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NEEDLE

by Frank Mentzer

Advanced Dungeons & Dragons


OFFICIAL GAME ADVENTURE
Adventure for 6-8 Characters, Levels 8-10

CREDITS
Development: Frank Mentzer
Editor: Barbara Young
Cover Art: Clyde Caldwell
Interior Art: Doug Chaffee
Cartography: David C. Sutherland III
Typography: Betty Elmore and Kim Lindau
Distributed to the book trade in the United States by Random House, Inc. and
in Canada by Random House of Canada, Ltd. Distributed to the toy and hobby
trade by regional distributors. Distributed in the United Kingdom by TSR UK
Ltd.
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Copyright 1987 TSR, Inc. All Rights Reserved.
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PDF developement : R, 05/19/2001...and a helluvajob it was too :)
NEEDLE by Frank Mentzer

TABLE OF CONTENTS:

Notes for the Dungeon Master 5


Native Life 6
Non-Player Characters 11
New and Adapted Monsters 14

Part 1 : Ruins of Empire 17


Players' Background 17
Pre-Start: Saving Throw Results 17
Trail Encounter Key 18
Ruins Encounter Key 24

Part 2 : Retrieval 40-45


Players' Background 45
Sequence of Events 45
Events Key 46

Part 3 : The Powers That Be 56


The Tunnels of Tatz 58
Encounter Key 58
The Tunnels of the Black Chak 65
Wandering Monsters 65
Digger and Montana 65
Encounter Key 65

Playing Aids
Players' Reference Sheet for Part 2 34-36
Players' Reference Sheet for Part 3 36-40
Delusions and Messages 20
Character Cards Inner Cover
Monster Statistics Chart Inside Gatefold
Character Summary Chart Outside Gatefold
Magic Item Summary Chart Outside Gatefold

Maps
DMs Jungle Map 2
Players' Jungle Map 44
DM's Maze Map Inside Back Cover
Players' Maze Map 26
Detail Map-Encounter A3 2
DM's map, Tunnels of the Black Chak Inside Back Cover
Players' map, Tunnels of the Black Chak 67
NOTES FOR THE DUNGEON MASTER are breathing a sigh of relief, they
are attacked by pirates sent by a
Adventure Background rival kingdom that covets the
In answer to a notice posted in obelisk.
their guild hall, the player In Part 3, "The Powers That Be," the
characters volunteer for a special obelisk is safely erected in the
mission for their king. The royal kings palace square. At the first
ears have heard rumors of a great full moon, however, a magical
magical device, an obelisk, located doorway appears in its base. The
in a far land. It supposedly lies king orders the characters to enter
amidst the ruins of a once-great it to find out what's going on.
empire, now a dense jungle. The king The PCs enter the obelisk and find
wants more information about this themselves in a subterranean world.
rumored empire and the obelisk, if There they meet a strange race of
it exists. interplanar traders, intelligent
In Part 1, "Ruins of Empire," the spiders whose base is soon revealed
PCs sail to the far jungle. There to be on a moon of the characters'
they encounter odd jungle creatures, world. The Needle is a
meet the local natives, and find the transportation device! The spiders
ruins of a lost civilization. The are eager to trade with the
obelisk is located, still in perfect characters, but the PCs must first
condition and protected by a force prove the courage and worth of their
field. It stands amidst a large races by rescuing the spider-
maze, also protected by the force princess from her evil captors and
field. To gather more information, slaying a dragon in the process. If
the adventurers penetrate the maze, all goes well, the characters return
evade its deadly traps, and solve to their city with new weapons,
its puzzles. In the center of the great treasures, and the good will
maze, they find the controls for the of the spider race.
force field and more clues to the
ancient empire. The PCs sail home Preparing for the Adventure
with the good news. Needle combines dungeon adventuring
In Part 2, "Retrieval," the king with large-scale battles. It is
orders the party to return to the designed for the six pregenerated
jungle to retrieve the obelisk, characters provided. In addition,
following an elaborate plan which two NPCs (Digger and Montana)
his advisors have prepared for this accompany this group for the first
monumental task. A crew of over 150 part of the adventure and are met
men is dispatched in three ships again in the concluding section of
under the PCs' direction. They are the adventure. If you do not use the
to lift the one million pound pregenerated characters, be sure
obelisk, drag it to the shore, and that your party is made up of a
tow it home by ship. similar mix of classes at levels 8-
But disease and jungle creatures 10 and is equipped to handle the
threaten the mission's success. The needs that arise, especially those
local natives are restless. Some of communication, magical curing,
believe the Needle (as they call the and magical attacks. No Druids
obelisk) to be sacred and object to should accompany the party as their
its removal. Two of these native presence will take away much of the
tribes are ancient enemies, and both challenge of the jungle adventure in
sides ask the PCs for aid. The Parts 1 and 2.
obelisk-moving operation is Carefully cut apart the character
completed just in time. The massed cards printed on the inner cover.
native hordes storm the beach as the Also cut out the messages, and
PC ships sail off. Just as the PCs delusions on page 11. Keep these
messages and delusions hidden until rv reversible spell
they are needed later in the game. s a game segment; 6 seconds
Distribute the character cards and SA special attack(s)
spell books to their players. Allow SD special defense(s)
the players enough time to become sq square
familiar with their characters' sqf square feet
abilities and personalities. The Sts saving throw vs. spells
players will find useful information Stw saving throw vs. wands
on how to role play their SZ size (S = small, M = medium, L
characters' interactions with each = large)
other on the reverse of each t a game turn; 10 minutes
character card. This information is THACO score needed (on 1d20) to hit
private, only for the player of the AC 0
character. Be sure to review these / per
role-playing notes yourself, of @ apiece or each
course. Encourage the players to # pound(s) of weight; 1# = 10 cn
compare the characters to some The monster descriptions are given
extent, noting such details as in the following format:
spells and magic items carried. Monster Name: AC; MV; HD; hp; #AT;
Encourage the clerics and magic- THACO; Dmg; SZ; AL; IN; STs; STw;
users to coordinate their spell SA;SD
selections.
NATIVE LIFE
The following abbreviations are used
in this adventure: There are two native tribes living
in the jungle in the area of the
" scale size, 10' indoors, 10 obelisk. These two tribes are
yds. outdoors ancient enemies. In addition, hordes
' feet of creepy-crawlies live in the
A area of effect jungle trees, making travel off the
AC Armor Class paths extremely dangerous.
AL alignment
#AP number appearing Grippli
#AT number of attacks in one round The good natives are intelligent
C casting time humanoid tree frogs called Grippli.
cr creature They call themselves the "good folk"
cn coins of weight (10 cn = 1 and refer to their enemies as the
pound) "bad folk."
cu cubic Each Grippli is about 2 1/2 feet
cuf cubic feet tall. They eat fruit and insects
d die (as in d10, a 10-sided (including giant forms, catching
die) them with nets and snares). Their
dia diameter hands and feet are adapted for easy
DMG Damage movement through tree branches (9"
DR duration rate). They wear no armor. Grippli
ft. feet have 700-year life spans but few
HD Hit Dice offspring.
hp hit points Grippli have grey-green skin,
hr game hour; 6 turns natural camouflage which aids in
IN intelligence level of monster surprise (1-4 on 1d6). They have
L level ultravision (10" range), allowing
mi mile(s) of distance nighttime activity. Grippli are not
MV movement rate warlike. They speak their own tongue
obj object and a Batrachian Common language by
R range which they talk (though rarely) with
r a game round; 1 minute other froglike humanoids. Only the
rad radius tribal Mother speaks human Common.
and ashes). The
tribal Mother lives
in the largest hut
and rarely leaves
it. She is always
guarded by four
attendant Grippli
of very large size.
Thirty adult and
five young Grippli
live in some of the
other huts, in
pairs. Half of the
huts are used for
eating places,
storage, etc.
If the village is
entered without a
The Grippli can be easily scared native guide during Part 1 of this
away by loud noises or magical adventure, it will be deserted.
displays. If scared off, they run to If approached carefully, the Grippli
their village to tell the tribal may be dealt with peacefully. They
Mother about the events. They are are interested both in well-crafted
not a real threat in this adventure; items (nearly everything the party
rather, they are an opportunity. has) and in anything brightly
One or two Grippli may be slain, colored, but not in treasure. They
either by mistake or if they are may offer to trade gems in exchange
provoked to attack. If five or more for other items, but they have no
Grippli are slain during Part 1, for conception of real gem values. Each
any reason, the entire village flees Grippli carries some gems. If
deep into the jungle and does not bartering occurs, roll ld20 to
return in that part of the determine the value of the gem
adventure. Grippli deaths in Part 2 offered:
are more serious, as the natives
perceive the large group of human GEM VALUE CHART
workers as an invasion of their Die Roll Value
territory. 1-4 10 gp
If eight or more Grippli are slain 5-8 50 gp
in Part 2, for any reason, the 9-12 100 gp
entire village population disappears 13-16 500 gp
into the jungle and returns with 17-19 1000 gp
five tribes of reinforcements a day 20 5000 gp
or two later. These six tribes (180
Grippli in all, plus leaders) are The Mother
all that live within 5 miles of the Once per day, the tribal Mother can
ruins, but 30 other tribes live produce a musk spray covering a 20 X
within 50 miles. 20 foot area, 10 feet high, in front
of her. This musk spray has the same
Grippli Village effect as a stinking cloud spell.
The Grippli village is not visible Each victim must make a saving throw
from the air, but is completely vs. poison or be helpless for 2-5
hidden under heavy jungle cover. It rounds, and anyone within the cloud
consists of 30 mud-and-grass huts is automatically helpless except to
around a central ceremonial area move. The attendants and Mother are
(rarely used, but containing immune to these effects, but the
blackened logs other Grippli are not.
The tribal Mother and her attendants powers. While not quite truthful,
use poison where necessary. This the Mother's admonition is made to
deadly toxin is brewed from the protect the areas around the Grippli
vilest snake venoms. If touched, the villages. See Mother's Revenge if
victim must make a saving throw vs. logging in forbidden areas occurs.
poison or die. When used on a The Mother next reveals that some of
weapon, a victim struck takes 1-6 her folk oppose the human invasion
points of additional damage and must on religious grounds. The maze and
make a saving throw, with a -4 obelisk are held sacred by a large
penalty to the roll, or die. conservative group of the tribe (12
The Mother is also psionic. In Grippli). She cannot guarantee their
addition to Attack/Defense modes good behavior, but will control them
A,C/G,J, she knows the discipline of as best she can with the aid of the
telepathic projection, a major other 18 Grippli if the PCs offer an
science, at 6th level of mastery appropriate gift.
(range 60 feet, area 10-foot-wide The tribe must be offered (through
path, cost 3/use, duration 6 rounds their Mother) at least 200 square
per use). With this, she can either feet of brightly colored cloth or
sense or send emotions: hunger, one crafted item (such as a metal
fear, fatigue, pain, rage, hatred, weapon) per Grippli native for
uncertainty, curiosity, hostility, negotiations to succeed. Even then,
friendliness, love, and so forth. the best the Mother can do is to
She uses this discipline to sense PC order the Grippli to avoid
intentions, to influence others in hostilities with the humans for two
her tribe, and (if necessary) to moons (56 days). No amount of
arouse antihuman feelings in other further bribing extends this time
creatures of the area. Each tribe's nor gains Grippli aid. If the PCs
Mother has the same abilities. later protest to the Grippli about
The tribal Mother handles all raiding, the Mother becomes
negotiations for her people; no irritated and denies all Grippli
other Grippli can speak for the involvement.
tribe. She knows the human Common
tongue in addition to the usual Mother's Revenge
Grippli languages. While talking If the PCs do not cooperate with the
with PCs, she beams trustworthiness Grippli, or kill many of them, the
(via her psionics) at them. If the tribal Mother (or another tribe's
Mother or her attendants are harmed Mother, if this one is slain) has an
in any way, four Grippli from the ultimate weapon at her disposal.
village flee to gather the other Using her psionic discipline, she
five nearby tribes, while the can muster the forces of the jungle,
remainder of the village Grippli pushing their emotions into an anti-
attack with great ferocity, gaining human rage. The denizens of the
a +4 bonus to all "to hit" rolls treetops can be agitated into nearly
(new THACO: 14) and +2 to damage. continuous attacks on the obelisk-
The tribal Mother's first message to moving operation. If this occurs, 1-
the PCs is very important. She tells 10 randomly determined treetop
the PCs that they may use all the creatures attack some part of the
trees they wish from the area north group (often not the PCs) each hour,
of the ruins, but they cannot cut day and night. Once relations have
trees to the east or west nor in any degenerated to this extent, the
area closer to the beach. (Luckily, party's only recourse is escape. The
there are no trees on the old entire PC expedition must flee to
roadway, only underbrush. She has no the boats and return home in
objections about clearing that. The failure.
Mother warns that very great evil
things may happen if her warning is Grippli Native: AC 9; MV 9"//15"; HD
not heededthings far beyond Grippli 1+1; hp 5; #AT 1; THACO 18; Dmg 1d4
or by spear (1-6 + poison); SZ S; AL If 20 or more Bullywugs are slain in
N; Intelligence Very to Exceptional; Part 1, the entire village flees
STs 17; STw 16 deep into the jungle and does not
return in that part of the
Grippli Attendant: AC 8; MV 9" adventure.
//15"; HD 2; hp 16; #AT 1; THACO 16; If Bullywug habitations are visited
Dmg 1d4+1 or by weapon + poison (see uninvited during Part 1, they will
above); SA: poisoned be deserted. The Bullywugs are not
weapon. interested in trade of any kind.
They may pretend to be Grippli if
Grippli Tribal Mother: AC 7; MV 9" approached, but will attack if an
//15"; HD 3; hp 24; #AT 1; THACO 16; ambush is possible or if surprise is
Dmg 1d6 +1 or by weapon + poison; likely. Bullywug survivors flee such
SA: poisoned weapon; psionic ability attacks quickly, leaving if any two
200; l/ day musk spray (as stinking are slain. However, such encounters
cloud) arouse their innate hostility, and
more Bullywug attacks are sure to
Bullywugs follow.
The bad natives are froglike beings Bullywug Clearing A large, partially
(physically very similar to the cleared area, 40 yards in diameter,
Grippli), called Bullywugs. Like the is marked Bullywug Clearing on your
Grippli, they also refer to map. It contains 10 mud and grass
themselves as the "good folk'' and huts of similar construction to
their enemies as the "bad folk." The those in the Grippli village. The
average Bully-wug is about the same clearing is an occupied outpost of
size as a Grippli, but some grow the larger Bullywug village and is
larger. They are similarly colored normally occupied by 15 Bullywugs
and supplement their diet of fruit and one leader, a sub-chief known as
and insects with flesh when they can the tribal Father. He can speak the
get it. human Common tongue. If the clearing
Bullywugs have chameleon-like is visited, the Bullywugs proudly
camouflage and have adapted for easy claim this to be their beautiful
movement in trees. They speak their village home. The real village (see
own language and the Batrachian below) is not visible from here. All
Common tongue, as do the Grippli. negotiations with the Bullywugs
Only their chieftains and sub-chiefs occur in the clearing.
can speak human Common. If the PCs come to talk with these
Bullywugs are less intelligent than natives, the Father greets them in a
Grippli but more aggressive. The friendly fashion and offers them
more intelligent among them may wear presents of one gem per PC (value
armor and use shields. They surprise 100 gp each). He then explains that
on 1-3 (on 1d6), or 1-5 if hopping they need PC aid. The "bad folk"
to the attack. (Grippli) often prey on his poor
Like the Grippli, the Bullywugs can people, and their once large
easily be scared away by loud noises population has now been reduced to a
or magical displays. If scared off, mere handful. He reveals that the
they run to their village to tell Grippli tribal Mother is very
their leader about the events. dangerous because "she has mind
Although Bullywugs are chaotic evil power" and can influence others
in alignment, a detect evil spell simply by staring at them.
detects no evil on these creatures The Father offers the following
while they are trying to negotiate deal: If the PCs help his people to
with humans because their intentions chase off or kill the "bad folk"
are fairly benign. A know alignment (Grippli), he will quiet those of
spell, however, always reveals their his tribe who object to the PC
true nature. desecration of a sacred area (the
maze and obelisk) and will give the
PCs an ancient box the Bullywugs Bullywug Native: AC 6; MV 3"//15";HD
once found near the shrine. If PCs 1; hp 5; #AT 3 or 1; THACO 19; Dmg
agree, he suggests a raid on the 1-2/1-2/2-5 or by spear (1-6 +
Grippli village. If that is turned poison); SZ S-M; Intelligence Low to
down, he goes along with PC ideas. Average; STs 17; STw 16
Only these 15 Bullywugs and their
leader accompany the PCs on any Kliket, Bullywug Chieftain: AC 2; HD
expedition, leaving the other 50 3; hp 18; #AT 3 or 1; THACO 16; Dmg
Bullywugs in their true village (see 3-4/ 3-4/4-7 or by weapon +2 (2-7 +
below). Kliket, the Bullywug poison); STs 16, STw 15.
chieftain, is kept informed of all
events by native runners. Bullywug Sub-chief: AC 2; HD 2; hp
The Father gives the PCs the ancient 12; #AT 3 or 1; THACO 16; Dmg 2-3/2-
chest if they aid the Bullywugs. 3/3-6 or by spear (2-7 + poison)
This item is a very old but still
intact treasure chest. It contains Bullywug Shaman: AC 6 (or better) HD
100 pounds of various old bones and 1+7; hp 11; #AT 3 or 1; THACO 16;
six reddish metal coins (silicon- Dmg 1-2/1-2/2-5 or by spear (2-7 +
steel) bearing strange runes. Read poison)
languages can reveal the words to be Special Attacks: Clerical spells
"Garhsa Koo" on one side, "One (7th-level caster)
Sarkum" on the other. Spells: 3, 3, 2, 1, from the
If the Bullywugs are attacked in the following list:
clearing, they flee north to their Level 1: cure/cause light wounds,
real village. Otherwise, they remain detect evil/good, detect magic,
here at all times to maintain the light/darkness, protection from
deception that this is their true evil/good, remove/ cause fear
village. However, if PCs visit here Level 2: augury, chant,
a second time unexpectedly and detect/undetectable charm, resist
observe carefully, they find 1-6 fire, snake charm, speak with
more Bullywugs than were here animals
before. If asked about this Level 3: cure/cause blindness,
discrepancy, the leader explains cure/cause disease, dispel magic,
that these individuals were out locate/obscure object, prayer,
foraging during the PC's last visit. remove/bestow curse Level 4:
divination, exorcise, neutralize
Bullywug Village poison/poison, tongues/babble
The real Bullywug village is located Normal spell selection:
about one mile west of the fake Cure Light Wounds (x2; C 5s, 1d8)
village clearing. Hidden from above Cause Fear (C 4s, R touch, DR 7r)
by dense jungle cover, it consists Resist Fire (C 1r, R touch, DR 7t)
of 40 mud huts circling a central Snake Charm (C 5s, R 3", DR l-3t or
ceremonial area (rarely used, but 1d4+4r)
containing a muddy bog with some Speak With Animals (C 5s, R 0, DR
bones). There are 50 Bullywugs 14r, area 3")
living here. If 20 or more Bullywugs Cause Blindness (C 1r, R touch,
are slain in Part 2, this entire permanent)
village flees deep into the jungle Dispel Magic (C 6s, R 6", 30' cube)
and returns with three tribes of Tongues (C 7s, R 0, DR 1t, area 3"
Bullywug reinforcements a week or radius)
two later. The other Bullywug tribes
have 75 members each, plus leaders Treetop Denizens
and shamans. There are many creatures dwelling in
The leaders of this village are one the jungle trees, and they can be
chieftain, three sub-chiefs, and two quite dangerous.
shamans. If characters go near the treetops,
either by flying or climbing, tell
the players that the trees are 2-8/1-4 + poison; SZ M; AL N:
"thick with flying, crawling, Intelligence Non; STs 17; STw 16;
hissing creatures of all types." Try SA: tail sting (save vs. poison or
to impress them with the extreme suffer permanent paralysis). Note:
danger of entering or passing Wings burn off in fire (no damage,
through the treetops. but wasp cannot fly thereafter).
Characters who do enter the treetops
are attacked by the collection of Non-Player Characters
creatures listed below. Consider
this horde to be present in any one Montana
section of treetops roughly 100 feet 8th Level Dwarf Fighter
square. If these are all killed, the Strength: 7
characters can proceed without Intelligence: 7
further problems unless they re- Wisdom: 10
enter the treetops at another point, Dexterity: 15
where another group of creepy- Constitution: 17
crawlies will be ready, waiting, and Charisma: 7
hungry. Alignment: Neutral
Hit Points: 75
Dragonfly, giant (3): AC 3; MV 1" THACO: 14
/36"; HD 7; hp 35; #AT 1; THACO 12; AC normal: -1
Dmg 3-12; SZ M; AL N; Intelligence AC rear: 2
Low; STs 6; STw 5; SA and SD: +2 Armor type: plate & shield
bonus to initiative; with Weapon Proficiencies: 6; battle axe,
initiative, immune to handheld hammer, crossbow, spear, bastard
weapons, AC -1 vs. missiles; without sword, two-handed sword.
initiative, AC 1 vs. missiles; makes Attacks: 3/2 rounds
all saving throws as level 16 magic- Cannot use longbow or any weapon
user. over 12' long.
Special Abilities: Infravision 60',
Snake, giant constrictor (1): AC 5; find slopes 9/12, new construction
MV 9" ; HD 6+1; hp 30; MT 2; THACO 9/12, shifting wall 8/12, stone
13; Dmg 1-4/2-8; SZ L; AL N; traps 6/12, depth underground 6/12.
Intelligence Animal; STs 16; STw 15; Languages: Common, Dwarvish, Gnome,
SA: constriction Goblin, Kobold, Orcish
Magical items: plate mail +1; shield
Snake, giant poisonous (2): AC 5; MV +1; battle axe +2; hammer +1;
15"; HD 4+2; hp 25; #AT 1; THACO 15; bastard sword +l/+4vs. reptiles;
Dmg 1-3 + poison; SZ L; AL N; boots of levitation; potions of
Intelligence Animal; STs 17; STw 16; extra-healing, growth, speed.
SA: poisonous bite
Montana is a tomboy, even among
Spider, huge (6): AC 6; MV 18"; HD female dwarven fighters, and enjoys
2+2; #AT 1; THACO 16; Dmg 1-6 + a rousing good time of any sort. She
poison; SZ M; AL N; Intelligence acts a good deal younger than her
Animal; STs 17; STw 16; SA: surprise mature age of 67. Among her kind,
on 1-5, leap 3" range, weak poison ( she's awesome, standing well above
+1 bonus to saving throws) the average
height and very
Spider, giant (3): AC 4; MV 3"*12"; sturdily built.
HD 4+4; hp 12; #AT 1; THACO 15; Dmg Though Montana
2-8 + poison; SZ L; AL CE; may seem a bit
Intelligence Low; STs 16; STw 15; "rough-and-
SA: poisonous bite tumble" to
others, she
Wasp, giant (10): AC 4; MV 6" /21" doesn't care.
;HD 4; hp 25; #AT 2; THACO 15; Dmg She enjoys
challenging male dwarves and proving Intelligence: 8
that she's the best, whatever the Wisdom: 9
contest. Dexterity: 17
Montana likes fun and games, Constitution: 15
boisterous activity of any sort. She Charisma: 9
dislikes weaklings and "fat boys," Alignment: Neutral (Evil)
although she has come to respect Hit Points: 40
Smiley's clerical skills (if not his THACO: 16 as Fighter
other traits). As a very active 19 as Thief
person, she enjoys almost anything AC normal: 1
strenuous: mountain climbing, AC rear: 7
mining, or a good fight. Her magical Armor type: leather & shield
boots of levitation help in these Weapon Proficiencies (as Fighter):
pursuits as well as in many melee 5; dart, hammer, short bow, spear,
and dungeon situations. bastard sword
As part of a standard group marriage Weapon Proficiencies (as Thief): 3;
in her Boulder Clan, she is involved club, dagger, sling
in the running of the clanhome Cannot use longbow, crossbow, or any
whenever she is there and takes a weapon over 12' long or over 200 cn
dominant role, of course. Some of weight.
the female dwarves would like to Special Abilities: Infravision 60',
nominate her for clanmistress, but find slopes 8/10, unsafe stone 7/10,
she doesn't want to be tied down depth underground 6/10, direction of
with that sort of thing. travel underground 5/10.
Montana knows all the other Thieving Skills (race and Dexterity
adventurers quite well and has included):
traveled with them before. She gets PP OL FT MS HS HN CW RL
along well with Blondy, the fighter. 70 77 65 72 59 35 81 40
They often tell each other stories Languages: Burrowing Mammal, Common,
of their adventures. Although she Dwarvish, Gnome, Goblin, Halfling,
tries to stay out of his way, she Kobold
sometimes interferes with Slims Magical Items: leather armor +1;
spells by accidentally levitating, shield +2; shortbow +1; dagger +2; 8
and he gets mad. Montana shares arrows +1; bag of holding (500 lb.,
Smiley the cleric's full 70 cubic feet); decanter of endless
appreciation for dwarven things, water; potions of extra-healing,
especially fine ale, but is often fire resistance, levitation
irritated by Digger, the fighter-
thief. His black sense of humor (as Digger is a
with all gnomes) can be hard to friendly,
take, but she freely admits he knows humorous person
more about mining than she does, the with a great
skinny little runt. love of cashto
She doesn't get along well with the extent of
Blaze, the elf. They avoid each being a greedy
other, sometimes exchanging snide miser. A mature
remarksif it doesn't interfere with gnome of average
battling common enemies. Montana size, Digger is stronger and more
thinks Finder, the half-elf cleric- dexterous than he looks. Despite his
ranger, is a bore and sometimes a fighting skills, he prefers to
real pain with his "goody goody" travel and fight in leather and
attitude. shield. He is very outgoing but not
brash and tries to make friends
Digger everywhere. He never mentions his
5th Level Gnome Fighter 8th Level secret hobby: collecting gems and
Gnome Thief rare coins. Sometimes, Digger
Strength: 17 manages to pick up a few extra
things in treasure rooms, but is Dexterity: 12
careful to not even try when there's Constitution: 16
a magic-user nearby. Charisma: 14
Digger likes jokes and puns (good or Alignment: Neutral
bad) and the outdoors. He dislikes Hit Points: 40
spell casters of all types, though THACO: 16
he's careful not to show it; clerics AC normal: -5
are useful. He also hates the AC rear: -5
nickname "Hoser," given to him Armor type: bracers of defense
because of his magic water bottle. (AC 0)
He has nice gardens at home, both Magical Items: cloak of protection
indoors and out. His magic water +3, ring of protection +2, bracers
bottle is useful there, as well as of defense (AC0), dagger +2, dagger
during adventures. +1
After growing up in a burrow Spells: 5,5,5,4,4,2
community, Digger moved out to seek Spells Memorized (spell book is
his fortune and now lives alone in a lost):
large burrow complex under the Level 1: charm person, detect magic,
capital city. Its location is a magic missile (X3, two already
complete secret, except to one cast), read magic, shield, unseen
innkeeper whom Digger blackmails servant
into keeping it hidden. His secret Level 2: detect invisibility (X2),
hoard or rare coins and gems totals invisibility (X2), web
almost 100,000 gp. Level 3: dispel magic, feign death,
Digger knows all the others in the fly, tongues (lightning bolt and
party quite well and has adventured slow already cast)
with them before. Blondy seems easy Level 4: dimension door, polymorph
to fool. She thinks Digger is self, Rary's mnemonic enhancer (X2,
wonderful because he once doused her both already cast)
when she was on fire. Digger has Level 5: hold monster (cone of cold,
carefully developed Slim's passwall, and teleport already cast)
friendship and often carries his Level 6: death spell, geas
spell books for him in his bag of
holding. When he's ready to retire, Torgel is 52 years old but in
Digger can sell them back to the remarkably good shape. He tends to
magic-user... from a safe distance. be opinionated and not very
Smiley, the cleric, is a real clod, trusting. His personality is
so goody-goody, but his goodwill is diplomatic but aloof, his
needed; he can raise dead. And at disposition is even-tempered, and
least he can appreciate the gnomish his nature is forgiving but not
sense of humor. Montana, the dwarf, softhearted. He is truthful when it
is one of the few that Digger really suits him, slightly greedy, and
trusts, even if she is a showoff. somewhat irreverent.
The Ghost is Digger's closest ally, Torgel was quite a famous magic-user
as a fellow Thieves' Guild member, in the capital city, and his name
but Digger doesn't confide in him. and reputation are familiar to the
Blaze seems to have suspicions about PCs. He was known as a friend and
Digger and watches him carefully, advisor to the king, but disappeared
but Finder is useful tool, easily about two years
fooled and an easy mark for a fast prior to this
cure. adventure.
Unknown to the
Torgel adventurers,
13th Level Human Magic-User theirs was not
Strength: 9 the first group
Intelligence: 18 sent out to
Wisdom: 13 find the
obelisk. Torgel was a member of one rules from the race's home planet
such party that never returned. somewhere in the Prime Plane.
During an attack by hordes of Individual Chak may be of any
Bullywugs, Torgel lost his spell alignment but tend to associate only
book and now has only those spells with those of similar alignment (at
he has memorized (but not yet cast) least along good-evil lines). The
at his disposal. When he attempted average Chak lives over a thousand
to use his one teleport spell to years. All Chak speak a common
escape the battle, the spell went language of the same name, and many
awry and he was sent instead to the have learned to speak human Common
center of the obelisk maze. and several other tongues through
After losing a large salami and the their dealings with other races.
tips of two fingers to one of the When speaking a "foreign language,"
disintegrators, he gave up all their speech patterns mimic their
attempts to escape the maze and teachers. They develop some odd
settled in to await rescue, looking colloquial expressions, and these
on this period of enforced (but well habits are hard to break. (The "gee
fed) captivity as a time for whiz" phrase came into their
meditation and contemplation. vocabulary from contact with a
paladin some 800 years past.)
New and Adapted Monsters Noble Chak are 1-4 Hit Dice larger
Chak(New Monster) than the average, with a
Armor Class: 5 (AC0 if armored) corresponding damage bonus (1-4),
Move: 9*21 and are AC 3. Kings have at least 10
Hit Dice: 5 Hit Dice, with bite damage 2d10 and
No. of Attacks: 1 weapon, 2 light- AC0.
wand, or bite The most common weapon used by the
Damage: by weapon or 1d6 + Chak is the lightwand, a seemingly
poison innocent, light-producing device
THACO: 15 which, when fitted with a special
Alignment: Any control ring, can be fired as a
Size: L laser (range 120', #AT 2/round, Dmg
Intelligence: Avg. to High 2d8, save vs. wands for 1/2 damage;
STs: 14 target treated as AC 10 modified for
STw: 13 magic or dexterity only). Other
Special Attacks: poisonous bite, small weapons, such as daggers or
weapons, lightwands (13 charges hand axes, are also used. In their
each) lair, over 40% of the Chak
Special Defense: shift out of encountered are armed with lightwand
phase weapons.
Chak spin webs, but only in their
The Chak are a race of intelligent residences, not throughout a Chak
beings closely related to phase community. A webbed victim of 18 or
spiders. They are the dominant greater Strength can break free in
creatures in Part 3 of this one round. For each point of
adventure. The Chak have prospered Strength under 18, it takes one
as merchants, trading among many of additional round to break free of
the races of the Inner Planes of Chak webbing.
Existence. Though Chak can shift out of phase
Their society as normal phase spiders, entering
is large and the Ethereal Plane at will and
advanced. returning when desired, they
Planets are consider it very impolite to do so.
ruled by local Besides, the Ether is cold and
kings serving possibly dangerous, so it is
an emperor who normally used only as a route to
other planes, except in emergencies
(such as attacks). In addition, No. of Attacks: 1 bite
items carried by the Chak do not go Damage 2d8,3d6, or 4d6
to the Ethereal Plane with them. THACO: 12 or 10
Alignment: n
Chomper Size: L (8-12')
(Modified Monster) Intelligence: Very
Armor Class: 5 Sts: 10
Move: 9" Stw: 9
Hit Dice: 9
Hit Points: 40 These odd rock-
No. of Attacks: 1 bite & 1 tail beings are
sting reclusive but
Damage: 2d8/1d4 + poison very much at
(paralysis) home on the
THACO: 12 moon, both in
Alignment: N the air-filled
Size: L tunnels and on
Intelligence: Animal the airless surface. A galeb duhr
Sts: 14 looks like a large bipedal rock,
STw: 13 with a mouth and squinty eyes. They
Special Attacks: tail sting (save normally avoid or ignore the Chak
vs. poison or suffer paralysis for but are sometimes hired as guards or
2-12 turns) spies. Details of their society (if
any) are unknown.
The chomper is a A galeb duhr can cast the following
smallish variety spells as a 20th-level magic-user,
of purple worm one spell per round: passwall, stone
(Monster Manual, shape, transmute rock to mud, wall
pg. 80), only of stone, move earth.
20-30' long but Just as a treant can affect normal
otherwise trees, a galeb duhr can animate and
identical. It control up to two boulders within 6"
eats rock, burrowing deep and range (AC 0; MV 3"; HD 9; #AT 1
instinctively avoiding the lethal crush; Dmg. 4d6; AL N; THACO 12; SZ
airless lunar surface. Chompers are L; IN non: STs 16; STW 15).
slightly more intelligent than Adapted to lunar life, these
purple worms. They were introduced creatures are not as susceptible to
to the moon by the Chak, who trained cold as are their cousins. No
them to respond to simple commands, penalty applies to their saving
and they are the primary means of throw against cold-based attacks,
creating new tunnel systems. Tame but damage is still doubled (save
chompers are virtually harmless, for normal damage). They are
never biting creatures except by resistant to magical fire, gaining a
accident. Wild chompers exist, +4 bonus to saving throws, and are
however, and are not averse to immune to normal fire and all
adding a bit of meat to their diet. lightning. The boulders they animate
A chompers tail stinger is share the same resistances and
poisonous, but only causes immunities.
paralysis. The maw can only swallow
creatures of halfling size or Glommer
smaller. (Adapted Monster)
Armor Class: 5
Galeb Duhr Move: 12"
(Adapted Monster) Hit Dice: 6
Armor Class: -2 No. of Attacks: 4 claws or weapons
Move: 6" Damage: 1d4 (X4) or by
Hit Dice: 8-10 weapon
THACO: 13 stability. They
Alignment: NE are immune to all
Size: M gases and feed on
Intelligence: animal and are cured by
STs: 16 light and heat,
Stw: 15 absorbed through
the wings. Moon
The glommer is rocs are
a four-armed otherwise very similar to their
carnivorous terrestrial cousins.
ape, perhaps a
mutation, Tin Man
brought to the (New Monster)
moon from its Armor Class: 6
native jungles Move: 9"
by evil Chak. Hit Dice: 6
Using all four Hit Points: 27
arms, a glommer has an effective No. of Attacks: 1 axe or fist
Strength of 22 (carry 1,000 lb. Damage: 1-8 or 1-4
weight, open doors 11 in 12, wizard THACO: 13
locks 4 in 12, and bend bars/lift Alignment: N
gates 80%). Size: M(6')
Glommers normally use no weapons. Intelligence: non
They may be taught to use clubs or
throw rocks, but not other weapons. The tin man is a tin golem, found
With either during Part 2 of this adventure.
weapon, no penalties "to hit" or to Long ago, the Chak bought it from
damage apply for multiple attacks. another race and sold it to the
Club damage is standard (1d6/1d3), Grippli. If the party brings the tin
and small rocks may be thrown to man along, they may learn how to
3"/6"/9" ranges, for Dmg 1-4 each. activate and control it by talking
If all four of an unarmed glommer's with the Chak advisors, and it may
claw attacks hit a single opponent, prove useful.
an extra 2-20 points of rending Once activated, the tin man always
damage are automatically inflicted. speaks when spoken to, but it has no
If three claws hit, rending damage brain and offers only random
is 1-12. If only two hit, rending comments or answers to any
damage is 1-8. questions. It is immune to most
spells, but water- or ice-based
Roc, Moon attacks (normal or magical) cause it
(Adapted Monster) to become stiff and immobile in 1-4
Armor Class: 4 rounds. (Thorough oiling will free
Move: 3" /24" it.) It can be affected by normal or
Hit Dice: 18 magical weapons. When reduced to 0
No. of Attacks: 2 claws or 1 beak hp or less, it is not destroyed but
Damage: 3d6/3d6 or 4d6 merely immobilized. It can only be
THACO: 7 destroyed by melting in red dragon
Alignment: N breath or hotter. The tin man can be
Size: L (70' wingspread) activated or deactivated by the
Intelligence: animal command word
STs: 11 "Zihweeg."
Stw: 10 The tin man is
immune to damage
The lunar variety of this species from lightwands;
was created by some mad wizard. Moon its shiny
rocs need no air and fly magically, surface reflects
using their wings only for the shots. If a
shot hits, however, it is reflected SMART sells potions and normal
in a random direction (roll 1d6): equipment at discount prices. Your
Die Roll (1d6) Direction own interests are best served by
1 90 degrees left keeping good relations with the
2 45 degrees left group and with its individual
3 Back at attacker members.
4 45 degrees right Notices of Opportunity are always
5 90 degrees right posted at SMART headquarters. You
6 Straight up have volunteered for an adventure to
Any target in the path of the serve the king. The notice was
reflection must make a saving throw clearly marked with the rune for
vs. wands or take 1-8 points of "high danger, high reward." Many
damage. asked to go, but you are the lucky
ones, selected by the SMART leaders.
It seems that the king has heard of
PART 1 - RUINS OF EMPIRE a large and powerful magical device
located in the ruins of a city far
Players' Background away. He wants you to locate it for
Read the following to the players: him so that an expedition can be
Several years ago, when you were all sent out to retrieve it. You are to
novice adventurers, you joined an be paid a relatively small fee but
adventurers' guild known as SMART, can keep anything you find in the
the Syndicate of Master Adventurers distant city. Your reputations will
for the Recovery of Treasure. You also profit, as will your guild's.
were all strangers to one another Transportation is provided.
then, but you came to know and The device is rumored to be a large
respect each other's talents over pillar with flat sides. No verified
the years. details of its size or powers are
SMART is but one of several available.
adventurers' guilds located in the This adventure begins in the early
capital city. By royal decree, all afternoon of a clear, sunny day.
professional adventurers residing in Your ship is nearing the end of its
the capital must belong to a guild. three-week voyage southward. The
Several organizations were formed to lookout suddenly cries "Land Ho!"
satisfy the letter of the king's Once you debark, the ship and crew
edict. Each caters to a specialized will wait for up to two weeks before
group. There are the Assassins' they give up and return home.
Guild, the Legion of Law, and many Your objectives are to find the
others. SMART is one of the largest obelisk for the king, gather as much
and most powerful groups now information about it and its
existing. location as possible, and find and
SMART members are generally neutral. keep as much treasure as you can for
Moral extremists, such as paladins, yourselves while cooperating to keep
are not invited. Evil is also all party members alive through the
discouraged, though not totally process.
forbidden.
SMART members swear oaths of loyalty Pre-Start: Saving Throw Results
and cooperation. Members never steal Before starting the first part of
from each other or from the group. this adventure, ask each player to
Lost members are recovered and make the following eight saving
restored, if possible. If not, their throws for his or her character.
rightful shares are paid out Roll the saving throws for Montana
according to their wills. and Digger, the two NPC adventurers
SMART has served you well. Through accompanying the party.
it, you have found opportunities for Note all failures here. You need not
profitable adventure, friends, and note the successes. Put an "X" in
knowledge. SMART members train you. the row by the character's name
under each saving throw failed. When sides. Make every effort to keep the
the results of a saving throw are party from attempting to wander
called for in the adventure, find through the jungle.
the letter of that throw in the Refer to the Jungle Map. If the
first row and read down, noting each party heads in by the trail, note
"X" as a failure. Two saving throws the encounters along the way. If
are not actually needed, but will they all take the aerial route,
help keep them on their toes. landing in or near the ruins, use
The required saving throws are: the treetop encounter as noted
earlier.
A vs. Poison (Encounter A2) The trail leads northwest from the
B vs. Poison (Encounter A4) beach for about 70 yards, then heads
C vs. Breath Weapon (Encounter north for 300 yards, and turns again
A2) to the northwest.
D vs. Spells, no Wisdom or
Resistance adjustments (Maze A2. Weirdness
Room #1) At the point marked "X" on the
E vs. Spells, no Wisdom or Jungle Map, 200 yards west of the
Resistance adjustments (Maze second bend in the trail, stands a
Room #3) basidirond. It has been emitting
F vs. Spells (not used) poisonous hallucinatory spores,
G vs. Petrifaction (not used) which cover the area marked with the
H vs. Death (Maze Room #6 or dotted circle.
thereafter) Use the results of saving throw A
(vs. poison). Anyone who failed this
A B C D E saving throw is affected by a
Blondy ____ ____ ____ ____ ____ hallucination. You'll need the
Slim ____ ____ ____ ____ ____ delusion and message notes you were
Smiley ____ ____ ____ ____ ____ instructed to cut out and keep
Ghost ____ ____ ____ ____ ____ hidden. Do not announce the effects
Blaze ____ ____ ____ ____ ____ or give the players any hint that
Finder ____ ____ ____ ____ ____ they have encountered a basidirond.
Montana ___ ____ ____ ____ ____ Simply give one note to each player.
Digger ____ ____ ____ ____ ____ Players who failed their saving
throws should receive delusion
notes. Those with unaffected
Trail Encounter Key characters should be given the
message notes provided.
A1. Beach To determine which message to give
The ship lands on a strip of clear each player, roll 1d6 for each
shoreline, but dense jungle lies deluded PC and use the following
beyond. The characters may either table. Do not duplicate any
search for a trail (there is one), messages; re-roll as needed.
or fly overhead looking for clues.
An aerial search reveals nothing but Die Roll Delusion
jungle for miles unless a detect 1 Stuck in swamp:
invisibility spell is used. If so, Strip off armor to
some ruins can be spotted 1 1/2 keep from sinking.
miles inland under the dense 2 Spider attack:
treetops straight in from the beach. Attack incoming
Swarming hordes of creepy crawlies spiders in all
(see Tree-top Denizens) can be seen directions
in the trees as well. The trail also 3 Viper: Item held
leads to the ruins. is a snake; drop
If the party attempts to hack their it, leap away;
way in through the jungle, they are attack it and try
faced with quicksand bogs on all
to convince the A3. Visitors
others. From the second bend, the trail
4 Disease: Other proceeds northwest for 635 yards
characters are (nine diagonals of map squares) and
moldy; avoid then turns north. Seventy yards (one
coming within 10 diagonal) before this turn, the
feet of them. party notices four froglike
5 Melting: Drop humanoids watching them carefully
everything and from the cover of the jungle to
hold self together their right (northeast).
with both hands. These are the Grippli. Be sure you
6 Leech: Tear off have read the section on Native Life
anything worn on and are familiar with them. They
the back and flee from any party aggressiveness
attack; its a but do not fear spell casting in
giant leech. itself. They do not speak human
Common, only the Grippli and
The hallucinations are not Batrachian Common tongues. Thus, a
illusions, and disbelief has no tongues spell is needed for
effect. They must be believed and meaningful communication.
acted upon as if real. Tell the Alignment language may be used but
players to read their messages and only produces general messages such
warn them not to compare or discuss as "Peace!" and "Got anything for
them, merely to act on them. me?"
The delusions continue for 1-4 If approached peacefully, the
rounds after leaving the area or Grippli may barter and may possibly
until a slow poison or neutralize be persuaded to take the party to
poison spell is applied. However, if their village. They will not suggest
a spell is used, another saving this themselves but may agree if
throw must be made immediately. sufficiently bribed or charmed.
Keoghtom's ointment gives immunity If any goodwill is generated,
to the effects for three turns. through trading or conversation, and
The noise awakens a jungle anhkheg, if communication is possible, the
which rises up at the west side of Grippli reveal the following bits of
the path (but without surprise) and information:
attacks. Deluded characters may be 1. The Grippli say there are others
able to attack the anhkheg, if about, like Grippli but not like
convenient or wise, but their Grippli, who are nasty. These others
delusions have first priority. The are enemies of the Grippli. They
delusions do not prohibit spell have not, however, been seen for a
casting. week or two.
When the anhkheg is damaged to 15 hp 2. They warn the party of a plant
or less, it squirts acid in the next monster ahead at the second bend in
round, automatically gaining the trail (a mantrap), and suggest
initiative. Use the victims' saving it is best avoided. Only a slight
throw C (vs. breath weapon). The departure from the trail is needed.
monster can attack normally after The Grippli tell the PCs to stop 100
squirting (at the end of the same feet south of the turn, head
round), but no extra acid damage northwest through jungle for 200
applies to a bite after the creature feet, and then turn north again.
has used its squirt. Ignore acid They can then easily regain the
damage to items. trail.
If the party flees, the ankheg moves The adventurers may not notice that
onto the trail and pursues. the Grippli foot is three-fifths the
size of a human foot. Thus, the
creatures' directions are not
correct if human feet are used to
measure. A detail map is provided, You suddenly notice that there is a
showing the paths taken by the party giant leech on your back. Tear it
if the true Grippli distances are off and attack it! Better warn the
used (Path A), and if human feet are others, too.
used (Path B). If anyone in the
party thinks to double-check Grippli Messages
distances by comparing actual feet You suddenly hear something off in
or asking for the Grippli estimate the jungle to the right of the path.
of an item's or person's size The undergrowth is too thick;
(multiply normal size by 5/3), this nothing is visible.
discrepancy can be easily noted and
corrected. You get the feeling that something
Path B comes within range of a odd is about to happen.
second mantrap, located 60 human
yards west of the one by the trail. This is a fake message. Frown, roll
Use the same details as given in ld20, and tell the DM the result.
encounter A4 for the first mantrap. Don't worry; it doesn't actually
If both are encountered (unlikely mean anything.
but possible), have all characters
make saving throws for the second You notice that there are a lot of
mantrap; do not use prerolled saves. creatures up in the treetops:
Many characters (and all magic- snakes, spiders, and giant bugs of
users) can accurately estimate various sorts.
length at a distance if a clear view
can be obtained (and such is the You notice that the jungle is very
case on straight sections of trail). hot and steamy. Better drink extra
This elementary surveying technique water on this trip. Keep an eye out
requires only the use of an item for a chance to refill the water
with a known length (such as a 10- bottles, too.
foot pole). Thus, the distance from
the turn can be estimated without You start to perspire. It's hot
approaching the danger zone. here. Everyone is getting a bit
smelly. Think of something to do
Delusions about it and share your ideas with
You have stepped into a swampy bog, the others.
and are stuck. Take off all your
armor and get help before you sink! A4. Sniff
After the trail turns north, it
Suddenly, huge spiders come running proceeds for 200 yards and then
at the party from all sides! Attack turns northwest again. Forty feet to
them! the north of that turn is an
insidious plant monster called a
You suddenly realize that the item mantrap (see Detail Map A4). It
held in one hand is a deadly pit appears similar to a huge, 24-foot-
viper! Drop it, move away, and tall weed, with bell-like flowers on
attack it! Try to get help from your its stem and five large, traplike
friends. leaves. It does not attack with the
leaves; it merely waits until prey
You suddenly notice that mold is climbs in voluntarily.
growing on the backs of most of the Use the results of saving throw B
other characters. Avoid them! Stay (vs. poison). All victims within 60
at least 10 feet awayand warn them! feet become fascinated by the
mantrap's odor and leave the trail
You feel a flash of odd heat and heading north. Those attracted go to
start melting! Hold onto yourself the body of the plant and
with both hands and warn the others! voluntarily climb into one of the
four leaves unless prevented by
their comrades. Once entered, a leaf north again. Twenty-five yards
closes about the victim, inflicting before that turn, the trail crosses
a number of points of acid damage an unusually flat, hard, cleared
per round equal to the victim's AC area that is 12 yards wide. This is
rear (minimum of 1 point per round). the remains of an old road which
Items exposed to the acid must be once led from the city (now ruins)
saved for immediately (see chart to the coast. No large trees grow on
below) and at the beginning of each the old road; only shrubs and small
turn (not round) thereafter. All plant growth can survive on it. It
metal receives a +2 bonus. is not visible from above, as the
branches of nearby trees intertwine
SAVING THROW CHART: to form a thick canopy.
ITEMS VS. ACID (standard 1d20 roll) Buzzing over the road to the north
of the trail at this point are three
Bone or Ivory 11 giant dragonflies, which attack as
Ceramic 4 soon as the party arrives. Standing
Cloth 12 motionless at the edge of the road
Crystal or Vial 6 just south of the trail is a giant
Glass 5 mantis. It remains unnoticed,
Leather or Book 10 blending perfectly with the
Liquid 15 underbrush, unless a detect
Metal, hard 7 invisibility spell or some other
Metal, soft/Jewelry 13 means is used. The mantis does not
Mirror, glass 12 attack at this time. If spotted and
Parchment/Paper 16 attacked, it flees.
Stone (small) or Gem 3 The mantis is watching for easy
Wood or Rope, thin 9 prey. During the melee with the
Wood or Rope, thick 8 dragonflies, if one or two
characters (not three or more) back
The victims can be pulled free only up to the south edge of the path,
if the plant is killed or if the the mantis reaches out quietly and
attacking leaf and branch are cut carefully. It grabs one victim from
off by an edged weapon. Treat each behind with its forelimbs (2d6
leaf-stalk as AC 6, hp 10. Damage to points of damage). The victim is not
a leaf-stalk is not counted against silenced but is immobile. Use AC
the monster's total hit points. rear hereafter. During the next and
The fascination comes from a pollen following rounds, the mantis bites
released from the plant. This is a the victim while turning about and
poisonous effect, not a magical one. heading south down the old roadway
It can be dispelled by the passage (6" rate). It cannot fly in this
of time (24 hours spent out of terrain. If pursued and attacked, it
range), the burning of the plant, or flees from missile or magical
magical remedies against poison attacks (still holding its victim)
(slow poison or neutralize poison, but stops and fights if attacked
Keoghtom's Ointment, etc.). However, hand-to-hand.
if the inhaled pollen is neutralized The mantis never attacks if three or
while the victim is still within more characters back off from the
range of the mantrap, the victim dragonfly melee, or if none back
must make another saving throw vs. off. It chooses to remain hidden to
the poison/ fascination immediately. await other prey.
Do not use pre-rolled saving throws The dragonflies gain a +2 bonus to
if this occurs. all initiative rolls. In play, add
the bonus to your roll, and have the
A5. Watcher player with the highest Dexterity
From the mantrap bend, the trail roll for the party. The Dexterity
proceeds northwest for 212 yards modifier (if applicable) may be
(three map diagonals), then turns added to the PCs roll. Because of
the dragonflies' high-speed darting surface. The door remains in that
and hovering, the following combat position until closed (via the
effects apply: control room in the center of the
maze) or until it closes itself (as
Dragonflies WIN initiative: Immune given in some descriptions). Unless
to hand-held weapons, AC -1 vs. a description mentions that a door
missile fire closes, assume that once opened it
remains open. Whenever a door
Dragonflies LOSE (or TIE) remains open, put an "0" beside it
initiative: AC 1 vs. missile fire on your Maze Map. Later, you'll need
A6. Continue to know which doors are still open.
The party can continue up the path
or take the old road. Either way, no Zap
encounters occur before they reach The maze appears to be easy to
the ruins. However, one noteworthy solve, but there is actually only
bit of information is obtained at one route through it. Your DM's map
the point where the path again is marked with several blockages,
crosses the old road. each shown by an asterisk (*). These
An old trap lies at that point, now blockages are invisible and
obvious and easily avoided. It nonmagical disintegrators that
consists of four spears, their register as traps if a clerical find
points discolored by poison (now traps spell is used.
harmless), mounted on a spear- A distintegrator may be placed in a
throwing contraption made of door or doorway or may simply block
branches. The ground is trampled, a corridor. The passage of one foot
and there are many footprints of or more of material through a
froglike humanoids in this area. The disintegrator activates the zapper,
footprints were made by Bullywugs, destroying that portion of the
but the characters may think material which has passed through.
otherwise. Both the trail and the Thus, a 15-inch stick inserted
road lead to the ruins. through a disintegrator area
suddenly goes "zap," and the
The Ruins character is left holding a 3-inch
A maze lies 15 feet below the old stick, cleanly cut off. A small
city, heaps of rubble marking the object thrown through a
entranceways at each of its four disintegrator is not destroyed and
corners. The floors and walls are does not betray the existence of the
stone. The ceiling, at ground level, disintegrator. Only objects or
is a transparent force field. The creatures at least one foot in
stone is very tough and enchanted length or breadth are affected.
besides; digging does not penetrate Nothing and nobody gets a saving
it, spikes cannot be hammered into throw against the disintegration.
it, and so forth. However, a pass- All large objects and creatures,
wall spell can cause a part of the magical or otherwise, are affected.
wall to disappear for the spell Disintegrators do not block spells.
duration, producing a hole 5 feet With the clues provided, the players
tall, 8 feet wide, and 10 feet deep. should realize that something is
Each door within the maze is made of fishy and will probably test ahead
a shiny, reddish metal unknown to of them with the sticks found just
the characters (silicon-steel). No inside the southeast entrance. But
hinges, locks, latches, or doorknobs if your players are a little dense,
can be found. All doors open by and their characters just go
themselves when touched; no "open strolling in, you may want to give
doors" roll is needed. When any door them one chance since you don't want
is touched, it slides downward into to wipe out a character through
the floor until its top is flush sheer ignorance. If desired, the
with the stone, leaving a flat first time a character walks into a
disintegrator allow a saving throw time. Have one player be the caller
vs. death (not a pre-rolled saving for the group's decisions. Here is
throw). If successful, the character an example. The PCs have entered the
feels tingly and jumps back in time. northeast corner of the maze.
If failed, the character is reduced
to 0 hit points but still falls back DM: "Which way, south or west?"
before being disintegrated. Quick Caller: "Uh, let's try west."
curing can restore the character DM: "Okay. You go west, U-turn back
with no ill effects except for hit east, U-turn again west, and can go
point loss. Don't be this lenient into a dead end or turn left.
more than once per party. The second Which?"
time, ZAP! The victim disappears Caller: "We'll check out the dead
with all equipment carried, end, slowly, with a stick."
permanently lost. DM: "You don't find anything at all,
even with a thorough search. Want to
Visitors go south and west, or go back to the
Looking up from within the maze, entrance?"
characters can easily see the Caller: "Go south and west."
treetops and (depending on the DM: "You round the corner, but
angle, walls, etc.) the central before you come to the open area the
obelisk. Snakes, spiders, wasps, and stick goes ZAP! You have no choices;
dragonflies occasionally move over you must go back."
the maze, though they cannot pass Caller: "Okay, go back."
through the force field. Describe DM: "You wind around until you're
some of them now and then as they back at the entrance. South?"
pass overhead. A large snake or two Caller: "OK."
might even start to follow above the DM: "You go south, then west, then
characters, looking for a way to get turn south, but before you can get
at the adventurers. to a choice, there's another 'ZAP!'
Scratch another stick."
Detect Magic
The clerical spell offers no chance If the characters are using sticks
to determine a specific type of regularly, assume that they continue
effect, only dim or strong magic. to do so. Don't zap someone because
The magic-user spell has a 10% they didn't specifically mention
chance of detecting the type of using a stick. Be kind, giving
magic (illusion, enchantment, etc.). everyone a chance to play.
Smileys wand of magic detection has There are not enough sticks at the
a 100% chance of determining the southeast entrance of the maze to
type of magic if the user merely test all the disintegrator areas.
concentrates for a full round on the Characters may gather more sticks
dweomer detected. This wand may before they enter, but don't suggest
become very useful in the scenario, this to them. The best way to keep
but do not remind the players. track of the sticks seems to be
Merely confirm this information if this: keep a record of the total
asked. number of usable feet of sticks
remaining (probably starting with
Sample Maze Journey 20, those in the bundle). Allow each
Even if the players have a map, the character to gather another 10
trip through the maze can quickly sticks comfortably. Warn them that
become tedious. The following carrying more than 10 additional
suggestions may help you keep things sticks will cause encumbrance and
moving. possible delays in melees. After
When characters are passing through entering the maze, characters may
the maze, describe their route backtrack, exit, gather sticks, and
quickly and clearly until they get return. After passing Room 2,
to a decision point. Avoid wasting
however, their exit from the maze is with many bare spots. If characters
blocked. search the building ruins, they find
one item from the list below for
Ruins Encounter Key each turn of searching. Give out the
items in the order listed; no
B1. The Clearing further items are found here.
If the party approaches by the trail 1. A small broken ceramic jug,
or road, read the following to the decorated with a drawing of a
players. If they enter the area from spider.
the air, run the battle with the 2. Seven coins made of an unknown
treetop creepy-crawlies first, reddish metal, each marked with
describing this area as needed. strange runes. A comprehend
languages spell reveals the text as
Ahead, the jungle appears to thin "Garsha Koo" on one side, "One
out. Amongst the trees, you catch Sarkum" on the other. That's as
glimpses of crumbled stone walls and clear as it gets. Reading the words
approach cautiously. The trees end does not guarantee understanding
abruptly, and you see a huge area, them. The metal is silicon-steel,
cloaked in jungle shadows. Standing unknown in this world.
tall and clean in the center of the 3. A two-inch square piece of fabric
area is a large stone spire, 50 feet made of woven metal of a strange
tall and 15-20 feet wide at its type (again, silicon-steel).
base. It reaches to within 20 feet 4. One wand. It is magical, but odd
of the treetop canopy. and flexible, made of an unknown
The area around the spire is roughly substance similar to plastic. If
circular, about 400 feet across. struck against any hard object, it
Tree branches and vines form a glows to a 30-foot radius for one
complete canopy overhead, shielding turn, then goes dark. It can be used
the area from the sky. The ground is as often as desired and has no
littered with dead branches and what charges.
little can grow on the gloomy jungle 5. The skeleton of a froglike human
floor. No trees grow within 200 feet with two neat holes in the skull,
of the base of the pillar. one in front and one behind. (This
The branches overhead seem to move, Bullywug was apparently killed by a
but there is no breeze. You realize laser. The remains are easily
that the trees are filled with mistaken for a Grippli's.)
creeping and flying creatures of 6. A clear gem, made of an unknown
various types: spiders, snakes, mineral. (This sand-gem is worth
dragonflies, wasps, and who knows 5,000 gp but is easily broken,
what else. But they stay in the crumbling to worthless sand.)
treetops and do not descend. Keep track of the characters'
The stone and log ruins that you approximate location in the
first glimpsed through the trees clearing. The maze on your map
form a rough circle around the occupies a rectangular area in the
pillar, about 200 feet from it. Some center of the clearing. It lies
rubble lies within the circle, but below ground level and is protected
not much. by an invisible ceiling equivalent
to a huge wall of force which cannot
The pillar that the PCs were sent to be passed or even scratched. Because
find is the obelisk, represented by of the rubble and litter on the
the square in the center of the DM's ground, characters may walk over the
Maze Map. maze without realizing it. If a
The ruins of buildings lie to all character moves any of the rubble or
sides of the map, few to the east sticks in this area and looks down,
and west but many to the north and the maze area below may be dimly
south. No actual structures remain. seen as a dark space. Light (magical
The rubble is a foot deep at most,
or otherwise) illuminates only a armored skeleton with some
small part of the maze. unidentifiable bundles.
The protective force wall cover
extends over the entire obelisk, B2. Entry
one-half inch from its surface at At any or all of the four corners,
all points. characters may move the rubble with
The sticks and rubble above the maze a little digging. When this is done,
can be easily cleared in 16 man- the rubble cascades down to reveal a
turns of work (eight characters slide or pit leading to the open
working for two turns, four turns entrance to the maze. Characters
for four characters, etc.). If the have no problems climbing or sliding
characters do not catch on that down to any entranceway. These
something is below them, have one rubble slides are not traps, but are
character trip on a branch and detectable by the dwarven detect
almost fall into a hole, only to unsafe floors ability.
bang his or her nose on the The characters may try to enter at
invisible covering of the maze. When all four corners, but will be
the characters have cleared some or blocked by disintegrators from
all of the area, read the following continuing very far at all but the
to the players: northwest entrance.
With a little work, you uncover a The old human skeleton at point A is
wondrous sight. A maze lies below clad in non-magical plate mail and
you, surrounding the central pillar. shield, now corroded and worthless.
With the area cleared, you can Some of the bones are broken, and
easily map the whole thing if you some show signs of bite marks and
take two or three turns to do so. gnawing. All the limbs are somewhat
out of place. Part of the victim
If the characters do not take your appears to have been eaten a few
hint to map the maze, try to subtly years ago, but most of the body has
encourage them to do so. Otherwise, simply rotted away, encased in its
the players will spend so much time armor.
mapping as they go that very little Three bundles lie near the body. One
will be accomplished from here on. is a moldy leather backpack
When the characters have spent the containing normal equipment, now
time to map the maze, hand them rotted (blanket, food, some candles,
their map of the ruins and say: etc.) and various normal coins worth
a total of 100 gp. The second bundle
You are standing on a perfectly is a large sack. It contains a
clear but impenetrable surface which rotten mass of something
covers the whole maze. The floor of unidentifiable and nothing more. The
the maze seems to be stone, about 15 third bundle is a bunch of 20 wooden
feet below you. The walls are also branches, each about 15 inches long.
stone, about 6 inches thick. The In front of the skeleton (by the
tops of the walls seem to lie just asterisk on your DM's map) lie two
below your feet. short sticks. These seem very
There are a dozen intact buildings similar to those in the bundle but
in the maze. Four are octagonal, are only three inches long. One end
four rectangular, and four irregular of each stick is broken, as if it
ones are in the center area near the had been torn from a tree. The other
pillar. All the buildings have doors end is cut off very cleanly. The
made of a strange-looking metal. victim used these sticks to test the
There seem to be openings at the area ahead (see Zap above).
four corners of the maze. Each of
these lies below some old surface
ruins. Near the southeast corner
(point A on your map) lies an
The Maze weight, as one famous adventurer
proved, does not defuse the trap.
Room 1. Head The fireball inflicts 6-36 (6d6)
points of damage. Use the results of
This octagonal room is empty except saving throw D (vs. spells). Success
for a stone pedestal which stands in indicates half damage. Of the 33,500
the exact center of the room. The cubic feet of explosion, the room
pedestal is 4 feet tall and 1 foot accommodates only 10,500 feet. About
in diameter. Atop it sits a golden 23,000 cubic feet expand out of the
object, a 5-inch tall bust of a room. This covers 15 1/3 map squares
clean-shaven human with a hooked (each representing 1500 cubic feet).
nose, bushy eyebrows, and short If both doors are open, divide the
hair. explosion evenly out of each one.
You probably won't need to be exact.
The bust is made of solid gold. If a The explosion covers a wide area,
detect invisibility spell is used, and most characters will probably be
or if a thief successfully finds in range.
traps, characters notice that the The bust weighs 100 pounds and is
bust rests on an inner circle atop worth 5,000 gp. The ring is a ring
the pedestala crack, possibly of fire resistance ( + 4 bonus to
indicating a movable center. Success saving throw, 2 damage per die).
at removing traps means that a small
wedge has been pushed down into the Room 2. First Image
crack, jamming the center piece so
that it cannot move. In the center of this rectangular
Detect magic reveals that the bust room is the six-foot-tall head of a
is magical. Concentration reveals man, the same man as that portrayed
that the dweomer is an enchantment. by the gold bust from Room 1: hooked
Further concentration may reveal a nose, short hair, and so forth. It
like dweomer below the bust (a appears fleshy, alive, and very
ring), and still more concentration real, as if a giant were imprisoned
may reveal a faint but definite below the floor. The head's eyes are
evocation farther below the bust, open, staring at the door through
within the pedestal. which you have entered.
A dispel magic spell used on the
pedestal does not change anything. The image is an illusion. Disbelief
The stone is partially galena, a has no effect, nor does dispel
lead ore, and blocks such attempts. magic. However, the thing is
If the bust is lifted, a ring is harmless and insubstantial.
revealed. The bottom of the bust has Characters can walk through it. The
been hollowed out, and the ring sits image does not respond to anything
on the stone beneath it. If the trap the characters do except for one
has not been defused, lifting the simple action.
bust causes the central stone If the golden bust is shown to the
cylinder to slide upward. One foot image in this room, the image closes
of it rises from the pedestal, its eyes. Only then will the exit
releasing a fireball explosion that door open when touched from inside
fills the room and overflows out the the room. The exit (the west door in
door (or doors, if the door opposite the north wall) does not open,
the entry has been opened by this whatever else is tried, as long as
time). The central cylinder the image has its eyes open. This
immediately slides back down into door closes itself one turn after it
the closed position, leaving the is first opened and does not open
pedestal in its original condition. when touched on the outside
It will not rise again unless reset (corridor side). Thus, once all the
via the controls in Room 9). Sorry, characters have passed this door,
but replacing the bust with an equal they cannot go back and are trapped
in the maze. The door closes Room 4. Second Image
regardless of any attempts to block
it, crushing any object or spell This rectangular room contains, once
effect in its way. again, the six-foot-tall head of the
familiar human with the hooked nose.
Room 3. Bells Again, it is facing the entrance
(south door in the east wall).
This octagonal room contains only
two small golden bells, both sitting Again, the head is an illusion. This
on the floor in the center of the time, however, the eyes are closed.
room. Each has a 3-inch- long handle The exit (south door) does not open
and a 2-inch-tall cup. until the eyes have opened and
closed again. The eyes can only be
The bells are solid gold, with gold opened by ringing a bell in the
clappers. Detect magic reveals that room. Either bell can be used. The
one is magical. Concentration may eyes do not close again unless shown
reveal the dweomer to be an the golden bust. Once this procedure
enchantment, and further has been used, the south door opens
concentration may reveal an normally. It can be opened from
additional dweomer, an evocation. either side.
If the magical bell is lifted from
the floor, a fireball explosion goes Room 5. Chalice
off beneath it, identical to that in
Room 1. Damage is 6-6d6) points. Use This octagonal room contains a
the results of saving throw E (vs. pedestal in the center, identical to
spells). Success indicates half that in Room 1 (4 feet tall, 1 foot
damage. Again, the blast spills out across), with a golden chalice
of the room, filling 15 1/3 sitting atop it.
additional map squares. The
nonmagical bell is not trapped in As in Room 1, the center of the
any way and is worth 20 gp. pedestal may be found (via detect
The magical bell is a bell of invisibility or find traps) to be a
blasting. Each time it is rung, a movable cylinder. The solid gold
small gemlike object (apparent value chalice has a 5-inch cup atop a 3-
1,000 gp) falls from inside it. The inch-tall base and stem. The chalice
gem explodes three rounds later in a is empty.
6d6 fireball unless the bell is Detect magic reveals that the
placed over it. This action merely chalice is magical, and that
delays the fireball until the bell something within the pedestal is
is again picked up. The bell of also magical. Concentration may
blasting has a value of 7,500 gp if reveal that the chalice bears an
sold in a sizeable town. It has 12 enchantment, as does something in
charges remaining; one charge is the pedestal. Further concentration
used for each fireball. Keep track may reveal that an evocation also
of the charges remaining. Characters lies within the pedestal.
may ring the bell later, and a If the center of the pedestal is
delayed blast fireball is produced jammed (which occurs if a remove
each time. If so, players may make traps attempt is successful), it
the needed saving throws. Do not use does not move. If the chalice is
any more pre-made rolls for lifted before the trap is jammed,
fireballs. the central cylinder rises 1 foot,
Either door can be opened easily, revealing a hole through it. A ring
whether or not the bells are lies in this hole. No explosion
tampered with. occurs.
After rising, the cylinder
immediately returns to its original
position. If any character is
standing by the pedestal when the 2 Put liquid in Liquid dis-
cylinder rises, an attempt may be chalice; then appears.
made to snatch the ring before the show chalice.
cylinder descends. Have the to the image
character make a normal "to hit" 3 Show golden Image closes
roll as if for missile fire bust to image. its eyes.
(Dexterity adjustments apply, but
not Strength). If the
character hits AC -2,
the ring is
successfully grabbed.
The ring is another
ring of fire
resistance. In any
event, a small
compartment below the
ring is not disturbed.
It is this compartment,
not the ring, which
bears the evocation, a
fire trap. It plays no
part here. The pedestal
is partly galena, a
lead ore, which foils
dispel magic attempts
at negating the
evocation.
This room may be easily
avoided, but the
chalice is needed to
pass Room 6. Characters
may return to this room
easily; the door
remains open.

Room 6. Third Image

This rectangular room again holds After the procedure is complete, the
the six-foot image of the now- exit door opens at a touch.
familiar human head with the hooked Only one mistake can cause problems.
nose. Again, it is in the center of If the chalice does not contain some
the room. liquid when shown to the image, find
the result of the holder's saving
Again, the head cannot be affected throw H (vs. death). If successful,
except by certain actions. It faces the victim takes 10 points of
the entrance (east door) with its damage. If failed, the victim is
eyes closed. The exit (east door in reduced to 0 hp but may be recovered
the north wall) does not open until by quick curing, with no loss except
the eyes have been opened and closed for the points of damage. This
again. The required procedure runs concludes the use of the pre-made
as follows: saving throws. Any further saving
throws required must be made by the
Step Action Result players as needed.
1 Ring a bell. Image opens The liquid can be of any type:
its eyes. water, wine, blood, potion, etc.
Interruptions of the procedure do
not cause problems. As soon as the creatures gain a saving throw. The
three required actions are confusion lasts for 20 rounds, after
completed, regardless of other which the phantasmal apple
activity, the eyes close and the disappears. The image and the effect
door is free to be opened. may be removed by a dispel magic
The exit can only be opened from spell, checked against 20th-level
inside the room. It closes itself magic use. An apple of chaos is
one turn after being opened. Thus, worth 3,000 gp if sold in a sizeable
after characters have passed through town.
this room, they cannot later return The platter and apples may be picked
(identical to the effect in Room 2). up and examined without incident.
Dispel magic does not affect them in
Room 7. Apples any way. This room may be easily
avoided, but an apple is needed to
This octagonal room is empty except pass Room 8. Characters may return
for a golden serving platter lying to this room easily; the door
on the floor in the center of the remains open.
room. Three golden apples rest upon
it. The platter is 1 foot wide and 2 Room 8. Fourth Image
feet long. crafted with golden
handles on each end. The apples are This rectangular room once again
3 inches, 4 inches, and 5 inches in holds the six-foot-tall image of the
diameter. human head with the hooked nose.
Again, it is in the center of the
Detect magic reveals that the tray room.
and apples are magical.
Concentration may reveal that all Again, the head cannot be affected
the dweomers are enchantments, and except by certain actions. It faces
further concentration may reveal the entrance (north door in the west
that the two smallest apples also wall) with its eyes open. The exit
bear evocations. (south door in the east wall) does
The tray is a platter of purity. Any not open until the following
con-sumables placed on its surface procedure has been completed in
become purified in three rounds. order:
Poisons are negated. Potions,
unfortunately, are turned to pure Step Action Result
water. No living thing can be 1 Show golden Image closes
affected, nor bust to image. its eyes.
any nonconsumable items. The tray is 2 Ring a bell in Image opens
worth 5,000 gp if sold in a sizeable the room. its eyes.
town. 3 Show an apple Apple
The apples are apples of chaos. Two to the image. disappears.
have additional dweomers. If an 4 Put liquid in Liquid
apple of chaos is thrown, its chalice; show disappears.
material form disappears where it chalice to
lands, but its image remains as a image.
phantasm affecting all creatures 5 Show golden Image closes
within 40 feet. All victims are bust to image. its eyes.
affected as if by the 5th-level
illusionist spell chaos, suffering After this sequence is complete, the
confusion (as the druid spell). exit may be opened normally. No
Normal fighters (not paladins or further activity of any kind affects
rangers), illusionists, creatures the image.
with Intelligence of 4 or less, and As before, once all the steps are
monsters which do not use magic may complete, the procedure is finished.
each make a saving throw vs. spells Interruptions do not change the
to avoid the effect. No other results. Mark off step 1 when the
bust is first shown, then wait for here to the obelisk. A pass-wall
the PCs to complete step 2 (possibly spell may be used to avoid all
after other actions), mark it off, interaction with the image, allowing
wait for step 3, and so forth. all the apples to be kept.
Several incidents may occur if
everything is not done perfectly. As Room 9. Center
before, if the chalice is shown
without liquid in it, the holder of As you approach the center, the base
the chalice must make a saving throw of the obelisk is visible amidst
vs. death. If failed, the victim is four buildings. There is no sign of
reduced to 0 hp but may be recovered life or treasure.
by fast curing, with no losses
except for the points of damage. If Each of the buildings contains
successful, the victim takes 20 various interesting items, as
points of damage (double the detailed below. The corridors around
previous situation). them can be freely explored (except
In addition, whenever an apple is for the disintegrator areas, of
shown to the image, the apple course). None of the doors to the
disappears, whether or not this central buildings are
occurs at the proper point in the disintegrators. Whenever any door is
procedure. The apple does not opened (in the usual way), a short
disappear if the image's eyes are corridor is revealed leading to a
closed and it is not seen. If the lighted area. The light always seems
apple is one of the two smaller ones dim, as if from torchlight. In the
(the ones with evocation dweomers in room descriptions, treat the
addition to enchantments), a small entryways as corridors leading to a
gemlike object remains when the 20-foot-square room area.
apple disappears. The gem has an
apparent value of 1,000 gp but Room 9a. Northwest Building
explodes in three rounds as a
fireball, inflicting 6-36 (6d6) In the southeast corner of the room,
points of damage. Each victim may a massive golden throne sits in the
make a saving throw vs. spells to alcove, facing northwest. Its seat,
take half damage. The room contains back, and arms are lined with plush
only 9,000 cubic feet of volume, so velvet cloth. Sitting in the throne,
24,500 cubic feet of fireball spill apparently asleep, is a familiar
out into the nearby corridors figure, a clean-shaven human male
(evenly through all open doors) with a hooked nose and short hair.
covering 16 1/3 map squares. He is wearing an orange robe and a
Thus, the party could conceivably pair of red boots.
lose all their apples in this
encounter by showing more of them to He is Torgel, a 13th-level neutral
the image than necessary. Note also magic-user, known to the characters
that the magical bell spews forth by name and reputation. The party
fireballs with the same effect. (See can easily surprise him; he is sound
Room 3 for details.) asleep and not expecting company. If
Whatever else occurs, if all three awakened and confronted by the
apples are shown to the head, the party, he immediately surrenders and
procedure is completed. The eyes negotiates.
close and the exit is freed. Torgel uses alignment language only
The exit closes itself one turn if absolutely necessary to convince
after being opened and cannot be the party of his peaceful
opened from the outside (corridor intentions. He does not reveal his
side). It crushes anything left to level nor the spells he has
block it. memorized. If permitted, he tells
By this time, the party probably has the following strange story:
an excellent idea of the route from
"Thank the Maker you've finally dreams about waking, sleeping,
come. I knew my king would not leave eating, and drinking.
me to die of tedium and loneliness
in this place. It's been so long, so Room 9b. Northeast Building
long since I've talked to anyone but
myself. This room contains a magical tree,
"About two years ago, I think, I set 10 feet tall, and a magical pool of
out by command of the king with a water. If any creature in the room
group of brave adventurers much like thinks of a type of food, buds
yourselves in search of this appear on the tree branches. They
obelisk. We lost a few members to blossom out in two rounds, opening
giant insects and spiders, but to reveal the food desired: steak,
pushed on. Then we were ambushed by pudding, salad, bread, or whatever!
the frogmen, hordes of them. In the The tree produces an unlimited
fray, I was forced to teleport out. amount of food and has kept Torgel
Somehow I appeared here, next to the well fed in his captivity.
obelisk, trapped in the maze. I was The pool is pure water, only an inch
trying to teleport home to get help. deep and a foot across. However, it
I don't know what went wrong. And my cannot be emptied and magically
spell book...it's gone. I must have remains full at all times.
lost it in the battle." There is nothing else in this room.
The tree apparently grows from the
Torgel knows from experience that solid stone. The pool is merely a
the maze can be deadly. While slight indentation in the floor. If
exploring the maze, he lost a large the tree is harmed in any way, it
salami (from Room 9b) and the tips ceases to produce food. If the water
of two fingers when he unexpectedly is evaporated by heat, the pool does
walked into a disintegrator field. not refill.
He has since given up all attempts
to escape. His resolve to use his Room 9c. Southwest Building
time of captivity in meditation and
contemplation failed over a year The north and east interior walls of
ago, and he is half mad from boredom this room are covered with levers,
and eager for escape. He knows of dials, buttons, and other
the control panels in Room 9C but technological devices. Two plush
has not experimented with them. He chairs sit before them, one for each
had planned to do so in another year wall.
or two, if no help came.
If not watched continuously, Torgel There is nothing else in the room.
may find a convenient time to cast Nothing in the room is a trap. The
his geas spell on a party member, devices control the following
ordering him or her to do everything things:
possible to return him safely to the
capital city. If caught out, Torgel Main Switches
reveals the geas. The party must
help him and keep him safe or lose One large toggle switch is located
their comrade. Dispel magic and on each wall. These switches can be
remove curse spells do not affect a moved up or down.
geas. Only a wish can negate it. Nothing in this room functions
Any person sitting in the throne in unless the main switch on the north
Room 9A inadvertently provides the wall is in the up position; it is
giant head image used by the maze currently down. When the main power
machinery. The maze runs the images switch is pushed up, the south and
in Rooms 2, 4, 6, and 8, and creates west (outer) walls of the room light
the bust found in Room 1. Torgel up, showing a phantasmal image of
actually has no idea of what was the entire maze from above, just
happening. He does remember some odd like the players' map. Many of the
maze by retracing
their route on the
map. Torgel suggests
this if the
characters do not
think of it
themselves.

Buttons

There are 80
buttons, 20 per row,
two rows
per wall. They
control all the doors
in the maze. The
upper buttons cause
doors on the map are lit with a the doors to open. The lower ones
green light (see Buttons, below). make them close. Starting at the
The switch on the east wall is up left side of the north wall, the
and will not move unless the main first four buttons control the doors
power switch is on. If power is on, to Room 1, the next 12 are for Room
pulling this switch down causes a 2, and so forth. When a door is
message to appear across the image open, the corresponding door on the
map, image map lights up in green. When a
flashing every two seconds. It is in door is closed, the light goes off.
an unknown tongue. A comprehend Many of the doors on the image map
languages spell reveals that it are currently green.
says, "Warning: Defense Cutoff
Armed. Switch Up to Negate. Turn Levers
Power Off to Cut Off." If the main
power switch is pulled down while There are two levers along each
the message is flashing, the defense wall. All four are in the up
is turned off. If this occurs, the position, but may be pulled down.
force field above the maze and After being pulled down, a lever
around the obelisk disappears. automatically returns to the up
Remember, this switch cannot be position unless firmly held. Holding
moved while the power is off. a lever causes no further effect.
If the power is later restored, a The left lever on the north wall
different message is displayed, causes all the doors in the maze to
again in the strange tongue: close. The right lever on that wall
"Warning: Defense Field Off. Push causes all the doors to open. The
Defense Switch Up to Restore." If left lever on the east wall causes
the large switch on the east wall is all the active disintegrators in the
pushed back into the up position, maze to light up on the image map in
the force field returns and remains, red. If pulled again, this lever
even if the control room power is reverses the effect. The right lever
cut off. turns off all the disintegrators in
There is no visible change when the the maze, and their red lights go
force field is turned off. out. The PCs will, of course, want
Characters may not realize that they to turn off all the disintegrators
are free to climb or fly out of the before they try to leave.
maze. It would be best, however, for
the players to leave the force field Dials
on to protect the maze and obelisk
while they return and report to the There are dozens of dials mounted on
king. The PCs can easily leave the the walls. Whenever a button is
pushed or a lever is activated, Conclusion of Part 1
various dials turn, and give If and when the characters escape
readings which cannot be from the maze, they may easily
interpreted. return to the ship. The denizens of
The power circuitry for the dials, the jungle do not bother them during
levers, and switches does not run this trip unless they take the
through wires. Veins of metallic ore aerial route. Tell the players that
in the walls act as a printed their characters return victorious,
circuit of rock. Only the north and with good news for the king. The
east walls bear these circuits. The obelisk has been found, along with
outer walls are normal solid stone. several strange and wonderful new
A pass-wall spell through the items.
circuitry results in a powerful
electrical explosion filling the PART 2 - PLAYERS' REFERENCE SHEET
entire building and spilling out
into all the corridors of Area 9 if Normal Equipment
any door is open. Victims in Room 9c Each character has the following
get no saving throws. Any other items not listed on the character
victim may make a saving throw vs. sheets. PCs may leave any or all
spells to take half damage, but with items on board ship while they
a - 4 penalty to the roll. The explore.
explosion inflicts 10-200 (10d20)
points of electrical damage. Armor: 1 spare set of armor (&
shield where applicable)
Room 9d. Southeast Building Arms: 1 of each weapon of
proficiency Clothing: Normal
This storage room contains a stack clothing as desired, 3 outfits
of 300 sheets of an unknown metal. maximum
Each sheet is 2 feet wide by 5 feet Herbs: 1 herb pack, with belladonna,
long and less than 1/32 of an inch garlic, and wolfsbane Provisions: 2
thick. The metal is silicon-steel iron rations Misc. Equipment: 1
and cannot be damaged except by backpack, 5 wax candles, 1 bone
magic. Each sheet weighs 100 coin mapcase, 1 silver mirror, 2 flasks
(10 pounds). The metal may only be oil, a 50-foot rope, 4 large sacks,
sold as a curiosity; it cannot be 4 small sacks, 1 waterskin (full), 3
easily worked except at incredibly iron spikes, 1 tinder box, 2 torches
high temperatures. It is worth 100 Special Items: In addition to the
gp per sheet as a novelty. items listed above and on the
There is a secret compartment under character sheets, each PC may take
the floor of this room. The one item not listed in the Players
compartment can be detected by a Handbook. The item may be no larger
detect invisibility spell but cannot than 1 cubic foot in size or 20
be opened except by a knock spell. pounds in weight and may not
Within lies an odd device. Attached interfere with the AD&D game rules.
to one end of an 8-inch-long handle It cannot be a weapon of any sort,
are a roller and a short knife. If cannot be alive, and cannot be
two sheets of the strange metal are magical. Sample items: sack of flour
overlapped by less than 1 inch, and or marbles, wand-like stick, apple
the overlap is rolled with this pie, etc.
device, the metal fuses together to In addition to the above items,
form a single unbroken sheet. No spell casters may take any extra
crack or edge remains. The knife items needed for their craft (belt
edge cuts the metal easily with no pouches, prayer beads, etc.).
force needed. If this tool is found, The following items are also
the value of the metal is 10 times available to the PCs. They are
that given above, but only if the stored on the boat:
tool is sold along with it.
- 10 human-sized suits of leather
armor, 30 sailor's caps, and 30
raincoats
- 2 goats (male & female), 1 pig
(female), 5 piglets, 1 mule with 1
saddle, 2 saddle blankets, 1 set
large saddlebags, 1 harness, and a
bit & bridle
- 4 large iron boxes, 4 large wooden
chests, 20 large sacks, and 10 small
sacks
- 10 hooded (ship's) lanterns, 20
torches, 4 tinder boxes, and 1
barrel (50 flasks) of oil
- 6 barrels of fresh water, 1 barrel
of rum, 80 standard rations, 30 iron
rations, one ship's stove
(attached), and food for the animals
- 10 quivers (each with 20 arrows)
and 1 ballista (not movable) with 10
bolts
- 5 flags: 1 of the PCs' country, 1
of the capital city, 1 white (for
surrender), 1 red (for warnings),
and 1 of unknown design
- 20 empty flasks (for oil, potions,
etc.); 20 iron spikes; 10 poles,
each 10' long; 10 ropes, each 50'
long; 2 small lifeboats (capacity 12
persons each); 3 grappling hooks on
50' lines

Expedition Plans
The King's engineer-architects,
working with the court wizard and
sage, have designed an elaborate rest on the sled. It can then be
project to move the obelisk without towed to the beach, where a raft
damaging it. The plan involves will be constructed around it.
surrounding the obelisk with a large Finally, by digging sand and towing
scaffold made of heavy timbers, to with the ships, the needle can be
be lumbered at or near the site, and launched for the return trip, to be
reinforced with metal parts brought towed by two of the vessels.
by ship. Working from this scaffold, The obelisk is too large to be
carpenters build a close-fitting affected by magical spells (such as
wooden sheath upon which metal a reversed enlarge, telekinesis,
pulleys are mounted. An earthen ramp etc.), but magic might help in other
is then built, leading up to ground ways.
level from the floor of the maze.
The roadway from the ruins to the Resources
beach is cleared and, if necessary, The following persons are all
reinforced. A huge sled is built. sailing in the three ships:
The obelisk is then be raised off
its base by dozens of ropes through 6 player character leaders
pulleys on the scaffold and the 25 mercenary soldiers (L1 fighters)
obelisk sheath, and the sled pushed 53 carpenters/woodcutters (L0 men)
underneath it. The needle will then 10 engineer-architects (L0 men)
be lowered, slowly and carefully, to 45 sailors (L1 fighters)
3 navigators (L0 men) target within a 45 degree arc if it
3 ocean-going shipmasters (L3 is at least 8 feet away. A closer
fighters) target can easily dodge. The missile
is buried directly at the target,
The three ships are identical large with little arching of trajectory. A
merchant vessels: ballista may be repositioned to aim
Masts 2 in an entirely different direction
Hull value 40 hull points (HP) only by a crew of four, and it
Length 75 feet requires three rounds to do so. A
Width 25 feet ballista may easily be fired at a
target level with it. Ballistae
Movement rates: inflict no structural or hull
Normal sail 3 mph damage. They are anti-personnel
Maximum sail 5 mph weapons.
Normal oar 1/4 mph A light catapult fires its
Maximum oar 1/2 mph (2 turn ammunition once every four rounds
maximum burst) with the minimum crew of four. No
benefits are gained by adding more
Special Note: When towing the crewmen. It may be aimed at any
obelisk home, the ships move at half target within a 15 degree arc and a
normal speed under best conditions. minimum of 150 yards away. The
missile traces a high arched path.
Acceleration time (standstill to Catapults may be used effectively
normal speed): 1 turn against objects or creatures. Note
Sinking time (hull value surpassed, that the damages given below are hit
time to sink): 1d10+2 turns points. Against an object, a light
Grappling chance: 75% (opponent ship catapult inflicts 4 Structural
has 25 % chance of removing Points (SP) of damage.
grapnels)
Damage repair: if damaged for 12 HP Ballista:
(at most), repairs may be made at Range: 8'(Min) 960' (Max)
the rate of 1 HP per repair crew (10 1/4" (Min) 32" (Max)
men) per hour. Damage exceeding 12 Fire Rate: 1/2
HP cannot be repaired until the ship Crew: 2-4
returns to port, but the first 12 HP Damage: 2d6(Sm-Md)
can always be repaired. 3d6(Lrg)

Much equipment has been brought for Catapult (Light):


use in the project, including all Range: 450'(Min) 900' (Max)
the needed hardware, tools, and 18" (Min) 30" (Max)
heavy rope (capable of 10,000 Fire Rate: 1/4
pounds' pull). The necessary lumber Crew: 6-10
must be cut at or near the site. Damage: 2d12(Sm-Md)
4d4(Lrg)
Ship Weapons
The vessels cannot ram. One ship is Ranges are given in both feet and
equipped with a light catapult, with scale inches. Crew figures are
30 boulders for ammunition. The minimum-maximum. For the catapult
other two ships have ballistae, each only, a bonus "to hit" applies if
with 30 ballista bolts. These siege the target is stationary.
engines can only be operated by NPCs
trained in their usethe sailors. PART 3 - PLAYERS' REFERENCE SHEET
A ballista fires one large,
spearlike missile every four rounds Treasure Listing
when manned by a crew of two. It may The following items may have been
fire every two rounds with a crew of found during the two prior trips to
four. A ballista may be aimed at any the jungle. Adjust this list to
reflect the items actually acquired. Batrachian skeleton with two neat,
Salable items were sold and the cash 1/2" holes in the skull, one in
was divided in shares. front and one behind Batrachian
skull with neat, 1/2" holes, as
Cash and Salable Items above
GP Value Item 8-foot-long gorgosaurus skull (a
100 Various normal coins carnivorous dinosaur)
(from the body in the Mummified shrunken humanoid head,
ruins) intact
5,000 Gold bust of Torgel, 5"
tall (found in maze) Other:
20 Golden bell, 3" handle, Humanoid made of tin, holding an axe
2" tall cup (found in Rusty oil can
maze) Small broken ceramic jug with a
10,000 Golden throne with drawing of a spider on it
velvet trim (found in 3 normal iron keys on a key ring Old
maze) rotting wooden chest (bottomless)
6,000 Kings reward 4 rusty axe heads, no handles Odd
600 Gems from natives amulet with a spider inscribed on
250 Granite, life-sized each side, no chain
human bust (found while
lumbering) Magic Items
500 125-pound elephant tusk Ioun Stone +1 (dusty rose color)
(found while lumbering) Ring of Fire Resistance (2 were
1,000 40-pound turquoise rock found, but 1 was given to Montana)
(found while lumbering) Ring of Warmth (giant sized), a
1,000 150-pound block of solid brass bracelet 3" in diameter
quartz (found while Bag of Holding, 500 lb. limit (found
lumbering) while lumbering)
5,000 Odd gem (found while Guisarme +3 (pole arm, found while
lumbering) lumbering)
2,400 Pirates' coins
15,000 1 pirate magic-user's Magical chalice, 5" cup atop 3" tall
spell book base and stem; no discernable
30,000 Final reward from king magical effect
76,870 Total Wand of Light, odd and flexible,
made of an unknown substance. If
The haul was divided into seven struck against any hard object, it
shares (Digger was excluded), and glows to 30 foot radius for 1 turn,
Montana was paid her share, 2160 gp. then goes dark. It can be used as
The remaining 74,710 gives each often as desired and has no charges.
adventurer about 12,451 gp in a six-
way split. Golden bell of blasting, 3" handle
and 2" tall cup; solid gold, with a
Curiosities golden clapper. When rung, a small
Objects made of a strange reddish gemlike object (apparent value 1,000
metal: 13 coins bearing strange gp) falls from inside it and
runes, which say "Garhsa Koo" on one explodes 3 rounds later in a 6d6
side, "One Sarkum" on the other fireball unless the bell is placed
4 similar coins but without runes, over it. This action merely delays
worn flat 2-inch square piece of the fireball until the bell is again
fabric made of woven metal strands picked up. 5 charges remain. Value:
Spoon-fork utensil (spork) 7,500 gp.

Bones, etc.: Platter of Purity: Golden serving


100 pounds of various old bones platter, 1 foot wide and 2 feet
Humanoid skeleton with four arms long, with golden handles on each
end. Any consumables placed on its trade goods are offered at a fixed
surface becomes purified in 3 rate. The rates offered for human
rounds. Poisons are negated. Potions goods vary with King Sarkum's
are turned to pure water. No living reaction to the party.
thing can be affected, nor any non-
consumable items. Value: 5,000 gp. Chak Trade Goods
The Chak offer only three trade
Apple of Chaos, 5" diameter, gold. items: nak metal, cutter tools, and
If thrown, its material form lightwands.
disappears where it lands, but its Nak cannot be worked except with a
image remains as a phantasm, special tool and cannot be damaged
affecting all creatures within 40 except by that tool, magic, or
feet. All victims are affected as if extremely high temperatures. It
by the 5th-level illusionist spell reflects lightwand beams (see below)
chaos, suffering confusion (as the and is suitable for strong
druid spell). Normal fighters (not enchantment. Nak metal is worth one
paladins or rangers), illusionists, sarkum per square foot. A nak cutter
creatures with Intelligence of 4 or tool is worth 10 sarkums.
less, and monsters which do not use Although nak is the metal used to
magic may each make a saving throw make the coins known as sarkums, the
vs. spells to avoid the effect. No cutter tool is not suitable for
other creatures gain a saving throw. making counterfeit coins. Any and
The confusion lasts for 20 rounds, all attempts at making counterfeit
until the phantasmal apple sarkums from nak, short of a wish,
disappears. The image and the effect fail.
may be removed by a dispel magic A lightwand produces soft light to a
spell checked against 20th-level 30-foot radius when struck against a
magic use. Value: 3,000 gp. hard object. This effect lasts for
one turn per strike. The wand can be
Special Items (Party Owned) used as often as desired and uses no
400 sheets of reddish metal (300 charges. The average wand lasts for
from the ruins and 100 from the a year or two before burning out. A
native tribal Mother), each 2' X 5', lightwand is worth two sarkums.
less than 1/32" thick. The metal A lightwand can also be fitted with
cannot be damaged except by magic. a special control ring, about 2
Each sheet weighs 100 coin (10 inches across. This ring focuses and
pounds). Value: 100 gp per sheet, or amplifies the light, creating a
1,000 gp per sheet if the cutter damaging beam when the ring is slid
(below) is thrown in free. Cutter: along the wand. The maximum rate of
An odd device, about 8" long. Most fire is 2 beams per round. The ray
of it is handle, with a roller and a has a range of 120 feet and can
short knife edge opposite each other inflict 2-16 (2d8) points of damage
at one end. If two sheets of the to a target creature with a
strange metal are slightly successful "to hit" roll. Any target
overlapped, and the overlap is then is treated as AC 10, modified only
rolled with this device, the metal for magic and dexterity bonuses.
fuses together to form a single, Bracers are counted for full value.
unbroken sheet. No crack or edge The victim may make a saving throw
remains. The knife edge cuts the vs. wands to take half damage. There
metal easily with no force needed. are no class restrictions on the use
(Note: Montana gets a one-seventh of the lightwand weapon, but weapon
share of the value of 300 sheets.) proficiency applies. Fog or other
obscurement cuts the range to 10
Trade Goods and Values feet or less. The rings use one
The sarkum (Chak monetary unit) is charge per shot and have 20 charges
used to determine the values of both when new. A lightwand control ring
Chak and human trade goods. Chak
is worth 20 sarkums when fully offered in this manner, all the
charged. party possessions are brought to the
king's chamber and returned to the
Calculating Trade Value of Goods PCs.
The Chak purchase most magic items
and giant insects (food) at a price Examples
based upon the Experience Point Best: Party does not attack and is
Value (XPV) of the specific piece, not imprisoned ( +15), gives a gem
modified by the Reaction Score (see to Ackack (+10), a potion to the
below for calculations). Good king (+10), and elects Ghost or
dragons are purchased at the flat Finder (CHA 14, for +10% bonus) to
rate of one sarkum per hit point. speak for them. Most of the party
The Chak make no offer whatsoever on members lay prone when introduced to
evil dragons and offer a price based the king ( +5), and everyone is
upon only 10% XPV (base) for relatively polite. Total reaction
scrolls, magic armor, and magic score is 100.
weapons. Worst: Party attacks and is
imprisoned, gives no gifts to
Reaction Modifiers to Trade Values of Items anyone, and calls Ackack a creepy
The values of trade goods vary by spider ( -10). All refuse to lay
King Sarkum's reactions to the prone before Sarkum ( -5) and elect
characters. Calculate the reaction Blondy, Slim, or Blaze (no
score as follows: adjustment) to speak for them. Total
reaction score is 35.
Base reaction score 50
If PCs were not imprisoned +15 Determining Item Values
Giving Ackack any gift +10 Apply the following values for trade
3 or more PCs lay prone +5 goods, based on Sarkum's total
before Sarkum reaction score. These values are not
Giving Sarkum a gift* negotiable but may be modified if
(apply one only): proper actions are taken (such as
-normal item, value +5 offering gifts) during negotiations.
500 gp or more
-magic item +10 TRADE RATIO CHART
Insulting Ackack or Sarkum -10 (Items XP value per sarkum)
All PCs refuse to lay -5
prone Total Reaction Score (RS)
Trade Ratio (TR)
Each bonus or penalty to reaction 35-40 450
applies once only. Finally, modify 45-50 400
the total by the reaction adjustment 55-60 350
(if any) for the Charisma of the PC 65-70 300
who speaks for the party. When the 75-80 250
final total is reached, circle or 85-90 200
note which line to use for future 95 150
reference. 100 100
Note: The party carries nothing to
King Sarkum if they are imprisoned, Using the Trade Ratio: To determine
but may gain this bonus by offering the price offered for an item, first
an item owned. If anything is find its XP value. The Trade Ratio

Trade Ratio Examples

Item RS= 60 70 80 90 100


Potion of Healing(XPV 200) .6 .7 .8 1 2
Potion of Water Breathing (XPV 400) 1.1 1.3 1.6 2 4
Ring of Invisibility (XPV 1500) 4.3 5 6 7.5 15
*Staff of Striking(XPV 6000) 17.1 20 24 30 60
*if fully charged
(TR) found on the chart is the carpenters make a close-fitting
number of XP worth I sarkum. Divide wooden sheath upon which metal
the items XP value by the Trade pulleys are mounted. An earthen ramp
Ratio and round off the result to is built leading up to ground level
the nearest tenth. from the floor of the maze. The
roadway from the ruins to the beach
Items With Charges: Factor the is cleared and, if necessary,
entire XP value of a charged item in reinforced. A huge sled is built.
proportion to the charges remaining. The obelisk is then raised off its
For example, if a staff of striking base by dozens of ropes through
has nine charges left out of a pulleys on the scaffold and the
maximum of 25, its XPV for trade is obelisk sheath, and the sled is
36% of 6000, or 2160 XP. If a wand pushed underneath it. The needle is
of illumination has 18 charges left then lowered, slowly and carefully,
out of a maximum of 100, its XPV for to rest on the sled. It is towed to
trade is 18% of 2000, or 360 XP. the beach, where a raft is
constructed around it. Finally, by
Items with Doses: Certain unusual digging sand and towing with the
items normally come with multiple ships, the needle is launched for
doses. Multiply or divide the XPV the return trip, to be towed by two
given to reflect more or less than of the vessels.
the normal number. For example, a
potion of water breathing normally The Fleet
has two doses. If sold with one dose The following persons are involved
remaining, the XPV is half that in this expedition, all sailing in
given. If sold with four doses, the three ships:
XPV is twice that given.
6 player character leaders
Giant Insects: Food is purchased at 25 mercenary soldiers (L1 fighters;
the same rate as magic items, using AC2, hp 1d10)
the Trade Ratio compared to the XP 53 carpenters/woodcutters (L0 men,
value for the monster. Keep this AC 9, hp 1d4)
information in mind should you ever 10 engineer-architects (L0 men, AC9,
decide to go back to the jungle. hp 1d4)
Live giant insects have normal 45 sailors (L1 fighters, AC 8 or 4,
value. Dead giant insects are only hp 1d10)
worth 1/10 their value. XPV for some 3 navigators (L0 men, AC 9, hp 1d6)
giant insects are: 3 ocean-going shipmasters (L3
fighters, AC 8 or 4, hp 3d10)
Insect XPV
Giant Wasp 320+4/hp The sailors and sea captains do not
Giant Dragonfly 525 +8/hp assist in the land operations. They
Giant Mantis 1350+14/hp visit the PC encampment every four
or five days to see how things are
PART 2 - RETRIEVAL going.Much equipment has been
brought for use in the project,
The Plan including all the needed hardware,
The king's engineer-architects, tools, and heavy rope (capable of
working with the court wizard and 10,000 pounds' pull). The necessary
sage, have designed an elaborate lumber must be cut at or near the
project to move the obelisk without site.
damaging it. The plan involves The three ships are identical large
surrounding the obelisk with a large merchant vessels:
scaffold made of heavy timbers, to Masts 2
be lumbered at or near the site, and Hull value 40 hull points (HP)
reinforced with metal parts brought Length 75 feet
by ship. Working from this scaffold, Width 25 feet
Movement rates: The vessels cannot ram. One ship is
Normal sail 3 mph equipped with a light catapult, with
Maximum sail 5 mph 30 boulders for ammunition. The
Normal oar 1/4 mph other two ships have ballistae, each
Maximum oar 1/2 mph (2 turn with 30 ballista bolts.
maximum burst) A ballista fires one large,
spearlike missile every four rounds
Special Note: When towing the when manned by a crew of two. It may
obelisk home, the ships move at half fire every two rounds with a crew of
normal speed in good sailing four. A ballista may be aimed at any
weather, more slowly if the weather target within a 45 degree arc if it
is bad. is at least 8 feet away. A closer
target can easily dodge. The missile
Acceleration time (standstill to is hurled directly at the target,
normal speed): 1 turn with little arching of trajectory. A
Sinking time (hull value surpassed, ballista may be repositioned to aim
time to sink): 1d10+2 turns in an entirely
Grappling chance: 75% (opponent ship different direction only by a crew
has 25 % chance of removing of four, and it requires three
grapnels) rounds to do so. A ballista may
Damage repair: if damaged for 12 HP easily be fired at a target level
(at most), repairs may be made at with it. Ballistae inflict no
the rate of 1 HP per repair crew (10 structural or hull damage; they are
men) per hour. Damage exceeding 12 anti-personnel weapons.
HP cannot be repaired until the ship A light catapult fires its
returns to port, but the first 12 HP ammunition once every four rounds
can always be repaired. with the minimum crew of four. No
benefits are gained by adding
Fire Damage additional crewmen. It may be aimed
Fire is a great danger on shipboard. at any target within a 15 degree arc
When a ship is struck by any and a minimum of 150 yards away. The
fireball of 5 dice or more, or by a missile traces a high arched path.
flaming catapult missile, roll 3d6 Catapults may be used effectively
to determine the ship damage: against objects or creatures. Note
that the damages given below are hit
Roll Fire DamageHullPoints of damage points. Against an object, a light
3-7 Light damage 1 HP catapult inflicts 4 Structural
8-10 Light-moderate 2-4 HP Points (SP) (see Damage to Engines).
11-13 Moderate damage 3-6 HP
14-15 Moderate-heavy 4-8 HP Ballista:
16-18 Heavy 5-10HP Range: 8'(Min) 960' (Max)
1/4" (Min) 32" (Max)
Any flaming catapult missile landing Fire Rate: 1/2
on a ship should be immediately Crew: 2-4
doused. Otherwise, a flaming missile Damage: 2d6(Sm-Md)
has a 75 % chance of spreading out 3d6(Lrg)
of control. If this occurs, roll for
fire damage each round until HP are Catapult (Light):
exceeded, then check sinking time. Range: 450'(Min) 900' (Max)
18" (Min) 30" (Max)
Ships' Weapons Fire Rate: 1/4
The following information may be Crew: 6-10
needed if the frog-men natives are Damage: 2d12(Sm-Md)
aroused enough to attack the ships. 4d4(Lrg)
It will be needed on the return
voyage to repel a pirate attack.
Ranges are given in both feet and easily opened. The throne in Room 9a
scale inches. Crew figures are is now empty, not trapped, and
minimum-maximum. movable (800 pounds). Assume that
the characters have figured out how
"To Hit"Rolls: A siege engine hits to operate the controls in Room 9c
as well as the highest level person and tell them any details they wish
in its crew. A catapult target is to know. The storage area in Room 9c
treated as AC 0 (regardless of its is empty.
actual AC). A ballistas target is AC
10. Thirty of the mercenaries on Exploration
this adventure have been given It is likely that the party will
training in siege engines and are explore the nearby area before or
placed aboard the appropriate during operations. They may find the
vessels. When the siege engines are Grippli village and the false
operated by mercenary soldiers, use Bullywug lair while scouting. If so,
the "to hit" rolls given below, use the information given in Native
subject to the modifications given Life for each. If the PCs find the
thereafter. village(s) on their own, the first
visits by each type of native still
Ballista: 10 Light Catapult: 20 occur, but merely for inquisitive
reasons, not to summon the party to
MODIFIERS their village. All other events
proceed normally.
Target is: Target size is: If characters want to explore
Stationary +3 widely, remind the players that the
Small or Med -2 guards are probably inadequate for
Moving less than 3" 0 full defense of the operations, and
Mount and rider 0 the PCs are needed nearby. If the
Moving 3 "-12" -3 party splits, some of them
Giant or medium ship +2 reconnoitering while others remain,
Moving 13 "-24" -5 do not allow them to discover the
actual Bullywug village. If they
Special for catapult only: If target spend too much time scouting, the
is stationary, shots after the first treetops are full of critters....
have + 4 bonus to hit, because the
range is determined more accurately. Construction Times
The following information is not for
Damage to Engines: The ballista has the players. The "Actual Days" given
2 Structural Points (SP). A light below are valid only if few or no
catapult has 4 SP. These are used in interruptions occur. Count half-days
much the same way as a ship's Hull of work where appropriate, depending
Points. The following attack forms on the events.
inflict the given amounts of damage, If asked for estimates, the
either in Hull or Structural Points, engineer-architects give the times
depending on the target. stated below under "Est. Days" as
Fireball or lightning bolt: 1/2 per they are cautious types.
level of caster
Catapult missile, light: 4 Boulder, In addition, 2-3 days are spent in
giant-hurled: 4 (or 6 for stone or setting up camp, settling in, and
storm) penetrating the maze. Sailing time
is not included. It takes 10 days'
Maze Notes sailing to return to the ruins and
None of the disintegrators in the about 20-25 days for the return,
maze are presently functioning if towing the obelisk.
the PCs turned them off at the end
of the last adventure. Rooms 1-8 in
the maze are empty and all doors are
CONSTRUCTION TIMES

Est. Days Phase of Operation Actual Days


30 Cut lumber 21
30 Build scaffolding and winches 21
4 Build sheath around obelisk, string ropes 2
12 Clear roadway 7
2 Raise obelisk, insert sled, lower obelisk, finish 1
3 Pull obelisk to beach on sled 2
3 Build raft around obelisk, launch 2
84 (12 wks) Total project time 56 (8 wks)

Woodcutting 8. Granite bust of a human head,


One hundred map squares must be lifesize (value 250 gp)
logged to gather enough lumber for 9. Old rotting wooden chest (found
the whole operation. Keep track of to be bottomless)
the area logged as follows. Ten 10. Four rusty axe heads, no handles
woodcutters clear one map square (50 11. Mummified shrunken humanoid
yards across) of usable timber in head, intact
one day (10 hours) of work. If fewer 12. One elephant tusk (125 pounds,
men work, or fewer hours are worked, 500 gp value)
a percentage of a square is logged. 13. I" metal cube (a box, contains
For example, 42 men can clear 4.2 dusty rose ioun stone +1)
map squares in a day. On Day I, the 14. Humanoid statue made of tin,
53 woodcutters would normally clear holding axe
5.3 map squares, but lose one man 15. One pole arm in good shape
(.1 square) and possibly more. Have (guisarme, +3)
the players mark off the approximate 16. A rusty oil can
number of cleared areas on their 17. Odd amulet with a spider
map. The DM should keep track of the inscribed on each side, no chain
exact current total of map squares 18. Bracelet, a solid brass ring
cleared. When the total reaches 100 (giant-sized ring of warmth)
or more, one of the engineer- 19. 40-pound blue-green rock
architects announces that the (turquoise, value 1,000 gp)
logging may end. 20. Reddish metal (silicon-steel)
spork (spoon-fork utensil)
Finding Relics
One interesting item is found per Clerical Activities
five map squares cleared. Determine Because the workmen suffer various
the item found by rolling ld20. Mark minor injuries during the operation,
off items as they are given out; the two PC clerics each need three
only one of each item can be found. cure light wounds spells per day to
Items are found by workmen and given combat normal wear-and-tear on the
to the PC leaders. workers.
In addition, the jungle climate is
1. Humanoid skeleton with four arms unhealthy. If the players are wise,
2. Four odd, reddish metal (silicon- the clerics cast cure disease spells
steel) coins, worn flat on everyone, working their way
3. Three normal iron keys on a around to treat all the NPCs and
keyring (useless) themselves over a period of time.
4. Batrachian skull with neat, half- Since together they can cast five
inch holes in front and rear cure disease spells per day, they
5. Pouch (bag of holding, 500 Ib. can treat each person once every 20
limit, empty) days (ignoring the sailors, who
6. 8-foot-long skull of carnivorous remain on the ships). See Day 22 to
dinosaur (gorgosaurus) find out what happens if this duty
7. 150 pound irregular block of is neglected.
quartz (value 1,000 gp) On each seventh day, the clerics are
approached by workers who expect
them to perform the usual religious gnome's bag of holding). This
services. These services need not be dastardly deed is magically foiled
played out. They are ceremonies the and the spell books are returned.
clerics know how to perform easily, Digger is forced to run for it,
without using any spells, and can be barely escaping with his life. His
assumed to have taken place if the large hoard is confiscated. Your
clerics agree to perform them. If group is down to six but, having
the clerics refuse to perform lost only a fighter and a back-up
services for two seven-day periods, thief, you do not feel seriously
the same mutiny will result as depleted.
described below for forcing the In preparation for the moving of the
workers to spend nights on the needle, the king's wizard casts a
ships. limited wish and discovers that the
During the course of this operation, obelisk is hollow. The sage then
woodcutters and guards may die by excitedly performs his calculations
various means. The PC clerics may and announces that, if the
thereafter attempt to use raise dead dimensions you've reported are
spells to recover the lost. If so, correct, it will float!
assume that half of the workers fail You set out a month later with a
their system shock rolls (remaining convoy of three merchant ships full
permanently dead), and that the same of people and equipment to bring the
happens to one-fifth of the guards. needle to the king.
In any event, a raised person is
useless for a full week thereafter Give the players the Players'
unless a heal spell (probably not Reference Sheet for Part 2 and the
available to PC clerics) is applied. Players' Jungle Map.

Players' Background Sequence of Events


Time, rather than location, is the
Read the following to the players: key to this part of the adventure.
The characters' actions can
You have returned to your homeland influence the timing and occurrence
with treasure and information. The of various incidents, but their
king is pleased with your success return to the jungle sets in motion
and adds his token reward, 1,000 gp the following inevitable chain of
each, and his thanks. events.
A week later, you are again summoned The natives (both Grippli and
to the palace. The kings sage Bullywugs) contact the PCs to
explains the new plan. A veritable discuss their logging operations.
army of construction folk are being The natives become increasingly
assembled to sail back to the ruin concerned about what they consider
and bring the obelisk to the king. desecration of their sacred places,
Your assistance is requested, as you the maze and the obelisk. Militant
are the only folk familiar with it Grippli conservatives conduct secret
and, as you wisely left the force raids on PC operations. Both Grippli
field in place, the maze must again and Bullywugs seek to enlist the
be penetrated. PCs' aid in their ancient conflict.
Most of you agree to continue in the Bullywug forces ally with the
king's service. Montana, the dwarf, Grippli rebels, and skirmishes
however, thinks it sounds boring and occur. The Bullywug forces attack
decides to seek a new adventure. the remaining liberal Grippli, with
Furthermore, the day after your the PCs possibly aiding either side.
royal audience, your magic-user If the Bullywugs and their cohorts
receives an extortion note from are victorious, they attack the
Digger, the gnome, demanding a huge logging operations, even if the PCs
ransom for the return of his spell have helped them.
books (which he unwisely kept in the
Alternative Plotline: The mosquitoes and who knows what else.
following possible course of events There are snakes and big flying bugs
is not covered by the Events Key. If in the tree-tops. And you're
the PCs decide to kill all the expected to keep order in this mess
natives, assume that some natives and protect the workers as best you
escape and return with other tribes can.
in 7-16 (1d10+6) days. If this The force field still covers the
occurs, the vast number of hostile maze and obelisk. You have your map
natives (200 + Bullywugs and 300 + and can easily enter the maze and
Grippli) inhibit the PC operations turn off the field whenever you
to such an extent through guerilla like. We won't play out that part.
tactics, sabotage, and occasional The obelisk is 65 feet tall. The
open assaults that most of the main spire is 20 feet wide at the
workers are slain, and the obelisk base, tapering to 10 feet wide at
cannot be moved. The PC expedition 60-foot height. The cap is 5 feet
fails. The PCs also change alignment tall and 10 feet square at its base,
to evil when they attempt to tapering sharply to a point. The
exterminate the natives, each PC obelisk appears to be made of a
losing one level of experience. single piece of stonelike material
and rests on the stone floor of the
Events Key maze. The official method of moving
Instead of an Encounter Key for Part it seems to be best, though a long
2, you are provided with a series of and involved affair. Digging around
events that occur at set times. or under it could topple it, magic
Review all the information given might adversely affect it, and your
below to be familiar with the lives and honor are at risk if it
overall setup and handle PC actions breaks.
as needed.
A large amount of information is Use the maze room descriptions from
given here. You are not expected to Part 1, with the changes noted
assimilate all of it. Use as much as above, as needed. When the PCs have
you can but avoid getting hung up on settled in and are ready to start
details. Keep the game moving. This the obelisk-moving operation,
large mass of data all fits together proceed to Day 1.
to construct the big picture of the The players may want everyone in the
social and political events in the expedition to stay on the boats at
area. It is never all needed at night for safety. The NPCs all feel
once, and many minor details may not that this is unreasonable and
come to light during play. ridiculous, so they refuse. If
Use this section in the same manner threatened or forced to stay on
as you would use a normal encounter shipboard during the night, very
key during the game. Refer to other little productive work is done the
sections (Maze Notes, Native Life) next day (the quarters on ship are
for information as needed, based on cramped and not to the NPCs'
PC actions. liking). The workers eventually
Important Note: "Day 1" is the first mutiny against the PC leaders. If
day of logging operations not the this occurs, a mass, unarmed attack
first day of this part of the on the PCs results in their capture.
adventure, which begins about 12 They are given the choice of riding
days earlier when the expedition back to the capital or staying in
sails from the capital city. the jungle alone. Spell casters are
When the characters have again stripped of their components, spell
landed on the beach near the jungle, books, holy symbols, etc.
read the following to the players: If the PCs spend the nights on
shipboard while the workers stay on
It's a jungle out there! This place land, work proceeds at about half
is hot and steamy, infested with normal pace the next day.
The Grippli return each day if their
Day 1. Snakes in the Trees request to visit their village has
About two hours after lumbering not been answered. Remember to mark
operations begin, one of the felled off the map squares logged.
trees is found to contain three
giant poisonous snakes. The snakes Day 7. Services
attack, and one woodcutter is bitten Early in the morning, the
each round. woodcutters ask the PC clerics to
If the PCs are in the area (not off hold religious services. These
scouting or visiting natives), a ceremonies last one to two hours and
guardsman comes running up to one do not delay the work. Mark off the
character, asking for help. The PCs normal number of map squares logged.
arrive on the scene 2-5 rounds after The actual services should not be
the trouble starts. (A minimum of played; the details are assumed.
two woodcutters are bitten.) One Players may role-play the PCs'
workman is dead from wounds. Other reactions and handling of the
woodcutters are dead of poison but request.
may be revived by applications of If the PC clerics refuse to provide
slow poison followed by neutralize services, the woodcutters stage a
poison spells. A cure light wounds work slowdown. Subtract one penalty
spell cures all the wounds on any square from the number that would
one NPC. normally be logged each day (not
cumulative) until religious services
Day 2. Visit from Natives are provided.
A group of six humanoid frog-men
(Grippli) arrive at the site. They Day 8. No Event
keep their distance, watching the Remember to mark off the map squares
operations from a point 40 yards logged.
into the jungle. They are noticed by
workmen and reported to the PCs. The Day 9. Visit from Natives
frog-men are eager to talk, if A group of six humanoid frog-men
magical means are used to permit (Bullywugs) arrive at the site. They
this. Their tribal Mother wants to watch the operations from a point 40
talk to the PCs about the logging yards into the jungle. When they are
operations. If the PCs agree, the noticed by workmen and reported to
natives lead them to their village the PCs, they prove eager to talk if
to talk with the tribal Mother. (See magical means of communication are
the Grippli Village section for used. Their leader wants to talk to
details.) the PCs about the logging
operations. If the PCs agree, the
Day 3. No Event (or Native Visit) natives lead the PCs to the clearing
If the PCs have visited the Grippli south of their village (see map), to
village, no event occurs on Day 3. talk with their leader. (See
If they have not, the six natives Bullywug Clearing for details.) If
from Day 2 (or others, if the first any Grippli are still hanging around
six were chased off or slain) the camp, they disappear into the
return. This time, they are braver, jungle at the first sight of the
approaching the camp itself in Bullywugs.
search of its leaders (PCs) to take
back to their tribal Mother. Day 10. No Event (or Native Visit)
If still refused, the natives return If the PCs have visited the Bullywug
each day hereafter until their pleas clearing, no event occurs on Day 10.
are heeded. If they did not visit the clearing,
the six natives from Day 9 or
Days 4-6. No Events (or Native others, if these were chased off or
Visits) slain, come back. This time, they
bravely approach the camp in search
of the PCs to take
back to their
leader.
If still refused,
the natives return
each day hereafter,
becoming
progressively more
insistent.

Days 11-13. No
Events (or Native
Visit)
Remember to mark off
the map squares
logged.

Day 14. Services


The woodcutters
again expect the PC
clerics to hold
religious services.
These take one to
two hours in the
early morning, and
do not delay the
work. Mark off the
normal number of map
squares logged.

Days 15-16. No
Events
Remember to mark off
the map squares
logged.

Day 17. Wasps


In the morning, a
group of five giant
wasps raid the outer
edge of the logging area. Six the ramp to ease it out of the maze
workers are stung before the PCs can (23 days total).
arrive.
Two are killed and four are Day 21. Services
paralyzed. The paralysis is a Three natives (Bullywugs) show up
poisonous effect, removable only by and ask to sit in on the services.
slow poison or neutralize poison If this is not allowed, they simply
spells. leave.

Days 18-20. No Events Day 22. Disease


Remember to mark off the map squares If the PC clerics have been casting
logged. Logging operations conclude cure disease spells on everyone as
when 100 map squares are cleared of often as possible (5 per day, 20
usable timber. When the logging is days for the circuit), this event
finished, the woodcutter-carpenters does not occur. Otherwise, continue
start work on building the scaffold with the following.
and sheath around the obelisk, and
One non-cleric PC (determined at Mother sends out the call for all
random), three guards, and 12 the tribes to gather and plan their
workmen begin to feel ill: slightly attack.
dizzy with occasional chills. They
have contracted a jungle disease. Days 34-36. No Events
Once diseased, a character (PC or Services may be conducted on Day 35.
NPC) cannot work, fight, or cast Four Grippli attend the services, if
spells. The disease is easily permitted. Several workers make
removed by a cure disease spell. If comments like, "the natives aren't
not cured, the disease causes the such bad guys, when you get used to
loss of one point of Constitution them."
every other day. The victim dies
when this ability score reaches Day 37. Sabotage
zero. Assume that each workman and In the morning, it is discovered
guard has 10 points of Constitution. that some parts of the scaffold have
This disease is spread by normal been sawed or chopped through.
small insects that are always Traces of native (Bully-wug) feet
present in the jungle. The jungle are found here and there around the
residents have built up a resistance area. The building of the scaffold
to it and are not affected. If the suffers a one-day delay for repairs.
PCs do not start regular treatment If NPC guards are alerted and more
of everyone in their camp, four carefully positioned around the maze
workmen, one guard, and one PC area, further sabotage may be
become diseased every day hereafter. prevented. The natives then have
only a 10% chance (check each night
Days 23-27. No Events hereafter) of successful raiding. If
Remember to mark off the map squares PCs stand guard, the chance drops by
if logging is still in progress. 1% per PC. If no precautions are
taken, the same amount of sabotage
Day 28. Services (and delay) occurs each night
Five natives (Grippli) arrive and hereafter.
join the services. If told to leave, If the Grippli tribal Mother is
they ask lots of questions and want confronted by the PCs about the
to know why they can't stay. Though sabotage, she denies her tribe's
pushy, they can finally be chased involvement, blaming it on the "bad
off. natives." The Bullywugs also blame
the damage on "bad natives" and
Days 29-32. No Events claim that it is all part of a
Operations continue normally. scheme of the "old witch" (the
Grippli tribal Mother).
Day 33. Native Visit The guards and woodcutters start to
Six Grippli arrive at the site in mutter their open distrust of the
the morning and seem upset about natives. Some feel that it would be
something. If conversed with best to wipe them all out.
magically, they express their
displeasure about the human Days 38-41. No Events
desecration of their sacred places: Operations continue normally. Roll
the maze and the obelisk. No PC for sabotage delays as noted above.
actions can calm them. After
delivering their impassioned speech, Day 42. Services
they leave quickly. If they are The usual religious services are
slain, another group of three held, but are attended by no
Grippli arrive in the afternoon, natives. As the services end, 12
searching for the others. If these natives arrive, one of them a
are also disposed of, the remainder leader. They are armed with spears
of the tribe assumes that the humans and seem irritated. The leader wants
have become very evil. The tribal to talk. If magical means are
employed, the message is revealed. to their encampment by night and
These natives (a conservative return to the Grippli village each
militant group of the Grippli tribe) morning if desired, with no ill
believe that the human operations effects.
are defiling their sacred area, the
maze and obelisk. They demand that Days 51-53. Troop Movements &
the humans leave the area within 10 Skirmishing
days. The natives try to leave Workmen report that elusive
peacefully after delivering their creatures, probably natives, are
message and flee if attacked. moving around out in the jungle.
They avoid the human operations
Days 43-48. Possible Special Event entirely. PCs are not able to sight
Work on the roadway should begin or catch any of the natives.
sometime between Day 43 and Day 48. During the 3-4 days of skirmishing,
Run this event on the first day of defensive barriers may be built
roadway work. around the Grippli village with logs
While workmen are clearing the and mud, giving 50% cover ( -4 AC
roadway, two of them fall into a pit bonus) to the defenders when the
trap and die on poisoned spikes. first attack comes on Day 54. Do not
This is not avoidable unless the suggest this, but allow it if
characters first search the entire players think of it.
road with find traps spells (at
least four spells' worth). This trap Day 54. Sounds of Battle
was made by Bullywugs. If PCs are present in the Grippli
village at 11 a.m., run "Klikets
Day 49. Services Charge."
Regular services may be held as
usual. There are no interruptions. Kliket's Charge
When the PC clerics pray for spells
Day 50. Messenger on the morning of Day 54, the
In the afternoon, a native is intermediaries they contact (for
spotted running quickly towards the level 3-5 spells) subtly point out
PC encampment with spear in hand, that there are creatures with
apparently charging. If allowed to poisoned weapons all over the place.
arrive and magically conversed with, Because it is unusual for
it brings word of violent conflicts intermediaries to comment in this
between the two Grippli factions, manner, they say something like,
the militant conservatives and the "Are you sure you only want that
liberal majority (led by the tribal many slow poison spells?" Aside from
Mother). The native asks the PCs to this rather obvious hint, the
aid the Mother. intermediaries' conversation and
If the messenger is slain before it spell granting is normal.
can give its message, no further This battle should take half an hour
events occur until the mass attack of play or less. To keep things
on Day 56. moving, assume that melees which do
If the PCs do not respond, the not involve PCs take 5 rounds to
liberals are defeated by the resolve, with three times as many
combined forces of the conservative Grippli casualties as Bullywug. If
Grippli and their Bullywug allies on the Grippli are magically aided
Day 54. On Day 56, their combined (e.g. attackers are slowed), reverse
forces march on the PC operations. those odds to their favor. In
If the PCs respond and come to the addition, determine each
aid of the Mother, the militant individual's hit points when damage
conservative faction (14 Grippli) is taken, not in advance. Assume for
deserts the village this night, area-effect purposes that there are
leaving 16 natives with the Mother six attackers per 10 x 10 foot
and her attendants. PCs may return square area during most of the
battle. The seven attacking leaders accompany the Bullywug horde in
are spread out at various points in their sneaky approach.
the mob. The signal for the main attack is
Position the defenders (PCs and 18 the lighting of the torch. The
Grippli natives) in any manner shamans then each cast a darkness
desired by the players, except that spell, aiming at the PC magic-users,
Grippli must be within their if visible, or any other PCs
village. The Mother and her four otherwise. When the darkness
attendants stay back out of the appears, the first wave of 30
fray, preferably in a hut. Bullywugs jump (30-yard range) at
The attackers creep up near to the all available targets, doubling up
village under heavy cover in an as needed. They gain a +1 bonus on
attempt to gain surprise. If any PCs this attack, and a hit inflicts
are outside of the village between double damage, plus poison.
10:30 and 11:00 a.m., or if any PC When the Bullywugs charge, the lucky
has a detect invisibility spell sub-chief with the torch lights the
running during this time and is others, and the flaming figures hop
using it to watch for enemies, the into the fray, making three attacks
approaching attackers are spotted per round with claws and teeth. Any
and their surprise fails. Otherwise, successful hit inflicts extra fire
the attackers gain two surprise damage of 1-4 points.
segments, using the first to jump to After the first wave of the attack,
the attack and the second to make a the shamans cast their second
hand-to-hand attack. This jump darkness spells wherever seems
attack is a charge; if defenders are appropriate. The shamans are hidden
not surprised, they may set their in the jungle with the second wave
weapons against it. of 30 Bullywugs and cannot be picked
The attackers and defenders are all out from the others. Thereafter,
using poisoned spears. Any victim whenever possible, the shamans cast
hit must save vs. poison or die. their dispel magic spells into the
fray (avoiding their own
Attackers darknesses), give cures to the
60 Bullywug Natives (AC 4) chieftain or themselves if
Kliket, Bullywug Chieftain necessary, and then ready cause
4 Bullywug Sub-Chiefs blindness or poison spells (not
2 Bullywug Shamans both) to use if they are attacked.
Spells for this battle (identical In the meantime, Kliket sends in the
for each): second wave of Bullywugs. Thirty
Cure light wounds (C 5s, 1d8) more hop to the attack, without
Darkness (x2, C 4s, R 12", DR 75r, surprise but still with the charge
40' diameter) bonus and, of course, poisoned
Resist (ire (x3, C 1r, R Touch, DR spears.
7T)
Cause blindness (C 1r, R Touch) Defense Tactics
Dispel magic (C 6s, R 6", 30' cube) The 18 Grippli natives (less any
Poison (C 7s, R Touch, save or die) killed earlier by PCs) wait for
their attackers to move in, then
Attack Tactics slug it out. The PCs are also
Before they approach the Grippli defenders. Their tactics are decided
village (at about 10:30 a.m.), the by the players.
Bullywug shamans cast their resist The 12 (or fewer) conservative
(ire spells on themselves, Kliket, militant Grippli stay back and avoid
and three of the sub-chiefs. These the fray. They have, at this point,
three subs wrap themselves in realized their error and are
flammable oily rags; the fourth appalled at the bloodthirsty plans
keeps a torch ready. They then of their Bullywug allies. If
attacked, they flee; if confronted,
they surrender. Later, if given the If PCs have not yet defeated the
chance, they plead with the tribal Bullywug army, continue with the
Mother for mercy and forgiveness. following:
She Services are held as usual. Extra
grants both if they reaffirm their blessings and thanks are
allegiance and do penance by appropriate, as the project is near
rebuilding the village and serving completion. No natives attend the
the surviving liberal Grippli. services. In the middle of the
If PCs have avoided the native service, Bullywug spears fly out
problems and remained with their from the nearby underbrush,
operations, the sounds of battle are instantly killing three workmen in a
heard coming from the east (Grippli surprise attack.
village) at 11 am. If PCs This surprise attack does not occur
investigate, they find a horde of if the PCs are positioned evenly
natives in the village, fighting a around their group, but do not ask
very few others ("mopping up"). By players for special actions. That
this time, the tribal Mother, her would be a too-obvious clue, since
attendants, and 12 of the Grippli the other services are uneventful.
liberals have been slain. Subtract If players have the foresight to
any previous Grippli casualties, stand watch, the incoming Bullywug
such as deaths from PC forces are spotted at 50-yard range.
confrontations, from the Grippli The service can be interrupted and
defenders. The remaining six surprise prevented. Normal guards do
liberals are prisoners. not suffice to prevent the surprise
At this point, the force controlling attack.
the village is identical to the The workmen panic and flee in random
attacking group described in directions. The guardsmen join the
"Kliket's Charge," minus 10 Bullywug PCs to face the incoming attack and
casualties. This group is not yet follow their orders.
prepared to attack the human The attacking Bullywug forces are
encampment and negotiates with the identical to those described in
PCs if possible. "Kliket's Charge," minus 10 Bullywug
casualties. Many snakes, normal and
Day 55. No Events giant-sized, and other wild and
Operations continue normally. monstrous creatures surround the
camp. Bullywug shamans have talked
Day 56. Services (Possible Special to them, and they are waiting for
Event) food (the fleeing workmen) to come
If the PCs have aided the Grippli running out. If (or when) the PCs
and defeated Kliket's Charge, and guards defeat the massed
services are held normally, with no Bullywug attack, they find that most
events other than the attendance of of the workmen have been killed and
all surviving Grippli liberals eaten by the critters. Eight workmen
including the tribal Mother and her may be found wandering in the jungle
attendants. The Mother expresses her if PCs search. All the engineer-
deep appreciation for the PCs' architects are slain. The PCs may
assistance and presents them with attempt to finish the project
100 2 x 5 foot sheets of metal which themselves, but success is not
have been buried near the village. likely. Many men are needed to move
The metal is the same silicon-steel the massive obelisk.
described in Part 1, Room 9d. The Clever players may decide to collect
metal sheets are 1/32 inch thick and as many bodies as possible, take
weigh 10 pounds per sheet. Their them to the ships, and spend a few
value is 100 gp per sheet as a weeks casting raise dead spells.
novelty or 1,000 gp per sheet if the However, most of the workmen are too
special cutter has been found and is badly damaged or eaten to restore. A
sold with them. maximum of 20 can be regained in
this way, still too few to move the roadway. By evening, the drums are
obelisk. very near, but the obelisk is ready
for launch. If the PCs decide to
Days 57 to Next-to-Last-Day. No launch that night, light sources
Events must be used to ensure safety. The
Whatever the results of the past rope cables could snag if not
days, no further events occur until attended carefully, and some pushing
the PCs are about to leave, either is needed in addition to the ships'
in failure or with the obelisk. pulling. Two of the ships are used
to tow the obelisk and its raft; one
Next-to-Last Day. Noises remains more mobile.
If the PC expedition fails, this If well lighted, the launch
event occurs the day after the great succeeds, and the PC expedition may
Bullywug attack on their operations. sail up to half a mile away from the
If PCs have already sailed away, shore. The navigators do not want to
ignore this event. go further as visibility is limited
If the PC operations have succeeded, and there are reefs in the areas
this event occurs while the obelisk waters.
is being dragged to the beach. To If the launch is left to the next
accomplish this, workers have day, no further events occur today.
dismantled the scaffold and used
that wood and other logs to pave the Departure Day. Bon Voyage Party
roadway. Twenty capstans are set up As the PC expedition leaves the
and manned, attached to the sunny jungle shores, they are bid a
obelisk's sled by ropes and used to fond farewell by the Bullywugs, who
pull it toward the shore over the come out onto the shore and throw
logs. When the obelisk is within 200 spears at the departing ships. If
yards of the shore, long ropes are the PC expedition has put to sea on
strung from the ships and attached the previous night, this has no
to the sled so that rowers may aid effect whatsoever. If the PCs launch
in the effort. The entire moving today, some spears stick into the
operation takes about 24 hours raft around the obelisk, but nobody
(two long days' work). is harmed, and the attack has no
On the second day of moving, native other effect. In any event, the
drums are heard in the distance. If beach is packed with irate natives,
the PCs seek the surviving Grippli obviously very hostile. They cannot
to get more information, they find pursue very far into the water. If
them in the process of packing up attacked (by long-range magic or by
and moving. The Grippli reveal that the ships' ballistae or catapult),
the sounds are Bullywug war drums; the Bullywug army pulls back into
other tribes are coming. There could jungle cover.
be over 200 Bullywugs on their way.
By the sound of the drums, they Pirate Encounter
should arrive within two days. The On the morning of the ninth day of
Grippli must hurry to join the other the 20-day voyage home, two ships
Grippli tribes for defense. They are sighted at a distance of 5
believe that the nearby Bullywugs miles. They are heading toward the
must have sent word of their defeat PC fleet.
to the others. This will have no These are two merchant ships
real effect on PC operations, but containing pirates. They fly no
adds to the atmosphere. flag. The pirates have been sent by
a rival nation, after their king
Last Day. Approaching Army heard that the PC expedition had
The sound of native drums grows been sent out. They want the
louder. The obelisk reaches the obelisk. They do not, however,
beach, and workers hastily build a expect as much resistance as the PCs
raft around it with logs from the are able to provide.
The ships are two large merchant because the two towing ships can
vessels, identical to the PCs' only move at half speed, the obelisk
ships. cannot be kept without a fight.
If the PC ships do not change
maneuvers, the
following rates and
times apply,
counting from the
original 5-mile
sighting:

PC ship turns to
attack
ROA: 7 1/2 mph
Time Contact:4 turns

PC ship continues on
course
ROA: 4 mph
Time Contact: 7 1/2
turns

PC ship turns and


flees
ROA: 2 1/2 mph
Time Contact:12
turns

Each pirate ship is


equipped with a
ballista and a
catapult (statistics
given in the PC ship
description section)
,with plenty of
ammunition. They use
flaming catapult
missiles (pitch).
The pirate ships
start attacking when
in range for both
the catapult and
ballista (30" range;
this is 900', or
Movement Rates and Times about 1/6 mile). All shots are aimed
The rate of the pirates' approach at the PC ships; the pirates are
will vary by PC actions. If PC ships very careful to avoid striking the
turn to attack, the Rate of Approach obelisk raft. When they close to 17"
(ROA) is the sum of the two ships' range (510' or about 1/10 mile), the
movement rates. If PC ships continue pirate magic-users start throwing
on course, the ROA is 80% of the their fireballs, aiming for the
pirate ship movement. If the PCs largest visible groups of people or
turn away from their attackers, the the sails of the PC ships.
ROA is the pirates' rate minus the At the first sign of danger, most of
PC rate. Thus, the third PC ship the PC expedition goes below decks.
(not towing) can evade the pirates A few sailors (10-15 per ship) stay
by abandoning her comrades but, topside to keep the boat moving and
fire the siege engines. When contains the same number of pirate
boarding seems imminent, the sailors personnel:
swarm out of the hatch to fight.
Nonfighters (such as woodcutters) 120 Pirates, 60 per ship
stay below, surrendering if engaged. 10 Pirate Sergeants, 5 per ship
Sailors try to keep 4 Pirate Lieutenants, 2 per ship
the pirates from boarding by 2 Pirate Captains, 1 per ship
throwing belaying pins at them for 2 Pirate Magic-Users (7th-level), 1
1d4 points damage per successful per ship
hit. 2 Pirate Clerics (5th-level), 1 per
The pirates attempt to close in, ship
grapple, and board. They fight to
the death, almost to the last man, PIRATE SPELLS
for that is their fate if they Mark off as used:
return empty-handed.
If reduced to 10 men Pirate Spells
per ship or less, they
surrender and offer to MU #l MU #2
ally with or serve the ____ ____ Magic missile (C 1s, R 13", 4d4+4)
PCs and their king. If ____ ____ Magic missile (C 1s, R 13", 4d4+4)
spared, the traitorous ____ ____ Shield (C 1s, DR 35r; AC 2/ 3/4)
rogues flee shortly ____ ____ Sleep (C 1s, R 10", DR 35r)
after arrival in the ____ ____ Detect invisibility (C 2s, R 7", DR 35r)
capital to continue ____ ____ Stinking Cloud (C 2s, R 3", DR 7r, 20'
independent lives of cube)
piracy. ____ ____ Web (C 2s, R 3 1/2", DR 14t)
This encounter is best ____ ____ Fireball (C 3s, R17"", 7d6)
run loosely. Do not ____ ____ Fireball (C 3s, R17"", 7d6)
roll for every pirate ____ ____ Dimension door (C 1s, R 21")
and sailor attack, but
roll normally for CL#1 CL#2
long-range siege ____ ____ Command (C 1s, DR 1r)
engine attacks. Assume ____ ____ Cure light wounds (C 5s, 1d8)
that the sailors have ____ ____ Cure light wounds (C 5s, 1d8)
a slight edge in skill ____ ____ Cure light wounds (C 5s, 1d8)
but are outnumbered, ____ ____ Sanctuary (C 4s, DR 7r)
and that PC actions ____ ____ Hold person (C 5s. R 6" .DR 9r)
save the day ____ ____ Hold person (C 5s, R 6", DR 9r)
(hopefully). ____ ____ Hold person (C 5s, R 6" .DR 9r)
Concentrate on the PCs ____ ____ Silence 15' radius (C 5s, R 12", DR 10r)
and account for the ____ ____ Dispel magic (C 5s, R 6" )
rest by description
and summary. As a
Spell Strategies
tactical note, things are somewhat
After throwing their fireballs from
grim unless the PCs can neutralize
long range, the pirate magic-users
the enemy spell casters, but the PC
wait until they have closed to 10"
fighters can have a great time in
range and then cast their shield
melee, attacking once per level of
spells. They use sleep, stinking
experience each round, as the
cloud, and web spells to
pirates are less than 1 HD each.
inconvenience as many of the PC
crewmen as possible, saving magic
Pirate Personnel missiles for any formidable
There are 70 pirates per ship. opponents (i.e. the PCs). The magic-
Statistics for pirates and their
users abandon ship if the pirates
leaders are found in the Combined start to lose or the ships begin to
Monster Statistics Table. Each ship
sink. They use their dimension door
spells and head for either the other Just as human nature variesgood,
pirate ship or a safe-looking PC neutral, and evilso does the nature
ship, arriving down in the hold. of the spider race. And it seems
The pirate clerics save their spells that the bad guys have kidnapped the
for opportunity, using hold person good spider princess and are holding
against formidable opponents (i.e. her for ransom. She is being guarded
the PCs), silence on obvious spell by a dragon, of course. To prove
casters, dispel magic on PC- their mettle, in the grand tradition
generated effects, and sanctuary if of storybook fantasy, the heroes
they are spotted. If engaged, the must rescue the princess and slay
command to sleep may come in handy. the dragon.
They use cure light wounds spells on If the characters refuse, they are
themselves, the pirate magic-users, returned safely to their home, but
and any pirate officers as needed. the trade route is not opened. If
None of the pirate spell casters they cooperate and successfully
puts up a fight if cornered. They rescue the princess, the characters
surrender immediately if given a return home with the goodwill of the
chance. spiders, bringing the benefits of
The pirate ships contain a total of trade. The most interesting trade
2,400 gp in coins. The biggest goods offered are a strong new metal
treasure lies in the magic-users' (silicon-steel) and a new weapon
spell books (value 15,000 gp each). that throws deadly beams of light
(lightwand). By opening the trade
PART 3 - THE POWERS THAT BE route, the characters receive a
percentage of all the profits and a
This part of the adventure begins few free samples besides.
two weeks after the PCs have Before starting play, be sure to
returned to the capital city. The review all the creatures used in
king commands their presence and this scenario. Detailed descriptions
informs them that a magical doorway may be found on page. See also page
has appeared in the obelisk. The for details on calculating the
king blames the characters for this specifics of the Chak trade
new problem and orders them to enter agreement with the PCs.
the obelisk to find out what's wrong When you are ready, read the
with it. following to the players:
The obelisk is a transportation
device which sends those who enter Your voyage home after the pirate
it to a moon of the characters' attack was boringly uneventful. When
world. There, the characters meet you arrived at the capital city, the
the local residents, a nation of obelisk was laboriously towed to
powerful and intelligent phase Royal Square where a magnificent
spiders, who are quite pleased to pedestal had been built for it. In
see them. The spiders have an another great operation, the obelisk
interplanar trade empire and are was raised and safely mounted in its
eager to begin trade relations with new location. The king was extremely
the humans. However, their last pleased. He grandly bestowed useless
customers on the planet, a nation of titles on all of you, accompanied by
froglike beings, fell to squabbling very useful cash (another 5,000 gp
among themselves. The spiders each).
believe that this was caused by an It is now two weeks after your
innate lack of worthiness on the triumphant return. Though first
part of the frog race. The spiders hailed (and pestered) as heroes, you
agree to open the trade route if the have now been nearly forgotten by
human and demihuman ambassadors (the the cityfolk and the king, and are
characters) pass a simple test of basking in the luxury of anonymity
courage. once again.
Tonight is a busy one in the common the thing this very night, before
room of SMART headquarters. You are anything else happens. If necessary,
happily relating the tale of your the characters are seized,
travels to novice adventurers, imprisoned, and subjected to
swilling free brew, and generally Torgel's geas spells (2 per day
enjoying the admiration of your maximum) until they agree to
fellow members. The light of the cooperate.
full moon streams through the Now that it has been activated, the
windows, lending its air of mystery portal remains open for one month.
to the proceedings. When the characters agree to enter
Suddenly, a messenger bursts in. it, the king has all their
Pointing at you, he gasps, "The king belongings brought to the Great Hall
demands your presence at once! so that they may equip themselves.
Follow me!" Though there are groans
from your listeners, you have no Preparations
choice but to accompany the Give the Players' Reference Sheet
messenger. You are quickly rushed to for Part 3 to the players. Allow
the Great Hall of the palace for an them to take whatever they wish, and
immediate audience. It looks as divide these items among the
though you have to perform whatever characters for travel. Everything
task must be done to placate the may be taken, if desired, even the
king's whims this third time. tin man. Encourage players to take
You are ushered into the Great Hall 10 minutes, at most, to review,
for a royal audience. Before decide upon, and divide these items.
entering, all your weapons, devices, Assume that the characters have not
and spell components are left with cast any spells yet this day and are
the royal armorer (a standard carrying a standard spell selection
practice). The hour is late, and the (that chosen before play begins).
king is nearly alone. Only eight The PCs may refuse to enter the
guards are present, along with portal until they have studied
Torgel, the king's friend and spells, causing a 24-hour delay,
advisor whom you rescued from the which they must spend under guard.
maze. The king is very upset. As you The king does not allow the PCs to
enter, he shouts, "YOU! Its all your cast any spells preparatory to
fault. That gizmo of yours is going entering the obelisk until they are
to destroy us all!" at the portal and otherwise ready to
go. If they express a desire to cast
After much ranting and raving (which preparatory spells, Torgel first
you can role-play to the hilt), the casts a wall of force around them,
problem is revealed. At moonrise encasing them next to the portal.
this very nightthe night of the The characters may then cast all
full moonthe obelisk started making they like and enter. If they do not
a strange humming noise, and a misty enter before the duration of the
gateway appeared at the base of one wall of force ends (23 rounds), they
side. Once he calms down a bit, the
king demands that the characters
enter the gateway and find out
what's going on. Torgel doesn't help
matters, suggesting that the device
may be a portal for an interplanar
invasion.
The king puts the blame for this
strange occurrence on the characters
and holds
them responsible for bringing such a
dangerous device to the capital. He
insists they enter and investigate
are stripped and imprisoned for 100 feet on a side. Dozens of light
another day, and then equipped and sources are scattered around the
prepared in the same way. room, apparently held by the
spiders. These lights are brighter
Finder than candles but dimmer than magical
If you are using the pregenerated light. They give enough
characters, brief your Finder player illumination, however, to see that
in private before play begins. the walls are covered with ornately
Finder's church has become decorated metal and the smooth metal
interested in the obelisk and has, ceiling is about 20 feet above your
through commune spells and other heads. There are no visible exits.
magical efforts, determined that it
is a gateway to another world. The The characters are not yet aware
church has summoned Finder and that they are standing on the broad
instructed him to ensure peaceful back of a brass dragon, which is
and profitable relations with any curled up into a sort of altar. The
alien races the group might steep ramp in front of the
encounter. If necessary, he is to characters is actually one of the
reveal his true Charisma and take dragon's wings. Its other wing is
charge of the negotiations. However, folded flat to its body behind the
Finder must not reveal this party. The dragon's neck, head, and
information to the king or the legs are tucked neatly underneath
adventuring party before embarking and are not visible at this time.
on the mission. There are over 200 Chak (rhymes with
Jack) crowded into this room. They
Role-Playing have been awaiting the arrival of
the characters. If the party
The dialogue with the spider race, attacks, the dragon lifts its head
the Chak, can be a source of much and breathes sleep gas. You may run
entertainment, especially if you the battle if you like or simply
take the time to personalize them. summarize the outcome. All
For example, try using a bright, characters who do not eventually
happy voice for Ackack, and a low, fail a saving throw vs. the
gravelly one for King Sarkum. dragon's breath and fall asleep are
overcome by the massed hordes of
The Tunnels of Tatz Chak, who capture them and render
Encounter Key them unconscious. The characters
awaken later, in a cell (see
Cl. Through the Portal Prisoners).
The characters temporarily lose all If the party takes no immediate
their normal senses upon entering action, soft clicking sounds start
the portal. The next thing they coming from the spiders, increasing
know, they are all standing intact in volume to a loud din which lasts
in a new place. for about a minute and then
subsides. This is Chak applause. The
C2. Arrival characters then become aware that
all the spiders have been sitting
You suddenly find yourselves in a down (in whatever way spiders sit)
huge room, standing on a large, because one of them near the party
irregular, yellowish metallic object stands up, rising a foot or two
of some kind, about 10 feet above a above its fellows. It addresses the
reddish metal floor. A steep ramp characters in human Common.
descends down to floor level before
you. All around you are hundreds of C3. Reception
shiny black spiders, each about 4
feet across. They nearly fill the The spider speaks. "Greetings, great
floor of the room, which is about and noble travelers. We welcome you
The odd and
effervescent speech
of the Chak may give
the impression of
foolishness, but
this is not the
case. Although they
are virtually
bubbling with
friendliness, the
Chak are a shrewd,
highly intelligent
race. They fully
expect the cha-
racters to react
with caution and do
not react adversely
to spell casting of
any sort or to
weapons in hand. If
the characters
attack, however, the
dragon rises and
breathes, putting
all the PCs to sleep
(see encounter C2
above).
Ackack is int-
erested, at the
moment, in iden-
tifying the racial
makeup of the party.
He has met humans
before, but not
demi-humans. He
answers a few que-
stions, if asked,
but insists on get-
ting the answers to
with open legs"it demonstrates by his own questions.
waving its two front appendages"in After his opening speech, Ackack
the name of our great and glorious urges the characters to descend from
king, Sarkum of Tatz. Gee whiz! Its the "landing platform" and join the
great to have you here." Chak. If they cooperate, they are
The spider turns and starts bobbing surrounded and touched by most of
and nodding madly at the rest, and the spiders present. This is a form
cries of "Gee whiz!" come from most of greeting and also a means for the
of the creatures present. The leader Chak to get the scent of the
waits for their cries to die down, characters. The Chak are uneasy
then turns and speaks to you once until they do this. No harm comes of
again. it.
"I am Ackack, spokeschak for our During the course of their
humble race. Gee whiz! Please allow conversation, Ackack seeks answers
me to personally welcome you to the to the following questions:
land of Tatz! Are you violent or 1. What are the characters' names
hostile?" and races?
2. How did they get here? (and then, each old one. The Chak also have
how did they get the obelisk?) small, tenth-sarkum coins and show
3. Do humans and demi-humans come in them for comparison.
various sizes, shapes, and sexes?
4. Are there good and bad humans and Lightwand: Ackack shows the PCs how
demi-humans, or are they all of one to activate the lightwand by
philosophy? striking it against a hard object,
5. Do any or all of the characters if they have not already figured it
use a power commonly known as magic out.
(if not previously demonstrated)? Bones: The holes in the skull were
6. Are the characters or their made by a lightwand, identical to
rulers interested in material the one the characters may have
wealth? found, but with a minor attachment.
The four-armed humanoid skeletons
Ackack reveals the following during are those of creatures called
the conversation: glommers. This is an unnatural
1. His race is called the Chak. breed, similar to normal apes but
2. The Chak are travelers and created by evil Chak.
traders, voyaging between the Tin Humanoid: This is a metal golem
planets and the very planes of of Chak construction. It can be
existence in their pursuit of activated by the proper command
commerce. word, which is known only to the
3. The Chak have traded with the king's advisor.
characters' planet in the past, but Spider Amulet: Ackack shudders when
that trade stopped when the people he sees the amulet. It is a relic
they traded with had a civil war. belonging to the evil Chak. Ackack
Ackack describes the froglike beings offers no other information at this
if questioned. time.
4. The Chak would like to resume Cutter: If the nak cutter (8 inches
trade with the humans and demi- long with roller and blade) was
humans as soon as possible. found and is displayed, Ackack
5. The pedestal upon which the insists that the party must turn it
characters arrived is a brass over. It is a taboo item for
dragon. His name is Tally-tal. Upon outsiders to possess while within
hearing his name, the dragon gives a Sarkum's palace, but it will be
snort and sits up. He cannot speak. returned later. If necessary, the
6. The obelisk is a device Chak swarm over the party to
constructed by the Chak. It is a retrieve the cutter, and the dragon
teleporter. can always be called to deal with
7. The obelisk can receive as well them. If the characters do not
as send, but the Chak politely reveal their possession of the
refuse to send the party home until cutter, it is not found by the Chak
the characters have spoken with King and no problems arise.
Sarkum himself. Ackack politely admires any other
In addition, if the characters show items shown but has no special
Ackack some of the curiosities they comments about them. He politely
have found, he tells them the declines to give answers other than
following: Coins: These are all those noted above, saying that the
coins of the Chak realm. Each is king or his advisors will surely
made of the standard reddish metal clear everything up. ("Gee whiz!")
called nak and named after King After the above topics are covered,
Sarkum. "Garsha Koo" is Chak Ackack suggests that the characters
language for "Gee whiz!" The four may rest, or they may visit the king
worn coins are at least 10,000 years immediately if they wish. (Each
old. Nak metal does not wear down option is covered hereafter.)
quickly. The Chak offer the
characters five normal sarkums for
C4. Leaving Tatz Hall awaken some time later, stripped of
everything and lying in a bare cell.
Whether the PCs decide to rest first After a few hours, they are brought
or see the king immediately, they to see King Sarkum (see encounter
are escorted from the hall by Ackack C6).
and most of the Chak present.
C6. Royal Audience
Ackack produces a metal cutter from
his underside. You realize that he, If the characters have been put to
and presumably all of the Chak, have sleep by the dragon's breath and
pouches, similar to those of captured, they still receive the
kangaroos. Ackack climbs the far same treatment as given below but
wall and quickly cuts a 6-foot are brought before the king
diameter hole in it, revealing a nak absolutely naked and unequipped.
metal-sheathed tunnel of the same
size. The Chak escort you through the
sleek nak-metal corridors. You pass
If the characters found the nak occasional side routes where even
cutter in Part I and mention or more spiders scurry about, all
produce it, note the unfavorable apparently busy. Some stop to watch
results as described in encounter your passage and then continue about
C3. their business.
Ackack leads the party from the After about a half-mile of travel,
hall. He and the party are the corridor opens out into a large,
surrounded at all times by many nak-lined area. A 20-foot diameter
other Chak, with the remainder fol- hole pierces the wall ahead. Passing
lowing behind. The dragon remains in through this hole, you arrive in
Tatz Hall. another large chamber, ornately
adorned and occupied by dozens of
C5. Tunnel World Chak. Woven between the walls at the
far end of the room, a great
It soon becomes apparent that the spiderweb supports in its center a
Chak live in an underground huge spider, at least 10 feet
community of tunnels and rooms, all across. This must be King Sarkum
lined with nak metal. During this himself! The king is surrounded by a
entire adventure, the characters are dozen large Chak, each about 5 feet
never permitted to roam the tunnels across and each holding a lightwand.
at will, thus maps of them are not Ackack speaks. "Hail, Oh great and
needed. powerful Sarkum, most splendid King
If the characters (stupidly) want to of
attack while in the tunnels, warn Tatz, Chak-father, Supreme Ruler,
the players that no good opportunity Conqueror of the Inner Planes!
exists and try hard to discourage Greetings, Father-mine, Wisest of
this. Several Chak to the rear of Wise, Strongest of Strong, Eater of
the group have, unnoticed by the Foolish Guests! Gee Whiz!"
characters, armed their lightwands. Sarkum replies, "Gee Whiz!" in a
They are prepared to destroy the deep, rumbling bass voice. All the
party if trouble arises. In Chak in the hall immediately fall to
addition, the Chak near the the floor and echo the words "Gee
characters may attack with their Whiz!" three times in chorus.
poisonous bites.
Prisoners If the PCs do not do the same, they
If the characters have attacked the are cued by whispers and tugs from
Chak at any point, they have been the Chak around them. A simple
put to sleep by the breath of kneeling will do, but full prone
Tallytal or were overcome by the position will please the king the
massed Chak and captured. They most. Adjust the following
commentary as needed if the 4. Sarkum trades for the characters'
characters are not properly personal and party belongings
respectful to King Sarkum. immediately, if they wish, whether
or not a trade agreement has been
Sarkum speaks again. "Gee Whiz! reached.
Rise, our people and guests!" 5. The Chak trade goods offered are
Everyone rises. "Greetings, nak (the reddish metal) and
ambassadors. Greetings, our son lightwands. (See Trade Goods and
Ackack. Who are our guests?" Ackack Values for prices and full
tells the king everything you descriptions.)
revealed during the question-and- When they hear the prices offered
answer session in Tatz Hall. The for insects and dragons, the
king seems pleased. "You have done characters may wish to return home,
well. Gee whiz! We never liked those gather some, and return. The Chak do
frogs anyway." Sarkum then turns to not permit this yet. If the
you. "Who speaks for your group?" characters return home without
finalizing the trade agreement, the
One of the PCs must act as deal is called off, and they are not
spokesperson for the party. Sarkum be contacted again.
addresses that person hereafter. If
the PCs do not choose a spokes- C8. The Proposition
person, Sarkum addresses the first
person who speaks and ignores all After working out trade details and
other PCs. possibly trading with the player
characters, Sarkum makes another
"Gee whiz! We welcome you to Tatz, speech.
and hope that your stay is a
pleasant one. We are but simple "It is a pleasure dealing with you.
trader folk and travelers. We would We hope that this marks the
like you to trade with us. Are you beginning of a long and mutually
interested?" beneficial relationship.
"However, we yet have some doubts.
C7. Trading Session The greenies were also fair traders
and pleasant enough at first, but
The following details are revealed they were unstable. We believe that
in the course of the trading they were lacking in the stuff that
session: makes a people great. Gee whiz!
"Before we finalize our agreement,
1. The PCs may return home without a can you convince us that your people
trade agreement, if they wish. This are worthy of our trust and wealth?"
occurs within one hour, and the Chak
then try to contact some other Allow the characters to try their
nation. best, but Sarkum is not convinced by
2. If a trade agreement is reached, mere words. If player characters
the party receives one percent of suggest a test of their courage and
the price of all goods sold by the power, Sarkum is pleased; he was
Chak, payable in sarkums, to divide about to make the same proposal.
among themselves. Sarkum explains that his daughter.
3. The Chak are interested in Princess Keelee of Tatz, has been
trading for magic items, live giant kidnapped by evil Chak and is being
insects (food), and good dragons. No held for ransom. If the characters
other goods are of interest to them. rescue her to prove themselves
Refer to the Trade Goods and Values worthy, the trade agreement is
section of the Players' Reference finalized and the party is returned
Sheet for Part 3 for prices offered. home safely, becoming official
Prices vary depending on King ambassadors to the Chak. To aid them
Sarkum's reaction to the characters. on this perilous mission. King
Sarkum generously offers two free "Now, a few words about our land.
lightwand weapons with fully charged Gee whiz! You have seen our
control rings. A reward of 25 beautiful scenic tunnels, so no
sarkums per person is also offered. description is needed of them.
Bargaining is ignored. Beyond our humble abode, however,
If the characters decline the offer, the purity of nak ends, and the
they are sent home immediately and tunnels become rough-hewn and
the trade offer is crooked. We will give you a drawing
closed. If they balk, suggesting of the routes to Gri-...to the lair
some other service, Sarkum insists of the Black Chak.
that this is his only offer. "Oh yes! Gee whiz! The air we
breathe fills all the tunnels but is
C9. A Briefing not found elsewhere. Stay in the
tunnels at all costs! The surface of
When his offer is accepted, Sarkum our world is airless and bleak. We
introduces his advisor, Chumley. will show you a glimpse of it before
Paraphrase the following information you depart.
from Chumley or intersperse it with "The evil ones appear just as we,
questions from the PCs to avoid but we know their foul stench. They
reading it in one long section. dare not
come here lest we get them, and
"Just as you humans may be good, STOMP them, and RIP them into little
evil, or neither, so too are the PIECES and FEED them to our DRAGONS,
Chak. Renegade bands lurk here and and TEAR off their LEGS and BITE
there in our world, but the fiercest them and KILL them and..." During
and worst is a group of 21 called this speech, several other Chak
the Black Chak. They are led by the begin chanting along with Chumley
notorious criminal, Gritch the and work themselves nearly into a
Grinder." frenzy. Chumley stops suddenly, and
At the mention of this name, all the things quiet down. He continues:
Chak in the room start a tremendous "Humph. As you may not be able to
growling, which subsides only after tell the difference between good and
the king shouts, "Gee whiz!". bad Chak by smell, assume that all
Chumley continues. Chak outside our domain are evil.
"The Black Chak have stolen All but Princess Keelee, of course.
beautiful Princess Keelee, and we Gee whiz! You must find some way to
are most sorrowful. We cannot get tell her from the others. Do not
her back ourselves! Gee whiz! As we, harm her! Even the vilest of the
the good Chak of Tatz, ally with the evil ones do not dare that. Even
noble lizardsyou met old Tallytal, they fear the power of our great and
I believethe Black Chak wallow and glorious King Sarkum.
glumph with the vilest specimens of "The evil ones have few lightwands,
that race. Some breathe fire, some only those they have stolen from us.
lightning, cold, acid...it is a They lack our great trade empire, so
barpling situation indeed. Gee they cannot get nak or lightwands
whiz!" from the
Cries of "Gee whiz!" echo from Chumley is suddenly interrupted by a
around the room, but the king great "ha-RUMPH!" from King Sarkum.
remains silent. Chumley continues He falters, and continues. "Eight
again after the noise subsides: pardons, Oh great king. To continue,
"The evil Gritch" Chumley is the evil ones are not nearly as
interrupted again by growling. "The powerful as we, and glumph with
Black Chak leader is demanding many other nasties to reassure
magic items for Keelee's return. If themselves. They have slaves, things
you cannot help us, we must pay that look like you... well, almost.
their awful price. These slaves have four arms. Gee
whiz! I almost forgot. You must fear
and flee the great false one, the and continues to cut open a circular
Chak that is not a Chak, big as a doorway. He steps through, and the
king, death incarnate. Beware!" rest of the group cautiously
An echoing chorus of "Beware!" comes follows.
from all the Chak present. Even the You enter a large hemispherical dome
king joins in for a moment. of nak. The doorway is just above
"Do you have any questions?" Chumley the flat floor. The dome is about 60
asks. feet across, featureless and black.
Ackack tells you not to produce any
The Chak have seen the "great false light sources, but to wait for a few
one," a spider-being as large as minutes until the lightwands start
King Sarkum, in the far tunnels. to go out, one by one. None are
They know that it is not a true Chak reactivated. Finally, the last Chak
because it smells wrong. It looks lightwand blinks out, and the room
very dangerous. Other than that, is plunged into total darkness.
they know nothing about it, but they You hear a loud clunk, as if some
assume that it is a friend of the metal mechanism has been activated.
Black Chak. Above you, a crack appears in the
The king's advisor knows how to dome. It splits into two halves
activate and control the tin man (a which slide down to either side.
golem). He offers to sell this There above you is a night sky. A
information for 10 sarkums to buy huge ball of soft light beams down
the golem back for 20 sarkums. Refer from directly overhead. Around it,
to the New and Adapted Monsters glittering like thousands of
section for details. diamonds on black velvet, are stars,
If asked how the tunnels are made, more and brighter stars than you
the king's advisor tells the have ever witnessed. It is an
characters how great purple worms, awesome sight, and everyone stands
up to 30 feet long, are trained to in silence for a few moments. Then
dig. These creatures are called Ackack softly interrupts the silence
chompers. Trained ones are nearly with two words as he gestures toward
harmless; wild ones are very the great luminous orb in the
dangerous. heavens: "Your home."
Before they go, the king adds a
final word. "If you come back The surface area outside the dome is
without our dear Keelee, you will visible once the dome cover has
have failed, and we shall find retracted. The bleak and barren
someone else to trade withpeople of moonscape is marked by huge
courage. Gee whiz! You may leave." mountains, inky black shadows, and a
total lack of vegetation, water, or
C10. View From the Observatory anything else but rock. The dome
itself is a glassy substance, barely
Some time before leaving for the visible. There is no air outside of
rescue mission, the PCs are taken to it.
the Chak observatory for a look at When the PCs are ready to depart,
the surface world. Use this Ackack does something to a section
encounter whenever it is convenient. of floor and the halves of the dome
cover start to rise once again. But
You climb a long spiral ramp through suddenly, a huge avian shape rises
solid rock, accompanied by Ackack from a nearby lunar valley, its
and several other Chak carrying wings outstretched but not moving.
lightwands. The passage is The creature is heading for the
completely lined with nak, and it observatory.
finally ends in a wall of the same "Flee! Flee!" cries Ackack, and the
metal. Ackack produces a cutting Chak rush out to the ramp. The party
tool, makes a small incision, and should do the same. After he passes
listens. "No hiss!" he says happily the doorway, Ackack shouts,
"Quickly! I must seal the passage!" old friends, a suggestion to which
He puts the nak disc back in place Montana readily agreed.
as soon as the characters are out of Because their arrival was
the observatory, but he will not unexpected, there was no welcoming
wait long, so anyone who hesitates committee of Chak in Tatz Hall. The
may be walled in. Ackack quickly pair chatted with Tallytal, the
rolls the edges of the doorway disc, brass dragon, evaded the yukky
sealing it perfectly with the nak- spiders (whom Montana hated), and
working tool. As he does so, a loud headed off into the tunnels. They
CRUNCH comes from inside the room. were eventually attacked by the
"Just in time!" pants Ackack. "Gee Black Chak and became separated.
whiz; have to fix that later." If Digger made the best of the
questioned, he describes the two situation, joining the Black Chak,
predatory creatures of the lunar while Montana hid in the tunnels,
surface: rock creatures which stand trying to survive.
about 10 feet tall, and huge birds Digger is currently working for the
like the one just seen, which have a Black Chak and is under the command
70-foot wing-spread. "They appear of the blue dragon, Henkus (see
similar to birds of your world," Encounter D5).
Ackack comments, "but have adapted
to ours. Great and fierce creatures Encounter Key
they are, who do not know fear. You D1. A Long Walk
will probably not encounter any in
your travels, but if you do, beware! Characters are allowed to rest as
Gee whiz! They are called moon long as desired before setting out
rocs." on the rescue mission. Give the
Tunnels of the Black Chak map to the
The Tunnels of the Black Chak players, and refer to your own map
for the upcoming journey. Remember
Wandering Monsters to give the party two lightwands
During the rescue mission, the party with fully charged control rings.
may run across wandering bowlers or Their cash reward will be paid
wild chompers. Check once during later, if they are successful.
each 120 feet of travel. A I on 1d6 If the PCs do not possess a nak
indicates a random encounter with cutter, the Chak lend them one "just
either 1-4 bowlers (75% chance) or in case." If the PCs have bought a
one wild chomper (25% chance). cutter or have brought the one they
Bowlers are seen at 40-foot range. A found in the maze, the Chak do not
chomper arrives by tunneling from offer a free cutter.
the top, bottom, or either side of Most of the journey is along a
the tunnel (equal chances of each) single passage which leads east.
at a distance of 2-40 feet (2d20). Where the corridor splits, the PCs
may continue east by either the
Digger and Montana north or south route. Only one
During the recovery of the obelisk. encounter occurs on either route, as
Digger, the gnome thief, met up with given hereafter. Be sure that a
Montana, the dwarf fighter. Montana marching order is established, and
had been exploring elsewhere and be aware of party light sources,
knew nothing of his extortion spells running, and so forth.
attempt. They joined another party
for further adventuring and have You gallantly set forth on your
been out of the capital for weeks. trek. A few Chak escort you for the
Later, after the PCs returned with first mile or so, but then they wish
the obelisk and were railroaded into you good luck, give a final cheerful
entering it. Digger slyly suggested "Gee whiz!" and depart. The nak-
to Montana that together they might lined tunnel continues for a great
also enter the obelisk to aid their distance, but finally the limits of
civilization (such as it is) are This is a 30-foot-long chomper. It
reached and the corridor becomes is a tame one, and its two Chak
rough, bare rock. You continue keepers, Glump and Nargitch, are
onward, cautiously, and travel for a close behind it.
few more hours. Strange thoughts are If the PCs attack immediately, they
in your minds. You are a long way are not able to hear the cries of
from home, trapped here under the the keepers. The chomper panics when
bleak lunar surface. How ironic it attacked and starts to burrow down
is. You began this bizarre journey into the tunnel floor. It squeals
at the whim of your king, only to be each time it is damaged. When the
trapped by the whim of another. "Gee entire worm has disappeared into the
whiz," as your new friends would tunnel floor, Nargitch peers out
say. from the new tunnel entrance,
You come to a point where the lightwand weapon in hand, to see who
corridor branches to the northeast is making all the trouble. If the
and southeast. Here on the floor characters attack him, he returns
lies a broken crossbow bolt. You their attacks, and Glump joins in
examine it with interest and note a whenever possible. If their defeat
puzzling fact: the colors of the appears imminent, both of the Chak
fletching are somehow familiar.... shift out of phase and return home.
Of course I This matches the bolts Their weapons remain behind.
carried by your old friend, Montana! If the PCs do not attack it
But she couldn't be here, could she? immediately, the chomper turns away
from them, closely followed by its
There are no footprints or traces of keepers. As they emerge from the
passage in this area. If an arrow of tunnel, the two Chak notice the
direction is used, it points to the party with surprise and ask, "Who
northeast passage, regardless of are you?" They talk peacefully, if
what is asked. permitted to do so, but always keep
their lightwands at the ready. The
D2. Tunnel Encounter keepers explain that they and Fred
(the chomper) are busily making new
You cautiously continue through the tunnels, and that this is a common
tunnel, your lights piercing the practice. If questioned, the keepers
darkness ahead. The tunnel winds claim that they are loyal to King
about, ever turning, and you can see Sarkum.
little of what lies ahead or The chomper-keepers are, in reality,
behind. Black Chak, loyal to Gritch the
Grinder. If attacked after initial
Refer to either encounter D2a or conversation, both put up a good
D2b, depending on the route chosen fight but shift out of phase if
by the party. severely damaged. The chomper tries
to escape by tunneling downward. If
D2a. Worm! taken prisoner, the Chak reveal
nothing.
Suddenly, about 30 feet ahead of If the characters follow the new
(name of character in the lead), the tunnel created by the chomper, they
right wall of the tunnel caves in. cross down to the southern tunnel.
Squirming out from it is a huge
wormlike monster, purple in color. D2b. Rolling Stones
Its head is at least 5 feet across,
and rows of teeth line its gaping As you trudge along, you get the
mouth. It turns its head toward you, feeling you're being watched.
but its body is still mostly in the Suddenly, (name of character
hole it has made. bringing up the rear of the group)
is knocked flat. Looking behind, you
see three large boulders where there
was clear corridor
only a moment
before. One of the
boulders has just
slammed into (name
of character) and
has come to a stop
close by. The other
boulders are about
20 feet away.

The three huge rocks


are a galeb duhr and
two animated
boulders. One of the
boulders has just
hit a character for
10 points of damage.
The galeb duhr is the one furthest drops his concentration on the
away from the party. boulders and creates a 10-foot pit
Caleb, the galeb duhr, lives in this under the offender via a passwall
general area and has become annoyed spell and then flees. The character
at the sound of intruders. Using a must make a saving throw vs. spells
passwall spell to enter from a or fall into the pit for 1-6 points
nearby tunnel, he sent his boulders of damage. A successful saving throw
after the party. indicates that the victim has
If the PCs attack, Caleb backs off grabbed the edge of the pit.
to maximum (60') control range while If the characters back off and
the boulders attack fearlessly. The attempt to communicate, Caleb stops
two animated boulders block the the boulders, leaving them as cover,
passage of all visible PCs, and shouts from a distance.
shielding Caleb from attack. An Unfortunately, he does not speak or
invisible character can sneak by understand any of the characters'
them. If the boulders become badly languages. Finder's magical helm
damaged, Caleb retreats into a side also fails to decipher Caleb's
tunnel. As he does so, the boulders language. A tongues spell is needed.
suddenly stop and fall over. Caleb As long as the PCs peacefully
immediately closes off his escape attempt to communicate, Caleb
route with a wall of stone. prevents the boulders from
If Caleb is attacked magically from attacking.
a distance, he flees immediately, If a tongues spell is used, Caleb
whatever the damage. If he is introduces himself and his two hard-
engaged by a PC moving invisibly, he headed allies, Thuga and Thugy. The
boulders bow
politely when
introduced. Caleb
explains that he
thought the party
was a group of
intruders from
Gritch and
apologizes if the
characters reveal
that they have come
from King Sarkum. He
mentions that he met
"two little 'uns,
sorta like you. The smaller one gave Indeed, the Chak appear to be
me a big drink of water from a tiny limping on fewer than eight legs
bottle." This was Digger, apiece.
accompanied by Montana. Caleb does But before you can act, the huge
not remember other details, as all creature in the center of the room
humanoids look alike to him. Since turns toward them, moving with great
Caleb ignores time utterly, he speed. Montana sees it, but she
cannot even estimate when the pair hesitates. A bright blue ray of
came byten minutes ago, or ten light shoots forth from one of the
weeks. huge spider's eyes and strikes her
When the PCs are ready to depart, squarely. She topples with a thud a
Caleb suddenly says, "Hey! Want some very loud thud. She and all her
junk?" He has found a nak-metal box, equipment have been turned to stone!
about I foot square. If allowed, he The two Chak turn to the large
retrieves it and gives it to the creature and clack at it a few
party. Caleb has no use for it. The times, and it clacks back. They then
box is ornately etched (a feat hobble back up the corridor, leaving
impossible for the characters to the creature in the room. It turns
duplicate, even with a cutter or away from the exit and resumes a
magic), obviously valuable, and watchful position.
locked (standard chances of
picking). It contains 20 sarkums. This is a retriever, the guardian of
The box is worth five sarkums, or the entrance to the Black Chak lair.
750 gp if sold in the capital city. This construct was made by
Demogorgon in the Abyss and was
D3. Guardian traded to the Black Chak for items
and favors that have no bearing
Both the north and south corridors here. It is a simplified version,
lead to this large room, and there unable to transmute victims into
is no way around it. The characters mud, lead, or gold.
may approach it as a group, or they The retriever does not leave this
may check it by scouting ahead. room. If the PCs attack it from a
distance, without entering the room,
Peering ahead, you see a large, it fires all its eyes down the
dimly lit room, about 80 feet square tunnel at them as quickly as
and 20 feet high. Four lightwands possible, then moves to one side,
are mounted on the walls, one in out of sight. If the characters try
each corner, about 12 feet up. A to make a run for it, the retriever
nak-lined, 10-foot-diameter corridor quickly moves to block the western
exits from the center of the west tunnel.
wall, sloping upward. The retriever has only a one chance
Standing in the middle of the room, in six of detecting an invisible
with its left side towards you, is a intruder. However, once it detects
huge Chak-like creature about 12 such an intruder, it can follow
feet tall. You note that its four easily (standard 4 penalty on "to
front legs end in large, sharp hit" rolls). If an eye ray is used
claws, and that it has several eyes. against an invisible character, the
It shifts slightly, starting to turn victim gains a +4 bonus to the
away from you. applicable saving throw.
Suddenly, sounds come from the The retriever has no special
western corridormuch clacking and immunities. It dies fairly quickly
running footsteps! Two Chak appear, if the PCs attack properly. However,
scurrying down into the room. there may be a PC death or two if
Pursuing them is Montana, the players are not careful. Choose
ferociously attacking the spiders! eye ray targets randomly among
Her upraised broadsword glows bright potential victims but try to spread
and shows signs of successful use. out the damage. Try not to aim at
the same character twice. Rely on each. In the floor at the north end
melee (those claws are nasty) if of the room is a huge pit, 50 feet
possible. The retriever fights to across.
the death. Twenty small tunnels, each about 5
When the creature finally falls, the feet in diameter and lined with nak,
PCs have only a few moments to tend exit the room along the east wall
their injuries and decide what to do near the floor. You catch glimpses
about poor Montana. Suddenly, the of several Chak therein, but they
sound of clacking comes from the back off quickly when they see you.
western corridor. You hear someone crying. It doesn't
A group of Black Chak have heard the sound like a Chak.
noise of battle. They are coming to
gather up the bodies of the slain Discourage the players from entering
intruders. When they see the dead the western tunnels. They lead to
retriever instead, they panic, other areas of the Black Chak lair,
scurrying back up the corridor. They and they are neither needed nor
can barely conceive of something mapped for this adventure. If
powerful enough to defeat the players persist, describe the other
awesome retriever. areas briefly (small rooms, many
The Black Chak flees regardless of more tunnels, some webs, no
PC actions. The characters may try treasure). The entire area has been
to ambush them, attack them as they abandoned by the frightened Black
descend, or hide, but the results Chak.
are the same. Each of the protrusions on the jail
The word is quickly spread, and most floor is the top of a 10-foot cubic
of the Black Chak flee from the box set into the floor. There are
fierce invading PCs. If the prisoners in all of the boxes. Close
characters pursue quickly, any Chak inspection reveals dozens of tiny
encountered shifts out of phase air holes in the top of each box.
rather than face their attackers. The PCs can also find an inscription
The corridors are empty within on each box, and Finder's magic helm
minutes. If the characters save can translate these. They are simply
Montana, she tells them about the numbers 1, 2, 3, 4, 5, 6, 7, 10,
entering the obelisk with Digger but II, 12, 13, and 14, one per box as
can remember little else. She has noted on the map. These are
not seen Digger since they were consecutive numbers in base 8.
separated in battle with some huge The box-cells have been enchanted to
spiders, and she is unaware that prevent other-planar travel and are
Digger has since sold out to the thus detectable as magical. The pit
Black Chak. also detects as magical. Characters
The western corridor leads directly approaching it can see that it is
to the Black Chak jail. full of a swirling whirlpool of
reddish-gray mist. No sight, magical
D4. Jail or otherwise, can penetrate the
mist. There is no other magic in the
The tunnel from the retriever's room room (except, of course, that
curves upward slightly, rising 10 brought by the PCs).
feet over its 50-foot length before The box-cells are easily opened by
opening into another room. using a nak-cutter, but no other
This area is very large, almost 200 means succeeds.
feet long, 70 feet wide, and 30 feet The crying is coming from cell 10.
high. The walls, floor, and ceiling It is Digger. Once the PCs have had
are lined with nak metal. Twelve a chance to talk with him
nak-covered boxes protrude from the (preferably about 2-3 turns after
floor. Each box is 10 feet square the room is entered), the pit
and 2 feet high. The boxes are becomes active (see The Jailer).
arranged in four rows of three boxes
Cells 1-7 Sarkums group, despite their neutral
Each of these cells contains a Chak alignment. (They are "camp
prisoner of neutral alignment. followers." Decorum prohibits
Whenever one of these cells is further elaboration.) However, if
opened, use the description below. the charm is removed, they are
slightly more clearheaded and are
You are looking down into a nak- able to fight the hypnosis enough to
metal box. At the bottom, sitting on resist attacking the PCs. They do,
the floor looking up at you, is a however, inform the PCs that they
Chak. It immediately starts jumping "feel a strange compulsion to attack
up and down and cries out in human you. Gee whiz!"
Common, "Gee whiz! Gee whiz! Have Any Chak prisoner may be talked into
you come to save me? I am the "sniffing" the others. While still
Princess Keelee! Has my father, insisting
Sarkum the Great, sent you?" that she is the Princess Keelee, a
Chak prisoner should eventually find
All seven of these female Chak claim the true princess by smell ("Gee
to be the princess. They all believe whiz! She smells like a princess,
it, too. They have been magically too!"). Of course, if none of the
charmed and then psionically others smells like a princess, the
hypnotized. The real princess is one sniffer is undoubtedly Keelee.
of the seven (determine at random) The players may have deduced some
other means of
success. Judge as
you see fit. The PCs
may end up taking
everyone from the
jail anyway, as a
general rescue
mission, and this
should succeed
admirably if the
charms are removed
before departing.

Cell 10
The PC's old friend
Digger is imprisoned
here. He has been
crying, but is
overjoyed at the
and she, too, has been charmed, but prospect of rescue, promising
not hypnotized. All the Chak anything to achieve this result. His
prisoners are friendly and helpful. actual motives are evil. Digger
A detect lie spell is of little use, tells the party about the Great
as the subjects all believe the Dragon in the area, carefully using
story they are telling to be true. only true statements.
All the Chak prisoners detect as
charmed. Dispel magic removes the "It's like a hydra, but definitely
charms automatically but does not draconian. It has many heads, all of
remove the psionic hypnosis. different colors. The Chak here say
When any false princess is taken that it started visiting after they
outside the jail room without first bought a big spider-machine from a
removing the charm, the hypnosis demon with two heads. That demon
causes her to attack her rescuers by made a gate, somewhere around here,
biting. The false princesses are so the dragon could visit."
actually Black Chak, not from King
Cells II & 13 actual gate been created although it
Each of these cells contains a sure looks like one and is
glommer (four-armed ape) being detectable as magical. Digger
punished for some reason. The cooperates with the party until they
glommer tries to attack immediately. are slain by Henkus or until an
It can leap the 10-foot height of attack from behind would come in
the cube and, if PCs have made an handy during melee.
opening 2 feet across or larger, it Henkus casts a phantasmal force
escapes and attacks. spell after hearing Digger tell the
PCs about Tiamat. It is preferable
Cells 12 & 14 for you to time this event to occur
Each of these cells contains a before the PCs have finished opening
peaceful glommer. Each radiates and examining all the jail cells. In
magic (a charm). Each has been any case it cannot happen until
carefully coached to say, when the after they have spoken with Digger.
cage is opened, "Gee whiz! I am da Be sure you know the approximate
Princess Keelee! I've been changed! positions of all the PCs before
Save me! I am cursed!" They can say starting.
nothing more. If allowed out of
their cages, they remain peaceful There is a noise from the pit.
until taken from the jail but attack Suddenly, five dragon heads start to
at that time. Any glommer damaged to rise from within the mist: white,
less than 10 hp tries to flee back black, red, green, and blue. It is
into the Black Chak lair. the creature Digger described. The
heads rise 10 feet off the floor;
D6. The Jailer the necks reach down into the mist.
Warning: This is the final encounter Five pairs of eyes are watching you
of the mission, and it is very closely.
complex. Read it entirely before All the prisoners you have released
starting. dive back into their boxes, if
The pit in the north end of the jail possible, or run to a far corner and
is an entry into the home of Henkus, quiver, exclaiming, "Gee whiz!"
an average-sized, very old blue Digger has visibly paled and is
dragon. He is originally from the quivering, whispering, "oh, no..."
PCs' planet but came here (via an He suddenly makes a break for it,
obelisk) and found a peaceful life running and leaping for the western
with the Black Chak, away from the tunnels. The white head turns and
terrible humans. sends a shimmering cone of frost at
The mist in the pit is a natural him and he falls, frozen, as the ice
effect with a stinking cloud added covers him and a 20-foot-wide area
at the moment by Henkus. The sides around him. The distraction has not
of the pit lead down at a 45-degree caused the other four pairs of eyes
angle and are not nak-lined, so even to blink; they watch you still.
Henkus can climb up easily at 8"
movement rate. Tiamat is a phantasmal force cast
Henkus has suggested an ambush for and controlled by Henkus, who is the
Diggers former friends, to wipe out blue dragon head within the
the party and get their valuables. illusion. Thus, the blue dragon head
Diggers job is to get things ready does all the talking for Tiamat.
by telling the PCs about a multi- If the characters talk to her,
headed dragon named Tiamat. Henkus Tiamat demands that they leave the
then follows up with an illusion of spider prisoners and apes here and
her. Diggers statements to the PCs depart immediately. She also demands
are true, but carefully worded. one magic item as payment for the PC
Demogorgon has indeed been here to intrusion into her jail. She attacks
sell the retriever to the Chak but if not obeyed. Tiamat's speech seems
he has not returned, nor has an to be a bit slow; Henkus must be
very careful not to break his Any characters trying to check on
concentration on the illusion. Digger either slide on the slippery
ice (if they believe that the white
Disbelief dragon head breathed) and find
Do not outline the available options Digger frozen, or (if they
to the players, but be aware of the disbelieve) do not slip at all and
three possible modes of action find Digger still warm but
available to each PC and their apparently unconscious.
results: If the PCs attack anything but the
1. The PC believes the illusion blue head, they are believing in the
completely. All damage is treated as illusion and Tiamat counters with
real, but saving throws may be made breaths and bites. Handle melee as
for half damage. described above. Each head has 16
2. The PC disbelieves the illusion hp; the body is not a visible
of Tiamat completely, including the target. If all the heads are
blue dragon head. All illusory "slain," the body immediately
damage has no effect. Real damage descends into the mist.
from Henkus's lightning breath is If some PCs disbelieve while others
full (63 pts). No saving throw take action, aim the first illusory
applies. breath to catch one believer and one
3. The PC disbelieves everything disbeliever. The disbeliever takes
except the blue dragon head, since absolutely no damage, and this
it does the talking. Illusory damage should be a clue to the others.
has no effect. The normal saving
throw may be made against Henkus's Tiamat: AC 0; HD 16; hp 16/head; #AT
lightning breath. 5 bites or breaths; THACO 7; Dmg see
Any PC who disbelieves some or all below; SZ L; AL LE; IN Genius; STs
of Tiamat must totally ignore her or 2, STw 2.
the parts disbelieved. You may roll Special Attacks:
dice to reassure the players, but White head: 56 point cone-shaped
announce no change in the illusion cold breath (7"x 2 1/2" diameter);
regardless of disbelief. bite 2d8 points
Black head: 64 point line-shaped
acid breath (6" x 1/2" diameter);
bite 3d6 points
Green head: 72 point cloud-shaped
gas breath (5" x 4" x 3" high);
bite 2d10 points
Blue head: Nil (concentrating on
the illusion)
Red head: 88 point cone-shaped
fire breath (9" x 3" diameter);
bite 3d10 points

Henkus drops the illusion and


attacks as a blue dragon if the
PCs either disbelieve everything
and are taking no damage or if
they believe nothing except the
blue head (himself). If everyone
is ignoring all of Tiamat, Henkus
carefully catches as many PCs as
possible with his first lightning
breath. If everyone seems to be
concentrating on the blue head,
Henkus attacks with everything he
can. Note that, although Henkus
can talk slowly while concentrating Digger: AC 1 (AC without shield = 4,
on the illusion, he cannot use his AC rear = 7); MV 9"; hp 40; #AT I
breath weapon or otherwise attack. dagger or 2 arrows; THACO 16 (19 as
He must drop the illusion to engage thief); Dmg by weapon (plus
the PCs. He uses his spells, if adjustments, see below); SZ S
possible, to his best advantage. The (3'4"); AL N(E); IN Ave (8); STs 13,
web spell, in particular, should be STw 12.
used against spell casters. When Special Abilities: Modify attacks
seriously attacked, he can cast an for STR 17 (+1/+1), DEX 17 (+2 to
invisibility spell. missiles), dagger +2, shortbow +2, 8
Digger joins in the melee. He adds arrows +1; attack from behind for
missile fire at spell casters or, if triple damage; MS 72%, HS 59%, CW
few PCs are left, may try to attack 81%
from behind. If caught, he
surrenders and asks for a trial in After the melee, the player
the capital city, where he knows characters can easily re-rescue all
that the Thieves' Guild will help the prisoners. No Black Chak bother
him. them unless they spend more than 12
Henkus can certainly be subdued, at hours in the jail and retriever room
normal chances of success. If given area. If they rest for that long in
the chance, he surrenders when this area, a squad of six Black
reduced to 12 or fewer hit points. Chak, all armed with lightwands,
The pit slopes gently downward about sneak up and attack, gaining a +1
50 feet and opens into a spacious bonus to surprise.
room with large tunnel exits.
Henkuss treasure is here: 3,000 D6. Return
platinum pieces, 150 sarkums, 40
gems (total value 16,000 gp), 20 No events or encounters occur on the
pieces of jewelry (total value trip back. If the PCs bring the
20,000 gp), a potion of extra- princess back alive (whether or not
healing, a potion of flying, a they can identify her), they gain
potion of speed, and two lightwands the good will of King Sarkum, the
with control rings (10 charges trade agreement (and a percentage of
each). Henkus begs to keep a few the trade revenue), and the 25
platinum pieces, gems, jewelry and sarkum reward (per survivor) for the
sarkums. He offers a deal: if the rescue. The party gets
PCs ever need a friend on the a bonus of five sarkums for each
moon.... additional live Chak rescued. Even
glommers are worth one sarkum each.
Blue Dragon (Henkus): AC 2; MV 9" The PCs may return home at any time,
/24" ; HD 9; hp 63; #AT 3; THACO 12; where they will be welcomed,
Dmg 1-6/1-6/3-24; SZ L (42' long); cheered, beset by pleas, praised,
AL LE: IN Very; STs 8, STw 7. and eventually forgotten.
Special Attacks: lightning bolt If the PCs fail to return with the
breath (100'x 5'); spells (see princess, or if they bring back her
below) body (raise dead attempts fail),
Charm Person (C 1s, R 12") they get a saddened, "Gee whiz!
Comprehend Languages (C 1r, R Touch, Thanks for trying, anyway," from
DR 45r) King Sarkum. The PCs must return the
Magic Missile (C Is, R 15", 5d4+5) two loaned lightwands and are sent
Invisibility (C 2s) home. The obelisk is then turned off
Stinking Cloud (already used) remotely by the Chak. It remains
Web (C 2s, R 4.5", DR 18T; 8 cu", I" still and quiet until, a few years
min dimension) later, Sarkum has a problem and
Phantasmal Force (already used) wants to see those valiant
adventurers who visited last time.
MONSTERS STATISTICS CHART

Name AC HD hp #AT Damage MV AL THACO Book SA SD

Grippli 9 1+1 5 1 1d4 9"//15" N 18 MM2 Yes No


or spear

Grippli 8 2 16 1 ld4+l 9"//15" N 16 MM2 Yes No


Attendant & special

Grippli
Tribal 7 3 24 1 ld6+l 9"//15" N 16 MM2 Yes No
Mother & special

Bullywug 6 1 5 3 1-2/ 3"//15" CE 19 FF Yes Yes


or 1-2/
1 2-5
or weapon
+poison

Bullywug 2 3 28 3 3-4/ 3"//15" CE 16 FF Yes Yes


Chieftain or 3-4/
1 4-7

Bullywug 2 2 12 3 2-3/ 3"//15" CE 16 FF Yes Yes


Sub-Chief or 2-3/
1 3-6
or weapon
+poison

Bullywug 6 1+7 11 3 1-2/ 3"//15" CE 16 FF Yes Yes


Shaman or 1-2/
1 2-5
or weapon

Dragonfly, 3 7 35 1 3-12 1" /36" n 12 MM2 Yes Yes


giant

Snake,
giant con- 5 6+1 30 2 1-4/ 9" N 13 MM Yes No
Strictor 2-8

Snake, 5 4+2 25 1 1-3+ 15" N 15 MM Yes No


giant poison
poisonous

Spider, 6 2+2 12 1 1-6+ 18" N 16 MM Yes No


huge special

Spider, 4 4+4 25 1 2-8+ 3" *12" CE 15 MM Yes No


giant special

Wasp, 4 4 25 2 2-8/ 6" /21" N 15 MM Yes No


giant 1-4
+poison
Bowler 4 1/2-1 2-5 1 bowler 6" + N 20 MM2 Yes Yes
hp special
Chak 5 5 26 2 1d6+ 9" *12" Any 15 New Yes Yes
(0 if shots
armo- poison
red) or by
1 bite

Chomper 5 9 40 1 bite/ 2d8/ 9" N 12 Mod. Yes No


1 sting 1d4 +
poison

Galeb Duhr -2 9 34 1 2-16, 6" N 12 Mod. Yes Yes


3-18,
or 4-25

Animated
Boulder 0 9 40 1 4d6 3" N 12 MM2 No Yes

Glommer 5 6 30 4 1d4 12" NE 13 Adapt. Yes No


(X4) or
weapon

Roc, Moon 4 18 87 2 claws 3d6/ 3"/24" N 7 Adapt No


1 beak or
3d6 or
4d6

Tin Man 6 6 27 1 1-8 9" N 13 New No Yes


axe/
l-4 fist

Basidirond 4 5+5 35 1 2d4 + 6" N(E) 13 MM2 Yes Yes


smother

Ankhkeg 2/4 8 50 1 3d6 + 12" (6") N 13 MM Yes No


1d4 acid

Mantrap 6 8 55 4 victim's 0 N MM2 Yes No


AC rear

Mantis, 3 10 70 1 2d6 6" /12" N 10 MM2 Yes Yes


giant grab/
3d4 bite

Pirate 6 1-1 4 1 1-8 12" NE 20 MM No No


(scimitar)

Pirate 4 2 8 1 2-9 12" NE 16 MM No No


Sergeant

Pirate 3 3 16 1 3-10 12" NE 16 MM Yes Yes


Lieutenant

Pirate 2 4 18 1 3-10 12" NE 15 MM Yes Yes


Captain
Pirate 9 7 40 1 1-4 12" NE 19 MM Yes Yes
Magic-User (dagger)
or spell

Pirate 4 5 30 1 2-7 12" NE 18 MM Yes Yes


Cleric (flail)
or spell

Dragon, 2 7 34 3 1-4/ 12"/24" CG MM Yes No


brass 1-4/
4-16

Re- -2 10 60 4 3d6 18" CE 10 FF Yes No


triever claw/ (X4)
2 eye + rays
ray

"Tiamat" 0 16 16/ 5 special nil LE 7 Yes No


head

Blue Dragon 2 9 63 3 1-6/ 9" /24" LE 12 MM Yes No


1-6/
3-24
CHARACTER SUMMARY CHART

Char# 1 2 3 4 5 6

Class Ftr M-U CL Thf F/M C/R

STR 18/49 7 9 10 15 18(23)


INT 6 18 9 9 17 13
WIS 10 12 18 7 9 14
DEX 15 15 11 18 15 8
CON 17 15 15 17 10 15
CHA 9 8 13 14 9 7
LEVEL 8 9 9 10 5/8 5/7
RACE Hum Hum Hum Hfg Elf H-E
ALIGN N N NG N N NG
AC norm -2 3 2 0 0 4
AC rear 1 4 4 4 3 4
hp 80 35 50 55 35 45

Skills PP 95 HS 88
OL 87 HN 35
FT 75 CW 84
MS 98 RL 45

Potions X-HI X-HI Dimn Heal Heal ACtI


FRes Fly Fly Poly Speed X-HI
WtrB Invs Heal WtrB Hro SWtr
(2) (X2) Lev

Charged arws wand wand keog wand


Items +1: 23 21 oint 1:24
6 stff 4 P:9
12 brch
53

MAGICAL ITEM SUMMARY(potions listed in character summary)

#1 Blondy (Fighter): Plate +2, shield +1, 2-handed sword +1, spear +1,
longsword +2/+4 vs. giants, arrows +1 (6)

#2 Slim (Magic-User): Bracers of defense (AC 4), dagger + 3, dagger +1,


portable hole, wand of negation (23 chg), staff striking (12 chg)

#3 Smiley (Cleric): Chain +1, shield +1, hammer +2, mace +1, ring of free
action, wand of magic detection (21 chg)

#4 The Ghost (Halfling Thief): Bracers of defense (AC 4), dagger +2/+3 vs.
large, dagger +1, dagger +3, sling +1, shortsword +2, ring of invisibility,
Keoghtom's ointment (4 doses)

#5 Blaze (Elf Fighter/M-U): Chain +2, shield +1, shortbow +1, spear +2,
bastard sword flametongue (+1, +2 vs. regenerating, +3 vs. avian or cold-
using, +4 vs. undead), wand of illumination (24), wand of paralyzation (9),
brooch of shielding (53)

#6 Finder (Half-Elf Cleric/Ranger): Bracers of defense (AC 4), 2-handed


sword +1, defender longsword +3, flail +2, helm of comprehending languages
and reading magic, arrow of direction
CHARACTER CARDS

The Ghost

10th Level Halfling Thief

Strength: 10 AC, normal: 0


Intelligence: 9 AC, rear: 4
Wisdom: 7 Hit points: 55
Dexterity: 18 # Attacks:
Constitution: 17 THACO: 16
Charisma: 14 Alignment: N

Weapon Proficiencies 4: dagger, dart, sling,


shortsword

Equipment: bracers of defense (AC 4); dagger+3; dagger +2/+3 vs. large; dagger
+1; sling +1; shortsword +2; ring of invisibility; Keoghtoms ointment (4 doses);
potions of healing, polymorph self, water breathing (2 doses)

Languages: common, dwarven, elven, gnome, goblin, halfling, orcish

Thieving Skills (race and dexterity included):


PP OL FT MS HS HN CW RL
95 87 75 98 88 35 84 45
If alone or in advance, surprise 4/6, or 2/6 with door.

The Ghost left home while young, scorning the dull burrow life for a world full
of adventure. He is an independent person but very insecure and afraid of being
ignored. Therefore, he tries to act mysterious and sly, and often wears strange,
dramatic clothing.
He likes being noticed by friends and associates, whatever the reason. Sometimes
he plays tricks just to get their attention. The Ghost has studied traps and
other mechanical devices. He likes to construct new things in his spare time.
Back home, he's almost finished a new kind of lock which uses a dial and numbers
instead of a key.
A long time ago, Blondy noticed one of The Ghost's prankshe lifted her purse
and almost killed him. No sense of humor!
The Ghost thinks Slim is too serious, and suspicious as well, always watching
the halfling closely, almost as if he still thinks
The Ghost might be evil. The Ghost lets Smiley think that the cleric has
reformed him. Smiley's always good for a cure, now, if properly approached.
The halfling cooperates well with Blaze, the elf fighter/magic-user, but they
aren't especially fond of each other. He's careful to check for her actions in
combat; no sense getting caught in a fireball.
If it weren't for his ranger skills. Finder would be a real loser: a moral
extremist, super-good type who gets on The Ghost's nerves constantly. However,
the halfling tries to stay on the cleric/ranger's good side (though it rarely
appears) in case he needs a cure.
The Ghost doesn't know much about Montana, the dwarf fighter, and doesn't
particularly want to know more. He thinks she's a loudmouth and a showoff.
Digger, the gnome, as another Thieves' Guild member, is The Ghost's closest
friend and ally when things get tough.
Blaze

5th Level Elf Fighter


8th Level Elf Magic-User

Strength: 15 AC, normal: 0


Intelligence: 17 AC, rear: 3
Wisdom: 9 Hit points: 35
Dexterity: 15 # Attacks:
Constitution: 10 THACO: 16
Charisma: 9 Alignment: N

Weapon Proficiencies: 5 as fighter: shortbow,


lance, spear, bastard sword, longsword; 2 as
magic user: dagger, staff

Equipment: chain mail +2; shield +1; shortbow +1; spear +2; bastard sword +1
flametongue (+2 vs. regenerating, +3 vs. cold-using and avian, +4 vs. Undead);
wand of illumination (24 charges); wand of paralyzation (9 charges); brooch of
shielding (absorbs 53 points); potions of healing, speed, super-heroism

Languages: common, elvish, gnoll, gnome, goblin, halfling, hobgoblin, orcish,


treant, giant common

Blaze is a small, quiet lady with a big punch, both in melee and magic. As short
as a dwarf, but much thinner, she is sensitive about her size. Her red hair,
very rare among elves, marks her in a crowd and is the source of her common
name. She came from a poor, backwoods, low elf family, and this is her dark
secret. She never talks about her past, having been a bandit, a notorious
criminal, a beggar, and a scavenger. Though many years ago she was an evil
renegade, she left the old ways and found success and respect in the world of
humans.
Blaze likes magic in all forms. It's the most wonderful thing she has ever
found. She absolutely hates poor people, dirtiness, and anything that reminds
her too strongly of her past. She occasionally enjoys destruction, the thrill of
blowing away groups of enemies during adventures. Sometimes Blaze is a bit
trigger happy.
Blaze gets along fairly well with Blondy, the human fighter. Sometimes Blaze
lends her the flametongue sword, especially when Undead are around and she wants
to stay back and use magic.
Blaze coordinates spells with Slim, the human magic-user, for obvious reasons.
He sometimes acts like a father to her, although she's over six times his age.
She thinks he's a jerk, but a powerful jerk, and very smart. She doesn't
antagonize him.
Blaze is very, very careful around Smiley. Clerics are good at prying out
information. However, he is a big help against Undead.
She cooperates with The Ghost, but both are very independent. The halfling is
always careful not to get in the way of her magic.
Blaze thinks a good family background is wasted on Finder. The half-elf
cleric/ranger is clumsy and often disagreeable, a goody-goody boob.
Montana, the dwarf, is a good fighter but quite brash. Blaze and Montana snipe
at each other occasionally, but are never actually hostile.
Blaze is not sure what Digger's problem is, but the gnome is always watching
her. He seems to be afraid of something and keeps trying to make friends, but
she can tell its just a false front.
Finder

Half-Elf
5th Level Cleric
7th Level Ranger

Strength: 18 AC, normal: 4


Intelligence: 13 AC, rear: 4
Wisdom: 14 Hit points: 45
Dexterity: 8 # Attacks:
Constitution: 15 THACO: 14
Charisma: 7 (14) Alignment: NG

Weapon Proficiencies: 5 as ranger: longbow,


lance, spear, longsword, two-handed sword; 3 as cleric: hammer, flail, mace

Equipment: bracers of defense (AC 4); flail +2; longsword +3 defender, two-
handed sword +1; helm of comprehending languages and reading magic; arrow of
direction; potions of animal control (all), extra-healing, levitation, sweet
water

Special Abilities: infravision 60', detect secret doors 1/6 passing, 2/6
searching; concealed doors 1/6 passing, 3/6 searching

Languages: common, elvish, gnoll, gnome, goblin

Spells (includes Wisdom bonus): 5, 3, 1

Finder is more than what he seems. Although exceptionally strong and respectably
intelligent and wise, he keeps most of his traits hidden. Finder has camouflaged
himself in apparent mediocrity so that he seems completely average, or worse. He
can be charming if he wishes (actual Charisma 14) but is keeping up a front;
that of a slightly clumsy, often disagreeable, blend-in-with-the-crowd type.
It's better at this point, he thinks, to play the fool and stay in the
background. Finder is very, very good with lawful tendencies.
He likes collecting information about people, places, and things in his
notebook.
He hates evil above all and also dislikes the petty squabbles of small-minded
people. Finder's friends think that he has rooms in town, and indeed he does.
However, his real home is in his church. He keeps the church elders up to date
on the SMART organization and the underground activity in the capital, and
passes along other information as he acquires it.
Finder and Blondy, the fighter, were once close, but she drew back from the
relationship. He wishes he could be his true self with her, but for now is
content to watch out for her safety.
Finder thinks Slim, the magic-user, is a bit pompous and resents his sneers at
goodness. Smiley is Finder's only close friend. The rotund cleric often helps
Finder with spell selection, even though they are not of the same church.
Montana, the dwarf, thinks Finder is boring and too good. At least she's honest
about her preferences. The Ghost pretends to be friends, but Finder knows that
the halfling thief just wants the cures. Nevertheless, Finder plays along; the
poor little thing seems to need the attention.
Blaze seems to pity Finder for some unknown reason. He knows her secret, but she
doesn't realize that her red hair reveals her heritage. She must have once lived
the rough-and-tumble life of the rare renegade elves. Finder thinks she's quite
mysteriously attractive.
Finder senses an evil streak deep within Digger, the gnome, even though the
little fighter/thief keeps it carefully hidden as he tries to gain his
friendship.
Blondy

5th Level Human Fighter

Strength: 18 AC, normal:-2


Intelligence: 6 AC, rear: 1
Wisdom: 10 Hit points: 80
Dexterity: 15 # Attacks: 3/2 rounds
Constitution: 17 THACO: 14
Charisma: 9 Alignment: N

Weapon Proficiencies 6: longsword, 2-handed


sword, longbow, spear, dart, lance

Equipment: plate mail +2; shield +1; sword +1;


spear +1', 6 arrows +1; potions of extra-healing, fire resistance, water
breathing (2 doses)

Blondy is always polite and patient. She is tanned, healthy, and in excellent
shape and takes pains to stay that way. She usually doesn't talk much, offering
short answers in discussions and shrugging a lot. However, if she gets mad, she
may start a tirade, repeating herself often to make a point.
Blondy likes flying, swimming, skin diving, and horseback riding, and dislikes
"smarties"those who show off their intellect.
It's difficult for Blondy to understand Slim, the human magic-user, because he
is always so serious. His interest in exercise and nutrition, however, has been
very useful to her, and she has gotten some good advice about eating the proper
foods from him.
While no one would think of kidding Slim about his stick-thin body, Blondy once
teased Smiley, the cleric, about his rotund shape. She only did it once, though,
because he got really mad.
When Blondy first met The Ghost, she almost killed him for trying to pick her
pocket, but that's all forgiven and forgotten. Blaze, the elf fighter/magic-
user, gets along well with Blondy, but she can cause trouble because she doesn't
like Montana. Sometimes Blondy and Blaze trade weapons temporarily, especially
against undead.
Finder, the half-elf cleric/ranger, likes Blondy and used to make passes at her.
However, she told him off a few years ago and now he just watches her a lot.
To look at them, you wouldn't think Blondy and Montana, the dwarf, would have
much in common, but sometimes the two of them talk together far into the night
after everyone else has gone to sleep.
Digger, the gnome fighter, once saved Blondy's life when she was caught in a
fiery trap. She feels indebted to him, but doesn't really like him very much.
Slim

9th Level Human Magic-User

Strength: 7 AC, normal: 3


Intelligence: 18 AC, rear: 4
Wisdom: 12 Hit points: 35
Dexterity: 15 # Atacks:
Constitution: 15 THACO: 19
Charisma: 8 Alignment: N

Weapon Proficiencies 2: dagger, staff

Equipment: bracers of defense (AC 4); dagger+3;


dagger +1; portable hole; wand of negation (23
charges); staff of striking (12 charge); potions of extrahealing, flying,
invisibility

Spells: 4,3,3,2,1
Spells in spell book:
Level 1: dancing lights, enlarge, erase, feather fall, magic missile, protection
from evil, read magic, shocking grasp
Level 2: detect invisibility, invisibility, knock, magic mouth
Level 3: dispel magic, fly, lightning bolt, slow Level 4: charm monster,
dimension door, polymorph self

Level 5: extension II, passwall

Slim is a serious student of his craft. Because of his thin build and low
strength, he exercises and watches his diet closely. He has opinions about
nearly everything and sometimes talks too much, assuming a lead role. His sharp,
perceptive comments are sometimes lost on the others.
Slim likes philosophical discussions and dislikes people who can't keep up with
his mental speed. He likes reading and writes exciting stories in his spare
time. Sometimes he gets so interested in his studies that he forgets to
exercise, often for days. A long-time bachelor, he has a suite of rooms in the
castle of his mentor, the noted court wizard Felonius.
Slim has given Blondy, the fighter, some help with her diet, but he often
becomes impatient with her lack of understanding.
Aside from his rotund appearance, Smiley, the cleric, is a very likeable person,
but Slim avoids standing next to him. Other people sometimes make unflattering
comparisons about the two of them.
Slim doesn't completely trust the halfling thief known as The Ghost, and prefers
to keep a detect invisibility spell running to keep an eye on him.
By coordinating Blazes spells with his own, the two magic-users can handle
almost anything. Blaze seems almost childlike to Slim, and he has to continually
remind himself that she is nearly as talented as he is.
Slim gets along passably well with Finder, but sometimes the half-elf
cleric/ranger is almost sickeningly gooddefinitely an extremist, Slim thinks.
Montana, the dwarf, has a penchant for levitating during combat, which often
irritates Slim because it gets in the way of his spells.
Digger, the gnome fighter/thief, has a sense of black humor that is sometimes
irritating, but Slim and Digger get along quite well. Digger often carries Slims
spell book in his bag of holding.
Smiley

9th Level Human Cleric

Strength: 9 AC, normal: 2


Intelligence: 9 AC, rear: 4
Wisdom: 18 Hit points: 50
Dexterity: 11 # Attacks:
Constitution: 15 THACO: 16
Charisma: 13 Alignment: NG

Spells: 6,6,4,3,1

Weapon Proficiencies 3: club, hammer, mace

Equipment: chain mail +1; shield +1; hammer +2; mace +1; ring of free action;
wand of magic detection (21 charges); potions of diminution, flying, healing

Smiley is a fat, jolly churchman, dedicated to bringing peace and happiness to


the world (starting with his allies). He has a weight problem and has grown too
wide for any available plate mail. He's looking for better chain mail but isn't
seriously trying to trim down; its too much trouble. Usually good-humored and
optimistic, Smiley tries to find the best in everyone and everything. Most of
his comrades aren't as forgiving as he is, and Smiley's trying to show them a
more good-oriented outlook through word and deed.
He finds demi-humans fascinating and is studying their psychology. He dislikes
evil to the extreme, often praying over his enemies before he slays them. Smiley
is also a connoisseur of excellent food and drink who can often identify a
wine's year and place of manufacture. He is a leading authority on elven wines
and dwarven ales of the last 500 years. When he is not adventuring, Smiley runs
a small, expensive restaurant in the capital city.
When Blondy, the fighter, kids Smiley about his weight, he pretends to get mad
(but he isn't, really). He does avoid standing too close to Slim, the magic-
user. That seems to generate unfavorable comments and comparisons from others.
Smiley believes that his prayers and lectures helped turn The Ghost, that
irrepressible halfling thief, from his evil life of crime and dishonesty.
Smiley finds Blaze, the elf fighter/magic-user, a mysterious sort. His other
elven contacts reveal more information than she does. He tends to watch for her
actions as good clues in fast-response situations. She depends on him for
protection from Undead.
Smiley is tolerant of Finder. The half-elf cleric/ranger is nearly hopeless as a
cleric, Smiley believes. However, he often helps Finder select and coordinate
spells.
Sometimes Smiley feels Montana, the dwarf, is a little too bloodthirsty, but
she's been a valuable source of information about dwarven lifestylesand dwarven
ale.
Digger, the gnome fighter, has a black sense of humor that can sometimes be
irritating, but Smiley has learned to appreciate it and can now fluently engage
in witty gnomish reparteeto his delight.

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