they are
AL N; AC 4; MV 9, swim 6; HD 3; hp Oh Humms of bright eyes, removed.
18; THACO 17; #AT 2; Dmg 1-6/1-6; SZ Humms the green,
M (6'11" tall); ML 11; XP 65; MM/47. Humms the beautiful.” 6. Occupied Sand Dune. Ruuchk’s
Unless otherwise noted, all crabmen assistant in the Year’s-End Rites, a
have statistics similar to Muumph’s. As he sings, Graalk changes color female named Quaacl (INT 10; hp 21),
from a dull orange to deep red, then is presently hiding in this sand dune,
5. Refectory. The monks met here to back to orange again. He also opens and her eyestalks keeping watch around her
eat communally twice a day. Now the closes his claws to the beat and throws though they are almost invisible behind
interior is filled with sand lightly cover- wide his arms to emphasize a note. (All vegetation. She has sat here for two
ing the charred boards of the original in all, Graalk is more ham than crusta- nights and a day, composing a speech
timber floor. Any valuables were stolen cean. Humms knows this but will still she will make on the last day of the
by pirates long ago. lay 100 or so eggs in the ocean when migration.
The remnants of floorboards cover a Year’s-End Walk is over, making Graalk Though each crabman is independent
2'-deep hole where two more crabmen, a a daddy.) and spends the day as he or she pleases,
female named Humms (hp 13) and a An iron box lies buried in the western Quaacl is acknowledged as the military
young male named Graalk (hp 14), corner of the floor, opposite the entrance leader of the Tribe. She will stay put in
have set up temporary guarters. If the and so far undiscovered by the crabmen. the dune (imposing a —5 penalty on the
PCs explore during daylight, the duo It is twisted slightly—distorted even in adventurers’ surprise roll) watching the
are asleep and only their eyestalks the sand by the heat of the burning PCs’ progress through the ruins. Unlike
show above their sandy burrow. If star- building—so a blow of at least 3 hp ordinary Tribe members, if Quaacl sees
tled, they erupt through the charred damage is needed to open the container. the adventurers attack a crabman she
floor and make for the exit. Inside, the PCs find a piece of melted goes to its aid, sounding a rallying cry
At night, Graalk is serenading a gold with a few semiprecious stones (the Alarm of Use Your Claws). The DM
seemingly disinterested Humms, who is stuck here and there. This lump was can check each crabman’s morale to see
foraging about the floor, spitting out once a ceremonial bowl of great value. if those nearby respond. Those making
sand pellets as she goes. In the crabman Now it will fetch only 300 gp for scrap. the roll come to Quaacl’s call; those
language, Graalk is singing: If pried out of their fused setting, the failing stay in hiding.

DUNGEON 19
BACK TO THE BEACH

Quaacl wears a chain around her the Tribe’s laws that they still keep to to place following their instinctive blood
right ankle made of iron spikes bent its particulars. Adventurers coming lust, eating all creatures they find, even
into links. The spikes were taken from from the shore are not attacked; the men, and are to be avoided except by
the antiquarians’ stores. A ring made of nervous crabmen scuttle away from stout warriors in large numbers.”
gold is fastened on the upper pincer of these as before. A different hand made the following
her right middle (fine manipulation) All the crabmen here have statistics marginal note:
claw. Quaacl found this ring of free identical to those of Muumph in area 4, “They are organized and seem intelli-
action on the beach during last Year’s- with random numbers of hit points. gent. A leader directs them. Certain ©
End Walk. It may have belonged to a spells are useful for communication, ae
pirate, one of the long-dead monks, a 8. Abbot’s House. The abbot of the though patience is needed. They run í
shipwrecked sailor, or one of the pil- monastery had the luxury of a two-room and hide on encountering humans.”
grims to the shrine. dwelling with a turf roof. This roof The bestiary has more value if sold to
If Quaacl is attacked with a web, hold, remained intact until it was washed an unlearned NPC likely to believe its
or slow spell, the magic has no effect. away by the powerful waves that uncov- contents rather than a sage who will
The ring allows humans to move and ered the area, so the interior of this discount most of it. It is worth 100 gp to
attack freely even underwater (though building is well preserved. a gullible but rich customer, 50 gp to a
it doesn’t allow nonaquatic or nonma- Inside, the adventurers find a small sage.
rine creatures to breathe water). study with a table and single chair. As the adventurers explore the study,
A ring of free action allows individuals Along the dividing wall a wicker shelf they hear a heavy creak from the ad-
to move in water at normal (surface) has sagged floorward, depositing its joining room, a bedroom. Heroes who
speed. Quaacl already moves 9 when contents onto the sand. peek around the open doorway see the
walking and 6 when swimming, so her PCs who read the three almost-intact bed is bowed beneath the weight of
swimming rate is improved to 9 when books will discover that they were writ- something large that has thrown a
she wears the ring. The ring also allows ten by hand in an old dialect of the blanket over itself. A pair of crabman
its wearer to wield cutting and smash- common tongue. The first is a prayer pincers grip the edge of the blanket.
ing weapons underwater without re- book for followers of a deity named This is Caarocct, a junior member of
strictions, so long as the weapon is held Turtur. Adventurers can make their the Tribe. His eyes are tightly closed
rather than hurled. For a full descrip- own connections between this minor and he hopes the PCs will go away if he
tion of the ring of free action, see the deity and present-day reverence of the ignores them.
DUNGEON MASTER?® Guide, page druidic Turburt. The book is worth 50 The crabman remains perfectly still
148. gp to an antiquarian with an interest in until the adventurers leave the building
religious history. or try to harm him. He then makes all
7. The Strand. A small embankment The second book is a discussion of speed for the exit and runs off into the
overlooks the cream-colored strand that ancient clerical spells that resemble safety of the dunes, practicing the
gives the Beach of White Sand its name. modern types. A priest who examines Alarm of Danger Comes.
At any time, 2-16 crabmen are actively this book finds a description of the spell Caarocct is on his first Year’s-End
foraging among storm jetsam: driftwood, pass without trace. This page can be Walk and is excited with the newness of
seaweed, shells, dead fish, and one or two used as a regular scroll by a cleric. It’s it all. His shell is somewhat softer than
whole trees recently washed up. written at the 6th level of ability for that of an adult, his growth not having
If the DM rolls 2d8 and gets a result purposes of determining casting success, yet reached the proportions of his larger
less than 16, the remaining crabmen duration, etc. The book is worth about relatives.
are resting nearby in the dunes, buried 20 gp; it doesn’t relate much that a A corner of the bedroom holds an iron
with only their eyestalks showing. For priest wouldn’t already know. chest that was broken open in the final
example: The DM rolls a 12 on 2d8; 12 The third book is a bestiary—a book pirate raid. A thin layer of sand inside
crabmen are on the beach. This means cataloguing and describing creatures conceals the chest’s false bottom. If the
that four crabmen are resting nearby. both mundane and monstrous. The book panel is opened, the PCs find a Certifi-
If the adventurers approach from the isn’t very accurate (it even has some cate of Office that reads:
sea, whether by boat or as a test of . multi-limbed, many-headed creatures
Quaacl’s ring of free action, the crabmen that never existed) but it is a curiosity. In Honor of Brother Norntal,
on the beach do not run away but hesi- The entry labeled ‘“‘Crabbmen” shows a Appointed Abbot of
tantly move to push the PCs back into gangly, squinting, evil-looking creature White Sand Monastery
the water. They are peaceful by nature, only vaguely similar to members of the In the Holy Name of Turtur. K

but will attack the PCs if they don’t co- Tribe. The author writes: Dated this 21st day of Halapur, 4190.
operate in going back to sea. The an- “Crabbmen are a foul cross between
cient agreement between the Tribe’s men and giant crabs, brought about by The calendar used in the days of the
ancestors and Abbot Norntal stated sorcerous experiments. The specimens monastery differs from the modern one,
that, in return for being left alone at escaped and multiplied along coasts, but anyone proficiency in ancient histo-
Year’s-End Walk, the crabmen should where they are prey to many creatures. ry, local history, ancient languages, or
prevent all seaborne landings. Though Their flesh is said to be pink and tasty even astrology can make a successful
this was intended to keep pirates at bay, when cooked. proficiency check to determine that
the treaty—in the form of their Scroll of “The beasts are mindless and without Norntal was installed as abbot about a
Out-of-Shell People—is such a part of social structure. They swarm from place century ago.

20 issue No. 50
BACK TO THE BEACH

Caarocct the Pliable: INT low; AL


N; AC 7; MV 9, swim 6; HD 2+2; hp 8;
THACO 19; #AT 2; Dmg 1-4/1-4; SZ M
(5'8" tall); ML 10; XP 65; MM/47.

9. Scriptorium. The stones them-


selves cracked from the heat of the fire
that destroyed this building. Inside, the
adventurers find charred timbers, the
ash of many leather-covered books, and
the fragmented skeletons of five monks
who sought to rescue their monastery’s
greatest treasures. None are identifi-
able (it was, after all, a century ago
when they died) but Norntal died here
vainly defending the scriptorium, where
books were written, copied, and stored.
Two crabmen, Yicctii (hp 17; ML 14),
a black-colored female, and Tuunaa (hp
16), a yellow-brown male, are sifting
hopefully through the cinders. There is
little here to eat, but Yicctii found a
shining amulet that she has placed
around what passes for her neck.
If the PCs speak audibly within 50’ of
her, Yicctii will be amazed to find she
can understand them, for this was
Norntal’s amulet of comprehension, the
very item that aided his communication Goa
with the crabmen long ago. A 0 Z 7 UN Z-
An amulet of comprehension dupli- IAPA S
cates the effects of the first-level wizard
spell comprehend languages with slight mum at a cost of 50 gp per charge. The she can translate his speech into the
modifications. It can be used by any suggested experience-point value for crabman language, passing on the infor-
sentient being, regardless of class or making such an item is 3,000 XP. mation to others of her kind.
profession, who possesses ears or other The DM should demonstrate the amu- The best thing adventurers can say to
organs that hear sound (for spoken let’s power through Yicctii’s reactions to Yicctii is something like “Take us to
languages) or eyes (for written texts). the PCs’ conversation. She is less shy your leader!” She will oblige by looking
The wearer need not be literate to read than other members of the Tribe (she is for Ruuchk at area 10. Of course, if the
written words, and he does not need to Ruuchk’s sister and shares some of his PCs slay Yicctii and capture the amu-
touch the creature listened to or the outgoing nature) and will hang around let, they can understand the crabmen’s
writing to comprehend it. Like the spell, a little distance from the PCs, looking language themselves, but responding in
the amulet’s powers can be blocked by at what they are doing. kind remains a problem. In any case,
certain types of warding magic (the If someone says, “Let's look at the Ruuchk will not be hospitable to adven-
third-level secret page and illusionary beach,” Yicctii turns in that direction. If turers who have attacked any member
script spells) and it does not reveal mes- one says, “I think there's a crabman in of the Tribe.
sages concealed in otherwise normal that dune,’ she looks over there too, and Tuunaa, the male, is a typical crab-
text. so on. Obviously, if Yicctii overhears the man who shares the Tribe’s fear of
The amulet works continually for one PCs discussing some cataclysmic meth- strangers. He will not intervene if
hour when a person first puts it on, then od of dealing with the Tribe, she will Yicctii is attacked, fighting only in self-
by concentration thereafter. (The wearer sound the Alarm of Danger Comes and defense or under orders from Ruuchk or
must concentrate on a spoken language alert the crabmen to their peril. But if Quaacl. He scoots away into the sands
or a written piece to comprehend it. the adventurers seem mostly harmless, at the earliest opportunity.
Comprehension is not casually impart- Yicctii simply watches and listens.
ed. For example, in a crowded bazaar The PCs should realize they can com- 10. The Temple. This T-shaped build-
the wearer does not comprehend all municate with Yicctii and use her as a ing was once the center of worship for
voices in the babble, but can concen- translator. While she can understand the monastery. Now Ruuchk of the Blue
trate on one or two at a time.) their speech (even if they switch from Shell, the leader of the band of crab-
When first discovered, a typical amu- Common to converse privately in men, has converted it into a temporary
let of comprehension has 10d10 +10 dwarvish, gnomish, elvish, or what- dwelling. Ruuchk is at home 50% of the
charges. (This one has 26.) Such amu- ever), she cannot speak any language time; otherwise he is foraging.
lets can be recharged up to their maxi- but that of the crabmen. If a PC speaks, The temple’s interior is a tangle of

Se a RR a e e a

DUNGEON 24
BACK TO THE BEACH

fallen masonry and timbers, bulldozed tion of Year’s-End Rites) they could get that she can understand them, they can
aside by the crabman to form a zig- as much as 900 gp for it in any large have a one-sided conversation with the
zagging path into the interior. Two town. The crabmen will be very angry if crabman leader, using Yicctii as trans-
man-sized creatures can walk abreast the statue is taken, however, and may lator from the PCs to Ruuchk only. If
on this trail. The debris has a cumula- never trust humans again. they captured the amulet of comprehen-
tive 30% chance per round of collapsing Of greater significance, perhaps, is sion, the adventurers can understand
and inflicting 1-6 hp damage to anyone that Ruuchk places the Scroll of Out-of- Ruuchk but cannot reply to him.
climbing over it. Shell People in the claws of the sculp- Ruuchk’s main concerns are as follows:
In the inner sanctum at the east end ture for safe-keeping while he sleeps 1. Why do Out-of-Shell People return
of the building, Ruuchk has built a nearby. A thief could obtain the sacred to the Beach of White Sand when the
likeness of the Great Crab, the deity the scroll without Ruuchk’s knowledge by chanting is over and when Ruuchk has
crabmen revere. Skillfully assembled making a successful Move Silently roll. waved the Scroll of Out-of-Shell People
from wire, spikes, chain, shovel-heads, When he sallies forth to forage or to to signal Year’s-End Walk?
two picks, a long sword, and oddments scavenge enemies, Ruuchk carries the 2. Do they not realize that All Things
of armor, the entire work is highly pol- scroll with him as a symbol of office. Outside the Round Stones (which the
ished and shows great workmanship The scroll is sealed in a watertight crabmen in these latter days interpret |
and beauty. If the adventurers could ivory scroll case worth 100 gp. as the Shrine of Turburt, but which |
obtain the sculpture (intended to be Ruuchk became Tribe Mover (the originally meant the monastery walls) !
sunk in Mother Ocean at the culmina- chieftain of the Tribe) on the death of and Down To The Sea are the Tribe’s, |
his father, Auuck, who had taught him and that the Bargain says the Great
Crabman Biology his duties. Ruuchk's sister, Yicctii, like- Crab would be angry if the Tribe did not
wise knows the ceremonies expected of keep all Out-of-Shell People away who
Crabmen are extremely reluctant to
a Tribe Mover and will inherit the posi- come from the sea?
discuss their reproductive habits, even
tion if Ruuchk dies. 3. Isn’t it a fact that Out-of-Shell Peo-
with each other. It is an embarrass-
His titles of Goods Carrier, Sea Talker, ple agreed that those on land will not
ment to them that their beloved chil-
Scavenger of the Beached Beast, and disturb the Tribe during Sky-Darkening
dren are abandoned at conception, the
Finder of Buried Metal Shells have Season, even as the Tribe does not dis-
defenseless larvae left to survive as
been earned through experience. turb the Out-of-Shell People during
best they can in the perilous sea.
Ruuchk is Goods Carrier because he their chantings at the Round Stones?
The Tribal Rites performed during
brings the scroll with him everywhere. The Tribe Mover and his heir know
Year’s-End-Walk are prayers to Moth-
He is Sea Talker because he addresses the treaty scroll in its crabman transla-
er Ocean that her currents will bring
Mother Ocean and the Great Crab in tion by heart. Up to now, no crabmen
the larvae safely to the Tribe’s living
the Tribal Rites. (See the “Crabman could read it, though Yicctii may do so
grounds come summer. The intensity
Biology” sidebar.) He is known as the using her amulet. If the adventurers
of light during Sun Burning Season
Scavenger of the Beached Beast from ask for a recitation or get their hands
affects crabmen hormonally, so that
the time he discovered the remains of a on the crabman’s copy of the treaty,
they become extremely maternal or
giant squid washed up on the shore hand the players a copy of the scroll
paternal and can instinctively recog-
during one memorable Year’s-End Walk shown on page 23.
nize their own offspring when the
when all the Tribe feasted. The title of This document is signed by Abbot
young ones craw] out of the ocean.
Finder of Buried Metal Shells refers to Norntal and bears a shaky mandible-
Ocean predators limit the number of
when he uncovered a huckster’s tak- mark made by Zitticck, the leader of the
surviving larvae each year to about
ings, buried in a hole. The unfortunate Tribe at the time. The duplicate scroll
two per parent, but some adult crab-
huckster, who had followed the pilgrims kept by the abbot was destroyed in the
men breed for several years before
to the Shrine of Turburt to turn a profit, fire that burned down the scriptorium.
any of their own offspring survive
the rigors of the sea. The parenting had buried his money for safe-keeping Ruuchk of the Blue Shell, Tribe
but couldn’t find it again. Ruuchk did, Mover, Goods Carrier, Sea Talker,
instinct is so strong that an adult
and he still wears about 100 sp ona Scavenger of the Beached Beast,
without a crabchild to care for will
chain around his waist. Finder of Buried Metal Shells: INT
try to adopt noncrabman travelers or
Ruuchk is responsible for ensuring average (10); AL (L)N; AC 4; MV 9,
sunbathers.
that the Year’s-End Rites proceed prop- swim 9; HD 3; hp 24; THACO 17; #AT 2;
This seasonal change makes crab-
erly. This includes the provision that no Dmg 1-6/1-6; SZ L (10' tall); ML 12; XP
men less xenophobic than usual—
indeed, it encourages them to
humans can be present. If he discovers 65; MM/47.
approach strangers as they are over-
that more Out-of-Shell People have
whelmed by parental instinct. Unfor-
arrived (people in armor would be called Negotiating a Settlement
tunately, their biological drives leave
In-Shell Out-of-Shell People) he becomes
It will take careful diplomacy to negoti-
the crabmen vulnerable to attack by
agitated and goes to determine their
ate with the crabmen. The main difficul-
sahuagin and others. It is therefore numbers and whether they came from
ty lies in communication. Yicctii will not
land or sea. If they came from the sea,
no accident that it was summertime willingly part with her amulet of compre-
Ruuchk is obliged to drive them back to
when the sahuagin raided Ruuchk’s hension, though she may be persuaded to
honor the treaty.
ancestors, precipitating the sack of lend it to the party for a short time if she
Norntal’s monastery. If the PCs have discovered Ruuchk’s
is given a large enough bribe of food and
sister, Yicctii (see area 9), and know

22 Issue No. 50
BACK TO THE BEACH

now Ye that this document is a Sacred Treaty effected between


Abbot Norn tal, leader of the monks og White Sand Monastery,
ano Zitticck, Chieftain of the Tribe of crabbmen who live on
these coasts.

e it known that henceforth and forever the Tribe is granted a


Concession that they shall have Right of Way on the beach of
White Sand outside the monastery walls, called the Round Stones
by the crabbmen, even down to the sea, to use as they will for
fourteen nights following the winter solstice and including that night,
ano for the pursuance of their religious activities in marking the end of
the year as reckoned by them on their own calendar.

enceforth it will be considered a trespass to use the beach of


White Sano or its environs by human beings, Known to the Tribe
as Out-of-Shell People, during the time of the Tribe’s Concession.

wee N RECURN FOR this Concession, the Tribe agrees to suffer no one
CYAX©, who emerges onto the shore by boat, other vessel, or by other
$ means from the sea, such as pirates that have plagued this
coast at this season in other years. The Tribe, however, shall
spare humans who come with messages or supplies by land, or who vis-
it in Need OR ignorance From land.

e humans warrant that we shall vacate the shore for four-


teen nights, commencing on the night of the winter solstice, and
the Tribe agrees to wait until such vacation has been made be-
fore moving into the area to avoid accidental hurt or loss to
either race.

e, the undersigned, agree to be legally bound in the names of our


U Respective Seities, the Holy Tartur of our monastery, and The
Great Crab who dwells in Mother Ocean of the crabbmen. One
copy of this document shall be preserved by each party to main-
tain this bargain for all time.

DUNGEON 23
BACK TO THE BEACH

shiny metal. The amulet must be handed quarians return to conduct their gent, civilized folk with ancient customs
from humans to crabmen and back again studies. Second, the adventurers can leaks out, the party will also find that
to understand each side. (Norntal was advise the sages that the crabmen must the locals fear them and offer only a
lucky enough to be granted tongues not be disturbed in their comings and cool welcome. Good-aligned PCs may
spells for his negotiations.) goings on the beach. Because the anti- require some form of quest for atone-
If the PCs attempt to use sign lan- quarians will return by land, they will ment before they can advance a level.
guage or pictograms, make the players not be molested by the Tribe as long as Ifthe adventurers complete the mission
act out the encounter. If the DM can the crabmen aren’t attacked. The with a minimum of bloodshed and negoti-
understand the players, there’s a chance earlier conflict erupted because Ruuchk ate a compromise acceptable to both sides,
that Ruuchk can too. Remember that went to explain the situation as he they will be hailed as heroes. An award of
communication between crabmen and understood it but was struck by the 1,000-1,500 XP can be divided between
humans has always been difficult, and frightened antiquarians. those responsible for a successful resolu-
even learned sages have managed to tion, at the DM’s option.
understand only a few basic crabman Concluding the Adventure If the PCs are truly forward-thinking
words. The DM can roll an Intelligence diplomats, they may negotiate a new
If the party kills all the crabmen or
check for Ruuchk to see if he can make treaty providing the king with crabman
drives them away, the PCs have com-
sense of the PCs’ signs or pictures. allies. In this case, the king doubles the
pleted their mission and will be award-
A compromise can be worked out if promised reward, and the DM should
ed the king’s 500 gp (or 650 gp, if they
communication can be established. award an additional 400 XP, to be split
haggled). However, the DM should have
First, the adventurers can point out among the negotiators.
a copy of the Scroll of Out-of-Shell Peo-
that the “Round Stones” the crabmen
ple come to light during the antiquari-
have assumed meant the Shrine of Further Adventures
ans’ dig and award only half the
Turburt were actually the outer walls of
experience-point total because the PCs A few possibilities are open to the PCs if
the settlement. Convincing Ruuchk of
failed to find a peaceful solution. After they wish to remain in the area of the
this will create a reason for the crab-
the fact that the crabmen were intelli-
men to leave the ruins, letting the anti- Continued on page 47

Fantasy, Phantasms and Fright!


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SS a

24 Issue No. 50
Gary and Lucya both live in London,
where Lucya is the assistant editor of
Games and Puzzles, a British magazine
covering all areas of gaming from chess
to role-playing. In 1993, Lucya was the
European AD&D® champion and won a
trip to the 1994 GEN CON" game fair in
the USA. Gary is a computer games
designer for Argonaut Software, the
creators of Starfox for the Super Ninten-
do Entertainment System. He is current-
ly working on a major adventure game
for Microsoft due for release in late 1995.
The original draft of this adventure was
the European Open Competition at Euro
GEN CON game fair in 1992.

“The Object of Desire” is a D&D® adven-


ture written in the tradition of the Ara-
bian Nights. This adventure is intended
for a party of 4-6 predominantly good-
aligned PCs of levels 5-8 (about 35 total
levels), including at least one cleric
(whom the DM should try to keep alive, if
possible, for much of the adventure).
The scenario begins with a sea voyage
between two caliphates. The PCs should
be on good terms with one of the ruling
caliphs or have been recommended by a
former patron of high status. Within
this module, the caliphates are called
Sasan and Samarkand, but the DM may
substitute different cities and other
patrons to suit the campaign.
Many of the NPCs in this scenario use
Arabic-style weapons such as the scimi-
tar (a medium-length curved sword) and
the jambiya (a curved double-edged
dagger). The DM should use statistics
for a normal sword and a normal dagger
respectively. Most humans wear light
SS Se armor or no armor due to the intensity
BY GARY O'CONNELL AND LUCYA SZACHNOWSKI of the heat in this region. Anything
_———_— v V heavier than leather armor incurs an
attack penalty of — 1 per point of armor
class lower than AC 7. Shields do not

Who has won the heart aweee Sa


in this adventure are more fully de-
of Ga be h o |a & r? scribed in the Creature Catalog, but
enough information is given here to run
the adventure.

For the Player Characters


Artwork by David Day The PCs begin the adventure in the
Caliphate of Sasan, where they are
asked to undertake a most delicate
mission for Caliph Farouk. If the PCs
are not yet acquainted with the caliph,
they have been recommended to him by
a former patron.

26 Issue No. 50
THE OBJECT OF DESIRE

AL N; jambiya; other statistics as Omar. Setting Out to Sea


You have been commissioned by
Caliph Farouk of Sasan to escort his The PCs are awaiting the arrival of
For the Dungeon Master
niece, the lovely Princess Yasmin, the princess at the caliph’s dhow.
and her dowry west to Samarkand. Once upon a time, the handsome Sultan Read or paraphrase the following to
There she will marry her beloved Firouz al-Algarin had a wondrous magi- the players when they are ready to
Prince Harith, to whom she has been cal mirror that could show him his begin the adventure:
betrothed for several years. As the heart’s desire and, on command, trans-
port him to the place where it lay. Gaz- It’s a fine morning and many ships
caliph cannot attend the wedding,
ing into the mirror, he saw Aurelia, the are in the harbor, which bustles with
due to many pressing matters of
daughter of a powerful mage. Such was noise and activity. Swaggering sailors
state, he wishes to entrust Yasmin's
her beauty that he fell in love with her and hunch-shouldered porters, sun-
safety to people he can rely on. Yas-
at first sight. He used the mirror to visit bronzed travelers and street-grimed
min will be accompanied by her
her, and she reciprocated his love. urchins, fat-bellied traders and thin-
maid, Fatima, and the caliph's own
Unfortunately her father, Nazir al- ribbed beggars, all go about their
cousin and vizier, Mustafa al-Wazah.
Azrad, was as evil as he was powerful. business amid the throng. The air is
The voyage will take about five
When Firouz convinced Aurelia to elope filled with the sounds of haggling, the
days and nights along the coast of
with him, Nazir followed the couple to cries of sea gulls, and the creaking of
the Algarin, an inhospitable stretch
the sultan’s court. There he found the rope. Supplies are being loaded
of burning deserts that only the
two lovers about to be wed and flew into aboard your ship: barrels of salted
foolish or the desperate would travel
a dreadful rage. He slew the cleric fish, meat, and dried fruit together
across by land. You have been grant-
about to marry the lovers, and used his with skins of water and wine.
ed the use of the caliph’s own dhow
potent magic to transform Firouz into a You are waiting on the quayside
and must be vigilant for pirates and
beholder. Finally, he turned on his when Princess Yasmin arrives with
hostile sea monsters that are known
daughter and in his rage transformed much pomp and ceremony, carried on
to trouble this region.
her into a crystal statue, which he tele- a veiled litter borne on the shoulders
ported to his hidden fortress. of four strong men. The litter is ac-
The Caliph’s Dhow companied by a haughty man
Firouz was unable to cope with the
The caliph’s dhow is a 70'-long, 20'-wide shock of seeing his beloved so badly dressed in the robes of a vizier, a
ship with two masts and a crow’s nest. used, on top of his own transformation plump maid, and four guards carry-
The prow is decorated with a magical into such an abhorrent creature. He lost ing a large chest containing the
figurehead that can run up the sails on all memory of what he once was and princess’s dowry. The litter and chest
command. With this assistance, the ship became, in truth, a fearful monster. He are set down in front of the ship.
needs only a small crew: only four on used his terrible gaze against all who One of the bearers parts the cur-
this voyage, plus the captain. The dhow came near him. Soon his magnificent tains of the litter, revealing the beau-
carries a six-man skiff for going ashore. and thronging court was but an empty tiful Princess Yasmin. Her clothes are
The captain’s cabin (the only cabin on reflection of what it had once been, with finest silk and her face is obscured by
the ship) has been prepared for the the beholder as lord of nothing. a veil of shimmering gold that empha-
princess, and the captain will rest with Following some unconscious yearning, sizes her deep-brown eyes.
his men. A cot has been brought in for the beholder turned his eyes to his mag-
Yasmin’s maid. Hammocks for the PCs nificent mirror, but his heart had grown Princess Yasmin is 17 years old, beau-
and crew are strung in the hold, above mean and shallow with his madness, tiful, demure, and faithful to her true
the ship’s stores: two weeks’ firewood, thus limiting the range of his vision. love. She has had a very sheltered up-
food and water to last 14 people a For many weeks he saw nothing, until bringing and is the perfect princess.
month, a chest with the captain’s navi- at last a beautiful nomad woman was During the voyage, she will spend much
gation instruments and charts, a spare revealed to him. Responding to some of the time in her cabin with her maid.
sail, and plenty of hemp rope. On deck, deep feeling of loss, the beholder cap- She does not feel it is appropriate to
a 4' 6’ fish locker holds nets and three tured and charmed her and kept her as talk more than necessary with those of
barrels of fish. a beautiful object to gaze upon. Years low station such as the crew—perhaps
Jamil, captain: AC 5; F4; hp 20; MV passed and the woman’s looks began to even the PCs. As soon as Yasmin has
120’ (40"); #AT 1; Dmg by weapon type; fade. The beholder again used his mir- boarded the ship, the guards bring her
S 16,111, W 9, D 15, C 14, Ch 12; Save ror to seek out the fairest in the land; dowry aboard, then return to the palace
F4; ML 9; AL L; leather armor, shield, once another woman was secured, he along with the bearers who carry her
scimitar. petrified his former love to preserve her empty litter.
Rachim, first mate: AC 8; F1; hp 7; MV remaining beauty forever. Many years The haughty man introduces himself
120’ (40°), #AT 1; Dmg by weapon type; went by, and the beholder’s halls filled as Mustafa al-Wazah, vizier and cousin
D 14; Save F1; ML 8; AL L; scimitar. with statues as his heart grew lonelier. of the caliph. Mustafa announces that
Kassim, sailor: AC 9; hp 5; other The caliph’s dhow passes the coastline he will accompany the PCs to chaperon
statistics and equipment as Rachim. of the desert of Algarin, where the be- Princess Yasmin. He asks where the
Omar, cook: AC 9; 0-level human; hp 4; holder’s palace lies, just as Firouz gazes princess’s cabin is situated and orders
MV 120’ (40"); #AT 1; Dmg by weapon once more into his mirror to seek a new the PCs to place the large chest there.
type; Save Normal Man; ML 8; AL L; club. and beautiful companion. Mustafa then demands to be shown his
Ali, cabin boy: AC 8; hp 2; D 14; ML 6; own cabin and is most offended that he

DUNGEON 27
M
OO
THE OBJECT OF DESIRE

has not been allocated one. It would not tic. He offers the PCs a cryptic prophecy, accuses a thief PC of stealing them.
be appropriate for him to share Yas- as either thanks or reproach depending Mustafa claims that:
min's cabin, but the PCs could rig up a on his treatment. The ragged man
tent on the deck if Mustafa insists on closes his eyes and intones, “Do not let “While I was dying on deck, that
separate guarters. your eyes deceive you. Much evil is but felonious dog was rifling through my
The vizier is an arrogant and pompous madness or folly, and desire but a prison belongings and stealing my best silk
fool of high authority but little actual for the soul.” slippers! My best, mind you! They
ability. He is a diplomatic envoy to The mystic then limps off and is lost were a present from the Queen of
Samarkand as well as the princess's in the crowd. PCs trying to catch up to Shebal—a ruler who knew my worth.
chaperon. The PCs will probably learn the beggar are unable to distinguish I demand justice!”
to despise him. him from the myriad of other faces in
The large chest containing Yasmin's the horde of spectators. It will take a lot to convince Mustafa
dowry is gold-plated, weighs 75 lbs., and Mahmoud: AC 6; Mys4; hp 20; MV that the PC he has accused is innocent.
has two carrying handles set with fire 150’ (50"); #AT 1; Dmg 1d6 +1; SA heal The slippers are misplaced inside Mus-
opals (total value 5,400 gp). The chest self, awareness; Save Mystic 4; ML 11; tafa’s luggage, but he will not readily
has three steel locks of fine quality AL L; unarmed. allow anyone to search his possessions
(~ 15% to thieves’ open-locks rolls), and unless the PCs are very diplomatic.
Mustafa holds the keys. Each of the The Voyage A supper of spiced meats and bread is
three locks was made by a different served on deck at sunset (although the
craftsman and requires a separate open- While the ship is under way, someone princess eats in her cabin). Mustafa
locks rolls to unlock. must always man the tiller, which is objects to the quality of the food, al-
The chest holds two pouches, each situated over the cabin. Close maneu-
though everyone else finds it excellent.
containing 150 pp; a third bag contain- vers such as docking must be handled There are no other planned events until
ing 42 gems (100 gp (X 15), 250 gp by an experienced sailor. All the crew the following afternoon. At that time,
except Ali are sufficiently skilled. Wind
(x 15), 500 gp (x 10), 1,000 gp, 1,200 gp); read or paraphrase the following to the
and 13 loose pieces of jewelry (total and weather conditions will be favor- players:
value 8,810 gp). PCs who dare open the able for the entire journey, allowing the
chest without Yasmin’s permission will ship to make good headway. Read the The journey continues uneventfully
be dealt with harshly. following to the players to set the scene: the next morning. To the west, you
Princess Yasmin: AC 8; 0-level hu- can make out the inhospitable cliffs
With good wind in her sails the dhow of Algarin. The princess takes a
man; hp 4; MV 120’ (40"); #AT 1; Dmg heads south, skimming the coast as
by weapon type; Save Normal Man; S 9, stroll around deck in the morning,
gulls follow her wake. The sky is clear,
112, W 15, D 15, C 11, Ch 17; ML 9; AL often glancing toward Samarkand
and there is a light swell in the sea. and her true love.
L; unarmed.
Fatima: AC 9; hp 3; ML 7; jambiya; Vizier Trouble
other statistics as Yasmin. Snakes Alive!
Mustafa al-Wazah: AC 8; M2; hp 7; The passage would be smooth were it During the late afternoon, a 20’-long
MV 120’ (40"); #AT 1; Dmg by spell or not for Mustafa. Almost as soon as the
giant sea snake approaches the ship
weapon type; S 9,116, W 11, D 13, C 10, ship leaves port, Mustafa claims that he (2-in-6 chance of spotting it from the
Ch 10; Save M2; ML 3; AL L; jambiya. is feeling seasick. Although he looks
crow’s nest). The snake slithers up the
Spells: charm person, floating disc. perfectly healthy, he groans and com-
ship’s figurehead and onto the deck. The
Litter bearers (4): AC 9; hp 6 each; plains incessantly about the motion of princess screams and flees to her cabin
S 14(+1/+1); ALN; jambiya; other the ship and demands that a cleric in as soon as the snake rears its head.
statistics as Yasmin. the party cure him. He insists that the After the snake takes 40 hp damage, it
Guards (4): AC 6; F2; hp 12 each; MV PCs do something to stop the vessel’s
slips back into the sea and swims away.
120' (40'); AT 1; Dmg by weapon type; rocking. If the party’s cleric has not
Giant sea snake (1): AC 6; HD 10*
D 14; Save F2; ML 10; AL L; leather received a cure disease spell, the vizier
(L); hp 55; MV 90’ (30"); #AT 1 bite; Dmg
armor, scimitar. berates him loudly, shouting, “You self-
2d4 plus poison (death in 1d4 +2 turns
Many people have gathered for the ish priest! You only thought to look
unless save is successful); Save F5; ML
spectacle of Yasmin’s departure, among after yourself, while I writhe in agony
7; INT 2; AL N; XP 1,750; RC/204
them a filthy beggar who steps forward with a djinni in my belly!”
(modified).
and persistently entreats the PCs for The princess does not feel it is her place
The mere sight of the snake sends the
money. The beggar is of indeterminate to involve herself in the affairs of an older
princess to her cabin for the rest of the
age, wears only a loincloth and sandals, member of her family. She keeps out of
day. She will allow no one inside except
and carries a small wooden bowl. The any arguments. If aPC asks her to inter-
Fatima and female PCs of high station.
vizier takes the man’s mere presence as vene, she says, “It is not my place to
an insult and demands that the beggar reprimand my father’s vizier” Bird of Ill Omen
be flogged for his impudence. Yasmin’s After a couple of hours, Mustafa re-
departing guards move in to seize the covers naturally as he gets his sea legs, Soon after the sea snake incident, a
beggar, but the PCs can persuade Mus- by which time he has found something raven approaches the ship and makes a
tafa not to carry out his threat. else to complain about. Now he is un- nuisance of itself. Read or paraphrase
The beggar is Mahmoud, a local mys- able to find his best silk slippers and the following to the players:

28 Issue No. 50
THE OBJECT OF DESIRE

2-in-6 chance to surprise those on deck.


A black bird with shiny feathers and Neither Captain Jamil nor his crew can waves, you can make out extensive
a sharp black beak swoops across the hurt the gargoyles; the seamen have no coral beds that will be hazardous to
deck from the starboard bow. It caws magical weapons. Mustafa wastes the navigate in the failing light.
loudly and insistently, circling the first round. His mouth falls open but he
mast. After a while, it perches high utters nothing; he merely points ineffectu- The coast is very rocky; approaching at
in the rigging and continues to caw. ally at the ugly monsters. When he comes night with no light but the stars would be
to his senses, the vizier tries to charm a perilous. Jamil is very reluctant to con-
The raven lands out of reach but only PC to protect him. tinue. He insists on dropping anchor here
a few feet away from the crow’s nest. It Gargoyles (3): AC 5; HD 4** (L); hp until dawn. If the PCs insist that the ship
is possible to climb the rigging to the 26, 23, 19; MV 90’ (30’), fly 150’ (50"); press on, they soon hear the dhow’s hull
bird’s location, but it hops from perch to #AT 2 claws/1 bite/1 horn; Dmg 1d3/1d3/ scrape the rocks and feel the ship shudder
perch at the PCs’ approach. The raven 1d6/1d4; Save F8; ML 11; INT 5; AL C; as it runs aground on a reef. It will take
remains for half an hour or until caught XP 175; RC/178. Spells or magical several hours’ work to free the boat,
or scared off. If offered food, the bird weapons are required to hit gargoyles. which must be done before the tide goes
lands on someone’s shoulder and stays They are not affected by sleep or charm out or the dhow will capsize as the water
with that person for the rest of the day. spells. level lowers.
This is an ordinary raven and is inter- This attack is intended to keep the If the PCs decide to use the skiff, they
ested only in fish. Feel free to encourage party distracted while the beholder can inch through the reefs to the lagoon
whatever misinterpretation the players makes his bid to kidnap the princess beyond, provided they have at least one
want to put on the creature: odd behav- from her cabin. Seconds later (but in the skilled seaman on board. (Jamil and
ior, listening to conversations, etc. same round), a brilliant flash of light Rachim will volunteer.) Once they reach
Raven: AC 8; HD 14 (S); hp 2; MV fly surrounds the princess and blinds any- the lagoon, the PCs can use intense
330" (110"); 4AT 1 (peck); Dmg 1; Save one watching her (save vs. spells or go light sources (such as a hooded lantern
Normal Man; ML 5; INT 2; AL N; XP 5; blind for 1-10 rounds; blindness for only or continual light spell) to see the black
CC/86. one round on successful save). Princess shingle beach (area 1).
Yasmin screams and immediately van- Jamil will insist that at least two able
Kidnapped! ishes, replaced by a ball of scintillating seamen remain on board the dhow.
light that flies out of the ship ignoring Mustafa will not accompany the party
Throughout the day, the ship continues to the shore. He generously offers to
to hug the coastline, carefully avoiding all physical impediments. Only those
not blinded by the flash see the sphere guard the dhow, saying, “This sort of
the cliffs and offshore reefs that make exploration is best left to professionals.
the coast of Algarin hazardous. Hidden shooting toward the northern cliffs like
a comet. Nevertheless, I am willing to let you go,
from view behind the cliffs lies the since it is your fault the princess was
palace of Firouz the beholder. As the The beholder appears in the flash but
cannot be seen through the intense kidnapped.”
party’s dhow continues its westward
trek, the beholder gazes into his mirror light. (See sidebar on page 34 for de-
tails.) Though a few PCs may be able to Sea Caves
of desire (see sidebar) and sees Princess
Yasmin in her cabin. Entranced by her see the course of Firouz’s ball of light, 1. Shingle Beach. Beyond the reef, a
beauty, the beholder sends three of his no one can catch up with it—it moves at clear lagoon with a narrow, black-
gargoyles to cause a diversion while he incredible speed. The gargoyles remain pebbled beach lies hemmed in by high
uses the powers of his mirror to kidnap behind for three rounds or until one of cliffs. In better times, Sultan Firouz
Yasmin himself. them is destroyed. Then they flap off moored his boats here. The cave com-
Firouz’s gargoyles approach under- toward the northern cliffs following the plex that extends into the cliff was
water from the cliffs several miles away. same course as the ball of light. If the excavated for easy access to the beach.
Having no need to breathe, and using PCs were blinded or too distracted to Read or paraphrase the following as the
their wings for propulsion, they may notice the radiant sphere, the party can PCs approach the beach:
remain undetected until they surface easily follow the gargoyles. If the PCs
beside the boat. The setting sun’s reflec- pursue by magical flight, they can fol- A thin strip of black shingle beach
tion on the water partially blinds the low the gargoyles all the way to Firouz’s slopes from the looming cliffs to the
lookout, giving anyone in the crow’s palace and avoid the perils of the “Sea clear water of the lagoon. You can see
nest only a 1-in-8 chance to spot the Caves.” Proceed directly to “The Qal’at the gaping mouths of five dark caves
gargoyles before they emerge. Read or of Firouz al-Algarin.” in the cliff face. Half a dozen rotten
paraphrase the following to the players: If the PCs follow the ball of light or wooden posts stand in two lines from
the gargoyles by boat, read or para- one of the cave entrances to the sea,
A gray-winged creature with stony phrase the following to the players: and a few rusted metal rings have
skin erupts from the foam in front of been driven into the cliff wall.
the prow, and two more burst out of You sail on as the sun sinks beneath
the sea on either side. Flicking their the horizon. To the north lies a jag- The beach runs along the shoreline for
wings, they swoop toward the deck, ged, rocky coastline. In the last eve- 67 yards, and is 17 yards wide from the
claws outstretched to attack. ning light you can see waves sea to the cliff. As the PCs pull up their
crashing over hidden reefs just below skiff, eight giant crabs scuttle out of the
The gargoyles’ sudden appearance has a the surface. From the pattern of the caves to attack.

DUNGEON 29
THE OBJECT OF DESIRE

SS
) :
=< Fissure/
ze ‘4 cm
n
Sn /

Wooden
Stumps

Sea Caves
1 square = 10'

Giant crabs (8): AC 2; HD 3 (L); hp


20, 17 (x 2), 16, 15, 12, 10, 9; MV 60' gathers in pools on the slippery, Suddenly, three hideous humanoid
(20"); #AT 2 pincers; Dmg 2d6/2d6; Save uneven floor. At first you are ankle figures lunge out of the water. The
F2; ML 7; INT 2; AL N; XP 35; RC/164. deep, but it seems you will soon be dim light barely reveals their rotten
After the crabs are dispensed with, up to your waist in dank, foul- and disfigured flesh. Tatters of cloth-
the PCs can examine the cliff or the smelling brine. ing hang on their twisted bodies.
caves. Thieves or mystics can determine Their leering mouths reveal horribly
that the 400'-high cliff face is sheer; 3. Ghoul Cave. After 60' the tunnels sharp teeth as their taloned fingers
only those with the ability to climb converge in one large chamber where claw the air.
walls would have a chance of ascending three ghouls lurk. The ghouls are the
safely. (PCs with mountaineering skill remains of pirates who died in a storm, Fighting waist-deep in water on slip-
and the proper eguipment may also which washed their dying bodies and pery stone penalizes each PC’s attack
scale the cliffs.) Anyone who climbs to the treasure chest they clung to into the rolls by — 1. The ghouls’ greed is so
the top of the cliff sees a fissure about cave. They were turned into ghouls by strong that they will break free of any
85 yards from the cliff face. A rough- their greed and now feed on any carrion clerical turning as soon as someone
hewn staircase rises up from the sea that is swept into the caves or left by approaches within 5’ of the treasure
caves through this natural fissure. Also the crabs, which they tolerate as food chest. The chest lies underwater on the
visible from the cliff top is a twin- providers. As the PCs enter the ghouls’ bottom step leading to area 4.
towered structure located several miles abode with a light source, read or para- Ghouls (3): AC 6; HD 2* (M); hp 14,
to the north. phrase the following to the players: 12, 11; MV 90’ (30’); #AT 2 claws/1 bite;
Dmg 1d3/1d3/1d3 plus paralysis; Save
The tunnel opens abruptly into a F2; ML 9; INT 3; AL C; XP 25; RC/178.
2. Five Cave Mouths. The cave en-
vast, echoing, partially submerged The iron-bound sea chest is made of
trances are slippery and lead downward
cavern. Despite the presence of a hardwood; its lock has rusted solid.
into a dank, water-filled cavern (area 3).
light source, the roof is lost in gloom Because it is full of brine and treasure,
The passage that the posts lead to has
and you cannot see below the surface the chest is very heavy, weighing 500
been artificially straightened.
of the waist-deep murky water. At lbs. out of the water. It contains 512 gp
The dank, seaweed-clogged tunnel the far end of the cave, you can just from various countries; 40 assorted
slopes down for some distance. Salt make out stone steps rising from the semiprecious stones (30 gp each); a gold
water trickles down the walls and water into darkness. ring of truth; two clear, odorless, sweet-

30 Issue No. 50
THE OBJECT OF DESIRE

tasting potions of super-healing; a dag- princess was carried. As the party ap- ant. He does not anticipate any retalia-
ger +1; and a waterproof case contain- proaches Firouz's gal'at, read or para- tion for the princess’s abduction and has
ing a magical scroll with the spells phrase the following to the players: made no effort to post guards, other
detect magic, locate object, and protec- than his gargoyles. The PCs should be
tion from evil 10' radius. The building is surrounded by a high able to enter and explore Firouz’s palace
white wall over which you spot a without the beholder being aware of
4. Eyes in the Dark. If the PCs climb green, domed roof flanked by two dull their presence.
the stairs toward area 5, read or para- white towers. As you draw nearer, you The PCs must act quickly, however,
phrase the following to the players: can see that the whole structure is for the cursed sultan has already made
rather dilapidated. Shards have fallen plans to wed Princess Yasmin. If the
The carved steps lead upward out of the from the marble walls, and the green PCs restore Firouz’s sanity, the sultan
water. Fifty feet ahead, you see a rust- roof seems to be badly tarnished cop- will call off the wedding and seek to
encrusted metal gate through which per. You notice that you are walking make amends. He also asks that the
you glimpse a pair of red glowing eyes. over the vestiges of a small village PCs help restore the life of his beloved
worn down to its foundations by the Aurelia. Yasmin, feeling pity for the
The gate is locked and cannot be ravages of time. As you cross the beholder, will ask that the PCs help to
picked due to centuries of corrosion. The parched ground, winged creatures rise undo Firouz’s curse by tracking down
lock can be forced open with a combined up from the tops of the towers and flap the villain responsible. (See “The For-
total of 30 Strength points. The glowing toward you. tress of Nazir al-Azrad” for details.)
eyes are actually a trick set in area 5.
These are two gargoyles (hp 20, 17) Qal’at Grounds
5. Disused Guardroom. This large plus any that survived the attack on the
room was once used by Sultan Firouz's ship. They take two rounds to enter 1. Entrance. An open archway leads
guards. It contains a stone bench and a melee range, and approach from differ- into the courtyard surrounding the
few rusted hooks on the walls. None of ent sides to avoid area-effect spells. The twin-towered palace. Above the arch-
this is immediately visible, because the gargoyles attack until destroyed. way, a chiseled message reads:
room is pitch dark. The glowing eyes
“Let it be known that this qal’at and
disappear the instant any light is The Story Unfolds
the court of Sultan Firouz al-Algarin
brought to the metal gate. The eyes are
The PCs arrive at the palace hoping to are cursed by the wizard Nazir al-
just magical paint and were put on the
rescue Princess Yasmin, only to find her Azrad, whose anger is mighty and
wall to deter unwelcome visitors. The
trapped in the company of the beholder whose vengeance is eternal.”
eyes have no effect apart from the glow.
sultan, Firouz al-Algarin. Although the
If the PCs want to rest in this room,
party could confront the beholder and PCs who make a successful Intelli-
they will not be disturbed. The only exit
attempt to wrest the princess from his gence check at — 10 may have heard
from the room is a stone door set into
clutches, there is a way to save Yasmin something about Nazir. However, all
the west wall. Beyond the stone door, a
without harming the cursed Firouz. they know is that he was a mage of
set of rough-hewn stairs zigzag up
A benevolent ghost will offer to help awesome power and evil reputation who
through a natural fissure to the top of
the PCs rescue the princess. (See area 5 was rumored to live in the remote inte-
the cliff (area 6).
of the qal’at.) The ghost, a former ser- rior of Algarin about five centuries ago.
6. Cliff Top. When the PCs reach the
vant of Firouz, believes it knows the In contrast, the legacy of the sultan's
secret to restoring the sultan’s humani- rule is common knowledge to those who
cliff top, either through the fissure from
ty. Contained within the palace’s east- live in this part of the world. Firouz and
area 5 or up the cliff from the beach,
ern tower are notes detailing the his ancestors ruled Algarin for hun-
read or paraphrase the following to the
process for preparing a potion that will dreds of years. Centuries ago, Algarin
players:
restore the sultan’s sanity. The ghost was a vast, seemingly endless stretch of
Looking back toward the water, you wrongly believes that the potion will land that incorporated the territories
can see your dhow moored safely in also transform Firouz back into a hu- now referred to as Sasan and Samar-
the lagoon. You can just barely see man being, when in truth the potion kand. Its vastness has diminished with
Mustafa supervising Ali, who is mov- will restore only his human mind. the passage of time.
ing the vizier’s largest trunk into the Once the PCs have found the neces-
princess's cabin. Inland, as far as the sary ingredients (see area 12 of the 2. Courtyard.
eye can see, lies the parched desert. qal’at) and concocted the potion, they
The only feature breaking the monot- must find some way to administer it to You find yourselves in a courtyard of
ony of the wasteland is a twin-towered Firouz (preferably without his knowl- baked earth that, unlike the land
building several miles farther north. edge). Years of existence as an eye ty- outside, is streaked with sand.
rant have made Firouz a dangerous and Ahead, double doors of tarnished
unbalanced creature. The beholder copper stand ajar. Between the arch-
The Aal'at of Firouz al-Algarin
dislikes the presence of outsiders— way and the doors is a dried-up foun-
There is nothing but barren desert for except, of course, the women he brings tain. A stone sculpture of thrashing,
many days' walk in any other direction through his mirror of desire. open-mouthed water elementals
except toward the distant towers. This The company of Yasmin has distracted forms its centerpiece. Barren gardens
must be the destination to which the Firouz and made him unusually pleas-

Sta o EY IE CS SS TT SI

DUNGEON 34
THE OBJECT OF DESIRE

victim makes the saving throw). On a roll


Qal’at Grounds of 19 or 20, the desert ghost blinds its
victim (—4 to hit; +4 AC penalty; save
1 square = 20' vs. dragon breath indicates the PC avoid-
ed the blinding dust). The victim remains
blinded until the sand is washed out.
Desert ghosts are immune to sleep,
charm, and hold spells. They are harmed
by only metal weapons, although PCs
attacking with metal melee weapons
suffer 1-3 hp electrical damage per suc-
cessful attack. Metal-tipped missile weap-
ons inflict only half damage on the desert
ghosts, but cause no electrical damage to
the user. The creatures are impervious to
normal fire, suffer minimum damage
from magical fire (1 hp/die), but suffer 1d8
hp damage per flask of water. Electrical
attacks actually increase their hit points
by the amount of damage that the attack
would have inflicted, but regardless of the
electrical “intensity,” they cannot exceed
their maximum allotted hit points.
Desert ghosts (3): AC 3; HD 5** (L);
hp 28, 25, 23; MV 120’ (40); #AT 1
touch; Dmg 5d8 (1d8 per HD; half if
save vs. spells is successful); Save F5;
ML 10; INT 5; AL N; XP 425; CC/28.
If the party can remove the gem that
curses the spring, the desert ghosts dissi-
pate. The gem (worth 500 gp) can easily
be seen down any of the sculpture’s
was trying to climb over the wall when mouths. It can be dislodged with a suc-
fill the open areas inside the walls. the beholder caught him. cessful remove-traps roll, a remove curse,
Inside the wall, at the southwest
or a knock spell. The gem has no magical
corner, stands a group of worn stone 3. Cursed Fountain. This fountain properties if removed from the fountain.
statues: three men in fighting stance was once the site of a spring that irri- Destroying the fountain by smashing it
and one who has fallen to his knees gated the palace and the surrounding with magical weapons will also end the
in prayer. To the right, near the base lands. However, Nazir wedged a magi- curse. Pure water bubbles up from the
of the wall, lies the broken statue of cal black gem (marked with the sigil of spring as soon as the curse is lifted.
a man with his left arm outstretched. a glowing white flame) into the neck of
the fountain to curse the spring. The Qal’at Interior
The statues are the petrified remains fountain is now a magical trap. If any-
of adventurers who came here many one comes within 30’ of it, read or para- 4. Entrance.
years ago and encountered the beholder. phrase the following to the players:
The stone has been eroded by the ele- The tarnished copper doors open onto
ments, and the victims cannot be re- As you cross the courtyard, sand ex- an unlit passage, at the end of which
stored by any means short of a wish. plodes from the mouths of the strange you can see a white glow diffused by
The three fighters wore studded leath- creatures that make up its centerpiece. a filigree screen of geometric pat-
er armor, tunics, baggy pants, and tur- The sand billows into the air and cov- terns woven in fine silver wire. The
bans. They bore shields and brandished ers the courtyard instantly. Before the delicate screen appears to be un-
scimitars. (One of the weapons has grit has settled, three humanoid- touched by the decay that pervades
snapped off at the hilt.) The kneeling shaped mounds of sand with crude the exterior of the structure.
figure was a cleric, petrified in the act features rise up to attack. As you approach, you see that the
of calling for divine intervention that screen curves to the left and right,
never came. By his side, half-buried in These are desert ghosts. Despite their with a dim corridor running along the
the sand, is a wooden staff of striking name, these elemental creatures are not perimeter. Arched doors are set into
(21 charges). The cleric dropped the staff undead and cannot be turned by a cleric. the screen just opposite the entrance
before he was petrified. Because of its Although they inflict 5d8 hp electrical passage. By peering through the fine
magical nature, the staff has not de- damage per successful attack, desert lacelike wire pattern, you can see that
cayed over the years. The broken man ghosts also lose 1d4 hp every time they the screen encloses a richly appointed
in the southeast corner was a thief who successfully strike a target (1-2 hp if the circular room.

32 Issue No. 50
THE OBJECT OF DESIRE

Except for the double doors, the be-


holder’s throne room (area 5) is com- The Qal’at of =>
Firouz al-Algarin (©
pletely enclosed by the filigree screen.
This ornamental mesh of intertwined
silver wire blocks vision except when
peered through from close up; the
screen cannot be parted or lifted with-
1 square = 10'
Ka
out excessive force, and not without
damaging it. The corridor that encircles
the central chamber allows access to the
twin towers. The bronze doors leading
to the towers are unlocked.
If the party makes noise in the circu-
lar hallway, the occupant of the center
room will dismiss the disturbance as
being caused by the gremlins in the
kitchen. (See area 7 of the qal’at.) If the
noise is excessive, the annoyed sultan
may investigate (50% chance).

5. Throne Room. Behind the door


and screen lies the sultan’s throne
room. The door in the screen has a fancy
silver lock that is currently secured. As
soon as the PCs get close enough to see
through the filigree, read or paraphrase
the following to the players:
Your eyes are immediately drawn to Second
the huge spherical monster currently
resting on an enormous pillow near Level
the center of the room. A beautiful
woman whom you've never seen before
gently pats its brow with a damp cloth
and feeds it figs from a large seashell.
The monster’s central eye is closed
tightly. It appears to be rapt in plea-
sure as rivulets of water trickle down
its bulbous hide. Its other 10 eyes,
each affixed to a rubbery stalk, stare
toward a gilded cage in which Princess
Yasmin languishes.
The floor of the room is covered
with silk cushions and pillows. Near
the eastern wall, a huge golden gob- Basement
let sits atop a small circular table. A
large glowing crystal suspended on a
chain from the ceiling illuminates lay ee Ai
- mit people a day. The glowing crysta EET Ř
Sten bang tren tie 0 salkí (100 gp value) has a continual light spell | by his side. “Princess Yasmin, look
5'-diameter circular hole is visible in cast on it. The golden key hanging from ee ees Nho has baen
the ceiling, 30' above. A large gilt- the crystal opens Yasmin's gilded cage. RETOS bone past Due vete n
framed mirror is fixed to the far wall. The silver key opens the filigree door to r Bappy Se haa coped dn
the room. The goblet resting on the iiae eeen geo om ae
; $ sultan's table is`worth 2,500 gp. av
Pi obav Ba alaof Before the PCs declare their actions offended you, my beloved?
dears na Ena hast eat heelata for the round, read or paraphrase the Without hesitation, the stalk over
him. (Only the sultan can use this magi- following to the players: baie
“You are Ho!
no longer theoben
fairest in the
cal item; see the sidebar for details.) The monster speaks to Princess Yas- land.” With that, a violet beam
The seashell is a horn of plenty from min while glancing mournfully to- shoots forth from the smali eye and
which Firouz and his wives feed. It is ward the woman standing dutifully she is turned to stone. The beast
capable of producing food and drink for

DUNGEON 33
THE OBJECT OF DESIRE

stalks); HD 11***** (M); hp 50 (body),


sighs deeply and rotates to face Yas- Suddenly, an apparition of a thin, 20 (central eye), 12 (eye stalk); MV 30’
min, opening his large central eye stoop-shouldered man steps out of the (10"); #AT 1 bite plus special; Dmg 2d8
and saying, “Tomorrow at sunrise wall in front of you, barring your path plus special; Save M11; ML 12; INT 16;
you shall be my new bride.’ A mo- into the beholder’s chamber. The ghost AL C; XP 5,100; RC/160.
ment later, another eye nonchalantly beckons soundlessly with ink-stained
emits a blue beam that levitates the fingers and backs along the east corri- 6. Connecting Corridors. These two
statue of the beholder's former be- dor, motioning for you to follow. short corridors are set off with doors at
loved through the hole in the ceiling. either end. A door in the east wall of
This is the ghost of the sultan’s scribe, each corridor leads to spiral stairs going
If the PCs seem prepared to charge to Khalid bin Varzakh. Khalid is mute and down and up. Khalid’s ghost leads the
Yasmin's rescue, insert the following can beckon and signal with his hands party up to the library on the second
encounter just before the party does only. Being Lawful, the ghost does not floor of the east tower (area 12 of the
something rash: attack but tries to lure the party to the qal’at). As the PCs approach the stairs,
library (area 12 of the qal’at) to show they hear voices from below.
them how they can save his master. If
The Mirror of Desire the PCs try to attack the beholder, Kha- Basement E
This 15’-tall, 10'-wide silver mirror lid’s ghost appears right in front of
them and shouts a soundless “NO!” 7. Kitchen. A pack of 10 gremlins
set in a gilt frame radiates strong
while waving its arms. If the PCs per- took up residence in the basement many
alteration and divination magic.
sist in their combative actions or refuse years ago, and the beholder tolerates
Only the mirror's rightful owner can
to follow him, Khalid attempts to pos- them as servants. Their leader is a
activate its magical properties; any-
sess a PC and force the party to the shaman (a clerical spelicaster) but is not
one else looking into the mirror sees
library. The ghost will not attempt to expecting combat and has not memo-
a normal reflection. Ownership can-
age anyone but might paralyze PCs who rized any offensive spells. The gremlins
not be stolen, it must granted. If the
behave aggressively. usually live off scraps from the horn of
previous owner dies without be-
When he thinks the party will follow, plenty (see area 5 of the gal'at) but
queathing the mirror to another, it
loses all enchantment. Khalid enters the east tower, disappear- sometimes forage outside. At the mo-
The mirror was originally created ing through the doorway down the corri- ment, they are trying to make a wed-
by a djinni pasha as a wedding gift dor. He ascends the stairs to the library ding cake. The shaman, who is the only
for one of Sultan Firouz's ancestors, and leads the PCs to the book on the gremlin who can read even slightly, is
and it has been passed down through desk, which he points at until they reciting the recipe from a large book.
the family ever since. Even when he decipher its contents. As you near the bottom of the steps,
is restored to his true form, Firouz Khalid bin Varzakh, ghost: AC —2;
you can hear a scratchy voice speak-
will not give away the mirror of HD 14**** (M); hp 70; MV 90' (30"); #AT ing very slowly in faltering Common.
desire. It is an heirloom he holds in 1 touch/1 gaze; Dmg age 1d4 X 10 years/ “Add dah mel-ted ingrudants. .. dah
trust for his children and his chil- paralysis (paralysis lasts 2-8 rounds); dates...eggs...jin-jur...an' beat
dren’s children. Save M14; ML 10; INT 14; AL L; XP
well.” This is followed by a series of
Once per day the mirror allows its 5,500; RC/182 (Haunt, ghost). The ghost is dull thuds and ill-tempered snarls,
owner to view his heart’s desire. This immune to attack from +1 or lesser then, “No! Cake! Cake!”
cannot be just a whim but the one weapons and is immune to all spells.
You peer around the bottom of the
particular thing he wants for himself If the PCs ignore the ghost and attack
stairs and see a scene of utter chaos.
more than anything else in the the beholder, Firouz retaliates with what,
Ten small green-skinned humanoids
world. Depending on the individual, in beholder terms, is some restraint.
are milling around a large kitchen.
this could be anything from fabulous Firouz initially tries to slow them all,
One of them is standing on a stool in
riches to true love. By stepping into telekinesing any PCs who are not affected.
the middle of the room, reading from
the mirror, the owner and up to 10 He flies out of melee range and uses his
a large open book and waving a ladle
others, if he so wishes, will be trans- flesh to stone ray on the first person to
around like a wand. Several more of
ported as a ball of light at incredible hurt him seriously. Firouz is feeling gen- the creatures are stirring a large pot
speed (MV 540’) to the object of de- erous because he is to be married and
on a table while others are whacking
sire. The mirror will also transport wishes to have guests. If all else fails, he
each other with wooden spoons. A fat
them back, but only if they success- attempts to charm the PCs to prevent
one sits in a corner, stuffing his face
fully obtain their goal. Thus, there is them from attacking him again.
with figs from a bowl, a bottle of red
some risk involved as the travelers Firouz has already charmed Princess
wine by his side. All of the creatures
will not necessarily know where they Yasmin. If the PCs try to rescue her, she
are plastered in sticky brown goo.
are, what guards the object, or how rushes to the beholder and wraps her “Not dee wine!” screeches the one on
to attain it. Merely being in the arms around the sultan, claiming that
the stool as he hurls his ladle, hitting
presence of your heart’s desire does she loves him. The beholder’s charm and
the fat one between the eyes and mak-
not guarantee getting it, as Firouz other eye effects are cast at 20th level.
ing him spit out a shower of figs.
well knows. Sultan Firouz al-Algarin (beholder):
“Dat’s fur dah Eye-ball’s weddin’!”
AC 0 (body), 2 (central eye), 7 (eye

34 Issue No. 50
THE OBJECT OF DESIRE

The gremlins will not attack a well- disposal system. At one time the slime
armed party, preferring to back away was kept in check by regular burning, but
from a fight unless they outnumber the the gremlins have been less than diligent
PCs by three to one. They are rather in this task and the pit is now full of
irritable and insolent, and are not above slime. The stairs below the door are slip-
hurling cake batter at PCs who provoke pery with kitchen refuse thrown down by
them. If chased from the kitchen, they the gremlins, who are not keen on getting
cover their escape by throwing lumps of near the slime.
batter and cooking utensils. Anyone not taking precautions (such
The gremlins can easily be bribed as moving slowly or securing a rope)
with food or treasure, or fooled into must make a Dexterity check to avoid
thinking the PCs are guests of the be- slipping down the stairs into the green
holder. Speaking in stilted Common, the slime. A rope handrail once made the
shaman can provide accurate informa- stairs safer and easier, but the gremlins
tion about what lies in the west tower removed it long ago to mend their cots.
and the main building. The gremlins Green slime: AC can always be hit;
have never been in the sultan's bedroom HD 2** (L); hp 14; MV 3’ (1’); #AT 1; Dmg
(area 18 of the gal'at) because of “dah special; Save F1; ML 7; INT 0; AL N; XP
metal man" (iron living statue). Nor 30; RC/181. Green slime cannot be
have they entered the east tower, be- harmed by any attacks except fire or cold.
cause they are scared of “dah see-thru
man” (Khalid’s ghost). East Tower
The only exits from the kitchen are
the east and west stairwells, a door in The party will be safe here as none of
the south wall that leads to the ser- the gal'at's current inhabitants ever
vants’ quarters (area 8 of the qal’at), enter. The gremlins are afraid of the
and a door in the north wall that leads ghost, and the beholder is too big and
to the larder (area 9). needs nothing from here anyway.
Abu, gremlin shaman: AC 7; HD
11. Chapel.
1**** (S); Shaman4; hp 11; MV 120’
(40'); #AT special; Dmg special or by Within this disused chapel are sev-
spell type; SA chaotic aura; Save E1; eral vases of dried-up flowers. The
ML 12; INT 9; AL C; XP 275; RC/181. walls are decorated with faded holy
Spells: cure light wounds, light, hold writing, and on the far side of the
person. room two gold rings rest on a cushion
Gremlins (9): HD 1** (S); hp 4 each; atop an altar. Dust and cobwebs are
#AT special; Dmg special; Save E1; XP everywhere.
16; other statistics as for Abu. None of

a
these gremlins can cast spells. The holy writing radiates a faint
magical aura. This is the blessing re-
8. Servants’ Quarters. The gremlins guired to make the magical potion that
sleep here on old sacking and broken will restore the beholder's sanity. (See
cots that are poorly mended with bits of “The Story Unfolds,’ “Preparing the
old rope. The narrow rectangular room Potion,” and area 12 of the qal’at for
is very untidy, but the gremlins clean it details.) The chapel still holds the two
out regularly—on the “Eye-ball’s” gold wedding rings (500 gp each) intend-
orders—so it does not smell too bad. ed for the sultan and Aurelia. PC clerics
There is nothing of value here. may suspect that the room was set up
for a wedding service, although no one
9. Larder. This small pantry is lined has entered here for a very long time.
with shelves, most of which are bare.
The lowest shelf holds a few sacks of 12. Library.
stale flour, dried fruit, salt, and coffee.
|
i
As you enter this room lined with
10. Refuse Pit. Continuing down the SS
bookshelves, your attention focuses
east stairwell from the kitchen, the PCs on a seated human skeleton col-
find the stairwell blocked by an unlocked lapsed over a book on a large desk in
wooden door barred from this side. Be- the middle of the library. Next to the
yond the door, the stairs continue spiral- skull, the skeleton’s bony hand rests
ling downward for 20’, ending at a on an overturned glass ink bottle. A
4'-diameter, 10'-deep circular pit. The pit wide patch of indigo has spread from
contains a green slime, the qal’at’s waste
| “

DUNGEON 35
THE OBJECT OF DESIRE

blessing written on the chapel walls


In sorrow I must relate herein the tale of my master, Sultan Firouz al-Algarin. This tale (area 11 of the gal'at) to complete the
ceremony.
began the night my master peered through his magical mirror and beheld a woman ofsuch exgui-
Because Khalid was not a cleric, he
site beauty that his heart longed to be with her. Through the surface of the mirror he was trans- could not complete the ceremony him-
ported to her presence, traveling across the vast, moonlit desert like a shooting star. self, which is why he recorded the correct
procedure in his ledger. Unfortunately,
The fair lady Aurelia returned with Firouz that very night. Her arrival brought much happi- he died of old age just as he completed
ness and reverie to the sultan’s gal'at. Few were surprised at the haste with which their marriage his task, spilling an ink bottle over the
last page as he collapsed on his desk. In
was arranged. However, the next day during their wedding, all reverie was shattered with the
NBA his anguish at this final blunder, he
> sudden arrival ofAureliasfather, Nazir al- Azrad, who cursed Aurelia for betraying him and refused to pass on and has haunted the
damned Firouz for stealing his daughter. In his rage, Nazir used his magical staff to transform qal’at ever since.
The DM should photocopy the page of
the sultan into an eleven-eyed monster and slew the holy cleric about to marry the couple. Fi- Khalid’s book reproduced here, and
nally he turned upon his daughter and changed her into a statue ofpurest unliving crystal. With hand it to the players when the PCs
examine the tome.
blinding fury he vanished, taking his daughter from the sultan’s sight forever.
The drawer in the desk is locked. If
My master was driven mad by the shock of his own transformation and beholding that of his the PCs manage to open it, they find
beloved. His memories were jarred from him, and he used the fearsome powers ofhis eyes to some blank, yellowed vellum; a small
box of sand; another box containing a
destroy all who stood before him. The court became an empty reflection of its former self, leaving fine white powder (chalk); a stylus; a
Firouz as lord of nothing. magnifying glass with an ivory handle
(worth 100 gp); and a silver skull cap.
When the destruction ended, he turned his eyes to the magnificent mirror, and a beautiful
The skull cap is a magical helm of read-
woman from a nomadic tribe was shown to him. A prisoner of his own feelings of loss and regret, ing (RC, page 240).
he used his mirror to capture her and charmed her with his power. He kept her as his wife until If the PCs spread chalk over the ink-
stained page, then blow the excess
her looks were surpassed by another, at which time he immortalized the nomad woman 5remaining away, some of the chalk will remain in
beauty in stone. the stylus indentations, allowing the
PCs to read the ruined script. The ob-
Thus Ifear the centuries will pass as the sultan tires ofhis concubines, petrifies them, and scured text reads as follows:
takes new ones. But as his hall fills with statues, his heart will grow lonelier. Now, ofall his
The cure requires the following
true friends, only I, his scribe, remain. I hide in my library where the sultan never ventures and ingredients:
e The pearl from the sultan’s chain
of office. I believe this is still in his
bedchamber, where it is guarded by
the iron statue.
e Pure water. The evil wizard Nazir
al-Azrad has cursed the fountain in
the courtyard so it now produces only
sand. I do not know how to repair the
fountain and have to collect dew ina
copper dish for myself.
e A golden goblet in which the
water and pear] must be placed.
realize that the potion would restore The blessing on the walls of the
the vial over the right-hand page of only the sultan’s po
mind and not his form. chapel must be read over the goblet
the tome. The ghostly man who con- From Khalid’s notes, the PCs may make and ingredients by a holy cleric. If
fronted you earlier stands over the the same mistake. this is done correctly, the pearl
desk and points to the book. The potion is made by placing the should dissolve completely into the
pearl from Firouz’s chain of office (lo- water.
The ghost is Khalid, and the book cated in the sultan’s bedroom, area 18 of The potion must be administered to
contains the scribe’s account of the the gal'at) in a golden goblet like the the sultan. Although I do not know
events involving Sultan Firouz’s trans- one found in the scribe's bedroom (area how he can be persuaded to drink it,
formation. The scribe managed to re- 14). The goblet must be filled with wa- the elixir may be removed from the
main at the court covertly, as the ter taken directly from its source (like goblet and placed in some less obvi-
beholder rarely left his throne room. the water from the cursed courtyard ous container without affecting its
Through his researches in the library, fountain in area 3 of the gal'at). Once potency.
Khalid managed to discover the recipe the goblet has been filled and the pearl
for a magical potion that might undo added, a cleric must recite the holy
the sultan’s curse. However, he did not

36 Issue No. 50
O
THE OBJECT OF DESIRE

Once the PCs have read the complete the beholder's sanity potion), and a although they must circumvent the bars
text, Khalid's ghost fades away. bottle with a 2"-long metal crescent tied on the bedroom window to enter area 18
There are no magical tomes anywhere to its stopper with string. (See area 17 of the gal'at. The statue's only task is to
on the shelves. The books are all ac- of the gal'at for details.) The bottle guard the doorway.
counts of court proceedings, inventories, contains a potion of super-healing. The doorway opens onto a narrow flight
and tax returns. However, one of the of stairs that curls up to a locked door.
early entries in a red volume labeled West Tower
Iron living statue: AC 2; HD 4* (L);
Royal Acguisitions states that the foun- 15. Reception Room. hp 28; MV 30’ (10’); #AT 2; Dmg 1d8/
tain in the courtyard was erected above 1d8; Save F4; ML 11; INT 7; AL N; XP
an underground spring of pure water. A This room looks as though it has 125; RC/208.
later entry contains a description of the been looted. The dozen tattered and
iron living statue constructed to guard broken chairs that are left are faded
18. Royal Bedroom. The lock on the
the sultan’s quarters (see area 17 of the and covered in cobwebs and dust.
door leading to the sultan’s bedroom
qal’at), as well as the procedure for may be picked with normal chance of
building others of its kind. Such infor- There is nothing of value in this room. success. A knock spell will also permit
mation may be worth something to a The gremlins have taken (and probably entry. If the PCs manage to see inside
wizard or sage in Sasan or Samarkand. broken) everything else. the room, read or paraphrase the follow-
PCs searching Khalid's skeleton will ing to the players:
find a key that opens both of the chests 16. Bedroom. This room also shows
in area 14 of the gal'at. signs of looting. There is a bare bedstead Although this room is also covered in
and an unlocked, empty chest. Every- dust, you can tell that it was once the
13. Guest Bedroom. thing is strewn with cobwebs and dust. master bedroom. A wardrobe of dark
17. Firouz's Living Quarters. The mahogany stands beside a large bed
You enter what was obviously a bed- draped with a faded but fine-quality
room. It contains a canopied bed, an spiral stairs do not reach the top of the
west tower but stop at the third floor. silk cover. A small table with a chair
ornate dresser, and a large wardrobe. beside it stands beneath a barred
The once-fine silk draperies are faded Read or paraphrase the following to the
players: window overlooking the parched
and decayed. Dust covers the floor. gardens. Lying on the table are a
The spiral stairs end here, opening jeweled short sword and a golden
Aurelia stayed here for a few hours onto the small foyer of a once lav- chain from which hangs a crescent
before her ill-fated wedding to Firouz. ishly appointed living room. Another amulet inset with a pearl.
The wardrobe contains a dusty but doorway can be seen at the far side of
unfaded purple silk dress studded with the room, but in front of it stands an The amulet is Sultan Firouz’s chain of
amethysts and moonstones (worth 8,000 8'-tall iron statue, its arms crossed office. The pearl is needed to make the
gp), which Aurelia had been wearing menacingly. potion to restore the sultan’s mind. The
the night she eloped with Firouz. The thick dust that covers every- sword is a short sword +2. PCs search-
thing suggests that the room has not ing the wardrobe find nothing but faded
14. Bedroom. been used for years. A dining table is and fragile silk robes, baggy pants, and
flanked by two ornate wooden chairs long strips of cloth (turbans).
A room crowded with furniture lies at
with faded cushions. A fine carpet
the top of the spiral stairs. There
covers the floor beneath the table Attic
doesn’t seem to be enough room for the
and a divan whose original color can
two low beds, two padlocked chests, a 19. Harem. The old harem occupies the
no longer be determined.
worn desk, two chairs, and shelves top floor of the main building. The behold-
cluttered with dusty bottles, a chess er now uses this area to store the statues
set, vases, and a tarnished silver oil The statue is an iron living statue. If
of his former wives. A hole in the floor
lamp. Everything is dusty and faded. the PCs approach the statue, it puts out
(disintegrated by the beholder) drops 30'
a hand to stop them. PCs standing with-
to the throne room below. A locked secret
in 10’ of the statue can notice a 2" -long
This is the chamber shared centuries door gives access to the harem from the
crescent-shaped indentation in its fore-
ago by Khalid the scribe and Abdallah, sultan’s living quarters on the third floor
head, the only mark on its otherwise
the sultan’s cleric (who was killed by of the west tower (area 17 of the qal’at). If
perfectly smooth body. A PC who ob-
Nazir during Firouz and Aurelia’s wed- the PCs enter, read or paraphrase the
tained the metal crescent from area 14 following to the players:
ding ceremony). Two of the bottles still
of the qal’at can approach the statue
contain oil for the lamp, but the rest are
empty. The key to both chests can be and place the crescent into the statue’s You see a large, unlit, circular room
forehead. This causes the statue to step with no windows. The floor and
found in area 12 of the qal’at.
The scribe’s chest holds a robe, paper,
aside and allow that person (and no one walls are decorated with striking
else) to pass through the doorway safely. geometric mosaics. There is no fur-
quills, and a small brass key that opens
The statue attacks only if someone niture, just rows of statues of beau-
the desk drawer in area 12. The cleric's
chest contains vestments, candles, flint
comes within 5' (except any PC in pos- tiful women. In the southeast corner
session of the metal crescent). Deter- of the floor, a gaping hole opens to
and steel, a golden goblet (worth 1,000
mined adventurers can reach the next the throne room below.
gp; one of the items needed to prepare
level by scaling the outside of the tower,

o
DUNGEON 37
THE OBJECT OF DESIRE

If the PCs look through the hole, they The shaman commands one of the Ending the Curse
see the beholder Firouz gazing lovingly other gremlins to pour the wine. As
Firouz asks the PCs to help him save
at Princess Yasmin. the PCs watch, read or paraphrase the
Princess Aurelia from her evil father
There are 15 statues in this chamber. following to the players:
and to find some way to undo Nazir’s
Stone to flesh spells may be used to
One of the beholder’s servants shaki- curse. The beholder can elaborate on
restore these women to life. If such
ly pours the bottle of wine into the the information that the PCs gained
magic is beyond the party’s ability, the
huge golden goblet on the table. The from the scribe’s notes and tell them a
only way to restore the women is to
beholder turns to Yasmin as a beam little more about Nazir al-Azrad. He
undo Nazir’s magic and reunite the
of bluish light shoots from one eye knows nothing of Nazir’s past except a
sultan and his betrothed. (See “Conclud-
and strikes the gold key hanging that Aurelia feared him, and that he
ing the Adventure” for details.)
from the light crystal. She gazes at lived in a rock fortress deep in the des-
him adoringly as he levitates the ert of Algarin. He insists that Aurelia is
Preparing the Potion
gold key from the crystal and un- not evil like her father. Any hope of
Firouz’s transformation was accomplished locks her cage. Yasmin steps out and rescuing her hinges on the PCs’ explora-
using Nazir’s staff and is treated as a rushes to him, throwing her arms tion of Nazir’s lair. Firouz does not
36th-level spell. The potion is specifically around him lovingly. know whether or not Nazir is still alive,
tailored to cure Firouz’s curse and is far “A toast to us,” he proclaims, levi- but he suspects that the evil sorcerer
more potent than a generic dispel magic tating the golden goblet to his mon- has found some way to prolong his life.
spell. The potion is guaranteed to restore strous lips and drinking deeply. The Firouz can transport himself and the
the sultan’s sanity if correctly prepared beholder blinks rapidly, wobbles up PCs to Nazir’s lair using his mirror of
and administered. and down, and whirls uncontrollably desire, although the PCs cannot use the
Once the PCs have collected the before landing heavily on a large mirror without him. He cautions the
proper ingredients, they must prepare cushion. party that the mirror will return them
the potion. First they must put fresh only if he attains his heart's desire (the
water into the golden goblet, then add When he comes to rest, the sultan’s fair Aurelia). He is anxious to set out
the pearl from the sultan’s chain of mind has been restored to sanity but his but does not mind waiting until the PCs
office. A cleric must then read the bless- body remains unchanged. The effect of are fully prepared before they embark.
ing from the chapel while holding the the potion lasts long enough to cushion He will permit them to borrow what-
cup. As the cleric intones the blessing, his mind against the shock of realizing ever items they might find useful from
the pearl will dissolve. The ritual takes what he has become and done. He feels his qal’at.
one turn to complete. extreme remorse for his actions and is When the PCs are ready and Firouz
Once the ritual is concluded, the party now quite embarrassed by the atten- looks through his mirror, they see only
must find a way to get the beholder to tions of Princess Yasmin, who still a vast rock surrounded by sand. Firouz
drink the potion. He must swallow at clings to him adoringly. tells them that the fortress lies within
least half the elixir for it to be effective. Firouz thanks the party for restoring the rock and presumes that Nazir must
This can be achieved by diluting the his mind but confesses that he cannot have hidden the interior from scrying
bottle of wine in the kitchen with the free Princess Yasmin from his charm, since the elopement.
potion. The gremlins can easily be dis- nor can he transform his petrified wives
tracted while this is done; they will not to flesh. He has forgotten how to use his The Fortress of Nazir al-Azrad
place a guard in the kitchen while they eye-beams, and his ability to fly is errat- Centuries ago, the sorcerer Nazir al-
are asleep unless the party has been ic. Firouz could never bring himself to Azrad was a philosopher seeking wisdom
persistently aggressive toward them. strike Yasmin (which would dispel the in the desert. There he found a colossal
charm), but for the moment her affec- rock of unnatural stone. While sheltering
The Wedding tions are far from troublesome. Firouz is in a deep cave in the rock, he discovered a
The beholder never sleeps. He spends more concerned about the fate of his mass of magical crystals formed around a
the entire night gazing at Princess beloved Aurelia. single brilliant white flame. He studied
Yasmin. The gremlins wake up just The party can try to free Yasmin from the White Flame for many days until he
before dawn and carry their sorry- the effects of the beholder’s 20th-level determined that, although it radiated no
looking cake upstairs, along with the charm using a dispel magic spell. If heat, it was kept burning by the power of
bottle of wine. When the gremlins reach they succeed, Princess Yasmin realizes the crystals.
the throne room, they shuffle in and what has happened but feels sad for the It was this strange relationship be-
place the cake and wine down before the cursed sultan. An incurable romantic, tween the crystals and the White Flame
beholder. If the sultan was previously she is eager to see Firouz restored to that became the basis of his power. (For
aware of the PCs, he expects them to human form and reunited with his long- more information on this relationship,
attend as guests. lost love. If the PCs are unable to free see area 17 of the fortress.) Nazir found
Abu, the gremlin shaman, is to con- Yasmin and suggest that the beholder that if he entered the Flame and bathed
duct the wedding ceremony. He thinks attack the princess to break the charm, in its brilliant light, any cut or bruise
it would be better to give the ‘‘Eye- Firouz opens his mouth widely, reveal- he had taken was cured. Indeed, the
ball” a drink of wine first to keep him ing massive teeth, and points out that a White Flame seemed to cure even the
in a good mood and make him more single bite could kill her. ravages of time. After a while the
likely to forgive Abu for mistakes. Flame grew dim, and Nazir had to find

38 Issue No. 50
O" THE OBJECT OF DESIRE

some way to replenish the crystals. He unsure of his powers to risk carrying chimera attacks for the duration of the
had learned that the crystals contained anyone with him. If the PCs insist, spell (three turns) or until it is killed. It
the essence of life itself. If he found a Firouz will try to lift someone, but he is will not leave the room and does not
ad way to renew that essence, he would be not strong enough to fly with a passen- have enough room to fly.
immortal. Thus Nazir began his descent ger. If the PCs ask the beholder to use The chimera cannot strike PCs pro-
into evil and the mysteries of the his eye-beams, Firouz makes an earnest tected by anti-magic shells or protection
Flame. In time, he came to view all life attempt, but the results are less than from evil spells, although PCs protected
as less important than his own, and he successful. He accidentally slows people
|asi
by the latter are still subject to its
began to think of innocents as mere and disintegrates nonliving objects (not ranged attack (breath weapon). The
receptacles of life essence to be fed to people!). Now that Firouz has been chimera reappears each time the PCs
the Flame. restored to his human mind, he has reenter this room, but it does not regain
Later, he invited a few evil outlaws to truly forgotten how his beholder powers lost hit points automatically. Once the
become his personal guard and share operate. The PCs must either scale the chimera is slain, Nazir must recast his
the benefits of the Flame as a reward. rock themselves (with a 50% penalty to spell to prepare another guardian for
He promised them a chance to get re- their climb-walls and mountaineering this chamber.
venge against a society that had reject- checks due to the rock’s smoothness) or The copper door on the far side of the i
ed them. They willingly murdered, venture into the tunnel.
abducted, and stole, secure in the
room is unlocked and opens onto a set of i
steps that rises to area 3.
knowledge that as long as they returned 1. Rock Entrance. Chimera: AC 4; HD 9** (L); hp 50;
to bathe in the Flame, they would be
MV 120’ (40’); #AT 6 (2 claws/3 heads/
immortal. To ensure the outlaws’ loyal- The passage is narrow, dark, echo-
breath); Dmg 1d3/1d3/2d4/1d10/3d4/3d6;
ty, Nazir planted a magical peach tree ing, and cramped. Although it seems
Save F9; ML 9; INT 6; AL C; XP 2,300;
that bore addictive fruit and made sure to be hewn from a natural fissure,
RC/164. The chimera can breathe fire
his guards ate their fill. (See area 3 of the floor is suspiciously smooth and
only three times per day (50% chance
the fortress for details.) straight. Several feet into the crev-
per round of combat).
ice, the path is interrupted by a deep
Arrival at Nazir’s Fortress pit.
3. The Poison Garden. The steps
You step through the mirror and lead up 100’ through a rough-hewn
At the rock face, the crevice is 18” tunnel and out into a huge garden con-
hůl emerge into searing desert heat. wide. Fourteen feet into the tunnel, the
Directly in front of you is a vast and cealed from above by a hallucinatory
floor drops away abruptly to a 15'-deep terrain spell. Read or paraphrase the
strangely smooth black rock about pit. The pit replaces 25’ of the tunnel
one mile across and half a mile high. following to the players:
floor in a wide arc, preventing the party
te In every other direction, sand dunes from jumping across. The PCs can brace You step out of the tunnel and into a
stretch to mountains on the distant themselves between the walls, edging huge, flourishing garden open to the
horizon. their way across the pit with a success- sky but surrounded on all sides by
ful Dexterity check. The pit was dug rock. Exotic black flowers cling to
Embedded in the rock directly in front here to prevent animals from wander- the arched entrance and fill the air
of the party is a narrow opening dis- ing into the fortress, as evidenced by with spicy perfume. In the center of
guised as solid rock by a hallucinatory the carcass of a lizard lying at the the garden, a beautiful woman re-
terrain spell. Firouz remembers that bottom. clines at the base of a tall peach tree
there used to be an entrance through a Nazir has not sealed off this tunnel in laden with fruit. A path leads from
crevice in the rock, but he cannot see it case he needs an emergency exit. Be- the stairway entrance to the tree,
now or remember exactly where it was. yond the pit, the tunnel widens to 5’. It and three other paths lead from the
If they walk directly up to the rock twists and turns, sloping gently upward tree to doors in the rock face.
and examine it by touch, the PCs can for about half a mile to end at a locked The garden is alive with colors: red
find the passage easily. The rock is over doorway. poppies, purple foxflowers, dark blue
three miles around, but the party will nightshade, and white hemlock.
find no other entrance at ground level 2. Guardian Room. Exotic scents with the underlying
and no tracks but their own. If the PCs tang of mold fill your nostrils. As you
are really stuck, Firouz might acciden- Beyond the door is a 40’ x 30’ room look around, you spot the slithering
tally focus his anti-magic ray on the with a copper door on the far side. forms of small snakes amid the foli-
area concealed by the hallucinatory The floor is a mosaic of red and yel-
age. Two human gardeners stand on
terrain spell while practicing with his low geometric patterns, and the bare
the paths and lethargically tend the
eyes. rock walls are as smooth as marble. plants using long hoes.
The passage through the rock is far
too narrow for the beholder to enter. The floor is a magical trap. When The woman is a lamara named Tama-
Firouz chooses instead to levitate over anyone not wearing one of Nazir’s rings
the rock. He recalls that Nazir has an rind who is using her powers of illusion
of returning (see the sidebar on page 45)
to make her snakelike lower body look
observatory at the top of his fortress steps into the room, he or she triggers a
like a pair of human legs. She has
and believes that he will be able to create any monster spell that conjures a
charmed the gardeners and serves Na-
enter there. However, he is still too chimera in the center of the room. The
zir because he has promised her immor-

"f
n

DUNGEON 39
THE OBJECT OF DESIRE O
o

tality. Any male PC looking at Tama- permanent until a cure blindness spell invisibility. The rest hold various al-
rind must save vs. spells at —2 or be is cast or the venom is thoroughly wash- chemical ingredients including corro-
completely charmed. She commands ed out (with a successful healing skill sive acid (the exact effects of which are
charmed PCs to stay with her and rest roll). Any PC who stumbles off the path left up to the DM).
while their compatriots continue to may be bitten (Dmg 1d3); the victim The partially disassembled construct
explore. The lamara will attack the must save vs. poison or die in 1-10 on the slab is a mek that Nazir pur-
party only in self-defense, if they dam- turns. chased from a contact who deals in
age her garden or snakes, or if they try Spitting cobras (40): AC 7; HD 1* exotic goods. The wizard has been slow-
to take away anyone she has charmed. (S); hp 3 each; MV 90’ (30"); #AT 1 bite ly disassembling the creature while
If necessary, she directs her victims to or 1 spit; Dmg 1d3 plus poison; Save F1; making notes on its construction. He
fight for her. ML 7; INT 2; AL N; XP 13; RC/204 hopes to someday be able to create more
Tamarind speaks in a low, melodious (Snake). such monsters. In its current condition,
voice, asking the PCs why they have the mek is merely a 7’ torso with arms.
come. She graciously offers them peach- 4. Training Hall. Four stone steps Its chest lies open, revealing numerous
es from the tree, assuring the PCs that lead down to a large training hall. Posi- gears and wires connected to a piece of
the fruit is wholesome and thirst tioned around the room are targets, clear crystal about the size of a hen’s
guenching. She allays their suspicions dummies, and a quintain (a crosspiece egg.
by taking a big bite out of one of the on a post used for weapons training). Although it appears inert, the mek
peaches, knowing that she is immune to Stacked on one side of the room is a pile tries to clutch at anyone who gets with-
the peaches' magical effect. of blunt wooden practice weapons. All of in arm’s reach. Its breath weapon has
The peaches look inviting but are the equipment is in good repair but been deactivated, and it cannot move
dangerous. They taste delicious, but just bears the marks of years of use. faster than it can drag itself by its
one bite reguires a save vs. poison. Four doors lead out of this area, three arms. The mek can use only one arm to
Failure to save slows the victim for 1-3 in the north wall and one in the south. attack, as it needs the other to balance
hours, after which the victim must itself.
make a Wisdom check or desire more of 5. Armory. The door to this room is Incomplete mek: AC —4 (shell), 0
the fruit. Tamarind takes advantage of locked. If the PCs enter, read or para- (exposed components); HD 6 (M); hp 30;
this addiction, hoping the PCs will phrase the following to the players: MV 12’ (4"); #AT 1; Dmg 1d6 x 10; Save
return so she may attempt to charm F13; ML 12; INT not ratable; AL L; XP
them again. You see a small arsenal stacked with 275; RC/192 (modified).
The exits from the garden lie at the weapons of all descriptions, and
cardinal points of the compass. If the various other pieces of equipment, 7. Forge. The door from the hall is
PCs resist Tamarind’s attempts to most of which look like training gear. locked, but the door leading from area 6
charm them, she will try to trick them is unlocked. Both doors are warm to the
by sending them through the north door The weapons in the armory are short touch. When the PCs open either door,
(on Nazir’s instructions), hoping that swords, scimitars, jambiyas, and several read or paraphrase the following to the
they will fall for the traps in area 14 of black blowpipes each inscribed with a players:
the fortress. white flame. None of the equipment is
magical, although all of it is of good Waves of heat assail you as you open
Tamarind (lamara): AC 4; HD 8* (L);
quality. A pair of large padded metal the door to a forge. Your attention is
hp 35; MV 120’ (40"); #AT 1 tail/illusion;
clamps lies atop a wheeled cart. This drawn to a 10’-wide pit in the middle
Dmg 3d8 (constriction damage each
equipment is used for moving the frag- of the floor, a pit that radiates a red-
round); Save M8; ML 9; INT 14; AL C;
ile crystals between areas 14 and 17 of hot glow. The pit is ringed with a
XP 1,200; CC/67. Tamarind is immune
the fortress. brass chain spiked to the floor. Above
to normal weapons and to hold and
the pit, a small crucible for metal
charm spells.
6. Laboratory. The door from the hall ingots is suspended from a winch.
Adnan and Rashid (gardeners): AC
9; 0-level humans; hp 4 each; MV 120’ is locked. If the PCs enter, read or para-
(40"); #AT 1 hoe; Dmg 1d4; Save Normal phrase the following to the players: The room is hot but bearable. The
Man; ML 6 (12 while charmed); INT 8; temperature inside the pit, however, is
A large stone slab occupies the cen- scorching. Anyone climbing into the pit
ALN. ter of this laboratory, the walls of
The gardeners were both captured by without protection from fire sustains
which are lined with shelves contain- 1d8 hp damage each round.
Nazir’s men and have been charmed by ing ingots of copper, iron, and lead as
Tamarind to tend her garden. They An efreeti named Myrage is magically
well as various bottles, vials, tools, bound into the 20'-deep hole. He has
know nothing important but will attack and instruments. Upon the slab lies
the party if Tamarind orders them to. been forced by Nazir to serve as a forge
the disassembled components of a and is extremely angry about it. He sees
The snakes of the garden also obey large metal monster.
Tamarind’s commands, but Nazir has the party as a means of escape and will
enchanted the paths so that the cobras offer information in exchange for his
The materials on the shelves can be freedom. Myrage knows the following:
do not stray onto them.
identified as equipment used for alche- e Nazir imprisoned him here many
Each snake can spit a stream of ven-
my, metalworking, and stonecutting. years ago and forces him to heat his
om up to 6’ away; the victim must save
One of the bottles contains a potion of forge. The sorcerer is currently using
vs. poison or be blinded. Blindness is

pa mm I TES

40 Issue No. 50
THE OBJECT OF DESIRE

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DUNGEON 44
THE OBJECT OF DESIRE

the forge to construct replacement parts ring of returning, short sword, blowgun, 13. North Corridor. The doors from
for a strange machine. Nazir's disassem- 10 poisoned needles (save vs. poison or the garden open into an unlit 20’-wide
bled mek is in the laboratory next door. be paralyzed for 3d4 turns). corridor that leads to a stone door. Two
e Nazir's power comes from a magical Thanks to frequent bathing in the invisible stalkers are bound to this
white flame charged by crystals. White Flame, these men are immune to corridor, stationed here to prevent pris-
e A band of ruthless men serves the attacks with nonmagical weapons. oners from escaping. The stalkers have
sorcerer. They all wear black rings with been instructed to attack anyone not
white crystals that give them safe pas- 10. Mess Hall. The door opposite the wearing a ring of returning (see the
sage through Nazir's defenses. dormitory opens into a large room with sidebar on page 45) who tries to leave
e To free the efreeti, the PCs must a long wooden table and 14 wooden area 14 and return to the garden.
break the brass chain that binds him to chairs. The symbol of a white flame Invisible stalkers (2): AC 3; HD 8*
the pit. He cannot do this himself. A decorates the north wall. (M); hp 30, 27; MV 120' (40’); #AT 1
descent sword blow is sufficient to cut blow; Dmg 4d4; Save F8; ML 12; INT
the chain. 11. Kitchen. 11; AL N; XP 1,200; RC/187. If the PCs
Myrage will not fight Nazir directly, cannot detect invisible things, the stalk-
because the mage has threatened to A young but haggard woman is ers surprise them on a roll of 1-5 on 1d6.
trap him in a bottle and make him kneading bread. The room also con-
serve for eternity. If the PCs try to bar- tains a selection of dried and fresh 14, Trap Chamber. The door leading
gain further with the efreeti (demand- food, some cutlery and plates. The back into area 13 is not visible from
ing wishes, for example), he pretends to woman looks up at you and screams, inside this room; it is chiseled to blend
agree but breaks his word the instant running into a corner to cower. into the surrounding stone. Springs
he is free. Myrage tells the PCs they are built into the stonework close the door
lucky he does not incinerate them and The woman is a nomad called Sahra. automatically in one round unless the
promptly returns to the elemental plane She was captured by Nazir’s men last portal is held open. Locating and open-
of Fire. year and works out of fear. Her scream, ing the door again requires a successful
Myrage, lesser efreeti: AC 3; HD though audible, does not attract the roll to detect secret doors.
10* (L); hp 58; MV 90’ (30’), fly 240’ attention of Nazir’s men across the hall. Nazir has cast several illusions in this
(80’); #AT 1 fist; Dmg 2d8; Save F15; If the PCs calm her down, Sahra can chamber to fool intruders and lure them
ML 12; INT 14; AL C; XP 1,750; RC/ relate the following information: into traps. When the PCs enter this
174. The efreeti’s spell-like powers are e Four of Nazir’s followers are resting area for the first time, read the follow-
described fully in the Rules Cyclopedia. in the dormitory. Nazir himself is in his ing to the players:
observatory. (Sahra can describe the
8. Connecting Corridor. This corri- layout of Nazir’s private quarters and This 40’-square chamber is lit by
dor is lit by continual light stones em- those of his men.) many small, brightly glowing crystal
bedded in the walls and has four e Nazir and his followers are inde- shards suspended from the ceiling by
unlocked doors leading from it. The hall structible. silver chains. Four arched doorways
is otherwise empty. e The crystal disk in the Chamber of stand in the east wall. One is ajar,
the Flame is used for magical transpor- and through it you can see shelves of
9. Dormitory. This room is lit by a tation, but only Nazir can make it work. books. Another door is covered by a
continual light stone in a wall bracket. © Nazir himself insisted that she wear curtain of beads, the third has heavy
The large area contains several bunk a black ring set with a white crystal metal studs on it, and the fourth is
beds and chests filled with the personal flame at all times on pain of death. (She open to reveal a long tunnel with
belongings of Nazir’s men. Four men lie does not know what it does but will light at the far end. A passage of
on the bunks, having just eaten from a refuse to remove it for fear of Nazir’s plain, unmarked stone leads down
bowl of peaches on a small table. A few retribution.) several steps in the west wall.
pits from consumed fruit lie on the floor. Sahra’s ring is one of Nazir’s rings of
The men are all addicted to the peach- returning and allows her to get past the The four arched doorways along the
es and, having just eaten some, are crystal living statues (area 16 of the east wall are illusions hiding four deep
slowed. (See area 3 of the fortress for fortress) to serve Nazir his meals. She is alcoves. The illusions are:
details.) They ask the PCs who they are too frightened to help the party actively Illusory room A: The half-open door
and offer to share the peaches with but can be coerced into making an es- leads to a vast library with bookshelves
them. However, if they perceive that the cape from the complex. as high as the ceiling.
PCs are a threat to themselves or Nazir, Sahra al-Arazani: AC 9; 0-level hu- Illusory room B: This door is sturdy,
they will attack. Nazir’s men are armed man; hp 2; MV 120’ (40"); #AT 1; Dmg studded, and not locked. Beyond the
with short swords and are each wearing by weapon type; Save Normal Man; ML door, a 10’ x 30’ room holds a choice
a magical black ring inset with a white 4; AL N; unarmed. selection of armor and weapons.
flame-shaped crystal. Illusory room C: In the 20’x10’ room
Nazir’s followers (4): AC 9; T7; hp 28 12. Bathroom. An unlocked door beyond the bead curtain, two women
(Shakim), 26 (Elan), 25 (Pachi), 22 (Sa- leads to a rough-hewn stone chamber can be seen: a swaying belly dancer
hid); MV 120’ (40") or 60" (20") while with a wooden stool and a basin of clear with her back to the door, and a woman
slowed; #AT 1; Dmg by weapon type; water. Two doors lead off to a tiled sau- sitting cross-legged while playing a
Save T7; ML 11; INT 9; AL C; XP 1,250; na and privy. Nothing here is valuable. stringed instrument.

42 Issue No. 50
THE OBJECT OF DESIRE

Illusory room D: Beyond the open


doorway lies a tunnel to the outside. Area 17 To area 18
Light is visible at the far end.
None of the rooms beyond the arched Side View
doorways actually exist. Only the pas-
sage that leads to area 15 is real.
When a PC enters an illusory room
the door disappears, trapping the adven-
turer within a hollow crystal. (The PC
passes through the outer shell of the
crystal via a special one-way passwall
spell created by Nazir.) Everyone out-
side the alcove can see the illusion drop,
replaced by another illusion of a solid
stone wall. PCs who successfully disbe-
lieve the illusory stone wall can see
their comrade trapped within a 9’-high, anyone in the corridor who is not wear- The spiral ramp descends into the pit
5'-wide crystal prison. Nauseating blue ing one of Nazir’s rings of returning or and ascends to the mage's living guar-
gas fills the crystal in three rounds, who is not escorted by at least two oth- ters above. If the PCs approach the pit,
freezing the occupant in stasis. The ers wearing these rings. read or paraphrase the following to the
crystal prison (AC 5) can be broken by Crystal living statues (4): AC 4; HD players:
10 hp damage from a single attack. 3 (M); hp 15 each; MV 90’ (30"); #AT 2;
Each alcove contains its own crystal Dmg 1d6/1d6 (fists) or 1d8/1d8 (crystal In the center of the 15’-deep, 50'-
prison. These are identical to the crystal scimitars); Save F3; ML 11; INT 7; AL
diameter pit burns a bright white
prisons found in area 17 of the fortress. flame. Outerops of natural crystal jut
L; XP 35; RC/208.
The crystal shards that illuminate unevenly from the floor and walls
this chamber are real and have contin- around it. In front of the flame stands
17. Chamber of the Flame.
ual light spells cast on them. There are a badly wounded man in torn, blood-
12 crystals, each worth 100 gp. The You stand just inside a huge, 100’- stained desert robes. As he steps into
silver chains from which these crystals wide octagonal room. The walls are the flame, ecstasy dances across his
hang are worth 125 gp each. lined with row upon row of tall crys- face, and all his wounds are healed. He
tals, most of which seem to have steps out refreshed. Two other men in
15. Cell Block. This passage runs for people trapped inside. Coiling around white desert robes and armed with
80’ and is lined with narrow prison the middle of the room, a spiral bows stand beside the flame.
cells. These are all empty unless the metal ramp disappears up into dark-
DM wishes to detail occupants relevant ness and down into a circular pit. All three men are more of Nazir's
to further adventures. Nazir places White light flickers from below and guards, armed with short swords and
captives within these cells, where he is refracted around the chamber by a short bows. They recently returned from
questions them until they outlive their 10'-wide crystal disk suspended di- a raid and were using the Flame to heal
usefulness. He then unlocks their cell rectly over the pit between four stone their wounds. If the PCs made a lot of
doors and allows them to escape to the walkways. noise before entering the room, such as
trap chamber. There, the different illu- engaging the crystal living statues in
sions entice the former prisoners to trap The metal ramp spirals upward to a combat, the guards are vigilantly scan-
themselves within the crystal prisons, height of 100', going past nine levels of ning the edge of the pit with raised
which links their life force to the White crystal prisons (40 prisons per level, bows, ready to shoot. If the party en-
Flame. (See area 17 of the fortress.) except the first level, which has 35). tered quietly, the PCs might be able to
About two-thirds of the crystals are surprise the guards.
16. Guarded Corridor. occupied; the remainder are waiting to The guards are immune to non-
be moved to area 14 of the fortress. magical weapons after years of exposure
The doors open onto a 40’-long corri- The crystal prisons contain people and to the White Flame (see below) and will
dor with two pairs of crystal statues creatures captured by Nazir's followers. try to heal any wounds during combat
facing each other along the walls. While they are trapped, their life en- by reentering the Flame. If the fight
The figures are finely depicted war- ergy is gradually fed to the White becomes desperate, one of them will
riors with their arms folded across Flame. The prisoners are all in stasis stand in the Flame to negate any dam-
their chests. Each hand holds a sharp but exhibit the effects of hideous dis- age he takes instantly. (Only one person
crystal scimitar. At the far end of the eases and deformities. Any victim not at a time can enter the Flame.)
corridor, an eerily lit vaulted cham- rescued within a day of imprisonment is If captured, Nazir’s men refuse to be
ber can be seen. permanently linked to the Flame and is helpful because they do not believe
beyond recovery by any means short of that Nazir can be defeated. They boast
These four crystal living statues a wish. If any of the crystals here are about their master’s power and say
guard the Chamber of the Flame (area smashed, the bodies inside disintegrate that the party cannot offer them more
17). They have instructions to attack into a vile, odorous sludge. than he does.

|
TIE
DUNGEON 43
THE OBJECT OF DESIRE

observatory door is “tahrik min qad”


(meaning “moving through flame").
The desk contains an ink well, a guill
pen, a small bowl of sand, and a ledger
bound in black leather with a white
flame embossed on the cover. This book
holds Nazir’s accounts, commissions,
and payments for the last four or five
centuries.
The cupboard is locked and holds half
a dozen robes, a cheese-wire garrotte, a
vial of cobra venom (see area 3 of the
fortress), a blow pipe with six needle
darts +1, and a jambiya +1. All the
items have a white flame emblazoned
on them.
Under the rug, a hidden compartment
contains a wizard locked safe protected
by an explosive trap (5d4 hp damage to
all within 5’; save vs. breath weapon for
half damage). The safe contains Nazir’s
spellbooks, a small box containing 300
pp, and an essay (written by Nazir)
explaining the relationship between the
White Flame and the crystal prisons. If
VA the PCs can read the essay (which takes

Vak two hours), they can learn all the infor-

hat IAN
== mation about the White Flame in the
sidebar on this page. The DM must
il WN decide whether the PCs are disturbed in
the course of their reading.
The spellbooks contain all of Nazir’s
Nazir’s followers (3): AC 9; T7; hp 26 years ago as punishment for breaking a memorized spells plus 3-30 (3d10) levels
(Faran), 25 (Kharaj), 21 (Mahib); MV crystal prison. Salim was instructed to of spells chosen by the DM. If anyone
120’ (40"); #AT 1; Dmg by weapon type guard the wizard’s private rooms but was other than Nazir opens one of these
(1d6); Save T7; ML 11; INT 9; AL C; XP tempted by a bottle of potent wine and is books, it magically teleports away cour-
1,250; ring of returning, short sword, now drunk. He can speak if the PCs wake tesy of a programmed teleport any object
short bow, 10 arrows each, empty poison him. If the PCs can convince Salim that spell.
bottle, 150 gp in pouch (Faran only). they are powerful enough to defeat Nazir, Salim (polymorphed monkey): AC 7;
he will be helpful. Depending on his treat- M2; hp 7; MV 120’ (40"); #AT 1; Dmg
18. Connecting Corridor. The ramp ment (threats will gain little, promises to 1-2; Save M2; ML 6; INT 13; AL C; XP
curves through a hole in the roof and turn him human again will be better 25. Spells: light, ventriloguism. Salim is
enters a long corridor that is softly lit by received), he will reveal some or all of the presently too drunk to cast spells but
glowing crystals. Four copper-bound doors following information: will sober up in two hours.
lead off, and at the far end of the corridor e He is not a familiar, so it will not
a flight of stone stairs leads upward. benefit the party to kill him. 20. Nazir’s Bedchamber. This
e Nazir’s power comes from the white 20' x 30’ room contains a luxurious
19. Nazir’s Private Chambers. flame that is fed by the crystals. canopied bed. On a low table by the bed
e Nazir gets very angry if any crystals stands an oil lamp and an incense burn-
This magically lit chamber is fur- get broken. er. There is nothing here of value, and
nished with a large desk, a cupboard, a © Under the rug, there is a safe with a the bed is too cumbersome to be worth
woven rug on the floor, and a pat- horrible trap on it. (He does not know carrying down the ramp and out of the
terned tapestry on one wall. On the far the exact nature of the trap but will fortress.
wall, to the left of a plain door, a nar- make lurid guesses.)
row shelf holds a pair of silver goblets e Nazir is currently in his observatory 21. Aurelia's Chambers. Behind the
and a wine bottle. A small monkey is at the top of the stairs. locked door is a blank stone wall. Be-
sprawled asleep on a comfortable e Nazir keeps a crystal statue, the hind the wall lie the dusty private guar-
stuffed chair. An empty bottle lies on likeness of his daughter Aurelia, in the ters of Nazir's daughter, which the
the floor beneath the chair. observatory. Salim does not know what wizard sealed off with a 5'-thick wall of
became of Aurelia, although he suspects stone in his rage at her elopement.
The monkey is Salim, Nazir’s appren- she died many years ago. Aurelia's chambers contain lavish
tice until the mage polymorphed him 20 e The command phrase to open the furnishings covered with dust and cob-

44 Issue No. 50
p n ES E O EEE
n
THE OBJECT OF DESIRE
EO O A O C O O OE
(EE

webs. None of the rooms’ contents are In any case, Nazir is unaware of the
beholder’s location. He does not know You see a vast observatory with a
magical or particularly valuable.
the sultan is coming unless the party domed ceiling of clear crystal panels.
ae inadvertently reveals his presence, and Facing you from behind a large mar-
22. Dining Hall. An unlocked door
Nazir cannot visualize the beholder well ble table are five identical bearded
leads to an impressive dining room with
enough to scry him. (He saw the behold- men in black robes with golden sash-
a polished wooden table and elaborately
er only once, briefly, when he poly- es. Each of them holds a crystal-
carved chairs. An expensive rug (worth
morphed him centuries ago.) However, headed staff in one hand, while the
5,000 gp) lies on the floor, and four tap-
the observatory is obscured by a halluci- other hand rests on the hilt of a jam-
estries (500 gp each) hang on the walls.
natory terrain spell from the outside, biya tucked at his waist. A black
The room is otherwise empty.
making it difficult for the sultan to find. ring with a white flame adorns the
In addition to the powers afforded to right forefinger of each man. Directly
23. Bathroom. An unlocked door
him by the White Flame, Nazir also behind the quintet of wizards is a
leads to a tiled chamber with a sunken
used a powerful ritual to place his own clear pink statue of a beautiful
bath. The two doors in the south wall
heart within his daughter’s statue. This young woman in a bridal gown.
lead to a sauna and a privy.
renders his body indestructible unless Within her chest beats a heart-
his heart is returned to his body or the shaped red light.
24. Odd Stairs. From the bottom,
statue is destroyed. In game terms, A giant spyglass on a tripod points
these stairs appear to be normal (albeit
Nazir takes damage normally, although upward at a cloudless sky. A low,
long). As the PCs ascend, it seems that
the White Flame has rendered him glass-fronted bookcase sits against
either the stairs are getting bigger or
immune to nonmagical weapons. How- the opposite wall, and a crystal ball,
the PCs are getting smaller! This is
star charts, maps and gauges lie on
merely an architectural optical illusion, ever, he cannot die and functions nor-
mally at negative hit points despite the table. On the floor are several
for the steps do increase in size (width
showing all the wounds inflicted on silk cushions and a fine rug, an in-
and height). Any PC who makes a suc-
him. Based on the situation, read or cense burner and a bow! of fruit.
cessful Intelligence check should realize
the true situation. paraphrase the following to the players:
A pressure pad on the middle stair
activates a silent alarm that can be
The White Flame will use his crystal ball to see what has
heard only in Nazir’s quarters (areas 19
happened. When he realizes that in-
as
and 20) and the observatory (area 25). The White Flame gives out no heat, but truders are in his fortress, he will quick-
The alarm warns Nazir of visitors and bathing in it cures wounds, disease, and ly prepare to meet them. Smashing all
alerts him to scry on this location and poisoning by passing these effects on to of the crystals will permanently extin-
prepare appropriate spells. the occupants of the crystal prisons. guish the Flame, but such a project
ce At the top of the stairs, 30’-tall double Years of exposure to the Flame attunes would take 1-4 hours, make tremendous
doors open on a command phrase a person to it, arresting the effects of noise, and bring Nazir down on the PCs
(“tahrik min qad”) but can also be aging and conferring invulnerability to with a vengeance.
forced open by a knock spell or three nonmagical weapons. Centuries of con-
successful open-doors rolls in the same tinued action by the Flame creates the The Crystal Disk and the
round. crystal outcrops around the pit. These Rings of Returning
eventually grow big enough to act as
25. Observatory. Unless he has been crystal prisons, such as the ones in area The crystal disk suspended above the
drawn elsewhere, Nazir is indeed in his 14 of the fortress, and are then moved to Flame is a teleportation device con-
observatory. The course of the final the recesses in the walls of this chamber structed by Nazir. It is unaffected by
encounter will vary depending on the or other rooms as Nazir requires. nonmagical weapons and can withstand
party’s prior actions. Here are the Since Nazir relies on the power of the 40 hp of magical damage before being
possibilities: Flame for his continued existence, he destroyed. Only Nazir himself can acti-
e If the PCs snuffed out the Flame, can be weakened by extinguishing the vate it and command the disk to teleport
Nazir is weakened (possibly stunned if Flame. Since the Flame is fed by the life anyone standing on it to any location he
the PCs come here directly). energy stolen by the crystal prisons, can see or scry. He has fashioned sev-
e If Nazir has been alerted to the PCs’ putting a crystal prison into the Flame eral rings of returning that he and his
presence by the alarm on the stairs or effectively creates a magical “feedback” followers wear. The rings are black with
some other means, and has a few rounds as the Flame tries to restore energy and a white flame-shaped crystal. By rotat-
to prepare, he will cast the following drain it at the same time. This stress ing this small crystal, teleportees wear-
spells by the time the PCs arrive: ESP causes the crystal prison to explode ing a ring can return to the disk from
mirror image, fly. after 1-3 rounds of exposure and snuffs anywhere they have been sent. In addi-
e If the PCs have been so discreet that out the Flame for 1-4 hours. As soon as tion, many of the magical defenses in
opening the observatory doors is the the Flame goes out, Nazir immediately the fortress (areas 2, 13, and 16) are
first indication Nazir has of their pres- loses four levels and is stunned for 1-4 designed to allow free passage to any-
ence, he has time to cast only a mirror turns. When he recovers his senses, he one wearing a ring of returning.
image spell as the doors open.

DUNGEON 45
THE OBJECT OF DESIRE

Eye, the Jury


Nazir's Fortress The DM should arrange for the beholder
Areas 18-25 to arrive at a suitable time, either when
Nazir is trussed and bound or if the PCs
1 square = 10’ are about to be defeated. It has taken
To area 17 Firouz some time to find the observato-
ry, as it is hidden by illusion. (Whether
N he finds it deliberately or accidentally is
up to the DM.) On the way, he has been
practicing his gaze abilities, especially
his anti-magic ray.
If the PCs have defeated Nazir, Firouz
appears outside the dome and calls to
the adventurers to let him in. Once
inside, he instantly recognizes Aurelia
and begs the party to do something to
The statue is Firouz’s beloved Aurelia. what he did in anger and has spent help her. While his heart is protected
Five centuries ago, Nazir cast a flesh to years trying to turn her back. This is a inside Aurelia’s statue, Nazir cannot be
stone spell on her, changing her to a lie, for he still resents his daughter's intimidated into revealing how Aurelia
rose quartz statue. Her fragile form (AC betrayal. If Nazir cannot persuade the can be freed. Allow the party time to
10; hp 10) has been tightly enclosed in a PCs to join him, he wants to capture come up with the idea that the behold-
permanent force field. She is wearing a them to power his crystals. er’s anti-magic ray can remove the
ring of wishes on the ring finger of her Nazir al-Azrad: AC —1; M19; hp 50; spell. If the PCs are stumped, Firouz
left hand. (The ring belongs to Nazir, MV 120’ (40"); 4AT 1; Dmg by spell or threatens to disintegrate Nazir unless
who keeps it safe on her finger while he weapon type; S 13,1 18, W 17, D 16, C 15, he cooperates. When Nazir claims that
wears his other two rings. There is only Ch 14; Save M19; ML 11; AL C; his death will only insure Aurelia’s
one wish left in the ring.) The red light XP 19,425; staff of power (34 charges), destruction (a lie), Firouz changes his
within Aurelia’s chest is her father’s jambiya +2, bracers of defense AC 4, ring mind and cannot be convinced to harm
heart. If she is shattered, the wizard of protection +3, ring of returning, efreeti the wizard. Even if he did want to harm
will die instantly, but the DM should bottle (currently empty; see area 7). the wizard, Firouz has spent so much
discourage this because the beholder Spells: charm person (X 2), light, mag- time practicing his anti-magic ray that
will go mad if he sees his love in frag- ic missile (X 2), ventriloguism; detect he has not yet mastered his other eye-
ments. If Firouz is present, he will pro- invisible, ESP invisibility, mirror im- beams.
tect Aurelia as best as he can using his age, web; dispel magic, fly, haste, hold If Nazir has incapacitated most of the
eye-beams, whether or not he has con- person, slow; confusion, dimension door, party and it looks as if the PCs will lose,
trol of them. polymorph other (X 2), polymorph self; Firouz appears outside the dome, di-
The bookcase is wizard locked. The feeblemind, hold monster, magic jar, rectly behind Nazir, and fires his anti-
books cover a variety of subjects includ- telekinesis; disintegrate, flesh to stone, magic ray through the glass, dispelling
ing astrology, history, fabulous beasts, geas; power word stun, teleport any the protective force field around the
and so; the collection is worth as much object; force field, polymorph any object. structure. The beholder’s rays are re-
as 2,500 gp to an interested sage. The In combat, Nazir tries to incapacitate fracted by the crystal dome, hitting
crystal ball is the magical item of the rather than kill. He uses spells to keep random targets but missing Nazir. If the
same name, the rug is a flying carpet, the PCs from reaching him while he PCs have been magically incapacitated,
and the spyglass is nonmagical (worth bombards them with spells to immobi- the rays will free them. If the PCs let
1,000 gp). A lever on the wall behind lize them. If hard pressed, he will use the beholder in, Firouz floods the ob-
the statue opens a section of the dome his ring of returning to retreat to area servatory with his anti-magic ray to
and creates an opening in the perma- 17 and cure his wounds in the White prevent Nazir’s escape. Otherwise, the
nent force field that protects the Flame. He will not leave his fortress or beholder must first use his disintegra-
structure. allow the PCs to remain in his observa- tion ray to make a hole in the dome
The bearded man is, of course, Nazir tory for long. (which may take some time), giving
al-Azrad (seen in the company of his If the White Flame has been snuffed Nazir time to use his dimension door
mirror images). Although he could prob- out, Nazir’s statistics change as follows: spell or magical ring to escape. After
ably kill the party outright, he would Nazir al-Azrad (if weakened): M15; healing himself in the White Flame,
rather recruit them to his service or hp 35; S 8, C 11; Save M15; ML 8. Nazir returns to destroy the intruders,
feed them to his crystals. Unless the Spells: charm person, light, magic taking out the beholder first.
PCs have weakened him, he behaves missile (X 2), ventriloquism; detect invis-
reasonably and points out their inabili- ible, ESP invisibility, web; dispel magic, Heart’s Desire
ty to harm him. He readily lies and fly, haste, hold person; confusion, dimen-
sion door, polymorph other, polymorph If Firouz fires his anti-magic ray before
makes false promises to get the party on
self: hold monster, magic jar, telekinesis; Nazir escapes, read or paraphrase the
his side. If the PCs insist that he restore
flesh to stone, geas; teleport any object. following to the players:
Aurelia, he claims that he regrets

=]
O,

46 issue No. 50
THE OBJECT OF DESIRE

transported back to the sultan’s palace. he has little to offer them at this time.
As the strange light from the behold- They appear in the throne room, in With his former sultanate in ruins, he
er's central eye touches the statue, front of the mirror of desire, to the as- is happy to spend his days with Aurelia
the red heart-shaped light within it tonishment of Mustafa who is reclining in Sasan or Samarkand, far from the
winks out. The figure shimmers as it on the pile of cushions while being desolation and dark memories of his
is transformed into a beautiful fanned by a pair of gremlins as a third former palace (although he will not
raven-haired woman. At the same feeds him grapes. Mustafa recently leave his mirror of desire behind). This
instant she swoons, Nazir shudders, plucked up enough courage to follow the leaves the qal’at open to a variety of
clutching his chest. party, and somehow managed to im- monsters seeking sanctuary from the
press the gremlins after charming their scorching desert of Algarin. The PCs
Nazir is now vulnerable and will feel shaman. They have decided that he is a may wish to explore the qal’at again at
any damage he has taken. If he has powerful sorcerer and, since the “Eye- a later date.
already been reduced to negative hit ball” has gone away, have become his If the PCs obtained one or more of
points, he collapses to the floor and dies servants. With his new band of faithful Nazir’s rings of returning, they may be
immediately. If he survives his daugh- followers, Mustafa is now even more able to teleport to Nazir’s fortress and
ter’s “awakening,” he realizes the dan- puffed up with pride. He admonishes use the White Flame as a source of
ger he is in and begs for mercy. He warn the party for leaving Princess Yasmin at healing or rejuvenation. However, the
the group that Aurelia will revert to the sultan’s palace alone. The PCs will rings immediately lose their power
crystal as soon as the beholder’s anti- have to deal with this situation as they when Nazir dies. If he survives the
magic ray ceases to fall on her—which is see fit, but Firouz will do his best to adventure, Nazir may destroy the crys-
true. Nazir is vengeful and untrust- appease the presumptuous vizier. tal disk in area 17 of the fortress, just to
worthy. The DM must decide if he keeps Princess Yasmin is now free of the keep the PCs from returning to his
any promises he makes to the PCs, sultan’s charm, and Firouz suggests a lair. Q
based on how well the players role-play. double wedding for himself and Aurelia
Both Aurelia and Firouz can be per- and Princess Yasmin and her beloved
manently restored to their true forms Prince Harith. The ex-brides of the
using the ring of wishes on her finger. beholder are also restored when the
The one wish remaining must be prop- curse is lifted. They are most grateful to BACK TO THE BEACH
erly phrased, something like, “I wish the PCs for freeing them and beg to be
the enchantments Nazir al-Azrad placed escorted back to their homes. ' Continued from page 24
upon Aurelia and Firouz were forever If Nazir survives and escapes the Beach of White Sand:
revoked.” party’s clutches, he may return to trou- The antiquarians may be glad the
ble the PCs in the future. But that is matter of the crabmen has been settled,
te
Alternative Ending another tale. but they may still require an escort or
Some DMs might prefer the following guards for their second visit. When they
ending to using the ring of wishes asa The Rewards of Chivalry arrive, newer finds may present them-
solution. Although unorthodox, this If the PCs succeed in undoing Nazir’s selves, perhaps buildings not yet uncov-
ending fits the style of the Arabian curse and reuniting the lovers Firouz ered from the sand dunes. (What
Nights: and Aurelia, the DM should give the became of the goldsmiths and silver-
party a story award of 10,000 XP. How- smiths that attracted the pirates to the
The beholder deactivates his central monastery?) Or the PCs may find the
eye-beam, and his beloved instantly ever, if the PCs defeat Nazir by destroy-
ing Aurelia, they should get only half hull of a beached ship buried by wind
recrystallizes. Firouz hovers over the and waves years before. (Weren’t winter
statue of his beloved, a tear welling this amount. The destruction of his
beloved drives Firouz mad (again), and visits by pirates dangerous in uncertain
in his huge eye. The tear rolls down weather conditions?)
his monstrous face and falls onto the the PCs should receive no experience for
the ensuing fight with the beholder. For The visitors may also be menaced by
crystal. From where the tear fell, the sahuagin who land here in a large
statue begins to revert to flesh, and the rescue of Princess Yasmin, the party
should receive 5,000 XP. Lastly, for underwater craft to hunt crabmen.
in a moment the beautiful Aurelia Apart from aiding the Tribe against
steps down from the statue’s base. A escorting the beholder’s brides safely
back to their homes, an additional 1,000 their enemies, and protecting the king’s
look of surprise crosses her face for men, the adventurers might need to
an instant. Then she looks into the XP may be awarded (more if the DM
decides to turn this into a full-blown rescue slaves held in the craft before the
wide eye of the beholder, whispers poor unfortunates are carried to their
“Firouz,’ and kisses him gently. In a adventure).
The PCs will encounter nothing else deaths in the sahuagins’ home far be-
flash of light he is transformed into a neath the waves. Q
handsome young man. on their trip to Samarkand, where
Prince Harith eagerly awaits the arriv-
al of his beloved Yasmin. If the PCs tell
Concluding the Adventure
Harith about their ordeal, he rewards
As soon as Firouz’s heart’s desire has the party with the princess’s dowry once
been obtained, the room starts to spin the wedding has taken place. Firouz is
and the PCs, Firouz, and Aurelia are also eager to reward the PCs, although

O
DUNGEON 47
The forest is not quiet tonight. Harsh
panting rasps from the old man's chest
as he staggers through the dense under-
brush. Behind him comes the scream of
a large predatory cat. His pursuer might
be hundreds of yards away, but to the
man it seems like only a few feet and he
quickens his pace. How can he hope to
outrun this demonic pursuit? The cat
yowls again, closer this time.
The man runs headlong into a tree in
the darkness. Thinking as quickly as his
overstrained mind can manage, he
scrambles up through the branches, but
it is too late. A black flash of fur and
claws leaps incredibly high and pulls
the man off his leafy perch. With a
scream of terror and a sickening crunch,
the man hits the ground.
Miraculously, he rolls over and tries to
get to his feet, but his left leg dangles
loosely and will not support him. Franti-
cally, he looks about him, trying to pierce
the darkness with his merely human
vision. Where is the beast that has been
chasing him? In its place at the base of
the tree stands Baron von Kharkov,
whose bright yellow eyes twinkle with
amusement in stark contrast to his
swarthy skin. His smile is inviting and

FELKOVIC S
warm, a full toothy grin. The baron
gives a throaty chuckle as he shakes his
head and removes his gloves, revealing
pawlike hands with hard, sharp claws.
“Did you fall from the tree, Yosef? Ah,
your leg, it is hurt. Here, let me see if I
can ease your pain,” the baron purrs.
The forest is not quiet. A howling—not
of panthers but of a man—echoes
through the forest, punctuated by sob-
bing pleas for mercy and the baron’s
hearty laugh. After an hour, this pitiless
BY PAUL CULOTTA duet mercifully ends, but there is no one
to see the inky form of a great black
panther with a bloody muzzle silently
padding back to Castle Pantara. This is

Are seven lives enough the wilderness of Valachan, and for now
the forest is quiet.

to wreak its vengeance? “Felkovic’s Cat” is an AD&D® game


RAVENLOFT® adventure for 4-6 player
characters of levels 6-9 (about 36 total
levels). All PCs should be good or neu-
trally aligned, and one should be a
Artwork by Bob Klasnich priest. The adventurers need magical
weapons to defeat the powerful undead
and other monsters they will encounter.
Prior to running the adventure, the DM
should review published information on
Valachan, von Kharkov, and the cat of
Felkovic in the RAVENLOFT setting
boxed set; the material on Baron Urik

48 Issue No. 50
FELKOVIC'S CAT

von Kharkov in RR1 Darklords, pages 54- dispel magic spell. Urik reverted to Tavern in his home town of Habelnik,
59; and the information on nosferatu panther form and tore his love to pieces. when he overheard two of the baron’s
vampires in the new Monstrous After the wizard polymorphed the guards plotting against him. Felkovic
Compendium®: RAVENLOFT Appendix panther back to human form, Urik was was to be taken away quietly one night.
IN (MC15 Creatures of Darkness). Addi- horrified at his deed and fled into the Later, the guards would take torn and
tionally, the DM should review the infor- mists of Ravenloft. He emerged in bloody pieces of his clothing to Nadia,
mation on “anchoring” a ghost in Van Darkon, where he learned about vam- saying that they feared the wizard had
Richten’s Guide to Ghosts (VRGG), pages pirism. Urik longed for immortality— been killed and eaten by panthers from
22-24. Van Richten’s Guide to Vampires endless years to wreak havoc on a world the forest. A month later, Baron von
may also prove helpful. Ifthese sources that had treated him badly. In Darkon Kharkov would select her as his bride,
are unavailable, enough information is he got his wish, and gained a reputation getting the woman he wanted while
presented here to run the adventure. for inflicting extreme pain and suffering creating the impression that he was a
During this quest, the PCs enter the on his victims. When his vampire mas- charitable lord who was taking in and
domain of Valachan in the Ravenloft ter was destroyed, Urik fled again into providing for a widow.
demiplane and encounter Baron Urik the mists, emerging in a new domain Felkovic quietly slipped out of the inn
von Kharkov, a ferocious and cruel created just for him by the dark powers and went home. He already had suspi-
nosferatu vampire. Like most lords of of the demiplane. cions about the baron, because so many
core domains, von Kharkov has several Since that time, Baron von Kharkov people who served in the castle came back
unusual powers and is nearly invinci- has laired in Castle Pantara, which with horrible nightmares and a sickness
ble. In Valachan, however, there is a resembles the body of a large cat. He called white fever. Ten years before, a
special item that can destroy this awe- keeps a few younger nosferatu vampires revolt in Rotwald had ended in brutal
some undead lord. and one vampire elf as slaves, to guard suppression; the surviving rebels had
Only by defeating the baron can the the castle and keep watch on his yearly suffered grisly executions. As long as he
PCs escape the Demiplane of Dread. If bride. From time to time, reluctant had not been bothered, Felkovic had
the PCs fall prey to the baron and his villagers are called to service in the ignored the baron’s affairs. Those who
vassals, their fate will be so horrid as to castle, doing routine cleaning and main- showed too much curiosity had a way of
defy description. The PCs’ richest re- tenance, pickling and preserving vege- disappearing. The overheard threat to his
ward in this adventure will be escaping tables, and providing nightly snacks for family was another matter, but saving his
with lives and spirits intact. von Kharkov and his vampire slaves. wife from the baron seemed hopeless. No
Most natural animals shy away from one had ever escaped Valachan, and the
For the Dungeon Master undead, but the panthers of Valachan baron and his henchmen—known as the
Valachan is a domain of rough canyons, freely associate with the undead of Black Leopards—were so powerful that
gullies, and heavy forests. Many dark- Castle Pantara. Indeed, Baron von Felkovic's spells seemed insignificant.
furred animals live within the gloomy Kharkov’s origin as a panther has given Desperately, Felkovic researched long
shade of the trees: rabbits, moose, mar- him unusual abilities with all kinds of and hard into arcane works that he had
tens, boars, deer, bears—and predatory cats. He can enter a trance and experi- never before dared to open. After sev-
black panthers. Occasional farms or ence (but not control) everything that a eral days of study, he opened his coffers
woodsman’s huts dot the wilderness, but specific cat experiences. He also can and used every coin and jewel he had to
most of the people live in one of Vala- summon 2-5 normal black panthers to buy the materials he needed to create a
chan’s three towns: Ungrad (population serve him. Finally, instead of assuming powerful magical item that could defeat
1,500), Rotwald (population 4,000), and the form of a wolf or bat like other vam- the baron. When all was assembled, he
Habelnik (population 3,500). The people pires, von Kharkov can shapechange sent Nadia to her mother’s home in
of Valachan, all humans, generally only into a large, powerful panther that Rotwald, and he locked himself in his
accept their lot in life, which is not can leap up to 30’. tower. For the next few days, all of
unduly harsh. Those who do not accept There is one cat in Valachan, however, Felkovic’s neighbors stayed clear as
their fate usually disappear or meet a that the baron has no control over. lights, explosions, and strange noises
violent and often slow death. (sounding like the yowling of cats) burst
The ruler of the land is Baron Urik The Tale of Felkovic and His Cat from the tower windows. At the end of
von Kharkov, a tall, dark-skinned nos- Among Valachan’s citizens were the wiz- the week, dark clouds boiled through
feratu vampire whom some consider ard Felkovic and his beautiful wife, Na- the night sky, lightning bolts struck
quite handsome. This manly beauty dia. Despite an age difference of 12 years, metal rods affixed to the tower roof, and
hides his unusual past: He was born as Nadia kept her older husband feeling more bright flashes illuminated the
an ordinary black panther. In his youth, young through her wit, charm, and grace, window frames. Then all was quiet.
he was polymorphed into human form and Felkovic often thanked his deity for Inside, in the wreckage of his work-
by a powerful red wizard of Thay. The such good fortune. Even under the baron’s shop, Felkovic proudly held a small jade
evil wizard Morphayus sent Urik to the stern rule, the wizard and his wife lived figurine shaped like a cat. Despite its
best schools in Cormyr, then encouraged happily—until the baron decided that he innocent appearance, the 1"-tall statu-
his transformed pet to woo a woman wanted Nadia for himself. ette had tremendous destructive poten-
who had spurned Morphayus’ advances. It was quite by accident that Felkovic tial. When thrown to the ground and a
While Urik and the woman were in a discovered the baron’s plan. He was command word (“Longteeth") uttered,
passionate embrace, the wizard cast a having a cup of tea at the Crispy Pickle the cat would animate into an enchant-
ed saber-toothed tiger. .

(6
K O

DUNGEON 49
FELKOVIC'S CAT

The wizard felt so confident of his stones, swiping at it and yowling the Valachan felt inclined to go hunting in the
creation that he decided to go to Castle whole time. The statuette made a great dark, panther-infested woods.
Pantara then and there to unleash the toy as it clattered and skipped along Eventually the cat was found by some
cat and eliminate the baron. Slipping with the cubs in hot pursuit. Eventu- unlikely new owners—a gang of orcs that
the figurine into his pocket of his robe, ally, the statue suffered the fate of most had wandered into the mists of Ravenloft.
he turned to grab his hat—and found cat toys. One of the cubs smacked it out As they were making their way through
himself staring into two glowing yellow of reach, right under a door. It was, in the thick forests, the orcs passed close to
feline eyes that were deep pools inviting fact, the door to a tower, and inside was the jade statuette, and Felkovic’s spirit
friendship and camaraderie. It was his a stairway leading down to the castle’s pushed out with its mind to lure a new
good friend Baron von Kharkov, come to dungeons. The small statue slid across owner. Bundakai, the orc leader, felt the
investigate all the fuss and noise. the floor, landed on the stairs, and tum- need to wander behind some nearby bush-
The baron invited the hopelessly bled all the way down to the bottom. es and almost stepped on the figurine
charmed wizard to Castle Pantara for a There it lay for several more months before he saw it. Thinking that the odd
spot of tea and game of chess, and until one night the baron was wander- little cat might be worth a few gold piec-
Felkovic was honored by the invitation. ing through his dungeon and found it. es, he put it in his pouch. That night the
During the ride in the baron's carriage, Being a cat lover, he took a fancy to the statuette magically turned into a small
they had a wonderful talk about the little statuette and put it on a shelf in cat, and on the following nights it got
weather, Nadia's health and where- his study, unaware that by doing so he bigger and bigger. It even brought part of
abouts, prospects for the crops, and all had claimed ownership of the cat and its kill to the orcs.
the recent noisy commotion in Ha- had activated the angry spirit within. This went on each night until the
belnik. Felkovic smoothed over this last The figurine animated and grew into seventh night, when the orcs were con-
subject with a half truth (“a new proc- a different (and larger) cat form each fronted by a huge saber-toothed tiger
ess, my lord, for making small statu- night for the next seven nights. that wanted Bundakai for dinner. With-
ettes”) because he was so ashamed that Felkovic’s spirit found that it could in minutes, every member of the orc
he had thought ill of his good friend. influence the timing of the cat’s anima- gang had been killed, and the smilodon |
Von Kharkov thought no more of it tion so that it occurred when no one was was feasting on the orc leader. When
and kept up the chatter until they got to around. Each night when the statue the cat had eaten its fill, it reverted to
the courtyard of Castle Pantara. As the was transformed into living form, the statuette form and became dormant
two men got down from the coach, the cat was quite hungry. For six nights it again (much to the relief of Felkovic's
baron gave a sharp whistle. Four pan- hunted around the castle, killing rats at ghost, who had tired of the orcs’ con-
thers emerged from the shadows and first, then stalking the woods for bigger stant bickering and loathsome habits).
quickly knocked Felkovic down. Be- prey. On the seventh night, the cat Thus, deep in the forests of Valachan,
tween them and the baron (who had turned into its largest form, that of a the cat of Felkovic waits for a new own-
assumed his panther form), there was saber-toothed tiger (smilodon), and went er to fulfill its maker's curse against
soon nothing left of the wizard. Felkovic hunting for some real big game: von Baron von Kharkov.
never had a chance to pull the cat statu- Kharkov himself.
ette from his pocket; it fell to the The baron was puzzled at how this big Arriving in Ravenloft
ground and was knocked aside in the cat had gotten into his castle, but he
If the PCs begin the adventure outside
panther’s first rush. arrogantly let it attack, thinking that it
the Demiplane of Dread, the DM should
As he died, Felkovic was outraged at could do him no harm. Von Kharkov
incorporate a smooth transition that
how he had been fooled. All of his hard was shocked to discover that the claws
instills an air of mystery without giving
work had been wasted, and his beloved and teeth of this beast burned him like
away that the PCs are not where they
Nadia would now fall into the hands of holy water. Worse yet, he found he could
used to be. The mists of Ravenloft may
this evil lord. With his final breath, the not turn into gaseous form and escape.
be mistaken for early morning ground
wizard hissed, “Damn you, von Kharkov! Frantically, as the huge cat clawed and
fog, transporting the adventurers to
May you die by claw and tooth!” His bit, von Kharkov screamed for his ser-
Valachan before they realize that the
emotion was so strong that Felkovic's vants and they came running. Some of
road has taken them far from their origi-
spirit lingered after his death, becoming a them had magical weapons that hurt
nal destination. Another option is to use
vengeful ghost anchored to the wizard’s the smilodon badly, and it reluctantly
a gate to Ravenloft, such as the ones
most precious possession and the one item fled the castle. When it was several
known to exist in the ruins of ancient
capable of carrying out the curse: the jade miles away, it reverted to figurine form
Myth Drannor in the FORGOTTEN
cat figurine. and again became dormant.
REALMS® game setting. (See The Ruins
Felkovic discovered, however, that his It took the baron many nights to recover,
of Myth Drannor boxed set.)
ghostly power was quite limited. Be- as his wounds healed only after he drained
If the PCs are in Ravenloft at the
cause of the figurine’s powerful magic, blood from new victims. Several of the
start of the adventure, they can travel
he could do nothing directly. In fact the villagers working in his castle went home
to Valachan from an adjacent land, or
ghost and figurine remained dormant with bad cases of white fever, and some did
they can enter via the mists that border
until someone claimed ownership of it. not return home at all. When he had re-
all domains on the demiplane. If this
For weeks, the tiny jade cat lay in the covered, the baron posted a bounty of 500
adventure is run as a sequel to “The
courtyard; then two curious panther pantherheads (a Valachan coin worth 2 gp)
Price of Revenge" (issue #42), the PCs
cubs found it. First they pawed at it, for the head of the cat. Although that was
will already be in Valachan. The two
then they chased it across the cobble- a hefty sum, none of the inhabitants of

50 Issue No. 50
FELKOVIC'S CAT

adventurers have some differences,


however, that must be examined to
create a seamless campaign.
The vampires in “Price of Revenge"
were the baron's slaves, and were looked
upon by the townspeople of Ungrad as

=
saviors who had restored good government
Habelnik
and found the cure for white fever. Al-
though von Kharkov allowed this experi-
ment in benevolent government in a
backwater town, it is not how he runs
things elsewhere in Valachan. The baron is Castle Kantara
cruel and oppressive, and while he main-
tains a facade of benevolence; he rules
with an iron fist (or paw). His henchmen,
the Black Leopards, serve as a both espio-
nage service and police force in the other
two towns of Valachan. As related in
Darklords, von Kharkov has ruthlessly
suppressed several uprisings, and while it
has been over 10 years since the last re-
volt, the people of Valachan still remember
the harsh justice of the baron’s minions.
Thus, most Valachanese are not like
the friendly folks in Ungrad. Indeed, as
night falls, their mood gets more som-
ber, and they go to bed early with the
covers pulled over their heads.
One other small point: In south Vala-
chan, there are many wolves about.
This is unique to the Ungrad area. In
west and central Valachan, black pan-
thers abound, and the wolves stay away. rine of a happy-looking cat. encounter (page 58) gives the PCs a hint
To begin the adventure, read, para- Maximize the eeriness of the situation for defeating von Kharkov.
phrase, or alter the following to fit the by describing the writing inscribed on the From this point on, the PCs are on their
DM’s choice of transition into Ravenloft: coins as unlike any the adventurers have own to explore Valachan and to determine
ever seen. The cat statuette has no special what is going on. Several things will
You are in a thick forest of stately markings but is finely crafted and looks occur, however. First, Felkovic’s spirit
oaks, maples, and other leafy trees. It valuable. It is 100% resistant to destruc- suggests that the adventurer who has
is cool here, and the leaves are begin- tive magic, and the statuette radiates picked up the cat should travel south. The
ning to turn to their autumn shades. magic. The loose bones are the remains of spirit realizes that he is in northern Vala-
Sprawled beneath a tree is a skeleton Bundakai, the caťs last meal. chan but does not know exactly where. By
of some humanoid creature holding a In the unlikely event that the PCs heading south, the party will run into
broken, rusty sword. The fog is burn- leave the treasure, Felkovic's spirit Habelnik, Felkovic's hometown. Once
ing away but seems to linger in the sends an empathic suggestion to one of there, he will guide the PCs to Castle
thicker growth of the woods. the PCs (preferably a wizard), luring Pantara.
her to pick up the cat and keep it. This It is a one-day walk to Habelnik,
The skeleton was once an orc, judging ability to communicate telepathically is about 12 miles over rough ground. The
from its cranial structure, teeth, and a modified form of a ghost’s extraordi- DM should let the players role-play in
overall build. Its studded-leather armor nary powers to charm and to lure. (See that town to get information, then run
was ripped to pieces; only fragments VRGG, pages 37 and 44-45.) The DM “The Lottery” planned encounter on the
remain. Another orc skeleton lies just a must handle this communication dis- evening of the second night.
few feet away, and even a hasty search creetly and should take the player aside No matter where the PCs are—in
reveals others. Altogether there are to describe the mental “push” her char- town or in the wilderness—the cat of
eight intact skeletons, plus a number of acter feels. Resolve the situation Felkovic becomes a living cat every
bones in a loose pile that would make through role-playing rather than by night. If the PCs don’t answer its hun-
up one additional orc. A quick examina- rolling saving throws to avoid the lure. gry yowls with food, it goes off on its
tion of the bones in this pile reveals If the PCs proceed without the cat, all is own to hunt, bringing its kill back to
that they have been gnawed, cracked, not lost. They may come back to get it the PCs’ camp. If a fire or stove is avail-
and broken. Next to the bones lies a later, or they may defeat the baron with- able, the cat indicates to the PCs
ripped pouch from which has spilled 8 out the cat’s help (a task that is considera- through its growls and actions that it
gp, 10 sp, 12 cp, and a small jade figu- bly more difficult). The “Nadia’s Visit” wants its meat cooked.

DUNGEON 54
FELKOVIC'S CAT

Felkovic's Cat Forms panther in the distance, and soon is no longer anchored to the figurine
thereafter the cat returns to camp and is furious that his curse will not be
Each night, the cat of Felkovic assumes a fulfilled.
dragging a small deer. When the “Na-
living form as described below, until the Felkovic’s ghost: INT high; AL N;
dia’s Visit” encounter is run, the cat
PCs prove themselves worthy to AC 0, MV 9; HD 10; hp 66; THACO 11;
will have already turned into figurine
Felkovic's spirit. (See the sidebar on page
form after feeding, but will reemerge #AT 1; Dmg age 10-40 years; SA fear,
53.) The DM may need to modify these magic jar; SD struck by only silver or
in panther form to fight the undead.
descriptions to fit the PCs’ actions and magical weapons; vulnerable to spells
(See page 58.)
locations. For example, if the PCs stay Fourth Night: The cat transforms only when caster is ethereal; SZ M; ML
overnight in an inhabited area, and the 18; XP 7,000; MM/130.
into a jaguar tonight. It runs into the
description says that the cat kills and The cat of Felkovic: INT high (due to
woods, returning an hour later proudly
brings back a deer, the DM should in- Felkovic’s spirit); AL N; SA attacks
dragging a dead boar. Pork was one of
stead have the cat kill a large dog. In harmful to vampires, cat’s presence
Felkovic’s favorite dishes; as the PCs
every instance, the cat reverts to figurine within 20’ prevents vampires from
cook the boar, the jaguar looks on hun-
form two hours after feeding. grily and licks its chops. Felkovic likes assuming gaseous form; SD +1 or
First Night: As the adventurers better weapon to hit; MR 100% to all
his pork well done, and the cat will
make camp, the PC who picked up the destructive or harmful spells; ML 18.
insist (through suitable growls and
cat of Felkovic (referred to in this ad- The creature’s specific cat forms have
snarls) that the meat not be removed
venture as the cat’s owner) feels move- the following statistics:
from the fire until properly cooked.
ment in the pouch or knapsack in Fifth Night: Tonight the cat becomes Cat, wild: AC 5; MV 18; HD 1; hp 8;
which the figurine was placed. Soon a THACO 19; #AT 3; Dmg 1-2/1-2/1-2; SA
a large tiger, and it is not as friendly as
tiger-striped domestic cat pops out of rear claws rake for 1-2 hp each if both
before. (Felkovic is getting surly be-
the container, meowing pitifully for cause the PCs have not proven them- front paws hit; SD —3 to opponents’
food. If the PCs don’t feed it, the cat selves after five days.) It takes off with surprise rolls, surprised only on 1 or 2;
runs away and returns a few minutes SZ T (2' long); MM/38.
a snarl and returns later with the leg
later with a plump field mouse. It and haunch of some large creature. A Giant lynx: AC 6; MV 12; HD 2 +2;
nudges its prize close to the campfire, ranger, druid, or PC with hunting hp 18; THACO 19; #AT 3; Dmg 1-2/1-2/
waits for a while, turn the mouse over 1-2; SA rear claws rake for 1-3 hp each
proficiency may determine that the
with a paw, lets it cook a while longer, if both front paws hit, leap 15'; SD -6
meat came from a moose. The tiger
and then eats it. Later, the cat nestles to opponents’ surprise rolls; SZ M (4%'
cooks the meat, much like the cat on
close to its owner and purrs loudly. A long); MM/36.
the first night, and it is not in a mood
PC with a speak with animals spell to share. PCs who get too close to the Panther: AC 6; MV 15; HD 3 +2; hp
may wish to talk to the cat. This will 26; THACO 17; #AT 3; Dmg 1-3/1-3/1-6;
cat on this night receive a menacing
work, although a charm mammal or SA rear claws rake for 1-4 hp each if
snarl and perhaps even a nip from the
animal friendship spell will not. Until both front paws hit, spring 20’ up or
tiger’s sharp teeth.
the wizard reveals himself, Felkovic’s 25' forward; SD —3 to opponents’ sur-
Sixth Night: Tonight Felkovic pro-
ghost will speak only as a cat. prise rolls; SZ M (41/2' long); MM/36.
vides no mental warning prior to the
Second Night: Felkovic’s spirit cat’s transformation. Felkovic’s spirit Jaguar: AC 6; MV 15; HD 4+1; hp
gives the cat’s owner a mental push, 33; THACO 17; #AT 3; Dmg 1-3/1-3/1-8;
is quite impatient with the adventur-
suggesting the owner remove the figu- SA rear claws rake for 2-5 hp each if
ers. The cat transforms into a large
rine from whatever container it has both front paws hit, leap 30’; SZ L (5’
spotted lion that takes off without
been stored in. Once freed, the figurine giving the PCs a second glance. When long); MM/36.
becomes a giant lynx that yowls hun- Tiger: AC 6; MV 12; HD 5 +5; hp 45;
it returns an hour later, its muzzle is
grily. If no food is forthcoming, it THACO 15; #AT 3; Dmg 2-5/2-5/1-10;
bloody and it gives itself a good bath. It
bounds off into the woods and returns SA rear claws rake for 2-8 hp each if
does not return to its owner until good
with a rabbit. If Felkovic’s spirit sees both front paws hit, leap 10' up, spring
and ready to go back to figurine form,
that the PCs are short on food, the lynx 50’ forward; SD surprised only on 1; SZ
and anyone who approaches it is swat-
goes hunting again until it has L (7' long); MM/36.
ted by a heavy paw.
brought back a rabbit or squirrel for
Seventh Night: This is the night of Spotted lion: AC 5/6; MV 12; HD
each PC. 6+2; hp 50; THACO 15; #AT 3; Dmg 1-
reckoning. If the PCs have not yet been
If the PC ignores the mental push
greeted by Felkovic’s spirit, the cat 4/1-4/1-12; SA rear claws rake for 2-8
and leaves the figurine confined for hp each if both front paws hit, spring
assumes the form of a smilodon and
two rounds, the ca?’s adopts living form
does its best to destroy them. This is a upward 15’ or ahead 20’; SZ L (642'
within the PC’s clothes or pack, claw-
life and death situation with no quar- long); MM/36.
ing its way out and destroying the
ter given or received. If the smilodon Smilodon: AC 6; MV 12; HD 7 +2;
container in the process. hp 58; THACO 11 (bite), 13 (claws); #AT
wins, it eats its owner for dinner and
Third Night: After the mental warn- 3; Dmg 2-5/2-5/2-12; SA rear claws
reverts to figurine form to await a
ing, the cat grows to panther size and rake for 2-8 hp each if both front paws
better qualified group of allies. If the
bounds off into the night. An hour hit; SZ L (9'long); XP 1,400; MM/36.
smilodon is defeated, the PCs must
later, the PCs hears the scream of the
fight the angry ghost of Felkovic, who

52 Issue No. 50
FELKOVIC’S CAT

Felkovic’s spirit observes the PCs While the above is a general outline of through the town of Habelnik. Its build-
closely at all times. If they are evil or what may occur during this adventure, ings are all one or two story wooden
boorish, Felkovic allows the cat go the DM can alter the course of events to constructions painted in drab colors.
through its natural growth pattern suit the (notoriously unpredictable) PCs’ The only exception is a high tower on
until, on the seventh day, it is large decisions. Give the PCs every opportuni- the northern edge of town. The center of
enough to eat its owner and kill the ty to show Felkovic’s spirit that they town contains a grassy square with a
owner’s companions (just like the orcs). are true heroes. If the PCs prove unwor- community well. No walls or fortifica-
1s Misplaying one’s alignment in this thy, the consequences are no less severe tions protect the town, as it is well se-
adventure could have deadly conse- than losing to the baron. cured by the Black Leopards and the
quences. On the other hand, if the PCs As the PCs wander through the wilder- townspeople’s fear of the baron.
do anything to show that they are com- ness of Valachan, they may encounter As the PCs enter town, they notice
mitted to act against von Kharkov, various creatures, depending on the DM’s large banners hung across the streets:
Felkovic’s spirit reveals himself. At this desires. While random encounters will “Welcome to the Annual Bridal Lot-
time, the DM should read the sidebar keep the PCs on their toes, such encount- tery!”. They also see posters tacked on
“Felkovic’s Spirit” below and run this ers may also detract from the excitement fences, buildings, and trees. Each poster
event with the PCs. of the story. There is ample room for is the same and says:
At least three situations will trigger creativity in devising unique encounters,
Felkovic’s spirit to reveal himself, and if the DM decides to use them. The BE IT KNOWN, that I, Baron Urik
there may be others: RAVENLOFT setting boxed set provides von Kharkov, ruler of all Valachan,
—Taking action against the Black guidelines for the types and frequencies of condemn the accursed giant cat
Leopards at the bridal lottery in Ha- creatures in Valachan, but this informa- haunting our fair land. This tawny,
belnik. (See “The Lottery.") tion is not all inclusive. If the PCs are fanged beast is a killer of man, wom-
—Destroying Nadia, now a vampire. traveling aimlessly, the DM can include an, child, and livestock, and must be
(See “Nadia’s Visit.") an encounter with two farmers rafting killed lest we all perish! I offer 500
—Deducing that the baron is an evil down a river. Ifthe PCs are friendly, the pantherheads and a lifetime exemp-
being of some sort and undertaking an farmers offer the PCs a ride on the raft tion from the levy to any who can
expedition against him. and can provide enough information to bring me the creature’s head.
After the PCs’ encounter with get the adventure moving again. Urik von Kharkov, Baron of Valachan
Felkovic’s spirit, their goal should be
clear (and rather frightening): Go to the Habelnik Except for the werepanther Black Leop-
lair of the domain lord himself and de- ards, the town’s inhabitants are all hu-
feat him, along with all of his minions. If the PCs follow the cat’s mental push
and go south, the party should pass man. The villagers stare with curiosity

Felkovic’s Spirit
Whenever the PCs prove their heroic took me to Castle Pantara, where he Felkovic and His Cat.”) Felkovic does
intentions to Felkovic’s spirit, read or and his pets ripped me to pieces and ate not know that von Kharkov is a vam-
paraphrase the following to the players: my remains. pire, but he did see him shapechange
[The PC who owns the cat] feels a famil- “My spirit has remained within my into a panther. The wizard also does not
iar mental push. This time, however, creation, waiting many years for some- remember the complicated procedure he
the figurine does not transform into a one worthy to assist me in destroying used to make the cat. He will not say
cat. Instead, a swirl of mist spirals up this abomination. Now you have shown what will happen to make the PCs’
from the little jade statue’s mouth and yourselves to be the ones I have longed greatest wish come true, because he has
slowly takes on a translucent humanoid for. no ability to grant a wish, but he does
form. The ghostly apparition speaks: “T myself have no powers against the not mind letting the PCs believe that he
(The DM may have to alter Felkovic’s baron, but my cat does. Each day, sim- can do this. In response to PCs’ ques-
speech to fit the PCs’ situation.) ply throw it to the ground and utter the tions on this subject, he reiterates, “I
“Well done. You have shown me that word “Longteeth;" and it will assume assure you that your greatest wish will
you have the potential and desire to the form of the great and ancient smilo- come true once the evil one is de-
destroy the evil that infects this land. I don cat. But I caution you: the cat must stroyed.” In fact, he assumes that their
am...I was Felkovic, a wizard of Ha- be fed every day. When you confront von greatest wish is to become lords of a
belnik. Years ago, the evil lord of this Kharkov, the smilodon will do its best domain. Although this can happen, it
domain, Baron Urik von Kharkov, plot- to aid you in destroying the fiend who will occur in a way that not even
ted to take my beloved wife, Nadia, as took my Nadia. I implore you to seek Felkovic's spirit suspects. (See “The
his own, and I used all my powers and him out in his lair at Castle Pantara Conjunction”)
wealth to create the magical figurine and bring peace to my spirit and this Once the PCs have finished question-
that you now possess. It was designed to cursed land. If you do so, your greatest ing Felkovic’s spirit, the mist spirals
destroy von Kharkov, but alas, just wish will come true.” down and returns to the figurine. The
when I had completed it, the baron The spirit will remain for a few min- PC who owns the cat receives a mental
came upon me and ensorcelled me, utes to answer the PCs’ questions. (The impression of the direction and distance
distracting me from my purpose. He DM should refer to “The Tale of to Castle Pantara.

DUNGEON 53
FELKOVIC"S CAT

The Lottery |.
W = Werepanther

| oak ‘Village Square mit

Rge art
AN

ee
E
L ob:
a-

at PCs of other races but don’t ask ques- the Black Leopards. They are easily vampire slaves is an elf vampire who
tions. (“Curiosity killed the cat” is a recognizable by their banded armor and drains Charisma).
common Valachanese saying.) Even so, the weapons they carry. To insult one of 6. In the past, several uprisings against
the townspeople appear contented, al- the Black Leopards or—heavens forbid— the baron (based on rumors that he was
most happy—until the sun sets, the strike one means imprisonment forever some kind of monster) were ruthlessly
mists roll in, and panther screams echo in the baron’s dungeons. suppressed by the baron and his hench-
from the nearby forest. 4. The baron runs a tidy little busi- men. The last such uprising occurred over
The populace consists of zero-level ness in preserved vegetables. These 10 years ago, and the surviving rebels
humans whom the baron considers a delicacies are famous throughout the were taken away by the Black Leopards
herd of feed animals for himself and his surrounding lands and are trade items and never seen again.
vampire slaves. If approached in a particularly coveted by the Vistani 7. The baron has a difficult time keep-
friendly manner, an inhabitant may gypsies. Every week during the growing ing a wife because white fever usually
provide some useful information. Roll season, the baron sends a buyer to town kills each new bride within the year.
1d10 or select a tidbit of information to purchase fresh vegetables. Thus, each year, the baron selects a new
appropriate to the question. All infor- 5. The baron does not tax his people wife. Due to the risk, this selection is
mation is basically true, as far as the harshly, but he requires each town to often done by lottery, which is rotated
villagers know. provide workers for his castle. This is among the towns. This year it is Ha-
1. This land is called Valachan and is known as the “levy” and it is rotated belnik’s turn to conduct the lottery.
ruled by Baron Urik von Kharkov. The among the three towns each month. Everyone hopes that the baron’s new
land is bordered by mists, which make Many of the workers who go on the levy wife resist the fever so that the lotteries
travel to other places difficult. A few come home quite pale, with a lingering will end. Only inhabitants of the town
times a year, traders from other lands illness known as white fever. Some work- may compete in the lottery.
appear to buy and sell various goods, ers do not return at all; they die from the 8. Baron von Kharkov has offered a
but no one from Valachan ever travels fever in the castle. The high incidence of bounty of 500 pantherheads (each worth
very far from his home village. white fever must be due to pockets of bad 2 gp) for the head of a large cat with
2. Those who have seen the baron say air. (The obvious truth is that white fever huge fangs. This cat is described on
he is a tall, handsome, dark-skinned is anemia resulting from vampiric drain- many posters throughout town. The
man. He’s a bit eccentric, though, and ing.) A few workers catch a rare strain of woods are full of black panthers, bears,
always wears gloves. white fever that causes not only paleness and other beasts, so none of the towns-
3. The baron’s henchmen are called but also by ugly scars (one of the baron’s people have mustered the courage to go

54 Issue No. 50
FELKOVIC'S CAT

look for the big-toothed cat.


9. A quarter of the population lives Felkovic’s Tower
outside the cities, working as farmers and
1 square = 5’
woodcutters. Life is harder for them, and
many have been lost to white fever. These
rustics are, however, exempt from the
levy and the bridal lottery.
10. The baron lives in Castle Pantara, N
on a tall hill about 10 miles south, just
off the main road to Rotwald. Those
people who have returned from duty in
the castle report that a large contingent
of Black Leopards and other trusted
servants live in and around the castle.
Most of the shops in towns sell
products and services suited to an agri-
cultural economy (great deals on plows,
animal harnesses, and wagons). Adven-
turing eguipment is in short supply, and
weapons are not to be found, although
pitchforks, axes, hoes, and other tools
can be purchased for use as weapons.
No magical items are available any-
where except in Felkovic's tower, and
only limited clerical magic is available
in the town's church.
If the PCs offer money from their world,
the townspeople look at the coins strange-
ly. The only coins that the Valachanese
recognize are the gold pantherhead (about
the size of a 50-cent piece, worth 2 gp), the
electrum cateye (same size, worth 1 gp),
and the copper claw (about the size of a Leopard henchman patrolling the befuddled that he took him to Castle
quarter, worth 5 cp). There are no silver streets. Everyone gives the Leopard a Pantara to rest and recover his sanity.
coins in the domain. wide berth and a fearful glance. Seven Unfortunately, Felkovic caught white
Habelnik has one small church, dedi- of these thugs are stationed in town. fever and died, and Nadia was never
cated to a deity known as Yutow the (Their statistics are listed in “The Lot- heard from again. It is said that she
Peacebringer, a god unique to Valachan. tery” encounter.) died too, grieving that she caused her
(The DM may substitute another good- There are no random encounters in husband’s mental breakdown. The vil-
aligned deity if desired.) The 3rd-level Habelnik. Occasionally, Felkovic’s wife lagers insist that she roams Valachan
priest keeps a ready supply of cure light Nadia (now a vampire detailed in “Na- as a ghost, looking for her husband.
wounds spells for those in need. Stran- dia’s Visit”) wanders into town for a This tale is quite different from what
gers must pay two pantherheads per snack, but this happens infrequently actually happened, a twisting of the
casting. Yutow’s theology is based on (5% chance per night). truth through speculation and gossip
obeying the law and the master of the planted by the Black Leopards. Nadia’s
land, keeping the peace, and bringing in Felkovic’s Tower occasional visits to Habelnik (she is the
a plentiful harvest. Baron von Kharkov baron’s nosferatu slave) lend credence to
Blackened window frames near the top
finds this theology useful in controlling the tale that she is a ghost.
of this 50’-high stone building are the
the populace, so he does not disturb the only evidence of the destruction that
church. Several years ago, the then- 1. Main Floor. The only door to the
occurred here. Any resident of Habelnik
current priest received the blessing of tower is locked with a huge padlock and
can tell the PCs that, years ago, the
Yutow and learned the casting of sev- posted with a large sign that reads:
tower was the home of an easygoing
eral new spells. Unfortunately, he met wizard named Felkovic who was mar- BE IT KNOWN that I, Baron Urik
with a horrible accident and his acolyte ried to a beautiful young woman named von Kharkov, ruler of all Valachan,
was installed in his place. Nadia. When his wife left him and went declare this place to be cursed and
The DM should allow the PCs to roam home to her mother in Rotwald, the forbidden to all inhabitants and visi-
Habelnik freely and meet the inhabit- wizard went crazy with grief. One tors to Valachan. Those who trespass
ants. The innkeeper of The Crispy Pick- stormy night he cast a thunderous spell upon this property will serve a penalty
le is anxious for customers and will that blew out all his windows and sent of two years’ labor in Castle Pantara.
gladly take the PCs in for one cateye the neighbors fleeing for their lives. The
per person per night. As they walk baron himself came to investigate the Urik von Kharkov, Baron of Valachan
about the town, the PCs spot a Black disturbance and found the wizard so

DUNGEON 55
FELKOVIC"S CAT

The padlock can be picked normally. from a scroll on Boo, then put her in the where a lottery is held to select a bride
Entering through the windows or climb- closet to protect her from the dangers for the baron. Although selection is a
ing the tower walls avoids this trouble, associated with the cat figurine. If the great honor, it is also a great risk since
but PCs who break windows or scale the PCs cast a dispel magic spell on the cat most brides do not live longer than a
walls have a 20% chance of attracting (against 18th-level magic), Boo will year. They always seem to die from
2-4 Black Leopards. (See pages 57 and awaken. She tries to follow the cat of white fever or a horrible accident. The
70 for their statistics.) Felkovic whenever it animates, but the villagers hope that one day the baron
Inside, dust and mildew coat the once- cat will never attack Boo no matter how will find the right woman and break his
fine furniture and marble floor. The cook- large it becomes. streak of bad luck.
ing area near the fireplace holds only A PC who needs a familiar or a pet If the PCs observe the ceremony in
hardened and rotted foodstuffs, unwashed will find a loyal companion in Boo. the square, read or paraphrase the
crockery, and grime-encrusted pans. However, von Kharkov can look following to the players:
(Felkovic reverted to his bachelor habits through the eyes of any natural cat, and
after Nadia left for Rotwald.) Stairs wind there is a 5% chance per hour (not cu- All of the villagers seem to be gath-
up to the next level. mulative) that he will look through ered in the town square, where a black
Boo’s eyes and see the PCs. Once the carriage is parked. Two of the baron’s
2. Bedroom. A large bed covered with PCs take any action against the baron, Black Leopard henchmen sit in the
fine furs dominates the room. On the this chance increases to 20% per hour. If coachman’s box, while another seven
night table, a wooden stand supports a the baron sees the PCs in this way, he patrol the area. The young ladies are
milky glass globe, and the wardrobe is continues his observation until directly all collected in an area close to the
filled with robes and dresses. The globe threatened. Boo is unaware of the bar- coach. After the musicians finish their
and stand are enchanted; a touch on the on’s power and cannot warn its master last song, one of the Black Leopards
base causes the globe to glow with contin- or the figurine of the spying. walks forward to a wooden stand that
ual light. Touching the base again turns hold a black top hat turned upside
the light off. Under the bed, a loose floor- 4. Tower Top. PCs standing on the down. He signals the crowd for quiet,
board conceals the hiding place of roof of the tower have a fine view of then he announces:
Felkovic’s spellbook. This book contains Habelnik and the surrounding area. “Good people of Habelnik. This year
eight first-level spells, seven second-level Distant mountains to the north rise your town is honored to provide a true
spells (including continual light), five majestically from a base of clouds. Two and faithful baroness to the ruler of all
third-level spells, three fourth-level spells, holes have been bored into the floor of Valachan. This woman will have the
two fifth-level spells, and the sixth-level the tower. Wires coming up through the good fortune to share her life with our
spell enchant an item. The stairs continue holes connect to two lightning rods beloved liege lord, Urik von Kharkov.
up past scorched brick walls and blown- bolted onto the tower walls. This equip- All hail his name!”
out windows. ment seems to have played some key The crowd roars back, “Hail von
role in Felkovic’s experiments. Kharkov, ruler of all Valachan!"
3. Laboratory. Broken vials, bottles, The guard continues: “Know you
jars, and tubing are scattered all over a The Lottery that the names of all unmarried wom-
large work table and spill off onto the en have been placed into this hat of
At 10:00 PM. on the first night that the our good lord. And the fortunate lady,
floor. Metallic wires and clips hang from
PCs are in Habelnik, the adventurers your next Baroness of Valachan, is"—a
holes in the ceiling. A badly warped
hear music and the murmuring of many hush falls over the crowd as he pulls a
iron stand holds a book whose pages
voices. A parade winds through the slip of paper from the hat and reads
have been burned to a crisp. Bits and
streets of the town, led by two Black it—‘‘Maria Casalsa!"
pieces of text can still be read, but the
Leopards. A small band of gaily clad The maidens all scream and one of
mystic symbols and runes are indeci-
townspeople follows. Their horns, fid- them faints, but she is quickly brought
pherable. A read magic spell reveals
dles, and drums play a merry tune, but to her feet and escorted to the carriage
only fragments of the original spells
somehow the music just isn’t right; as the band strikes up a stately march.
(“Next take the eye of a tiger.. /").
there is just no fire or enthusiasm. Be- The Black Leopard who pulled the
If the PCs open the closet door, the
hind the musicians walk two dozen lucky name leads the crowd in three
body of a tiger-striped cat falls out onto
young women dressed in white gowns cheers of “Hail Maria, Baroness of
the laboratory floor. The cat appears to
and wearing flowers in their hair. They Valachan!” although the villagers’
be quite dead, but closer examination
don’t seem overjoyed at being in this hearts don’t seem quite in it. You no-
reveals that the creature is warm to the
parade. In fact, they look rather tense tice that as Maria seems to be weeping
touch and has a faint heartbeat. This is
and pale with their tightly pursed lips. as she steps into the carriage, but it is
Boo, Felkovic’s beloved pet, who bears
The end of the procession is marked by not clear whether she is weeping tears
an uncanny resemblance to the domes-
two more Black Leopards, looking more of joy or of sorrow.
tic cat form of the cat of Felkovic. If the
like guards than celebrants. Just as the last cheer fades, an old
figurine has assumed its living form
Inquisitive PCs can follow the parade woman hobbles forward and begs the
and sees Boo’s body, the cat of Felkovic
all the way through town, stopping closest Black Leopard to release
yowls at the PCs as if it wants them to
wherever an unwed woman between the Maria. She is answered by an open-
do something.
ages of 18 and 30 dwells. Eventually handed blow that knocks her to the
On the night that Felkovic created his
everyone ends up in the village square,
artifact, he cast a temporal stasis spell

56 Issue No. 50
FELKOVIC'S CAT

ground. She struggles to her knees,


grasps the guard's leg, and says some-
thing too faint to be heard. In reply, he
draws a dagger and cracks her in the
head with the pommel. As she slumps
to the ground, he growls to the gasping
crowd, “Be gone now! The lottery is
over?” With one final kick to the still
body of the old woman, he mounts his
horse and stares out over the crowd.
The townspeople disperse quickly and
quietly as the Black Leopards keep
careful watch with their hands close to
their weapons.

If the PCs try to intervene, three of the


werepanther Black Leopards try to escape
with the bride on the coach (two in the
coachman’s box and one hanging on the
back). Six others fight to prevent the PCs
from interfering. The tenth guard, in
panther form, lies hidden on a nearby
rooftop to observe everything by order of
the baron. The baron himself lies in a
trance in Castle Pantara, watching every-
thing through his rooftop minion’s eyes. If
von Kharkov sees the PCs interfere with
the lottery, the rooftop werepanther (38
hp) resumes human shape and shoots at
the PCs with his heavy crossbow. The
werepanthers on the coach are from the
blockhouse at Castle Pantara; the other the Black Leopards are going to be doors securely bolted. No one will give
seven are permanently assigned to defeated, he issues mental commands to the PCs sanctuary. If the PCs hole up in
Habelnik. the inhabitants of Habelnik, ordering a building and prepare for a siege, the
Werepanther (10): INT very; AL LE; them to destroy the PCs. charmed mob will try to set the struc-
AC 2 [4]; MV 12 [15]; HD 5 +1; hp 41, At the end of the fifth round of battle ture on fire and roast the PCs alive.
39, 38, 37 (x 3), 36 (x 3), 33; THACO 15; with the werepanthers, or whenever the Killing lots of townspeople is not a good
#AT 2 [3]; Dmg by weapon type [claw/ PCs seem about to defeat the baron’s option for the PCs. The DM should em-
claw/bite for 1-3/1-3/1-6]; SA shape minions, read or paraphrase the follow- phasize the reactions of the villagers who
change to panther [rear claws for 1-4/1- ing to the players: are not charmed, so the PCs can deduce
4); [SD surprised only on a 1, struck that the masses trying to kill them are
only by silver or magical weapons); SZ In the midst of the battle, you notice just helpless pawns. There is a line be-
M; ML 14 (20 if von Kharkov is under that many of the townspeople have tween self-defense and wanton destruc-
attack); XP 975; new monster; mace +1, returned to the square. They all tion, and PCs engaging in the latter
long knife. Statistics in brackets repre- seem to be staring into the distance should be required to roll one or more
sent a werepanther’s cat form. with a strange, glazed look. Those Ravenloft powers checks. The DM should
If a werepanther is reduced to 15 hp who have daggers have pulled them emphasize up the scene’s terror value but
or less in its human form, it will shape- out. Others have found clubs, loose avoid a protracted battle between the PCs
change to panther form. Any PC who bricks, and stones. Still more towns- and poorly armed villagers. Any plan the
witnesses this change should make a people come out of a store carrying PCs come up with to get out of town
horror check. axes and pitchforks. As they ap- should be encouraged (but the townspeo-
When the baron observes any party proach you, they smile crookedly and ple throw a few bricks and stones at them
interference, he waits for five rounds to raise their weapons. as they leave).
see if the werepanthers can take care of If the PCs have diligently tried to
the PCs by themselves. He has the This is an excellent time for the PCs rescue the bride or disrupt the lottery,
power to issue a mental command to to retreat. Although the townspeople the DM should go to the sidebar
anyone he has bitten, a group that in- are all zero-level, a thousand of them “Felkovic’s Spirit” and take the PCs
cludes more than half the population of converging on the PCs can be very dan- through that encounter when they have
Valachan. The baron’s commands must gerous. Townspeople not under the escaped the mob. .
be obeyed unless a saving throw vs. baron’s control scream in terror and run The PCs gain no special prize for
spell is made. If von Kharkov sees that away to hide in their homes with the rescuing Maria, because she is also

DUNGEON 57
FELKOVIC’S CAT

under von Kharkov's massive charm tution check (check once each round) in need them.
spell. She smiles gratefully, embraces order to wake up. On the third round The time of day when the PCs arrive
the manliest PC carrying a dagger or the cat changes form no matter where it at the castle will dictate which mon-
short sword, unsheathes it, and tries to is, clawing its way out of the backpack sters are guarding the premises and
slip it between his ribs. Other PCs may or chest and attacking Nadia. After the what tactics they use. During the day-
make Intelligence checks to notice the cat’s first attack, it backs off quickly; time, when the baron, Korby, and
attempt. If the check is successful, roll Felkovic’s spirit is shocked when he Brother Homer lie vulnerable in their
initiative to see if the PCs can stop recognizes this vampire as his wife. coffins, the elf vampire Lady Adeline
Maria. On her first strike, Maria gets While the cat is within 20' of Nadia, she guards the castle walls. (Elf vampires
+8 to hit (the defender gets no Dexteri- cannot take gaseous form, but once are active only during the day. See
ty bonuses), and she inflicts triple dam- attacked by a PC or the cat, she will MC10.) At night, the baron and his two
age if successful. defend herself. If she cannot charm a nosferatu slaves keep the castle safe,
Maria Casalsa, human female: AL PC and convince him to defend her, she although they do not patrol the walls or
N; AC 10; MV 12; 0-level human; hp 5; will shapechange into panther form. perimeter. (The baron believes it un-
THACO 20; #AT 1; Dmg by weapon (Remember that on this night, the cat is thinkable that anyone would visit at
type; 19; ML 7. also in panther form.) Because of the night.) Several other monsters are ac-
Note: The PCs enter Valachan close to cat’s reluctance to attack Felkovic’s tive at all times within the castle.
its northern border, so it is unlikely they wife, the PCs are on their own to de- Fifteen Black Leopards live in a block-
will travel to the town of Rotwald, which stroy Nadia. Upon her true death, she house at the foot of the castle’s hill; the
lies south of Castle Pantara. If, however, reverts to human form, and whispers, Baron or Lady Adeline will summon
the PCs travel to Rotwald while following “Destroy my master and free this land. these guards if the PCs pose a serious
up on the information that Nadia went Only bone can truly pierce his heart.” threat. Von Kharkov houses these Black
home to live with her mother, the DM Nadia discovered the baron’s vulnera- Leopards in a separate structure because,
may want to move “The Lottery” to that bility to bone when she stabbed him in his paranoia, he does not want any
town. The adventurers will not, however, with an ivory-handled dagger during more living creatures in the castle than
find Felkovic’s wife or her mother here. one of their many quarrels. The metal necessary. The townspeople who live in
The Black Leopards took Nadia away blade was merely an annoyance, but the castle while on levy duty are quite
secretly just before her mother’s home when the bone handle entered the enough. The blockhouse itself is a
burned down in a “tragic accident.” wound, von Kharkov went berserk and 30’ x 30’ two-story log building. The first
nearly destroyed her. floor is one large community room used
Nadia's Visit After the PCs have destroyed Nadia, for dining, cooking, and entertaining.
the cat walks over, sniffs at the remains, Sleeping quarters take up the second
Von Kharkov keeps four nosferatu
and then goes off to yowl mournfully at floor.
slaves: Lady Adeline, an elf; Brother
the night sky for a solid hour. No one will Some of the Black Leopards stationed
Homer, the baron’s priest; Korby, the
be able to approach the cat during this here may have been killed by the PCs at
cook; and Nadia, Felkovic’s wife. The
time. When it has howled its grief in the lottery in Habelnik. The DM should
first three stay in the castle, while Na-
private, the cat returns to the PCs, and adjust their numbers accordingly.
dia roams throughout Valachan, keep-
the DM may run the encounter with Werepanthers (15): hp 41, 39 (x 2),
ing an eye on things for the baron. At
“Felkovic’s Spirit” found in the sidebar on 38, 37 (x 6), 34, 33 ( x 3), 30; other statis-
night she sleeps in coffins scattered
page 53, modifying the ghost’s text to tics as in “The Lottery.’ Three of the
throughout the domain. Nadia secretly
reflect his anguish at learning what hap- werepanthers each carry a mace +1,
hates von Kharkov for separating her
pened to his beloved Nadia. another a mace +2.
from her husband and taking her into
Nadia, nosferatu vampire: INT Next to the blockhouse is a long one-
the realm of the undead. At the same
very; AL CE; AC 1; MV 12 (15 panther story building that stables eight draft
time, she is insanely jealous whenever
form); HD 8 +3; hp 43; THACO 13 (11 horses and three medium war horses
the baron brings home a new bride, and
with weapon); #AT 1 (3 in panther beneath a loft that holds stores of oats
is fearful that he will destroy her in
form); Dmg by weapon type +4 and grain. Even though most animals
favor of his newest love.
(Strength bonus); 1-3/1-3/1-6 in panther do not get along with lycanthropes,
On the third night in Valachan, Nadia
form; SA rear claws 1-4 hp each if both these horses have gotten used to the
visits the PCs. When the party has
front paws hit, charm, Constitution werepanthers. Most stables are plagued
turned in for the night, she assumes
drain, charm previous victim; SD +1 or with rodents, but there is nary a mouse
gaseous form, drifts over to the closest
guard, resumes corporeal form, and
better weapon to hit; SZ M; ML 16; XP dropping to be found here. If the cat of
2,000; MC15. Felkovic is active and enters the stable,
attempts to charm him before draining.
Even if the PC makes his save, he must the horses scream in terror and do their
still make a horror check once he sees
Castle Pantara best to kick open their stalls and stam-
Nadia’s vampiric teeth. pede, possibly trampling the PCs in the
After their encounter with Felkovic’s
process (for 5d4 hp damage).
If Nadia comes within 20’ of the cat of spirit, the PCs should head for Castle
The back room of the stable is a ga-
Felkovic, it sends frantic mental pushes Pantara. Just before they get there, the
rage for three coaches and the carriage
to its owner, begging to be let out of its DM should give them a break and allow
mentioned in “The Lottery.’ The coach-
backpack or purse. The PCs who owns one good rest period so the adventurers
the cat must make a successful Consti- es transport townspeople levied for
can regain spells and hit points. They’ll
castle duty.

58 Issue No. 50
FELKOVIC'S CAT

Unless there are loud explosions, it look like a big cat's tail. The ground one who gets a good look at her face
bright flashes, or some other extraordi- on either side of the walkway is very must make a saving throw vs. paralysis.
nary commotion from a battle near the steep and often there is loose rock un- Lady Adeline, elf vampire: INT ge-
blockhouse, nobody from the castle will derfoot. Each turn that a PC goes off the nius; AL LE; AC 2 (—8 when shooting
notice what happens here. The werepan- walkway reguires a Dexterity check to from an arrow slit); MV 15; HD 7 +3; hp
thers constantly quarrel among them- avoid a fall. (Falling PCs take 1-6 hp 45; THACO 13; #AT by weapon type; Dmg
selves, so the baron and his servants damage for each 10' fallen. The highest by weapon type; SA +1 to attack rolls/+3
don’t bother to investigate every time point of the walkway, where it enters Dmg bonus in melee from 18/01 Strength,
they have a fracas. the castle, looms 300' above ground +5 to all missile-fire attack rolls (+4 for
The following description assumes a level.) Scraggly bushes grow on the being undead and +1 for being an elf),
daylight approach to the castle from the slopes below the Tail. For every 10' a +1 to attack rolls with long sword, Cha-
north. The DM should make any adjust- PC falls, a successful combined risma drain in unarmed combat, twisted
ments necessary to compensate for the Strength and Dexterity check (add the visage forces viewer to save vs. paralysis
PCs’ direction of march: two scores together) on 3d20 indicates or stand paralyzed for 1-4 rounds after
that the PC has grabbed a bush to halt vampire has left (victim instantly dies on
As you travel toward Castle Pantara, the fall. PCs with mountaineering profi- roll of natural 1), shapechange into wild
you feel as if something is watching ciency can avoid much of the danger of eagle or giant eagle retaining her natural
you all the way. Your hair has a dis- traveling the Tail, using ropes to pre- vampiric powers, immunities, and vulner-
turbing tendency to stand on end at vent a long fall. abilities (see below); SD +1 or better
the slightest sound, and your palms Lady Adeline, the elf vampire who weapon to hit, regenerates 2 hp per
are sweaty. You get the distinct feeling patrols the castle walls, has an 80% round, unaffected by holy water; MR
that you are marching to your doom. chance to spot any PCs climbing the Tail immune to mental attacks, half damage
From the only clear spot for miles, during the day. If the PCs avoid the walk- from magical fire and cold spells; SZ M;
where trees do not block the view, way by using mountaineering proficiency ML 16; XP 6,000; MC10.
you glimpse a stone keep built on a or a thief's climb-walls talent, her chance Spells: entangle, warp wood, snare,
high hill. But this is much more than to spot them is reduced to 40%. spike growth, and anti-animal shell
an ordinary keep; the castle is big A daylight entry can be deadlier than (each three times per day), wall of
enough to hold a small army easily. one at night, because Lady Adeline will thorns, sticks to snakes, giant insect
A steep path winds up the hill, leav- harass the PCs all the way into the
ing travelers exposed to missile fire castle and after their entry. As the PCs Where Are the Vampires?
from the ominous battlements. A climb the walkway, she casts a sticks to
wooden blockhouse and a long out- snakes spell on prepositioned piles of Daylight
building stand among a grove of wood, then peppers the PCs from the Lady Adeline: Patrolling the walls
trees at the foot of the hill. rear (negating Dexterity bonus to armor (area 24).
class) with bone-tipped arrows from Baron von Kharkov: If PCs have
Two werepanthers patrol the castle arrow slits in the Rake (area 7). She not been detected, roll d%. 1-65:
perimeter and blockhouse at all times, moves from slit to slit for subsequent Coffin in area 26. 66-00: Coffin in
but they are easily spotted. Each turn shots; if necessary she casts a wall of area 30. If PCs have been detected:
the PCs spend on the path going up to thorns spell to block escape attempts. 1-25: Coffin in area 30. 26-00: Coffin
the castle, a roll of 1 on 1d8 indicates If the PCs escape the ambush area, in area 32.
that the PCs can see the guards—and Lady Adeline proceeds to the main Korby, the cook: If PCs have not
vice versa. It will take three turns to audience chamber (area 10), and waits been detected, in coffin in area 17. If
walk up the pathway to the castle. If by an arrow slit to shoot at the party as PCs have been detected, in coffin in
the PCs climb the hill to scale a castle it emerges from the gate house (area 3). area 30.
wall, it takes 12 turns of climbing to Any PC who tries to take cover behind Brother Homer: If PCs have not
reach the castle, so the guards will be in one of the trees in the courtyard (area 4) been detected, in coffin in area 20
sight for at least one turn. If the PCs must contend with the four panthers in (under bed). If PCs have been detect-
attack the patrolling guards, one of the that area. If the PCs dispose of the pan- ed, in coffin in area 30.
guards blows a whistle that calls the thers, Lady Adeline casts her entangle
other Black Leopards to the scene with- spell to snare some PCs, then shoots Night
in one turn. more bone-tipped arrows into their Lady Adeline: Roll d%. 1-75: In
Before the PCs reach the castle itself, dangling bodies. Lady Adeline is not coffin in area 21. 76-00: In spare
the DM should determine locations for very nice but is a bit cocky, which is coffin in area 9.
the vampires within. (See “Where Are why she delays before summoning any Baron von Kharkov: If PCs have
the Vampires?” sidebar.) werepanthers to her aid. If, however, not been detected, he is with his
she sees cat of Felkovic in smilodon bride (area 27). Otherwise, he is
Ground Floor form, she blows the hunting horn at her looking for the PCs with every mon-
side to summon all werepanthers to the ster at his disposal.
1. Walkway. A 10'-wide steep walk- Korby, the cook: See areas 8, 16,
way winds up the hill to the looming castle at once.
Once any PC gets close enough to and 17.
presence of Castle Pantara. The walk is
melee, Adeline pulls back her veil to Brother Homer: See areas 19, 20,
called the Tail because its position and
reveal her twisted, scarred visage. Any- and 22.
landscaping relative to the castle make

DUNGEON 59
FELKOVIC'S CAT
(O

side must make two Dexterity checks or


fall down the hill. The east side looks
safer, but the baron has placed two
camouflaged bear traps here to snare
his smilodon cat nemesis if it snoops
around. Each PC has a 90% chance of
stepping into one of these traps unless
he discovers them with a find traps or
find snares and pits spell. The trap’s
unfortunate victim takes 1-8 hp dam-
age, and his movement is halved until
the PC has two full days of rest. To pry
open a trap, no more than two of the
victim’s friends (but not the victim)
must pull against the jaws with a com-
bined Strength of 30.

3. Gate house. The last section of


walkway passes under three winged
panther statues that seem to eye the
PCs suspiciously; they are finely crafted
stone and nothing more. Beyond the
statues, large black iron double doors
are closed and locked (— 20% to open-
locks rolls); only Baron von Kharkov
has the key. The lowered portcullis
behind the door can be lifted with a
bend bars/lift gates roll, and up to four
PCs can combine their percentages.
This portcullis also creaks and groans
horribly when raised or lowered.
The inside of the gatehouse is bare,
(each once per day), transport via plants blocked by sturdy portculli. Inside, the containing only the mechanism for work-
ability, pass without trace and invisibili- tower is dirty and full of dead leaves. ing the portcullis and a ladder set into the
ty to animals at will. The simple winches that control the east wall. The ceiling is pierced by several
Lady Adeline is armed with a long portculli are mounted high on the inside large slits, each about 12” long and 5”
bow +1 (+6 on attack rolls for missile walls, just out of reach for humans. wide. No light comes from the slits, but
attacks), 30 bone-tipped sheaf arrows, a A successful check for secret doors soft sounds filter down from above. The
long sword +2, and a dagger +1. In reveals a small loose stone in the wall DM should encourage the PCs to believe
melee she fights with the long sword in to the west of the northern portcullis. that someone may lurk above, ready to
one hand and dagger in the other. The stone can be removed to uncover a pour down burning oil or shoot deadly
Eagle, wild: MV 1, fly 30 (C); #AT 3; handle that raises the portcullis with a arrows into their midst.
Dmg 1-2/1-2/1; other statistics as for horrendous moan and clanking of The PCs can climb the ladder to the
Lady Adeline’s elf vampire form. chains. During the day, the noise auto- upper room of the gate house. The sec-
Eagle, giant: MV 3, fly 48 (D); #AT 3; matically alerts Lady Adeline, and it ond floor is equally bare, except for a
Dmg 1-6/1-6/2-12; other statistics as for always doubles the chance of meeting few pigeon feathers and droppings.
Lady Adeline’s elf vampire form. the roving patrol of werepanthers. A Another ladder leads up through an
In contrast to this fierce daytime similar but clearly visible lever on the opening in the ceiling. From the equally
reception, no one guards the walls at south wall opens that side’s portcullis. abandoned third floor, the PCs can
night. Anyone foolish enough to enter PCs can use their bend bars/lift gates climbing onto the uppermost walkway
Castle Pantara at night is welcome to ability to get in, or they can avoid enter- around the castle. An old ballista is
the reception found there. Baron von ing the tower by climbing over it. This mounted on the gate house roof, but it
Kharkov does, however, keep the main works as long as the PCs move along has not been maintained and is useless.
gate closed at night so that the smilo- the 3'-wide stone perimeter of the tower
don cat he so greatly fears cannot enter. top and do not walk on the rotten floor- 4. Courtyard. Alter the following
ing of the upper level. Placing more description if the PCs enter at night and
2. Guard Tower. This small tower than 50 lbs. on the wood planks breaks have no light source.
straddling the walkway to the castle is the weak flooring and drops the offend-
never occupied. A bas-relief of a panther ing creature to the bottom of the tower The trampled dirt of this huge cob-
head seems to glower at everyone who (2d6 hp damage). blestoned courtyard grows little but
travels the path. Open entrances in the The PCs may also walk around the occasional tufts of yellow grass. A
north and south walls of the tower are tower. PCs walking around the west

O
ee ee]

60 Issue No. 50
FELKOVIC’S CAT

few forlorn trees struggle for surviv-


al. Even in this season, their yellow, Castle Pantara
red, and brown leaves seem especial-
ly drab. A huge set of double doors
Ground Level
directly to the north must lead into 1 square = 10'
the massive keep. Smoke curls from
the chimneys of a large two-story
house tucked into a corner of the
eastern castle wall.

Four panthers hide in the trees at the


southeast corner of the wall. When the
PCs have moved 60' from the gate
house, the big cats jump down from
their perches and attack. If PCs ap-
proach the trees, the panthers wait to
pounce until they can drop almost di-
rectly onto the adventurers (—3 to PCs’
surprise rolls). Any commotion here
during the day alerts Lady Adeline. A
night ruckus is ignored by the vam-
pires, who attribute the disturbance to
the panthers' evening activities.
Panthers (4): INT semi; AL N; AC 6;
MV 15; HD 3+2; hp 26 each; THACO
17; #AT 3; Dmg 1-3/1-3/1-6; SA rear
claws rake for 1-4 hp damage each if
both front paws hit, -3 penalty on P
ae Oe
. victim's surprise roll; SD surprised only i

on a 1; SZ M (44’ long); ML 10; XP 420 TÍ |


each; MM/36 (Great Cat, Leopard).

5. Southeast Tower. The only thing


inside this dusty room is a ladder af-
fixed to the wall. The ladder leads to the
upper tower levels, but there is nothing
of interest up there. The spiral staircase
in the middle of the floor leads down
into darkness. Long ago, two playful
panther cubs knocked the cat of Felkovic
through the 2” gap under the door. The
statuette slid across the stone floor to
the staircase and tumbled to the bottom
(area 28), where von Kharkov later
found it.

6. Latrines. These outhouses are dark


and confining, with waste holes that go If the PCs escape Adeline’s ambush and
look for her here, they find only her As the door opens, you are nearly
down 20’. Only the latrine just south of
the manor house has been used recently footprints in the dusty floor. The roof overwhelmed by the sharp, overpower-
(by the levies quartered in area 8). supports two old ballistae and one cata- ing odor of vinegar and other spices.
pult, all in disrepair. Several listless peasants chop vegeta-
bles, then pass the food to others who
7. The Rake. These barracks were
constructed so that soldiers inside and 8. Manor House. The door to this dump it into large heated vats. After
on the walls could pepper intruders on structure is unlocked, and the following stirring the contents with long-handled
the Tail with missiles, and that is just description should be read to the play- paddles for several minutes, the cooks
what Lady Adeline will do if she am- ers once the PCs open it. The windows scoop out the cooked vegetables and
bushes the PCs as they try to climb the are so grimy that nothing can be seen pack them into jars and barrels. The
walkway. Dust and cobwebs fill both inside. The description assumes a day- choppers put down their knives and
floors of the barracks. The furniture is light entry and should be altered if the shuffle over to pour an acrid liquid
old but quite sturdy and looks unused. PCs visit at night. over the vegetables before sealing

DUNGEON 64
FELKOVIC'S CAT

population.) Several containers of vine- stables, and main road.


them all up with wooden lids held gar and spices are piled in a corner.
down by heavy iron weights. All of the The people levied from Rotwald have 10. Main Audience Chamber. Above
peasants move as if sleepwalking, and some information of value that may help the double doors in the courtyard, a
a few appear quite pale. When they the PCs figure out both the best time to remarkably well-carved panther statue
see you, they cast their eyes to the strike against the baron and who (or what) crouches as if ready to spring. Its head
floor and keep on working. guards the premises. Just after dawn each detects as magical, but this is nothing
day, the villager who worked the hardest more than a Nystul’s magical aura spell
These people were levied from Rotwald on the previous day is taken by “the veiled (cast by a prior nosferatu slave who was
to work in the castle, and they will be of woman warrior” for a tour of the castle. a wizard) designed to delay intruders
little help to the PCs (all are zero-level Actually, this unfortunate person is taken until they are noticed by the panthers
humans). The townspeople think that the to a tower room to satisfy Adeline’s appe- in the courtyard. The doors are un-
PCs are authorized visitors, as no one tite. Being selected for this tour is not high locked and swing both ways on their
would dare visit the baron uninvited. The on the villagers’ wish list, since Lady hinges, although they can be barred
levies are restricted to the manor house Adeline has a haughty, intimidating bear- from the inside to resist an assault.
and the area immediately around it (be- ing. They often draw straws to figure out When the PCs enter the audience
tween the well and the latrine to the who will be chosen. Alert PCs may notice chamber, read or paraphrase the follow-
south) unless they have an escort. Once a that the villagers who have gone on this ing to the players:
week, one of the Black Leopards escorts tour have scarred faces and show no initia-
the men (10 of the 15 levies) beyond the tive or other leadership potential. (Lady You see a magnificent chamber with
castle walls to chop wood. Occasionally, Adeline drains Charisma.) an elegantly winding staircase lead-
some of the levies are selected for special Just after dusk, Korby the cook ar- ing to upper floors. To the east, a
jobs during the day or night. The pan- rives to select two villagers to do some raised dais supports an ebony chair
thers in the courtyard ensure that the chores in the keep. One is selected to carved like the open mouth of a pan-
levies do not wander off. help clean the chapel (and be drained by ther. Black pelts line the chair and
All of the levies were charmed by von Brother Homer), and another to clean spill onto the dais. Only a few other
Kharkov when they first arrived. Al- the kitchen (and be drained by Korby). chairs and benches are provided
though they are overworked and not paid Three times a week, a third villager is here. The chill of the room is only
for their services, they like the baron, chosen to shine the baron’s boots and partially alleviated by the heavy
whom they call a great and generous clean his quarters. On these evenings, tapestries that line the walls, tapes-
master. The levies do not see him except the baron is giving his bride a rest from tries skillfully woven with woodland
occasionally at night. They are not fond of draining, and this honor falls on one of scenes of predator cats running down
Lady Adeline, whom they call “the veiled the peasants. Whoever is selected for helpless people.
woman warrior.” Ifthe PCs examine this duty always comes back tired but
these people closely, they can see small remarks how wonderful it is to serve As soon as anyone other than a vam-
bite marks on the conscripts’ necks, the lord and master of the domain. pire or werepanther (or someone escort-
which the townspeople insist are insect On the second floor of this building, ed by one of these) enters, the secret
bites. They admit that they all seem to 15 cots are separated by hanging cur- door to area 11 opens and a mechanical
have mild cases of white fever but are tains. Only the area within 10’ of the golem resembling a large metal dog
certain that they will recover. (The bar- fireplace on the east wall is warm. The comes out to kill the trespassers. The
on’s priest, Brother Homer, told them so.) smell of vinegar permeates this area as baron commissioned the construction of
Two of the townspeople, however, lie on it does the floor below. Two cots are this golem at enormous expense, reason-
makeshift cots upstairs, quite ill with the occupied by pale townspeople, levies ing that a big dog would be the best
fever, and all of the villagers are con- who have been drained nearly dry by protection against a big cat. Von Khar-
cerned about them. von Kharkov and his slaves. kov named the golem Rowlf after its
The barrels and boxes stacked about the eerie, metallic bark.
room are filled with pickled vegetables. 9. Northeast Tower. A ladder secured The device is constructed of various
The baron buys much of the year’s crop on the inside, southeast wall goes up metal cogs, wheels, armor plates, etc.
from the peasants, then preserves the into darkness. There is nothing of inter- Its oversized head is equipped with five
vegetables in brine and sells them back to est on the ground floor, but the upper broad, pointed metallic teeth in each
the villagers for their own consumption or room houses a coffin. When the coffin is jaw. These teeth are daggers +1, but
for resale to traders from other domains opened, continual light shines out from their magic can’t be detected unless
who come wandering through Valachan. the inside of the lid. This is the spare someone inspects the head carefully
The Vistani gypsies particularly relish coffin of Lady Adeline, and there is a after the golem has been defeated, be-
these pickled foodstuffs. 25% chance that she is resting in here cause the entire construct is magical.
The preparation area contains several during the evening hours. (See “Where When the golem moves, it makes a
cookbooks on canning and pickling Are the Vampires?” on page 59.) An rickity-clickity-clackity sound, but it is
processes, for which a master chef door in the south wall of this upper far from fragile. If the cat of Felkovic is
would pay as much as 5,000 gp. (Knowl- room opens onto the castle walkway, animate when the golem emerges, the
edge of food preservation secrets could and a ladder goes up through a trap mechanical device attacks it first.
be priceless in a land where famine door in the ceiling to the tower roof. The The PCs may find Rowlf a formidable
might otherwise wipe out much of the view north overlooks the blockhouse, opponent and wish to flee the room. The

62 Issue No. 50
FELKOVIC'S CAT

golem doesn't know how to open a


closed door, and it moves at half speed
going up stairs.
Castle Pantara
Rowlf (Ravenloft mechanical golem):
INT non; AL N; AC —2; MV 12; HD 13;
Levels 2-3
hp 75; THACO 7; #AT 1; Dmg 10d4 +10; 1 square = 10’
SA electric shock for 6d6 hp damage on
roll of natural 20 by golem or by oppo-
nent if opponent is using metal weapon
(save vs. spell for half damage and save Third Floor
vs. paralysis to avoid incapacitation for
2d4 rounds), lightning aura of small
bolts to all within 20’ for 3d6 hp dam-
age (usable every other round, save vs.
breath weapon for half damage, exposed
items must save vs. lightning to avoid
destruction); SZ M; ML 20; XP 15,000;
MC10.
If Lady Adeline has retreated here,
the PCs will have a difficult time clos-
ing for combat. If the PCs rush the door,
she retreats partway up the stairs and
waits for them to enter the room. When
all her targets are clear, she fires away
with her bow, concentrating on spell-
casters. Of course, the PCs’ entry will
activate Rowlf, and the PCs will have A5 17 |
their hands full with that monster.
Second Floor
11-12. Deserted Rooms. These rooms
are unremarkable and very dusty. Rowlf,
the mechanical golem, occupies area 11
when it is not activated. The room’s arrow secret door into the latrine, then dis- attacks. It is a doll golem that the para-
slits have been mortared up. perse in the main hall to go wherever noid Baron bought a few years ago from a
they are needed. Their keen hearing band of wandering Vistani. When the
13. Latrine. This appears to be yet allows them to pinpoint battles quickly. golem animates, it takes on a horrid wide-
another outhouse like the others (area eyed look and moves quickly to bite with
6), but a secret door is located above the Second Floor its small but deadly teeth.
wooden toilet box on the east wall. Doll golem: INT non; AL N; AC 4;
15. Banquet Hall. All the fine furni-
MV 15; HD 10; hp 40; THACO 11; #AT
ture here is covered with dust. Several
14. Secret Passage. This passage is 1; Dmg 3d6; SA bitten victim must save
long tables, dozens of chairs, and an
shrouded with dust and cobwebs, al- vs. spell or laugh uncontrollably, dam-
enormous china cabinet stand ready for
though the small spiders that live here age increases by 1d4 hp per round until
a roomful of guests—but none have been
are quite harmless. Thirty feet down victim dies or a dispel magic spell is
invited here in years. The cabinet con-
the corridor, a concealed pit trap waits cast; SD immune to all magical attacks
tains enough utensils for 100 place
to drop the unwary 20’ onto 10 rusty except warp wood (acts as a slow spell)
settings. The utensils and china are of
spears. Any weight over 50 lbs. triggers and fire-based attacks (half damage); SZ
fine quality and may fetch as much as
the trap. A victim must make a Dexteri- T (1’ tall); ML 20; XP 7,000; MM/168.
1,200 gp. Frescoes on the wall show big
ty check with a —2 penalty to grasp the An attack by the doll golem has a 70%
cats feeding on freshly killed prey. Foot-
side of the pit. Failure results in 2d6 hp chance of alerting the vampire cook,
prints in the dust of the floor travel
falling damage and 1-6 hp spear dam- Korby, in area 16.
between the kitchen (area 16) and the
age (from each of 1-6 spears). A saving stairwell. Two doors in the north wall
throw vs. poison is required for each 16. Kitchen. In contrast to the ban-
lead to outside verandas furnished with
spear strike to avoid a disease. quet hall, the kitchen is well main-
badly rusted black metal settees.
Beyond the trap, a secret door opens tained. Logs are neatly stacked in the
The bar in the southwest corner of the
to the outside. If the Black Leopard twin fireplaces. The food preparation
banquet hall is stocked with fine assorted
guards come to the aid of the castle, tables have been scrubbed clean, and an
liquors (value 1,000 gp). On the bar beside
“ they assume panther form and scramble assortment of utensils, pots, and pans
a jar of walnuts is a decorative wooden
up the hill to the secret door in a single hangs neatly from hooks on the walls.
nutcracker carved in the shape of a toy
round. One of them resumes human The nosferatu slave, Korby, works here
soldier. Whenever anyone other than a
form to open it. Once over the pit, they from dusk to midnight preparing supper
nosferatu or werepanther enters, the
all take human form to go through the and the next day’s breakfast and lunch
nutcracker immediately animates and

DUNGEON 63
FELKOVIC'S CAT

for the townspeople who work in the Felkovic and his Cat”) (X2), silence 15' radius, wyvern watch;
castle. One of the townspeople from the The shelves and floor of the library animate dead, cause blindness, dispel
manor house (area 8) always assists contain almost three dozen statues and magic, prayer; free action, poison, sticks
Korby each evening. figurines of every type of cat the PCs to snakes; flame strike.
Korby is definitely not the dashing have ever seen (and some they have Before battling the PCs, Homer casts
vampire type. The lack of hair on his never seen before). The smallest of the as many protective spells as he can (in
head is balanced by the stained white figures is a 1” -high curio; the largest is order: protection from good, prayer, free
beard that hangs down over his fat a tailless brass manx standing 4’ tall. action). If he has a chance, he casts
stomach. If confronted, Korby attacks Predators as well as domestic cats are sticks to snakes (on the mop and broom
with a carving knife (Dmg 1-4) in one represented in the collection. used by the villager). His main offensive
hand and a butcher's cleaver (Dmg 1-6) It was on one of these shelves that von spells are hold person (used on warriors)
in the other. The kitchen helper (AC Kharkov placed the jade figurine that is and silence 15' radius (to neutralize
10; hp 4; 0-level human) grabs a poker the cat of Felkovic after finding it on the spellcasters). His flame strike spell is
(Dmg 1-3) and tries to help her good floor in area 28. None of the statues reserved for any hero who appears to be
friend the cook. here are magical, and individually they a paladin or good-aligned priest.
Korby, nosferatu vampire: INT 14; have little value. But as a collection
AL NE; AC 1; MV 12; HD 8+3; hp 44; they could be sold for 950 gp due to 20. Cleric’s Quarters.
THACO 13 (11 with weapon); #AT 1; their fine workmanship.
Dmg by weapon type +4 (Strength A luxurious bed, freestanding closet,
bonus); SA charm gaze, shapechange to 19. Chapel. This well-maintained small desk, and chair make up the
panther form, Constitution drain, place of worship contains highly pol- furnishings of this room. A small
charm previously bitten victim; SD +1 ished pews and a large statue of a deity replica of the statue in the chapel is
or better weapon to hit; SZ M (5'9" tall); (any lawful-evil deity that the PCs surrounded by black candles. Hand-
ML 16; XP 2,000; MC15. would recognize). In front of the statue painted scenes of black panthers
is a pulpit with a small slotted box. running down game and feasting on
17. Cook’s Quarters. This dark room Even as a nosferatu, Brother Homer their kills provide macabre decor.
is lined with shelves of dried foodstuffs, retains his clerical abilities and receives
pickled vegetables of all types, and spells. Once a week, the town levies are The bed frame sits high off the floor,
several spices—but no garlic. A plain brought to the chapel and Brother allowing clearance for the secret trap
wooden coffin stands beside a comfort- Homer preaches a sermon on the vir- door under it to open. The enclosed space
able sofa in one corner of the room. The tues of obeying the established power of below the floorboards holds Brother
coffin is Korby’s; the sofa provides a the land. Any PC putting an offering in Homer’s coffin. Homer rests here during
place for his evening helper to rest after the coin box (or for that matter, stealing the day, but if the castle has been alert-
kitchen duty. If the PCs wander in after coins from the box) should make a ed, he takes his rest in one of the coffins
midnight, Korby is here. There is a 35% Ravenloft Powers check. The box holds on the dungeon level (area 30). Between
chance they catch Korby in the act of two gold pantherheads and three elec- midnight and 2:00 A.M., the priest lei-
draining his victim (a horror check is trum cateyes. surely drains his current night’s victim
appropriate). If he is disturbed, Korby If the PCs come here before midnight, on the bed. PCs intruding on this scene
grabs an old mace from under the couch they find a middle-aged village woman certainly need to make a horror check.
and attacks. cleaning and polishing. Her name is
In the center of the west wall, a secret Anna, and she politely asks the PCs their 21. Adeline’s Quarters. Not only is
door leads opens onto a stairway that names and their business here. If the the door to this room locked at all times,
goes down to the dungeon level. Korby adventurers even hint at violence, she it is also barred from the inside at
uses this route to take food to any pris- cries for help. There is a 15% chance that night. All that is in here is a coffin. The
oners being held down there. Brother Homer in area 20 will hear her. window in the west wall has iron bars.
Anna: AL NG; AC 10; MV 12; 0-level If the PCs enter this room in the eve-
Third Floor human; hp 4; THACO 20; #AT 1; Dmg ning, they may (75% chance) find Lady
1-2 (broom handle); ML 6. Adeline resting in her coffin. (See
18. Study & Library. An enormous “Where Are the Vampires?” on page
Brother Homer, nosferatu vampire:
library and study occupies most of this 59.) A continual light spell has been cast
INT highly; AL LE; AC 0; MV 12; HD
floor. The area is furnished with com- on the inside of Adeline’s coffin lid,
8+3; hp 51; THACO 13 (8 with weapon);
fortable chairs and sofas, a work table, permitting her to rest comfortably
#AT 1; Dmg by spell, or by weapon type
and many shelves of books. None of the (darkness is harmful to a vampire elf). If
+4 (Strength bonus); SA charm gaze,
books are magical. Many deal with cats she’s not here, Lady Adeline rests in an
shapechange to panther form, Constitu-
of all sorts, but one book of particular identical coffin on the second floor of the
tion drain, charm previously bitten vic-
interest is Baron von Kharkov’s diary, northeast tower (area 9).
tim, spells as 9th-level priest with 18
which lies on the work table. If the PCs
Wisdom; SD +1 or better weapon to hit;
read this book, they can learn much 22. Bell Room. If Brother Homer
SZ M (5'9" tall); ML 16; XP 2,000; MC15;
about von Kharkov's background, his encounters or detects the PCs, he will
chain mail +1, hammer +3.
plot to take Nadia, his run-in with the try to reach this room to ring the enor-
Spells: command, cure light wounds,
cat of Felkovic, etc. (See “For the mous bell that alerts every nosferatu
curse, darkness (X 2), protection from
Dungeon Master” and ‘The Tale of and werepanther in the area. Once he
good; enthrall, heat metal, hold person

64 Issue No. 50
FELKOVIC'S CAT

hears the bell, von Kharkov uses his


mass charm ability on the 15 villagers Castle Pantara
in the manor house to command them to
search for and destroy the intruders. Level 4
23. Secret Entrance. Von Kharkov 1 square = 10’
visits the dungeon level through this
secret door. It is absolutely dark in the
stairwell; the PCs must have a light to
avoid falling down the narrow, ex-
tremely steep stairs (for 3d6 falling
damage). A bad odor permeates the
area, and cobwebs are woven between
the walls. (The spiders are harmless.)

Fourth Floor
24. Walls. The crenelated walls of
Castle Pantara provide good cover for
anyone shooting missiles from the castle.
The walkway around the perimeter is
guite sturdy, but there are no walls Panther design with
around the inside. The interior of the magic mouth spell
walls is carved with fierce panther
heads. One head on the west wall has a
magic mouth spell on it, cast long ago by
a wizard slave of von Kharkov. When-
ever anyone other than a nosferatu or
werepanther passes this carving it emits
a shrill panther scream, with the same
conseguences as ringing the bell
(area 22).
Anyone who falls or gets pushed off
the wall takes 4d6 hp damage from the
40' drop.

25. Guardian’s Lair. The stairway


entrance to this musty room has a power-
ful guardian: a 12’-tall giant skeleton
created by Brother Homer as a gift for
Von Kharkov. The baron rewarded
Homer with two town levies all for him-
self. (These unfortunates died from white
fever while returning to their homes.)
Von Kharkov placed this skeleton
here to guard against intruders coming
up the stairwell or through the doors
from the ramparts. The skeleton will
try to destroy any intruder. If the skele- spells and edged or piercing weapons do may get in by picking the lock or bend-
ton releases its fireball attack, everyone half damage, missiles inflict only 1 hp ing the bars, which are coated with a
in Castle Pantara will be alerted by the damage, turned as a mummy; SZ L (12' contact poison that causes paralysis for
low thumping noise of the explosion. tall); ML 20; XP 975; MM/316. 12 hours (save vs. poison to avoid paral-
The creaking bones and unholy fire that ysis). A PC who examines the gate
burns in the skeleton’s rib cage certain- Fifth Floor closely has a 90% chance to notice the
ly merit a horror check. oily substance that coats every surface.
26. Von Kharkov’s Room. Even
Giant skeleton: INT non; AL N; AC This room’s only furniture is a pol-
before the PCs enter this room, they are
4; MV 12; HD 4+4; hp 36; THACO 15; ished mahogany coffin in the southwest
assailed by an unbearable stench. Each
#AT 1; Dmg 1-12 (bone-tipped spear); SA corner. Access to the coffin is blocked by
PC who fails a saving throw vs. poison
fireball once every hour for 8d6 hp dam- a moatlike pit, 10" wide and 10’ deep,
retches uncontrollably for two turns and
age; SD immune to normal and magical filled with caltrops and poisonous
cuts Strength in half for one hour.
fire as well as sleep, charm, hold, and snakes. Leaping the pit requires a run-
A locked gate of iron bars blocks entry
other mind-affecting spells, cold-based ning start and a successful Dexterity
to this room from the stairwell. The PCs

DUNGEON 65
FELKOVIC'S CAT

Castle Pantara each; THACO 19; #AT 1; Dmg 1; SA


poison (save vs. poison or take 3-12 hp
lieves that she and the baron are madly
in love. He visits her at night and en-
Levels 5-6 N damage in 1-6 rounds); SZ S; ML 8; XP
175 each; MM/320.
joys an evening of marital bliss by slow-
ly draining her of several Constitution
1 square = 10’
See the sidebar “Where Are the Vam- points. When she is close to death, von
pires?” to whether von Kharkov is rest- Kharkov allows her to recover for a day
ing here in his coffin. Even if it is or two and then resumes his visits.
daylight outside and he is asleep, the Eventually, he won’t be able to control
baron will be instantly aware of tres- himself and will drain her totally.
passers in his room and will mentally Maria does not want to be rescued and
call for assistance from his nosferatu screams loudly for help if she gets the
slaves, the werepanthers from the idea that the PCs are foes of her para-
blockhouse, and even the town levies. mour. In the evening this attracts von
PCs who open von Kharkov’s coffin find Kharkov himself, but he will promptly
themselves staring into his wide-open flee to gather reinforcements once he
eyes as he tries to charm one of them. If sees the cat. If it is daylight, Lady Ade-
the cat of Felkovic is with the PCs in its line will come to investigate the prob-
living form, it roars out a challenge and lem. The elf vampire assumes her giant
attempts to tear the baron to pieces. eagle form to fly to the room’s outside
Von Kharkov will use the power of his porch, resuming her normal form to
charm over a PC to suggest the adven- engage the PCs in mortal combat.
turer stop the big cat from killing him. The PCs may try to reason with Maria
If the cat has been destroyed (or the by pointing out the obvious, that she is
PCs never found it), they can destroy imprisoned with chains, but the bride
the baron by impaling him with a bone smiles sweetly and explains that the
stake. (One of Lady Adeline’s bone ar- baron has chained her up out of love, to
rows or the giant skeleton’s spear will prevent her from accidentally falling to
do nicely.) The PCs must then remove her death from the porch outside her
his head and fill his mouth with holy room. (Actually, the baron does not want
wafers. The traditional wooden stake her to jump.) The chain is secure enough
will only break, leaving the baron smil- to hold the weakened bride but may be
ing widely to expose his fangs. Both broken by a successful bend bars roll with
horror and fear checks are appropriate, a 10% bonus. It is long enough (30") for all
especially if the players moan and PCs to combine their Strength scores in
groan loudly at this development. an attempt to break it.
The furs on the bed are of high quality
Sixth Floor and variety (fox, marten, badger, and
mink) and are worth a total of 1,250 gp.
27. Bride's Room. The stairwell to
A chest of drawers holds 10 sets of silk
this room ends in a cagelike door simi-
sheets and pillowcases, all of fine quali-
lar to the one in area 25, and is coated
ty. They are worth 55 gp total.
with the same poison. If the PCs res-
cued Maria from “The Lottery,” this
Dungeon Level
room is unoccupied and the text pertain-
ing to the bride may be omitted. 28. Stairwell Bottom. The stairs
from area 5 descend 25’ to this level.
A beautiful, pale young woman The floor here is grimy stone. After
check at —2. In addition to 1-6 hp fall- dressed in a flimsy nightgown lies Felkovic’s demise in the courtyard, the
ing damage, a clumsy PC will land on atop a luxurious fur-laden bed. She small cat figurine was swatted by some
0-5 caltrops, suffering 1-4 hp additional appears to be sleeping soundly. Her panther cubs into area 5; it tumbled
damage per caltrop, and must make a hands are manacled together and down the stairwell and wound up here,
save vs. paralyzation to avoid being connected to a long chain fastened to where von Kharkov eventually found it.
lamed. (See the Complete Thiefs Hand- a ring set in the center of the floor.
book, page 99.) A lamed PC can move at On the walls, paintings show male 29. Cell Block. When the PCs open
only one-third normal Movement Rate and female panthers hunting togeth- the door to this area, they are struck by
for 24 hours or until magically healed. er, sleeping contentedly in the the combined odors of human waste,
To add injury to insult, 5-10 angry poi- branches of a tree, and raising their body odor, and death. Failure to save vs.
sonous snakes attack the PC on the first cubs. poison results in each PC retching for
round and 5-10 more attack each subse- one turn and suffering a — 1 penalty to
quent round, up to a limit of 40. The young woman is Maria Casalsa all rolis while in this area and for two
Poisonous snakes (40): INT animal; (see “The Lottery” for her statistics), turns after leaving it.
ALN; AC 6; MV 15; HD 2+1; hp 11 the baron’s chosen bride, and she is The long hallway contains nine identi-
hopelessly charmed. She sincerely be-

66 Issue No. 50
FELKOVIC'S CAT

cal iron doors. Each door has a small


barred window at eye level and an open Castle Pantara
slot near the floor through which the
prisoner inside was fed. Each cell has Dungeon Level
an iron bed, straw ticking, and a cham-
ber pot. 1 square = 10’
If the PCs killed any werepanthers in
Habelnik, the baron will have taken a
like number of levies from the manor
house, bitten them to cause lycanthropy,
and imprisoned them here. On the next
new moon, they will become werepan-
thers and be released to serve the bar-
on. The cell leading to area 30 is always
empty; under the bunk, a secret panel
gives access to a crawlspace.

30. Secret Coffins. The crawlspace


below the cell is 3' in diameter. Five feet
beyond the east cell wall it drops 15'
straight down (1-6 hp damage if a PC
falls) to a pit containing three spare
coffins. If the PCs have been detected
prowling in the castle, both Korby and
Brother Homer rest here during the day
and von Kharkov may rest here as well.
(See “Where Are the Vampires?" side-
bar and area 26.) Nosferatu caught
resting down here are essentially help-
less except for their charm abilities and
von Kharkov's ability to summon all
werepanthers and levies to his aid.
elry (values 1,000 gp (x 5), 800 gp (X 4), 8. cheetah
31. Torture Chamber. Von Kharkov's 650 gp), and 14 gems (values 3,000 gp, 9. giant lynx
early reputation for extraordinary cru- 1,500 gp (X4), 300 ( x 9)). 10. tiger
elty has not diminished, as evidenced by One of the gems is a perfectly round 11. weretiger in tiger form
this grisly chamber. The room is stocked tigereye, a special type of ioun stone. 12. spotted lion
with every possible instrument of tor- When thrown into the air, the tigereye
A werepanther or weretiger will im-
ture, and the floor is stained with blood. spins about and polymorphs its owner
mediately run off to wreak havoc in the
Each device has some catlike feature in into a tiger for up to three hours. The
closest civilized area. All other cats
its design. For example, the interroga- stone functions once a week. If the stone
pulled from the bag will aid their sum-
tion chair (a chair with spikes on the is used again before seven days have
moner for three turns. A total of nine
seat, back, arm rests, and leg rests) is passed, it crumbles into dust and its
cats can be pulled from the bag.
shaped like a large black cat. The owner is permanently polymorphed into
thumbscrew is fashioned like a black tiger form.
34. Alarm Doors. Fixed on the hall
cat's head. The head crusher appears to The chests also contain three potions
side of this door are strips of leather with
be a gigantic black paw. Braziers for the (of healing, gaseous form, and treasure
hundreds of bells. Unless the door is si-
branding irons have cat-leg tripods. finding), a shield +1, a spear +1, a ring
lenced before it is opened, a loud jangling
of free action, and a wand of fire (20
noise echoes down the hallway. Any of the
32. Secret Coffin Room. If the PCs charges). At the bottom of one chest, the
nosferatu resting on this level are imme-
are detected in the castle, there is a 75% PCs can find a special bag of cats. This
diately alerted. If von Kharkov hears the
chance that von Kharkov rests in this item works like a bag of tricks (see the
bells, he mentally commands the were-
coffin during the day. (See “Where Are DUNGEON MASTER® Guide), but the
panthers and the town levies to come to
the Vampires?” sidebar.) For the baron’s animal grabbed is always some type of
his aid. They arrive in 10 rounds. Lady
reaction to intruders, see area 26. cat (roll 1d12):
Adeline will not respond to the alarm
1. domestic cat because she takes damage every round
33. Treasure Room. Von Kharkov 2. bobcat she is underground.
keeps his magnificent treasure hoard in 3. ocelot
this chamber. Several chests contain 4. leopard Defeating the Baron
coins in the amount of 3,000 pan- 5. werepanther in panther form
therheads, 5,000 cateyes, and 10,000 Sooner or later, the PCs should catch up
6. jaguar
claws. There are also 10 pieces of jew- with Baron von Kharkov. Where and
7. ocelot

DUNGEON 67
FELKOVIC’S CAT

how this happens will vary depending Von Kharkov’s panther form: AC 6; von Kharkov fade and disappear.
on the PCs’ actions. If the adventurers MV 18; #AT 3; Dmg 1d3/1d3/1d6; SA This conjunction is a rare event, in
catch von Kharkov while he is resting rear claws for 1d6 + 1/1d6 +1; SD sur- which a domain of Ravenloft replaces a
in a coffin, see area 25 for his reactions. prised only on a 1, leap up to 30’ in the portion of land in another realm. (See the
If the baron spots the cat of Felkovic and air; RR1. RAVENLOFT boxed set, Realm of Terror
can get away, he flees howling for help, Once von Kharkov is destroyed, sev- book). When it is all over, Valachan (along
preferably through areas with monsters eral things happen. All werepanthers with the PCs) is wherever the DM wants
that will delay PCs’ pursuit. He imme- immediately revert to zero-level hu- to put it. The DM can use this device to
diately summons all werepanthers, the mans wherever they are (were-PCs return the PCs to their own world, or
panthers from the courtyard, the other assume their normal levels), and the place them somewhere else.
nosferatu, and the town levies to protect lycanthropy that is progressing in any
him. If he has time, von Kharkov makes dungeon prisoners stops (see area 29). Concluding the Adventure
his way down to area 33, where he dons When the baron is destroyed, the curse
Eventually the towns of Valachan send
his ring of free action and grabs the of his bite is immediately eliminated.
emissaries to Castle Pantara to find out
shield +1 and spear +1. Town levies in the castle likewise come
what happened. They hail the PCs as
If the battle is inconclusive but the out of their trance and stop their at- heroes and acknowledge them as the
baron wounded several PCs, von Khar- tacks. Finally, the destruction of a do- leaders of Valachan. Leadership will
kov’s fear of the cat will make him cau- main lord causes a major rift in the certainly be needed if the land has been
tious, expecting his lycanthropic touch demiplane, and all vampire slaves im- transplanted to an area with distrustful
to do his work for him. Although the mediately crumble into dust. The cat neighbors who may not appreciate sev-
new moon is only seven days away, the reverts to statuette form, and Felkovic’s
eral thousand strangers appearing out
PCs will not expect to become were- spirit emerges again as a semitranspar-
of nowhere.
creatures from the touch of a vampire. ent humanoid. It speaks: Follow-up adventures may be neces-
When they sprout fangs and claws, sary to clean up the various evils left
their companions will certainly be moti- “Well done, my friends. I cannot
thank you enough for helping me over in Valachan. Ghosts wander the
vated to complete the adventure! wilderness, the maddened spirits of the
If the baron did not wound the PCs, he fulfill my curse against this fiend.
The years’ weight is now gone. Nadia rebels who were killed painfully by von
will use his forces to track down the Kharkov and the werepanthers. Several
PCs and attack relentlessly, using all is avenged! I now give you your
greatest wish: The land is yours. RAVENLOFT sourcebooks mention
his spells and other abilities. He will other evil beings that live in this land.
throw his forces into desperate attacks Lead the people of Valachan into a
new world where darkness is not Like all good villains, Von Kharkov
against the cat in a desperate fight with himself might return once the PCs have
no thought of surrender. Once the cat feared and happiness is not fleeting.
Thank you and farewell.” relaxed in their new realm. What hap-
attacks the baron, von Kharkov uses pened to his remains? Is he lurking
the long sword +1, +2 vs. enchanted about in some dormant form, only to
creatures that he keeps by his side. The figure dissipates into the night
air and is gone, and the PCs may hear reappear later? If he seeks vengeance,
When he reaches 10 hp or less, he lets what form will it take?
out a horrible scream and fights with an what sounds like a sigh of relief (or was
it the wind?). And what of the cat of Felkovic? After
additional +1 to hit due to his frenzied the wizard’s spirit leaves the figurine,
fear that he cannot escape through much of its magic is gone, but it still
gaseous form. The DM should strive to The Conjunction
functions like a figurine of wondrous
make the baron’s end climactic. As Felkovic’s spirit departs, the entire power. When the command word is spo-
Baron Urik von Kharkov (nosferatu land of Valachan becomes deathly quiet ken, it becomes a jade battlecat (with
vampire): INT genius; AL LE; AC 1(-1 for 10 minutes. There is no noise at all: AC 4 and all the statistics of a smilo-
with shield +1); MV 12; HD 10+2; hp no wind through the trees, no birds don). It will serve once a day for up to
50; THACO 11 (8); #AT 2 or 1; Dmg 1-3/ singing or crickets chirping, no yowls of three hours, and it must be fed (prefera-
1-3 or by weapon type +6 (Strength black panthers. The air seems heavy bly pork, well done).
bonus 18/00); SA lycanthropy, Constitu- and thick, and clouds gather along the
tion drain, shapechange to panther form horizon. Suddenly, the land is rocked by Paul Culotta and his family recently
or gaseous form at will, charms with —3 tremors, and violent thunderstorms moved to Tacoma, Washington.
penalty to victim, gaze attack works as rush in with heavy rain and lighting. “Felkovic’s Cat” was one of Paul's first
forget spell for three prior rounds, sum- Even through the thick clouds, the PCs submissions to DUNGEON? Adven-
mon 1d4 +1 panthers to serve him, see streaks of light in the sky, multi- tures, and has had about as many lives
summon any prior victims to do his colored meteors flying in all directions. as its namesake. Paul would like to
bidding anywhere within Valachan; SD This chaos goes on for three hours and dedicate this adventure to his wife,
+2 or better weapon to hit, regenerates no one can rest. If the PCs look down Shari. a
3 hp per turn (except damage from the from the castle, they see forest animals
cat of Felkovic), immune to sleep, charm, running wildly about. The town levies
hold spells, immune to poison and pa- and former Black Leopards roll on the
ralysis, half damage from cold- and ground, moaning and groaning with
electricity-based spells; MR 10%; SZ M; their eyes rolled back. If the PCs are
ML 16; RR1. watching, they also see the remains of

68 Issue No. 50
Werepanther DUNGEON? #50
91994 TSR, Inc. All Rights Reserved.

CLIMATE/TERRAIN: Hilly/forested
FREGUENCY: Uncommon
ORGANIZATION: Pride
ACTIVITY CYCLE: Any
DIET: Carnivorous
INTELLIGENCE: Very
TREASURE: Nil
ALIGNMENT: Lawful evil
NO. APPEARING: Varies by location
ARMOR CLASS: 2 (4)
MOVEMENT: 12 (15)
HIT DICE: 5+1
THACO: 15
NO. OF ATTACKS: 2 (3)
DAMAGE/ATTACK: By weapon type (1-3/1-3/1-6)
SPECIAL ATTACKS: | Shapeshift (rear claws 2-7/2-7)
SPECIAL DEFENSES: Silver or magical weapon to hit;
(surprised only on a 1)
MAGIC RESISTANCE: Nil
SIZE: M (5'-61/' tall in human form, or
large predatory cat)
MORALE: 14; 20 defending von Kharkov
XP VALUE: 975

Werepanthers are unique to Valachan. They are the elite


guards and enforcers of Baron Urik von Kharkov, the nos-
feratu vampire lord of that domain. The statistics in paren-
theses represent creature’s panther form.
While many vampires have human henchmen to guard
their resting places, von Kharkov has created these mon-
sters to do his bidding. The baron, unlike other nosferatu Seven werepanthers are stationed in Rotwald and the
vampires, was once a panther and can assume panther same number in Habelnik. Fifteen werepanthers reside in
form. When so transformed, his panther bite infects the vic- the blockhouse at the base of Castle Pantara. Those sta-
tim with an unusual lycanthropy. On the next new moon, tioned in the towns are grimly ominous sheriffs who roam
the victim goes through horrible convulsions as the disease the streets maintaining the baron's will. Those at Castle
takes its full course. His face and body change so much that Pantara keep an eye on the premises, capture escaping
former associates do not recognize him, and his skin dark- townspeople, and go among the towns enforcing monthly
ens to an umber hue. Furthermore, he grows stronger and levies and the baron's annual bridal lottery. If there is an
more agile (S 17, D 16, unless scores are already better than outbreak of trouble, they reinforce the werepanthers as-
this). After three hours of convulsions, the process is com- signed to each town.
plete. The victim can now shapechange into panther form at The townspeople are not allowed to possess weapons other
will, his alignment has changed to lawful evil, and he is per- than a dagger or club, so the Black Leopards (as they are fear-
manently charmed by the baron. Only silver or magical fully referred to by the populace) are practically invincible.
weapons can harm a werepanther. When the last uprising occurred many years ago, the rebels
The werepanthers are easy to pick out from the rest of the were quickly overcome by the werepanthers and taken to the
population. There are other dark skinned people in Vala- woods, where they suffered a lingering, painful end. To this
chan, but the werepanthers are the only ones who wear day, people still whisper about what really happened to those
banded armor and carry cruel, unique weapons of war. Each who rebelled, and mothers discipline unruly children by
carries a heavy black mace with the blunt end fashioned threatening to turn them over to a Black Leopard.
like a panther’s paw; this weapon is referred to fearfully by The Black Leopards maintain a quiet, stern visage when
the Valachanese as “the baron’s arm.” It is a mace +1 and patrolling the streets of the towns or operating outside Cas-
does 3-10 hp damage (including the werepanther’s +1 tle Pantara. They exude an aura of unapproachability that
Strength bonus). The other two weapons are a long, thick, is not magical but a result of their body language. Everyone
black-bladed knife (Dmg 1-5/2-7) and a short whip of black gives them a wide berth.
leather strips tipped with sharp, cruel pieces of metal. The werepanthers’ Achilles’ heel is the powerful nosferatu
When the whip hits a victim in the face (on a natural 20), it lord who created them. If von Kharkov should ever be de-
has a 70% chance of leaving a permanent scar (— 1 to Cha- stroyed, the werepanthers in Valachan will suddenly collapse
risma) and a 10% chance of blinding one eye. Werepanthers and go into convulsions as the mystical bond to their creator
are also proficient with heavy crossbows but are rarely seen is severed. When the convulsions end, they revert to being
walking around with them. In melee combat, they use the the persons they were before, but they suffer nightmares and
mace in one hand and the knife in the other. The whip is flashbacks to their werepanther days for several years.
used to discipline the populace.
THE VAKAS CURSE
RAIN FOREST RESCUE:
To HELP SAVE HALF OF THE
Continued from page 13
PLANTS AND ANIMALS ON EARTH
Concluding the Adventure
In addition to the experience points the Es the rain forest, the sounds of fires and bulldozers are
PCs receive for destroying Vindr's un- replacing the sounds of nature.
dead spirit, they also gain the gratitude
of Captain Segel and his crew for end- Recent studies show that the destruction of the rain forests
ing the Vaka's curse (provided the PCs wipes out 17,000 plant and animal species each year. That's
can prove that there was an undead about 48 extinctions per day, two per hour. These are plants
spirit in the figurehead). Captain Segel
refunds the PCs’ fare for passage and and animals that will simply cease to exist, gone forever from
assures the adventurers that he and his the planet. And the toll mounts every day.
crew are doughty seamen, not faint of
heart in the least, and willing to help Even though they occupy less than 2% of the earth’s surface,
the PCs in the future. The PCs should rain forests are home to over half the world’s plant and animal
also split a 3,000-XP story bonus if they species. When we destroy the rain forest we are endangering
permanently destroy Vindr.
As a further adventure, the PCs could our planet’s future. The chain of life depends on a variety of
investigate Vindr’s murder. The faint plants and animals that are being
marking on the moneybag (area 17) destroyed by the day... from
provides a cryptic clue to follow. If the
PCs decide that Vindr was murdered the smallest tree frog to the
and want to know why, the faint trail largest tropical tree.
eventually leads back to Rhet Corsuhn
and Corsuhn Shipyards. An augury cast Join The National Arbor
about the leather pouch, for example, Day Foundation and
might reveal another cryptic clue, such support Rain Forest
as “A frozen soul/He cold gold stole/
Killed for his deed/As they agreed.’ Rescue to help put a stop to the
This should be enough to indicate that destruction. When you join, the
Vindr was murdered. Foundation will preserve
The PCs should not meet Rhet Cor-
suhn during the course of this adven- threatened rain forest in your name.
ture. The DM should feel free to develop An area of rain forest the size of 10
Rhet in a way that suits the campaign.
Rhet is a master shipbuilder with a city blocks is burned every minute.
large business based in LTrel. In addi- Help stop the destruction. Before
tion to being a thoroughly hedonistic the sounds of nature are replaced
playboy and lout, Rhet has many con-
tacts and friends among the seedy ele- by the sounds of silence.
ments of UTrellian society. Rhet is
noted for his ruthless personality (which
extends to his business practices). Q
To contribute to
Rain Forest Rescue, call
Label Your Letter!
1-800-222-5312
If you write to us at DUNGEON® Ad- The National
ventures, please label the outside of 7 Arbor Day Foundation
your envelope to show what your
letter contains — a letter to the edi- The Margay is one of many species
whose habitat is threatened rain forest
tor, subscription correspondence,
module query, or request for writ-
ers’ guidelines. This ensures that
the letter or package you send gets
to the right person. Our address is:
DUNGEON Adventures, P.O. Box
111, Lake Geneva WI 53147, U.S.A.

DUNGEON is a trademark of TSR, Inc.


©1990 TSR, Inc. All Rights Reserved.
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70 Issue No. 50

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