Frederic Roelandts (Order #30433859)
INTRODUCTION
MIKE'S WORLD: The Forsaken Wilderness All of the different terrains on the map are difficult
Beyond, first introduced in dungeon module to traverse. For example, the "clear" terrain is thick
B2: THE KEEP ON THE BORDERLANDS, is with nasty cacti and littered with largish, sharp
herein greatly expanded, giving D&D players a stones. No man or horse can walk over such ground
"world" fourteen times larger than originally with impunity. The forests are similar to
presented. It is a howling wilderness, unmapped Mirkwood--VERY dark, VERY thick (both trees and
and uninhabited by man. undergrowth), and VERY unpleasant. Even the road
(found in B2's wilderness map and petering out in
Each of this book's fourteen wilderness maps is Wilderness Map 6) is scant, rocky, overgrown, and
5,200 yards (2.95 miles) north to south and 4,000 often hard to discern.
yards (2.27 miles) east to west, or 6.7 square miles.
When all placed together as shown on the cover Hunting is wretchedly difficult in the wilderness
(with B2's wilderness map in the empty spot), they because most of the wildlife tastes vile. Anyone
cover 8.85 miles north to south and 11.35 miles east who chokes down more than a small taste will
to west, or a little over 100 square miles. become catatonic for 4-48 hours with no saving
throw. The chance of hunting down edible animals
MOVEMENT RATES is only 1 in 6 per day, resulting in enough food for
walking: 300 yards/hour one day for 1-6 men.
riding: 600 yards/hour
walking in fens: 100 yards/hour If adventurers enter a numbered square, they will
riding in fens: impossible certainly encounter whatever is there (encounter
walking in forest: 200 yards/hour distance 10-100 yards). If adventurers camp
riding in forest: 200 yards/hour overnight within six squares of a numbered
rowing a raft: 300 yards/hour encounter, the monster(s) therein will seek them out
rowing a canoe: 500 yards/hour as follows:
searching: 100 yards/hour
camping 6 squares away: 1 in 6 chance
The standard movement rates given above assume camping 5 squares away: 2 in 6 chance
that adventurers are searching each square they camping 4 squares away: 3 in 6 chance
enter for relatively big things such as cave camping 3 squares away: 4 in 6 chance
entrances, ruins, obelisks, monster lairs, etc. The camping 2 squares away: 5 in 6 chance
slower, "searching" movement rate given above camping 1 square away: certain encounter
assumes that adventurers are meticulously
searching each square they enter for relatively small ELDRITCH FRACTURE
things (dropped pouches, a magic wand tangled in This runs through Wilderness Maps 1, 2, and 6-9. In
the bushes, footprints, a lost ring, etc.). prehistory magical forces began seeping up to the
surface out of a fracture deep in the depths of the
The movement rates also assume that adventurers earth. When within 50 yards of the fracture, all
are moving stealthily and quietly rather than variables for spells and magic items (whether for
crashing and blundering about. This is why, damage, duration, distance, etc.) will be maximized.
typically, there are not any wandering monster Further, saving throws are at -3 against such
encounters. powers. The elves of the forsaken wilderness
beyond know of the fracture and its effects, but
The movement rates are slow enough to ensure that mankind does not, and the elves are not telling.
the adventurers are being careful of directions
(blazing trees, etc.) so as to guarantee that they will
not become lost.
Frederic Roelandts (Order #30433859)
THE SERPENT'S TRACK Air Elemental Conjuration:
This snakes through Wilderness Maps 3, 6-9, and 01-45: Normal conjuration
14. Within 50 yards of this invisible (though 46-65: Ice para-elemental
revealed by detect magic) track, snakes are larger, 66-85: Smoke para-elemental
more numerous, more aggressive, and harder to 86-89: Djinni*
control by magic. For example: 90-93: Frost salamanders*, 1-3
94-95: Air elemental*
Snake Charm: Does not work. 96: Ice para-elemental*
Growth of Animal: 8 times size, strength, etc. if cast 97: Smoke para-elemental*
on snakes. 98: Air elemental of 21-24 HD
Sticks to Snakes: All sticks within 120' become 99: Air elemental of 21-24 HD*
snakes, not under cleric's control. Lasts one 00: Swarm of 4-16 air elementals (HD 8)*
day.
Phantasmal Force: If the illusion is ophidian, save Earth Elemental Conjuration:
at -3. 01-45: Normal conjuration
Charm Monster: Does not work on snakes. 46-65: Magma para-elemental
Polymorph Others: If ophidian form, save at -3. 66-85: Ooze para-elemental
Polymorph Self: If ophidian form, lasts hours, not 86-91: Earth elemental*
turns. 92-94: Magma para-elemental*
Hold Monster: Does not work on snakes. 95-97: Ooze para-elemental*
Potion of Control Animal: Does not work on 98: Earth elemental of 21-24 HD
snakes. 99: Earth elemental of 21-24 HD*
Ring of Animal Control: Does not work on 00: Swarm of 4-16 earth elementals (HD 8)*
snakes.
Snake Staff: +3, damage 4-9. Snake: AC 2, HD 9, Fire Elemental Conjuration:
hp 60, MV 120'/40'. 01-45 Normal conjuration
46-65: Magma para-elemental
THE QUAKING DESERT 66-85: Smoke para-elemental
This stretches through Wilderness Maps 10-14. It is 86-89: Efreeti*
a mysterious badlands of twisted and blasted stone. 90-93: Flame salamanders*, 2-4
Adventurers have a 25% chance each day of 94-95: Fire elemental*
experiencing an earthquake (2-12 points of damage, 96: Magma para-elemental*
save vs. paralysis for half damage). 97: Smoke para-elemental*
98: Fire elemental of 21-24 HD
BRIEF NOTE ON THE GLIMMERSTONE WARS 99: Fire elemental of 21-24 HD*
Nearly 300 years ago, fire giants stole the three 00: Swarm of 4-16 fire elementals (HD 8)*
Glimmerstones (priceless, unearthly gems) of the
gnomes, sparking a series of wars that ended with a Water Elemental Conjuration:
whimper and no victors nine years ago. Ancient 01-45 Normal conjuration
and powerful magic unleashed during the wars 46-65: Ice para-elemental
wreaked havoc with the elemental balance of the 66-85: Ooze para-elemental
region and also blasted some areas into magical 86-89: Frost salamanders*, 1-3
dead zones. The gnomes and dwarrows fervently 90-93: Water elemental*
long for the return of the lost Glimmerstones, but 94-95: Ice para-elemental*
the location of the gems is a mystery to all. 96-97: Ooze para-elemental*
98: Water elemental of 21-24 HD
ELEMENTAL CONJURATION 99: Water elemental of 21-24 HD*
If an elemental is summoned (by spell, device, or 00: Swarm of 4-16 water elementals (HD 8)*
staff) in any of the 14 maps, the result is as follows:
* Not under the summoner's control.
Frederic Roelandts (Order #30433859)
Frederic Roelandts (Order #30433859)
Frederic Roelandts (Order #30433859)
WILDERNESS MAP 1
D. DWARROWS IN THEIR HALLS OF STONE: pockets, and the king has hidden in the bole of a
Near the hilltop stands the gateway to an tree 1,184 ep and 3 pieces of amber (worth 100 gp
underground dwarf kingdom. The 6th-level dwarf each).
king (shield +3, sword +1, +3 vs. enchanted
monsters, and a mirror of life trapping) rules over H. CAPTIVE OF THE HARPIES: Atop a barren hill
18 1st-level dwarrows (chain mail, shields, war is a 10' by 10' wooden cage holding a young woman
hammers). All that remains of their once-great who 3 weeks ago foolishly entered the forest about
hoard, depleted in the Glimmerstone Wars, is 200 yards north of the KEEP. (See module B2: THE
1,365 gp. KEEP ON THE BORDERLANDS.) Five harpies
captured her and caged her 2 days ago. She will
The kingdom is decimated and war-weary. The offer her rescuers the topaz (worth 500 gp) that she
dwarrows live in sorrow and regret, for they are has in the second compartment of the KEEP's Loan
kinslayers. In the Glimmerstone Wars, they killed Bank. If necessary, she will sweeten the deal with
the dwarrows that once resided in these halls of some or all of her 277 gp that she also has in the
stone. They have fashioned the tombs of their Loan Bank.
victims and give them reverence. The tomb of the
fallen dwarven king dominates the throne room. The five harpies hide amongst boulders and will
attack (with a 50% chance of surprise) anyone who
The dwarrows are neutral towards mankind, but touches the cage. They are cobalt blue, and their
they are lawful in their hatred of the forces of initial attack will be with their 15' by 15' weighted
Chaos. They will be dismissive of any party of net. The harpies together hold the net flat while
adventurers that does not include a dwarf or a flying and try to drop it on as many victims as
gnome. If pressed, the dwarrows will offer their aid possible. The attack roll ignores all non-magical
only in return for one of the lost Glimmerstones. factors that improve AC except for dexterity. Those
They deem such a quest impossible, so this is in hit are trapped and unable to act for at least 1
essence their expulsion of undesirables. round. Every round thereafter each netted victim
can free himself and act if he makes a saving throw
The dwarrows are of one of the two races of vs. paralysis.
dwarrows, descendants of the dwarven forefather
Mótsognir. S. STIRGE-INFESTED GALLERY: On the hillside
stands a pentagonal building (30' tall and 80' across
G. GOBLINS OF THE GREEN GLOOMS: Almost at its widest point) of a pale, greenish-gray stone
no sunlight filters through the thick forest, leaving it that even gnomes and dwarrows cannot identify.
in a green gloom. Dwarf heads, skins, and skeletons Carved in bas-relief on the interior walls are 45
taken in the Glimmerstone Wars hang from the faces of dispassionately cruel, inhuman beauty
branches. A goblin king, his 2 bodyguards, and 33 (each 4' high). Water trickles from their gaping
other goblins (all with deep green skin) climb mouths to the eighth of an inch of water covering
amongst the trees. The goblin king and his the floor. From one mouth instead trickles a
bodyguards are armed with spears and ride upon magical, yellow-green liquid. Those who taste it
giant forest spiders. (See Wilderness Map 6, must save vs. poison or have their strength score
encounter S for details of the spiders.) Of the other drop to 3. (Lost points return 1 per day.) The eyes of
goblins, 17 bear daggers, and 16 bear short swords. this stone face are set with 2 pieces of polished
All of them also have blowguns (ranges: 5-10' malachite (worth 430 gp each). Removing these
[short], 11-20' [medium], 21-30' [long], damage: gems will cause a total of 22 stirges to fly out of the
1 point) with tiny darts dipped in the poison of mouths of some of the faces and attack.
frogs (save versus poison or take an additional 1-6
points of damage). Each goblin keeps 2-12 ep in his
Frederic Roelandts (Order #30433859)
Frederic Roelandts (Order #30433859)
WILDERNESS MAP 2
B. SPOOKY BUGBEARS: Atop the hill above its down upon their scattered treasures: 2,950 ep and
highest contour line, only scattered trees dot the 2 red garnets worth 50 gp each. Should anyone
grassy ground. Darkest night will magically touch the treasure, 1 gargoyle per round will attack.
descend upon anyone who steps above the contour They will cease to attack those who both drop the
line, though below this line the cycle of day and stolen treasure and flee into the woods.
night proceeds normally. Amongst the few trees
float two dozen jack-o-lanterns carved from warty In the area enclosed by the three rock formations,
green and smooth white pumpkins, none of which all of the eldritch actualities and potentialities have
ever rot. Behind their evil eyes and grimaces of been obliterated. No spells of any sort will work,
pointed teeth glow red-flamed candles that never nor will any magic items. Magical effects, curses,
burn down. The pumpkins and candles will etc. will cease while in the zone. Djinn, efreet,
permanently lose their enchantments should they invisible stalkers, and elementals of all sorts cannot
be taken below the contour line. enter the zone or be conjured into it. Golems or
living statues that enter will become inanimate
The 20 bugbears that make their home here are while in the zone. Undead entering the zone will
armed with two spears each, which they will throw fall into the quiet of natural death (and will not
at intruders before closing to melee with battle axes reanimate if dragged out). The fantastic abilities of
(though the leader instead fights with a mace +2). monsters (dragons' breath, petrifying gazes, etc.),
Each bugbear wears an armband of gnomish or however, will continue to function. The dead magic
dwarven chain mail taken from foes fallen in the zone is unmarked, and not even the most powerful
Glimmerstone Wars. In their pouches the bugbears of beings can sense its presence.
have a total of 2,973 gp.
O. SNOWY OWL BEARS: Always hungry and
E. WANDERING ELVEN BAND: Wearing dull aggressive, 4 owl bears prowl the icy waste in an
green cloaks, eight 1st-level elves (chain mail, endless search for prey. These monstrosities are
spears, short bows, daggers) will camp here for 7 hybrids of snowy owls and polar bears, giving them
more days. Spells: charm person, light, magic 5-8 hp per HD. The sound of the cold wind's wail
missile, protection from evil, read languages, over the ice (50% chance of it blowing) infuriates the
shield, sleep, ventriloquism. Like all elves of the snowy owl bears, making them fight to the death.
forsaken wilderness beyond, they are beardless
with black hair, gray eyes, and pale skin. Their In their ice cave amongst the bones of their past
leader, who carries a white gem worth 450 gp, is victims are scattered 3,754 ep and a pale blue
the younger brother of the Advisor in the KEEP. tourmaline crystal worth 225 gp
They and other elves regard the Advisor as
controversial since he is working towards an P. PASTEL RUINS: Among the trees stand
alliance amongst elves, men, gnomes, and mysterious, ancient ruins: slender, delicate towers
dwarrows against the forces of Chaos in the of marble of soft shades of pale yellow, purple,
wilderness. They are unconcerned with the affairs white, coral pink, powdery blue, and subtle green.
of men, but they will consider a temporary alliance Elegant astronomical symbols adorn some of the
with any party that includes at least one elf. surfaces. Within all is empty. The gnomes claim that
primordial elves ("Deep Elves" as opposed to the
G. GARDEN OF THE GREEN GARGOYLES: "Wood Elves" of the present) built such towers, but
These three rock formations are similar to those of the elves speak not of the ruins, at least not to
the Garden of the Gods in Colorado, except that outsiders. Any PC elf has a 10% chance per level of
they are sea green in color. Crouching on the knowing that the ruins are in fact elven, and that
northeast edge of the indicated formation 50' above, elves of today are but a shadow of their more
7 gargoyles the same shade of green as the rock leer refined and subtle ancestors.
Frederic Roelandts (Order #30433859)
Frederic Roelandts (Order #30433859)
WILDERNESS MAP 3
C. CENTAUR ASTROLOGERS: Through a narrow M. ICE DOME OF THE MEDUSAE: Incongruous
and secluded glen flows a crystal clear stream on the icy waste looms a 100' diameter dome of
rippling over amber gravel. A dozen centaurs amble mottled, pearlescent green. It is indestructible save
through the verdant grass. The noble creatures have for a wish or the deaths of its dwellers: 3 amoral
pinto coloring: overo (frame, sabino, and splashed and depraved medusae. A shimmering, magical
white), tobiano, and tovero. These peaceful and portal will open when any man approaches within
wise star-gazers like elves, but they merely tolerate 6' of the dome.
all others. Their leader bears a sword +3.
The air inside is thick with the intoxicating odors of
The centaurs will tell any party of respectful feminine perfumes, mysterious incense, and exotic
adventurers that includes at least one gnome or spices as well as soporific warmth (78° Fahrenheit).
dwarf that the stars have revealed to them that The slow and strange music of an eastern pipe
"within an emerald dome in the northern ice is a soothes and relaxes. The atmosphere is so
weird clue to one of the lost Glimmerstones of the somnolent that visitors must save vs. poison or
gnomes". (Cf. encounter M on this map.) always lose initiate and have -2 to hit. This effect
goes away 1 turn after leaving the dome.
In the midst of the stream stands a boulder, sacred
to the centaurs. They will allow reverent Amidst a profusion of luxurious cushions, silks,
individuals to silently cup water from the stream in draperies, furniture, and exquisite white marble
their hands and pour it over the stone. Each such sculptures (though, significantly, no mirrors) loll
person will receive one of the following boons (only three naked and sensual women drinking blood red
once): wine out of golden chalices. Platters of spiced
1. permanent +1 to strength (18 maximum) dainties rest before them. The women will entice
2. permanent +1 to intelligence (18 maximum) and beguile visitors to avail themselves of all the
3-5. permanent +1 to wisdom (18 maximum) pleasures on display. Unfortunately, the women are
6. permanent +1 to dexterity (18 maximum) hideous medusae cloaked by illusions, and they
7. permanent +1 to constitution (18 maximum) will attempt to petrify their guests at the opportune
8. permanent +1 to charisma (18 maximum) moment.
9. Heals all lost hit points.
10. Grants one wish. If all three medusae are slain, the multitudinous
illusions within the dome will vanish, the corpses of
Hidden amongst large stones by the stream is an the medusae will exude a vile, ophidian stench, and
oak chest holding 811 pp, a spell scroll: the temperature will drop 1° each hour until it
clairvoyance, remove curse, contact higher plane, matches the subzero temperature outside.
and a crystal ball with clairaudience.
All that will remain are the sculptures (past victims
G. SIX HILL GIANTS ON A BALD HILL: of the medusae) and a transparent, colorless gem
Constantly rummaging around in their huge and (worth 5,800 gp) shaped like a lens. If the medusae's
filthy sacks are 6 hill giants, each wearing a jeweled red, purple, and metallic gold snakes from atop
human belt (worth 500 gp) as a bracelet. They will their heads are skinned and properly laid-out, and
attempt to talk to adventurers in gruff voices, if one looks at the arranged skins through the gem,
speaking the common tongue with heavy West he will see that the scales' patterns form the
Country accents. If not understood, the giants will following cryptic message in the sinuous characters
grow angry at the "rude" behavior and attack. Their of the medusian tongue: "Follow the Serpent's Track
bags, in addition to containing many worthless, to the isle of the hydra where it guards the Jale
disgusting, and odorous objects, hold a total of Glimmerstone of the gnomes." (See Wilderness Map
8,705 gp. 9, encounter H.)
Frederic Roelandts (Order #30433859)
Frederic Roelandts (Order #30433859)
WILDERNESS MAP 4
Lava Fracture: The bedrock has cracked open to and treasure finding, a spell scroll: cure light
reveal yellow-green lava hundreds of feet below. It wounds, cure disease, cure serious wounds,
averages 30 to 35 yards in width. The bridge a brazier commanding fire elementals, and a
spanning it is of black meteoric iron and hence nigh shield +2.
indestructible.
T. THE BEAST THAT TIME FORGOT: A few
Steam Chasm: The elemental havoc wrought by the months ago a small meteor fell on the icy plain, the
Glimmerstone Wars meets here in fire and ice. At explosion of its impact awakening and freeing a
the juncture between the icy wastes and the lava gray-scaled Tyrannosaurus rex from its eons-long
badlands plunges a bottomless chasm (up to 175 hibernation imprisoned in ice. Now it hunts in a
yards wide), out of which steam perpetually rises. perpetual snowstorm. The dinosaur has a 50%
chance of surprising foes because of the blinding
G. ICE FORTRESS OF THE FROST GIANTS: snow. The nasty creature is diseased, and those
Four frost giants with 11 polar bears as guards lair coming within 100' of it must save vs. poison or fall
in an ice mountain, a natural but fantastic fortress of unconscious for 1 hour and be too weak and sick for
eerie blue ice. A hush except for the faint roaring of combat (though spells can be cast) for 24 hours.
water far below fills the caverns. The echoing Demi-humans are immune, and humans can be
footsteps of adventurers reduce their chance of infected only once.
surprising the frost giants to 1 in 12. An ice geyser
erupts every hour, each time having a 50% chance W. WEREBEAR TRADING POST: Three
of vomiting forth a white (black) pudding. werebears--tough, grim, but fair--operate a trading
post on the forested hillside. It is made of sturdy,
Encased in blocks of clear ice are 64 corpses of enchanted red oak that will not burn. On the first
gnomes and dwarrows slain in the Glimmerstone floor they sell the following from the lists on page
Wars. Most have chain mail, helm, shield, and war X9 of the Expert rulebook:
hammer, but no treasure.
All equipment except holy symbols, holy water, and
The giants' hoard consists of 4,858 gp, 15 white thieves' tools
crystalline shards (ice-cold and worth 1,000 gp All weapons except catapults and silver daggers
each), potions of gaseous form and control (frost) Carts, saddles, bridles, saddle bags, wagons
giant, a spell scroll: wall of ice, control weather, Canoes and rafts (of various sizes)
and a sword +1, flames on command.
The prices are as per the rulebook, and the
P. TELEPORTING PIT: In the plain is a pit 60' in werebears will not haggle, nor will they sell to
diameter and 30' deep. Those entering it will find known chaotics at any price but will instead attack
that it acts as a one-way teleporter to the wyvern pit them with extreme prejudice. They keep 4,038 ep in
in Wilderness Map 13, encounter W. the cashbox.
S. FIERY FOES OF MAN: In a 35' diameter pool of The werebears will warn customers that the stairs
yellow-green lava amidst the geysers and mini- leading to the second floor are cursed and that they
volcanoes of the lava badlands sport 3 chaotic flame should ascend only "if they are willing to take their
salamanders that loathe all mankind except for chances". Anyone going up the stairs must save vs.
clerics of evil Chaos. They hurl handfuls of the lava paralysis or fall down the stairs for 1-6 points of
(range as a flask of oil) at foes, doing 2-16 points of damage. (An old witch got sick from the werebears'
damage per round for 2 rounds. In a stone chest the fluffernutters, hence the curse.) The second floor is a
salamanders keep 7,112 gp, 3 orange fire opals gallimaufry of snickerdoodles, fluffernutters,
(worth 1,200 gp each), potions of fire resistance waffle-stompers, umbrellas, etc. Prices: 1 to 3 gp.
Frederic Roelandts (Order #30433859)
Frederic Roelandts (Order #30433859)
WILDERNESS MAP 5
D. DREAMING MOUNTS OF THE DRAGON- end until 9 years ago. Unfortunately, 62 years ago the
RIDERS: In a 300' diameter cave in the hill dwell 3 meteorite's radiations faded, and purple worms once
unusual, neutral red dragons (HD 10) that cannot talk. again began swarming here to spawn. The decimated
They have 30' wingspans, and gray-green scales cover gnomes were forced to flee, losing once again the Ulfire
their 40' long, legless, snake-like bodies. Instead of Glimmerstone which they had won.
breathing actual fire, they spew a venom that bursts into
flame upon contact and will burn even underwater Every hour there is a 50% chance of encountering 1-4
(rather like Greek fire). They will certainly be sleeping purple worms. With the exception of the swallowed
when adventurers arrive, as they will sleep for centuries Ulfire Glimmerstone (see below), the worms do not have
at a time. Only attacking the dragons will awaken them. any treasure, but note that purple worm teeth are the sole
They will not attack elves except in self-defense. Elves source of precious purple ivory.
have a 1% chance per level of commanding the dragons,
but under no circumstances will the dragons accept non- If a worm has 15 to 35 hp, it has 26 teeth.
elven riders. If a worm has 36 to 56 hp, it has 28 teeth.
If a worm has 57 to 78 hp, it has 30 teeth.
The dragons' bed is an immense hoard filling the cave to If a worm has 79 to 99 hp, it has 32 teeth.
a depth of 10'. It consists almost entirely of countless If a worm has 100 to 120 hp, it has 34 teeth.
archaic bronze coins (bp) heaped in vast mounds. They
are of very little worth: 4 bp = 1 cp, and 400 bp = 1 gp, and Each tooth weighs 1 pound and is worth 54 to 108 gp.
20,000 bp (1 ton) = 50 gp. The profiles of monarchs upon They are white with a slight tint of purple which deepens
the coins must be pure fantasy, for each coin is stamped over the centuries, thus helping experts to estimate the
with a different monarch, their names inscribed in a dead age of such treasures.
language. Each character spending 8 hours digging
through the coins will find one of the following 17 items Less than a year ago an elder purple worm (hp 120)
at random if he saves on his most difficult saving throw swallowed the Ulfire Glimmerstone, putting it into a
category: frenzy. Each encounter with purple worms has a 50%
11 gems (10 worth 5,000 gp each, 1 worth 10,000 gp) chance of including the worm that has swallowed the
potion of control plant Ulfire Glimmerstone.
potion of polymorph self
spell scroll: read languages, detect evil, wizard lock, The Ulfire Glimmerstone is an unearthly primary color
hold person, dimension door, conjure that is wild and painful. It is 3" in diameter and has a
elemental, move earth fantastic crystalline configuration. The gem is translucent,
scroll of protection from undead and deep within is a glimmer of light. Gnomes and
shield +3 dwarrows can see the light without doubt, while to others
sword +1, +3 vs. dragons it is uncertain save in lightless conditions.
A door leads to a 30' by 20' tomb of 3 elven dragon- Within this crater the Glimmerstone weighs 2 pounds.
riders, whose mounts these dragons once were. Dragon- Immediately outside the crater it weighs 4 pounds,
saddles, horns, goads, and other paraphernalia of the doubling in weight with each additional mile distant
ancient dragon-riders are in the tomb. Elves have a 10% from the crater. It weighs over a ton at 9 miles distance!
chance/level of recognizing that the millennia-old
mummified bodies are those of elves. The Glimmerstone is all but indestructible. Only by
plunging it into the heart of a star could it melt.
P. LOST KINGDOM OF THE GNOMES: For ages this
was a spawning ground of purple worms, but when the The Glimmerstones are priceless to the gnomes and
meteor from the star system of Arcturus fell here 768 dwarrows. Keeping one would bring their wrath down
years in the past, its radiations repulsed the purple upon those who would hold a Glimmerstone against the
worms. Gnomes 19 years later unearthed the will of the gnomes and dwarrows. It is worth 50,000 xp,
Glimmerstones from the meteorite, and they reigned in and giving it to the gnomes or dwarrows is worth another
glory in their halls of stone (entered through the shallow 50,000 xp. Also, such a one would thereafter be a
crater edge) until fire giants stole the Glimmerstones 290 gnome/dwarf friend (i. e., treated as a fellow
years ago, beginning the Glimmerstone Wars that did not gnome/dwarf).
Frederic Roelandts (Order #30433859)
Frederic Roelandts (Order #30433859)
WILDERNESS MAP 6
Road: The road ends at the ruins of a keep at the R. BILBO WAS HERE: Tangled deep in the
former edge of the frontier, now pushed back forest's undergrowth is a ring of invisibility
west to the KEEP of dungeon module B2: THE dropped by a heedless hobbit. Adventurers will
KEEP ON THE BORDERLANDS.. Gnolls find it only if they are traveling through this
sacked the old keep 20 years ago. square at the "searching" movement rate of 100
yards/hour.
G. GNOMISH EXILES: The forlorn remnant of a
glorious kingdom (cf. Wilderness Map 5, S. SPIDERS!: In a particularly dark patch of
encounter P) have dwelled amongst the forest crawl 18 giant forest spiders (AC 8,
tamaracks for the last 62 years. The 20 gnomes HD 1+1*, MV 60' [20'], in web 150' [50'], #AT 1,
and their leader (HD 2) wear chain mail and bear D 1 + poison, Save F:1, ML 7, AL Chaotic) through
shields and war hammers. Most have blue hair their thick webs. Black hair covers these fat,
and beards, but the elder ones have snow white 4' long monsters. They will spin webbing at their
hair and beards. The only treasure with which future meals with the same range and strength as
the gnomes managed to escape from the purple a web spell (though a magic blade can cut
worms are 4 gems (two worth 145 gp and two through the webs in 2 rounds). Their poison
worth 500 gp). makes victims sick and dizzy for 6-72 hours
(movement cut in half and all attacks at -4). A
"Gnome" is short for "gnomic dwarf" (meaning second failed save after a subsequent bite leads to
"wise dwarf"). Gnomes are one of the two races of unconsciousness for 6-72 hours. The spiders will
dwarrows, descendants of Durin. They are more wrap unconscious victims in webs and hang
learned dwarrows who typically live in the them upside down for 1 or 2 days before feasting
lowlands. The concerns of mankind do not on them. They speak the common tongue with a
concern the gnomes, but they have a fierce hatred creaking and hissing voice. They do not like
for the forces of Chaos. The gnomes will propose goodness or elves (and elves similarly detest the
an alliance with any party of adventurers that spiders, giving them a +1 to hit the spiders). They
includes a gnome or a dwarf to wipe-out the are distressingly common in the dank forests of
kobolds to the north (encounter K). the forsaken wilderness. Scattered on the ground
are treasures of past unfortunates: 74 gp and
K. PRIMITIVE KOBOLD GENS: Reduced to a 3 gems (worth 200, 300, and 450 gp).
Stone Age existence by the ravages of the
Glimmerstone Wars, 35 kobolds led by a chieftain T. DEGENERATE TROGLODYTE TRIBE: In a
(HD 2) with one bodyguard (HD 1+1) subsist on dank cave (90' by 110' with a 10' ceiling) filled
insects. They have no treasure but live amongst with an ophidian stench dwell 16 albino
the skulls and skeletons of their fallen gnomish troglodytes with no ability to change colors, 13 of
foes. The entire 100 yard square in which the which have degenerated to the point of having a
kobolds live has suffered magical dampening. snake-like lower body rather than legs, reducing
The only spells or magic items that will function their movement to 90' (30'). Each of the other
here are those causing darkness or lightning / three, which serve as leaders, wears a tiara
electricity. Magical effects, curses, etc. will cease (worth 600 gp) of a mysterious gold alloy set with
while in this area. Djinn, efreet, invisible stalkers, weird, sea-green gems. The tiaras are intricately
and elementals of all sorts cannot enter or be and minutely fashioned into designs that are so
conjured here. repellent, disturbing, and disquieting that the
gems and metal of each tiara would be worth
650 gp if it was melted down.
Frederic Roelandts (Order #30433859)
Frederic Roelandts (Order #30433859)
WILDERNESS MAP 7
D. DISPLACER BEASTS FROM OUTER SPACE: disintegrate into ashes and blow away in the breeze.
Hiding in the fens, 4 hungry and aggressive The unicorn will fight to the death to protect the
displacer beasts will eagerly attack adventurers. The maiden.
monsters lair amongst a bit of the wreckage of a
starfaring ship: asteroidal stone and twisted plates If in the presence only of those of lawful alignment
of a mysterious metal unidentifiable even by (and/or of elves of neutral alignment), the elf-maid
gnomes and dwarrows. Wizards could use the 51 will fall into a trance when illumined by a full or
pounds of metal to create armor or weapons with gibbous moon, and she will intone in the language
up to a +3 enchantment. Amongst the wreckage are of unicorns: "Towards the rising sun, on an island in
six recently slain blink dogs, 4 silver necklaces the vast lake of dark waters, the man of bronze
(worth 1,500 gp each) set with aquamarines, a stands atop the Dolm Glimmerstone." (See
potion of healing, a spell scroll: phantasmal force, Wilderness Map 14, encounter T.) She will be
web, a ring of regeneration, and a sword +1 with 4 unaware of falling into a trance, and she has no
wishes. notion of the Glimmerstones, or indeed of the world
beyond her little island.
E. PURE ELF MAIDEN: White-barked trees unique
to this isle of perpetual spring blossom year-around P. HYPNOTIC PEACOCKATRICES: In the dense
with delicate, pale pink flowers. Amongst this and gloomy forest stand mysterious, ancient ruins:
unbroken peace wanders a unicorn and a naked elf slender, delicate towers of marble of soft, pastel
maiden (spell: protection from evil) with eyes like shades of pale yellow, purple, white, coral pink,
dawn mists and flower-adorned hair the color of the powdery blue, and subtle green. Elegant
midnight sky that reaches to her knees. She speaks astronomical symbols adorn some of the surfaces.
only lawful and unicorn. Twenty years ago, when The gnomes claim that primordial elves ("Deep
she was but an infant, gnolls annihilated her Elves" as opposed to today's "Wood Elves") built
company of wandering elves. The unicorn saved such towers, but the elves speak not of the ruins, at
her, and she has never since left her island paradise. least not to outsiders. Any elf has a 10% chance per
Nothing whatsoever can persuade her to leave. level of knowing that the ruins are in fact elven, and
that today's elves are but a shadow of their more
The elf-maid lingers most often by the enchanted refined and subtle ancestors.
pool of golden, liquid light. Herein she bathes and
thus partakes of immortality (rather than the Five peacockatrices nest in the ruins. They look like
140-year lifespan typical of elves of the forsaken ruby red peacocks with mesmerizing and iridescent
wilderness beyond). Anyone else touching the tails of red, orange, yellow, green, blue, indigo, and
liquid light will take 2-12 points of damage per violet feathers. Each of the peacockatrices' tails can
round of contact (no saving throw). Full immersion affect 1 creature per round up to 20' away unless a
will cause 6-36 points of damage per round (no save vs. paralysis is made:
saving throw).
Victim has 1-5 HD: sleeps for 2-8 rounds.
If anyone attacks the maiden or the unicorn, the Victim has 6-7 HD: blinded for 2-5 rounds.
blossoming trees will give off perfumes (to which Victim has 8+ HD: stunned for 1 round.
the maiden and the unicorn are immune) that cause
death to chaotics, sleep to neutrals, and The peacockatrices' treasure consists of 8 exquisite,
forgetfulness to lawfuls. Those who save vs. exotic birds fashioned by ancient elves from coral,
paralysis at -3 will avoid the effects. The sleep and purple ivory, or jade (nephrite) worth 800 gp each.
forgetfulness last 6-24 hours. Neutrals and lawfuls
will come to themselves on the northern shore of
the lake, while the corpses of chaotics will
Frederic Roelandts (Order #30433859)
Frederic Roelandts (Order #30433859)
WILDERNESS MAP 8
Lava Fracture: The bedrock has cracked open to salamander), the wielder gains not only healing but
reveal yellow-green lava hundreds of feet below. It also elemental power. The intensity of the element
averages 30 to 35 yards in width. flowing into him drops him to his knees, and he is
unable to act the next round. Afterwards he can
B. DURIN, FOREFATHER OF THE GNOMES: emit a burst of fire or ice (as appropriate) that does
Amongst the greenish gloom of the woods is a dark 6-36 points of damage (save vs. spells for half
pool (50' in diameter) beside which stands a 20' tall damage) to everyone else within 30'. This power can
ancient statue of Durin, forefather of the gnomes, be used only once for each fire or ice creature slain,
with a platinum crown. Adventurers can try to chip and it must be used within a number of hours equal
off the 181 pounds of metal (worth 9,050 gp), but to the slain being's HD, or the power will be lost.
doing so will bring out of the pool 3 serpentine
basilisks to deal with the desecrators. Bright, T. TREANT-DRAUGHTS: Corrupted by the dark
poisonous green and golden scales cover the influence of the forest are 6 chaotic treants with
monsters, and they exude an ophidian stench. black, rotted hearts. Three are male ashes with thick
trunks and thick finger-branches, and three are
Hidden within a cavity behind the slightly parted female alders with dark webs of hair. The treants
lips of the statue are a potion of flying, a scroll of have mixed in stone bowls the waters of a dark pool
protection from elementals, a wand of polymorph with soils and pale fungi. They will attack those
(7 charges), and a suit of plate mail +2. who refuse to drink from the bowls, and they have
a 50% chance of attacking even those who do drink.
G. WORMTOOTH, BLADE OF THE ELVES: Those drinking must save vs. poison or be affected
Within a black castle of mud and iron, surrounded as follows:
by geysers of yellow-green lava, dwell 3 fire giants
with 13 lime green hellhound (HD 6) guards. The 1. Slowed (one-half movement and attack) for 24
giants carry trophies of the Glimmerstone Wars: hours.
heads of gnomes and dwarrows dipped in molten 2. Sickened. No combat possible (but spells can be
iron. They wield spiked balls and chains of black cast) for 24 hours.
metal. The leader lost his right hand in the 3. Hair falls out and slender, tender twigs sprout
Glimmerstone Wars and will go insane with fury at from head (and from face for males). Takes
the sight of gnomes or dwarrows. He will fight to an hour or two to pluck out, and hair will
the death against such foes, as will the other giants grow naturally thereafter. Charisma score of
and the hellhounds as long as the furious leader 3 until plucked out.
fights. Their huge treasure chest holds 12,916 gp, 4. Insanely chaotic and evil for 3-18 days.
10 pieces of gold jewelry (worth 1,600 gp each) set 5. Deep sleep, cannot be awakened for 2-8 days.
with red gems, potions of diminution and 6. Constitution +1 (18 maximum), permanent.
invulnerability, a spell scroll: stone to flesh (x3), 7. Strength +1 (18 maximum), permanent.
and a two-handed sword +3 named Wormtooth. 8. Transforms into an ash tree (if male) or an alder
tree (if female). Permanent until dispel
This fabled mauve blade was fashioned by the magic or wish.
arcane arts of the Deep Elves ages ago from purple
ivory. With a killing blow from Wormtooth, the Any given person can be affected by the draughts'
wielder is healed a number of hit points equal to the enchantment only twice. The treants have 3,399 ep
level or HD of the fallen. Those so slain cannot be and 4 brown-green garnets (worth 2,500 gp each).
brought back to life by anything short of a wish. If
Wormtooth slays a being of fire (such as a red
dragon, efreeti, fire elemental, hell hound, or flame
salamander) or ice (such as a white dragon or frost
Frederic Roelandts (Order #30433859)
Frederic Roelandts (Order #30433859)
WILDERNESS MAP 9
D. SERPENTINE GREEN DRAGONS: Two legless Within the crater in Wilderness Map 5 the
and wingless green dragons (HD 8, #AT 1 bite, Glimmerstone weighs 2 pounds. Immediately
D 6-36) that neither talk nor sleep lurk in a dank outside the crater it weighs 4 pounds, doubling in
cave, out of which seeps an offensive ophidian weight with each additional mile distant from the
stench. The dragons' chlorine gas has withered the crater. It weighs over a ton at 9 miles distance! Here
trees and plants within 100' of the cave, but swollen it weighs 16 pounds.
and pale fungi thrive on it. Within the cave is a
mound of 5,822 pp. The Glimmerstone is all but indestructible. Only by
plunging it into the heart of a star could it melt.
G. ORACLES OF THE DEEP: Sunlight filters
through the waters of the bay, unusually green-blue The Glimmerstones are priceless to the gnomes and
and crystal clear, revealing a spacious castle 460' dwarrows. Keeping one would bring their wrath
beneath the surface of the vast lake. Two storm down upon those who would hold a Glimmerstone
giants and their guards (18 giant crabs) reside against the will of the gnomes and dwarrows. It is
therein. The two giants are twin bothers and have worth 50,000 xp, and giving it to the gnomes or
pale green skin, dark green hair and tangled beards, dwarrows is worth another 50,000 xp. Also, such a
and emerald green eyes. Wise and oracular, they one would thereafter be a gnome/dwarf friend (i. e.,
think it a shame that the Glimmerstones, the treated as a fellow gnome/dwarf).
occasion of war and sorrow, ever came to this
planet. If they had their way, a wizard's invisible P. MAWS OF THE DEEP: Four mottled (purple)
stalker would carry them back into the black void of worms swim beneath the surface of the vast lake.
outer space. The giants keep 5,003 gp and 10 pearls They will certainly attack anything going through
(worth 500 gp each) in their castle. their encounter square, and they have a 50% chance
of attacking anything passing through any of the
H. HYDRA QUINQUAGINTA: A 50-headed eight squares immediately surrounding it. The
hydra (HD 50, hp 200) with an overpowering worms have no treasure except for their teeth,
ophidian stench lairs in a shallow cave. It looks like known as mottled purple ivory:
a mass of necks and heads. Out of its shapeless,
roughly spherical body radiate the fifty necks. If a worm has 15 to 35 hp, it has 26 teeth.
About half of its heads and necks are dull black, If a worm has 36 to 56 hp, it has 28 teeth.
and the other half are a dark terra cotta. The hydra If a worm has 57 to 78 hp, it has 30 teeth.
can attack up to 50 times per round, being able to If a worm has 79 to 99 hp, it has 32 teeth.
strike at any single target with up to 7 heads at a If a worm has 100 to 120 hp, it has 34 teeth.
time. Each head takes 4 hp damage before dying.
The hydra regenerates 1 slain head every 2 days. Each tooth weighs one pound and is worth 81 to
162 gp. Mottled purple ivory is (appropriately
Within the hydra's cave is the Jale Glimmerstone, of enough) mottled with various shades and hues of
an unearthly primary color that is dreamlike, purple. It becomes more variegated with age, its
feverish, and voluptuous. It is 3" in diameter and shades becoming ever more difficult to name or
has a fantastic crystalline configuration. The gem is describe. Indeed, while connoisseurs of the ivory
translucent, and deep within is a glimmer of light. have names for over 100 hues of its purple, some of
Gnomes and dwarrows can see the light without these experts can discern twice that number of
doubt, while to others it is uncertain save in shades.
lightless conditions.
Frederic Roelandts (Order #30433859)
Frederic Roelandts (Order #30433859)
WILDERNESS MAP 10
A. WHITE APES OF THE RED PLANET: Six the lost Glimmerstones, their eyes bulge
4-armed white apes (5-8 hp per HD, #AT 4), threateningly at the best of times. The sight of a
carnivorous and hungry and 10' tall, lair in a forest gnome or dwarf will drive them into a frenzy, and
cave near the edge of the Quaking Desert. They will they will froth at the mouth, attack at +2 to hit, and
roar and beat their chests if anyone approahces, but fight to the death.
they will not leave their cave, fighting to the death
against anyone who dares enter. Inside the cave are The hobgoblins' treasure includes 18 gp and 6
weapon racks holding 3-6 of each weapon (except quart-sized jugs of honey mead (worth 2 gp each).
silver ones and catapults) on the equipment list. Anyone drinking an entire quart will heal 1-3 hp,
They are utilitarian and unadorned and of solid but he will fall into a slumber from which he cannot
workmanship. If the DM has a spare afternoon in be awakened for 2-7 hours. They also have three
which to design, map, stat, and detail an entire chrysoberyl crystals (yellow, blue, and green) worth
planet, he can rule that adventurers touching the 350 gp each that they absurdly think are the
weapons will be teleported naked to Barsoom, a Glimmerstones. They do not know what they are
planet full of other naked people of crazy skin going to do next. Eleven hobgoblin corpses bear
colors. witness to their disputes amongst themselves.
F. HEALING SPRING: Clear, cool water bubbles L. DESERT LIZARD MEN: These 21 lizard men are
up in a natural fountain from below smooth pebbles a weird desert sub-species found in the Quaking
on the forest floor. Anyone putting his mouth Desert. Their scales are predominantly tan with
directly to the waters and drinking deeply will find blue stripes and mottlings. All are armed with battle
that all that ails him has been cured: wounds, axes. Their leader (hp 17) wears a jeweled belt
curses, lost levels, diseases, blindness, unwanted worth 1,600 gp and rides a giant tuatara lizard. The
enchantments, etc. Anyone can drink from the lizard men are pitiless, fatalistic, and have a desert-
spring as often as he wishes, but the waters lose all warrior ethos.
potency if taken away.
O. CYCLOPIC ORCS: These 26 one-eyed mutant
H. BERSERK HOBGOBLINS: Two huge, angular orcs have dull green-blue hides and lean, corded
stones form a fence in the desert averaging 8' high. muscles. They wear only loincloths and boots.
The two joined stones are 60 and 50 yards in length, Three are armed with short bows and two with
meeting at a 60° angle. Within this natural shelter crossbows in addition to the swords that all of them
lair 24 hobgoblins in glossy black and red armor. wield. Because of their mutation, the orcs are -2 to
They are armed as follows: hit with missiles. The orcs have a total of 779 gp in
their pouches.
5 have swords and short bows (20 arrows each).
2 have swords and spears. S. OLD MAN STONE: This craggy stone formation
2 have swords and maces. bears an uncanny likeness to a 6' high countenance
7 have pole arms. of an old, bearded man. Even gnomes and
3 have spears. dwarrows will disagree on whether it is natural or
5 have maces. intelligently fashioned. Once per lunar month the
PC party can ask the Old Man Stone any one
These hobgoblins are the last, pitiful remnant of a question about the forsaken wilderness beyond that
tribe that came from the Great North to fight in the can be answered with a "Yes" or a "No". The answer
Glimmerstone Wars. Now driven to the edge of will be accurate and delivered in a deep, gravelly
madness by mistakenly thinking that they possess voice in the common tongue.
Frederic Roelandts (Order #30433859)
Frederic Roelandts (Order #30433859)
WILDERNESS MAP 11
B. ANCIENT BATTLEFIELD: Here stretches a vast hours, but spells can still be cast). Hobbits, however,
battlefield in the desert, silent and haunting (filling will be fine (other than feeling a little bloated). The
this square as well as the eight squares immediately fruit tastes like a cross between a plum and a
surrounding it). The slain of the Glimmerstone cantaloupe, and it is mashy, sickeningly sweet, and
Wars litter the sands: armed and armored skeletons very juicy. The gnolls have a total of 1,020 gp in
of gnomes, dwarrows, and hobgoblins. The their pouches.
hobgoblins of Wilderness Map 10, encounter H
found the chrysoberyl crystals here that they H. HIPPOGRIFF FLERD: Five hippogriffs (stormy
mistakenly think are the lost Glimmerstones. gray, bronze, pinkish roan, inky black, and
gleaming chestnut) make their home in the forest.
C. CAVERN OF THE CARRION CRAWLERS: A They will not attack if unapproached. Adventurers
cave mouth opens into a cavern (measuring 60' by slaying all of the hippogriffs will fall under a curse
80' with a 15' high ceiling) of sparkling, pale green (no saving throw): Everything in their backpacks
limestone. A profusion of stalactites and stalagmites will vanish, but the backpacks will not get any
fills the room, and 17 petrified skeletons of weird lighter, and they will be unable to get rid of them.. A
humanoids lie about. Near the back of the cave is a single remove curse spell will fix all of the
10' diameter pool of water that is 4' deep at its backpacks but will not restore their contents. If the
center. At the pool's bottom are nuggets of pure PCs were fortunate enough to have a Glimmerstone
electrum weighing a total of 135 pounds and worth in one of their backpacks, the gem will reappear in a
675 gp. random location in the forsaken wilderness beyond.
The water has a heavy mineral tang. Those drinking O. CHOKECHERRIES OF THE OGRES: Twelve
from it will get a feeling of well-being, and their ogres on the forested hill spend most of their time
skin will turn a vibrant, pastel green that gradually around a fire, hoping for food to wander by. Each
as the minutes go by shades into yellow, orange, etc. keeps on his belt a sack, the twelve sacks holding a
and so on through all the colors of the rainbow. For total of 4,101 gp. Chokecherry trees grow in front of
the next 12 hours, such a person has a +1 on all his the shallow cave 20' away in which the ogres keep
saving throws and will have a -1 chance of the following:
surprising foes. The enchanted water will lose its
qualities after 24 hours should it be taken from this An ornate two-handed sword worth 45 gp
cave. A dozen beaver pelts worth 2 gp each
A silver-inlaid wooden coffer worth 100 gp
One turn after PCs enter the cavern, 3 carrion A cask holding 60 gp worth of lantern oil
crawlers will squeeze out of small holes in the Iron rations (1 week)
ceiling near the enchanted pool and attack. They A suit of plate mail
regularly drink from the pool, so the carrion 19 jars of elven-made chokecherry jelly (green, red,
crawlers are fantastically colored, giving them a and golden) worth 5 gp each
-1 chance to surprise and a +1 bonus on all saving
throws. T. TIME STOP CAVE: In the desert is a shallow
cave, within which time has ceased to flow. The PCs
G. FRUIT OF THE GNOLLS: A band of 17 gnolls or any other creatures can enter the cave with no ill
spends an inordinate amount of time gorging effects. Therein they can eat, sleep, rest, memorize
themselves on weird, bulbous blue fruits that grow spells, or whatever for however long they desire.
in the fens. The gnolls prefer to eat them when they When they exit the cave, however, they will find
are too ripe, with tiny fruit flies swarming around that not one single second has passed in the outside
them. If men, elves, gnomes, or dwarrows eat the world.
fruit, they will get sick (no combat ability for three
Frederic Roelandts (Order #30433859)
Frederic Roelandts (Order #30433859)
WILDERNESS MAP 12
L. THE ENDLESS LABYRINTH: Stairs of pale blue- S. SWASHBUCKLERS OF THE REALM: A year ago,
gray marble lead 50' down to a 10' by 10' landing acting under the counsel of the elven Advisor, the
before the entrance to the Endless Labyrinth, which Castellan of the KEEP sent an embassy to the dwarf
twists its way underneath the forsaken wilderness kingdom (Wilderness Map 1, encounter D) to propose
beyond. While the stairs and landing are safe, anyone an alliance against the forces of Chaos. When the
who takes even a step beyond the landing into the ambassadors returned, they told that the king of the
Labyrinth will become hopelessly lost in the magical, dwarrows replied slightingly and dismissively that the
unmappable maze. Only a wish can immediately price of alliance was an impossible one: the return of a
deliver the adventurers from the Labyrinth, and even Glimmerstone to the dwarrows. The Advisor
then it will be to a random location in the wilderness. recognized that that would secure an endless allliance
Roll on the following table each day spent in the with the gnomes and dwarrows against the dark forces
Labyrinth: of the wilderness. At the behest of the Castellan, these
four swashbucklers have arrived on their triceratops
1-10: No encounter mounts (smaller sub-species, HD 6, Damage 2-12)
11-15: Minotaurs (1-8) with treasure type C from the Realm of mankind to the west, and they have
16: Purple worms (1-2) been searching for any of the Glimmerstones for the
17: The Juggernaut of the Endless Labyrinth past month. They are brave, cheerful, and courteous,
18-19: Magical exit though implacable in battle against Chaos. Their
20: Main entrance gleaming black dragonscale armor is chased with gold,
their shields are emblazoned with the yellow-rayed
Essentially an unlimited number of minotaurs reside sun, and pennons the color of sunflower petals float
in the Endless Labyrinth. They cannot be surprised, from their lances. Each carries 125 pp in his
and they have a 50% chance of surprising adventurers. saddlebags, and their magic items are as follows:
The first treasure map rolled in a minotaur hoard will Swashbuckler #1: black dragonscale armor,
in fact be a gnomish runestone. Engraved in the sword +2, gauntlets of ogre power
ancient runes of the gnomes on the smooth, hard gray Swashbuckler #2: black dragonscale armor,
stone the size of a man's hand is the following: "THE shield +1, spear +1, rod of cancellation
ULFIRE GLIMMERSTONE LIES IN THE GUT OF AN Swashbuckler #3: black dragonscale armor,
ELDER PURPLE WORM IN THE HALLS OF THE sword +1, +3 vs. undead, potion of speed,
LOST KINGDOM OF THE GNOMES." (See horn of blasting
Wilderness Map 5, encounter P.) Purple worms in the Swashbuckler #4: black dragonscale armor,
Labyrinth will have no treasure except purple ivory sword +1, +2 vs. spell users, magic bow +1,
(for which see Wilderness Map 5, encounter P.) 18 arrows +1, potion of growth
The black dragonscale armor gives its wearer an AC of
The Juggernaut of the Endless Labyrinth is an 2 and the same immunity to acid that black dragons
indestructible and irresistible stone roller (MV 30' have. The swashbucklers plan on leaving their camp at
[10']) filling the passageway that crushes anyone (no dawn tomorrow to investigate the troll lair (encounter
saving throw) and anything (even a Glimmerstone) T), and they will gladly offer equal shares of treasure
that it runs over. If encountered, the adventurer with to whomever fights by their side.
the best saving throw vs. paralysis must successfully
save, or the entire party will be caught in a dead end T. TROLL BRIDGE: A huge, fallen tree forms a bridge
and crushed. The only way to affect the Juggernaut is over the 80' wide stream, and lairing underneath it are
with a wish, which can make it reverse direction. 8 trolls that demand a toll worth 1,000 gp per person
crossing. They will not accept ep or pp. Magic items
The magical exits of the Labyrinth are strictly one-way are accepted as payment at the following rates:
exits and can never be used for entrance. If Potions, scrolls, or +1 items: 500 gp each
adventurers happen to find a magical exit and choose All other magic items: 1,000 gp each
to use it, randomly determine a spot in the forsaken Arrows and crossbow bolts must be in groups of 10+.
wilderness beyond where they find themselves. The trolls guard 5,216 gp and 8 rings (1,300 gp each).
Frederic Roelandts (Order #30433859)
Frederic Roelandts (Order #30433859)
WILDERNESS MAP 13
B. MAGIC FLOWERS OF THE GORGONS: initially encounter the dragons. Unfortunately for
Four gorgons eat grass along with the small the dragons, their acidic drool keeps unfreezing
delicate yellow flowers growing amongst it. In Snits as fast as the dragons can smash them. The
addition to the yellow flowers, there are four dragons have only 5,471 gp left in their
flowers that radiate magic. If any of these flowers possession.
are picked, they will gradually turn into the
following magic items over the course of seven G. ROCK GIANTS: On this rocky hill dwell six
minutes: rock giants (very rare ancestors of stone giants,
AC 2, height 14') in a cave with 4 cave bears as
Fiery Red Flower: potion of control fire giant guards. The bears will attack anyone
Blue Flower: spell scroll: purify food and water, approaching the cave, and the giants will allow
find traps, resist fire, snake charm, them to fight it out alone. Since the rock giants
raise dead are composed of craggy stone, they blend in with
White Flower: scroll of protection from magic the rocks, so there is only a 1 in 12 chance of
Purple Flower: sword +1, +3 vs. regenerating noticing them. In their cave is a pool of mercury
creatures sacred to the giants. They will not attack unless
the pool is disturbed. Each rock giant's body
If the PCs do not take the magic flowers upon contains 60 pounds of electrum (worth 300 gp),
their first encounter with the gorgons, one flower 230 pounds of gold (worth 2,300 gp), and a heart
will be eaten each week thereafter. of blood red garnet (worth 1,000 gp).
D. BLACK DRAGONS AND SNITS: Four R. TWO-HEADED ROC'S LUCKY RING: Atop
chaotic, wingless black dragons (HD 7) that the lonely hill roosts a two-headed AD&D roc in
neither talk nor sleep lair here. The dragons' acid a huge nest of branches. It will attack if hungry
has dissolved the stone in which hundreds of (50% chance) or if anyone climbing the hill
Snits (AC 8, MV 120' [40'], hp 1, no attacks, less ignores its warning squawks to stay away.
than 1" tall) have been frozen since before the Scattered about in its nest are 6 large, cut topazes
Cambrian explosion hundreds of millions of (yellow, green, blue, purple, red, and colorless)
years ago. (The long-forgotten, eons-old god, worth 1,200 gp each, a potion of levitation, and a
Embraz the Bulbous, created Snits as the second- ring of many wishes (13 wishes, or a baker's
oldest multicellular life form on the planet. dozen!).
Bolotomi were the oldest.) The rock is composed
of various minerals that include some that the W. TRAPPED WYVERNS: In the plain yawns a
acid cannot dissolve. Consequently, the stone is pit 60' in diameter and 30' deep. The pit in
honeycombed with voids traversible only by Wilderness Map 4, encounter P teleports into this.
Snits. They have a 6' diameter lair 10' below the Those so teleported may escape this pit only by
surface. slaying all 5 wyverns that are trapped herein. The
wyverns are skeletal, little more than skin and
The dragons hate the Snits since they have been bones. They will fight to the death out of
running off with their gold coins. A Snit can carry starvation. A chest buried a few inches below the
one coin at a time. They have already snatched pit's floor holds 5,752 gp, 10 gems (worth 500 gp
10,644 gp, and the Snits will take to their lair an each), and 5 necklaces (worth 400 gp each).
additional 1-100 gp each day after the PCs
Frederic Roelandts (Order #30433859)
Frederic Roelandts (Order #30433859)
WILDERNESS MAP 14
F. KILLER FROG BREEDING POND: Algae adamant worth 10,000 gp, and clerics have
chokes the water that lies 1' deep in the no chance of turning the mummies while
noisome 200' diameter breeding pond of an they wear their crowns. (Without the crowns,
army of 1,001 giant killer frogs. Wary they are turned as vampires.) Each mummy-
adventurers will note the many monster king wields a magical ankh:
skeletons (of dragons, giants, humanoids,
etc.) picked clean. Slimy foam nests hold Ankh of Shriveling: as a staff of withering
disgusting globs of dark brown, gelatinous with a range of 240' (6 charges)
eggs, while countless tadpoles wriggle and Ankh of Terror: as a wand of fear with a
squirm through the green water. Worst of all, range of 240' (8 charges)
every turn spent in the breeding pond will Ankh of Command: save vs. rods or obey
draw an attack by 3-18 of the giant killer wielder for 3-8 rounds; range of 240'
frogs. Thankfully, the killer frogs are (6 charges)
cannibalistic, otherwise they would spread
far and wide. Inside the pyramid are the mummy-kings'
wooden sarcophagi, intricately carved and
M. MUMMY-KINGS OF THE ANCIENT covered with gold and lapis lazuli. Their
SERPENT-SORCERERS: The lone and level interiors have an ophidian stench. Each
sands stretch far around a pyramid (181' tall, weighs 250 pounds and is worth 6,666 gp.
square base with 300' edges) of smooth, Surrounding them stand 24 ushabti
white limestone without aperture. Two guardians (as 1' tall wood golems with 1 HD
crouching black Anubis statues (the southern and doing 1-4 points of damage with their
one half-destroyed) flank it, facing east. If tiny khopeshes) that will attack if anyone
anyone comes within 600 yards of the touches a sarcophagus.
pyramid while the sun is above the horizon,
a 20' square opening will magically appear P. PRIMORDIAL OOZE-POOL: Obsidian
near the apex facing east. Three turns later litters the steep-sloped, black volcanic hill. At
the pyramid's indwellers will fly out, least a dozen gaping cave mouths (with the
shrieking destruction against defilers. "P" on the map marking the primary
entrance) open onto the twisting, natural
Waking only when their tomb is approached, passages of black stone riddled with
within lie in their lightless crypts three stalagmites, stalagtites, and columns that
prehuman serpent-men mummy-kings honeycomb the hill. The passages all
(41 hp each) as well as their 3 steeds: chaotic ultimately lead to a vile cavern deep below.
blue dragons (HD 9, ML 12 as long as a Nearly filling the 130' diameter cavern, a
single mummy-king survives) that are green-gray pool (100' in diameter) of slime
transparent to the bone and cannot talk. Each sickeningly quivers and sloshes. As long as
mummy-king wears a terrible crown of black anyone is within the cave, the pool will
generate a glop as follows every 2-8 rounds:
Frederic Roelandts (Order #30433859)
1-2: black pudding the plinth. TALOS is immune to weapons of
3-4: gelatinous blob (primordial form of less than +3 enchantment, and the only type
gelatinous cube) of magic that affects it are electical attacks,
5: gray ooze which merely slow TALOS by 50% for
6: green slime [MV 10' (3')] 3 rounds. Magical fire actually repairs
7-8: ochre jelly TALOS on a 1 hp for 1 hp basis.
The spawn of the pool will attack all The secret door in the plinth opens upon a
intruders but will not pursue farther than 60' 7' by 7' hollow within which rests the Dolm
from the cavern of the pool. Instead, they Glimmerstone, which is an unearthly
will simply ooze in all directions to further secondary color that is a compound of blue
taint the world with their ilk. The pool is and of the wild and painful primary color,
immune to all forms of attack save one: A ulfire. It is 3" in diameter and has a fantastic
total of 400 hp of fire damage will kill it and crystalline configuration. The gem is
prevent it from spawning any more glops. translucent, and deep within is a glimmer of
light. Gnomes and dwarrows can see the
T. TALOS THE INVINCIBLE: A profusion light without doubt, while to others it is
of white and pale blue wildflowers grow uncertain save in lightless conditions.
from the cracked, craggy stone of the isle.
The flowers' faint perfume fills the air. At the Within the crater in Wilderness Map 5 the
center of the isle a spring of cold, pure water Glimmerstone weighs 2 pounds.
gushes from the pale stone. Nearby, a white Immediately outside the crater it weighs 4
apple tree bears golden apples year round. pounds, doubling in weight with each
Both the water and the apples heal 2-7 hit additional mile distant from the crater. It
points per mouthful. Their enchantment weighs over a ton at 9 miles distance! Here it
fades if removed from the isle. weighs 128 pounds.
Towering over all at the tip of the eastern of The Glimmerstone is all but indestructible.
the two promontories that encircle the bay, Only by plunging it into the heart of a star
looms TALOS, the mightiest golem in the could it melt.
world (AC 0, HD 54**, 240 hp, MV 90' [30'],
#AT 1 [always strikes last], D 20-90, The Glimmerstones are priceless to the
Save F:27, ML 12, AL Neutral). It is 1,110 tons gnomes and dwarrows. Keeping one would
of solid bronze, standing 60' tall and holding bring their wrath down upon those who
a 30' long, double-edged sword horizontally would hold a Glimmerstone against the will
over its head. Engraved in a lost and of the gnomes and dwarrows. It is worth
forgotten language on the plinth beneath its 50,000 xp, and giving it to the gnomes or
feet is its name: "TALOS". dwarrows is worth another 50,000 xp. Also,
such a one would thereafter be a
The golem remains motionless unless gnome/dwarf friend (i. e., treated as a fellow
someone attacks it or opens the secret door in gnome/dwarf).
Frederic Roelandts (Order #30433859)