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i n Adventure for Characters Levels 5-8

I
Expert Game Adventure

SKARDA'S MI
by Aaron Allston

Table of Contc

'layers' Introduction ......................


h n g e o n Master's Introduction ..............
Jpisode One: Retameron's Tower .............
Spisode Two: Through the Looking-Glass ......
3pisode Three: I n the Dungeons .............
Episode Four: The Rebels ...................
Episode Five: Royal Chaos ..................
ippendices
Non-Player Characters ...................
When Things G o Wrong ..................
Credits:
Drsign: Aaron Allston Prerolled Characters ........................
Editing: Karen S. Martin
C8:mer Artist: Tim Hildebrandt DM Maps:
In1 erior Artists: A.1 Williamson, Jeff Easley Retameron's Tower ......................
Cartographer: Da.ve LaForce, Dennis Skarda's Mirror .........................
Kauth, David '2. Sutherland 111 Dungeons ..............................
Tfpography: Kim Lindau, Betty Elmore Hunting Lodge ..........................
1'81 T S R Inc. All Right!; Reserved. Printed in U S.A. PC Maps:
Skarda's Mirror .........................
Dungeons ..............................
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T h r TSR logo is a trademark owned by TSR Inc Hunting Lodge ..........................
Retameron's Tower ......................
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ISBN 0-88038-285-2
PLAYERS INTRODUCTION

Its early in the evening, and your party all the livestock, and make off with all the wreckage of Malleks house, Skardas
has come to your favorite tavern for an treasure his men could carry. house, and they found enough papers in
evening of dining, drinking, story-telling And - this was the rub - they were an undamaged strongbox to support Re-
and friendly fellowship. never caught. Not one of them. When one tamerons story. They also found this mir-
Midway into your meal, as the tavern is of them fell in combat, the rest would ror - you know what a Mirror of
filling and becoming cheerfully noisy, two butcher him rather than let him fall into Life-Trapping is? One of them. One of
people push their way through the throng the hands of the army or the royal guard. Retamerons friends spotted it before the
to stand before your table - an aging Pursuers would just lose their tracks on guardsmen. so nobody was drawn into it.
man and a young woman. the road. The tracks would get to a certain Retameron kept the thing, all wrapped up
Hes tall, with expensive clothes, a point, and mill about a bit - and they out of sight, for the day that it might come
hawklike set of features framed by a gray- wouldnt continue on from that point. in useful. The attacks by Skardas Raiders
ing beard and hair, and a pronounced They were never caught; the kidnapped ended that night, and all was right with
limp. Hes in good shape, looks like an old folk were never recovered or ransomed; the world.
military man. the livestock was never recovered; the Well, a week ago, somebody that Re-
Shes brunette, ofaverage height, wear- treasure was never seen again. Skardas tameron had jailed began making threats
ing a simple but bright blue robe; she also face was never even seen. against my boy, and then escaped. Reta-
wears an apprentices badge on her shoul- Well, about two years ago my boy Re- meron, just to be safe, dusted off that Mir-
der (Magicians Guild of Specularum); tameron and his lady came down to Spe- ror of Life-Trapping and decided to hang
her left arm is in a sling, and theres a ban- cularum to visit me. He went out to do a it on his bedroom door - facing the hall
dage tied about her brow like a headband. little carousing and saw some ugly man- - at night; of course, he made sure the
Both appear to be tense and worried. jack in a tavern. This fellow, niightve servants wcre under strict orders not to
T h e man addresses you each by name been part orc by the look of him, was enter the hall until after dawn each day.
- questioning, making sure you are who wearing a piece ofjewelry Retameron rec- First night, though, it happened.
he thought you were - and asks, May ognized - a brooch that belonged to a This here is Andrya. Shes one of Ha-
we sit? This is a matter of great impor- lady he knew, lady from a country estate lias apprentices. She was there that night
tance. Lives a.re at stake, and 1 desper- that was overrun by Skardas Raiders a and shell tell you the rest.
ately need your aid . year or so before. She and her staff and all Andrya looks between the lot of you
H e seats the young lady and then him- their goods were missing, of course - un- and clears her throat. She speaks in a low,
self. M y name is Teranon. Once upon a til Retameron saw the brooch that night. pained voice, and its obvious that her
time, I ran about slaying monsters and M y boys not dumb. H e didnt con- story is not to be a happy one.
upholding the good.. Maybe youve heard front this lackey, just watched him and fol- Nobodys sure how it got started. It
of me. (You havent.) M y son is doing lowed him when the fellow left, mostly was sometime after midnight, I guess, and
the same thing these days; his name may drunk, several hours later. everyone was asleep.. . and then there was
be familiar to you: H e is Retameron. Fellow went straight to the house of yelling and screaming from outside. I
Now, thats a name you know. Reta- Mallek, who was a local magic-user; rank- found out later that there was some sort of
meron is a n a,dventurer, one of the best- ing member of the Guild, nice enough fel- monster out in the hall. The headmistress
known fighting-men in Karameikos. Like low, always willing to help the was yelling, Hes gone, Retamerons
you, hes come by his notoriety the hard townsmasters. Turns out this drunken sol- gone into the mirror, and then she
way. battling his way to fame in armed dier was a member of Malleks personal screamed and her scream was cut off. The
conflict with the forces of evil and chaos. bodyguard. That got my boy curious, so monster had killed her.
T h e last youd hard of him, as of a few he fetched his lady and some adventurers We all hurried out into the hallway,
years ago, was that hed married a magic- he knew, and they broke into Malleks me and Sera - thats the other apprentice
user by the name of Halia and settled house that night, in the wee hours. - and Lady Halia, and Kraigg and Nor-
down in these parts; hed hired a troupe of Good thing they did, too. They got to rin - thats Lord Retamerons two
fighting men and accepted missions both see this Mallek and his lieutenants plot- squires - and the towers scribe, and sol-
large and small from the Duke Stefan ting some sort of coup against Duke Ste- diers from the lower floors ... and there
Karameikos and upright clergymen. fan. And they found out that Mallek WAS WAS some sort of monster in the halls of
You ever hear of Skardas Raiders? this Skarda. the top floor. It was like a baboon, only
asks Teranon. For those of you who ha- Anyway, they were discovered before man-height, with black fur and a mouth
vent - well, its a long story. For many they got out, and all hell broke loose. like a huge iron bear-trap. It immediately
years, a magic-user by the name of Skarda What a night that was: Swords in the went after Lady Halia, but Kraigg and
was terrorizing the backwoods settlements streets, fireballs flying.. . Some of Skardas Norrin got in the way long enough for her
all over Karameikos and surrounding ter- swine died that night, and some good folk to gather herself. It killed Norrin. And
ritories. H e had a whole company of fol- among my sons friends. When all the then she blasted it dead.
lowers - Icavalrymen, formidable fighting was over, Skarda was trapped, all We draped a cloth over the mirror,
fighters. Theyd swoop down on a town.. . his magic spent, in his burning house, and and Lady Halia tried to call Retameron
and somehow, no one knows how, hed perished there. O r so we thought out, but she couldnt get an answer from
kidnap everyone in the village, steal The royal guard sifted through the him, so she knew it wasnt an ordi-
__I

2
-_ PLAYERS INTRODUCTION

-
nary Mirror. Youre supposed to be able to gear, loaded herself up for bear, and tower, but nobodys come out alive. But
talk to whomever is inside, you know. But looked into the Mirror, and disappeared. people like you tend to succeed where
:;le couldnt. When they first got the mir- Thats when the other monster came common soldiers fail. Will you - would
ror, she thought it must have been empty out, one just like the first one, and this you - secure Retamerons tower, and
because there was no answer from inside time we didnt have Lady Halias magic then go into the Mirror to rescue my
i t , but now she knew something was to help us. It dove into us like a berserker, son?
vrong. and before we knew it it had killed poor ~~

She gathered up all her magical appa- Sera, and Lieutenant Gerard, and cut Thats the situation - a deadly creature
r.itus, and they took the Mirror into the Kraigg up pretty bad. loose in what had been an adventurers
dining room, and got as many soldiers as I got Kraigg out of there and got hurt home.. . two noted adventurers missing.. . a
would fit in the room, and they prepared falling down the stairs. We two, and a desperate father pleading for their rescue.
to break the Mirror to let Retameron out couple of the cooks, and three of the ser- Who could resist?
--- and to fight whatever else was in there vants, and four of the soldiers, and Ser- This is an adventure for four to six charac-
,\ith him. But it wouldnt break. Not a geant Alkin - we were all that got out ters of levels 5 through 8. If you dont have a
rnace nor a hammer nor a battle-axe alive. Twelve out of more than forty, and character appropriate to this adventure, you
v ould break it. most of us hurt pretty bad. She shakes can (with DM approval) use one of the sam-
So she decided that this was some sort her head sorrowfully. ple player-characters presented in the center
of artifact, an item of great power. She was Teranon takes over again. Thats why of this rulebook. (Dont take the characters
frantic by then, frantic for Lord Reta- I wanted to talk to you. Samething awful out yourself; the D M has to do this, and has
rrierons sake, and so she decided to go is going on with that mirror, at Reta- to separate those sheets himself.)
irito the Mirror. She couldnt be dis- merons tower. Thresholds townsman has If youre ready to start, inform your D M
suaded. She put on all her adventuring sent a couple of armed parties into the and youll begin your efforts to unravel the
mystery of Skardas Mirror.
WJNGEON MASTERS INTRODUCTION
History of Skardas Mirror mission. It is unfortunate that the Immortals world.
last thoughts had been about mortal dictators But Retamerons attack spoiled every-
SkardasMirror is a n artifact - a powerful and their efforts to conquer the world, be- thing. That obnoxious hero and his allies
item of magic, one which brings both great cause that was now Malleks goal. H e had to burned Skardas home down, burned his best
powers and severe disadvantages upon its conquer the world, and had to use the Mirror lieutenants, injured him and forced him to
owner. An artifacts true owner is the Im- to achieve that end. enter the Mirror to avoid being burned to
mortal who constructed it, but many artifacts H e could take his time at it, though; at no death, and, most harmful ofall, kept the Mir-
la11 into the hands of mortals, as the Mirror time did the Mirror demand quick and fool- ror covered for two years. Skarda and his
has fallen into Skardas hands. ish actions. Mallek set up an alternate iden- minions could not leave the Mirror.
Skardas Mirror bselongs to the Sphere of tity for himself: Skarda the Unseen, Skarda There they stayed, trapped for two years,
Thought, and has the following power: Cre- the Reaver. Under this name he committed until the fateful night Retameron uncovered
iite Magical 1Wo.nsters (the Mirror Fiend, de- all his crimes toward his ends. the Mirror. Skarda wasted little time; he used
:cribed in Episode (One; Special Note: no His plan was not simple, but it was clever. the special power of the mirror to summon a
c,ffective duration on spell; 90 points). Pen- Hed set up a fortress inside the Mirror - an mirror fiend, one of the magical creatures
alty Effect: Mania (obsessed with cmonquering army, including heavy and light cavalry, with which inhabit the portal between the Mirror
the world through use of the artifact). all the support personnel (workers and Plain and the real world; he sent the Fiend
T h e difference between Skardas Mirror slaves) necessary to keep them up. out to bring him Retameron and Halia and
and other artifacts is that its basically a re- H e hired brave but villainous men and kill everyone else it saw.
treat for the Immortal who creaied it. At women as his first lieutenants. The lot of T h e Fiend was successful enough. It threw
come distant time in the past, this [mmortal, them would enter a small village, and corral Retameron into the Mirror. Halia, however,
i devotee of the Sphere of Thought, created a the entire population, forcing everyone to slew it and covered the Mirror before Skarda
tiny pocket universe - a small, contained stare at - and enter - Skardas Mirror. T h e could respond. But, as the Players Introduc-
plane of existence, distinct from our own but majority of the men would gather the village tion related, her concern for Retamerons
connected to our plane by portals: seven mir- goods and then enter the Mirror, except safety prompted her to a foolish move; she
rors. Skarda, who would ride home with the mir- entered the Mirror, and when she did so
T h e Immortalls little plane was about one ror in his backpack. Skarda summoned another mirror fiend into
mile long, 3/4 mile wide, and 5080 tall; its Years passed in this fashion. Aiross the the real world.
loor, ceiling, and walls were reflective, like world, he kidnaped hundreds of slaves, hired With both Retameron and Halia captured,
mirrors. It was just a vast plain of mirror with hundreds of soldiers. Eventually realizing and the Tower abandoned, Skarda could take
ts vast ceiling of mirror, and wall:; likewise: that the dwellers in the Mirror needed more more time to plan his next actions. H e or-
;11stthe place in which a thoughtful Immortal reliable food sources than stolen livestock, dered sheets of mirror glass taken from the
brrould love to meditate. and more comfortable accommodations than quarry to be put through the portal, to thc
Eventually, however, this Immortal ceased blankets on the hard mirror floor; he devel- fiend, so that it could best use its own special
t:) visit and meditate within his pocket uni- oped magical means of growing vegetables, powers. H e imprisoned Retamcron and Ha-
\ u s e creation. Its likely that he was impris- utilizing the light continuously generated in- lia, mocked and abused them. H e left the
m e d or destroyed - Immortals are loathe to side the Mirror Plane; he authorized his min- mirror briefly, traveled to ncarby Threshold,
.hist give u p the objects which cost them so ions to begin a great quarry in one corner of and there hired a very good mercenary officer
much energy. the Plain, and the stone from that quarry - not just to have another officer: he also
Over the succeeding centuries, six of the went to build enormous walls and buildings. wanted news of the world and thc changes
riortal mirrors were lost - buried, dropped By the time Retameron discovcred who that occurred within it during his imprison-
i ? the deepest oceans - until only one sur- Skarda was, the magicians plan was almost ment.
\ k e d . About twenty years ago, that Mirror done. H e had a force of a few hundred army
fzll into the hands of Mallek, a local hedge- and cavalry, supported by thousands of cap- Setting of the Adventure
magician. Mallek, like Retameron and Halia tured servants and thcir childrcn. His plan
1cars later, believed it to be a mirror of life- was simplicity itself use his own magic to This adventure is written presuming that
trapping until th,e day he accidentally glanced sneak into the palace of Duke Stefan Kara- youre using thc Grand Duchy of Kara-
iqto it and was drawn into the universe to meikos, and call his army and cavalry out in- meikos setting from the D U N G E O N S &
vihich it providemd access. side the palace. No palace on the face of this DRAGONS@ E X P E R T SET. If this is the
Appearing in this Mirror Plain, he was im- world is defended against such an assault case, your characters are probably from the
mediately struck. with the reflecting and re- from within; it would take only minutes for Threshold area; Teranon and Andrya would
Ihounding t h o u g h t ~of the Immortal who had the death or capture of the duke to be ef- have found your player-characters in thcir fa-
created it; the thoughts had been bouncing fected. vorite Threshold tavern. Retameron and Ha-
hack and forth from wall to ceiling io floor for Once he was settled in as the new ruler of lia live in a small village callcd Verge, a
centuries, and finally struck an object which Karameikos, Skarda would repeat the trick at half-days travel south of Threshold; theyre
\b.ouldnt reflect them: Mallek. Black Eagle Barony, then perhaps move on to the villages personal protectors.
Not even a capable magic-user could cope Ylaruam and Thyatis; hed use the same tac- If youre using Karameikos but arent us-
with the concentrated force of the Immortals tic until news of it had spread; then hed be- ing Threshold, then locate Verge within a
stray thoughts. Mallek collapsed, overpow- gin conquering territories the old-fashioned half-days travel of the usual campaign city.
tred by their magnitude. H e rose, hours way, using his nations armed forces and re- (Note that Retameron wouldnt cooperate
liter, quite insane and possessed of a new sources. Hed become king of the entire with the Black Eagle Barony. If the characters

4
-_ DUNGEON MASTERS INTRODUCTION

spend most of their time in that barony, wait Skardas Mirror, have Retameron or Halia other survivors of the massacre - theyre all
until theyre visiting some other city, within or both provide some sort of critical assist- staying at Teranons small estate. Are they
Karameikos, and then spring this adventure ance to the characters in the course of their willing to come into the mirror with the
on them.) adventure. (Retameron could intervene in a player-characters? Most are not - this in-
If you dont use the Expert D&D world- street swordfight in which the player- cludes the servants, cooks, and common sol-
setting, youll need to make a few changes be- character is badly outnumbered; Halia could diers who survived. Andrya is in,jured and
fore running the adventure. Substitute your be the sole source for a vital fact, and the not willing to. Kraigg is willing to, but is so
o ~ settings
n ruler for Duke Stefan, his capi- player-character magic-user could be re- badly injured - he has 1 hp remaining -
tal for Specularum, the characters home city ferred to her by the Magicians Guild in Spe- that Andrya insist he be kept away from the
for Threshold. Place Retamerons village of cularum; either hero could accompany the tower and Mirror. Sergeant Alkin is willing
Verge within a halfdays travel of the cam- player-characters to the completion of their to accompany the player-characters, if they
pwgn city. quest.) If you contrive to have the player- ask for help. The stats for all the people given
characters owe Retameron and/or Halia a fa- by name are in the appendix entitled Non-
Getting Involved vor, theyll be more willing to jump into this Player Characters.
dangerous adventure. T H E M I R R O R : Andrya describes the Mir-
There are several ways to get your usual ror for the player-characters. Its large, a foot
phyer-characters involved in the adventure. Hirelings: It could be that the player- and a half by two feet. Its housed in a frame,
In all cases Teranon and Andrya track them characters are mercenary adventurers; if you a beautifully carved wooden frame covered
d v v n and make their impassioned speech prefer not to complicate your life with prior with gold leaf; the underside of the top of the
from the Players Introduction, but different relationships, then Teranon and Andrya have frame has a drapery bar, and a drape of black
circumstances lead to different approaches tracked down the player-characters in order velvet is hung upon it and may be drawn over
theyll take once that speech is done. to hire them to go after Retameron and Ha- the mirror or aside from it.
ha. M A P OF T H E TOWER: If the characters
Old Friends: If you have the time and op- Teranon offers his savings, 2,000 g.p., and dont ask for a map of the Tower, dont offer it
portunity to do so, try this. One or two ad- his own sword, a normal sword +2, as re- - theyre supposed to be bright enough to
ventures before Skardas LVlirror, establish ward for this mission. (If the characters price know what they need. But if they do ask, An-
th.it Retameron and Halia are old friends of is already well-known, or if they demand drya draws them one - give the characters
one: or more of the player-characters. They more money but not an impossible sum, then the Players Map of Retamerons Tower. If
may never have adventured together, but hell be able to borrow enough money to meet they quiz her about contents of various
they could be old drinking buddies. it.) Hell offer either the gold or the sword in rooms, then pull out your own map and key
I f youd like to take this approach, when the advance, but not both; the remainder of the and describe the rooms they ask about in
chs racters are in the city, in the course of or after price is given to the characters when they greater detail; shes very familiar with the
an adventure, have Retameron and/or Halia emerge from the Mirror. tower and is able to answer most questions.
bu!. them a round of drinks and give the player- Its always better, though, to get characters (Shes never seen the treasury or the inside of
chJracters a quick explanation of who they are involved in adventures because of personal the soldiers barracks, but those are about the
- Youve met Retameron and Halia before; involvement; it makes them exercise their only rooms she doesnt know.)
theyre adventurers, too. as well-known as you personalities and makes them more human.
are, and you all have shared quite a few drinks Mercenaries are just not as heroic as true he- When Things Go Wrong
and stories in the past. roes.
Then, if you can contrive it, you can get No adventure goes precisely according to
them involved in the player-characters latest Family Ties: Finally, you can always establish plan, so when the character actions prevent
adysenture. After all, theyre heroes always that Retameron or Halia is related in some way certain adventure events from taking place,
willing to help uphold the good, and therefore to one of the player-characters(or even to one of you have to improvise around their actions.
willing to help the player-characters on their their followers). Often, a whole family could be The appendix entitled When Things Go
own adventures. adventuresome; Retameron could be the Wrong, at the back of this book, describes
I f you do this, the characters feel a certain cousin or even brother of one of the player- various problems that can arise and what you
affixtion for these characters; and when, a characters (in which case Teranon is the charac- can do to fix problems that can occur.
cotrple of adventures later, Retameron and ters father, tracking him down to inform him of
H;3lia turn u p missing, theyll probably be all his brothers disappearance); Halia could be a Getting Started
the more anxious to help. sister or other relative, or even former fiancee,
I f this is the approach you take, then of one of the campaigns characters. This estab- Before beginning the adventure, youll want
Tei.anon and Andrya have heard Retameron lishes a strong tie between the characters and to read through the entire adventure, includ-
and Halia speaking of the player-characters, Retameron and Halia. ing the appendices and character sheets.
which is why theyve tracked them down and Once thats done, you should be ready to be-
told them this story. What Teranon and Andrya Know: gin.
VERGE: Teranon and Andrya, of course, Provided in the center of the rulebook are
New Friends: You can perform the same know the way to Verge and are able to lead six character sheets. If one or more of your
sort of tactic without establishing a prior rela- the characters there. players dont have characters suitable for the
tionship with Retameron and Halia. A T H E O T H E R SURVIVORS: If the charac- adventure, pass out these six sample PCs and
corrple of adventures before you plan to run ters are interested in what has befallen the let them choose from among them.

5
EPISODE ONE: RETAMERONS TOWER
n this first episode, the characters, having well (immediately in front of the the tower). ken in an irrrgular shape
heard the story told by Teranon and Andrya, The stables ordinarily hold a dozen horses.
must investigate the tower of Retameron and Today, theyre empty; a couple of mounts The Monster
cee if they can find what has befallen him and were killed by the monster during his original
]Mia. rampage, but the devoted grooms managed The monster awaiting the characters is a
to get the rest to Teranons villa and safety. fierce one. It is called the mirror fiend; it is a
Verge and the Tower The well is simply a deep shaft sunk into bizarre demonic monster from Skardas Mir-
the earth, 6 broad, 60 deep, and lined with ror. When the characters enter the tower, the
The characters have no trouble in getting to brick; over it is the typical arrangement of fiend can he anywhere. Its going to be aware
the little village of Verge (population about winch and bucket. that adventurers have come to the tower the
50). instant the first one sees one of the mirrors it
Into the woods a few hundred yards, along The State of the Tower has set up. It spends all its time and effort try-
a path, the characters come across the en- ing to stalk and kill them. It has many special
campment of Sergeant Alkin, who has posted There are several ways for the characters to abilities, and its going to give the characters
himself within view o f the tower in order to get into Retamerons Tower. They can march a hard time.
I.eep an e;Je on it. He has a tent pitched and into the front door. They can use fly spells or For the mirror fiends statistics and special
tampfire blazing on a little hillock 50 yards magical items or climbing skills to get them abilities, see the NPC appendix.
from the tower fortress. up to the roof. They could use other magical
When asked albout the status of the tower effects or items to gain access in any number First Floor
:ither by the player-characters or Teranon), of ways; therefore, were not going to predict
ell say: any starting point or progression for their 1. Antechamber
search. Well simply describe the tower as it is
No, there hasnt been any real movement now. This chamber has doors east, west, north,
at all, in or out of the Tower. I camped The tower itself is 50 tall. It is constructed and south. The double doors south (lead-
here four days ago, after the second party of ashlar (i.e., dressed blocks of stonc), with a ing outside) are ajar. The doors east and
of soldiers tried to take the tower, and ha- few narrow (and barred) windows on upper west are closed. The door north (into the
vent seen anything happen since then. floors. stairwell) is torn off its hinges and lying in
Except, well, through those little win- The top floor is broader than thoso below it the doorway. O n the floor, in the center of
dows I keep seeing little glints of light. - the four lower floors are 50 along a side, the room, is a large triangular piece of
And I KNOW there are eyes on me. Al- while the top is 70 along a side. mirror-glass.
most all the time. Something staring at The interior rooms are all brick-walled; -
me. Gives me the creeps, I can tell you. some have tapestries, carpets, etc. upon There is nothing special in this room.
them. The doors are all round-topped oaken
Tf you need a charactpr sheet for Sergeant AI- doors, except for the two large square-topped 2. Waiting Room
kin, its in the appendix entitled Non-Player doors leading into the antechamber. All doors
<: haracters . can he barred from within.
T h e walls of this chamber are draped with
Several of the rooms, bedchambers espe-
tapestries; the floor is covered with a blue
Fletamerons Fortress cially, have chests. Though the characters
rug woven with the image of a fiery phoe-
may light into these chests with anticipatory
nix; the furniture consists of two comfort-
T h e little inset m a p on the DMs Map of Re- glee, none of them is a treasure chest; most
able sofas and a table. O n the table,
t Imerons Tower shows the layout of Reta- people keep their common personal effects in
propped up against the north wall, is a
nerons small fortress. chests the way we put them in chests of
large squarish piece of mirror glass.
The fortress is a very small citadel; it would drawers today. We havent detailed the con-
have been called a castle in times before cas- tents of any of these chests; if a character gets
rhis is the chamber where visitors wait until
t es became enormous all-stone construc- really interested in their contents, each con-
tains clothes (reflecting the social status of the Retameron can meet them. There is nothing
tions. This fortress is a large tower on a special within the room.
hillside; the tower is surrounded by a wooden owner) and personal effects such as combs,
u d l , which is itself surrounded by a dry belts, shoes, hoots, handkerchiefs, perhaps a
stray copper piece or two - no treasure.
3. Common Hall
moat.
The moat is 6 deep all around; at the gate, T h e monster has had days within the
tower, days to prowl around and change This chamber has two long tables with
a drawbridge can be lowered to allow entry.
things to its liking-and it has. benches behind them, against the walls,
7he drawbridge is now down, as it has been
By a means the characters initially find and one large fireplace on the west wall.
since the night of the attack. O n the mantlepiece above the fireplace is
T h e fortress walls are 20 high wooden pal- puzzling, the monster has acquired an enor-
mous quantity of mirror-glass and :scattered a large piece of mirror-glass.
isades with a catwalk at the top and ladders
11p every 30; there are small wooden towers
it all over the tower. Now, each and every
room has a piece of mirror propped up Halia banishes Retameron to this chamber
on the four corners.
against the wall or lying on the floor. All of when hes in a mood to hold drinking hinges
Within the walls, in addition to the tower,
these sections of mirror are at least a square with his friends. There is nothiny special
are the stables (due east of the tower) and the
foot in size, some much larger, usually bro- within the room.

6
-_ EPISODE ONE: RETAMERONS TOWER

Should the mirror fiend attack characters The Rock Baboon: 9. Soldiers Kitchen
within this chamber, it leaps out of the mirror
and backbites one character (just once); then, Armor Class: 6 This seems to be the chamber the soldiers
as he other characters begin to attack it, it Hit Dice: 2 where meals were prepared; the chamber
ducks and scurries under the long tables, out Move: 120/40 has a large double fireplace and an inte-
of the characters immediate vision. Once its Attacks: 1 club/l bite rior window which allows the cooks to
out of their sight, it will teleport back into the Damage: 1-6/1-3 pass the food directly into the soldiers
mirror. No. Appearing: 1 (under these circum- mess. The rooms mirror shard is propped
stances) up against the fireplace, facing the door.
4. Wine Cellar Save As: Fighter 2
--_____ Morale: 8 The mirror fiend, attacking the characters in
room has several racks of wines and a Treasure Type: None (under these circum- this room, leaps out, backbites one, and (as it
few large krgs of beer. Delicately balanced stances) begins to be attacked by the other characters)
on bottle-necks, k i n g the door, is a large Alignment: Neutral charges into the fireplace and scurries up the
scuarish piece of mirror-glass. X P Value: 20 broad chimney. It needs only get up a few feet
before teleporting to the nearest mirror.
Thv tower doesnt have a cellar, so Reta- 6. Dry Goods Storage
meimn and Halia store the bulk of their wines 10. Soldiers Mess
her:. (They have a separate little wine closet 1 This room has contents similar to Room I
on 1 he fifth floor and so the characters wont 5; the ubiquitous piece of mirror glass is This is obviously where the soldiers eat; it
find any wonderful or expensive vintages on a wooden chest. There is nothing spe- can accommodate, in very cramped fash-
hm3; all the good stuff is kept upstairs.) cial of note in the room. ion, all twenty-two defenders of the tower.
r 7
I here is nothing special in the room. One one table is a chair facing the door,
7. Stairwell and on the chair is the rooms shard of
5 . Dry Goods Storage mirror.
The stairwell runs up the center of the Several of the tables bear marks as if
Thv door into this room is ajar tower from floor to roof; the stairwell is theyve been damaged by fire or acid, and
very broad, to allow a good flow of traffic. on a couple of them the seating benches
In this large chamber is stored a great At each floor, the right-hand stair (as you are entirely missing, though the metal
quantity of the goods necessary to the up- face north) goes up and the left-hand stair brackets to hold them up are still in evi-
k,:ep of an estate like Retamerons: bolts goes down; on the bottom floor, there is no dence.
of cloth, leathers, seasoned wood for car- left-hand stair, just an open space.
prntry and making weapons, furniture You see no mirror shards in the stair- rhere is an ochre jelly in the room, another
stored because it is brokm or not cur- well. escapee from Halias laboratory, clinging to
rently needed, clothing mad? in anticipa- the underside of one of the tables. It remains
tion of nerd and stored in large wooden The stairwell goes up to the roof and the large still when the characters enter the room. If
chests, etc. Propped up on a wooden chair hatch accessing it, which is not shown on the they leave the room very quickly, it plops
kith a broken leg is a medium-sized chunk map. down to the floor and slithers after them. If
o.mirror glass turned to face the doorway. There are no creatures or objects at all in they walk through the room, it waits until a
the bare stairwell. character is right next to its table, then plops
None of these goods is very valuable, though down and attacks.
the rooms entire contents are worth a little Second Flolor
money (1,000 gp, encumbrance 30,000 cn). The Ochre Jelly:
When the characters are within the room, 8. Officers Quarters
theJrll hear some scuffling and shifting under Armor Class: 8
the mounds of goods: It sounds a s though These chambers are bedrooms, contain- Hit Dice: 5*
s o r e largish creature is under there. ing a bed, under which is a chest. There is Move: 30/10
iind thrre is: Halias captured baboon, blood on the bed, walls, and ceiling, but Attacks: 1
which lived in Halias Laboratory. Its hiding no sign of boclies. O n the floor, right be- Damage: 2-12
beneath bales of cloth. If characters begin side the door, is a large shard of mirror No. Appearing: 1
tossing things aside to get to the source of the glass. Save As: Fighter 3
n o i x , it takes up the table-leg it carries Morale: 12
arcilnd, springs out, and attacks the in- These two chambers are the rooms of Reta- Treasure Type: Nil
vaders. Alignment: Neutral
merons two officers, the lieutenant and ser-
Pont tell the characters immediately that geant in command of the men. T h e X P Value: 300
it I S just a baboon: tell them that a large, lieutenant died (duringthe monsters night of
baboon-like creature is leaping out at them. The mirror fiend does not attack the charac-
terror; another soldier died in the sergeants
Aftrr theyve slain it and examined the body ters in this room; why waste the energy when
room.
the!rll realize that this WAS .just a baboon. an ochre jelly is doing its work?

7
EPISODE ONE: RETAMERONS TOWER

11. Soldiers Bunkroom feminine; if the northern, tell them that it is pat
masculine. WIS
This chamber contains five cots and five The tower servants included the launderer, rat?
chests for the soldiers possessions. Sol- grooms, maids, etc. fro1
diers died in this room - there are spots Assuming that the characters havent yet sic
of dried blood herr and there to prove it; figured out the tactic of breaking each mirror
but the bodie:; are gone. In this room, a as they see it, the fiend observes the charac- 18.
cot propped up against the wall opposite ters invisibly from this rooms mirror; as the
the door holds the requisite shard of mir- characters are leaving the chamber, it leaps
ror glass. forth just as the last character is prrparing to
leave. Instead of biting him, it creeps up be-
Each of these chambers is basically identical. hind him, then slams and bars the door, trap-
Uone of them contains anything special. ping the character in here with it. T h e
characters must do 20 points of damage to the Thi
Third Floor door to break it down if the trapped character
doesnt open it; of course, hes being: attacked 19.
by the fiend.

E
12. Military Qffice
15. Grain Storage
This chamber contains two desks and nu-
merous chairs. Propped on one orthe desk
chairs, facing the door to the hall, is the In this large room, stored in large wooden
shard of mirror glass. A door leads east, bins, is a great quantity of grain - you Thi
into another room. see wheat, dried corn, and barley for the
most part. Also in these chambers are 20.
This is the chamber used by Retameron and grinding bowls. Propped atop one bin in
his officers to keep records of all Rrtamerons each room, facing the door, is the rooms In
and Halias military enterprises; Reta- shard of mirror glass. for
inerons officers also use it to conduct their scri
( orrespondence. If the characters are inter-
The contents of these two rooms are basically
vsted, theyll find years of correspondence identical. There is nothing special here.

j
Ixtween Retameron and Halia .and Duke
Stefan Karamrikos and his scribes, but Fourth Floor
theres nothing magical or monstrous in this
I oom.
16. Antechamber
tc

!3. Planning Room This is just an empty chamber between h;


the other chambers and hallways of this se
The furniture for this room consists of one floor; no furniture, no mirror shard.
long table and nurnerous tables. O n the Yes
table is one of the chairs, and on the chair, There is nothing special in this area. the
facing the doorway to the hall, is the the
rooms shard of mirror glass. A door leads 17. Kitchen not
west into another room. 1
This is evidently the upstairs kitchen, ide

[
This room is where Retameron, Halia, and where meals for the eight residents of the
the officers conduct the brainstorming and top floor were cooked. You see a large fire-
planning sessions for their enterprises. There place on the east wall and tables all
i.; nothing special in this room. around, plus two doors on the west wall -
one north, one south. IT
:.4. Servants Quarters O n one of the tables, facing the door, is
the rooms shard of glass. Spoiling food
This chamber holds four cots and four lies all over the tables and stinks terribly;
chests. and is clbviously a bedchamber for there is dried blood on the floor. Th
~ the towers servants. In the center of the her
I floor is the rooms shard of mirror glass. Since the disappearance of the tower popula-
tion, rats - normal rats - have had a field
1 f the characters are looking at the southern day in this room. Naturally, theyll have scur-
room, tell them that the decor is distinctly ried off to hide when humans reentered the
room; the humans hear some scurrying and

8
EPISODE ONE: RETAMERONS TOWER

2 1. Dining Hall

This chamber is a richly-appointed and


stylish dining room; it contains one long
table and ten expensive and comfortable
chairs. Lying flat on the table is the pre-
dicted shard of mirror glass.
As Andrya described it, the framed
Mirror should have been on one of the ta-
bles in this chamber, but it is not now in
evidence.

There is nothing special in this room unless


the characters like fine furniture.

Fifth Floor
22. Defensive Corridor

This corridor is the last defense for tower


defenders if the building is entered by at-
tackers; both doors are very heavy and
bear three sets of bars each, and bar
against attackers coming up the stairwell
(in other words, the bars are all on the
south side of the doors). This corridor has
no shard of glass.

23. Scribes Quarters

and bookcase for correspondence, a small


table, two chairs and a large bed. There is
routine correspondence lying around,
both on the desk and the bookcase. Flat on

This was the chamber of Rommert, the tow-


ers scribe, who was killed by the monster. If
the characters search the desk, theyll find
routine letters and papers there, too. N o trea-
sure.

24. Headmistress Quarters

This is a bedchamber; it contains a bed


and small table with four chairs. The
room has playing cards scattered all over
the room; the shard of mirror glass is on
the floor at the foot of the bed.

This was the chamber of Marica, the towers


headmistress (who kept the tower and its ser-
vants operating on schedule, managed sup-
plies, etc.). She was killed during the
monsters attack. There is nothing special in
the room.

9
EPISODE ONE: RETAMERONS TOWER

25. Guest Quarters 29. Treasury I


There are two large tables a gainst the

I 1
north wall; on them is a great cpantity of
This chamber contains a large bed, a chest This small chamber is bare except for one
apparatus such as glass distillilng equip-
for possessions, and a small table. In each, gold coin in a corner and a shard of mirror
ment, small braziers for heatirig, parch-
the shard of glass is propped u p against glass propped up against the wall opposite
ment, quill, ink, clamps, gaugcs, etc. All
the wall on the table, facing the door. the door. T h e floor is covered with dust,
the apparatus lies smashed and scattered,
except for three large patches of clear
with fluids and powders of vari ous colors
These chambers are for the important digni- wood where furniture of some sort, proba-
lying here and there, with SIx n e acid-
t,tries who frequently visit Retamerons bly chests, once rested. There are also
burns on the floor and tabletop S .
tower. Each is identical but for the arrange- large apelike footprints in the dust, but no
O n the southern wall are two large
ment of the furniture; there are no items of marks of furniture being dragged around.
bookcases filled with large, bul ky, musty-
note in this chamber. T h e door to the room has a mechanical
looking books.
lock on it, and the lock has been forced
O n the western walls are ta bles upon
26. Apprentices Quarters and broken.
which are four large cages: The y are large
metal cages, four feet on a side, with wire
These are the quarters of Halias two appren- This room was Retamerons and Halias mesh only on the front. Rut allI the cages
tices, first-level magic-users. T h e player- treasure room, where they keep their money have been smashed in, their dclors pulled
characters already have met Andrya (see the - winnings from adventuring and pay for off or hanging limply on a sin gle hinge.
rlungeon Masters Introduction); her room the soldiers and other staff. The monster has This was evidently a small collection of
is the more northern. Sera, who was slain the taken the chests. animals for study.
night the monster came, had the southern O n the floor by the cages art. two large
room. There is blood outside the door to her 30. Wines metal storagejars. Onc lies on its side.
room, hut no body is in evidence. Both rooms There is a shard of mirror 01n the east-
have large beds and chests for personal ef- This room contains racks of expensive ernmost apparatus table, facini;the door.
fects; the shards of mirror are propped up on wines and liquors. Except for the shard of
the chests and face the doors. mirror glass propped up against one of the The books are reference works o n myths, on
There is nothing special in these chambers. wine-racks, facing the door, there is no magic, on theology, etc. (There aire no magi-
sign of disturbance within this chamber. cal books or spell books here.)
27. Squires Quarters ~

The four cages, left to right , originally


This is where Retameron and Halia keep held: a rock baboon (now downstairs), a gi-
These are the quarters of Retamerons two the good stuff, wines which they only break ant ferret (now residing in the m irror fiends
squires, first-level fighters. Of the two, Nor- out for special occasions or to entertain spe- stomach), a newly-captured baby griffon
rin was killed the night the monster ap- cial guests. (flew to safety), and a small fl ock of four
peared; Kraigg survived with severe injuries. stirges.
Bxh rooms have cots, chests for personal ef- 31. Retamerons and Halias Quarters The stirges are atop the bookcase, not im-
fects, and a large rack for weapons and ar- mediately evident to prying eyes . Hungry as
mor. The northern room was Norrins; on the This is obviously the bedchamber of the they are, of course theyll attack
rack are a shield, helmet, chainmail, and lord and lady of this tower; it has one large
dagger. T h e southern room is Kraiggs; there bed, three chests for personal efftxts, a The Stirges:
is only a bow on the rack. These weapons and small breakfast table with two chaiw, and
armor are ordinary; there is no magic here. a portable folding screen drawn between Armor Class: 7
I r each chamber, the shard of glass is on the the eastern third of the room and the rest Hit Dice: 1 *
floor just in front of the door. of the room. There is a fireplace on the Move: 30110
There is nothing special in these chambers. north wall. Doors lead east, wesr., and Flying: 180/60
south. There is a shard of mirror glass flat Attacks: 1
211. Rear Hall on the breakfast table. Damage: 1-3
No. Appearing: 4 (in these circtimstances,
This hallway can be barred against the other The southern door, into the hallway, is open. Save As: Fighter 2
iallways It isnt now, however. Doors lead O n it, facing the hallway, Skardas Mirror Morale: 9
nto the other corridors; there are two addi- had originally been hung, but it is not there Treasure Type: Nil (in these cir curnstances:
f ional doors on the south wall and one on the now. Alignment: Neutral
Xiorth XP value: 13
~~ ~~

32. Halias Laboratory and Bestiary


Tiis is the hallway accessing Retameron and The upright metal storage jar contains an
Halias chamber (31). Doors also Fead into This chamber is evidently where Halia ochre jelly. It slurps and bubblcs at the char-
the Treasury (29) and the Wine Closet (30); a conducts her magical experiments and acters and may even lunge up at them but
secret door leads into Retamerons little prac- cannot climb the slick metal sides o f thc con-
tice room (33). There are no objects of note in tainer; i t is helpless. (Of course . if the con-
this area.

10
EPISODE ONE: RETAMERONS TOWER

tainer is knocked over during the fight with search through the tower probably goes or dispel magic upon him.
the stirges, the ochre jelly is free.) something like this:
Additionally, you can have the mirror The characters enter the tower (through What Now?
fiend attack the characters while they are whatever means). They encounter the first
within this chamber; it waits until theyre un- piece ofglass and shrink from it, thinking it is The characters have cleaned out the tower
der assault by the stirpes before appearing, perhaps Skardas Mirror. Remind them that but have not put their hands on the Mirror -
and the first thing it does is to upend the j a r a broken mirror o f life-trapping is harmless. what do they do now?
holding the ochre jelly Theyll discover upon examination that this That decision is up to them. For the mo-
isnt Skardas Mirror. Theyll also discover ment, however, Skarda is stalking T H E M -
33. Retamerons Practice Chamber that theres far more mirror glass in the tower anxious to revenge himself upon the adven-
than there should be: Where did it come turers who slew his pretty mirror fiend - and
There is no furniture in this chamber. from? No answer is immediately forthcoming theyll find themselves back in the adventure
On the east and west walls are weapon to them. too soon to suit them.
and armor racks, containing one full set of Theyll begin running into the little crea-
plate mail and matching shield, one set of tures living in the tower, the refugees from
chainmail and shield, one set of leather ar- Halias small bestiary.
mor, two hows and 48 arrows in two quiv- Then the mirror fiend begins his campaign
ers, one two-handed sword, one of annihilation, using the methods described
battle-axe, two maces, a halberd (pole above. Hell pop out, do a little damage, and
arm), and a war hammer. flee, waging a war of attrition. If the charac-
At the south end of the room, in the lit- ters begin smashing all the mirrors in the
tle nook, the wall is has thick planks of tower, it he forced to use only the mirrors it
cheap pine laid over it and two straw dum- has remaining to it; it may have to appear in
mies tied to it; the dummies are in poor another room from that in which the charac-
shape, having been penetrated many ters are and use stealth to attack the charac-
times by knife-blows. This is a short knife- ters.
rowing range, good only for close-range In all likelihood, the characters will kill the
mirror fiend, but it could he a costly victory
The rooms mirror is on the floor before in terms of characters injured (and perhaps
slain).
Finally, the characters are free to find the
None of the weapons or armor is masical. Mirror. .. or so they think.
This chamber is where Retameron exer-
cises in the long winter months when there is Where Is Skardas Mirror?
little adventuring going on; here, he sword-
trains his squires when the weather is too Thats the fun part. The Mirror is nowhere
rainy or awful to do so; and here he practices within the Tower.
his short-range knife-throwing. Let the characters ransack the Tower as
On the west wall, just by the knife- they please; the Mirror is not within its con-
throwing dummies, is a secret door opening fines. After having caught members of the
out onto the hallway. second group of soldiers entering the Tower,
Skarda became convinced that further, and
H . The Hatches and Crawlway perhaps more vigorous, attempts would be
made on the tower and the Mirror, and de-
On the top floor youll see several symbols - cided to move it - and so he has.
an H in a circle. This marks a secret hatch You can choose for him to have done this in
which leads to a crawlway beneath the floor; one of two ways.
the crawlway is marked with the dotted line. H e could simply have appeared in the real
Its about 3 square and runs all around the world and Teleported, with the Mirror, to an-
tower, just beneath the floor of the top story. other place. This would account for Sergeant
This is a last-ditch defense installed by Reta- Alkins not having noticed the Mirrors de-
meron, an escape measure for use in times of parture.
crisis; only Retameron and Halia know of its Or, more entertainingly, he could have ap-
existence. The hatches constitute secret peared before Sergeant Alkin and charmed
doors for searching purposes. him, persuading Alkin that hed captured
Retameron and Halia to protect them from
The Search Through the Tower some unnamed evil.
The latter is the better of the two choices,
The progression of the player-characters and you should use it unless the players are
suspicious of Alkin and use some sort of ESP

11
EPISODE TWO: THROUGH THE LOOKING-GLASS
I n this episode, the heroes make the transi- town bazaar, in a tavern taproom, or wher- cant immediately see him, and monitor the
ti In into Skardas Mirror. Its almost certain ever they are, are followed by Skarda, who action on his crystal ball.
tk at most or all of them will be captured soon simply bares his Mirror at them (heedless of If things go badly for his men, hell step in
after they enter; though its possible that all the innocents who might be pulled into the with a spell or two - anything he can use to
theyll elude the forces there, its not very Mirror - more slave labor, after all). bind, charm, or knock out the characters
likely. without really harming them. (He wants to
For the moment, the progress of the adven- What Happens Then? take his time about harming them, back at
ture is in the hands of the players. They can home - in the Mirror.)
do anything they choose. Theyll probably Now, Skarda cant be sure that all the charac- The purpose of this encounter, obviously
summon Teranon in to give him the bad news ters will be pulled into the Mirror when enough, is to get the player-characters into
that they cant find the Mirror. Then, let theyre exposed to it the first time. After all, the Mirror. Make every reasonable effort to
them go about their business as they please; if each character gets a saving throw vs. spells, make sure thats what happens - that the
they want to go home, stay here, run about just as with an ordinary mirror o f life- characters are drawn into the world of the
dring investigations, its all the same. trapping, to avoid being pulled into it. Mirror. The adventure will continue presum-
But hes taken that into account. The mo- ing that this effort is successful.
Stalking the Characters ment the Mirror has been exposed and char-
acters have gazed upon it - some being What If Things Go Wrong?
Fur the moment, Ska.rda is stalking them. transported into the Mirror, some not - a
Hsll have a spy ,among or near them at all mass of soldiers from within the Mirror will If something goes drastically wrong (the
times - he has plenty of charm spells to use. emerge from the Mirror and assault them. characters are just too clever, powerful or
If Sergeant Alkin isnt charmed, Andrya will Skardas planning to take advantage of a lucky for them all to be drawn into the Mir-
be (while the fight is going on inside the special feature of the Mirror - the fact that it ror, and/or they kill Skarda in this episode),
Tcwer); or, if the characters immediately de- can transport great masses at a single time. If consult the When Things Go Wrong ap-
part the tower to g o home, neither needs to be a character riding on a horse, with an uncon- pendix.
charmed; Skarda will find someone else scious prisoner laid across the saddle behind Note: The Mirror cant be broken; its an
( p ~ f e r a b l ya low-llevel hireling or retainer of him, gazes deliberately into the mirror, all artifact. Thats one thing that cannot go
thc characters) later on. three - character, horse and prisoner - will wrong.
Eventually, hell move to entrap them in be transported into the Mirror. Therefore, if
the Mirror. Hed prefer to get them when a soldier grabs hold of a player-character and Just Inside the Mirror
thcyre split up - in separate rooms in a tav- then deliberately gazes into the Mirror, both
ern, for instance. Ifthey always stay together, soldier and unwitting character will bc trans- As the characters begin appearing inside the
then hell have to get them when theyre to- ported into the Mirror - and the character world of Skardas Mirror, theyll be con-
geq her. Here are ways he can do it: doesnt have a saving throw against that. fronted with an amazing vista - and a whole
lot of new enemies.
At a Tavern Skarda and his Minions When they make the transition, they find
themselves struggling with their opponents
You can decide that the network of spies and Skardas character sheet, if you need it, is to - somewhere entirely different from where
ch u-med persons in Skardas power informs be found in the Non-Player Characters ap- they were before. Read them the following:
thr. evil magic-user of which room in the tav- pendix. ~~~ ~ ~ ~

ern the characters are renting - while So are those for his men, the elite guards- Youre on an enormous platform - it has
thcyre still haggling with the tavernkeeper men accompanying him on this mission to to be a hundred feet long, flush up against
and before theyve even gone upstairs. capture the characters. a giant mirrored wall.
Sk.irda will use his wizard eye to gain knowl- When they appear, these guards weapons Youre looking out over a great vista -
ed!;e of the chamber, teleport to the chamber, will be sheathed; their mission is to grab the a huge chamber, which has a floor and
plelce the Mirror against the wall behind the characters, not harm them. walls and ceiling of mirrored glass. The
d o x(so that it is nNot evident when the door is Two guardsmen will appear for each char- platform youre on must be thirty feet
open, but is when the door is closed) and hide acter. Each round, each guardsman will try to above the shining mirrored floor, and the
himself elsewhere. grab his character; this requires a normal to ceiling must be five hundred feet above
hit roll vs. the characters Armor Class, and you.
In Camp does absolutely no damage. In the near distance, perhaps an eighth
When a guardsman grabs a Character, hell of a mile away, is a giant black ziggurat
Wliile the characters are encamped - most automatically look at the Mirror and both with a shining, mirrored palace standing
asl-ep, at least one on guard, in the time- will be drawn into it - the character gets no atop it. Beyond it, maybe a quarter mile
tested fashion - Skarda, with Mirror bared, saving throw if hes held by another character from you, is a line of black wall built upon
will teleport into the middle of camp, shout- who is being drawn in. this mirrored plain; there are tiny dots
ing Arise and meet your doom.. . Skarda, when the action starts, will gladly moving upon the walls, guardsmen most
get out of the thick of things - he knows the likely, and beyond the walls you see great
In a Public Place characters have enough ability and power to open spaces, more walls, the roofs of
do him harm. So hell step out into the hall, buildings.. .
The characters, walking along through the or behind a tree, or anywhere the characters

12
-- EPISODE TWO: THROUGH THE LOOKING-GLASS

harm.
Behind you, the great mirrored wall The man is of average height and pudgy,
Hows that, you say? Lets introduce a rule
reaches from floor to ceiling - smooth with a merry plump face, straggly black
for non-lethal attacks and talk about:
and shin.ing except for the area immedi- hair (clean-shaven), bright blue eyes and
ately above the platform. fair complexion. H e dresses in a robe with
Subdual
Ranged along the platform are what alternating patches of sky-blue and flat
look like seven portals. Each stands black, and wears good boots, a belt with
When the guardsmen are grappling with the
twenty feet tall and is fifteen feet wide, an expensive golden buckle and a sheath
characters, theyll be striking to subdue
ilnd is surrounded by a golden border for a dagger, a gold coronet and numerous
them. Theyll be using the pommels of their
identical to the one around Skardas Mir- finger-rings. H e looks like someones fa-
swords and daggers, the flats of their blades,
ror. vorite uncle - not like a murderous, trai-
etc.
The three on the right and the three on Their weapons still do the same amount of torous wizard.
,theleft are black, but the portal in the cen- damage, but only one-fourth of the damage is
ter is lit - and it shows the scene you just permanent, real damage. Hell look at the characters momentarily,
left, the place you were in just before you When characters are being struck with then address them.
were drawn here. subdual damage, tell them to mark the sub-
Youve taken this all in with just a quick dual damage separately from any real dam- Well. I hope you lot feel honored. I have
!?lance. Youve also taken in the fact that age they might have already received. When no personal grudge against you, you
This platform is crawling with soldiers - the character reaches 0 hp, he is not dead - know. But that fool Teranon had to go out
sixty or seventy, you cant be sure. he is merely knocked out. Have the player and get you capable adventurers to look
1 heyre carrying swords, pole arms, and
r 7

take one-fourth of the subdual damage and for his wretched offspring, and I just cant
especially crossbows, and several of them, note it as his real damage for that fight; the have that. Youre good enough to cause
in plate armor and wearing officers crests rest of the damage is erased (it goes away). me problems, so I v e brought you to my
on their helmets, are shouting Surren- The character is unconscious, and awakens own home, where you can do me no
(3 er! hours later, at the DMs discretion. harm.
M y minions will be taking you to new
I f the characters are all drawn through at Getting to the Portal accomodations. I hope you enjoy them;
prxtically the same time, give them all this youll be staying there for quite a while.
description at the same time. I f theyre drawn If, in the course of the fight, a character man-
in at different intervals, you can take them ages to get to the portal, which is mere feet Naturally, he will not address them so if
aside individually and describe their sur- away, hell simply run into it; it feels like glass theyre all unconscious.
roundings to them, only allowing the players and is incredibly hard. (Skarda and his top
to interact when theyre in the same place - officers know the command word to allow Uncaptured Characters
either in the Mirror or outside it. people out of the Mirror; a character must
Draw them a quick sketch of what they see, know the word in order to get out the way he I f a player-character has managed to elude
based on the D M s M a p of Skardas Mirror, got in.) Skardas minions and escaped (perhaps
if i t will help them visualize the scene. through use of teleport or a wish - but not
When the Dust Settles invisibility, as youve seen), Skarda will know
Magic and Invisibility that someones missing - he knows how
I f the characters do surrender, fine. I f they many people were drawn through the Mirror.
Incidentally, this platform area has a perma- dont, a scuffle as described above will occur. While he may not be able to capture the
nent detect magic and detect invisible effect When this eventually settles down, it is likely missing character(s) (this depends on their
011it. When the characters have time to no- that most, if not all, of the characters will be cleverness at avoiding capture; teleporting to
tice, theyll realize that their magical equip- captured. a great distance is practically foolproof, for
mtnt is glowing brightly. I f a character turns While this is going on, the portal behind the time being anyway), hell still order mas-
invisible, hell still glow brightly enough for the characters has gone black (as Skarda has sive search parties formed to track the charac-
the guardsmen to know where he is. concealed the Mirror) for a while, and then, ter(s) down. And hell dress down the officer
not long after, the portal brightens up again in charge.
E;scapeor Capture - the characters can see that Skarda has re-
turned to his own room, or tent, or whatever Worm, how could you let someone es-
L r t the characters know - especially if they he is using as his momentary H Q . There are cape? Youve jeopardized the entire plan.
inquire - that they dont have much of a others ofhis elite soldiers there. The Mirror is Such carelessness is unforgiveable.
chance of physically overpowering all these turned to face the fireplace or campfire; But well let the guards decide. Make a
guards. A sorcerer might get off one good Skarda speaks momentarily with one of his run for it. I f you make it to the Palace, Ill
spell and harm many of them, but the re- officers, then looks at the Mirror and appears forgive you.
mainder will riddle him with crossbow fire or within it.
drag him down by sheer weight of numbers. Incidentally, this is the first good look the The terrified officer, having no choice, will
I f a character struggles physically, hell be characters will have had at Skarda. Describe bolt down the steps to ground level and
wrestled down and beaten senseless - him: make a desperate dash for the Palace, an
though the beating will not do him significant

13
EPISODE TWO: THROUGH THE LOOKING-GLASS

eighth of a mile away. Skarda will smile light. Because the ceiling, walls and floor are ates 10-40 (ld4x10) mirror images instead of
sweetly at his crossbowmen, who, like com- all reflective, the light suffuses the entire the usual 1-4.
petitors at a county fair, will take pot-shots at chamber. There is no night in the world of Passwall: If passwall is cast on the floor,
him, joking all the while and making admir- Skardas Mirror. walls, or ceiling of this world, it will not work.
ing remarks about excellent shots. Needless The immortal who created this world also If it is cast on some internal wall (the walls
to say, the officer wont make it alive to the provided it with water (with a powerful and built by the hand of man), it will function
Palace. permanent series of create water spells); normally.
So far, this hasnt told you, the D M , what across the surface of the world, at 600 inter- Teleport: This spell does not allow the
to do about the escaped player-character. For vals, are well-shafts, 6 across (and no one caster to teleport out of this world; the tele-
that, read the When Things Go Wrong ap- knows how deep) and filled to the brim with porter can teleport anywhere within the
Dendix. clear, pure water. world of Skardas Mirror, however.
Though the floor and other glasdrock sur- Wizard Eye: A wizard eye WILL pass
To the Dungeons faces look and for the most part feel like glass, through the portal of Skardas Mirror, as long
neither characters nor horses suffers a pen- as the Mirror is not covered.
Once the conversation with Skarda is con- alty or undue chance to slip or fall while walk- Wishes
Auded, the characters will be carted off to ing upon them. Its just like walking on Wish: Wishes are diminished in power in
heir incarceration as described in the next concrete - an effect of the magic of the place. this place: A wish can be used to duplicate the
episode. effects of any spell up to 6th level of power,
Magic Use but cannot be used for any permanent effect
The World of Skardas Mirror (such as raising character abilities, etc.). A
While magic-users are within the confines of wish CAN be used to teleport a character out-
Thats the end of Episode Two - but here is this world, certain of their spells will be af- side the Mirror or to give him the secret
rhe ideal point to describe to you the world fected. password for the Portals.
within Skardas Mirror. Clerical Spells The walls are all 30 tall and 20 wide, built
Take a look at the DMs M a p of Skardas Commune: This spell does not function of the black-onyx stone brought out of the
Mirror and well see about giving you the here. quarry. Guards patrol, sparsely; the popula-
tour. Continual Light: This spell cannot be used tion is under sufficient control that the guards
in its reversed form in this world. have little to worry about. The black squares
Dimensions and Materials Dispel Magic: This spell can only be used you see on the walls are gatehouses, portals
on mortal magic, not on any spell cast by the between the various walled-off areas; the
14s described in the Dungeon Masters Intro- worlds immortal creator. gates are great 10 wide blocks of reflective
duction, the world of Skardas Mirror is Light: This spell cannot be used in its re- glass which roll aside on ingenious coaster ar-
about one mile long, three-fourths of a mile versed form in this world. rangements.
\vide, and 500 tall. Word of Recall: This spell does not func- (For purposes of this adventure, the walls
This enclosure is surrounded by great tion here, unless the home is within this and gates are of sufficient thickness that it
Ivalls of glass; no one, including Skarda, is world. takes a mining crew several days to penetrate
sure how thick these barriers are or what they Magic- User Spells one - its not practical or possible to hack
lead to - if indeed they lead to anything. Conjure Elemental: Only air and water el- through with ones sword.)
T h e glass at surface level is all the same: a ementals can appear here. If the caster calls (Magic can penetrate these walls: A
thick layer of mirror-reflective material. This for another type of elemental, he has wasted passwall will get all the way through one of
$ass is not truly mirror glass; it is not a layer his spell. the reflective portals, or half-way through a
of clear glass with silver or mercury behind it. Continual Light: See note above for the wall. A fire ball will blast a hole about 1 deep
Instead, it is reflective clear through: if you clerical spell. per level of the caster into a wall. A lightning
take a block of the stuff and shave it into mi- Fire Ball: The fire ball is unaffected by the bolt will bounce off a reflective wall, but will
croscopically thin slices, each slice will be a magic of this world, but note that any fire ball blast a hole about 2 deep per level of the
perfect mirror on both sides. hitting the ground, walls or ceiling will slag caster into an onyx wall. A disintegrate will
But, as Skarda discovered when he di- and dimple a section of the wall - creating a make a hole 10 deep.)
rected that his men begin quarrying, other concave mirror. (This has no effect on the
types of glassy substances lie under the sur- game, but is interesting when youre describ- The Map
f3ce. The quarriers found pure, clear glass ing the effects of damage.)
and a very strong stone that looks like black Light: See note above for the clerical spell. Now, on to the DMs Map of Skardas Mir-
csnyx but is suita.ble for heavy building; it is Lightning Bolt: A lightning bolt, if it ror. Note that the map has a compass rose,
this onyx-like substance that has gone to the misses its target, will ricochet off the walls, but the designations of direction (north,
making of the walls, the base of the palace floor and ceiling until it hits something that south, etc.) are merely for convenience and
ziggurat, and most of the buildings in this lit- doesnt have a mirror finish - onyx, a per- have no relation to real-world directions. The
tle world. son, an animal, etc. A bolt could theoretically soldiers use these directions.
Light comes from a continual light-type bounce around for a long and friqhtening
spell cast upon the ceiling by the worlds im- time before impacting on a nonreflective tar- 1. The Platform and Portals
mortal creator; it is nearly as bright ?s day- get.
light, and no mortal dispel can elimidate the Mirror Image: When cast, this spell cre- This is where the characters appeared when

14
.:::::_-
- .-
.:e::
.-

T ansported into Skardas Mirror. the password; whenever he (or his most elite the Palace, you can use any other palace
This is a platform built of the reflective guardsmen) wishes to leave, he stands imme- plans you own, or adapt the map of Duke Ste-
glass; it is 30 tall, 120 long (flush with the diately before the portal, says the password fan Karameikos hunting lodge to your pur-
s m t h wall) and 30 wide. A series of reflective (quietly, so none can hear), and for the next poses.
steps leads from the ground up to the plat- combat round the portal allows people to pass The dungeons located below the ziggurat
hrm. through to the outer world. do have their own map, so we wont talk
Arrayed along the wall at platform level When the Mirrors face is totally obscured about them in detail here.
are seven portals. As described earlier, each is in the outer world (usually by a protective There is a great quantity of traffic, mostly
20 tall and 15 wide, surrounded by an or- covering such as the velvet screen that comes soldiers on foot and horseback, between the
nate golden border similar to that around with it), nothing can pass through the portal; ziggurat and the military encampment.
Skardas Mirror. There is 10 between por- it looks identical to the other six portals. No (Seen from afar, it looks like lines of ants
i 11s. Of the seven, six are dark; there is only one knows to what other places these portals moving between nest and foraging site.)
1:mlackness beyond. T h e center mirror is might have once led.
hright and shows what Skardas Mirror is fac- Thirty soldiers are always stationed here. 3. The Military Encampment
iiqg in the real world. It shows the outside
world in exaggerated detail, like a drive-in 2. Skardas Palace This is where the backbone of Skardas plans
irnovie theatre screen; a six-foot man will lives: His military.
seem to be fifteen feet tall. No matter what This is Skardas modest little home - a large The east-west buildings at the north end of
<orientation Skardas Mirror is turned, the two-story palace, its outer walls all built of the the encampment are bunkhouses for the
picture shown by the portal is still 15 wide reflective glass, set atop a mountainous zig- men; each is single-story, 240 long and 40
.and 20 tall, so there is obviously no relation- gurat built of the black onyx-like stone. wide, and can house 75 men. (This would
,ship between the way the Mirror is held and The ziggurat covers a plot of mirrored give him room for 900; he actually only has
.what people behind it see. plain 500 long by 350 broad; it rises, in four about 500, and nearly half the buildings are
The portal looks clear, but there is a layer great levels, to a height of 120 above the empty. Skarda has overbuilt, anticipating the
of glassy substance between this world and plain, and upon the fourth level is built the growth of his army.)
the outer world; this layer is impervious to palace. You see the narrow lines representing The north-south buildings on the western
damage (except from an immortal). When broad staircases up the north and south side of the encampment are the stables for his
Skarda was transported to this world, one of slopes of the ziggurat. horses; each is single-story, 480 long and 40
the immortal creators stray thoughts struck Skardas Palace does not have its own wide, and has stalls for 100 horses. Of the six
him and imparted to him the knowledge of map; should the characters ever break into stables, only two are filled; Skardas force has
EPISODE TWO: THROUGH THE LOOKING-GLASS

2 20 mounts. livestock in his years of reaving that he can The population of Hell has been gathered
The building in the southeast corner is the conduct bullfights or slay those he wishes to from all over: Many are from Karameikos,
oie-story officers quarters, where the armys by feeding them to wild lions or boars. Black Eagle, the southern islands, and lands
311 officers live in lavish fashion. Skardas box is in the center of the south further away, including Thyatis and Yla-
The open area of the encampment, the end of the coliseum, and so action usually ruam.
southeast one-third of the encampment, is takes place there. T h e average slave in Hell looks like this:
tkle parade and training ground. AC 9; H D 1; hp 2 (which would be any-
No maps are provided for these buildings; 5. Hell where from 4 to 8 if the character were
if your characters; end up visiting them, you healthy and nourished); M V 90 (30) (this
can easily improvise their contents and ar- Hell is what the 3,000 slaves of Skardas would be 120/40 if the character were
rangements. The soldiers barracks and sta- Mirror call the area where they live; Skarda healthy and nourished); #AT 1; D 1 point (1-
bles are especially simple; the barracks are and the military refer to it as the Slaves 4 if the character can lay hands on a club);
merely long buildings divided into large Quarter. Save F1; M L 3 (10 if theres mob violence go-
rooms, each room filled with bunks and gar- The slaves have been forced to construct ing on).
bage (these soldiers being neither terribly single-story tenement dwellings for them-
ncat nor disciplined); the stables are great selves. Hell is divided by broad streets into 6. The Farms
loqg constructions rows of stalls the length of four major quarters; in each quarter are fif-
the two walls. teen large, rambling buildings (some 230 by This district is where all the food for Skardas
There is a lot of foot and horse traffic 350). Each building can hold up to 750 resi- Mirror is grown, and its a technological
within the military encampment: Soldiers go- dents, and so all 3,000 slaves live scattered marvel.
ins; on duty upon the walls, and coming off throughout the southeastern quarter; the Each of the rectangles on your map is a
duty; messengers going to and coming from other quarters, built to house more slaves vast building made entirely of clear glass.
the ziggurat; overseers going to perform du- Skarda intends to capture, are off-limits to Each building is devoted to one type of food:
ties in any of the other regions on the map. them. wheat, rice, barley, corn, green vegetables,
The various types of soldier, when you The residents of Hell live in grinding pov- cattle, sheep, swine, etc.
need them, are to be found in the NPCs ap- erty. They receive a pittance of food from the You can decide on one of two different
pendix. farms (see below), barely enough to keep growing techniques for all this food. The first
them working each day. Disobedience toward is that Skarda has discovered how to manipu-
4. The Coliseum a military man (and all overseers are mili- late the natural forces within the Mirror so
tary) is punishable by flogging (if the offender that, by focusing the ambient light through
Skarda has had a coliseum built to conduct is lucky) or public execution (if he isnt). panes of clear glass, he creates the equivalent
games - to punish those he wishes to punish, Theyve been forced to build Hell without of a create food spell in each building - suf-
to Stntertain himself when times are slow, etc. benefit of Skardas engineers, who supervised ficient, all assembled, to feed the nearly 4,000
(He was particularly grateful for the coliseum the building of all the other buildings in the denizens of the Mirror.
during the two-year wait while the Mirror mirror world; consequently, the buildings of The second is that Skarda, a very inventive
was covered.) Hell are not well-constructed and are prone man, has discovered hydroponics. T h e build-
!nstead of being erected over the plain, this to collapse and kill their residents. ings where vegetable matter is being grown
coliseum has been dug out of the plain; its Of the residents of Hell, about one-third would consist of long, shallow, watery envi-
sunken into the surface of the floor. The tiers work in the farms. They grow all the food ronments out of which grow all these plants at
of seats are of living rock (or glass), of various consumed by the denizens of the mirror miraculous rates; if the characters are in-
types (the diggers struck several different world; they tend the flocks; they gather the trigued and survive the adventure, they
str,ita while carving the coliseum, so the tiers flax, weave and dye the linen, and make the might carry knowledge of this technique back
can be reflective, clear, black, or a bizarre clothes used by all residents (sturdy, colorful to the campaign world, which could lead to
combination of all three. The floor of the coli- uniforms for the military, miserly and inade- interesting repercussions years later.
seum is 60 below the surface of the Mirror quate garments for the slaves). Regardless, each of these buildings has an
Plain; the creators wells are still in place, but Another third works within the Quarries, average of about 40 workers assigned to it:
the water does not rise over the level of the either quarrying stone, or cutting it, or drag- hoeing plants, tending livestock, running
rim of the well. ging it to building sites, or building with it; messages, reaping crops, baling hay, running
T h e coliseum seats about 5,000 - more even more so than the farms, this is back- hay over to the stables, etc. Each 20-worker
than the entire population of the world in the breaking and murdersome work. team has a soldier overseeing it, and infrac-
Mirror. Naturally, when Skarda hosts an The last third consists of children too tions of the rules - such as eating something,
event in the coliseum, attendance is c,ompul- young to work and those who work in the or trying to steal a farming implement - are
sory: All, except soldiers on duty, must at- other quadrants of the mirror world: palace punishable by death, on the spot.
tend. slaves, stable workers, slaves who clean the
In this coliseum, Skarda conducts chal- military quarters, etc. 7. The Quarry
len8:e or grudge matches between soldiers, In the past two decades, two major at-
battles to the death between servants who are tempts at revolution have failed. The soldiers This is the series of three deep pits where
too old or tired to work effectively,or between are simply too well-equipped and, more im- Skardas minions have excavated all the
those he has grown tired of or angry with and portantly, too well-fed and cared for to be building materials used in this mirror world.
wishes to see deacl. Hes imported enough overthrown. The two buildings shown for the area are

16
EPISODE TWO: THROUGH THE LOOKING-GLASS

where the stone-carvers work. There is a con-


tinual stream of traffic out of this district,
blocks of stone carried in wagons pulled by
men, bound for areas still under construction
(such as new or collapsed regions of Hell).
The contour lines shown within the quarry
indicate depths of 30; you can see that the
northwestern pit is about 210 deep, the
northeastern is about 150 deep, and the
southern is about 180 deep.
For the most part, the northwestern pit is
reflective glass, the northeastern is clear
glass, and the southern is the onyx-like black
stone.
Here, as you might expect, attempts to
steal picks or carving knives or any other
tools are punished by immediate execution.

Onward
Now that you have a rough familiarity with
the unhappy world of Skardas Mirror, you
can continue on to Episode Three.

17
EPISODE THREE: IN THE DUNGEONS
T h e characters have been dragged to a lonely Kogrin upon our heroes.
existence in the idungeons beneath Skardas What Happens in the Dungeons
palace. In this episode, they have their As the characters are being brought toward
chance to escape.. . or, failing that, to be res- their cells, a figure emerges through a set of The characters have now been deposited in
cued by the few rebels operating within Skar- gates ahead (at 14 on the map) and lumbers their cells, there to await their fates, Doubtless
d3s Mirror. toward them. Describe him so: theyre not going to do that; theyre likely to
want to escape. As a matter of fact, theyre
The Dungeons This man, if it is a human man, stands at likely to be able to escape. But its important
least six and a half feet tall. H e is power- that you see to it they dont do so immediately;
T h e map key for the DMs Map of the fully, if apishly, muscled; he has a coarse youll want to introduce them to an important
Dungeons is given a t the end of Episode mat of red hair on his head and patches of NPC and impart some knowledge to them first.
Three. red hair on his chest, arms and the backs
of his hands. His face looks like a mass of Finding Missed Possessions
The Characters Are Jailed gristle thats been hammered at by an an-
gry dwarf; his mouth looks slack and stu- Once theyve been left alone, theyll begin
In the last episode, the characters - most of pid, but theres a light in his eyes - a light talking among themselves. While theyre do-
them, at least -. were captured. As they of eagerness if not intelligence. ing so, tell any one character who still has
stand on the platform, their equipment is H e wears heavy brown clothes and some of his equipment left - because the
taken from them. (For each character, se- thick leather boots, a leather jerkin, and guards missed it - that, for instance, You
cretly roll ld6. O n a 1, the guards have leather vambraces studded with spikes. feel a hard lump where your medallion
missed some small object in the characters Over his shoulder protrudes the hilt of a should be-if the guards hadnt taken it.
possession - your choice. It could be a ring, two-handed sword. When he checks it out, hell discover that
medallion, lockpick set, well-concealed small the guards missed it - he still has it. The
knife, etc., anythiing small. The characters The characters guard introduces the lumber- other characters will probably make sure that
wont immediately know that the object has ing mass: Gentlemen (and ladies, if there they havent been left any equipment, so
bcen missed - but if they ask, Do I still are any present), this is your jailer, Kogrin. youll be able to inform all other characters
seem to have my (insert name of object, you Obey him implicitly and you may keep most of which equipment they have remaining to
can tell them.) your fingers and toes for a while. them.
The characters are shackled, the magicians Kogrin just grins and grunts happily. (Since each character had only a 1 in 6
arid elves in gauntlet/shackle combinations Two cells - not open-barred cells, but chance of having anything left, its not likely
which prevent them from moving their fin- closed metal boxes with small shuttered win- that more than one will have anything left;
gers to cast spells. dows on the doors - will be opened and three its possible that none will. If you prefer that
The characters are marched down off the characters (or less, depending on how many someone have a piece of equipment left to
platform, across the great mirror plain to the characters there are) will be led into rach. him, then dont rely on the 1 in 6 roll; just de-
foot ofthe ziggurat, and into a doorway at the Kogrin will begin with the clerics, elves cide that the guards missed it, and allow him
base of the ziggurat. They are led past guards and magic-users who have been placed in to find it now.)
there, down a corridor which turns right and special shackles: hell unshackle one of their
a lew yards later turns left, and then down a hands, gripping the hand painfully, then Earthquake
great spiral staircase. bring the other hand around and reshackle
There, they find themselves in a hallway; the character so that his hands are before After the characters have been in their cell a
the air is stale and reeks. Their captors take him. If the character resists, remind him that few minutes - they can have found their
them down the hallway to a door, which is soldiers are standing ready with swords and missed possessions and perhaps begun plan-
opened for them, into a 30 by 30 room with crossbows. If the character continues to ning their escape - a low groaning, like a
more guards in it. Their equipment is left struggle, theyll shoot and hack at him until dragon bellowing deep beneath the earth,
there. They are dragged through a door on he quiets down or dies. Theyre not playing sounds; the floor trembles; frightened yelling
the opposite side, into the actual dungeons. with subdual damage here.) is heard from the other cells; the characters
They are dragged along a stone-floored Once the character has his hands shackled hear the jailers and soldiers cursing in vexa-
dungeon with iron cage cells to either side; in front of him, Kogrin attaches the shackles tion; and dust (black onyx dust) settles down
thc cages are filkd with skinny men and to chains stapled into the metal walls. from between the blocks that make up the
wcmen wearing taitered clothing, looking at Once all the characters are shackled in ceiling. After a minute, the tremor ceases.
them with dull anNd beaten eyes; there is the place, hell stand up, sniff the air, shake his
soiind of moaning and screaming from else- head, and tell the officer in charge Wait The Eyehole
where in the dungeon. here. Hell leave, and return a minute later
T h e characters ,are led up this aisle recog- with a bucket - a bucket containing aging As was mentioned earlier, theres a coin-sized
ni2e as theyre led up the aisle and then right fish-heads and sewage, which hell liberally hole between the more easterly of the charac-
into a cross-corridor, still between rows of splash over all the characters. The guards will ters cells and the cell immediately behind it.
cells. break up at this; Kogrin announces, NOW Have each character in that cell roll ld20,
they belong in his gravel-breaking voice, and the character rolling highest notices the
and then they all depart and shut the doors hole. H e also notices that theres an eye there,

18
EPISODE THREE: IN THE DUNGEONS

staring in at the player-characters - a blood-


shot blue eye.
Once hes been noticed, Ashgarth (the fel-
low in that cell) will move his mouth to the
hole and whisper hoarsely: Welcome to the
diingeons. Im Ashgarth, from Hell. Who
might you be?

CIonversationsWith Ashgarth

A.shgarth, the man in that cell, is a rebel


lt,rder, an organizer against Skarda. Hes
planning a rebellion and can recognize the
sort of talent - and power - which will im-
prove its chances for success.
H e knows that its not Skardas style to
plice spies within the dungeon. Therefore,
Axhgarth trusts that anyone slapped into a
cc:ll is doomed as he is and can perhaps aid his
cause. Also, these adventurers are unknown
to him and look like healthy fighters -just
what his revolution needs.
So he will introduce himself as mentioned
above, then ask the characters their stories,
hcw they came to be here, etc.
If asked, hell gladly give them information
about whats going on here; sample questions
and his answers to them follow. For the ques-
tictns below which the player characters do
N13T ask, hell volunteer the answers any-
way - its important that the players know
all this, so make sure that Ashgarth gives
th#smthe facts.

Who Are You?

My name is Ashgarth of Lumm. Thats


rny village, Lumm. I dont imagine its
there any anymore. Im the son of a bar-
relmaker.

iyw Did You Come to Be Here?

Skarda and his raiders overran Lumm


\\ThenI was six. Nearly twenty years ago,
that was. They rode in, whooping and
!.elling, with Skarda at point. Just as I be-
$:an to make out details of his band, I was
tlrawn into the mirror and captured by the
portal guards, as we all were. Ive grown
rip here.
Did you mean, how did I come to end
iip in the dungeons? I dropped a brick on
the foot of a corporal a few hours ago. It
was an accident, but they brought me
here. Im to be stretched until they know
one way or another whether it was truth or
accident; then theyll probably slay me.

19
Lhelson 6th Level Cleric (Elder)
S 13 I 7 W 15 D 1 1 Co 13 Ch 12
ZIP 31 AC 1
Bonuses and Penalties: + 1 to hit and damage rolls; + 1 to saving throws vs. magic; + 1 hp per
level
1eapons: war hammer + 1, mace
Armor: Plate and shield
hragical Items: ring ofprotection + I , 5 radius
Spells:
First Level - Cure Light Wounds Third Level - Striking
Cure Light Wounds
Swond Level - Hold Person
Bless
Other Equipment:
Standard Adventuring Gear - Two flasks oil, tinderbox, 50 rope, waterskin, lantern, two
small sacks and one large sack, two torches, one days worth of iron rations, all in a leather
backpack
Holy Symbol
Five Phials of Holy Water

Merole 8th Level Fighter (Superhero)


S 18 I 1 1 W 10 D 15 Co 13 Ch 14
HP 59 AC 1
Bonuses and Penalties: + 3 to hit and damage rolls; + 1 to missile fire rolls; -1 to AC; + 1 hp
per level; + 1 reaction
Weapons: Sword + I , bow and 20 arrows, dagger
Armor: Plate and shield
Magical Items: Boots of Traveling and Leaping
Other Equipment:
Standard Adventuring Gear - Two flasks oil, tinderbox, 50 rope, waterskin, lantern, two
small sacks and one large sack, two torches, one days worth of iron rations, all in a leather
backpack

Trylia 7th Level Thief (Pilferer)


S I1 I 1 1 W 8 D 18 Co 16 Ch 15
HP 34 AC 3
Bclnuses and Penalties: -1 to saving throws vs. magic; + 3 to missile fire rolls; -3 to AC; + 2 hp
per level; + 1 on reaction rolls
Weapons: dagger + 1, daggers (normal, 3), sword
Armor: Leather Armor
Magical Items: Potion of invulnerability, potion of speed
Other Equipment:
Standard Adventuring Gear - Two flasks oil, tinderbox, 50 rope, waterskin, lantern, two
small sacks and one large sack, two torches, one days worth of iron rations, all in a leather
backpack
Lockpicks

21
Delson is a warrior-cleric; his spells are usually
combat-oriented. This clerics philosophy is that evil
should be destroyed - mercilessly and swiftly. He has
adventured with Kerole, Lindoran, Trylia, Kindel,
and Nesmis in the past.
This characters age, appearance, and alignment
are up to the player using the character.

O1987 TSR Inc. All Rights Reserved.

Kerole is an experienced and well-known fighter/


adventurer. She is a heavy combat specialist - fond
of plate armor and toe-to-toe slugouts - but is also
proficient with the longbow for distance work.
Kerole has adventured with Delson, Lindoran,
Trylia, Kindel, and Nesmis in the past.
This characters age, appearance, and alignment
are up to the player using the character.

@I987TSR Inc. All Rights Resewed.

Trylia is a notorious rogue within the local Thieves


Guild, one willing to embark on all sorts of madcap
adventures either for treasure or for fun. She is one
of the nimblest thieves around and an expert with
thrown knifes; she is leery of confronting magic-
users.
This character has adventured with Delson,
Kerole, Lindoran, Kindel, and Nesmis in the past.
This characters age, appearance, and alignment
are up to the player using the character.

01987TSR Inc. All Rights Resewed.

22
DIMS Map of Retamerons Tower

Door
Double Doors
Secret door
Window
Stairs
Fireplace

Secret hatch

2 squares = 10 feet

Q1987TSR Inc. All Rights Reserved.


Players Map of Skardas Mirror

. .

1987 TSR Inc. All Rights Reserved


Map of the Dungeons

- Door

Cell doors

4- Door with window


t Gates

+ Arrow slit

......... Bars

Chair
Guard

1 square = 10feet

AN

O1987 TSR Inc. All Rights Reserved.


The Hunting Lodge of Duke Stefan Karameikos 111

1 square = 5 feet

Second Floor Third Floor

O1987 TSR Inc 411 Rights Reserved

.~ ~
__ -
Lindoran 7th Level Elf (Champion-Sorcerer)
Sli 113 W 9 D l l C010 C h l l
HP 26 AC 2
Bonuses and Penalties: + 2 to hit and damage rolls; + 1 to added languages
Weapons: Sword, how and 20 arrows, dagger
Armor: Plate and shield
Magical Items: Amulet vs. crystal balls & ES? ring ofplant control
Other Equipment:
Standard Adventuring Gear - Two flasks oil, tinderbox, 50 rope, waterskin, lantern, two
small sacks and one large sack, two torches, one days worth of iron rations, all in a leather
backpack
Spell Books
Spells:
First Level - C.harrn Person Third Level - Clairvoyance Fly
Magic Missile Fourth Level - Polymorph Self
Sleep
Second Level - Detect Evil
Detect Invisible

Nesmis 5th Level Halfling (Halfling Swashbuckler)


S 1:; I10 W 1 1 D 16 Co 13 Ch 15
HP 24 AC 2
Bonuses and Penalties: + 1 to hit and damage rolls; + 2 to missile fire rolls; -2 to AC; + 1 hp
per level; + 1 on reaction rolls
Weapons: Shortsword f 1, small bow and 24 arrows, daggers (2)
Armor: Chainmail and shield
Magical Items: Scarab ofprotection
OthLer Equipment:
!Standard Adventuring Gear - Two flasks oil, tinderbox, 50 rope, waterskin, lantern, two
small sacks and one large sack, two torches, one days worth of iron rations, all in a leather
backpack

Kindel 7th Level Magic-User (Sorcerer)

S11 115 W11 D 1 3 c o 7 Ch12


HP 17 AC 8
Bonuses and Penalties: + 1 to added languages; + 1 to missile fire rolls; -1 AC; -1 hp per level
Weapons: Dagger + 2
Armor: None
Magical Items: Displacer cloak, crystal ball o f clairvoyance
Other Equipment:
Standard Adventuring Gear - Two flasks oil, tinderbox, 50 rope, waterskin, lantern, two
small sacks and one large sack, two torches, one days worth of iron rations, all in a leather
hackpack
Spell Books
Spells:
Firrt Level - Light Third Level -Fire Ball
Magic Missile Ljgh tning Bolt
Protection from Evil Fourth Level - Ice Storm/Wall
Second Level - Invisibility
Web

27
Lindoran is a warrior-elf who uses his magic to per-
form other than combat effects. Except for a few basic
spells (his first-level spells), his magic is all design to
perfcirm detection or to allow him/her to perform un-
expected maneuvers (i.e., fly, turn into a creature and
wriggle away, etc.).
Lindoran has adventured with Delson , Kerole,
Trylia, Kindel, and Nesmis in the past.
This characters age, appearance, and alignment
are up to the player using the character.

O1987 TSR Inc. All Rights Reserved.

Nesmis is a nimble warrior halfling; she goes about


with comparatively light armor (chainmail) but has
a high enough dexterity to make up for the armor.
She prefers to barrage enemies with arrow fire from
behind the lines, but can mix it up in hand-to-hand
combat when necessary.
Nesmis has adventured with Delson, Kerole, Lin-
doran, Trylia, and Kindel in the past.
This characters age, appearance, and alignment
are up to the player using the character.
01987 TSR Inc. All Rights Reserved.

Kindel is a combat mage; unlike Lindoran, Kindel


uses magic to harm and destroy his enemies. He pre-
fers to be behind the fighting lines, blasting enemies
on the other side.
Kindel has adventured with Delsona, Kerole,
Lindoran, Trylia, and Nesmis in the past.
This characters age, appearance, and alignment
are up to the player using the character.

01987 TSR Inc. All Rights Reserved.


EPISODE THREE: IN THE DUNGEONS

4 t first, they have to start with their shack- tending to be sick and hoping the jailer will Using the Keys
les. come within reach to be grabbed is not terri-
bly clever - make it difficult for them, but If the characters have been clever enough to
Picking Locks possible. They have to do all sorts of acting take out a jailer silently, they have his keys-
histrionics to persuade him to enter the cell at which will fit their shackles and the door.
If one of the characters is a Thief, its certain all, and when he does he has another guard
that the first thing he will do is to see if he can with him; the characters have to lure both Magic Use
pick his locks. Let him makes his O p r n Locks guards to within range of their grabbing
score: At his normal roll if he still has his lock- hands AT T H E SAME TIME, and thcn grab Magic can get the characters free, as noted
picks, at - 10% if not (hes presumed to be both at the same time to prevent outcry, in or- above. Passwall and knock would be most ef-
usrng a sliver of metal from the cell or some- der for this tactic to work. ficient, as they would allow all the characters
where else on his person). Infuriating a jailer with insults and thrown to exit the cell quietly. Dimension door and
[f he makes it, he knows he can open the garbage, hoping hell be angry enough to teleport would get one character out of the
locks, but the first one will take a few minutes come inside to punish the offender, is some- cell, whereupon he could try something
(half an hour). If he fails it, that lock is too dif- what more likely - in such an instance, you clever to get keys from a jailer.
ficult for him and he may try another. can have the jailer enter alone; let him leave
The thief can roll once for each wrist (both again if the characters insults are too ordi- Outside Help
his and his friends). The first successful roll nary or feeble; let him do a little damage with
wil still take half an hour to open, and all a whip on the offending character until he un- Its possible that the characters will simply be
subsequent ones will take a minute or two. wittingly steps to within reach of one of the unable to escape their cell. If this is the case,
other characters. then you can get them started on the road to
Breaking Shackles If the characters botch their rolls or fail to escape.
come up with a clever plan, there are numer- The officer who is Ashgarths contact, the
Dcles one of the characters have a 1 7 or 18 ous ways for their effort to fail. The jailer one who knows the password out of the Mir-
Strength? If that one asks, tell him that he could notice that the dummy on the floor is a ror, is named Zira. Ordinarily she wouldnt
thinks he can break his chains ... but it will dummy, and simply not enter the cell (until appear in the story until the next episode, but
take a lot of time. he has backup and can rechain the prisoner); if the characters are totally unable to escape
Tf he wishes to go ahead with it, conduct the jailer could have been followed by a sub- their cell you can bring her in to provide an
Ashgarths conversations and all other con- ordinate, who hears the capture inside the assist.
versations that need to occur, and give the cell and shouts a warning; the jailer, bring at- Read the information on Zira from the
chxacter occasional updates as to his prog- tacked, could simply get a shout off before be- Non-Player Characters appendix.
ress in breaking the shackles. ing overpowered, warning the other guards An hour or so after they were incarcerated,
4 s he pulls and pulls, the place where the stationed in the dungeon. the characters will hear Ashgarths cell door
ends of the link were welded together begins But if they come up with and execute an in- creak open. (One player-character can watch
to flake. Eventually, small cracks appear. telligent plan, they should be able to yet out the action within that cell if he wishes,
(The character takes 1 hp damage from his of their shackles and cell. through the eyehole already mentioned.)
exertions.) This takes several minutes. After A jailer enters Ashgarths cell, followed by
stiIl more straining, a crack in the weld goes Magic Use a woman, a striking black-haired woman in
all the way through, and the link is no longer the uniform of one of Skardas elite guard.
a continuous loop. After still more straining, If the characters have somehow managed to Youve got a visitor, scum, the jailer
thc link parts noisily and his hands are free of get only one of a magic-users hands free of its smirks, come to interrogate you. Where-
onc another and of the chain to the wall. Give shackles, the character can use his magic. upon Zira silently draws out her knife, grabs
him ld6/2 more damage for his final exer- Youll have to decide how valuable his spells the jailer from behind - her free hand
tions, and tell him that his arms are ex- are to their escape attempt; obviously, things clamped over his mouth - and stabs him to
tremely sore. such as knock, dimension door, tdeport, death with two quick blows.
4 strength of 16 or less is not sufficient to passwall, and so forth would be invaluable in Shell let his body down quietly, stoop over
brvak these shackles. getting characters free of their chains and Ashgarth and speak to him in very quiet
cell. tones; hell respond, and theyll both look
Trickery over in the direction of the eyehole. Shell
The Characters Escape Their Cells nod, gather up the jailers keys and free
The characters can, in time-honored tradi- Ashgarth while he explains to the characters:
tion, trick their way out of their chains. If Once the characters are free of their shackles, This is Zira. Shes the guard of whom I
thry think to try some sort of deception to they can now try to exit their cells. Some spoke. She says I was to be killed tonight.
lure a jailer in, overpower him and take his ways to go about this: Shes letting us loose.. .
kevs away, let them try. Which she does. Shell unlock the doors
Have the characters explain precisely what Picking the Lock and the characters shackles, all of which is
thryre going to do. Then play the encounter well and good.. . but the characters are still in
out based on how clever you perceive the plan Thief characters can pick the lock. All those the middle of a very hostile dungeon. Zira has
to be. cells have key-locks - theyre not just barred her armor and weapons, and the characters
For example, having one character pre- on the outside. have the jailers gear (clothes, leather armor,

29
EPISODE THREE: IN THE DUNGEONS

.sword and dagger). . . thats all. being pursued in order to really have some Sharp-Eyed Guard
breathing room.
Finding Retameron and Halia The front door entrance into the palace As the characters are bluffing their way
is a possible route, but it has a standing guard through a guardpost, one of the guards takes
Once theyre free of their cell, the characters with alarm bells, and is such a tall climb that a sudden, if silent, interest in one of the char-
may wish to free Retameron and Halia. the palace guard can muster forty or fifty acters, obviously remembering him from
.4shgarth knows which cells they are in; hell fighters to await them at the top of the stairs if somewhere but not remembering exactly
re11 the characters to walk about like they own a single alarm is sounded. where; the character must divert or satisfy his
:he place when in sight of the other prisoners, Either way, let the characters come up with curiosity before the whistle is blown on them.
:io that the prisoners wont realize the charac- their own plan. They best know their abili-
fers are escapees and make noise. When ties. Its obvious that stealth and rnagic are Extra Errands
guards are about, the characters must creep their best tools here; if they realize that they
around. Either way, its a simple matter to get might be able to knock out an officer, take his A character trying to bluff his way into a
T O their cells. Thieves can pick the locks there, uniform, and bluff their way past some guard guardpost is instead assigned another duty to
or they can use captured jailers keys and/or stations, so much the better, but dont have perform by the higher-ranking officer on
rnagic to free the other two captured heroes. Ashgarth recommend this (its thc charac- duty there.
Retameron and Halia will be amazed and ters story, so theyre supposed to come up
and delighted to be freed; theyll gladly ex- with the good ideas). Spidery Friends
change hurried stories with the player- While they are sneaking about in the
characters and then one another. dungeons, though, you can interrupt and A stealthy character hiding in shadows while
And, finally, youre left with the task of get- complicate their plans with a number of en- guards pass by suddenly feels spiders drop-
ting the characters out of the dungeon.. . if counters. Give the characters surprise en- ping upon and crawling upon him, and must
they can manage it. counters at appropriate and inconvenient remain still while the arachnids investigate
stages in their plan. This will keep them on him.
Planning the Escape their toes.
Here are numerous small encounters with Noisy Prisoners
Now its time for the characters to escape the which you can confront your escaping char-
dungeons themselves. There are two catego- acters. Pick and choose from among; them as A prisoner spots the characters creeping
ries ofescape which you, as D M , must decide you please, based on the plan the characters around and demands to be released too, else
between, and then you must let the charac- have chosen. he will begin shouting and give the characters
ters come up with their own plan. away.
The first category of escape is the Cloak Wandering Guards
and Dagger Escape. You rely on the charac- Kogrin
ters ability to come up with a good plan of es- At any point in the escape, you can introduce
cape and to execute it. You throw some a Wandering Guard to make the characters While a character hides around a corner, ob-
obstacles in their way, which they must over- life difficult. Perhaps hell be in the corridor serving the guards there and trying to figure
come; if they do overcome them, they can between cells, talking through the bars to a out what to do about them, he feels a hand on
succeed. prisoner, right in their way. Perhaps hell un- his shoulder and hears Kogrin say, What
However, if the characters have so far dem- expectedly walk up on them from the rear. have we here? Kogrin, overconfident and a
clnstrated that they cant plan their way out of Hes not expecting trouble and so is automat- maniac, isnt going to let out an outcry until
a paper bag, you may wish to use the Divine ically surprised, but the characters still must its obvious hes losing a fight - whereupon
Providence Escape. Let them make their plan quiet or eliminate him immediately before he it might be too late. But his presence and the
fr3r escape, and if it is doomed to failure by can raise an alarm. threat of discovery he represents will give the
their own lack of planning ability, rock the characters fits.
dungeons with another earthquake - a se- Silent Grabber Kogrins statistics are in the NPC appen-
\ere one. dix at the back of this module.
As a character is creeping up on a guard, a
Kxecuting the Escape: Cloak and Dagger prisoner in a nearby cell (drive mad by the Required Encounters: Leaving By the
years of his confinement) reaches out silently Front Door
Ashgarth will be able to map out the dungeon to grab the character. Our hero must defeat
for them, and thr approach by which they en- his attacker as noiselessly as possible before If the characters foolishly try to leave the
tered. Hell be able to tell them that this the guard notices. front way, they must:
back door has only a third of the personnel (a) Get to the gates at 14.
euarding it that the palace entrance does.. . Extra Troops (b) Take out the guards there and unlock-
but they still have to get through a barred the gates without being overheard, or bluff
room of guards, the crossbow-guarded zigzag As characters are preparing to take out a pair their way through those guards and gates.
corridor, and guards at the outside door in or- of guards with a sudden, silent rush, a third Note that these guards are within sight -
der to be clear of the palace. And then they guard joins the guard-post; the characters barely - of the guards at 18.
must be able to get through the gates to an- must quickly figure out how to rid themselves (c) Get to the gates at 18. To do this they
other quadrant of the Mirror world without of the third guard.

30
EPISODE THREE: IN THE DUNGEONS

must make it past the doors to 15 and 16 -


either without being seen, or by eliminating
the officers in 15 and 16, or by bluffing their
way past those officers - and must get past
the guards at 18 either by stealth or by bluff.
(d) Take out the guard at 19, or bypass him
with bluff, and get through that gate.
(e) Ascend the staircase up to Skardas Pal-
ace. Take out or bluff past the guard there.

Required Encounters: Leaving By the


Back Door

If they decide to go out the way they came in,


they must:
(a) Get to the door to Room 8 without be-
ing seen by the guard stationed inside that
door.
(b) Get into that room, and take out or by-
pass the guards stationed there without too
much fuss. The characters must prevent the
officer at his desk from pulling his alarm pull-
rope. If the characters choose to overpower
the guards in this room, they can then can
open the chest, recovering their gear - and
more besides, if they wish.
(c) Ascend the stairs and get to 5 without
being detected by the guards in 6 or by bluff-
ing past the guards at 6 .
(d) Take out or bypass the guards at 6 with-
out being seen/suspected by the guards at 4.
(e) Take out or bypass the guards at 4 with-
out being seenlsuspected by the guards at 2.
(9 Get out through the door at 1 without
causing too much of a commotion - which
entails either bypassing or eliminating all
those guards with no commotion.

Executing the Escape: Divine Providence

O n the other hand, if you want to run a very


simple and dramatic-looking escape, try this:
As soon as the characters are all reunited and
planning their escape from the dungeons,
rock the dungeons and palace with a massive
earthquake. This fills the dungeon with black
onyx soot, sends debris tumbling down on
guards and prisoners alike; doors will crack,
guards will run around willy-nilly, prisoners
will escape on the opposite side of the
dungeon and raise more commotion by try-
ing to batter their way past the guards there,
and the characters must make a run for safety
the other way.
Let them dodge (saving throws vs. death
magic) large boulders dropping from the ceil-
ing, let them run into Kogrin, etc.: The dif-
ference is that there is so much commotion
that they dont have to worry about being
stealthy. They just have to get out of the

31
EPISODE THREE: IN THE DUNGEONS

dungeon before the dust settles. Itll be fairly as bells in rooms 4, 6, and 8. It is an alarm to chair, and a table and chairs to seat six; usu-
simple, but will also be dangerous because of signal that someone is breaking out. ally supplied with cards and dice.
the presence of Kogrin and falling rocks In the southwest corner is a massive locked
(which do 2-12 points of damage when they 3 . First Turn chest; the officer on duty has the key. It is here
hit). that all the personal possessions of the pris-
This is the first of two guarded turns before oners are placed until Skarda has had a
If They Escape characters reach the staircase down. It is chance to see them and decide their fates.
guarded by - Currently, the chest contains:
If the characters do make it out of the ziggu- Retamerons sword + 2 and girdle ofgiant
rat undetected, make their progress to Hell 4. Alarm Room strength; both bear his name in gold inlay.
tense but fairly uneventful. Theyll sweat Halias three ordinary daggers, her wand
enough just passing through the gates; you This is one of the rooms which is signalled by o f cold, her ring of telekinesis, and her spell
dont need to give them any more encount- the pulling of the bell-rope at the rear en- book, her wand and ring bear her name
ers. trance. This little room has its own bell-rope enamelled upon them in blue, and her book
If, however. you WISH to give them a which signals the same rooms. has her name upon it.
good strong melee, have them discovered to Inside the room are stationed two soldiers, Twelve sets of chainmail (some pierced and
be escapees just as theyre passing into Hell, each armed with a crossbow and plenty of bloody), shields, swords, and daggers, all for-
so they must fight a body of soldiers before ammunition. They keep watch out of the two merly property of the two groups of guards
they can get away. little windows indicated on the map; if unau- sent into Retamerons Tower before the
If the characters do escape as far as Hell, thorized personnel are travelling down the player-characters showed up. One of the
you can progress on to the next episode. corridor, the soldiers challenge them and then swords seems exceptionally finely made (it is
open fire. a sword + I) as does one of the undamaged
If Theyre Recaptured The arrow-slit windows are hard to fire suits of chain (which is chain mail + 2).
INTO; characters into the windows subtract
If the characters botch a planned escape, un- 4 from all their rolls to hit. O n the other 9. The Dungeons
manageable numbers of guards and soldiers hand, the windows were designed to be fired
will congregate upon the dungeons to recap- out of, so subtract nothing from the soldiers Once through that final door, characters en-
ture them. If this happens, let them have that chance to hit. ter the actual Dungeons. This isnt a nice
earthquake a little later in the afternoon as a Each arrow-slit window is also a Secret place.
second opportunity for escape. Door. The stone floor is covered with mouldering
T h e characters wont be recaptured during hay, and the stench of decay, of unwashed
the earthquake: Theres too much going on. 5. Second Turn bodies, and of blood and other substances is
That doesnt mean that none will be killed - simply overpowering. Low moaning fills the
that can easily happen. But nonc will be re- This is the same sort of arrangement as 3, air from all over the dungeon area. Torches
captured. above. gutter in the stale and oppressive air, and sol-
diers can occasionally be seen walking the
The Dungeons 6. Alarm Room aisles between cells.
There are two types of cells: Long 20 by
Here is a look at the palace dungeons from This is functionally identical to the Alarm 10 cells with walls of bars, and small 10 by
the DMs Map of the Dungeons. Room described at 4, above. 10 chambers with steel walls and doors with
T h e dungeon is poorly-lit, with torches small windows which can be shuttered closed.
mounted in wall-brackets at 30 intervals. 7. Staircase Down Its obvious that the oppressive atmosphere
This is enough to see to travel by, but a Light must be next to unendurable in those closed-
spell would definitely improve matters. This staircase spirals counter-clockwise; it off rooms.
I n the upper areas (map numbers 1 descends five complete spirals before emerg-
through 5) the air is reasonably fresh. In the ing upon the lower landing. A Dwarf will be 10. Retamerons Cell
lower areas ( 8 to 20) its dank and stuffy - able to tell that the depth is 60, more or less.
and revolting of smell. Retameron, alone, has been placed into this
8. Check-In cell; Skarda has seen fit to make sure that hes
1. Rear Entrance in solitary confinement and a great distance
This room is the rear entrance officers sta- from his lady-wife. H e is down several hit
This is the entrance through which the char- tion and check-in area. It has barred doors points, as you can see on his character sheet
acters are brought. It is heavily guarded: (with little windows) north and south, and the in the center of the book.
eight soldiers, one NCO, and one officer. doors, except when opened to admit pris-
oners or visitors, are barred closed. 11. Halias Cell
2. Guards Inside are stationed one officer (to manage
the paperwork of admitting new prisoners), Halia, also alone, has been placed into this
There are two NCOs here. O n the wall to the one NCO (to run errands and assist the offi- cell; she is of course wearing shackles that
their right is a small bell-rope; when tugged, cer) and four soldiers. prevent her from using her hands to cast
it will ring a bell right over this door, as well Furniture consists of the officers desk and spells. All her adventuring equipment has

32
EPISODE THREE: IN THE DUNGEONS

been taken from her. the door into Room 17 and set themselves up
there.
12. T h e Characters Cells
17. Defensive Fire Room
These cells are those into which the charac-
ters are thrown. This room is used to barrage invaders from
upstairs - or fleeing prisoners whove gotten
13. Ashgarths Cell through the gates at 18.
This room has four arrow-slits precisely
In the back of the more easterly of the charac- like those described at Room 4 (except that
ters cells is a small hole the size of a copper they have no Secret Doors).
piece. O n the other side of that hole is the cell Inside the room, on racks beside the arrow-
of Ashgarth, another prisoner, one who will slits, are kept four crossbows. The soldiers
be important to the player-characters soon may fire on invaders in the hallway from this
enough. Ashgarths story, activities, and vantage point.
character sheet appear a little later in this sec-
tion and in the Appendix titled Non-Player 18. Gates
Characters .
This is a set of gates similar to that at 1 4 , but
14. Gates has no bellrope. Two soldiers are always on
duty here.
This is a broad wall of bars with two locking
doors within it; behind the bars stand two 19. Staircase Up
NCOs at attention. The doors are left locked
except when Skarda, Kogrin, elite Lguards- This is another circular stairwell; it is closed
men, and officers wish to pass; a note from off from the hallway by a single gate defcnded
Skarda also allows people to pass. by a single NCO.
Immediately beside the guard on the right The staircase goes up all the way to the first
is a bell-rope similar to the ones at the other floor of the palace; it is therefore an im-
end of the dungeon. This one rings a bell mensely long and tiring climb. At the rop of
here, in rooms 15, 16, and 20, and at the very the steps there is a bellrope and bell alarin like
top (of the stairs leading up to the palace. that at 14.

15. Records Room 20. Torture Chamber and Kogrins Quar-


ters
This is where the official records of all pris-
oners are kept. There is one officer on duty This chamber is where Kogrin works. A
here at all times. The room has one desk, one flight of steps descends 10 below the rest of
chair, and a large bookcase containing bas- the dungeon. There are various tools of the
kets full of papers. trade scattered about the room: A rack near
Beside the desk hangs a bell-rope like the the door; a brazier for heating tongs and
one at 14. brands, on the wall opposite the rack; a
coffin-sized box (with sword-slits in it) to lock
16. Ready Room prisoners into, due south of the rack; an Iron
Maiden in the southwest corner; a traditional
This is where this areas soldiers wait when whipping post and shackles (designed to hold
not needed. The room contains a small desk the prisoner up off the floor) in the soul heast
with chair and a table for five. One NCO, corner.
subordinate to the officer in Room 15, and
four soldiers stay here at all times; like Room 21. Outside Staircase
8, cards and dicing are the main activities of
the day. This shows the lower portion of the broad
Beside the small desk is a bell-rope like the staircase leading up the south face of the zig-
one at 14. gurat to the Palace; it is indicated here for
If trouble comes from the direction of the purposes of reference.
dunTeons, the soldiers grab up their weapons
and step out into the corridor to deal with it.
If the troublemakers have already penetrated
as far as the hallway in front of Room 17, or is
anticipated from upstairs, they pass through

33
EPISODE FOLJR: T H E REBELS
In this episode, the characters make it to the that theyre wearing soldiers uniforms, of
Hell district of Skardas Mirror and to the course. If theyre not, they wont be looked Well, we have two problems. Big ones.
rebel hideout therr. They become more fa- upon with any emotion but curiosity.) First, Skardas gone off into the real
miliar with the state of affairs in the Mirror, Assuming that it wasnt Zira who helped world, and taken a few of his guardsmen
and learn that time is short if they wish to es- rescue the characters from the dungeon, with him. Scuttlebutt has it that hes
cape back to the real world: They must act Ashgarth tells the characters, The officer of about to start his grand plan. At least half
now or, perhaps, be trapped forwer. Also in whom I spoke to you is here. It sounds as of his soldiers are massing on the mirror
this episode is the map key to Skardas Pal- though something is happening; we may not plain outside the Portal; they expect that
ace. have much time. sometime within the next few hours the
If Zira is already with the party, he says in- Portal will open and theyll be jumping
In Hell stead, to her, Im told that something is hap- out into the palace theyre supposed to
pening; shell nod and reply, We havent sack.
Once the characters have gotten through the much time, and weve problems from two di- Second, and this is worse, something
last gate and are within the Hell district. de- rections. happened in the Quarry not long after
scribe their surroundings to them: Whichever statement is made, Ashgarth Skarda left. There was a quake and the
will lead the characters down this long, bottom of the mirror glass pit split wide
Ashgarth leads you up a broad street slightly meandering hallway quite a distance. open; there was churning water in the
which curves and wavers between two Tell them that the air grows stuffier; they pass gap. A lot of workers fell in and drowned.
doorways that open into crowded, smelly And then the water started to rise - not
lines of ill-built buildings. H e travels in
dwelling-chambers with defeated people just from that hole, but from all the wells
this direction the length of one building,
then turns right onto the first street and looking out. in the Quarry.
travels in that direction two buildings far- The hallway continues down 200 before
ther. Ashgarth pauses at a doorway. Me pulls a If the characters havent already been told
The streets are teeming with men and candle from the bracket on the wall, then about the way the water-wells function in this
women who are so skinny and spectral passes through the doorway into a chamber world, Ashgarth will lean over the table, in-
and downcast that they make Ashgarth filled with broken cots and garbagc. Pull the terrupt Zira briefly, and fill them in on why
look like a carousing barbarian warrior. drape over the door, hell tell one of the char- this is an unusual event. Then hell let Zira
They shuffle along, carrying blocks of acters. continue.
stone or scraps of paper or bushels of hay, When thats done, hell pull aside a clump
looking like an army of zombies.. . but not of broken cots and push on the wall behind The waters been rising for quite some
nearly so formidable as zombies. them; and that section of wall, actually a se- time now. A while back it filled up the en-
The buildings youre passing are all one cret door, grates open. Ashgarth will motion tire quarry and its risen above ground
story tall, made of the black onyx-like for the others to enter the small 10 by 10 level over there. The officials evacuated
stone youve seen. They are very long and room beyond, will enter behind them, and the quarry and sealed shut all four gates
look badly engineered, as if the architects close the door. into it. Since then the waters continued to
were drunk.. . or they used no architects. The room is furnished only with rickety rise - a foot, the last I heard. And its still
One of them you pass has collapsed, and a cots and chairs. The air is closc, hot and rising.
work crew of denizens is clearing the de- stuffy. Light comes from the candle brought The palace officials are going crazy, be-
bris away. Earthquake damage, says by Ashgarth. cause Skardas been missing all this time
Ashgarth. and the portals closed; they cant get the
T h e doors are drapes of ratty- Zira message to him. Word has spread in Hell
looking linen; nothing covers the win- and some of the workers are starting to get
dows, and through them you can see more If Zira isnt already with the party, shell be in panicky. If youre really planning to break
of the mahourished residents of Hell, the room, seated on the best of the chairs, and for it, this may be precisely the opportu-
tending house or weaving garments or will rise as the characters enter, giving them a nity youre looking for.
working on crafts ... As you pass them, raking and evaluative look.
their eyes follow you, filled with fear or Ashgarth says, Allow me to introduce Incidentally, Ziras character sheet is in the
barely-concealed loathing. Zira of Skardas Own elite guard - and my NPC appendix at the back of the module.
At the third building along this street, collaborator. Zira, may I present - and he
Ashgarth turns left into a buildings open will name off the characters one by one. The Truth to Ziras Story
doorway. You follow into a much darker These mighty heroes are helping us in our
hallway which has numerous doors right glorious quest for freedom. (Hell say that Whats happening here is simply explained.
and left. As soon as Ashgarth passes the regardless of whether the characters have Skarda has for years been meddling with a
first door on the left, a silhouette leans out agreed to such a thing; after all, he IS a fa- world that was the creation of a god. His
of that door and whispers something in his natic.) quarrying operations have somehow inter-
ear; Ashgarth nods and continues. Zira will nod at all the introductions, war- fered with the delicate magical/ecological bal-
ily shake hands if theyre offered, and then ance created by this worlds fabricator... and
(The hatred with which the denizens of Hell Ashgarth will say I hear that we have to act so the world has begun to shake itself apart.
look upon the player-characters presumes soon. Please enlighten us. The earthquakes are foreshadows of the great
And she will:

34
EPISODE FOUR: THE REBELS

quake to come, the one which will destroy the They start by sowing the seeds of panic in charging into the military encampment to
IV irror. The Create Water spells used to pro- Hell, spreading the rumor that the water will slay their oppressors.
vide water to the world have been thrown out rise up and drown them if they dont escape. STEP FOUR: Lead the Slaves to the Por-
of kilter; in the Quarry, the water is rising vis- Then, they demonstrate that soldiers can tals. As chaos ensues inside the military en-
ibly; its rising elsewhere, too., . impercepti- be defeated. They do this by attacking and campment, and soldiers and slaves beging to
bly. But the rate the water is rising will start to defeating a force of soldiers, then perhaps an- perish on one anothers weapons, the charac-
increase, and soon. other, until theyve convinced enough of the ters must open a gate leading into the Mirror
The world of Skardas Mirror is doomed... denizens of Hell to make a large, angry mob. Plain (and the Palace and Portal there). The
and if the characters havent realized this, Then, presuming that they have enough slaves overrun the encampment (with great
t k eyre sure to understand that something followers in their enraged mob, they take a losses) and then rush toward the companies
bad is happening. wall gate and let the mob through into the massed in front of the Portals.
Military Encampment to begin sacking it and Lets leave that line of thought at that
The Characters Plan slaying more soldiers. point, because what happens at the portals is
Lastly, they take the gates leading to the not likely to be just what they expected.
With Ziras news., Ashgarth will sit back, ela- Palace and the Portals, swarm out and en-
tion fighting with worry on his face, and ask gage all the soldiers there, then leave to the Other Types of Plans
tEe heroes: Well? What have you t o recom- real world through the Portal.
mend? Its almost time to strike, and I des- That sounds simple enough. The first The plan above is just one of the hundreds of
perately crave your advice. thing you do, then, is to break it down into its different types the characters can come up
In effect, although the characters may not component steps, evaluate them, and then with and implement. In each, your job as
rralize it, hes turning over leadership of the role-play them out. D M is the same: Break the plan down into its
rebellion to the characters - because hell STEP ONE: Begin to Incite Panic in Hell. component steps, evaluate each step on its
follow whatever consensus plan they come up How do the characters choose to do this? Do own merits, and then role-play that step.
with instead of any plan of his own. Its up to they walk down the street crying that the end To role-play the step, you set up the en-
the characters to figure out how to coordinate of the world is coming? Thatll only get the counters the characters must face and let the
this revolt and their own escape back to the guards called down upon them. If, however, characters at them. If the characters fight val-
real world. they use their brains - and the manpower iantly against the combat encounters youve
Using Ashgarth and Zira to ask the ques- they have available to them - they can cause set up, act quietly and efficiently in the stealth
tions and point out problems with ideas, let a lot of panic. All they have to do is have encounters you create, and speak convinc-
the characters figure out how theyre going to Ashgarth call in his hundred warriors and ingly with the NPCs they must persuade to
arrange this thing. have them run about, spreading the word aid them, you should reward them with suc-
By way of resources, they have: Ashgarth that the quarry is flooding and will drown cess. If they botch an encounter and cannot
and about one hundred fighters (first-level them all, that the army is massing to leave pull success out of a hat - well, see When
fighters, to be sure, hut theyre some use); them to drown.. . Independent witnesses, Things Go Wrong for ways to bring the ad-
Zira and her knowledye of the palace and the those who saw the rising waters and Ihe com- venture back on line.
password out of the hlirror; and themselves, panies forming up before the portals, will cor- It could be that the characters wont wish
plus Retameron and Halia; and more than roborate the story Panic will begin to spread. to use the tremendous manpower and diver-
three thousand slaves who, perhaps, can be STEP TWO: Demonstrate Successful Re- sion potential available in the slaves. This
csnnvinced to revolt - if they have reason volt. To do this, the characters really need to would be foolish, but if they feel that they
enough. find a force of soldiers, defeat them, give their have enough power to pull it off without help,
Allow the characters to come up with their weapons and armor to the awed onlookers, let them try.. . they could be right.
nwn plan and execute it. Ashgarth will give and do this again a couple of times. Theyre
tiem all the support he has, even unto turn- probably itching for another fight around More Earthquakes and Portents
ing over leadership of his rebels to them. Zira now, so theyll be all too willing to take on
will accompany the characters into danger, as these slimey soldiers. And the word will As they progress through their plan, give
if may be the on1.y way for her to get hack to spread - revolt is coming, the slaves are be- the characters more clues that disaster is in
the real world. ing aided by adventurers who cant be the offing.
Take the Characters plan; determine to stopped, the soldiers are dropping like flies. Another earthquake occurs: Buildings col-
your own satisfaction how likely each step of STEP THREE: Lead the Slaves into the lapse, walls collapse. Panic increases.
t h e plan is to succeed, based on its ownmer- Military Encampment. To do this, they have The water rises within the Quarry to suffic-
il-s; and then role-play or battle out each step to take and open one of the gatehouses. All it ient height that the wall between it and the
cfthe plan, so that its real success is based on takes is a thief s climbing ability or a magic- Farm collapses, allowing the water to begin
E ow the characters do. users Flight spell to get someone on iop of the flooding in there. Panic increases.
wall; the first hero up can tie off and drop a All the wells have begun rising and water is
Sample Plan line so that the others can climb up. At that running in rivulets from each one. Panic in-
point, some of the characters musf operate creases.
For example, heres one way the characters the massive cranks that open the gate while (All this is nice color for the characters
could plan to get out of Skardas Mirror and the rest fight off the guards trying to stop own steps toward getting out of the mirror
how youd resolve the plan. them.. . when the dust has cleared, the gates world.)
Their plan is this: will be open and the maddened slaves will be

35
EPISODE FOUR: THE REBELS

A4tthe Portals diers disappearing into the real world? Face


each character with enough opponents to
Qnce the characters have successfully gone slow him down and give him a bit of a chal-
through their steps and have gotten to within lenge; once those opponents have fallen, so
sight of the portals, its time to launch them has the line, and the heroes can continue.
into the climax of the story.
Whether its at the head of ,a charging Skardas Palace
army, or using. stealth or magic to creep up on
them, the characters will see that the portal No map for Skardas Palace is provided. If
platform has many men on it and many more the characters feel a need to get into the pal-
massed in front of it - three or four hundred. ace during the adventure, use any other pal-
.4nd, as the chxacters approach, the central ace map you have on hand, or adapt the map
Portal will brighten, revealing the real world of Stefan Karameikos Hunting Lodge pro-
- rather, an interior hallway of the local vided in this adventure.
rulers palace - and cavalrymen and infan- Some quick notes on Skardas Palace:
trymen from Skardas Mirror will begin Each entrance is guarded by six fighters -
plunging through to execute his grand plan. one officer, one NCO, and four soldiers.
If the characters are sneaking up on the Each entrance has a huge double door typi-
force at the portals, theyll still be able to get cally kept shut but unlocked.
among them, at the rear of the columns en- Twenty members of the Elite Guard and
tering the Portal. If the characters are at the twenty palace administrators are housed on
head of an armed force charging the Portal, the first floor.
about a third of the force assembled there will Skardas chambers are heavily patrolled by
form up to repel thr slaves while the rest go Elite Guardsmen. Additionally, except when
running and charging through the Portal; the hes in his own quarters, Skarda is accompa-
characters will have to break through the line nied by four of his elite guards at all times.
of defenders before they can get to the Portal Skardas own personal treasure room, one of
and through to the real world. the rooms of his suite, contains a good deal of
You can also punch up the panic and treasure:
drama of the moment by commencing the Two oversized chests - locked, and
greatest earthquake yet: The groulnd shakes, trapped, with poisoned needles (saving throw
characters not making saving throws vs. vs. death to sustain damage equal to half of
death are shaken off their feet (for no signifi- remaining hit points); each contains coins
cant damage), great cracks appear in the worth 15,000 gp in mixed silver, gold, and
Mirror Plain and water begins to gush from platinum. Twelve paintings by ancient mas-
them, huge hunks of mirror glass fall from the ters, scenes from legends, landscapes, por-
ceiling to crush soldiers and rebels, the wall traits of beautiful women (all well-known
between the farm and the Mirror Plain col- works, all of which have been stolen or
lapses and water from the farm begins rush- bought by an unknown collector years ago),
ing in. each worth an average of 2,000 gp but with
When the characters finally do Ret through an Encumbrance value of 200 cn. A variety of
to the real world, progress on to Episode weapons and armor taken from captured he-
Five. roes: Swords (5, various types), lances (2),
spears ( 3 ) , battle-axes (2), plate mail ( I ) ,
All These Encounters chain mail (2), shields (4), horse barding ( I ) ,
etc., all normal, of good worksmanship, ex-
All these encounters use the character types cept the plate is plate mail + 2 and one of the
given in the NPCs appendix: Elite Guards- swords is a two-handed sword +2, charm
men, plus Skardas Officers, NCOs, and Sol- person ability.
diers. But its quite likely, with the chaotic Epi-
When choosing what forces (of the above sode Five looming on the horizon, that the
types of soldiers) you want your heroes to characters will never make it into the pal-
face, simply decide what sort of fosrce theyre ace.. . and treasure wasnt the point of this
supposed to be ,attacking and what youd like adventure anyway.
to see happen.
Are they taking a guard-tower? Use mixed
forces possessing combined experience levels
equal to about two-thirds of the characters.
Is this the final charge against the line of
soldiers, as the characters watch the other sol-

36
EPISODE FIVE: ROYAL CHAOS
In .:his episode, the characters emerge back
into the real world and must defeat Skardas
mmter plan.

The Setting
As you know, Skardas master plan has his
troops overrunning the palace of Duke Stefan
Karameikos 111. Unfortunately for Skarda,
Duke Stefan was not at his palace - rather,
he was at his hunting lodge, a walled palace
some miles from Specularum. This is the
Dukes country estate, where his family occa-
sionally retreats from the city and where the
Duke does his hunting.
This is an aggravation for Skarda because
the Dukes family is not with him; he can get
the Duke but not the Duchess or their chil-
dren. Theyre next on the list. For now, his
tari;et is the Duke.
Skarda has, disguising himself as a beggar,
entered the three-story dwelling and has
drawn aside the curtain before the Mirror.
Hi:; troops are charging through to begin
their attack.
(If youre using your own game-world, use
the palace of the ruler of your campaign na-
tion.)
Take a look at the DMs M a p of the
Hunting Lodge of Duke Stefan Kara-
meikos 111. Skarda has, with his mundane
and magical abilities, made his way within it
- to Room 8, a good launching-point for his
invasion.

When the Characters Emerge


When the characters win their way through
the Mirror to reappear in the real world, they
will appear in Room 8, where Skarda holds
thr Mirror. The instant he sees them appear Let them: This is the climax of the adven- NCO; if there are ten or more, one will be an
hell realize that hes in serious jeopardy - ture. They may want to hunt Skarda down, Officer. Any group of the Dukes men will
he Teleports out before any of the characters to try to find the royal family and save them, consist of NCOs if there are six or more, one
can attack him. (If the players protest, tell to do any number of things. will be an Officer.
thrm that making the transition took all their The following map key and encounter de- If you wish, you can encourage the charac-
attention for the full round, and Teleporting scriptions are given to you in fast and loose ters to split up (Ashgarth, Retameron, Halia
was Skardas action for that same round.) style. No boxed descriptions of the roams are or Zira can shout that they should split up to
T h e soldiers ahead of the characters are given for you to read to the players; in most cover more ground in the search for Skarda).
charging forward, attacking the guards at the cases, they have barely enough time to get an Ifthey dont want to, fine. If they do, you can
front door, spilling out along the side corri- idea as to their surroundings before theyre have them scatter in all directions, and then
dors, running up the stairs, charging into the plunged into combat. No exact placements have each one confront his own personal
throne room; most of them are unaware that for enemy forces are given; set up the combat menace.
thcyve been followed, and continue charg- encounters to suit your characters abilities. Whatever happens, Retameron and Halia
in!;, spreading out all over the dwelling. The Alter the numbers of fighters in the encount- will split off from the group, an added induce-
rearmost will notice that somethings wrong ers to suit the circumstances. ment for the heroes to scatter to find their
- about one soldier per hero - and turn to All the fighters in the following text are own enemies and destinies.
attack; this will be an aggravating delay for taken from the statistics for Skardas soldiers,
the characters. Once this mass of soldiers is as given in the NPCs appendix. Any group of The Hunting Lodge
put down, though, the characters are free to Skardas men will consist of common sol-
a c as they please. diers; if there are five or more, one will be an The Dukes Hunting Lodge consists of one

37
EPISODE FIVE: ROYAL CHAOS

three-story summer palace, three outbuild- 5. Staircase Chamber sumed safety within the garden. If the char-
ings (one barracks for soldiers, one kennels acters never make it as far as the garden, then
building with quarters for dog-handlers, one This is an empty chamber with a staircase they stay safe. But if any characters do make
stable), and a large walled garden. The whole leading up. it that far, theyll see children running helter-
compound is walled, and the lodge can be skelter through the bushes and flower-beds,
used as a military retreat in times of trouble. 6. Chamber of Justice hotly pursued by crazed Skarda horsemen,
Here are the rooms of the palace, the other while one ineffectual cleric runs about trying
areas of the compound, and the encounters In this chamber, trials are held - its a to stop them. There is one horseman per
which can occur therein: smaller copy of a similar chamber in the pal- character, and (naturally) the children will all
ace in Specularum. A court martial of one of perish if the characters dont rescue them.
1. List Yard the Dukes officers was being conducted here
and has been interrupted by the attack. A fu- 11. Soldiers and Beasts
This is a well-kept lawn, now strewn with the rious battle is being waged here between ten
bodies of the guardsmen who stood before the of the Dukes men and fifteen of Skardas. These three buildings house the soldiers who
doors to the building. Skardas minions are The room has benches with plrnty of seat- defend the hunting lodge and the animals
pouring out of the doors and into this yard, ing, two tables for the prosecutor and defend- used in the Dukes hunts. The interiors of
separating and running every which way. ant, the judges dias and desk, doors into the these buildings are not shown, but each is a
Characters charging out into this area will see judges chamber (upper left), deliberation large single room with furnishings and parti-
the last group of Skardas men, a batch of or- room (upper right), and holding rooms (right tions appropriate to its function.
dinary soldiers, two per character, running wall). (a) is the stable; inside are sheltered 16
off toward 11; they may have one free attack horses.
on these soldiers if they wish to surprise them. 7. Administrative Offices (b) is the kennels; inside are kept about 35
Characters rushing out here will be able to good bloodhounds, and the eastern third of
hear and see one of Skardas soldiers leaning These are offices used by the Dukes adminis- the building is given over to small rooms for
out from the center window at 14: H e shouts trative underlings. Each has desks, chairs, five dog-handlers.
down to them, mistaking them for allies, papers, etc., but currently contains no trea- (c) is the garrisons barracks; the building
Hey, mates, weve got the Duke trapped up sure and no persons. generally houses forty soldiers.
here! In the open area between these three build-
To his right, from the windows at 18, is em- 8 . Nooks ings, a fight is going on between ten of Skar-
erging cries for help in a female voice; to his das men (cavalrymen, still mounted), five
left, from the windows at 15, comes the sound These broad areas are for palace visitors to soldiers, and the five dog-handlers; about fif-
of furious swordplay. stand around in, conspire, and swap gossip. teen of the bloodhounds are running in all di-
It is from the western of the two that Skarda rections through the melee, barking like mad
2. Antechamber launched his invasion. If any characters are but doing their masters very little good.
still here when the soldier from (1 .) makes his
This chamber is empty except for the bodies announcement about the Duke, they will 12. Guard Towers and Walls
of two of the Dukes soldiers and three of hear it from both staircases.
Skardas men. If the characters, are in here Each guard tower is manned by three of the
when the soldier above makes his announce- 9. Dining Hall Dukes men; in each tower, two of the men
ment, theyll hear his voice from the stair- have come down the stairs to join in the fight,
wells. The female screaming comes from the This is a hall which seats about 75; the tables while the third remains unhappily on duty.
east stairwell, the sound of combat from the are shown on the map. Duke Stefan normally This compound has a lot more wall than it
west. sits at the table on the north wall. (a) is the does protectors, and is not really intended to
storeroom for food, (b) the kitchen, (c) a ser- withstand a seige unless a larger body of
3. Waiting Room vants stairwell which leads to the third floor troops is encamped within the walls.
(no opening on the second floor), and (d) is a
This is the waiting room for the throne cham- utilities closet. 13. Gatehouse
ber; it is empty. There is a fight going on in the main hall,
between six men garbed as hunters (mostly The gates are closed.
4. Throne Room overweight, aging warrior-lords who are
friends of the Dukes) and ten of Skardas 14. Second Floor Open Area
This is the throne chamber used by the Duke; men.
it contains two stone thrones and tapestries It is from this area that the soldier mentioned
on the wall. The tapestry on the north wall 10. Walled Garden in (1.) made his announcement. This area
has been pulled down to reveal a doorway leads into Rooms 15, 16, and 18, has two
leading to 5. There are bodies in this room: The walls are brick and 10 high. The garden flights of stairs down and three windows over-
Two of the Dukes soldiers and six of Skardas is beautifully laid out with flower beds and looking the list yard.
men. Four of the bodies of Skardas men lie bushes, roses especially.
immediately before the throne. An aging cleric (first-level) has led some of
the children of the palace servants to pre-

38
EPISODE FIVE: ROYAL CHAOS

15. Ballroom 21. The Dukes Chambers should notice a decided swing of odds in the
favor of the defenders. Eventually, you can
This chamber is used for dances and other These are the dukes personal chambers. (a) contrive to bring most or all of the characters
entertainment. A raised dais on the north is his bedroom/dressing room, (b) a living back together. And, eventually, Retameron
wsll holds two thrones; the walls are flanked room, (c) nothing more than a long, broad and Halia, having been about in battles of
wi &hcolumns hallway leading toward the staircase room their own, rejoin the characters.
Right now, in the center of this room, one (but decorated with nice paintings of the Over the tumult of battle, Halia will shout
noble warrior is hard-pressed against six at- Dukes deeds, nonetheless; (d) houses the to the player-characters: I had word from a
tackers. The defender is a tall, burly, middle- staircase leading down to (17) and (5). captain of the palace guard here. Someone
aged man wearing expensive clothes and saw Skarda outside the compound, with the
beiring a distinctive shock of red hair: It can 22. Royal Chambers Mirror in his hands. H e drew the cloth aside
be no one but Duke Stefan. He has lost 14 hp and suddenly he was surrounded by a lot of
from the hit points described for him in the These chambers are used for other members ill-armored and poorly-armed men and
2 s appendix (half of that damage is sub- of the Dukes immediate family and his clos- women - the denizens of Hell, I expect.
dual damage - some of his attackers are est friends when they are quartered at the Skarda used a wand which scattered his at-
striking to subdue, some to kill) and hell be hunting lodge. Each suite consists of one bed- tackers before him, then turned into a bird
in serious jeopardy soon if hes not rescued. room and dressing room. and flew back into the compound. Im sure
hes around here somewhere.. .
16. Dukes Office 23. Servants Quarters
The Last of Skarda
This room, and the smaller office immedi- Each of these miniscule rooms is a bedchamber
ately west of it, are offices used by the Duke for one or two of the servants of the palace. And so he is. When youve gotten most or all
when writing letters or conducting business Right now, most of these servants are either of the characters back together, theyre going
informally. They contain desks, chairs, writ- downstairs, being menaced, or hiding beneath to be confronted by Skarda and several of his
ing implements, but right now contain no their beds. Four of Skardas soldiers are glee- minions.
persons. fully searching this block of rooms, looking for If the characters are travelling about, theyll
attractive young women to capture. (a) is the turn a corner and there hell be. If theyre re-
17. Den servants staircase, leading down to (9c); (b) is maining stationary, hell round the corner some
the considerably larger chamber of the head- distance away and confront the characters. (In
It is to this room the Duke retires to relax mistress of the lodge servants. either case, its best if you can set up the con-
from his office duties; it contains comfortable frontation for some large open area - the list
furniture. Climax of the Adventure yard, the ballroom, the roof, etc.)
Whichever way it comes about, Skarda is
18. Administrative Offices Whichever way the characters choose to work first noticed when hes 50 away. Hes trem-
through these situations, give them every op- bling with rage, his face is nearly purple with
These chambers are used whenever the Dukes portunity to rescue the Duke, his soldiers and his anger, and he no longer resembles a favor-
court winters at the hunting lodge; his premier his servants from various dooms. (Recogni- ite uncle. Hes accompanied by several of his
administrators for Specillarum set up their of- tion from the crown is one of the intangible elite guardsmen.
fices in these chambers for the winter. rewards adventurers like best, particularly Youll have to decide how many there are
Right now, in the southernmost chamber while theyre at Expert levels of experience.) based on what sort of shape the characters are
(the one with the windows), two of Skardas While all this is going on, play up the chaos in. The characters should be faced with about
officers have trapped three servants; they are of whats happening in the compound. The as many experience levels as they have, total;
busy chasing the two male servants around, characters will see Skardas soldiers attacking in other words, if the party includes one 5th-
swinging at them with swords, while the fe- everywhere.. . the compound defendcrs, ill- level one 6th-level, three 7th-leve1, and one
male servant, not being attacked, calls for armed and ill-armored, resisting them might- 8th-level characters, that party has 40 (com-
help and occasionally tries to bring a chair ily.. . non-combatants fleeing in all bined) experience levels and should be faced
down on the soldiers heads. directions.. . Skardas horsemen galloping with no more than about 40. (In this exam-
across the list and along hallways, narrowly ple, Skarda has 11, leaving 29 for his min-
19. Open Area ducking beams and chandeliers (sometimes ions; since theyre all 4th-level, there should
not ducking them). . . soldiers throwing be seven or eight of them.)
This area is the third-story equivalent of (14). torches onto upper floors of the buildings. If the characters have been badly damaged
Wherever the player-characters are not, in the fighting so far (which is likely, consider-
20. Guest Quarters the battle goes in the favor of the soldiers. ing that its all theyve been doing for the last
Wherever the player-characters show up, day or so), decrease the number of opponents
These rooms are used to house guests visiting they swing the balance in the favor of the de- to make matters more equal; alternatively,
the hunting lodge. If the characters survive fenders. Let the characters go through a you can reinforce the characters side with
this encounter, theyll be quartered here. couple of encounters before they realize the NPCs (and not balance them with an equiva-
Each room is finely furnished with one large good theyre doing: The more people they lent number of experience levels of bad guys);
bed, fireplace, tables, chairs, etc. but there is rescue, the more people can go to rescue likely prospects include the rescued ruler,
negligible treasure to be found. other defenders. Eventually, the characters Zira, Ashgarth, etc.

39
EPISODE FIVE: ROYAL CHAOS

For Skarda, use his Character sheet from doors, treasures, crops, weapons, armor, and grandly feasted in the great hall of the Dukes
the Non-Player Characters appendix. Mark even forms of the dead sprawls across several lodge All the player-characters (still living)
off his Fire Ball, Teleports, Polymorph Self, ACRES.) No object appears within another will be there, as well as Retameron and Ha-
and Polymorph Others spells, and one charge object, as can happen with Teleportation. lia, Ashgarth and Zira (assuming they didnt
from his Wand of Fear - hes used all these Most of the denizens who appear immedi- perish the previous day), and the collected
in the battle so far. For the elite guardsmen, ately shade their eyes to look up at the sun court nobles.
use their sheet from the NPCs appendix. and look about in amazement and glee. Some Role-play the event up as much as you can:
Skarda addresses the characters: sporadic fighting is still going on, as denizens The court nobles will variously be amazed at
of the Mirror pull down the last of the soldiers the characters story, incredulous of it, irritated
Oh, the gods smile upon me. You simple- from within the Mirror.. . but its obvious that that they werent the ones to rescue the Duke,
tons have done me a great hurt - and so I this battle is over. appreciative of the heroes valor, suspicious of
must slay you all. I may not realize my the heroes true motives.. . bards will sing and,
plan this time, but 111 have the satisfac- Repercussions for the interest of the nobles, the characters
tion of seeing you dead! story (somewhat edited down and prettied up)
The guard collects prisoners. The captain of will be told by a court bard ... and, toward the
Whereupon his men scatter to attack, and he the guard will approach the characters and end of the feast, the herald will stand and sum-
begins preparing his spells, and the charac- tell them that a servant will conduct them to mon the player-characters (by name) to come
ters are propelled into their climactic battle. quarters where they may bathe, rest, see up and stand before the Duke.
Make it a big, splashy one. If you have to healers, etc. When they have assembled before him, the
fudge matters to keep Skarda alive for awhile If they feel a driving need to run out and Duke will rise, hold up his goblet as for a
- for instance, letting him automatically scoop up treasures lying around, theyll have toast, and address the characters:
make his Saving Throws so that hes not im- some trouble in the doing. After the charac- ~

mediately annihilated - do so: The charac- ters made it into the real world, the denizens M*y friends, through your remarkable
ters are expecting an epic battle. of Hell overran the palace, slaying the guards bravery, and tenacity, and skill with steel
Ultimately, inevitably, Skarda will be there and sacking it of all remaining trea- and the arts of magic, you have preserved
killed; it could be that hell drag some of the sures; the characters would have to take all my life, the lives of my family, my rule and
characters to death with him. When he dies, the gold pieces and items of treasure from the my name. I drink to you.
assuming the tide of battle has turned against rebels who have them now. They can - but
them, the surviving elite guardsmen will sur- itll do harm to their reputations later. Each H e does, as do the assembled nobles of the
render. of the denizens who has some of the treasure court. H e continues:
Elsewhere in the compound, the invaders from Skardas chambers has ldlO pieces of
have been defeated; the compound guard has gold. There is a very minimal chance (a roll
I also find myself in your debt. To each of
amassed numerous prisoners, and the dead lie of 2 on 2d6) that the characters would find
you I owe a gift, a debt of honor. Name me
everywhere. A bucket brigade struggles to any of the magical treasure scattered among
your desire now, and if it is within my
dowse the fire raging in one part of the building. members of that mob.
power I will grant it. If you choose to wait,
Once the characters accompany the servant
The characters will doubtless wish to find the bring me your wish any time - bring it
Mirror and see whats occurring with it. Well, back to their quarters (Rooms 20 within the
before my family a hundred years from
theres a mass of people - compound folk - building) soldiers belonging to the Duke will be-
now and my great-great-grandchild will
congregated the south wall, gesticulating and gin to erect a bivouack on open ground for the
honor it, for such is the honor of my clan.
talking loudly horde of people which emerged from the broken
When the characters get to the top of the Mirror.. . and, at the Dukes order, they collect
Then, in turn, hell name each of the characters
wall, theyll spot thr Mirror. Its lying on the the remaining gold and other treasures from
and ask what the character will have of him.
ground about forty yards south of the gate- these folks, that they might have money to buy
house. There are people near it, mostly in- them food and to send them back to their coun-
Guidelines for the Gifts
firm former denizens of the Mirror, crawling tries and cities of origin.
away from it - crawling because the ground After the characters bathe, rest, and are at-
The ruler is no immortal granting wishes -
around them is shaking. And then, with a tended to, palace officials will interview them
hes a mortal ruler operating on the financial
mighty cracking noise, the earth will rock; all individually to learn the story of Skardas
limits of his nation. But hell be delighted to
characters must make a Saving Throw vs. Mirror. The characters will be fed in their
grant each character what he may, on the or-
Death or be thrown off their feet (which will rooms (by servants) and given fresh clothes;
der of 10,000 gp value per character.
do no damage to them); and those who re- their weapons, if they wish it, will be cleaned
If a character asks for riches, hell be
main on their feet see a remarkable sight: and sharpened. The servants will answer any
brought a chest with gold, silver, gems and
The Mirror cracks and shards of glass go questions posed to them by the characters,
jewelry, all adding up to about 10,000 gp.
flying in all directions. And, instantaneously, and the palace seneschal will inform them
If he asks for magical arms and armor, hell
all things that were in the Mirror - except that there is to be a great feast on the morrow
be given magical arms and armor with a col-
the stone and water that belonged in the Mir- to celebrate their victory over Skarda.
lective bonus of no more than + 2 (for in-
ror - appear on the patch of ground around stance, chainmail + 1 and a sword + 1, or a
the Mirror. (Yes, the collected mass of deni- Rewards sword +2); hell award magical treasures
zens, soldiers, horses, trappings, wooden confiscated from Skardas goods first, natu-
T h e next day, the characters are indeed

40
EPISODE FIVE: ROYAL CHAOS

rally, before dipping into his own collection. back to their seats and the feast will continue The Denizens of Skardas Mirror
If a character asks for something modest, to its conclusion.
he will be as lavish as possible in the awarding The next morning, the characters gifts If the characters are curious as to what hap-
of that prize. If the character asks for, say, a will be delivered (those that can be assembled pens to the poor souls who emerged from
horse (value far less than 10,000 gp), they will in the course of one night), the characters will Skardas Mirror, theyll hear that the Duke
reward him with a well-bred warhorse com- find all their gear mended or replaced with did indeed use Skardas gold to import food
plete with barding and his own groom (a new new gear; theyll be gifted with ponies and to keep them alive and, over the course of sev-
retainer) to work for the character. (The saddles (riding horse plus saddle and bridle, eral months, shipped and sent them all back
groom will be an indentured servant who 100 gp worth total), and the seneschal will bid to their various homes.
must work for the character for seven years them good luck on their future adventures.
with no more pay than room and board; he Their story here is over. New Friends
has his own horse, gear and equipment, cour- And, yes, if they really wish to return to
tesy of the ruler.) Verge to collect it, Teranon will give them the Finally, the characters do have new friends in
If the character wishes to defer his favor reward he promised, even if it is much less than the forms of Retameron, Halia, Ashgarth,
until later, the ruler will have his scribe mark that they earned at the palace of the ruler. Zira, Andrya, Kraigg - you can use them in
thse characters name down in a book of debts later adventures as friendly encounters, NPC
scs that he will not be forgotten. Skardas Treasure allies, etc.
If a character blatantly asks for something And, if you wish to, even game-years later,
which the Duke cannot or should not provide If the characters expected Skarda to have you can remind characters of this adventure
(a wish, a million pieces of gold, a book to in- been sitting on some vast mound of treasure, - and the continuing good reputation they
crease attributes or experience levels, the you can set them straight: Except for the have from it - by this means: Have a vil-
hand of his daughter in marriage, etc.), he goods found in his personal treasure room, lager, or nobleman, or craftsman befriend the
will answer that he would be ill-serving his most of the treasure he stole over twenty characters (by sheltering them for the night,
pcople to bestow such a reward. Hell not years went into payment for his soldirrs, pur- helping them with a quest, etc.) and then ex-
take offense. _.but hell remember the char- chase and upkeep of weapons, armor, and plain, You probably do not remember me,
acter as being one who asks too much. Hell steeds, bribes to acquire maps of the palaces for I looked very different then, but you res-
still owe the debt to the character and meet it of the great royal houses of the continent, etc. cued me from Skardas Mirror.
as he may There never was any gigantic treasure in
Once the debts are all met or temporarily Skardas possession.
sct aside. the Duke will motion the characters

41
APPENDICES

NON-PLAYER CHARACTERS Weapons: Dagger normal for a slave in Hell: Ratted breeches
Armor: None and tunic stitched from third-rate linen, sel-
ALKIN (SERGEANT) Magical Items: None dom washed and pockmarked with holes and
2nd-Level Fighter (Warrior) Other Equipment: Spell Book tears.
Neutral Spells: First Level - Sleep
S 12 HP 12(9) Combat Notes: M V 120 (40); #AT 1 dag- History: Ashgarth was the son of a towns-
I 13 AC 4 ger; D 1-4; Save M1; M L 8; AL L, man of the village of Lumm, a small commu-
W 10 nity a few miles northeast of Kelven. The
D 13 Appearance and Dress: Andrya is 55 and whole community was kidnapped by Skarda
co 10 125 lbs, brunette, with brown eyes. She is 19. 19 years ago, and he has grown up in Hell.
Ch 11 In general, she wears simple robes - espe- Understandably, over the years he devel-
cially blues, from sky-blue to deep royal blues oped a great hatred for Skarda and his men
Bonuses and Penalties: + 1 to languages
- and wears the apprenticeship badge of her and eventually began organizing a rebel un-
known; + 1 to missile fire rolls; - 1 to AC
Magicians Guild status upon them. derground, which he currently serves as
Weapons: Battle-Axe, Dagger
leader. For years, he and a few other slaves
Armor: Chainmail
History: Andrya is the daughter of a Specu- have operated a food pipeline to smuggle
Magical Items: None
larum wheelwright. As a child, she demon- extra food to a few dozen men and women -
Other Equipment: Camping Gear & Tent
strated high intelligence and an aptitude for enough to give them almost normal stats and
Combat Notes: M V 90 (30); #AT 1 battle-
magic, and so nine years ago was routinely fighting strength. Theyve also been stealing
axe; D 1-8; Save F2; M L 9; A L N
apprenticed into the Magicians Guild of tools and implements to use as weapons,
Specularum. Five years ago, she was as- some of them dying in the process.
Appearance and Dress: Sergeant Alkin
signed to Halia, her official mentor.
stands 510 tall anti weighs 165 pounds; he
Personality: Ashgarth lives only to free the
has brown hair and mustache and brown
Personality: Ordinarily of sunny disposi- denizens of Hell and to avenge himself upon
eyes. H e is 29.
tion, when first encountered by the player- Skarda. Its all he talks about and all he
H e dresses in the standard brown uniform
characters she is still recovering from the thinks about, and every decision he makes
issued to all of Rrtamerons soldiers and
shock of seeing her friend Sera killed by the will be in light of how it can aid him and harm
wears his sergeants insignia on both soldiers
Mirror Fiend. She is also down 1 hp from Skarda.
and his helmet.
tumbling down part of a flight of steps while
trying to help Kraigg to safety, though not a HALIA
History: Alkin is a competent but not ex-
fighter by tempvrament. 7th-Level Magic-User (Sorceress)
rceptional officer in Retamerons service. Son
Lawful
and grandson of a soldier, he spent five years
ASHGARTH S 8 HP 26
in the Specularum city guard. Unable to rise
1st-Level Fighter (Veteran) I 18 AC 9
3bove the rank of common soldier in the city
Lawful W 13
guard, he applied to Retameron and was
S 10 HP 5 D 11
hired on by the hero four years ago.
I 17 AC 8 (6) co 13
W 13 Ch 15
Personality: H e is a professional soldier,
D 15
meaning that his loyalty is only rented by his Bonuses and Penalties: + 3 to languages
co 9
employers gold; however, he is very ethical known; + 1 to saving throws vs. magic; + 1
Ch 15
m d would not betray an employer for a hp per level; + 1 on reaction rolls
nribe. Bonuses and Penalties: + 2 to languages Weapons: Daggers (2, one on belt and one
At the adventures beginning, it is possible known; + 1 to saving throws vs. magic; + 1 to concealed)
that he is charmed by Skarda, as di5cussed in missile fire rolls; - 1 to AC; + 1 to reaction rolls Armor: None
Episode One. Weapons: Harvesting Sickle (1-6) Magical Items: wand ofcold (18 charges re-
Armor: Usually none; otherwise heavy linen maining), ring o f telekinesis
ANDRYA (works like Leather) Other Equipment: Standard Adventuring
1st-Level Magic-User (Medium) Magical Items: None Gear, Spell Rooks
Lawful Other Equipment: Usually none; otherwise Combat Notes: M V 120 (40); #AT 1 daggcr,
S 8 HP 4 i(3) linen cord (50 rope) or magic; D 1-4, or magic; Save M7; M L 10;
I 16 AC 8 Combat Notes: M V 120 (40); #AT 1 sickle; AL L
w 13 D 1-6; Save F1; M L 12; AL 1, Spclls Normally Carried:
D 15 First Level -
Co 10 Appearance and Dress: Ashgarth is 511 Charm Person
Ch 14 and 145 pounds; he has thin red hair and blue Magic Missile
eyes, and wears mustache and heard. H e is Ventriloquism
Bonuses and Penalties: - 1 to hit and damage
25 but looks to he in his late 30s. Second Level -
rolls; + 2 to languages known; + 1 to saving
H e is, as you can see from his vital statis- 1,ocate Object
throws vs. magic; + 1 to missile fire rolls; - 1
tics, very skinny. He dresses in the clothes Phantasmal Force
to AC; + 1 to reaction rolls

42
APPENDICES

Third Level - Note: When first encountered by the player- Duke is cool in situations ranging from soci-
Fly characters, she will be bereft of all her equip- ety affairs to military actions to personal be-
Lightning Bolt ment, and will have used her magic missile trayal. H e shows more than faint emotion
Fourth Level - and lighting bolt spells (in the slayiny of the only to members of his family and his closest
Charm Monster first mirror fiend). friends. His speech is gruff, his opinions can-
Spells In Her Spell Books: did and uncompromising.
First Level - KARAMEIKOS
Charm Person (DUKE STEFAN KARAMEIKOS 111) KOGRIN
Detect Magic 15th-Level Fighter (Lord) 6th-Level Fighter (Myrmidon)
Light Lawful Chaotic
Magic Missile S 16 HP 80 (66) S 18 HP 46
Read Magic I 13 AC 3 I 5 AC 8
Sleep W 15 W 10
Ventriloquism D 16 D 12
Second Level - co 14 Co 18
Detect Evil Ch 17 Ch 6
Knock
Locate Object Bonuses and Penalties: + 2 to hit and damage Bonuses and Penalties: + 3 to hit and damage
rolls; + 1 to languages known; + 1 to saving rolls; illiterate; + 3 hp per level; - 1 reaction
Phantasmal Force
Wizard Lock rolls vs. magic; + 2 to missile fire rolls; - 2 to Weapons: Two-Handed Sword
AC; + 1 hp per level; + 1 to reaction rolls. Armor: Leather
Third Level -
Dispel Magic Weapons: Sword + 2 Magical Items: None
Armor: Shield + 2 Other Equipment: Tongs, chains, pokers,
Fly Magical Items: Ring ofProtection + 1
Lightning Bolt whips, and other implements of torture
Other Equipment: None Combat Notes: M V 120 (40); #AT 1 sword;
Protection from Normal
Missiles Combat Notes: M V 120 (40); #AT 1 sword; D 1-10 ( + 3 ) ; Save F6; M L 12; AL C
D 1-8 ( + 2 ) ; Save F11; M L 12; A L L
Fourth Level -
Charm Monster Appearance and Dress: Kogrin stands 66
Appearance and Dress: Duke Stefan Kara- tall and 250 pounds, with a scruffy knot of red
Polymorph Self
meikos 111 is of middle age. H e is of average hair atop his head and beady black eyes sunk
height but burly. His hair, beard, and mus- deep in his face. His age is impossible to de-
Appearance and Dress: Halia is 517 and
tache are a fiery red, flecked with gray; his termine (his species nearly so).
135 pounds. Her hair is red, worn long and
eyes are sea-blue. H e wears heavy clothes and boots, plus a
usually braided; her eyes are blue. She is 26.
When interrupted by Skardas attack, the leather jerkin and leather vambraces studded
She usually wears robes - the materials
Duke was in his throne room attending to with spikes (which do 1-3 points of damage if
varying with the circumstances (silk for soci-
business and so was not dressed for combat; he strikes someone with them).
ety affairs, linen for home life, heavy linen
he wears formal white robes of state over his
with woolen cloaks for traveling) - often in
grrzen hues; she wears her rank mark for the
riding gear. H e was able to grab up thc sword History: Kogrin, awaiting execution in
and shield of one of his personal guards be- Specularum for a series of brutal murders,
local Magicians Guild on a golden brooch.
fore being set upon. was rescued five years ago by Skarda, who
admired his bestial nature. Skarda put Ko-
History: Third daughter (and eighth child)
History: The Dukes history is too long and grin in charge of interrogation and disposals
of a noble family, and distantly related to
involved to detail here. Briefly, he is a noble- in his dungeon - in other words, appointed
Duke Stefan, Halia ran away from home to
man originally of the empire of Thyatis. A him chief torturer and executioner.
take up the adventuring life rather than be
distinguished military commander and ad-
traded awav in a marriage of convenience.
venturer by the age of 20, he was offered a ba- Personality: His disposition is unpleasant,
O w r the last eight years, she has adventured
ronial title if he settled in and developed the his smell more so; he enjoys his work (takes a
all over the continent, always returning to the
unclaimed wilderness west of Thyatis. childlike glee in it, as a matter of fact); he is
city of her birth, Specularum. Gradually, she
Stefan Karameikos 111 built himself a sea- despised by every living thing in the Mirror
centered her adventuring around the city, be-
coast town, a village which he named Specu- except for Skarda.
came an important figure in the Magicians
larum, and began settling his followers all
Giiild of Specularum, married her co-
through the region. Eventually the region be- KRAIGG
adventurer Retameron, and moved to his
came the Barony of Karameikos, then the 1st-Level Fighter (Veteran)
home, the small village of Verge, near
County, and finally the Duchy. Now, 30 years Lawful
Threshold.
after the initial landfall, the Duchy is flour- S 17 HP 10 (1)
ishing, and the Duke is a powerful and well- I 12 AC 3
Personality: Halia is rather temperamen-
liked ruler, the father of strong heirs. W 10
tal, not one to take a hack seat to other adven-
D 13
tu--ers, her husband included. Her hobbies,
Personality: In spite of myths saying that CO 16
other than adventuring with Retameron, in-
red hair accompanies temperament, the Ch 13
clude research into magic and old leyends.

43
APPENDICES

Bonuses and Penalties: + 2 to hit and damage rally wide head, so that when opened it does tacks
rolls; + 1 to missile tire rolls; - 1 to AC; + 2 indeed resemble the kind of iron traps used to If a mirror fiend is within a mirror when it
hp per level; + 1 to reaction rolls catch large game. is broken, it takes ld6 damage and is auto-
Weapons: Sword, Bow The mirror fiend has numerous special matically teleported to the nearest mirror. If
Armor: Chain and Shield abilities: there is no mirror within 60, it will instead
Magical Items: None It can teleport into a mirror and exist perish.
Other Equipment: None there, either invisible or as a reflection visible A detect evil spell will make the mirror
Combat Notes: M V 90 (30); #AT 1 sword; to those viewing the mirror. It can only tele- fiend glow; if the fiend is within a mirror, it
D 1-8; Save F1, M L 8 ; AL L port into the mirror closest to it. will make the mirror glow. If the fiend is in
While in a mirror, the mirror fiend can see another mirror, but looking through a mirror
Appearance and Dress: Kraigy is a big, out of all other mirrors within a 60 radius. within range of the spell, that mirror will
strapping young man - 61 and 1901bs. H e This is rather like viewing a bank of closed- glow - very faintly. If detect invisible is cast,
has blonde hair, mustache, and beard, and circuit television sets, from its perspective. and the mirror fiend is invisible within a mir-
brown eyes. H e is 18. When action begins occurring in one mirror, ror, it will cause that mirror to glow.
H e usually dresses in standard traveling it tends to ignore the rest. Only one mirror fiend can appear at a
clothes - tunic, breeches, boot and belt - When invisible, it is helpless; it can do time. Once it is killed, another can appear
and, of course wears his armor whenever nothing but become visible and see out of from Skardas Mirror. Only two may appear
action is in the offine;. mirrors within its 60 radius. each day.
When visible, it can turn invisible, teleport The mirror fiend is a guardian-creature
History: Kraigg, raised in Threshold, son out of the mirror, or teleport to any other mirror whose home is the nebulous portal area be-
of an old adventuring friend of P.etameron, within 60 (when its already within .I mirror it tween this world and the world of Skardas
came to Verge and the tower when he was 16, is not limited to teleportinginto the nitarest mir- Mirror. It cannot be drawn INTO Skardas
in hopes of being trained by the famous hero. ror). It can also choose whether it is in front of Mirror; it can only exist in the real world, or
Retameron accepted him, and since then or behind other reflections within the mirror; be drawn into its home area. The nature of its
Kraigg has been a Follower of Lord Reta- for instance, if the mirror is reflecting a bed- existence in that place is unknown.
meron room, the mirror fiend could effectively hide be- Though Chaotic of alignment, the mirror
hind a chair, sit on the chair, lie 011 the bed, fiend obeys the owner of the Mirror without
Personality: Kraigg is a brave young man stand behind a characters reflection, stand in hesitation. For the last two decades, of
and devoted to lhis patrons; if encountered by front of the characters reflection, etc. It CAN- course, the owner has been Skarda.
the player-characters, hell be all too anxious N O T interfere with or alter the other reflections
to accompany them on their quest. in any way, however. REBEL FIGHTERS
However, in the battle against the first When teleporting into mirrors or between AC 7; H D 1; hp 4; M V 120 (40); #AT 1
Mirror Fiend, Kraigg was injured to within mirrors, the fiend can appear at any altitude (short sword, sickle, pick, pitchfork, etc.); D
a n inch of his life - that is, 1 hp. H e (where there is a mirror); it can teleport itself 1-6; Save F1; M L 10; AL N
shouldnt be allowed to accompany the he- only. For purposes of determininy botched These men and women are the denizens of
roes to a county fair for fear that a cat-scratch teleportation chances, the mirror fiend is pre- Hell who have been smuggling food and
might kill him. sumed to have Exact knowledge of all mirrors weapons lo these many years in preparation
At the adventures beginning, Kraigg is within its 60 radius. for another attempt at revolution. Theyre in
staying in the small Threshold property of Only mirrors one square foot or greater in much better shape than the average denizen
Teranon. area can be used for all these functions. It of Hell, and all have some sort of weapon (as
cannot teleport into or between smaller mir- described above) and a heavy linen cuirass
MIRROR FIEND rors; it cannot see out of smaller mirrors. (equal to leather armor).
Monster The mirror fiend is fond of surprise at-
Armor Class: 3 tacks. Its favorite tactic is to wait inside a mir- RETAMERON
Hit Dice: 9 ror, either invisibly or behind the rrflection of 9th Level Fiqhter (Lord)
Move: 120 (40) and Special* a piece of furniture. When its victim enters Lawful
Attacks: 1 bite the area and looks at the mirror, thi: fiend ap- S 18 HP 53 (30)
Damage: 3-18 pears - it prefers to leap from behind the fur- I 13 AC 0
No. Appearing: 1 niture to stand behind the characters W 11
Save As: Fighter: 9 reflection, or to appear from i n v i d d i t y be- D 16
Morale: 12 hind the characters reflection. co 13
Treasure Type: Nil Under these circumstances, the characters Ch 12
Alignment: Chaotic usual reaction is to turn around to confront Bonuses and Penalties: + 3 to hit and damage
X P Value: 2.300 the creature he imagines to be standing be- rolls; + 2 to missile fire rolls; - 2 to AC; + 1
hind him. At this point, the fiend teleports hp per level
The average mirror fiend stands about 6 feet out of the Mirror and bites the character in Weapons: Sword +2, Dagger, Bow with 20
tall. Its body structure and facial features su- the back. arrows
perficially resemble those of a baboon; but it Like thieves, mirror fiends get a + 4 bonus Armor: Plate and Shield
is covered with a dense coat of night-black when attacking from behind. Unlike thieves, Magical Items: Girdle o f Giant Strength
fur, and its mouth stretches across its unnatu- they do not get extra damage from these at-

44
APPENDICES

Other Equipment: None Bonuses and Penalties: + 3 on languages Fourth Level -


Combat Notes: h4V 90 (30); #AT 1 sword; known; + 1 on saving throws vs. magic; + 2 Charm Monster
D 1-8 ( + 3 ) ; Save F9; M L 11; AL I, on missile fire rolls; - 2 on AC; + 1 on reac- Polymorph Others
tion rolls Polymorph Self
Appearance and Dress: Retameron stands Weapons: Dagger + 2 Remove Curse
6 tall and weighs 190 pounds. Hiis hair is Armor: None Wizard Eye
hsown: worn short, with mustache and Magical Items: Crystal hall with clairaudi- Fifth Level -
brard; his eyes are dark brown. H e is 31, ence; ring ofprotection + 1; wand o f fear (12 Cloudkill
In order to be sr.ylish - and to draw to him charges remaining), Skardas Mirror Hold Monster
the attention of enemies while his allies set up Other Equipment: Spell Books Teleport
their own defenses - Retameron long ago Combat Notes: M V 120 (40); #AT 1 dagger Sixth Level -
acopteda very flashy dressing style, and is usu- or magic; D 1-4 or magic; Save M I 1 , M L 7; Invisible Stalker
ally clad in bright gold garments with rich trim- AL C Stone to Flesh
mings in a variety of colors. His accoutrements
(siich as belts, boots, swordbelts, etc.:i are al- Spells Normally Carried: Appearance and Dress: Skarda, once
ways functional and worn, however. First Level - known as Mallek, is 58 tall, 195 pounds
Charm Person (rather a lot of it fat), with black hair and
History: Son of Termon, an adventurer and Charm Person bright blue eyes. H e is rather pale of com-
later sword instructor, Retameron grew up in Magic Missile plexion and goes clean-shaven. H e is 52.
Specularum. Like his father, he was (drawn to Sleep H e doesnt advertise his profession, and so
thc adventuring life and at 18 began his ownad- Second Level - dresses like any other adventurer - in pants,
venturing career. His center of operaiionswas Detect Invisible tunic, cloaks, etc., anything but wizardly
originally Threshold, but he eventually moved ESP robes. H e usually dresses in black. As the text
to Verge, a small village in need of a protector. Web noted, Skarda is merry of expression and
O8;er 13 years of adventuring, he became fa- Third Level - looks like a favorite uncle or teacher, not a
m,ms and experienced enough to receive per- Fire Ball megalomaniac.
m ssion from the Duke to establish his Hold Person
stronghold in Verge. Since that time, he has di- Lightning Bolt History: Mallek was a simple Medium in
vided his time between personal adventures, Fourth Level - Thyatis 30 years ago. Adventuresome of spirit,
m ssions for the Duke, and his home life. Polymorph Others he was eager to become part of young Stefan
Polymorph Self Karameikos colonization expedition, and
Personality: Retameron likes the (;ood life Wizard Eye spent his early years in the village (later city) of
- good mead and wines, cheerful csompany, Fifth Level - Specularum. Rut, as was related in the
excellent food. etc. - but is always willing to Teleport Dungeon Masters Introduction, two decades
forego the easy life in order to bring grief to Teleport ago he discovered the Mirror and his life, goals
e\.ildoers. Sixth Level - and identity changed for the worse. Even after
Invisible Stalker the change, he maintained his trusted Mallek
Notes: When enNcountered by the player- Spells in His Spell Book: identity, operating a magic services shop in Spe-
characters, Retameron will have been beaten First Level - cularum and biding his time.
senseless after the transition into the Mirror Charm Person
(htmce the second HI score, reflecting his Floating Disc Personality: Skarda is soft-voiced, well-
current hit points); all his gear has been taken Hold Portal spoken, and well-educated; he would be
frclm him (and all his special gear ,from his Light much better-liked if he werent intent on tak-
tower has been taken, too). Magic Missile ing over the world.
Read Languages The man is erratic and strange. H e has
RIITAMERONS SOLDIERS Read Magic flashes of being a nice person - he could stop
4 C 4 (chain and shield); HD 2 ; hp 12; M V Sleep a torture midway through because he felt a
90(30); #AT 1 sword; D 1-8; Save F2; M L 7 Second Level - sudden pang of his old personality, or have
(9 in the presence of Retameron or Halia); Detect Invisible someone executed and then be smitten by a
Al, N ESP wash of guilt for what hes done. But, ulti-
In visibilit,v mately, the behavior patterns imposed by the
SKARDA Knock Mirror shine through again and he becomes
11 th-Level Magic-User (Wizard) Locate Object nasty old Skarda once more.
C tiaotic Web
S 10 KIP 26 Third Level - SKARDAS ELITE GUARD
I 18 ,\C 6 Dispel Magic 4th-Level Fighters (Heroes)
w 13 Fire Ball Neutral
D 16 Fly S 16 HP 25
CC) 11 Hold Person I 10 AC 1
Ctl 15 Lightning Bolt W 10

45
APPENDICES

D 13 HP 23 rolls; + 3 to missile fire rolls; - 3 to AC; + 1 Magical Items: Medallion o f ESP


co 13 hp per level Other Equipment: None
Ch 10 AC 1 Weapons: Sword, bow (and 24 arrows), dag- Combat Notes: M V 90 (30); #AT 1 sword;
Bonuses and Penalties: + 2 to hit and damage
gers (3, one on belt and two hidden) D 1-8 ( + 2); Save F4; M L 10; AL N
Armor: Chainmail and shield
rolls; + 1 to missile fire rolls; - 1 to AC; + 1
Magical Items: None Appearance and Dress: Zira stands 510
hp per level
Other Equipment: None tall and weighs 140 pounds. She has pitch-
Weapons: Sword, dagger
Combat Notes: M V 90 (30); #AT 1 sword; black hair cropped short (so that none will
Armor: Plate mail and shield
Magical Items: None
D 1-8; Save F5; M L 9; AL N protrude from her helmet and offer an oppo-
nent a handhold) and blue eyes. She is 25.
Other Equipmmt: None
Appearance and Dress: Teranon is 62 and She wears the jet-black uniform (with
Combat Notes: M\ 90 (30); #KT 1 sword;
180 lbs. His hair, mustache and beard, origi- white piping) of Skardas Elite Guard, and
D 1-8 ( + 2); Save F4; M L 10; AL N
nally black, are now mostly gray. His features her own plate armor and shield are meticu-
are sharp, like a bird of preys; he walks with lously shined and cleaned.
These men are the best of the mercenaries
a limp from an old knife wound. He is 58.
Skarda has hired, top-line fighters (by merce-
H e tends to dress richly but not gaudily, in History: Zira is an adventurer, born in
nary standards). They are fearful of Skarda,
expensive but somber grays and blacks, re- Kelvan and living for the last few years in
but less so than the rank-and-file officers and
flecting the good living he earns from his pro- Threshold. If you wish, you can, before the
soldiers; Skarda has paid too much money for
fession. adventure begins, establish that they know
his elite guards to punish them as casually as
Zira in much the same way you can do so for
he does his other minions.
History: Teranon was of low noble birth in Retameron and Halia, as described in the
When hes in the Mirror and while hes
Thyatis. Hed been an adventurer in Thyatis Dungeon Masters Introduction. (This will
riding on raids, Skarda is accompanied by 5-
before joining Stefan Karameikos first expe- give her all the more incentive to help rescue
8 (2d4) of these guards.
dition; in Specularum, he was for a few years the characters.)
one of the Dukes guardsmen before retiring The minute that the second Mirror Fiend
SKARDAS NONCOMMISSIONED OF-
from the combat life. had cleaned out Retamerons Tower, Skarda
FICERS (NCOS)
H e invested his considerable winnings into left the Mirror to do some reconnaissance.
AC 4 (chain and shield); H D 2; hp 12; M V
founding a school for the teaching of basic Travelingto nearby Threshold, he happened
90 (30); #AT 1 sword; D 1-8; Save F2; M L 8
swordsmanship and has lived as a tutor since across Zira. Zira, who was in desperate need
(9 in the presence of Officers); AI, N
that time. His wife, mother of Retameron of money to settle debts, accepted employ-
and the heros siblings, is still alivr. ment from this foreboding stranger, in spite
SKARDAS OFFICERS
of his warnings about unconditional obedi-
AC 2 (plate and shield); H D 3; hp 17; M V
Personality: Teranon is a little gruff, the ence, numerous enemies, and so forth.
90 (30); #AT 1 sword; D 1-8; Save F3; M L
mark of a military-style teacher of 40 years H e transported her to the Tower and into the
9; AL N
experience, but good-natured. Hes no Mirror, then began picking her brain about
longer adventuresome, but is certainly will- the state of the world as it was two years after
SKARDAS SOLDIERS
ing to dust off his armor and risk his life for his last appearance. After learning from her
AC 6 (leather and shield); H D 1; hp 5; M V
family and friends. His accomplishments as what he could, he assigned her to his elite
lZO(40); #AT 1 sword; D 1-6; Save F1; M L
an adventurer, negligible as they were, are guard.
6 (7 in the presence of NCOs, 8 in the pres-
still a great source of pride to him, and so he is It didnt take her long to see what goes on
ence of officers);AI, N inside Skardas Mirror; or to learn that mem-
inclined to become gabby and tell war stories
- especially to those few people whove bers of the elite guard must spend a year
SLAVES (DENIZENS OF HELL)
heard of him. within the Mirror and pass Skardas loyalty
AC 9; H D 1 , hp 2 (would be 4 to 8 if they
test (an ESP probe) before being allowed to
were healthy); M V 90 (30) (this would be
ZIRA leave; or to realize that she would never pass
120/40 if they were healthy); #AT 1; D 1
4th-Level Fighter (Heroine) the test. Had she known what Skarda was,
point (1-4 if the slave can find a club); Save
Neutral shed never have accepted his employ, re-
F1; M L 3 (10 if thrres mob violence going
S 16 HP 25 gardless of her debts. Now she is biding her
on); AL N time and looking for her opportunity to es-
I 10 AC 1
W 10 cape Skarda.
TERANON Step One of her plan was to pretend to be
D 13
5th-Level Fighter (Swashbuckler) as ruthless and callous as all the other soldiers
co 13
Neutral, Lawful leanings and guardsmen. Step Two was to get herself
Ch 14
S 14 HP 20
assigned to duties in Hell and drop word
I 11 AC 1 Bonuses and Penalties: + 2 to hit and damage
among the denizens of Hell that their rebel-
W 12 rolls; + 1 to missile fire rolls; - 1 to AC; + 1
lion might have an ally in her. Step Three was
D 18 hp per level; + 1 to reaction rolls
to find out the password allowing her access
co 13 Weapons: Sword, daggers (3, 2 on belt and
out of the Mirror; with her medallion o f ESE:
Ch 10 one concealed in boot) won during her adventuring career, she has
Armor: Plate mail and shield
Bonuses and Penalties: + 1 to hit arnd damage probed the mind of the Captain of the Elite

46
APPENDICES

Guard and pried from him the password to alry, and go charging in with a massed army. friends (why not?) let him do as he pleases;
the Portal. This would upset things a lot. youll have to divide your time between him
Shes willing and anxious to strike a deal There are ways to get around this calam- and the rest of the party, and most of it will
with the rebels.. . before Skarda finds her out. ity: have to go to the party The character faces a
You can give Skarda enough wishes to better-than-average chance to be noticed and
Personality: Like most mercenaries, Zira is bring the characters into the Mirror anyway. captured whercver be goes; perhaps you can
w lhng to rent out her sword and loyalty and (This is the brute force approach.) contrive to have him caught and thrown into
to engage in wars with people she has no per- Or, you can have Skarda teleport back into the dungeon before the others escape.
scinal grudge with. However, while shes no the Mirror world and close up the portal from
tender-hearted child, shes not willing to help the other side. The characters will cover up Escaped Character Follows Skarda
pc rpetuate the cruelty and barbarity she sees their side and presume that theyre safe, so If the escaped character wants to follow
w thin Skardas Mirror. Her solution is to long as they keep it that way. BUT Sometime Skarda back into the outer world - and can
le,ive.. . but she can probably be persuaded to in the next few weeks, another of the portals manage it - youre in the same position.
help the rebel effort. within the Mirror opens up (the other Mirror (The only way for a character to do this with-
has been buried and is now discovered by out being detected is to burn a wish or to use
Adventures never go quite the way that ad- treasure-hunters). Skarda is on the loose polymorph selfto turn into something small
venturers predict ... and certainly never go again with a new Mirror. His first action will and ride in with Skarda and his guardsmen.
th:. way that designers and DMs expect. So be to track down the player-characters and The portal area has a detect invisible on it, re-
this appendix deals vith what you can do capture them; this time, in all likelihood, he member.)
wlicn the adventure manages to der,ail itself. will not fail. Skarda will appear in his room/tent as it
Episode by episode, heres what can go was seen earlier, then he will travel by the
wrong ... and what you can do to fix things. Characters Kill Skarda simplest expedient to the palace of the na-
Well, this is very bothersome. Assuming tions ruler. (If the rulers palace is within a
Episode One that Skarda has used his magic to best effect days travel, hell ride. If it isnt, hell tele-
and has been killed anyway, we can also as- port, leaving his guardsmen behind.)
There are only a couple of things to 80 wrong sume that the characters have eluded capture The escaped character could attack Skarda
with Episode One, namely: in this attack. This gives them the Mirror and and conceivably beat him. This would tend to
apparent victory. change the adventure radically - which is
Characters Realize Theyre Being Stalked If they decide to enter the Mirror anyway, not in itself a bad thing. Perhaps the rest of
In spite of your best efforts at concealment, the adventure can continue as written. The the adventure could involve the player-
thc characters re,alize that Skarda is after characters are still very likely to be captured characters trying to rescue the denizens of
them. Perhaps theyre relying only on a by the waiting seventy soldiers; they cannot Hell from the Mirror while it is rocked with
hunch or on paranoia: perhaps one of them leave the Mirror without the password. The the earthquakes which are destroying it. Per-
urexpectedly used ESP on the character chief captain of Skardas military will take haps the defeated Skarda could, with his
youd had Skarda charm, and for some rea- Skardas place and continue his plan; the pri- dying breath, gasp Its too late, hero.. .
s o 7 you cant change who the charmed party mary difference is that he will have no magi- Then his invisible stalker kayos the character
IS. cal powers but will have superior military from behind, carts the Mirror to the nearest
If this is the case, the characters, will be tactical knowledge. palace, and whips the cover off anyway.
a\jare that Skarda is after them ... This will If they decide not to enter the Mirror for
only make them more suspicious. Youll just several days, use the tactics described imme- Dead Characters
have to be cleverer at capturing them at the diately above: Skardas second-in-command If characters die while theyre being cap-
be+nning of EpisNode Two; this is an incon- is able to leave by a portal unearthed else- tured, see the Dead Characters note from
ve iience. but not a disaster. where and continues the plan. Episode Three.

Dcad Characters Character In Mirror Eludes Capture Episode Three


[f any characters died during the first epi- The characters have been drawn into the
sode, you should wait until theyve been re- Mirror - and one or two have somehow The problems that can crop up during Epi-
placed within the party (by the Raising of eluded capture. (If the character can teleport, sode Three include:
Dcad or by the introduction of new charac- it becomes a lot easier - all he has to do is
ters) before launching into Episode %o. teleport to one of the distant guard-towers Dead Characters
and hes well away from the scene of action.) If characters died during their capture or
Episode Two This is aggravating - its hard to keep during their escape from the dungeons, re-
track of separate groups of characters. First, place them with characters already in the
Quite a lot can go wrong with Episode Two: find out what the character wants to do. Per- dungeons. Perhaps some of the royal guards-
haps (cross fingers) he wants to follow the men and guardswomen sent to retake Reta-
Cfraracters Elude Capture characters into the dungeon and rescue them. merons Tower are alive and incarcerated;
[n spite of Skardas best plans, the charac- If so, let him - assuming he has the ability. theyll make dandy replacements. (Use the
ters somehow elude the plan to capture them. This will actually fit very well in with the ad- pull-out characters included with the adven-
Wrll,this is a problem. They may decide to venture and save the characters some effort. ture; give each character some damage from
coxier the thing up, round up the Fifth Cav- If the character doesnt want to aid his being subdued; the characters gear is where

47
APPENDICES

the player-characters gear is.) they are and help them. and the other Mirrors that they surely must
access - in the adventure just so that you can
Characters Just Want to Go Home Episode Five use them if you wish; you can use them for
Once escaped, the characters may decide whatever purpose strikes your fancy. Perhaps
that they dont want to help the people of the Problems which could crop up during the cli- the characters find their own Mirror into the
Mirror; they just want to escape. max include: Mirror World. Perhaps the Mirror World is
Well, theyll have a hard time of it. The not tearing itself apart and one of the other
Portal is black when they exit the dungeons. Characters Fail to Save Duke Stehn Portals opens into another world. They can
Skardas getting. to the palace, remember. If Well, the soldiers confronting Duke Stefan be used for anything you please. As is always
the characters just want to wait around near have been doing both normal and subdual the case, the only limits to this adventure, the
the Portal and charge it when il lights up, damage. When hes finally brought down, only limits to the changes you can make to it,
they stand an excellent chance ofbeing recap- hell be seriously wounded - but half the are the boundaries of your imagination.
tured. They must have the password to get damage will be subdual and he will be alive.
through the Portal anyway. In short, taking Perhaps they can rescue him later.
this tack is just the thing to get them recap-
tured; have them noticed, attacked, re- Characters Fail, Period.
chained, and slapped back into a new cell, Skarda takes over the hunting lodge. Hur-
and let them start all over. rah for him. But hes not exactly where he
wanted to be - it was important that he cap-
Episode Four ture Duke Stefan first, but he still needs to
capture the Duchy palace in Specularum. So
Problems that can occur during Episode Four the player-characters and the Duke can plot
include: their escape and revenge while Skarda is re-
covering, relearning his spells and preparing
Characters Botch Escape from Mirror to take the palace in Specularum.
The characters could blow their attempt to
get out of the Mirror. Perhaps theyve unex- Other Things to Do
pectedly defeated by the guardsmen they at-
tack. Perhaps theyre just no good at Finally, there are other ways to go about us-
inspiring the s h e s . ing SKARDAS M I R R O R .
One way to get them into the last episode is
to have the guard-leader bind them and take The Characters Instead of Retarncaron
them through into the outer world so they You can run the player-characters through
might be forced to witness the sack of Duke an adventure where they, instead of Reta-
Stefans dwelling. Once theyre through into meron, find that Mallek is actually Skarda
the real world, that particular batch of sol- and kill him (inadvertently capture him
diers could run into some of Duke Stefans within the Mirror). This puts them into the
guards, who defeat them and free the player- adventure from its beginnings.
characters.
Or, perhaps Zira can rescue the characters The Plot, from Outside
by taking them into custody once theyre When the second mirror fiend exited the
captured and then escaping with them. Mirror to attack the people in Rrtamerons
Perhaps the stresses which are causing the Tower, Zira escaped as well, and she helped
earthquakes actually tear the Mirror apart Andrya and Kraigg get to safety Shed be
prematurely, scattering the denizens of the with Andrya and Teranon when they find the
Mirror all over the hunting lodge grounds player-characters, and would be able to de-
now instead of in Episode Five; this would scribe everything that goes on within the
certainly get the characters to the scene of the Mirror and what Skarda plans.
finale. The adventure is not, thereforc:, learning
those things the hard way; the adventure
Dead Characters would be the characters trying to catch up
If characters die during this adventure, with Skarda before he can get to the rulers
your best bet at replacing them is to have one palace. (Youd want to make this :m exciting
of the players ,alternate characters at the pal- cross-country race taking days; presume that
ace (for unrelated reasons); hell join up with Skarda doesnt have teleport. This will only
the other characters when the action starts work if the characters dont have teleport
You can. alternately, use one of the pregener- spells, flying carpets, etc.)
ated characters included in the adventure and
decide that hes the captain of the palace Other Mirrors Open
guard; hell recognize the characters for what And, lastly, we placed the other portals -

9 188XXX 1 50 1 48
DMs Map of Skardas Mirror

1 1 1 1 1 1 1 1
DMs Map of the Dungeons

..
-
Celldoors
Door with window
Gates
, +& Arrow slit

-3.- Arrowslit door (also secret door)


........ Bars

00 Chair
0 Guard

1 square = 10 feet
Double Doors
Secret door
Window
Stairs
Fireplace
Secret hatch

2 squares = 10 feet
Expert Game Adventure

It's a mirror of life trapping, isn't it?


Well, yes and no. People go in, and they don't
come out. Nor can you talk with anyone inside.
Somehow, that's not quite the way you remern-
ber those mirrors work.
This Skarda fellow s p a few years ago
with a band of raiders no one in the land
has been safe since then. Whoie villages have
disappeared into this Skarda's mirror. Your
band is approached by relatives of one of the
victims-an adventurer like yourselves.
You have to get into that mirror of whatever-it-
is, find this man, and get him out in one piece.
The reward is more than adequate. Only prob-
lem is, no one out h tell you what to ex-
pect once you get i en how to get there.

DUNGEONS & DRAGONS' Basic and Expert


Rules produced by TSR, Inc. You must
have both rule s e t s to play the adventure.

1987 TSR Inc. All Rights Reserved. Printed in U.S.A.

IC. TSR U K Ltd.


The Mill, Rathmore Road
Cambridge C B I 4 A D
United Kingdom

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