DOOMKEEP
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The 2nd Official AD&D Masters Tournament
 
Adventures - Dragon magazine - 1st Ed. AD&D
Preliminary Briefing for Players The Adventure Begins - DM's Information Tournament PCs (Overview)
Map A - Map B - Map C (Wilderness)
- - How The Masters Did - -
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21 22 23 24 25 - - - - -

PRELIMINARY BRIEFING
FOR PLAYERS
The 3 of you are a group of adventurous
wanderers. You have journeyed to a
far-off land in search of the fabled ROCK
OF AGES, a mighty artifact which is
rumored to confer everlasting youth,
strength and health to its possessor. You
have determined that it is somewhere in this
vast land, but the lejends place it in at least a
dozen different places.

However, you are certain that the dungeons
of an ancient castle, DOOMKEEP,
hold vital clues to the exact location of the
artifact. You are before the castle, and have
decided to enter it in SEARCH of NOT only the
information it contains, but also for the
chance of obtaining valuable treasure: a
thought which is near and dear to your
hearts. The only entrance into the castle is a
door leading to a passageway down into the
ground below the walls.

You will receive a map showing the land
of this portion of the world and the possible
locations of the ROCK OF AGES. After the
adventure is over, you will be requested to
write down the place where you believe the
ROCK OF AGES is located, based on the
clues you have uncovered. You will NOT be
allowed to consult with your teammates on
this and you will score bonus points if you
select the proper location.
 
Note: Special instructions on how to conduct
adventures in this dungeon are printed
on page M7. It is suggested that prospective <link>
DMs turn to that page and read those 
instructions before continuing with the actual text.

THE ADVENTURE BEGINS
START. The only entrance you can find
is a door slanting down into the earth. You
open the door and find a short earthen ramp
leading to a dark spiral staircase.

1. You follow the staircase down about
50’. It ends in a room which measures 50’x
50’. You are standing 10’ from one wall
ahead and 10’ from a wall to your left.
Before you is a door. The remainder of the
room is basically plain and bare. The ceiling
is 15’ high and is made of huge blocks of
stone, as is the floor. The left wall has been
heavily plastered and on the right wall, in its
center, is what appears to be a magickal
writing.

((a = an illusion on the ceiling which
conceals a crawlway leading to the adjacent
passage. b = a secret door which can only be
detected on a 1 or a 1-2 by an elf. c = here
the plaster can be smashed through to get to
the adjacent passage. d = if a Read Magic is
used on the writing, a door will open here.
e = if a Detect Magic is cast anywhere in the
room (spell only), a door will open here. f =
here is a shifting wall section which can be
found only on a 1 or a 1-2 by a dwarf. g = a
normal secret door. ))

2. ((The circular corridor.))
After the door is opened, you find yourselves
looking down, not across, at the
farther wall of a passage.

((The players will have to drop into the
corridor, and standing upright, they will find
the entrance door above their heads. They
are now standing parallel to the normal
plane of the dungeon. ))

The passage is filled with a mist which
limits your sight to 40’ in either direction.

((a, b, c, and d are rooms, and a and c are
empty. Rooms b and d contain the guards; in
room b are 6 Lizard Men, AC 4, 10HP each,
armed with shields and 4 javelins each (72
points each), and room d contains 6 Goblins,
AC6, 4HP each, armed with short bows and
daggers (12 points each).

A missile cast at an enemy goes on for a
full 24” during the first melee round, returning
to its point of origin. The next melee
round it will move another 24”, and so on.
The Goblins and Lizard Men have learned to
dodge their own missiles as they come
around behind them, so do not roll for the
missiles to hit them. A missile will only stop
when it has struck a target, or when the
thrower catches it (which the Goblins and
Lizard Men have learned to do). The players
will become aware of the curving floor only if
a dwarf is in their party, as the floor is magically
made to appear as if it will not curve
straight down just ahead.

There are two normal pits marked, and
these will drop a player 10’ (for 1 die damage
on a 1-2). There is also a special pit in the
passage. It is 70’ deep. From the corridor,
the players will see: ))

There is a pit 10’ across blocking the
entire passage. There is no cover on it and its
depth is beyond the range for you to determine
clearly, but you think that you can see a
bottom.

((The pit has an invisible floor covering it.
It is perfectly safe to walk on, even for a
heavily laden player. The covering can be
broken through fairly easily, and can be
passed through by means of a Knock spell,
Dispel Magic, Passwall, etc. If the players go
into the bottom of the pit, they will see the
following: ))

There is a small chest on the floor, with a <wood or iron?>
small box and a tube next to it.

((The chest contains 1200 gp. The small
box contains an item which appears to be a
portable hole; in reality it is a Portable
Manhole (value 3000). The extradimensional
warp of the portable manhole only
affects three of the four dimensions, with the
effect that anything which goes into the manhole
will be considered as falling until the
next time the manhole is opened. If this delay
is longer than 15 seconds, the object will
have reached terminal velocity and the object
will suffer 10d6 damage when the manhole
is opened and the item comes hurtling
out. If the manhole is spread on the floor, the
item will fall up; if on a wall, it will fall toward
the opposite side of the area. Even magic
items must save versus crushing blows when
they come out. If something falling from the
manhole strikes a living being, damage to the
being will be 10HP if the object is at terminal
velocity.

Inside the tube is a True Clue (value
1,200) written on paper. The tube is sealed
and has magical writings on it. It can only be
opened by smashing it, using a Read Magic
or Read Languages or a Dispel Magic or by a
Thief using his ability to pick locks. The paper
has written on it the words: “The key to life is
between the mountains.” The writing will
fade away within 10 seconds after the tube is
opened. ))

3. ((Chessboard Room.))

After opening the door, you see a large,
well-lit room, 80’ x 80’. Each 10’ section of
floor is either ivory white or ebony black,
with the colors alternating in a checkerboard
fashion. You are standing before a (white or
black) square. On the far side of the room, an
archway opens over the middle two squares.
A room can be seen through the archway,
and in the room is a very large chest and a
feline creature about 7’ tall. The feline stands
on its hind legs, is jet black with blue spots
and has a triangular head with three eyes on
each side.

((The creature is a Niner, AC6, 4 dice,
18HP. It attacks twice per round with its
claws only for 1-6. If it dies, is charmed or
otherwise magicked so that it is not in control
of itself it will collapse and “die.” It will remain
dead for 2 melee rounds and then
come back to life. This will occur even if it is
teleported or disintegrated, and it will reappear
at the spot where it died. It can die 8
times in this manner. After it has come back
to life the eighth time, it will die permanently,
(value 165 points) but only if it is actually
killed and not just charmed, etc. The Niner
has a mouth, but it feeds by drawing blood
through its claws as the claws contact flesh.
The Niner will not enter the checkerboard
area, but will attack anyone entering its
room.

The checkerboard room is actually a
magickal chessboard. It can only be moved
across by a player using a certain move of a
chess piece. Assume the players represent
white pieces. Using an incorrect method will
result in the trespasser’s being hit by a bolt of
energy for 2d6 damage. The proper way to
cross the board is as follows:

Fighters—Must enter room on a knight’s
square and move as a knight (either two
forward and one sideways or one forward
and one diagonal is OK).

Clerics—Must enter on a bishop’s
square and move as a bishop.

Magic-Users—Must enter on the
queen’s square (white) and move as a
queen.

Thieves—Must enter on a rooks square
and move as a rook.

Monks—Move as clerics.

Sub-classes—Move as the parent class.

Multi-class—May move as any applicable
class.

Only a character who is actually a king
may enter the king’s square (black) and
move as a king. Only the actual act of a
person moving across a space will set off a
bolt, not the movement of poles or spikes.
Those who are able to move across the
board without touching the floor will not be
hit by a bolt. ))

((Written on the bottom of the chest is a
True Clue (value 1200): “The key to life
reposes where man once dwelt.” Inside the
chest is 2,400 gp and the Hand Mirror of
Hoping. The hand mirror (value 4,500
points) is a 3” circular mirror mounted on a
green jade handle. It is activated by pointing
the mirror surface at something and wishing
for something to happen (any expression of
desire, whatever for, is sufficient). Each time
the mirror is used the referee will randomly
roll a d10 to see what happens:

1. A Death Ray emerges (normal saving
throw allowed).

2. A 5-die fireball explodes 32’ away
from the mirror.

3. A twin of the object pointed at
appears and aids the object pointed at (if
possible).

4. 27 Blackbirds fly out of the mirror and
confuse (saving throw allowed vs. spell)
everyone in the area for 2 melee rounds.

5. The object pointed at is sucked into
the mirror, never to return.

6. The object pointed at turns into a
Type I Demon which attacks the holder of
the mirror.

7. A 6-die lightning bolt shoots out 60’
from the mirror.

8. A Cure Critical Wounds spell is
emitted at the thing pointed at.

9. A mist appears which obscures all
vision in a 20’ x 20’ area (treat this as a
Confusion spell if melee occurs in the mist).

10. Poison gas fills an area 30’ x 30’
(+2 on s.t).)) <link>

4. A pair of simple wooden doors open
into an area that appears to be dimly lit by
candles in holders on the floor. The walls are <tallow or wax?>
concealed by black velvet draperies except
for the center of the wall directly ahead, 40’
away. The walls to the immediate right and
left are angled off at 45° from the 20’ wide
double door until the room is 40’ wide. The
wall ahead is lined with an array of portraits
depicting various victories of good over evil.

((The diagonal curtains to immediate
right and left will part, if checked, to reveal
modest bathing facilities. Two bath basins,
a shelf of clean linen garments and a partially
filled trunk of soiled clothing can be found in <sandals, gloves, leggings, apron>
each area. There is nothing of value here. ))

((The portraits have no intrinsic value as
the quality is rather crude. ))

In the center of the room are four rows
of narrow benches.

((The draperies at the right and left on
the far wall will open to reveal passages if
checked. If the players pass through, they
will see: ))

You have entered another chamber,
which is also lit by candles. It is 60’ wide and <wax? tallow?>
80’ long. Roughly in the center are 2 rows
of church pews. On the right and left walls
beside the pews are 5’ x 20’ tables, each
holding two 4’-high candelabras.

((Each is made of mithril and plated with
brass; they weight 30# each and are worth
600 gp each. ))

These are very thin and delicate appearing,
and the candles in them are the only <wax? tallow?>
source of illumination. At the near and far
ends of the room are a pair of daises. At the
top of the near one is a 20’ x 10’ ebony and
teak chest which is ornately carved with
images of a number of warriors battling evil
creatures, demons especially.

(The chest is not locked and is filled with
many sets of clothing and leather armor, bits <wrapper, jerkin, habit, hood, kerchief>
of metal armor, old weapons, remnants of
food and religious items. There is a 1 in 6
chance per person searching through this
stuff (per turn) of finding The Staff and Boots
of the Earth Lord (value 4,800).

The staff is an unbreakable cylinder of
rock 6’ long and streaked through with veins
of platinum and gold. It has a circular hollow
spot at its tip. In a leather bag tied to the staff
by a thong are a 600 gp ruby and a pair of
soft leather boots. <high or low?>

If the ruby (or any other ruby of the same
size) is wedged into the hollow of the staff
and its tip is struck on any surface solid
enough to support a man, the ruby will turn
to dust and a rough-sided circular pit, 16’
across and 40’ deep, will come silently into
existence.

However, an illusion makes it appear
that the surface is still solid, and the sudden
appearance of the pit will go unnoticed,
even to someone watching the transformation.
The illusion will last for 3 full turns
but the pit is permanent. The staff may be
used a maximum of once per day.

The boots will allow the wearer to walk
across the illusionary surface of the pit for as
long as the illusion lasts. ))

((If the pews are inspected, a scrap of
paper will be found, neatly folded, which
has the following written on it (this is a false
clue): “Seek the old Ones.”))

The far wall is dominated by a large,
donut-like structure set on a dais. Above the
structure is a brass plate which reads “Portal
of Eternal Life” in large letters. The structure
appears to be made of living plant life, bearing
bright green leaves, red and white berries
and a strange-looking, deep orange-colored
fruit.

((If eaten, the fruit and berries taste good,
but the berries will cause a deep, comatose
sleep within 3 turns if a save versus poison
is not made. No ill effects will be noticed
immediately.))

Within the plant structure a rainbow of
color is visible.

((If a character steps onto the dais, the
following will occur:

* The candles will dim.<wax? tallow?>

** The color pattern of the portal will increase
in intensity.

*** A deep, melodic voice will appear to
speak from within the portal and say:
“Behold the Portal of Eternal Life” . . .
“You stand upon the threshold of the undying
lands. Those with strong will and great
courage may reap the rewards of neverending
life. Lay down your implements of
mortal man and witness that neverending
life is possible to those who believe . . .
Welcome.”

A scene will appear with the portal portraying
a handsome elven lord dressed in silk
robes. He holds out his hand. He then turns
to reveal a lush, fruit-laden valley with ankle-high
grasses and a narrow brook. An irregularly
shaped metallic object with a rough
surface can be seen behind the stream. 6
elven maidens and 3 elven gentlemen
can be seen cavorting in the grasses. The
elven lord walks away from the portal and
joins the group.

This scene fades, the colors reappear,
and the candles brighten.

If anyone approaches the portal to enter
it, the lord will reappear, lead the character
down a path to the valley and join the elven
group in conversation. The picture then
fades again. ))

((A dwarf will definitely not trust this
elven scene and will say as much to anyone
present. ))

((This portal is actually a disintegration
chamber with a sophisticated, programmed
illusion used to create the scenes. The illusion
will be believed unless a Detect Illusion <reword for disbelief>
spell is used.))

Standing in the far corner is a strange,
metallic statue. It is about 8’ tall and 15’ long.
It has a large central body, and extending
out in front of it are 8 razor-sharp discs. The
discs are about 3’ in diameter and are
mounted across a 10’ rod. Coming out of the
rear of the body is a large cylinder of some
kind. It has two feelers extending from its top.
((This is a Harrow; AC -3, 9 dice,
40HP, value 2,400. It is a creature from
another universe which is composed entirely
of ferrous metal. Its life force and mode of
movement are of magnetic origin, and it is
surrounded by a strong magnetic field which
gives it a magic resistance of 50%. It feeds by
absorbing the magnetic auras of dying creatures
and by ingesting iron and steel directly
into its central body. It can attack twice per
<round>, once with its discs at all targets in a
10’-wide space for 3-12; if it misses, a second  
attack is allowed by the massive rear drive
cylinder on the same targets for 4-16. The
two feelers are sensors which detect the magnetic
auras of living creatures. The Harrow is
unaffected by paralyzation and all mindinfluencing
attacks, and cold attacks do half
or no damage. When it is killed, all of a
Harrow’s parts freeze up and are immovable.
The Harrow will not attack unless
attacked, or if any person who has stepped
up on either dais leaves the dais. ))

5. ((Opening the secret door reveals the
following: ))

You see a well-furnished room, 20’ x
20’, extending to your right and ahead. The
room is obviously the study of a wealthy
man. There are 3 small tables, 4
chairs, and an assortment of rugs and wall <what kind of chairs>
hangings. On either side of the door are large
stone urns full of dirt, which apparently once
also held plants. There is a rice-paper ceiling.

((The ceiling conceals the room’s true
height of 30’.))

Facing the huge stone fireplace which
dominates the right wall is a massive, padded
wooden chair and table on which are placed <what kind of table?>
wine, cheese, bread and a large bowl of
walnuts in the shell. Next to the chair is a
6’-long lizard with huge eyes and violet
scales.

((This is a Thesaurus; AC 6, 6 Dice,
20HP, value 900. It is 90% magic-resistant,
of genius-level intelligence, and has such
tremendously quick mental reflexes that it
always gains the initiative in every combat
round. It gets a single attack which will affect
every creature within 60’. To attack, the
Thesaurus will utter a single word. If any
player states aloud the definition of the word,
all who could understand the definition are
safe. If none say the definition, or some do
not hear it, each receives three points of
damage and is stunned for the remainder of
the round, forfeiting the chance to attack or
take other action. The words the Thesaurus
will use are (in order):

Epigram—a terse, witty, pointed statement;

Kith—friends, acquaintances;

Nostrum—a quack medicine;

Vacuity—emptiness (or inanity);

Kismet—fate, destiny;

Coalesce—to unite into a single body or
group;

Avarice—greed for money;

Apropos—opportune (or relevant);

Dory—a small boat with high sides used
for fishing;

Peeve—to become annoyed, an
annoyance;

Stipple—to paint, draw or engrave in
small dots.

The exact definition need not be given,
just enough to convey the sense. If the
Thesaurus runs through all of these words, it
will mysteriously vanish (it can teleport).)) <teleport without error?>

((Treasure is concealed inside some of
the walnut shells. There are 20 shells. Twelve
hold single black pearls worth 900 gp each.
One holds a false clue in the form of a paper
which reads: “Search to the east.” One
holds a 600 gp ruby. Two hold slips of parchment
inscribed with exploding runes (for 1-6
HP in a 5’ radius). Two hold white powder
which explodes upon contact with the air in a
bright flash, causing blindness for 3 turns.
Two are empty. Roll randomly for which
shells are opened first, unless the players
have a way of testing them.))

((Smashing the nuts open will destroy
the pearls.))

There are bookshelves on the far wall.

((There is nothing of value in the
books.))

Near the door is a cabinet.
((It is an illusion which can be seen but
not touched; it does nothing.))

On each side of the cabinet are 3 carved
wooden wall hangings.
((They are valued at 24 gp each.))

((Concealed behind one hanging is a
hole 6 inches in diameter and 18 inches
deep. There is nothing in the hole, but anything
that is stuck into the hole will be cut off
by a heavy guillotine blade which will work
repeatedly.))

((One of the rugs is an expensive beaver
skin, value 1,200 gp and it conceals a trap
door (false). Pulling the ring on the false door
releases a number of spiked balls from the
ceiling, which will fall, missing the furniture,
and have a 2 in 6 chance of hitting each
player for 4HP. ))

6. ((As the players walk down this corridor
they will notice a bright light coming from
somewhere up ahead.))

((As they turn the corner they will come
upon a tremendous light, so bright that it is
impossible to look at it. The purpose of this
intense light is to disguise the secret door at
“A”. The light was created by the occupant
of room A—one Co-Dacc, a being from another
universe who was stranded here when
his universal transporter apparatus had a
part stolen from it by a demon. He has been
here for 217 days, and each day he has cast a
Continual Light spell on that spot; thus, a
Dispel Magic or Darkness spell would only
remove 1/217th of the light The light definitely
prevents any kind of visual detection of
the secret door (including by a Gem of
Seeing).))

((If the players pass the light at “A”, select
one of them at random until one fails to
make a saving throw vs. magic at -3. Then
take that player aside and read him or her the
following:))

You suddenly feel that something is very
wrong with you, as if part of your psyche is
missing. Suddenly you hear a voice in your
mind say that your soul-psyche has been
stolen and placed in the Black Box of the
Inverted Soul, and that the owner of the
voice has only to open the box and let light in
to destroy the soul-psyche. The voice says
that you can regain your soul by proceeding
down the corridor to a room and obtaining a
small metal part that looks like the tip of a
dagger. You will say nothing of this to your
friends if you wish your soul to survive.

((The Black Box of the Inverted Soul
(value 3,900) is focused through a tiny hole
in the secret door. It is operated by depressing
a small lever. Instantly (unless the target
makes a save versus magic at -3), part of the
soul and psyche of the target (in the form of a
tiny human replica) is sucked into the box,
turned upside down and affixed to a wet
sheet of paper at the inside rear of the box.
Co-Dacc can communicate telepathically
with the soul-psyche and the player. The
player can function normally, except that he
or she will not remember his/her name and
will not recognize it if addressed. If Co-Dacc
opens the box and lets light fall on the tiny
human, it will be destroyed, resulting in a
system shock check for the player. If the
check is made, the character will be comatose
for 10 turns, and if it is not made, he/she
will also lose 2-8 points from both Intelligence
and Wisdom. If the missing piece is
brought back and slipped under the door,
Co-Dacc will open the box in a dark area and
pass out the paper in an envelope which the
player must eat to regain his/her soul. Co-
Dacc, the black box and the machine will
then immediately disappear into another
universe.

Co-Dacc is AC10, 2 dice, 10HP and has
a magic resistance of 75%. He is value 300.
The players cannot figure out how to repair
the machine at all, even with the missing
part. Co-Dacc also has a Wand of Fear with
20 charges (value 30).))

((If the players progress past “A”, they
will see the following at “B”:))

Ahead there is a set of stairs leading
down, and before it is a shadowy figure.

((The shadowy figure is a Zombie, AC8,
8HP, value 30. It is a normal Zombie except
that it cannot be turned (It may be destroyed
by a Cleric of 6th or higher level.). It has a
small sack containing 3 Potions of
Gaseous Form (value 0 if used, value 300 if
saved) which are so labeled.))

((The stairs are 20’ long, and if the players
reach the bottom at landing “C”, they
will see some stairs up and will automatically
trigger a pressure plate which will cause the
entire stone ceiling above the stairs to lower
quickly in an attempt to crush them. The
ceiling matches exactly the configuration of
the stairs, but the party will only notice
this if they specifically say that they are examing
^the ceiling above the stairs^. The ceiling
will descend at such a rate that the
players can only run out if they use any of
the following spells: Haste, Speed, Fly,
or one with a similar effect. There is time
to Teleport or Dimension Door. There is
also time to drink the potions of gaseous
form, but this will result in all equipment
of the player(s) being left behind. Anyone
caught on the stairs or the landing will be
killed, but equipment will not be destroyed.
The ceiling will close fully in 2 segments.))

((At “D” is another bag with 3 more
Potions of Gaseous Form (value 0 if used,
value 300 each if saved).))

7. ((Both doors to this room are as
follows:))

You see before you a standard-size door
which is extremely old, worn, cracked and
discolored. Above the door is a message
written in common. One of you reads it
aloud for the others, and it says:

    “Room of magical and wealthy treasures,
    But you must act fast, or it won’t be yours.
    The money you get is yours forever,
    The people I get are my only treasure.”

((The door will not open unless this message
is read aloud one more time. It cannot
be broken down or magickally opened. If the
door is touched, the Krackseam will attack.
The Krackseam is a leech-like creature which
appears as a discolored seam or crack on the
door. It is AC10, 5 dice, 24 HP, value 90. It is
a perfect chameleon, and will not be noticed
until it attaches itself to someone. When attached,
it bites and drains blood at 3HP per
<round>.))

((When the door opens, it opens by itself,

and the players will see:))

You see a room 40’ square with a door in
the opposite wall.

((There is an illusion covering the floor to
make it seem that the floor is actually flat and
level; in reality, there is a funnel-like depression
in the center. True seeing, etc. will reveal
the funnel, which slopes down 10’ and ends
in a black hole. There is a 3’-wide walkway
around the funnel. The walls of the funnel
are very slippery, and the first person to approach
the center of the room will fall in and
disappear into the hole in 1 round unless he
is pulled out or a spell is cast. The hole in the
center is a disintegration chamber and is 3’ in
diameter, but this is not obvious; it will seem
as if things fall into the hole and drop out of
sight. The illusion disappears only when a
person falls into the funnel.))

((When the illusion disappears, the players
will see:))

5 segments later, from a point on the
wall of the funnel, a small sphere shoots out
and starts spiraling toward the bottom of the
funnel.

((The balls weigh 200gp each and are
highly magickal. They can’t be stopped unless
one is within 5’ of them, even with a spell. It
takes 12 segments for the first ball to reach
the bottom and drop into the hole. When the
first ball is caught or falls into the hole, another
will come out. There are 10 balls, and
each one takes one less segment of time to
reach the bottom. Once a ball is caught, it is
not possible to catch another ball using the
same method. For example, someone sticks
his foot in front of the first ball and stops it;
following balls would be immune to that and
would continue past, breaking the foot and
causing 5HP.))

((The balls will emerge in this order:
Copper, value 24gp; silver, value 45gp; electrum
(silvey), value 105gp; gold, value
210gp; platinum, value 1,200gp; fool’s gold
of no value; a gray Healing Stone which
cures 2-12HP for one holder once per day,
value 2,400; a ruby, value 3,000gp; a diamond,
value 4,500gp; a green stone which
explodes on contact with someone or something
for 2-8HP. Each ball has a fine seam
around it, and can be gently pulled apart to
reveal a hollowed-out opening. The 1st ball
is empty, but all others except the healing
stone and the exploding stone have a small
parchment inside which is a True Clue (value
1,200) and reads: “The key to life lies
underground.”))

8. You see a room which is 40’ deep
and 20’ wide. There is an alcove at the far
end along the right-side wall which is 10’
deep and 20’ wide. At every comer and
positioned along the walls at 10’ intervals at a
height of 6, are fist-sized glass bulbs containing
glowing objects.

((They are fire beetle glands in formaldehyde,
value 300 each; there are 14 of
them.))

Each casts an eerie red illumination.
((If one is broken, its light will go out.))

There is a 3’-wide table running the
length of the left wall. There is much trash
and broken glass on the table.

((A casual search will find 5 unbroken
bottles; one has a pink antibiotic which will
prevent the drinker from getting any disease
for 48 hours (value 300); the second has a
clear rubbing alcohol; the third has a yellow-white
solution of sodium pentathol which
will, if drunk, seem to feel as if it heals
wounds, but does not and will cause the
drinker to answer questions truthfully for 1
hour (value 300); the fourth has pale yellow
nitroglycerin, save vs. poison if drunk, will
explode for 3-18HP if jostled strongly (value
300); the last has thick, white sodium bicarbonate,
which will give a +5 on any poison
saving throw for 1 hour if drunk (value
30gp). None register as magic. None are
labeled.))

Under the table is more trash and broken
glass.
((This is all of no value.))

In the alcove is a small coal furnace. A
bucket of coal sits at its side and a pair of
forge tongs hangs at its other side. The furnace
is cold.

((There is nothing in the ashes.))

The far wall from the door is lined with a
huge bookcase.

((There are 432 books, or 108 per shelf;
most deal with chemistry or pharmacy. A
Detect Magic will reveal one that is magical. It
is a Tome of Clear Thought of value 6,000.))

Seen immediately to the left of the door
upon entering the room are 3 soiled lab coats
hanging on pegs.

((In the left pocket of the center coat is an
old rag with a green contact poison on it;
Save versus poison at +1 or die in 4
segments.))

On the wall to the right of the door is a
table with chair. A parchment lies on the <small table, padded chair>
table.

((It reads in common, “All beings are to
immediately evacuate the Fortress. Any item
of value which cannot be taken along must
be destroyed.”))

At the far end of the room, in front of the
book shelves, stands a fountain. It appears to
be flowing with a clear, fruity-smelling wine.

((One person, at random, will have an
undeniable DESIRE to taste it at least once, and
any player that mentions that he would like
to taste it will surely do so. It is richly refreshing
and has an exhilarating flavor, and the
drinker will have an overwhelming desire to
drink again unless a save versus spell is made
at -2. Dwarves do not gain their Constitution
bonus on this save. If a player drinks a
second time, he will also drink a third time
unless he makes a normal save versus spell.
After three drinks, the person will have no
desire to drink further. Non-players (or players
who are charmed, etc.) will drink 3 times
and cannot be prevented from doing so,
since all such beings are fascinated by the
fountain. After one full turn, anyone who
tasted the wine will begin to show signs of
moderate intoxication: vision becomes
blurred, speech slurred, and they stumble
and attack at -2. After another full turn,
anyone who drank twice becomes absolutely
drunk. They sing and shout and rave,
falling over themselves and fighting at -4.
They have a 50% chance of failing to cast
spells. After another full turn, anyone who
drank three times will fall into a drunken
stupor for 10 turns. (Treat this as 5 minutes of
actual stopwatch time if the players wait for
them to recover). There is no hangover. The
wine will detect as magic, but not as a trap or
poison, and it is not evil. Neutralize Poison,
Cure Wounds, Purify Food and Water or
Remove Curse (plus other high-level spells
of similar nature) will remove the effects.))

((If the players find and enter the secret
door, they will find a 5’-wide corridor. If they
follow it and enter the next door, they will
see:))

You see a room of 15’x15’. At each corner
is another glowing bulb. In the far left
comer is a bed.

((In the mattress is a 300gp gem.))

Between the bed and the door is a small
table with a wash basin on it. Under the table
is a cask of water. A dresser sits against the
center of the far wall. On top of the dresser is
a small silver mirror (value 30gp).

((The drawers contain clothing and
food.))
<apron, slippers, veil, leggings, belt, shawl>
<tea, cakes, stew, meat (beef)>

In the far right-hand comer of the room is
a desk and a wooden chair.
((Inside the desk are paper, quills, a small
vial filled with black powder (dried ink), 3
empty bottles, a balance scale, measuring
beakers, and old clothes. Taped to the back
of the center drawer are the Three Body
Bands of Talfelon (see below).))
<blouse, SHIFT>

On the bed is a horrid creature. It has a
stubby, rectangular body 4’ long and 2’
wide. It is 1½’ tall. It has two 4’-long “feelers”
projecting from its front and dozens of
short legs.

((This is an Electric Crawler. It is AC -2,
4 dice, 20HP, value 900. It feeds off light and
heat energy (including magickal emanations).
There is a 10% chance per “+” (or a 1%
chance per charge) that it will absorb the
magick from any magick item which strikes it or
it touches. It can do this only once per day,
and it is not selective about it.))

((When it is attacking, it hits for 1-10 pts.
of electrical damage; if it misses, add 5 to the
“to hit” roll for the next attempt and if a hit
results with the new number, it arcs an electric
charge from itself to a target for 1-8HP.
Each time an opponent is hit, he must save
vs. paralyzation or be stunned for one round
from electrical shock. An arc will only occur if
the person is carrying metal of at least the
mass of a dagger. The Electric Crawler is
75% resistant to magic except for the following:
Polymorph adds 5HP for 1 day; Lightning
Bolt increases hit points to 36; Disintegrate
has no save or resistance, it always
works; Charm always works, but each turn
there is a 25% chance that it will absorb the
magic from one of its master’s magic items.
The beast has 360-degree radar and can
communicate telepathically, but understands
only the tongue of Lizard Men.))

((The Body Bands of Talfelon, value
3,000: These are 3 small, leather bands,
one of which is obviously to be worn as a
collar, and the other 2 as wristbands. A
keen eye will detect many undecipherable
marks and runes and a faint metallic trim.
The bands cannot be cut or marked in any
way. If a Fighter-class or Magic-User-class
player puts on the bands, he will immediately
lose 1 experience level and take 1-12HP. If a
Cleric-class player puts them on, he will lose
2 levels and 1-10HP. If a Thief or Monk (or a
multi-class player who is part Thief) puts the
bands on, they will fit perfectly and become
nonremovable. Damage sustained by the
other classes will occur each day until the
bands are removed. A Thief or Monk wearing
the body bands will have his Dexterity
increased to 18, with the appropriate increase
in thieving abilities, and gains the advantage
of using the matrix for Fighters when
attempting to hit in combat. There are other
special abilities. If the Thief or Monk rubs the
right arm band, he will, for the next 10 turns,
be 75% magic resistant (rubbing can only be 
done once per day and only takes effect after

1-4 rounds). If the left arm band is rubbed
the Thief or Monk will, for 10 turns, be automatically
successful at any of the thieving
abilities (rubbing can only be done once per
day, and only takes effect after 1-4 rounds).
If he rubs the neck band, for the next 10 turns
an invisible aura is in existence around the
wearer and acts as a Cloak of Protection +3
(he can only be detected by a gem of seeing,
etc; this can only be formed once per day
and takes effect only after 1-4 rounds). If he
rubs the two armbands together, he will be
shielded, for the next 10 turns, from magic as
with a 60% resistance and as a cloak of
protection +2. Activating this shield causes
the wearer to take 5HP of damage; this can
be done as often as desired by the wearer
and takes effect immediately. Activating any
function of the bands will cancel any previously
activated function (if still active) immediately.
The band can be removed only
after the death of the Thief or Monk.))

((Taped to the back of the right-hand

drawer is the following True Clue, value
1,200: “Seek the mazes for the key to life.”))

9. ((Caution: The Players are in a Transparent

Maze: All interior walls are invisible,
making it appear to the players that they are
in a large open AREA. They will be able to see
all of the possible encounters in the AREA
since the room is brightly lighted, but the
walls distort distance, so do not give them <distance distortion?>
numbers.))

You see a well lit, large open AREA extending
forward and then dog-legging to the
right. At the far end of the dog-leg, you see a
single door. There are a number of things in
the AREA which you can see.

((No mark can be made on the walls, and
nothing will adhere to them. The players &&
monsters can see each other, and the monsters
will charge on a straight line when the
players get within 30’, even if there is a wall in
the way. Monsters will return to the original
location if they run into a wall (even they
don’t know where the walls are).))

((The players see the following:))

((At “A”:))

Ahead and slightly to the left is a Cave
Bear.

((It is AC6, 6 dice, 30HP, attacks 3 times
for 1-8/1-8/1-12, value 600.))

Next to the bear is a chest. <chest=x>

((This contains 6,000ep and has been
trapped with the spell “Oberon’s Faerie
Fire.” This spell, when the chest is opened,
will bask all objects within 1” in a permanent
orange faerie fire. Thus, the person
who opened the chest will forever glow in the
dark (and so will anyone else who was nearby).
The spell can only be removed by a
Dispel Magic, Limited Wish, Alter Reality or
Remove Curse, or by washing with a strong
acid (10HP).))

((At “B”:))

Ahead and slightly to the right you see a
troll.

((It is AC4, 7 dice, 35HP, attacks 3 times

for 2-5/2-5/2-8, value 750. It has a leather
bag containing 1,200gp and one 600gp
gem.))
<black opal, 1200 gp>
<spinel, 600 gp>

((At “C”:))

Near the wall on the right and some distance
from the front wall is a small, hunchbacked
man.

((He is lost, has no value, AC10, 1 HP,
and cannot attack. If led from the maze, he
will give the players the following True Clue
(value 1,200) which he has committed to
memory: “The key to Life is north of the
woods.” He knows nothing else of this AREA
of the rock of ages.))

((At “D”:))

Beyond the Troll you see a Green Dragon
sitting on a pile of treasure.

((It is AC2, 7 dice, 28HP, value 2,100. It
has 6,000cp, 2,000sp, 600pp, 6x100gp
gems.))

((At “E”:))

Straight ahead, beyond the Cave Bear
and the Troll, is a 5’-tall humanoid. It is
hairless, but has a thick orange skin. There is
a red patch on the head.

((This is a Magicker. AC4, 5 Dice, 24HP,
value 3,000. It has a 95% magic resistance,
saves as a <Swashbuckler> +6, and damage is
half or none. It can “catch” spells and “solidify”
them. For instance, a fireball becomes a
small red globe. These are tucked into a sack
and may be cast at an opponent with the
same effect as the original spell. This Magicker
has in his bag the following spells which he
will use in this order, if it is favorable for him
to cast them: Magic Missile (in the form of a
small arrow), Web (a wad of thread), Hold
Person (a silver ball), Sleep (cotton), and
Magic Missile (a small arrow). He will automatically
catch and throw back anything
which he resists or saves against which the
players have thrown at him. In melee (within
10’), the Magicker attacks twice for
1-10/1-10. If both attacks hit the same person,
all magic items carried by that person
permanently lose their magic. A Magicker
may not be struck by any kind of magic
weapon. Normal weapons hit normally, silver
weapons do +3 damage, and wooden
weapons (such as a staff) hit at +2. If the
players gain the sack, they may use the spells
therein (do not name them, just describe
their “solid” appearance).))

((At “F”:))

To the right of that creature is a group of
6 Troglodytes.

((They are AC5, 2 Dice, 7HP each, value
45 each, attack once for 1-8. The leader has
the fabled Key of Danok, value 2,400. It is
made of brass and looks like an ordinary
skeleton key. When the key is placed in any
non-magickal lock, it will fit perfectly and work
such a lock on the first try 100% of the time. If
the lock mechanism has a physical trap, however,
the key will fail to turn. If the lock is
magickal (as a “held” door) or magically
trapped, the key will glow a pale green and
will negate such locking spells at a chance of
100% minus 3% per level of the spell caster
(e.g., 97% to open if the spell was placed by a
1st-level spell caster.). If the key does not
negate the spell, it will refuse to turn.))

((At “G”:))
Around the dog-leg some distance away
is a Hellhound.

((It is AC4, 6 Dice, 32HP, value 450.))

((At “H”:))

Near the far door is a large, lava-like
stone.

((This is a Magick Sponge. It is very porous
and will sop up the magick of any enchanted
item that comes within 20’ (it will not
work through the walls). It will also make
spell casters feel nauseous. It can be easily set
afire with oil and burned to destroy it. When
it is feeding, it will glow and quiver. It is very
light. If a magic item gets within 10’, the
sponge will be drawn to the item like a filing
to a magnet. When contact with an item is
made, it takes the sponge 1 melee round
per “+” (or per 20 charges) to completely
drain an item. It can partially drain an item.
The sponge can only be pulled off an item
which is still magical by a person with 18<+>
strength. The sponge will seek the most powerful
magic item if more than one is within
10’.))

10. You are inside a room which is
20’x20’. There are two doors. In the center
of the room is a pedestal, intricately carved,
which is about 5’ high and 3’ in diameter at
the top. From the top, a beam of blue light
rises to the ceiling and enters a similarly
carved fixture. Suspended in the blue beam
is a folded piece of parchment, apparently
floating with no support.



((Anything touching the beam (with 1
exception) will disintegrate. The entire affair
is closely surrounded by an anti-magic field.
The pedestal is immovable and unbreakable.
The only way to get the parchment out
is to reach in with a naked arm (a sleeve or
armor will disintegrate with no damage to
wearer), grasp the parchment and pull it out.
On the parchment is a false clue which reads:
“Seek the sands of time.”))

((Anyone figuring out how to get the
parchment out gets 600 points for cleverness.))

11. ((As the party reaches the doors,
they will see:))

There are three doors on your right, and
you can see a very large Black Pudding (f) up
ahead.

((The Black Pudding is AC6, 10 dice,
60HP, value 1,800. It will chase the players
when it can. It will advance to the door of any
room which the players appear in. The room
complex has four teleporters; “a”, “b”, “c”,
“d”. “a” teleports to “c”, “b” to “d”, “c” to
“a”, and “d” to “b” whenever one of those
rooms is entered. The doors to the rooms
automatically slam shut and remain closed
for one round in all rooms. “e” is the treasure
room; in it, the players will see:))

You see a 20’x20’ room. In it is a 2’-tall,
man-shaped creature with a wet, black appearance.

((This is a Tar Baby or Asphalt Kobold,
AC10, 5 dice, 40HP, value 600. It is made of
a sticky bitumen, and any object which hits it
will cause half of its normal damage only
(except magickal attack) and will stay stuck to
it for 1-10 melee rounds (a character with
Strength of 16 or more can halve the time he
or an object is stuck). The Tar Baby, if it hits,
will wrap itself around the target and immobilize
him by sticking various parts of itself to
the floor (its feet are covered with sand to
allow it to walk). The victim will be smothered
in 2-4 rounds unless the Tar Baby is killed
and scraped away from his face. If the Tar
Baby is set on fire, it will burn wildly and will
hurl itself at the nearest opponent, a hit causing
2-12HP.))

((In the room, scattered on the floor, are
several items. There is a tube, requiring Read
Magic to open, which gives false directions
leading out of the maze (“wing it” to lead the
players in circles). There is also a thick blue
and gold colored tube with a point on the
end; actually a Wizard Pen, value 4,500. It
works as a normal pen, except that if the user
writes the words “I desire . . .” the pen will
grant the wish. The pen has 100 charges.
When a wish is granted, a number from
1-100 is rolled and that is the number of
charges used for that wish. When the charges
needed exceed the charges remaining, one
wish will be prorated.))

((There is a third tube which opens easily
and has a True Clue, value 1,200, which
reads, “The key to Life is to the east.”))

12. ((The players step into the chamber
and see:))

You see a chamber which is 30x30’.
Each of the 4 walls has a huge screw partially
imbedded in it, and there is a spout on the 
ceiling above each screw. Written on a plate

above each screw is the following message:
“To leave this room, a being must risk death
and turn the screw all the way.

((As the players enter the room, two sliding
walls (at the arrows back down the corridor)
close off the passage and will NOT
open.))

You also see a floating form in the chamber
which gives off a continual emanation of
light and energy.

((This is an Aura Energy Monster, value
600. It is AC10, 3 Dice, 10HP. When attacked,
it reacts as if in pain, but it is actually
absorbing the energy of the attack. On the
next round, it will return the energy in the
form of flames, striking at any one creature
with a +5. This creature can only be harmed
by cold attacks. It is insubstantial, and cannot
harm those who do not attack it.))

The monster is resting above an opaque
vial.

((In the vial is a piece of paper containing
a True Clue, value 1,200, and a 1,200gp
emerald. The clue reads: “The key to Life is to
the west.”))

Also under the monster are three bottles.

((They are labeled “potion of cure light
wounds.” These are actually potions of cure
“light” wounds (value 600 if saved); they
cure normally, but have the side effect of
causing the drinker to glow in the dark for 1
full day. This effect can be removed by a
Remove Curse, Limited Wish, Dispel Magic
(which also removes the healing effects
gained), or any similar spell.))

((Turning screw “a” even the slightest
amount will cause a flow of fool’s gold to
enter by the faucet above it. The screw cannot
be turned back. The room will fill in 4
hours with a slight opening of the screw, and
in 1 hour with a maximum opening. Screw
“d” lets sand into the room at the same rate
and cannot be turned back once started.
Screw “c” lets in a crude oil at the same rate
and cannot be turned back, torches will ignite
the oil if care is not taken, and the fire will
fry the entire group. Screw “b” lets in water
at the same rate, but this screw can be
turned back; this screw will only allow the
room to fill with water to one-fourth full,
though (this will take only 4 minutes if all 4
screws are turned on at full blast), and then
screw “b” will automatically swing out of the
room, revealing a passage behind it which
provides the means of escape.))

13. ((When the <PCs> enter, they will
see:))

You see a 20’x20’ room with a single
door on the far wall. In the room is a pile of
platinum-appearing pieces. On the right wall
is a strange-looking sign with a huge red
button underneath it. The sign reads: “You
have TEN seconds.

((The doors to the room automatically
lock when the <PCs> enter the room. As the
players watch, the sign mystically changes to
read, “You have NINE seconds,” and continues
to count down. Count down the sign
slowly for the players. Pressing the red button
resets the sign to “TEN” and begins the
countdown over. If the sign ever reaches
“ZERO,” the doors unlock and can be
opened normally.))


((The pile of platinum is 600pp; it also
contains 6 Coin Ticks, value 0. They are
AC2, 1HP, and are about the same size and
have the same color as the platinum pieces. If
a coin tick is casually scooped up with treasure
or picked up, it is indistinguishable from
a normal coin. It will not register as a trap or
as magick. It has a 5% magic resistance. If any
coins are casually inspected, there is a 1%
chance per coin inspected that one will be a
Coin Tick. If a Coin Tick is inspected, it will
be immediately seen that it has a slight bulge
on top and 6 legs and a tiny head on the
bottom. For each <PC> who handles or
scoops up any of the platinum, there is a
50% chance that a Coin Tick will come into
contact with his skin, and if that occurs, the
Coin Tick will secrete a sticky gel that will
pass into the skin unnoticed in 1 round. This
gel will infest the body, and the body will
begin to feel stiff in 1 turn if a save vs. paralyzation
is not made. Also, Dexterity will decrease
at the rate of 1 per turn unless the save
is made, until Dexterity reaches “0” and total
paralyzation sets in. Dexterity loss will be
noticeable as soon as it first occurs. Neutralize
Poison, Cure Disease, Heal, or Cure Serious
Wounds (which does not give back any
HP in this case) will divest the character of
the poison. Cure Light Wounds will get rid of
the poison 60% of the time or will give back
1-8 points of dexterity. Once a figure is paralyzed,
the ticks will burrow into the body and
lay eggs, which, when they hatch, will consume
the body. The tick’s gel will also penetrate
cloth or hemp, but not leather or any
kind of metal.))

((Under the pile of platinum is a tube
(opens easily) which contains a paper with a
True Clue value 1,200, which reads: “The
key to Life lies in the south.”))

14. ((The players are in a corridor which
goes completely around this room. There are
no normal entrances to the room. On the
walls around the concealed room are the
words “TREASURE ROOM” in 50 different
languages. The only way to get into the
room is to say out loud “Goodbye”, “Farewell”,
“Au Revoir” or some other such word
or phrase. The only way to get out of the
room is to say “Hello”, “Hail” or some other
greeting. Passwall, Teleport, etc. will also
work to get into or out of the room.))

((Once inside the room, the players will
see:))

You are inside a 20’x20’ room with no
apparent exits. The room is empty except for
some litter and a small, cube-shaped stone
stool, very smooth and very worn. It is about
2’ on a side.

((This stone is the fabled Rock of Ages,
value 12,000 (but no bonus for determining
what it is). The rock renders the owner immune
to disease, curses and poison. The
owner will never age. The owner’s Constitution
and Strength will go to the maximum
possible. The rock is covered with a microscopic
bacteria which will interact with a person’s
perspiration and form an incredibly
potent glue. This will cause anything the person
touches to stick to his hands, and only a
person with greater than 18 Strength can
pull them off (roll % dice for the strength %
score over 18). The only way to remove the
bacteria is with a Cure Disease (the rock
won’t help for this one, though), a Limited
Wish, a Wish, or by immersion in acid (which
won’t hurt the rock if it is immersed). An
additional effect is that the smell of the glue
arouses Ochre Jellies, Gray Ooze, Green
Slime, Gelatinous Cubes and Black Puddings
to mating frenzy.))

15. ((This is a series of teleporting doors
which yields unusual results. The first door is
a normal door from one side and a secret
door from the other. The other doors are
special. They are swinging doors with no
knobs. They must be pushed open. When
one is pushed in a clockwise direction, it will
open into the adjacent room. When it is
pushed counterclockwise, it will open into
the room beyond the adjacent one. (For example,
if the party is in room “10” and tries
to go into room “a”, they will succeed. If they
are in room “b” and try to go into room “a”,
they will end up in room “10”. The door
closes automatically after a room is
entered.))

16. ((The players will see:))
You have entered a room of 20’x20
with 2 doors on the opposite wall. There is
a clear pool in the center of the room with a
bronze plate nearby which reads: “Ask and
ye shall receive.”

((Any <PC> (not charmed beings, etc.)
who stands in the pool and says anything will
hear a voice say: “Seek a mountain” (a false 
clue) and will suffer the loss of one point from
one of his prime requisites, randomly.))

((A Dispel Magic or Remove Curse will
reverse this effect.))

17. ((When the players enter this AREA
they will see:))

You have entered a 30’x30’ chamber.
There is a pool which is 20’ in diameter in the
center of the chamber. The surface of the
pool is covered with green gunk. There is a
passage leading from the room through the
far wall.

((The water is covered with algae and is
harmless. It is about 4’ deep. If the <PCs>
walk around or past the pool, a magickal dimension
is created. The only way to get out
of this tiny dimension (without teleporting,
etc.) is to touch the water and then either go
through the pool or over the water and then
out the far door. Any other attempt to leave
the chamber will find the player entering
another identical pool chamber. This process
will repeat itself until the proper way of
exiting is used. If a pool is marked or a chamber
is marked in any way, the mark will remain
only so long as the players stay within
one pool chamber of the mark.

18. ((For 30’ down the wall of this corridor
is a large silver mirror. As the players
walk past, their reflections will come to Life,
possessing all the attributes of the originals,
and attack them; if they are hindered from
attacking their original, they will attack the
hinderer. The players always get the initiative.
If a mirror double is injured, the original
will be magically injured the same way, taking
half the damage the reflection takes (this
does not work the other way, though). There
are several ways to get out of this:))

((a— Kill the double. This has the advantage
of causing much damage to the
original.))

((b— Douse the lights. If there is no
light, there is no reflection and no double.))

((c— Bash the mirror. 25HP damage
per 10’ section of mirror will dent that section
to the point where it will be useless, and the
doubles will disappear.))

((d— Another mirror, if flashed in the
face of a double, will create a double of the
double; the two of them will fight to the
death, causing no further damage to the original
in any event.))

((Players gain no points for killing any of
the doubles, and may lose points for killing
or causing the death of a companion. The
doubles will be instantly recognizable as
such.))

((A <PC> can gain 600 points for figuring
a way past the mirror, but only if the
<PC> takes no damage in so doing.))

19. ((Here the players will see a pit covering
the entire 10’x10’ section of floor. If
they look closely, they will also notice that
the pit extends up into the ceiling. The pit
goes down 10’ into the floor and up 10’ into
the ceiling, for a total length of 32’. At the top
and bottom of the pit are <errorless> teleporter fields.
Something which falls to the bottom will be
transported to the top and will continue to
fall over and over, gaining speed at 16’ per
second. Eventually, the object will reach
terminal velocity; a person will be unable to
breathe and will die. What the players will
not notice is that there are about 5 small
objects falling at terminal velocity in the pit
already, but they will hear a faint whistling
noise. Any person leaning over or moving
over the pit has a 50% chance of being struck
by one of these objects for 10HP.))

20. ((As players walk across this part ov
the corridor, there is a 20% chance per person
that they will notice that the floor is
sticky. They have actually walked on Echo
Paint. The paint will cling to the boots of
those who walk on it, and alter 1-4 rounds
will begin to produce mute echoes as if
someone were walking behind at a distance
of 100’ or more. The echoing effect will last
until the paint dries (in 1 day) and then the
echoing will cease. Holy water, warming with
a torch or even the use of soap will remove
the paint. The paint here is the color of the
stone floor. Behind the secret door is a small
pot of this paint with a small brush attached.
It has a value of 900.))

21. ((In this area are 2 Blentz, one at
“a” and one at “b”. If the party comes from
room 4, they will try to trap the group between
them. They are AC7, 4 dice, 20HP,
25% magic resistant, value 600 each. They
resemble large 4, dark brown pillows,
sprouting dozens of mobile, rope-like tentacles.
Each of these ends in an eye/beak combination
which is capable of piercing armor.
They are 90% resistant to normal fire. If hit
by fire, they will take 2-12HP once per dose
of burning oil, 1-6hp per torch. They can
attack 6 times on each side per turn for 2HP
per attack. They communicate telepathically.))

22. ((This room contains a Carrion
Crawler, AC3/7, 3 Dice, 15HP, value 600. It
can attack 8 times per turn for a save versus
paralysis. Paralysis will last for 5-20 rounds
unless the victim is eaten by the crawler beforehand.))

23. You see an area which is misty, and
your vision is reduced to only 2’ into it.

((The mist is completely harmless, and
there is nothing in the room.))

24. You enter an area and see 12 Giant
Rats.

((These are AC7, 4HP each, value 9
each. They attack once each for 1-3 HP. As
the players crawl from the tunnel, the rats will
gain +5 on their attacks.))

25. ((In this area is a Carrion Crawler,
AC3/7, 3 Dice, 15HP, value 600. It can attack
8 times per turn for a save versus paralysis.
Paralysis will last for 5-20 rounds unless
the victim is eaten by the crawler beforehand.))
 

((Theoretical Maximum Points: 100,000.))


This map should be given to players before they begin their adventure.
It shows the general terrain and important features of the AREA
which contains the possible locations of the Rock of Ages. Some of the
highlights of the map are further described below:

NORTH END is a forgotten, sandy beach-cave complex.

KANG’S TOMB is the final resting place of the first Master of
Flowers. It is located in a mountainous area.

PENDULUM POINT is a barren jumble of rocks, boulders and
caves.

THE BLASTED PLAIN is a vast plain of ash with a single oak tree in
its center.

DEVIL GATE is an ancient altar in a cavern found just off a hidden
canyon. 

DOOMKEEP is the deserted (?) castle/dungeon complex where
players will search for clues.

THE DUST PIT is an area of vast sands, dust devils, whirlwinds and
a mysterious sand “drain.”

CITY OF THE DEAD is an ancient city of the old race, now
deserted.

THE GRAY WOODS is a dead grove of ancient trees.
THE LOST LAKE is hidden in a mountain valley. There are rumors
of an underwater city.

EAGLE CRAG is a tall, solitary mountain honeycombed with
caves.

LOKHEIM MINES are deep, cavernous labyrinths in the Lokheim
Mountains

EVERGLADE MOUND is a tomb of the Ancient Ones. It is in a
forest and is rumored to have an underground complex.

Information for the DM's Eyes Only!
-
Objective points, Individual - Objective points, Shared - Subjective points, Individual
1st Edition AD&D - - - Doomkeep

The Second Official Invitational AD&D 
Masters Tournament is written up and 
presented in a way which makes it easy for the 
DM to reveal the details of the dungeon to 
players as they make their way through it. 

In the text, all material inside double parentheses 
and printed in <green> is NOT meant to be 
revealed to the players until they actually 
begin |or| resolve an encounter.  Material NOT 
inside the double parantheses,
printed in 
red
, shouuld be read aloud to the players when 
they are in the section of the dungeon to 
which the text applies.  This system spells out 
exactly what the players are entitled to know, 
and separates that from info which

they must discover through INT and 
ingenuity. 

The scoring system used in the Second

Official Invitational AD&D Masters Tournament
was complex and very demanding of
the judges who oversaw the action. Objective
points were awarded to a player or team
at the completion or achievement of a certain
action or goal. Subjective points were
awarded at the discretion of the judges,
when the judges determined that the requirements
for a player or players obtaining
those points had been fulfilled. In the Masters
Tournament, there were two judges for each
team’s excursion, and both judges were permitted
to award subjective points (without
the other’s knowledge) if they both ruled that
such points were deserved. Objective points
were only tabulated once, and were kept
track of by one of the two judges.

Points for a certain accomplishment may
be shared by all the players who contributed
to that accomplishment, or they may be
awarded to an individual who achieves a
certain goal.

Points were scored as follows:

Objective points, Individual:

+10,000—Choosing correct location of
Rock of Ages (only if individual is alive or 
resurrectable at end of adventure).

+1,200—Finding a True Clue.

For slaying monsters, points are awarded
as per the values listed for those monsters
along with their descriptions in the text.

-1 per hit point—Deducted for unhealed
damage to a player at the end of the
adventure.

-50—Deducted for death of player <character>
(each occasion).

-100—Deducted for player who is
dead but resurrectable at end of adventure.

-1,000—Deducted for player who is
dead and not resurrectable at end of adventure.

-10—Deducted for death of teammate
(each occasion).

-50—Deducted for each teammate
dead but resurrectable at end of adventure.

-1,000—Deducted for each teammate
dead and not resurrectable at end of
adventure.

Objective points, Shared:
+12,000—Gaining possession of Rock
of Ages (even without knowing what it is).

For gaining possession of magick items,
points are awarded as per the values listed
for those items along with their descriptions
in the text.

Subjective points, Individual:
For determining the correct use of a magick
item, a player receives points equal to its
value as listed in the text.

-1,000—Deducted for causing the
death of a teammate by stupidity.

-500—Deducted for causing the death
of a teammate by accident

-2,000—Deducted for purposely causing
the death of a teammate.

-1 to -10—Deducted on each occasion
when a player demonstrates stupidity,
slowness, or other undesirable qualities.

+1 to +10—Added on each occasion
when a player demonstrates quick, smart or 
decisive action. 

Players who die are still eligible for their
portion of Shared points, and can still incur a
penalty in points for the death of other teammates.
No points are awarded for finding
false clues.

Other points of information for DMs are
as follows:

There is no surprise during the adventure.
Do not read directions as “north-south” for
players; use “left” and “right” instead.

Players must enter a room or area before
they will be able to see what it contains,
unless they cast some kind of light spell. Even
the most powerful torch or lantern will only
allow them to see living creatures as shadows.
Similarly, in corridors the players will
not see doors or other features until they are
upon them, because of the effect of shadows.
Even infravision will not change this.

All intrinsic magic in the area (such as
held doors) was placed by the equivalent of
an 18th-level Magic-User.

Spell-casting characters may prepare
such things as a Continual Light wand by
selecting a Continual Light spell for the adventure
and using it on a stick. Other such
combinations are possible, but must be
made using spells selected for the adventure;
none of these types of things can have been
prepared “on the previous day.” A Magic-
User may select a Find Familiar spell if he
wishes a familiar, but the normal procedure
must be used to see if he actually obtains
one.

The DM must be able to see any dice rolls
made by the players. All damage rolls should
be made by the DM in any case. Players may
be permitted to roll for initiative, to hit and
saving throws.

Players do not score points for treasure
or magic items used up, destroyed or discarded
before the end of the adventure.

Here's What the Masters Had to Start With
-
People who played in the Second Official Invitational AD&D Masters
Tournament at GenCon XII were grouped in three-member teams
for their trip through the dungeon. Each team was allowed to pick three
player-characters from a list of 14 characters, and each team had three.
hours of real time to adventure.

Any DM who wants to run a group of players through
the Masters Tournament module can, of course, alter any of the
preconditions as he or she sees fit. This information is presented for
those who might want to pattern their adventure along the same lines,
and for those who are interested in knowing the details of how the
tournament was set up.

The only information available to the players before they made
their character selections was the class, race and level of each of the 14
available characters. They were as follows: 8th-level human Cleric,
10th-level human Druid, 8th-level human Fighter, 7th-level human
Paladin, 7th-level human Ranger, 9th-level human Magic-User, 8thlevel
human Illusionist, 9th-level human Thief, 8th-level human Assassin,
7th-level human Monk, an elven 6th-level Fighter/7th-level Magic-
User, a dwarven 6th-level Fighter/7th-level Thief, a half-elven 7thlevel
Magic-User/5th-level Cleric, and a half-orc 4th-level Cleric/6thlevel
Thief.

Each character was allowed to begin the adventure with certain
basic equipment, and players were permitted to add to that equipment
anything which is listed in the Players Handbook on the equipment list.
Any requests for special equipment were handled at the discretion of
the judge.

Spell-casting characters selected their own spells. Each player also
received a “shopping list” of magic items (not reproduced herein), and
each player was given 100 “points” to spend on items from that list.
Players on the same team were allowed to pool their points or transfer
them freely from one character to another before making their selections
of items.

The 3-hour time limit included all the time necessary for each
team to set up their characters, so it was important for each team to
outfit its members and record their possessions as quickly as possible,
leaving as much time as they could for actual adventuring.





How the Masters Did
-
Robin Hostetter of Augusta, Ga. was perched atop the standings
when the search for the Rock of Ages ended at GenCon XII on Aug. 19,
1979. As the top individual finisher in the Second Official Advanced
Dungeons & Dragons Masters Tournament, he received a trophy cup
from TSR Hobbies, Inc., which sponsored the tournament.

Robin was one of 36 players in “Masters II,” 24 of whom had not
played in the First Invitational. New players took 10 of the first 13 places
in the second tournament, indicating that as AD&D becomes more
popular, the number of players of “master” ability increases.

John Baillie of Nottingham, England, and Brian Price of Greendale,
Wis., received plaques for placing second and third, respectively.
Lawrence Schick, a member of the TSR Hobbies Design Department
and another 1st-time player, finished fourth. He was the leading player
of Team 11, which won the award for most effective team. The team
also included Ralph Williams of TSR Hobbies and The Dragon’s own
Gary (Jake) Jaquet, who placed sixth and seventh.

The highest finisher among those who also played in “Masters I”
was Jim Ward of Prairie du Chien, Wis. He was 13th in the first
tournament and moved up to fifth in the second one.

The top five finishers from the first tournament found out that fame
in AD&D, as in life, can be fleeting. The team of Bob Blake, Len
Lakofka and Mark Mulkins was dispatched shortly after starting its
adventure, and the 3 of them finished at the bottom of the standings.
Amazingly, those three players placed first, second and fifih in the
first tournament. John Harshman and Loren Wiseman, both carrying
the standard of Game Designers’ Workshop, plummeted to 18th and
24th respectively after placing third and fourth in the 1st tournament.

The order of finish in the Second Invitational is as follows. Persons
who also played in the First Invitational are indicated with their placings
in parentheses.

1. Robin Hostetter, Augusta, GA, Team 5
2. John Baillie, Nottingham, England, Team 4
3. Brian Price, Greendale, WI, Team 12
4. Lawrence Schick, TSR Hobbies, Team 11
5. Jim Ward, Prairie du Chien, WI, Team 3 (13th)
6. Ralph Williams, TSR Hobbies, Team 11 (11th)
7. Gary Jaquet, TSR Periodicals, Team 11 (15th)
8. Kathy Bullinger, Morgantown, WV, Team 9
9. Rob Kuntz, TSR Hobbies, Team 9
10. Herb Petersen, West Allis, WI, Team 5
11. Gary Peyre-Ferry, Media, PA, Team 9
12. Charles Sagui, Boaz, KY, Team 10
13. J. Eric Holmes, Los Angeles, CA, Team 7
14. Will Niebling, TSR Hobbies, Team 7 (12th)
15. Al Hammack, TSR Hobbies, Team 3 (tie for 8th)
16. Gary Gygax, TSR Hobbies, Team 7 (10th)
17. Troy Conner, Rockville, MD, Team 5
18. John Harshman, GDW, Team 3 (3rd)
19. Tony Appleby, Woodbridge, VA, Team 1
20. Greg Rihn, Wisconsin Dells, WI, Team 1
21. Rob Pritschet, Minneapolis, MN, Team 1
22. Bob Stiegel, Greendale, WI, Team 4 (tie for 8th)
23. Joe Jungbluth, Sussex, WI, Team 12
24. Loren Wiseman, GDW, Team 4 (4th)
25. Steve Kingsley, Northport, NY, Team 12
26. Dave Griggs, Fort Worth, TX, Team 2
27. Tom Towns, Baytown, TX, Team 10
28. Bob Bledsaw, Judges Guild, Team 2
29. John Muse, Roanoke, VA, Team 10
30. Tom Zarbock, San Juan Capistrano, CA, Team 2
31. Jamie Smith, Roanoke, VA, Team 6
32. Steve Zagieboylo, Norfolk, MA, Team 6
33. Mike Pautler, Ashton, MO, Team 6
34. Len Lakofka, Chicago, IL, Team 8 (2nd)
35. Mark Mulkins, Kenosha, WI, Team 8 (5th)
36. Bob Blake, Valparaiso, IN, Team 8 (1st)

Other persons who were invited to play but were unable to do so
included David Frick, Conrad Froehlich, Henry Veldenz, Bruce Stewart,
Steve Bradcovich, Gary Norton, Mike Mayeau, Roger Lawter,
Abraham Stone and The Dragon’s editor, Tim Kask.

The tournament was designed by Brian Blume of TSR Hobbies,
who also acted as head referee. The dungeon was constructed from
rooms, or parts of rooms, submitted to Brian by those who were invited 
to play in the tournament.  Acting as referees for the tournament were 
Tom Wham, Dave Sutherland and Kevin Blume. Playtesters, also from
the TSR Hobbies staff, included Mike Carr, Jeff Leason, Harold Johnson,
Jean Wells, Dave Cook and Erol Otus.