Map 1. Sturnheim and Vicinity
4 Brigands of the Hills 7 Mousebane 10 Stone Dragon
5 Fangfiight 8 The Bear 11 Beholder
6 Centaurs 9 Owlbear 12 Baby DragonPlan ate
Fighter’s Challenge
by john Terra
Inteaduction
Welcome to Sturmheim
Sturnheim’s Details
The Key and the Tower
IL From Village to Tower -
aining Entry
The Ruined Tower
Jermlaine L
IV, The Underground Complex
‘The Duergar Sector
V. Getting Away
VL Subplots 2.20...
The Brigands of the Hill
Fangflight osc
The Great Misunderstandiing
Daddy Knows Best
“The North Forest
The Graveyard
The Swamp:
 
   
 
  
Credits
Designed by John Te
Edited by Jacqueline Leeper and Steve Winter
Cover Illustration by Fohn and Laura Lakey
Interior Illustrations by Karl Walle,
lark Nelson, and Jim Holloway
Cartography by Johe Knecht
Typography by Tracey Zamagne
 
 
ADVANCED DUNGEONS & DRAGONS and
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192 TSK lac Agha eared, Primed athe S.A,
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Fighter's Cha mn-one adventure
is designed for stall campaigns, of as a means ti
ive a solitary PC (Play haracter} some experi-
nce betore placing, him in an existing campaign
There are references made to PHBR1, which is.
The Complete Fighters Handbook. PHIRI fs not
necessary for the running of this adventure, but it
helps to flesh things out
The adventure is suited for a 2nd- through 4th-
level warrior PC, or a warrior multi-class (lighter)
cleric, fighter ‘thief, etc.). A cleric or thief may run
through this adventure, but a wizard is unlikely to
survive
When running Fighter's Challenge, keep in mind
that role-playing is still important despite there be
ing only one player and one DM. Roleplay each
NPCs personality, especially if henchmen are it
volved. Play up the feelings af the PC being on his
Lown in an unknown area
Finally, give the player a break. With only one
PC. the margin lor error is slim. It the player i
having his PC do alll the right things and his luck is
still bad, go easy on him. Instead of killing the PC.
an enemy may take the vanquished PC prisoner.
for example, with a possibility of escape later. A
gang of brigands may be content with merely tak
ing. a few of the PCs things
    
    
 
  
 
 
 
Fighters’ Challenge Features
This module details a small campaign revolving
around the village of Sturnheim. Sturnheim is cov-
‘ered in the first chapter, since the village isthe log
cal starting point and has the hooks and
background for the main pl
The second chapter deals with the areas between
Sturnheim and the ruined tower, the latter being
the setting for the main plot
Chapters three through five cover the tower
proper, the underground area, and miscellaneous
features respectively
The final chapter covers the subplots, none of
which are necessary for the completion of the main
plot, but which may provide items. allies. and
clues to make the resolution of the main plot that
‘much easier‘Sturnbeim isa village that has scen better days. Lo-
cated on an old trade route, this village of 2.000
people saw its fortunes decline when the route Fell
into disuse
The change in Sturnbeim’s fortunes came 40
years ago. A large merchant caravan, which in
cluded a gold shipment composed of much of
Sturnheim's money in its cargo, disappeared. The
gold had been sent away for an investment. The
disappearance occurred on the road in the eastern
‘edge of the foothills. Outraged at this loss, many
merchant guilds of the surrounding, larger cities
collaborated and organized different routes, by
passing the unfortunate village.
Determined to restore Sturnbeim’s honor and
reputation. a band of eight adventurers combed
the hills looking: for traces of the caravan. Four
members of the group died unpleasant deaths: in
the process, and the other four found a mysterious
stone sword, but the mission was a failure,
Shamed by their failure, two of the survivors left
town. One of these was a warrior named Keso
man of evil disposition. He was convinced that
stone sword had some significance. so he traveled
widely seeking clues from sages and libraries.
Of the two men who remained behind, one
eventually went mad and fled town, andl the other.
a thief named Poot, kept the stone sword and be-
gan his own research into the nature of the sword.
Poot, hawever, stayed in the Sturnheim vicinity,
rs passed, and Kesor, now an old man, fi
yy discovered the true nature of the sword. It is
Is, a place the
fan attackers could have used for a lair. Kesor
ized that he had the answer to Sturnheim's
problem, but he alsa knew he was too okd to ut
this information, s0 be passed the information on
to his son Valdar.
\Valdar returned to Stursheim and, after per
forming a series of avors for the town, won the
confidence and became Captain of the Mi
linia, Uniortunately, Valdar also struck a deal
2 group of brigands who were barely scr
gether an existence living on the eastern edee
hills. According to the deal, the brigands would ac-
cept Valdar as their leader and search fo
ruins, and in return he would pay them a small sti-
pend, and make it easier for the brinands to way
lay travelers. The brigands began combing the hills
 
 
 
 
         
 
 
   
 
 
 
 
   
     
      
  
 
while Valdar secured his position in town and kept
an eye out for Poot
Recently, the brigands found the
carl not gain access, They need
‘The robbers sent a message to Valar informing
him of their success
When the PC enters Sturnheim, the brigands are
inthe midst of attacking old Po
“The villagers’ attitude toward strangers depends
on the strangers’ actions. Visitors who are reasona-
bly polite asd spend gold are treated courteously.
Strangers who act belligerent, arrogant, conde-
seending. and/or who ask for handouts, haggle
‘over prices, and make it clear that they have no
intention of spending much money are treated sul:
Tenly, and may even have to suffer a 10% to 50%
markup on goods and services
 
   
 
   
 
Personalities
‘Sturnheim has its share of interesting people
at follows are the statistics for the NPCs most
to beencountered in the village
    
Valdarz ACO: MV 12; F2, hp $0; THACO 1d; FAT
"/s: Eom by weapon: AL NE; Str 17, Dex 16
Con 15, Int 11, Wis 9, Cha 13; ML 18:
Equipment: Chain armor +1. shield
Age +1, dagger +1, pot
 
 
broad.
18 of
 
sword 42, 0
healing,
Weapon Proficiencies: Weapon and shield styl
broadsword, voulge, dagger:
reeapon Proficiencies: Tracking 9, blindfight-
land-based riling 12, read write 12
     
   
Na
 
‘Valdar is the captain of the militia. A human male
of 30 years, be isa tough leader, and appears fanati
cally devated to protecting the town. Handsome in a
roguish way. Valdar fs quite a dashing figure
He is suspicious of all strangers,
post as captain to interrogate them and keep tabs
fon their whereabouts, Anyone mentioning the lost
caravan invites very close scrutiny, usually in the
form of a pair of militiamen tailing the PC at a dis-
creet distance. Valdar wants Stumbelm's lost trea
sare, and once he gets it, bell leave the village
 
and uses his
  
  
  
   
Kalidae Blusteewind: AC 10) MV 12; FO, hp 5THACO20; FAT 1: Dmg 1-4: AL. NG; Str 8, Dex
8, Con 10, Int 14, Wis 13, Cha 14.
Kalidar is the S4-year-old mayor of Sturnheim.
id he has been in office for the past 10 years. Fie is
weak-willed, easily bullied and anxious to please
He remembers the lost caravan disaster, and feels
if the treasure were found and returned,
Sturnheim’s fortunes would improve. He will ac-
cept the PC's help-in findingit, and wil give the PC
a 10% finder’s fee. OF course, 2s a matter of row
fy Valdar of the arrangement
which wall cause Valdar much distress.
W the PC offers to fight the centaurs. the mayor
will he reluctant to agree. If Valdar catches wind
that the PC wishes to fight the centaurs, he wil
upport them. The mayor will bow to Valdar, The
PC will be paid 10 gp/day.
 
   
 
   
 
 
 
 
  
Torks; AC 8; MV 12; F2; hp 20; THACO 19; #AT2;
Dmg I-2+2 or by weapon; AL CN; Str 17, Dex
@, Con 15, Int 6, Wis 7, Cha 6: ML 15.
Weapon Proficiencies: Punching. specialization
‘club
Nonweapon Profi
Equipment; Leat!
cies: Fishing, 6, endurance
armor, purse w/10 cp, 2 sp.
       
  
Tork, a 21-year-old human male, is the town
bully. His face bears the scars of many a brawl
making him rather ugly. He makes a small living
selling, fish and spends the rest time at the
Three Crowns drinking
spec
willing to be hired as a henchman (5 gp/day
though only if the PC beats him in a fistfight.
   
 
        
Rosamund: AC 4; MV 12; T2; hp 10; THACO 20,
#47 1: Dmg by weapon: ALNG; Ste 9, Dex 18.
Con 12, Int 12, Wis 12, Cha 16; MI tt; 5A
Backstab; PP 45%: OL 44%: F/RT 30%; MS
31%: HS 25%; DN 10%; CW 10
Weapon Praficiencies: Dagger, sling
Nomveapon Proficiencies: Appraising 12, cooking
12, rope use 18,
Equipment: Leather armor. dagger, sling and
ones, thieves tools
 
 
   
  
 
Rosamund is a pretty, 19-year-old maiden wh
is bored with her town. She is looking for adven-
 
ture and romance, and is willing to be hired as a
‘scout (read: thief) for 4 gp/day. She is bright
cchievous, and flirtatious.
 
‘Corym: AC-8; MV 12; F 0; hp 4; THACO 20; #AT
1; Dmg by weapon: AL CG; Str9, Dex 6, Con 7,
Int 9, Wis 5, Cha 18; ML 8.
Nonweapon Proticiencies: Pottery 4
Equipment: Leather armor, longsword.
 
  
Coryn is the utterly incompetent, but outra-
seously handsome. son of the village potter. The
20-year-old man is trying to pass himsel of
adventurer, and will ask for 8 gp/day. He
about his experience, claiming to be a modestly
‘successful adventurer. (In fact, the last thing: he
killed was an angry bumblebee in his be
When danger does arrive, he will go to picees.
 
    
 
 
 
 
 
Tregar Bittermouth: AC 3; MV 6; Fly hp 14
THACO 20; #AT 1; Dmg by weapon; AL LG,
Stri6, Dex 12. Con 18, Int 12. Wis 10, Cha 6:
ML
 
Weapon Proficiencies: Two-handed style, light
crossbow, battle axe, horseman’ mace
Nonweapon Proficiencies: Mountaineering, en-
ance 18, bunting 9
 
   
+1, plate armor, light
‘crossbow and 12 bolts, horseman’s mace, purse
wi 23 gp.
Tregar is a young male dwarf warrior who
n, He supports himself in the village
a hunter, Teegar will hire himself out for 9 gp/day
He is extremely loyal, unflinchingly brave, and
competent. His only drawback is his te
complain about everything
   
 
   
Helak Jestwerse: AC 2: MV
19; #AT 1; Dr n, AL CG: SA CW
160%, DN 40) RL 10%; if bard is
singing or reciting, +1 bonus to attack rolls or
saves, or +2 bonus to morale: singing counters
‘effects of songsand poetry: 154 chance of iden-
tifying general
May memorize two Ist lev
Dex 18, Con 14, Int 16, Wis 9, Cha 17; ML
Weapon Proficiencies: Two-weapon style speciali
 
hp 1s: THACOMot Ta ToL
 
ter, although he was not part of Poot's party. All he
Knows is that the lour survivors refused to tell
what sort of beast attacked them, even though
they told the old mayor, who has long since died
 
 
Sereetha Alcoris (Werewolf); AC 10(5)) MV
12(15); HD 4+3; hp 32; THACO 2015); #AT 1
Dag 2-8; AL CE; SA Surprise: SD Hit only by
silver or +1 of better magical weapon; Str 6,
Dex 12, Con 12, Int 10, Wis 10, Cha 18, (Paren’
thetical stats are for her werewolf form.)
   
 
 
Sereetha isa pretty 24-year-old woman who fre
quents the inn looking for heroes. Her father is a
vampire buried in the graveyard north of town,
and Sereetha lures adventurers there on the pre-
tense of needing someone to-escort her 40 the cer
tery in order to visit her "dear father’s grave." Once
and the hapless adventurer(s) arrive at the cerm
tery, she reverts to werewolf form and joins her
father in the feeding, Sereetha is demure and quiet
painting the pic the perfect damsel-in-dis
tress. Sereetha rents a room at the inn.
   
 
 
 
 
 
   
Mama Chipmunk: This 70-year-old woman's real
name is Naghu, but the villagers gave her the nick
name due to her constant chattering, She enjoys
hanging about the inniscommon room, telling and
listening to gossip. She knows the town's back
ground thoroughly,
of rumors and news, She does not trust Sereetha.
 
 
 
 
lis therefore a good source
 
Average Militiaman: AC 6: MV 12: Fl; hp 7:
THACD 20; #AT 1: Dmg by weapon: AL any
good; ML 12
Weapon Proficiencies: Short sword. partisan,
club, dagger
Equipment: Seale armor, short sword, partisan,
  
 
   
‘lub, dagger, badge of office, whistle, purse w
2d sp.
On-duty militiamen travel in groups of three
   
They act as the village's defense and police force.
The militia is made up of part-timers whe have
other occupations. Note that all of the NPCs ex.
cept the mayor and Sereetha have to put in militia
duty, The whistle is a distress signal which will
summon an additional 2d6 militia in 1d4 rounds
The militia are good, honest folks whe would nev
 
      
 
 
er actso selfishly that their village's survival would
be put in jeopardy
A line bribery would never put the town in
jeopardy!
‘Average Brigands AC 5: MW 12: Fl hp S: THACD
20; #AT 1; Dmg by weapon; AL NE: SA PP
40%, HS.40%, MS.50% : ML, 12; XP 50
Weapon Proticiencies: Punch specialization, dag-
er, light crossbow, short sword.
Equipment: Studded leather armor, light crossbow
and 24 quarrels, short sword. club, dagger,
purse w/ Id6 gp.
 
 
     
These brigands come from the camp to
When they enter Sturnheim, it is usually to infil-
et some orders from Valdar. During
east
 
these trips, they travel in pairs
   
Sturnheim’s Detail
The road leading northeast into Sturnieim is
called the Sturnheim road. It is a well-maintained,
clearly-marked road, paved with granite slabs.
The road continues northeast beyond Sturnhein
but this section has fallen into diseepair. It has beens
officially renamed the Forsaken Rowe
The town is surrounded by a very old 10-foat-
tall wooden stockade wall. The two gates are
locked from dusk to davwn, and are always guard
ed by four militiamen each. The walls themselves
are coated daily with a slippery resin derived
3 lacal plant. For climbing purposes, the wall is
considered a Slippery, Very Smooth surface.
 
 
 
 
 
 
 
     
 
 
he Sign of the Three Crowns,
‘This comfortable inn has privat
p/night, Drinks are 1 sp, meals are Sap, The com
mon room is the favored gathering place tor the
village. each of Sturnheien’s listed NPCs spends at
least some of their evening there every day.
Any of the following eumoes ean be heat’
Three Crowns. Mama Chipmunk and Helak are
the most likely source of rumors.
1. Atribe of centaurs dwells to the south. They
have become increasingly more belligerent in the
past few years. (True)
2. Old Poot is the last survivor of a doomed ex-
pedition into the hills 40 years ago. (True)
 
 
rooms for 53, Poot’s house is full of treasure collected during
his adventuring days. (False)
4, Carbuncle the armorer is insane. (False)
5. Sereetha is a sweet girl who € to the vil-
Lage last year. apparently searching for long lost
kinfolk, (False)
6. Valdar the militia leader ts the true power in
town. Old Blusterwind is weak-willed and
rupt. (Half True—the mayor is honest)
7. A huge red dragon lives in the mountains to
the east, (Fale—it died long ago)
8. Forty years ago, Sturnbeim lost most of its
fortune to monstrous raiders. It was never found.
and this caused the village's decline. (True}
9, Sturnheim used t0 bury its dead in a grave.
yard north of here. It has fallen into disuse im the
last 10 years, Nowadays, villagers build funeral
boats and release them dows the river. (True)
10. Coryn the potter's son is Sturnbcion’s closest
thing to an adventurer. (Very False!)
T1. Most strangers looking for adventure round
these parts are never seen again. (True. They are
either eaten by Sercetha and her father, or they just
heave town).
12. Forty years ago. one of old Poot’s compan:
fons went mad, rode out of town wearing his full
plate armor, and was never seen again, (Tru
13a, Five years ago. a swordsman and swords
woman by the names of Ornod and Taramai came
into Sturnbeim in hopes of fiir the treasure. A
cruel pair, they boasted that they would find the
trave and give none to the city, They left for the
eastern hills, and never returned. (True)
13b. Same story, except that the couple is ru
mored to have found the trove and continued east
(False)
 
 
 
 
 
 
 
 
 
 
  
2) Carbuncle Blusterbuckle’s Armory,
This js the towen’s armorer/weaponsmith. This
fast-talking gnome will make a suit of armor to or
der (see PHBR1 pp 4-9). For wares. all he has ready
are two shields of each available size. In the
weaponsmithing area, he has a good collection of
swords, daggers, spears, polearms, hammers, ax
‘Carbuncle will also train a fighter
Upan experience level, charging,
500 gp times the level to be gained
  
  
 
3) Miranda the Healer,
No one knows exactly how to classify Miranda.
People have speculated that she is a witch, priest-
ss, hedge wizard, alchemist, or professional heal
ex. Intruth, Miranda is ahealer whose skill in plant
lore enables her to brew potions and make salves.
Miranda sels herbs. including gaelic, belladon-
na, and wollsbane, for 29p/2 gp/4 gp respectively.
In fact, Miranda makes @ wolfsbane ‘belladonna
brew for curing lycanthropy. The brew cures ly:
canthropy in victims who have been infected lov as
Jong as 24 hours, The potion has a 30% chance of
curing the affliction. 1! the brew will never
‘work on that particular infection again. In either
case, the victim is incapacitated for Ld4 days. The
brew costs 10 gp/dose, and only two may be pur-
chased by a PC in a week's time.
At any given time, her potion stock includes
four potions of neutralize possor (5 gp each), fot
potions disease (S gp each), six potions of
minor healing (Idi hpl, (3 peach). Limit four po
tions per customer, no more than two of one kind
Her healing services cost 2 gp per visit, 10 gp for
nonvallagers.
Miranda is stubborn and hard to foo!. Villagers
trust her and her potions, and the strong men of
the village make sure that no one bullies or harms
her
 
  
 
 
   
  
 
 
Miranda: AC 10; MV 12; FO; hp 4: AL CG ; Stra
Dex 7, Coa 10, Int 18, Wis 18, Cha 9
Nonweapon Proficiencies: Herbalism 18, healing
18, brewing 18, cooking 18
4) Berteyn’s AllGoods.
This store stocks most of the nomeeapon /armor
‘equipment found in the Players Handbook, with
the exception of transport and animals. It is sold at
2 10% markup for strangers. Foodstuffs and spirits
are also available
Additionally, Bertryn has a broken-dowh nag,
(see DMG pe 36) which he is anxious tounload for
‘gp (or he will hire it out for 5 gp/day)
Bertryn, 2 pauechy, balding human male in his
early 40s, is full of unasked-for advice, most of i
twseless, He cannot help bu 1 hie ay inten
a conversation. Still, many of the village's old men
cor lazy young men congregate at the store andyeously inac-
s found at the Three Crown Inn are
wre, though with further embellish.
swap tales and “facts” that are outrs
te, Rum
 
also found
ments.
 
 
5) Valea
This house is guarded by two fierce war dogs
AAs a rele, Vakdar is home from midnight to eight in
the morning. When he is out, the dogs wa
house, and the front door islocked (Lock q
excellent, see DMG pg 36. 4 to Open Doors
I, ~ 20 t0 Open Lacks rolls)
The following items of interest can be found in a
locked chest under Waldar's bed: a note reading
Tower found, . Poot has key?", another parch-
‘ment saying “15 brig. Avg pay 0 sp/month, Cor-
inna 10 gp/month.” In addition, the chest contains
2 potion of healing, a purse with 30 aquamarines
worth $0 gp each. and 20 pp.
The dogs, named Vayne and Artree, are mastitis
well-trained by Valdar. They are kept a little hun-
Bry, and will enthusiastically tear into anyone who
enters the house unaccompanied by Valdar.
 
House.
  
  
 
  
 
 
 
War Dogs (2k AC 6, MV 12; HD 242; hp 14,
THACO 19; #AT 1; Deng, 2d4; ALN; ML 12: XP
6) Mayor's House.
The nicest struc
ing of interest here.
from dusk to dawn.
 
in Sturnheim, there és noth:
1e mayor can be found home
 
7) Poot’s House.
This run-down but comiortable house is a
housekeepers nightmare, The frail lock on the
door is more of a suggestion than a deterrent (Lock
quality is wretched, +6 to Open Doors rolls, +30,
to Open Locks rolls), For every turn of searching
ing one of the fol-
wind. it cannot be found
   
 
 
  
© a purse with 125-ap (his last reser
* a ring of warmth the lost it S years ago)
a scrawled note: "South centaurs friendly!
* another scrawled note: "The key is the sword,
the sword is the key! South of Forsaken Road
 
 
 
Map 6. The Abandoned GraveyardMap 4. The Tower Area-Neteonee
Map 2. Sturnheim# an old piece of drawing paper, with many doo-
dies on it. One corner shows a big dragon at
ied caption
 
 
We hit it, but diel we kill it?
‘© a note written on good parchment: “P. meet me
at the Old Alley tonight and bring the key. 1
ve ascertained its origin and purpose, plus the
 
 
  
© a battered great helm
* a painting of Poot and his seven adventuring,
triends 40 years ago. Valdar looks exactly like
is father Kesor.
 
8) Militia Headquarters'Constabulary.
   
This stone building is the militia assembling
point. There is a large foyer for villagers to enter if
they have militia-relaied business. Two maps
 
adorn the wall: One of Sturaheim, and one of the
surrounding area
The building is always manned by six miltia-
men, There is a locked armory room holding, 100,
of each weapon carried by the militia, plus 50 suits
of scale armor.
There ate four jail cells for especially tough peis
ners (such as unruly PCs), plus a holding
dungeon which fits 24
The village census/duty roster/roll muster are
Lept in a small lacked office used by Valdar, There
is nothing in the office that would incriminate him.
Consider all lock qualities in the constabulary to
be superior (6 to Open Doors rolls, -40t0 Open
Locks rolls).
 
 
 
   
9) Stables Livery.
This building will house a horse for 1 sp per day,
including feeding and care.
The Key and the Tower
The following, section begins the main adven:
ture, The first encounter happens at night in a dark
alley of Sturnheim, preterably after the PC has had
a chance to settle in at the inn. Boxed text is tobe
ad to the player:
   
    
10
Villainy at Night
The night is chilly in Sturmheim, and very few
people are on the street, As you pass an alley,
you hear the sounds of sculfling and a gasping
flea for help. Turning to the sound, you see |
three dark shapes beating upon a fourth shape.
A dagger blade flashes briefly
 
 
Three brigands are ambushing: Poot. The assail
ants have their backs turned to the PC, If the PC
‘wishes to call for the militia, they will arrive in 2d4
ounds, The brigands are not willing to engane in
combat, so they will attempt to knock out the PC
and fice shoukd the PC intervene. The bri
have the stone sword, and will escape over the
stockade wall to where they have three mounts
hidden, and ride back to the brigand camp.
‘Should the brigands make their escape with the
sword, they will take it back to the camp and wait
for Valdar, their boss, who will follow them a day
later,
If any of the brigands are captured, they
refuse to talk, and Valdar will take custody of them
{releasing them several hours later). One brigand
has a note on him: "Meet the old! man in the Old
Alley, take his key and kill him. Leave town over
the east wall, arrangements have been made, Go
back to camp and wait for me. “The Leader” The
note is in the same handwriting and paper as the
note in Poot's house, telling him to-come to the al
ley, The odds of the PC getting a brigand with the
note is a base 80%, with a cumulative # 10% be
nus for each extra brigand captured
‘Poot is dying, and no healing will help him. If
the PC checks on him, Poot will gasp out: “My
 
 
       
    
   
 
 
  
 
 
 
house. papers. . Sword. . is. . Key. . Forsaken
Road through hills. . south at dragon. . fortune
do. . tell. - Mal, . °, then die
Poot’s House
If the PC goes to Poot’s house alter the murder,
he will find it much as earlier described, except that
4 pair of brigands are also sorting through it, look
ing for any more clues the old man possibly had.
‘The brigands will clash briefly with the PC. trying
their best to escape.The Forsaken Road
The road that leads northeast out of Starnheim és a
sad, winding affair, overgrown with weeds. Many
Of the stones used to pave the road are either gone
or are jumbled about at odd angles, Encounters are
rolled for once per hour.
 
Mad Challenge
| About 73 yards up ahead. a mounted figure
| blocks the road. The figure is dressed in full
field plate armor, including a shield and a great
helm. Either the armor is orange-red. of it is
covered in rust, The rior holds a lance
pointed skyward, a small tattered blar pennant
hanging limply from the point
The horse, a bony old nag, appears weighted
down by random slabs of rusted plate bar
 
    
 
 
 
 
passage on this road you seek, then duel we
 
 
Sir Nycklos of Roch, a 70-year.
old cavalier who has gone mad, Nycklos is one of
the eight adventurers who failed to find the town's
sure 40 yearsage. As may be guessed, Nycklos
is the party member who went irsanc and left the
village in disgrace
For the past 40 years. Nycklos has been living in
the hills, keeping himself alive by hunting the plen:
tiful game. and guarding the road. The brigands
know of his presence and can easily avoid him.
Valdar also knows of Nycklos’ existence, but has
not made the co
Nycklos’ Fave
the north. There, a small cave besid
hoae, Th
      
   
       
 
 
 
stream
      
serves as Nyckl pws sigs of
many cooking fires, The sa bedroll
oil lamp, cooking and eating equipment, two
jousting lances, two short bows, 12 arrows, and a
wooden Flu
Beyond the camp is an area of flat ground 60
yards long. 10 yards wi
low wall of stones. At
crude archery tar
order for
    
 
bisected lens!
we end, the
 
 
 
 
    
PC te pass, he must joust with
Nycklos. If the PC has no horse, he may either par-
ticipate in an archery contest or 4 foot list, See
 
PHBRI, pp 86-88 for detailed rules on jousting
‘Note that it is not necessary to beat Nycklos,
just fight him, If the PC acted honorably. Nycklos
will allow him by. If the PC is female, Nyeklos will
refuse to fight and allow her to pass. It the PC
somehow manages to beat Nycklas, he will offer
his services as a bodyguard
Regatdless of the outcome, Nycklos wi
the PC the hospitality of his camp. PCs who
tribute to the feast with wine and/or other
will be warmly welcomed,
‘Nycklos has never stopped blaming, himself for
failing to find the caravan. He is obsessed with
making amends, and he sees his exile as part of his
Uf Nycklos is questioned politely, he will reveal
the following, bit by bit
* Whatever took the treasure from the caravan 40°
years ago was definitely not humanoid
* Kesor the warrior was an evil man.
* Asstone sword was found by the party 40 years
ago, but its Function was never ascertained
* Half the party was wiped out by a red dragon
Nycklos is sure that they wounded it, but he has
na hard proof. The old mayor made them swear
not to disclose the presence of the dragon, tor
fear of causing the village t
+ Nychlos believes that for the last 40 years, faee
= have been secretly stealing his possessions
anid eeplaci
 
   
  
   
 
    
 
sn with exact replicas.
Nycklosis a psycho
smornenis, he bear
and chivalrous. If he goes along with the PC. he
may prove more of a drawback than a help
Nycklos is based on the cavalier fighter Kit in
PHBRI, pp 22-24
  
 
Nysklos: AC 0; MV 6; F8: hp 70; THACO: 13; #AT
2; Ding by weapon; AL LG; SA Immune te fear,
‘+2 te hit with lance, +1
  
 
hit with longsword,
to hit with horseman’ mace, +4 bonus to
saves vs. mind-affecting magic; Str 10, Dex 7,
Con 10, Int 14, Wis 14, Cha 9: ML 20.
Weapon Proficiencies: Longsword specialization,
medium lanee. horse e, dagger, she
bow, broadsword,
Nonweapon Proficiencies; Land-b
etiquette 9, cooking 14, hunt
  
  
 
 
 
1 riding 17
3, survival 13,OR Ro
 
fire building 13, weather sense 13, heraldry 14,
fishing 13, musical instrument, flute ©.
Equipment: Full plate armor and shield, great
helm, longsword *1/%3 ws. enchanted or
spell-using creatures, medium lance, broken
down old medium warhorse,
The Signpost
The hills ahead seem to be getting progressively
smaller, stretching eastward into a rolling plain,
One hundred yards ahead lies a curious rock
formation,
    
 
 
‘APC closing distance te 60 feet and making an
Intelligence or Wisdom roll (whichever is higher)
can see that the formation vaguely resembles. a
large dragon, its head pointing south. The forma
tion is a mere 5 feet from the north side of the road
When the PC passes within 10 feet of the forma.
tion, he hears a growling, gurgling noise coming
from behind the racks. Should the PC investigate
read the following to the player:
Behind the rocks is a muscular, stocky man with
short, bristly black hair, clad in a filthy tunic. He
iseating asquirrel. Several other squirrels lie dead
at his feet. A beautiful gold necklace sparkles
brightly around his neck, The man looks at you
with Feral red eyes and snorts, clutching his half
aten squirrel protectively fo his breast. an
crouching in a tense manner, as if ready to spring
 
     
‘The “man” is a wereboar by the name of Ahrne.
He is new to the area. Ahrne will not attack unless
the PC ties to take Ahmne's squirrels or gold neck
lace away. If the PC offers food, Ahrne snatches it
greedily without thanks. If the PC offers wine, he
hhas Ahrne as a friend for lite.
‘Abene will allow the PC to view the necklace
but he will mot take it off and he will be ready to
slash at the PC at the first sign of trickery, H the PC
‘or one of his hirelings has the Appraisal proficien-
«cy. he will find out that the necklace's value is 2.000
There is a gold medallion on the necklace
which reads “Sturnheim Caravan Company” and
in dated 46 years ago.
If Ahrne is asked about how or where he got the
necklace, he will say that he found it several days
 
 
 
 
 
   
12
ago, “eara stone man with empty hands.” He will
take the PC to the location provided the PC feeds
him theee meals a day. supplies him with a weap-
on, and gives him a share of any lurther loot
found. Interrogation is always an option, but
Abene ca wifi instructions or directions,
saying “I know the path when I see i
Strapped on Ahrne's back isa round stone disk 2
feet in diameter. This is his armor, so he says, and
he found it close by the necklace, However, he will
not volunteer this intormation unbidden. It isa
stone shield, used in conjunction with the stone
sword to open the tower door.
Ahme is rude, coarse, disgusting, and greedy.
(On the other hand, he knows the area and is easily
impresied by wellemade armor and weapons. As
long as a PC does not insult of abuse Ahrne and
keeps him fed and/or supplied with wine. the PC
has a staunch ally
 
 
 
 
 
 
 
 
 
Abme the Wereboar: AC 4; MV 15; HID § +2; Ip 22;
THACO 15, FAT 1; Dmg 2-12; ALN; SD: Silver
‘or +1 or better weapon to hit; Ml XP 650.
  
The Door
| After all of your traveling through the rough
| hills, you finally come upon a great stone door
| set into an especially craggy hillside. Loose
| rorks and rubble are strewn about the ground
around the door. A lifesired statue of an at-
mored man is to the right of the door, with its
Iback set against the hillside wall. The statue's
right arm is upraised over its head, its right
hand grasping empty aie. The statue's left ati is
lifted to its eye-tevel, with the lett forearm held
out as if it bore an invisible shield
 
The door has no keyhole, no handle. The stone
sword that Poot found ages ago must be fited onto
the right hand, and a stone shield must be fitted on
the lett forearm, Ne amount of lockpicking, Open
Doors rolls. or magic will open the door. The stane
“keys” are need
If the PC missed the stone shield and the DM
wishes to be merciful, he may allow a resourceful
PC to place a normal shield on the statue's left arm
and let that work. The stone swe
absolutely essential!The tower complex is the resting place of the lost
caravan trease rty-tive years ago, a female
red dragon brought together an unlikely band of
robbers which consisted of winged monsters: har
pies. wyverns, manticores. and griffons. They
would swoop down on travelers of the old
Sturnheim Road (betore it became know as the
Forsaken Road), lift them bodily inte the air. and
fly off to the abandoned tower in the rough hills
As a rule, the bers were careful met to take
too much, so as not to seate away potential tra
lers. Even at the scene of the robberies, the area
snof any traces of a struggle, and no
victims were allowed to survive.
‘A colony of wererats, attracted by the robb
castoffs, settled down directly under the tower.
They were happy to live off the monsters’ Rotsan
and they did an excellent job of not being discovered.
Forty years ago, when the huge caravan depart
ed from Sturnheim and the red dragon smelled all
that gold, she knew she coukl not pass it up
Despite local x id speculation, the cara-
van's guards gave a pretty fair account of them-
selves, ins it of the gang's manticores and
   
 
 
 
       
   
 
 
     
 
 
  
haepes,
When Poot's expedition came to
searching tor the lost ai
good account of themselves. bet!
Sturnheim guessed. When the dust cleared, only
the red dragon remained standing, and even then
she was mortally wounded. The only other crea-
tures that remained were the offspring of the
winged robbers, left back at their respective lairs
With no strong leader anymore, the young could
ot match the dragon's success, and each species
drifted away from the other and lived
own way,
     
 
    
 
 
Gaining Entry
Once the “keys” are fitted onto the statue, read
the following to the player
  
 
With the sound of grating stone, the vast deor
slides open to reveal a long tunnel heading deep
into the beart of the hill
 
the PC enters, continue by reading the
ing to the player
 
 
that this tunnel has not been used in water |
Brown weeds and roots crack through the rock
and cobwebs hang from the ceiling. Your foot |
steps echo loudly down the tunnel
your arrival whether you like it or not.
The walls are decorated with faded p
of various winged forms attacking human trav’
cers. A huge red dragon figures prominently in
these paintings. as does a tower set in a small
valley, The drawings are rather crude, with very
litte artistic mesit,
[At the end of the tunnel stands a portcullis
 
 
 
 
 
 
 
 
 
The portcullis is rusted shut, with no keys or le
vers handy. A Bend Bars/Lift Gates roll will be
needed to open it
Due to an aburs
yond the portculis, the
the tunnels vantage po
    
ks and rubble be
wuch to see from
 
 
The Courtyard
Making your way around the rubble, you re
at the bottom of a
wsi-shaped depression, with craggy hills on all
sides. In the center of this area, the shattered.
blackened remains of a stone tower stand before
yo, Judging by the amount of rubble at its ba- |
se, itwas-omce very tall, Now
perhaps one story worth of bul
that th
flame.
The most likely source of the flames lies be- |
side the ruins: a huge red dragon. stretched out
like a giant red cat, stares at you. |
 
   
 
 
  
that remains is
fing. [t appears
t of
 
   
wer was ruined by a vast
   
What the PC does not know is that the dragon i
just the dried carcass of one of the great beast:
This dragon was responsible for the desiructio
half of Poot’s party and the ruining of the caravan,
When Poat’s party fought it, one adventurer got a
lucky shot at the beast and delivered a mortal
wound which caused complications several weeks
later, killing the beast
The great dragon has been reduced to a hollow
corpse that hasbren remarkably well-preserved by
2 group of jermlaine th8 of the dea.
insides, have been eaten
away, although this is not immediately obvious
the cover provided by the rubble, A pack of
ant rats, allies of the jerm
carcass
The carcass has a one-footawide hole which
leads to the jermlaine’s underground main lar.
If itis night, and the PC is wandering in this area
either alone or with only one ally, the
will swarm out of the d
preferably while the intruders’ backs are turned. A
party of three or more adventurers will be too
much for the comardly creatures to handle, How.
‘ever, they will follow the intruders and well for an
opportunity to attack.
‘A search through the rocks and rubble reveals
one of the following per searcher per turn of
searching. Each item can be found only once
shield +1
 
¢, also dovell in the
  
       
 
 
 
     
 
# A battered bastard sword frost brand
+A cotting leather purse with four 100-gp em
alds
* A rotting purse with 50 pp
© AD ep silver ingot
© Agold brooch with a mounted ruby (a b
of shielding)
© A rring of wizardry (Ist level spells}
© Asilver buttleaxe #2
An old bronze seal of authority
mark of Sturnheim.
© A-very old human skull, cracked open by some:
thing obviously very big.
 
 
 
bearing the
 
  
DMs should allow the Items most aseful
 
 
to be found first
The rest of the a
strewn about
When attacking, the jermlaine will primarily use
their blackjacks in an attempt to pummel their vie
tim into unconsciousness, DMs should use th
rules for bypassing armor and sapping tro
PHBRI, pp 65 and 72 respectively Ifthe jermlaine
defeat the PC, they will strip him, tie him up, and
leave him to the mercy of wandering beasts
The jermlaine were attracted to this area by the
number of rats and wererats dwelling here. The
bane-midges do. sot know where the deagon ket
has numerous animal bones
 
 
 
 
Jeemlaine (12k AC 7; MV 15; HD 3 hp; THACO 20;
#AT 1; Dmg 1-2 of 1-4; LINE; SD Detect invisi
ble/silently moving creatures 50%, 75% unde-
tectable if listened or watched for, Makes all
saves as 4 HD creatures; ML 12; XP 15.
 
The rats dwell in the cageass and are allied with
the jermaine. They will attack only if the jerm
laine do. If & PC of ally can speak with animals,
the rats will tell him that more giant eats live
around here, but those belong to the man-rats. who
live underground
 
Giant Rats (az AC 7; MV 12: Sw 6; HD 2 hp:
THACO 20; #AT 1; Dmg 1-3: AL NE: SA Dis-
ease: ML 7: XP 15.
The Ruined Tower
If anyone takes a close look at the tower's con:
struction, and either makes a Stoneworking proti-
ciency check, or is a dwar! of gnome and makes &
Wisdom or Intelligence check. they will notice that
the tower appears to have been set rather haphaz
ardly on this plot of ground, almost as if it had
been slammed into: the earth by a large hand
‘What in fact happened. was that the red dragon,
in the last days of its life. ruined much of the tower,
then lifted up and put aside the intact remains, The
dragon then dug a deep hole for its treasure
poured the loot inte the hole. then replaced the
tower atop it, slamming it dows as the last of its
strength ebbed away. Unfortunately, the dragon
dropped the treasure right into the wererats’ laps.
 
 
 
 
‘The odor of offal assails your nose as you ap-
proach the open doorway to the tower, the door
| having been blasted off its hinges long ago. Rus-
ting noises. like the wings of pigeons, echo
from the dark portal
 
   
A pair of harpics lives in the ruined tower. The
tower ceiling. not visible from the outside, is parti
ally collapsed, giving the harpies an aerial excape
hatch. The floor is covered in filth six inches deep.
The twos harpies are sisters, offspring. of the rob-
ber gang harpies. They still remember those days,
and if somehow interrogated, they will bray about
their parent's success,
 
 
 
ee“The harpies did not want to stay in this little val-
ley, but every time they attempted to fly out, a
nearby wyvern chased them in hopes of a quick
meal. Now, the sisters are trapped here, living off
small game and the occasional reckless jermiaine.
This forced living arrangement has not dome much
for their temperament. Ironically. the wyvern only
visits this area four times each day, and four times
each night, but the harpies are too cowardly
take.a chance.
UW the harpies manage to charm the PC rather
than eating him. they will send the PC off to kill
the wyvern or die trying. The only treasure to be
found is a handful (20) of gold coins with the
Sturheim mint mark on them, all dated at beast 41
years ago. The harpies keep the coins in an old
battered helen
The only entrance to the lower areas is covered
pies filth. For the benefit of demikuman
PCs, this entrance can be treated as a concealed
doot, stonework pit, of unsafe floor. If all else
fails, an Intelligence or Wisdom check will reveal
the pit entrance
   
 
   
 
    
Harpies (2 AC 7; MV & FI15(C): HD 7; hp 28)
THACO 13; #AT 3: Dmg 1-3/1-3/1-4; AL CE:
SA Singing and charm: ML 13: XP 1.400.
 
The Pit
[ Beneath scoops-of filth, then large, llth-covered
| rocks, lies a pit as wide as an elf is high. It ap-
pears that someone or something has been at
work smoothing out the pit sides. Drops of dis-
gusting coze that fall into the pit travel quite a
long while before making a “splat” noise
  
    
The pit is 90 feet deep and 5 feet wide: for pur-
poses of climbing, the surface condition is Slightly
slippery and Rough (~25 penalty to Climb Walls,
Ys elimbing
Twenty fect down the pit is a Sdoot-high
branching out. This is the jermlaine tunnel, which
leads to theie lair. A PC making a lot of noise while
climbing (hammering. in pitonss, etc.) will attract
the jermlaine’s attention, whe will cut the PCs
ropes, or attempt to make the PC lose his grip on
the wall
The bottom of the pit is moist earth, covered in
     
 
   
 
 
 
 
 
ordure, An intelligence check will reveal that there
is more filth here than can be accounted for by on-
ly the harpies overhead. Lying just a feweinches un,
der the surtace is an otyugh. The beast lives here,
rangement with the colony of were
ive down here, The wererats use thi
place as their waste disposal. A 5-foot-high tunnel
leads into the subterranean areas that mark the
wererat ferntory
    
 
          
Otyugh: AC 3; MV 6: HD 6: hp 36; HAT 3; Dmg.
1-8/1-8/2-5; ALN; SA Grab, disease; SD Never
surprised: ML 14; XP-650.
Jermlaine Lair
The only access to this lair, short of shrinking omve-
sel, sthe horizontal shalt that branches out trom
pit under the harpies’ lair. The tunnel twists and turns
For 200 feet ui tend at series of Your smal,
inch-high tunnels. This is the beginning, of the jerm-
laine lat
Ta PC actually manages to get into the tunnels,
the Init han 12 jermaine plos however many were
able toctcape from the encounter in the dead drag-
om on the sr
The jermiaine treasure consists of 920 sp, a black
pearl worth 300 gp, a pot
and of twonder
 
  
 
 
 
Jermlaine (12 +); AC 7, MV 15; HID 3 hp: THACO
20; #AT 1; Dmg 1-2 or 1-4; AL NE; SD Detect
invisible/sibently moving creatures 50%
undetectable if listened or watched for, makes
all saves as 4 HD creature: ML 12; XP 15
   
 
 
 
15‘Wererat Lals
“There are 18 wererats dwelling in this lair. They
have packed aveay the dragon's treasure for their
‘own benefit. Recently, a team of duergar brake in
to the tunnels. These evil dwarves learned about
the treasure and are now in the process of slowly
taking over the wererat dens.
The only reason that the wereratshave not since
run away from the powerful dwarves is the pres
ence of the red dragon's heart, which the wererats
removed and placed in a special chamber
jeet of worship, Perhaps the eave is responsi
perhaps the wererats’ faith is but, whatever the
reason, the heart is now magical, lt often ills the
wererats with bravery and feelings of invincibility.
“The only thing the wererats need now is breed
ing stock, DMs can decide just how far to pursue
this in their games. The wererats may attempt to
capture the PC and his allies ne purposes.
“The two barricades closing off areas.of the com.
plex that the duergar have taken over are made up
of loose stone and rubble and are always guarded
by two wererats and two giant rats. If duergar at-
tempt to break through, the wererats sound an
alarm, a very distincrive, high-pitched squeal
There is a 10% chance per hour of a ducrgar raid.
All of the wererats carry short swords and dag:
ers
 
  
 
 
 
  
 
 
   
 
 
an ob-
 
 
 
 
 
 
 
 
     
  
ugh chambers has 12 common
rats and a strong stench. When a nonwer
ters, they chatter loudly as a warning,
 
Rats (121: AC 7; MV 15; HD 1 hp; THACO 20; #AT
1; Dmg 1; ALN; SA disease; ML 3; XP 7.
2) Communal Area
This rough chamber is littered with bones of
small animals and humans. There are skulls and
Finger bones dangling from the ceiling as if
ecorati
 
 
This is the communal area of the wererats. The
bones are of duergar origin. as this is where most
cof the pack eat, There is a 60% chance of encoun’
tering 1d3 wererats, and an additional 40% chance
‘of encountering, Id4 giant rats in this chamber.
  
   
 
Wererats: AC 6; MV 12; HD 341; hp 18: THACO
17; #AT 1; Dmg by weapon; AL LE; SA Sur-
prise; SD Hit oaly by silver or +1 or better
weapons; ML 12: XP 270,
Giant Rats: AC 7; MV 12, Sw: HD3 hp; THACO
20; #AT 1; Dmg 1-3; AL NE; 5A Disease; ML 7;
XP 15
 
3A) Sleeping Are
 
 
This room appears to be a sleeping area. The
stench of rats is particularly bad here. The
chamber floar is covered in filthy tags, which
are obviously used as bedding. The decor of the
room is rather odd; objects that look to be of
value are placed around the room in a haphaz
ard fashion. Three rat-tolk rouse themselves
and face you, chattering angrily.
All of the bedi p of oncet
tapestries, silk and other rare cloths. which are ru:
ined beyond salvaging. Other objects in this room
are: a cracked vase (Hormer value 5,000 gp). a pew:
ter buckler (500 gp}, four dented golden goblets (50
ap ca), and a replica of Sturnheim’s official seal
made of gold and decorated with aquamarines
(10,000 gp
 
  
  
   
 
Wererats (3k AC 6; MV 12) HD 341: hp 15,
THACO 17; #AT 1; Dmg by weapon; AL LE; SA
Surprise: SD Hit only by silver or #1 ot better
weapons: Ml. 12; XP 270
3B) Sleeping Area
This chamber is used asa sleeping are
denced by the wadded mosses of bedding scat
tered about the floor, A canopy propped up by
| two wooden poles acts as resting area for thece |
| large wererats, who angrily advance at you, |
   
 
 
 
 
sleeping area is much the same as
lowing exceptions. The canopy i
smallness. The room also has: a chessboard made
of ivory and (500 gp), a broken bronze
Lamp, a silver coffer (150 gp), and one velvet-lined
boot, One wererat wears a ring of free action in his
noseBaro te eelsBO rac eee
 
extra healing, one jar of Keoghtom's Ointment
and a scroll of protection from undead.
Under the carpet lies a trap door. This door gives
access to what remains of the treasure of the lost
caravan. The treasure consists of: 25.752 zp.
42,997 sp, 12 diamonds worth 1.000 gp cach. a
sack of 50 pearls worth 50 gp each, and 18 bottles
expensive, 50-year-old brandy (each bottle
worth 200 gp)
 
‘Ounod: AC 1, MV 12; HD 5; hp 35; THACD 16:
#AT 1; Dmg by weapon: AL LE: SA Surprise:
SD Hit only by silver of #1 oF better weapons:
Str 16, Dex 18, Con 15, Int 13, Wis 13, Cha 12:
ML 16; XP 1,000
Weapon Proficiencies: Two-Weapon Style, foil,
stiletto, Jong sword, main-gauche
Equipment: leather armor +2, foil +2, stiletto
+1, boots of striding and springing. purse w/
75 pp
 
‘Taramai: AC 2; MV 12: HD 5; hp 36 THACD 16:
YAT 1; Ding by weapon; AL LE; SA Surprise;
SD Hit only by silver or +1 or better weapons:
Ste 13, Dex 18, Con 15, Int 11, Wis 12, Cha 15;
ML 16; XP 1,000.
‘Weapon Proficiencies: Crossbow specialization,
bastard sword, hand axe. dagees
Equipment: Leather armor, light crossbow of
speed +1, 16 bolts +1, 4 bolts +2, bastard
sword, dagger of venom, ring of protection +1
cloak of protection +1, purse wW/ SS pp, 2 ru
bies ($00 gp a.)
 
5) Pool Cavern
  
 
 
This huge chamber is a cave formation taken up
rmastly by a huge pool of water. The walls and
ceiling are rough stone, and the ground is sand
An extremely narvow ledge runs from the east
shore to the far southern end of the-cave, where
4 paie of caeved stone stairs lead up to two dark
openings.
 
‘This cave chamber is the wererats’ source of wi
ter, and the occasional fresh water fish tor supple
ment their diet.
From the shore, the pool's bottom slopes ently
for about 2 feet, then plunges down 40 feet. The
 
water, which comes from an underground crack. is
cool and fresh.
‘At the bottom of the pool fies a water naga
named Rajeesha. She acts as an adviser to the
wererat community, and is held in awe by the
wererats as an oracle
Rajeesha has a great amount of curiosity, and
veould much rather talk to interesting people than
kill them.
‘There are three things that a PC may ask of Ra-
jeesha. The PC may ask Rajeesha torlet the PC pass
unmolested, attempt to turn Rajeesha against the
wererats, of convince Rajeesha to join the PC as a
henchman, Each attempt requires a roll on the En-
counter Reaction table. A Frieadly result allows
the PC to pass, or turns Rajeesha against the were
rats, oF makes her joie the PC. Any Hostile result
makes her attack the PC immediately.
‘Attempts at either ashing Rajeesha to let the PC
pass, or to have her join the PC, are rolled on the
Friendly column at a +1 penalty. An attempt to
make her turn actively against the wererats is
rolled.on the Indifferent column at +3 penalty.
Rajeesha has a lair at the bottom of the pool,
containing 20 pearls worth $0 gp each, a potion of
water breathing, a potion of fire resistance, and a
shield +1 (a bit rusted and dented).
 
    
   
 
 
   
 
     
Rajcesha the Water Naga: AC 5; MV9, Sw 18; HD
7) hp 40; THACO 13; #AT 1; Dmg 1-4: ALN;
SA Spell abilities as a Sth-level wizard; ML 11;
XP 3.000.
 
10) Heart Chamber
| The entice chamber is ablaze in a fiery red light,
| which emanates from a fleshy heart ¢ feet in di
| ameter. The heart rests atop an oblong marble
| slab. Surrounding the heart are small carved fig
tures. Even the air seems to be charged with
ergy and, even though the heart does net move,
you hear a heartbeat pounding in your head
 
 
 
‘Oenadl and the rest of the wererats did a very,
very stupid thing. The slab is not an altar, but a
sarcophagus belonging to an archmage who orig
nally dwelled in the tower above, This burial
chamber is the only subterranean room of the tow-
cer which has survived the ravages of timeer ee og
 
 
The archmage sought lichdom, but the formu
did not work as expected. Instead, the wizard's
body collapsed into dust, while his life force and
same other odd magic stayed in the vicinity
‘The two most profound efectsof his attempt are
the unusual preservation of the red dragon corpse
al the base of the tower, and the enchantment and
Preservation of the dragon's heart resting atop the
tomb. A lesser effect has been the extremely slow
transference of the wizards life force into the neat.
est dead body of significant size, namely the red
dragon
‘As for the heart, alchemists are always on the
lookout for dragon parts, especially beains and
hearts. If the PC decides to keep a small part of the
dragon {or himself. treat it as an amulet which pec
tects the wearer from fear spells for one year, ats
which it rots and disintegrates
‘The figures around the heart are 32 chess pieces
made of eboay and ivory, worth a total of 640 gp.
They were placed there for decorative purposes
only and have no magical properties
PCs who just wish to destroy the heart can do
so. No benefits are gained, and the wererats will
lose their nerve, allowing the duergar to «:
overrun the Iycanthropes within 24-+ 2412 hours.
‘The exit from the wererats’ secret escape tunnel
«cleverly hidkden with loose boulders and oth
such debris. A well-hidden trail snakes down to the
area where the large tunnel theough the hills ends
The Duergar Sector
The invading ducrgar have taken over about
fifth of the wererats’ complex. Unlike the wererals
the duergar enthusiastically patrol the corridors
they have captured. Patrols are encountered on a 7
2iom Ido; checks are made every round spent ia the
corridors. A typical duergar patrol conssts of two
duergar on steeders. The duergar ate ferocious a
will attack outright anything that is not a duergat.
Nonduergat attempling to ride a stecder must make
a Land-based riding check at -4 penalty.
 
   
 
   
 
 
  
  
 
 
 
 
 
 
    
 
Duergar(2i: AC 4: MV 6; HD 2+4; hp 14: THACO
18: FAT 1: Ding by weapon: ALLE: SA Oppo-
nenis get a ~2 penalty on surprise, duergar get
a +2 bonus on surprise; SD +4 bonus on saves
vs. magic and phantasm
 
to paralys
   
illusions and poisons: ML. 13; XP 480.
Equipment: Chain armor and shield, light cross
‘bow and 24 bolts, pick
 
‘Steeders (3 AC 4; MV 12: HD; hp 24; THACO17:
TAT l; Dang 1-8: ALN; SA Feet stick to. victim
30% chance-requires a successful attack but vic-
tim is treated as AC 10 minus Dex and magical
bonuses; SD Leap; ML 11; XP 120.
7) Duergar Assembly Area
 
mphorescent
   
chamber is dimly lit with pl
fungus. The air smellsot mold and diet, mingled
‘with the sweat of bodies and the oil of weapons
Acnumber of small, dwart-sized shapes rise up
to Face you, weapons gleaming in the low light:
 
 
‘This chamber is ured as a staging area for the
duergar anda guard post for keeping an eve on the
slaves in the chamber beyond, Four doergar
found here at all times.
Besides the cuerzar, there are eight short stools
a crude low table. several pitchers of ale made
from fungus, and platters of meat whose origin is
best not speculated about
 
  
 
 
Duorgar (3: AC 4: MV 6; HD2+4: hp 14: THACO
18; 4AT 1; Dg by weapon; AL LE: SA Oppe
nents get a =2 penalty on surprise, duerpar get
4 +2 bonus on surprise; SD +4 bonus on saves
 
¥, magic. immune te paralysis and phantasm
Mlusions and poisons: ML 13; XP 680.
Equipment: Chain armor and shield, light cross-
how and 24 bolts, pick
Ducrgar Captain (1): AC 2) MV 6; HD 4-46 (Fa
hp 36: THACO 16; #AT 1; Dmg by weapon: AL.
LE; SA Opponents get a -2 penalty on sur
prise, duergar get a #2 bonus on surpeise: SD
+4 bonus on saves vs. magic, immune to paral-
ysis and phantasm ‘iusions and poisons; ML
15; XP 950.
Equipment: Plate armor and shield, hammer, short
sword, brooch of shicleing
 
 
 
19Bate ee og
 
8) Slave Pen
The stink of unwashed bodies assails your nose,
d the sound of rustling chains and groans fill
your ears. Huddled in the dim torchlight are
three humanoid forms, chained to the rough 
 paralysis and pphantasen
 
 
vs. ma
illusions and poisons; ML 13; XP 630.
Stoeders (dis AC 4; MV 12; HD 4; hp 24); THACD 17,
¥AT 1; Dm: 1-8; AL N; SA Feet stick to victim
50% chance-requires a successful attack but vic
tim is treated as AC 10 minus. Dex and magical
bonuses: SE Leap; ML 1; XP 120.
   
 
) The Tunnel
The tunnel is quiet, save for an occasional faint
metallic clink. A ‘strong odor reminiscent of |
musk and wel rocks and soil hangs in the ai
 
The duergar, irritated by the lack of a decisive
victory against the wererats, have captured an um
ber hulk and chained it to the tunnel floor. TheyThe Underground Complex
 
rerats, bat for now
 
 
hope
they keep it inthe tunnel s-as not to have to worry
about staring into itseyes and such
Unfortunately. the duergar have badly underes
ated this creature. It has snapped off the chains
holding its arms, and has burrowed out the stake
that secured the chains to the solid rock. Instead of
escaping, howerer, the umber hull waits heee, lis
tening to the duergar plot, hoping to surprise its
former captors as well as getting some of that trea
sure which the duergar stem so intent on having.
The umber hulk is also intrigued by the wereral
colony, and views it as a potential source of food,
When the PC first sees the umber hulk, the first
ng that will be apparent is the chain. Allow the
PC to make an Intelligence or Wisdom Check
whichever is more favorable to the PC. if the
Check is successful, the PC notices that the chain
is, infa ached to the ground. lt ‘Check
is failed, it still appears that the beast isshackled to
¢ tunnel floor, Once the PC gets close enough.
halk will attack,
se it agains
   
 
  
    
 
 
  
 
 
 
  
   
 
    
Umber Halk: AC 2; MV 6, Be Le: HDS +8;
THACO 11; #AT 3: Dmg 3d4/3d4/1-10; AL CE
SAA Confusion; ML 13; XP 4,000.
 
 
11) Duen
Thi
+ Commander
  
     
aber has a single short-le
owlbearskin rug on the Hoor, and a
tions on the walls. A single lantern with a red
Jens casts. crimson glow throughout the room,
a glow supplemented by a brazier filled with hot
‘coals for warmth,
 
 
 
ny cece
 
  
A huge spider sitsin one corner of the room in
what apporenily 1s an a
‘comfort of the beast. A
the room,
made up for the
Je duergar
and he is quite displeased
    
 
duergar chiel’s room. As soon as the
rekat, if not surprised, blows a silver
ie keeps around his neck. This signal
1d4+1 rounds. The
 
 
‘whistle that
brings 1dé duergar soldiers
  
spider alse leaps up andl attacks the intruder
If the chief is interrogated, all he will say is that
he was given command of this expedition
      
  
food and treasure. When his spies infiltrated the
 
mererats’ complex and overheard talk of a dragon's
woard, the duergars’ course was clear. They have
been fighting the wererats for the past two weeks
The room contains a tapestry of two knights
fighting a blue dragon (worth 2,600 gp), a com
plete et of alabaster spice containers (worth 1,000
gp). a pair of dice carved from emeralds and fitted
with gold pips (worth S00 gp), and a locked is
chest. The chest is filled with 1,000 gp. all of the
coins betraying the mint mark of Sturnbeim, two
potions of healing. a horseman's mace +1, and a
wanual of bodily heath
Grekat wears 2 gold chain and pendant around
his neck. The pendant is decorated with topazes,
‘emeralds, rabies, and diamonds in a starburst pat
tem. The object is worth 10,000 gp. and also
‘comes from the caravan’s lost trave
 
    
 
   
   
 
     
 
  
 
Grekat Desthblade, Duergar Chiefs AC 2) MV 6
HD 7(F7); hp 49. THACO 13; AT +2; Dmg by
weapon: AL LE: 5A Opponents get a ~2 penal
ty on surprise, duergar gets a +2 bonus on sur-
prise: SD +4 bonus on saves vs. ma
to paralysis and phantasm/ illusions
poisons; ML 15; XP 3,000,
Equipment: Plate armor and sh
+1, hammer +3, amulet of
of irvisibility (4 applic
 
 
 
  
 
    
 
), purse we) ASppWher the PC emerges from the wererat lair, there
isbut one fieal obstacle. The spirit of the
has taken over the remains of the red dragon, and
is quite angry. The last few millennia were as mere
minutes to the mage; the Last thing he remembers is
his original dying breath, Now, he awakens, fully
sentient, expecting to be a lich, and instead be is
trapped in the body of a half-eaten red dragon
‘When the PC passes by the body, read the fol-
Towing to the player
 
 
 
‘A loud scraping noise comes from behind you,
as if a huge bulk was being dragged along the
ground,
Givethe PC a chance to act. then continue reading
he player
 
 
The red ¢
ly cracking open. The jaws open, and a hol:
“It worked! [am alive
well!” The triumphant tone comes to an
rupt halt as the dragon holds wp a withered
and inspects it, a look of alarm creaking
into the draconian facial features. Its jaw drops
‘open in what you would swear was amazement
Abruptly, the dragon turns around and looks
down the length of its body, half of which is
long gone. An unholy how! comes from the
t beast; “Noaoooal This cannot bet It was
planned so well! Thieves! Assassins! Some-
ne's responsible for thist” The dragon halts its
and looks at you, a leer
atures
  
  
 
  
 
 
 
    
 
     
 
 
   
 
  
a spells, and no spe
cial abilities of any kind. The archmage does not
Knew this, and will certainly waste the first three
rounds trying to breathe fire or cast spells
There ita 30% likelihood each for the jermlaine
or the rats to be still in the body when ita
cffering perhaps some truly odd combat
 
   
      
ly, this dra
For turning
wight. If the dragon body is destroyed, read the
following to the player
  
22
   
   
 
AAs the great beast collapses into a heap
ined flesh and bones, a silver mist boils up from
the remains. Slowly, the mist takes the form of
| an old man in robes, holding an elaborately
carved staff, “Vout” he bellows, his
in rage, “You ruined my chances of lichdom!
Why? I do not even know: you!” Suddenly his
voice is gone, and his form fades. In a few heart-
beats, the apparition is gone
   
   
I the PC was farsighted enough to- destroy the
body when he first came upon it, this encounter
does not happen, but the PC gets a 2,000 xp bonus.
Dead Dragon: AC -3; MV 3; HD 13: hp 42,
THACO 10; FAT 3; Dmg 1-10/1-10/8d10; Al,
CE; ML 18; XP 5,000
Wyvern Watches
Located just 1,000 feet ahead and above the es
tunnel ext isa wyvern I
point, the wyvern can see the tower and the clear
rea around it. The wyvern is always watching for
the harpies, in case the latter try to leave. The
wwyvern keeps the harpies here far no other reason
9 maliciousness.
The wyvern’s lair consists of a cave in the hill:
side. Its treasure includes: 67Sep, 854 gp. a potion
of diminution, vight arrows +1, an arrow of drag
+2, cloak: of elvenkinad, and
   
  
 
 
 
 
   
  
 
     
on slaying,
a pair of bos 1¢ north,
Wyvern: AC 3; MV 6, Fl 24 (E); HD 7 +7; hp-42
THACO 13; FAT 2; Ding 2d8/1-6; AL NE: SA.
AL. 14: XP 2.000.
 
Porson
Sturnheim’s Gratitude
I the PC bri
theme silage peste The PC
of the total gp value of the haul
keep any magical items found. In adil
the inn free for a month. Any goods oF
services purchased in the village will have @ 25%
discount fo the PC
If Valdar’s role in this affair was exposed. the
inate the PC for the po
  
  
   
 
 
 
 
 
grateful villagers will
ton of mi