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AD&D2E - Fighter's Challenge PDF

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AD&D2E - Fighter's Challenge PDF

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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 Dragon Plan 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 in 192 TSK lac Agha eared, Primed athe S.A, a TSR Lid 120 Chuireh End. Cherry Hinton ige CBL SLB United Kingdom 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 5 THACO20; 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: THACO Mot 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 5 3, 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 and yeously 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 Graveyard Map 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 th 8 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 nose Baro te eels BO 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 time er 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 19 Bate 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. They The 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) ASpp Wher 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

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